Heliomance
2014-12-02, 09:09 AM
Fecund Healer
I bring life. So much life! Be healed, my children, be healed! -Jarissa Meadowlark, Fecund Healer
Fecund Healers are disciples of Life. They devote their existence to healing, to imbuing the world with life and fertility. They are vibrant wielders of positive energy, and their services are widely sought by adventuring parties and kingdoms alike.
BECOMING A FECUND HEALER
There are several possible entries into this prestige class. People from all walks of life can become a Fecund Healer. The main requirement is a desire to fill the world with glorious Life.
ENTRY REQUIREMENTS
Skills: Heal 10 ranks, Knowledge (the planes) 5 ranks, Craft (Alchemy) 2 ranks.
Race: Must be a living creature.
Special: Must be able to heal others at least 20 points of hit point damage per day.
Special: Must have been healed to twice your normal maximum hitpoints (e.g. by a strongly positive aligned plane, another Fecund Healer, or any similar method of destructive healing) and survived.
Class Skills
The Fecund Healer's class skills are Concentration, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft.
Skills Points at Each Level: 4 + int
Hit Dice: d8
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting
1st
+0
+2
+0
+2
Unlimited Healing, Healing Hands
-
2nd
+1
+3
+0
+3
Vivacious Blast +1d6
+1 level of existing divine spellcasting class
3rd
+2
+3
+1
+3
Brew Restorative Draught
+1 level of existing divine spellcasting class
4th
+3
+4
+1
+4
Vivacious Blast +2d6
+1 level of existing divine spellcasting class
5th
+3
+4
+1
+4
Defy Death, Greater Healing Hands
-
6th
+4
+5
+2
+5
Vivacious Blast +3d6
+1 level of existing divine spellcasting class
7th
+5
+5
+2
+5
Brew Restorative Draught (4th)
+1 level of existing divine spellcasting class
8th
+6
+6
+2
+6
Vivacious Blast +4d6
+1 level of existing divine spellcasting class
9th
+6
+6
+3
+6
Brew Restorative Draught (5th)
+1 level of existing divine spellcasting class
10th
+7
+7
+3
+7
Vivacious Blast +5d6, Zoetic Transformation, Holy Hands, Master of Life
-
Weapon Proficiencies: You do not gain any armor or weapon proficiencies.
Spellcasting: At each level except 1st, 5th, and 10th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a fecund healer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Unlimited Healing (Su): Your connection to Life is such that there are very few restrictions on who and what you can heal. If any of your healing methods have a limit on the hit point level they can heal a creature to (for example, the Fast Healing Draconic Aura), that limit is removed - you may always use your healing on a creature no matter how many hit points they are on. This does not turn limited hitpoint-per-day healing sources (for example, Lay On Hands) into unlimited healing sources. You may heal Constructs with half effectiveness, and if they have the Living Construct subtype, you may heal them as if they were living creatures. You may also bypass healing immunity, but you only heal half the normal amount of hitpoints to immune creatures. You may not heal undead, however, as they are an affront to Life and are not compatible with your energies. Any source of healing you have can damage undead as if it were positive energy.
You may also heal yourself and others above their normal maximum hit points. Any healing effect that you personally produce (not including the effects of magic items you wield) that would take someone above maximum hit points grants them temporary hit points equal to the excess healing. These temporary hit points can stack without limit, and last 24 hours. Every round that a creature is above their maximum hit points due to this effect, they must make a Fortitude save, with a DC equal to 10, plus 1 for every 5 points by which their hit points exceed their normal maximum. If they fail two saves in a row, they immediately fall unconscious until they are brought back down below their maximum hit points, plus an additional 1d4 rounds. If they fail a further two consecutive saves in a row while unconscious, they explode in a riot of positive energy and are instantly slain. This destroys their body, and leaves only a handful of golden leather.
This leather is imbued with positive energy, and when used as an optional material component for a spell that heals hit point damage, causes the spell to heal 1 additional point per level of the spell. It carries a market price of 100gp per dose, and one creature leaves enough leather for one spell.
Healing Hands (Sp): You may use Remove Disease and Lesser Restoration as spell-like abilities, once per day per class level. You may use Raise Dead as a spell-like ability once per week, but you must pay XP equal to one fifth of the normal material component cost in GP. Your caster level is equal to your Fecund Healer level.
Vivacious Blast (Sp): A vivacious blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. A vivacious blast heals 1d6 points of damage at 2nd level and increases in power as the Fecund Healer rises in level. A vivacious blast is the equivalent of a spell whose level is equal to the Fecund Healer’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a Fecund Healer reaches 9th level or higher. Unlike other spells and spell-like abilities, a vivacious blast has a x3 critical.
A vivacious blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to vivacious blast.
If you have the Eldritch Blast class feature, then you may treat Vivacious Blast as an eldritch essence invocation. Your Eldritch Blast damage stacks with the healing your Vivacious Blast does. The reverse, however, is not true - your Eldritch Blast does not increase in damage unless using the Vivacious Blast ability.
Brew Restorative Draught (Su): You gain the benefits of the Brew Potion feat, with the following differences: You may only use this ability to brew potions of Conjuration (Healing) spells, and you do not need to know a spell to be able to brew a potion of it. At 7th level and again at 9th, this ability improves, allowing you to brew potions of 4th and 5th level spells respectively. If a spell appears on multiple spell lists at different levels, use the Cleric spell list to determine what level it counts as, unless you can cast the spell at a different level. In that case, use the level that you have access to it at.
Defy Death (Su): Your connection to Life is so strong that you can bind those you heal tightly to it for a short time. Whenever you heal a creature (including yourself) 5 points of damage in one go, they gain the benefits of Diehard and Delay Death for one round per two class levels. They become unable to die from hit point damage for that time, and may continue to fight without penalty when below 0 hit points. A condition or spell that destroys enough of the subject's body so as to not allow raise dead to work, such as a disintegrate effect, still kills the creature, as does death brought about by ability score damage, level drain, or a death effect. If a creature has fewer than -9 hit points when the duration of this ability runs out, they die instantly. Creatures may only gain this benefit once per activation of an ability - if you grant a creature Fast Healing 5 through some means, for example, they only gain the benefits of Defy Death at the point at which it is granted, not every round subsequently.
Perhaps even more impressive, you can even imbue life into the recently dead. Your healing abilities may affect creatures who have been dead for up to one round per three class levels, so long as there is enough of a body left that Raise Dead could function. If in this time you can bring them to a point where they could survive (through healing hit points, removing Constitution damage, curing negative levels, and so forth), then they are restored to life with no penalty. Note that a dead creature does not receive Diehard and Delay Death from this healing, and so does not reanimate for a short time every time you heal them.
Greater Healing Hands (Sp): You may use Restoration as a spell-like ability once per day. Your caster level is equal to your Fecund Healer level. You may use Resurrection as a spell-like ability once per week, but you must pay XP equal to one fifth of the normal material component cost in GP.
Zoetic Transformation: You have attained the ultimate expression of Life. Your type changes to Outsider (positive energy). You gain Regeneration 5 (Ex), overcome by negative energy and Vile damage (this regeneration is not affected by Unlimited Healing, nor does it trigger Defy Death). You may not be immune to the non-lethal damage caused by your regeneration converting lethal damage. If you would normally be immune to non-lethal damage, you take this non-lethal damage anyway. This damage cannot be prevented or reduced in any way.
Holy Hands (Sp): You may use True Resurrection once per week as a spell-like ability, but you must pay XP equal to one fifth of the normal material component cost in GP.
Master of Life (Sp): You are a conduit for the raw, primal force of Life itself. As a full round action that provokes attacks of opportunity, you may widen the conduit to a raging torrent. You may emulate a Miracle spell, restoring any number of allies within a one mile radius to full health, and even raising those who have fallen back to life (so long as there is enough of a body for Raise Dead to work). Even you, however, are not able to channel this amount of Life safely, and you must make a DC 40 Fortitude save to contain the power, or explode as if from being over-healed. Even if you succeed the Fortitude save, you lose the benefits of Zoetic Transformation for a year and a day. You must be under the effects of Zoetic Transformation to be able to use this ability.
Positive Energy subtype: This subtype usually is used for elementals and outsiders with a connection to the Positive Energy Plane. Positive Energy creatures never need to make Fortitude saves for having too many hit points until they reach twice their normal hit point maximum, and if the DC of such a save is based on the amount by which they exceed their normal maximum hit points, it is instead based on the amount by which they exceed twice their normal maximum hit points. Furthermore, they may choose to have healing simply not affect them if it would take them to a level which would require them to make Fortitude saves, allowing them to safely exist on strongly Positive-dominant planes.
Fecund Healer
I bring life. So much life! Be healed, my children, be healed! -Jarissa Meadowlark, Fecund Healer
Fecund Healers are disciples of Life. They devote their existence to healing, to imbuing the world with life and fertility. They are vibrant wielders of positive energy, and their services are widely sought by adventuring parties and kingdoms alike.
BECOMING A FECUND HEALER
There are several possible entries into this prestige class. People from all walks of life can become a Fecund Healer. The main requirement is a desire to fill the world with glorious Life.
ENTRY REQUIREMENTS
Skills: Heal 10 ranks, Knowledge (the planes) 5 ranks, Craft (Alchemy) 2 ranks.
Race: Must be a living creature.
Special: Must be able to heal others at least 20 points of hit point damage per day.
Special: Must have been healed to twice your normal maximum hitpoints (e.g. by a strongly positive aligned plane, another Fecund Healer, or any similar method of destructive healing) and survived.
Class Skills
The Fecund Healer's class skills are Concentration, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft.
Skills Points at Each Level: 4 + int
Hit Dice: d8
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting
1st
+0
+2
+0
+2
Unlimited Healing, Healing Hands
-
2nd
+1
+3
+0
+3
Vivacious Blast +1d6
+1 level of existing divine spellcasting class
3rd
+2
+3
+1
+3
Brew Restorative Draught
+1 level of existing divine spellcasting class
4th
+3
+4
+1
+4
Vivacious Blast +2d6
+1 level of existing divine spellcasting class
5th
+3
+4
+1
+4
Defy Death, Greater Healing Hands
-
6th
+4
+5
+2
+5
Vivacious Blast +3d6
+1 level of existing divine spellcasting class
7th
+5
+5
+2
+5
Brew Restorative Draught (4th)
+1 level of existing divine spellcasting class
8th
+6
+6
+2
+6
Vivacious Blast +4d6
+1 level of existing divine spellcasting class
9th
+6
+6
+3
+6
Brew Restorative Draught (5th)
+1 level of existing divine spellcasting class
10th
+7
+7
+3
+7
Vivacious Blast +5d6, Zoetic Transformation, Holy Hands, Master of Life
-
Weapon Proficiencies: You do not gain any armor or weapon proficiencies.
Spellcasting: At each level except 1st, 5th, and 10th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a fecund healer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Unlimited Healing (Su): Your connection to Life is such that there are very few restrictions on who and what you can heal. If any of your healing methods have a limit on how much they can heal a target (for example, the Fast Healing Draconic Aura), that limit is removed. You may heal Constructs with half effectiveness, and if they have the Living Construct subtype, you may heal them as if they were living creatures. You may not heal undead, however, as they are an affront to Life and are not compatible with your energies. Any source of healing you have can damage undead as if it were positive energy.
You may also heal yourself and others above their normal maximum hit points. Any healing effect that you personally produce (not including the effects of magic items you wield) that would take someone above maximum hit points grants them temporary hit points equal to the excess healing. These temporary hit points can stack without limit, and last 24 hours. Every round that a creature is above their maximum hit points due to this effect, they must make a Fortitude save, with a DC equal to 10, plus 2 for every 5 points by which their hit points exceed their normal maximum. If they fail two saves in a row, they explode in a riot of positive energy and are instantly slain. This destroys their body, and leaves only a handful of golden leather.
This leather is imbued with positive energy, and when used as an optional material component for a spell that heals hit point damage, causes the spell to heal 1 additional point per level of the spell. It carries a market price of 100gp per dose, and one creature leaves enough leather for one spell.
Healing Hands (Sp): You may use Remove Disease and Lesser Restoration as spell-like abilities, once per day per class level. You may use Raise Dead as a spell-like ability once per week, but you must pay XP equal to one fifth of the normal material component cost in GP. Your caster level is equal to your Fecund Healer level.
Vivacious Blast (Sp): A vivacious blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. A vivacious blast heals 1d6 points of damage at 2nd level and increases in power as the Fecund Healer rises in level. A vivacious blast is the equivalent of a spell whose level is equal to the Fecund Healer’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a Fecund Healer reaches 9th level or higher. Unlike other spells and spell-like abilities, a vivacious blast has a x3 critical.
A vivacious blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to vivacious blast.
If you have the Eldritch Blast class feature, then you may treat Vivacious Blast as an eldritch essence invocation. Your Eldritch Blast damage stacks with the healing your Vivacious Blast does. The reverse, however, is not true - your Eldritch Blast does not increase in damage unless using the Vivacious Blast ability.
Brew Restorative Draught (Su): You gain the benefits of the Brew Potion feat, with the following differences: You may only use this ability to brew potions of Conjuration (Healing) spells, and you do not need to know a spell to be able to brew a potion of it. At 7th level and again at 9th, this ability improves, allowing you to brew potions of 4th and 5th level spells respectively.
Defy Death (Su): Your connection to Life is so strong that you can bind those you heal tightly to it for a short time. Whenever you heal a creature (including yourself) 5 points of damage in one go, they gain the benefits of Diehard and Delay Death for one round per two class levels. They become unable to die from hit point damage for that time, and may continue to fight without penalty when below 0 hit points. A condition or spell that destroys enough of the subject's body so as to not allow raise dead to work, such as a disintegrate effect, still kills the creature, as does death brought about by ability score damage, level drain, or a death effect. If a creature has fewer than -9 hit points when the duration of this ability runs out, they die instantly. Creatures may only gain this benefit once per activation of an ability - if you grant a creature Fast Healing 5 through some means, for example, they only gain the benefits of Defy Death at the point at which it is granted, not every round subsequently.
Perhaps even more impressive, you can even imbue life into the recently dead. Your healing abilities may affect creatures who have been dead for up to one round per three class levels, so long as there is enough of a body left that Raise Dead could function. If in this time you can bring them to a point where they could survive (through healing hit points, removing Constitution damage, curing negative levels, and so forth), then they are restored to life with no penalty. Note that a dead creature does not receive Diehard and Delay Death from this healing, and so does not reanimate for a short time every time you heal them.
Greater Healing Hands (Sp): You may use Restoration as a spell-like ability once per day. Your caster level is equal to your Fecund Healer level. You may use Resurrection as a spell-like ability once per week, but you must pay XP equal to one fifth of the normal material component cost in GP.
Zoetic Transformation: You have attained the ultimate expression of Life. Your type changes to Outsider (positive energy). You gain Regeneration 5 (Ex), overcome by negative energy and Vile damage (this regeneration is not affected by Unlimited Healing, nor does it trigger Defy Death).
Holy Hands (Sp): You may use True Resurrection once per week as a spell-like ability, but you must pay XP equal to one fifth of the normal material component cost in GP.
Master of Life (Sp): You are a conduit for the raw, primal force of Life itself. As a full round action that provokes attacks of opportunity, you may widen the conduit to a raging torrent. You may emulate a Miracle spell, restoring any number of allies within a one mile radius to full health, and even raising those who have fallen back to life (so long as there is enough of a body for Raise Dead to work). Even you, however, are not able to channel this amount of Life safely, and you must make a DC 40 Fortitude save to contain the power, or explode as if from being over-healed. Even if you succeed the Fortitude save, you lose the benefits of Zoetic Transformation for a year and a day. You must be under the effects of Zoetic Transformation to be able to use this ability.
Positive Energy subtype: This subtype usually is used for elementals and outsiders with a connection to the Positive Energy Plane. Positive Energy creatures never need to make Fortitude saves for having too many hit points until they reach twice their normal hit point maximum, and if the DC of such a save is based on the amount by which they exceed their normal maximum hit points, it is instead based on the amount by which they exceed twice their normal maximum hit points. Furthermore, they may choose to have healing simply not affect them if it would take them to a level which would require them to make Fortitude saves, allowing them to safely exist on strongly Positive-dominant planes.
I bring life. So much life! Be healed, my children, be healed! -Jarissa Meadowlark, Fecund Healer
Fecund Healers are disciples of Life. They devote their existence to healing, to imbuing the world with life and fertility. They are vibrant wielders of positive energy, and their services are widely sought by adventuring parties and kingdoms alike.
BECOMING A FECUND HEALER
There are several possible entries into this prestige class. People from all walks of life can become a Fecund Healer. The main requirement is a desire to fill the world with glorious Life.
ENTRY REQUIREMENTS
Skills: Heal 10 ranks, Knowledge (the planes) 5 ranks, Craft (Alchemy) 2 ranks.
Race: Must be a living creature.
Special: Must be able to heal others at least 20 points of hit point damage per day.
Special: Must have been healed to twice your normal maximum hitpoints (e.g. by a strongly positive aligned plane, another Fecund Healer, or any similar method of destructive healing) and survived.
Class Skills
The Fecund Healer's class skills are Concentration, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft.
Skills Points at Each Level: 4 + int
Hit Dice: d8
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting
1st
+0
+2
+0
+2
Unlimited Healing, Healing Hands
-
2nd
+1
+3
+0
+3
Vivacious Blast +1d6
+1 level of existing divine spellcasting class
3rd
+2
+3
+1
+3
Brew Restorative Draught
+1 level of existing divine spellcasting class
4th
+3
+4
+1
+4
Vivacious Blast +2d6
+1 level of existing divine spellcasting class
5th
+3
+4
+1
+4
Defy Death, Greater Healing Hands
-
6th
+4
+5
+2
+5
Vivacious Blast +3d6
+1 level of existing divine spellcasting class
7th
+5
+5
+2
+5
Brew Restorative Draught (4th)
+1 level of existing divine spellcasting class
8th
+6
+6
+2
+6
Vivacious Blast +4d6
+1 level of existing divine spellcasting class
9th
+6
+6
+3
+6
Brew Restorative Draught (5th)
+1 level of existing divine spellcasting class
10th
+7
+7
+3
+7
Vivacious Blast +5d6, Zoetic Transformation, Holy Hands, Master of Life
-
Weapon Proficiencies: You do not gain any armor or weapon proficiencies.
Spellcasting: At each level except 1st, 5th, and 10th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a fecund healer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Unlimited Healing (Su): Your connection to Life is such that there are very few restrictions on who and what you can heal. If any of your healing methods have a limit on the hit point level they can heal a creature to (for example, the Fast Healing Draconic Aura), that limit is removed - you may always use your healing on a creature no matter how many hit points they are on. This does not turn limited hitpoint-per-day healing sources (for example, Lay On Hands) into unlimited healing sources. You may heal Constructs with half effectiveness, and if they have the Living Construct subtype, you may heal them as if they were living creatures. You may also bypass healing immunity, but you only heal half the normal amount of hitpoints to immune creatures. You may not heal undead, however, as they are an affront to Life and are not compatible with your energies. Any source of healing you have can damage undead as if it were positive energy.
You may also heal yourself and others above their normal maximum hit points. Any healing effect that you personally produce (not including the effects of magic items you wield) that would take someone above maximum hit points grants them temporary hit points equal to the excess healing. These temporary hit points can stack without limit, and last 24 hours. Every round that a creature is above their maximum hit points due to this effect, they must make a Fortitude save, with a DC equal to 10, plus 1 for every 5 points by which their hit points exceed their normal maximum. If they fail two saves in a row, they immediately fall unconscious until they are brought back down below their maximum hit points, plus an additional 1d4 rounds. If they fail a further two consecutive saves in a row while unconscious, they explode in a riot of positive energy and are instantly slain. This destroys their body, and leaves only a handful of golden leather.
This leather is imbued with positive energy, and when used as an optional material component for a spell that heals hit point damage, causes the spell to heal 1 additional point per level of the spell. It carries a market price of 100gp per dose, and one creature leaves enough leather for one spell.
Healing Hands (Sp): You may use Remove Disease and Lesser Restoration as spell-like abilities, once per day per class level. You may use Raise Dead as a spell-like ability once per week, but you must pay XP equal to one fifth of the normal material component cost in GP. Your caster level is equal to your Fecund Healer level.
Vivacious Blast (Sp): A vivacious blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. A vivacious blast heals 1d6 points of damage at 2nd level and increases in power as the Fecund Healer rises in level. A vivacious blast is the equivalent of a spell whose level is equal to the Fecund Healer’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a Fecund Healer reaches 9th level or higher. Unlike other spells and spell-like abilities, a vivacious blast has a x3 critical.
A vivacious blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to vivacious blast.
If you have the Eldritch Blast class feature, then you may treat Vivacious Blast as an eldritch essence invocation. Your Eldritch Blast damage stacks with the healing your Vivacious Blast does. The reverse, however, is not true - your Eldritch Blast does not increase in damage unless using the Vivacious Blast ability.
Brew Restorative Draught (Su): You gain the benefits of the Brew Potion feat, with the following differences: You may only use this ability to brew potions of Conjuration (Healing) spells, and you do not need to know a spell to be able to brew a potion of it. At 7th level and again at 9th, this ability improves, allowing you to brew potions of 4th and 5th level spells respectively. If a spell appears on multiple spell lists at different levels, use the Cleric spell list to determine what level it counts as, unless you can cast the spell at a different level. In that case, use the level that you have access to it at.
Defy Death (Su): Your connection to Life is so strong that you can bind those you heal tightly to it for a short time. Whenever you heal a creature (including yourself) 5 points of damage in one go, they gain the benefits of Diehard and Delay Death for one round per two class levels. They become unable to die from hit point damage for that time, and may continue to fight without penalty when below 0 hit points. A condition or spell that destroys enough of the subject's body so as to not allow raise dead to work, such as a disintegrate effect, still kills the creature, as does death brought about by ability score damage, level drain, or a death effect. If a creature has fewer than -9 hit points when the duration of this ability runs out, they die instantly. Creatures may only gain this benefit once per activation of an ability - if you grant a creature Fast Healing 5 through some means, for example, they only gain the benefits of Defy Death at the point at which it is granted, not every round subsequently.
Perhaps even more impressive, you can even imbue life into the recently dead. Your healing abilities may affect creatures who have been dead for up to one round per three class levels, so long as there is enough of a body left that Raise Dead could function. If in this time you can bring them to a point where they could survive (through healing hit points, removing Constitution damage, curing negative levels, and so forth), then they are restored to life with no penalty. Note that a dead creature does not receive Diehard and Delay Death from this healing, and so does not reanimate for a short time every time you heal them.
Greater Healing Hands (Sp): You may use Restoration as a spell-like ability once per day. Your caster level is equal to your Fecund Healer level. You may use Resurrection as a spell-like ability once per week, but you must pay XP equal to one fifth of the normal material component cost in GP.
Zoetic Transformation: You have attained the ultimate expression of Life. Your type changes to Outsider (positive energy). You gain Regeneration 5 (Ex), overcome by negative energy and Vile damage (this regeneration is not affected by Unlimited Healing, nor does it trigger Defy Death). You may not be immune to the non-lethal damage caused by your regeneration converting lethal damage. If you would normally be immune to non-lethal damage, you take this non-lethal damage anyway. This damage cannot be prevented or reduced in any way.
Holy Hands (Sp): You may use True Resurrection once per week as a spell-like ability, but you must pay XP equal to one fifth of the normal material component cost in GP.
Master of Life (Sp): You are a conduit for the raw, primal force of Life itself. As a full round action that provokes attacks of opportunity, you may widen the conduit to a raging torrent. You may emulate a Miracle spell, restoring any number of allies within a one mile radius to full health, and even raising those who have fallen back to life (so long as there is enough of a body for Raise Dead to work). Even you, however, are not able to channel this amount of Life safely, and you must make a DC 40 Fortitude save to contain the power, or explode as if from being over-healed. Even if you succeed the Fortitude save, you lose the benefits of Zoetic Transformation for a year and a day. You must be under the effects of Zoetic Transformation to be able to use this ability.
Positive Energy subtype: This subtype usually is used for elementals and outsiders with a connection to the Positive Energy Plane. Positive Energy creatures never need to make Fortitude saves for having too many hit points until they reach twice their normal hit point maximum, and if the DC of such a save is based on the amount by which they exceed their normal maximum hit points, it is instead based on the amount by which they exceed twice their normal maximum hit points. Furthermore, they may choose to have healing simply not affect them if it would take them to a level which would require them to make Fortitude saves, allowing them to safely exist on strongly Positive-dominant planes.
Fecund Healer
I bring life. So much life! Be healed, my children, be healed! -Jarissa Meadowlark, Fecund Healer
Fecund Healers are disciples of Life. They devote their existence to healing, to imbuing the world with life and fertility. They are vibrant wielders of positive energy, and their services are widely sought by adventuring parties and kingdoms alike.
BECOMING A FECUND HEALER
There are several possible entries into this prestige class. People from all walks of life can become a Fecund Healer. The main requirement is a desire to fill the world with glorious Life.
ENTRY REQUIREMENTS
Skills: Heal 10 ranks, Knowledge (the planes) 5 ranks, Craft (Alchemy) 2 ranks.
Race: Must be a living creature.
Special: Must be able to heal others at least 20 points of hit point damage per day.
Special: Must have been healed to twice your normal maximum hitpoints (e.g. by a strongly positive aligned plane, another Fecund Healer, or any similar method of destructive healing) and survived.
Class Skills
The Fecund Healer's class skills are Concentration, Craft, Diplomacy, Heal, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Knowledge (the planes), Profession, Spellcraft.
Skills Points at Each Level: 4 + int
Hit Dice: d8
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Spellcasting
1st
+0
+2
+0
+2
Unlimited Healing, Healing Hands
-
2nd
+1
+3
+0
+3
Vivacious Blast +1d6
+1 level of existing divine spellcasting class
3rd
+2
+3
+1
+3
Brew Restorative Draught
+1 level of existing divine spellcasting class
4th
+3
+4
+1
+4
Vivacious Blast +2d6
+1 level of existing divine spellcasting class
5th
+3
+4
+1
+4
Defy Death, Greater Healing Hands
-
6th
+4
+5
+2
+5
Vivacious Blast +3d6
+1 level of existing divine spellcasting class
7th
+5
+5
+2
+5
Brew Restorative Draught (4th)
+1 level of existing divine spellcasting class
8th
+6
+6
+2
+6
Vivacious Blast +4d6
+1 level of existing divine spellcasting class
9th
+6
+6
+3
+6
Brew Restorative Draught (5th)
+1 level of existing divine spellcasting class
10th
+7
+7
+3
+7
Vivacious Blast +5d6, Zoetic Transformation, Holy Hands, Master of Life
-
Weapon Proficiencies: You do not gain any armor or weapon proficiencies.
Spellcasting: At each level except 1st, 5th, and 10th, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming a fecund healer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Unlimited Healing (Su): Your connection to Life is such that there are very few restrictions on who and what you can heal. If any of your healing methods have a limit on how much they can heal a target (for example, the Fast Healing Draconic Aura), that limit is removed. You may heal Constructs with half effectiveness, and if they have the Living Construct subtype, you may heal them as if they were living creatures. You may not heal undead, however, as they are an affront to Life and are not compatible with your energies. Any source of healing you have can damage undead as if it were positive energy.
You may also heal yourself and others above their normal maximum hit points. Any healing effect that you personally produce (not including the effects of magic items you wield) that would take someone above maximum hit points grants them temporary hit points equal to the excess healing. These temporary hit points can stack without limit, and last 24 hours. Every round that a creature is above their maximum hit points due to this effect, they must make a Fortitude save, with a DC equal to 10, plus 2 for every 5 points by which their hit points exceed their normal maximum. If they fail two saves in a row, they explode in a riot of positive energy and are instantly slain. This destroys their body, and leaves only a handful of golden leather.
This leather is imbued with positive energy, and when used as an optional material component for a spell that heals hit point damage, causes the spell to heal 1 additional point per level of the spell. It carries a market price of 100gp per dose, and one creature leaves enough leather for one spell.
Healing Hands (Sp): You may use Remove Disease and Lesser Restoration as spell-like abilities, once per day per class level. You may use Raise Dead as a spell-like ability once per week, but you must pay XP equal to one fifth of the normal material component cost in GP. Your caster level is equal to your Fecund Healer level.
Vivacious Blast (Sp): A vivacious blast is a ray with a range of 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. A vivacious blast heals 1d6 points of damage at 2nd level and increases in power as the Fecund Healer rises in level. A vivacious blast is the equivalent of a spell whose level is equal to the Fecund Healer’s class level (round down), with a minimum spell level of 1st and a maximum of 9th when a Fecund Healer reaches 9th level or higher. Unlike other spells and spell-like abilities, a vivacious blast has a x3 critical.
A vivacious blast is subject to spell resistance, although the Spell Penetration feat and other effects that improve caster level checks to overcome spell resistance also apply to vivacious blast.
If you have the Eldritch Blast class feature, then you may treat Vivacious Blast as an eldritch essence invocation. Your Eldritch Blast damage stacks with the healing your Vivacious Blast does. The reverse, however, is not true - your Eldritch Blast does not increase in damage unless using the Vivacious Blast ability.
Brew Restorative Draught (Su): You gain the benefits of the Brew Potion feat, with the following differences: You may only use this ability to brew potions of Conjuration (Healing) spells, and you do not need to know a spell to be able to brew a potion of it. At 7th level and again at 9th, this ability improves, allowing you to brew potions of 4th and 5th level spells respectively.
Defy Death (Su): Your connection to Life is so strong that you can bind those you heal tightly to it for a short time. Whenever you heal a creature (including yourself) 5 points of damage in one go, they gain the benefits of Diehard and Delay Death for one round per two class levels. They become unable to die from hit point damage for that time, and may continue to fight without penalty when below 0 hit points. A condition or spell that destroys enough of the subject's body so as to not allow raise dead to work, such as a disintegrate effect, still kills the creature, as does death brought about by ability score damage, level drain, or a death effect. If a creature has fewer than -9 hit points when the duration of this ability runs out, they die instantly. Creatures may only gain this benefit once per activation of an ability - if you grant a creature Fast Healing 5 through some means, for example, they only gain the benefits of Defy Death at the point at which it is granted, not every round subsequently.
Perhaps even more impressive, you can even imbue life into the recently dead. Your healing abilities may affect creatures who have been dead for up to one round per three class levels, so long as there is enough of a body left that Raise Dead could function. If in this time you can bring them to a point where they could survive (through healing hit points, removing Constitution damage, curing negative levels, and so forth), then they are restored to life with no penalty. Note that a dead creature does not receive Diehard and Delay Death from this healing, and so does not reanimate for a short time every time you heal them.
Greater Healing Hands (Sp): You may use Restoration as a spell-like ability once per day. Your caster level is equal to your Fecund Healer level. You may use Resurrection as a spell-like ability once per week, but you must pay XP equal to one fifth of the normal material component cost in GP.
Zoetic Transformation: You have attained the ultimate expression of Life. Your type changes to Outsider (positive energy). You gain Regeneration 5 (Ex), overcome by negative energy and Vile damage (this regeneration is not affected by Unlimited Healing, nor does it trigger Defy Death).
Holy Hands (Sp): You may use True Resurrection once per week as a spell-like ability, but you must pay XP equal to one fifth of the normal material component cost in GP.
Master of Life (Sp): You are a conduit for the raw, primal force of Life itself. As a full round action that provokes attacks of opportunity, you may widen the conduit to a raging torrent. You may emulate a Miracle spell, restoring any number of allies within a one mile radius to full health, and even raising those who have fallen back to life (so long as there is enough of a body for Raise Dead to work). Even you, however, are not able to channel this amount of Life safely, and you must make a DC 40 Fortitude save to contain the power, or explode as if from being over-healed. Even if you succeed the Fortitude save, you lose the benefits of Zoetic Transformation for a year and a day. You must be under the effects of Zoetic Transformation to be able to use this ability.
Positive Energy subtype: This subtype usually is used for elementals and outsiders with a connection to the Positive Energy Plane. Positive Energy creatures never need to make Fortitude saves for having too many hit points until they reach twice their normal hit point maximum, and if the DC of such a save is based on the amount by which they exceed their normal maximum hit points, it is instead based on the amount by which they exceed twice their normal maximum hit points. Furthermore, they may choose to have healing simply not affect them if it would take them to a level which would require them to make Fortitude saves, allowing them to safely exist on strongly Positive-dominant planes.