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Surrealistik
2008-03-06, 07:13 PM
This is my first homebrew, and probably in need of some serious revision. Suggestions and constructive criticism are very welcome (especially with regards to spells known, which could probably use trimming).

Lifewarder

“Our charge is life itself, our creed its preservation."
-Solar Vitaeus, Lifewarder

It is well known that all life stems from positive energy; its application returns even the most direly injured from the cusp of death, or even rescinds it entirely. Of its foremost wielders, many may be counted amongst the Lifewarders; men and women attuned to the lifegiving plane. They are benefactors and protectors alike, guardians of the countless progeny that have been birthed from the dissemination of its vital power, seeing all life as a gift to be cherished and exalted. As such their mastry of healing is prodigious, rivalled only by a considerable proficiency in Abjurations intended to defend and protect their many charges. Though typically pacifistic, and interested chiefly in the preservation and continuity of life, they will strive without hesitation to eliminate threats to their charge.

The strength of the Lifewarder lies primarily in his unparalleled ability to manipulate the considerable positive energy he is able to channel. This provides him with an impressive arsenal of abilities and powers, though nearly all are concerned with healing and restoration in their various forms, though many render them effective combatants against the undead. These are seen as wretched perversions and mockeries of their stewardship, as well as manifestations of life's antithesis. As such the Lifewarders will almost invariably go to great lengths to destroy them; something their mastry of positive energy renders them exceptionally capable of doing. They are however, capable of leaving kindly undead in peace, however poorly predisposed they are towards this manner of creature in general.

Overall the Lifewarder is typically content to defend, support and heal, preferring peaceful conflict resolution, and to subdue rather than kill. A Lifewarder usually will resort to violence and lethal force only when absolutely necessary. Unsurprisingly most Lifewarder's seek and attain employment as healers, field medics and apothecaries, selflessly utilizing their gifts in service to the wounded.

NPC Reactions:

Many NPCs are at least passably familiar with the creed and motivators of the Lifewarders, if not the exact nature of their abilities, and thus most are initially helpful or even friendly, valuing their altruism and benevolent nature. Those personally assisted by a Lifewarder, or whom know a friend or loved one aided by one (this is reasonably common) are almost invariably friendly. Even evil individuals pay them a measure of respect and deference, save those who regard their unconditional stewardship as contemptable folly. Lifewarders are universally reviled by evil Necromancers and undead without exception, these foul beings resenting and fearing the unparalleled ease with which they may rout them or their minions. Neutral instances of such creatures are at best fearful and suspicious of them.

Alignment:
Lifewarders are beings of compassion and mercy whom value and respect life in all of its forms, typically restricting this class to Non-evil characters.

Hit Die:
d8

Class Skills:
A Lifewarder's class skills are Concentration, Craft, Diplomacy, Heal, Knowledge (the planes), Knowledge (religion), Listen, Profession, Sense Motive, Ride, Spellcraft, Spot, Survival
Skill Points at 1st Level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier




Base Fort Ref Will
Level Attack Bonus Save Save Save Special
1 +0 +2 +0 +2 Skill Mastry: Heal, Spell Prohibition, Energy Attunement, Augment Healing
2 +1 +3 +0 +3 Lifewarder's Mastry, Lifewarder's Vitality, Combat Casting
3 +1 +3 +1 +3 Combat Ministrations
4 +2 +4 +1 +4 Lifewarder's Lore
5 +2 +4 +1 +4
6 +3 +5 +2 +5 Overheal, Improved Augment Healing
7 +3 +5 +2 +5
8 +4 +6 +2 +6 Unbound Altruism
9 +4 +6 +3 +6
10 +5 +7 +3 +7
11 +5 +7 +3 +7
12 +6/+1 +8 +4 +8 Supreme Augment Healing
13 +6/+1 +8 +4 +8 Lifewarder's Defiance
14 +7/+2 +9 +4 +9
15 +7/+2 +9 +4 +9
16 +8/+3 +10 +5 +10
17 +8/+3 +10 +5 +10
18 +9/+4 +11 +6 +11
19 +9/+4 +11 +6 +11
20 +10/+5 +12 +6 +12 Avatar of Life

Class Features:
The Following are class features of the Lifewarder:

Weapon and Armor Proficiencies: You gain proficiency with a simple weapon and all armor types and shields (including tower shields).

Spells:

Lifewarders cast spells spontaneously as a Divine class, with no chance of spell failure, drawing their power from the positive energy plane, and the domain of life. Spellcasting is Charisma based. Base spells per day are as a Favored Soul of the same level. Their spells known list is provided below.

Energy Attunement(Ex): The Lifewarder is able to directly channel a measure of the Positive Energy Plane's power, and manifest them into various forms. The Lifewarder has a capacity of Positive Energy points equal to his class level + Con and Cha modifiers (minimum capacity of 1). This reserve is fully restored with 8 hours of uninterrupted sleep or rest.

While the Lifewarder has any positive energy points in reserve, he has an effective Aura of Turning with a radius of 5 feet per 2 energy points in reserve (minimum of 5 feet, maximum 5 feet * class level). This aura cannot be suppressed. Each round, Undead in the area of effect must make an HD check versus a DC equal to 10 + the number of positive energy points in reserve or be Turned. Undead who fail this check by half of the DC or more are destroyed. Regardless of the result, an Undead cannot be turned by this aura more than once per 24 hours, instead taking damage each subsequent round they're within the aura equal to the number of positive energy points in reserve.

The Lifewarder may expend his stored positive energy in several ways. These abilities do not provoke attacks of opportunity:

Healing Spell: The Lifewarder may convert positive energy points into any spell with the [Healing] subschool of a level he can cast. The spell is cast immediately upon conversion. This requires a number of points equal to 1 + the level of the spell. While the spell may be enhanced with metamagic, an additional number of points equal to that metamagic's spell level adjustment is required. This counts as a free action (this is not true of the obtained spell's casting time, which is as normal).

Note also that the Lifewarder may convert Lifewarder spells with the [Healing] subschool into a number of points equal to the amount required to obtain them as a free action (you lose the spell use). You may also convert a spell or spell-like ability cast on you from the [Healing] subschool (you do not receive any other benefit from it however). You cannot convert eligible effects that originate from an at will spell-like ability.

Enhanced Fortitude: Whenever the Lifewarder makes a Fortitude or Constitution check or save, he may exchange any number of positive energy points in exchange for an circumstance bonus on it equal to twice that number.

Positive Energy Blast: At the cost of 2 positive energy points, a Lifewarder may discharge a measure of his positive energy reserve as a blast of raw lifegiving power, centred upon himself, or any space within 30 feet as a standard action. This blast has a diameter of 15 feet, and heals all living creatures in the area of effect of 1d6 damage. Undead take an equivalent amount of damage, with a successful Will save versus Positive Energy reducing this by half, DC is equal to 10 + 1/2 the Lifewarder's class level + his Cha modifier and the number of damage die.

Each additional point of energy invested beyond the first two either increases the diameter by 5 feet, range by 30 feet, adds another 1d6 of healing, or you may combine this ability with a single spell from the [Healing] subschool. Metamagic applied to the spell also applies to this ability (if possible). Each spell combined beyond the first squares the total combining cost (2 combined spells would cost 4 additional points, 3 would cost 9, etc.). If that spell does not have an area of effect, you must pay an additional 3 energy points. If you do, the effects of that spell apply to all creatures in this ability's area of effect. If the combined spell features a saving throw, it is replaced with that of this ability. A positive energy blast combined with a spell becomes a spell-like ability of the Conjuration [Healing] schools, and is subject to spell resistance. Combined spells count as a ranged, area of effect spell with a range equal to the ability's for the purposes of metamagic and other effects (such as spell turning).

Positive Energy Ray/Touch: At the cost of 1 positive energy point, the Lifewarder may infuse a single target up to 30 feet away with positive energy as a standard action. If the target is within 5 feet of the Lifewarder, he can deliver the energy with a touch. Otherwise, the energy is delivered via a brilliant white ray. Make ranged and melee touch attacks as appropriate versus unwilling targets. This ability heals the target of 1d6 damage if living, or inflicts an equivalent amount of damage if undead. Targetted undead may make a Will save with a DC equal to 10 + 1/2 the Lifewarder's class level + his Cha modifier and the number of damage die for half damage.

Each additional point of energy invested beyond the first either increases the ability's range by 30 feet, adds another 1d6 of healing at your option, or you may combine a single spell from the [Healing] subschool with this ability. Metamagic applied to the spell also applies to this ability (if possible). Each spell combined beyond the first squares the total combining cost. Combined spells are applied on the target if your ranged or melee touch attack hits. If the combined spell features a saving throw, it is replaced with that of this ability. The Lifewarder may heal himself through use of this ability. A positive energy ray/touch combined with a spell becomes a spell-like ability of the Conjuration [Healing] schools, and is subject to spell resistance. Combined spells count as a ray with a range equal to that of this ability for the purposes of metamagic and other effects.

Intensify Aura: At the cost of 1 positive energy point, the Lifewarder may empower his Aura of Turning to increase its DC by +2 for 1 hour, and emit bright light in a 5 foot radius. Each additional point invested in this ability further increases the DC by +2, damage per round versus undead by 2 and the radius of the light by 5 feet. If 5 or more points are spent in this way, creatures looking at the Lifewarder must make a Fortitude save equal to 10 + each active DC increase or be Blinded for 1 round, and Dazzled for a minute. Those who save are Dazzled for a round. These penalties last twice as long for creatures with light sensitivity. You receive a -20 circumstance penalty to Hide while this is active. Use of this ability counts as a free action.

Induce Healing: At the cost of 2 positive energy points, the Lifewarder may bestow himself or another target within 5 feet with Fast Healing 1 for 1 minute as a standard action. Undead take an equivalent amount of damage per round that can be removed with magical healing (such as an inflict spell). Every 2 additional points of energy invested increases this Fast Healing by an additional point, or the duration by an additional 2 minutes. If 10 or more points of energy in total are invested in this ability, the Fast Healing becomes an equivalent amount of Regeneration instead (evil aligned, death descriptor, vile and negative energy damage sources deal normal damage). This effect may be combined with the Positive Energy Ray/Touch or any spell with the [Healing] descriptor at the cost of an additional energy point. Alternatively, it may be combined with the Positive Energy Burst ability at the cost of 3additional energy points.

Wonderous Restoration: At the cost of 1 positive energy point, the Lifewarder may remove ability damage, bleeding wounds and the Fatigued, Exhausted, Dazzled, and Sickened conditions from a target with a touch (unwilling targets require a touch attack to be affected). Each additional point of energy invested removes a point of ability drain, or another non-mental condition of your choice other than death, level drain, curses or petrification (if possible). Two additional points of invested energy will remove a single negative level. This effect may be combined with the Positive Energy Ray/Touch or Burst abilities, or a spell from the [Healing] subschool at the cost of an additional energy point. Use of this ability counts as a standard action. The Lifewarder may use this ability on himself as an immediate action. If he does, he may negate a death effect at a cost of 5 additional points.

Turn Undead At the cost of 2 positive energy points, the Lifewarder may Turn Undead as a Cleric of the same level. Each additional positive energy point invested in this ability beyond the first increases the Lifewarder's effective turning level by 1, his turning damage by 1d6, or the Turn's area of effect by 30 feet. You may invest an additional 5 points to destroy undead that would be turned with your attempt (you pay these prior to the initiation of the turning attempt). Turn attempts may be converted into positive energy points at a rate of 2 per turn attempt.

Healing Metamagic As a free action, the Lifewarder may expend a number of positive energy points equal to a known metamagic's spell level increase (after other relevant feats like Easy Metamagic are applied) in order to have it apply to a spell with the [Healing] subschool without changing its spell slot level. Healing Metamagic may be used on spells combined with other Attunement abilities (the metamagic effect applies to both the spell effect and attunement abilities).

The Lifewarder cannot spend any amount of positive energy points on any single use of an ability greater than his class level (e.g. a level 5 Lifewarder cannot spend more than 5 positive energy points on any of these conversion abilities). Use of these abilities does not provoke attack of opportunites (casting spells converted from positive energy does as normal).

Combined abilities require only a standard action to use even if they incorporate a spell, but each ability must be paid for seperately. If an ability permits combination with a spell, you lose a spell use or preparation of the appropriate level. Each combination requires the expendature of an additional energy point.

Abilities combined with spells become magical, and subject to spell resistance.

The Lifewarder may also convert any healing he would receive from a positive energy source into a positive energy point, as long as it would heal 10 or more hit points. If at any time the Lifewarder has more positive energy points than his capacity allows, those points are immediately lost, and he is healed of 1d6 hp per lost point, or gains 1d6 temporary hit points per lost point for 1 hour if at full health. Temporary hit points gained in this way do not stack (apply the highest amount).


Skill Mastry: Heal (Ex): At the 1st class level and every odd numbered class level thereafter, the Lifewarder gains a cumulative +1 competence bonus to his Heal skill. At the 4th level the Lifewarder may also take a 10 on all Heal checks, even when under stress.[/b]


Augment Healing: The Lifewarder gains the Augment Healing feat at the first class level for free, even if he does not meet the prerequisites.


Spell Prohibition: The Lifewarder cannot use spells with the Death, and/or Evil descriptors in any way, including from scrolls and magic items. If he does, he loses all class features and abilities except for weapon and armour proficiencies until atoning.


Lifewarder's Mastry: At the 2nd class level and every even numbered class level thereafter, the Lifewarder gains a cumulative +1 bonus to his effective casting level for non-evil Abjurations and spells with the [Healing] subschool.

At the 8th class level, at your option upon casting, spells with the [Healing] subschool are automatically empowered, and non-evil Abjurations are automatically extended without increasing their spell levels.

At the 12th class level, at your option upon casting, spells with the [Healing] subschool are automatically maximized, and non-evil Abjurations are automatically widened without increasing their spell levels.


Lifewarder's Vitality: At the 2nd class level, by the power of his intimate connection to the positive energy plane, the Lifewarder becomes immune to the Sickened condition, and all Diseases and Poisons (including magical and supernatural ones), permitting him to tend to the ill and afflicted without fear or hesitation.

At the 5th class level, he is infused with divine vitality, acquiring immunity to Fatigue and Exhaustion, no longer requiring sleep (8 hours of rest are still needed to replenish spells per day), and gaining the Faster Healing feat for free. If he already has the Faster Healing feat, the bonuses it provides are doubled.

At the 10th class level, he no longer suffers aging penalties and becomes immune to magical aging. Penalties already accrued from aging are retained. He still dies when his time is up. The Lifewarder's hit dice also increases to d10. This increase is retroactive and applies to all previously acquired hit die (reroll them to get his new maximum hit points). In addition, each hour he recovers an amount of hp equal to the total of his con modifier and class level (minimum 1 hp), and a fourth of this amount in ability damage (minimum 1).

At the 15th class level, the Lifewarder gains immunity to Level Drain and Ability Drain and Damage, Fast Healing 1, and his hit dice retroactively increases to d12.


Combat Casting: The Lifewarder gains the Combat Casting feat at the 2nd class level for free, even if he does not meet the prerequisites.


Combat Ministrations (Ex): At the 3rd class level, the Lifewarder applies his shield AC bonus to any friendly creature he uses a beneficial spell, heal check, or ability on within 5 feet until he takes another action, and does not provoke attacks of opportunity when doing so as long as he has a shield equipped and ready. While this ability is active on a creature, it has partial cover if the Lifewarder has a large shield equipped, or total cover if he has a tower shield equipped.


Lifewarder's Lore (Ex): At the 4th class level, and every 4 class levels thereafter, the Lifewarder may add any non-evil Abjuration spell or spell with the [Healing] subschool to his spells known list. This does not allow you to prepare spells of a level you normally wouldn't be able to.


Overheal (Ex): At the 6th class level, spells with the [Healing] subschool and abilities that the Lifewarder uses which heal more damage than a target has suffered, bestow it with temporary hit points equal to the excess, to a maximum of 5 hp per class level. These temporary hit points last 10 minutes per class level and do not stack.


Improved Augment Healing (Ex): At the 7th class level, bonuses conferred from caster levels for Cure spells are doubled (e.g. Cure Light Wounds would heal an additional 2 hp per caster level). This stacks with all prior Augment Healing feats and abilities.


Unbound Altruism (Ex): At the 8th class level, non-evil Abjurations and spells with the [Healing] descriptor that are normally restricted to self use may be cast on other creatures with a range of touch.


Supreme Augment Healing (Ex): At the 12th class level, the healing prowess of the Lifewarder burgeons with further study and introspection, permitting him to increase the number of die for all Cure spells by 1 for every 5 class levels to a maximum of their spell level. Mass versions of the Cure spells use the enhancement limit of their root spell (e.g. Cure Light Wounds, Mass would only add up to 1 additional die). This stacks with all prior Augment Healing feats and abilities.


Lifewarder's Defiance (Ex): At the 13th class level, the Lifewarder's mastry over death and injury becomes readily evident in his unparalleled ability to redeem the fallen. When the Lifewarder resurrects a creature with Raise Dead or Resurrection, the experience/constitution penalty is cut in half, and the cast time is only a full round action. Further, Raise Dead resurrects a fallen creature with half of its maximum hit points or current Hit Dice (whichever is greater), and stands only a 25% chance of resulting in spell loss. The maximum time that the creature may be dead while still being eligible for Raise Dead or Resurrection is doubled.


Avatar of Life (Ex): At 20th class level, you transcend to become as life incarnate; eternal, enduring, indominable. As a true avatar of enduring vitality, you gain the native Outsider template, regeneration 1 (evil-aligned, death descriptor, vile and negative energy damage sources deal normal damage), immunity to death effects, and your fast healing is substituted with a continuous positive energy aura that heals all living creatures (yourself included) within 20ft by an amount up to your Fast Healing (undead creatures take equivalent damage, and this amount progresses as per your Fast Healing). This aura emits bright light up to the same distance, and shadowy illumination for another 20 feet beyond. This aura is permanent, and cannot be suppressed or dismissed. Penalties already accrued from aging are eliminated, and you do not die when your time is up.


Spells Known:

Level 0: Cure Minor Wounds, Create Water, Mending, Light, Resistance, Virtue, Purify Food and Drink, Detect Poison, Disrupt Undead


Level 1:

Abjuration:

Alarm, Endure Elements, Entropic Shield, Faith Healing, Sanctuary, Protection From Evil, Shield of Faith, Remove Fear, Hide from Undead, Hold Portal, Shield, Resurgence

Conjuration [Healing]:

Cure Light Wounds, Lesser Vigor


Level 2:

Abjuration:

Aura against Flame, Dispel Ward, Insignia of Alarm, Resist Energy, Shield Other, Undetectable Alignment, Arcane Lock, Protection From Arrows,

Conjuration [Healing]:

Cure Moderate Wounds, Delay Poison, Ease Pain, Estanna's Stew, Remove Addiction, Remove Paralysis, Lesser Restoration

Other:

Healing Lorecall, Status, Calm Emotions, Gentle Repose


Level 3:

Abjuration:

Abolish Shadows, Cloak of Bravery, Dispel Magic, Glyph of Warding, Magic Circle Against Evil, Protection From Energy, Remove Curse, Mass Resist Energy, Reverse Arrow, Sign of Sealing

Conjuration [Healing]:

Cure Serious Wounds, Insignia of Healing, Refreshment, Remedy Moderate Wounds, Remove Blindness/Deafness, Remove Disease, Remove Nausea, Vigor, Mass Lesser Vigor

Other:

Create Food/Water, Delay Death, Magic Vestment, Leomund's Tiny Hut

Level 4:

Abjuration:

Anticipate Teleportation, Dimensional Anchor, Dismissal, Freedom of Movement, Globe of Lesser Invulnerability, Hand of Torm, Repel Vermin, Mass Resurgence, Legion's Shield of Faith, Otiluke's Dispelling Screen, Spell Immunity, Wall of Good

Conjuration [Healing]:

Cure Critical Wounds, Neutralize Poison, Restoration, Revenance

Other:

Blood of the Martyr, Death Ward, Greater Status, Remove Fatigue, Otiluke's Resilient Sphere


Level 5:

Abjuration:

Break Enchantment, Dispel Evil, Spell Resistance, Telepathy Block, Wall of Dispel Magic, Duelward, Mordenkainen's Private Sanctum

Conjuration [Healing]:

Cure Light Wounds Mass, Energetic Healing, Monsterous Regeneration, Raise Dead, Greater Vigor, Warding Gems

Other:

True Seeing, Hallow, Permanency


Level 6:

Abjuration:

Antilife Shell, Banishment, Celestial Blood, Dispel Magic Greater, Energy Immunity, Forbiddance, Gate Seal, Greater Glyph of Warding, Guards and Wards, Repulsion, Sign of Sealing Greater, Starmantle

Conjuration [Healing]:

Cure Moderate Wounds Mass, Heal, Vigorous Circle,

Other:

Secure Corpse, Undeath to Death, Mass Bear's Endurance, Wall of Force, Contingency


Level 7:

Abjuration:

Azuth's Spell Shield, Bastion of Good, Repulsion, Mass Spell Resistance, Otiluke's Greater Dispelling Screen, Ruby Ray of Reversal, Sequester, Spell Turning

Conjuration [Healing]:

Cure Serious Wounds Mass, Fortunate Fate, Greater Restoration, Refuge, Regenerate, Renewal Pact, Resurrection

Other:

Forcecage


Level 8:

Abjuration:

Anticipate Teleportation Greater, Antimagic Field, Dimensional Lock, Holy Aura, Mind Blank, Prismatic Wall, Protection from Spells, Spell Immunity Greater, Spell Engine, Spell Star, Transcribe Symbol, Wall of Greater Dispel Magic

Conjuration [Healing]:

Cure Critical Wounds Mass

Other:

Otiluke's Telekinetic Sphere, Screen, Temporal Stasis.


Level 9:

Abjuration:

Absorption, Elminister's Effluent Epuration, Sublime Revelry, Freedom, Mordenkainen's Disjunction, Undeath's Eternal Foe, Mystra's Miasma, Prismatic Sphere, Reaving Dispel, Unbinding

Conjuration [Healing]:

Mass Heal, True Resurrection

Other:

End to Strife, Miracle