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 mender’s 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, Eagle’s Splendor, Owl's Wisdom OR Positive Flood (Mender level required 7 [+2], 10 [+4], 13 [+6])
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 mender’s 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, Eagle’s Splendor, Owl's Wisdom OR Positive Flood (Mender level required 7 [+2], 10 [+4], 13 [+6])