Modsoul

First created as part of Project Spearhead, to help even the numbers between Shinigami and Hollows, the Modsouls where artificial souls placed into human bodies. Project Spearhead was abandoned before it ever saw use, because of the ethical concerns of using the dead as a weapon.

More Modsouls have been created since then, however. Mostly, these souls are placed into specifically designed Gigai’s, though the most famous prefers a stuffed lion as a host.

Table: The Modsoul
Hit Die: d10

Level Base Attack Bonus Good Save Poor Saves Special Unarmed Damage Def. Bonus
1st +0 +2 +0 Combat Gaigai, Combat Point, Modsoul Design, Modification, Bonus Feat 1d6 3
2nd +1 +3 +0 Bonus Feat 1d6 3
3rd +2 +3 +1 Modification 1d6 4
4th +3 +4 +1 Improved Modsoul Design, Bonus Feat 1d8 4
5th +3 +4 +1 Self-Repair 2 1d8 5
6th +4 +5 +2 Modification, Bonus Feat 1d8 5
7th +5 +5 +2 Greater Modsoul Design 1d8 6
8th +6/+1 +6 +2 Bonus Feat 1d10 6
9th +6/+1 +6 +3 Modification 1d10 7
10th +7/+2 +7 +3 Self-Repair 4, Perfect Modsoul Design, Bonus Feat 1d10 7
11th +8/+3 +7 +3 Repurpose, Emergency Detonation 1d10 8
12th +9/+4 +8 +4 Annihilation Mode, Modification, Bonus Feat 2d6 8
13th +9/+4 +8 +4 Second Modsoul Design 2d6 9
14th +10/+5 +9 +4 Bonus Feat 2d6 9
15th +11/+6/+1 +9 +5 Self-Repair 6, Modification 2d6 10
16th +12/+7/+2 +10 +5 Bonus Feat 2d8 10
17th +12/+7/+2 +10 +5 Improved Second Modsoul Design 2d8 11
18th +13/+8/+3 +11 +6 Bonus Feat, Modification 2d8 11
19th +14/+9/+4 +11 +6 Redisgn, Contingency Detonation 2d8 12
20th +15/+10/+5 +12 +6 Perfect Modification, Self-Repair 8, Bonus Feat 2d10 12

Skill Points: 6 + Int modifier (x4 at 1st level)

Class Skills: Any nine, plus craft and additional skills based on the chosen Combat Point.

Weapon and armor proficiencies: Modsouls are proficient with all simple and martial weapons, light armour and shields. They are not proficient with heavy armor or heavy shields.

Class Features

Combat Gigai: At creation each Modsoul is issued with a Combat Gigai, an artificial body developed for use in combat. Modsoul's have the Living Construct subtype in addition to their normal type.

If the modsoul dies, then the modsoul is not killed - instead its soul candy is ejected from the artificial object. This is a tiny object with a hardness of 20 and 5 HP per modsoul level. As long as the soul candy is still in one piece, the modsoul is still alive. A destroyed combat gaigai is not easy to replace - ask you DM about detains/requirements

If the seperated soul candy is placed into an inanimate object below large size, then the modsoul's spirit animates that object, making it a living construct. The bodies' capabilities depend on wether the modsoul could move. Whilst in any body but their own, the modsoul does not retain any modsoul class features, and its strength, dexterity, wisdom and saves are equal to that of it's body, but it retains its own int, wis and cha, BaB, feats and skills.

If placed into a willing living being with a soul, then that beings soul is ejected and the modsoul animates it's body.

the modsoul can eject its own soul candy at will.

The Modsoul's gain the Improved Unarmed Strike feat as a bonus feat whenever they are using a Combat Gigai. Their unarmed damage increases further based on their class level, as shown on table 1.1: The Modsoul.

Though it provides no other benefits, a Combat Gigai can be enchanted like both a piece of armour and a weapon. These enchantments are suppressed if the Modsoul is using equipment of the relevant type.

Bonus Feat: A Modsoul gains bonus feats at the first and second level, as well as every even level thereafter.

Combat Point: All Modsoul's have a Combat Point, a specific part of their host's anatomy they enhance whilst using a body. At 1st level, they choose one combat point. This Combat Point Increases at 4th, 7th, 13th and 17th level. Each combat point provides the modsoul with two additional class skills, as listed with the combat point.
If the modsoul's combat point changes for any reason, then any skill points invested into the skills that where previously class skills are refunded to be respent.

Modification: A Modsoul’s artificial body is constantly being adapted and modified to further improve their effectiveness. At 1st level, 3rd level and every three levels thereafter, the Modsoul receives a Modification from the Modsoul abilities list, found here.
They immediately gain one Modsoul Ability they meet the prerequisites for, as well as the benefit from their Modsoul Design. If they have more than one Modsoul Design, then they must choose one benefit each time they gain a Modification.

Modsoul Design: Each Modsoul is designed to fit a certain niche in the battlefield, and their abilities are designed to compliment that role. At 1st level, choose one of the following builds. At 13th level, select a second build. They must then choose which benefit to apply whenever they gain a modification.
A list of Modsoul Designs can be found here.

Repurpose: As a Modsoul is artificial, if they have time they can redesign their body for a better purpose. A Modsoul with this ability can spend a day to exchange their Modsoul abilities for any others available. They cannot exchange an ability that is a prerequisite for another ability they know, unless they exchange that ability as well

Self-repair: To sustain themselves in the field of battle, sufficiently advanced Modsouls are fitted with self-repair units, working constantly to keep them in fighting condition. At 5th level, the Modsoul gains fast healing 2. at 10th level, and every 5 levels thereafter, the Modsoul’s fast healing increases by another 2.

Emergency Detonator: At 11th level, the Modsoul is fitted with a fail-safe detonator, should they find themselves in a situation where it would be better served for them to be destroyed rather than captured, or to as one last attack. Activating the detonator is a full round action that provokes an attack of opportunity. If the Modsoul suffers damage they must pass a concentration test with a dc equal to that damage or fail to detonate. Once the detonator is activated, the Modsoul’s Gigai is immediately destroyed, and its soul candy is ejected by the blast, landing at the end of the explosive radius. Everything adjacent to the Gigai when it explodes suffers force damage equal to the Modsoul's hit dice + 1d6 per modification, and everything within a 20ft burst, +5 ft per modification, suffers ½ that. Anyone caught in the blast is entitled to a reflex save (dc 10 + ½ character level + con modifier) for half damage. A Modsoul can never be compelled into exploding, and any attempts to make them do so automatically fail, and allows the Modsoul another attempt to resist the control.

Annihilation Mode: At 12th level, the Modsoul is capable of tapping into its inner destructive potential, turning into a force of devastation for a short while. Activating Annihilation mode is a move-equivalent action that does not provoke an attack of opportunity, that costs 20 SEP. Annihilation Mode lasts for 2 rounds per character level, and can be extended by paying 2 SEP per round. Whilst in Annihilation Mode, the Modsoul gains an untyped bonus to strength and stamina equal to 1/2 their class level. Bonus HP from this ability is not temporary HP, and thus it is not lost first, and vanishes when Annihilation mode ends. They gain an untyped bonus to AC, and all saves, equal to 1 + class level /4. The Modsoul may make an extra attack per round at their highest base attack bonus, which stacks with those granted by abilities such as Haste. Lastly, the Modsoul is immune to all fear or mind-effecting abilities in annihilation mode. The Modsoul gains additional abilities based on the Modsoul Design they received at 1st level. The Modsoul can use annihilation mode once per day per 10 class levels they posses.
This ability is not affected by the normal SEP limit - it can be used at any time so long as the Modoul has enough SEP

Redesign: From 19th level onwards, when using Rebuild, the Modsoul can change their Modsoul Design(s) as well as their Modsoul Abilities. They must recalculate the bonuses receives from the Modification Class Feature if they do so to match their new design. They cannot change to the Soulcaster Modsoul Design. After obtaining this ability, using rebuild to just change existing abilities only takes 1 hour, instead of 24.

Contingency Detonation: From 19th level onwards, the Modsoul is able to set conditions for their internal detonator to activate. They can set one condition, as the spell Contingency, that triggers the detonator. The Modsoul need not be in the Gigai for this to activate.

Perfect Modification: The Modsoul has been upgraded to the limit of what is technologically possible. She immediately gains either 3 Modsoul abilities, or 1 Experimental Modsoul Ability. This does not grant the Modsoul their benefit from her Modsoul Design

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