Shardsoul (3.5e Template)
From D&D Wiki
- 1 Shardsoul
- 1.1 Creating a Shardsoul
- 1.1.1 Size and Type
- 1.1.2 Hit Dice
- 1.1.3 Speed
- 1.1.4 Armor Class
- 1.1.5 Attack
- 1.1.6 Full Attack
- 1.1.7 Special Attacks
- 1.1.8 Special Qualities
- 1.1.9 Abilities
- 1.1.10 Skills
- 1.1.11 Feats
- 1.1.12 Environment
- 1.1.13 Organization
- 1.1.14 Challenge Rating
- 1.1.15 Treasure
- 1.1.16 Alignment
- 1.1.17 Advancement
- 1.1.18 Level Adjustment
- 1.1 Creating a Shardsoul
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Shardsouls have a soul split into fragments, which are typically placed into equipment to give it a boost, and an effect similar to that of Unseen Servant
A shardsoul has broken their soul into hundreds of small shards of crystal, usually stored in a sack around their neck. These shards can be embedded into armor, weapons, or even equipment to enhance its effects. It is not uncommon for a Shardsoul to even give their friends bits of their soul to hang on to, as they store at least a part of their hit points in each stone.
Creating a Shardsoul
Becoming a Shardsoul is a lengthy process that requires the purchase of a number of marbles equal to the Shardsoul's hit points, as well as 500 GP of spell components and a small leather pouch. It takes three days to inscribe the runes necessary into the Shardsoul's shoulders and hands with a knife, while catching every drop of blood in the leather pouch. The marbles are then added and a short incantation is recited over the bag. The Shardsoul does not need magical abilities to attempt the process. As soon as the incantation is finished, the marbles take on a gentle glow colored based on the alignment of the Shardsoul. They will glow white for Good, black for Evil, blue for Lawful, red for Chaotic, and yellow for Neutral alignments (EG: Lawful Good will be light blue [white + blue], and Chaotic Neutral will be orange [red + yellow]).
Size and Type
Shardsouls have a slightly higher tolerance for huge amounts of damage, and are immune to critical damage, except in instances that encapsulate every single shard at once. A shardsoul can only die if every shard has been damaged.
The physical body of a Shardsoul cannot die unless it is destroyed, dismembered, or the internal organs are removed. Shardsouls take damage as normal, and loose consciousness upon reaching zero hit points. However, they do not die if damage exceeds -10 hit points. Instead, any non-embedded shards kept currently in the Shardsoul's possession begin to take damage. For each hit point lost beyond -10, one shard is destroyed, and the shard(s) must be replaced and stored within the Shardsoul's pouch for 24 hours to reimbue them with power before any hit point damage can be successfully healed. Any damage less than -10 hit points can be healed by conventional means and does not require replacement of shards.
Same as the base creature.
The creature affected by the Shardsoul template does not gain any speed, nor does it lose any, however they do gain the ability to send off any piece of their equipment at their normal walking speed, as though they were holding it, or wearing it at the time. Each individual item must take at least one shard with it (Eg: A pair of gloves would require two shards, while a belt or suit of full-plate would require just one.)
Armor class does not change, but armor bearing a shard of their soul is no longer limited by its maximum dexterity bonus, and behaves as though the Shardsoul possesses the trait Armor-born.
The base creature gains the ability to use any weapon bearing a shard of their soul as though it was in their hand. They must be proficient to utilize it, but it may move as though the Unseen Servant spell was bound to the weapon. Natural weapons cannot be removed.
The Shardsoul is capable of attacking with all weapons which it has placed a shard into simultaneously. Using these, it may flank an enemy by itself and make use of the bonuses granted. It must attack all at once, and cannot make a full attack again for one hour afterwards.
The Shardsoul loses its ability to cast any natural spell-like abilities that it had before the transformation, however casters are still capable of casting as normal, using any pieces of equipment bearing a shard as per the Familiar abilities.
The Shardsoul gains the ability to place a fragment of its soul into an object and infuse it with a portion of their soul that makes it difficult to kill them without encapsulating each and every shard of their soul.
Shardsouls take a +2 ability score increase to the primary ability of their original class, and a −2 modifier to their will saves.
No racial skill modifiers
No additional feats.
Shardsouls are usually found around combat classes such as fighters and rangers to take advantage of their ability to wield numerous weapons simultaneously. It can also be found among the most studious of casters, allowing them to wield and cast multiple spells in a single round.
If two or more Shardsouls are ever found together, they tend to share information by trading individual shards, and a large group of Shardsouls can be nearly impossible to kill, as it would require locating each and every one of their exchanged shards. There are few large groups of Shardsouls, because they tend to collect individual shards, which absorb the knowledge of the original host, which can be viewed by another shardsoul, making them incredible long-range communication systems.
The Shardsoul template acts as a free level, making simple creatures effectively one level higher, and costing player characters a level.
A Shardsoul can be found carrying around hundreds of glass marbles and assorted bits of whatever adventurer failed to kill them the last time. They can use those bits as weapons, as though they are natural weapons.
The alignment does not change, however it becomes obvious to anyone who can see at least one of the Shardsoul's shards, based on the alignment colors mentioned earlier.
Shardsouls do not gain any skill increases or any other benefits of leveling up beyond the given modifications of the template.
Adds 1 level to total character level, as an empty level.