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qwertyu63
2013-11-15, 08:30 AM
The Plane of Positive Energy:

I'm sure you've all heard of it, but how many have been there? This homebrew project is intended to flesh out the most maligned of inner planes, the plane of life. But first, forget what you already know about it. I will be putting here everything I am keeping, so ignore other sources.

This project is mirrored at dnd-wiki (https://dnd-wiki.org/wiki/Plane_of_Life_(3.5e_Sourcebook)).

The basics:

The basic traits of the plane are as follows:


Positive Energy Plane

Subjective directional gravity.
Major positive-dominant. Some regions of the plane have the minor positive-dominant trait instead, but these areas of safety are in constant motion.
Enhanced magic. Spells and spell-like abilities that use positive energy, including cure spells, are maximized (as if the Maximize Spell metamagic feat had been used on them, but the spells don’t require higher-level slots). Spells and spell-like abilities that are already maximized are unaffected by this benefit. Class abilities that use positive energy, such as turning and destroying undead, gain a +10 bonus on the roll to determine Hit Dice affected. (Undead are almost impossible to find on this plane, however.)
Impeded magic. Spells and spell-like abilities that use negative energy (including inflict spells) are impeded.


Subjective Directional Gravity:
The strength of gravity on a plane with this trait is the same as on the Material Plane, but each individual chooses the direction of gravity’s pull. Such a plane has no gravity for unattended objects and non-sentient creatures. This sort of environment can be very disorienting to the newcomer, but is common on “weightless” planes.

Characters on a plane with subjective directional gravity can move normally along a solid surface by imagining “down” near their feet. If suspended in midair, a character “flies” by merely choosing a “down” direction and “falling” that way. Under such a procedure, an individual “falls” 150 feet in the first round and 300 feet in each succeeding round. Movement is straight-line only. In order to stop, one has to slow one’s movement by changing the designated “down” direction (again, moving 150 feet in the new direction in the first round and 300 feet per round thereafter).

It takes a DC 16 Wisdom check to set a new direction of gravity as a free action; this check can be made once per round. Any character who fails this Wisdom check in successive rounds receives a +6 bonus on subsequent checks until he or she succeeds.

Positive-Dominant
An abundance of life characterizes planes with this trait. The two kinds of positive-dominant traits are minor positive-dominant and major positive-dominant. A minor positive-dominant plane is a riotous explosion of life in all its forms. Colors are brighter, fires are hotter, noises are louder, and sensations are more intense as a result of the positive energy swirling through the plane. All individuals in a positive-dominant plane gain fast healing 2 as an extraordinary ability.

Major positive-dominant planes go even further. A creature on a major positive-dominant plane must make a DC 15 Fortitude save to avoid being blinded for 10 rounds by the brilliance of the surroundings. Simply being on the plane grants fast healing 5 as an extraordinary ability. In addition, those at full hit points gain 5 additional temporary hit points per round. These temporary hit points fade 1d20 rounds after the creature leaves the major positive-dominant plane. 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.

The fast healing is due to positive energy and so has the reverse effect on those harmed by positive energy (such as undead), dealing 2 or 5 damage per round. Constructs do not gain this fast healing at all.

In addition, the plane lacks air. The sheer amount of positive energy provides air pressure, but most creatures cannot breathe this energy.

The plane of positive energy is infinitely large, but not in all directions. One of the plane's dimensions (which I will define as up and down, despite gravity being relative) is only 3 miles in size. If you reach the top or bottom of this dimension, it wraps around to the other end.

As a minor change to the normal rules of subjective directional gravity, unattended objects retain the gravity they had when they were last attended.


Sidebar: Cure Wounds spells are too weak.
As I'm sure some of you know, the Cure Wounds spells are too weak to make much of an impact. While the Mender class does fix some of the problem by giving a source of healing that does make an impact, the Cure Wounds spells themselves need changed. To that end, I suggest you apply the following fix:

All spells in the Cure Wounds line heal, one round later, an additional number of hit points equal to the number of dice healed times the hit dice of the target. This bonus only applies when the spell is healing; when the spell deals damage (e.g. when targeting undead), use only the base dice.

Lumičre

The "capital" of the plane of positive energy is a metropolis called Lumičre (population 1.375 million people, 50% lucerna, 15% half-lucerna, 35% others). Lumičre is a constantly growing city protected by greater positive planar anchors. Due to the unique gravity of the plane, buildings are built in whichever direction is most convenient rather than trying to match the nearby area.

The primary industries of Lumičre are the searching for and retrieval of auracrystals and mote beads and healing. Healing is readily accessible to anyone (5% discount on any healing spells, scrolls, wands or potions).

Lumičre possesses quite a large market. By no means is it the largest among the planes, but it is large and has merchants from most of the planes. While you get better rates on resources produced by the city (5% discount on auracrystal and mote beads), you can buy almost anything there (gold piece limit of 80k gp). Due to the unique architecture and constant growth of the city, those who wish to live within it can do so at a reasonable price (a 25ft^3, one room house costs about 950 gp, 1500 gp if you want to be near a market).

Lumičre is run by one man, known as the capo of Lumičre. He holds the position until he decides to give it up to another, and has total authority. This position is currently filled by Passade Claragradus III (lucerna fighter 19), who has held the position for 137 years. The Passade line has controlled the city for 598 years. Under his line's fair hand, the city has flourished. He currently has one daughter named Durata Claragradus (lucerna mender 10).

Bright

Bright is the second most populated city on the plane of life (population 0.9 million people, 40% lucerna, 20% half-lucerna, 40% others). At a first glance, Bright just looks like a second Lumičre (due to its haphazard layout), and it too is covered in planar anchors; beyond that, the two cities couldn't be more different.

The primary industries of Bright are mining and magic. As typical access to the portal to the Wall requires passing through Bright, the city has a fairly solid monopoly on mining. Bright is also the home of Katsee, a school of magic. The market in Bright is slightly smaller than the one in Lumičre (gold piece limit of 70k gp), but has ready supplies of raw metal and scrolls (5% discount on each).

Bright is run by an elected council of 4 people. Each quarter of the city elects one person to the council and the council has total authority.

Fallanes

Located in the Forest (see the Mist), Fallanes is a large city of elves (population 0.75 million people, 40% life elf, 20% lucerna, 30% other elves, 10% other races). As with the other major cities, the entire city is covered in planar anchors.

The primary industry of Fallanes is farming; Fallanes is the source of roughly 75% of all wood and food on the plane. Fallanes is also the only major source of vitawood. The market in Fallanes is small compared to other cities on the plane (gold piece limit of 50k gp), but it has lots of wood and food (5% discount on each) and lots of trade partners on the material plane (when selling goods, double the gold piece limit).

Fallanes also possesses a portal framed in white crystal; this portal is linked to another portal on the material plane (GM note: put this portal somewhere controled by elves).

The Gods

Vitadea, Goddess of Life
Intermediate Deity
Symbol: A silver caduceus
Home Plane: The Plane of Positive Energy
Alignment: Neutral Good
Portfolio: Healing, Life, Light
Clergy Alignments: Chaotic Good, Neutral Good, Lawful Good, True Neutral
Domains: Healing, Good, Sun, Positive, Life (See below)
Favored Weapon: Quarterstaff
Classes: Mender 20/Cleric (of Vitadea) 20/Life Master 10

The life mother, Vitadea, the goddess of life. She teaches that you should respect and protect all living creatures. Among her duties is to make sure the Font of Life continues to work properly and to turn generator points back on when they turn off. For this reason, she has an innate sense of which points are off at any point in time and can use the Activate Point ritual without needing the white sand. She is also responsible for making sure the stopper is in place, but her clerics usually handle that.

Kragan, the Gravewarder
Demigod
Symbol: A small coffin
Home Plane: The Plane of Positive Energy; the Wall
Alignment: True Neutral
Portfolio: Protection of graveyards, destruction of undead.
Clergy Alignments: Neutral Good, Neutral Evil, Chaotic Neutral, Lawful Neutral, True Neutral.
Domains: Destruction, War, Strength, Protection, Positive (See below)
Favored Weapon: Heavy Mace
Classes: Druid 20/Fighter 10

Formerly a dwarf, Kragan is a god of death and life. He holds that the desecration of the dead is unforgivable. As a result, his clerics seek out and destroy undead and the necromacers who made them. His clerics also watch over graveyards in an attempt to prevent necromacers from finding material to work with.

Special Note: All clerics of Kragan spontaneously cast cure spells and turn/destroy undead, regardless of their alignment.

Rinsidia, the Forestwalker
Demigod
Symbol: A tree
Home Plane: The Plane of Positive Energy; the Mist; the Forest
Alignment: True Neutral
Portfolio: Positive energy, nature, elves.
Clergy Alignments: Neutral Good, Neutral Evil, Chaotic Neutral, Lawful Neutral, True Neutral.
Domains: Plant, Animal, Sun, Healing, Positive (See below)
Favored Weapon: Sling
Classes: Druid 20/Ranger 10

Formerly an elf, Rinsidia is a god of positive energy and nature. She only grants spells to elves, shunning the other races.

Special Note: All clerics of Rinsidia spontaneously cast cure spells and turn/destroy undead, regardless of their alignment.

Positive Subtype:
A creature with the positive subtype heals half again as much (+50%) damage as normal 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 effects of the positive-dominant planar trait and can breathe the energy of positive-dominant planes as if it was air, if their creature type needs to.

Lucerna:
Natives to the Plane of Positive Energy, these outsiders are made of positive energy.

Racial Traits:
+2 Constitution, -2 Strength
Outsider: Lucerna are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Positive: Lucerna have the positive subtype. This increases their magical healing, while exposing them to negative damage.
Medium: As Medium creatures, lucerna have no special bonuses or penalties due to their size.
Lucerna base land speed is 30 feet.
Loopback (Ex): Despite being outsiders, lucerna can be brought back from the dead as if they were not outsiders.
Life Reserve (Ex): The lucerna have an innate ability to store positive energy and use it later. They have a life reserve that can store up to their their hit dice times their Charisma bonus in hit points. Whenever they receive magical healing that would take them above their maximum hit points, they add the excess to their life reserve. As a standard action, they may heal themselves a number of hit points equal to the number of points in their life reserve; this is nonmagical and resets their life reserve to zero hit points.
Automatic Languages: Common, Vitus. Bonus Languages: Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, Terran.
Favored Class: Mender.
Level Adjustment: +0

Aging, Height and Weight: Lucerna grow up into adults and then stop, living forever. Lucerna age like elves for the first part of their life. Lucerna do age into their young adult age category, but they stop aging at a random point in it. Calculate their height and weight as if they were human.

Appearance: Lucerna appear to be pale white skinned humans with slightly glowing pastel eyes and pastel hair. Despite the paleness of their skin, they are very lively in appearance. Their eyes and hair can be any pastel color, but the two never match.

Personality: A common phrase among lucerna is "Life is long, and regrets immortal" and this phrase describes most lucerna rather well. Lucerna feel that just as they live an infinity, so to do their memories. As a result, they often state what they feel sooner than most other races would and tend to take opportunities when they come, as they might never come again.

Life Elf:
Also called light elves, life elves are a subrace of elves born on the plane of positive energy.
Life Elf Traits (Ex)
These traits are in addition to the high elf traits.
* +2 Charisma, -2 Strength.
* A life elf has the positive subtype.

Half-lucerna:
Born of a mortal race and a lucerna, the half-lucerna retains its otherworldly parents liveliness, albeit not their endless life. They too can survive on the plane of positive energy.

"Half-lucerna" is an inherited template that can be added to any living, corporeal creature with an Intelligence score of 3 or higher (referred to hereafter as the base creature).

A half-lucerna uses all the base creature’s statistics and special abilities except as noted here.

Type:
The half-lucerna retains the base creature's type, but gains the Positive subtype.

Special Abilities:
As the base creature plus healing hands.

Healing Hands (Su):
The half-lucerna is capable of channeling positive energy to heal themselves or others by touch. Each day they can heal a total number of hit points equal to their hit dice times their Charisma bonus, with a minimum of their hit dice. They may choose to divide their healing among multiple recipients, and they don’t have to use it all at once. Using healing hands is a swift action if targeting the user and a standard action otherwise.

Abilities:
Change from the base creature as follows: Con +2.

Level Adjustment:
Same as the base creature +1.

Aging: Half-lucerna age slower than their mortal parent. To calculate the age categories of a half-lucerna, start with the age categories of their non-lucerna race. Increase the start point of each category by 20%.

Appearance: Half-lucerna tend to look mostly like their mortal race, but with paler colors. They retain the pastel, slightly glowing, eyes of the lucerna.

Personality: Half-lucerna tend to have personalities like their mortal race.

Anguis
Size/Type: Large Dragon (Extraplanar, Positive)
Hit Dice: 10d12+30 (100 hp)
Initiative: +6
Speed: 60 ft. (12 squares), fly 100 ft. (average)
Armor Class: 25 (-1 size, +2 Dex, +14 natural), touch 11, flat-footed 23
BAB/Grapple: +10/+14
Attack: Bite +11 (2d6+2)
Full Attack: Bite +11 (2d6+2), 2 claws +9 melee (1d8+1), and 2 wing buffets +9 melee (1d6+1)
Space/Reach: 10 ft./5 ft. (10 ft. with bite)
Special Attacks: Breath weapon
Special Qualities: Darkvision 60 ft, immunity to sleep and paralysis, low-light vision, extra healing, vulnerability to negative energy, positive resonance.
Saves: Fort +10, Ref +9, Will +6
Abilities: Str 14, Dex 15, Con 16, Int 10, Wis 8, Cha 14
Skills: Escape Artist +13, Intimidate +13, Search +13, Sense Motive +13
Feats: Alertness, Multiattack, Improved Initiative, Hover
Environment: Any positive-dominant plane
Organization: Solitary
Challenge Rating: 12
Alignment: Any
Advancement: 15 HD (Huge)
Level Adjustment: -

At first glance, an anguis looks like a somewhat shiny white dragon who is just out of place. However, that first glance can be deceiving. Anguis are dragons of life energy, and are fiercely territorial.

Breath Weapon (Su):
Anguis have two different breath weapons (usable once every 1d4 rounds): a 40 ft. cone of great sound (6d6 sonic damage) and a 40 ft. cone of positive energy (6d6 positive energy healing, undead are damaged instead). Both weapons allow a Reflex save for half (DC 10 + half HD + Con modifier).

Positive Resonance (Ex):
While in a location with the major positive-dominant trait, anguis get a +5 morale bonus to all attack rolls and saving throws and a +5 morale bonus to AC.

Extra Healing (Ex):
Anguis gain 50% more from magical healing due to their Positive subtype.

Special note:
The anguis is added to the list of monsters for summon monster VII.

Phoenix
Size/Type: Medium Magical Beast (Extraplanar, Positive, Fire)
Hit Dice: 10d10+40 (100 hp)
Initiative: +7
Speed: 60 ft. (12 squares), fly 100 ft. (good)
Armor Class: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
BAB/Grapple: +10/+10
Attack: Talons +13 melee (1d6+1)
Full Attack: 2 talons +13 melee (1d6+1) and bite +8 melee (1d6)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Darkvision 60 ft, low-light vision, extra healing, vulnerability to negative energy, immunity to fire, vulnerability to cold, rebirth.
Saves: Fort +11, Ref +10, Will +5
Abilities: Str 12, Dex 16, Con 18, Int 5, Wis 10, Cha 14
Skills: Heal +13
Feats: Improved Initiative, Wingover, Iron Will, Alertness, Weapon Finesse (B)
Environment: The Radiance
Organization: Solitary
Challenge Rating: 12
Alignment: Any
Advancement: 15 HD (Large)
Level Adjustment: -

The mythical immortal bird of fire, the phoenix bursts into flames upon death and is then reborn from its ashes.

Spell-Like Abilities:
3/day—fireball, cure serious wounds. Caster level 10th. The save DC is Charisma-based.

Rebirth (Ex):
When a phoenix dies, it bursts into flames; this creates a blast of fire with a 50 foot radius. All creatures within this radius take 10d6 points of fire damage; fire resistance doesn't apply and fire immunity only prevents half of this damage unless that immunity comes from the Fire subtype. After the burst of fire, all that remains of the phoenix is a pile of ashes. Inside this pile of ashes is a newborn phoenix.

Extra Healing (Ex):
Phoenixes gain 50% more from magical healing due to their Positive subtype.

Mote
Size/Type: Tiny Outsider (Extraplanar, Positive)
Hit Dice: 1d8 (4 hp)
Initiative: +5
Speed: Fly 60 ft. (perfect) (12 squares)
Armor Class: 13 (+2 size, +1 Dex), touch 13, flat-footed 12
BAB/Grapple: +1/-7
Attack: Light ray +2 ranged touch (1d6)
Full Attack: Light ray +2 ranged touch (1d6)
Space/Reach: 2˝ ft./0 ft.
Special Attacks: --
Special Qualities: Darkvision 60 ft, damage reduction 5/magic, immunity to sleep and paralysis, low-light vision, extra healing, vulnerability to negative energy, positive resonance.
Saves: Fort +2, Ref +3, Will +3
Abilities: Str 1, Dex 12, Con 11, Int 2, Wis 13, Cha 9
Skills: Hide +5, Listen +5, Move Silently +5, Spot +5
Feats: Improved Initiative
Environment: Any positive-dominant plane
Organization: Swarm (6-15)
Challenge Rating: 1
Alignment: Any
Advancement: 3 HD (Small)
Level Adjustment: -

Motes are little bits of positive energy that condensed into a simple form of life. When a mote dies, the positive energy that they are made of condenses further into a small gold bead, known as a mote bead.

Light Ray (Ex):
A mote’s light rays have a range of 30 feet. This attack overcomes damage reduction of any type.

Positive Resonance (Ex):
While in a location with the major positive-dominant trait, motes get a +2 morale bonus to all attack rolls and saving throws and a +2 morale bonus to AC.

Extra Healing (Ex):
Motes gain 50% more from magical healing due to their Positive subtype.

Animut
Size/Type: Medium Construct (Extraplanar, Lawful)
Hit Dice: 17d10+20 (118 hp)
Initiative: +6
Speed: 20 ft. in full plate (4 squares); base speed 30 ft.
Armor Class: 30 (+2 Dex, +10 natural, +8 full plate), touch 12, flat-footed 28
Base Attack/Grapple: +12/+22
Attack: +3 axiomatic greatsword +26 (2d6+18+2d6 if target is chaotic/17-20)
Full Attack: +3 axiomatic greatsword +26/+21/+16/+11 (2d6+18+2d6 if target is chaotic/17-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Construct traits, damage reduction 10/chaotic, darkvision 60 ft., fast healing 5, low-light vision, spell resistance 27, true seeing
Saves: Fort +6, Ref +7, Will +11
Abilities: Str 30, Dex 15, Con --, Int 13, Wis 20, Cha 18
Skills: Spot +25, Listen +25, Sense Motive +25.
Feats: Improved Initiative, Power Attack, Cleave, Great Cleave, Weapon Focus (greatsword), Improved Critical.
Environment: A lawful-aligned plane
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Always lawful neutral
Advancement: 17-25 HD (Medium); 26-40 HD (Large)
Level Adjustment: —

Animuts are inevitables who defend the sanctity of the mortal soul.

Those who steal or trap the souls of others are the usual targets of the animut. Messing with the font of life can also get you targeted by an animut. Buying someone's soul isn't enough to earn an animut's ire, assuming the one selling their soul is genuinely willing.

True Seeing (Su):
Animuts have a continuous true seeing ability, as the spell (caster level 17th).

Spell-Like Abilities:
At will— gate (planar travel only), detect lifeforce; 1/day—banishment, dictum; 1/week— time stop. Caster level 17th. The save DCs are Charisma-based.

Reborn:
Just as undead are corpses animated by negative energy, you can animate a corpse with positive energy. A corpse animated in this fashion is known as a reborn. Reborn are like undead in most cases, but interact with positive energy like living creatures. Reborn can be created with the spell Artificial Life.

"Reborn" is an acquired template that can be added to any undead creature (referred to hereafter as the base creature).

A reborn uses all the base creature’s statistics and special abilities except as noted here.

Type:
The reborn retains the base creature's type of undead.

Special Qualities:
As the base creature plus Positive Animation (see below):

Positive Animation (Ex):
Unlike most undead, reborn are powered by positive energy. As a result, effects that use positive or negative energy affect reborn as if they were living creatures rather than undead (so cure spells heal them and inflict spells harm them).

Furthermore, the effects of turn undead and rebuke undead are reversed for reborn (so using turn undead rebukes/controls reborn and vice versa).

Alignment:
Any (remove any requirements on the base creature).

Level Adjustment:
Same as the base creature.

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.
-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 "extra healing, vulnerability to negative energy" to their special qualities
-Add the Positive Strike special attack (shown below).

Special note:
Positive energy elementals can be summoned by summon monster spells like other elementals of their size.

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).

qwertyu63
2013-11-15, 08:32 AM
Mender

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 (such as Vitadea).

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. That said, a fair number of them are lucerna, due to their origins.

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.

LevelBABFortRefWillSpecialLife Force
1st+0+2+0+2Life Force, Healing Burst (1d6), Menders Eye's (hit points), Healing Talent3
2nd+1+3+0+3Far Burst, Planar Calm (positive), Radiant Light6
3rd+1+3+1+3Swift Burst (swift action), Boosting Burst (expeditious retreat)10
4th+2+4+1+4Wiping Burst, Mender's Eyes (conditions, Con), Positive Call (small)15
5th+2+4+1+4Blinding Burst (dazzled), Positive Well (negative energy/levels)21
6th+3+5+2+5Mender's Sprite (1 sprite, 10 feet, lv 2), Curing Burst, Mender's Eyes (poisons/diseases, Str)28
7th+3+5+2+5Healing Burst (1d8), Bank Life (1d6), Boosting Burst (haste), Positive Well (field), Positive Call (medium)36
8th+4+6+2+6Split Burst, Life Spring (1/day), Swift Burst (immediate action)45
9th+4+6+3+6Blinding Burst (blinding), Return from Death (raise dead), Mender's Eyes (time dead/cause)55
10th+5+7+3+7Planar Calm (negative), Positive Call (large)66
11th+5+7+3+7Restoring Burst, Bank Wipe, Mender's Eyes (ability damage/levels, Dex)78
12th+6/+1+8+4+8Mender's Sprite (2 sprites, 20 feet, lv 4), Life Spring (2/day), Positive Well (death)91
13th+6/+1+8+4+8Wide Burst, Healing Burst (1d10), Bank Life (1d8), Planar Ties, Positive Call (huge), Bank Cure105
14th+7/+2+9+4+9Return from Death (resurrection), Boosting Burst (actions), Last Breath120
15th+7/+2+9+5+9Absolute Healing, Pure Life136
16th+8/+3+10+5+10Bank Restore, Life Spring (3/day)153
17th+8/+3+10+5+10Return from Death (true resurrection), Life Bond171
18th+9/+4+11+6+11Mender's Sprite (3 sprites, 30 feet, lv 6), Epic Toughness190
19th+9/+4+11+6+11Hope Springs Eternal, Healing Burst (1d12), Bank Life (1d10)210
20th+10/+5+12+6+12Life Spring (4/day)231


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 base maximum size of this pool is listed in the Life Force column of the chart. In addition, the maximum size is increased by the menders Wisdom bonus times their Charisma bonus. Once per day, a mender can fill 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 1d6 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 on the burst+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 7, menders grow better at sheer healing. The amount of healing from a healing burst increases to 1d8 per point. This amount increases by 1 die size per point every 6 levels after that, finishing with 1d12 starting at level 19.

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 or items that store life force), along with their mender level.

Everything a mender can see about others, they always know about themselves.

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. They can also see the Constitution score of those they can see.

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

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. They can also see the Dexterity score of those they can see.

Healing Talent (Ex):
Menders are rather skilled at using other means of healing as well. Menders may activate all items with the Spell Trigger activation method if the spell in question has the Positive descriptor. They can also activate items with the Spell Completion activation method if the spell has the Positive descriptor and if the level of the spell is less than or equal to half their mender level (round down their mender level). If the spell has the Positive descriptor only if used is a certain way (e.g. summoning spells that summon positive creatures), they must use it in that way to use this feature.

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.

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 effects of the positive-dominant planar trait and can breathe the energy of positive-dominant planes 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 the effects of the positive-dominant planar trait and can breathe the energy of positive-dominant planes as if it was air to all creatures within 30 feet of the mender. Each minute the field is up costs 1 point from the menders life force pool (round partial minutes up), 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 effects of the negative-dominant planar trait. The menders protective field also grants immunity the effects of the negative-dominant planar trait.

Radiant Light (Sp):
Starting at level 2, menders can cause the light of positive energy to shine. They gain Dancing Lights as a spell-like ability, usable at will.

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. If an immediate action burst is done immediately after the target takes damage, the healing effectively prevents the damage. For example, if the target had just been killed due to falling below -10 HP, this healing can stop them from dying.

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. Creatures harmed by positive energy instead have their base land speed cut in half for 1 minute per mender level of the mender (Fort save negates, DC is 10+half the number of points spent on the burst+Wis or Cha modifier, whichever is higher).

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). Creatures harmed by positive energy instead suffer the effect of a slow spell (Fort save negates, DC is 10+half the number of points spent on the burst+Wis or Cha modifier, whichever is higher).

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 5 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 9 points, and you also get expeditious retreat and haste). Creatures harmed by positive energy are instead stunned for 1 round (Fort save negates, DC is 10+half the number of points spent on the burst+Wis or Cha modifier, whichever is higher).

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. Creatures harmed by positive energy are unaffected by this ability.

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.

Blinding Burst (Su):
Starting at level 5, menders can unleash the light of positive energy on those they heal. When unleashing a healing burst, the mender can spend one extra point (this added cost applies to the limit of points spent on one burst). If they do, the target is also dazzled for 1 minute. A Fortitude save can avoid this effect (DC is 12+the menders Wisdom modifier or Charisma modifier, whichever is higher). They may also spend extra points for this effect (the per-burst limit still applies). For every extra point, the save DC increases by 1. A creature who successfully saves cannot be affected by that mender's blinding burst for 24 hours.

Starting at level 9, menders can blind rather then just dazzle. 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 is blinded for 1 minute, then dazzled for one minute after that. The Fortitude save to avoid the dazzled effect also avoids the blindness effect.

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 (the mender may ignore this ability this ability, if they wish to lose a level for some reason).

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 (the mender may ignore this ability this ability, if they wish to die for some reason). 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 second level mender. The sprite has its own set of actions, and acts on the mender's 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 fourth level mender. At level 18, the mender gains a third mender's sprite. All three sprites have their range increased to 30 feet away and can use their points as a sixth level mender.

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. Creatures harmed by positive energy are unaffected by this ability.

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. This healing is positive energy, and so harms undead. In addition, the water provides nourishment as if it were a normal meal for a Medium creature. 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. During this duration, the water glows, shedding bright light in a 10-foot radius (and dim light for an additional 10 feet).

At level 13, menders grow better at storing life. The amount of healing from banked life increases to 1d8 per point. At level 19, this amount increases again to 1d10 per point.

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. Creatures harmed by positive energy are unaffected by this ability.

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. Creatures harmed by positive energy are unaffected by this ability.

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, planes with the positive-dominant planar trait and the material plane (if the campaign has more than one material plane, they may choose any of them).

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.

Bank Cure (Su):
More skilled menders can store their curing abilities for future use. Starting at level 13, when using their bank life class feature, the mender can spend 2 extra points (this added cost applies to the limit of points spent on one container). If they do, they may choose a disease or poison. When the container of water is drunk from, the chosen disease or poison is cured. A mender can spend more than two extra points for this ability (the per-container limit still applies). They can choose one disease or poison per extra point spent. Creatures harmed by positive energy are unaffected by this ability.

Last Breath (Su):
The great life force within a mender allows them to hang on just a bit longer than 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.

Absolute Healing (Su):
Starting at level 15, even the worst of wounds can be repaired. The mender's healing burst can heal all types of hit point damage, even types damage that normally can't be healed by magic.

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. Creatures harmed by positive energy are unaffected by this ability.

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), unless that undead has the reborn template. They may not progress any farther in levels as a mender. They regain their abilities and advancement potential if they cease to be undead or gain the reborn template, as appropriate.

Epic Mender:
LevelSpecial
21st--
22nd--
23rdBonus feat
24thLife Spring (5/day)
25th--
26thBonus Feat
27th--
28thLife Spring (6/day)
29thBonus Feat
30th


Life Force: The mender's life force pool stops increasing based on level. It continues to increase based on Cha and Wis modifiers.

Life Spring: The mender's uses per day of Life Spring continues to increase as seen on the chart.

Bonus Feats: The epic mender gains a bonus feat (selected from the list of epic mender bonus feats) every 3 levels after 20th.

Epic Mender Bonus Feat List: Additional Magic Item Space, Armor Skin, Epic Fortitude, Epic Life Force, Epic Mending, Epic Reputation, Epic Toughness, Epic Will, Great Charisma, Great Constitution, Great Wisdom, Pluck from the Abyss, Superior Initiative.

Life Master

Vitadea is a goddess of life and positive energy. Therefore, her followers can call upon great amounts of positive energy. However, that is not the only way to control positive energy. Menders also call upon great amounts of positive energy from within themselves. However, a rare few menders are also followers of Vitadea. Those rare few can claim a mastery over life energy that few can rival. They are Life Masters.

Requirements:
To qualify to become a life master, a character must fulfill all the following criteria.

Spellcasting: Able to cast 2nd-level divine spells.
Class Features: Swift Burst class feature.
Deity: Vitadea.

LevelBABFortRefWillSpecialMending/Spells
1st
+0
+2
+2
+2Life Spell+1 level of mending/--
2nd
+1
+3
+3
+3Life's Power (Empower)+1 level of mending/+1 level of divine spellcasting class
3rd
+2
+3
+3
+3Circle of Life (1/day)+1 level of mending/+1 level of divine spellcasting class
4th
+3
+4
+4
+4---+1 level of mending/+1 level of divine spellcasting class
5th
+3
+4
+4
+4Life's Power (Heighten)+1 level of mending/+1 level of divine spellcasting class
6th
+4
+5
+5
+5Circle of Life (2/day)+1 level of mending/--
7th
+5
+5
+5
+5---+1 level of mending/+1 level of divine spellcasting class
8th
+6
+6
+6
+6Life's Power (Maximize)+1 level of mending/+1 level of divine spellcasting class
9th
+6
+6
+6
+6Circle of Life (3/day)+1 level of mending/+1 level of divine spellcasting class
10th
+7
+7
+7
+7Restore Life+1 level of mending/+1 level of divine spellcasting class

Hit Dice: d10

Class Skills:
The life master’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), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier

Mending/Spells:
When a new life master level except the first or sixth is gained, the character gains new spells per day as if they had also gained a level in any one divine spellcasting class they belonged to previously. They do not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class before they became a life master, they must decide to which class they add each level of life master for the purpose of determining spells per day.

They also grow stronger as a mender with each life master level. Life masters add their life master level to their mender level for the following purposes:
-Total Life Force points.
-Maximum points spent on a single Healing Burst.
-Gaining and advancing the following class features:
--Mender's Eyes.
--Return from Death.
--Any feature with "Burst" in the name.

Life Spell (Su):
Life Masters can draw more life energy through their connection to both positive energy and Vitadea. They can, as a swift action, expend a spell slot as if they had cast it in order to regain some life energy. They add a number of points to their Life Force pool equal to double the level of the slot expended and are healed an equal amount of hit points.

Life's Power (Su):
Life Masters can use their life force to make their spells stronger. Starting at level 2, a life master can spend 3 points from their Life Force pool as part of casting any non-damaging spell. If they do, that spell is empowered (as the Empower Spell metamagic feat), but without increasing the spell level.

As the life master grows stronger, they can augument their spells further. Starting at level 5, a life master can spend 6 points from their Life Force pool as part of casting any non-damaging spell. If they do, that spell is heightened by 2 levels (as the Heighten Spell metamagic feat), but without increasing the spell level. Starting at level 8, a life master can spend 9 points from their Life Force pool as part of casting any non-damaging spell. If they do, that spell is maximized (as the Maximize Spell metamagic feat), but without increasing the spell level.

Circle of Life (Su):
Life Masters channel life energy to heal themselves and others. However, they can draw energy in from others to recharge themselves. Starting at level 3, the life master can, once per day, drain life energy from a target within 5 feet. That target is fatigued and the life master adds a number of points to their Life Force pool equal to double their life master level and are healed an equal amount of hit points. The target can make a Fort save (DC 13+the life masters Cha modifier) to negate the entire effect. At levels 6 and 9, the life master gains an additional daily use of this ability.

Restore Life (Sp):
The greatest of life masters can raise the dead in the blink of an eye. At level 10, the life master can, once per day as a standard action, use Resurrection as a spell-like ability. If the life master dies with their daily use of this ability remaining, they are automatically raised from the dead (as the spell True Resurrection). This automatic raise uses up their daily use of Resurrection.

Twice-Blessed Soul

There are many powers in the planes that derive from sheer dumb luck. The power of the sorcerer is just one of these; by fluke of their birth, they have arcane magic ready to burst forth from them. The mender is another; again, the stars aligned and created a conduit to the plane of life. So what happens when lightning strikes twice? You get someone with both sources of power just waiting to burst forth; you get a Twice-Blessed Soul.

Requirements:
To qualify to become a twice-blessed soul, a character must fulfill all the following criteria.

Spellcasting: Able to spontaneously cast 2nd-level arcane spells.
Class Features: Swift Burst class feature.

LevelBABFortRefWillSpecialMending/Spells
1st
+0
+0
+0
+2Healing Arcana+1 level of mending/--
2nd
+1
+0
+0
+3Channel Lifeforce+1 level of mending/+1 level of arcane spellcasting class
3rd
+1
+1
+1
+3Healing Arcana+1 level of mending/+1 level of arcane spellcasting class
4th
+2
+1
+1
+4Spy Power+1 level of mending/+1 level of arcane spellcasting class
5th
+2
+1
+1
+4Healing Arcana+1 level of mending/+1 level of arcane spellcasting class
6th
+3
+2
+2
+5Arcana Burst+1 level of mending/+1 level of arcane spellcasting class
7th
+3
+2
+2
+5Healing Arcana+1 level of mending/+1 level of arcane spellcasting class
8th
+4
+2
+2
+6---+1 level of mending/+1 level of arcane spellcasting class
9th
+4
+3
+3
+6Healing Arcana+1 level of mending/+1 level of arcane spellcasting class
10th
+5
+3
+3
+7Lightning Strikes Twice+1 level of mending/+1 level of arcane spellcasting class

Hit Dice: d4

Class Skills:
The twice-blessed soul’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 (the planes) (Int), Listen (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis) and Use Magic Device (Cha).
Skill Points at Each Level: 4 + Int modifier

Mending/Spells:
When a new twice-blessed soul level except the first is gained, the character gains new spells per day as if they had also gained a level in any one spontaneous arcane spellcasting class they belonged to previously. They do not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class before they became a twice-blessed soul, they must decide to which class they add each level of life master for the purpose of determining spells per day.

They also grow stronger as a mender with each twice-blessed soul level. Twice-blessed souls add their twice-blessed soul level to their mender level for the following purposes:
-Total Life Force points.
-Maximum points spent on a single Healing Burst.
-Gaining and advancing the following class features:
--Mender's Eyes.
--Return from Death.
--Any feature with "Burst" in the name.

Healing Arcana:
Twice-blessed souls discover how to channel positive energy through their arcane magic. They add the following spells to their spells known list as bonus spells known at the listed twice-blessed soul level (if they have more than one spells known list, they must choose one to receive all of these spells). Each spell retains its spell level from the cleric spell list.

Level 1: Bless Water, Cure Light Wounds.
Level 3: Bear's Endurance, Cure Moderate Wounds.
Level 5: Remove Curse, Cure Serious Wounds.
Level 7: Death Ward, Cure Critical Wounds.
Level 9: Raise Dead, Plane Shift, Mass Cure Light Wounds.

Channel Lifeforce (Su):
Twice-blessed souls can turn their life force directly into arcane power. Starting at level 2, when the twice-blessed soul spontaneously casts an arcane spell, they may choose to spend life force points equal to quadruple the level of the spell; the number of points spent may not exceed their mender level plus their twice-blessed soul level. If they do, no spell slot is expended to cast the spell. They may use this class feature 3 times per day plus their Charisma modifier.

Spy Power (Ex):
The in-depth sight of the mender expands further for the twice-blessed soul. Starting at level 4, they can see who among the creatures they can see are spellcasters and the caster level of any spellcaster they can see.

Arcana Burst (Sp):
Starting at level 6, the twice-blessed soul can use their in-depth knowledge of magic and healing to attempt to remove effects that cripple their allies. When unleashing a healing burst, the twice-blessed soul can spend two extra points (this added cost applies to the limit of points spent on one burst). If they do, the targeted creature gets a chance to escape ongoing enchantments. If the target is under the effect of any ongoing spell which allowed a saving throw to avoid its effects (e.g. charm person), they get to attempt that saving throw again at the same DC; if they pass this new save, the effect ends.

Lightning Strikes Twice (Ex):
The twice-blessed soul has large amounts of un-earned power. This power shines through their force of personality. At level 10, the twice-blessed soul gets a +3 inherent bonus to their Charisma score.

Medic

The Medic is an NPC class designed to quickly create mundane healers and medics.

LevelBABFortRefWillSpecial
1st+0+0+0+2Medical Training, Medical Knowledge
2nd+1+0+0+3Swift Treatment
3rd+1+1+1+3Critical Care

Hit Die: d4

Class Skills:
The medic's class skills (and the key ability for each skill) are Heal (Wis) and Spot (Wis).
Skill Points at Each Level: 2 + Int modifier

Class Features:
All of the following are class features of the Medic.

Weapon and Armor Proficiency:
Medics are proficient with all simple weapons and with light armor.

Medical Training (Ex):
Medics are deeply focused on treating others. This focus costs them all feats they would otherwise gain (excluding specific bonus feats). In return, the medic gets a +2 bonus to Heal and Spot checks for each feat taken away.

Medical Knowledge:
Medics are very effective at treating wounds. They get Medical Knowledge as a bonus feat.

Swift Treatment:
Medics can provide swift and effective care. At level 2, they get Swift Treatment as a bonus feat.

Critical Care:
A skilled medic can bring someone back from the brink of death. At level 3, they get Critical Care as a bonus feat.

Alternate Class Features:
Credit for these to asdflove.
Healing Helper (Su)
Class: Wizard
Level: 1st
Replaces: If you take this alternate class feature, you do not gain the familiar class feature.
Some wizards call energy from the plane of positive energy to serve them, rather than a familiar. A wizard with this alternate class feature gains a mender's sprite, as the mender class feature. At first level, the sprite acts as a 1st level mender and advances to 2nd level when the wizard reaches 6th. From then on it advances as if they were a mender of their wizard level, though they never get more than one sprite.

Positive Song (Su)
Class: Bard
Level: 6th
Replaces: If you take this alternate class feature, you do not gain the suggestion and mass suggestion class features.
Some bards draw on the energy of the positive energy plane to heal their friends, rather than bewitching their enemies.
A bard of 6th level or higher with 9 or more ranks in a Perform skill can, as a standard action costing 1 bardic music use, create an effect equivalent to a mass cure moderate wounds, using the bards class level as the caster level. At 18th level this upgrades to mass cure critical wounds.

Positive Connection (Su)
Class: Barbarian
Level: 7th
Replaces: If you take this alternate class feature, you do not gain the damage reduction class feature.
Some barbarians have a connection to the plane of positive energy and simply heal faster, rather than taking less damage. Starting at 7th level they gain fast healing equal to 1/4 of their class level (round down), not to exceed their constitution modifier.

Life Sight (Su)
Class: Ranger
Level: 1st
Replaces: If you take this alternate class feature, you do not gain the wild empathy class feature.
Some rangers mastered the ability to see other's life force as a way to gauge their strength, rather than getting animals to be friendlier to them. They gain the mender's mender's eyes class feature, except as a supernatural ability.

Positive Strike (Su)
Class: Rogue
Level: 1st
Replaces: If you take this alternate class feature, you do not gain the trap sense class feature.
Some rogues learn to channel positive energy with their attacks rather than how to avoid traps. As a move action, a number of times per day equal to their charisma modifier or wisdom modifier (whichever is higher), a rogue can choose to make their next attack a positive strike. If they attack an undead before the end of the round it is a sneak attack, regardless of whether they normally could sneak attack or not, even if the undead isn't flatfooted, because they are not striking at vitals, and are instead sending a shock of positive energy through them.

qwertyu63
2013-11-15, 08:44 AM
Materials and Items:

Wood:
This special material is not well suited to making weapons or armor, but it can do in a pinch. More nature-focused groups tend to use this as opposed to metal due to their standards or because they are forbidden to use metal.

Any weapon, armor or tool (things like crowbars and hammers) made of metal can be made of wood instead. Weapons and armor so converted have half as many HP. Weapons made in this fashion deal 1 less damage per attack, while armor made in this fashion has its armor check penalty increased by 1 point. Tools made of wood simply have their hitpoints cut.

Because wood armor isn't made of metal, druids can wear it without penalty.

Wood weapons, armor and tools are actually cheaper than their metal counterparts, as listed below.

Wood Prices:
Ammunition: -3 sp/10 units
Light Armor: -10 gp
Medium Armor: -15 gp
Heavy Armor: -40 gp
Light Weapon: -2 gp
Weapon: -7 gp
Tools: -2 sp/pound

Vitawood:
This is special wood grown on positive-dominant planes. Not all wood grown there takes on this special quality, as it requires special care. Any weapon, armor or tool made of wood (including those converted to wood via the Wood special material) can be made of vitawood. Any weapon, armor or tool made of vitawood is considered a masterwork item. If an item made of vitawood is damaged, the item naturally regains its hitpoints at a rate of 1 per round. If the item is destroyed, it will still regain its hitpoints if reassembled. Weapons made of vitawood deals an extra 4 positive energy damage to creatures damaged by positive energy.

Because vitawood armor isn't made of metal, druids can wear it without penalty.

Vitawood weapons and armor are more expensive than their wood counterparts, as listed below.

Vitawood Prices:
Light Armor: +250 gp
Medium Armor: +300 gp
Heavy Armor: +400 gp
Light Weapon: +350 gp
Weapon: +450 gp
Shield: +200 gp
Tools: +300+10 gp/pound

Auracrystal:
This special material is mainly used to make crystal magic items to protect from the plane of positive energy. In fact, energy surges on the plane of positive energy cause the creation of these crystals (some can also cause the creation of these crystals on their own). In addition to that use, it can also be used in the creation of some weapons. A weapon made of auracrystal heals those attacked with positive energy instead of damaging them. The amount of healing provided is equal to the amount of damage that would have been dealt. Creatures that are damaged by positive energy are damaged by this effect for double the amount that would be healed (this damage is positive energy). If you roll a natural 1 on an attack roll with a auracrystal weapon, the crystal shatters and becomes powerless.

Auracrystal weapons cost more than their normal counterparts, as follows. You can buy daggers, short swords, longswords and greatswords made of auracrystal. The cost to make it out of auracrystal is 350 gp on top of the price of the weapon. You can also buy arrows or crossbow bolts made of auracrystal. The cost for this is 10 gp per arrow. Any weapon made of auracrystal is considered a masterwork item.

Auracrystal can also be used in powder form. Half a pound of auracrystal powder, if prepared properly and sprinkled on a dead body, reduces the amount of time that body has been dead by 10% of the time the body has been dead. This can allow effects like raise dead or resurrection to work past when they normally would. Once used, the powder is powerless. Half a pound of prepared auracrystal powder costs 250 gp.

1 pound of raw, unworked auracrystal costs 140 gp, and is a trade good.

Mote Bead:
Mote beads are actually the "corpses" of motes; they are a small gold bead. This bead glows, shedding bright light in a 10-foot radius (and dim light for an additional 10 feet). In addition, if eaten, the bead provides one days sustenance for a Medium creature and heals 1 hit point.

People capable of casting Cure Wounds spells will find more beads much more useful. A mote bead can be added as an optional material component to any Cure Wounds spell, adding a bonus as follows:

* Cure Wounds: the range becomes Close (25 ft. + 5 ft./2 levels). The spell effectively becomes a ray.
* Instant Cure Wounds: the casting time becomes 1 Immediate action; if cast immediately after the target takes damage, the healing effectively prevents the damage.
* Mass Cure Wounds: increase the healing by 1d8. (If using my Cure Wounds Fix, do not count this added die for the bonus healing.)

The line of Drain Energy spells can also be enhanced by adding a mote bead as an optional material component. This enhancement increases the range to Close (25 ft. + 5 ft./2 levels). The spell effectively becomes a ray.

Mote beads can be purchased for 2 gp per bead.

Alchemical Items:

Holy Water:
On most planes, a spell is needed to create holy water. However, holy water is just water with positive energy in it. As a result, on a positive-dominant plane holy water can be created without a spell. Instead, it can be crafted with Craft (alchemy). The Craft DC is 15; use a price of 60 gp for the Craft check.

Life Water:
Life Water is a basic healing elixir. It is crafted with Craft (alchemy) DC 20. When drunk, the drinker heals 2d4 hit points. This item can be crafted anywhere, but it is rather common on the plane of positive energy; often sold to tourists at a markup. Price: 15 gp.

Life Dust:
This fine white dust holds just a bit of positive energy. Throw the dust on the ground hard (as a standard action) to activate its power. All creatures within 30' are healed 1d4+2 hit points (those harmed by positive energy are damaged 1d4+2 instead). Once used, the dust vanishes.

Instead of throwing it on the ground, you can eat the powder as a standard action. If eaten, the person who ate it is healed 1d8+5 hit points and gets a +1 morale bonus to all attack rolls and skill checks for 1 minute (both effects are reversed for those harmed by positive energy). Price: 150 gp; Craft (alchemy) DC 20.

Lodestone:
Lodestones are small stones made of alchemical earth. They are extremely heavy, weighing 100 pounds. While held, the holder falls twice as fast and takes twice as much fall damage; this property is often used on planes with subjective directional gravity to get around faster. In addition, a character with a Strength score of at least 24 can use the stone as a thrown weapon; it deals 6d6 damage and has a range increment of 10 feet. Price: 300 gp; Craft (alchemy) DC 20.

Disease: Malignant Growth
Positive energy heals and regrows. However, sometimes it gets out of control. When that happens, it can cause Malignant Growth.

There are several ways to be infected with Malignant Growth, but the main way is by spending too long around uncontrolled positive energy. Every hour you spend in an area with the major positive-dominant trait, you must make a DC 21 Fortitude save or contract Malignant Growth. Effects that make you immune to the effects of the positive-dominant planar trait also protect from this effect.

Malignant Growth has an incubation period of 1 day, a save DC of 21 and deals 1d3 points of Con damage. If the disease deals 3 Con damage at once, one point of that damage is drain instead. Furthermore, five successful saving throws in a row are required to recover from Malignant Growth.

Remove Disease can not treat Malignant Growth unless cast by a caster of at least 15th level; a mender must be 15th level or higher to cure Malignant Growth with Curing Burst.

Anchors and Sustainers:

These magic items allow people to survive on the plane of positive energy.

Personal Positive Planar Sustainer:
This ring made of white crystal is useful to those who want to be on positive-dominant planes safely. The creature wearing a personal positive planar sustainer are immune to the effects of the positive-dominant planar trait and can breathe the energy of positive-dominant planes as if it was air.

Price: 2,500 gp
Moderate Abjuration, CL 10
Forge Ring, Positive Endurance, cost 1,240 gp, 100 XP, 20 gp auracrystal.

Positive Planar Anchor:
This large white crystal (15 pounds, 1 ft x 1 ft) is a great boon to those who would have a extra-planar base. Those within 40 feet of a positive planar anchor are immune to the effects of the positive-dominant planar trait and can breathe the energy of positive-dominant planes as if it was air. In addition, if the positive planar anchor is on a positive-dominant plane, anyone attempting to plane shift into the area protected by the anchor will always land on target.

The anchor only works when stationary. If moved, the planar anchor is disabled for 12 hours.

Price: 5,000 gp
Moderate Abjuration, CL 12
Craft Wondrous Item, Positive Endurance, cost 1,450 gp, 2,00 XP, 2,100 gp auracrystal.

Plant Positive Planar Sustainer:
This large white and green crystal (15 pounds, 1 ft x 1 ft) allows your extraplanar base to create its own resources. Plants within 200 feet of a positive planar sustainer can use the positive energy of positive-dominant planes instead of the carbon dioxide and water they need.

The anchor only works when stationary. If moved, the planar sustainer is disabled for 12 hours.

Price: 10,000 gp
Moderate Abjuration, CL 13
Craft Wondrous Item, Positive Endurance, cost 7,900 gp, 400 XP, 2,100 gp auracrystal.

Greater Positive Planar Anchor:
This large white crystal (135 pounds, 3 ft x 3 ft) allows you to build larger bases then its normal cousin. Those within 1 mile of a greater positive planar anchor are immune to the effects of the positive-dominant planar trait and can breathe the energy of positive-dominant planes as if it was air. In addition, if the positive planar anchor is on a positive-dominant plane, anyone attempting to plane shift into the area protected by the anchor will always land on target.

The anchor only works when stationary. If moved, the planar anchor is disabled for 24 hours.

Price: 100,000 gp
Moderate Abjuration, CL 15
Craft Wondrous Item, Positive Endurance, cost 40,550 gp, 4,000 XP, 18,900 gp auracrystal.

Mender Items:

These items are most useful to menders, but some can be used by others. As a special note, while the feat Positive Flood would not normally allow the crafting of these items (the staves use the wrong magic item creation feat and the gloves don't use positive spells), an exception is made for these items; they can be crafted via Positive Flood. The level requirement to replace the spells remains the same.

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 50 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 moderate wounds on the touched individual (CL 1).

Price: 10,000 gp
Moderate Conjuration, CL 10
Craft Magic Arms and Armor, Heal, Cure Moderate Wounds, cost 5,000 gp, 400 XP.

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 150 points.
-The staff can hold up to 100 points.
-A non-mender can, via a second command word, spend 30 points from the staff and 1,000 xp to cast raise dead on a touched individual (CL 1).

Price: 40,000 gp
Strong Conjuration, CL 15
Craft Magic Arms and Armor, Heal, Cure Moderate Wounds, Raise Dead, cost 20,000 gp, 1,600 XP.

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. In addition to the enhancement bonus, the gloves have an added use for mender's. Twice per day, a mender wearing mender's gloves can activate the gloves as a standard action (command word). When activated, the gloves add X points to the mender's life force pool, where X is the enhancement bonus of the gloves.

Price: 8,000 (+2), 32,000 (+4), 72,000 (+6)
Moderate transmutation, CL 8
Craft Wondrous Item, Eagle’s Splendor, Owl's Wisdom.

Epic Mender's Gloves:
A greater version of mender's gloves. When worn, these gloves provide an enhancement bonus to Wisdom and Charisma. This bonus can come in +8, +10 or +12. The gloves also have the life force property of the lesser gloves. Twice per day, a mender wearing mender's gloves can activate the gloves as a standard action (command word). When activated, the gloves add X points to the mender's life force pool, where X is the enhancement bonus of the gloves.

Price: 1,280,000 (+8), 2,000,000 (+10), 2,880,000 (+12)
Strong transmutation, CL 20
Craft Wondrous Item, Craft Epic Wondrous Item, Eagle’s Splendor, Owl's Wisdom.

Other Magic Items:
Ward Shard:
This crystal radiates positive energy. The living are unaffected by this energy, but undead can not come within 15 feet of the ward shard. If moved, the shard stops working for 5 rounds.

Price: 12,000 gp.
Moderate Abjuration, CL 11
Craft Wondrous Item, Halt Undead, cost 6,000 gp, 480 XP.

Phoenix Stone:
This white stone appears to contain a bird made of flickering flame. This stone is an easy route to returning from the dead.

If you die while carrying a phoenix stone, the magic of the stone activates. You may come back from the dead at the location of your body at any point in the next hour. If you don't use this ability within one hour, your body vanishes in white flames (these flames do not damage anything else) and you are raised from the dead at the closest safe location. You can press a phoenix stone into the chest of another creature that died within the last hour to raise them from the dead instantly.

Creatures brought back from the dead with a phoenix stone come back with 1 hit point and no levels lost. Once its magic activates, the stone vanishes in a puff of white fire.

Price: 11,000 gp.
Moderate Conjuration, CL 11
Cannot be crafted, see "The Radiance".

Energy Balance Ring:
This ring can protect you from the plane of life's healing rather cheaply. While wearing this ring, whenever you receive any positive energy healing, you take an equal amount of negative energy damage (for undead, the ring does nothing).

Price: 500 gp
Moderate Necromancy, CL 5
Forge Ring, Inflict Light Wounds, cost 250 gp, 20 XP.

Planar Gravity Control Ring:
This ring is useful to those who explore planes with subjective directional gravity. Creature wearing a planar gravity control ring gain a +6 bonus on the wisdom check to set a new direction of gravity on planes with subjective directional gravity.

Price: 2,500 gp
Moderate Transmutation, CL 5
Forge Ring, Fly, cost 1,250 gp, 100 XP.

Fall Trip Boots:
These boots are useful to those who want to travel large distances on planes with subjective directional gravity. The wearer of these boots falls twice, four times or eight times as fast (which on a plane with subjective directional gravity increases their top speed to 600, 1,200 and 2,400 feet per round respectively) and is immune to falling damage.

Price: 3,000 gp (double speed), 6,000 gp (quadruple speed), 12,000 gp (octuple speed).
Moderate Transmutation, CL 10
Craft Wondrous Item, Fly, Feather Fall, cost 1,500 gp, 120 XP (double speed), 3,000 gp, 240 XP (quadruple speed) or 6,000 gp, 480 XP (octuple speed).

The Scepter of Positive Command [major artifact]:
This scepter grants the bearer great control over positive energy. The scepter can hold 50 charges at any given time. If the scepter is below this 50 charge maximum, it regains 1 charge every 2 rounds. If the scepter is on a plane with the positive-dominant planar trait, it instead regains 2 charges every round. If on a plane with the negative-dominant trait, it loses 1 charge every round.

These charges can be spent on any of the following spells (Caster level 20th). Unless noted, activating the scepter is a standard action (command word):

1 charge: Cure Moderate Wounds
3 charges: Cure Moderate Wounds, Instant (swift/immediate action as the spell, no bead required)
6 charges: Summon Monster V (either 1 medium positive elemental or 1d4+1 small positive elementals)
9 charges: Plane Shift (only to positive-dominant planes, the users native plane or the material plane [if the campaign has more than one material plane, they may choose any of them])
18 charges: Resurrection (the user also must spend 500 XP)

The scepter can also use the following spells at will (caster level 20): Positive Endurance, Cure Minor Wounds and Detect Lifeforce. Activating these powers is also a standard action (command word).

In addition, the holder is immune to the effects of the positive-dominant planar trait and can breathe the energy of positive-dominant planes as if it was air. Lastly, the scepter can be used as a +4 defending club.

The current owner of the scepter is the capo of Lumičre, Passade III.

To destroy the scepter, it must be left on a plane with the major negative-dominant trait for a year and a day consecutively, after which it loses all magical abilities. One days exposure to anything less, even the minor negative-dominant trait, resets the time.

Life Flow Blade [minor artifact]:
The Life Flow Blade is a powerful blade given by Vitadea to those who do her a great service. The blade is a +6 shortsword. Whenever the life flow blade deals damage to a living creature, the holder of the blade can choose any other living creature within 30 feet (the holder can choose themselves). The chosen creature is healed a number of hit points equal to the damage dealt.

qwertyu63
2013-11-15, 08:48 AM
Spells:
Positive Stream
Conjuration (Healing) [Positive]
Level: Clr 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level or until discharged
Saving Throw: Fort negates, see text.
Spell Resistance: Yes

You send a steady stream of positive energy into your target. The target gets fast healing 3 for the duration of the spell (this healing is positive energy healing, and so damages undead). If this healing would bring the target above full hit points, the excess is given to the target as temporary hit points; these temporary hit points last until the spell ends. However, if these temporary hit points reach or exceed half of the targets full hit point total, the target must instantly make a Fortitude save; if they fail this save, they instantly drop to 1 hit point. Regardless, once they attempt the save, the spell ends.

Cure Light Wounds, Instant
Conjuration (Healing) [Positive]
Level: Clr 3
Components: V, S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Instantaneous
Saving Throw: Will half (harmless) or Will half; see text
Spell Resistance: Yes (harmless) or Yes; see text

By pointing at a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +10).

Like other cure spells, instant cure light wounds deals damage to undead rather than curing them. The undead may attempt a Will save for half damage.

Cure Moderate Wounds, Instant
Conjuration (Healing) [Positive]
Level: Clr 4, Life 3

This spell functions like instant cure light wounds, except that it cures 2d8 points of damage +1 point per caster level (maximum +15).

Cure Serious Wounds, Instant
Conjuration (Healing) [Positive]
Level: Clr 5

This spell functions like instant cure light wounds, except that it cures 3d8 points of damage +1 point per caster level (maximum +20).

Cure Critical Wounds, Instant
Conjuration (Healing) [Positive]
Level: Clr 6

This spell functions like instant cure light wounds, except that it cures 4d8 points of damage +1 point per caster level (maximum +25).

Cure Deadly Wounds
Conjuration (Healing) [Positive]
Level: Clr 5
Components: V, S, M; see text
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text

When laying your hand upon a living creature, you channel positive energy that cures 5d8 points of damage +1 point per caster level (maximum +25).

Furthermore, cure deadly wounds can be cast on an intact corpse within 1 minute of that corpses death; in that case, the healing is reduced to 1d8 +1 point per caster level (maximum +25). However, before that healing is applied, the corpse is restored to life at -9 hit points with no levels or spells lost.

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Material Component: A potion of cure moderate wounds, costing 300 gp; only needed if cast on a dead target.

Drain Light Energy
Conjuration [Positive]
Level: Cleric 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Fort half
Spell Resistance: Yes

When laying your hand upon a creature, you rip positive energy from them, dealing them 1d8 points of damage +1 point per caster level (maximum +5).

Creatures powered by negative energy (such as undead) are uneffected by this spell.

Drain Moderate Energy
Conjuration [Positive]
Level: Cleric 2
This spell functions like Drain Light Energy, except that you deal 2d8 points of damage +1 point per caster level (maximum +10).

Drain Serious Energy
Conjuration [Positive]
Level: Cleric 3
This spell functions like Drain Light Energy, except that you deal 3d8 points of damage +1 point per caster level (maximum +15).

Drain Critical Energy
Conjuration [Positive]
Level: Cleric 4
This spell functions like Drain Light Energy, except that you deal 4d8 points of damage +1 point per caster level (maximum +20).

Positive Endurance
Abjuration [Positive]
Level: Sor/Wiz 4, Positive 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 10 min./level
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

You grant the target protection from the power of planes of positive energy. For the duration of the spell, you are immune to the effects of the positive-dominant planar trait.

Detect Lifeforce
Divination [Positive]
Level: Clr 1, Life 1
Components: V, S
Casting Time: 1 standard action
Range: 60 ft.
Area: Cone-shaped emanation
Duration: Concentration, up to 2 rounds./level (D)
Saving Throw: None
Spell Resistance: No

You can see life force. You can see the current and maximum hit points of any creature you can see, along with all temporary hit points and non-lethal damage. You can also see how many hit dice those viewed have.

Life Surge
Conjuration (Healing) [Positive]
Level: Clr 9, Positive 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature/level, no two of which can be more than 30 ft. apart.
Duration: 1 round/level
Saving Throw: Will negates (harmless) or Will negates; see text.
Spell Resistance: Yes

You emit a massive pulse of positive energy. All targets gain fast healing 20 and also receive the benefits of a Haste spell for the duration.

Creatures damaged by positive energy instead take 20 damage every turn and suffer the effects of a Slow spell for the duration. Such creatures may attempt a Will save to negate both effects.

Collect Crystal
Conjuration
Level: Sor/Wiz 5
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: 2 pounds of auracrystal
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You create three pounds of raw auracrystal, worth 420 gold pieces.

Material Component: The targeted two pounds of raw auracrystal, worth 280 gold pieces.

Life Arcana
Conjuration (Healing/Summoning) [Positive]
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: 1 summoned creature
Duration: Instantaneous
Saving Throw: Will half (harmless)
Spell Resistance: Yes (harmless)

You heal a summoned creature while extending its time. The targeted creature is healed 2d8 hit points using positive energy (creatures damaged by positive energy are damaged by this, Will for half). In addition, the remaining duration of the spell that summoned it is increased by 1d2 rounds +1 round per 4 caster levels (maximum 5 rounds). If the spell that summoned the target summoned multiple creatures, the duration is only extended for the target.

Positive Haste
Transmutation [Positive]
Level: Positive 3
Components: V, S, DF
Saving Throw: Fortitude negates (harmless) OR Will negates
Spell Resistance: Yes (harmless) OR Yes

This spell functions like haste (with a Fortitude save), except when cast on creatures harmed by positive creatures. Such creatures instead suffer the effect of the spell slow (with a Will save).

Artificial Life
Necromancy [Positive]
Level: Clr 3, Sor/Wiz 4
Components: V, S, M

This spell functions like animate dead, except the created undead have the reborn template and consecrate doubles the animation limit (instead of desecrate).

Material Component: You must place a white topaz gem worth at least 25 gp per Hit Die of the reborn undead into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.

Universal Cure [Epic]
Conjuration (Healing) [Positive]
Spellcraft DC: 33
Components: V, S, DF
Casting Time: 1 minute
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Yes (harmless; see text)
Spell Resistance: Yes (harmless)
To Develop: 297,000 gp; 6 days; 11,880 XP. Seeds: heal (DC 25). Factors: dispels all negative levels 20 weeks back (+2), cure drained ability scores (+6).

This spell cures almost everything that could be ailing the target. Universal cure heals the target to their maximum hit points, removes all non-lethal damage from the target and cures all diseases, lost senses, temporary ability damage, drained ability scores, poisons, mental effects, missing body parts and negative levels (obtained within the last 20 weeks). This includes ending any and all of the following effects that the target might be suffering from: blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, sickened, stunned, and poisoned.

Against undead, this influx of positive energy causes the loss of all but 1d4 hit points if the undead fails a Fortitude saving throw.

Positive descriptor:
Some existing spells gain the Positive descriptor. Those spells are as follows:

All Conjuration (healing) spells.
Conjuration (summoning) spells used to summon a Positive creature.
Conjuration (calling) spells used to call a Positive creature.
Any spell that grants immunity to negative energy effects (e.g. Death Ward).
Any spell that directly says it uses positive energy.

Domains:
Positive Domain:
Granted Power: You gain Light as a spell-like ability, usable at will.
1: Expeditious Retreat (Your speed increases by 30 ft)
2: Daylight (60-ft. radius of bright light)
3: Positive Haste (One creature/level moves faster, undead are slowed instead)
4: Positive Endurance (Target is protected from the plane of positive energy)
5: Plane Shift (As many as eight subjects travel to another plane)
6: Heal (Cures 10 points/level of damage, all diseases and mental conditions)
7: Summon Monster VII (Calls extraplanar creature to fight for you [may only summon creatures with the Positive subtype])
8: Sunburst (Blinds all within 10 ft., deals 6d6 damage)
9: Life Surge (Many creatures get fast healing 20 and haste)

Life Domain:
Granted Power: When you Heal Wounds using the Heal skill, your patient is healed 2d6 hit points instead. In addition, you can Heal Wounds using the Heal skill as a standard action.
1: Detect Lifeforce (See hit points of view creatures)
2: Remove Disease (Cures all diseases affecting subject)
3: Cure Moderate Wounds, Instant (Cures 4d8 damage +1/level [max +15] as swift/immediate action)
4: Cure Light Wounds, Mass (Cures 1d8 damage +1/level (max +25) for many creatures)
5: Raise Dead (Restores life to subject who died as long as one day/level ago)
6: Heal (Cures 10 points/level of damage, all diseases and mental conditions)
7: Regenerate (Subject’s severed limbs grow back, cures 4d8 damage +1/level [max +35])
8: Heal, Mass (As heal, but with several subjects)
9: True Resurrection (As resurrection, plus remains aren't needed)

Skills:
Heal (Wis):
New Uses:

Triage:
By making a DC 15 Heal check, you can inspect someone's wounds. You learn their current and maximum hit points.

Inspecting wounds takes a standard action.

Heal Wounds:
By making a DC 20 Heal check, you can heal someone's wounds. They are healed 1d6 points of damage. You can not heal your own wounds.

Making a check to heal wounds takes 1 minute and can only be done once per day per patient. Healing wounds requires one use of a healer's kit.

Feats:
Positive Fragment:
A small sliver of positive energy flares within you.
Prereq: Maximum hit points of at least 40.
Benefit: You gain the Positive subtype.
Special: If retraining rules are used in your game, this feat may not be retrained.

Positive Hand:
You can control small amounts of positive energy.
Prereq: Maximum hit points of at least 60.
Benefit: You gain the following spell-like abilities, each usable once per day: Cure Serious Wounds, Remove Disease.

Positive Strike [Fighter]:
Your sliver of positive energy allows you to keep fighting past when you should fall.
Prereqs: Positive subtype, Weapon Specialization.
Benefit: Whenever you make a successful melee attack with a weapon for which you have selected the Weapon Specialization feat, you heal 3 hit points.
Special: A fighter may select Positive Strike as one of his fighter bonus feats.

Positive Ambush:
Your sliver of positive energy allows you to harm those who are immune to your normal assault.
Prereqs: Positive subtype, sneak attack 2d6.
Benefit: When you attack an undead creature, you may ignore their creature type for the purposes of sneak attack.

Positive Healing:
Your sliver of positive energy increases the power of all of your healing spells.
Prereqs: Positive subtype, ability to cast a Conjuration (Healing) spell.
Benefit: Whenever you cast a Conjuration (Healing) spell that effects a single target, your target also gets fast healing 1 for a number of rounds equal to the level of the spell.

Minor Divinity
Your devotion is rewarded with a minor gift of divine magic.
Prereq: Non-evil alignment, 3 hit dice.
Benefit: You gain minor divine spellcasting. You have two first level spell slots per day; you do not gain bonus spells. You prepare spells like a cleric does; this includes the cleric's ability to spontaneously cast cure spells. Your divine caster level for these spells is 1; use Wisdom to determine saving throw DC's. You prepare spells from the following spell list: Bless, Cure Light Wounds, Detect Lifeforce, Hide from Undead.

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 50 points, Bank Life class feature
Benefit: When you use your Bank Life class feature, you may choose to blood bank. To do this costs 4 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 100 points
Benefit: You can, as a move action, choose to start emitting an overwhelming field of your own energy to enhance life energy around you. This field flares out to a radius of 30 feet. The area within this field has the major positive-dominant trait. Each round the field is up costs 3 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 100 points
Benefit: You gain fast healing X, where X is the current value of your life force pool divided by 50 (round down).

Cure Time:
You can use positive energy cure the damage done by time itself.
Prereqs: Life Force class feature, maximum life force pool of at least 150 points
Benefit: You can, by spending 20 points from your life force pool as a standard action, heal a willing creature within 5 feet of some age. The targeted creature becomes 1d10+10 years younger. If this lowers the creatures age category, the aging bonuses and penalties are reversed.

Cull Life:
You can pull life force out of used potions.
Prereqs: Life Force class feature, maximum life force pool of at least 40 points
Benefit: Whenever you drink a potion of a Conjuration (Healing) spell that restores hit points, you also add a number of points to your Life Force pool equal to the level of the spell in the potion.

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 75 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. Having this feat replaces all spells with the Positive descriptor. This feat only replaces the following item creation feats: Brew Potion, Craft Wand, Craft Wondrous Item, Forge Ring, Scribe Scroll.

Time Sight:
Your skill at seeing the life of others also allows you to see how long others have been alive.
Prereqs: Mender's Eyes (poisons/diseases) class feature.
Benefit: You can see the current age and age category of any creature you can see. You can also see if creatures you are viewing is ageless. In addition, you can also see which, if any, of the creatures you are viewing are pregnant and how far into the pregnancy they are.

Mental Mender:
You can see and cure illnesses of the mind.
Prereqs: Mender's Eyes (time dead/cause) class feature.
Benefit: Add confused and feebleminded to the list of conditions you can see with Mender's Eyes and to the list of conditions you can remove with Wiping Burst. You can also see the Intelligence score of those you can see.

Malignant Mender:
You know how to twist positive energy to harm your victims.
Prereqs: Absolute Healing class feature.
Benefit: When unleashing a healing burst, you can spend four extra points (this added cost applies to the limit of points spent on one burst). If you do, the targeted creature is threatened by Malignant Growth; they must make a DC 21 Fort save or contract Malignant Growth.

Hard Light:
Your sprites can become solid and carry objects.
Prereq: Mender's Sprite class feature
Benefit: Your mender's sprites can become solid, allowing them to pick up and move objects. They are treated as having a Strength score of 1 and effectively have one hand. They can not make skill checks and can not move attended objects unless the attending creature allows them to do so.
Special: Being solid is optional for your sprites. When not intentionally solid, they still have no physical presence.

Medical Knowledge:
You are trained in treating wounds.
Prereqs: Heal 4 ranks
Benefit: You can provide first aid to stabilize a character as a swift action. In addition, when you provide long-term care, your patient recovers hit points or ability score points (lost to ability damage) at triple the normal rate instead of double.

Swift Treatment:
You can treat wounds quickly.
Prereqs: Heal 4 ranks
Benefit: You can Heal Wounds using the Heal skill as a standard action. In addition, when you Heal Wounds using the Heal skill, your patient is healed 2d6 hit points instead.

Scalpel Strike:
You can use your medical training to hurt as well as to heal.
Prereqs: Heal 6 ranks, Medical Knowledge
Benefit: Whenever you attack a target you are flanking, add half of your Heal ranks to the damage roll. Targets immune to sneak attack are also immune to the effects of this feat.

Critical Care:
You can treat the recently dead.
Prereqs: Heal 8 ranks, Medical Knowledge
Benefit: You can bring someone back from the brink of death. You can attempt a DC 25 Heal check on a patient who has been dead up to 15 minutes; the patients body must be mostly intact (as raise dead). Attempting this check takes 5 minutes and costs 200 gp in medical and alchemical supplies. If the check is successful, the target is brought back to life stable at -9 hit points. Once someone is revived by this feat, they can not be revived by this feat again for one week.

Epic Feats:
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 40 points.
Special: You may take this feat more than once. Its effects stack.

Epic Mending [Epic]:
Prereq: Life Spring (5/day) class feature.
Benefit: The amount of healing from your healing bursts increases to 1d20 per point.

Pluck from the Abyss [Epic]:
Prereq: Life Bond class feature, Knowledge (the planes) 24 ranks.
Benefit: Creatures you bring back from the dead using your Return from Death class feature never lose levels when brought back from the dead. In addition, any non-epic effect that would stop Return from Death from bringing someone back from the dead fails (example: soul bind fails).

qwertyu63
2013-11-15, 08:49 AM
Planar Energy:
The energy level of the plane varies over time. Imagine a circular series of peaks and troughs, centered around the Life Nexus and constantly expanding outward at 1 mile per minute. It switches between minor positive-dominant and major positive-dominant every 6 hours.

GM note: For most purposes, you can just switch the energy level near the PC's every 6 hours. It will be close enough.

Planar Topology:
Divide the plane into a 2 dimensional grid, with square cells 3 miles by 3 miles in size. The dimension being left out is the one defined as up-down. Lumičre takes up a square of 7 cells by 7 cells. Each of Bright and Fallanes take up a square of 5 cells by 5 cells.

The center of each cell contains a 10 foot cube of white stone. These cubes can not be moved or damaged.

Planar Phenomenon:

Despite its mostly empty nature, the plane does have some interesting things that occur. Every hour on the plane, roll a d20 on the following chart.

d20: Phenomenon
1-2: Positive Surge
3-4: Energy Storm
5: Sustaining Flood
6-7: Crystal Spark
8-9: Mote Swarm
10-20: Nothing

Positive Surge:
All creatures within two randomly chosen cells gain 10 temporary hit points. These hit points last for 1 hour. A bright flash of white indicates the appearance of this effect.

Energy Storm:
A storm of energy leaking from other inner planes causes some damage. All creatures and objects within a randomly chosen cell take 1d6 damage of each of the following energy types: fire, cold, acid and sonic. Bright flashes of red, blue, grey and brown indicate the appearance of this effect. Locations sheltered by planar anchors suppress this effect, but not the colors.

Sustaining Flood:
All creatures within two randomly chosen cells are filled with a sustaining energy. If creatures so affected need to eat food or drink water, they don't need to for the next 24 hours.

Crystal Spark:
A large auracrystal deposit appears in a randomly chosen cell. The deposit contains 5d20 pounds of auracrystal. The deposit fades away in 1d4 hours, if not collected before this time is up.

Mote Swarm:
1d10+5 motes appear in each of two randomly chosen cells.

(DM tip: when picking a random cell, choose a cell near the players. The 10-20 result represents nothing happening where the players can see it. If there are multiple groups of players, roll for near each group.)

Random Encounters:
While exploring the plane of positive energy, you may cross paths with others out there. Once every 100 cells traveled, roll on the following chart:

Roll 1d10 if the average ECL of the party is 10 or less. Roll 1d20 otherwise.
Result: Encounter
1-2: 1d10+5 motes
3-4: 1d3+1 medium positive energy elementals
5-7: 1d4+1 Noctuam
8-9: Nothing
10: 1d4+1 Lucerna bandits (rogue 6-7)
11-12: Anguis
13-14: 2d3+3 large positive energy elementals
15-17: 1d4+1 Lucerna bandits (rogue 12-14)
18-19: Nothing
20: 2 Anguis

qwertyu63
2013-11-15, 08:52 AM
Planar Interest Points:
The plane of positive energy is infinitely large and for the most part empty. However, there are some locations of interest. Several such points are listed here. There are specially built platforms located at each of these locations to assist would-be-travelers in aiming their falls between these locations; these platforms apply the effect of feather fall to any creature within 30 feet of them. Only trips with a listed distance have these platforms.

If a listed distance between two points is longer than 300 cells, there is a small village about halfway where travelers can stop and rest. These villages have an average population of about 120 people (90% lucerna, 2% half-lucerna, 8% other) and have a gp limit of 5000 gp.

In addition to the platforms, some routes have a large sphere that automatically flies back and forth between the two ends; at each end, the sphere opens for 10 minutes to allow creatures to enter and exit before closing and going back. Each sphere can hold 100 medium creatures; creatures within the sphere are protected from the extreme speeds the sphere takes.

The length of a trip can be determined as follows:

Normal fall speed: 550 minutes (~9 hours) to travel 100 cells.
Double normal speed: 275 minutes (~4.5 hours) to travel 100 cells.
Quadruple normal speed: 137 minutes (~2 hours) to travel 100 cells.
Octuple normal speed: 68 minutes to travel 100 cells.
16 times normal speed: 34 minutes to travel 100 cells.
Riding a sphere: 17 minutes to travel 100 cells.

The distance between the various locations is as follows (distances marked with an asterisk have a sphere between them):

Trip: Distance
Bright-Portal to Wall: 100*
Font of Life-Bright: 225*
Font of Life-Lumičre: 650*
Font of Life-Portal to Flood: 200
Font of Life-Positive Stopper: 660
Life Nexus-Lumičre: 150
Life Nexus-Portal to Mist: 400*
Life Nexus-Portal to Radiance: 480
Lumičre-Portal to Flood: 670*
Mansion of Life-Bright: 770
Mansion of Life-Font of Life: 800
Mansion of Life-Positive Stopper: 1000
Mansion of Life-Portal to Paradox: 250
Positive Stopper-Life Nexus: 200
Positive Stopper-Lumičre: 250
Positive Stopper-Portal to Radiance: 520

Library Vita:
Located within the city of Lumičre, the Library Vita is the main source of knowledge on the topic of positive energy, healing and life. Almost every book authored on the topic can be found within. By studying within the library, a character can attain a new mastery of positive energy and/or healing. Doing this requires 1 day of study within the library.

Benefits:
The benefit gained from studying in the Library Vita varies based on the classes you have levels in. If you qualify for more than one benefit, you must choose one to receive. A given creature may only gain one benefit of the Library Vita.


Divine spellcaster class: You gain turn undead as a cleric of your hit dice. If you already have turn undead, you gain a second, separate, pool of turn undead uses.
Arcane spellcaster class: Choose any two spells from the Positive, Life or Healing domains. You may treat these spells as if they were on your classes spell list. If you have a limited spells known list, you may add the chosen spells to that list as bonus spells. If you prepare spells from a spellbook, you can prepare the chosen spells without referring to a spellbook. If you have more than one arcane casting class, the chosen spells are added to the list for all of them. Spells gained in this fashion do not require divine focus components, even if the spell would otherwise.
Class with 6 or more skill points per level OR Mender: You gain one of the following feats as a bonus feat: Medical Knowledge, Swift Treatment or Critical Care. You must qualify for the chosen feat. Add Heal to your class skill list for all classes (this applies retroactively).
Class with full BAB: Once per day, you can heal yourself (4*your hit dice) hit points as an immediate action. If you use this ability immediately after you takes damage, the healing effectively prevents the damage. For example, if you had just been killed due to falling below -10 HP, this effect can stop you from dying.
Class with Fast Movement: Twice per day, you can use Haste as a spell-like ability with a caster level of your hit dice. You may only target yourself.

Price:
You may write studying at the Library Vita (and the benefit that results) into your backstory. Doing so imposes an 8,500 gold piece penalty on your wealth by level.

Life Nexus:
The life nexus is a large swirling well of positive energy on the plane of positive energy.

The life nexus has a wide array of effects on those who enter it. Any creatures that are harmed by positive energy are destroyed if they enter the nexus. Any creatures with a maximum hit points of less than 60 are killed if they enter the nexus. All other creatures must make a DC 15 Will save or be killed. Any surviving creatures permanently gain just a touch of positive energy (see benefits later). All creatures killed in this fashion are reincarnated (see penalties later).

Benefits:
Creatures that enter the life nexus and live to tell the tale gain one of the following feats as a bonus feat: Positive Fragment, Positive Hand, Positive Ambush, Positive Strike or Positive Healing. You must qualify for the chosen feat. A given creature may only gain the benefit of the life nexus once.

Penalties:
Creatures killed (but not those destroyed) by the nexus are reincarnated as a baby. They are born on their home plane 1d4 days later. They reincarnate as a random race (use the chart from the spell reincarnate), with all memories but no abilities or levels. For all game effects, this reincarnated character is a new creature.

Price:
You may write a successful trip to the life nexus (and the bonus feat that results) into your backstory. Doing so imposes a 5,000 gold piece penalty on your wealth by level. You may write a failed trip into your backstory at no cost.

Positive Stopper:
The positive stopper stops the positive energy from the plane of positive energy from leaking out on to the material plane. However, it can only do this if it is located in the "drain". The "drain" is a podium in a special crystal room.

The stopper itself is a small white glass orb. The orb can not be damaged or destroyed. If carried, the stopper grants the creature carrying it fast healing 5. However, keeping it is not a good idea. If the stopper is not sitting on the drain, the plane begins leaking onto the material plane. Starting 1 month after the stopper is removed, the sky on the material plane beings fading to a pale white color. 2 months after the stopper is removed, the energy leaks enough to give the material plane the minor positive-dominant trait. 3 months after the stopper is removed, the filling is complete and the material plane gets the major positive-dominant trait. If the campaign has more than one material plane, these effects are applied to all of them.

As a result of its importance, the stopper is under constant protection by guards from Lumičre (level 9-13 lucerna fighters and level 9-13 clerics of Vitadea). In addition, the stopper is critical to maintaining the balance of life and death; therefore, taking it can incur the wrath of the inevitables of Mechanus.

Font of Life:
As you know, souls end their path in the various afterlives. However, most don't spare a thought as to where that journey begins. Souls are born on the plane of positive energy. To be more specific, they are born at the font of life, a large magic machine that makes new souls out of positive energy and send them where they are needed.

The physical presence of the font takes the form of a large 3-D grid of floating white stone cubes, which the souls flow between. These stones are locked in position. There are always about 75,000 unborn souls present at the font at any given time. As creatures that have souls are born, souls from the font vanish to become the souls of those creatures. As souls vanish, new ones are created. Unborn souls are Fine in size and can not be harmed or touched in any way.

The souls in the font are produced by 5 generator points. Each generator point is capable of producing 25% of the souls needed to maintain the current birth rate. While all 5 are on, each is running below maximum power. If one is off, the other 4 increase to maximum power and everything still works. If more are off, the font starts to run out of souls. If the font runs out of souls, no creatures with souls can be born (those that would be born die instead). Every 12 hours, there is a 5% chance that one of the generator points (chosen at random) will turn off.

Creatures within the font don't age while they are there, even if they otherwise would.

A visitor to the font can do several magic rituals while there. All of these rituals have a material cost and require a skill check. The rituals are listed here:

Create Life:
Cost: 1,000 gp in white diamonds
Check: DC 20 Spellcraft check
Time: 1 hour
Effect: Successfully performing this ritual grabs one of the souls from the font and creates a body for it on the spot. The body created is a baby, but the appearance and race of the body is the choice of the person performing the ritual. A baby created in this fashion gains the effect of the spell Positive Endurance for 1 hour.

Restore Life:
Cost: 1,500 gp in white diamonds
Check: DC 20 Spellcraft check
Time: 30 minutes
Effect: Successfully performing this ritual restores a lost soul to a body. This ritual creates the effect of a raise dead spell, except it can affect someone who died as much as 10 years prior.

Falsify Life:
Cost: 2,500 gp in grey diamonds
Check: DC 20 Knowledge (the planes) check
Time: 1 hour
Effect: Successfully performing this ritual purges the negative energy from an undead, replacing it with positive energy. To perform this ritual requires you to target an undead creature (which may be the creature performing this ritual). The targeted creature gains the reborn template.

Steal Souls:
Cost: Purple amethyst worth 2,000 gp
Check: DC 15 Knowledge (the planes) check
Time: 2 hours
Effect: Successfully performing this ritual captures the souls in the font, so they can be used for evil ends. Rather than being destroyed, the purple amethyst is used to trap some souls. The gem traps 2d10 souls plus an extra 1d10 souls for every 5 points you beat the check DC. The gem can then be used in the creation of magic items or the casting of spells to reduce the XP costs. Each soul is worth 2 XP. When you use the gem, you use up the entire gem, and any excess souls lost. The market value of the gem is increased by 10 gp for every unborn soul trapped inside, and is a trade good. After being used, the souls are destroyed as is the gem. Making, using, buying or selling these gems full of unborn souls is an evil act.

Deactivate Point:
Cost: 5,000 gp in black sand
Check: DC 30 Knowledge (the planes) check
Time: 1 hour
Effect: Successfully performing this ritual at a generator point turns that generator point off. If done at any other point, the ritual fails. Those who would use this ritual should keep in mind that Vitadea is aware of the status of the generator points.

Activate Point:
Cost: 5,000 gp in white sand
Check: DC 30 Knowledge (the planes) check
Time: 1 hour
Effect: Successfully performing this ritual at a generator point turns that generator point on. If done at any other point, the ritual fails.

The Mansion of Life:
All gods need a home. The mansion of life acts as the home to the goddess of life, Vitadea. The mansion is massive in size from the inside, but from the outside it is a single door floating fixed in space.

In addition to Vitadea herself, over 50 lucerna make up Vitadea's staff. About half of these lucerna are menders, while most of the rest are clerics of Vitadea. The few who remain are of various other classes. As a whole, these lucerna range from level 5 to level 18.

Vitadea and her assistants live and work within the mansion. She does, however, allow others to enter and look around, so long as they cause no harm. Those who visit can receive food, beds and healing for free so long as they behave. Those of interest to Vitadea (divine casters drawing spells from her of at least level 9, menders of at least level 11 or good-aligned characters of at least level 13) may be able to gain an audience with her (DC 15 Diplomacy check).

The inside of the mansion is equivalent to Mage’s Magnificent Mansion (caster level 50), except Vitadea can change the layout at will, she can replace the food at will and natural healing within the mansion is tripled.

Katsee:
Located within the city of Bright, Katsee is a school of magic. The teachers here will teach you new ways of working with the magical tools at your disposal. Doing this requires 1 day of study within the library and costs 5,000 in tuition fees.

Benefits:
Only a wizard or a mender can benefit from studying at Katsee. Characters that do study at Katsee gain a bonus feat.

A wizard learns the metamagic or item creation feat of their choice as a bonus feat.

A mender learns one of the following feats as a bonus feat: Positive Planar Command, Positive Flood, Time Sight, Cure Time.

Price:
You may write studying at Katsee (and the benefit that results) into your backstory. Doing so imposes an 5,000 gold piece penalty on your wealth by level.

The Border Zones:
The inner planes are next to each other. Despite being endless in size, the planes do have borders between them. The closeness of the planes results in them bleeding into each other. Each of the four elemental planes has a border zone on the plane of positive energy. Each border zone is infinitely large.

The border zones are infinitely far away from other planar locations. To reach them you need to plane shift or teleport there directly. Luckily, there are portals made of crystal that can transport people to and from each border zone, and the location of these portals are listed in the distances table.

The Radiance:
The Radiance is the the border zone of fire.

All creatures within the Radiance take 1d6 points of fire damage per round. This is in addition to the effects of the positive-dominant trait.

Whenever a random encounter would result in an Anguis in the Radiance, a phoenix is encountered instead.

There is not a lot to be had in the Radiance, but phoenix stones can be found there. If the planar phenomenon (from the section "Planar Phenomenon") of Crystal Spark occurs, 1d2 phoenix stones are created in the chosen cell instead. The stones fade away in 1d4 hours, if not collected before this time is up.

The Wall:
The Wall is the the border zone of Earth.

Instead of being an endless expanse of nothing, the Wall is made up of slowly regenerating and shifting stone.

Unlike the rest of the plane, gravity is always pointing "down" in the Wall. You can not change your gravity. Whenever a random encounter would result in an positive energy elemental in the Radiance, an earth elemental is encountered instead; the elemental also has the Positive subtype.

Among the stone that makes up the Wall, one can find various metals, such as gold and iron. These also slowly regenerate. Kragan is known to live in the Wall somewhere, but if anyone knows where, they aren't saying.

The Flood:
The Flood is the the border zone of Water.

The Flood is filled entirely with holy water. An undead creature in the Flood dies instantly.

Whenever a random encounter would result in an Anguis in the Radiance, nothing is encountered; if 2 Anguis would be encountered, the Kraken is encountered instead; this Kracken also has the positive subtype.

The Mist:
The Mist is the the border zone of Air.

The Mist is full of breathable air. Explorers have not yet found any other interesting qualities of the mist.


The Forest:
The Forest is a large forest grown in the Mist. The portal to the Mist comes out into the Forest. The Forest is the largest thing in the plane, covering an area 200 cells in size. Within the Forest, vitawood can be found growing, hidden among the trees. It is said that Rinsidia lives in the Forest somewhere, but no one has yet found her.

Fallanes is within the Forest. The portal exit is 10 cells from Fallanes; there are platforms to guide travels between Fallanes and the portal.

The Paradox:
The Paradox is the border zone of Negative Energy.

The Paradox puzzles most who study it. In addition to its positive-dominant trait, it also has the minor negative-dominant trait. However, a creature who is protected from neither trait will discover that neither trait effects them; if neither trait is stopped, they cancel out completely.

It is also unknown where the Paradox is exactly. The plane is only infinite in two dimensions; therefore, it should only have four edges. And yet the Paradox exists. Most puzzling.

Memphos
2013-11-15, 08:57 AM
As a fellow creator of worlds and classes, you have my admiration. Never seen something so appealing and innovative.

qwertyu63
2013-11-15, 12:47 PM
As a fellow creator of worlds and classes, you have my admiration. Never seen something so appealing and innovative.

Why thank you.

qwertyu63
2014-01-25, 12:36 PM
Bumping this as I have added quite a bit more stuff, including a new area, a new item and some ACF's (written by asdflove).

qwertyu63
2014-01-29, 11:44 AM
Bumping: I've added a goddess, a domain for that goddess and a new monster.

qwertyu63
2014-02-01, 03:49 PM
(This is starting to feel repetitive) Bumping because of a PrC, another new monster and a random encounter table.

Steward
2014-02-02, 09:51 AM
I feel like your Mender class is what the Healer class probably should have been.


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.

Is there a difference between a free action and a non-action?


As you know, souls end their path in the various afterlives. However, most don't spare a thought as to where that journey begins. Souls are born on the plane of positive energy. To be more specific, they are born at the font of life, a large magic machine that makes new souls out of positive energy and send them where they are needed.

The Font of Life and the Positive Stopper alone could probably spawn a hundred different adventures. What an awesome concept! What would happen if someone accidentally poured some elemental energy (fire, steam, or even negative?) into it?

For the Positive Stopper, it does seem eminently stealable to me. It is guarded by warriors but I feel like a fanatical anti-undead type or a vicious archdevil could steal it pretty easily if their only opposition was a gaggle of level 13 NPC-classes.

One way to protect it might be to have the Stopper emit some kind of radiation that positive-energy creatures and other guardians (inevitables?) are drawn to -- they can sense it now, but only within 12 miles, and they aren't drawn to it.

The Black Scrolls of Ahm in the Fiendish Codex has this property -- when someone steals one of them it attracts the attention of demons who appear to try and retrieve it periodically. As it is it does seem fairly easy for a powerful creature to snatch the Stopper and hide it in some other plane, knowing that it will be almost impossible for anyone to find it (12 miles isn't that big in the grand scheme of the multiverse).

qwertyu63
2014-02-02, 11:42 AM
I feel like your Mender class is what the Healer class probably should have been.

Mission accomplished then.


Is there a difference between a free action and a non-action?

Non-actions can be done even when you can't take actions (stunned or dazed, for example).


The Font of Life and the Positive Stopper alone could probably spawn a hundred different adventures. What an awesome concept! What would happen if someone accidentally poured some elemental energy (fire, steam, or even negative?) into it?

Huh? That last part sounds like an interesting idea, but I can't figure out what you are saying.


For the Positive Stopper, it does seem eminently stealable to me. It is guarded by warriors but I feel like a fanatical anti-undead type or a vicious archdevil could steal it pretty easily if their only opposition was a gaggle of level 13 NPC-classes.

An unstated protection (that I meant to state, but forgot [got to fix that]) is that Vitadea isn't going to be happy that thing is gone... Have fun.


One way to protect it might be to have the Stopper emit some kind of radiation that positive-energy creatures and other guardians (inevitables?) are drawn to -- they can sense it now, but only within 12 miles, and they aren't drawn to it.

I actually don't like "drawn in" effects, but a range increase wouldn't be off the mark... how about the entire plane?

TheTeaMustFlow
2014-02-03, 06:06 PM
Very, very nice. Just one petty and pathetic complaint - the `wiping` powers don't sound right for some reason. May I humbly suggest calling them `cleansing` instead?

qwertyu63
2014-03-01, 08:19 PM
(Once again) Bumping the thread:

I added a template for undead powered by positive energy.
I made a spell to create those positive energy undead.
I set up rules for a positive spell descriptor.
I whipped up an epic spell/mending effect as an example.
I also likely did a few other things I'm forgetting to list.

Debihuman
2014-03-03, 08:00 AM
This is nifty. Positive Subtype should be moved from bottom of text to the top where it is first mentioned. At first, I thought the material was missing. :-)

Positive Subtype:
A creature with the positive subtype heals half again as much (+50%) damage as normal 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 effects of the positive-dominant planar trait and can breathe the energy of positive-dominant planes as if it was air, if their creature type needs to.

Debby

qwertyu63
2014-03-03, 08:08 AM
This is nifty. Just one question:
"Positive: Lucerna have the positive subtype. This increases their magical healing, while exposing them to negative damage."

You really need to elaborate the actual mechanics of this. How much is it increased, how much damage do they take?

Debby

Well then, it's a good thing that I did type out the Positive Subtype.


Positive Subtype:
A creature with the positive subtype heals half again as much (+50%) damage as normal 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 effects of the positive-dominant planar trait and can breathe the energy of positive-dominant planes as if it was air, if their creature type needs to.

Debihuman
2014-03-03, 08:21 AM
Ninja'd see my edit; I found it at the bottom after I had read further down .

Debby

qwertyu63
2014-03-03, 09:08 AM
Ninja'd see my edit; I found it at the bottom after I had read further down .

Debby

Well played.

qwertyu63
2014-10-25, 12:26 PM
And the plane lives.

-The Phoenix is ready to soar through the Radiance.
-Some feats have had their balance adjusted.
-It is now noted that stealing the stopper should piss off the inevitables of Mechanus.
-The life flow blade is complete and revealed.
-Likely a couple other small changes I forgot.

Coming down the pipeline next:

-Another PrC (I'm thinking Mender/Bard).
-More planar locations.
-Maybe more spells.

qwertyu63
2014-12-28, 09:53 AM
Alright, time for the next update.

I have finished the cycle of elemental zones. There is now a border zone for each of the 4 elements. I've also added a new city and a new location within that city.

In addition to all of that, I have unleashed the Twice-Blessed Soul. This class is a Mender/Sorcerer PrC.

Lastly, I have added a side bar with a Cure X Wounds fix, as we all know those spells need it.

qwertyu63
2015-01-07, 10:40 PM
And now we enter the "Positive does not mean nice" portion of this story.

-I added a new disease inflicted by positive energy; to answer in advance, it is basically magic cancer.
-I removed breathing from the two easiest defenses from the positive energy.
-I changed the spell "Positive Blast" to "Positive Stream", making it stronger.

qwertyu63
2015-05-05, 12:51 PM
Oh boy. The fix is in. If anyone other than me cares at this point, I have just made a bunch of changes. Here is my change log:

-Change Cure Light Wounds fix.
-Edit Lumiere's market to remove nature discounts.
-Add Fallanes (elven city)
-Add Kragan and Rinsidia.
-Edit Lucerna to have Life Reserve.
-Add Life Elves.
-Edit the rules for Auracrystal breaking.
-Add the Lodestone to Alchemical items.
-Add the Cure Wounds powers to the Mote Bead; increase price.
-Edit the price of the Fall Trip Boots and add x8 version.
-Remove the immediate action/mote bead text from Instant Cure X Wounds.
-Swap Cure Light Wounds for Cure Serious Wounds in Positive Hand.
-Add Minor Divinity feat:
-Add the capsule trains and a speed table. Recalculate distance table.
-Add the Forest.
-Add the Paradox.
-Fix a million typos.

The_Doctor
2015-05-05, 01:00 PM
I like this, but since I'm not too familiar with 3.X edition I can't give feedback.

Network
2015-05-05, 11:26 PM
I encourage you to continue on this project and I apologize for not having the time to give a full review yet (though I may do so later), but there are some issues I felt like addressing:

Lucerna: I'm not sure what is the thematic intent for that new race, but there may be some piece of fluff that I missed. There's also the lumi race in MMIII that shares some similarities (both are humanoids native to the same plane and all) so I'm not sure if they aren't stepping on each other's shoes. I'd like to see a clear(er) fluff distinction between the two races, if you could. Other than a neck, I mean.


Reborn:
Just as undead are corpses animated by negative energy, you can animate a corpse with positive energy. A corpse animated in this fashion is known as a reborn. Reborn are like undead in most cases, but interact with positive energy like living creatures. Reborn can be created with the spell Artificial Life.

"Reborn" is an acquired template that can be added to any undead creature (referred to hereafter as the base creature).

A reborn uses all the base creature’s statistics and special abilities except as noted here.

Type:
The reborn retains the base creature's type of undead.

Special Qualities:
As the base creature plus Positive Animation (see below):

Positive Animation (Ex):
Unlike most undead, reborn are powered by positive energy. As a result, effects that use positive or negative energy affect reborn as if they were living creatures rather than undead (so cure spells heal them and inflict spells harm them).

Furthermore, the effects of turn undead and rebuke undead are reversed for reborn (so using turn undead rebukes/controls reborn and vice versa).

Alignment:
Any (remove any requirements on the base creature).

Level Adjustment:
Same as the base creature.
Um, okay, what about the Deathless type? I mean, the infamous new creature type that WotC made for... we're not sure why exactly, but they're identical to undead except for stuff like bane weapons and being fuelled by positive energy. I think seeing evil deathless for once would be an improvement.

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.
-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 "extra healing, vulnerability to negative energy" to their special qualities
-Add the Positive Strike special attack (shown below).

Special note:
Positive energy elementals can be summoned by summon monster spells like other elementals of their size.

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).
Stat block please?

Debihuman
2015-05-06, 08:27 AM
Your dragon's attacks include iterative attacks with natural weapons. That's not correct. The dragon should have 1 bite, 2 claw attacks and 2 wing buffets.

Attack: Bite +12 melee (2d6+2)
Full Attack: Bite +12 melee (2d6+2), 2 claws +10 melee (1d8+1), and 2 wing buffets +10 melee (1d6+1)

Also, its breath weapon is lacking some mechanics. I recommend adding that creatures cannot heal more than their total hit points and any excess is lost. Also, Constructs would be immune to the positive energy healing since they are not alive and Undead creatures would take it as damage instead (no save).

You gave it a special ability called extra healing but didn't define it. These creatures already gain 50% more from magical healing from their positive subtype and it isn't clear what you mean. The phoenix and the mote have it too

Do you mean this:
Extra Healing (Ex): The creature gains 50% more from magical healing due to its Positive Subtype.

Or is the Extra Healing something in addition?

Debby

qwertyu63
2015-05-06, 09:16 PM
I encourage you to continue on this project and I apologize for not having the time to give a full review yet (though I may do so later), but there are some issues I felt like addressing:

Lucerna: I'm not sure what is the thematic intent for that new race, but there may be some piece of fluff that I missed. There's also the lumi race in MMIII that shares some similarities (both are humanoids native to the same plane and all) so I'm not sure if they aren't stepping on each other's shoes. I'd like to see a clear(er) fluff distinction between the two races, if you could. Other than a neck, I mean.

I'd never actually heard of the lumi before. That said, given my opening post (ignore all other sources and all), they don't yet exist on my version of the plane. I'll look into it.

EDIT: having now read the lumi... they definitely don't exist in my version of the plane. They can go join the Ravid in the reject bin.


Um, okay, what about the Deathless type? I mean, the infamous new creature type that WotC made for... we're not sure why exactly, but they're identical to undead except for stuff like bane weapons and being fuelled by positive energy. I think seeing evil deathless for once would be an improvement.

The reborn is my answer to the deathless. I don't think that idea needed a whole creature type, so I made it into a template.


Stat block please?

Look at the fire elementals stat block and apply the changes listed.


Your dragon's attacks include iterative attacks with natural weapons. That's not correct. The dragon should have 1 bite, 2 claw attacks and 2 wing buffets.

Attack: Bite +12 melee (2d6+2)
Full Attack: Bite +12 melee (2d6+2), 2 claws +10 melee (1d8+1), and 2 wing buffets +10 melee (1d6+1)

Thank you. I've always been bad with natural weapons. I'll adjust in a moment.

EDIT: what I had wasn't iterative attacks; it was me noting the 2 claw/2 wing as two attacks each. Changed anyway.


Also, its breath weapon is lacking some mechanics. I recommend adding that creatures cannot heal more than their total hit points and any excess is lost. Also, Constructs would be immune to the positive energy healing since they are not alive and Undead creatures would take it as damage instead (no save).

All three of those are the default rules, are they not? (I might give the undead a save).


You gave it a special ability called extra healing but didn't define it. These creatures already gain 50% more from magical healing from their positive subtype and it isn't clear what you mean. The phoenix and the mote have it too

Do you mean this:
Extra Healing (Ex): The creature gains 50% more from magical healing due to its Positive Subtype.

That is exactly what it is. I just noted it like other subtypes note their effects. Any Positive creature would have that note.

Debihuman
2015-05-07, 04:27 AM
The phoenix has weird 5/day spell-like ability that it has to share. Why not give it 3/day each like standard? I think it needs the boost since is it under-powered for CR 12. The DC for the fireball is 15, easy for the CR. It is far more likely the PCs will have fire resistance (which works normally) rather than fire immunity for the rebirth.

You might want to add some info on a baby phoenix because the first thing the wizard will want to know is if he can take it as a familiar.

Also, the phoenix's secondary bite should be +8.

Noted that the dragon's attacks are off by 1 since we forgot the size modifier (oops) subtract 1 for each attack.

Debby

qwertyu63
2015-05-07, 06:44 AM
The phoenix has weird 5/day spell-like ability that it has to share. Why not give it 3/day each like standard? I think it needs the boost since is it under-powered for CR 12. The DC for the fireball is 15, easy for the CR. It is far more likely the PCs will have fire resistance (which works normally) rather than fire immunity for the rebirth.

I kinda like the shared uses idea. You do have a point though. I'll make the switch.


You might want to add some info on a baby phoenix because the first thing the wizard will want to know is if he can take it as a familiar.

Short answer: no.
Longer answer: hell no.


Also, the phoenix's secondary bite should be +8.

Noted.


Noted that the dragon's attacks are off by 1 since we forgot the size modifier (oops) subtract 1 for each attack.

Also noted.

Animut
Size/Type: Medium Construct (Extraplanar, Lawful)
Hit Dice: 17d10+20 (118 hp)
Initiative: +6
Speed: 20 ft. in full plate (4 squares); base speed 30 ft.
Armor Class: 30 (+2 Dex, +10 natural, +8 full plate), touch 12, flat-footed 28
Base Attack/Grapple: +12/+22
Attack: +3 axiomatic greatsword +26 (2d6+18+2d6 if target is chaotic/17-20)
Full Attack: +3 axiomatic greatsword +26/+21/+16/+11 (2d6+18+2d6 if target is chaotic/17-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities
Special Qualities: Construct traits, damage reduction 10/chaotic, darkvision 60 ft., fast healing 5, low-light vision, spell resistance 27, true seeing
Saves: Fort +6, Ref +7, Will +11
Abilities: Str 30, Dex 15, Con --, Int 13, Wis 20, Cha 18
Skills: Spot +25, Listen +25, Sense Motive +25.
Feats: Improved Initiative, Power Attack, Cleave, Great Cleave, Weapon Focus (greatsword), Improved Critical.
Environment: A lawful-aligned plane
Organization: Solitary
Challenge Rating: 16
Treasure: None
Alignment: Always lawful neutral
Advancement: 17-25 HD (Medium); 26-40 HD (Large)
Level Adjustment: —

Animuts are inevitables who defend the sanctity of the mortal soul.

Those who steal or trap the souls of others are the usual targets of the animut. Messing with the font of life can also get you targeted by an animut. Buying someone's soul isn't enough to earn an animut's ire, assuming the one selling their soul is genuinely willing.

True Seeing (Su):
Animuts have a continuous true seeing ability, as the spell (caster level 17th).

Spell-Like Abilities:
At will— gate (planar travel only), detect lifeforce; 1/day—banishment, dictum; 1/week— time stop. Caster level 17th. The save DCs are Charisma-based.

qwertyu63
2016-06-24, 04:02 PM
Well, I made the update a few days ago, but forgot to mention it. I added and tweaked my mundane healing rules. I wrote a NPC class that is very good at this via 3 bonus feats... which anyone else can just take. I also inserted the Animut I previewed in the last post. I likely inserted something else that I forgot.

Next up: changing the way energy flows in the plane (I'm no longer fond of my old answer).

AtlasSniperman
2016-07-03, 03:50 AM
Haven't read the whole thing yet, but I just figured I'd add that in my Homebrew cosmology(Focal Point Cosmology), the "Plane of Life" is a subplane that exists at the intersection of the Positive Energy plane and The plane of Evil.

That said, I'll read more and then edit this comment with any response to your personal homebrew :)

qwertyu63
2016-07-10, 05:18 PM
Haven't read the whole thing yet, but I just figured I'd add that in my Homebrew cosmology(Focal Point Cosmology), the "Plane of Life" is a subplane that exists at the intersection of the Positive Energy plane and The plane of Evil.

I'm curious what Evil has to do with Life, actually.


That said, I'll read more and then edit this comment with any response to your personal homebrew :)

I look forward to it.