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View Full Version : The Mender [3.5 healer class]



qwertyu63
2013-10-25, 12:25 PM
Mender
http://i.imgur.com/cD6P0cl.png
Image by asdflove. Used with permission.

Sometimes, children in development are influenced by the planes. Those affected by the plane of positive energy can find themselves with an excess of life energy. Those who learn to cultivate this excess energy and how to share it can be called menders. Menders are some of the greatest healers in the multiverse.

Characteristics: Menders are imbued with a lot of positive energy. As a result, they seem more alive than most. This extra energy can be spread out to heal and support their allies.

Religion: Menders are of no particular religion, but a good chunk of menders tend towards gods of healing.

Races: Menders can be of any race. Their power comes from the planes rather than their blood line, so any race can be a mender.

Background: Menders have no particular background, for the same reasons they can be any race.

Other classes: Menders can get along with just about any class, but most menders tend not to work well with necromancers.

Role: Menders heal and remove status ailments. They can also act as the party face. In a pinch, a mender can also make a somewhat effective tank with their large hit die and ability to self heal.

Abilities: Menders need Wisdom and Charisma for their life force pool, and a good Constitution is as good as always.

Alignment: Any. Anyone can have this excess energy, and evil can use it too.
Starting Gold: As wizard.

Starting Age: Simple.

{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+0|+2|+0|+2|Life Force, Healing Burst (1d8), Menders Eye's (hit points), Healing Talent
2nd|+1|+3|+0|+3|Far Burst, Calming Burst, Planar Calm (positive)
3rd|+1|+3|+1|+3|Swift Burst (swift action), Boosting Burst (expeditious retreat)
4th|+2|+4|+1|+4|Wiping Burst, Mender's Eyes (conditions), Positive Call (small)
5th|+2|+4|+1|+4|Healing Burst (2d8), Positive Well (negative energy/levels)
6th|+3|+5|+2|+5|Mender's Sprite (1 sprite, 10 feet, lv 1), Curing Burst, Mender's Eyes (poisons/diseases)
7th|+3|+5|+2|+5|Bank Life (1d6), Boosting Burst (haste), Positive Well (field), Positive Call (medium)
8th|+4|+6|+2|+6|Split Burst, Life Spring (1/day), Swift Burst (immediate action)
9th|+4|+6|+3|+6|Return from Death (raise dead), Mender's Eyes (time dead/cause)
10th|+5|+7|+3|+7|Healing Burst (3d8), Calming Burst, Planar Calm (negative), Positive Call (large)
11th|+5|+7|+3|+7|Restoring Burst, Bank Wipe, Mender's Eyes (ability damage/levels)
12th|+6/+1|+8|+4|+8|Mender's Sprite (2 sprites, 20 feet, lv 3), Life Spring (2/day), Positive Well (death)
13th|+6/+1|+8|+4|+8|Wide Burst, Bank Life (2d6), Planar Ties, Positive Call (huge)
14th|+7/+2|+9|+4|+9|Return from Death (resurrection), Boosting Burst (actions), Last Breath
15th|+7/+2|+9|+5|+9|Healing Burst (4d8), Pure Life
16th|+8/+3|+10|+5|+10|Bank Restore, Life Spring (3/day)
17th|+8/+3|+10|+5|+10|Return from Death (true resurrection), Life Bond
18th|+9/+4|+11|+6|+11|Mender's Sprite (3 sprites, 30 feet, lv 5), Epic Toughness
19th|+9/+4|+11|+6|+11|Hope Springs Eternal, Bank Life (3d6)
20th|+10/+5|+12|+6|+12|Healing Burst (5d8), Life Spring (4/day)
[/table]

Hit Die: d12

Class Skills:
The menderís class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (religion) (Int), Knowledge (the planes) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spot (Wis) and Use Magic Device (Cha).
Skill Points at 1st Level: (4 + Int modifier) ◊ 4
Skill Points at Each Additional Level: 4 + Int modifier

Weapon and Armor Proficiency:
Menders are skilled with all simple weapons. Menders are proficient with light armor, but not with shields.

Life Force (Su):
Menders have a greater life force than most. This excess life force is tracked in their Life Force pool. The maximum size of this pool is half their mender level times their Wisdom modifier times their Charisma modifier (round up, with a minimum pool size of their mender level). Once per day, a mender can refill this pool to its maximum value. Doing this takes 1 minute. Menders spend points from this pool to activate their various class features.

Healing Burst (Su):
The most basic power of the mender is the healing burst. As a standard action, the mender can unleash a healing burst, spending any number of points from their Life Force pool up to their mender level. For every point they spent, the target is healed 1d8 hit points. The range of a healing burst is 5 feet. This healing is positive energy, and so harms undead (Fort save for half, DC is 10+half the number of points spent+Wis or Cha modifier, whichever is higher).

Menders never let healing go to waste. If a healing burst heals its target to their maximum hit points, any excess healing is given to the target as temporary hit points that last for 1 minute. If the target already has some temporary hit points from a healing burst, these temporary hit points are added to those and the duration is reset to 1 minute. The amount of temporary hit points had from this at once can not exceed the maximum hit points of the target.

At level 5, menders grow better at sheer healing. The amount of healing from a healing burst increases to 2d8 per point. This amount increases by +1d8 per point every 5 levels after that.

For the purposes of qualifying for feats and for the effect of feats, healing burst is a conjuration (healing) spell, with a level equal to half the number of points spent (round down). If a mender has enough Life Force points remaining and is a high enough level to create a healing burst of a given level, they are treated as having that spell available to cast.

Mender's Eyes (Ex):
To apply their healing to its best effect, menders can see the life force of others. Menders can see the current and maximum hit points of any creature they can see, along with all temporary hit points and non-lethal damage. This also tells them how many hit dice those viewed have. They do still see this information for those who aren't living (undead, constructs, etc), but can also tell that the creature is not actually alive.

Their ability to see the life force of others also allows them to see the life force of fellow menders. Menders can see the current and maximum life force pool of any menders they see (including mender's sprites), along with their mender level.

Starting at level 4, menders can also see what conditions other have. Menders can see what conditions other creatures may be suffering from. Menders can see any of the following conditions: confused, dazzled, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken or sickened.

Starting at level 6, menders can also see what ails others. Menders can see what diseases and poisons those they see are suffering from.

Starting at level 9, menders can see how far gone the fallen are. When looking at any part of a dead body, the mender can see how long the body has been dead and what the cause of death was.

Starting at level 11, menders can tell what other things can cause your suffering. Menders can see how much ability score damage or drain is being suffered by those they can see, and how many negative levels or lost levels those seen are under.

Healing Talent (Ex):
Menders are rather skilled at using other means of healing as well. Healers may activate all items with the Spell Trigger activation method if the spell in question is a conjuration (healing) spell. They can also activate items with the Spell Completion activation method if the spell is a conjuration (healing) spell and if the level of the spell is less than or equal to half their mender level (round down their mender level).

Far Burst (Su):
Starting at level 2, menders can heal from a distance. When unleashing a healing burst, the mender can spend an extra point (this added cost applies to the limit of points spent on one burst). If they do, the range of the burst is increased to 50 feet.

Calming Burst (Sp):
Starting at level 2, menders can calm those they heal. When unleashing a healing burst, the mender can spend an extra point (this added cost applies to the limit of points spent on one burst). If they do, the target also receives the effect of a calm emotions spell, with a save DC based on Wisdom or Charisma, whichever is higher and a caster level of the mender's mender level. They may also spend extra points for this effect (the per-burst limit still applies). For every extra point, the save DC increases by 1.

Starting at level 10, menders can calm those who would be unaffected. When using this feature, the mender may choose to spend an extra 4 points on top of the cost (the per-burst limit still applies). If they do, the calm emotions spell effect loses the [mind-affecting] tag.

Planar Calm (Ex):
Menders are full of positive energy. This results in them having great protection from planes tied to it. Starting at level 2, menders are immune to the effect of positive-dominant planes including any hazards of the plane. In addition, they can breathe the energy of the plane as if it was air.

In addition to their own personal immunity, a mender can, as a move action, choose to start emitting a protective field of their own energy to hold back the energy of the plane. This field grants immunity to positive-dominant planes including any hazards of the plane and the ability to breathe the energy to all creatures within 30 feet of the mender. Each round the field is up costs 1 point from the menders life force pool, and the field can be ended as a free action.

For greater menders, their well of positive energy shields them from opposing planes as well. Starting at level 10, menders are immune to the effect of negative-dominant planes and their hazards. The menders protective field also grants immunity to negative-dominant planes and their hazards.

Swift Burst (Su):
Starting at level 3, menders can heal much faster. When unleashing a healing burst, the mender can spend two extra points (this added cost applies to the limit of points spent on one burst). If they do, they can unleash that burst as a swift action. At level 8, this is improved to an immediate action.

Boosting Burst (Su):
Starting at level 3, menders can imbue those they heal with added speed in life. When unleashing a healing burst, the mender can spend two extra points (this added cost applies to the limit of points spent on one burst). If they do, the target also receives the effect of an expeditious retreat spell, with a caster level of the mender's mender level.

Starting at level 7, menders can hand out even greater speed then before. When using this feature, the mender may choose to spend an extra two points on top of the cost (the per-burst limit still applies). If they do, the target also receives the effect of a haste spell, with a caster level of the mender's mender level (this means you must spend a total of 4 points to get the haste, and you also get the expeditious retreat).

Starting at level 14, menders can grant a moment of pure speed. When using this feature and already spending the extra points for the haste feature, a mender can spend an extra 8 points (the per-burst limit still applies). If they do, the target also gets to make an extra standard action and an extra move action on their next round. A given target may only receive these extra actions once per round. They may not use these extra actions to cast spells, use spell-like abilities or use supernatural abilities (the total cost to get these extra actions is 8 points, and you also get expeditious retreat and haste).

Wiping Burst (Su):
Starting at level 4, menders can restore other things than merely hit points. When unleashing a healing burst, the mender can spend an extra point (this added cost applies to the limit of points spent on one burst). If they do, the burst also removes one of the following conditions at the menders choice: confused, dazzled, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken or sickened. A mender can spend more than one extra point for this ability (the per-burst limit still applies). They can remove one condition per extra point spent.

Positive Call (Su):
Starting at level 4, menders can call upon elemental creatures. As a full-round action, the mender can spend 3 points from their life force pool to summon a small positive energy elemental (shown later). Once summoned, the elemental acts like any summoned creature. The duration of this summoning is 1 round per mender level. In addition, the mender gains Vitus (the language of the positive energy plane) as a bonus language.

As a mender grows more powerful, they can call upon stronger elementals. At level 7, a mender can spend 6 points instead to summon a medium positive energy elemental. At level 10, a mender can spend 9 points instead to summon a large positive energy elemental. At level 13, a mender can spend 12 points instead to summon a huge positive energy elemental.

Positive Well (Ex):
The life force within a mender shields them from the forces of death. Starting at level 5, the mender can resist various dark effects. They are immune to negative energy damage and ability score damage/drain from undead. If mender would suffer negative levels or level loss while they still have at least 3 points in their life force pool, they instead lose 3 points from their life force pool for every level that would be lost.

Starting at level 7, a mender can, as a move action, choose to start emitting a protective field of their own energy to repel dark energy. This field grants immunity to negative energy damage and ability score drain from undead to all creatures within 30 feet of the mender. In addition, if someone within the field would suffer negative levels or level loss, the mender may spend 3 points from their life force pool per level as a non-action negate the negative levels or level loss. Each round the field is up costs 2 points from the menders life force pool, and the field can be ended as a free action.

Higher level menders can defy death directly. Starting at level 12, if the mender would be killed by a death effect or death spell while they still have at least 9 points in their life force pool, they instead lose 9 points from their life force pool. If someone in a protective field generated by this class feature would would be killed by a death effect or death spell, the mender may spend 9 points from their life force pool as a non-action negate the death effect or death spell.

Mender's Sprite (Su):
Starting at level 6, menders have a such a surplus of life energy that their physical frame can't hold it all. A mender's sprite comes into existence to store and use some of this surplus energy. A menders sprite is a glowing ball of light. The sprite has no physical existence, existing as an extension of the mender. Nonetheless, the sprite is intelligent, with mental stats equal to those of the mender. It can speak any language known by the mender.

The sprite is tiny sized and has a fly speed of 30 feet (perfect), but cannot move further than 10 feet away from the mender. If something would cause the sprite to move too far from the mender, the sprite is pulled to stay in range. The sprite has its own life force pool with a maximum size of the mender's class level. This pool is refilled when the mender refills their pool. It may use these points as a first level mender. The sprite has its own set of actions, and acts on the menders initiative count.

At level 12, the mender gains a second mender's sprite. Both sprites have their range increased to 20 feet away from the mender, and they can use their points as a third level mender. Every 6 levels after that, the mender gains another sprite, the range of all of the sprites is increased by 10 feet and the mender level of those sprites increases by 2.

Regardless of their mender level, mender's sprites only get mender's eyes and mender class features with burst in the name.

Curing Burst (Su):
Starting at level 6, menders can cure various illnesses. When unleashing a healing burst, the mender can spend two extra points (this added cost applies to the limit of points spent on one burst). If they do, the burst also removes one disease or poison the target was suffering from at the menders choice. A mender can spend more than two extra points for this ability (the per-burst limit still applies). They can remove one disease or poison per two points spent.

Bank Life (Su):
Sometimes, the menders help is needed somewhere they can't go. Starting at level 7, they have a way past this problem. As a full-round action, a mender can imbue a container of water with life energy. When they do this, they can spend any number of points from their Life Force pool up to half their mender level. If the container is later drunk from, the creature who drunk the water is healed 1d6 hit points for every point spent. Once drunk from, the power stored is used up. If not drunk from within 1 hour per mender level, the power fades to no effect. This healing is positive energy, and so harms undead.

At level 13, menders grow better at storing life. The amount of healing from banked life increases to 2d6 per point. This amount increases by +1d6 every 6 levels after that.

Split Burst (Sp):
Starting at level 8, menders can split their heal for two targets. When unleashing a healing burst, the mender can increase the cost by 50% (round up, this added cost applies to the limit of points spent on one burst, and is applied after all other effects). If they do, they may choose two targets, both of whom must be in range. Each target gets the full effect of the burst.

Life Spring (Ex):
Starting at level 8, the mender can call upon their inner power to refill their life force reserves. Once per day, a mender can add a number of points to their Life Force pool equal to their mender level. Doing this takes 1 minute. At level 12, a mender may use this ability twice per day. They get another daily use every 4 levels after that.

Return from Death (Sp):
Starting at level 9, even death is no barrier to a mender. By spending 10 points from their Life Force pool and 1000 xp as a full-round action, a mender can create the effect of a Raise Dead spell (CL is their mender level).

At level 14, the mender can reach further back, and needs less of the dead. By spending 20 points from their Life Force pool and 2000 xp as a full-round action, a mender can create the effect of a Resurrection spell (CL is their mender level).

At level 17, the mender needn't have any of the dead at all. By spending 30 points from their Life Force pool and 5000 xp as a full-round action, a mender can create the effect of a True Resurrection spell (CL is their mender level).

Restoring Burst (Su):
Starting at level 11, menders can bring back missing parts or abilities. When unleashing a healing burst, the mender can spend four extra points (this added cost applies to the limit of points spent on one burst). If they do, the burst also does one of the following, at the menders choice: removes blindness, removes deafness, restores missing body parts (like Regenerate), removes all ability score damage, remove all negative levels, or restores one drained level. A mender can spend more than four extra points for this ability (the per-burst limit still applies). They get one effect per four extra points spent.

Bank Wipe (Su):
More skilled menders can store their wiping abilities for future use. Starting at level 11, when using their bank life class feature, the mender can spend an extra point (this added cost applies to the limit of points spent on one container). If they do, they may choose a condition from the list in wiping burst. When the container of water is drunk from, the chosen condition is removed. A mender can spend more than one extra point for this ability (the per-container limit still applies). They can choose one condition per extra point spent.

Planar Ties (Sp):
The great planar energy within a mender allows them to drift between the planes. Starting at level 13, the mender can shift between some planes. By spending 15 points from their Life Force pool, a mender can create the effect of a Plane Shift spell (save DC based on Wisdom or Charisma, whichever is higher), except the only planes that can be chosen are the mender's native plane and those with the positive-dominant planar trait. As a special allowance, if the menders native plane has the positive-dominant planar trait, that mender may also choose the material plane or its equivalent in the campaign.

Wide Burst (Su):
Great menders can help groups fast. Starting at level 13, the mender can heal an area all at once. When unleashing a healing burst, the mender can triple the cost (this added cost applies to the limit of points spent on one burst, and is applied after all other effects). If they do, the burst affects all creatures within 30 feet of the mender. The mender may choose to exclude targets as they see fit.

Last Breath (Su):
The great life force within a mender allows them to hang on just a bit longer then most. Starting at level 14, if a mender dies, they may, in response, spend 50 points from their life force pool as a non-action. If they do, their spirit instantly rises in the space of their body. Their spirit has any Life Force points they had left in life, and all uses of daily abilities left. They can not leave the square their body is in, nor can they make attacks or be targeted by attacks. At the end of their next turn, the spirit fades (the mender may choose to fade sooner, if they wish). If they are raised from the dead while in spirit form, they return to their body.

Pure Life (Ex):
The sheer amount of positive energy within a mender eventually holds back age itself. Starting at level 15, menders become immune to aging, becoming ageless. As a result, they no longer take penalties to their ability scores for aging, nor do they gain bonuses (any penalties/bonuses previously obtained remain). They do not die of old age.

Bank Restore (Su):
Very skilled menders can store their restoring abilities for future use. Starting at level 16, when using their bank life class feature, the mender can spend an extra four points (this added cost applies to the limit of points spent on one container). If they do, they may choose an effect from the list in restoring burst. When the container of water is drunk from, the drinker gets the chosen effect. A mender can spend more than four extra points for this ability (the per-container limit still applies). They choose one effect per four extra points spent.

Life Bond (Ex):
Menders are tied to their own life force very strongly, to the point of retaining it all. Starting at level 17, menders never lose levels when brought back from the dead. In addition, any effect that would stop a mender from coming back from the dead fails (example: soul bind fails).

Epic Toughness (Ex):
Menders are very tough to take down. At level 18, the mender gets Epic Toughness as a bonus feat, even if they don't have the normal prerequisites for that feat (Epic Toughness gives +30 hit points).

Hope Springs Eternal (Su):
Death can not stop the greatest of menders, even if it that death happens to be their own. Starting at level 19, if a mender dies, their spirit instantly rises in the space of the menders body (the mender may choose not to rise as a spirit, if they wish). Their spirit has any Life Force points they had left in life, and all uses of daily abilities left. They can not leave the square their body is in, nor can they make attacks or be targeted by attacks. They may use any of their mender class features normally. In addition, this spirit form has some extra powers that their lesser spirit form (Last Breath) doesn't have. While in this greater spirit form, they may spend any number of points on a single healing burst, rather than being limited to their level in points, and the amount of temporary hit points from their healing burst is unlimited, rather than being capped at the targets maximum hit points. In addition, they may activate Life Spring as a full-round action while in this greater spirit form, instead of it taking 1 minute to activate. Every round, they lose 10 Life Force points. Once they run out of Life Force points, the spirit fades (the mender may choose to fade sooner, if they wish). If they are raised from the dead while in spirit form, they return to their body.

Ex-Menders:
A mender who becomes undead loses all mender class features (except weapon and armor proficiencies). They may not progress any farther in levels as a mender. They regains their abilities and advancement potential if they cease to be undead, as appropriate.

Positive Energy Elemental:
Positive energy elementals speak Vitus (the language of the positive energy plane) but rarely choose to do so.

Combat:
Positive elementals tend to fight by supporting someone else. While they can slam into targets to deal damage, they are far more effective when assisting others. Just as their energy type would suggest, they are also greatly skilled at battling undead.

Stats:
Statistically, a positive energy elemental is a fire elemental, with the following changes:
-Replace the Fire subtype with the Positive subtype (shown below).
-Remove the fire damage from their slam attacks.
-Remove the Burn special attack.
-Remove "immunity to fire, vulnerability to cold" from their special qualities.
-Add "double healing, vulnerability to negative energy" to their special qualities
-Add the Positive Strike special attack (shown below).

Positive Subtype:
A creature with the positive subtype heals twice as much when magically healed. It has vulnerability to negative energy, which means it takes half again as much (+50%) damage as normal from negative energy, regardless of whether a saving throw is allowed, or if the save is a success or failure. In addition, creatures with the positive subtype are immune to the effect of positive-dominant planes, including any hazards of the plane. They can also breathe the positive energy of positive-dominant planes as if it was air, if their creature type needs to.

Positive Strike (Ex):
When making a slam attack on a target, a positive elemental can choose to make the attack a positive strike. If they do, the damage for the attack is turned into positive energy healing (remaining damage for creatures damaged by positive energy) and is doubled. Creatures damaged by a positive strike may make a Fortitude save to cut the positive energy damage in half (DC is the same as the DC to avoid the Burn of a fire elemental of the same type).

Mender Feats:
Blood Bank:
You know how to store some of your inner life force to make stored energy last longer.
Prereqs: Life Force class feature, maximum life force pool of at least 100 points, Bank Life class feature
Benefit: When you use your Bank Life class feature, you may choose to blood bank. To do this costs 10 xp for every life force point you are spending on that use of Bank Life. If you blood bank, the energy banked within that container of water lasts until used, regardless of how long that takes, and the water takes on a slight red tint.

Positive Flare:
You can call in the power of positive planes to a great extent, warping the nearby area to match.
Prereqs: Life Force class feature, maximum life force pool of at least 300 points
Benefit: You can, as a move action, choose to start emitting an overwhelming field of their own energy to enhance life energy around you. This field flares out to a radius of 30 feet. Every creature within this field gains fast healing 5. In addition, those at full hit points gain 5 additional temporary hit points per round. These points last until 1 minute after the field is left, and stack with those from your healing burst. However, a creature must make a DC 20 Fortitude save each round that its temporary hit points exceed its normal hit point total. Failing the saving throw results in the creature exploding in a riot of energy, killing it. Those who are immune to the effects of positive-dominant are immune to this ability. Each round the field is up costs 4 points from your life force pool, and you can end the field as a free action.

Positive Sustenance:
The energy that keeps you ageless also fills your physical needs.
Prereqs: Pure Life class feature
Benefit: You no longer need to eat food, drink water, sleep or breathe. You still can do all of these things, if you wish.

Endless Life:
Your pool of life heals you even unspent.
Prereqs: Life Force class feature, maximum life force pool of at least 200 points
Benefit: You gain fast healing X, where X is the current value of your life force pool divided by 100 (round down).

Pure Total Imbue:
You can imbue the agelessness of positive energy on others.
Prereqs: Life Force class feature, Pure Life class feature, maximum life force pool of at least 400 points
Benefit: You can preform a Pure Total Imbue. This takes 1 hour and costs you 400 points from your life force pool. It effects 1 target, and the target must be within 10 feet of you for the full hour. When the hour is up, the target can spend 5000 xp. If they do, they become immune to aging, becoming ageless. As a result, they no longer take penalties to their ability scores for aging, nor do they gain bonuses (any penalties/bonuses previously obtained remain). They do not die of old age.

Positive Flood:
You can make some magic items without spellcasting, via your life force alone
Prereqs: Life Force class feature, maximum life force pool of at least 150 points
Benefit: You can make some magic items with life force alone. You must still pay all gp and xp costs from making the item, but don't need the spell or item creation feat. You can make scrolls, wands and potions of any conjuration (healing) spell, so long as the level of the spell is less than or equal to half your mender level (round down). Some other items also say you can make that item with this feat as well.

Epic Life Force [Epic]:
Prereq: Life Force class feature, Knowledge (the planes) 24 ranks.
Benefit: The maximum size of your life force pool increases by 70 points.
Special: You may take this feat more then once. Its effects stack.

Epic Mending [Epic]:
Prereq: Life Force class feature, Healing Burst (5d8), Knowledge (the planes) 24 ranks.
Benefit: You may develop and use epic mender effects. The design of these effects uses the epic spellcasting rules, except you may only use the Heal, Life and Fortify seeds. You may also use the Conjure seed, but only for its special use of creating new creatures. When developing epic mender effects, use your ranks in Knowledge (the planes) instead of Spellcraft. You may use a number of epic mender effects per day equal to your ranks in Knowledge (the planes) divided by 10.
Mender Items:
Staff of Life Force:
In addition to being a +1 quarterstaff, this staff acts as storage for a menders life force. A mender holding a staff of life force can, as a free action, spend any number of points from their Life Force pool. When they do, the number of points in the staff increases by the same amount. The staff can hold up to 100 points. Points in the staff can be spent as if they were in the life force pool of the mender holding the staff.

In the hands of a non-mender, the energy in the staff can still be used, but not as well. By speaking a command word while touching the tip of the staff to someone, you spend 3 points from the staff to cast cure light wounds on the touched individual (CL 1).

Price: 10000 gp
Moderate Conjuration, CL 10
Craft Magic Arms and Armor, Heal, Cure Light Wounds OR Positive Flood (Mender level required 10)

Greater Staff of Life Force:
A stronger version of the Staff of Life Force, this staff is used by more skilled menders. The greater staff of life force functions exactly like a staff of life force, except as follows:

-It is a +1 Merciful quarterstaff.
-To store points in the staff or use points from the staff for mender class features, your maximum life force pool must be at least 400 points.
-The staff can hold up to 200 points.
-A non-mender can, via a second command word, spend 40 points from the staff and 1000 xp to cast raise dead on a touched individual (CL 1).

Price: 50000 gp
Strong Conjuration, CL 15
Craft Magic Arms and Armor, Heal, Cure Light Wounds, Raise Dead OR Positive Flood (Mender level required 15)

Mender's Gloves:
These simple gloves are a great boon to menders. When worn, these gloves provide an enhancement bonus to Wisdom and Charisma. This bonus can come in +2, +4 or +6.

Price: 8,000 (+2), 32,000 (+4), 72,000 (+6)
Moderate transmutation, CL 8
Craft Wondrous Item, Eagleís Splendor, Owl's Wisdom OR Positive Flood (Mender level required 7 [+2], 10 [+4], 13 [+6])

~Corvus~
2013-10-25, 03:28 PM
Looks pretty cool! Still have to go through it all, but a nitpick here about the Life Force. Let's say someone gets a temporary penalty or score brought into the Negatives. Math as it is calculated would suddenly turn that Life force pool into negative capacity. I'd recommend saying that there's a minimum score of 1 for Wis and Cha bonus.

qwertyu63
2013-10-25, 04:10 PM
Looks pretty cool! Still have to go through it all, but a nitpick here about the Life Force. Let's say someone gets a temporary penalty or score brought into the Negatives. Math as it is calculated would suddenly turn that Life force pool into negative capacity. I'd recommend saying that there's a minimum score of 1 for Wis and Cha bonus.

Derp. I meant to state that floor.

~Corvus~
2013-10-25, 05:43 PM
RAW, this can be misinterpreted as a minimum of Mender level cubed. I'd suggest something more to the effect of

"The maximum size of this pool is their mender level times their Wisdom modifier (min of 1) times their Charisma modifier (min of 1)."

qwertyu63
2013-10-25, 06:33 PM
Or I can just make it clear that the floor is the final pool size, rather then anything else.

~Corvus~
2013-10-25, 06:54 PM
Or I can just make it clear that the floor is the final pool size, rather then anything else.

Sounds good to me.

qwertyu63
2013-10-26, 01:24 PM
Added in some fluff stuff, and an ex-menders section. Also added in Planar Calm and Pure Life.

Alabenson
2013-10-26, 03:02 PM
Class Skills: The Menderís class skill list looks very sparse, especially considering that one of its roles is supposed to be that of the party face. At the very least, the Mender should probably have a few more social skills added, such as Bluff and Gather Information.

Healing Burst: You should seriously consider adjusting this ability so that undead can receive a saving throw against the effect. Otherwise the unoptimized damage output from the ability can reach rather ridiculous amounts at higher levels.
Also, you should clarify whether the point limit for the Healing Burst is per use or per round, which has significant ramifications for when Swift Burst comes online.

Overall, Iíd peg the Mender at about Tier-5. It does one thing extremely well (heals), but healing, especially in combat healing, is often viewed as fairly unnecessary.
Furthermore, the Mender has issues in comparison to its fellow Tier-5 healing class, the Healer, which has a d8 hit die, a better Fortitude save, proficiency with light armor, and a much better class skill list.

What I think the Mender could use is a greater capacity to actively, as opposed to passively, contribute in combat, as well as an expanded skill list to allow it to contribute outside of combat as well.

qwertyu63
2013-10-26, 03:26 PM
Class Skills: The Menderís class skill list looks very sparse, especially considering that one of its roles is supposed to be that of the party face. At the very least, the Mender should probably have a few more social skills added, such as Bluff and Gather Information.

Bluff is already there. Gather Information could be useful too though. I'll add it.


Healing Burst: You should seriously consider adjusting this ability so that undead can receive a saving throw against the effect. Otherwise the unoptimized damage output from the ability can reach rather ridiculous amounts at higher levels.
Also, you should clarify whether the point limit for the Healing Burst is per use or per round, which has significant ramifications for when Swift Burst comes online.

Derp, I meant to allow a save.

The limit is supposed to be per use.


Overall, Iíd peg the Mender at about Tier-5. It does one thing extremely well (heals), but healing, especially in combat healing, is often viewed as fairly unnecessary.
Furthermore, the Mender has issues in comparison to its fellow Tier-5 healing class, the Healer, which has a d8 hit die, a better Fortitude save, proficiency with light armor, and a much better class skill list.

My goal here was to make a class that had healing that could keep up with damage at all levels. Compared to the Healer, I would say they are much better at that. That said, added


What I think the Mender could use is a greater capacity to actively, as opposed to passively, contribute in combat, as well as an expanded skill list to allow it to contribute outside of combat as well.

I don't really see any the concept could act actively in combat, other then to pre-heal attacks (since excess healing becomes temp HP).

The skills I can do.

EDIT: I have an idea.

Positive Overflow (Su):
Just as too much time on positive-dominant planes can kill you, so to can too much positive energy from a mender. Starting at level ??, menders can attempt to overwhelm a target. By spending 10 points from their life force pool as a standard action, a mender can force an overwhelming burst into a touched target. If that target has temporary hit point equal to or exceeding their maximum hit points, the target must make a Fortutide save with a DC of 14+the menders Wis or Cha modifier, whichever is higher, or explode in a riot of energy, dying instantly. If the target is immune to the effects of positive-dominant planes, they are immune to this effect.

ShiningStarling
2013-10-26, 05:05 PM
I don't really see any the concept could act actively in combat, other then to pre-heal attacks (since excess healing becomes temp HP).

Positive Overflow (Su):
Just as too much time on positive-dominant planes can kill you, so to can too much positive energy from a mender. Starting at level ??, menders can attempt to overwhelm a target. By spending 10 points from their life force pool as a standard action, a mender can force an overwhelming burst into a touched target. If that target has temporary hit point equal to or exceeding their maximum hit points, the target must make a Fortutide save with a DC of 14+the menders Wis or Cha modifier, whichever is higher, or explode in a riot of energy, dying instantly. If the target is immune to the effects of positive-dominant planes, they are immune to this effect.

This is fine, though I would simply make the positive planar trait rules apply to their healing, including the explode with too much life rule.

Also, as a class focused on life, I would think that a good Fortitude save and a d12 Hit Die would be fairly reasonable, as it is literally a force of life.

On an ability note, perhaps add a split-burst effect that costs a couple points and splits the effect between a few targets? Possiibly as an extenson to far-burst and a predecessor to the area of effect burst?

On a final note, maybe he could gain a sort of magnetism effect at some mid-level, like he's so positive with life that he can drive out the positive hit points in those he targets, ya know, with the whole similar poles repel? Yeah that. This one was more of a spitball than the others.

All in all nice class though, though incredibly focused and basically a sideline player in any non-undead fight. Still like it :smallsmile:

qwertyu63
2013-10-26, 05:25 PM
This is fine, though I would simply make the positive planar trait rules apply to their healing, including the explode with too much life rule.

I would rather it not universally apply. Also, the way that is worded is supposed to impose an action tax to using it. You first have to fill them up, then you can blow them up.


Also, as a class focused on life, I would think that a good Fortitude save and a d12 Hit Die would be fairly reasonable, as it is literally a force of life.

...duh. A class so full of life, I should give them the higher values.


On an ability note, perhaps add a split-burst effect that costs a couple points and splits the effect between a few targets? Possiibly as an extenson to far-burst and a predecessor to the area of effect burst?

Alright, level 7, three points. Pick two targets, both must be in range.


On a final note, maybe he could gain a sort of magnetism effect at some mid-level, like he's so positive with life that he can drive out the positive hit points in those he targets, ya know, with the whole similar poles repel? Yeah that. This one was more of a spitball than the others.

Huh... that is quite the idea. I haven't decided if it is any good yet, but I'll keep you posted.


All in all nice class though, though incredibly focused and basically a sideline player in any non-undead fight. Still like it :smallsmile:

Yeah, any class built towards healing would be sidelined, but people taking up this class would know they are taking on a support role. It comes with the job.

Kamai
2013-10-26, 08:47 PM
As others have said, what really bothers me is what little the healer can do (even to support) if healing isn't called for. I wonder what you could do if you started to take the angles of a (more benign) cancer, with too much energy causing helpful growths, or adrenaline boosts (maybe granting things like uncanny dodge, Evasion, and Haste temporarily). or simply letting the target process and think faster (mental stat improvements, very limited extra actions, temporarily grant ranks in skills).

The healer still won't be able to do much besides buff, but there will always be a buff that's useful, ideally making them at least tier 4.

~Corvus~
2013-10-26, 08:51 PM
Still putting in my comments about each ability. To support others' points, T.G Oskar made an interesting re-tooling of the Healer around high tier 4, low tier 3. Taking a look at this (http://www.giantitp.com/forums/showthread.php?t=133118) may give you some more ideas. I'll keep working on my comments :smallsmile:

Edit: The intro is fantastic, too. Enjoy.

qwertyu63
2013-10-26, 09:31 PM
As others have said, what really bothers me is what little the healer can do (even to support) if healing isn't called for. I wonder what you could do if you started to take the angles of a (more benign) cancer, with too much energy causing helpful growths, or adrenaline boosts (maybe granting things like uncanny dodge, Evasion, and Haste temporarily). or simply letting the target process and think faster (mental stat improvements, very limited extra actions, temporarily grant ranks in skills).

The healer still won't be able to do much besides buff, but there will always be a buff that's useful, ideally making them at least tier 4.

The idea of a cancer-like doesn't gel with my idea of positive energy... however, adrenaline boosts do mesh with it well. On it. EDIT: Expeditious Retreat+Haste. Not much, but it is something.


Still putting in my comments about each ability. To support others' points, T.G Oskar made an interesting re-tooling of the Healer around high tier 4, low tier 3. Taking a look at this (http://www.giantitp.com/forums/showthread.php?t=133118) may give you some more ideas. I'll keep working on my comments :smallsmile:

Edit: The intro is fantastic, too. Enjoy.

That intro is very nice. Looking over the class, I didn't really find anything worth stealing though.

~Corvus~
2013-10-26, 10:29 PM
That intro is very nice. Looking over the class, I didn't really find anything worth stealing though.

Well hrm....

One of the amazing effects of Oskar's build is that he gets access to druid/cleric spells every few levels. Perhaps the Mender could get some buffs that can be passed onto teammates?

qwertyu63
2013-10-27, 08:03 AM
Well hrm....

One of the amazing effects of Oskar's build is that he gets access to druid/cleric spells every few levels. Perhaps the Mender could get some buffs that can be passed onto teammates?

The problem is that all the spells from those lists that fit the fluff of the class are already in there somewhere. By switching the source of the powers from a divine source to pure positive energy, I have limited my options. Looking through the lists (in the SRD, there may be more outside core), I found one that works: Death Ward. I will be giving them that now (EDIT: upgraded Positive Well to act as a pseudo-death ward), and then exploring outside of core.

JoshuaZ
2013-10-27, 09:54 AM
It might make sense for them to be able to buff party members a bit with their healing, in the form of say morale bonuses to saves and attack rolls and ability checks for some amount of time after healing. That would allow them to do something other than direct healing.

Also, I'd suggest giving them Knowledge(Arcana) and Knowledge(Religion) as class skills.

Finally, to help with being the party face, I'd suggest a feature that lets beings who are healed by positive energy feel a deep trust of the Mender, allowing them to add half their class level to Bluff and Diplomacy checks.

qwertyu63
2013-10-27, 10:13 AM
It might make sense for them to be able to buff party members a bit with their healing, in the form of say morale bonuses to saves and attack rolls and ability checks for some amount of time after healing. That would allow them to do something other than direct healing.

So, basicly the spell heroism. Looking at it, that could work. But I have nowhere to put it. The early levels are too full, and the effect is too weak for higher levels.


Also, I'd suggest giving them Knowledge(Arcana) and Knowledge(Religion) as class skills.

That makes no sense. What do either of those skills have to do with the class?


Finally, to help with being the party face, I'd suggest a feature that lets beings who are healed by positive energy feel a deep trust of the Mender, allowing them to add half their class level to Bluff and Diplomacy checks.

Perhaps...

JoshuaZ
2013-10-27, 10:28 AM
So, basicly the spell heroism. Looking at it, that could work.

Yeah, Heroism would be a reasonable way of doing that mechanically.




That makes no sense. What do either of those skills have to do with the class?


It depends on the exact context, but I could for example see Menders associated with religious orders, or working with them. And while they are devoted to healing, the class features make them very good at hunting undead. So Knowledge(Religion) would compliment that. Knowledge(Arcana) has less of a direct connection, but my general attitude is that if a class has enough supernatural abilities, they should be able to have some decent understanding of how magic works if they so choose. Practically speaking, in many campaigns, those two are the most frequently used types of Knowledge, so if the class is going to have much to contribute outside direct healing, it may make sense to have them.

qwertyu63
2013-10-27, 10:34 AM
Yeah, Heroism would be a reasonable way of doing that mechanically.

The problem is what level would I put it at. The low levels are crowded, and it is too weak for the high levels.


It depends on the exact context, but I could for example see Menders associated with religious orders, or working with them. And while they are devoted to healing, the class features make them very good at hunting undead. So Knowledge(Religion) would compliment that. Knowledge(Arcana) has less of a direct connection, but my general attitude is that if a class has enough supernatural abilities, they should be able to have some decent understanding of how magic works if they so choose. Practically speaking, in many campaigns, those two are the most frequently used types of Knowledge, so if the class is going to have much to contribute outside direct healing, it may make sense to have them.

Can't fault that argument. I'll add them in.

~Corvus~
2013-10-27, 01:07 PM
It depends on the exact context, but I could for example see Menders associated with religious orders, or working with them. And while they are devoted to healing, the class features make them very good at hunting undead. So Knowledge(Religion) would compliment that. Knowledge(Arcana) has less of a direct connection, but my general attitude is that if a class has enough supernatural abilities, they should be able to have some decent understanding of how magic works if they so choose. Practically speaking, in many campaigns, those two are the most frequently used types of Knowledge, so if the class is going to have much to contribute outside direct healing, it may make sense to have them.

Totally! Menders could be like the Bards of the Healing world. Why not give them ~ 6+int skills anyways?


The problem is what level would I put it at. The low levels are crowded, and it is too weak for the high levels.

As the class stands, it's still not incredibly effective. What i'd do (this is brilliant, I think) is at every odd level, give the Mender's healing ability some other--increasing--benefits in accordance to his Mender level and Heal ranks, kind of like a Bardsong version of the Mender, but instead of Morale bonuses to the group, you give more-potent effects to people you heal.

You could start with the Temporary HP overflow at 1, then add, perhaps, Bear's Endurance (http://www.d20srd.org/srd/spells/bearsEndurance.htm) at third. ANY class likes more HP and con. Give Heroism (http://www.d20srd.org/srd/spells/heroism.htm) at 5th, which upgrades to Greater Heroism (http://www.d20srd.org/srd/spells/heroismGreater.htm) at 12.

~Corvus~
2013-10-27, 06:37 PM
Healing Burst (Su):
The most basic power of the mender is the healing burst. As a standard action, the mender can unleash a healing burst, spending any number of points from their Life Force pool up to their mender level. For every point they spent, the target is healed 1d8 hit points. The range of a healing burst is touch. This healing is positive energy, and so harms undead.

I'd suggest changing the range of the burst to 5 feet (1 square) or the like; otherwise, only touched targets can be affected. Perhaps a rewording to Healing Touch if you want to keep it as a touch spell? Otherwise, looks awesome.


Mender's Eyes (Ex):
To apply their healing to its best effect, menders can see the life force of others. Menders can see the current and maximum hit points of any creature they can see, along with all temporary hit points and non-lethal damage. This also tells them how many hit dice those viewed have. They do still see this information for those who aren't living (undead, constructs, etc), but can also tell that the creature is not actually alive.

Starting at level 4, menders can also see what conditions other have. Menders can see what conditions other creatures may be suffering from. Menders can see any of the following conditions: confused, dazzled, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken or sickened.

Starting at level 6, menders can also see what ails others. Menders can see what diseases and poisons those they see are suffering from.

Starting at level 9, menders can see how far gone the fallen are. When looking at any part of a dead body, the mender can see how long the body has been dead and what the cause of death was.

Starting at level 11, menders can tell what other things cause your suffering. Menders can see how much ability score damage or drain is being suffered by those they can see, and how many negative levels or lost levels those seen are under.

An elegant fix to Deathwatch, with additional utility besides. Well done.



Far Burst (Su):
Starting at level 2, menders can heal from a distance. When unleashing a healing burst, the mender can spend an extra point (this added cost applies to the limit of points spent on one burst). If they do, the range of the burst is increased to 50 feet.

See my comment about Healing burst. If this is a Touch spell, it shouldn't be named Burst.


Calming Burst (Sp):
Starting at level 2, menders can calm those they heal. When unleashing a healing burst, the mender can spend an extra point (this added cost applies to the limit of points spent on one burst). If they do, the target also receives the effect of a calm emotions spell, with a save DC based on Wisdom or Charisma, whichever is higher. They may also spend extra points for this effect (the per burst limit still applies). For every extra point, the save DC increases by 1.

Starting at level 10, menders can calm those who would be unaffected. When using this feature, the mender may choose to spend an extra 4 points on top of the cost (the per burst limit still applies). If they do, the calm emotions spell effect loses the [mind-affecting] tag.

A clarity question here: where is this "limit" first mentioned? I only see a continual reference to this missing idea.


Planar Calm (Ex):
Menders are full of positive energy. This results in them having great protection from planes tied to it. Starting at level 2, menders are immune to the effect of positive-dominant planes.

In addition to their own personal immunity, a mender can, as a move action, choose to start emitting a protective field of their own energy to hold back the energy of the plane. This field grants immunity to positive-dominant planes to all creatures within 30 feet of the mender. Each round the field is up costs 1 point from the menders life force pool, and the field can be ended as a free action.

For greater menders, their well of positive energy shields them from opposing planes as well. Starting at level 10, menders are immune to the effect of negative-dominant planes. The menders protective field also grants immunity to negative-dominant planes.


This is an amazing protection for Astral travelers. A little early, in my opinion, but awesome nonetheless.


Wiping Burst (Su):
Starting at level 4, menders can restore other things then mearly hit points. When unleashing a healing burst, the mender can spend an extra point (this added cost applies to the limit of points spent on one burst). If they do, the burst also removes one of the following conditions at the menders choice: confused, dazzled, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken or sickened. A mender can spend more then one extra point for this ability (the per burst limit still applies). They can remove one condition per extra point spent.

This is cool, and a great place to start adding on other beneficial effects, like Endurance, Heroism, etc.


Mender's Sprite (Su):
Starting at level 6, menders have a such a surplus of life energy that their physical frame can't hold it all. A mender's sprite comes into existence to store and use some of this surplus energy. A menders sprite is a glowing ball of light. The sprite has no physical existence, existing as an extension of the mender. Nonetheless, the sprite is intelligent, with mental stats equal to those of the mender. It can speak any language known by the mender.

The sprite is tiny sized and has a fly speed of 30 feet (perfect), but cannot move further then 10 feet away from the mender. If something would cause the sprite to move too far from the mender, the sprite is pulled to stay in range. The sprite has its own life force pool with a maximum size of the menders mender level. This pool is refilled when the mender refills their pool. It may use these points to healing burst as a first level mender. The sprite has its own set of actions, and acts on the menders initiative count.

At level 12, the mender gains a second mender's sprite. Both sprites have their range increased to 20 feet from the mender, and they can healing burst as a second level mender. Every 6 levels after that, the mender gains another sprite, the range of all of the sprites is increased by 10 feet and the healing burst those sprites increases in power by 1 mender level.


It would be really cool if the Sprites could bestow buffs to people as well. This ability has a lot of incredible potential.


Bank Life (Su):
Sometimes, the menders help is needed somewhere they can't go. Starting at level 7, they have a way past this problem. As a full round action, a mender can imbue a container of water with life energy. When they do this, they can spend any number of points from their Life Force pool up to half their mender level. If the container is later drunk from, the creature who drunk the water is healed 1d6 hit points for every point spent. Once drunk from, the power stored is used up. If not drunk from within 1 hour per mender level, the power fades to no effect. This healing is positive energy, and so harms undead.

At level 13, menders grow better at storing life. The amount of healing from banked life increases to 2d6 per point. This amount increases by +1d6 every 6 levels after that.

Even better crafting. This (and the Bank restore) would be very cool if you could add feat support for extending the duration into days/level, etc.


Bank Wipe (Su):
More skilled menders can store their wiping abilities for future use. Starting at level 11, when using their bank life class feature, the mender can spend an extra point (this added cost applies to the limit of points spent on one container). If they do, they may choose a condition from the list in wiping burst. When the container of water is drunk from, the chosen condition is removed. A mender can spend more than one extra point for this ability (the per container limit still applies). They can choose one condition per extra point spent.

What limit?


Positive Well (Ex):
The life force within a mender shields them from the forces of death. Starting at level 12, the mender can resist various dark effects. If the mender would be killed by a death effect while they still have at least 9 points in their life force pool, they instead lose 9 points from their life force pool. If mender would suffer negative levels or level loss while they still have at least 3 points in their life force pool, they instead lose 3 points from their life force pool for every level that would be lost.

Why 9? that seems like such an arbitrary number. Designer notes are cool.


Wide Burst (Su):
Great menders can help groups fast. Starting at level 13, the mender can heal an area all at once. When unleashing a healing burst, the mender can triple the cost (this added cost applies to the limit of points spent on one burst, and is applied after all other effect). If they do, the burst effects all creatures within 30 feet of the mender. The mender may choose to not effect targets as they see fit.

Aah, the area heal I was looking for. Not a terrible level to get it, but i'd go for level 11. It's like that reason to not take a 10-leve prestige class, right? Yeah, i got your reason RIGHT HEERE.


Hope Springs Eternal (Su):
Death can not stop the greatest of menders, even if it that death happens to be their own. Starting at level 19, if a mender dies, their spirit instantly rises in the space of the menders body. Their spirit has any Life Force points they had left in life, and all uses of daily abilities left. They can not leave the square their body is in, nor can they make attacks or be targeted by attacks. They may use any of their mender class features normally. Every round, they lose 10 Life Force points. Once they run out of Life Force points, the spirit fades. If they are raised from the dead while in spirit form, they return to their body.

At this level, this is a significantly steep cost (not for an MMO, but thats besides the point). At this level, you should just be adding something like no loss of levels from Resurrection / raising effects along with immunity to ability damage and death effects. Otherwise, a Cleric is almost completely a superior choice.


Ex-Menders:
A mender who becomes undead loses all mender class features (except weapon proficiencies). They may not progress any farther in levels as a mender. They regains their abilities and advancement potential if cease to be undead, as appropriate.

Go instead to the Deathless template. I like this restriction! How will a Mender resist the bite of a Vampire if he gets cornered (besides destroying said vampire, obviously)?

qwertyu63
2013-10-27, 07:27 PM
I'd suggest changing the range of the burst to 5 feet (1 square) or the like; otherwise, only touched targets can be affected. Perhaps a rewording to Healing Touch if you want to keep it as a touch spell? Otherwise, looks awesome.

I called it Healing Burst because I liked the name. Touch was to limit the range, but a change to 5 feet would work. I'll do that.


An elegant fix to Deathwatch, with additional utility besides. Well done.

Thank you.


See my comment about Healing burst. If this is a Touch spell, it shouldn't be named Burst.

You say this on the ability that increases the range to 50 feet.


A clarity question here: where is this "limit" first mentioned? I only see a continual reference to this missing idea.


Healing Burst (Su):
The most basic power of the mender is the healing burst. As a standard action, the mender can unleash a healing burst, spending any number of points from their Life Force pool up to their mender level. For every point they spent, the target is healed 1d8 hit points. The range of a healing burst is touch. This healing is positive energy, and so harms undead (Fort save for half, DC is 10+half the number of points spent+Wis or Cha modifier, whichever is higher).


This is an amazing protection for Astral travelers. A little early, in my opinion, but awesome nonetheless.

A bit early, yes, but this power was intended as almost pure fluff. Honestly, how many groups go to those planes anyway?


This is cool, and a great place to start adding on other beneficial effects, like Endurance, Heroism, etc.

Put those on the condition remover? Interesting spot.


It would be really cool if the Sprites could bestow buffs to people as well. This ability has a lot of incredible potential.

Yeah, the sprites are meant to only heal. I could give them more... EDIT: I have now let them use all burst related class features of a mender of their level (and mender's eyes). Not much, but it is something.


Even better crafting. This (and the Bank restore) would be very cool if you could add feat support for extending the duration into days/level, etc.

I did have a feat in mind that let you spend xp while banking life to make it last until used.


What limit?


Sometimes, the menders help is needed somewhere they can't go. Starting at level 7, they have a way past this problem. As a full round action, a mender can imbue a container of water with life energy. When they do this, they can spend any number of points from their Life Force pool up to half their mender level. If the container is later drunk from, the creature who drunk the water is healed 1d6 hit points for every point spent. Once drunk from, the power stored is used up. If not drunk from within 1 hour per mender level, the power fades to no effect. This healing is positive energy, and so harms undead.


Why 9? that seems like such an arbitrary number. Designer notes are cool.

It is an entirely arbitrary number. I said to myself "this ability needs a cost... 9 should work".


Aah, the area heal I was looking for. Not a terrible level to get it, but i'd go for level 11. It's like that reason to not take a 10-leve prestige class, right? Yeah, i got your reason RIGHT HEERE.

Eh, I thought delaying it a bit wouldn't hurt too bad.


At this level, this is a significantly steep cost (not for an MMO, but thats besides the point). At this level, you should just be adding something like no loss of levels from Resurrection / raising effects along with immunity to ability damage and death effects. Otherwise, a Cleric is almost completely a superior choice.

Bear in mind, at this level you have True Resurrection. You can raise yourself from the dead via this power. EDIT: that said, I just gave them a "get-out-of-level-loss-free card and a "no soul trap" card.


Go instead to the Deathless template. I like this restriction! How will a Mender resist the bite of a Vampire if he gets cornered (besides destroying said vampire, obviously)?

I'm not quite sure what you are saying here.

~Corvus~
2013-10-27, 07:50 PM
Bear in mind, at this level you have True Resurrection. You can raise yourself from the dead via this power.
Hah! Okay, I get it now.


I'm not quite sure what you are saying here.

The Deathless (http://www.giantitp.com/forums/showthread.php?t=94537) is a template introduced--I believe--somewhere in the Eberron Campaign setting, and it made its way into the Book of Exalted Deeds. The Deathless was a way of turning Undead without being unspeakably evil, and there is a template in the BoED called The Risen Martyr that makes use of the template.

qwertyu63
2013-10-27, 08:14 PM
The Deathless (http://www.giantitp.com/forums/showthread.php?t=94537) is a template introduced--I believe--somewhere in the Eberron Campaign setting, and it made its way into the Book of Exalted Deeds. The Deathless was a way of turning Undead without being unspeakably evil, and there is a template in the BoED called The Risen Martyr that makes use of the template.

I was under the impression it was It is a creature type (EoED 157-158), but in either event I was wondering what you were trying to say about it.

~Corvus~
2013-10-27, 08:38 PM
I was under the impression it was It is a creature type (EoED 157-158), but in either event I was wondering what you were trying to say about it.

Would you count the deathless as a workaround for not being undead?

qwertyu63
2013-10-27, 08:40 PM
Would you count the deathless as a workaround for not being undead?

Oh sure. Deathless=/=undead.

EDIT: But remember, Deathless is a creature type. As far as I can tell, there is no way to turn something into an Deathless.

silphael
2013-10-28, 07:50 AM
There is a PrC that turns you to Deathless at level 0 (Risen Martyr from BoED).

Right now I'm thinking the Life Pool will never be a limit : at first level you'll most probably have around 6-9 points in it (so slightly having to take care about your heals) but given that this basis is gained at each level... at level 20, we're most probably talking about a life pool like 1280... that's probably too high a number to keep track of.

Not sure if i'm not a little late, but you could add passive features working as long as you have above a given number of points in your life pool... like giving fast healing/regeneration as highest levels, or allowing to cast entangle by spending points, and so on.

qwertyu63
2013-10-28, 08:30 AM
There is a PrC that turns you to Deathless at level 0 (Risen Martyr from BoED).

Right now I'm thinking the Life Pool will never be a limit : at first level you'll most probably have around 6-9 points in it (so slightly having to take care about your heals) but given that this basis is gained at each level... at level 20, we're most probably talking about a life pool like 1280... that's probably too high a number to keep track of.

Not sure if i'm not a little late, but you could add passive features working as long as you have above a given number of points in your life pool... like giving fast healing/regeneration as highest levels, or allowing to cast entangle by spending points, and so on.

Get that horrible PrC that shall not be named out of my thread.

I ran the numbers for a level 19 character. A character that starts with 16 in both stats, spends 2 of their level-up-tick-ups on each of the two, has a +6 item of both and buys the +4 tome of both would have... (19/2=9.5 [round up])=10*9*9=810 points. A lot, but a simple piece of paper could handle it.

As for your suggested class features, fast healing could work, if I pegged down a power level/points required. Entangle makes no sense, fluffwise.

silphael
2013-10-28, 09:07 AM
Entangle makes no sense? Your overflowing force of life makes the vegetals grow.

Oh, right, i calculated with level times[...] instead of half level times. Still too much to keep track imo. (and i forgot the points from levelling, so i had both modifiers at 8.

Still about deathless, the work hasn't been done, but all undead creating spells can be redone to be able to make deathless, adding "the soul of the deceased must be willing to either let her body move again, or come back to serve in this form" or something like that. In a similar way, templates like vampire/lich/whatever undead we're talking about can be redone as deathless without much trouble.

qwertyu63
2013-10-28, 09:17 AM
Entangle makes no sense? Your overflowing force of life makes the vegetals grow.

Oh, right, i calculated with level times[...] instead of half level times. Still too much to keep track imo. (and i forgot the points from levelling, so i had both modifiers at 8.

Still about deathless, the work hasn't been done, but all undead creating spells can be redone to be able to make deathless, adding "the soul of the deceased must be willing to either let her body move again, or come back to serve in this form" or something like that. In a similar way, templates like vampire/lich/whatever undead we're talking about can be redone as deathless without much trouble.

Eh. Sounds a bit to druid-ish to me, but I'll bear it in mind.

I figured you used the full level. A previous version used that, until I realized the number of points was... too high. The current totals are the post-cut totals.

Alright. The point of the ex-menders section is that menders are powered by positive energy and that it would be canceled out by the negative energy that undead are powered by.

Also, any new abilities I make up to add are going to be made into feats, as there are enough class features here. With that in mind, I am going to go write some. Some can now be found in the first post.

~Corvus~
2013-10-28, 10:48 AM
Alright. The point of the ex-menders section is that menders are powered by positive energy and that it would be canceled out by the negative energy that undead are powered by.

That's what I was lookin' for.


Entangle makes no sense? Your overflowing force of life makes the vegetals grow.

Well, if you're going to suggest that, why not just say that wherever they step, daisies and daffodils sprout out of the ground?


Oh, right, i calculated with level times[...] instead of half level times. Still too much to keep track imo. (and i forgot the points from levelling, so i had both modifiers at 8.
What, pen n' paper and simple maths don't work for ya?

qwertyu63
2013-10-28, 11:32 AM
That's what I was lookin' for.

Oh, that was what you wanted to know? Now things make more sense.


What, pen n' paper and simple maths don't work for ya?

Even if for some reason you can't keep the numbers on paper, calculators exist. Heck, with my fancy calculator, I could program a special calculator for this. I even mocked up a simple one (http://scratch.mit.edu/projects/13670366/) in scratch of all things.

~Corvus~
2013-10-28, 12:11 PM
Even if for some reason you can't keep the numbers on paper, calculators exist. Heck, with my fancy calculator, I could program a special calculator for this. I even mocked up a simple one (http://scratch.mit.edu/projects/13670366/) in scratch of all things.

qwertyu, making calculators so that we don't even have to do math in our heads. Hmm...too bad it isn't shared. :smalltongue:

qwertyu63
2013-10-28, 12:20 PM
qwertyu, making calculators so that we don't even have to do math in our heads. Hmm...too bad it isn't shared. :smalltongue:

Derp. Shared.

~Corvus~
2013-10-28, 12:26 PM
Derp. Shared.

This is made of win. (http://scratch.mit.edu/projects/13670366/) My sincere congratulations.

qwertyu63
2013-10-28, 12:44 PM
This is made of win. (http://scratch.mit.edu/projects/13670366/) My sincere congratulations.

The long part was drawing the buttons. If you looked at the code, it is so simple.

~Corvus~
2013-10-28, 01:26 PM
The long part was drawing the buttons. If you looked at the code, it is so simple.

The code is simple to YOU, Mr. MIT person :smalltongue: I'm only barely competent in CSS and HTML

qwertyu63
2013-10-28, 01:35 PM
The code is simple to YOU, Mr. MIT person :smalltongue: I'm only barely competent in CSS and HTML

I've been using scratch for the better part of a decade. All it is is changing 1 number based on other numbers. You want complex, look at some of my other stuff. EDIT: Also, I bow to you if you know how to use CSS. The closest I come to using that is to copy-paste from other places.

gooddragon1
2013-10-28, 05:39 PM
Healing Burst (Su): Is the increase by +1d8 on a per point basis? 4d8 for 2 points?

Healing Talent (Ex): No need to round down unless you meant half mender level. Also "of less than" needs to be "or less than"

Calming Burst (Sp): Probably best to say 10 + 1/2 ~ level + Wis or Cha ... or the way you meant it to be.

Positive Well (Ex): Immunity to ability score damage from undead too?

Mender's Sprite (Su): Mender's mender level -> mender's class level.

Split Burst (Sp): Roll the healing first then split the healing between the two? Might need better wording.

===

I'd personally add the option to life bond to allow you to lose levels if you choose to (it can come in handy in fringe cases). The amount of healing this class can crank out per round might make a character near invulnerable in some cases though (not for very long but still). Just saiyan cuz I'm not an expert in balance. Also, for the positive well it might be interesting if it could cause damage equal to the points drained for undead enemies attempting to drain targets within.

qwertyu63
2013-10-28, 07:58 PM
Healing Burst (Su): Is the increase by +1d8 on a per point basis? 4d8 for 2 points?

It is per point. The healing can get crazy big easy. That is intended.


Healing Talent (Ex): No need to round down unless you meant half mender level. Also "of less than" needs to be "or less than"

We are rounding down the mender level. Also, typo.


Calming Burst (Sp): Probably best to say 10 + 1/2 ~ level + Wis or Cha ... or the way you meant it to be.

...it is calculated like all spell save DC's (10+level of the spell+ability score modifier).


Positive Well (Ex): Immunity to ability score damage from undead too?

As it is written, just drain. I think I will add damage too. (Screw undead)


Mender's Sprite (Su): Mender's mender level -> mender's class level.

K.


Split Burst (Sp): Roll the healing first then split the healing between the two? Might need better wording.

Roll the healing separately for each target.


I'd personally add the option to life bond to allow you to lose levels if you choose to (it can come in handy in fringe cases). The amount of healing this class can crank out per round might make a character near invulnerable in some cases though (not for very long but still). Just saiyan cuz I'm not an expert in balance. Also, for the positive well it might be interesting if it could cause damage equal to the points drained for undead enemies attempting to drain targets within.

It is intended for the mender to turn people into brick walls in combat. One of my personal goals with this class is to stop rocket tag.

gooddragon1
2013-10-28, 08:26 PM
It is per point. The healing can get crazy big easy. That is intended.



We are rounding down the mender level. Also, typo.



...it is calculated like all spell save DC's (10+level of the spell+ability score modifier).

-It doesn't say per point though so I was just pointing that out.
-But you're not dividing it by anything so it will be a whole number. Also it looks like you actually just transposed "of" and "or" ..."level or the spell" needs to be "level of the spell"
-It's just a suggestion for clarity to include that calculation in the text.

Otherwise it looks good but I might also have missed some typos.

qwertyu63
2013-10-28, 08:44 PM
-It doesn't say per point though so I was just pointing that out.
-But you're not dividing it by anything so it will be a whole number. Also it looks like you actually just transposed "of" and "or" ..."level or the spell" needs to be "level of the spell"
-It's just a suggestion for clarity to include that calculation in the text.

Otherwise it looks good but I might also have missed some typos.

-Ah, I'll note that.
-It is supposed to be half mender level. Good catch.
-Huh, include a standard calculation?

Typos are the greatest enemy of writing. The hunt continues.

~Corvus~
2013-10-28, 09:01 PM
As it is written, just drain. I think I will add damage too. (Screw undead)

They're pretty much the same thing. Drain causes damage.

gooddragon1
2013-10-28, 09:24 PM
They're pretty much the same thing. Drain causes damage.

In response to the white text of the quote this quoted: 95% of the really nasty lasting things that happen to players are caused by undead.



Traits

A construct possesses the following traits (unless otherwise noted in a creatureís entry)...

Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.

Not the same.

qwertyu63
2013-11-05, 09:26 PM
Arise thread, and haunt the forums from which you were born.

I have posted some magic items since the last post. I have also added a new class feature that allows the mender to summon elementals made of positive energy.

~Corvus~
2013-11-05, 09:44 PM
excellent! I haven't finished my look-through, but some questions and corrections + suggestions.

Does the burst have a RADIUS of 5 feet, or a SINGULAR TARGET? Is the range intended to start our at 5 feet? A single-square is also different than affecting a single target, potentially allowing you to target (for example) two halflings occupying the same space.

Haste + Expeditious Retreat do not stack. As quoted from the SRD, "Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies." Just make sure to state that, in the case of this ability, they *do* stack to give +60 total move speed. That's wicked good, btw.

qwertyu63
2013-11-05, 09:48 PM
excellent! I haven't finished my look-through, but some questions and corrections + suggestions.

Does the burst have a RADIUS of 5 feet, or a SINGULAR TARGET? Is the range intended to start our at 5 feet? A single-square is also different than affecting a single target, potentially allowing you to target (for example) two halflings occupying the same space.

One target within 5 feet.


Haste + Expeditious Retreat do not stack. As quoted from the SRD, "Multiple enhancement bonuses on the same object (in the case of armor and weapons), creature (in the case of natural armor), or ability score do not stack. Only the highest enhancement bonus applies." Just make sure to state that, in the case of this ability, they *do* stack to give +60 total move speed. That's wicked good, btw.

No, they don't stack. This is intended behavior.

~Corvus~
2013-11-05, 09:53 PM
No, they don't stack. This is intended behavior.
Ah, cause haste is rounds/level and exped. retreat is minutes/level. Right!!

qwertyu63
2013-11-05, 09:58 PM
Ah, cause haste is rounds/level and exped. retreat is minutes/level. Right!!

That's the idea.

qwertyu63
2013-11-06, 02:01 PM
I added a new boosting burst stage. Starting at level 14, the mender can hand out new actions.

~Corvus~
2013-11-06, 02:52 PM
I added a new boosting burst stage. Starting at level 14, the mender can hand out new actions.

Yes. Also consider that a Crusader can hand out entire extra turns to teammates starting at level 5 every 2 rounds.

qwertyu63
2013-11-07, 12:24 PM
Yes. Also consider that a Crusader can hand out entire extra turns to teammates starting at level 5 every 2 rounds.

They can? At level 5? Huh, seems a bit early to me (if you want to get technical, the mender's first action bending feature is gained at level 6, when they get their first sprite).

Overall, what tier would you say the mender is? I've been aiming for tier 3 this whole time, but I think I'm there now. What do you think?

~Corvus~
2013-11-07, 12:28 PM
They can? At level 5? Huh, seems a bit early to me (if you want to get technical, the mender's first action bending feature is gained at level 6, when they get their first sprite).

Overall, what tier would you say the mender is? I've been aiming for tier 3 this whole time, but I think I'm there now. What do you think?

Well, their pool is drastically low levels 1-5, but after that it takes off assuming the character takes Wis and Cha seriously. A 14 minimum in each will yield excellent results.

I'd say ~tier 3 overall, since EVEN THOUGH there is very little capacity to be offensive except vs. Undead. The enhancements are nice, and once healing opportunities present themselves, this class will shine marvelously, stacking buffs onto heals, meaning that Casters have to do less work. It can overheal those not in combat and give nice buffs, which is very cool.

~Corvus~
2013-11-07, 01:00 PM
I also like that since this class doesn't technically cast spells, races such as the Buomman can take this class (though unoptimized) can be viable and funny at the same time. Lesser Aasimar, on the other hand, would make stellar Menders, probably even better than humans. Dat +2Cha/Wis.

qwertyu63
2013-11-07, 01:35 PM
I also like that since this class doesn't technically cast spells, races such as the Buomman can take this class (though unoptimized) can be viable and funny at the same time. Lesser Aasimar, on the other hand, would make stellar Menders, probably even better than humans. Dat +2Cha/Wis.

As it happens, I am playing a lesser aasimar mender right now. That +2 Wis/Cha is just as useful as you would expect.

I also made a chart of points vs spell levels. These charts make some assumptions. I will explain those first.

1: Spell levels uses the Wizard numbers.
2: The wizard starts with an 18 Int
3: The mender starts with 16 Cha/16 Wis.
4: Neither has a race to boost the important stat(s).
5: The wizard puts all level up increases into Int.
6: The mender puts the first two increases into Wis, and the next 2 into Cha (this order can be switched with no effect).
7: The wizard gets/upgrades their headband of intellect when it is less then 1/3 of their WBL.
8: The mender gets/upgrades their menders gloves when it is less then 1/3 of their WBL.
9: The wizard's numbers are the total level of all their spells.
10: For the wizard, a cantrip is worth .5 spell levels.
11: The menders numbers is the maximum size of their life force pool.
12: No stat manuals or wishes for stats are being used.

Now, the charts:
http://i.imgur.com/w2jJROZ.png

Each of the charts except the raw data chart is comparing the total at that level with the total of a chosen level. I did the numbers for level 1, level 20 and level 10. The raw data chart is rather useless, as it is rather apples to oranges, but it is provided for completeness.

~Corvus~
2013-11-07, 02:39 PM
As it happens, I am playing a lesser aasimar mender right now. That +2 Wis/Cha is just as useful as you would expect.

I also made a chart of points vs spell levels. These charts make some assumptions. I will explain those first.

1: Spell levels uses the Wizard numbers.
2: The wizard starts with an 18 Int
3: The mender starts with 16 Cha/16 Wis.
4: Neither has a race to boost the important stat(s).
5: The wizard puts all level up increases into Int.
6: The mender puts the first two increases into Wis, and the next 2 into Cha (this order can be switched with no effect).
7: The wizard gets/upgrades their headband of intellect when it is less then 1/3 of their WBL.
8: The mender gets/upgrades their menders gloves when it is less then 1/3 of their WBL.
9: The wizard's numbers are the total level of all their spells.
10: For the wizard, a cantrip is worth .5 spell levels.
11: The menders numbers is the maximum size of their life force pool.
12: No stat manuals or wishes for stats are being used.

[charts]

Each of the charts except the raw data chart is comparing the total at that level with the total of a chosen level. I did the numbers for level 1, level 20 and level 10. The raw data chart is rather useless, as it is rather apples to oranges, but it is provided for completeness.

Heh. So it's somewhat in flux for all of its levels in terms of comparison to the Wizard. Have you thought of giving the class Power Points, like the Psion / Wilder classes? Those have a consistent growth patterns that mirrors the wizard / sorceror progression (I'd go with sorceror progression since its very limited in spells)

~Corvus~
2013-11-07, 02:41 PM
I like wiping burst. Eeeexcellent!!

qwertyu63
2013-11-07, 03:30 PM
Heh. So it's somewhat in flux for all of its levels in terms of comparison to the Wizard. Have you thought of giving the class Power Points, like the Psion / Wilder classes? Those have a consistent growth patterns that mirrors the wizard / sorceror progression (I'd go with sorceror progression since its very limited in spells)

I though about it, but decided not to do it. I prefer the way I have it laid out.

qwertyu63
2013-11-07, 06:18 PM
I have slightly changed the wording of Life Force. This changes the math for the pool size from ROUNDUP(Lv/2)*Wis*Cha to ROUNDUP([Lv/2]*Wis*Cha). This should smooth out the numbers. I'll be back with updated charts.

EDIT: Taking a cue from psionics, the number on my charts for spells will now be the amount you would pay of a power of that level (so 1 stays 1, 2 becomes 3, 3 is now 5, and so on).

http://i.imgur.com/DVZGlmU.png

~Corvus~
2013-11-07, 06:19 PM
I have slightly changed the wording of Life Force. This changes the math for the pool size from ROUND(Lv/2)*Wis*Cha to ROUND([Lv/2]*Wis*Cha). This should smooth out the numbers. I'll be back with updated charts.

Right, well rounding gown will only yield to worse results, I think. Edit: also keep in Mind that Wizards, Clerics, and Druids have so few spells/day because of their infinite versatility. I would strongly suggest comparing to Sorcerors / Fav. Souls, etc.

qwertyu63
2013-11-07, 06:41 PM
Right, well rounding gown will only yield to worse results, I think. Edit: also keep in Mind that Wizards, Clerics, and Druids have so few spells/day because of their infinite versatility. I would strongly suggest comparing to Sorcerors / Fav. Souls, etc.

Alright, I'll make those charts too. Excel makes this easy. Shouldn't take any longer then it takes to copy some charts.

Edit: Also, the rounding for this is up.

Edit 2:
http://i.imgur.com/98YlXRM.png
http://i.imgur.com/wmI8a3b.png
http://i.imgur.com/M4aZzab.png

~Corvus~
2013-11-07, 09:43 PM
Aw yeah, Sorceror comparison FTW

qwertyu63
2013-11-07, 10:29 PM
Aw yeah, Sorceror comparison FTW

I wasn't trying that hard to do so, but the mender "curve" matches the sorcerer "curve" quite well (neither of these are even close to being a curve). Good data makes me feel good.

~Corvus~
2013-11-08, 09:11 AM
I wasn't trying that hard to do so, but the mender "curve" matches the sorcerer "curve" quite well (neither of these are even close to being a curve). Good data makes me feel good.

That it's very close to the Sorceror in terms of potential spells makes me feel good. Well done. ON TO TESTING!!

CryWolfCorrupt
2013-12-30, 11:47 AM
I'm insanely new to Homebrewing, so bear with me if I misinterpreted anything or misread or just don't understand certain parts of it, but here are my thoughts. I'll start by saying the class looks like a lot of fun and probably one of the few healer classes I could enjoy playing even if it does heal for (what I feel like are) epic-tier amounts. Maybe I just missed something in the reading, but since immunities, saves, and items often lead to resisting most debuffs and the like, I feel like most of the bursts will be straight healing. While the class itself seems like the stereotypical 'nurse' healer with low survivability on its own but greatly increasing party survivability, I like the class. Adds flavor to an otherwise bland role, imo. Mine in bold.

If anything in here is wrong or mis-spoken, just reply so I can get better at understanding Homebrewing. The other comments made this class sound weak but as I'm reading through it, unless its a cost/point spent ratio and not a totals system, this class can break a lot of things. Most of my comments are negated if the system is ratios and not totality.




Weapon and Armor Proficiency:
Menders are skilled with all simple weapons. Menders are proficient with light armor, but not with shields.

Life Force (Su):
Menders have a greater life force than most. This excess life force is tracked in their Life Force pool. The maximum size of this pool is half their mender level times their Wisdom modifier times their Charisma modifier (round up, with a minimum pool size of their mender level). Once per day, a mender can refill this pool to its maximum value. Doing this takes 1 minute. Menders spend points from this pool to activate their various class features.

Healing Burst (Su):
The most basic power of the mender is the healing burst. As a standard action, the mender can unleash a healing burst, spending any number of points from their Life Force pool up to their mender level. For every point they spent, the target is healed 1d8 hit points. The range of a healing burst is 5 feet. This healing is positive energy, and so harms undead (Fort save for half, DC is 10+half the number of points spent+Wis or Cha modifier, whichever is higher).

Menders never let healing go to waste. If a healing burst heals its target to their maximum hit points, any excess healing is given to the target as temporary hit points that last for 1 minute. If the target already has some temporary hit points from a healing burst, these temporary hit points are added to those and the duration is reset to 1 minute. The amount of temporary hit points had from this at once can not exceed the maximum hit points of the target.

My main concern with this is that with an ultra-high cap on your Life Force pool, you could potentially heal for just ridiculous amounts of health at very low levels. Class level x stat x stat is insane when you're giving a 1d8 per point. We'll say a level 2 Mender has a 16 in Wisdom and a 14 in Charisma. This gives a pool of 2 x 3 x 2 = 12d8 at level 2 and healing for 2d8 is standard, but all excess becoming temporary hitpoints? That's potentially adding 15 temp hitpoints to each party member, taking only a few turns to do it. That's incredibly powerful at such a low level to me, and scales crazy well. By level 5, you're storing (assuming you don't put your extra point into Wis or Cha and it doesn't bump you up a modifier) 5 x 3 x 2 = 30 points at level 5, and you can heal for 10d8 per turn? Assuming your level 5 Barbarian is running half health per level, he's up to 45 health and can gain an additional 45 health and go to invincible without even using half of your points.

At level 5, menders grow better at sheer healing. The amount of healing from a healing burst increases to 2d8 per point. This amount increases by +1d8 per point every 5 levels after that.

See above concerns with amounts.

For the purposes of qualifying for feats and for the effect of feats, healing burst is a conjuration (healing) spell, with a level equal to half the number of points spent (round down). If a mender has enough Life Force points remaining and is a high enough level to create a healing burst of a given level, they are treated as having that spell available to cast.

Mender's Eyes (Ex):
To apply their healing to its best effect, menders can see the life force of others. Menders can see the current and maximum hit points of any creature they can see, along with all temporary hit points and non-lethal damage. This also tells them how many hit dice those viewed have. They do still see this information for those who aren't living (undead, constructs, etc), but can also tell that the creature is not actually alive.

Unusual and cool effect.

Their ability to see the life force of others also allows them to see the life force of fellow menders. Menders can see the current and maximum life force pool of any menders they see (including mender's sprites), along with their mender level.

Starting at level 4, menders can also see what conditions other have. Menders can see what conditions other creatures may be suffering from. Menders can see any of the following conditions: confused, dazzled, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken or sickened.

Starting at level 6, menders can also see what ails others. Menders can see what diseases and poisons those they see are suffering from.

Starting at level 9, menders can see how far gone the fallen are. When looking at any part of a dead body, the mender can see how long the body has been dead and what the cause of death was.

Starting at level 11, menders can tell what other things can cause your suffering. Menders can see how much ability score damage or drain is being suffered by those they can see, and how many negative levels or lost levels those seen are under.

Healing Talent (Ex):
Menders are rather skilled at using other means of healing as well. Healers may activate all items with the Spell Trigger activation method if the spell in question is a conjuration (healing) spell. They can also activate items with the Spell Completion activation method if the spell is a conjuration (healing) spell and if the level of the spell is less than or equal to half their mender level (round down their mender level).

I assume this means without penalty or needing the UMD ranks?

Far Burst (Su):
Starting at level 2, menders can heal from a distance. When unleashing a healing burst, the mender can spend an extra point (this added cost applies to the limit of points spent on one burst). If they do, the range of the burst is increased to 50 feet.

Had to go back and read Healing Burst; I didn't see a base range on it. Is it usually touch or 'close'?

Calming Burst (Sp):
Starting at level 2, menders can calm those they heal. When unleashing a healing burst, the mender can spend an extra point (this added cost applies to the limit of points spent on one burst). If they do, the target also receives the effect of a calm emotions spell, with a save DC based on Wisdom or Charisma, whichever is higher and a caster level of the mender's mender level. They may also spend extra points for this effect (the per-burst limit still applies). For every extra point, the save DC increases by 1.

Starting at level 10, menders can calm those who would be unaffected. When using this feature, the mender may choose to spend an extra 4 points on top of the cost (the per-burst limit still applies). If they do, the calm emotions spell effect loses the [mind-affecting] tag.

I like getting rid of the mind-affecting tag, but I think 4 points is negligible at level 10 (unless it is 4 points/point spent, as seen in my next comment), where you will have a max pool of anywhere from 80 to 150 points stored away and each one healing for 3d8 (I don't have to say again that 10*3d8 is just crazy healing and even crazier damage but I will) to remove something's immunity should have a higher cost, imo. Plus, maybe I'm just new, but I feel like even an undead would see through a Calm spell if you just hit them for 30d8 damage.

Planar Calm (Ex):
Menders are full of positive energy. This results in them having great protection from planes tied to it. Starting at level 2, menders are immune to the effect of positive-dominant planes including any hazards of the plane. In addition, they can breathe the energy of the plane as if it was air.

In addition to their own personal immunity, a mender can, as a move action, choose to start emitting a protective field of their own energy to hold back the energy of the plane. This field grants immunity to positive-dominant planes including any hazards of the plane and the ability to breathe the energy to all creatures within 30 feet of the mender. Each round the field is up costs 1 point from the menders life force pool, and the field can be ended as a free action.

Nice flair.

For greater menders, their well of positive energy shields them from opposing planes as well. Starting at level 10, menders are immune to the effect of negative-dominant planes and their hazards. The menders protective field also grants immunity to negative-dominant planes and their hazards.

Swift Burst (Su):
Starting at level 3, menders can heal much faster. When unleashing a healing burst, the mender can spend two extra points (this added cost applies to the limit of points spent on one burst). If they do, they can unleash that burst as a swift action. At level 8, this is improved to an immediate action.

Similar concerns with cost. An immediate 2d8 heal for 3 points when you have 80 points to spend is kinda crazy in my mind. Also, do you spend 2 extra points per point spent? i.e. can I use 8 points at 2d8 apiece to do 16d8 healing/damage as an IMMEDIATE ACTION at the cost of 2 bonus points, totaling to 10 points for a maximum of 128 damage at level 8? Or would it be 24 points to do that (+2 points/point spent)? In that case, it would make sense and limit it greatly (your "added cost applies to the limit of points spent on one burst" disclaimer should apply to all of these, I think) to a point you could only use 2 points at a time, limiting you to an immediate action of 4d8, which is both reasonable, and on-par with other classes. Just seeking clarification.

Boosting Burst (Su):
Starting at level 3, menders can imbue those they heal with added speed in life. When unleashing a healing burst, the mender can spend two extra points (this added cost applies to the limit of points spent on one burst). If they do, the target also receives the effect of an expeditious retreat spell, with a caster level of the mender's mender level.

Starting at level 7, menders can hand out even greater speed then before. When using this feature, the mender may choose to spend an extra two points on top of the cost (the per-burst limit still applies). If they do, the target also receives the effect of a haste spell, with a caster level of the mender's mender level (this means you must spend a total of 4 points to get the haste, and you also get the expeditious retreat).

Level 7 yields anywhere from 50 to 80 points. Spending 1 point (5 total) to grant Expeditious Retreat and Haste to an ally on each turn is crazy to me because you'll still potentially have the majority of your points.

Starting at level 14, menders can grant a moment of pure speed. When using this feature and already spending the extra points for the haste feature, a mender can spend an extra 8 points (the per-burst limit still applies). If they do, the target also gets to make an extra standard action and an extra move action on their next round. A given target may only receive these extra actions once per round. They may not use these extra actions to cast spells, use spell-like abilities or use supernatural abilities (the total cost to get these extra actions is 8 points, and you also get expeditious retreat and haste).

This is insane. Use 1 point on your Rogue or Barbarian (14 points per use, while at level 14 you'll have EASILY broken 150-200 points total), then keep doing it again until your whole party is taking 2 standard actions and 2 move actions. Because I've never seen this before, I have no idea how that will work with 'full attacks' but if it stacks, all I can say is holy sh*t.

Wiping Burst (Su):
Starting at level 4, menders can restore other things than merely hit points. When unleashing a healing burst, the mender can spend an extra point (this added cost applies to the limit of points spent on one burst). If they do, the burst also removes one of the following conditions at the menders choice: confused, dazzled, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken or sickened. A mender can spend more than one extra point for this ability (the per-burst limit still applies). They can remove one condition per extra point spent.

I like this ability and the fact that at this point you mention that the cap exists, but you still don't mention if it is point/point spent or if it is 1 additional point added to the total.

Positive Call (Su):
Starting at level 4, menders can call upon elemental creatures. As a full-round action, the mender can spend 3 points from their life force pool to summon a small positive energy elemental (shown later). Once summoned, the elemental acts like any summoned creature. The duration of this summoning is 1 round per mender level. In addition, the mender gains Vitus (the language of the positive energy plane) as a bonus language.

As a mender grows more powerful, they can call upon stronger elementals. At level 7, a mender can spend 6 points instead to summon a medium positive energy elemental. At level 10, a mender can spend 9 points instead to summon a large positive energy elemental. At level 13, a mender can spend 12 points instead to summon a huge positive energy elemental.

While I understand the whole 'positive energy' thing with a healer class, summoning a monster that attacks things doesn't seem like a healer's deal. Maybe that's just me.

Positive Well (Ex):
The life force within a mender shields them from the forces of death. Starting at level 5, the mender can resist various dark effects. They are immune to negative energy damage and ability score damage/drain from undead. If mender would suffer negative levels or level loss while they still have at least 3 points in their life force pool, they instead lose 3 points from their life force pool for every level that would be lost.

Immune to drains at level 5 seems to early to me. I like the 'lose points from life force pool' idea, but the cost needs to be higher, and agaisnt something permanent, the point loss should be permanent.

Starting at level 7, a mender can, as a move action, choose to start emitting a protective field of their own energy to repel dark energy. This field grants immunity to negative energy damage and ability score drain from undead to all creatures within 30 feet of the mender. In addition, if someone within the field would suffer negative levels or level loss, the mender may spend 3 points from their life force pool per level as a non-action negate the negative levels or level loss. Each round the field is up costs 2 points from the menders life force pool, and the field can be ended as a free action.

Per round costs are great.

Higher level menders can defy death directly. Starting at level 12, if the mender would be killed by a death effect or death spell while they still have at least 9 points in their life force pool, they instead lose 9 points from their life force pool. If someone in a protective field generated by this class feature would would be killed by a death effect or death spell, the mender may spend 9 points from their life force pool as a non-action negate the death effect or death spell.

Great idea but I still think the cost is too low.

Mender's Sprite (Su):
Starting at level 6, menders have a such a surplus of life energy that their physical frame can't hold it all. A mender's sprite comes into existence to store and use some of this surplus energy. A menders sprite is a glowing ball of light. The sprite has no physical existence, existing as an extension of the mender. Nonetheless, the sprite is intelligent, with mental stats equal to those of the mender. It can speak any language known by the mender.

The sprite is tiny sized and has a fly speed of 30 feet (perfect), but cannot move further than 10 feet away from the mender. If something would cause the sprite to move too far from the mender, the sprite is pulled to stay in range. The sprite has its own life force pool with a maximum size of the mender's class level. This pool is refilled when the mender refills their pool. It may use these points as a first level mender. The sprite has its own set of actions, and acts on the menders initiative count.

Am I correct in assuming that at level 6, a Mender now has TWO pools of CL x Cha x Wis? And his sprite can use actions to use those points? Holy broken, Batman.

At level 12, the mender gains a second mender's sprite. Both sprites have their range increased to 20 feet away from the mender, and they can use their points as a third level mender. Every 6 levels after that, the mender gains another sprite, the range of all of the sprites is increased by 10 feet and the mender level of those sprites increases by 2.

So at level 18, you'll be healing for 4d8 per point (to a max of 64d8 per turn, or 20d8 twice if you use the Swift action one) and your sprite, who gets its own actions on your turn, will be healing for 2d8 per point (to a max of 10d8 per turn)? You just became a massive chain healer who can probably top off your entire team with little to no cost or effort, each and every turn.

Regardless of their mender level, mender's sprites only get mender's eyes and mender class features with burst in the name.

Curing Burst (Su):
Starting at level 6, menders can cure various illnesses. When unleashing a healing burst, the mender can spend two extra points (this added cost applies to the limit of points spent on one burst). If they do, the burst also removes one disease or poison the target was suffering from at the menders choice. A mender can spend more than two extra points for this ability (the per-burst limit still applies). They can remove one disease or poison per two points spent.

Bank Life (Su):
Sometimes, the menders help is needed somewhere they can't go. Starting at level 7, they have a way past this problem. As a full-round action, a mender can imbue a container of water with life energy. When they do this, they can spend any number of points from their Life Force pool up to half their mender level. If the container is later drunk from, the creature who drunk the water is healed 1d6 hit points for every point spent. Once drunk from, the power stored is used up. If not drunk from within 1 hour per mender level, the power fades to no effect. This healing is positive energy, and so harms undead.

At level 13, menders grow better at storing life. The amount of healing from banked life increases to 2d6 per point. This amount increases by +1d6 every 6 levels after that.

It only costs 1 minute of time to refill your points, and you can spend 7 points per 10 seconds outside combat to give everyone in your party 7d6 health as a standard action on top of the healing you provide? Just dish everyone out a jug before going adventuring anywhere dangerous and badabing, badaboom you have infinite free health. Do the bonus points count as Temporary HP for that hour? Even more crazy.

Split Burst (Sp):
Starting at level 8, menders can split their heal for two targets. When unleashing a healing burst, the mender can increase the cost by 50% (round up, this added cost applies to the limit of points spent on one burst, and is applied after all other effects). If they do, they may choose two targets, both of whom must be in range. Each target gets the full effect of the burst.

All the more reason to bare-bones heal without the bonus effects (which won't come up all that often anyway). Drop a heal for 10d8 (after bonus costs) to heal 2 people an average of 40 health. Try splitting the effect as well... this is a ton of healing.

Life Spring (Ex):
Starting at level 8, the mender can call upon their inner power to refill their life force reserves. Once per day, a mender can add a number of points to their Life Force pool equal to their mender level. Doing this takes 1 minute. At level 12, a mender may use this ability twice per day. They get another daily use every 4 levels after that.

Add to their total or current pool? Does this mean that a level 8 Mender, who already potentially has 80-100 points, can add 8 points when he runs out? Or 8 points to his maximum? Meaning after a week he now has 156 points? Because if it takes 1 minute to recuperate all your points, the former is useless. If it is the latter, then holy balls a year-long campaign just multiplied the Mender's pool by 100.

Return from Death (Sp):
Starting at level 9, even death is no barrier to a mender. By spending 10 points from their Life Force pool and 1000 xp as a full-round action, a mender can create the effect of a Raise Dead spell (CL is their mender level).

At level 14, the mender can reach further back, and needs less of the dead. By spending 20 points from their Life Force pool and 2000 xp as a full-round action, a mender can create the effect of a Resurrection spell (CL is their mender level).

At level 17, the mender needn't have any of the dead at all. By spending 30 points from their Life Force pool and 5000 xp as a full-round action, a mender can create the effect of a True Resurrection spell (CL is their mender level).

10/20/30 points is WAY too low for a resurrection in my mind. Even with 1,000/2,000/3,000 XP for their respective levels.

Restoring Burst (Su):
Starting at level 11, menders can bring back missing parts or abilities. When unleashing a healing burst, the mender can spend four extra points (this added cost applies to the limit of points spent on one burst). If they do, the burst also does one of the following, at the menders choice: removes blindness, removes deafness, restores missing body parts (like Regenerate), removes all ability score damage, remove all negative levels, or restores one drained level. A mender can spend more than four extra points for this ability (the per-burst limit still applies). They get one effect per four extra points spent.

Either brilliant or broken, depending on how you plan to do point-point ratios or point-after totals.

Bank Wipe (Su):
More skilled menders can store their wiping abilities for future use. Starting at level 11, when using their bank life class feature, the mender can spend an extra point (this added cost applies to the limit of points spent on one container). If they do, they may choose a condition from the list in wiping burst. When the container of water is drunk from, the chosen condition is removed. A mender can spend more than one extra point for this ability (the per-container limit still applies). They can choose one condition per extra point spent.

Very nice touch.

Planar Ties (Sp):
The great planar energy within a mender allows them to drift between the planes. Starting at level 13, the mender can shift between some planes. By spending 15 points from their Life Force pool, a mender can create the effect of a Plane Shift spell (save DC based on Wisdom or Charisma, whichever is higher), except the only planes that can be chosen are the mender's native plane and those with the positive-dominant planar trait. As a special allowance, if the menders native plane has the positive-dominant planar trait, that mender may also choose the material plane or its equivalent in the campaign.

I like this a lot. Flair.

Wide Burst (Su):
Great menders can help groups fast. Starting at level 13, the mender can heal an area all at once. When unleashing a healing burst, the mender can triple the cost (this added cost applies to the limit of points spent on one burst, and is applied after all other effects). If they do, the burst affects all creatures within 30 feet of the mender. The mender may choose to exclude targets as they see fit.

Tripling the cost is a good idea, limiting the amount of dice to 4 at level 13. Still, 12d8 to everyone in a cone is just nonsense.

Last Breath (Su):
The great life force within a mender allows them to hang on just a bit longer then most. Starting at level 14, if a mender dies, they may, in response, spend 50 points from their life force pool as a non-action. If they do, their spirit instantly rises in the space of their body. Their spirit has any Life Force points they had left in life, and all uses of daily abilities left. They can not leave the square their body is in, nor can they make attacks or be targeted by attacks. At the end of their next turn, the spirit fades (the mender may choose to fade sooner, if they wish). If they are raised from the dead while in spirit form, they return to their body.

Reminds me of one of the Holy-Priest abilities in World of Warcraft. I really like the way you put it in though. Could probably use some clarification on what actions it CAN do, unless you literally mean it just can't attack or move, in which case it can recover points, cast bursts, and add points. Hell, it could probably use one of its resurrection effects on itself, with this wording.

Pure Life (Ex):
The sheer amount of positive energy within a mender eventually holds back age itself. Starting at level 15, menders become immune to aging, becoming ageless. As a result, they no longer take penalties to their ability scores for aging, nor do they gain bonuses (any penalties/bonuses previously obtained remain). They do not die of old age.

Interesting effect for this class, but I like it.

Bank Restore (Su):
Very skilled menders can store their restoring abilities for future use. Starting at level 16, when using their bank life class feature, the mender can spend an extra four points (this added cost applies to the limit of points spent on one container). If they do, they may choose an effect from the list in restoring burst. When the container of water is drunk from, the drinker gets the chosen effect. A mender can spend more than four extra points for this ability (the per-container limit still applies). They choose one effect per four extra points spent.

I like the idea of free, massive-boost potions.

Life Bond (Ex):
Menders are tied to their own life force very strongly, to the point of retaining it all. Starting at level 17, menders never lose levels when brought back from the dead. In addition, any effect that would stop a mender from coming back from the dead fails (example: soul bind fails).

I personally think this would serve better as a "Mender prevents the los of levels for allies brought back from the dead, and a Mender can never be denied the effects of bringing an ally back from the dead."

Epic Toughness (Ex):
Menders are very tough to take down. At level 18, the mender gets Epic Toughness as a bonus feat, even if they don't have the normal prerequisites for that feat (Epic Toughness gives +30 hit points).

This is the first time a Mender has gotten something like this, and seems somewhat out of place to me. But that may just be me. Mender's don't have any sort of heavy reliance on their own hitpoints in any other parts of the class' skills until 18th level, and they can give themselves temp-hit points every turn equal to 18 x 6 x 6 (potentially 650 points total, at level 18 it wouldn't surprise me) x4d8 = 72d8, or an average of 288 POTENTIAL temporary HP. That's absolutely absurd, and even though at 18 they can probably only use 80-100ish of that, they don't feel like they need that extra 30 HP.

Hope Springs Eternal (Su):
Death can not stop the greatest of menders, even if it that death happens to be their own. Starting at level 19, if a mender dies, their spirit instantly rises in the space of the menders body (the mender may choose not to rise as a spirit, if they wish). Their spirit has any Life Force points they had left in life, and all uses of daily abilities left. They can not leave the square their body is in, nor can they make attacks or be targeted by attacks. They may use any of their mender class features normally. In addition, this spirit form has some extra powers that their lesser spirit form (Last Breath) doesn't have. While in this greater spirit form, they may spend any number of points on a single healing burst, rather than being limited to their level in points, and the amount of temporary hit points from their healing burst is unlimited, rather than being capped at the targets maximum hit points. In addition, they may activate Life Spring as a full-round action while in this greater spirit form, instead of it taking 1 minute to activate. Every round, they lose 10 Life Force points. Once they run out of Life Force points, the spirit fades (the mender may choose to fade sooner, if they wish). If they are raised from the dead while in spirit form, they return to their body.

Ok, let's experiment. Let's say you've used almost all of your points for the day, which at 19 could be as high as 685 (not counting any added permanently by your daily routine) with only mediocre stats for that level. We'll say you're facing a dragon, and he wipes out everyone except the mage and the cleric, who are standing in the back. You've blown 400 of your points, leaving you with 285 points. Your spirit rises, and you use your Split Burst to heal both your cleric and your mage for only 100*4d8=400d8 and now we'll say the mage has 50 hp and the cleric 120. Not only are they both at 200+ health APIECE, but the cleric can literally just resurrect the rest of your team (or you can, for that matter) and you can use Wide Burst to heal all of them back up to 200+ health before the Cleric pulls your spirit back into your body and you drop the remaining 60 points on yourself. Maybe I'm over analyzing, but this seems a bit broken too especially considering you're untargetable for this time and don't have to worry about concentration or anything else.

Ex-Menders:
A mender who becomes undead loses all mender class features (except weapon and armor proficiencies). They may not progress any farther in levels as a mender. They regains their abilities and advancement potential if they cease to be undead, as appropriate.

Positive Energy Elemental:
Positive energy elementals speak Vitus (the language of the positive energy plane) but rarely choose to do so.

Combat:
Positive elementals tend to fight by supporting someone else. While they can slam into targets to deal damage, they are far more effective when assisting others. Just as their energy type would suggest, they are also greatly skilled at battling undead.

Stats:
Statistically, a positive energy elemental is a fire elemental, with the following changes:
-Replace the Fire subtype with the Positive subtype (shown below).
-Remove the fire damage from their slam attacks.
-Remove the Burn special attack.
-Remove "immunity to fire, vulnerability to cold" from their special qualities.
-Add "double healing, vulnerability to negative energy" to their special qualities
-Add the Positive Strike special attack (shown below).

Positive Subtype:
A creature with the positive subtype heals twice as much when magically healed. It has vulnerability to negative energy, which means it takes half again as much (+50%) damage as normal from negative energy, regardless of whether a saving throw is allowed, or if the save is a success or failure. In addition, creatures with the positive subtype are immune to the effect of positive-dominant planes, including any hazards of the plane. They can also breathe the positive energy of positive-dominant planes as if it was air, if their creature type needs to.

Positive Strike (Ex):
When making a slam attack on a target, a positive elemental can choose to make the attack a positive strike. If they do, the damage for the attack is turned into positive energy healing (remaining damage for creatures damaged by positive energy) and is doubled. Creatures damaged by a positive strike may make a Fortitude save to cut the positive energy damage in half (DC is the same as the DC to avoid the Burn of a fire elemental of the same type).

Mender Feats:
Blood Bank:
You know how to store some of your inner life force to make stored energy last longer.
Prereqs: Life Force class feature, maximum life force pool of at least 100 points, Bank Life class feature
Benefit: When you use your Bank Life class feature, you may choose to blood bank. To do this costs 10 xp for every life force point you are spending on that use of Bank Life. If you blood bank, the energy banked within that container of water lasts until used, regardless of how long that takes, and the water takes on a slight red tint.

XP cost makes sense. I like it.

Positive Flare:
You can call in the power of positive planes to a great extent, warping the nearby area to match.
Prereqs: Life Force class feature, maximum life force pool of at least 300 points
Benefit: You can, as a move action, choose to start emitting an overwhelming field of their own energy to enhance life energy around you. This field flares out to a radius of 30 feet. Every creature within this field gains fast healing 5. In addition, those at full hit points gain 5 additional temporary hit points per round. These points last until 1 minute after the field is left, and stack with those from your healing burst. However, a creature must make a DC 20 Fortitude save each round that its temporary hit points exceed its normal hit point total. Failing the saving throw results in the creature exploding in a riot of energy, killing it. Those who are immune to the effects of positive-dominant are immune to this ability. Each round the field is up costs 4 points from your life force pool, and you can end the field as a free action.

Crazy, crazy, CRAZY good aura. Add this aura on to your Wide Burst or Split Burst and you can give absolutely epic proportions of temporary HP.

Positive Sustenance:
The energy that keeps you ageless also fills your physical needs.
Prereqs: Pure Life class feature
Benefit: You no longer need to eat food, drink water, sleep or breathe. You still can do all of these things, if you wish.

This actually makes logical sense to me.

Endless Life:
Your pool of life heals you even unspent.
Prereqs: Life Force class feature, maximum life force pool of at least 200 points
Benefit: You gain fast healing X, where X is the current value of your life force pool divided by 100 (round down).

At level 20, fast healing 7, not counting daily ritual additions to the pool.

Pure Total Imbue:
You can imbue the agelessness of positive energy on others.
Prereqs: Life Force class feature, Pure Life class feature, maximum life force pool of at least 400 points
Benefit: You can preform a Pure Total Imbue. This takes 1 hour and costs you 400 points from your life force pool. It effects 1 target, and the target must be within 10 feet of you for the full hour. When the hour is up, the target can spend 5000 xp. If they do, they become immune to aging, becoming ageless. As a result, they no longer take penalties to their ability scores for aging, nor do they gain bonuses (any penalties/bonuses previously obtained remain). They do not die of old age.

Interesting and not sure I understand the thematics or why it is a feat and not a skill, but cool idea.

Positive Flood:
You can make some magic items without spellcasting, via your life force alone
Prereqs: Life Force class feature, maximum life force pool of at least 150 points
Benefit: You can make some magic items with life force alone. You must still pay all gp and xp costs from making the item, but don't need the spell or item creation feat. You can make scrolls, wands and potions of any conjuration (healing) spell, so long as the level of the spell is less than or equal to half your mender level (round down). Some other items also say you can make that item with this feat as well.

Good idea.

Epic Life Force [Epic]:
Prereq: Life Force class feature, Knowledge (the planes) 24 ranks.
Benefit: The maximum size of your life force pool increases by 70 points.
Special: You may take this feat more then once. Its effects stack.

Adding this plus 20 points/day through your skill, is just icing on the cake I suppose.

Epic Mending [Epic]:
Prereq: Life Force class feature, Healing Burst (5d8), Knowledge (the planes) 24 ranks.
Benefit: You may develop and use epic mender effects. The design of these effects uses the epic spellcasting rules, except you may only use the Heal, Life and Fortify seeds. You may also use the Conjure seed, but only for its special use of creating new creatures. When developing epic mender effects, use your ranks in Knowledge (the planes) instead of Spellcraft. You may use a number of epic mender effects per day equal to your ranks in Knowledge (the planes) divided by 10.