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Soulspark

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odd point that might be left over to learn Common or some other language.

Feats: The soulfused construct gains feats at the rate of 1 + 1/ 3 HD, just as a normal creature does. Common feats selected by such creatures include Improved Initiative, Improved Natural Attack, Iron Will, and Power Attack.

Organization: Solitary.

Challenge Rating: Same as the base creature +1.

Alignment: Usually chaotic (any). The fusion of incarnum and construct rarely produces a disciplined or orderly mindset.

Advancement: By character class.

Level Adjustment: Same as the base creature +1.

LEAST SOULSPARK

Tiny Outsider (Alignment*, Incarnum, Native) Hit Dice: 2d8+4 (13 hp) Initiative: +5 Speed: 20 ft. (4 squares), fl y 30 ft. (perfect) Armor Class: 14 (+2 size, +1 Dex, +1 natural), touch 12, fl at-footed 13 Base Attack/Grapple: +2/–6 Attack: Soul blast +5 ranged (1d4+1) Full Attack: Soul blast +5 ranged (1d4+1) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Soul blast Special Qualities: Amorphous, damage reduction 1/alignment**, essentia pool 2, evasion, incarnum shroud Saves: Fort +5, Ref +4, Will +4 Abilities: Str 10, Dex 13, Con 15, Int 6, Wis 13, Cha 13 Skills: Diplomacy +3, Hide +14, Knowledge (history) +3,

Listen +6, Move Silently +6, Sense Motive +6, Spot +6 Feats: Improved Initiative Environment: Any Organization: Solitary, pair, or fl ood (3–8) Challenge Rating: 1 Treasure: Standard Alignment: Always chaotic neutral, lawful neutral, neutral good, or neutral evil Advancement: 3 HD (Tiny) Level Adjustment: —

LESSER SOULSPARK

Tiny Outsider (Alignment*, Incarnum, Native) Hit Dice: 4d8+8 (26 hp) Initiative: +6 Speed: 20 ft. (4 squares), fl y 30 ft. (perfect) Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, fl at-footed 14 Base Attack/Grapple: +4/–4 Attack: Soul blast +8 ranged (1d6+2) Full Attack: Soul blast +8 ranged (1d6+2) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Soul blast Special Qualities: Amorphous, damage reduction 3/alignment**, essentia pool 4, evasion, incarnum shroud Saves: Fort +6, Ref +8, Will +5 Abilities: Str 10, Dex 15, Con 15, Int 6, Wis 13, Cha 15 Skills: Diplomacy +4, Hide +17, Knowledge (history) +5,

Listen +8, Move Silently +9, Sense Motive +8, Spot +8 Feats: Improved Initiative, Lightning Refl exes Environment: Any Organization: Solitary, pair, or fl ood (3–8) Challenge Rating: 3 Treasure: Standard Alignment: Always chaotic neutral, lawful neutral, neutral good, or neutral evil Advancement: 5 HD (Tiny) Level Adjustment: —

SOULSPARK

Tiny Outsider (Alignment*, Incarnum, Native) Hit Dice: 6d8+12 (39 hp) Initiative: +8 Speed: 20 ft. (4 squares), fl y 30 ft. (perfect) Armor Class: 19 (+2 size, +4 Dex, +3 natural), touch 16, fl at-footed 15 Base Attack/Grapple: +6/–1 Attack: Soul blast +13 ranged (1d8+3) Full Attack: Soul blast +13 ranged (1d8+3) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Soul blast Special Qualities: Amorphous, damage reduction 5/alignment**, essentia pool 6, evasion, incarnum shroud Saves: Fort +7, Ref +11, Will +6 Abilities: Str 13, Dex 18, Con 15, Int 6, Wis 13, Cha 17 Skills: Diplomacy +5, Hide +21, Knowledge (history) +7,

Listen +10, Move Silently +12, Sense Motive +10, Spot +10 Feats: Improved Initiative, Lightning Refl exes, Weapon

Focus (soul blast) Environment: Any Organization: Solitary, pair, or fl ood (3–8) Challenge Rating: 5 Treasure: Standard Alignment: Always chaotic neutral, lawful neutral, neutral good, or neutral evil Advancement: 7 HD (Tiny) Level Adjustment: —

GREATER SOULSPARK

Tiny Outsider (Alignment*, Incarnum, Native) Hit Dice: 8d8+16 (52 hp) Initiative: +9 Speed: 20 ft. (4 squares), fl y 30 ft. (perfect) Armor Class: 21 (+2 size, +5 Dex, +4 natural), touch 17, fl at-footed 16 Base Attack/Grapple: +8/+0 Attack: Soul blast +16 ranged (1d12+5) Full Attack: Soul blast +16 ranged (1d12+5) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: Soul blast Special Qualities: Amorphous, damage reduction 10/alignment**, evasion, essentia pool 8, incarnum shroud Saves: Fort +8, Ref +13, Will +7 Abilities: Str 13, Dex 21, Con 15, Int 6, Wis 13, Cha 21

Illus. by A. Stokes

Skills: Diplomacy +7, Hide +24, Knowledge (history) +9, Listen +12, Move Silently +16, Sense Motive +12, Spot +12 Feats: Improved Initiative, Lightning Refl exes, Weapon

Focus (soul blast) Environment: Any Organization: Solitary, pair, or fl ood (3–8) Challenge Rating: 7 Treasure: Standard Alignment: Always chaotic neutral, lawful neutral, neutral good, or neutral evil Advancement: 9–12 HD (Tiny); 13–20 HD (Small) Level Adjustment: —

A mote of energy fl oats across the ground. It resembles a small ball of light surrounded by wispy tendrils of blue incarnum energy.

Soulsparks are sentient embodiments of incarnum energy.

Though a least soulspark can be formed by means of the soulspark familiar soulmeld, most are independent creatures formed spontaneously from incarnum. A soulspark wanders the world alone, but it might choose to follow any other creature it encounters, helping or hindering as its alignment dictates.

Chaotic soulsparks tend to be mischievous, while lawful ones loyally follow and attend to their adopted companions. Good soulsparks help creatures in need, while evil ones look for opportunities to take advantage of others when they least expect it. A soulspark is about the size of an open hand, roughly 8 inches across. Because it is a being of energy, it has negligible weight. The glow of an individual soulspark’s body can be as bright as a sunrod or as dim as a candle, depending on the creature’s mood and whim (or its creator’s will, in the case of a soulspark familiar). Soulsparks glow brightly when angered or happy, and more dimly when sad or bored. Lacking appendages, the soulspark cannot hold or manipulate objects other than by nudging them. Soulsparks understand Common, and perhaps even other languages, but they do not speak. They communicate empathically by altering their luminosity and shifting their color slightly. Most creatures with a need to garner information from a soulspark eventually work out signals that it can use for “Yes” and “No” responses. Combat

A soulspark darts around the battlefi eld, using its soul blast on targets near the outskirts of the fi ght. If severely injured, it backs away, focusing its essentia into healing itself before returning to the fi ght.

*Alignment Subtype: A soulspark’s alignment subtype matches its nonneutral alignment component. Amorphous (Ex): A soulspark is not subject to critical hits. Creatures that fl ank it gain none of the normal benefi ts of fl anking. **Damage Reduction (Su): A soulspark has damage reduction of a type opposed to its nonneutral alignment. For example, a chaotic neutral soulspark has DR 5/lawful, and a neutral evil soulspark has DR 5/good. Incarnum Shroud (Su): A soulspark manifested naturally can manipulate the soul energy surrounding its form and use it for a variety of purposes. This ability gives the creature an essentia pool equal to its HD. It can invest or reallocate this essentia into the following special abilities as a swift action, as if the abilities were soulmelds. Each ability has an essentia capacity equal to one-half the soulspark’s HD. Offense: A soulspark gains a +1 insight bonus on attack rolls and damage rolls for every point of essentia invested. Defense: A soulspark gains a +1 insight bonus to AC and on saving throws for every point of essentia invested. Healing: A soulspark gains fast healing at a rate equal to twice the number of essentia points invested. A soulspark created by means of the soulspark familiar soulmeld does not have this ability. Instead, it relies upon essentia provided by its shaper. Soul Blast (Su): A soulspark Soulspark attacks by focusing soul energy on its target as a ranged attack with a range of 5 feet. It gains a bonus on its damage roll equal to its Charisma bonus (if any). This doesn’t provoke attacks of opportunity.

Advancing a Soulspark A soulspark not created by means of the soulspark familiar soulmeld gains 1 additional point of essentia to invest in its incarnum shroud for each Hit Die it gains. Its Dexterity and Charisma scores each increase by 1 for every 4 additional Hit Dice.

Soulsparks and the

Soulspark Familiar Soulmeld A least soulspark can be shaped by meldshapers using the soulspark familiar soulmeld. When soulspark familiar is bound to certain chakras, the power of the soulspark is increased (see page 86 for details). A soulspark familiar does not have its own essentia pool or the incarnum shroud ability. Instead, it draws upon the essentia of the meldshaper who shaped it, gaining similar abilities as its shaper desires.

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