Modsoul Abilities
Table of Contents

Modsoul abilities are the modifications and design quirks made to a modsoul's gaigai to enable her to be a much more effective combatant. All abilities resented here are extraordinary abilities, even if they cost SEP to active.

Combat Point

Combat Point: Legs (Jump/Balance)

Benefit: the modsoul's base movement speed is increased by 10 feet at 1st level, and another 10 ft per 4 levels thereafter.

  • At 1st level, the modsoul gains the Run Feat. They gain a 10 racial bonus to jump
  • At 4th level, the modsoul, the modsoul gains the leap attack feat, even if they do not meet the prerequisites.
  • At 7th level, the modsoul can jump and balance like a shinigami, except they cannot balance on air. The modsoul gains the spring attack feat, even if they do not meet the prerequisites.
  • At 13th level, the modsoul gains the ability to pounce as long as they use their leap attack feat on the charge.
  • At 17th level, the modsoul no longer suffers falling damage so long as they can reasonably land on their feet. The modsoul no longer has a maximum height that they can jump.

Combat Point: Arms (Swim/Climb)

Benefit: the modsoul's strength is assumed to be 4 higher when determining their carrying capacity, and an extra 2 strength for breaking objects. This is increased by an additional +4/+2 every 4 levels thereafter.

  • At 1st level, the modsoul counts their strength as 4 higher when they attempt to grapple, trip, disarm and bull-rush someone
  • At 4th level, the modsoul can ignore the movement penalty from being over encumbered. The modsoul suffers no penalties to climb or swim tests for wearing armour.
  • At 7th level, the modsoul gains the stunning fist feat, even if they do not meet the prerequisites. The modsoul can slow fall like a monk of the same level, and they can use stunning fist as a monk.
  • At 13th level, the modsoul gains the Shock trooper feat, even if they do not meet the prerequisites
  • At 17th level, the modsoul can climb any surface as if it had handholds. The modsoul's unarmed attacks count as adamantine for all purposes

Combat Point: Body (Concentration/Survival)

Benefit: The modsoul counts their strength as 4 higher to resist any trip, bull-rush, disarm or grapples, or any strength-based effect that would restrain or injure them. This is increased by +4 every 4 levels.

  • At 1st level, the modsoul rolls twice to determine their hit dice every level thereafter. The modsoul gains the endurance feat.
  • At 4th level, the modsoul gains the hold the line feat, even if they don't meet the prerequisites.
  • At 7th level, the modsoul now acts like a shinigami when reduced to less than 0 health, rather than as a Living Construct.
  • At 13th level, the modsoul's hit dice are increased to d10s, which is applied retroactively. They gain the stand-still feat, even if they do not meet the prerequisites.
  • At 17th level, the modsoul's hit dice are increased to d12s, and all of their hit dice are maximized. This applies retroactively

Combat Point: Eyes (Spot/Search)

Benefit: The modsoul gains low light vision, and darkvision out to 60ft. At 4th level, and every 4 levels thereafter, their dark vision improves by10ft respectively.

  • At 1st level, the modsoul is capable of picking out extreme details with their vision. They can always take 10 on spot tests. They also increase the critical threat range of their attacks by 1.
  • At 4th level, the modsoul's eyes can pick out incredible amounts of details about their foes. They can ignore 10% of their enemies concealment/fortification.
  • At 7th level, the modsoul's vision runs at such a rate that artificial images simply cannot keep up. They gain a +2 bonus on saves against illusions that contain a visual element. They can choose to use the spell detect magic in place of their darkvision.
  • At 13th level, the modsoul's can see invisible creatures with their dark vision. They can ignore 20% of the enemies concealment/fortification.
  • At 17th level, the modsoul gains the knowledge devotion feat, even if they do not meet the prerequisites. They may use their spot skill in place of their knowledge skill for this ability

Combat Point: Weapon (Intimidate/Iajutsu focus)

Benefit: The modsoul gains proficiency with a weapon of their choice, and come as standard with a masterwork variant of that weapon. They also gain both weapon focus and specialization with the chosen weapon.

  • At 1st level, the modsoul gains a +1 to hit and damage rolls with their chosen weapon. They can choose from either the power attack or rapid fire feats
  • At 4th level, the modsoul's bonuses with the weapon increases to +2.
  • At 7th level, the modsoul's bonuses with the weapon increases to +3. They can choose from either the cleave or multishot feats
  • At 13th level, the modsoul's bonuses with the weapon increases to +4. They can choose from either the great cleave or greater multishot feats
  • At 17th level, the modsoul's bonuses with the weapon increases to +5, and the critical threat range of the chosen weapon increases by +2.

Combat Point: Mind (Sense Motive/Diplomacy)

Benefit: You gain Telepathy out to 100 ft, and Limited Telekinesis allowing you to manipulate an amount of matter equal to your light encumbrance with your mind as a standard action within this range. You can use either your strength or Intelligence modifier to determine how much you could move. This must remain in the range of your telepathy. You can move the controlled objects with you as you move, or up to 30 ft. You cannot effect objects in another creatures possession, or another creature with this ability, unless the creature is willing. You cannot telepathically contact a creature you do not know the whereabouts of, nor do you know when a creature enters or exits your telepathy range

  • At 1th level, you gain the ability to throw objects using your telekinesis. This functions in all respects like you had thrown the objects yourself, save the thrown objects deal damage as your unarmed damage but one stage less, are based of intelligence rather than strength and they always count as being within their first range increment if made within your telekinesis range. Items thrown in this way function as if they where under the benefit of the Telekinetic Boomerang power You also gain the throw anything feat.
  • At 4th level, you can use your telekinesis to attempt to perform a bull-rush, grapple, disarm or pin. This functions exactly as if you where adjacent to the chosen victim, save that failed attempts do not gain reactive actions from the victim. They still provoke attacks of oportunity if the target threatens you. You can use your intellect in place of your strength modifier for these abilities If you so desire. Though this is not a spell, spell resistance can be used to resist this attack, with the modsoul's caster level being equal to their class level.
  • At 7th level, the range that the modsoul's telepathy functions is greatly improved. It increases to 200 ft. He also gains the brutal throw feat, even if they does not meet the prerequisites. If he already has the brutal throw feat, he may select any feat he meets the prerequisites for.
  • At 14th level, the modsoul's telekinesis increases in power to such a degree that he can use it to manipulate a much greater amount of matter, or to manipulate his foes as ammunition. The modsoul can now manipulate matter up to their medium encumbrance with their Telekinesis. They can also attempt to throw a creature within their telekinesis range to the boundaries of said range, or until it hits an object, so long as it's total weight is not above the modsoul's max load. The victim is entitled to a will or fortitude save (their choice) with a dc equal to 10+ ½ character level + int modifier to resist. If they hit a solid object that would resist having their weight launched into it at high speed, then the creature suffers damage as if it had fallen the distance it was thrown.
  • At 17th level, the modsoul is a master of telepathy, capable of picking up thoughts with ease. They gain an aura of detect thoughts to the range of their telepathy, and can use brain spider as a spell-like ability three times per day.

Combat Point: Voice (Diplomacy/Bluff)

Benefit: Your voice is soothing and musical to any that hears it, you gain a +2 Bonus on Charisma Based skill checks that involve speaking of any kind. The range their voice can be heard increases by 20 ft. These abilities increase at 4th level, and every 4 levels thereafter, by 1/10ft respectively

  • At 1st Level, the modsoul can emit an ear piercing screech that renders all within 30 feet deafened for 1d6 rounds on an unsuccessful Fortitude Save (DC 10 + 1/2 Level + Charisma Modifier). The modsoul is immune to magical silence
  • At 4th Level, they may use the spell charm person once per day per point of charisma modifier as a spell-like ability.
  • At 7th Level, they may use the spell calm emotions once per day per point of charisma modifier as a spell-like ability. The modsoul functions as if under the effects of the tounges spell at all times (caster level equal to hit dice)
  • At 13th level, they can use the spell shout once per day per point of charisma modifier as a spell-like ability.
  • At 17th level, they can use the spell charm monster once per day per point of charisma modifier as a spell-like ability ability.

Modsoul Design

Supersoldier Modsoul Design:

Benefit: Whenever the Modsoul gains a modification, they can improve either their strenght, dexterity or consitition by 2.

  • Improved Supersoldier: the modsoul becomes much more effective a fighter. Their modsoul levels now grant a full base attack bonus. This only applies to melee atttacks. This applies retroactively.
  • Greater Supersoldier: The modsoul is capable of launching a devastating flurry of strikes. they gain the flurry of blows ability, as a monk of their level, and all abilities tied into flurry of blows.
  • Perfect Supersoldier: The modsoul is capable of dishing out severe damage with each attack. Their unarmed damage is increased by one step. At level 20, they deal 2d12 each attack. If they already had improved damage, they instead deal 4d6 damage. This does not apply to ranged attacks

Annihilation Mode: The modsoul gains a further + 6 strength and + 4 constitution in addition to the normal benefits

Marksman Modsoul Design

A marksman is exactly what it says on the tin. They are a modsoul designed to offer ranged support and battlefield control
Benefit: The Modsoul increases the range increment of all their ranged attacks by 10 ft, and can ignore 10% of an enemies concealment per modification

  • Improved: The Marksman has full base attack bonus from his modsoul level for all prerequisites and when making ranged attacks. melee attacks are still made at 3/4 BaB
  • Greater: The markasman can shoot in the blink of an eye. They no longer provoke attack of oportunity for making ranged attacks when threatened, and they threaten all squares adjacent to them with any ranged weapon.
  • Perfect: The marksman can make trip, grapple and disarm attempts with a ranged attack, using her dexterity modifier in place of strength. Grapple (and pin) is maintained by the arrow, which has hardness 10, 5 hp per 2 levels, small size and an assumed strength equal to dexterity modifier

Annihilation Mode: The modsoul can enhance their dexterity rather than their strength in modsoul design. If they use any other statistic to determine their ranged accuracy, they can enhance that instead. They gain the Tempo bankai ability on all ranged attacks.

Reaver Modsoul Design

A Reaver is a modsoul designed to be a devestating line breaker that fights in a heedless fury until nothing is left of the foe.
Benefit: Whenever the Modsoul gains a modification, they gain a delayed damage pool equal to 5 points. This stacks with any other delayed damage the modsoul possesses (such as Steely resolve). The modsoul does not delay any effects from an attack other than damage, such as level drain or ability damage, though they can delay hp damage from effects such as poison. At the end of their next turn, they loose HP equal to their delayed damage pool, and this pool is reset. The modsoul can choose to have any healing the receive heal the delayed damage pool or their own HP, at their discretion.

  • Improved Reaver: the modsoul is able to focus their pain into power. They gain a n untyped bonus to their attack and damage rolls equal to their delayed damage pool divided by 5.
  • Greater Reaver: The Reaver can loose themselves in their bloodlust, becoming a whirlwind of destruction and mayhem. The Reaver can enter a berserker frenzy as a Frenzied berserker. They can use this ability a number of times per day equal to 1 + character level/4. 6 levels after they obtain the power, the strength bonus for this frenzy is improved to 10.
  • Perfect Reaver: Whilst in the throes of their bloodlust, the modsoul is an unstoppable force of destruction. Whilst in a rage or frenzy, the modsoul's delayed damage pool is applied when the condition ends, rather than the end of their next turn.

Annihilation Mode: The modsoul's delayed damage pool, and the benefit from the pool, is doubled.

Defender Modsoul Design

A defender is a modsoul designed for the purpose of protecting their allies from harm. They are much more agile in armour, and can take a greater amount of damage than the average modsoul.
Benefit: The modsoul is proficient in all armour and shields (other than tower shields). Each modification they receive, the modsoul receives + 2 hp and dr 2/-

  • Improved Defender: the modsoul is much more comfortable in armour. Increase the AC and max dex bonus for any armour the modsoul wears by ½, and reduce the armour check penalty by ½. The modsoul ignores movement penalties for armour.
  • Greater Defender: The modsoul is capable of stepping in the way of attacks directed against their allies. If an adjacent ally is hit by an attack, the modsoul can make a reflex save (dc equal to 10 + ½ enemy ECL) to take the hit for the ally. They cannot use this ability if they are denied their dex bonus to AC, or against area attacks.
  • Perfect Defender: The modsoul can focus their efforts upon defence rather than attack. When making an attack of any kind, or as a standard action, the modsoul can reduce their attack bonus to gain an equal bonus to AC, or a bonus to saves equal to ½ the amount sacrificed. They cannot sacrifice more attack bonus than their character level.

Annihilation Mode: The modsoul gains temporary HP equal to their maximum HP whilst in annihilation mode

Healer Modsoul Design:

Healers are modsouls focused on defending the weak and alleviating suffering, rather than striking down their foes. Their precence is as welcomed on most battlefields as the specalists of the 4th division
Benefit: The first time the modsoul gains a modification, they receive the healing hands feat. Each subsequent modification allows them to heal an increased amount of damage per day as if their character level was two higher.

  • Improved Healer: The healer is capable of alleviating the suffering and illness of those they touch. When using the healing hands feat, they can spend an amount of healing equal to ½ their character level to remove the following conditions: Shaken, panicked, poisons or lasting effects with a DC less than 15 + Reiatsu modifier, diseases, blindness, confusion, or to restore ability damage. The modsoul can also expend their healing allowance to boost the abilities of their allies. They can increase their to hit, damage rolls and AC at a cost of 5 points of healing per bonus, to a maximum of modsoul level/4. This lasts a number of rounds equal to the modsoul's reiatsu modifier This can be done alongside healing.
  • Greater Healer: The healer is able to grant aid to those they cannot touch. When using Healing hands, they can heal someone up to 100 ft + 10 * class level away. In addition, anyone they heal receive fast healing equal to ½ modsoul level for a number of rounds equal to the modsoul's reiatsu modifier
  • Perfect Healer: The modsoul is able to cure even the most grievous of ailments with but a touch. They can spend an amount of their healing hands pool equal to their character level to remove any status effect other than death, or to restore negative levels. They can spend an amount of their healing pool equal to 4 x character level to revive a character that died within one hour. The creature returns to life with -1 hp, unconscious but stable, though any conditions that effected them upon death remain. In addition, they can use their healing hands as a burst centered on themselves, with a range of 5ft per 2 modsoul levels. When used in this manner, then decrease the modsoul's healing pool by the desired amount, and each friendly creature in range is healed ½ that amount. This can be used to grant bonuses, as Improved healer, though using it this way each bonus costs 10 points of healing, rather than 5.

Annihilation Mode: The Modsoul gains regeneration (choose two energy types to negate when ability is aquired) equal to their modsoul level, and any ally within 5* modsoul level ft gains fast healing equal to ½ modsoul level and a bonus on all saves equal to ¼ modsoul level. They can increase their Reitsu attribute in place of their constitution

Hunter Modsoul Design

Also known as Assassins, a Hunter is a modsoul designed for one purpose; to track down and execute a specific foe or type of foe. Their very form is reshaped for this purpose
Benefit: The Modsoul gains a a favoured enemy, as a Ranger, which can be an improvement of an already existing favoured enemy. He cannot have more favoured enemies than 1 + level/4.

  • Improved Hunter: the modsoul is capable of detecting their quarry whenever it draws near, and can pinpoint them with unerring accuracy. The modsoul's favoured enemy bonus applies to any attempts to sense the Reitsu of their favoured enemy, and any knowledge checks related to them. They also gain blindsight out to 100 ft, but only for their favoured enemy.
  • Greater Hunter: The Hunter is able to focus all of their efforts on one target at the exclusion of all others. Once per encounter, as a swift action, the modsoul can mark one creature as their target. They gain a morale bonus on attack and damage rolls against that creature equal to ½ their highest Favoured Enemy bonus. However, this focus comes at a cost, as they suffer a penalty to attack and damage rolls of an equal ammount whilst the target still lives.
  • Perfect Hunter: The Hunter is capable of designating one target with a “Hunter's Mark”. So long as the Hunter or the marked creature are not in a Spiritual Dead-zone (a place where no spiritual energy exists), the modsoul unerringly knows the marked creatures location, and everywhere it has visited for the past 24 hours. Any scrying attempt on the marked creature aided by the Hunter automatically succeeds, so long as it is possible to scry on the creature. Grating the mark is a swift action that requires a touch attack. If the modsoul marks another creature, the previous mark fades.

Annihilation Mode: The modsoul's favoured enemy bonus, is doubled.

Infiltrator Modsoul Design:

An infiltrator is a modsoul designed to enter the enemies strong hold or trust and sabotage it from within.
Benefit: The first time the modsoul receives a modification, they gain the ability to use Invisibility, Spider-Climb, Open/Close, Hold Portal, Detect Thoughts, Darkness or Alter Self as spell like abilities with a caster level equal to their character level. They can use spell-like abilities gained from this design in any combination up to the number of modification they have received.

  • Improved Infiltrator: The Infiltrator must be able to defend themselves more effeciently without support if they are discovered. He gains a +1 morale bonus to attack and damage rolls for each adjacent enemy that is not adjacent to an ally. Ally in this sense means someone the modsoul recognizes as a companion and that they will willingly work with.
  • Greater Infiltrator: The Infiltrator is capable of greater feats of stealth. Add Deeper Darkness and Greater Invisibility to their list of SLAs. They can disable devices as a rogue.
  • Perfect Infiltrator: The Infiltrator is capable of slipping effortlessly into the most well-guarded locales. Add Glibness, Passwall and freedom of movement to their list of SLA's

Annihilation Mode: The modsoul doubles the benefits they receive from being adjacent to enemies. Using their SLA's in Annihilation mode does not consume daily uses

Soul-Caster Modsoul Design:

A Soul-Caster is an unusual modsoul, fitted with their own spiritual power. They are capable of manipulating kido like'' a shinigami, though without the same level of grace or variety.
Benefit: A soul caster gains no extra benefit from each modification, instead she gains spell casting power based on her level, as outlined below:

Level Spells Known Highest Spell Level Avaliable
1 3 1
2 4 1
3 5 1
4 7 2
5 8 2
6 9 2
7 11 3
8 12 3
9 13 3
10 15 4
11 16 4
12 17 4
13 19 5
14 20 5
15 21 5
16 23 6
17 24 6
18 25 6
19 27 6
20 28 6

The Modsoul selects their spells from the Kido spell list. She must choose of the three schools (Hádo, Reido or Bakudo) to be a barred school. She cannot learn spells from this school.
The modsoul counts the level she gained the design as level 1 for the purpose of what spells she knows. Regardless of the level the modsoul gained the design, her caster level is equal to her class level.
At 4th level, and every 4 levels thereafter, the modsoul can exchange one spell she knows for another available to her.

  • Improved Soul-Caster: The modsoul is capable of enhancing her strikes with magical energy. She can use a standard action to cast any non-area effect spell she knows incantationless and made a normal attack in the same action. The spell is considered part of the attack made. If the attack hits, then the spell takes effect.
  • Greater Soul-Caster: The Modsoul is capable of putting more spiritual power into her kido, boosting the effectiveness. When using Kido incantationless, the spell is cast at full caster level. The price for augmentations is still doubled.
  • Perfect Soul-Caster: The Modsoul can perfectly align her kido with her physical strikes, imbuing all her actions with spiritual power. As a full-round action, the modsoul can launch a full attack, or use one of their abilities, and cast a spell incantationless. The spell is assumed to be part of the attack for all intents and purposes, and effects everyone hit this round

Annihilation Mode: The modsoul can boost their rietsu attribute instead of their strength. Any extra SEP they gain is not temporary SEP, is not lost first, and vanishes when the Modsoul exits annihilation mode. Their SEP cannot fall below 0 this way. The modsoul is assumed to know all the spells available to them as long as they remain in Annihilation mode.

Champion Modsoul Design

The Champion is a modsoul designed to excel at all aspects of warfare, rather than focusing one one niche of facet. A champion borrows facets from the other designs, but never to the level of specialisation.
Benefit: Whenever the Modsoul gains a modification, they may choose to gain the modification benefits of any other modsoul design. They cannot select this benefit from a design that does not have benefits each modification, such as Soul-caster

  • Advanced Champion: Whenever the Modsoul would gain an advancement to their design (improved/greater/perfect), they gain the benefit of the improved design from another modsoul design of their choice.

Annihilation Mode:The modsoul can choose the benefit from another design's design when entering Annihilation Mode.

Modifications

Apprehension Protocol

Prerequisites: Hunter modsoul design or level 5
The modsoul is designed to track down and capture their chosen quarry, bringing them back to soul society to pay for their crimes.
The modsoul suffers no penalties for using non-lethal damage, and can make any attack non-lethal. They deal and extra 1d6 non-lethal damage, which is increased to 2d6 against their favoured enemies.
Special: A modsoul with this ability that takes the Spiritual Energy Cannon ability, or has that ability, automatically gains the Net ammo type for free.

Artifical Artificer

Prerequisites: Any one crafting feat, or craft (any) 6 ranks
Select one craft skill (such as craft (alchemy) or one crafting feat (such as craft magical weapons and armour). The Modsoul reduces the craft DC with the skill/feat by ½ her class level, and the crafting cost for the skill/feat is reduced by 50%. They do not need to possess the relevant spells to craft the item, but they do not get the reduced cost.

Artificial Neurocomputer

prerequisites: Mind combat point, int 17+
The Modsoul is capable of harnessing their mind in ways undreamed of by their creator, further than just telepathy, into something more. The modsoul gains the [Psionic] subtype, and can qualify for psionic feats. They add autohypnosis to their class skills. From that moment onwards, they can use SEP as power points, or power points as SEP.

Assassin Protocol

Prerequisites: level 5
The modsoul gains the ability to create a potent venom for use in disabling their chosen target. As a swift action, they can coat their natural weapon in an injury poison (perhaps by a hidden needle etc) that is expanded after the first hit. The poison deals one point of ability damage on the first hit, and 1d2 points of ability damage every round afterwards. The save dc for this ability is equal to 10 + ½ character level + str modifier.
The ability score damaged is chosen when this ability is first taken.
This can be applied to a ranged attack made by the Modsoul, if so desired

Auto-Camoflage Unit

Prerequisites: level 5
The modsoul gains the ability to become invisible as a standard action that costs the modsoul 3 sep, and grants all of the normal benefits. This lasts a number of rounds equal to the modsoul's class level

Combat Blade

Prerequisites: None
The Modsoul has an inbuilt weapon, as opposed to just their hands and feet. Their attacks deal damage as if they where 4 levels higher (2d12 at level 20) and has a critical threat range of 19/20. The Modsoul can choose whether their natural attacks deal bludgeoning, slashing or piercing damage; Once the choice it made, it cannot be changed.

Composite Armour

Prerequisites: Defender modsoul design
the modsoul gains an inbuilt suit of protective armour. This functions as any one suit of armour of the Modsoul's choice. This suit of armour is masterwork, and spiked, but otherwise mundane. The armour is made out of a material of the Modsoul's choice. Every 4 levels after taking this ability, the armour gains a +1 enchantment. this replaces the armour portion of their Combat gaigai

Dedicated Healer

Prerequisites: Healer Modsoul Design
The Modsoul knows that to better serve their patients, they must be protected in the turmoil of battle. Whenever the Modsoul heals anyone (be it through magic or their Healing Hands ability), they gain a temporary bonus to AC equal to 1 + (Modsoul level /4) for the remainder of the encounter.

Destructive Blade

Prerequisites: Improved combat blade, strength 15 or combat point (arms)
the modsoul's combat blade is designed to cleave through their foes defences and shatter walls and barriers. It ignores 3 points of hardness/damage reduction.
This ability can be taken multiple times. It's effects stack.

Efficient Design

Prerequisites: Improved Modsoul Design.
The Modsoul gains a second design. If they select this ability, then this design advances to improved at level 13, and greater at 17, rather than choosing a new one at level 13.
Special: This ability can be selected multiple times. Each time you must select a different modsoul design. Only the first design obtained this way advances at level 13

Energy Detection System

Prerequisites: Level 5 or Hunter/Infiltrator modsoul design
The Modsoul has inbuilt optic detectors that allow them to detect spiritual energy with but a glance, and allow them to sense the presence of creatures invisible to the normal spectrum of senses. They can use Detect Kido and See Invisibility at will, with a caster level equal to their hit dice

Eternal Energy Battery

Prerequisites: None
The modsoul is fitted with an experimental spiritual energy battery that regenerates their power in exchange for a smaller limit. The modsoul receives 2 less SEP per level, which applies retroactively. In exchange, they regenerates 1 SEP per round.
This ability can be taken multiple times. Each time increases the amount of SEP regenerated by 1 point. They do not loose any more from their maximum limit.

Greater Combat Blade

Prerequisites: Improved Combat blade, level 5 or spiritcaster design
The modsoul's blade is imbued with abilities designed to duplicate those of a zanpakuto, to help her better overcome her foes
Choose 2 shikai abilities that can apply to melee attacks. Your combat blade gains these abilities. In regards to prerequisites, you can ignore the minimum number of abilities needed, though all other prerequisites stand. s.
Treat Internal arsenal as weapon of the gods, and Composite armour as Armour of the gods for the purposes of prerequisites.

  • If the modsoul is a spirit caster, it can choose it's abilities from the Kido type as well, even if they do not apply to melee attacks.
  • If the modsoul is a supersoldier, it can choose it's abilities from a single elemental type of it's choice (chosen when this ability is first obtained), even if they do not apply to melee attacks.
  • If the modsoul is a Hunter, it can choose it's abilities from the assassination type, even if they do not apply to melee attacks.
  • If the modsoul is a Defender, it can choose it's abilities from the protection type, even if they do not apply to melee attacks.
  • If the modsoul is a Reaver, it can choose its abilities from the blood type, even if they do not apply to melee attacks
  • If the modsoul is a healer, it can choose abilities from the healing type, even if they do not apply to melee attacks
  • If the modsoul is a hunter it can choose abilities from the Assassination type, even if they do not apply to melee attacks.

This ability can be taken multiple times. It's effects stack.

Greater Dedicated Healer

Prerequisites: Improved Dedicated Healer
The Modsoul is capable of storing the pain and suffering of those she heals, which she can then channel into an attack. The Modsoul gains a pool of bonus damage with a maximum equal to level * 5. Whenever they heal someone, they increase the pool by ½ the amount healed. The Modsoul can channel this damage into an attack as a free action. They can choose how much of their pool to channel.

Greater Composite Armour

Prerequisites: Composite armour, +3 bonus static bonus
Select one armour ability with an effective modifier of +3 or +4. your composite armour gains this enhancement. This ability can be taken multiple times. It's effects stack.

Greater MKII Ranged Support

Prerequisites: MKII Ranged Support +3 static bonus, Improved MKII Ranged Support.
Select one weapon enhancement with an effective bonus of +3 or +4 that can be applied to a ranged weapon. Your Spiritual Energy Cannon (and ammo types) benefit from this ability. This ability can be taken multiple times. It's effects stack

Greater Spiritual Energy Cannon

Prerequisites: Improved Spiritual Energy Cannon, Hunter modsoul design
Choose two abilities from either the ranged zanpakuto type, or the quincy bow design. These abilities are applied to your spiritual energy cannon (and upgrades). If an ability has a cost in spirit charges, it instead costs an equal ammount of SEP.

Greater Inbuilt Arsenal

Prerequisite: Inbuilt Arsenal +3 static bonus
select one weapon enchantment with an effective bonus of +3 or +4. your unarmed attacks (and combat blade) benefit from this ability. This ability can be taken multiple times. It's effects stack

Greater Sensor Array

Prerequisite: Improved Sensor array
Your sensor array is much sharper than it was before. Your blind sense increases by a further 30 ft, as does your dark vision. You gain the improved uncanny dodge and improved evasion feats

Greater spiritual energy Augmentation

Prerequisites: Improved spiritual energy Augmentation
You can channel any touch spell you know into an attack. This consumes your swift action for the round. This cannot be performed as part of a full attack or manoeuvre

Greater Unseen Infiltrator

Prerequisites: Improved Unseen Infiltrator
Whilst using the abilities granted by Unseen Infiltrator, the Modsoul can duplicate the extraordinary abilities of the creature whilst using this ability, but each use costs one of your daily SLA's. Passive abilities do not have a cost.

Gemini Protocol

Prerequisites: Must be taken at level 1.
The modsoul is one of a linked pair, with another modsoul built along side it to complement each others strengths. The two mod-souls share a single mind and consciousness, and one cannot live without the other.
The Modsoul is 2 characters. The two modsouls must choose different Combat Points and primary Modsoul Designs. This restriction does not apply to their second Design.
When rolling for HP, roll once (instead of twice) and each Modsoul receives ½ the result. They add their constitution modifiers, and any other effect that increases HP, separately.
The two modsouls have independent skills, feats and modifications, though both must have the Gemini Protocol Modification.
Both modsouls have the same basic values for their attributes, though each value may be assigned to different attributes (eg, one modsoul could have str 18 con 10, the other could have str 10/con 18). When levelling up, the two modsouls share EXP, and receive EXP from encounters etc as if they where a single creature.
Both modsouls must take a level in a prestige class for either to receive the benefit.
The two modsouls are linked by a telepathic bond at all times, except whilst in a spiritually dead zone. If they are within 1 mile of each other's position, they can communicate, otherwise they simply know the general well being and direction of their companion. They two modsouls do not necessarily need to share one mind, so long as they are linked. They can share spells (see the wizard class feature)
The shock of loosing a bond they have had since they where born causes the modsouls to go into a catatonic shock if it is severed. This does not happen if the link is merely suppressed. They loose 1 point of constitution an hour, and immediately fall unconscious, until the link is re-established. After the link is re-established, they recover constitution damage as normal. It is possible to survive this trauma, though it requires a DC 25 fortitude save to end the effect.

Genius Design

Prerequisites: Greater 2nd Modsoul design
The Modsoul gains the Perfect variant of it's second design

Heavy Spiritual Energy Cannon MK II

Prerequisites: Spiritual Energy Cannon
For most cases, the regular spiritual energy cannon attachment is enough to handle almost any foe the modsoul will encounter. However, for the more dangerous tasks, or because some designers have a penchant for overkill, Soul Society have developed a slightly larger version
When firing their Spiritual Energy Cannon, the modsoul can instead choose to fire a single shot as a full round action, which changes how it fires as follows.

  • Rapid Fire: The modsoul may take any number of -1 penalties to hit, up to a maximum of their BaB to fire an additional shot per penalty at their highest base attack bonus. The ammount of extra shots fired cannot exceed the Modsoul's base attack bonus. Due to the difficulty of moving this weapon whilst firing, all shots must be aimed at targets adjacent to each other, rather than any in range. Unlike the normal rapid fire shot, this ability costs 1 SEP per extra shots fired.
  • Cone: The cones length is increased by ½, and the damage caused is empowered (thus resulting in 3 dice per 2 SEP spent). The kickback from this shot means that the modsoul must pass a DC 10 fortitude save, or DC 15 balance test or be knocked back 5 ft directly away from their target
  • Line: The lines length and width are increased by ½, and the damage caused is empowered (thus resulting in 3 dice per 2 SEP spent). The kickback from this shot means that the modsoul must pass a dc 10 fortitude save, or 15 balance test or be knocked back 5 ft directly away from their target
  • Explosive: The range of the touch attack is doubled, the size of the burst increases by ½ and the damage caused is empowered (thus resulting in 3 dice per 2 SEP spent). The kickback from this shot means that the modsoul must pass a dc 10 fortitude save, or 15 balance test or be knocked back 5 ft directly away from their target.
  • Ray: The range of the touch attack is doubled, and the damage caused is empowered.
  • Arc: The range of the shot is increased by ½. Each of the arcing bolts causes the full damage to the second target, as opposed to ½. The kickback from this shot means that the modsoul must pass a dc 10 fortitude save, or 15 balance test or be knocked back 5 ft directly away from their target.
  • Net: Your net becomes a burst effect centred on the initial target with a radius of 20 ft. The net can effect any creature within 2 size categories of the user, instead of just one. the DC to escape the net is increased by 5

Hyper-Efficient Design

Prerequisites: Improved Modsoul Design
The Modsoul improves it's Modsoul Design by one stage (from basic to improved, Improved to greater etc).
As a result of this, it would obtain it's second design one improvement earlier

Hyper Impact Buffering System

Prerequisites: Level 5 or combat point (body)
The modsoul is built to withstand extreme impacts with hard objects without damage. Kind of like a crash test dummy, but built for hurting things instead of getting hurt. The modsoul is capable of slamming their chosen target with incredible force. Anyone they bull-rush suffers 2d6 + strength bludgeoning damage, which is doubled if they slam the foe into a solid object.

Improved Dedicated Healer

Prerequisites: Dedicated Healer
When the Modsoul heals someone, if they heal someone above their maximum hit dice, they gain temporary HP equal to the bonus amount

Improved Efficient Design

Prerequisites: 2+ modsoul designs at the Greater (or above) level
The Modsoul can advance one of their greater modsoul designs to the Perfect Level

Improved Hyper Impact Buffering System

Prerequisites: Hyper Impact Buffering System, Level 10 or Combat Point (Body) and Level 5
The modsoul is capable of creating much more force by slamming into a foe. The damage from their bull-rush is increased to 4d6 + 2 x strength bludgeoning damage, and 8d6 + 3 x strength damage when they crash into solid objects.

Improved MKII Ranged Support

Prerequisites: MKII Ranged Support +1 static bonus
select one weapon enchantment with an effective bonus of +1 or +2 that can be applied to a ranged weapon. your Spiritual Energy Cannon (and ammo types) benefit from this ability. This ability can be taken multiple times. It's effects stack

Improved Combat Blade

Prerequisite: Combat Blade
As a move action that costs 2 sep, you may have your combat blade deal 2d6 energy damage, of a type chosen by you when you gain this ability. This can be taken multiple times. Each time increases the bonus damage by an extra 2d6

Improved Composite Armour

Prerequisites: Composite armour +1 bonus
your composite armour gains an armour enchancement with either a +1 or +2 bonus

Improved Inbuilt Arsenal

Prerequisite: Inbuilt Arsenal +1 static bonus
select one weapon enchantment with an effective bonus of +1 or +2. your unarmed attacks (and combat blade) benefit from this ability. This ability can be taken multiple times. It's effects stack

Improved reach

Prerequisite: None
The modsoul's natural reach is increased by 5ft. They are still able to attack enemies within their normal reach

Improved Sensor Array

Prerequisite: Sensor Array
Your sensor array is much sharper than it was before. Your blind sense increases by 30 ft, as does your dark vision. You gain the evasion feat if you did not have it before

Improved Spirital Energy Augmentation

prerequisites: Spiritual Energy Augmentation
You learn an additional spell. This spell cannot be of the highest level you can cast. You can take this ability multiple times. It's effects stack.

Improved Spiritual Energy Cannon

prerequisite: Spiritual Energy Cannon
The modsoul's spiritual energy cannon is fitted with an energy condenser that imbues the shot with increased power.
The modsoul's spiritual energy cannon deals an extra 2d6 energy damage. The type of energy is chosen when this ability is taken. When firing the net, the target of the net suffers the 2d6 damage if the first attack hits, and then 1d6 damage each round they remain entangled.

Improved Unseen Infiltrator

Prerequisites: Unseen Infiltrator
Whilst using the abilities granted by Unseen Infiltrator, the Modsoul can duplicate the supernatural properties of the creature whilst using this ability, but each use costs one of your daily SLA's. Passive abilities do not have a cost.

Improved Warp Shield

Prerequisites: Warp Shield
Once per turn, whenever they pass a reflex save, or successfully negate an attack with warp shield, the modsoul can spend 10 sep to redirect all the damage avoided/negated to one other valid target in range.

Improved Warp Dodge

Prerequisites: Warp Dodge, level 10+
when using warp dodge, they can pay 10 sep instead of 5 sep to move 5ft per 2 character levels. This allows them to distance themselves from the enemy, and to potentially avoid area effect. They may only use this ability once per turn, regardless of the number of times they can use Warp Dodge.

Inbuilt Arsenal

Prerequisites: Super-soldier build
Your natural weapon (and combat blade, if you have one) becomes masterworked, and counts as magical for overcoming damage resistance. Every four levels thereafter, you gain a +1 enhancement bonus. This replaces your combat Gaigai's ability to enchant your natural weapons

Jet boosters

Prerequisites: Level 3
The modsoul gains the ability to fly. They gain a flight-speed equal to their base land speed with poor manoeuvrability.
This ability can be taken multiple times. Each time increases your flight speed by an amount equal to your base land speed, and your manoeuvrability by one step

Long-Range Communications Relay

Prerequisites: Voice combat point or level 5
The modsoul is able to use sending as a spell-like ability. This costs the modsoul 7 SEP. The modsoul can choose to combine multiple uses of this spell at one time, so as to extend the message, as one action (though they must pay for each 25 words)

MKII Ranged Support

Prerequisites: Marksman Modsoul Design, Spiritual Energy Cannon.
Your Spiritual Energy Cannon (and combat blade, if you have one) becomes masterworked, and counts as magical for overcoming damage resistance. Every four levels the mod-soul possess, she gain a +1 enhancement bonus to her energy cannon. This bonus applies to the alternate ammunition types as well.

Over-clocked Temporal Processor

Prerequisites: level 6
The modsoul has an attachment to their internal clock that lets them move with extreme bursts of speed when acivated. For a number of rounds per day equal to their hit dice, the modsoul acts as if they where Hasted. Activating this is a free action that does not provoke an attack of opportunity. The rounds do not need to be consecutive.
The modsoul may continue to act at this higher speed, if they so desire, but the strain on their body causes them to reduce their maximum hit points by 2 each round after their normal limit. This damage recovers fully after eight hours of rest.

Perfect Dedicated Healer

Prerequisites: Greater Dedicated Healer
Whenever the Modsoul causes damage, they replenish their Healing Hands healing pool by 1 point per 5 damage caused.

Perfect Composite Armour

Prerequisites: Composite Armour, +5 bonus static bonus
Select one armour ability with an effective modifier of +5. your armour gains this enhancement

Perfect Inbuilt Arsenal

Prerequisite: Inbuilt Arsenal +5 static bonus
select one weapon enchantment with an effective bonus of +5, other than dancing. your unarmed attacks (and combat blade) benefit from this ability.

Perfect Sensor Array

Prerequisite: Greater sensor array. Your blindsense increases by another 30 ft, and your darkvision is now equal to your normal vision. You can now detect anyone with suppressed reitsu using sense motive, though the dc is increased by 10. the DC to locate your favoured enemy is now the same regardless of whether their reitsu is suppressed or not

Perfect spiritual energy Augmentation

Prerequisites: Greater spiritual energy Augmentation
You can channel any touch spell you know into an attack, including a full attack or a manoeuvre. This consumes your swift action for the round.

**Perfect MKII Ranged Support **

Prerequisites: MKII Ranged Support +5 static bonus, Greater MKII Ranged Support
select one weapon enchantment with an effective bonus of +5, other than dancing. your Spiritual Energy Cannon (and alternate ammunition) benefit from this ability.

Perfect Unseen Infiltrator

Prerequisites: Greater Unseen Infiltrator
Whilst in any form, the modsoul can expend one of their daily SLA uses to use one of their modsoul abilities they would have lost from their form. This includes if they have been polymorphed against their will.

Phoenix Self Repair Implant

Prerequisites: Level 5
The modsoul is fitted with a series of nanobots that constantly work to repair and maintain their body from any damage. The nanobots also function to save a blue print of the Modsoul's design in case of emergencies.
The modsoul's fast healing is doubled, as is any fast healing they receive after they take this ability. The modsoul also gains the ability to regenerate limbs at the rate of 1 hour per limb.
In addition, if the modsoul's combat gaigai is ever destroyed, the nanobots will begin building them a new one. This reduces the craft DC to recreate the previous Gaigai by 10, and the crafting cost by 25%.

Portable Image Displacement Unit

Prerequisites: Over-clocked Temporal Processor, Wraith Drive XV1.
The modsoul has an upgrade that lets them project a number of images of them self, or to flicker in and out of sight. The modsoul gains the ability to use Mirror Image by paying 3 SEP, or Blink by paying 5 SEP. Caster level is equal to character level

Reitsu Draining

Prerequisites: level 6
The Modsoul is fitted with an attachment that drains the spiritual power of those they touch, draining them until nothing is left but an empty husk. As a standard action, the modsoul can make a touch attack that drains 1d3 sep per level. The victim is entitled to a will save for half damage,
The modsoul may use this ability as a swift action against a creature they are grappling

Sensor Array

Prerequisite: Hunter Modsoul Build
You gain a set of improved scanners and sensors, constantly feeding additional data to you about your surrounding. The modsoul gains blindsense out to 30 ft, and the uncanny dodge ability. Their Darkvision is increases by 30 ft (if any)

Silent Saboteur

Prerequisites: Infiltrator Modsoul Design
The Modsoul is capable of destroying almost anything they set their mind to. The Modsoul can disable traps and devices as a standard action. They gain a + 6 untyped bonus to all disable device rolls.

Spiritual Energy Augmentation

Prerequisite: spiritcaster
You gain spell casting as if you had taken another level of Kido shinigami, as long as your effective caster level cannot exceed your own level. This ability can be taken multiple times. It's effects stack

Spiritual-energy cannon

Prerequisites: none
The modsoul has an inbuilt projectile weapon that can be used to turn their spiritual energy into an effective ranged attack. The modsoul gains a ranged weapon that can fire one of the below ammo types. All ammo types deal force damage

  • A line attack with a range equal to character level * 10 ft. it deals 1d6 damage per SEP expanded to fire the shot. The target is entitled to a reflex save (dc 10 + ½ character level + reistsu stat modifier) for half damage.
  • A cone with a length equal to 5ft per character level that deals 1d6 damage per sep expended to fire the shot. The target is entitled to a reflex save (dc 10 + ½ character level + reistsu stat modifier) for half damage
  • A precision ray. This is a ranged touch attack with a range of 30 ft + 10 ft per level. it deals 2d6 damage per sep expended to fire it. The victim is entitled to a reflex save for half damage.
  • A heavy-bore cannon that fires an exploding orb of spiritual energy. This is a ranged touch attack with a range of 30 ft + 10ft per level. If the attack hits, it deals 1d6 damage per sep expended to fire it. This damage is in a 20ft burst
  • A rapid-firing projectile weapon. This is a ranged weapon with a range increment of 90 ft, that deals damage 1 step lower than the modsoul's current damage. Damage dealt is increased by the modsoul's strength/dexterity (whichever is higher) This costs no sep to fire. The weapon has one of the quincy bow constructions. othereise, it behaves the same as the modsoul's unarmed attacks
  • An arcing projectile. This is a ranged touch attack with a range of 30ft + 10 per character level that deals 1d6 damage per sep expended to fire it. The target is allowed a reflex save (dc 10 + ½ character level + reitsu modifier) for half damage. If the first shot hits, then it can arc to another valid target within 10 ft. the arced shot deals ½ the normal damage. The shot can arc as many times as the SEP expended to fire it.
  • An Entangling Net. This is a ranged touch attack with a range equal to 30 ft + 10 per character level. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). The net is useful only against creatures within one size category of you.

Spiritual Energy Field

Prerequisites: spiritcaster or level 5
The modsoul gains the ability to surround themselves in a crackling field of spiritual energy, which serves as both a form of protection and a means of attack. Activating this ability is a free action that costs 3 SEP, and lasts a number of rounds equal to the modsoul's reitsu modifier + 1 (to a minimum of 1 round).
The field provides the modsoul with a deflection bonus to AC equal to their reitsu modifier (minimum +1), which is increased by a further +1 at level 4 and for every 4 levels thereafter the modsoul possesses.
The energy field also damages those that touch it. It deals 1d6 force damage to every creature that attacks or otherwise touches the modsoul. Attacks made with reach or a ranged weapon are two far away to suffer this damage. The energy field also produces light, as the spell Daylight with an assumed caster level of ½ character level.

Spiritual Energy Shield

Prerequisites: Level 9
The modsoul has an inbuilt shield projector, allowing them to protect themselves with a field of spiritual energy when threatened. As a swift or immediate action, the modsoul can activate or deactivate their shield. The shield grants DR equal to Character Level and spell resistance equal to 10+character level so long as it is active.
However, whilst the shield is active and the modsoul is dealt damage, they loose an amount of SEP equal to ½ the damage done before damage reduction is applied. If their spell resistance stops a spell, they loose an amount of SEP equal to the save DC of the spell.
This cost is not paid if the spell would be stopped/attack dealt no damage before the bonuses from the shield are applied.

Suicide Strike Upgrade

Prerequisites: a rather callous designer
Usually only installed by those that see modsouls as nothing but weapons, this upgrade causes the modsoul to create small explosions of spiritual energy when in contact with other objects, vastly increasing their offensive capabilities but also damaging the modsoul in the process. Variations include drawing out the Modsoul's life force as well as their spiritual energy and the like.
All of the modsoul's weapons and abilities gain the Vicious weapon property, even if they normally would be unable to benefit from this property (such as a ranged weapon). This does not count against the maximum enchantments of their weapons, nor does it count as a prerequisite for anything that requires a specific enhancement bonus.
Special: the modsoul's weapon can still be enchanted with the Vicious ability. In this case, it is applied twice. This is an exception to the normal rules.

Suppression fire Attachment

prerequisites: rapid fire spiritual energy cannon and one other ammo type
The modsoul's cannon is fitted with improved barrel, loading mechanisms and targeting mechanisms that allows the modsoul to unleash a blistering hail of high-potency shots at a chosen target.
As a full round action that provokes an attack of opportunity, the modsoul may fire any one of their ammo types other than rapid fire up to a number of times equal to the maximum number of shots they could fire using the rapid fire ammo type (including feats, weapon construction, haste etc). Firing in this way costs enough SEP to determine the power of the shot, +2 per shot fired. Each shot after the first counts as having 2 less SEP spent on it to determine the power, and the save dc is lessened by 2. any attack with an attack roll suffers the normal bonuses and penalties to hit from abilities used with the rapid fire ammo type, though they all use the modsoul's highest attack bonus. Firing any ability other than the net this way requires the modsoul to pass a DC 10 fortitude save or a DC 15 balance test or be knocked back 5 feet away from their target. Failure by more than 5 means the modsoul falls prone. The DC is increased by 1 per 2 shots fired.
To use this ability, the modsoul must have had either the rapid fire ammo, or the chosen ammo type loaded
This can be used with the heavy cannon, but doing so requires a full round action to prepare before firing. (thus it requires two full round actions).

Turbo-speed motion system

Prerequisites: Level 5 or combat point (legs)
The modsoul has an attachment that allows them to move at incredible speeds in the blink of an eye in exchange for draining their power reserve. As a swift action that does not provoke an attack of opportunity, they can expend 1 sep to move 5 ft as if by the dimensional door spell. This distance increases by 5 feet every two levels the modsoul gains.
In addition, the modsoul can pay an exponentially increases ammount of SEP to move faster in one action. It costs 3 sep to move twice the distance, 7 sep to move 3 times and so on and so forth. Anything more than double the basic ammount is a move action.
This counts as shunpo for the purpose of feats etc

Unseen Infiltrator

Prerequisites: Infiltrator Modsoul Design
The Modsoul adds Alter Self to their list of spell-like abilities. All modifications that can be activated are lost whilst using this ability (other than this one/improvements)

Warp Dodge

Prerequisites: Warp Gate, level 5+
The Modsoul is capable of harnessing their teleportation abilities in a split second, to try and avoid an attack. As an immediate action in response to an attack, the modsoul can pay 5 sep to make a reflex save against the attack roll. If they succeed, they can immediately make a 5 foot step before the attack is resolved. They may still make a 5 foot step in their own turn.
If they are no longer in range of the attack, then it misses automatically, though other creatures may still be hit by the attack, as normal (IE: whirlwind attack or if it was the second attack from cleave).
The Modsoul can also use this ability whenever they pass a reflex save, if they so desire.
The Modsoul cannot use this ability when denied their dexterity bonus to AC.
Special: If the Modsoul has combat reflexes, they can use this ability a number of times per round equal to their dexterity bonus. This still only consumes a single immediate action.

Warp Gate

Prerequisites: Level 3+
The Modsoul can open short-ranged teleportation portals. These link two spaces within 400 + character level * 5 ft of each other, and last for 1 round. Each portal is 10ft tall and 10ft wide at maximum. Creating a warp gate is a standard action that costs 3 sep. Anyone can use a warp gate.
Special: This counts as shunpo for the purpose of qualifying for feats etc. Treat bonus distance as their shunpo value. When using shunpo feats in this manner, they create a warp-gate to get the effect.

Warp Shield

Prerequisites: Warp Gate
The Modsoul is capable of using their warp portals as a shield, to deflect enemy attacks and create openings for themselves. When attacked, the Modsoul may, as an immediate action that costs 5 sep, make an opposed attack roll against the attackers to hit roll. If they succeed, they may immediately make an attack of opportunity on the attacker.
The Modsoul cannot use this ability when denied their dexterity bonus to AC.
Special: If the Modsoul has combat reflexes, they can use this ability a number of times per round equal to their dexterity bonus. This still only consumes a single immediate action.

Wraith Drive XV1

Prerequisite: Level 7+
The modsoul is fitted with a very rare, very unstable device known as a wraith drive. This allows them to temporarily slip out of line with the rest of their plane for a short period, allowing them to operate just like a ghost. For a number of minutes per day equal to ½ the modsoul's class level, the modsoul can become ethereal. Activating this is a free action that does not provoke an attack of opportunity. The minutes do not need to be consecutive, though each use consumes a minute's use regardless of how long the modsoul remains ethereal.

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