Life Giver (Summoner/Cleric)
The life giver caller draws his power from the positive energy plane, and uses it to summon a powerful outsider to his aid. This creature originates from an obscure and relatively unknown plane, and serves its master with unwavering loyalty. Infused with life-giving the energy, the life giver can restore those who have died for short periods of time to perform a service, avenge their own deaths, or redeem their souls for past mistakes that might otherwise delegate them to a place of everlasting hellfire. Should the life giver be proven a profitable servant, he is granted long life as both a reward for his dedicated service and to continue in his endeavors. (Original Concept by Cartmanbeck)
Primary Class: Summoner.
Secondary Class: Cleric.
Alignment: Any nonevil.
Hit Die: d8.
Bonus Skills and Ranks: The life giver may select three cleric skills to add to her class skills in addition to the normal summoner class skills. The life giver gains a number of ranks at each level equal to 2 + Int modifier.
Weapon and Armor Proficiency: The life giver is proficient with all simple weapons. The life giver is also proficient with light armor. A life giver can cast summoner spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a life giver wearing medium or heavy armor, or using a shield, incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass life giver still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Spellcasting: A life giver casts arcane spells drawn from the summoner spell list. She adds all cure spells and cleric spells of the conjuration (healing) school to her list, and treats them as summoner spells of the same level. The life giver also adds the following spells to her list of 6th–level spells: regenerate, restoration (greater), resurrection. A life giver otherwise learns and casts spells as a summoner equal to his life giver level.
Celestial Eidolon: A life giver gains the summoner’s eidolon ability, but her eidolon is a creature from the Upper Planes of good (Elysium, Heaven, or Nirvana), as determined by the life giver’s alignment, or that of her deity. This ability otherwise functions as the summoner’s eidolon ability, except for the following changes:
The eidolon gains the celestial template at 1st level.
The eidolon’s evolution pool at each level is reduced by 1. Thus, a grave caller begins with only 2 evolution points at 1st level, and ends with only 25 evolution points at 20th level.
Summon Celestial Allies (Ex): A life giver is a servant of a good deity, imbued with the power summon and command the forces of the heavenly realm. As such, the life giver gains the option to add the celestial template to any creature summoned with her summon monster ability. At 6th level, the life giver can apply the half-celestial template to any creature summoned. All creatures remain indefinitely, or until the life giver summons her eidolon, casts another summon monster spell, or the creatures are destroyed. Summoned creatures that gain one of the listed templates have the same alignment as the life giver. This ability replaces the eidolon’s evasion and improved evasion special abilities.
Channel Positive Energy (Su): Beginning at 2nd level, a life giver can channel positive energy as a cleric equal to 1/2 her level. This can manifest in a burst as normal and can be centered on either the life giver or the eidolon. This ability replaces shield ally, greater shield ally, and gate.
Life Giver: At 8th level, the life giver’s spells, spell-like abilities, and supernatural abilities used to heal or restore creatures to full health (including her eidolon) heal or restore an additional 50% damage. At 16th level, the life giver automatically heals or restores the maximum possible damage when using such spells or abilities, including the additional 50% damage. This does not stack with abilities or feats such as Empower Spell or Maximize Spell. This ability replaces transposition and merge forms.
Celestial Aspect (Su): At 10th level, a life giver can take on celestial traits that mimic her eidolon. Once per day, as a standard action, the life giver can assume the form of a celestial creature for ten minutes per life giver level. While under the effects of a celestial aspect, the life giver gains the following abilities: fly 60 feet (good maneuverability), darkvision 60 feet, low-light vision, DR 5/magic, acid resist 5, cold resist 5, electricity resist 5, +4 bonus on saves vs. diseases, +2 bonus on saves vs. poison, and SR equal to the life giver’s level +5. The life giver also gains a +2 enhancement bonus to Strength, Wisdom, and Charisma, and a +1 natural armor bonus. This ability replaces aspect.
Final Rites (Su): At 12th level, a life giver can restore life to a deceased creature to perform a task, avenge its own death, or right an egregious wrong to ensure its soul attains a righteous reward in the afterlife. To perform this ability, the life giver requires time with the deceased creature to determine her course of action.
As a standard action, the life giver first contacts the soul of the deceased through means of speak with dead. The life giver then questions the deceased to determine the circumstances of its death. If the circumstances are already known, as in the case of a fallen comrade, this action can be ignored.
Once the life giver has ascertained the appropriate knowledge from the deceased, she can restore life the dead creature to life, but only if that creature hat has been dead for no longer than 1 day per life giver level. In addition, the subject's soul must be free and willing to return. If the subject's soul is not willing to return, the spell does not work; therefore, a subject that wants to return receives no saving throw.
Coming back to life in this manner comes at a cost. Upon being restored, the creature functions as it had in life, except for the following restrictions:
The creature is restored to full hit points, as it would be at full health (including Constitution modifiers), but receives a –2 penalty to its Constitution score.
The creature is bound by a divine contract to perform the appointed task (a service, vengeance, etc.) upon which its return was predicated. The creature must remain focused on its appointed task or permanently loses 10% of its total hit points for every hour it diverts from its course. If the creature reaches 0 hit points through this means, it dies.
The creature gains a +4 sacred bonus to all attack and damage rolls, saves, and skill checks pertaining to its appointed task.
The creature gains fast healing 1 for the duration of its final rites, due to the constant infusion of positive energy meant to keep it alive. Thus, cure spells have no effect on it, for its life has been placed directly into the keeping of the life giver’s god.
Due to the unique circumstances of its return, the creature gains a +4 bonus to saves against negative energy attacks.
The creature’s return to life is limited, as determined by its appointed task as follows: if performing a service, the creature remains alive until that task is performed, or for a number of days equal to its new Constitution score, whichever comes first; if avenging its own death, the creature remains alive until the task is performed, or for a number of days equal to twice its new Constitution score, whichever comes first; if righting an egregious wrong, the creature remains alive until that wrong is righted, or for a number of days equal to three times its Constitution modifier, whichever comes first.
Once a creature’s appointed time is reached, regardless of whether its task succeeded or not, it is again returned to the dust, and its soul taken to its eternal rest. A creature that has been under the effects of final rites, whether it has been completed or not, cannot be restored back to life short of a miracle, wish, true resurrection, or divine intervention. This ability replaces life bond.
Greater Celestial Aspect (Su): At 18th level, a life giver’s celestial aspect undergoes the following changes: DR 10/magic, acid resist 10, cold resist 10, electricity resist 10, immunity to disease, +4 bonus on saves vs. poison, and SR equal to the life giver’s level +10. Also, the life giver’s enhancement bonus to Strength, Wisdom, and Charisma increases to +4, and gains the ability to smite evil 1/day. This ability replaces greater aspect.
Celestial Paragon (Su): At 20th level, a life giver becomes a master of light and life, thanks in part to her strong bond with her celestial eidolon. The life giver’s type changes to outsider (native) and gains the half-celestial template, even if she does not have a good alignment. In addition, the life giver can merge forms with her eidolon (as the summoner’s ability of the same name). While merged, the eidolon adds the life giver’s Charisma modifier when calculating its hit points, as a sacred bonus. These hit points disappear when the life giver and eidolon separate, which may result in the eidolon being dismissed. The life giver’s total hit points remain unchanged from before merging with her eidolon, even if the eidolon is dismissed while they are merged. This ability replaces twin eidolon.
Table: Life Giver
Table: Life Giver Spells Known