Post by Gaiyamato on Feb 3, 2015 7:41:56 GMT
Note: I moved these into their separate thread to make approval and use easier.
Classes and Feats
Ritual Occultist
Masters of dark arcane arts, expert summoners and binders and often traders in souls and other forbidden markets. The Ritual Occultists are feared, and are among the most hated in all of Faerun. Their practice is strongest in the Narfell region, though evil from all of the lands enjoy the power it brings.
Alignment: Any non-good. This class involves committing evil acts and using vile feats and evil spells, so non-evil characters will rapidly fall into evil. There are some who tread the path lightly, but rarely do they succeed in avoiding a great fall into evil.
HD: 1D6
Skill Points: 6+Int
Skills: Concentration, Craft, Decipher Script, Forgery, Gather Information, Heal, Intimidate, Knowledge(Each skill taken separately), Perform, Profession, Search, Sense Motive, Slight of Hand, Speak Language, Spellcraft, Truespeak, Use Magic Device
Weapon and Armor Proficiencies: Dagger, Sickle, Club, Sap, Scythe, Whip, Bolas, Net. Light Armor, no shields.
Ability Scores: INT > CHA > WIS > CON > DEX > STR
Special: Dark Speech is allowed as a Speak Language choice for you if you are evil. This does not give you any benefits than being able to understand and read it. You still require the feat in order to use Dark Speech.
Incantations
This class uses Incantations rules. You begin play with knowledge of 2 Incantations. New Incantations must be developed with your DM using the rules for developing Incantations and discovered either via the Research skill or via adventuring.
Incantation Power
You gain the noted bonus on all checks and saves when performing Incantations. You also Divide XP costs by your Incantation Power level +1.
Researcher
You gain Research as a bonus feat. In addition to it's normal use you may use it to discover or develop new Incantations. These will require a series of Knowledge and Gather Information checks as determined by your DM.
Iron Sign
You have learned how to fashion a special token known as an iron sign. Creating the token requires three days and 1,000 gp in magical materials. The iron sign is the size of a large amulet. You can use it one of two ways.
Calling Diagram: The iron sign functions as a calling diagram (see Conjuration under Schools of Magic in Chapter 10: Magic of the Player’s Handbook) that combines a magic circle with dimensional anchor. you need only set the token on a suitable surface, and no Spellcraft check is necessary to scribe the diagram. A creature held by the iron sign must remain within 5 feet of it and otherwise behaves as if it were completely enclosed in a suitably sized calling diagram. The iron sign can hold a called creature for up to one day per 1/2 Ritual Occultist level of the character who crafted it. Unlike a normal calling diagram, the iron sign cannot be disturbed unless something physically removes the token from the spot where it was placed (naturally, the called creature cannot disturb the token either directly or indirectly).
Demon Trap: As a full-round action, you can set the token on a suitable surface and try to compel a free outsider within 30 feet of the token into its effective calling
diagram (Will save negates, DC 10 + 1/2 Ritual Occultist level + Charisma modifier). The subject is entitled to spell resistance. If the creature fails its saving throw, it is transported to a square of its choice within 5 feet of the iron sign, and trapped just as if you had conjured it into a calling diagram. When a trapped creature leaves the iron sign (because it was freed, escaped on its own, or the duration of the calling diagram lapsed), the token crumbles into powder and is destroyed.
Mettle
If you make a successful Will or Fortitude saving throw that reduce a spells effect, you suffer no effect from that spell at all. Only those spells with a saving throw entry "Will partial" or "Fortitude half", or similar entries can be negated through this ability.
Bonus Feat
At the noted levels you may choose a bonus feat you qualify for from the following list: Dark Speech, Words of Draconic Power, Grenadier, Mad Alchemist, Sacrificial Mastery, Lunatic Insight (You need not have a Taint score), Graft Flesh, Willing Deformity, any Deformity Feat, Dark Whispers, Filthy Outburst, Evil's Blessing, Apostate, Insane Defiance, Master of Knowledge, Keeper Of Forbidden Lore, Dreamtelling, Bind Vestige, Improved Bind Vestige, Practiced Binder, Rapid Pact Making, Skilled Pact Making, Truename Research, Obscure Personal Truename, Minor Utterance of the Evolving Mind, Utterance of the Evolving Mind, Utterance Focus
Incantation Knowledge
You learn 1 bonus Incantation. This is should duplicate any Wizard/Sorcerer or Corrupt spell only.
Quasit Familiar
You gain a Quasit Familiar. Unlike Wizard or Sorcerer Familiars these are normal Quasits who are loyal to you. They will offer to purchase Souls from you for 40% of their value and will obey commands during battle as if summoned by a Summon Monster spell. If the Familiar dies a new Quasit Familiar replaces it after 1D3+1 days. At 12th level you gain a second Quasit Familiar.
Backlash Protection
Saves: You gain a +4 to any allowed saves from backlash. This does not affect Extra Casters involved in the Incantation.
Damage: Reduce HP or Ability score damage from backlash by 50%. This does not affect Extra Casters involved in the Incantation.
Location: Backlash that transports you out of your current plane will instead deal 1D10 hp damage per spell level. This cannot be reduced by Backlash protection. This can kill you. This does not affect Extra Casters involved in the Incantation.
Death: Backlash that instantly causes death instead allows a Will saving throw DC 10+Spell level. You do not gain a bonus on this save via Backlash Protection. If you pass you are instead rendered unconscious for 1D4 days. This does not affect Extra Casters involved in the Incantation.
Soul Trader
You are officially a Soul Trade and are now known to Demons, Devils, Hags and Undead. Every night there is a 1% chance of a creature that desires to purchase a soul or has a soul to sell you approaching you. You may bargain as normal with these creatures. Every day there is a 1% chance of a Lawful Good outsider hunting you. These percentages are not cumulative.
Familial Assistance
Your Quasit Familiar(s) can also be used to assist in Incantations. They always possess maximum ranks in whatever skill check is required for an Incantation. They can never lead an Incanatation but function as an Extra Caster. They suffer backlash as normal.
Brazen Sign
This works exactly like the iron sign, except that the called creature cannot use its spell resistance to attempt to break out of the calling diagram or to resist being caught in the demon trap. Crafting a brazen sign requires five days and the expenditure of materials worth 2,000 gp.
Brood Swarms
You gain a Brood Swarm that obeys all of your commands. These Brood Swarms are created by the residual magic unleashed by your incantations and your research, as such they lack the "call Night Hag" ability. If Destroyed a new Brood Swarm will appear 1D3 weeks later. You gain a number of Brood Swarms as indicated.
Silver Sign
This works just like the brazen sign, except that the DC of the Charisma check for the called creature to escape increases by +5, and none of its attacks or abilities can exit the area within 5 feet of the token. Crafting a silver sign requires seven days and the expenditure of 5,000 gp in materials.
Foul Servant
You gain a Lilitu Cohort. She behaves as any ordinary Cohort. She may offer to trade in souls with you as normal. She will obey your commands as per a normal Cohort.
Work of the Masters
You gain Store Soul and Lavae Craft as if you were a Demon or Devil.
[[As I think of new Base/Prestige Classes and Feats I shall place them here.]]
Classes
Feats
Efficient Soul Storing
Requires: Store Soul racial ability, Con 13+
Benefit: Store 1 additional Soul
Special: You may take this feat multiple times, each time you may store 1 additional Soul.
Empowered Soul Drain
Requires: Soul Drain racial ability, Wis 13+
Benefit: The DC to resist your Soul Drain increases by 2.
Controlled Soul Desiccation
Requires: Soul Desiccation racial ability, Wis 13+
Benefit: You may reduce the DC of your Soul Desiccation by 2 in order to avoid any damage from a successful drain.
Empowered Soul Desiccation
Requires: Controlled Soul Desiccation, Life Drain
Benefit: The DC to resist your Soul Desiccation increases by 2.
Sacrificial Mastery
Addition: In Addition to the benefits of the Sacrificial Mastery feat, it grants a +4 bonus on Incantation skill checks when dealing with summoning rituals.
New Monsters
The following Monsters gain the following new abilities as listed:
All Demons, All Devils, All Hags, Wraiths, All Liches (including Dracolich), Vampires (but not spawn), Sikrallee and Wights gain:
Store Soul
If you harvest a soul through a supernatural ability or natural attack you possess, or via a pact or bargain, you may store that soul in your body.
You may only store one soul at a time, except for Demons and Devils who may store one soul per HD they possess.
If you gain more souls than you can hold you must select a soul to release.
All Hags gain the following ability:
Soul Drain
When you slay a living non-outsider non-mindless undead creature with a supernatural touch attack (including through spells or spell-like abilities) or natural attack (claws, bite etc.), the victim must immediately make a Will save DC 10+1/2 your HD + your Charisma. If they fail, their soul is sucked into your body instead of being released.
All Demons and Devils with 3+ HD gain the following ability:
Lavae Craft
A Demon or Devil may expend 1 soul of any value to create a Larvae. If tended to by a Demon it will morph in a Mane after 1D3 days, if tended to by a Devil it will morph into Lemure after 1D3 days. These will obey all commands and behave as perfectly loyal followers. You have the power to grant them promotions by expending souls. They will always offer souls they harvest to you if you have any capacity remaining.
Surrender to the Master
At any time you may attempt to surrender a stored soul to your master in exchange for reducing your promotion debt or any other supernatural debt you hold. Simply take a full round action and make a Concentration check DC 5+damage you took in the previous round. If you succeed and if your master has room, the soul is transferred successfully. You need not be on the same plane to do this.
All Liches, Dracoliches, Wraiths, Vampires (not Vampire Spawn), Sikrallee and Wights gain the following two abilities:
Soul Dessication
When you slay a living non-outsider with your energy drain ability you may chose to draw their soul into your body. Doing so deals 1D3 points of Charisma damage to you if successful. The victim recieves a Will save DC 10+1/2 your HD + your Charisma to attempt to prevent this from happening. This prevents spawn creation if you are able to create spawn.
Soul Consumption
You may use a stored soul to empower yourself and raise to high levels of the undead state. You must spend a full day concentrating on the power within the soul. Upon completion you make a Will save DC 15 + 1 per 10,000gp value of the stored soul. If you succeed you permanently lose 1 Wisdom and 1 Intelligence, but gain the Evolved Undead Template for +0 LA. If you fail the soul is destroyed and you suffer 1D4 damage per 10,000gp value of the soul. The attempt automatically fails if the soul is not worth at least 5,000gp per HD you possess.
This is a supremely Evil act and requires a roll for Lingering Evil each time it is completed.
Monsters
Soul Xitic Swarm
These horrid little creatures are the by-products of the effects of lingering evil where a soul has been consumed or destroyed in some manner. Fragments of the destroyed souls merge with local magic that resides within the land and form horrid twisted misshapen creatures that come out during the darkness to feed on the soul energy of other living beings in an attempt to regrow to some semblance of their former self. They have dark semi-translucent "hide" that looks like little more than solid shadows moving about.
Size/Type: Diminutive Corrupted Magical Beast (Swarm)
Hit Dice: 6D10+36 (69hp)
Initiative: +7
Speed: 60' crawl, 20' burrow
Armor Class: 25 (+3 Dex, +4 Size, +4 Natural, +4 Deflection) Touch: 21, Flat Footed: 22
Base Attack: +6
Attack: Swarm
Full Attack: Swarm
Space/Reach: 10'/10'
Special Attacks: Swarm Attack, Energy Drain, Distraction
Special Qualities: Store Soul, Soul Dessication, Soul Growth, Climb Surface, Grounded, Energy Creatures, DR 5/Magic, Fast Healing
Saves: Fort: +9 Ref: +5 Will: +5
Abilities: STR: 4, DEX: 16, CON: 19, INT: 1, WIS: 10, CHA: 12
Skills: Hide +11, Move Silently +11, Concentration +7
Feats: Improved Initiative, Godsight, Improved Toughness, Skill Focus (Concentration)
Environment: any prime material
Organization: Solo
Challenge Rating: 7
Treasure: None
Alignment: Chaotic Evil
Soul Growth: Xitic Swarms are able to use any stored soul to increase their HD by 1. They may do this as a move action requires them to pass a DC 10+ 1 per 10,000gp of the stored soul. They gain ability score adjustments, skill points, improved swarm attack damage and bonus feats as they increase in level.
Climb Surface: Xitic Swarms can climb across roves and ceilings as easily as the ground. They never require climb checks.
Grounded: Able to cling to any surface as well as each other, Xitic Swarms are immune to any method to disperse them.
Energy Creatures: Xitic Swarms can affect incorporeal creatures and gain 1+ 1/2 HD Deflection bonus.
Energy Drain: When they deal Damage with a swarm attack the victim must make a Fortitude save DC 10 + 1/2 Swarm HD + Swam Constitution bonus or suffer 1 negative level. This negative level wears off after 24 hours. Anyone reduced to 0 negative levels is subject to the swarm's Soul Dessication ability.
Swarm Attack: A 6HD Swarm deals 2D6 damage + 1/2 HD VILE damage, to anyone within the same location at the end of it's action.
Fast Healing: Xitic Swarms heal rapidly drawing energy from the land as they do so. They have Fast Healing equal to 1/2 their HD (3).
Classes and Feats
Ritual Occultist
Masters of dark arcane arts, expert summoners and binders and often traders in souls and other forbidden markets. The Ritual Occultists are feared, and are among the most hated in all of Faerun. Their practice is strongest in the Narfell region, though evil from all of the lands enjoy the power it brings.
Alignment: Any non-good. This class involves committing evil acts and using vile feats and evil spells, so non-evil characters will rapidly fall into evil. There are some who tread the path lightly, but rarely do they succeed in avoiding a great fall into evil.
HD: 1D6
Skill Points: 6+Int
Skills: Concentration, Craft, Decipher Script, Forgery, Gather Information, Heal, Intimidate, Knowledge(Each skill taken separately), Perform, Profession, Search, Sense Motive, Slight of Hand, Speak Language, Spellcraft, Truespeak, Use Magic Device
Weapon and Armor Proficiencies: Dagger, Sickle, Club, Sap, Scythe, Whip, Bolas, Net. Light Armor, no shields.
Ability Scores: INT > CHA > WIS > CON > DEX > STR
Special: Dark Speech is allowed as a Speak Language choice for you if you are evil. This does not give you any benefits than being able to understand and read it. You still require the feat in order to use Dark Speech.
Level | BAB | FORT | REF | WILL | Special | Incantation Power |
1 | +0.75 | +2 | +0 | +2 | Incantations, Researcher, Incantation Power | +0 |
2 | +3 | +0 | +3 | Iron Sign | +0 | |
3 | +3 | +1 | +3 | Mettle, Incantation Knowledge | +1 | |
4 | +4 | +1 | +4 | Bonus Feat | +1 | |
5 | +4 | +1 | +4 | Quasit Familiar [1] | +1 | |
6 | +5 | +2 | +5 | Incantation Knowledge, Backlash Protection(Saves) | +2 | |
7 | +5 | +2 | +5 | Soul Trader | +2 | |
8 | +6 | +2 | +6 | Bonus Feat, Brood Swarms [1] | +2 | |
9 | +6 | +3 | +6 | Incantation Knowledge, Familial Assistance | +3 | |
10 | +7 | +3 | +7 | Brazen Sign, Backlash Protection(Damage) | +3 | |
11 | +7 | +3 | +7 | Bonus Feat | +3 | |
12 | +8 | +4 | +8 | Quasit Familiar [2], Brood Swarms [2] | +4 | |
13 | +8 | +4 | +8 | Incantation Knowledge | +4 | |
14 | +9 | +4 | +9 | Backlash Protection(Location) | +5 | |
15 | +9 | +5 | +9 | Bonus Feat | +5 | |
16 | +10 | +5 | +10 | Silver Sign, Brood Swarms [3] | +6 | |
17 | +10 | +5 | +10 | Incantation Knowledge | +6 | |
18 | +11 | +6 | +11 | Backlash Protection(Death) | +7 | |
19 | +11 | +6 | +11 | Bonus Feat, Brood Swarms [4] | +8 | |
20 | +12 | +6 | +12 | Foul Servant, Work of the Masters | +9 |
Incantations
This class uses Incantations rules. You begin play with knowledge of 2 Incantations. New Incantations must be developed with your DM using the rules for developing Incantations and discovered either via the Research skill or via adventuring.
Incantation Power
You gain the noted bonus on all checks and saves when performing Incantations. You also Divide XP costs by your Incantation Power level +1.
Researcher
You gain Research as a bonus feat. In addition to it's normal use you may use it to discover or develop new Incantations. These will require a series of Knowledge and Gather Information checks as determined by your DM.
Iron Sign
You have learned how to fashion a special token known as an iron sign. Creating the token requires three days and 1,000 gp in magical materials. The iron sign is the size of a large amulet. You can use it one of two ways.
Calling Diagram: The iron sign functions as a calling diagram (see Conjuration under Schools of Magic in Chapter 10: Magic of the Player’s Handbook) that combines a magic circle with dimensional anchor. you need only set the token on a suitable surface, and no Spellcraft check is necessary to scribe the diagram. A creature held by the iron sign must remain within 5 feet of it and otherwise behaves as if it were completely enclosed in a suitably sized calling diagram. The iron sign can hold a called creature for up to one day per 1/2 Ritual Occultist level of the character who crafted it. Unlike a normal calling diagram, the iron sign cannot be disturbed unless something physically removes the token from the spot where it was placed (naturally, the called creature cannot disturb the token either directly or indirectly).
Demon Trap: As a full-round action, you can set the token on a suitable surface and try to compel a free outsider within 30 feet of the token into its effective calling
diagram (Will save negates, DC 10 + 1/2 Ritual Occultist level + Charisma modifier). The subject is entitled to spell resistance. If the creature fails its saving throw, it is transported to a square of its choice within 5 feet of the iron sign, and trapped just as if you had conjured it into a calling diagram. When a trapped creature leaves the iron sign (because it was freed, escaped on its own, or the duration of the calling diagram lapsed), the token crumbles into powder and is destroyed.
Mettle
If you make a successful Will or Fortitude saving throw that reduce a spells effect, you suffer no effect from that spell at all. Only those spells with a saving throw entry "Will partial" or "Fortitude half", or similar entries can be negated through this ability.
Bonus Feat
At the noted levels you may choose a bonus feat you qualify for from the following list: Dark Speech, Words of Draconic Power, Grenadier, Mad Alchemist, Sacrificial Mastery, Lunatic Insight (You need not have a Taint score), Graft Flesh, Willing Deformity, any Deformity Feat, Dark Whispers, Filthy Outburst, Evil's Blessing, Apostate, Insane Defiance, Master of Knowledge, Keeper Of Forbidden Lore, Dreamtelling, Bind Vestige, Improved Bind Vestige, Practiced Binder, Rapid Pact Making, Skilled Pact Making, Truename Research, Obscure Personal Truename, Minor Utterance of the Evolving Mind, Utterance of the Evolving Mind, Utterance Focus
Incantation Knowledge
You learn 1 bonus Incantation. This is should duplicate any Wizard/Sorcerer or Corrupt spell only.
Quasit Familiar
You gain a Quasit Familiar. Unlike Wizard or Sorcerer Familiars these are normal Quasits who are loyal to you. They will offer to purchase Souls from you for 40% of their value and will obey commands during battle as if summoned by a Summon Monster spell. If the Familiar dies a new Quasit Familiar replaces it after 1D3+1 days. At 12th level you gain a second Quasit Familiar.
Backlash Protection
Saves: You gain a +4 to any allowed saves from backlash. This does not affect Extra Casters involved in the Incantation.
Damage: Reduce HP or Ability score damage from backlash by 50%. This does not affect Extra Casters involved in the Incantation.
Location: Backlash that transports you out of your current plane will instead deal 1D10 hp damage per spell level. This cannot be reduced by Backlash protection. This can kill you. This does not affect Extra Casters involved in the Incantation.
Death: Backlash that instantly causes death instead allows a Will saving throw DC 10+Spell level. You do not gain a bonus on this save via Backlash Protection. If you pass you are instead rendered unconscious for 1D4 days. This does not affect Extra Casters involved in the Incantation.
Soul Trader
You are officially a Soul Trade and are now known to Demons, Devils, Hags and Undead. Every night there is a 1% chance of a creature that desires to purchase a soul or has a soul to sell you approaching you. You may bargain as normal with these creatures. Every day there is a 1% chance of a Lawful Good outsider hunting you. These percentages are not cumulative.
Familial Assistance
Your Quasit Familiar(s) can also be used to assist in Incantations. They always possess maximum ranks in whatever skill check is required for an Incantation. They can never lead an Incanatation but function as an Extra Caster. They suffer backlash as normal.
Brazen Sign
This works exactly like the iron sign, except that the called creature cannot use its spell resistance to attempt to break out of the calling diagram or to resist being caught in the demon trap. Crafting a brazen sign requires five days and the expenditure of materials worth 2,000 gp.
Brood Swarms
You gain a Brood Swarm that obeys all of your commands. These Brood Swarms are created by the residual magic unleashed by your incantations and your research, as such they lack the "call Night Hag" ability. If Destroyed a new Brood Swarm will appear 1D3 weeks later. You gain a number of Brood Swarms as indicated.
Silver Sign
This works just like the brazen sign, except that the DC of the Charisma check for the called creature to escape increases by +5, and none of its attacks or abilities can exit the area within 5 feet of the token. Crafting a silver sign requires seven days and the expenditure of 5,000 gp in materials.
Foul Servant
You gain a Lilitu Cohort. She behaves as any ordinary Cohort. She may offer to trade in souls with you as normal. She will obey your commands as per a normal Cohort.
Work of the Masters
You gain Store Soul and Lavae Craft as if you were a Demon or Devil.
[[As I think of new Base/Prestige Classes and Feats I shall place them here.]]
Classes
Feats
Efficient Soul Storing
Requires: Store Soul racial ability, Con 13+
Benefit: Store 1 additional Soul
Special: You may take this feat multiple times, each time you may store 1 additional Soul.
Empowered Soul Drain
Requires: Soul Drain racial ability, Wis 13+
Benefit: The DC to resist your Soul Drain increases by 2.
Controlled Soul Desiccation
Requires: Soul Desiccation racial ability, Wis 13+
Benefit: You may reduce the DC of your Soul Desiccation by 2 in order to avoid any damage from a successful drain.
Empowered Soul Desiccation
Requires: Controlled Soul Desiccation, Life Drain
Benefit: The DC to resist your Soul Desiccation increases by 2.
Sacrificial Mastery
Addition: In Addition to the benefits of the Sacrificial Mastery feat, it grants a +4 bonus on Incantation skill checks when dealing with summoning rituals.
New Monsters
The following Monsters gain the following new abilities as listed:
All Demons, All Devils, All Hags, Wraiths, All Liches (including Dracolich), Vampires (but not spawn), Sikrallee and Wights gain:
Store Soul
If you harvest a soul through a supernatural ability or natural attack you possess, or via a pact or bargain, you may store that soul in your body.
You may only store one soul at a time, except for Demons and Devils who may store one soul per HD they possess.
If you gain more souls than you can hold you must select a soul to release.
All Hags gain the following ability:
Soul Drain
When you slay a living non-outsider non-mindless undead creature with a supernatural touch attack (including through spells or spell-like abilities) or natural attack (claws, bite etc.), the victim must immediately make a Will save DC 10+1/2 your HD + your Charisma. If they fail, their soul is sucked into your body instead of being released.
All Demons and Devils with 3+ HD gain the following ability:
Lavae Craft
A Demon or Devil may expend 1 soul of any value to create a Larvae. If tended to by a Demon it will morph in a Mane after 1D3 days, if tended to by a Devil it will morph into Lemure after 1D3 days. These will obey all commands and behave as perfectly loyal followers. You have the power to grant them promotions by expending souls. They will always offer souls they harvest to you if you have any capacity remaining.
Surrender to the Master
At any time you may attempt to surrender a stored soul to your master in exchange for reducing your promotion debt or any other supernatural debt you hold. Simply take a full round action and make a Concentration check DC 5+damage you took in the previous round. If you succeed and if your master has room, the soul is transferred successfully. You need not be on the same plane to do this.
All Liches, Dracoliches, Wraiths, Vampires (not Vampire Spawn), Sikrallee and Wights gain the following two abilities:
Soul Dessication
When you slay a living non-outsider with your energy drain ability you may chose to draw their soul into your body. Doing so deals 1D3 points of Charisma damage to you if successful. The victim recieves a Will save DC 10+1/2 your HD + your Charisma to attempt to prevent this from happening. This prevents spawn creation if you are able to create spawn.
Soul Consumption
You may use a stored soul to empower yourself and raise to high levels of the undead state. You must spend a full day concentrating on the power within the soul. Upon completion you make a Will save DC 15 + 1 per 10,000gp value of the stored soul. If you succeed you permanently lose 1 Wisdom and 1 Intelligence, but gain the Evolved Undead Template for +0 LA. If you fail the soul is destroyed and you suffer 1D4 damage per 10,000gp value of the soul. The attempt automatically fails if the soul is not worth at least 5,000gp per HD you possess.
This is a supremely Evil act and requires a roll for Lingering Evil each time it is completed.
Monsters
Soul Xitic Swarm
These horrid little creatures are the by-products of the effects of lingering evil where a soul has been consumed or destroyed in some manner. Fragments of the destroyed souls merge with local magic that resides within the land and form horrid twisted misshapen creatures that come out during the darkness to feed on the soul energy of other living beings in an attempt to regrow to some semblance of their former self. They have dark semi-translucent "hide" that looks like little more than solid shadows moving about.
Size/Type: Diminutive Corrupted Magical Beast (Swarm)
Hit Dice: 6D10+36 (69hp)
Initiative: +7
Speed: 60' crawl, 20' burrow
Armor Class: 25 (+3 Dex, +4 Size, +4 Natural, +4 Deflection) Touch: 21, Flat Footed: 22
Base Attack: +6
Attack: Swarm
Full Attack: Swarm
Space/Reach: 10'/10'
Special Attacks: Swarm Attack, Energy Drain, Distraction
Special Qualities: Store Soul, Soul Dessication, Soul Growth, Climb Surface, Grounded, Energy Creatures, DR 5/Magic, Fast Healing
Saves: Fort: +9 Ref: +5 Will: +5
Abilities: STR: 4, DEX: 16, CON: 19, INT: 1, WIS: 10, CHA: 12
Skills: Hide +11, Move Silently +11, Concentration +7
Feats: Improved Initiative, Godsight, Improved Toughness, Skill Focus (Concentration)
Environment: any prime material
Organization: Solo
Challenge Rating: 7
Treasure: None
Alignment: Chaotic Evil
Soul Growth: Xitic Swarms are able to use any stored soul to increase their HD by 1. They may do this as a move action requires them to pass a DC 10+ 1 per 10,000gp of the stored soul. They gain ability score adjustments, skill points, improved swarm attack damage and bonus feats as they increase in level.
Climb Surface: Xitic Swarms can climb across roves and ceilings as easily as the ground. They never require climb checks.
Grounded: Able to cling to any surface as well as each other, Xitic Swarms are immune to any method to disperse them.
Energy Creatures: Xitic Swarms can affect incorporeal creatures and gain 1+ 1/2 HD Deflection bonus.
Energy Drain: When they deal Damage with a swarm attack the victim must make a Fortitude save DC 10 + 1/2 Swarm HD + Swam Constitution bonus or suffer 1 negative level. This negative level wears off after 24 hours. Anyone reduced to 0 negative levels is subject to the swarm's Soul Dessication ability.
Swarm Attack: A 6HD Swarm deals 2D6 damage + 1/2 HD VILE damage, to anyone within the same location at the end of it's action.
Fast Healing: Xitic Swarms heal rapidly drawing energy from the land as they do so. They have Fast Healing equal to 1/2 their HD (3).