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:
Follower of the Nine Hell (non good, non chaotical), Weapon: Bastard sword
Follower of the Abyss (non good, non Lawfull), Weapon: Khopesh
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:
half RL Cold Iron DR,
RL% to electrict, poison absorp,
half RL bonus to acid, cold and fire resist,
decrease Soul Hunter timer with RL,
1+1 per 10 RL bonus imbue dice.
Baatezu power (as half-devil) grant:
half RL Silver DR,
RL% fire absorp,
hafl RL bonus to acid and cold resist,
decrease Soul Hunter timer with RL,
1+1 per 10 RL bonus imbue dice,
5% chance if attack you with melee or ranged weapon, then teleport behind the attacker before hit you.
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 1Core 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 3Core 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 6Core 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 12Core 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.
- 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 18Core 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.
- 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.
Stygia/Ice Wastes
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.
Phlegethos (only Follower of the Nine Hell)
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.
Burningwater (only Follower of Abyss)
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 20Tier 1
Combat Traning I (Passive 2 AP)
Dark Soul receive specific combat training, during which they improve their used combat techniques:
Weapon and Shield (req. Shield Mastery): Grant RL*2% bonus to secondary Shield Bash chance.
Double weapon (req. TWF): Grant RL% bonus to off-hand attack chance.
Single weapon (req. SWF): Grant half RL% bonus to Doublestrike chance
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 1Dark 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:
Decrease target max HP with your half RL%.
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.
You regain RL% of your max HP to maximum.
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%.
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 1Battle Focused (Passive)
+[1/2/3] Concentration, Intimidate, and Spellcraft.
AP Cost: 1 / Ranks: 3 / Progression: 1 / Requires: Dark Soul level 1Tier 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 2Blade 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.
- 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.
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 1Action 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 2Tier 3
Combat Traning II (Passive)
Weapon and Shield (req. Shield Mastery): Grant Core number bonus to block DR and RL to block PRR/MRR bonus.
Double weapon (req. TWF): Grant Oversized Two Weapon Fighting feat.
Single weapon (req. SWF): Grant additional +0.5x ability modifier damage scaling.
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 EvilSpirit Blade (Passive)
+1 Imbue dice & ghost touch ability.
AP Cost: 2 / Ranks: 1 / Progression: 20 / Requires: Dark Soul level 4, Blade of the Deep<empty>
Charisma or Wisdom (Passive)
+1 Charisma or Wisdom
AP Cost: 2 / Ranks: 1 / Progression: 10 / Requires: Dark Soul level 3Tier 4
Combat Traning III (Passive)
Weapon and Shield (req. Shield Mastery): Grant RL% bonus to Shield AC.
Double weapon (req. TWF): You gain a Core number Shield bonus to Armor Class.
Single weapon (req. SWF): Your active Precision feat grant 5% bonus damage.
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 ProtectionDeep 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 BladeSLA 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 1Tier 5
Combat Traning V (Passive)
Weapon and Shield (req. Shield Mastery): Shields are favored weapon for you.
Double weapon (req. TWF): Your off hand weapon now adds your full attribute damage modifier.
Single weapon (req. SWF): You have a half RL% chance to parry (halve damage) a weapon attack. The parry throws the attacker out of his rhythm, so he takes a -5% Attack and AC penalty (stack 5 time) for 10 sec.
Additional grant +15% Competence bonus to maximum hit points.
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Dark Soul level 5, Combat Traning 4Beheading (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 1Soul Blade (Passive)
+1 imbue dice & Align bypass.
AP Cost: 2 / Ranks: 1 / Progression: 30 / Requires: Dark Soul level 5, Deep MetalSLA 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.
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 5War 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.