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View Full Version : 3.5 base class; the Dominus Vitae



Gnomes2169
2013-02-09, 01:12 AM
It's that special time of month where I decide that I should put my masochistic tendencies on display again and build another homebrew class. :smallbiggrin: For those of you that are wondering, yes the name is Latin for "Master of Life." Yes, I am taking suggestions for better names, but one must admit that it sounds ****** in that beautiful, ironically dead language. :smalltongue:

Name: Dominus Vitae
Role: This class is one that bends life force, using it mainly as a weapon but also as a way to survive the nastiest attacks. This class can be a solo survivalist, an initiator or party support, depending on how you decide to build it.
Background infos: Benders of the force of life itself, the Vita Domini can be lethal combatants or revered healers. Their magic requires years of concentration and study, almost as long as one would study the arcane magics in most cases, and not only comes at a cost to their body but has a much more limited use. In exchange, the energy it uses is so foreign there is little that can actually resist it. Their lives tend to be shorter than most, and many Vita Dominus die before they can fully master their true potential. But if they reach that level, then they finally realize the true dream of any mortal being... they escape the cold ravages of time and become immortal, finally realizing how to make energy and life out of nothing.
As Adventurers: Older and slightly more cautious than your normal fighter, the Vita Dominus is often acting to improve his or her own body, to the point where they no longer have to fear death. They tend to see allies as a way to succeed in this goal, though their purposes and treatment of them are their own.
Characteristics: A half-caster class that specializes in breaking through enemy resistances, the Dominus Vitae has a bevy of extraordinary abilities and spells to aid it in combat. Out of combat, this class functions as a medic or acrobatic survivalist, which its class skills reflect.
Alignment: Generally some kind of good or neutral, this class tends to view life with respect or at least as a divine right granted to all peoples. Evil Vitae are not non-existant, though, as there is always that potential and will to abuse power with anything that is used.
Religion: Mostly serving whatever deity of life exists in a campaign, they are reverent and loyal to the god they choose. Some worship gods of knowledge or power, however, and a few might worship a god of war.
Races: Anything that lives can be a Dominus Vitae, though races that excel in wisdom or constitution tend to fair the best. There is a variant of this class where instead of positive (life) energy, you use negative (death/ undead) energy, and this variant can allow undead or creatures that normally are restricted from this class to chose it.
Other classes: This class has not set problems or preferences towards other classes, though they tend to at least get along with mages due to the amounts of study they both put into their respective fields.
Prime Attributes: Holy version 2 reference Batman! The most important stats for this class are Constitution and Wisdom, as both are integral to their ability to use and empower their abilities. Wisdom and Dexterity are the two stats that add the most to their class skills, and their lack of medium or heavy armor makes Dexterity a rather important stat for them.

Alignment: Any, preference to good or neutrality.
HD: d10
Starting gold: As a cleric
Starting age: (DM discretion) as a Mage or Cleric
Multiclassing: This class may be multiclassed at any time, and can be returned to with no penalty.
Prestige classes: I'll be making some, for the lulz.

{table=head]Level | BAB | Con | Ref | Will | Abilities | Spells per day | lvl 0 | lvl 1 | lvl 2 | lvl 3 | lvl 4 | lvl 5 | lvl 6
1 | +0 | +2 | +2 | +2 | Life burn, Acceleration | | 2 | -- | -- | -- | -- | -- | --
2 | +1 | +3 | +3 | +3 | Storage rune, Replenish, Detect life | | 3 | -- | -- | -- | -- | -- | --
3 | +2 | +3 | +3 | +3 | Meditate | | 3 | 1 | -- | -- | -- | -- | --
4 | +3 | +4 | +4 | +4 | | | 4 | 1 | -- | -- | -- | -- | --
5 | +3 | +4 | +4 | +4 | Damage tapestry | | 4 | 2 | -- | -- | -- | -- | --
6 | +4 | +5 | +5 | +5 | Life rune, Lifesight | | 4 | 2 | 1 | -- | -- | -- | --
7 | +5 | +5 | +5 | +5 | Bond | | 4 | 3 | 1 | -- | -- | -- | --
8 | +6/ +1 | +6 | +6 | +6 | | | 4 | 3 | 2 | -- | -- | -- | --
9 | +6/ +1 |+6 | +6 | +6 | Self Replenishment | | 4 | 4 | 2 | 1 | -- | -- | --
10 | +7/ +2 | +7 | +7 | +7 | Overcharge | | 4 | 4 | 3 | 1 | -- | -- | --
11 | +8/ +3 | +7 | +7 | +7 | Life Armor | | 4 | 4 | 3 | 2 | -- | -- | --
12 | +9/ +4 | +8 | +8 | +8 | Life Blade | | 4 | 4 | 4 | 2 | 1 | -- | --
13 | +9/ +4 | +8 | +8 | +8 | | | 4 | 4 | 4 | 3 | 1 | -- | -- |
14 | +10/ +5 | +9 | +9 | +9 | | | 4 | 4 | 4 | 3 | 2 | -- | -- |
15 | +11/ +6/ +1 | +9 | +9 | +9 | Bottomless reserves | | 4 | 4 | 4 | 4 | 2 | 1 | --
16 | +12/ +7/ +2 | +10 | +10 | +10 | | | 4 | 4 | 4 | 4 | 3 | 1 | --
17 | +12/ +7/ +2 | +10 | +10 | +10 | | | 4 | 4 | 4 | 4 | 3 | 2 | --
18 | +13/ +8/ +3 | +11 | +11 | +11 | | | 4 | 4 | 4 | 4 | 4 | 2 | 1
19 | +14/ +9/ +4 | +11 | +11 | +11 | Paragon of Life | | 4 | 4 | 4 | 4 | 4 | 3 | 1
20 | +15/ +10/ +5 | +12 | +12 | +12 | Immortal, Second chance, Detonate | | 4 | 4 | 4 | 4 | 4 | 3 | 2[/table]

Skill points: (4+int mod)*4 at level 1, 6+int mod every other level
Class skills: Balance (dex), Concentration (con), Heal (wis), Hide (dex), Knowledge; Nature (int), Knowledge; Religion (int), Listen (wis), Move silently (dex), Search (int), Sense Motive (wis), Spellcraft (int), Spot (wis), Survival (dex), Swim (str), Tumble (dex).

Like other spellcasters, an Dominus Vitae can cast only a certain number of spells of each level per day. Her base daily allotment is given in the table above. Unlike other divine spellcasters, she does not gain bonus spells based on her Wisdom mod. She must choose and prepare her spells ahead of time by getting a good night's sleep and then spending 1 hour studying his prayerbook. The archivist decides which spells to prepare while studying.

Class features

Armor and weapons proficiency: The Dominus Vitae is proficient with simple weapons and light armor.

Prayer book: A Vitae Dominus casts divine spells, drawn primarily from the cleric spell list. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, a Dominus Vitae must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell level + the Dominus Vitae's Wis modifier.

Unlike a cleric, a Dominus Vitae does not learn new spells from whatever deity or cosmic force she worships. Rather, she must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. She cannot prepare any spell not recorded in his prayerbook.

A Vitae Dominus begins play with a prayerbook containing all 0-level cleric spells plus three 1st-level cleric spells of the player's choice. At each new class level, the Vitae gains two new cleric spells for her prayerbook; these can be of any spell level or levels that she can cast (based on his new Dominus Vitae level). At any time, a Vitae can also add spells found on scrolls containing divine spells to her prayerbook, but she must make any rolls and spend the time required (see Adding Spells to a Wizard's Spellbook on page 178 of the Player's Handbook).

The Dominus Vitae starts with a focus in Positive magic, no matter their deity's actual alignment. If going with a negative magic variant of this class, then the focus is in negative magics. This focus works the same as a Wizard's school specialization, adding 1 to DCs of positive magic and allowing the Dominus Vitae the ability to prepare an extra positive magic spell at each spell level.

Lifeforce blast (sp): (To be moved to the spell list and reworded) Channeling a small portion of her life force, the Vita Dominus launches a wave of destructive energy as a standard action. This energy breaks down anything that it comes in contact with, dealing 1d4+1 damage for each level of the Vita Dominus over a 5"x30" line extending from her, or this ability deals the same damage to a single target within 200". Roll damage once for all creatures affected. All affected creatures are allowed to make a reflex save (DC 10+ 1/2 Vita Dominus levels + Wisdom Modifier) to take half damage. Using this ability deals 3 damage to the Vita, and she may increase the damage by another 1d4+1 by spending 2 more life. This ability ignores spell resistance and deals positive energy damage, piercing any DR that does not specify that it blocks positive energy (This rule holds true for all other Spell like and Extraordinary abilities that deal positive energy damage).

Life Burn (ex): Any enemy damaged by a spell that deals Positive Energy as damage must make a Fortitude save (DC 10 + 1/2 Vita Dominus Level + Vita Dominus's Wisdom Modifier) or be inflicted by "Life Burn," Taking 1 point/ 3 levels of untyped lethal damage at the beginning of its turn, and it receives a -1 penalty to its saves against the Vita Dominus's spells. This ability lasts for five turns and does not stack, though it can be reapplied by future positive energy damage.

Acceleration (ex): Using her life to improve her body for even a short time, the Vita Dominus may sacrifice 2 points of health as a free action once per round to add an insight bonus equal to her wisdom modifier to her to hit, damage and dexterity and strength based skill rolls. She also gains an increase to her movement speed equal to 5x 1/2 of her wisdom mod. This insight bonus lasts for one round.

Storage rune (ex): At level 2 the Vita Dominus creates a small rune structure somewhere on her body of any shape or style they want. She can then store a small pool of life force within this marking. Up to (Con modifier (min 1) x Vita Dominus level) points can be stored in this marking. This pool of extra life can be used to fuel her abilities. The Vita Dominus can add energy to this rune by sacrificing 1 hp for 2 points in the pool, but can only do so outside of combat. This rune grows as it becomes stronger and gives off a dim glow as long as there is at least 1 point of energy in it.

At this level, she may also cast any positive energy spells she has prepared in her spell list using life force instead of its spell slot. Spells cast in this way cost (Spell level x 4)-2 health, and may not target the Dominus Vitae herself. Level 0 spells can be cast for 1 hp.

Replenish (ex): As a swift action the Dominus Vitae may use the life force she has in her rune to heal her bodily wounds, healing 1 hp for every 2 points spent.

Detect Life (ex): At level 2 the Dominus Vitae gains the ability to detect life similarly to the Detect Evil spell. At will, she can detect if there are any living creatures around her. The amount of life revealed in this way and the information gleaned depends on how long the Dominus Vitae detects life.

1st round: You know that life is in the area. Living objects and creatures under the effect of the spell Flesh to Stone will count for the purpose of this detection.

2nd round: The number of living beings and objects is learned.

3rd round: The remaining health of creatures revealed can be estimated. For specific levels, see the table below.

{table=head]State | Health remaining
Uninjured | 100%
Scratched | 90-80%
Slightly injured |80-70%
Bleeding | 70-60%
Battered | 60-50%
Injured | 50-40%
Bloodied | 40-30%
Crippled | 30-20%
Near-Death | 20-10%
Dead | 0%[/table]

Meditate (ex): Instead of sleeping or using a normal restful state the Dominus Vitae now meditates, entering a trance like state where she gains heightened production of life force and far greater awareness of life around her. While meditating she may replenish 15 + Con mod (minimum of 1) points of health per hour, either in her pool or her actual body, and gains an additional +5 to her spot checks against living creatures. If she meditates for 8 hours before she exits this state, the Vitae will be fully rested as if she had been sleeping for the same amount of time.

Life Spike (sp): (To be moved to the spell list and reworded) As a standard action the Vita Dominus targets a creature within 60" of her that is near a solid surface and fires a lance of energy at it. If the creature fails their reflex save (DC 10 + 1/2 level + Wis mod) then they become pinned to the spot for 1 round/ 3 Vita Dominus levels and takes 3d8+3 positive energy damage. This attack costs 6 hp to use and can have its save DC increased by 1 if 3 more health is spent.

Damage Tapestry (ex): When the Dominus Vitae damages a living creature with a positive energy spell the creature damaged has the very fabric of its life loosened, making them more vulnerable to further attacks made by her. After being damaged by a positive energy attack made by the Vitae, the creature receives a further -1 to its saves against her future positive energy attacks (bringing the total to -2 when combined with Life Burn). Spells cast against this creature will also count as if they were cast by a Dominus Vitae of one level higher. This ability lasts for 5 turns and does not stack, though it can be reapplied by future positive energy damage.

Life Rune (ex): ((Being a bit rewritten))

Life sight (ex): The Dominus Vitae gains the effects of the spell Death Watch permanently.

Manifest platform (sp): (To be moved to the spell list and reworded) For 2 health the Vita Dominus creates a platform of life force below her feet. This platform is a shape that takes up an area just large enough for her to stand on it steadily, is only substantial to the Vita Dominus and can only be seen by her or someone with True Sight. This platform lasts up to 1 round/ 3 levels. This ability allows the Vita to move diagonally up or down at a 45* angle with 1/2 of her normal speed and must be paid for with 2 health every 10" moved. She may move in a straight line at her normal speed. This platform may be manifested as a swift action during another creature's turn, and gives the Vita Dominus a solid surface to land on if she is falling. During her turn, the Vita Dominus uses this ability as a free action.

Bond (ex): Linking her life force with the life force of a willing recipient, the Dominus Vitae creates a meta-physical bond permanently with the person. This link allows them both to be considered touching the partner of this bond at any time, and allows them to use abilities that require contact over any distance. The Vitae may also target the person she has bonded with her Infuse ability. This bond cannot be broken until one partner or the other dies and allows both of them to know the general direction of their partner. This link cannot, under any circumstances, be used to harm either partner. When one bound creature or the other dies, the other will be sickened and get a -2 to all of their attributes, actions and skills for the next week. Only one person may be bound at any time.

Self Replenishment (ex): The rune marking on the Dominus Vitae has been filled with life force for so long that it begins to generate it when emptied. Once a day for 10 rounds, starting when energy from the secondary pool is used, the Rune will regenerate 4 points into the Vitae's secondary life pool at the beginning of her turn. This ability cannot charge more health than her maximum pool would allow, and any overlap life force dissipates completely, becoming completely wasted.

Overload (sp): (To be moved to the spell list and reworded) After making a successful touch attack against an opponent the Vita Dominus may make an attack that shoves life force into the enemy, damaging their nervous system, more exactly their eyes and ears. If they fail a Fortitude save (DC 10 + 1/2 level + Wis mod) then they are dealt 6d8+6 positive energy damage and are blinded and deafened until healed. This ability costs 15 hp to use and deals an extra 2d8+2 damage if another 4 points of health are spent. The DC can also be increased by 1 if you spend 3 hp.

Overcharge (ex): At this level, the Vitae gains the ability to empower the spells they cast at the cost of their health. The bonuses gained can be to damage, area of effect or DC saves. All of the effects may be added to, if applicable, but must be paid for separately.

Costs of each increase
Charge power: You may add extra damage or healing to one spell as if they were one level higher. Each effective level added increases the cost to cast a spell by 1/4 of the original spell cost rounded up, minimum of 2. (Ex: The Vitae casts the first level spell Lifeforce Blast. She spends 4 extra life to increase the spell's damage by two levels, giving the spell an additional 2d4+2 damage bonus.)

Charge penetration: Only applicable to spells with a DC save. The DC of a spell may be increased by 1 if the Vitae spends an extra 1/3 of the life cost rounded up, minimum of 3. (Ex: The Vitae casts the first level spell Lifeforce Blast. She then spends 6 points of health to increase the DC by 2.)

Charge area: Only applicable to spells with an area of effect. At the cost of 1/3 of the spell's base cost (rounded up, minimum of 5), the radius of spells with an area of effect is increased by 5.' (Ex: The Vitae casts the first level spell Lifeforce Blast. She spends 5 life to increase the area of effect by 5', bringing the total area affected to 10'x35'.

Life armor (ex): For every 15 reserve points that are stored within her storage rune the Vitae's AC gains a +1 deflection bonus. As long as there are 10 points remaining in the pool, she also gains 5 points of energy resistance against fire, acid, sonic, cold, force, positive and negative energy attacks.

Life Blade (ex): Shaping her life force into the form of a physical blade, the Dominus Vitae gains the ability to manifest a weapon as a free action. This weapon counts as a +3 slashing one handed sword that deals 2d6 positive energy damage each hit, has a critical range of 19-20, a multiplier of x2 and can have up to an effect bonus of up to the value of a +3 enchantment on it. The Vitae may have up to 2 blades manifested once.

At level 16, the bonus and enchantment value increases to +4. At level 20 this value is capped at +5.

Each blade costs 10 health to manifest, and 2 health each round to maintain.

Break step (sp): (To be moved to the spell list and reworded) Using her life force to punch a small "crack" in the universe, the Vita Dominus may make a move action that functions as the spell "Dimension Door" instead of moving normally. She may teleport to an area as long as she can see her end destination, may move from one side of a wall to the other, may change her elevation or she can teleport to stand adjacent to a person she is bound to. If a small or medium creature is standing in the space she would end in they are allowed a saving throw (DC 10 + 1/2 level + Wisdom modifier) to not be shifted to the Vita's starting location (alternately, a creature aware of what is happening can just choose to bypass this save). On a successful save, both the Vita Dominus and the creature she was attempting to switch with are knocked prone and rendered helpless, being dealt 10d10+10 damage in the process as the universe shifts their matter from occupying the same space. Under DM discretion, this can cause one or both creatures to lose a limb due to it becoming fused to the creature they were temporarily part of. This ability costs 25 hp to use.

Life chain (sp): (To be moved to the spell list and reworded) Creating links of pure life energy, the Vita Dominus can trap a target creature by snagging them with any part of this chain. This chain grabs onto their life force, binding almost completely to it for 1 round/ 2 levels. This ability, if it latches onto a target, acts as the spells "Dimensional anchor" and "Hold person" simultaneously, has a hardness of 8 and a durability of 6. The save is reflex based (10 + 1/2 level + Wisdom modifier) to avoid all effects. This ability cannot be used on a creature of 2 size categories* or 5 HD higher than the Vita Dominus. This ability costs 15 hp, and can increase its DC by 2 and the level or size category it can effect by 1 for an extra 5 hp.

*So a Small Vita Dominus could not use Life Chain on a Large (or larger) creature, a medium creature cannot chain a huge or larger, etc.

Body Double (sp): (To be moved to the spell list and reworded) Spending all of the energy remaining in her rune, the Vita Dominus creates a clone of itself with the exact equipment currently on her. This clone's health is equal to the amount of health that had been stored within the rune, though it has no "real" hit points (so its health pool counts as a reserve pool, meaning that all of its health counts towards abilities that deal with its health pool), and it can use any active abilities and spells that she has access to/ memorized. When it runs out of health, the Body Double will fall apart, melting away in the wind and leaving no trace behind to prove that it had existed beyond residual traces of positive energy. This clone lasts for 1 min/ level and may be re-absorbed by coming in contact with the Vita Dominus as a free action, recharging her reserves by half of the energy remaining.

While the Body Double exists the Vita Dominus cannot recharge her reserve pool and it cannot be recharged by her Self Replenishment ability until the clone no longer exists. She can still move and act, though. Creating this clone counts as a standard action. The clone has the same initiative as its creator, acts simultaneously with her and cannot be told from the original without a successful spot check (DC 25 + 1/2 level + Wisdom Modifier).

Unravel (sp): (To be moved to the spell list and reworded) Targeting any 20"x20" area within 60" of the Vita Dominus containing creatures currently under the influence of "Damage Tapestry" can be targeted by this ability. Creatures in this area feel a sudden tugging on their already loosened pattern of life as the Vita Dominus grabs the loosened strands of this pattern and pulls, dealing an extra 10d10+15 damage to all creatures in this area who fail their fortitude saves (DC 10 + 1/2 level + Wisdom modifier). A successful save lowers this damage by half. Enemies killed by this ability cannot be animated via the "animate dead" spell and have their maximum health reduced to 0 unless a resurrection, miracle or wish spell is used to bring them back to life.

This ability can also be used against enemies that are not under the effects of "Damage Tapestry," who have a better save against the damage (DC 7 + 1/2 level + Wisdom modifier) and who can negate its effects completely if they successfully make the save.

This ability is a standard action and costs 25 hp to use.

Overwhelm (ex): All of the Vita Dominus's spell like abilities use Life Force in such large amounts that it is nearly impossible for any conventional or magical means to block them. All spell like abilities penetrate 50% of any positive energy resistance or immunity a target may possess as long as the Vita Dominus spends an extra 6 hp when the ability is activated.

Separately, this ability also grants the Vita Dominus a +2 to its checks when penetrating the spell resistance of a creature or when defeating an anti-magic field's effect, but only when using an ability or spell that deals with positive energy.

Restoration (sp): (To be moved to the spell list and reworded) The Vita Dominus gains the ability to use what is basically the spell "Greater restoration" on a target that she can touch as a standard action. This spell like ability restores lost levels, stat damage and lost limbs or senses in an instant while also infusing them with life force, healing up to 6d8+2 lethal damage. This ability costs 30 hp, and can heal another 2d8 for every 3 health spent to empower it.

Bottomless reserves (ex): The amount of health that can be stored within the Vita Dominus's energy reserves is increased to Constitution modifier x level x 1.5, allowing you to have far more points stored away. This ability also increases the duration of the Self Replenishment effect to 15 rounds.

Force Field (sp): (To be moved to the spell list and reworded) As a full round action that prompts attacks of opportunity, the Vita Dominus creates a 15'x15' bubble centered around itself. This bubble appears to be made out of a thin film of crackling white energy that stops at any solid surface (the ground, walls, etc), and it stops all spells, physical objects or incorporeal/ insubstantial beings from interacting with those inside of the field or passing through. This barrier can be broken and has a hardness of 12 with 10 hp. Creation of the Force Field costs 40 HP, and maintaining it costs 1 hp for every point of health the barrier has left. And damage can be healed by spending 4 hp for every point being repaired.

While maintaining this barrier the Vita Dominus may not use any other spell like abilities and must concentrate absolutely. Extraordinary abilities may still be used, however.

Starfall (sp): (To be moved to the spell list and reworded) Targeting up to 15 creatures within a 60"x60" area in the Vita Dominus's line of sight, this class may rain bolts of life force upon her foes. This ability deals 1d4+1 positive energy damage/ level to all creatures targeted (reflex save for half, DC 10 + 1/2 level + Wisdom Modifier). This ability costs 45 hp to use, and can increase its damage by 1d4+1 and DC difficulty by 1 for every 6 hp she spends to add extra power to this ability. This ability is a full round action, and prompts attacks of opportunity.

Nova (sp): (To be moved to the spell list and reworded) The Vita Dominus can now release a destructive ring of damage from her body, hitting all creatures within a 50"x50" area of herself for 1d10+3 positive energy damage/ 2 levels. Reflex save (DC 10 + 1/2 level + Wisdom modifier) for half damage. This ability costs 45 hp. The DC can be increased by 1 at the cost of 4 health. Using this ability counts as a full round action.

Resurrection (true) (sp): (To be moved to the spell list and reworded) The Vita Dominus gains the ability to revive a fallen comrade, bringing them back to life at full health with no negative effects and ready to adventure immediately. The massive amounts of life force used to perform this effect, though, is nothing to sneeze at. This ability costs 120 hp to use and exhausts the Vita Dominus giving it a -2 to its actions until it rests.

Paragon of Life (ex): Gaining such mastery over life that she is almost demi-god like, the Vitus Dominus becomes an endless font of positive energy. She becomes immune to spells or abilities that rely on negative energy (Power word kill, finger of death, symbol-death, vampiric touch, doom, etc), counts as 1 level higher when using any spell or ability that uses positive energy and generates an extra 4 reserve hp per round with her Self Replenishment ability (bringing the total to 8 reserve hp per round for 15 rounds). She may also stand on the positive energy plane without penalty or risk of detonation.

Immortal (ex): The Vita Domius reaches its ultimate goal and transcends the barriers between life and death, becoming absolutely immune to the ravages of time. She no longer has a maximum age, cannot be aged by any means and may reverse her age to that an age category one stage lower upon gaining this ability. She gains DR 10/ opposite alignment*, as her body no longer is influenced by the "conventional" mechanics of the world. She gains the creature sub-type "Aberration," and all perks and disadvantages associated with it.

*For the purposes of alignment, good and evil trump law and chaos. For TN Vitae, both Chaos and Order aligned weapons penetrate this resistance.

Second Chance (ex): Once per week, if the Vita Dominus would take enough damage to die or would have her body destroyed by an attack or spell, she may instead use all of the remaining energy being held by her to be reborn. Her original body crumbles to ash and her new one comes back with full health. The life she has in her storage rune is drained as if he had just used the "Replenish" ability to restore her health.She cannot use the Self Replenishment ability until after she rests.

Detonate (sp): After making a successful touch attack against an enemy the Dominus Vitae can concentrate and attempt to make the lifeforce in an enemy go critical, destroying it in an eruption positive enrgy. A fortitude save is allowed. If failed, the creature is eradicated beyond resurrection and can only be brought back by the spell Wish, while all creatures within a 40"x40" area around this exploding creature (besides the Vitae) are dealt 1d10+1 positive energy damage per HD of the creature destroyed. If the target succeeds with their save, they are still dealt 15d8+level damage. If this would kill them, their body dissolves into nothing and they can only be resurrected through a wish spell. This ability costs 30 hp to use and can have its DC increased by 1 for every 10 extra hp used upon being applied.

bobthe6th
2013-02-24, 05:15 PM
ye gods is this class text bloated.
first of all, a lot of these should be invocations or anything besides class abilaties. They take up to much space, and as we learned from the monk DMs fear things with multiple abilities at every level.

Even a few lists of "pick one of the following abilaties at level X, Y, and Z" would help.

Also, static damage is a poor limiter. a) it become trivial quickly and b) the abilaties effected by it scale. What about scaling HP burn? as in you lose some quantity from your max HP, and regain it at a fixed rate every round?


*snip*

fluff is fluff



Alignment: Any
HD: d8


k, d8 HD is a decent one, but not a ton of HP... hope this is worth it.



{table=head]Level | BAB | Con | Ref | Will | Abilities | Spells per day | lvl 0 | lvl 1 | lvl 2 | lvl 3 | lvl 4 | lvl 5 | lvl 6
1 | +0 | +2 | +2 | +2 | Lifeforce blast, Life burn, Acceleration | | 2 | -- | -- | -- | -- | -- | --
2 | +1 | +3 | +3 | +3 | Storage rune, Replenish, Detect life | | 3 | -- | -- | -- | -- | -- | --
3 | +2 | +3 | +3 | +3 | Meditate, Life spike | | 3 | 1 | -- | -- | -- | -- | --
4 | +3 | +4 | +4 | +4 | Mine, Infuse | | 4 | 1 | -- | -- | -- | -- | --
5 | +3 | +4 | +4 | +4 | Damage tapestry, Animate | | 4 | 2 | -- | -- | -- | -- | --
6 | +4 | +5 | +5 | +5 | Life rune, Lifesight | | 4 | 2 | 1 | -- | -- | -- | --
7 | +5 | +5 | +5 | +5 | Manifest platform, Bond | | 4 | 3 | 1 | -- | -- | -- | --
8 | +6/ +1 | +6 | +6 | +6 | Constitution Leach | | 4 | 3 | 2 | -- | -- | -- | --
9 | +6/ +1 |+6 | +6 | +6 | Self Replenishment | | 4 | 4 | 2 | 1 | -- | -- | --
10 | +7/ +2 | +7 | +7 | +7 | Life Blade, Overload | | 4 | 4 | 3 | 1 | -- | -- | --
11 | +8/ +3 | +7 | +7 | +7 | Life Armor | | 4 | 4 | 3 | 2 | -- | -- | --
12 | +9/ +4 | +8 | +8 | +8 | Break step, Life Chain | | 4 | 4 | 4 | 2 | 1 | -- | --
13 | +9/ +4 | +8 | +8 | +8 | Body double | | 4 | 4 | 4 | 3 | 1 | -- | -- |
14 | +10/ +5 | +9 | +9 | +9 | Unravel, Overwhelm | | 4 | 4 | 4 | 3 | 2 | -- | -- |
15 | +11/ +6/ +1 | +9 | +9 | +9 | Restoration, Bottomless reserves | | 4 | 4 | 4 | 4 | 2 | 1 | --
16 | +12/ +7/ +2 | +10 | +10 | +10 | Force Field, Starfall | | 4 | 4 | 4 | 4 | 3 | 1 | --
17 | +12/ +7/ +2 | +10 | +10 | +10 | Nova, Life arch | | 4 | 4 | 4 | 4 | 3 | 2 | --
18 | +13/ +8/ +3 | +11 | +11 | +11 | Resurrection (true) | | 4 | 4 | 4 | 4 | 4 | 2 | 1
19 | +14/ +9/ +4 | +11 | +11 | +11 | Paragon of Life | | 4 | 4 | 4 | 4 | 4 | 3 | 1
20 | +15/ +10/ +5 | +12 | +12 | +12 | Immortal, Second chance, Detonate | | 4 | 4 | 4 | 4 | 4 | 3 | 2[/table]


perfect saves? Otherwise it seems like a nicely full half caster.



Skill points: (6+int mod)*4 at level 1, 6+int mod every other level
Class skills: Balance (dex), Concentration (con), Heal (wis), Hide (dex), Knowledge; Nature (int), Listen (wis), Move silently (dex), Search (int), Sense Motive (wis), Spot (wis), Survival (dex), Swim (str), Tumble (dex).


This is a lot of skills/skill points. Like semi skill monkey grade. Did you intend this.



Abilities

Armor and weapons proficiency: The Vita Dominus is proficient with simple one handed weapons and light armor. Any heavier armor will prevent her from using her spell like abilities.


Why only one handed simple weapons? Seems really limited.



Spell book: The Vita Dominus is allowed to prepare spells from either the Cleric or Druid spell list, but not both. One one list is chosen, the other is completely restricted from them. They are granted only half of their wisdom bonus to their extra spells per day.

The Vita Dominus starts with a focus in Positive magic, no matter their deity's actual alignment. If going with a negative magic variant of this class, then the focus is in negative magics.


Why not make a custom list? Also all other half casters get full stat to extra spells...



Lifeforce blast (sp): Channeling a small portion of her life force, the Vita Dominus launches a wave of destructive energy as a standard action. This energy breaks down anything that it comes in contact with, dealing 1d4+1 damage for each level of the Vita Dominus over a 10"x30" line extending from her, or this ability deals the same damage to a single target within 200". Roll damage once for all creatures affected. All affected creatures are allowed to make a reflex save (DC 10+ 1/2 Vita Dominus levels + Wisdom Modifier) to take half damage. Using this ability deals 3 damage to the Vita, and she may increase the damage by another 1d4+1 by spending 2 more life. This ability ignores spell resistance and deals positive energy damage, piercing any DR that does not specify that it blocks positive energy (This rule holds true for all other Spell like and Extraordinary abilities that deal positive energy damage).


Static damage is a poor limiter. As is most damage. Why not deal scaling nonlethal damage? Like 1 per 2HD +X? Also the area is weird.



Life Burn (ex): Any enemy damaged by an ability or spell from the Vita Dominus that deals Positive Energy as damage must make a Fortitude save (DC 10 + 1/2 Vita Dominus Level + Vita Dominus's Wisdom Modifier) or be inflicted by "Life Burn," Taking 1 point/ 3 levels of untyped lethal damage at the beginning of its turn and it receives a -1 penalty to its saves against the Vita Dominus's abilities. This ability lasts for five turns and does not stack, though it can be reapplied by future positive energy damage.


Stacking might make this ability more viable. Still free debuff.



Acceleration (ex): Using her life to improve her body for even a short time, the Vita Dominus may sacrifice 2 points of health as a free action once per round to add an insight bonus equal to her wisdom modifier to her movement speed, to hit, damage and dexterity and strength based skill rolls. This insight bonus only lasts until the end of the round this ability was used, and may be applied again at the start of her next turn for another 2 health.


I guess it is an ok buff. The + wis mod to movement speed is weird... As movement comes in 5ft increments, and ability modifiers don't. Unless you meant +5ft per point of ability modifier?



Storage rune (ex): At level 2 the Vita Dominus creates a small rune structure somewhere on her body of any shape or style they want. She can then store a small pool of life force within this marking. Up to (Con modifier (min 1) x Vita Dominus level) points can be stored in this marking. This pool of extra life can be used to fuel her abilities. The Vita Dominus can add energy to this rune by sacrificing 1 hp for 2 points in the pool, but can only do so outside of combat. This rune grows as it becomes stronger and gives off a dim glow as long as there is at least 1 point of energy in it.

At this level, she may also cast any positive energy spells she has prepared on her spell list using life force instead of its spell slot. The amount of life used is 3 at first level and increases to 2(X*+1(X*-1)) for every spell level thereafter. Level 0 spells can be cast for 1 hp.

*Where X is spell's level.
So a level 2 spell is 2(2+1(1)) = 2(2+1) = 2(3) = 6.
A level 3 spell is 2(3+1(2)) = 2(3+2) = 2(5) = 10
Level 4 : 2(4+1(3)) = 2(7) = 14
Etc.


3 HP to cast CLW for 1d8+CL HP. Free casting and then you can just pick himself up by spamming CLW.



Detect Life (ex): At level 2 the Vita Dominus gains the ability to subconsciously be alerted to the presence of a living being, giving her a +10 to any spot or search checks against any living being. She also cannot be caught unaware by a living creature, though she can still be back stabbed and flanked.


fluffy in a text bloated class. I'd just cut it.



Meditate (ex): Instead of sleeping or using a normal restful state, the Vita Dominus now meditates, entering a trance like state where she gains heightened production of life force and far greater awareness of life around her. While meditating she may replenish 15 + Con mod (minimum of 1) points of health per hour, either in her pool or her actual body, and gains an additional +5 to her spot checks against living creatures (this stacks with Detect Life). If she meditates for 8 hours before she exits this state, the Vita Dominus will be fully rested as if she had been sleeping for the same amount of time.


...except she realizes she can free cast CLW, and just heals to full in under a minute. Again, this class is text bloated, and this is pure fluff. I sugest cutting it.



Life Spike (sp): As a standard action the Vita Dominus targets a creature within 60" of her that is near a solid surface and fires a lance of energy at it. If the creature fails their reflex save (DC 10 + 1/2 level + Wis mod) then they become pinned to the spot for 1 round/ 3 Vita Dominus levels and takes 3d8+3 positive energy damage. This attack costs 6 hp to use and can have its save DC increased by 1 if 3 more health is spent.


See my comment on the first ability.



Mine (sp): The Vita Dominus, as a standard action, may create a trap on the ground below her by spending X (minimum 6) health. If a creature other than the Vita Dominus or creatures that she recognizes as allies step on his spot then they must make a reflex save (DC 10 + 1/2 level + Wisdom modifier) or be dealt X-5 positive energy damage and be staggered for 2 rounds. A successful reflex save reduces this damage by half, rounded up, and prevents staggering.


Ok, really, the hell? This is just weird.



Damage Tapestry (ex): When the Vita Dominus damages a living creature with its abilities the creature damaged has the very fabric of its life loosened, making them more vulnerable to further attacks made by her. After being damaged by a Positive energy attack made by the Vita Dominus the creature receives a further -1 to its saves against her future positive energy attacks (bringing the total to -2 when combined with Life Burn) and takes 1/ level more points of damage from her attacks. This ability lasts for 5 turns and does not stack, though it can be reapplied by future positive energy damage.


ok, buff to the first rider. Ok I guess, but still bloated.



Animate (sp): Using her ability to infuse life in a body or object, the Vita Dominus may animate an unliving animal or humanoid body. She spends X+10 health to animate this corpse, where X cannot be higher than the creature's original health total. This animated creature looses 10 maximum health every minute it remains animated, and crumbles to ash once its health reaches 0.


I would suggest using a current system for animation.



Life Rune (ex): The Rune on the Vita's body has begun to bond to her soul and starts to generate life of its own, giving the Vita Dominus 1 point of quick healing for every 10 points of health she has stored in it. This effect is passive.


kinda weak, and that level already has something. I sugest cutting it.



Life sight (ex): Gaining a different kind of sight, the Vita Dominus sees the life force of unobscured creatures, allowing her to find invisible creatures (as long as they are living) and know when a creature is at full health, half health, critical health (< 20%) or if the creature is dead. If the Vita Dominus is blinded, she still retains the ability to see the life of creatures that aren't invisible within 60" of her, though she cannot see inanimate or dead objects/ creatures. This ability does nothing for her ability to see inanimate objects. To see the life of a creature they must be within her LOS.


Just give them permanent deathwatch. Otherwise this is permanent true seeing at level 6...



Manifest platform (sp): For 2 health the Vita Dominus creates a platform of life force below her feet. This platform is a shape that takes up an area just large enough for her to stand on it steadily, is only substantial to the Vita Dominus and can only be seen by her or someone with True Sight. This platform lasts up to 1 round/ 3 levels. This ability allows the Vita to move diagonally up or down at a 45* angle with 1/2 of her normal speed and must be paid for with 2 health every 10" moved. She may move in a straight line at her normal speed. This platform may be manifested as a swift action during another creature's turn, and gives the Vita Dominus a solid surface to land on if she is falling. During her turn, the Vita Dominus uses this ability as a free action.


Ok, this has no reason to be a class ability. At best it is a power/spell. Cut it or move it.



Bond (ex): Linking her life force with the life force of a willing recipient, the Vita Dominus creates a meta-physical bond permanently with the person. This link allows them both to be considered touching the partner of this bond at any time, and allows them to use abilities that require contact over any distance. It also allows both to feel if the recipient is being harmed and how damaged they are dealt as well as the emotional states of their partner, but no knowledge beyond this can be sent. The Vita Dominus may also target the person she has bonded with her Infuse ability. This bond cannot be broken until one partner or the other dies and allows both of them to know the general direction of their partner. This link cannot, under any circumstances, be used to harm either partner. When one side or the other dies, the other partner will be sickened and get a -2 to all of their attributes, actions and skills for the next week.


so much bloat... also this means the dominus will be linked to the entire party.



Constitution leach (sp): After making a successful touch attack the Vita Dominus may attempt to steal some of a creature's constitution. The creature must make a fortitude save (DC 10 + 1/2 level + Wisdom bonus) or loose 1d4 constitution. Any constitution damage dealt this way adds to the Vita Dominus's constitution for 10 min/ level. This ability costs 20 hp to use and deals damage as positive energy damage. Damage dealt this way recovers in a week, or by using a restoration spell.


This is a) confusing, and b) really silly.
Is it the con damage that takes a weak to recover? you do know ability damage normaly heals at a rate of 1 per day? Also, spending 20HP to possibly gain less then 10 is a losing proposition.



Self Replenishment (ex): The rune marking on the Vita Dominus has been filled with life force for so long that it begins to generate it when emptied. Once a day for 10 rounds, starting when energy from the secondary pool is used, the Rune will regenerate 5 points into the Vita Dominus's secondary life pool at the beginning of her turn. This ability cannot charge more health than her maximum pool would allow, and any overlap life force dissipates completely, becoming completely wasted.


so 5 free HP per round? Why?


Ok, no I can't do it anymore. You need to take a pair of pruning shears to this class. Cut out all the abilities that are just invocations, and move them to a custom power list. Give access to other powers, and make a mechanic to lower your HP limit to cast more then half casting. As is this is unreadable thick, not T.G. Oscar thick that makes me want to read more.

Jeff the Green
2013-03-01, 07:02 AM
Some suggestions/questions:

Name: What's the name supposed to mean? If it's "Master of Life" it'd be "Dominus Vitae"
Skills: No Knowledge (religion) or Spellcraft?
Spellbook: You don't specify how you learn spells; this needs to be explicit. If it's how I think, copy/paste from the archivist.
Spellbook: What's the effect of specializing in Positive vs. Negative magic?
Lifeforce Blast: No need to mention DR, since that only applies to physical damage.
Acceleration: A bonus to speed <5' is irrelevant.
Storage rune: Simplify the formula to 4 times the spell level minus 2
Storage rune: What counts as a positive energy spell?
Detect life: I'd make this into an SLA similar to Detect Evil
Life Spike: What does "pinned to the ground" entail?
Mine: This does so little damage it's not worth it.
Mine: Make it so it's "the dominus vitae or other creatures specified at the time the mine is laid," since that's the general format for similar spells.
Animate: I have no idea what this does. Create a zombie? Raise from the dead? Create a construct?
Life Sight: Just give them Death Watch as an SLA
Manifest Platform: A swift action is always on your turn. It's an immediate action on someone else's.
Constitution Leech: Seems out of place for a Positive energy focused class.
Constitution Leech: It should be "takes 1d4 Constitution damage," not "loses 1d4 Constitution," and "receives a bonus to Constitution" not "adds to the Vita Dominus's Constitution"
Constitution Leech: Also, that's way too much Con damage.
Life Blade: Bonuses come too early. +3 should be at 12 and +4 at 16. Also, not being able to add other enchantments to this makes it pretty worthless.
Life Armor: What do you mean, energy resistance to magic? There's no such thing as magic damage.
Break Step: You're thinking "benign transposition," "baleful transposition," or "dimension door," not "blink."
Unravel: I don't think I've heard of "revive" spell. Also, doesn't miracle or true res work?
Forcefield: Probably a 15' radius sphere would be better.
Nova: That's... weaker than a 2nd level spell.
Life Arch: Also pretty weak for the level you get it.
Immortal: At this level, you could have DR Infinity/Magic and it wouldn't matter at all.
Second Chance: Staggered, exhausted, and with no stored HP really just means it will take a couple extra rounds to kill you.
Detonate: No such spell as "Greater Wish"; it's just Wish.
General: Way, way, way too many class features. I couldn't keep track of all of them while I was playing.
General: Paying HP to use abilities is an interesting mechanic, but when you can pay 3 HP to cast CLW and heal 1d8+CL, it's broken.
General: Go read spell text and classes, and try to model your language off of them.


Okay, this is a really interesting idea, but really poor execution. Like bobthe6th said, most of the class features should be cut or turned into something like invocations. Do a major revamp (= don't use any of the original text) and it could be a really good class.

Gnomes2169
2013-03-01, 11:25 AM
Some suggestions/questions:
Name: What's the name supposed to mean? If it's "Master of Life" it'd be "Dominus Vitae"

Technically it's supposed to be "Life Lord" but Master of Life does sound better. XD


Skills: No Knowledge (religion) or Spellcraft?

Might have temporarily forgotten these existed...


Spellbook: You don't specify how you learn spells; this needs to be explicit. If it's how I think, copy/paste from the archivist.

Alright, will do.



Spellbook: What's the effect of specializing in Positive vs. Negative magic?

It raises the effective caster level of spells that have Positive magic effects (Healing, divine wrath, certain blessings) by 1. Ooooor it does what specializing in an Arcane magic school would do (DC+1, extra spell of specialized school at each spell level), but for positive magic.


Lifeforce Blast: No need to mention DR, since that only applies to physical damage.

Alright, I guess I didn't think of that.


Acceleration: A bonus to speed <5' is irrelevant.

Yeah, I'll change this to +5ft/ Wis mod.


Storage rune: Simplify the formula to 4 times the spell level minus 2

That... seems allot easier actually. >.>


Storage rune: What counts as a positive energy spell?

Anything that deals with healing, positive damage (Divine Smite, Light spells, False dawn, Cloudbreak, etc) and certain spell buffs that deal with adding life or providing protection. In other words, Positive magic is the Infusing or Protecting of energy, most often in the form of Life. (See the Positive Energy plane) This is why I was thinking that the Cleric's spellbook would be perfect for this class. :smalltongue:


Detect life: I'd make this into an SLA similar to Detect Evil

Alright, this could make sense. I'll have to look up the specific effects of detect evil (which I feel has probably changed since version 2...) but making it spell-like probably shouldn't happen. This is something that is supposed to work, even in an anti-magic field.


Life Spike: What does "pinned to the ground" entail?

Well, that the target can't fly for one, and that they are stuck to the spot for a short amount of time. They may still cast spells, use ranged weapons, attack in melee, etc, but are considered "Flat footed" until the end of the duration.


Mine: This does so little damage it's not worth it.
Mine: Make it so it's "the dominus vitae or other creatures specified at the time the mine is laid," since that's the general format for similar spells.

Mine is supposed to work like Explosive Rune, but a bit more dangerously. In other words, once laid it will stay there permanently. This is how it's supposed to be useful, if given enough time the Vita Dominus would be able to coat an area in these things. And I'll change it to "the dominus vitae or other creatures specified at the time the mine is laid," if I keep the spell at all.


Animate: I have no idea what this does. Create a zombie? Raise from the dead? Create a construct?

It's supposed to be a pseudo-animate dead, but this really should just be cut completely. Animate Dead is more of a negative-energy spell...


Life Sight: Just give them Death Watch as an SLA

Again, it's supposed to be able to work in anti-magic fields, but I'll look at Death Watch. It's also supposed to be a continuous ability and passive... Don't know if that would be too strong for its level or not.


Manifest Platform: A swift action is always on your turn. It's an immediate action on someone else's.

Derp.


Constitution Leech: Seems out of place for a Positive energy focused class.
Constitution Leech: It should be "takes 1d4 Constitution damage," not "loses 1d4 Constitution," and "receives a bonus to Constitution" not "adds to the Vita Dominus's Constitution"
Constitution Leech: Also, that's way too much Con damage.

It really does seem to be out of place... yeah, this should be gone.


Life Blade: Bonuses come too early. +3 should be at 12 and +4 at 16. Also, not being able to add other enchantments to this makes it pretty worthless.

Other bonuses can be added other than the enchantment bonus. Things like "Spell storing" and "Dancing" are considered to be enchantments and have an enchantment bonus cost. That's what the further enchantment bonuses are supposed to be spent on, though that might make this a bit too strong. I'll fix teh scaling factor for sure, though.


Life Armor: What do you mean, energy resistance to magic? There's no such thing as magic damage.

In this case, I'll just change it to general energy resistance.


Break Step: You're thinking "benign transposition," "baleful transposition," or "dimension door," not "blink."

Dimension Door seems to be the closest to what I was thinking.


Unravel: I don't think I've heard of "revive" spell. Also, doesn't miracle or true res work?

I meant resurrection. Miracle should work, but doesn't true resurrection require a body?


Forcefield: Probably a 15' radius sphere would be better.
Alright, fair enough. I'm currently in a campaign that is using 10' squares though, so what should I do for that? Would it just cut a square in half or something?


Nova: That's... weaker than a 2nd level spell.

It's 1d10+3 every two levels, meaning that at level 20 it deals 10d10+30 damage to everyone in a 50'x50' area, inflicts life burn and damage tapestry to everyone in it, and can have its DC save empowered. I'm changing it into a spell on the spell list (level 6), so it can also benefit from feats, items and the like. That might make it just a little more powerful than a level 2 spell. :smalltongue: Though if necessary, I can make it 1d10+3 every single level... :smallwink:


Life Arch: Also pretty weak for the level you get it.

Not so sure if it fits thematically either. Life draining seems to be more of a negative energy effect, which is sort of the opposite of what this class is supposed to do.


Immortal: At this level, you could have DR Infinity/Magic and it wouldn't matter at all.

Ah, but there are still natural weapons that generally don't have enchantments. Perhaps I could make it alignment based, but at this level you are also getting a free true resurrection, can lower your age category by one, become an aberration (So you gain immunity to spells like Domination, charm or holding) and have the ability to turn someone into a miniature nuke. I don't know if you even need DR against weapons at this point...


Second Chance: Staggered, exhausted, and with no stored HP really just means it will take a couple extra rounds to kill you.

Removal of the staggering and exhaustion should give you more of a fighting chance, I would assume. Being a half-caster (well, more of a 3/4 caster), without those effects your character should be able to continue fighting. Any excess stored life not needed to bring you to full HP could remain after the effect if necessary.


Detonate: No such spell as "Greater Wish"; it's just Wish.

Ah, I was thinking about the difference between limited wish and wish... which may not exist in this version. >.> That can be fixed.


General: Way, way, way too many class features. I couldn't keep track of all of them while I was playing.

Most of the class features will be changed into actual (appropriately leveled) spells, because that's what they honestly are. That should cut down on the number by allot and make navigation allot easier. Basically, every spell like ability is just going to go onto the class spell list... which I will probably use this post to make. :smalltongue:


General: Paying HP to use abilities is an interesting mechanic, but when you can pay 3 HP to cast CLW and heal 1d8+CL, it's broken.

That's a potential problem. Maybe I should make a rule against using it for spells on yourself? That would prevent the infinite spells abuse.


General: Go read spell text and classes, and try to model your language off of them.

Since I'm turning most of the features into spells, this is probably something that I should do, yes.


Okay, this is a really interesting idea, but really poor execution. Like bobthe6th said, most of the class features should be cut or turned into something like invocations. Do a major revamp (= don't use any of the original text) and it could be a really good class.

Thanks for the feedback! (You too bobth6th. Sorry for not responding for so long.)

DracoDei
2013-03-04, 07:30 PM
This class can be a solo survivalist, an initiator or party support, depending on how you decide to build it.
To me, "initiator" is a type of mechanic, not a party role.

Background infos:
Should be "info" probably.


Their lives tend to be shorter than most, and many Vita Dominus die before they can fully master their true potential. But if they reach that level, then they finally realize the true dream of any mortal being... they escape the cold ravages of time and become immortal, finally realizing how to make energy and life out of nothing.
Nice fluff. Sounds like they should have true immortality, rather than the monk/druid's immortality.

Some crunch to back up the shortened lifespan thing would be nice, but I expect you will omit that.


As Adventurers: Older and slightly more cautious than your normal fighter, the Vita Dominus is often acting to improve his or her own body, to the point where they no longer have to fear death. They tend to see allies as a way to succeed in this goal, though their purposes and treatment of them are their own.
The last phrase here could be clearer. Maybe "but there are many exceptions to this general rule"? Or is that not what you meant?


Characteristics: A half-caster class that specializes in breaking through enemy resistances, the Dominus Vitae has a bevy of extraordinary abilities and spells to aid it in combat. Out of combat, this class functions as a medic or acrobatic survivalist, which its class skills reflect.
There is only one "medic" skill I can think of, where-as "acrobatic survivalist" covers many skills. Will be interesting to see what you do with it.


Alignment: Generally some kind of good or neutral, this class tends to view life with respect or at least as a divine right granted to all peoples. Evil Vitae are not non-existant, though, as there is always that potential and will to abuse power with anything that is used.
Phrasing awkward phrases in red.


Religion: Mostly serving whatever deity of life exists in a campaign, they are reverent and loyal to the god they choose. Some worship gods of knowledge or power, however, and a few might worship a god of war.
Explaining how this class relates to each of these abstract concepts could give additional insight into this class.


Races: Anything that lives can be a Dominus Vitae, though races that excel in wisdom or constitution tend to fair the best. There is a variant of this class where instead of positive (life) energy, you use negative (death/ undead) energy, and this variant can allow undead or creatures that normally are restricted from this class to chose it.
So you created a rule against undead, and then variant to get around it? Seems a kludgy way of doing things. Replace the restriction with a reference to the varient. If this isn't what you meant, rephrase the section I just quoted.


Other classes: This class has not set problems or preferences towards other classes, though they tend to at least get along with mages due to the amounts of study they both put into their respective fields.
"no set problems or preferences" (and even that still is a clumsy phrasing).


Prime Attributes: Holy version 2 reference Batman!
I don't get it...

Alignment: Any, preference to good or neutrality.
HD: d10
Fits for a master of life magic I guess? Actually, given the fact that it wrecks their health too, you could justify basically any hit-die from d4 to d12 from a fluff perspective. That means it should be picked for balance.


Starting gold: As a cleric
Starting age: (DM discretion) as a Mage or Cleric
Usually this is not an important issue. Unless the class mechanics inflict aging on them, I would just pick one, rather than dumping it on the GM. Or perhaps you could say that they use the Cleric entry and roll twice taking the higher.
*Looks up starting age rules*
Wait, Wizard and cleric use the same starting ages (http://www.d20srd.org/srd/description.htm#age)... so what did you mean here? Or did you think they didn't use the same starting age method.


Multiclassing: This class may be multiclassed at any time, and can be returned to with no penalty.
This isn't normally state this. It is assumed unless you state otherwise. That being said, I don't actually see any particular reason to remove it.


Prestige classes: I'll be making some, for the lulz.
Weird mixing of formal and informal language here.

Skill points: (4+int mod)*4 at level 1, 6+int mod every other level
Look up the way this is normally stated. The part in Red is nonstandard. Also, you either need to standardize this between 6+ and 4+, or provide a note explaining that you really do mean that they start of comparatively unskilled, relative to their long-term growth rate.


Class skills: Balance (dex), Concentration (con), Heal (wis), Hide (dex), Knowledge; Nature (int), Knowledge; Religion (int), Listen (wis), Move silently (dex), Search (int), Sense Motive (wis), Spellcraft (int), Spot (wis), Survival (dex), Swim (str), Tumble (dex).
Consider giving them Jump to round out the acrobatic aspect, and maybe Climb.


Like other spellcasters, an Dominus Vitae can cast only a certain number of spells of each level per day. Her base daily allotment is given in the table above. Unlike other divine spellcasters, she does not gain bonus spells based on her Wisdom mod. She must choose and prepare her spells ahead of time by getting a good night's sleep and then spending 1 hour studying his prayerbook. The archivist decides which spells to prepare while studying.
No bonus spells? Interesting...


Prayer book: A Vitae Dominus casts divine spells, drawn primarily from the cleric spell list. Unlike clerics, archivists prepare spells from a prayerbook, a collection of copied divine spells. To learn, prepare, or cast a spell, a Dominus Vitae must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an archivist's spell is 10 + the spell level + the Dominus Vitae's Wis modifier.
Consider combining this with the previous section that describes their spellcasting.

Unlike a cleric, a Dominus Vitae does not learn new spells from whatever deity or cosmic force she worships. Rather, she must seek out and collect new spells much as a wizard does, but from such esoteric sources as holy tablets, ancient steles, or other magical scriptures. She cannot prepare any spell not recorded in his prayerbook.

A Vitae Dominus begins play with a prayerbook containing all 0-level cleric spells plus three 1st-level cleric spells of the player's choice.
I suspect this is left over from when they actually could CAST 1st level cleric spells at class level 1.

At each new class level, the Vitae gains two new cleric spells for her prayerbook; these can be of any spell level or levels that she can cast (based on his new Dominus Vitae level). At any time, a Vitae can also add spells found on scrolls containing divine spells to her prayerbook, but she must make any rolls and spend the time required (see Adding Spells to a Wizard's Spellbook on page 178 of the Player's Handbook).
Depending on the GMs adaptability, scrolls may be the primary source of spells, rather than the other sources you mentioned earlier. Also, you seemed to imply that they got some spells from non-cleric lists. How, technically, do they learn these? Only from the holy tablets etc?

The Dominus Vitae starts with a focus in Positive magic, no matter their deity's actual alignment. If going with a negative magic variant of this class, then the focus is in negative magics. This focus works the same as a Wizard's school specialization, adding 1 to DCs of positive magic and allowing the Dominus Vitae the ability to prepare an extra positive magic spell at each spell level.
I am afraid you may need to better define "positive magic"... at the least it should be "positive energy spells" or "healing spells" or some such... I would reread the cleric for a better idea of how to explain this in more standard language.
Also, you should include the "+1"s on the spells per level portion of the chart, just as they are for the cleric.

Lifeforce blast (sp): (To be moved to the spell list and reworded) Channeling a small portion of her life force, the Vita Dominus launches a wave of destructive energy as a standard action. This energy breaks down anything that it comes in contact with, dealing 1d4+1 damage for each level of the Vita Dominus over a 5"x30" line extending from her,
That would just be a 30' line.

or this ability deals the same damage to a single target within 200". Roll damage once for all creatures affected. All affected creatures are allowed to make a reflex save (DC 10+ 1/2 Vita Dominus levels + Wisdom Modifier) to take half damage. Using this ability deals 3 damage to the Vita, and she may increase the damage by another 1d4+1 by spending 2 more life.
Hmm... a bad bargain at 1st level (at least against a single target, and a 30' line isn't GREAT for getting more than one target, although it shouldn't be TOO hard), since they actually have a good chance of taking less damage than you inflict on yourself. Well... at least in most cases. Could be good against sorcerer/wizards or the smaller versions of my organ undead. Still, they probably get enough other options to do fairly well.
EDIT: Actually "Life Burn" below shifts the balance greatly... at least after level three and PROVIDED it actually effects this, which, since it is an SLA it technically doesn't (which is a stupid rule in my book, but there you go).

This ability ignores spell resistance and deals positive energy damage, piercing any DR that does not specify that it blocks positive energy (This rule holds true for all other Spell like and Extraordinary abilities that deal positive energy damage).
Does this mean it effects constructs or not? What about inanimate objects?

Life Burn (ex): Any enemy damaged by a spell
"cast by a Vita Dominus"

that deals Positive Energy as damage must make a Fortitude save (DC 10 + 1/2 Vita Dominus Level + Vita Dominus's Wisdom Modifier) or be inflicted by "Life Burn," Taking 1 point/ 3 levels of untyped lethal damage at the beginning of its turn, and it receives a -1 penalty to its saves against the Vita Dominus's spells. This ability lasts for five turns and does not stack, though it can be reapplied by future positive energy damage.
So this adds no damage until 3rd level? Do they take damage every one of those 5 turns?

Acceleration (ex): Using her life to improve her body for even a short time, the Vita Dominus may sacrifice 2 points of health
"sacrifice 2 hitpoints"... or better yet "take 2 points of damage"? In the second case you would have to specify that it bypasses all DR and probably regeneration.

as a free action once per round to add an insight bonus equal to her wisdom modifier to her to hit, damage and dexterity and strength based skill rolls. She also gains an increase to her movement speed equal to 5x 1/2 of her wisdom mod.
5 feet

Also, you should say that "all these bonuses last one round", or specify that the movement thing is an insight bonus (which would be unusual).
Thematically this feels more like enhancement bonus, but I can see why you would want it to stack with gear bonuses... although technically that shouldn't be a problem. I dunno... it may actually match up with the sorts of effects that produce insight bonuses, but not really with the WORD "insight". I guess if swarms can "nauseate" with "distraction"...


Storage rune (ex): At level 2 the Vita Dominus creates a small rune structure somewhere on her body of any shape or style they want.
How hard is it to wash off? Or does it magically appear? What about Erase?

She can then store a small pool of life force within this marking. Up to (Con modifier (min 1) x Vita Dominus level) points can be stored in this marking. This pool of extra life can be used to fuel her abilities. The Vita Dominus can add energy to this rune by sacrificing 1 hp for 2 points in the pool, but can only do so outside of combat. This rune grows as it becomes stronger and gives off a dim glow as long as there is at least 1 point of energy in it.
A bit sloppy in the phrasing, but I get the idea. Becomes MUCH stronger once some form of cheap and plentiful healing is realized. 2 for 1 makes this all the more attractive. Expect this to be a big deal.



At this level, she may also cast any positive energy spells
Again, you may need to polish your terminology a bit.

she has prepared in her spell list
remove the phrase "in her spell list"

using life force instead of its spell slot. Spells cast in this way cost (Spell level x 4)-2 health,
I know you have something about level 0's later, but this could still be misinterprited to mean that... eh, never mind, that is pure munchkinism, even if it only "free" rather than "gain 2 hitpoints".

and may not target the Dominus Vitae herself.
Good phrasing.

Level 0 spells can be cast for 1 hp.

Replenish (ex): As a swift action the Dominus Vitae may use the life force she has in her rune to heal her bodily wounds, healing 1 hp for every 2 points spent.
Not going to be used very often, but a flavorful option.


Detect Life (ex): At level 2 the Dominus Vitae gains the ability to detect life similarly to the Detect Evil spell.
Just say "This functions as per Detect Evil except that it detects living creatures instead of Evil creatures. (you also might want to specify which row it uses on the detection chart, just to be sure).

At will, she can detect if there are any living creatures around her. The amount of life revealed in this way and the information gleaned depends on how long the Dominus Vitae detects life.
If you go with my previous suggestion, this should just be "This ability may be used at-will."


1st round: You know that life is in the area. Living objects and creatures under the effect of the spell Flesh to Stone will count for the purpose of this detection.

2nd round: The number of living beings and objects is learned.

3rd round: The remaining health of creatures revealed can be estimated. For specific levels, see the table below.

{table=head]State | Health remaining
Uninjured | 100%
Scratched | 90-80%
Slightly injured |80-70%
Bleeding | 70-60%
Battered | 60-50%
Injured | 50-40%
Bloodied | 40-30%
Crippled | 30-20%
Near-Death | 20-10%
Dead | 0%[/table]
Actually, never mind my comment about simplifying this... although you might want to say that it works as per Detect Evil except where specified.


Meditate (ex): Instead of sleeping or using a normal restful state the Dominus Vitae now meditates, entering a trance like state where she gains heightened production of life force and far greater awareness of life around her. While meditating she may replenish 15 + Con mod (minimum of 1) points of health per hour,
The Con-Mod thing is so small a difference compared to the base 15 that it hardly seems worth including. Maybe 5+Con. SCORE? In any case, I am not sure that the minimum is necessary.

either in her pool or her actual body,
Best to do it in the body so you can do the 2 for 1 thing... or you should build that conversion into this. I would allow them to split the healing maybe, especially if you don't explicitly say that there is NOT a 1 hour minimum (which you should remember means more math, although I guess you could provide a look-up table).
Something like this(note that I am always rounding UP... assuming I am not making math errors):
Con Mod.| 1 hitpoint per |Per hour
+1 or less|3 minutes 8 rounds|16
+2|3 minutes 6 rounds|17
+3|3 minutes 4 rounds|18
+4|3 minutes 2 rounds|19
+5|3 minutes |20
+6|2 minutes 9 rounds|21
+7|2 minutes 8 rounds|22
+8|2 minutes 7 rounds|23
+9|2 minutes 5 rounds|24
+10|2 minutes 4 rounds|25
+11|2 minutes 4 rounds|26
+12|2 minutes 3 rounds|27
+13|2 minutes 2 rounds|28
+14|2 minutes 1 rounds|29
+15|2 minutes |30
+16|2 minutes |31
+17|1 minute 9 rounds |32
+18|1 minute 9 rounds |33
+19|1 minute 8 rounds |34
+20|1 minute 8 rounds |35


In any case, I like the way this ability discourages the "5 minute workday".


and gains an additional +5 to her spot checks against living creatures.
I would apply this to Listen too.

If she meditates for 8 hours before she exits this state, the Vitae will be fully rested as if she had been sleeping for the same amount of time.
Just say she can reprepare her spells?


Life Spike (sp): (To be moved to the spell list and reworded)
So they will have to prepare it, specifically learn it (including through their 2 spells per level-up) and such?

As a standard action the Vita Dominus targets a creature within 60"
60'

of her that is near a solid surface
How near? Touching? Within 5' of?

and fires a lance of energy at it. If the creature fails their reflex save (DC 10 + 1/2 level + Wis mod) then they become pinned to the spot for 1 round/ 3 Vita Dominus levels and takes 3d8+3 positive energy damage. This attack costs 6 hp to use and can have its save DC increased by 1 if 3 more health is spent.
A single point of DC increase is pretty piddling, but, depending on spell level, so could the 3 hitpoints be. I would consider allowing them to stack this up to their wisdom modifier or something... maybe Con Mod (Min 1), just to throw some MAD in there.

Damage Tapestry (ex): When the Dominus Vitae damages a living creature with a positive energy spell
Does this really include their SLAs? Because that is a different thing.

the creature damaged has the very fabric of its life loosened, making them more vulnerable to further attacks made by her. After being damaged by a positive energy attack made by the Vitae, the creature receives a further -1 to its saves against her future positive energy attacks (bringing the total to -2 when combined with Life Burn). Spells cast against this creature will also count as if they were cast by a Dominus Vitae of one level higher. This ability lasts for 5 turns and does not stack, though it can be reapplied by future positive energy damage.
I would turn this into an improvement to Life Burn, rather than a separate ability. It is tidier that way.


Life sight (ex): The Dominus Vitae gains the effects of the spell Death Watch permanently.
Capitalize "Sight". Also most or all of these abilities should list the levels at which they are obtained. You might want to also specify this doesn't have the "Evil" descriptor that Deadwatch has for some silly reason.
You might also consider the standard boiler plate that goes something like "This effect may be dispelled, but the Dominus Vitae may re-establish it on their next turn as a free action".

Manifest platform (sp):
Platform

(To be moved to the spell list and reworded)
Why are you moving things to the spell-list? It seems like a huge nerf, given it means they have to spend the effort to learn them, and then expend a spell slot preparing them (right?) and certainly to CAST them (meaning a per-day limit). And this class doesn't get that many spell-slots.

Also, if they are balanced for the levels you get them, then due to the slow spell progression, they may prove "you must take this to be competitive" compared to clerical spells of the same level.

For 2 health the Vita Dominus creates a platform of life force below her feet. This platform is a shape that takes up an area just large enough for her to stand on it steadily, is only substantial to the Vita Dominus and can only be seen by her or someone with True Sight. This platform lasts up to 1 round/ 3 levels. This ability allows the Vita to move diagonally up or down at a 45* angle with 1/2 of her normal speed and must be paid for with 2 health every 10" moved.
So it is like a minature flying carpet that only they can stand on?
" is INCHES.
' is FEET.
Also, that is a pretty steep HP cost.

She may move in a straight line at her normal speed. This platform may be manifested as a swift action during another creature's turn,
That is known as "an immediate action"...

and gives the Vita Dominus a solid surface to land on if she is falling. During her turn, the Vita Dominus uses this ability as a free action.


Bond (ex): Linking her life force with the life force of a willing recipient, the Dominus Vitae creates a meta-physical bond permanently with the person. This link allows them both to be considered touching the partner of this bond at any time, and allows them to use abilities that require contact over any distance. The Vitae may also target the person she has bonded with her Infuse ability. This bond cannot be broken until one partner or the other dies and allows both of them to know the general direction of their partner. This link cannot, under any circumstances, be used to harm either partner. When one bound creature or the other dies, the other will be sickened and get a -2 to all of their attributes, actions
"actions" is poorly worded. Also, this is a really steep penalty, with no way to cure it sooner than the natural healing time, which increases the chance of a TPK a lot. I think Heal might get rid of the Sickened part, but because these aren't specified as "penalities" they can't be effected by the Restoration line.

and skills
skill checks

for the next week. Only one person may be bound at any time.
This may cause RP problems in groups that have players (and thus characters) dropping in any out. I would allow a 24 hour ritual with the two touching the whole time to dismiss the effect if both are willing, and even that could be cumbersome in some campaigns due to killing off a character or having them turn against the party or something being a quick way to dispose of an unused character in the middle of a dungeon crawl.

Self Replenishment (ex): The rune marking on the Dominus Vitae has been filled with life force for so long that it begins to generate it when emptied. Once a day for 10 rounds, starting when energy from the secondary pool is used, the Rune will regenerate 4 points into the Vitae's secondary life pool at the beginning of her turn. This ability cannot charge more health than her maximum pool would allow, and any overlap life force dissipates completely, becoming completely wasted.
Say that this is a free action, and can by used 10 times a day?

Overload (sp): (To be moved to the spell list and reworded) After making a successful touch attack against an opponent the Vita Dominus may make an attack that shoves life force into the enemy, damaging their nervous system, more exactly their eyes and ears. If they fail a Fortitude save (DC 10 + 1/2 level + Wis mod) then they are dealt 6d8+6 positive energy damage and are blinded and deafened until healed. This ability costs 15 hp to use and deals an extra 2d8+2 damage if another 4 points of health are spent. The DC can also be increased by 1 if you spend 3 hp.

I am going to stop here for the moment.

Edited in some more... will probably add still more later.

DracoDei
2013-03-04, 11:44 PM
Ah, I was thinking about the difference between limited wish and wish... which may not exist in this version. >.> That can be fixed.
3.5 has Limited Wish and Wish.

EDIT: And here is a bit of stuff that I also sent via PM with Gnomes while discussing if I should continue my PEACH, or if there has been enough for this stage of the project:

It should be "Fort" not "Con" in your header for the main table. Also, if you care to hunt it up, there MAY be a better example of how to format the spells per day part of the table... then again maybe there isn't. You could try checking my extended signature to see if I have a link to someone else's thread where they created blank tables, or even a link to a table generator utility.