Vibrant Master

 

Hit Die: d10.

Requirements

The Vibrant Master is in many ways the opposite of the necromancer.  Where the necromancer specializes in terror, decay, and death, the Vibrant Master continually researches newer and better ways of keeping things alive.  Against the undead, he is a deadly and implacable foe, but the limited focus of his studies means that his powers are not easy to use offensively against the living.

To qualify to become a Vibrant Master, a character must fulfill all the following criteria.

Alignment: Any.

Skills: Knowledge (Religion) 12 ranks, Knowledge (Planes) 12 ranks, Heal 12 ranks.

Feats: Toughness

Special: Must be able to channel positive energy at least 4 times per day.  Must be living.

Class Skills

The Vibrant Master's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), and Swim (Str).

Skill Points at Each Level: 4 + Int modifier.

Table: The Vibrant Master

Level Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save
Special Touch Attack
1st +0 +2 +0 +2 +1 level of divine spellcasting class +1d6
2nd +1 +3 +0 +3 Ranged Cure +2d6
3rd +2 +3 +1 +3 +1 level of divine spellcasting class +3d6
4th +3 +4 +1 +4 Disease Immunity +4d6
5th +3 +4 +1 +4 +1 level of divine spellcasting class +5d6
6th +4 +5 +2 +5 Ranged Touch +6d6
7th +5 +5 +2 +5 +1 level of divine spellcasting class +7d6
8th +6 +6 +2 +6 Positive Energy Aura +8d6
9th +6 +6 +3 +6 +1 level of divine spellcasting class +9d6
10th +7 +7 +3 +7 Infused Body +10d6


 

Class Features

All of the following are Class Features of the Vibrant Master prestige class.

Weapon and Armor Proficiency: Vibrant Masters gain no additional armor or weapon proficiencies.

Spells per Day/Spells Known: When a new odd-numbered Vibrant Master level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in one divine spellcasting class in which he could cast spells before he added the prestige class level. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one divine spellcasting class in which he could cast spells before he became a Vibrant Master, he must decide to which class he adds each level of Vibrant Master for the purpose of determining spells per day.

Touch Attack (Su): The Vibrant Master is continually suffused with positive energies; even his touch deals damage to undead. The damage dealt is positive energy damage, and thus is not subject to damage reduction. It increases by +1d6 every level.  This extra damage can also be applied to a successful natural weapon, slam, or unarmed strike attack, or a touch attack made for other purposes, such as delivery of a spell.

Ranged Cure (Ex): A Vibrant Master learns to project positive energy spells farther for the purposes of healing others.  Starting at second level, he can cast healing spells at an increased range of +5' per Vibrant Master level.

Disease Immunity (Ex): At fourth level, the positive energies transform a Vibrant Master's body, making him immune to all diseases, whether normal or magical.

Ranged Touch (Ex): At sixth level, the Vibrant Master may apply the range bonus from Ranged Cure to his touch attacks, allowing him to make ranged touch attacks to damage undead (but not to deliver spells.)

Positive Energy Aura (Ex): At eighth level, a Vibrant Master gains the ability to invoke a brilliant aura of white light surrounding his body.  All undead that come within 30' are affected as though turned by a cleric of the Vibrant Master's combined divine spellcasting levels (including his Vibrant Master levels).  Those that remain suffer a penalty to saves and a reduction of SR equal to Vibrant Master level while within the aura.  The aura can be activated or deactivated as a free action.  Each day, the aura can be activated for a total number of rounds equal to Vibrant Master levels, and each activation uses up one turning attempt.

Infused Body (Ex): At 10th level, the Vibrant Master's body continually sustains and renews itself.  He gains Regeneration 10 (elemental energy deals normal damage to him.)  He is unaffected by positive or negative energy attacks, level loss, or ability drain.  He is not subject to critical hits or death from massive damage.  If slain, his body must be cremated or otherwise completely destroyed by elemental energy, or it will re-grow.  A Vibrant Master that drops to -10 hit points or would otherwise be slain is not considered to be dead if there is a chance that his body might regenerate itself.

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DnD 3.5, which most of the material is based on, is Copyright Wizards of the Coast.