Author Topic: Guide to the Soulborn (Gerdreg)  (Read 12775 times)

Offline Larkas

  • DnD Handbook Writer
  • **
  • Posts: 61
  • I'm new!
    • View Profile
Guide to the Soulborn (Gerdreg)
« on: April 22, 2013, 09:28:00 PM »
---
EDITOR'S NOTE: This is a handbook from the old Character Optimization boards back at Gleemax. After the demise of that site, it can only be found at the Wayback Machine, so I decided to port it here for ease of access. The Soulborn is a somewhat discredited class, discounted as the somewhat incompetent cousin of the Incarnate and the Totemist. That assessment is hard, but not without its merits. That doesn't mean, however, that the class doesn't deserve some attention. This is pretty much the best Soulborn handbook I've found, and the only devoted entirely to it. I reformatted it a bit, added an eye catcher, did some minor spellchecking, but otherwise all the credits go to Gerdreg. Also, bear in mind that this guide was written before the publishing of Dragon Magic and its draconic soulmelds, so if playing a [Dragonblood] Soulborn strikes your fancy, be sure to double-check these. Be it how it may, without further ado, I present to you the...
---

Guide to the Soulborn


This guide is my humble attempt to contribute to the Character Optimization boards. It is heavily inspired by Todd's awesome Incarnate guide, which can be found here. In this post I will examine the strengths and weaknesses of the class and compare it to some of its non-Incarnum based counterparts. As the Soulborn is more of a combat class than a utility class, this guide will focus mainly on optimizing the combat potential of the Soulborn. It is my hope that others will find the class as fun and powerful as I have.


The Basics

Strengths: d10 HD, Good BAB, Good Fortitude save, Proficiency with Martial Weapons and Heavy Armor.
Weaknesses: Poor Reflex and Will saves, low Skill Points (2 + Int bonus per level), small Class Skill selection.
Role: Unlike the Incarnate, which has the flexibility to assume multiple roles in a group (from a skill monkey to damage dealer), the Soulborn is designed to be a Tank, similar in form and function to the Fighter or Paladin. The biggest question is, what makes the Soulborn worth playing any more than any of the other tank-type base classes. The answer is, of course, Incarnum.


Incarnum and Soulmelds

The Soulborn is the Incarnum equivalent of a hybrid melee/caster like the Paladin or the Ranger. It has a Meldshaper level equal to one-half it's class level and at level 20 has just above half the Soulmelds and Chakra Binds as the Incarnate. The Soulborn has access to six soulmelds that are not on the Incarnate list. These include the Fearsome Mask, Gloves of the Poisoned Soul, Hunter's Circlet, Gauntlets, Soulspeaker Circlet, and Thunderstep Boots. There are a few very powerful soulmelds that are on the Incarnate list but not the Soulborn list, but these are easily obtained via the Shape Soulmeld feat. Its greatest weakness when compared to the other Magic of Incarnum base classes, however, is its relatively small essentia pool.

Though at first glance the Soulborn seems to be a hybrid of the Fighter and Paladin classes (including extra feats, smiting, heavy armor and a d10 HD), it is much more. It does not use a watered down spell list like those of the paladin or ranger but has access to the most powerful melds right from the beginning. It only lacks the essentia to fuel them properly until the higher levels. Depending on what soulmelds a Soulborn chooses to shape, a Soulborn can be more defensive than a heavily armored fighter or paladin, or able to deal greater damage than even a raging barbarian or archery focused ranger. Their alignment components will greatly influence their combat focus.


Alignment

The Soulborn has one huge advantage over the Incarnate, and that is its alignment. Where the Incarnate must decide whether it will forever be unable to use three of the four alignment descripted Soulmelds, the Soulborn will be able to choose two. This allows for some rather potent bonus stacking as many of the bonuses granted by soulmelds are of different types. The Soulborn's alignment can potentially have a large influence on the Soulborn's focus in combat. It is also worthy of note that Soulborn's Smite ability can be used on two different types of opponents due to their alignment.


The Numbers

As Todd did an amazing job analyzing the versatile nature of Soulmelds in his guide (and Incarnates and Soulborns share the majority of their melds) so I will leave that topic alone and go straight to the primary focus of the Soulborn, combat. Please note that as the Soulborn has two components to its alignment, it has access to two forms of Incarnate Avatar. As there is no rule that I am aware of to govern this, it is up to the DM as to determine whether you must take the Shape Soulmeld feat separately for each, or you may choose which to shape when you shape the soulmeld, similar to a meld which may be shaped onto different Chakras.

This is a list of combat bonus focused Soulmelds, their chakra, alignment descriptor, and their bonus type. Obviously some combinations are not possible due to alignment restrictions and location (especially hands and arm chakras), and bonus type. Even then, the Soulborn's limited essentia pool only allows for a few to be invested to the maximum. The Double Chakra feat is required to have two soulmelds on the same chakra. As this requires a meldshaper level of 9th, a Soulborn will not be able to take this feat until 18th level. The idea for this list was heavily inspired by Todd so more kudos to his Incarnate guide.

  • Apparition Ribbon (Throat): Insight bonus to damage (vs. Incorporeal only) *
  • Armguards of Disruption (Arms, Good): Insight bonus to AC (vs. Undead only)
  • Bloodwar Gauntlets (Arms or Hands, Evil): Morale bonus to hit and damage (melee) *
  • Bluesteel Bracers (Arms): Insight bonus to damage
  • Crystal Helm (Crown): Deflection bonus to AC
  • Incarnate Avatar (Soul, Chaos): Insight bonus to attack (ranged) *
  • Incarnate Avatar (Soul, Evil): Insight bonus to damage (melee) *
  • Incarnate Avatar (Soul, Good): Insight bonus to AC *
  • Incarnate Avatar (Soul, Law): Insight bonus to hit (melee) *
  • Incarnate Weapon (Arms): Enhancement bonus to hit and damage (melee) *
  • Lammasu Mantle (Arms or Shoulders, Good): Deflection bonus to AC (vs. Evil only) *
  • Lucky Dice (Hands): Luck bonus to attack and damage
  • Mauling Gauntlets (Arms or Hands): Double critical threat range (melee)
  • Necrocarnum Shroud (Soul or Waist, Evil): Profane bonus to hit and damage
  • Necrocarnum Weapon (Hands, Evil): Profane bonus to damage (melee)
  • Riding Bracers (Arms): Insight bonus to damage and AC (when mounted only)
  • Sighting Gloves (Hands): Insight bonus to damage (ranged)
    * Requires the Shape Soulmeld feat. A Soulborn may be able to take Incarnate Avatar twice but no Soulmeld may be shaped more than once per day.

It should be obvious based on the above, that certain alignment descriptors can stack more bonuses to certain statistics. For example, Law with melee attack rolls, Evil with damage rolls, Good with AC, and Chaos with ranged attack rolls. It should also be apparent that the alignment combinations can heavily influence whether the Soulborn will be more offensive or defensive in nature while performing their role as group tank. Please note that the above examines purely numerical combat bonuses and not additional damage sources such as that provided Lightning Gauntlets and Thunderstep boots.

Soulborns gained access to three new soulmelds in the Incarnum Mind's Eye article, which can be found here. One of them is especially worthy of note, Astral Vambraces. When bound to the arms chakra (unfortunately a popular location for combat soulmelds) it gives the Soulborn a choice of a special ability from Astral Construct Menu A (XPH pg. 186). The Soulborn can choose from many potent abilities such as Flight or even use of a feat such as Power Attack or Cleave. This is important because it gives the Soulborn a bit more flexibility when making feat choices.


Immunities Guide

If a Soulborn were to concentrate entirely on defense, they can acquire immunity to many (a staggering amount in fact) types of damage and effects commonly encountered while adventuring. Starting with their inherent Incarnum Defense ability, below is a list of defensive soulmelds that grant various immunities.

  • Incarnum Defense (LG): Immunity to Fear
  • Incarnum Defense (CG): Immunity to Paralysis, Immunity to Enchantment/Charm effects (Elf only)
  • Incarnum Defense (LE): Immunity to Exhaustion
  • Incarnum Defense (CE): Immunity to Strength Damage and Drain
  • Enigma Helm (Crown), Chakra Bind (Crown): Immunity to Enchantment/Charm effects
  • Impulse Boots (Feet): Uncanny Dodge (Immunity to being Flat-Footed)
  • Incarnate Avatar (Law, Soul), Chakra Bind (Soul): Immunity to Daze, Paralysis, Petrification, Stun, and Slow *
  • Necrocarnum Mantle (Throat): Immunity to Disease; Chakra Bind (Throat): Immunity to Poison
  • Necrocarnum Vestments (Heart or Waist), Chakra Bind (Heart): Immunity to Stunning and Death effects *
  • Pauldrons of Health (Shoulders): Immunity to Disease and being Sickened or Nauseated; Chakra Bind (Shoulders): Immunity to Energy Drain
  • Planar Ward (Throat): Immunity to Possession, Enchantment/Charm effects and Enchantment/Compulsion effects *
  • Spellward Shirt (Heart), Chakra Bind (Heart): Spell Immunity to Four Spells *
  • Strongheart Vest (Heart), Chakra Bind (Heart): Immunity to Energy Drain and Death effects *
  • Vitality Belt (Waist), Chakra Bind (Waist): Immunity to Constitution damage and Drain *
  • Shedu Crown (Crown or Heart): Immunity to Bull Rush *
  • Threefold Mask of the Chimera (Crown or Soul): Immunity to being flanked *
    * Requires the Shape Soulmeld feat and/or the Epic feat, Open Soul Chakra or Open Heart Chakra, or the Soulborn is an Ironsoul Forgemaster able to bind a soulmeld to his or her Heart Chakra.


A Little Help From My Friends

Though they won't be as potent as their Incarnate counterparts, a Soulborn is capable of creating two “allies” via the Necrocarnum Circlet (Crown Chakra Bind) and Soulspark Familiar (the Throat Chakra Bind will allow the creation of a Greater Soulspark Familiar). Those these two helpers are by no means powerful on their own, but like any summoned or animated allies, they can provide enough help to turn the tide of a close battle.

  • Necrocarnum Circlet (Crown), Chakra Bind (Crown): Animate Necrocarnum Zombie
  • Soulspark Familiar (Throat), Chakra Bind (Throat): Create Greater Soulspark


Races

Azurin: Soulborn is the favored class of the Azurin and they are well suited to it. They get the free feat normal of humans, but get a bonus point of essentia instead of extra skill points. This is a good trade-off as the Soulborn's essentia pool is so low, especially so at the lower levels.

Dwarf: There are multiple benefits to playing a Dwarven Soulborn, which include racial substitution levels and access to the Ironsoul Forgemaster prestige class. The Dwarf's Constitution bonus increases their maximum number of melds and save DCs for melds that allow a saving throw. If you were planning on being a Dwarf anyway, there is no reason not to take the substitution levels as almost all of the benefits they grant, augment. Not replace existing abilities. Dwarven Soulborns must be Lawful Good.

Elf: Like the Dwarf, the Elf also has Soulborn Racial Substitution Levels. The Elven ability adjustments are not as well suited to the Soulborn as a decreased Constitution decreases their maximum number of soulmelds and soulmeld save DCs. Elven Soulborns must be Chaotic Good. From an optimization standpoint, the Elf is only a good choice if you planned on being a Chaotic Soulborn anyway. Their racial substation levels give them the ability to use their Smite attack at range and a potential increased range with bows.


Prestige Classes

Like many other non-core base classes, there are not many PrCs designed specifically for the Soulborn, so optimal choices are limited. For purposes of this guide, I will focus on those classes with Incarnum related abilities. PrCs not found in MoI are probably better entered via a non-Incarnum class. I do not think the Soulborn is an optimal choice for dipping as, like the other hybrids, it does not gain its magical abilities for a few levels. Instead of dipping into Soulborn, any class can acquire a desired Soulmeld by taking the Share Soulmeld feat.

Incandescent Champion: This class seems to be designed for non-Incarnum, good BAB classes, even though it only gives medium BAB. It requires a +6 BAB to enter and does not progress meldshaper level. The bonus essentia and essentia-fueled abilities would be useful for a Soulborn, but not any moreso than other good BAB classes.

Incarnum Blade: Like the Incandescent Champion, the Incarnum Blade seems designed for non-Incarnum classes and it also does not progress meldshaper level. Unlike the Incandescent Champion it has good BAB. The Blademelds do not grant much that cannot be achieved through Soulmelds.

Ironsoul Forgemaster: Though designed more for a multiclass Incarnate/ Fighter, it is one of the few PrCs worth taking for a Soulborn. The classes loses 3 BAB and 1 meldshaper level over 10 levels, compared to a straight Soulborn, but in exchange grants strong essentia fueled defensive abilities and the ability to bind soulmelds to the powerful Heart Chakra. Due to having such a limited Essentia pool, difficult choices accompany this class, but many of the class's abilities are as or more powerful than soulmelds of similar function. Those who pursue this class should consider the Double Chakra feat to optimize the Heart Chakra binds.

Necrocarnate: Though clearly designed for evil Incarnates, an 8th level Soulborn can enter the class. As a 13 level class, it cannot be completed until epic levels. It opens up more Chakras at the cost of HPs and poor BAB. Noteworthy benefits of this unusual combination include potentially limitless essentia via the Harvest Soul ability and a cool potential “Death Knight” flavor. Your zombie will also be less powerful than that of the Incarnate counterpart due to the Soulborn's decreased meldshaper level.

Sapphire Hierarch, Soulcaster, Soul Manifester: Though these classes are all full meldshaper progression, they are best entered as an Incarnate due to their low BAB and HPs. Soulmelds are support for each classes primary caster or manifester progression.

Spinemeld Warrior: Though not a bad choice for a Skarn Soulborn, despite what is written in the description, the class would best be entered via the Monk Racial Substitution levels. A Monk/ Spinemeld Warrior is capable of savage damage, but that is best explored in another guide.

Totem Rager and Witchborn Binder: A Soulborn cannot meet the requirements before level 10 for either of these PrCs without dipping into other classes.

Umbral Disciple: An interesting, if not optimal, choice for a Soulborn looking to become a more stealth based character, past level 10. The class does not progress meldshaper level and has medium BAB but the bonus essentia will be useful for the melds the character already has. Sneak Attack damage and Concealment (with the possibility of HiPs) is a welcome addition to almost any build.

Unfortunately, what this all adds up to is that unless you are a Dwarven Ironsoul Forgemaster (and even then it is debatable), Straight Soulborn 20 is likely the most optimized build until (if ever) they add more Incarnum based prestige classes. Lucky the Soulborn is a versatile and powerful enough class to be entertaining and fun on it's own until then.


Feat Selection

Selection of feats, just as with any other class, can greatly influence the effectiveness of the Soulborn. As there are far too many feats to examine the benefits of each and every one, I will briefly detail a few that have special significance to the Soulborn.

Bonus Essentia and Incarnum Feats: As the natural essentia pool of the Soulborn is relatively small, these feats are extremely valuable. The more Incarnum feats that can be worked into a build, the more essentia that is available for investment.

Double Chakra: Though not available to the Soulborn until level 18, due to the meldshaper level requirement, this feat is exceptionally valuable for the Hands and Arms Chakra as so many combat soulmelds reside on those locations.

Expanded Soulmeld Capacity and Improved Essentia Capacity: The Soulborn often does not have a large enough essentia pool to take full advantage of these feats except for very specialized builds. Possible examples include the Incarnum Avatar (Evil) Soulmeld for a heavy damage build or the Sapphire Smite feat for a Charisma synergy build.

Heart of Incarnum and Incarnum-Fortified Body: As most Soulborns builds will try to include as many Incarnum Feats (to get a larger essentia pool) as possible, these feats may be useful. Note that unless the character is an Ironsoul Forgemaster, a Soulborn cannot bind a soulmeld to the Heart Chakra until epic levels.

Open Least, Lesser, and Greater Chakra: Apparently, these feats, despite the wording, only allows new Chakras to be bound to but do not actually grant the Bind ability. As such they would only be useful for a multiclass Soulborn, and even then their utility would be limited.

Shape Soulmeld: This feat is extremely valuable for rounding off many Soulborn builds with Incarnate or Totemist soulmelds. Note that as the Soulborn has a meldshaper level of one-half his class level, soulmelds obtained via this feat will be of a normal meldshaper level to the Soulborn.

Split Chakra: This feat varies in value based on the availability of magic items in the campaign. As Soulborns cannot bind to their Soul Chakra until Epic levels, and weapons do not block a Chakra, this feat is not necessary for the Soulborn to use magic armor and weapons.

Azure Toughness and Midnight Dodge: These feats can be used to meet pre-requisites that require Toughness or Dodge, respectively.

Cobalt Charge, Cobalt Critical, Cobalt Power, and Cobalt Precision: It is worthy of note that these feats provide an insight bonus to damage and therefore will not stack with some soulmelds, such as Bluesteel Bracers.

Sapphire Smite, Extra Smiting CW, and Improved Smiting CD: These feats can be the bread and butter of a Smiting focused build. Extra Smiting can be taken multiple times and stacks with the additional uses of Smite ability gained from Sapphire Smite.


A Sample Build

Here is sample build emphasizing the combat potential of a melee focused Soulborn. For bonus stacking purposes I have decided to go with a LE Azurin. As MoI is such a versatile resource, I will build the entire character using only Core rules and MoI. To make the build focused on defense, just change the alignment to Good and refer to the immunities list for replacement melds for the Shape Soulmeld feats.

Lawful Evil Azurin Soulborn 20 (32 point buy)
Attributes: Str 15 (+1), Dex 15 (+1), Con 16 (+3), Int 10, Wis 10, Cha 10
Essentia: 16, Soulmelds: 9, Chakra Binds: 3

1 (H) Shape Soulmeld (Incarnate Avatar), Shape Soulmeld (Incarnate Weapon)
2 Immunity to Exhaustion
3 Shape Soulmeld (Bloodwar Gauntlets), (B) Sapphire Smite
4 +1 Str
5
6 Bonus Essentia
7 (B) Midnight Dodge
8 +1 Dex
9 Shape Soulmeld (Vitality Belt)
10
11 (B) Azure Toughness
12 Shape Soulmeld (Lifebond Vestments), +1 Con
13
14
15 Split Chakra (Hands)
16 +1 Con
17
18 Double Chakra (Hands)
19
20 +1 Con

Incarnate Avatar (Soul, Law), 4 Essentia: +4 attack
Bloodwar Gauntlets (Arms or Hands, Evil), 4 Essentia: +1 attack and +4 damage
Lifebond Vestments (Heart): Heal up to 40 pts. of damage once per hour but take up to 20 damage back
Bluesteel Bracers (Arms), 4 Essentia: +4 damage
Necrocarnum Shroud (Soul or Waist, Evil): +1 attack
Necrocarnum Weapon (Hands, Evil), 4 Essentia: +4 damage, +4 attack to confirm Criticals; Chakra Bind (Hands): provides 4 temporary essentia on a Critical hit
Crystal Helm (Crown), Chakra Bind (Crown): melee attacks gain the force descriptor
Impulse Boots (Feet): Uncanny Dodge; Chakra Bind (Feet): Evasion

Total bonuses to attack and damage from soulmelds equal +6 attack and +12 damage. When Smiting Good or Chaotic creatures, add 20 pts. of damage. These bonuses are greater than Greater Weapon Focus, Greater Weapon Specialization and Mighty Rage combined.

Essentia Strategies: You will not have enough essentia to invest all your melds to their maximums at the same time. As re-allocating your essentia investments in your soulmelds (not Incarnum feats) is a swift action, you may choose to change the amount of essentia invested in each soulmeld, based on the situation. The above build assumes you have four essentia invested in Bloodwar Gauntlets, Bluesteel Bracers, Incarnate Avatar, and Necrocarnum Weapon while in combat. I would put temporary essentia gained when scoring a critical hit first into the Crystal Helm, and if a second is scored in the same combat, then into Midnight Dodge, for a total bonus of +8 AC. Another possibility is to shape Vitality Belt instead of Necrocarnum Shroud and put stolen essentia into the Belt and then Azure Toughness for a total of 52 bonus HPs. If I knew I was fighting chaotic or good enemies, I might invest in the Sapphire Smite for a total of 9 Smites per day at +24 damage.
« Last Edit: August 06, 2014, 01:03:08 PM by Larkas »

Offline Larkas

  • DnD Handbook Writer
  • **
  • Posts: 61
  • I'm new!
    • View Profile
Re: Guide to the Soulborn (Gerdreg)
« Reply #1 on: April 22, 2013, 09:29:11 PM »
Guide Update - Soulborn Tips and Tricks


More Prestige Classes

Mindspy CW: If your DM is willing to interpret the Read Thoughts psionic power as an improved version of the Detect Thoughts spell, then the Charming Veil, Chakra Bind (Brow) can be used to meet the requirement for this class. The Anticipate ability is Charisma based, so you might consider feats that improve your Smite ability to get the most out of your Charisma bonus.

Soul Eater BoVD: This class (not to be confused with the Souleater monster from MoI) has gotten alot of attention on the boards lately. Astral Vambraces, Chakra Bind (Hands) gives a Soulborn a Slam attack which will allow access to this class. Duskling and Elan Soulborns are both 0 ECL and as non-humanoids could meet the other requirements by level 8 (or 6 with a feat). Thematically it would be very easy to envision the Soul Eater as an eater of Incarnum.


A Little Help FOR My Friends

Like the Soulborn’s Share Incarnum Defense ability, there are a very few soulmelds that can share their benefits with the Soulborn’s allies. Luckily, the few that can have useful combat applications and are likely to be shaped by a Soulborn anyway. Here is a small list of those soulmelds which may be used on allies.

Bluesteel Bracers (Arms), Chakra Bind (Arms): +2 Insight bonus to Initiative
Lammasu Mantle (Good, Arms), Chakra Bind (Arms): +1 Resistance bonus to Saves per pt. of essentia invested, +2 Deflection bonus to AC
Lifebond Vestments (Arms or Heart): Limited Healing *
Lucky Dice (Hands), Chakra binds (Hands): Variable Luck bonus, may be changed round to round

* Though I didn’t understand how to utilize this soulmeld to its maximum effect at first, I found it can be very effective in reducing damage between combats and reducing the amount of spells needed by the group’s healer. Out of combat, invest maximum essentia into this meld and you will be able to reduce your damage by as much as ML times invested essential, but will take half of that damage back, every hour. As your damage total becomes smaller, heal less so you will take less damage back. If you happen to be an Ironsoul Forgemaster (capable of binding a meld to your Heart chakra) then you may do this repeatedly at will until your damage is reduced to a single HP.


Rules Update

For those that give any weight to Customer Service responses, CustServ has made rulings on two feats from Magic of Incarnum that have been debated in some of the other Incarnum threads.

Shape Soulmeld: As many here already assumed, the Shape Soulmeld feat does indeed grant the ability to shape a soulmeld to those that do not already have the ability, i.e. non-incarnum classes.

Open (Least, Lesser, Greater) Chakra: According to CustServ, these feats do not grant the ability to Bind a Soulmeld to a chakra, despite their wording. They only grant the ability to bind a soulmeld, to a new chakra location, to a character that already has the ability to bind soulmelds. In other words, they do not increase the number of chakra binds available to a character, only available locations.
« Last Edit: April 23, 2013, 10:52:52 AM by Larkas »

Offline Larkas

  • DnD Handbook Writer
  • **
  • Posts: 61
  • I'm new!
    • View Profile
Re: Guide to the Soulborn (Gerdreg)
« Reply #2 on: April 22, 2013, 09:29:24 PM »
Another Sample Build

Here is another example build, that is radically different than the first, to illustrate the versatility of the Soulborn. This build is focused on ranged attacks and mobility. Again, I have chosen to draw feat slections only from Core books and MoI.

Chaotic Good Elf Soulborn 20 (with substitution levels) (32 point buy)
Attributes: Str 16, Dex 16 (+1), Con 14 (+4), Int 10, Wis 10, Cha 10
Essentia: 14, Soulmelds: 6, Chakra Binds: 3

1 Ranged Smite, Shape Soulmeld (Incarnate Avatar)
2 Immunity to Paralysis and Enchantment/ Charm effects
3 Point Blank Shot, (B) Sapphire Smite
4 +1 Con
5
6 Bonus Essentia
7 Triple Low-light Vision, One-half Range Increment increase with Bows
8 +1 Con
9 Rapid Shot
10
11 (B) Cobalt Precision
12 Manyshot, +1 Dex
13
14
15 Split Chakra (Hands)
16 +1 Con
17
18 Double Chakra (Hands)
19
20 +1 Con

Incarnate Avatar (Soul, Chaos), 4 Essentia: +4 bonus to attack
Sighting Gloves (Hands), 4 Essentia: +4 bonus to damage, Chakra Bind (Hands): Precise Shot
Lucky Dice (Hands): +1 bonus to attack and damage
Astral Vambraces (Arms), Chakra Bind (Arms): Fly 20' move, average maneuverability
Charming Veil (Brow), Chakra Bind (Brow): Read Thoughts at will, one-half Range Increment increase with Bows
Wind Cloak (Shoulders), 4 Essentia: Ranged DR 8/magic, Chakra Bind (Shoulders): Deflect Arrows (5 per round)

With a total bonus to attack and damage of +6 before ability bonuses and equipment, a ranged Soulborn should outdamage a comparably equipped Ranger by a fair amount, and if making a Ranged Smite, add 20 to the damage.
« Last Edit: April 22, 2013, 11:57:41 PM by Larkas »