Dark Soul

(or Soul Hunter, Fallen,...)

a favored soul as a dark knight

ver. 1.2

The Dark Soul

Dark Soul, that's the name given to those who do not gain the favor of Heaven, but of Hell or the Abyss.

In several evenings, I calculate with Religious Lore (RL) instead of Favored Soul level (serving a "god" in several ways at the same time does not reduce the "divine" abilities, e.g. fvs/cleric multiclass).

Enhancement trees: Dark Soul, War Soul, Sacred Defender

Feats as FVS except:

Level 1: Choose:

Level 6: Unique Active Ability: Call Baatezu/Tanar'ri power 

Cooldown 10 min (DS core 5 can decrease). 

You absorb the racial ablilitis of Baatezu/Tanar'ri for 24 seconds plus 6 seconds per RL (max 144 sec)

Tanar'ri power (as half-demon) grant:

Baatezu power (as half-devil) grant:

Level 20: Damage resist Good.

Note: Some abilities can be modified, e.g.: "Leap of Faith" can be recolored to Black Wings to diabolical (as fallen angel) and Bat Wings to demonical version

Core

Core 1 - Born of the Deep (Passive) 

+2 melee/ranged power & +3 USP per core.

AP Cost: 1 / Ranks: 1 / Progression: 0 / Requires: Dark Soul level 1

Core 2 - Depth Grip  (Active):

SLA - Depth Grip 

Cost 6 SP

Cooldown 15 second

Range: normal spell range

Target: Single

Summon a shadow arm to attack (weapon damage+30%) and trip (DC 10+half RL+CHA/WIS+Trip bonus) an enemy. 

Note: The spell works as a ranged effect with both melee and ranged weapons.Note: parelel with Falconry's Diving Attack, have shared cooldownAP Cost: 1 / Ranks: 1 / Progression: 5 / Requires: Dark Soul level 3

Core 3 - Infectious Carrier (Passive)

Half RL% change inflict random disease to attacker.

Note: equal with Contagion, random type disease from: Blinding Sickness or  Cackle Fever or Slimy Doom.AP Cost: 1 / Ranks: 1 / Progression: 10 / Requires: Dark Soul level 6

Core 4 - Impressive Darkness  (Passive)

Your Unholy Blight have RL% chance to charm non-boss evil creatures (Will DC vs RL+WIS/CHA+Enchantmen Bonuses) for 60+6 seconds per caster level. New Will save every 3d6+12 seconds.

Note: Effect all non-boss evil creature include mindless as undead.

Soul Tapping (Passive)

This Dark Blessing extension grant on critical hit effect Soul Tapping to favored weapons. (Soul Tapping equal with Touch of Idiocy spell effect, but DC= RL+WIS/CHA+Enchantmen Bonuses.)

AP Cost: 1 / Ranks: 1 / Progression: 20 / Requires: Dark Soul level 12

Core 5 - Never Fail  

Master of Slaves Never Fails (Active)

Cooldown 3 min

Cost: 10% from max HP (only rest can restore)  & the charmed creature(s) life (with Impressive Darkness) 

Target: Self only

If you die, you can sacrifice the charmed creature(s) and immediately return as random Ascendant Undead (PM core 2+tier 5). Paralel with Death Pack spell.

Note: You can't use it, if haven't charmed creature!Note: You can't use shape change abilities, but uniqe power useable and stack with undead bonuses.
  • Ascendant Zombie: gain +4 Constitution, +40 Melee Power, +13 PRR, +3 MRR, +10% Profane Bonus to Maximum Hit Points and attack 10% slower.
  • Ascendant Vampire: gain +2 Intelligence, +2 Charisma, +2 Wisdom, and +3 Perform, melee attacks have a 10% chance to heal you for 1d3 with Negative Energy per level, +1 Enchantment DC. Your melee attacks have a (10%) chance to dominate your adversaries. On Hit: Target has a chance to be Paralyzed (Will save vs. DC 20 + INT Mod + Enchantment Spell Bonuses). On Save: -10% Movement and Attack Speed.
  • Ascendant Wraith: gain +2 Dexterity and +2 Intelligence, enemy attacks have a 15% chance to miss you due to your incorporeality, you float as if affected by featherfall, +3% Dodge and Dodge Cap. +10 to Hide and Move Silently and you gain +3 Sneak Attack Die. 
  • Ascendant Lich: gain +2 Constitution and +2 Intelligence, +10 Negative Healing Amplification, +20 Negative Spell Power, +15 MRR and MRR cap, +10 Cold and Electric Resistance, 5% spell point cost reduction on all spells.

The Revenge is Mine: Every time your life drops below half cooldown time of the Call Baatezu/Tanar'ri power is reduced by 1 minute.

AP Cost: 1 / Ranks: 1 / Progression: 30 / Requires: Dark Soul level 18

Core 6 - Archbishop of Darkness (Active)

+2 Charisma/Wisdom and Constitution, 

+3 melee/ranged power (sum 15) and +12 USP (sum +30).

Soul Sacrifice (Passive)

This Dark Blessing extension grant vorpal hit effect Soul Sacrifice to favored weapons.

Soul Sacrifice ("I'll still try to rip your soul out!" ~Trap the Soul): If your target has fewer than 100*your character level hit points, then you rip out and sacrifice its soul to your Tanar'ri/Baatezu lords (Although this essentially 'kills' the target, it is not a Death effect and functions on creatures such as Undead but not most Constructs.) without save chance. If your target has above 100*your character level hit points, the inflict Soul Tapping effect without save chance.

Note DS has two weapon upgrades: 
  • Weapon enchantment (Dark Blessing) +6 enchantment bonus, "keen", on crit spell effect and on vorpal kill/spell effect.
  • Imbue (Blade of the Depth): bonus 3d8 physical damage, weapon "invulnerability", ghost touch, metallic and align bypass. 

Welcome in <name>  (Active multiselector) 

Target: In your aura

Cost: 50 SP

Duration: instant

Cooldown: 3 min

DC: 20 + Conjuration bonus + CHA/WIS bonus

The Dark Soul briefly summons one of the underworld planes in his/her aura. 

You summon the frozen ice from Stygia/Ice Wastes to force enemies in the area to make a fortitude save versus being frozen solid in frozen ice for 1s * Character level.

Even if they make the save from frozen, they take Character level * d3+3 Cold and d3+3 Evil damage (scales with spellpower) and are 3 stack chill (-10% movement -5% attack speed per stack) for 3s * Character level or make save; additional save every 3 seconds to negate freeze or 1 stack chill effect.

Bosses cannot be frozen, but can be slowed.

Summon the heat from Phleglethos to burn enemies in the area take Character level * d3+3 Fire and d3+3 Evil damage (scales with spellpower, Reflex half) & make fortitude save or gain 3 stack burning (scales with melee/ranged power, stacking 5 time).

Even if they fail the save from burning [(half character level*stack) fire damage every 3 sec], they are in Panic (these Fear effect bypass natural immunity, and it doesn't last as long as it burns); additional save every 3 seconds to negate 1 stack burn effect. 

Summon the corrodive water from Burningwater to destroy enemies in the area take Character level * d3+3 Acid and d3+3 Poison damage (scales with spellpower, Reflex half) & make fortitude save or gain 3 stack wrecked (scales with melee/ranged power, stacking)

Even if they fail the save from wracking, they suffers a random ability loss (stack*2 ability point, scales with melee/ranged power,) every 3 second; additional save every 3 seconds to negate one stack wreking effect. 

AP Cost: 1 / Ranks: 1 / Progression: 40 / Requires: Dark Soul level 20

Tier 1

Combat Traning I (Passive 2 AP)    

Dark Soul receive specific combat training, during which they improve their used combat techniques:  

Note: Later on, you can choose from another direction, if you meet the feat requirement, the bonuses are based on the used fighting style. E.g: Style 1 and 4 bows, 2 and 3 shields, if you want to alternate between ranged combat and defense.Note: Combat Traning bonuses stack with other bonuses and work with any weapon in combat style. AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: Dark Soul level 1

Dark Blessing (Active)    

Core * 1 use / rest

Cooldown 10 sec

Target: Self

Duration: 1 min per caster level

Increases the Enhancement Bonus of your currently equipped favored weapons (or shields) by 1 + 1 per 5 caster level. An item can have only one temporary item enchantment at a time.

At first I wanted to add it as an Unholy Weapon (useable with any weapons). Cost: 20 SP Duration: 1 min * caster level Target: Single (Self, Friend)Increases the Enhancement Bonus of equipped weapons (or shields) by 1 + 1 per 5 caster level. An item can only have one temporary item enchantment at a time. The weapon will be a pure unholy weapon. (Weapon-using neutral characters receive a negative level penalty - except for Abyss/Hell followers - while good characters are doubled.) Later enhancements would have increased the negative level penalty to -4 for natural alignment & -8 for good aligment.(-1 from enhancement, -1 from Beheading, -1 from Soul Tapping and -1 from Soul Sacrifice). AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: Dark Soul level 1

Dark Hug (Active)    

1 use / rest

Target: Enemy 

(This effect also works on bosses and Raid bosses without save chance.)

Range: as Lay on Hands

The ability steal life energy from target:

Target lose all HP over new maximum. It's a high curse, only greater restoration, rest or die can negate. This curse stacking, but it further reduces the already reduced maximum.

Note: You can't kill anyone with dark hugs alone!Note similar ability: Healing Hands & Lay On Hands.Note: Extra Lay On Hands increased the use number (+6 from SaD & +3 from US) and regenerate of Lay On Hands recharge one use (US 145 sec).
E.g. a level 20 DS max HP reduction 10%^use number (with 1000 max HP every use regain 200 HP) :
  • Xy'zzy on elit have 24000 max HP. After use decrease Xy'zzy's max HP to 21600 HP (90%). The 2nd use decrease max HP to 19440 HP (81%)... after 5th use decrease max HP to 14172 HP (59%).
  • Lord of Blades on elit have 400000 HP. After use decrease Lord's max HP to 360000 HP (90%). The 2nd use decrease max HP to 324000 HP (81%)... after 5th use decrease max HP to 236196 HP (59%).
  • after 10 use decrease max HP to 34,87%, after 20 use decrese max HP to 12,16%.
AP Cost: 1 / Ranks: 1 / Progression: 1 / Requires: Dark Soul level 1

SLA I - Baatezu/Tanar'ri Skin (Active)    

Cost: 10 SP

Cooldown: 15 sec

Equal with Angelskin paladin spell.

AP Cost: 2 / Ranks: 1 / Progression: 1 / Requires: Dark Soul level 1

Battle Focused (Passive)   

+[1/2/3] Concentration, Intimidate, and Spellcraft.

AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: Dark Soul level 1

Tier 2

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Mantle of Evil (Passive)    

You gain a battle aura (3 meter + 2 meter per core), you and allies in Aura gain RL% bonus AC.

Ver.2.: Decrease enemies AC with half RL%, no save.Note: It count as paladin aura to SaD.    AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Dark Soul level 2

Blade of the Deepth (Imbue Toggle)

You channel the power of Hell/Abyss into your weapon. 

Grant +1d8 physical damage (scalles with 200% melee/ranged or 75% force spell power).

Ver.2.: double power
  • Blade of the Hell grant 1d4 fire & 1d4 evil damage, scalles with spellpower.
  • Blade of the Abyss grant 1d4 electrical & 1d4 evil damage, scalles with spellpower.
Ver.3.: unique power change damage type. 
  • Blade of the Hell grant 1d8 fire (as half-devil 1d8 evil) damage, scalles with spellpower.
  • Blade of the Abyss grant 1d8 electrical (as half-demon 1d8 evil) damage, scalles with spellpower.
AP Cost: 2 / Ranks: 1 / Progression: 5 / Requires: Dark Soul level 2

SLA II - Order of Evil (Active)

Cost: 10 SP

Cooldown: 15 sec

Equal with Righteous Command paladin spell.

AP Cost: 2 / Ranks: 6 / Progression: 1 / Requires: Dark Soul level 2, SLA 1

Action Boost - Dark Flash (Active)    

+[5/10/20]% movement and +[3/6/10]% attack speed. 

AP Cost: 1 / Ranks: 3 / Progression: 5 / Requires: Dark Soul level 2

Tier 3

Combat Traning II (Passive)    

AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Dark Soul level 3, Combat Traning 1

Dark Protection (Passive)    

Your aura grant core number % physical damage absorp for you and allies in aura.

Ver.2.: Dark Oppression: Decrease enemies physical damage with core number%, no save.AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Dark Soul level 3, Mantle of Evil

Spirit Blade (Passive)    

+1 Imbue dice & ghost touch ability.

AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Dark Soul level 4, Blade of the Deep

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Charisma or Wisdom (Passive)   

+1 Charisma or Wisdom

AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Dark Soul level 3

Tier 4

Combat Traning III (Passive)    

AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Dark Soul level 4, Combat Traning 2

Dark Mitigation  (Passive)  

Your aura grant core number % magical damage absorp (except untyped/bane) for you and allies in aura.

Ver.2.: Dark Reign: Decrease enemies magical damage with core number%, no save.AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Dark Soul level 4, Dark Protection

Deep Metal (Passive)    

Deep metal immune to durability damage and grant metallic bypass.

AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Dark Soul level 4, Spirit Blade

SLA III - Unholy Blight (Active)    

Cost: 13/10/8 SP

Cooldown: 20/15/12 sec 

*Note: Shared cooldown with DD's Unholy Blight    AP Cost: 1 / Ranks: 3 / Progression: 20 / Requires: Dark Soul level 4, SLA 2

 

Charisma or Wisdom (Passive)   

+1 Charisma or Wisdom

AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Dark Soul level 4, CHA 1

Tier 5

Combat Traning V (Passive)  

Additional grant +15% Competence bonus to maximum hit points.

AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Dark Soul level 5, Combat Traning 4

Beheading (Passive)    

This Dark Blessing extension grant Beheading ability to favored weapons (or shield).

Note: Beheading ability is paralel with Keen ability, but stack with Improved Critical feat.AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Dark Soul level 5, Dark Blessing from tier 1

Soul Blade (Passive) 

+1 imbue dice & Align bypass.

AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Dark Soul level 5, Deep Metal

SLA IV - Serve Me Even in Death  (Active)

Cost: 40/30/20 SP

Cooldown: 30/25/20 sec

Target: Friend

Equal with Animate Ally spell, but returns as random type undead (Pale Master Core 2 undead forms and bonuses).

Note: Returned allies can't use shape change abilities for duration.
  • Zombie: gain +4 Constitution, +10 Melee Power, +3 Physical and Magical Resistance Rating, and attack 10% slower.
  • Vampire: gain +2 Intelligence, +2 Charisma, +2 Wisdom, and +3 Perform, melee attacks have a 10% chance to heal you for 1d3 with Negative Energy per level.
  • Wraith: gain +2 Dexterity and +2 Intelligence, enemy attacks have a 10% chance to miss you due to your incorporeality, you float as if affected by featherfall, and you gain +1 Sneak Attack Die.
  • Lich: gain +2 Constitution and +2 Intelligence, +10 Negative Healing Amplification, +10 Negative Spell Power, and +15 Magical Resistance Rating.
AP Cost: 1 / Ranks: 3 / Progression: 30 / Requires: Dark Soul level 5, SLA 3

Soul Hunter (Passive)

If you kill an enemy - once per 30 second, with active unique power once per (30-RL) second - gain temporary HP & SP equal to its CR  (epic level doubled).

AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Dark Soul level 5

War Soul & Sacred Defender enhancements

Tier 5: Divine Vessel, Wrathful Weapons and Harbored by Light abilities light damage should be changed to evil damage. 

Core 4 Redemption: Grant bonus spell instead of resurrections: Trap the Soul as 7th spell