Baron Corm
2007-06-17, 08:04 PM
The vivifont is a despicable sort of creature who makes his way through life lieing and deceiving. He attunes himself to the ambient life force - similar to how a druid gains his powers from nature - and uses it to heal himself and others. However, the vivifont takes it a step further; his healing deals Constitution damage, and heals too much, killing the creature before they know what is happening. He gains a powerful animal companion which makes him seem even more kind and gentle, but is often put to malicious use, such as killing nonliving creatures.
Vivifont
Table:
Level 1: Fountain of life
Level 2: Soothing touch
Level 3: Positive energy burst 1/day
Level 4: Bask +2, vivified +2
Level 5: Benevolence aura
Level 6: Restoring touch 1/day
Level 7: Attract companion
Level 8: Positive energy burst 2/day, bask +4, share liveliness
Level 9: Negative energy resistance
Level 10: Light fortification 25%
Level 11: Restoring touch 2/day
Level 12: Bask +6, charging touch
Level 13: Positive energy burst 3/day
Level 14: Vivified +4
Level 15: (fountain of life +8)
Level 16: Bask +8, restoring touch 3/day
Level 17: Charging touch, light fortification 50%
Level 18: Positive energy burst 4/day
Level 19: Craft Wonderous Item
Level 20: Purity, bask +10
Hit Die: d4
Skill Points at Each Additional Level: 2 + Int modifier.
Base Attack Bonus: 1/2
Base Saves: High Fortitude, Low Reflex, High Will
Class Skills: Concentration, Decipher Script, Disguise, Handle Animal, Ride, Knowledge (nature), Knowledge (the planes), Spellcraft, Bluff, Sense Motive, Diplomacy
Class Features
Weapon and Armor Proficiency
Vivifonts are proficient with all simple weapons.
Spells
The vivifont casts divine spells, which are drawn from the vivifont spell list (see below). He knows all spells of a given spell level, and can cast spells spontaneously. His save DCs are based off of Wisdom, and his spells per day are based off of Constitution. He gains spells per day as a bard.
Fountain of Life (Su)
A vivifont constantly has fast healing 1. At every odd level after first this increases by 1.
Soothing Touch (Su)
At second level, the vivifont gains the ability to bestow his abundant life energy upon another creature (not himself) with a touch, healing it for 1d8 hit points, +1 per level. At levels 4, 6, 8, and 10, this increases by 1d8. At level 12, this heals 10 damage/level instead of the previous amounts. When used on an undead creature, this deals an equal amount of damage. If the amount healed is greater than the creature's hit points, it is gained as temporary hit points. An unwilling creature can attempt a Will save (DC 10 + 1/2 level + Wisdom modifier) to reduce the healing or damage by half.
A vivifont deals 1 point of Constitution damage with his soothing touch regardless of level. A Fortitude save at the same DC negates this damage, which can be made independently of the save for half damage, but a creature may attempt both.
If a creature has temporary hit points greater than its normal hit points, it must make a DC 20 Fortitude save every round or explode in a burst of positive energy. This DC increases by 1 for every 5 temporary hit points in excess it has. For example, if Jafar the sorceror had 7 hit points and 12 temporary hit points, he would need to make a DC 21 save every round. A creature who needs to make these saves is in unspeakable pain - he takes a -4 penalty on attack rolls, skill checks, and ability checks, has his movement speeds halved, and must make a DC 20 Concentration check to cast a spell until he no longer has to make these saves.
The vivifont may use this abilty at will, but not more than once per round. In any round in which this ability is used, the vivifont does not heal from the Fountain of Life ability.
Positive Energy Burst (Su)
At third level, the vivifont gains the ability to expel enormous amounts of life energy from his body at once, dealing 1 Constitution damage per 4 levels to all creatures within 5 feet of him (not including himself) and healing them for 1d4 damage per level. If the amount healed is more than the creature's maximum hit points, it is gained as temporary hit points. A successful Will save (DC 10 + 1/2 level + Wis mod) halves the damage and the healing. Undead creatures damaged by this attack take 1d4 points of positive energy damage per level (same save). A vivifont can use this ability once per day, plus an additional time per day for every 5 levels after 3rd.
In any round in which this ability is used, the vivifont does not heal from the Fountain of Life ability.
Bask
At fourth level, constant contact with life-giving energies grants the vivifont a +2 permanent bonus to Constitution. This increases by +2 every four levels after fourth.
Vivified
At 4th level, a vivifont also gains a +2 bonus to Strength and Dexterity. This bonus increases to +4 at 14th level.
Benevolence Aura (Su)
Beginning at 5th level, the vivifont radiates an aura of benevolence that makes all living creatures one step friendlier to him upon meeting him. This only functions if the creatures come within 5 feet of him. At level 20, the radius is changed to 60 feet.
Restoring Touch (Su)
Starting at 6th level, the vivifont can cure sickness, purge poison, and erase negative levels with his soothing touch. Activating this ability is a free action which can be used as part of a soothing touch. It is usable once per day at 6th level, twice per day at 11th level, and three times per day at 16th level. Beginning at level 12, this cures anything listed under the heal spell, and also removes negative levels. Thus, when used with a soothing touch, the soothing touch does not deal Constitution damage.
Attract Companion
At 7th level or any time after, the vivifont can gain an animal companion which is attracted to him by his radiant life force. He may choose any animal from the druid animal companion list up to 7th level with no penalty to the abilities it gets. He may later on choose one from a higher level list, but reduces the penalty by 6; at 16th level, he could get a dire tiger with a -9 penalty on its level for determining special abilities. This ability otherwise functions just as the druid's.
If the vivifont chooses an animal companion on the 4th level list, it instantly receives +2 HD and natural armor, 1 bonus trick, and a +1 bonus to Strength and Dexterity. If the vivifont chooses an animal companion on the normal list, it instantly receives +4 HD and natural armor, 2 bonus tricks, and a +2 bonus to Strength and Dexterity.
Share Liveliness
Starting at 8th level, the vivifont's animal companion receives the normal bonus to Strength and Dexterity to Constitution as well.
Negative Energy Resistance
At 9th level, a vivifont gains a +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.
Light Fortification
At 10th level, a vivifont gains 25% fortification. At 17th level this increases to 50% fortification.
Charging Touch (Su)
When a vivifont reaches 12th level, he gains the ability to bestow positive levels when he uses his soothing touch ability. Each day, he can bestow a number of positive levels equal to half his class level, but no more than two positive levels with a single use of the ability. If a creature has more than its Constitution modifier in positive levels, it must make a DC 20 Fortitude save every round or explode in a burst of positive energy. This DC increases by 1 for every positive level above its Constitution modifier.
Beginning at 17th level, the number of positive levels the vivifont can bestow each day increases to equal his class level.
Craft Wonderous Item
At 19th level, the vivifont receives Craft Wonderous Item as a bonus feat. This helps him prepare the mojo required to become a radiant.
Purity
At 20th level, the vivifont becomes a radiant. He becomes immune to negative energy damage and effects, critical hits, mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, ability damage, ability drain, fatigue, and no longer needs to breathe, eat, or sleep. He no longer ages, and any physical penalties from aging disappear, though bonuses still accrue. Though he retains his form and personality, beneath his skin is only a nimbus of positive energy. Creatures adjacent to the vivifont when he is damaged are healed for damage equal to his fast healing amount (undead are damaged).
All of the vivifont's class features (except for his spellcasting) become (Ex) instead of (Su). The vivifont's type changes to Outsider. On being reduced to 0 hit points, he is immediately destroyed, and he cannot be ressurected in any way other than revive outsider. The vivifont receives a +8 racial bonus on Diplomacy, Listen, Move Silently, Search, Bluff, and Spot checks
Ex-Vivifonts
A vivifont who is or becomes able to be damaged by positive energy and/or healed by negative energy loses all class features, though can still advance in the vivifont class. A vivifont's class features are all unspeakably painful - using them makes one evil if he wasn't before.
Spell List
Level 0 - resistance, detect poison, detect magic, read magic, dancing lights, flare, light, mending
Level 1 - protection from good, unseen servant, detect undead, charm person, disguise self, magic aura, silent image, ventriloquism, jump, enlarge person, longstrider, speak with animals, magic fang, deathwatch, obscuring mist, sanctuary
Level 2 - continual flame, minor image, bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, owl's wisdom, pyrotechnics, animal messenger, make whole, shield other, status, undetectable alignment
Level 3 - magic circle against good, nondetection, daylight, major image, gentle repose, halt undead, haste, water breathing, suggestion, greater magic fang, plant growth, obscure object
Level 4 - remove curse, charm monster, mass enlarge person, raise dead, regenerate
Level 5 - break enchantment, false vision, persistent image, seeming, animal growth, commune with nature, death ward, animate objects, ressurection
Level 6 - repulsion, mass suggestion, veil, permanent image, programmed image, mass bear's endurance, mass bull's strength, mass cat's grace, mass eagle's splendor, mass fox's cunning, mass owl's wisdom, true ressurection
Radiant Template
A radiant is not quite the opposite of a lich, but is in fact similar. A creature who becomes a radiant replaces his soul with positive energy instead of negative energy. The positive energy negates the need for him to breathe, eat, sleep, or have any internal organs at all, though the creature can still think and retains his ability scores. The method for becoming a radiant is just as evil as the one for becoming a lich. He must make a phylactery, called a mojo, in which he puts his true soul. His mojo functions just as a lich's phylactery does. Contrary to a lich, a radiant appears just as he did before becoming a radiant. Only his spirit and his insides have changed. Radiants often use this to take advantage of those who do not realize their evil and are awed by their positive energy powers.
Size and Type
The creature’s type changes to outsider. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice
Hit dice remain unchanged.
Armor Class
Use the creature's natural armor bonus.
Attack
A radiant as a touch attack that it can use once per round. If the base creature can use weapons, the radiant retains this ability. A creature with natural weapons retains those natural weapons. A radiant fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A radiant armed with a weapon uses its touch or a weapon, as it desires.
Full Attack
A radiant fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage
A radiant's touch attack deals 10 positive energy damage per hit dice of the radiant. This heals living creatures and damages undead creatures. Unwilling creatures can make a Will save to halve the damage. It also deals 1 point of Constitution damage, which the Will save negates.
Special Attacks
A radiant retains all the base creature’s special attacks and gains those described below.
Benevolence Aura (Ex)
A radiant radiates an aura of benevolence that makes all living creatures one step friendlier to him upon meeting him. This only functions if the creatures come within 60 feet of him.
Special Qualities
A radiant retains all the base creature’s special qualities and gains those described below.
Fast Healing (Ex)
A radiant has fast healing 10.
Posicorpse (Ex)
Creatures adjacent to the radiant when he is damaged are healed for 10 damage (undead are damaged).
Immunities
Radiants are immune to negative energy damage and effects, critical hits, mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, ability damage, ability drain, fatigue, and no longer need to breathe, eat, or sleep. They no longer age, and any physical penalties from aging disappear, though bonuses still accrue.
Abilities
Increase from the base creature as follows: Str +4, Dex +4, Con +10.
Skills
Radiants have a +8 racial bonus on Diplomacy, Listen, Move Silently, Search, Bluff, and Spot checks. Otherwise same as the base creature.
Challenge Rating
Same as base creature +3
Alignment
Any evil.
Level Adjustment
Same as the base creature +5
Vivifont
Table:
Level 1: Fountain of life
Level 2: Soothing touch
Level 3: Positive energy burst 1/day
Level 4: Bask +2, vivified +2
Level 5: Benevolence aura
Level 6: Restoring touch 1/day
Level 7: Attract companion
Level 8: Positive energy burst 2/day, bask +4, share liveliness
Level 9: Negative energy resistance
Level 10: Light fortification 25%
Level 11: Restoring touch 2/day
Level 12: Bask +6, charging touch
Level 13: Positive energy burst 3/day
Level 14: Vivified +4
Level 15: (fountain of life +8)
Level 16: Bask +8, restoring touch 3/day
Level 17: Charging touch, light fortification 50%
Level 18: Positive energy burst 4/day
Level 19: Craft Wonderous Item
Level 20: Purity, bask +10
Hit Die: d4
Skill Points at Each Additional Level: 2 + Int modifier.
Base Attack Bonus: 1/2
Base Saves: High Fortitude, Low Reflex, High Will
Class Skills: Concentration, Decipher Script, Disguise, Handle Animal, Ride, Knowledge (nature), Knowledge (the planes), Spellcraft, Bluff, Sense Motive, Diplomacy
Class Features
Weapon and Armor Proficiency
Vivifonts are proficient with all simple weapons.
Spells
The vivifont casts divine spells, which are drawn from the vivifont spell list (see below). He knows all spells of a given spell level, and can cast spells spontaneously. His save DCs are based off of Wisdom, and his spells per day are based off of Constitution. He gains spells per day as a bard.
Fountain of Life (Su)
A vivifont constantly has fast healing 1. At every odd level after first this increases by 1.
Soothing Touch (Su)
At second level, the vivifont gains the ability to bestow his abundant life energy upon another creature (not himself) with a touch, healing it for 1d8 hit points, +1 per level. At levels 4, 6, 8, and 10, this increases by 1d8. At level 12, this heals 10 damage/level instead of the previous amounts. When used on an undead creature, this deals an equal amount of damage. If the amount healed is greater than the creature's hit points, it is gained as temporary hit points. An unwilling creature can attempt a Will save (DC 10 + 1/2 level + Wisdom modifier) to reduce the healing or damage by half.
A vivifont deals 1 point of Constitution damage with his soothing touch regardless of level. A Fortitude save at the same DC negates this damage, which can be made independently of the save for half damage, but a creature may attempt both.
If a creature has temporary hit points greater than its normal hit points, it must make a DC 20 Fortitude save every round or explode in a burst of positive energy. This DC increases by 1 for every 5 temporary hit points in excess it has. For example, if Jafar the sorceror had 7 hit points and 12 temporary hit points, he would need to make a DC 21 save every round. A creature who needs to make these saves is in unspeakable pain - he takes a -4 penalty on attack rolls, skill checks, and ability checks, has his movement speeds halved, and must make a DC 20 Concentration check to cast a spell until he no longer has to make these saves.
The vivifont may use this abilty at will, but not more than once per round. In any round in which this ability is used, the vivifont does not heal from the Fountain of Life ability.
Positive Energy Burst (Su)
At third level, the vivifont gains the ability to expel enormous amounts of life energy from his body at once, dealing 1 Constitution damage per 4 levels to all creatures within 5 feet of him (not including himself) and healing them for 1d4 damage per level. If the amount healed is more than the creature's maximum hit points, it is gained as temporary hit points. A successful Will save (DC 10 + 1/2 level + Wis mod) halves the damage and the healing. Undead creatures damaged by this attack take 1d4 points of positive energy damage per level (same save). A vivifont can use this ability once per day, plus an additional time per day for every 5 levels after 3rd.
In any round in which this ability is used, the vivifont does not heal from the Fountain of Life ability.
Bask
At fourth level, constant contact with life-giving energies grants the vivifont a +2 permanent bonus to Constitution. This increases by +2 every four levels after fourth.
Vivified
At 4th level, a vivifont also gains a +2 bonus to Strength and Dexterity. This bonus increases to +4 at 14th level.
Benevolence Aura (Su)
Beginning at 5th level, the vivifont radiates an aura of benevolence that makes all living creatures one step friendlier to him upon meeting him. This only functions if the creatures come within 5 feet of him. At level 20, the radius is changed to 60 feet.
Restoring Touch (Su)
Starting at 6th level, the vivifont can cure sickness, purge poison, and erase negative levels with his soothing touch. Activating this ability is a free action which can be used as part of a soothing touch. It is usable once per day at 6th level, twice per day at 11th level, and three times per day at 16th level. Beginning at level 12, this cures anything listed under the heal spell, and also removes negative levels. Thus, when used with a soothing touch, the soothing touch does not deal Constitution damage.
Attract Companion
At 7th level or any time after, the vivifont can gain an animal companion which is attracted to him by his radiant life force. He may choose any animal from the druid animal companion list up to 7th level with no penalty to the abilities it gets. He may later on choose one from a higher level list, but reduces the penalty by 6; at 16th level, he could get a dire tiger with a -9 penalty on its level for determining special abilities. This ability otherwise functions just as the druid's.
If the vivifont chooses an animal companion on the 4th level list, it instantly receives +2 HD and natural armor, 1 bonus trick, and a +1 bonus to Strength and Dexterity. If the vivifont chooses an animal companion on the normal list, it instantly receives +4 HD and natural armor, 2 bonus tricks, and a +2 bonus to Strength and Dexterity.
Share Liveliness
Starting at 8th level, the vivifont's animal companion receives the normal bonus to Strength and Dexterity to Constitution as well.
Negative Energy Resistance
At 9th level, a vivifont gains a +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.
Light Fortification
At 10th level, a vivifont gains 25% fortification. At 17th level this increases to 50% fortification.
Charging Touch (Su)
When a vivifont reaches 12th level, he gains the ability to bestow positive levels when he uses his soothing touch ability. Each day, he can bestow a number of positive levels equal to half his class level, but no more than two positive levels with a single use of the ability. If a creature has more than its Constitution modifier in positive levels, it must make a DC 20 Fortitude save every round or explode in a burst of positive energy. This DC increases by 1 for every positive level above its Constitution modifier.
Beginning at 17th level, the number of positive levels the vivifont can bestow each day increases to equal his class level.
Craft Wonderous Item
At 19th level, the vivifont receives Craft Wonderous Item as a bonus feat. This helps him prepare the mojo required to become a radiant.
Purity
At 20th level, the vivifont becomes a radiant. He becomes immune to negative energy damage and effects, critical hits, mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, ability damage, ability drain, fatigue, and no longer needs to breathe, eat, or sleep. He no longer ages, and any physical penalties from aging disappear, though bonuses still accrue. Though he retains his form and personality, beneath his skin is only a nimbus of positive energy. Creatures adjacent to the vivifont when he is damaged are healed for damage equal to his fast healing amount (undead are damaged).
All of the vivifont's class features (except for his spellcasting) become (Ex) instead of (Su). The vivifont's type changes to Outsider. On being reduced to 0 hit points, he is immediately destroyed, and he cannot be ressurected in any way other than revive outsider. The vivifont receives a +8 racial bonus on Diplomacy, Listen, Move Silently, Search, Bluff, and Spot checks
Ex-Vivifonts
A vivifont who is or becomes able to be damaged by positive energy and/or healed by negative energy loses all class features, though can still advance in the vivifont class. A vivifont's class features are all unspeakably painful - using them makes one evil if he wasn't before.
Spell List
Level 0 - resistance, detect poison, detect magic, read magic, dancing lights, flare, light, mending
Level 1 - protection from good, unseen servant, detect undead, charm person, disguise self, magic aura, silent image, ventriloquism, jump, enlarge person, longstrider, speak with animals, magic fang, deathwatch, obscuring mist, sanctuary
Level 2 - continual flame, minor image, bear's endurance, bull's strength, cat's grace, eagle's splendor, fox's cunning, owl's wisdom, pyrotechnics, animal messenger, make whole, shield other, status, undetectable alignment
Level 3 - magic circle against good, nondetection, daylight, major image, gentle repose, halt undead, haste, water breathing, suggestion, greater magic fang, plant growth, obscure object
Level 4 - remove curse, charm monster, mass enlarge person, raise dead, regenerate
Level 5 - break enchantment, false vision, persistent image, seeming, animal growth, commune with nature, death ward, animate objects, ressurection
Level 6 - repulsion, mass suggestion, veil, permanent image, programmed image, mass bear's endurance, mass bull's strength, mass cat's grace, mass eagle's splendor, mass fox's cunning, mass owl's wisdom, true ressurection
Radiant Template
A radiant is not quite the opposite of a lich, but is in fact similar. A creature who becomes a radiant replaces his soul with positive energy instead of negative energy. The positive energy negates the need for him to breathe, eat, sleep, or have any internal organs at all, though the creature can still think and retains his ability scores. The method for becoming a radiant is just as evil as the one for becoming a lich. He must make a phylactery, called a mojo, in which he puts his true soul. His mojo functions just as a lich's phylactery does. Contrary to a lich, a radiant appears just as he did before becoming a radiant. Only his spirit and his insides have changed. Radiants often use this to take advantage of those who do not realize their evil and are awed by their positive energy powers.
Size and Type
The creature’s type changes to outsider. Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice
Hit dice remain unchanged.
Armor Class
Use the creature's natural armor bonus.
Attack
A radiant as a touch attack that it can use once per round. If the base creature can use weapons, the radiant retains this ability. A creature with natural weapons retains those natural weapons. A radiant fighting without weapons uses either its touch attack or its primary natural weapon (if it has any). A radiant armed with a weapon uses its touch or a weapon, as it desires.
Full Attack
A radiant fighting without weapons uses either its touch attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a touch as a natural secondary attack, provided it has a way to make that attack (either a free hand or a natural weapon that it can use as a secondary attack).
Damage
A radiant's touch attack deals 10 positive energy damage per hit dice of the radiant. This heals living creatures and damages undead creatures. Unwilling creatures can make a Will save to halve the damage. It also deals 1 point of Constitution damage, which the Will save negates.
Special Attacks
A radiant retains all the base creature’s special attacks and gains those described below.
Benevolence Aura (Ex)
A radiant radiates an aura of benevolence that makes all living creatures one step friendlier to him upon meeting him. This only functions if the creatures come within 60 feet of him.
Special Qualities
A radiant retains all the base creature’s special qualities and gains those described below.
Fast Healing (Ex)
A radiant has fast healing 10.
Posicorpse (Ex)
Creatures adjacent to the radiant when he is damaged are healed for 10 damage (undead are damaged).
Immunities
Radiants are immune to negative energy damage and effects, critical hits, mind-affecting effects, poison, sleep effects, paralysis, stunning, disease, death effects, ability damage, ability drain, fatigue, and no longer need to breathe, eat, or sleep. They no longer age, and any physical penalties from aging disappear, though bonuses still accrue.
Abilities
Increase from the base creature as follows: Str +4, Dex +4, Con +10.
Skills
Radiants have a +8 racial bonus on Diplomacy, Listen, Move Silently, Search, Bluff, and Spot checks. Otherwise same as the base creature.
Challenge Rating
Same as base creature +3
Alignment
Any evil.
Level Adjustment
Same as the base creature +5