Behind the Screens – Homebrew Design: the Soulbound

Welcome to Homebrew Design! My newest segment – I tend to be putting out a lot of these recently – where I stretch my design chops to bring you options that you might find interesting for your home games. I’m not sure where this might be headed. But for now this serves as a convenient platform for me to handle listener requests all the while flexing my design muscle.

With the our latest Legend Lore exploring themes and locations in James L. Sutter’s sophomore novel, the Redemption Engine, we’ve gotten some request to delve into some of the topics related to the primary plot. So today I thought I might offer my readers my interpretation of how one might stat up members of the Iridian Fold.

What follows is a generic Prestige Class that has been stripped of Golarion specific canon and ready for use in whatever game you’d like. The primary challenge was to come up with a kit of class features that encouraged a player to work closely with a fellow player. The obvious route was through Teamwork Feats. By loosening restrictions on them and allowing for players easy access I hoped to encourage the sort of roleplay one might see in members of an Iridian Fold-like philosophy. A quick note here. While it is specified that the Iridian Fold accepts only male-bodied individuals in their ranks, the idea of restricting gender as a player option feels icky. The male pronoun use for this Prestige Class is strictly a matter of convenience and a nod to the two most prominent members of the Iridian Fold in fiction, Bors and Roshad.

Anyways, here it is. Let me know what you think!

 


Soul Bound

There exists a philosophy, originating in far distant lands, that seeks enlightenment within the perfect union of two individuals. This path is known by many names, but all who walk it strive to achieve a more perfect harmony with their chosen partner. The link that these soul bound individuals form with their twinsouls transcends death and defies explanation, their bond unbreakable.

Requirements

To qualify to become a soul bound, a character must fulfill all of the following criteria.

Alignment: Any so long as it is the same as the character’s soul bound Partner (see below).

Feats: Bonded Mind

Skills: Diplomacy, Bluff, or Intimidate 5 ranks, Sense Motive 5 ranks.

Special: The character must designate another individual to be his Twinsoul.

Class Skills

The soul bound’s class skills are Bluff (Cha), Diplomacy (Cha), Intimidate (Cha), Linguistics (Int), Sense Motive (Wis), and Spellcraft (Int)

Skill Points at each level: 2+Int Modifier

Hit Die: d8

Class Features

Levels BAB Fort Ref Will Special Spellcasting

1

1 0

1

Twinsoul

2

1 1

Bonded Combatants +1 level of existing spellcasting class

3

2 2

2

Bonus Teamwork Feat +1 level of existing spellcasting class

4

3

Bonded Team +1 level of existing spellcasting class

5

3 2

3

Bonus Teamwork Feat

6

4

Sympathetic Ally +1 level of existing spellcasting class

7

5 4

4

Bonus Teamwork Feat +1 level of existing spellcasting class

8

6 3

Two Bodies, One Mind +1 level of existing spellcasting class

9

5

5

Bonus Teamwork Feat

10

7

Shared Mind, Shared Heart

+1 level of existing spellcasting class

The following are class features of the soul bound prestige class.

Weapon and Armor Proficiency: A soul bound is proficient with all simple and martial weapons as well as light and medium armor and shields (not including tower shields).

Spells per Day: At the indicated levels, a soul bound gains new spells per day as if he had also gained a level in a spellcasting class he belonged to before adding the prestige class, if he belonged to one. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day, spells known (if he is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one arcane spellcasting class before becoming a soul bound, he must decide to which class he adds the new level for purposes of determining spells per day.

Twinsoul (Su): At 1st level, the soul bound must designate another individual as his Twinsoul. This individual must also take the soul bound prestige class and designate this character to be his Twinsoul in turn. Once these choices are made they cannot be changed. A soul bound can only take a level in this prestige class if his Twinsoul does also.

Bonded Team (Ex): At 2nd level, the soul bound automatically grants his teamwork feats to his Twinsoul. His Twinsoul doesn’t need to meet the prerequisites of these teamwork feats.

Bonus Teamwork Feat (Ex): At 3th level and every 2 levels thereafter, a soul bound can select a bonus teamwork feat. The soul bound must meet the prerequisites of the selected bonus feat.

Twin Combatants (Ex): At 4th level, the soul bound and his Twinsoul learn to anticipate one another on the battlefield. While adjacent to his Twinsoul, a soul bound can use the Aid Another action on his Twinsoul as a swift action. In addition, a soul bound treats any enemy adjacent to both him and his Twinsoul as flat-footed.

Sympathetic Ally (Su): At 6th level, the mere presence of a soul bound’s Twinsoul aids him during combat. This sympathetic link manifests in one of two ways. This choice is made upon attaining 6th level and once made cannot be changed.

Sympathetic Combat – The soul bound feels most alive when standing side-by-side with his Twinsoul. While within 30 ft. of his Twinsoul he gains a +4 bonus to attack rolls against enemies also within 30 ft. of his Twinsoul. Furthermore enemies making attacks against the soul bound’s Twinsoul provoke attacks of opportunity from the soul bound so long as that enemy is within the soul bound’s threatened area.

Sympathetic Casting – The proximity of the soul bound’s Twinsoul can aid him in the weaving of magic or prayers. The soul bound gains a +4 bonus to concentration checks or to overcome spell resistance while within 30 ft. of his Twinsoul. In addition, the soul bound can choose to target his Twinsoul with spells with a range of personal as though they were ranged touch. Lastly, the soul bound can always choose to exclude his Twinsoul from area of affect spells.

Two Bodies, One Mind (Su): At 8th level, the soul bound and his Twinsoul come closer to their metaphysical ideal. The soul bound and his Twinsoul gain a permanent telepathic bond (as per the spell) so long as they are within 100 ft. of one another. While this bond is in place, whenever the soul bound is required to make a Will save, he can use his Twinsoul’s Will save modifier if it is higher. Furthermore, while the telepathic bond is in effect at the start of the soul bound’s turn, if he still subject to any mind-affecting spells or effects, he can make a Will saving throw with a standard DC for the effect’s level, and if he succeeds at the check, he is no longer subject to the mind-affecting effect. A soul bound is only entitled to these saving throws if his Twinsoul is free of whatever mind-affecting effect that the soul bound is trying to resist.

Shared Mind, Shared Heart (Su): at 10th level the soul bound and his Twinsoul reach the pinnacle of devotion to one another as their hearts, minds, and souls intertwine. Even in death it is difficult to break their bond. The range of the telepathic bond between the soul bound and his Twinsoul is now unlimited so long as they are both on the same plane of existence. When taking the once per round the soul bound can take the Aid Another action to assist his Twinsoul as a free action and the bonus from Aid Another when used to assist his Twinsoul is doubled.

Lastly, while his Twinsoul is alive, a soul bound can always be brought back from the dead, regardless of the time that has passed, although other requisites like a body or other remains still apply as necessary.


 

If you like this kind of thing I’d love to hear from you. Let me know in the comments section below or on our forums what you’d like to see in the next Homebrew Design!

Anthony Li

Anthony Li has been pretending to be someone or something else for about as long as he can remember, which some people might consider a problem. He cut his teeth on 2nd Edition AD&D when he was 14 years old and his only regret is that he didn’t start rolling dice sooner. Due to an unhealthy addiction to Magic: the Gathering he missed the entire cultural phenomenon that was the 3.X era of D&D. After a brief stint with 4E, he was dragged kicking and screaming into the Pathfinder Roleplaying Game where he has since acclimated, adapted, and thrived. Most of his roleplaying experience has been behind in the GM screen where he has trained his dice to confirm crits on command. He always roots for the bad guys.

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