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iTookUrNick
2014-05-21, 02:06 PM
THe Lifebringer (a.k.a. Healbot reloaded)


http://www.nick.co.uk/shows/transformers/img/ratchet.jpg
“Healbot, assemble!”

Through a select, worthy few shines the benevolent power of the divine. Called lifebringers, these noble souls dedicate their lives to helping and sustaining others in their battles against evil.

Role: Lifebringers serve as beacons for their allies within the chaos of battle. Their innate abilities make them especially suited to defending others and blessing the fallen with the strength to continue fighting with renewed vigor.

Abilities: Charisma is paramount to a lifebringer, as it controls many of their abilities. A good Constitution is also important to remain alive and continue to help others. Lifebringers usually wear medium armor, so a good Dexterity can be helpful.

Alignment: Any non-evil, usually lawful and/or good.

Hit Die: d8, as the standard cleric

Starting Wealth: 4d6 × 10 gp (average 140 gp), as the standard cleric. In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The lifebringer adds Handle Animal (Cha) and Ride (Dex) to her list of class skills, and removes Appraise (Int) and Linguistics (Int).

Thus, the lifebringer's class skills are as follows: Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int).

Skill Ranks per Level: 2 + Int modifier.

Table: lifebringer


Level
Bab
Fort
Refl
Will
Class Features


1
0
2
0
2
Aura, Touch of Renewal, Divine Magic Affinity, Magic Circle vs Evil, Channel Positive Energy, Font of Inspiration (Courage)


2
1
3
0
3
Merciful Healing (1), Divine Grace


3
2
3
1
3
Aura of Courage


4
3
4
1
4
Merciful Healing (2), Inspire Competence


5
3
4
1
4
Radiant Spirit 1/day


6
4
5
2
5
Merciful Healing (3), Channel Positive Energy (d8s, 40ft), Aura of Health


7
5
5
2
5
Font of Inspiration (move)


8
6
6
2
6
Radiant Spirit 2/day, Merciful Healing (4)


9
6
6
3
6
Aura of Purity


10
7
7
3
7
Inspire Heroics, Merciful Healing (5)


11
8
7
3
7
Radiant Spirit 3/day, Channel Positive Energy (d10s)


12
9
8
4
8
Merciful Healing (6), Channel Positive Energy (50ft), Aura of Righteousness


13
9
8
4
8
Font of Inspiration (swift)


14
10
9
4
9
Radiant Spirit 4/day, Merciful Healing (7)


15
11
9
5
9
Aura of Resolve


16
12
10
5
10
Inspire Greatness, Channel Positive Energy (d12s), Merciful Healing (8)


17
12
10
5
10
Radiant Spirit 5/day


18
13
11
6
11
Channel Positive Energy (60ft), Aura of Life, Merciful Healing (9)


19
14
11
6
11
Font of Inspiration (immediate)


20
15
12
6
12
Radiant Beacon, Radiant Spirit 6/day, Merciful Healing (10)



Weapon and Armor Proficiency

Lifebringers are proficient with all simple weapons, light armors, medium armors, and shields (except tower shields). Lifebringers are also proficient with the favored weapon of their deities.

Aura (Ex)

A lifebringer of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity's alignment (see detect evil for details).

Touch of Renewal (Sp)

At will, a lifebringer can concentrate on a touched living creature to grant her Fast Healing 1. This ability cannot bring a creature above their maximum hit points total and never provides temporary HPs.

This ability replaces orisons.

Divine Magic Affinity

Lifebringers can use spell completion items as a cleric of their level without the need of a UMD check. They can use this ability a number of times per day equal to their Charisma modifier (minimum 1).

This ability replaces all spellcasting abilities of the cleric.

Font of inspiration

A lifebringer can bolster her allies with words and actions, strengthening them in their resolve to fight or sustaining in their struggle.

This ability function as the Bard ability of the same name, except that she only gains access to a limited number of performances.

At 1st level, a lifebringer gains the option to inspire courage as a Bard of her level. At 4th she can inspire competence. At 10th she can inspire heroics. At 16th she can inspire greatness. Despite gaining some abilities at different levels, bonuses are the same as a standard bard.

At 19th level, a lifebringer can start or swich her inspiration ability as an immediate action.

Feats and abilities that modify bardic music also affect this ability.

Channel Positive Energy (Su)

A lifebringer channels positive energy and can choose to heal living creatures or harm undead creatures. Channeling energy causes a burst that affects all living creatures in a 30-foot radius centered on the lifebringer. The amount of damage healed is equal to 1d6 points of damage plus 1d6 points of damage for every two lifebringer levels beyond 1st (2d6 at 3rd, and so on).
Creatures healed by channel energy can exceed their maximum hit point total—all excess healing is converted in temporary hit points that last for a number of rounds equal to the lifebringer's level. A lifebringer may channel energy a number of times per day equal to 3 + her Charisma modifier; she gains one extra use of this ability at every odd level beyond the first. This is a standard action that does not provoke an attack of opportunity. A lifebringer must be able to present her holy symbol to use this ability.

Alternatively, a lifebringer can concentrate her healing on a single target she touches. The target is healed twice as much damage as if using her channel energy ability. She can also beam a healing wave as a ranged touch attack to a distance up to the radius of her channel energy ability: in this case the attack may provoke attacks of opportunity as normal and the ability is wasted on a miss.

A lifebringer's channel energy ability improves as she gains levels. The dice used to calculate the damage healed improve to a d8 at 6th level, a d10 at 11th level and a d12 at 16th level. In addition, the maximum radius of her channel energy ability increases by 10 ft for every 6 levels obtained, up to 60ft at 18th level, when used to heal living creatures; a lifebringer can elect to reduce the radius of her ability in 10-ft increments up to a minimum of 30ft.

Merciful Healing (Su)

At 2rd level, a lifebringer can channel positive energy, either in an area or in concentrated form, to relieve one or more harmful conditions.

The lifebringer chooses one of the following harmful conditions at 2rd level: fatigued, shaken, or sickened. When the lifebringer channels energy she can remove the chosen condition from all living creature that she heals within her channel energy burst.

At 4th level, she can choose another condition. It can be one of those she didn’t choose at 2rd level, or one of the following conditions: dazed, diseased, or staggered. She can remove the selected condition or the one she chose at 2rd level from all creatures within her channel energy burst.

She gains another condition at 6th level, and can choose an above condition or one of the following conditions: cursed, exhausted, frightened, nauseated, or poisoned. She can remove that condition, or a condition she previously chose, from all creatures within the burst.

Finally, at 10th level, she can choose a lower-level condition or one of the following conditions: blinded, deafened, paralyzed, or stunned.

Alternatively, from 6th level onward, she can forego the chance to acquire the possibility to heal one extra condition at the same time with a sigle healing burst.
E.g. at 6th level, a lifebringer could choose to heal the fatigued, dazed or cursed condition from all creatures in a burst. Alternatively, she could heal the shaken and diseased conditions from all creatures in the burst.

The lifebringer can choose one extra condition from those presented or to increase the maximum number of conditions healed at the same time at 12th, 14th, 16th, 18th and 20th level.

Once per day, with a hour long ritual of prayer or contemplation, she can change what conditions she can affect with her abilities from those she has available at her level. These conditions remain set until the next time she changes them.

Feats and effects that affect a paladin’s mercy also affect this ability.

Auras
Starting at 1st level, a lifebringer progressively acquires auras that sustain her and protect her and her allies from harm.


Aura against Evil (Su)

At 1st level, a lifebringer and each ally within 10 feet of her is protected as if under the effect of a Magic circle against Evil, except that bonuses to AC and saves increase by one every six levels after the first, up to +5 at 19th level.

Aura of Courage (Su)

At 3rd level, a lifebringer is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the lifebringer is conscious, not if she is unconscious or dead.

Aura of Health (Su)

At 6th level, a lifebringer is immune to diseases (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against those effects. This ability functions only while the lifebringer is conscious, not if she is unconscious or dead.

Aura of Purity (Su)

At 9th level, a lifebringer is immune to poisons. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against those effects. This ability functions only while the lifebringer is conscious, not if she is unconscious or dead.

Aura of Righteousness (Su)

At 12th level, a lifebringer gains SR equal to 11+ her level against spells with the Evil descriptor and spells from evil dragons, evil outsiders and undead. Each ally within 10 feet of her gains the same protection. This ability functions only while the lifebringer is conscious, not if she is unconscious or dead.

Aura of Resolve (Su)

At 15th level, a lifebringer is immune to charms and compulsions. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against those effects, and gain a chance to do so once for every round they remain in the area. This ability functions only while the lifebringer is conscious, not if she is unconscious or dead.

Aura of Life (Su)

At 18th level, a lifebringer is immune to death effects and suffers no penalties from level drain. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against those effects. This ability does not prevent the lifebringer from death due to hit point loss or level drain. This ability functions only while the lifebringer is conscious, not if she is unconscious or dead.

Radiant Spirit (Su)

At 5th level, as a full round action, a lifebringer gains the ability to call a spirit that embodies the pure ideals of protection and altruism. A lifebringer can use this ability once per day at 5th level, and one additional time per day for every three levels beyond 5th, to a total of six times per day at 20th level. The spirit remains for up to 1 minute per class level at a time.

The spirit shares the shape and statistics of the lifebringer except for the following: its type is Outsider with the elemental, incorporeal and positive energy descriptors, it possess the standard elemental traits, it has no Strength score and it has a fly speed (perfect) equal to the lifebringer’s land speed. It can only use his actions to move or perform one of the abilities presented below.

The spirit sheds bright light in a 10ft radius. This is a light effect of a level equal to half the lifebringer level, rounded down, when adjudicating interaction with darkness spells and effects. When inside a darkness effect of a level above its own, all the spirit abilities are suppressed.

When the spirit is linked to the lifebringer, the pair is treated as if under a sanctuary spell. The effect can be dispelled, but the lifebringer can restore it as a free action on her next turn. However, if the lifebringer breaks it by attacking, the effect is lost for the duration of the summon.
The spirit can leave the lifebringer and move independently. Auras emanating from the lifebringer also emanate around the spirit, and their effects may overlap (but not add up). In addition, the lifebringer can use the spirit as a conduit of her healing abilities.

The spirit can also join another willing creature simply by moving into her space. When joined, the lifebringer can use a swift action to activate a shield other effect on the affected creature and herself. She can dismiss the effect as an immediate action.
The lifebringer can opt to end the duration of the summoned spirit prematurely as a swift or immediate action, discharging its energy in a powerful effect. The effect is always centered on the spirit or the creature it is currently joined to. As she levels, her spirit can provide more powerful effects. The lifebringer uses her class level as the caster level, and any DC is equal to 10 + half her class level + her Charisma modifier. The lifebringer must pay material costs as normal.


At 5th level, it can replicate the effect of a Consecrate, Cure Serious Wounds, Daylight, Heroism, Prayer, Remove Blindness/Deafness, Remove Curse, Remove Disease, Remove Fear, Neutralize Poison, Lesser Restoration or Sanctuary (extended) spell.

At 7th, it can replicate the effect of a Cure Critical Wounds, Death Ward, Good Hope, or Restoration spell.

At 9th, it can replicate the effect of a Break Enchantment, Breath of Life, Mass Cure Light Wounds, Hallow, Raise Dead, Song of Healing, Spell Immunity or Spell Resistance spell.

At 11th, it can replicate the effect of a Mass Cure Moderate Wounds, Heal, Hero’s Feast, or Music of the Spheres spell.

At 13th, it can replicate the effect of a Mass Cure Serious Wounds, Greater Heroism, Regeneration, Greater Restoration, or Resurrection spell.

At 15th, it can replicate the effect of a Brilliant Inspiration, Mass Cure Critical Wounds, Holy Aura, Nine Lives or Greater Spell Immunity spell.

At 17th, it can replicate the effect of a Mass Heal, Miracle or True Resurrection spell.


The spirit cannot be dispelled, but can be banished as normal. Should the spirit die, the lifebringer may not summon another for 30 days or until she gains a level, whichever comes first. During this 30-day period, the lifebringer takes a –1 penalty on attack and weapon damage rolls.

Radiant Beacon
At 20th level, the lifebringer reaches the pinnacle of her abilities. Her type changes to native outsider, and she permanently receives all the benefits of having a radiant spirit fused with her. She can still summon another as normal using her radiant spirit ability.

Leviting
2014-05-21, 09:38 PM
With the radiant spirit, if it cannot use any of the lightbringer's equipment, where does it get the holy water and diamonds necessary to cast true resurrection? Is the casting free? (this could save a lot of money!)

iTookUrNick
2014-05-22, 05:14 AM
With the radiant spirit, if it cannot use any of the lightbringer's equipment, where does it get the holy water and diamonds necessary to cast true resurrection? Is the casting free? (this could save a lot of money!)
You are quite right, that would be too much, and it is not what i intended. Changed accordingly.

Leviting
2014-05-22, 07:28 PM
Glad to help