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  SKORTCHED URF‛
  sus-4401
  Department 7
  Advanced Class
  Advanced Class
  update
  written by chris a. field
  
  “Daddy?”  
  The word was almost as quiet as her footsteps through 
  the slumbering hospital, but the dying man turned his 
  head at the faint sound. His half paralyzed face turned 
  to the young Asian woman standing in the critical care 
  ward’s dingy florescent light, and he tried to smile. 
  The old Chinese man focused his left eye, wrote off 
  his right eye and looked at his beautiful, punkish 
  daughter for what he knew was going to be the last 
  time. 
  The young demon hunter knelt beside the man’s 
  bedside, taking his wrinkled hands in her own strong 
  fingers, careful not to dislodge the IV tubes keeping 
  him alive. She laid her head on his shoulder, hugging 
  him as tight as she dared. 
  “Daddy. I’d have come sooner.... but there was this.... 
  this thing in Denver. I had....I’m here, though. I’m 
  here.”  
  The old man stroked her neon pink hair, tried to say 
  something but it all came out as weak gasps. After a 
  long moment, the demon hunter wiped away her tears 
  and looked into her fathers sleepy eyes. 
  “Daddy, I’m doing what you taught me. Fighting the 
  bad things.  Just like you did. But I never.... I’ve never 
  shown you all of my abilities. I was afraid to, afraid of 
  what you’d think. I’m not a necromancer or a vampire, 
  but I....” 
  The young woman closed her eyes for a long moment, 
  and when she opened them, her irises danced with 
  flickering purple light, the color of lightning flashing 
  inside a thunderhead. Her fingernails were glowing the 
  same color. 
  “....I can- I guess you can say I can absorb the dead. 
  Draw on them. On their souls. I was ashamed.” 
  The dying man’s last words were weak. “always 
  knew....but you’re my girl..... you could never, never 
  be evil....” he spat softly, his one good eye fixed on 
  hers. 
  She smiled than, her pierced lip glistening with the 
  light from the hallway. 
  “Daddy, you’ll be with Mom soon. But I want you to 
  stay with me a while. I.... I’m going into battle again 
  tomorrow, and I want you with me. I want you to 
  meet my team. They.... they remind me so much of 
  the stories you used to tell me about you and Uncle 
  Wan....” 
  He nodded weakly, a thin line of drool dribbling down 
  his wrinkled parchment skin. 
  “Will you come with me, Daddy?” 
  Half the ancient man’s face smiled. She lowered her 
  glowing hand towards his chest, feeling his weak, 
  staccato heartbeat. She called upon her necromantic 
  power.
  “Than close your eyes, Daddy.” 
  Proﬁle of a Soul Collector
  Death comes to all creatures, either as a terror or 
  as a quiet final mercy. Soul Collectors are death’s 
  emissaries and ambassadors, creatures that can walk 
  between the worlds of the living and the dead at will. 
  Soul Collectors are empowered by death, and are able 
  to absorb the souls of the dying into their own bodies. 
  Soul Collectors run the gamut from cruel necromantic 
  serial murderers, who torture their victims to death 
  and than enslave their spirits to kind hearted exorcists 
  who lay unquiet spirits to rest. Others act as mediums, 
  helping the dead sever their ties to the living world, or 
  as ‘forensic necromancers’ who use their supernatural 
  gifts to avenge the dead. 
  Soul Collectors tend to be lonely souls, with more 
  friends in the realms beyond than among the living. 
  Soul Collectors make no distinction between the 
  living and the dead, and are as apt to laugh at a joke 
  told them by the soul of a child who died of the Black 
  Plague in 1223 as they are a living friend’s comment, 
  and are as likely to take the advice of a merchant who 
  perished in the French Revolution as they are to listen 
  to their living mentor. Some see them as morbid and 
  fatalistic, and many (even mages and other heroes who 
  are used to the supernatural) find the Soul Collector 
  subtly terrifying. After all, the Soul Collector is a 
  constant reminder of the mortality all humans share. 
  The fastest way into the Soul Collector advanced 
  class is through the Dedicated Hero basic class, 
  though other paths are possible. Like Acolytes, Soul 
  Collectors draw their mystic power from faith and 
  wisdom, and many embrace their role as spiritual 
  mediators. Many are active members of a particular 
  church or cult, and even unaligned Soul Collectors 
  
  Action Points 
  The Soul Collector gains a number of action points 
  equal to 6 + one-half of her character level, rounded 
  down every time she attains a new level in this class. 
  Class Skills 
  The Soul Collector’s class skills are as follows. 
  Balance (DEX), Computer Use* (INT), Concentration 
  (WIS), Decipher Script (INT), Disguise (CHA), Escape 
  Artist (DEX), Gather Information (CHA), Hide (DEX), 
  Knowledge (arcane lore, art, behavioral sciences, 
  earth & life sciences,  history, popular culture, 
  streetwise, theology & philosophy) (INT), Move 
  Silently (DEX), Profession (coroner, mortician, similar 
  occupations) (WIS),  Read/Write Language, Speak 
  Language, Sense Motive (WIS), Survival (WIS), Treat 
  Injury (WIS) 
  * In high tech, modern magic or weird science settings 
  only 
  Skill Points at Each Level: 4 + INT modifier. 
  Class Features:
  Bonus Feats: At 3rd, 6th and 9th level, the Soul 
  Collector receives a bonus feat. This feat must be 
  chosen from the following list: 
  Acrobatic, Alertness, Animal Affinity, Aligned Zealot, 
  Archaic Weapons Proficiency (any), Benevolent 
  Haunting, Blind Fight, Combat Medic, Confident, 
  radiate a calm assurance and air of certainty when 
  speaking about what occurs beyond this life. 
  Requirements: 
  To qualify to become a Soul Collector, a character 
  must fulfill the following criteria. 
  Skills: Knowledge: arcane lore, theology & 
  philosophy 9 ranks, Spot 5 ranks 
  Feats: Iron Will 
  Special: A prospective Soul Collector must have been 
  present at the death of someone close to them, usually 
  a parent, spouse or other loved one lost in an accident. 
  Many neophyte Soul Collectors discover their special 
  gifts accidentally, helping a terrified soul come to 
  terms with its own death. Evil Soul Collectors can 
  instead simply torture and murder a victim, hoping to 
  catch a fleeting glimpse of his or her departing soul. 
  Class Information 
  The following information pertains to the Soul 
  Collector advanced class. 
  Hit Die
  The Soul Collector gains d6 hit points per level. The 
  character’s Constitution modifier applies. A Soul 
  Collector’s greatest strength is her faith and her ability 
  to bridge the worlds of the living and the dead, not her 
  physique. 
  Soul Collector
   
  Base   
    
   
   
   
   
    
  Attack  Fort 
  Ref Will 
   
  Defense  Reputation 
  Level  Bonus Save Save Save 
  Special 
   Bonus 
   Bonus
  1st 
  +0 
  +0 
  +0 
  +2 
  Necrotic Slumber, Soul Symbiosis, 
  +1 
  +0 
   
   
   
   
   
  Sense Life 
  2nd 
  +1 
  +0 
  +0 
  +3 
  Corpsespeaker   
  +1 
  +0
  3rd 
  +2 
  +1 
  +1 
  +3 
  Bonus Feat  
  +2 
  +0
  4th 
  +3 
  +1 
  +1 
  +4 
  Quiet the Dead  
  +2 
  +0
  5th 
  +3 
  +1 
  +1 
  +4 
  Unbreathing, Touch of Murder  
  +3 
  +1
  6th 
  +4 
  +2 
  +2 
  +5 
  Bonus Feat  
  +3 
  +1
  7th 
  +5 
  +2 
  +2 
  +5 
  Death’s Favor, Touch of Murder 2x daily 
  +4 
  +1
  8th 
  +6 
  +2 
  +2 
  +6 
  Savor the Last Breath  
  +4 
  +1
  9th 
  +6 
  +3 
  +3 
  +6 
  Bonus Feat 
  +5 
  +2
  10th 
  +7 
  +3 
  +3 
  +7 
  Leave Life Behind, 
  +5 
  +2 
   
   
   
   
   
  Touch of Murder 3x daily
  There are only 10 levels to this class
  
  Dodge, Educated, Frightful Presence, Forensic 
  Pathologist, Great Fortitude, Guide, Healing 
  Presence, Helpful Poltergeist, Heroic Surge, Medical 
  Expert, Mortician, Reincarnate, Renown, Stealthy, 
  Trustworthy, Windfall
  Corpse Speaker (SU): The dead speak, and the Soul 
  Collector can quiet her own living mind enough to 
  hear them. The Soul Collector can enter a meditative 
  trance near any formerly sentient corpse and perform 
  a quiet ritual that allows her to bridge the gap between 
  life and death. By ritually offering the corpse food 
  and drink (usually by placing the items on or near the 
  corpse’s body) the Soul Collector can share a pleasant 
  meal with the recently deceased. The corpse must have 
  had an Intelligence score of at least 5, and can have 
  been dead only for a number of days equal to the Soul 
  Collector’s class level. The ritual takes approximately 
  one hour, and the food provided has a purchase DC of 
  1d6+3. During this time, the Soul Collector and the 
  corpse engage in a telepathic conversation exactly as if 
  the creature were still alive. 
  The corpse is not predisposed to act in any particular 
  way towards the Soul Collector, and the dead creature 
  has no real fear of the Soul Collector, meaning 
  any Intimidate checks made against it suffer a –4 
  circumstance penalty. Diplomacy, Sense Motive and 
  Gather Information checks may be made normally 
  against the corpse. The corpse knows the information 
  it did in life, as well as anything that has occurred 
  near its resting place since it has been killed. Once 
  the ritual ends, that corpse’s soul departs and cannot 
  be contact again so easily. The Soul Collector cannot 
  use this ability to converse with a corpse that has been 
  transformed into undead. 
  Death’s Favor (SU): The Soul Collector gains 
  physical and emotional strength from their 
  companionship with the dead. Whenever the Soul 
  Collector uses her Touch of Murder class feature 
  successfully or establishes a Soul Symbiosis, she gains 
  a temporary action point, which must be used within 
  a day. In addition, the Soul Collector can choose to 
  release her soul symbiote at any time to gain any one 
  of the following benefits: 
   •  A temporary action point, which must be spent 
  within 24 hours
   •  Instantly recover 1d6 Hit Points per Soul Collector 
  class level, or heal a touched creature for the same 
  amount 
   •  A +2 holy bonus to Intelligence, Wisdom or 
  Charisma, which lasts for 8 hours 
   •  A +1 holy bonus to Defense, which lasts for 10 
  minutes per class level 
   •  The ability to become invisible for 1 round per 
  class level 
  Leave Life Behind (SU): A number of times per 
  day equal to her Charisma modifier (minimum once 
  per day), the Soul Collector can physically enter the 
  afterlife, becoming an intangible, wraith like creature 
  that can see and interact with creatures in both worlds. 
  The Soul Collector can maintain her ghostly state for 
  up to one minute per point of her Charisma modifier 
  (minimum one minute per activation). 
  While ghostly, the Soul Collector is ethereal 
  and intangible and can pass easily through solid 
  matter. She gains a flight speed of 20 ft (clumsy 
  maneuverability) and can hover weightlessly in space. 
  Her unarmed and melee attacks are considered ghost 
  touch weapons and ignore mundane armor bonuses 
  to Defense. In her ghostly state, the Soul Collector is 
  immune to physical harm, though magical weapons 
  and energy attacks affect her normally. While ghostly, 
  the Soul Collector can see invisible creatures and 
  detect magical auras as if she were a mage who had 
  cast see invisibility and detect magic. 
  While in this ghostly state, the Soul Collector is 
  privy to secrets and life and death that most mortals 
  never glimpse. The Soul Collector receives a +8 holy 
  bonus on Knowledge: theology and philosophy and 
  Sense Motive checks while straddling the worlds of 
  the living and the dead, and may speak and read all 
  languages while ghostly. 
  Necrotic Slumber (SU): When the Soul Collector 
  sleeps, her body dies and her soul wanders through the 
  afterlife, rather than through the subconscious world 
  of dreams. While the Soul Collector rests, all life 
  functions cease, and she is clinically dead. During this 
  time her body begins to decay normally, though all 
  trace of death are washed away when she awakens and 
  returns to life. If a slumbering Soul Collector’s body 
  (which is considered to be at 0 Hit Points) is destroyed 
  while she’s in her death trance (reduced to –10 Hit 
  Points or less) she is truly dead and cannot return to 
  life without outside assistance.
  Soul Collectors cannot easily be awakened. The Soul 
  Collector must succeed at a Will Save (DC 15 + her 
  
  Soul Collector class level) in order to awaken before 
  8 hours of rest have passed. As a Soul Collector gains 
  experience, her soul’s travels farther and farther, 
  making it more difficult to return to mortal life. 
  Even if a Soul Collector awakens successfully, she is 
  considered shaken for a number of rounds equal to her 
  Soul Collector class level. 
  Injured Soul Collectors heal normally while in their 
  necrotic slumber. Any Hit Points gains are applied 
  normally once the wounded Soul Collector awakens. A 
  Soul Collector with spell casting ability recovers spells 
  normally. What adventures, if any, the Soul Collector 
  has on her nightly sojourns to the afterlife are left to 
  the Game Master’s imagination. 
  Savor the Last Breath (SU): The restless spirits of 
  the recently dead follow the Soul Collector, seeking 
  her advice and comfort and offering their own. If any 
  creature with an Intelligence score greater than 5 dies 
  within 30 ft of the Soul Collector, its soul is briefly 
  attracted to the necromancer. The Soul Collector gains 
  1d4 temporary Hit Points from any sentient creature 
  that dies nearby. These temporary Hit Points last 
  for 10 minutes per Hit Dice of the dying creature or 
  creatures.  
  In addition, the Soul Collector can tap into the 
  collective wisdom of the nearby dead. Instead of 
  receiving temporary Hit Points from the dead, the 
  Soul Collector receives a +1 holy bonus to her 
  Intelligence score for each nearby dying creature, so 
  long as the creature had an Intelligence score of 10 
  or greater in life. This temporary Intelligence bonus 
  lasts for 1 hour per Hit Dice of the dying creature or 
  creatures. While tapping into the memories of the 
  dead, the Soul Collector might display some trace of 
  the quirks or personalities of the recently slain, though 
  her allegiances, true personality and/or alignment are 
  dominant. 
  Sense Life (SU): Soul Collectors have an instinctive 
  ability to sense the presence of the living and the 
  soon to be dead. Even before their true abilities 
  manifest, many young Soul Collectors are unnaturally 
  perceptive and have an innate psychic ability to 
  predict a creature’s death. Often, this unusual psychic 
  ability is the first indication that a child may grow up 
  to become a Soul Collector.
  By succeeding at a DC 15 Wisdom check as a free 
  action at the beginning of each round, the Soul 
  Collector gains an awareness of all living creatures 
  nearby. The Soul Collector can sense the presence of 
  all living beings within 30 ft, as well as their general 
  level of health: healthy (more than half Hit Points 
  remaining) wounded (less than half Hit Points), dying, 
  or diseased. She also instinctively knows if a creature 
  is pregnant or ovulating, and can sense the presence 
  of undead. In addition, the Soul Collector can actually 
  the view a creature’s soul as it leaves a dying body; 
  most Soul Collectors say that human souls resemble 
  swarms of butterflies sculpted in from luminous, 
  multicolored energy.  
  The Soul Collector cannot pinpoint the location of 
  the creatures with this ability. However, she can 
  instinctively use this ability as a crude radar to seek 
  out invisible enemies or when fighting blind. When 
  fighting a living or undead creature blind, the Soul 
  Collector only suffers a 30% miss chance. The miss 
  chance when fighting a nonliving, non undead creature 
  (such as a robot) is calculated normally.
  Soul Symbiosis (SU): As the soul exits the body of 
  a dying creature, the Soul Collector draws in that 
  being’s final breath, inhaling the luminous vapor of 
  their soul. For a brief time, the Soul Collector can 
  draw upon that soul’s wisdom and memories, until 
  it eventually fades from the mortal world towards 
  whatever lies beyond. 
  By performing a coup de grace on any dying creature 
  with an Intelligence score of at least 5, the Soul 
  Collector can trap that creature’s soul. The dead soul 
  remains bound to the Soul Collector for a number of 
  days equal to the dead creature’s Charisma modifier 
  (minimum one day). During this time, the Soul 
  Collector can draw upon the creature’s experiences. 
  The Soul Collector can attempt a DC 15 Intelligence 
  check as a full round action to remember some fact 
  about the creature’s life, and receives a +1 holy bonus 
  on any skills that the dead soul possessed 8 or more 
  ranks in. The Soul Collector can speak and read any 
  languages the dead creature knew in life. 
  If the dying creature is unwilling to remain on this 
  plane, or become part of the Soul Collector, even 
  temporarily, it can attempt a Will Save (DC 10 + 
  the Soul Collector’s Charisma modifier) to resist 
  the symbiosis. Success indicates the creature dies 
  normally, and its soul vanishes from this plane. 
  Regardless of the success of the check, the soul’s 
  communion with the Soul Collector is temporary, 
  
  lasting a few days at most. If the slain creature is 
  raised or resurrected during this period, the Soul 
  Collector can voluntarily return the soul to its body. If 
  this happens, the slain creature returns to life without 
  suffering experience or Constitution loss. 
  While the Soul Collector has established a symbiotic 
  bond with any dead soul, her senses are sharpened and 
  she becomes more attuned to the world. While sharing 
  a Soul Symbiosis, the Soul Collector gains lowlight 
  vision out to 60 ft. The Soul Collector can establish a 
  bond with only a single dead soul at a time. 
  Touch of Murder (SU): Experienced Soul Collectors 
  can end the life of an otherwise healthy creature 
  with a touch, severing the bonds between flesh and 
  spirit. Once per day, the Soul Collector can charge 
  her hands or any light melee weapon she is holding 
  with negative energy, which remains in effect for 1 
  round. By making a touch attack within one round, 
  the Soul Collector can inflict a death effect on any 
  creature with up to twice as many Hit Dice as the Soul 
  Collector’s total character level. 
  The targeted creature receives a Fortitude save (DC 
  12 + the Soul Collector’s Charisma modifier) in order 
  to resist the Soul Collector’s touch of murder, and is 
  killed instantly on a failed save. Even if the victim 
  successfully saves, she still suffers 1d4 points of 
  damage per the Soul Collector’s class level (minimum 
  10d4) and may well die from those injuries. The Soul 
  Collector can use this ability twice per day at 7th 
  level and three times daily at 10th level. When this 
  class ability is used by an evil Soul Collector, it is 
  an agonizing end for the victim, but when used by a 
  good or neutral Soul Collector, the victim’s death is 
  painless. 
  Quiet the Dead (SU): A fourth level Soul Collector 
  can return unquiet spirits to their rest. A Soul Collector 
  can turn undead as an Acolyte three levels lower than 
  their actual level. Thus a 4th level Soul Collector can 
  turn undead as a 1st level Acolyte, and a 10th level 
  Soul Collector turns undead as if she were a 7th level 
  Acolyte. When turning undead the Soul Collector 
  follows the rules found in chapter nine of the D20 
  Modern campaign setting. 
  Unbreathing (SU): The Soul Collector eventually 
  realizes that the biological processes that give her 
  life are unnecessary, and simply ceases to perform 
  them. Most Soul Collectors consider it a great relief 
  not to have to breathe anymore, finally realizing what 
  an effort it had been. The Soul Collector no longer 
  breathes or has a detectable heartbeat. As such, she 
  becomes immune to drowning, inhalation poisons and 
  suffocation, and receives a +8 holy bonus on Fortitude 
  saves made to resist all other poisons and disease. 
  Observers may attempt a DC 22 Spot check to realize 
  that the Soul Collector no longer breathes normally, 
  instantly marking her as a supernatural creature. 
  Though the Soul Collector has no need to breathe, she 
  cannot speak normally in vacuum or underwater. 
   Life & Death Feats: 
  The following new feats were designed with the 
  Soul Collector in mind, but offer new role-playing 
  challenges and unique supernatural abilities to any 
  character that shares an intimate connection to the 
  dead. Some of these feats represent the specialized 
  training in death investigation and are suitable for any 
  modern day investigatory campaign, but others grant 
  minor supernatural powers and would be out of place 
  in realistic settings. 
  Benevolent Haunting (General SU) 
  You are sometimes accompanied by a ghostly advisor, 
  an unseen but familiar guardian angel that offers 
  wisdom and courage. Your ghostly companion may 
  be a lost loved one or fallen comrade, or may just 
  be a like minded soul that wishes to aid you for its 
  own reasons. Other characters cannot see the ghost, 
  though a character with this feat may catch occasional 
  glimpses of their benefactor. Ghosts created with this 
  feat cannot be turned or dispelled. 
  Prerequisite: Charisma 15+
  Benefit: You have attracted the attentions of a helpful 
  wraith that can occasionally affect the living world 
  on your behalf. By spending an action point, you can 
  call your ghostly comrade into existence for up to 1 
  minute per point of your Charisma modifier (minimum 
  one minute). During this time, the comforting presence 
  of your guardian spirit grants you a +2 holy bonus on 
  Will and Reflex saves, and a +1 holy bonus on Search 
  checks and any two Knowledge checks of choice 
  (selected when this feat is first chosen). 
  
  Combat Medic (General) 
  Thanks to your military training, you are able to 
  perform surgery quickly and under horrific battlefield 
  conditions. 
  Prerequisites: Treat Injury 4 ranks, Surgery 
  Benefit: You can perform surgery with only a First 
  Aid kit, though you take a –2 penalty on the Treat 
  Injury check. In addition, you may halve the time it 
  takes to perform surgery (minimum 30 minutes). 
  Normal: Performing surgery requires at least 1d4 
  hours and requires a surgery kit.  
  Compassionate (General)
  You are a natural healer, with an instinctive grasp of 
  your patient’s needs. 
  Benefit: You receive a +2 bonus on Sense Motive and 
  Treat Injury checks. 
  Forensic Pathologist (General) 
  You have received special training in death 
  investigation, and through careful study can determine 
  how a given person died. Your expert testimony is 
  widely respected in court. 
  Prerequisites: Investigate 8 ranks, Knowledge: 
  behavioral science 4 ranks, Knowledge: earth & life 
  sciences 8 ranks 
  Benefit: You make a DC 10 Investigate check as a 
  full round action to determine the general manner of a 
  person’s cause of death. For example, you could tell if 
  a person died of disease or natural causes, was killed 
  with a specific type of weapon, died of suffocation 
  or some environmental condition, or died as a result 
  of a poison or spell with only a cursory investigation. 
  However, the specifics of the creature’s cause of death 
  would have to be determined by a full autopsy. 
  You can perform an autopsy on a creature (a surgical 
  procedure requiring a well equipped pathology lab, 
  which requires 1d6 hours). By performing the autopsy, 
  you receive a +8 circumstance bonus on all Investigate 
  checks made to determine the creature’s killer and 
  a +2 competence bonus on Bluff, Diplomacy and 
  Profession (lawyer) checks made to convict the killer 
  in a court of law. 
  Helpful Poltergeist (General SU) 
  Your ghostly companion can affect the physical world. 
  Prerequisite: Benevolent Haunting
  Benefit: At will, thanks to the assistance of your 
  ghostly companion, you can cast mage hand as a first 
  level spell caster. This minor supernatural affect does 
  not require the character to expend an action point. 
  Healing Presence (General SU) 
  Your mere presence helps creatures overcome injury 
  and recover their strength. 
  Prerequisites: Wisdom 13+, any good allegiance / 
  alignment
  Benefit: All dying creatures within 60 ft of you 
  are automatically considered stabilized. This feat’s 
  benefit applies both towards enemy creatures and 
  allies. In addition, if you spend 8 hours within 60 ft 
  of a wounded creature, it regains an additional 1 Hit 
  Points. 
  Mortician (General) 
  You make a living preparing the dead for burial, and 
  have a keen understanding of funeral rituals and the 
  legalities of disposing of the dead. 
  Prerequisites: Profession: mortician, embalmer, 
  clergy or similar occupation 4 ranks 
  Benefit: You receive a +2 bonus on Profession 
  (mortician) or similar checks, as well as a +2 bonus 
  on Diplomacy checks made to comfort the grieving 
  and a +2 bonus on Knowledge: religion & theology 
  checks made with regard to funeral rites. Your long 
  exposure to corpses and decay grants you a +2 bonus 
  on Fortitude saves made to resist nausea. 
  Reincarnate (General SU) 
  You have vague memories of lives before this one, and 
  a deep and abiding faith in the immortality of the soul. 
  Prerequisites: Wisdom 13+
  Benefit:  A number of times per day equal to your 
  Wisdom modifier (minimum once per day), you can 
  call upon your memories of your past lives to aid 
  in current situations. As a full round action which 
  provokes attacks of opportunity, you can allow a 
  previous incarnation to come to the fore in your mind. 
  Your personality may alter dramatically, and you 
  might speak with a distinct accent or manifest minor 
  physical changes, though your alignment / allegiances 
  are fundamentally unchanged. Your past incarnation 
  
  can remain in control for a number of minutes equal to 
  your Wisdom modifier (minimum one minute). 
  During this time, you may choose to apply any two 
  of the following benefits. You may instead choose 
  the same bonus twice; the effects stack. These 
  benefits define the memories and abilities of your 
  past incarnation, and a new selection of benefits can 
  be chosen each time this feat is activated. In game 
  terms, each time you activate this feat, you call upon a 
  different spiritual ancestor. 
   •  +2 bonus on any two Knowledge skills of choice
   • +2 bonus on any other skill of choice 
   • +1 bonus on attack and damage rolls 
   • +1 bonus on one save of choice 
   • +1 dodge bonus to Defense 
   • Familiarity with a chosen weapon
   • Ability to speak, read and write a chosen language 
   • Ability to cast a 0 level arcane or divine spell once 
  Special: You may select this feat multiple times. Each 
  time you do, you may select an additional benefit. 
  Thus if you choose this feat twice, you can manifest 
  up to three benefits simultaneously. 
  Written by Chris A. Field
  Illustration by Anthony Cournoyer
  Game mechanics released as Open Gaming 
  Content.
  
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  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich 
  Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, 
  John D. Rateliff, Thomas Reid, James Wyatt, based on original material 
  by E. Gary Gygax and Dave Arneson. 
  Modern System Reference Document Copyright 2002-2004, Wizards 
  of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, 
  Rodney Thompson, and JD Wiker,  based on material by Jonathan 
  Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, 
  Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Soul Collector, Copyright 2006, Louis Porter Jr. Design, Inc.
  Witchhunter, Copyright 2006, Louis Porter Jr. Design, Inc.
  OPEN GAME LICENSE VERSION 1.0A
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Party/d20 Modern/Devils Workshop/Prototype - Soul Collector.pdf