Sin Eater (Soul Weaver Archetype)

Tainted by the powers of the Lord of the Lowest, these soul weavers often serve their own ends. Hated as harbingers of madness the kindest of them often live in hiding, assisting the downtrodden and performing burial rites as a normal soul weaver, while the worst of them work to drive entire communities into the waiting mire of the Primeval Source.

## Sin Eater

#### Proficiencies:

Sin Eaters are proficient with simple weapons, as well as light armor and bucklers. In addition, if this is this character’s first level in any class, they may select a martial tradition of their choice.

This alters Soul Weaver’s proficiencies.

#### Combat Training:

A Sin Eater may combine combat spheres and talents to create powerful martial techniques. Sin Eaters are considered Proficient combatants. When they gain their first level in the Sin Eater archetype, Sin Eaters may choose either Charisma or Wisdom as their practitioner modifier.

#### Dead Power:

You must choose to channel negative energy and gain the Death sphere at level 1 as a bonus talent. This replaces or modifies Channel Energy and Master of Life and Death.

#### Maw of Sin:

At 2nd level, Sin eater’s begin to manifest their most unique trait, a massive, fanged mouth somewhere on their body, usually either on a hand, or their torso, or even splitting down one shoulder. They gain the Tomb of Flesh talent from Death sphere as a bonus talent, and gain a primary bite natural attack that deals 1d6 damage (if medium, 1d4 if small.) This bite may be delivered as a touch attack and has the ghost touch special property. Anything that is hit with and takes damage from the bite must immediately save against the Sin Eater’s Tomb of Flesh ability or be absorbed as that Talent describes. Spellcasters or spherecasters hit with the bite take either 1d2 spell point damage or lose one of their highest level spell slots or prepared spells.

At 6th level, if a creature loses a spell slot or takes spell point damage from the Sin Eater’s bite attack, the Sin Eater gains a number of temporary spell points and hit points equal to either the half the level of spell slot, or the spell point damage done. In addition they gain the Flesh Absorption Master feat, and their bite attack’s spell point damage increases by 1 die size (plus an additional die size at 10th and every 5 levels after they posses). These temporary hit and spell points do not stack with themselves, and persist for 2 minutes or until lost.

At 10th level, the Sin Eater may consume a corpse within their Tomb of Flesh or their reach as a standard action, and spend two spell points to regain a soul for their Bound Nexus ability. The corpse must have a number of Hit Dice equal to ½ their class levels. If the Sin Eater kills a creature with their bite attack or their Tomb of Flesh, or any Bound Nexus ability, they may consume the corpse as a free action that may be taken even outside their turn, and they do not need to spend spell points to regain a soul in this manner.

At 14th level when the Sin Eater kills a creature and regains a soul as described in the 10th level ability, they gain a +6 profane bonus to their Strength and Dexterity for one hour. This bonus does not stack with Necrotic Feeding’s enhancement bonus

At 18th level the Sin Eater becomes so proficient at consuming the essence of creatures they only need to spend 1 spell point to regain a soul using their 10th level ability.

These abilities and Combat Training replace Blessings/Blights.

#### Grasping Dead:

Starting at 2nd level, the Sin Eater may expend a soul from their Bound Nexus to summon spectral, grasping claws to manipulate the battlefield. They may attempt a combat manuever against a creature, and may use their caster level + casting ability modifier in place of their BAB + strength bonus on the attempt. The targeted creature gains no bonus to CMD from being large or larger against this attempt. This manuever does not provoke an attack of opportunity.

This ability replaces the Siphon Health bound nexus power.

#### Remnants of Sin:

At 4th level, the Sin Eater can expend a soul to summon a semi-symbolic shade of the unworthy dead to the nearest unoccupied square to the soul. The remnant appears as a shadowy and slightly translucent beast of the Sin Eater’s design, and counts as both a controlled undead and a summoned creature (though does not count against your controlled undead’s hit die limits). It remains for a number of rounds equal to the Sin Eater’s casting ability modifier (minimum 1) unless the remnant is given the Lingering Companion talent, in which case the Sin Eater may spend a spell point to allow the remnant to remain for one minute times their casting modifier (minimum 1).

The Sin eater has 3 possible types of remnant she can summon at any given time. Each of these remnant types is designed as if they were creatures summoned using the Conjuration sphere, with the Sin Eater possessing a caster level equal to their class level. Each is a creature with the Undead Creature (type) talent, gained twice.

They receive 3 hit points per Hit Die, are incorporeal, and can fly 30 feet (perfect). Although undead, they still possess and use their Constitution score. If the Sin Eater can channel both positive and negative energy, then they are healed by both positive and negative energy. Any natural or manufactured weapons the remnants receive from (form) talents gain the ghost touch weapon special ability. Although incorporeal, they still have a Strength score and use it to determine damage, and can manipulate unattended objects.

The player may design their three types of sin remnant, and may change the design whenever they level. Remnants cannot possess companion archetypes besides; Aquatic, Beast, Mage, Martial, or Warrior.

For every 4 class levels the Sin Eater possesses, she may add an additional form talent to her remnants. Resources expended by a remnant such as martial focus, spell points, or uses of daily feats like Stunning Fist remain expended when resummoned, but recover every time the Sin Eater rests to regain spell points.

This alters bound nexus and replaces summon spirit I, II, III, IV and V.

#### Capture Essence:

Beginning at 8th level, when a creature dies within your reach, within your Tomb of Flesh, or while ensouled by your Bound Nexus, you may expend a soul to trap some of that creature’s spirit in your nexus. You may immediately redesign one Sin Remnant, and may add an additional talent for every 4 hit dice the creature possessed. This new Sin Remnant must resemble the creature in some way, either symbolically (Such as a treacherous negotiator gaining Monstrous Attack (poison) or directly, such as a dragon’s remnant gaining wings. Sin remnants that you add these additional form talents lose the fly speed and incorporeal traits and gain the Shadow Creature (form) talent instead.

This ability replaces the Channel Mastery Bound Nexus power.

#### Robust Remnants:

Beginning at 8th level your Sin Remnants gain 5 hit points per Hit Die instead of 3. These hit points increase by 1 per hit die again at 12th, 16th, and 20th level.

This ability replaces the Blessed Soul Bound Nexus power.