User:Zhenra-Khal/Soulbinder Shaman (3.5e Class)

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Author: Zhenra-Khal (talk)
Date Created: 9/30/2016
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A hybrid of the Binder and Totemist who can bind their Vestige to their chakras for added benefits. 20 1



, Other Partial


Soulbinder Shaman[edit]

Soulbinder Shamans are those, born with the ability to see spirits and the like, who then take up the study of these creatures, dabbling in both Binding[1] and Soulmelds[2], merging the two into their own unique art.

Making a Soulbinder Shaman[edit]

Soulborn Shamans make effective melee characters, but can fill many other roles based on the soulmelds and spirits they choose. They are most effective against spirits (Fey, Elementals, and Incorporeal Undead) and in that fashion fill a role similar to the Paladin, being effective with spirits rather than undead.

Abilities: Constitution is the most important ability for a Soulbinder Shaman, as it governs Meldshaping ability as a whole; Charisma is also important as it effects the Soulbinder's Binding checks.

Races: Any race can become a Soulbinder Shaman, but those with mystical origins (Elves and the like) or those with ties to Incarnum (Rilkan, Skarn, Dusklings and the like) are far more likely to end up walking this path. Those with Outside ancestry (Genasi, Tieflings and Aasimar, to name a few) are also commonly drawn to this class.

Alignment: Any. People from all walks of life have the potential to learn about the creatures of beyond, though the class tends to lean more toward chaotic than lawful due to their unorthodox methods of gaining power.

Starting Gold: 2d4×10 gp (110 gp).

Starting Age: Moderate.

Table: The Soulbinder Shaman

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Meldshaping Chastise Spirits Damage
Fort Ref Will Soulmelds Essentia Chakra Binds
1st +0 +2 +0 +2 Meldshaping, Spirit Companion, Eclectic Learning, Bonus Incarnum Feat, Chastise Spirits, Spirit Sight 3 1 0 1d6
2nd +1 +3 +0 +3 Vestige Chakra (+1 Capacity), Bind Spirits (Small Elementals, Magmin, Grig, Pixie, Nixie), Suppress Sign 3 2 1 2d6
3rd +2 +3 +1 +3 Bind Spirits (Thoqqua, Shadow), Eclectic Learning 4 3 1 3d6
4th +3 +4 +1 +4 Bind Spirits (Allip, Medium Elementals, Dryad) 4 4 1 4d6
5th +3 +4 +1 +4 Chakra binds (crown, feet, hands), Bind Spirits (Wraith, Satyr), Bonus Incarnum Feat 4 5 1 5d6
6th +4 +5 +2 +5 Bind Spirits (Crysmal, Nymph), Bonus Pact Magic Feat, Eclectic Learning 5 6 2 6d6
7th +5 +5 +2 +5 Bind Spirits (Belker, Spectre) 5 7 2 7d6
8th +6/+1 +6 +2 +6 (Invisible Stalker, Large Elementals) 5 8 2 8d6
9th +6/+1 +6 +3 +6 Chakra binds (Arms, Brow, Shoulders), Bind Spirits (Greater Shadow), Eclectic Learning 6 9 2 9d6
10th +7/+2 +7 +3 +7 Bonus Incarnum Feat 6 10 3 10d6
11th +8/+3 +7 +3 +7 Vestige Chakra Bind (Double Vestige), Bind Spirits (Caller In Darkness) 6 11 3 11d6
12th +9/+4 +8 +4 +8 Bind Spirits (Hoary Steed), Bonus Pact Magic Feat, Eclectic Learning 7 12 3 12d6
13th +9/+4 +8 +4 +8 7 13 3 13d6
14th +10/+5 +9 +4 +9 Chakra binds (Throat, Waist, Legs) 7 14 4 14d6
15th +11/+6/+1 +9 +5 +9 Vestige Chakra Bind (+2 Capacity), Eclectic Learning, Bonus Incarnum Feat 8 15 4 15d6
16th +12/+7/+2 +10 +5 +10 Bind Spirits (Huge Elementals, Dread Wraith) 8 16 4 16d6
17th +12/+7/+2 +10 +5 +10 Chakra bind (Heart) 8 17 4 17d6
18th +13/+8/+3 +11 +6 +11 Bonus Pact Magic Feat, Eclectic Learning 9 18 5 18d6
19th +14/+9/+4 +11 +6 +11 Chakra Bind (Soul) 9 19 5 19d6
20th +15/+10/+5 +12 +6 +12 Vestige Embodiment 9 20 5 20d6

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Autohypnosis (Wis), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Heal (Wis), Listen (Wis), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Knowledge (Nature) Profession (Int), Sense Motive (Wis), Search (Int), Speak Language (None), Spot (Wis), Truespeak (Int), Use Magic Device (Cha).

Class Features[edit]

All of the following are class features of the Soulbinder Shaman.

Weapon and Armor Proficiency: Soulbinder Shamans are proficient with simple weapons and light armor, and with shields (But not tower shields).


Meldshaping (Su): A Soulbinder Shaman's primary ability is shaping the Bind Vestige soulmeld ( Bind Vestige (3.5e Soulmeld) ). The Difficulty Class for a saving throw against an ability from this Soulmeld 10 + 1/2 Bound creature's HD + Meldshaper's Constitution Modifier; The Difficulty Class from any other Soulmeld the Soulbinder Shaman knows is 10 + number of points of essentia invested in the soulmeld + your Constitution modifier. Your meldshaper level is equal to your Soulbinder Shaman level. A Soulbinder Shaman can shape only a certain number of soulmelds per day. Your base daily allotment is given on the table above. The maximum number of soulmelds that you can have shaped simultaneously is equal to your Constitution score minus 10 or the number of soulmelds on the table, whichever is lower. At 1st level, you can shape two soulmelds at a time (assuming you have a Constitution score of at least 12). As you advance in level, you can shape an increasing number of soulmelds. At 1st level, you also gain access to your personal pool of essentia, which can be invested into your soulmelds to increase their power. Your essentia pool's size is shown on the table above. As a swift action, you can reallocate your essentia investments in your soulmelds every round. A Soulbinder Shaman does not study or prepare soulmelds in advance, but must have a good night's rest and must meditate for 1 hour to shape his soulmelds for the day.

Eclectic Learning: At 1st level, and again at every level divisible by 3 thereafter (3rd, 6th, 9th, etc), you may learn Soulmelds from other classes' lists. At 1st level, you add 3 soulmelds to your class list. Each time you gain this ability afterward, you may add any single Soulmeld from any class list to your own class list of soulmelds known and can thereafter shape them normally as if they were a Soulbinder Shaman soulmeld. Soulmelds that utilize the Totem chakra instead use the Soulbinder's Vestige chakra (See below).

Spirit Sight (Ex): A Soulbinder Shaman of 1st level and above can see ethereal creatures (including spirits) as easily as he sees material creatures and objects. The Soulbinder Shaman can easily distinguish between ethereal creatures and material ones, because ethereal creatures appear translucent and indistinct.

Bonus Feats: At 1st level and every level divisible by 5 thereafter (5th, 10th, 15th, etc.), you gain a bonus Incarnum feat, listed in Chapter 3: Character Options of the Magic of Incarnum sourcebook. At 6th level and every level divisible by 6 thereafter(12th, 18th, etc.), you gain a bonus Pact Magic feat, as detailed in Chapter 1: Pact Magic of the Tome of Magic sourcebook. You must meet the prerequisites for each feat normally.

Chastise Spirits (Su): Beginning at 1st level, a Soulbinder shaman can use their own soul energy to damage hostile spirits (Fey, Elementals, and Incorporeal Undead). Chastising spirits is a standard action that deals 1d6 damage/class level to all spirits within 30 feet of the shaman. The affected spirits get a Will save (DC 10 + Soulbinder Shaman level + Con modifier) for half damage. When using this ability against incorporeal creatures, a Soulbinder Shaman does not have to roll the normal 50% miss chance—the effect hits the spirits automatically. A spirit shaman can use this ability a number of times per day equal to 3 + her Constitution modifier. The Soulbinder Shaman can invest Essentia in this ability, gaining an additional use of the ability, increasing the damage by 1 per class level, and increasing the Save DC by 1, per point of Essentia invested. However, Essentia invested in this manner remains invested for 24 hours.

Companion Spirit: At first level, you gain a spirit companion. This creature is an Outsider with the Native and Incorporeal subtypes, as well as any subtypes associated with its alignment, which is always within one step of the alignment of the Soulbinder Shaman it's linked to. It gains Hit Dice equal to the Soulbinder Shaman's meldshaper level, but not Outsider hit dice - Its hit dice are d8s, its Base Attack bonus is 3/4 (As Cleric) and it has two good saves, one of which is Will and the other (Reflex or Fortitude) is chosen by the player at character creation. Because of this, it gains feats and skills as normal. The spirit's class skills are chosen by the Soulbinder Shaman at character creation and cannot be changed thereafter, and it gains skill points equal to 4 + its Intelligence modifier (x4 at First level) each level. Note that the spirit cannot interact with anything corporeal normally, unless Manifesting (See below). It can communicate telepathically with its master as long as they are within 1 mile of each other, and knows what languages its master does, but cannot speak aloud except when Manifesting.

It is typically the same Size as the Soulbinder Shaman it's attached to - Small for Halflings, Gnome and the like, and Medium for Humans, Elves, and etc. It is only proficient with simple weapons and light armor, and shields (except tower shields), but cannot use them unless they have the Ghost Touch property.

At first level, its base statistics are: Fly 60 (Perfect), Darkvision 60', Str —(14), Dex 14, Con 14, Int 14, Wis 14, Cha 14. Like all incorporeal creatures, it has no Strength score (But it does have an effective Strength score for when it Manifests, which is the number in parentheses; see below) and uses Dexterity instead of Strength for attack rolls , damage rolls and the like, and has a Deflection bonus to Armor class equal to its Charisma modifier (Min 1). It also gains Spell Resistance equal to 10 + its HD, so a 1st-level Companion has SR 11. It also has the ability to make a melee Touch attack that deals 1d6 Force damage to the target per 3 HD. Each time it gains a HD, it gains an Evolution point, which can be spent on Evolutions (See below). Once an Evolution is chosen, it remains permanently, unless the spirit companion is slain or etc.

If the Spirit Companion is slain, it vanishes back to its home plane and cannot be re-summoned for a year and a day. The creature is typically somewhat humanoid in shape, though tales are told of those with companions that resembled the spirits of animals or other creatures, but regardless of appearance, the basic statistics are the same.

Manifest (Su): A Spirit can, as a Swift action, become corporeal for a certain number of rounds per day. When it does so, it loses its Fly speed(And Incorporeal Subtype), gains a base speed equal to half its Fly speed and gains a Natural Armor bonus equal to its Constitution modifier. It can remain in this state for a number of rounds each day equal to its Constitution modifier + its HD, and may divide the duration up as desired (Becoming incorporeal again is a free action, and can be attempted as an Immediate action, but the companion must make a Fortitude save [DC 10 + Companion's HD] or be dazed for 1 round after doing so). The Spirit Companion cannot, however, Manifest when Bound to the Soulbinder Shaman via the Bind Vestige soulmeld.


Vestige Chakra: At 2nd level, you gain access to a unique chakra: the vestige chakra. This chakra is not associated with any location on the body, but rather represents your connection to the Vestige spirit you've bound. This chakra can only hold the Bind Vestige soulmeld, though other soulmelds can be Bound to it, as if it were the Totem chakra of the Totemist. The Bind Vestige soulmeld, unlike other soulmelds, cannot be unshaped, nor can the creature within be targeted in any way. Since the vestige chakra doesn't match a body location, binding a soulmeld to this chakra doesn't restrict your use of magic items that take up a body location. Any soulmeld bound to your vestige chakra has an essentia capacity 1 higher than the normal capacity for your soulmelds. For example, a 2nd-level Soulbinder Shaman can invest up to 2 points of essentia in any soulmeld bound to his totem chakra bind (rather than the normal limit of 1 points of essentia). At 15th level, the capacity of any soulmeld bound to your totem chakra increases by an additional point (meaning that a 15th-level Soulbinder Shaman could invest up to 5 points of essentia in that soulmeld). At 11th level, you gain the ability to bind a ssecond Vestige to your vestige chakra. You gain the special benefits of both vestiges, and can bind them to different chakra as if they were normal soulmelds (But can only bind one Bind Vestige soulmeld to your Vestige chakra at a time, as with any other chakra).

Bind Spirits (Su): By utilizing the Bind Vestige soulmeld ( Bind Vestige (3.5e Soulmeld) ), you may summon and bind a spirit (Any Fey, any Elemental, any Incorporeal Undead or your Spirit Companion, see below). This is accomplished by drawing the appropriate sigil of summoning for the creature (Special summoning is mention in the Soulmeld's description), which requires the ability to mark a surface (Usually the ground) and 1 minute of concentration. Then you place your hand on the sigil and call out to the spirit you wish to summon, which takes 1 minute of uninterrupted concentration. The ritual fails if you cannot be heard (for example, if you are within the area of a silence spell). You then make a binding check (d20 + your Soulbinder Shaman meldshaper level + your Charisma modifier) to bind the creature (DC = 10 + Creature's HD + creature's Cha mod). If you share a Type of Subtype with the target creature (For example, a Fire Genasi trying to summon a Medium Fire Elemental) you may add your Constitution modifier to the binding check as well. If you fail the binding check, you are said to have made a bad check, and are subject to the creature's Influence and must show its Sign. If you succeed, you are not subject to the creature's Influence and can hide or reveal the creature's Sign as you choose. While under the influence of a vestige, you must adhere to its requirements to the best of your ability. If you are conscious and free-willed, and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you take a —1 penalty on attack rolls, saving throws, and checks until that vestige leaves you. If you are influenced by more than one vestige, you must act according to all their influences. If you fail to fulfill the requirements of more than one vestige or disobey a single vestige more than once, the penalties stack. Once Bound, you cannot rid yourself of the creature for 24 hours (Unlike other soulmelds), unless you possess the Expel Vestige feat. Your Meldshaper level counts as your Effective Binder Level for the purposes of feats and prestige classes, but you cannot learn to bind other vestiges. You can bind a creature of up to your Meldshaper level; Several creatures have a minimum Meldshaper level required to Bind them, these are listed on the class's table at the levels at which they become available to summon and Bind.

Knowing this Soulmeld effectively gives you the Soulbinding class feature, as the Binder class feature of the same name, for the purposes of feats and prestige classes; Your Effective Binder Level is equal to your Meldshaper level.

While the spirit is bound to you, you gain:

-Bonus HP equal to (your Con Mod + 1 per point of Essentia invested) x the HD of the creature bound.

-Bonus on all saves equal to 1 + 1 per point of invested Essentia.

-And additional benefits based on what sort of creature you've Bound:

Air Elemental(SRD:Air Elemental): Air Mastery: Airborne creature suffer a -1 penalty on attack and damage rolls against the character, additional -1 per Essentia invested; Entropic Shield: Ranged attacks against the character suffer a % miss chance equal to 1% per HD of the elemental, +5% per Essentia invested.

Companion Spirit(Soulbinder Shaman (3.5e Class)#Companion Spirit): Two Minds: You gain a bonus on Spot, Listen, Search and Sense Motive checks equal to +1, +1 per point of Essentia invested. You may also reroll one Will save each minute and choose the better result.

Earth Elemental(SRD:Earth Elemental): Granite Hide: DR/Adamantine equal to 1/2 the elemental's HD, +1 per Essentia invested; Earth Mastery: +1 bonus on attack rolls, +1 per Essentia invested, as long as both the Soulbinder Shaman and the foe are touching the ground, but -4 against airborne and waterborne creatures.

Fey(SRD:Fey Type): Wild Heart: You can use Entangle, Cure Light Wounds and Barkskin as spell-like abilities a combined number of times per day equal to 3 plus your Constitution score, with a Caster Level equal to half your Meldshaper level.

Fire Elemental(SRD:Fire Elemental): Burn: Your melee attacks deal additional Fire damage based on the size of the elemental you've Bound: 1d4 (Small), 1d6 (Medium), 2d6 (Large) or 2d8 (huge). Those who attack you with non-reach melee weapons also take this damage. You also shed bright light in a a radius equal to 5 feet per point of invested Essentia, and shadowy illumination in a radius equal to double that.

Undead(SRD:Incorporeal Subtype): Death's Armor: 25% fortification, +5% per point of Essentia invested.

Water Elemental(SRD:Water Elemental): Water Mastery: +1 on attack and damage rolls if both attacker and target are waterborne, +1 per Essentia invested, but -4 if Soulbinder Shaman and/or opponent are on dry land.

Each spirit grants additional abilities when Bound to a Chakra; These are described in the soulmeld's full description: Bind Vestige (3.5e Soulmeld)

Chakra Binds: Beginning at 2nd level, you can bind your soulmelds to your chakras, granting you new powers based on the soulmeld and the chakra chosen. Binding a soulmeld to a chakra closes the body slot associated with that chakra, so that you cannot also benefit from a magic item worn on the body slot associated with that chakra. The number of chakra binds that you can have active at any one time depends on your level (see the table above). At 2nd level, you can bind a soulmeld to your Vestige chakra (see below). Beginning at 5th level, you can bind soulmelds to your crown, feet, or hands chakras. At 9th level, you can bind soulmelds to your arms, brow, or shoulders chakras. At 14th level, you can bind soulmelds to your throat, waist legs chakras. At 17th level, you can bind a soulmeld to your heart chakra. At 19th level, you gain the ability to bind a soulmeld to your soul chakra.


Suppress Sign:At 2nd level and higher, when you make a good pact, you can choose not to exhibit the physical sign that normally accompanies a pact with a vestige. You can suppress or reveal the sign at will as a swift action. With a poor pact, you gain the powers of the vestige, but you cannot suppress its sign. You show it for the duration of the pact and are influenced by it as normal.


Vestige Embodiment (Su): At 20th level, your power reaches its pinnacle. As a move action, you can choose to merge fully with one of your Vestiges, gaining all of abilities as if it were bound to all of your chakras at once, in addition to any other supernatural abilities the creature might normally have (Or, if it's your Spirit Companion, you gain all of its Evolutions instead). This ability can be used for a maximum number of rounds per day equal to the Soulbinder Shaman's Constitution modifier + their class level, and they can divide the duration up as they like.

Spirit Companion Evolutions[edit]

One-Point Evolutions:

Arcana I (Su): This companion is adept at magic. Choose 4 0th-level spells without material or XP costs from any class lists. The companion can now cast these as a Sorcerer of a level equal to its HD, using the spells per day normally, but not learning any other spells beyond these four. This evolution can be selected more than once (But not more than once per 3 HD of the companion); Each time, the companion gains one more 0th-level spell known and one more 0th-level spell per day. The Soulbinder Shaman must be at least 3rd level before selecting this evolution.

Bite (Ex): This companion's maw is full of razor-sharp teeth, giving it a bite attack. This attack is a primary attack. The bite deals 1d6 points of damage (1d4 if Small, 1d8 if Large, 2d6 if Huge).

Claws (Ex): This companion has a pair of vicious claws at the end of its limbs, giving it two claw attacks. These attacks are primary attacks. The claws deal 1d4 points of damage (1d3 if Small, 1d6 if Large, 1d8 if Huge).

Climb (Ex): This companion becomes a skilled climber, gaining a climb speed equal to its base speed. This evolution can be selected more than once. Each additional time it is selected, increase the companion's climb speed by 20 feet.

Gills (Ex): This companion has gills and can breathe underwater indefinitely.

Reach (Ex): One of this companion's attacks is capable of striking at foes at a distance. Pick one attack. The companion's reach with that attack increases by 5 feet.

Resistance (Ex): This companion's form takes on a resiliency to one particular energy type, which is usually reflected in its physical body (ashen hide for fire, icy breath for cold, and so on). Pick one energy type (acid, cold, electricity, fire, or sonic). The companion gains resist 5 against that energy type. This resistance increases by 5 for every 5 levels the Soulbinder Shaman possesses, to a maximum of 15 at 10th level. This evolution can be selected more than once. Its effects do not stack. Each time an companion selects this evolution, it applies to a different energy type.

Scent (Ex): This companion's sense of smell becomes quite acute. The spirit companion gains the scent special quality, allowing it to detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents can be detected at twice the normal range. Scent does not allow the companion to precisely locate the creature, only to detect its presence. It can detect the direction with a move action. The companion can pinpoint the creature's location if it is within 5 feet. The companion can use scent to track creatures.

Skilled (Ex): This companion becomes especially adept at a specific skill, gaining a +8 racial bonus on that skill. This evolution can be selected more than once. Its effects do not stack. Each time a Spirit Companion selects this evolution, it applies to a different skill.

Swim (Ex): This companion gains webbed hands, feet, or powerful flippers, giving it a swim speed equal to its base speed. This evolution does not give the companion the ability to breathe underwater. This evolution can be selected more than once. Each additional time it is selected, increase the companion's swim speed by 20 feet.


Two-Point Evolutions:

Ability Increase (Ex): This companion grows larger muscles, gains faster reflexes, achieves greater intelligence, or acquires another increase to one of its abilities. Increase one of the companion's ability scores by +2. This evolution can be selected more than once. It can only be applied once to an individual ability score, plus 1 additional time for every 6 levels the Soulbinder Shaman possesses.

Arcana II (Su): This companion is adept at magic. Choose 3 1st-level spells without material or XP costs from any class lists. The companion can now cast these as a Sorcerer of a level equal to its HD, using the spells per day normally, but not learning any other spells beyond these three. This evolution can be selected more than once (But not more than once per 5 HD of the companion); Each time, the companion gains one more 1st-level spell known and one more 1st-level spell per day. The companion must have the Arcana I evolution in order to choose this evolution. The Soulbinder Shaman must be at least 5th level before selecting this evolution.

Energy Attacks (Su): This companion's attacks become charged with energy. Pick one energy type: acid, cold, electricity, or fire. All of the companion's natural attacks deal 1d6 points of energy damage of the chosen type on a successful hit. The Soulbinder Shaman must be at least 5th level before selecting this evolution.

Gore (Ex): This companion grows a number of horns on its head, giving it a gore attack. This attack is a primary attack. The gore deals 1d6 points of damage (1d4 if Small, 1d8 if Large, 2d6 if Huge).

Grab (Ex): This companion becomes adept at grappling foes, gaining the grab ability. Pick bite, or claw attacks. Whenever the companion makes a successful attack of the selected type, it can attempt a grapple check. If successful, the companion grapples the target. This ability only works on creatures of a size one category smaller than the companion or smaller. Spirit Companions with this evolution receive a +4 bonus on grapple checks.

Immunity (Su): This companion's body becomes extremely resilient to one energy type, gaining immunity to that type. Pick one energy type: acid, cold, electricity, fire, or sonic. The companion gains immunity to that energy type. This evolution can be selected more than once. Its effects do not stack. Each time it applies to a different energy type. The companion must possess the Resistance evolution, and must choose one of the energy types the Resistance evolution grants resistance to. The Soulbinder Shaman must be at least 7th level before selecting this evolution.

Limbs (Ex): This companion grows an additional pair of limbs. These limbs can take one of two forms. They can be made into legs, complete with feet. Each pair of legs increases the companion's base speed by 10 feet. Alternatively, they can be made into arms, complete with hands. The companion does not gain any additional natural attacks for an additional pair of arms, but it can take other evolutions that add additional attacks (such as claws or a slam). Arms that have hands can be used to wield weapons, if the companion is proficient. This evolution can be selected more than once.

Poison (Ex):This companion secretes toxic venom, gaining a poison attack. Whenever the selected attack hits, the target is poisoned. Spirit Poison — Type: poison (injury); Save: Fort negates; Frequency: 1/round for 4 rounds; Effect: 1d4 Str damage; Cure: 1 save. The save DC is equal to 10 + 1/2 the companion's HD + the companion's Constitution modifier. For 2 additional evolution points, this poison deals Constitution damage instead. This poison can be used no more than once per round. The Soulbinder Shaman must be at least 7th level before selecting this evolution, and the companion must already possess the Bite evolution.

Rend (Ex):' This companion learns to rip and tear the flesh of those it attacks with its claws, gaining the rend ability. Whenever the companion makes two successful claw attacks against the same target in 1 round, its claws latch onto the flesh and deal extra damage. This damage is equal to the damage dealt by one claw attack plus 1-1/2 times the companion's Strength modifier. The companion must possess the claws evolution to select this evolution. The Soulbinder Shaman must be at least 6th level before selecting this evolution.

Tremorsense (Ex): This companion becomes attuned to vibrations in the ground, gaining tremorsense out to a range of 30 feet. This works like the Blindsense evolution, but only if both the companion and the creature to be pinpointed are in contact with the ground. The Soulbinder Shaman must be at least 7th level before selecting this evolution.

Trip (Ex): This companion becomes adept at knocking foes to the ground with its bite, granting it a trip attack. Whenever the companion makes a successful bite attack, it can attempt a grapple check. If successful, the target is knocked prone. If the check fails, the companion is not tripped in return. This ability only works on creatures of a size equal to or smaller than the companion. The companion must possess the bite evolution to select this evolution.

Weapon Training (Ex): This companion learns to use a weapon, gaining Martial Weapon Proficiency as a bonus feat.


Three-Point Evolutions:

Arcana III (Su): This companion is adept at magic. Choose 2 2nd-level spells without material or XP costs from any class lists. The companion can now cast these as a Sorcerer of a level equal to its HD, using the spells per day normally, but not learning any other spells beyond these two. This evolution can be selected more than once (But not more than once per 7 HD of the companion); Each time, the companion gains one more 2nd-level spell known and one more 2nd-level spell per day. The companion must have the Arcana II evolution in order to choose this evolution. The Soulbinder Shaman must be at least 7th level before selecting this evolution.

Blindsense (Ex): This companion's senses become incredibly acute, giving it blindsense out to a range of 30 feet. This ability allows the companion to pinpoint the location of creatures that it cannot see without having to make a Perception check, but such creatures still have total concealment from the companion. Visibility still affects the companion's movement and it is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. The Soulbinder Shaman must be at least 9th level before selecting this evolution.

Burrow (Ex):: This companion grows thick and gnarled claws, allowing it to move through the earth. The companion gains a burrow speed equal to 1/2 its base speed. It can use this speed to move through dirt, clay, sand, and earth. It does not leave a hole behind, nor is its passage marked on the surface. The Soulbinder Shaman must be at least 9th level before selecting this evolution.

Damage Reduction (Su): This companion's body becomes resistant to harm, granting it damage reduction. Choose one alignment: chaotic, evil, good, or lawful. The companion gains DR 5 that can be bypassed by weapons that possess the chosen alignment. The alignment must be opposite to one of the alignments possessed by the companion. At 12th level, this protection can be increased to DR 10 by spending 2 additional evolution points. The Soulbinder Shaman must be at least 9th level before selecting this evolution.

Frightful Presence (Ex): This companion becomes unsettling to its foes, gaining the frightful presence ability. The companion can activate this ability as part of an offensive action, such as a charge or attack. Opponents within 30 feet of the companion must make a Will save or become shaken for 3d6 rounds. The DC of this save is equal to 10 + 1/2 the companion's HD + the companion's Charisma modifier. If the companion has at least 4 more Hit Dice than an opponent, that opponent becomes frightened instead. Foes with more HD than the companion are immune to this effect. The Soulbinder Shaman must be at least 11th level before selecting this evolution.

Web (Ex): This companion gains a pair of spinnerets, giving it the ability to spin webs. The companion can use these webs to support itself plus up to one creature of the same size. It can throw webbing as a ranged touch attack up to 8 times per day, entangling a creature up to one size larger than the companion. The webbing has a range of 50 feet and a 10-foot range increment. Creatures entangled by the web can escape with an Escape Artist check or a Strength check (at a –4 penalty). The DC of these checks is equal to 10 + 1/2 the companion's HD + the companion's Con modifier. The webs have a Hardness of 0 and a number of hits points equal to the companion's total Hit Dice. The companion can climb its own webs at its climb speed and can pinpoint any creature touching its webs. The companion must possess the climb evolution to take this evolution. The Soulbinder Shaman must be at least 7th level before selecting this evolution.

Four-Point Evolutions:

Arcana IV (Su): This companion is adept at magic. Choose 1 3rd-level spell without material or XP costs from any class list. The companion can now cast this spell as a Sorcerer of a level equal to its HD, using the spells per day normally, but not learning any other spells beyond this one. This evolution can be selected more than once (But not more than once per 9 HD of the companion); Each time, the companion gains one more 3rd-level spell known and one more 3rd-level spell per day. The companion must have the Arcana III evolution in order to choose this evolution. The Soulbinder Shaman must be at least 9th level before selecting this evolution.

Blindsight (Ex): This companion's senses sharpen even further, granting it blindsight out to a range of 30 feet. The companion can maneuver and attack as normal, ignoring darkness, invisibility, and most forms of concealment as long as it has line of effect to the target. The companion must possess the blindsense evolution to take this evolution. The Soulbinder Shaman must be at least 11th level before selecting this evolution.

Breath Weapon (Su): This companion learns to exhale a cone or line of magical energy, gaining a breath weapon. Select either acid, cold, electricity, or fire. The companion can breathe a 30-foot cone (or 60-foot line) that deals 1d6 points of damage of the selected type per HD it possesses. Those caught in the breath weapon can attempt a Reflex save for half damage. The DC is equal to 10 + 1/2 the companion's HD + the companion's Constitution modifier. The companion can use this ability once per day. The companion can use this ability 1 additional time per day by spending an additional 1 evolution point (maximum 3/day). The Soulbinder Shaman must be at least 9th level before selecting this evolution.

Fast Healing (Su): This companion's body gains the ability to heal wounds very quickly, giving it fast healing 1. The companion heals 1 point of damage each round, just like natural healing. Fast healing does not restore hit points lost due to starvation, thirst, or suffocation, nor does it allow the companion to regrow lost body parts (or to reattach severed parts). Fast healing functions as long as the companion is alive. This fast healing does not function when the companion is not on the same plane as its summoner. This healing can be increased by 1 per round for every 2 additional evolution points spent (maximum 5). The Soulbinder Shaman must be at least 11th level before selecting this evolution.




Epic Soulbinder Shaman[edit]

Table: The Epic Soulbinder Shaman

Hit Die: d8

Level Special
21st
22nd
23rd Bonus Feat
24th
25th
26th Bonus Feat
27th
28th
29th Bonus Feat
30th

4 + Int modifier skill points per level.

Spirit Companion: Your Spirit companion gains HD as you do, accumulation HP, saving throw and attack bonuses, skill ranks, feats and Evolution points as normal.

Bind Spirit: The max number of HD you can Bind increases with your meldshaper level, as normal.


Bonus Feats: The epic Soulbinder Shaman gains a bonus feat (selected from the list of epic Soulbinder Shaman bonus feats) every 3 levels after 20th.

Epic Soulbinder Shaman Bonus Feat List: Additional Magic Item Slot, Armor Skin, Energy Resistance, Epic Skill Focus, Fast Healing, Improved Combat Casting, Improved Whirlwind Attack, Polyglot, Superior Initiative. Any Epic Incarnum or Pact Magic feats (Other than the Epic Vestiges) not listed here are also available as bonus feats.

Aasimar Soulbinder Shaman Starting Package[edit]

Weapons: Morningstar.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Concentration 4 Con
Diplomacy 4 Cha
Spot 4 Wis
Listen 4 Wis
Sense Motive 4 Wis
Heal 4 Wis
Use Magic Device 4 Cha
Autohypnosis 4 Wis

Feat: Incarnum-Fortified Body.

Soulmeld: Blink Shirt.

Bonus Feats: If character has 1 or more ranks in the Heal skill: Healing Soul. Otherwise: Azure Toughness.

Gear: Chain shirt, wooden light shield, Backpack with waterskin, one day’s trail rations, bedroll, sack, and flint and steel.

Gold: 34 gp.





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