Soul Rider: Hit Dice: d8s Skills
Soul Rider: Hit Dice: d8s Skills
Skills: Appraise (Int), Craft (including Craft (Soul Lattice)) (Int), Diplomacy (Cha),
Disable Device (Dex), Disguise (Cha), Fly (Dex), Knowledge (arcana) (Int),
Knowledge (engineering) (Int), Knowledge (history) (Int), Knowledge (local) (Int),
Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Perception (Wis),
Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use
Magic Device (Cha).
Skill Ranks per level: 4+Intelligence bonus
Spells
Lvl BA Fort Ref Will Class Features
Lvl1 Lvl2
3 +2 +3 +1 +3 Focus Power 3 -
5 +3 +4 +1 +4 Animate Armour 4 2
6 +4 +5 +2 +5 Heroic Overdrive 4 3
The Soul Rider is proficient with all simple and martial weapons, all armour (light,
medium and heavy) and all shields (including tower shields)
Spellcasting
The Soul Rider casts ‘psychic’ spells from the Occultist spell list due to the bond with
their Soul Armour (see below), they can cast any spell they know without preparing it
beforehand.
An Occultist can cast a limited number of spells per day but can get bonus spells
from High Intelligence
At 5th level the Rider may replace an existing spell known for another of the same
level
Soul Core Bond
The Soul Rider bonds to a particular crystalline Soul Core, so long as the Rider lives
this Core cannot be destroyed, and can be used by them even when damaged. At
any given time the Rider is aware of the status of their bonded core and can focus
on the bond to determine its current direction and distance from the Rider.
At 1st level the Rider may use this bond to gain access to a single Implement School
of magic, gaining an additional school at 2nd level.
The Rider also gains a pool of Focus which can be invested into the systems of their
Armour to gain additional Focus Powers and improve the functioning of the Armour.
Focus Powers
At 1st level the Rider learns the first focus power of the Implement School they have
accessed, and whenever they access a new Implement School they also learn the
first focus power of that School.
At 3rd level the Rider may choose a new Focus Power to access from the Schools he
currently knows.
Unless otherwise stated the DC of any Focus Power will be 10+1/2 Rider level+Int
bonus
Knacks
Whenever a Rider activates an Implement School through their Soul Core Bond they
also gain a free 0-level psychic spell of that school which they can use At Will.
Battlefield Technician
At 2nd level the Rider gains a bonus equal to half their Soul Rider level to Craft and
Knowledge skill checks relating to Soul Armours
Read Core
At 4th level, while in proximity to a Soul Core the Rider may determine information
about the Core and its bonded Riders as per the psychometry occult skill unlock,
though this does not require a skill check and can be used At Will.
Bonus Feat
At 4th level the Rider gains a bonus Combat Feat in addition to those gained from
normal advancement.
Animate Armour
Even when not fused with their Armour the Rider still shares a connection with their
bonded Core.
At 5th level the Rider may activate their armour for a number of minutes per day
equal to their class level which must be spent in minute long segments. While the
Armour is active you may spend a Swift Action each round to command it to move
and attack with a speed of 30ft and the Rider’s base attack bonus.
All stat bonuses are capped by the Riders Wisdom, so skill checks and attack rolls will
use the lower of the Armour’s stat or the Riders Wisdom. The Armour cannot perform
mental actions but will continue to carry out the last order given until it is given a
new order or is allowed to shut down.
While the armour is active but not fused it will only have access to its own hp pool
and will shut down if damaged to zero hp or less.
Heroic Overdrive
At 6th level the Rider my push the Armour past its normal operational limits to gain
additional bonuses, by spending a Swift action the Rider may grant their Armour a
+4 bonus to Strength or Dexterity for 1 minute.
The Armour cannot withstand this strain for long and every time this is activated after
the first in a 24-hour period the Armour takes Strain equal to the Rider’s level. If the
Armour takes Strain equal to its own hit point pool it will cease functioning once the
latest Overdrive runs out and cannot be reactivated until it has undergone a full
round of maintenance.