-Ich denke, Soulsip wurde bewußt weggelassen.
-Die DR hätte ich auf genau den selben Wert gestuft.
-kein Mund/Keine Augen....da sollte er neben Soulsight über Telepathy-Fähigkeit verfügen.
-SR 10+ HD ist ok
-CR auf 23 erhöhen.
Vielleicht kannst du ihn ja auch mit einigen unten aufgeführten Fähigkeiten ausstatten (anstatt mehr Spelllike), die mit einer 3.0 nach 3.5 Konvertierung nix zu tun haben, aber ganz gut zur positive energy plane passen.
Positive Energy: A Soulscaper slam attacks deal blasts of positive energy in addition to its slam damage. Against undead foes, they deal damage as normal. Against living creatures, they are instead converted into temporary hit points, which can reduce the amount of damage taken from the slam or even increase the target's hit points. This may seem useful at first, but can turn deadly. A living creature must succeed on a DC31 Fortitude save each round their temporary hit points exceed their normal hit point total. Failing the saving throw results in the creature exploding in a riot of energy, killing it.
Anmerkung: Deswegen
sollte man den Schaden der Slam Attack auf z.b. 4d6 erhöhen Positive Energy Surge: As a full-round action, a Soulscaper can release a surge of positive energy. This deals 4d8+12 points of positive energy to all creatures, living or undead, in a 20-foot radius centered on the Soulscaper, as per the rules for Positive Energy above.
Radiant Aura: The very air around a soulscaper is alight with energy, which can be too much for mortal eyes and hearts. Any living creature who sees a soulscaper must make a DC31 Fortitude save to avoid being blinded for 1 round per HD of the energon. Any creature within 5 feet of a soulscaper takes 4d6 positive energy damage each round, as per the rules for Positive Energy above. The save DC for the blindness effect is Charisma-based.
greetz Jilo