Author Topic: Vantage Guide to Soulborn  (Read 9230 times)

Offline Arz

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Vantage Guide to Soulborn
« on: July 15, 2013, 06:36:28 PM »
Smitten – The Vantages of the Soulborn


   The soulborn is the incarnum variant of the paladin. In exchange for the mount, soulborn gain attack power in incarnum feats and stronger smites. On defense, alignment and soulmelds are used to gain higher saves and immunities of choice. You will heavily rely on equipment to overcome conditional and movement penalties. The real synergy of soulborn is in combat modes where bonus feats and soulmelds stack easily.

   My thanks to the authors of the following:
 Incarnate by the Numbers
 Guide to the Soulborn
For inspiration and being there first.

Alignment: You don’t have a code like the paladin or knight but alignment does affect your abilities. You’ll notice in every section where this comes up, Evil is just better.
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Full base attack bonus.
Good fortitude saves.
2+intelligence skill points.
 
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d10.

Weapon and Armor Proficiency: All simple and martial weapons, all armor and shields except tower shields.

Aura (Ex): Your aura strength is equal to your Soulborn level. While this has mild effects, you can stun creatures detecting you.

Smite Opposition (Su): Soulborn use charisma to enhanced accuracy and deal extra damage based on class level. You gain more smite attempts as you level averaging out to one every other level minimum.
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Incarnum Defense (Su): Different immunity for each alignment.
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Bonus Feats: Only 3 incarnum feats. The first priority is Sapphire Smite. Your other two depend on combat style and meld selection.
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Essentia: Your essentia will be sufficient to fully power 3/5 of all soulborn receptacles.

Melds: Your meldshaper level and lack of capacity expanders will limit those melds that allow a save. You can’t shape melds that have an opposing alignment descriptor and draconic melds can only be shaped by dragonblooded races.
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Chakra Binds: Sadly you could get a single least and lesser bind faster through feats. Do remember to check your open chakras for items to bind. 2/3 of your chakras will be available for these minor benefits.
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Share Incarnum Defense (Su): Your allies should not expect you to use this unless they are dwarves.

Timeless Body (Su): Age is not likely to kill you in this class.

Good break points: 4, 8, 12, 14, 18

Alternative Class Features:

Dragonscale Husk (Ex)(Dragon Magic): Gain a draconic armor that provides a scaling bonus as you go up in levels (but doesn't stack with any other bonus to AC), provides elemental resistances, and allows for +2 max dexterity bonus (with an armor check penalty of -4). Replaces all your armor proficiencies. Only optimized for warforged and savnok binders, but it does wave the cost of an actual armor.

 Dwarf Soulborn LG: Knowledge(dungeoneering)
   1) Smite Opposition: Improved attack with god’s hammer.
   3) Stoneborn Insight: Not unless you are fighting your racial enemies. Lose bonus feat. Easily improved by multiclassing or shape soulmeld.
   9) Share Incarnum Defense: Almost useful now.

 Elf Soulborn CG: Search and Spot
   1) Smite Opposition: Limited range and weapon but not a loss.
   2) Incarnum Defense: Say no to charms too.
   7) Vigilance of the Ancestors: Feat is better than improved vision in most cases. Lose bonus feat. Easily improved via double chakra.
« Last Edit: March 08, 2014, 02:26:16 PM by Arz »

Offline Arz

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« Reply #1 on: July 15, 2013, 06:38:40 PM »

Attributes:

A Soulborn is a tactical warrior primarily concerned with melee but able to adapt on a daily basis.

Strength: Soulborns are usually melee characters but even at range will need the damage boost.
Dexterity: You might need this for ranged weapons but keep it to the minimum.
Constitution: All your meldshaping is based off this stat and it keeps you in the fight.
Intelligence: Low skill points per level and a small list of skills. Soulborn use soulmelds to compensate.
Wisdom: Wise people don’t boss around wizards like you tend to. You can dump this unless needed for a prc.
Charisma: Some spare points for your smite might be nice. Most Soulborn prestige classes use charisma for various class features.

Races:

Azurin (MoI):  The bonus feat and Essentia are perfect. Favored class too.
 Duskling (MoI):  Bonus essentia but speed boost is armor limited.
Rilkan (MoI):  I don’t know why this is an incarnum race.
Skarn (MoI): Strength bonus and a free aligned off-hand weapon.
Dwarf (PHB): Charisma hit minimized by substitution level. Consider Earth or Fireblood variants.
Elf (PHB): Useless without the substitution levels. Consider Forestlord, Painted, Wild, and Woodvariants.
Gnomes (PHB): Strength hit outweighed by racial abilities. Forest and Whisper Gnomes are a little sneakier.
Half Elf (PHB): Nothing to see here, move along.
Half Orc (PHB): Desert born have a Constitution bonus and Frostblood can maximize their vulnerability with Flame Cincture.
Halfling (PHB): Stronghearts are good throwers.  No other variant can overcome the size and strength penalty.
Human (PHB): Edged out by azurin but maybe you need the skills. Check out the silverbrow for dragonblood.
Illumian (RoD): Only if you can apply krau to your meldshaper level is this even average.
Water Orc (UA): Good racial stat bonuses and a swim speed. Best with dragonborn.
Darfellan (Storm): Strength bonus and the best bite you can find. Tops in an aquatic campaign.
Hellbred (FC2): Evil Exception should apply to your melds and has bonus devil touched feats.
Killoren (RotW): Good for certain ranged or smite builds.
Daelkyr Halfblood (MoE): Symbiotes are quite good as unslotted equipment goes and they share spells.
Warforged (ECS): Race with immunities plus class with immunities. Now add incarnate construct, dragonborn, dustform, and soulfused construct templates.
Neraph (PH): Outsider with no LA, good skills, and camouflage. Pretty good snipers.

Goliath (RoS)+1: Good stats and powerful build are almost worth the LA.
Planetouched (FF, MM, MM2, PH)+: Outsiders with a mix of stats and abilities.
Bladeling (MM2)+2: Non-native outsiders with the lawful subtype.
Demons (MM1+2)+2: The abyssals and dretchs have two alignment subtypes but the abilities aren’t complementary and two hit dice, even if outsider, are of no help.


Templates:

Axiomatic Creature (BoED|16,200gp)+0: Leverage this being cast on you. Resistances, SR, and smite.
Dragonborn (RotD)+0:  A boost to Con on top of normal racial stats and a Breath Weapon or Flight?
Mineral Warrior (Und|2,410gp+)+0: Goods and services exchange for pseudo-smite and other benefits.
Necropolitan (LM)+0: Undead, no con, pseudo-level loss, and requires you to take Undead Meldshaper.
Sanctified Creature (BoED|14,770gp)+0: Good subtype and archon traits but it does change your alignment.
Draconic (RotD)+1: Another way to become dragonblood with good stats.
Mulhorandi Divine Minion (Online)+1: Alignment subtypes based on deity plus fear immunity and limited wildshape.
Soulfused Construct (MoI)+1: Say goodbye to your essentia woes if you can qualify. Incarnate construct and dustform templates provide good lead-ins.
Symbiotic (SS)+1: This can solve all your MAD issues if you choose the proper guest.
« Last Edit: March 08, 2014, 02:30:25 PM by Arz »

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Feats
« Reply #2 on: July 15, 2013, 06:40:17 PM »
Smiting:

Exalted Smite (BoED): This is worthless. Take improved smite.
Elemental Smite (MoE): Four different energy smites to choose.
Extra Smiting (CW): If you need more smites look to pick up alternate types first.
From Smite to Song (CoV): Spend a smite attempt to activate inspire courage effect with effective bard level equal to your Soulborn level. Good for those not using mauling gauntlets.
Improved Smiting (CD): Overcome DR as two alignments and extra damage against those opponents hit with your smite opposition.
Silver Smite (ECS): Sacred damage. Meh.
Smite Fiery Foe (Frostburn): Conversion of weaker smites makes this specialized ability nasty against the big dragons and other fire based creatures.
Ranged Smite Evil (BoED): You can use a smite evil attempt through a ranged weapon. Necessary to play a ranged Soulborn.
Smiting Power (CoV): Add smite to overrun or bull rush attempts. Great combo w/ brutal surge weapon.
Strength of Conviction (EoE): Turn your smite evil/good into an unaligned smite.

Soulmeld:

Bonus Essentia: Incarnum feats are a better option until you hit overlap.
Divine Soultouch: I like this better than other capacity increasers, but you can’t turn unless you multiclass.
Double Chakra: Hands and Arms might be necessary but try spreading them to other chakras.
Dragontouched (DM): Least favorite way to gain access to draconic soulmelds.
Elder Giant Magic (SoX): Increase meldshaper level by 3 under transparency with concentration checks.
Expanded Soulmeld Capacity: If you can’t find anything better and are sure you have the essentia.
Extra Item Space (SS): An alternate to split chakra, allowing magic item and soulmeld to bind to the same chakra if you have extra limbs.
Master of Undeath (CM): Allows you to create a second necrocarnum zombie that lingers after you unshape your melds.
Mysterious Magic (SoX): Increase spellcraft and dispel DC of your soulmelds.
Necrocarnum Acolyte: Only for access to necrocarnate.
Poison Spell (DotU): Apply poison to your targeted soulmelds when shaped. So poisoned gloves of the poisoned soul.
Reserves of Strength (DLCS): If using transparency this might give you a meldshaper level boost.
Shape Soulmeld: Use this to pick up skills and features you can’t access. You lack essentia for combat melds.
Share Soulmeld: This is a good feat you poor friendless git. Daelkyr halfbloods might be able to share with symbiotes.
Split Chakra: Can also be used to bind your armor to the soul chakra early, gaining you one extra smite per day. Hands are also a good choice.
Supernatural Transformation (SS): SR getting you down? Say no more!

General:
Note on Feat Chains - Astral Vambraces, Charming Veil, and Mauling Gauntlets may be used to qualify for certain feats via attaining the psionic subtype or these bonus feats: Cleave, Improved Bull Rush, Mobility, Power Attack, or Improved Unarmed Strike.
 
Draconic Aura (Dragon Magic): Project a draconic aura. This is very useful for dragonblood characters.
Improved Essentia Capacity: I’d say three Incarnum feats makes you take a good look at this feat.
Incarnum Fortified Body: You get bonus incarnum feats but...
Imperious Command (DotU): Cower before my fearsome mask and despair.
Leadership (PHB): This is one of the best feats you can acquire both for flavor and optimization reasons.
Lucid Channeling (FoE): Raises attributes and grants share spell. Great if you have share soulmeld.
Ordered Chaos (FC): Effects keyed to alignment treat you as chaotic. More comprehensive than Hellbred.
Planar Touchstone (PH): You won’t be helped by the incarnum site but there are a lot better options.
Poison Healer (FC): Unlimited healing for sadists.
Roll with It (SS): DR v anything. Azure Toughness
Troll Blooded (LG): Regeneration is worth the penalty. Azure Toughness
Wrest Possesion (FoE): Telepathicly goad outsider to steal their abilities.

Combat:

Combat Expertise (PHB): This is a great feat, but one less attribute you can dump.
Allied Defense (SS): Those adjacent gain benefit of cobalt and combat expertise AC bonus.
Improved Trip (PHB): The reason you took combat expertise. Astral Vambraces nearly covers it.
Inlindl School (DotU): Turn your shield into an attack bonus.
Karmic Strike (CW): For the glass cannon. Midnight Dodge
Power Attack (PHB): Trade attack bonus for extra damage. Astral Vambraces.
Improved Bullrush (PHB): You have melds and feats that assist this. Astral Vambraces.
Brutal Throw (CA): You can switch roles with melds/weapons and this helps.
Power Throw (CA): This is more for the ranged specialists.
Throw Anything (CW): Nice if you want to have melee/ranged transparency. Has its uses.
Leap Attack (CV): This is a way to optimize further power attack for charging.
Cumbrous Dodge (SS): Does not have an onerous penalty. Midnight Dodge
Sidestep (MH): Stop full attacks. Needs other feats to be put to good use though. Midnight Dodge
Goad (CV): Charismatic front liners can attract an enemy and survive.
Martial Study (ToB): New class skill and maneuver.
Spear of Doom (DCS): Bonus to attack and set interrupt. Combine with steadfast boots to always ready against all movement.
Exotic Weapon Proficiency (PHB): The following hit twice per attack roll, enhancing smite efficiency: Double Bow, Double Crossbow, Spear & War Spikard, and Harpoons (conditional). Still a bad feat because of AoO incurred by the reload action.
Point Blank Shot (PHB): A requirement for most archery related feats.
Precise Shot (PHB): This takes care of attacking enemies in melee but you are better off using sighting gloves.
Rapid Shot (PHB): You get an extra attack but all attacks in the round get a -2 penalty. Actually a prerequisite feat for you but also good when you have many targets.
Manyshot (PHB): Fire many arrows as a standard action, but at a huge penalty. This feat makes your smite more efficient in boss fights.
Manticore’s Sting (Dm): Weapon limited manyshot with odd prerequisites.
Shot on the Run (PHB): If using standard action attacks, spare a feat to duck behind cover. Midnight Dodge

Tactical:

Awesome Smite (CC): Ignore some damage reduction points, trip opponents, or ignore miss chances against opponents you smite. Astral Vambraces
Combat Brute (CW): Advancing blow and momentum swing can be used to optimize power attack damage for chargers. Astral Vambraces
Elusive Target (CW): Great feat and abilities for defensive characters. Midnight Dodge
Shock Trooper (CW): Gain a trip maneuver without improved trip as a requirement, headless charge to optimize your damage output. Astral Vambraces
Undermountain Tactics (Du): Good for tight quarters, its dwarven defender in feat form.
Wolfpack (RotW): Distract foe and Drive back make effective use of your zombie. Midnight Dodge

Class Stacking:

Ascetic Knight (CV): Monk and Soulborn stack for unarmed strike and smite evil damage. Mauling Gauntlets
Devoted Inquisitor (CV): Smite evil and sneak attack to potentially daze a foe.
Devoted Performer (CV): Soulborn and bard stack for determining smite evil damage and bardic music uses per day.
Devoted Tracker (CV): Soulborn and ranger stack for wild empathy and smite evil damage.
Dragonmarked Smite (Dm): Advance smite in heir classes plus KO with an action point.
Initiate of Bahamut (DM): Another way to get smite good, stacks with cleric level.
Initiate of Horus-Re (CoV): If you needed a crappy wild shape.
Initiate of Milil (CoV): An addition to devoted performer.

Exalted:

Nimbus of Light (BoED): Gain bonuses when interacting with good creatures and shed a bright light.
Stigmata (BoED): The reason you went the saintly route. Free healing w/ Strongheart Vest.
Holy Radiance (BoED): Shed light and deal damage to undead. Average.
Quell the Profane (BoED): Good way to make those critical count.
Nymph's Kiss (BoED): You gain bonuses to charisma related checks, bonus to saving throws against spells and spell-like abilities. Also bonus skill point per level.
Exalted Spell Resistance (BoED): Improvement for your spell ward shirt.
Words of Creation (BoED): Good if you can meet the prerequisites. Bonus to meldshaper level.


Vile:

Apostate (EE): Serious divine hatred. Great for Athar.
Chosen of Evil (EE): Con damage for an insight bonus. Wear your strongheart vest.
Slave to Evil(EE): Divine casters will regret that you found such a despicable master.
Dark Speech (EE): If you meet the prerequisites its good. Bonus to meldshaper level.
Dark Whispers (EE): Stagger and confuse with dark speech.
Filthy Outburst (EE): Swift deafening limerick with additional debuff.
Evil Brand (EE): Prerequisite
Enemy of Good (EE): Increase soulmeld DC.
Master’s Will (EE): Flat untyped bonus to 1 check per round as an immediate.
Abyss-bound Soul (EE): Its all for Baphomet or Demogorgon’s abilities.
Evil’s Blessing (EE): Double your dark blessing as an action
Insane Defiance (EE): Fling back those mind-affecting spells at a penalty.
Thrall to Demon (EE): Prerequisite
Vile Ki Strike (EE): Filler feat if you are attached to your mauling gauntlets.
Willing Deformity (EE): Prerequisite
Abominable Form (EE): Shaken gaze attack with a great DC. Stack with fearsome mask.
Deformity (Madness) (EE): Dump wisdom to gain mind affecting immunity.

Tainted:

Corrupt Arcana (HoH): Adds prepared spells to spontaneous caster.
Debilitating Strike (HoH): Constitution or Wisdom damage a few times per day.
Eldritch Corruption (HoH): Free metamagic.
Lunatic Insight (HoH): For the initiative boost only.
Mad Faith (HoH): Bonus spells, find a way to use them.
Surge of Malevolence (HoH): Once per day bonus to attack, save or check.
Tainted Fury (HoH): Gain smite based off your corruption score.
« Last Edit: October 15, 2013, 07:31:47 PM by Arz »

Offline Arz

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« Reply #3 on: July 15, 2013, 06:43:55 PM »

Armor/Shields:

Armor is important for a Soulborn and unfortunately you don’t have to worry about bind interference. Your dexterity will be low, so this is the main way of boosting your AC.

General Enhancements:

Anchoring (MIC): Enhancement boost to not be bulled, overrun, or tripped. I strongly advise protecting thyself from being done unto. +1/+2 bonus.
Called (MIC): Donning a heavy armor tends to take a couple minutes. With this ability you can don your armor as a standard action. Also you can leave it anywhere on your plane and just call it back to you. +2.000
Commander (MIC): Give some small bonuses to your allies. The bonus on the will saves is morale, so it will stack with most other bonuses. Only +2.000.
Darksoul Protection (BoVD): Half damage from good effects and smites is very special case. +1 bonus
Energy Defense (MIC): Overpriced as a synergy piece. Get a wand instead. +1 bonus
Energy Immunity (MIC): Instant selection of what ails you. +2 bonus
Exalted (BoED): Half damage from evil effects isn’t really worth this cost even with protection. +3 bonus
Fortification (DMG): Negate critical hits and sneak attack damage to yourself will help your companions. Also improves survivability a lot. +1/+3/+5 bonus
Ghost Ward (MIC): Raise your flat touch AC. +1 bonus.
Soulbound (MIC): Hey, I might have spare essentia. +1/+2 bonus
Speed (MIC): 3/day create a haste effect on you. +6.000.
Undead Controlling (DMG): Refriend those necrocarnum zombies once you’ve lost control. Expensive. +49.000

Shield Enhancements:

Animated (DMG): Use a two handed weapon while taking benefits from a shield, too. +2 bonus.
Bashing (DMG): Specially designed for those warriors that prefer to use their shield as a weapon. +1 bonus.
Time Buttress (MIC): Become invulnerable to nearly everything for 1 round once per day. +5 bonus.

Armor Enhancements:

Blurring (MIC): The greater version of this can be activated any number of times per day and its duration is nice. +1/+2 bonus.
Fearsome (DotU): Gain bonuses to intimidate and demoralize as a move action. +5.000
Freedom (MIC): All day protection against movement throttling effects. +5 bonus
Magic Eating (MIC): If saves are high, this combos well with a Therapeutic mantle. +10.000
Menacing (MIC): Standard action to activate a charisma based fear aura. +30.000
Roaring (MIC): Protects against ranged attacks and gives a bonus to initiative checks. +3 bonus.

Armor Crystals:

Crystal of Screening (MIC): You impose a penalty to the touch attacks of incorporeal creatures. If you are dealing a lot with them, you should get this since your touch AC will be crappy. +400/+1.000/+3.000
Iron Ward Diamond (MIC): Damage reduction until it has blocked a certain amount of damage a day. +500/+2.000/+8.000
Restful Crystal (MIC): Sleep in your armor without problem.

Specific:

Fleshshifter Armor (BoVD): You too may abuse alter self. 13.160 (12.000)
Rhino Hide (DMG): Remold this to your favorite armor and it’s a cheap charge bonus. 5.165 (1.000)
Serpent Armor (MIC): Pricey option for combat reflexes. 12.160 (10.500)
Shield of Mercy (MIC): Healing that adds versatility when you can’t smite. 2.170 (1.000)

Weapons:

Soulborn bonus feats and melds allow them to be adequate in all combat styles. That said they are best at bull rushing, charging, overrunning, and tripping. Soulborn have the bonus damage to do well in ranged combat or two-weapon fighting but are somewhat lacking in the feats to excel in them. Of special note, weapons that can be set against charge and the lance will double your smite damage.

 Two handed weapons: Most times used in conjunction with power attack feats, resulting in good damage output. Look at weapons that add to your combat modes and/or reach.
 One handed weapon along with a shield: More defensive capabilities and decent damage if you choose the right weapons. The cloak is a notable all-weather multi-threat (armor, shield, tripping, and weapon).
 Ranged with a buckler: This can get seriously pricey but you are more likely to overcome defenses. I like the atlatl as it gives you the feel of a thrown weapon and the loading advantages of a bow. Also look into bola, glot, lasso, and net to hobble enemies while in close quarters.

General Enhancements:

Assassination (City): Nice little combo with Gloves of the Poisoned Soul or Sneak Attacks. +1 bonus
Disarming (MIC): Prevents being disarmed and bonus on your attempts. +2 bonus.
Dispelling, Greater (MIC): 3/day greater dispel magic as a free action. +2 bonus.
Illusion Theft (MIC): 1/day greater dispel illusion as a free action and store illusion. +3 bonus.
Soulbound (MIC): Hey, I might have spare essentia. +2 bonus
Suppression (XPH): Effectively unlimited greater dispelling minus curse removal. +2 bonus
Virulent (DotU): Speeds up secondary damage for Gloves of the Poisoned Soul. +1 bonus

Melee Enhancements:

Dragondoom (MIC): Smite dragons 3/day; damage based off size. Surprised there is no giantdoom. +1 bonus.
Brutal Surge (MIC): After attacking, spend a swift action to initiate a bull rush. Usable 1 + con mod. +1 bonus.
Defensive Surge (MIC): The AC improvement doesn’t impress me. Usable 1 + intelligence modifier. +1 bonus.
Doomstrike (CoR): Special cleave after successful sunder attempt. +1 bonus
Grasping (A&EG): Small bonus to disarm and trip to buy late game. +2 bonus
Intercepting (FoW): Special interrupt against strength-based combat maneuvers and charges! +1 bonus
Mighty Smiting (MIC): Bonus on smite attempts and one extra use per day. +1 bonus.
Sacrificial Smiting (CoV): Immune to negative levels? If not, this is harakiri. +1 bonus
Spell/Power Storing (SRD): Any single target damaging spell/power is effected by Arcane/Psychic Focus.
Sundering (MIC): Allows you to attack as if you had the improved sunder feat and you even deal bonus damage on sunder attempts. +1 bonus.
Sweeping (MIC): Bonus to trip checks only. +1 bonus
Toxic (DotU): Get a second use from Gloves of the Poisoned Soul. +1 bonus
Valorous (UE): Double damage on charges. +1 bonus
Vampiric (MIC): Heals more than it inflicts when combined with Therapeutic Mantle. +2 bonus
Whirling (MIC): Can’t pick who to smite in a crowd or stymied by mirror image? Combo w/ brutal surge to unmob yourself. Free feat. +1 bonus

Ranged Enhancements:

Distance (DMG): Good/Evil is contagious, snipe em before they get preachy. Free feat. +1 bonus
Exit Wound (CW): When shooting opposing ducks in a row. +2 bonus
Force (MIC): Replacement for crystal helm in ranged combat. +2 bonus
Precise (MIC): Free feat. Sighting gloves. +1 bonus
Seeking (DMG): Bye-bye miss chance. +1 bonus
Splitting (CoR): Doubles your number of attacks. +3 bonus

Weapon Crystals:

Crystal of Return (MIC): Especially the least one, as it gives you free quick draw. 300/1.000/4.000
Crystal of Security (MIC): Prevents disarming. 300/1.000/3.000
Demolition Crystal (MIC): Extra damage, overcome damage reduction, and sneak attacks or critical hits against constructs. 1.000/3.000/6.000
Truedeath Crystal (MIC): Extra damage, ghost touch, and sneak attacks or critical hits against undead. 1.000/5.000/10.000

Specific:

Balor’s Sword of Smiting (A&EG): Expensive way to gain a smite good if you don’t have it. 118.670 (20.000)
Battleaxe of the Bull (A&EG): Saves you a feat or bind of Astral Vambraces. (+2)
Blackguard’s Blade (BoVD): Adds damage to your smite good. 9.515 (1.200)
Halberd of Vaulting (A&EG): Double damage on leaping charge. (12.000)
Holy Avenger (DMG): Level based SR and greater dispel magic. 120.630 (20.000)
Shatterspike (DMG): Exceed enhancement bonus cap on sunders. (2.000)
Staff of Mighty Sweeping (MoF): Grants improved trip. (10.000)
Vigilant Halberd (A&EG): Double smite evil damage. 72.310 (+1)



Miscellaneous:

Essentia Helm (MIC): Charge those incarnum feats and swap for other headgear. 3.000
Belt of Endurance (A&EG): Con and Great/Cerulean? Fortitude. If you can get essentia, buy it. 10.000
Incarnum Focus (MIC): Raise the cap on a location where you have double chakra. 15.000
Noble Pennon (MIC): Small boost to your smites. 5.000
Soulsmite Gauntlets (MIC): Put invested essentia to double duty. 3.000
Soulstone (MIC): You won’t get a brow bind until 14th level. Take it! 10.000

Steadfast Boots (MIC): Combat mode defense and readied against charge. 1.400
Helm of Battle (MIC): Combat mode stacking ahoy. 2.000
Armbands of Might (MIC): Nice bonuses to power attack and strength related skill checks. 4.100
Belt of the Champion (MIC): Reliquary stand-in for Sphinx claws. 4.500
Vest of Defense (MIC): Bonus to AC from combat expertise. 2.000
Boots of Battle Charger (MIC): Nice charging bonuses. 2.000
Dispelling Cord (MIC): Bonus to dispel attempts. 1.000
Magic Siphon (MIC): Terrible utility, but it might get you out of a pinch. Good CL. 25.000
Bag of Flames (MIC): Overlap the immunity function with Flame Cincture. 3.500
Conduit Rod (MIC): Like adding 4 essentia into your Flame Cincture meld. 6.000
Deadwalkers Ring (CM): Bargain desecrate for your necrocarnum zombies. 4.000
Nightcaller (Azan-Gund, SC): 2 capped HD zombies for masters of undeath. 3,000gp
Mantle of Rage (Online): Its barbarian magic. 6.000
Shroudcrown (PGtF): Grants turn undead if you must mock a paladin. 113.600
Sacred Scabbard (MIC): Bless weapon effect. 4.400

Magical Locations/Rituals:

Crystal Node (CP): Could be converted to 2 essentia; +1 w/ open brow chakra. (1yr) 4,500gp
Footsteps of Corellon (DMG2): All good elves and half-elves should ranged smite. (30 days) 4,000gp
Iron Wyrm Vault (CS): Dungeoneering bonus feats. (permanent) 3,000gp
Necropolis of Dread (DMG2): Raises DC of the gaze on your fearsome mask. (1yr) 3,000gp
Otyugh Hole (CS): Iron Will! And some other bonus feats.   (permanent) 3,000gp
Ritual of Alignment Change (SS): Gain an opposing alignment subtype. (permanent) 56,000gp! +xp
Ritual of Association (SS): Gain a subtype like dragonblood or elf. (permanent) 56,000gp! +xp
Ritual of Magic (DMG2): +1 on CL checks. (item)
Terrible Cyst (DMG2): Smite good for so little! All the cool hellbred are doing it. Ask if you can go for the other alignment location quests to collect them all. (until death) 2,500gp
The Frog God's Fane (CS): Knowledge bonus feats and treat as trained for those skills. (permanent) 2,000gp

Affiliations:

Assembly of Balance (CC): Smite a tracked enemy. Gain some use out of a hunter’s circlet. R5
Blackwheel Company (CoS): Bonus fighter feat, favored in house, leadership, and magic weapon SLA. R4/5
Bloodbound of the Red Ring (CoS): Exotic weapon proficiency, free treasure, and intimidate boost. R2
Cairn’s Keepers  (Online): Leadership and dispel magic and protection from evil SLA. R3/4
First Scroll (DM): Gain the dragontouched feat and an invocation. R3/4
Wintervein Dwarves (PHB2): Weapon foci and improved critical feats might help on prerequisites. R2/4

Companion Spirit (DMG2):

Chain – 3 compulsion spell-likes and a CL boost along with an Intimidate pool. Charming Viel interaction
Corrosion – Poison/sunder boost and acid resistance. You have an especially cruel team.
Dragonclaw (DM): Attack/damage boosts and auto crit. Bonus is insight.
Dragonskull (DM): AC for save exchange and rage effect. Morale benefits that use sw/immed actions.
Flame – Flame cincture damage boost and fire resistance. Resistance doesn’t stack.
Rampart – AC pool and concealment effect. AC bonus is insight.
Thunder – 2 sonic spell-likes and sonic resistance.
Tower – Expertise pool and stoneskin effect. AC bonus is insight.

Spells:

Channel Celestial (BoED): Allied celestial gives you its smites. [sanctified 7]
Devastating Smite (FoW): Double smite damage [personal, bla/clr/pal 1]
Crown of Smiting, Holy Smite, Righteous Smite (PHB2, PHB, BoED): Particularly enlightened DMs might allow these to stack with Sapphire Smite. Good luck on that ability=spell argument.
Fiendform (SpC): Alter self (summon monster) that gains all SA&SQ. [personal, sor/wiz 5]
Iconic Manifestation (CC): Purely for divine minions. [personal, drd 4]
Smite Heretic (BoED): Double smite damage [personal, pal 3]
Smite of Sacred Fire (FoW): Add fire damage to your smite. [personal, pal 2]
Unicorn Heart + Horn (CM): Smite evil 1/day. [personal, drd/sor/wiz 7+3]
Visage of the Deity (SpC): Smite evil or good 1/day. [personal, clr 6]
« Last Edit: March 08, 2014, 02:35:07 PM by Arz »

Offline Arz

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Classes:
« Reply #4 on: July 15, 2013, 06:45:40 PM »
Base Class Dipping:

Barbarian: Improved uncanny dodge, pounce, and unholy fury are solid options. Cobalt rage makes it better.
Binder: Using the heterodoxy special rules regarding pact augmentation grants insight for nothing.
Cleric: Best dip ever. Oodles of options. Take a loss on BAB though.
Crusader: The class is okay. Maneuvers are a whole other story.
Dragonfire Adept: Dragonblood, UMD, and choice invocations.
Dread Necromancer: Cha casting and rebuke. Heal up your zombie.
Fighter: Sneak attack thug gives access to indigo strike and better skills. Say no to bonus feats.
Marshal: The minor auras use charisma modifier for their bonus. Second level only good for dragonbloods.
Monk: Only if you need flurry. Stunning fist is not an option for you.
Paladin: More smites and charisma synergy. Most of its features are better picked from a prc.
Ranger: Paladin is a better option if you wanted a favored enemy. Good for skills and trapfinding.
Soulknife: Very difficult to refocus psycarnum blade or find synergy.
Wilder: The standard psionic dip for AC improvement and Cha synergy.
Wizard: Go look up High one warrior-wizard and then laugh and laugh and laugh…

Prestige Classes:
   Note: I have left out all PrC that advance spellcasting. You would still lose bind locations if allowed to advance meldshaping in such classes.

Blackguard (DMG): Paladin plus sneak attack and poison use! Even better if you count as fallen.
Fiend of Blasphemy (FF): This is for a cohort or ally. They can then transfer Incarnum Shroud to your defense.
Kinslayer (DotU): The abilities are good, but the prerequisites are vile for just a dip.
Mortal Hunter (BoVD): Weak arcane casting, polymorph, favored enemy, and smite*2 v mortals.
Necrocarnate (MoI): Unlimited essentia in one level! Your epic class of choice.
Chameleon (RoD): You lose chakra binds and gain flexibility.
Cold Iron Warrior (Online): Reflect magic and dispel boosters are good for more than fey bashing.
Equerry (Online): Gain paladin/blackguard abilities, detect opposition, and advance smite opposition. Not a single onerous prerequisite or code but it is a 3.0 beta.
Ironsoul Forgemaster (MoI): Gain access to higher level bind locations. I’d stop at shield bond though.
Pious Templar (CD): Mettle, spells and you can dump charisma. Smite stacking is very potent in this class.
Tattooed Monk (CW): Remember to get some psionic tattoos after your one level dip.
Vigilante (CA): Arcane spells from the bard list. Pretty open smite and mettle later.
Witch Slayer (ToM): Mettle, easy entry but less goodies than many other classes.
Corrupt Avenger (HoH): Good aligned characters under taint rules need to dip this just to survive.
Champion of Gwynharwyf (BoED): Tough prerequisites but you get rage casting.
Hida Defender (OA): Smite, rage, done. Not enough? Then increase your critical multiplier too.
Holy Liberator (CD): CG soulborn picks up those Paladin abilities he missed. Great caster level.
Incandescent Champion (MoI): Easy 1 or 4 level dip. Overload replaces unsmitten levels.
Shadow Striker (CC): Short dip for undead slayers. Sun Devotion is key.
Soldier of Light (D&D): Good stuff for undead hunters and can take on other foes.
« Last Edit: March 08, 2014, 02:36:41 PM by Arz »

Offline Arz

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Builds
« Reply #5 on: July 15, 2013, 06:46:17 PM »
   Melee Weapon
+1: Blackguard, Mighty Smiting, Dragondoom, Vigilant = 33.200
Result: New smite, smite +1/day, +12 to smite damage, and double smite damage. Who doesn’t want to deal an extra 50 damage to dragons? And in the hands of a soulborn, so much more.

   Essential Mathematics
LE Daelkyr Halfblood Soulborn 20
 Soulmelds: Astral Vambraces, Mauling Gauntlets, Necrocarnum Circlet, Necrocarnum Shroud, Soulspark Familiar
 Bonus Feats: Sapphire Smite, Cobalt Expertise, Soultouched Spellcasting, Power Attack
 Feats: Combat Expertise, Improved Trip, Ordered Chaos, Share Soulmeld, Elemental Smite, Improved Essentia Capacity, Lucid Channeling
   Expertise, power, and smite will challenge your math; while going through the best combat options. This is a solid tank that throws above its size class. You have plenty of allies to shelter and a zombie horde if needed.

   Galeb Duhr-fender
LG Dwarf Soulborn 20
 Soulmelds: Astral Vambraces, Crystal Helm, Mauling Gauntlets, Pauldrons of Health, Strongheart Vest
 Bonus Feats: Sapphire Smite, Cobalt Power, Soultouched Spellcasting, Improved Bullrush
 Feats: Power Attack, Smiting Power, Planar Touchstone, Awesome Smite, Improved Smiting, Elemental Smite, Improved Smite
     Galeb is a jaded warrior who smashes his enemies into the dusty plain of his choice. Look at Hida Defender if you need to add some anger and like criticals.

   Sir Smites-a-lot
LG Hellbred Soulborn 20
 Soulmelds: Astral Vambraces, Incarnate Avatar, Necrocarnum Circlet, Necrocarnum Mantle, Necrocarnum Weapon, Strongheart Vest
 Bonus Feats: Devil’s Favor, Sapphire Smite, Devil’s Sight, Midnight Dodge, Soultouched Spellcasting, Devil’s Tongue
 Feats: Improved Smiting, Elemental Smite, Planar Touchstone, Improved  Essentia Capacity, Shape Soulmeld, Smite Fiery Foe, Ordered Chaos
   You are so good you scarfed up a terrible cyst and now use it to heal your allies. Unfortunately your inner nycaloth tends to slip out, on your enemies.

   Two for Many
CG Forestlord Elf Soulborn 20
 Soulmelds: Dragon Mantle, Flame Cincture, Illusion Veil, Impulse Boots, Sighting Gloves
 Bonus Feats: Point Blank Shot, Sapphire Smite, Soultouched Spellcasting, Midnight Dodge, Precise Shot
 Feats: Planar Touchstone (CoE:Elf), Rapid Shot, Manyshot, Improved Weapon Familiarity, Shot on the Run, Elemental Smite, Improved Smiting
Special: Assembly of Balance, Axiomatic Creature, Footsteps of Corellon
   Elves deal tight clusters of eight smitten arrows with their double bows(equipped with quickloading). Binding Leraje could be especially useful in crowd fights, frees up a chakra bind, and provides a heterodoxy bonus.

   Charge of the Plated Fist
Warforged Soulborn 20
 Soulmelds: Claws of the Wyrm, Fearsome Mask, Mauling Gauntlets, Sphinx Claws, Strongheart Vest, Thunderstep Boots
 Bonus Feats: Sapphire Smite, Cobalt Charge, Midnight Dodge, Improved Unarmed Strike
 Feats: Shape Soulmeld, Power Attack, Second Slam, Ascetic Knight, Double Chakra, Leap Attack, Snap Kick
   Just a basic framework for a heavily armored monk imitator. Charging is a basic mode though switching to expertise might help achieving trips.
   
   Cold Dispelling Iron
Azurin Soulborn 14/Cold Iron Warrior 6
 Soulmelds: Astral Vambraces, Illusion Veil, Mauling Gauntlets
 Features: Smite fey, Mind over magic, Unmaking magic
 Bonus Feats: Spear of Doom, Sapphire Smite, Cobalt Power, Soultouched Spellcasting
 Feats: Power Attack, Elemental Smite, Awesome Smite, Planar Touchstone (CoE:Inquisition), Smiting Power, Improved Essentia Capacity, Smite Fiery Foe
   After a ritual of magic bonded suppression on a cold iron flight lance many tales were writ in glowing blood. Always ready to counter-stab spellcasters with a variety of counterspelling items and weapons.

   Mortalskin Suit
Neraph LE Soulborn 12/Mortal Hunter 8
 Soulmelds: Mauling Gauntlets, Hunter’s Circlet, Charming Veil
 Features: Favored enemy (mortal), Mortalskin, Smite mortal, Spurn mortal magic
 Bonus Feats: Sapphire Smite, Azure Enmity, Soultouched Spellcasting, Boost Spell-like Ability
 Feats: Mortalbane, Ordered Chaos, Planar Touchstone, Versatile Spellcaster, Extra Slot, Improved Essentia Capacity, Extra Slot
 Special: Assembly of Balance, Axiomatic Creature, Fiendish Familiar, Sanctified Creature, Terrible Cyst
   When a power has mortal problems, you slip into a mortalskin and hunt it down. Shape yourself to the situation and dress the job at completion. The proof can always be pulled back out of the closet.
   Spell known: Casts as sorceror from special list with access to all. Fiendish familiars act as a source of spell knowledge. This seems a special case where there is no limit (spells known) to expanding the spell list through research.

   Windrusher
CG Half-elf Soulborn 15/Storm Sentinel 5
 Soulmelds: Astral Vambraces, Mauling Gauntlets, Pauldrons of Health, Soulspark Familiar
 Bonus Feats: Sapphire Smite, Cobalt Power, Soultouched Spellcasting, Improved Bullrush
 Feats: Least Dragonmark, Power Attack, Smiting Power, Lesser Dragonmark, Greater Dragonmark, Elemental Smite, Dragonmark Smite
 Items: Incarnum Focus, Armbands of Might, Soulsmite Gauntlets, Melee Weapon (Mighty Smiting, Brutal Surge), Helm of Battle, Noble Pennon, Metamagic Rod of Chaining (for bull rushing up to 15 at once)
       A Sharn skycoachman can really blow all the competition away. Your bulrush from lyrandar’s fist can clear the deck with a check of d20+53+cha. If they can fly spend an action point to get them dazed, prone, or unconscious.
« Last Edit: October 15, 2013, 06:14:44 PM by Arz »

Offline Arz

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Re: Vantage Guide to Soulborn
« Reply #6 on: July 15, 2013, 06:46:41 PM »
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Offline Arz

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Re: Vantage Guide to Soulborn
« Reply #7 on: July 15, 2013, 06:47:03 PM »
« Last Edit: July 15, 2013, 06:54:13 PM by Arz »