Life Master (3.5e Prestige Class)

Summary::Class that fuses the Mender with a divine class Minimum Level::6 Class Ability::Other Spontaneous Divine Spellcasting Prepared Divine Spellcasting Class Ability Progression::Other

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 (see The Mansion of Life).

Class Features
All of the following are class features of the Life Master.

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 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 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.

 : 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.

 : 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.