Mender (3.5e Class)

Summary::Someone with lots of positive energy inside, can use it to heal Minimum Level::1 Class Ability::Alternate Magic Class Ability Progression::Full



Mender
Sometimes, children in development are influenced by the planes. Those affected by the plane of positive energy can find themselves with an excess of life energy. Those who learn to cultivate this excess energy and how to share it can be called menders. Menders are some of the greatest healers in the multiverse.

Making a Mender
Menders are very good at healing. They also can make a decent party face. However, they lack combat skill, and so need protection by those who can fight. They are however skilled at killing undead.

Abilities: Menders need Wisdom and Charisma for their life force pool, and a good Constitution is as good as always.

Races: Menders can be of any race. Their power comes from the planes rather than their blood line, so any race can be a mender.

Alignment: Any

Starting Gold: As wizard.

Starting Age: Simple

Class Features
All of the following are class features of the mender.

Weapon and Armor Proficiency: Menders are skilled with all simple weapons. Menders are proficient with light armor, but not with shields.

 : Menders have a greater life force than most. This excess life force is tracked in their Life Force pool. The base maximum size of this pool is listed in the Life Force column of the chart. In addition, the maximum size is increased by the menders Wisdom bonus times their Charisma bonus. Once per day, a mender can fill this pool to its maximum value. Doing this takes 1 minute. Menders spend points from this pool to activate their various class features.

 : The most basic power of the mender is the healing burst. As a standard action, the mender can unleash a healing burst, spending any number of points from their Life Force pool up to their mender level. For every point they spent, the target is healed 1d8 hit points. The range of a healing burst is 5 feet. This healing is positive energy, and so harms undead (Fort save for half, DC is 10+half the number of points spent on the burst+Wis or Cha modifier, whichever is higher).

Menders never let healing go to waste. If a healing burst heals its target to their maximum hit points, any excess healing is given to the target as temporary hit points that last for 1 minute. If the target already has some temporary hit points from a healing burst, these temporary hit points are added to those and the duration is reset to 1 minute. The amount of temporary hit points had from this at once can not exceed the maximum hit points of the target.

At level 10, menders grow better at sheer healing. The amount of healing from a healing burst increases to 2d8 per point. This amount increases by +1d8 per point every 10 levels after that.

For the purposes of qualifying for feats and for the effect of feats, healing burst is a conjuration (healing) spell, with a level equal to half the number of points spent (round down). If a mender has enough Life Force points remaining and is a high enough level to create a healing burst of a given level, they are treated as having that spell available to cast.

 : To apply their healing to its best effect, menders can see the life force of others. Menders can see the current and maximum hit points of any creature they can see, along with all temporary hit points and non-lethal damage. This also tells them how many hit dice those viewed have. They do still see this information for those who aren't living (undead, constructs, etc), but can also tell that the creature is not actually alive.

Their ability to see the life force of others also allows them to see the life force of fellow menders. Menders can see the current and maximum life force pool of any menders they see (including mender's sprites or items that store life force), along with their mender level.

Everything a mender can see about others, they always know about themselves.

Starting at level 4, menders can also see what conditions other have. Menders can see what conditions other creatures may be suffering from. Menders can see any of the following conditions: confused, dazzled, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken or sickened. They can also see the Constitution score of those they can see.

Starting at level 6, menders can also see what ails others. Menders can see what diseases and poisons those they see are suffering from. They can also see the Strength score of those they can see.

Starting at level 9, menders can see how far gone the fallen are. When looking at any part of a dead body, the mender can see how long the body has been dead and what the cause of death was.

Starting at level 11, menders can tell what other things can cause your suffering. Menders can see how much ability score damage or drain is being suffered by those they can see, and how many negative levels or lost levels those seen are under. They can also see the Dexterity score of those they can see.

 : Menders are rather skilled at using other means of healing as well. Menders may activate all items with the Spell Trigger activation method if the spell in question has the Positive descriptor. They can also activate items with the Spell Completion activation method if the spell has the Positive descriptor and if the level of the spell is less than or equal to half their mender level (round down their mender level). If the spell has the Positive descriptor only if used is a certain way (e.g. summoning spells that summon positive creatures), they must use it in that way to use this feature.

 : Starting at level 2, menders can heal from a distance. When unleashing a healing burst, the mender can spend an extra point (this added cost applies to the limit of points spent on one burst). If they do, the range of the burst is increased to 50 feet.

 : Menders are full of positive energy. This results in them having great protection from planes tied to it. Starting at level 2, menders are immune to the effects of the positive-dominant planar trait and can breathe the energy of positive-dominant planes as if it was air.

In addition to their own personal immunity, a mender can, as a move action, choose to start emitting a protective field of their own energy to hold back the energy of the plane. This field grants immunity to the effects of the positive-dominant planar trait and can breathe the energy of positive-dominant planes as if it was air to all creatures within 30 feet of the mender. Each minute the field is up costs 1 point from the menders life force pool (round partial minutes up), and the field can be ended as a free action.

For greater menders, their well of positive energy shields them from opposing planes as well. Starting at level 10, menders are immune to the effects of the negative-dominant planar trait. The menders protective field also grants immunity the effects of the negative-dominant planar trait.

 : Starting at level 2, menders can cause the light of positive energy to shine. They gain Dancing Lights as a spell-like ability, usable at will.

 : Starting at level 3, menders can heal much faster. When unleashing a healing burst, the mender can spend two extra points (this added cost applies to the limit of points spent on one burst). If they do, they can unleash that burst as a swift action. At level 8, this is improved to an immediate action. If an immediate action burst is done immediately after the target takes damage, the healing effectively prevents the damage. For example, if the target had just been killed due to falling below -10 HP, this healing can stop them from dying.

 : Starting at level 3, menders can imbue those they heal with added speed in life. When unleashing a healing burst, the mender can spend two extra points (this added cost applies to the limit of points spent on one burst). If they do, the target also receives the effect of an expeditious retreat spell, with a caster level of the mender's mender level. Creatures harmed by positive energy instead have their base land speed cut in half for 1 minute per mender level of the mender (Fort save negates, DC is 10+half the number of points spent on the burst+Wis or Cha modifier, whichever is higher).

Starting at level 7, menders can hand out even greater speed then before. When using this feature, the mender may choose to spend an extra two points on top of the cost (the per-burst limit still applies). If they do, the target also receives the effect of a haste spell, with a caster level of the mender's mender level (this means you must spend a total of 4 points to get the haste, and you also get the expeditious retreat). Creatures harmed by positive energy instead suffer the effect of a slow spell (Fort save negates, DC is 10+half the number of points spent on the burst+Wis or Cha modifier, whichever is higher).

Starting at level 14, menders can grant a moment of pure speed. When using this feature and already spending the extra points for the haste feature, a mender can spend an extra 5 points (the per-burst limit still applies). If they do, the target also gets to make an extra standard action and an extra move action on their next round. A given target may only receive these extra actions once per round. They may not use these extra actions to cast spells, use spell-like abilities or use supernatural abilities (the total cost to get these extra actions is 9 points, and you also get expeditious retreat and haste). Creatures harmed by positive energy are instead stunned for 1 round (Fort save negates, DC is 10+half the number of points spent on the burst+Wis or Cha modifier, whichever is higher).

 : Starting at level 4, menders can restore other things than merely hit points. When unleashing a healing burst, the mender can spend an extra point (this added cost applies to the limit of points spent on one burst). If they do, the burst also removes one of the following conditions at the menders choice: confused, dazzled, exhausted, fatigued, frightened, nauseated, panicked, paralyzed, shaken or sickened. A mender can spend more than one extra point for this ability (the per-burst limit still applies). They can remove one condition per extra point spent. Creatures harmed by positive energy are unaffected by this ability.

 : Starting at level 4, menders can call upon elemental creatures. As a full-round action, the mender can spend 3 points from their life force pool to summon a small positive energy elemental (shown later). Once summoned, the elemental acts like any summoned creature. The duration of this summoning is 1 round per mender level. In addition, the mender gains Vitus (the language of the positive energy plane) as a bonus language.

As a mender grows more powerful, they can call upon stronger elementals. At level 7, a mender can spend 6 points instead to summon a medium positive energy elemental. At level 10, a mender can spend 9 points instead to summon a large positive energy elemental. At level 13, a mender can spend 12 points instead to summon a huge positive energy elemental.

 : Starting at level 5, menders can unleash the light of positive energy on those they heal. When unleashing a healing burst, the mender can spend one extra point (this added cost applies to the limit of points spent on one burst). If they do, the target is also dazzled for 1 minute. A Fortitude save can avoid this effect (DC is 12+the menders Wisdom modifier or Charisma modifier, whichever is higher). They may also spend extra points for this effect (the per-burst limit still applies). For every extra point, the save DC increases by 1. A creature who successfully saves cannot be affected by that mender's blinding burst for 24 hours.

Starting at level 9, menders can blind rather then just dazzle. When using this feature, the mender may choose to spend an extra two points on top of the cost (the per-burst limit still applies). If they do, the target is blinded for 1 minute, then dazzled for one minute after that. The Fortitude save to avoid the dazzled effect also avoids the blindness effect.

 : The life force within a mender shields them from the forces of death. Starting at level 5, the mender can resist various dark effects. They are immune to negative energy damage and ability score damage/drain from undead. If mender would suffer negative levels or level loss while they still have at least 3 points in their life force pool, they instead lose 3 points from their life force pool for every level that would be lost (the mender may ignore this ability this ability, if they wish to lose a level for some reason).

Starting at level 7, a mender can, as a move action, choose to start emitting a protective field of their own energy to repel dark energy. This field grants immunity to negative energy damage and ability score drain from undead to all creatures within 30 feet of the mender. In addition, if someone within the field would suffer negative levels or level loss, the mender may spend 3 points from their life force pool per level as a non-action negate the negative levels or level loss. Each round the field is up costs 2 points from the menders life force pool, and the field can be ended as a free action.

Higher level menders can defy death directly. Starting at level 12, if the mender would be killed by a death effect or death spell while they still have at least 9 points in their life force pool, they instead lose 9 points from their life force pool (the mender may ignore this ability this ability, if they wish to die for some reason). If someone in a protective field generated by this class feature would would be killed by a death effect or death spell, the mender may spend 9 points from their life force pool as a non-action negate the death effect or death spell.

 : Starting at level 6, menders have a such a surplus of life energy that their physical frame can't hold it all. A mender's sprite comes into existence to store and use some of this surplus energy. A menders sprite is a glowing ball of light. The sprite has no physical existence, existing as an extension of the mender. Nonetheless, the sprite is intelligent, with mental stats equal to those of the mender. It can speak any language known by the mender.

The sprite is tiny sized and has a fly speed of 30 feet (perfect), but cannot move further than 10 feet away from the mender. If something would cause the sprite to move too far from the mender, the sprite is pulled to stay in range. The sprite has its own life force pool with a maximum size of the mender's class level. This pool is refilled when the mender refills their pool. It may use these points as a second level mender. The sprite has its own set of actions, and acts on the mender's initiative count.

At level 12, the mender gains a second mender's sprite. Both sprites have their range increased to 20 feet away from the mender, and they can use their points as a fourth level mender. Every 6 levels after that, the mender gains another sprite, the range of all of the sprites is increased by 10 feet and the mender level of those sprites increases by 2.

Regardless of their mender level, mender's sprites only get mender's eyes and mender class features with burst in the name.

 : Starting at level 6, menders can cure various illnesses. When unleashing a healing burst, the mender can spend two extra points (this added cost applies to the limit of points spent on one burst). If they do, the burst also removes one disease or poison the target was suffering from at the menders choice. A mender can spend more than two extra points for this ability (the per-burst limit still applies). They can remove one disease or poison per two points spent. Creatures harmed by positive energy are unaffected by this ability.

 : Sometimes, the menders help is needed somewhere they can't go. Starting at level 7, they have a way past this problem. As a full-round action, a mender can imbue a container of water with life energy. When they do this, they can spend any number of points from their Life Force pool up to half their mender level. If the container is later drunk from, the creature who drunk the water is healed 1d6 hit points for every point spent. This healing is positive energy, and so harms undead. In addition, the water provides nourishment as if it were a normal meal for a Medium creature. Once drunk from, the power stored is used up. If not drunk from within 1 hour per mender level, the power fades to no effect. During this duration, the water glows, shedding bright light in a 10-foot radius (and dim light for an additional 10 feet).

At level 13, menders grow better at storing life. The amount of healing from banked life increases to 2d6 per point. This amount increases by +1d6 every 6 levels after that.

 : Starting at level 8, menders can split their heal for two targets. When unleashing a healing burst, the mender can increase the cost by 50% (round up, this added cost applies to the limit of points spent on one burst, and is applied after all other effects). If they do, they may choose two targets, both of whom must be in range. Each target gets the full effect of the burst.

 : Starting at level 8, the mender can call upon their inner power to refill their life force reserves. Once per day, a mender can add a number of points to their Life Force pool equal to their mender level. Doing this takes 1 minute. At level 12, a mender may use this ability twice per day. They get another daily use every 4 levels after that.

 : Starting at level 9, even death is no barrier to a mender. By spending 10 points from their Life Force pool and 1000 xp as a full-round action, a mender can create the effect of a Raise Dead spell (CL is their mender level).

At level 14, the mender can reach further back, and needs less of the dead. By spending 20 points from their Life Force pool and 2000 xp as a full-round action, a mender can create the effect of a Resurrection spell (CL is their mender level).

At level 17, the mender needn't have any of the dead at all. By spending 30 points from their Life Force pool and 5000 xp as a full-round action, a mender can create the effect of a True Resurrection spell (CL is their mender level).

 : Starting at level 11, menders can bring back missing parts or abilities. When unleashing a healing burst, the mender can spend four extra points (this added cost applies to the limit of points spent on one burst). If they do, the burst also does one of the following, at the menders choice: removes blindness, removes deafness, restores missing body parts (like Regenerate), removes all ability score damage, remove all negative levels, or restores one drained level. A mender can spend more than four extra points for this ability (the per-burst limit still applies). They get one effect per four extra points spent. Creatures harmed by positive energy are unaffected by this ability.

 : More skilled menders can store their wiping abilities for future use. Starting at level 11, when using their bank life class feature, the mender can spend an extra point (this added cost applies to the limit of points spent on one container). If they do, they may choose a condition from the list in wiping burst. When the container of water is drunk from, the chosen condition is removed. A mender can spend more than one extra point for this ability (the per-container limit still applies). They can choose one condition per extra point spent. Creatures harmed by positive energy are unaffected by this ability.

 : The great planar energy within a mender allows them to drift between the planes. Starting at level 13, the mender can shift between some planes. By spending 15 points from their Life Force pool, a mender can create the effect of a Plane Shift spell (save DC based on Wisdom or Charisma, whichever is higher), except the only planes that can be chosen are the mender's native plane, planes with the positive-dominant planar trait and the material plane (if the campaign has more than one material plane, they may choose any of them).

 : Great menders can help groups fast. Starting at level 13, the mender can heal an area all at once. When unleashing a healing burst, the mender can triple the cost (this added cost applies to the limit of points spent on one burst, and is applied after all other effects). If they do, the burst affects all creatures within 30 feet of the mender. The mender may choose to exclude targets as they see fit.

 : More skilled menders can store their curing abilities for future use. Starting at level 13, when using their bank life class feature, the mender can spend 2 extra points (this added cost applies to the limit of points spent on one container). If they do, they may choose a disease or poison. When the container of water is drunk from, the chosen disease or poison is cured. A mender can spend more than two extra points for this ability (the per-container limit still applies). They can choose one disease or poison per extra point spent. Creatures harmed by positive energy are unaffected by this ability.

 : The great life force within a mender allows them to hang on just a bit longer than most. Starting at level 14, if a mender dies, they may, in response, spend 50 points from their life force pool as a non-action. If they do, their spirit instantly rises in the space of their body. Their spirit has any Life Force points they had left in life, and all uses of daily abilities left. They can not leave the square their body is in, nor can they make attacks or be targeted by attacks. At the end of their next turn, the spirit fades (the mender may choose to fade sooner, if they wish). If they are raised from the dead while in spirit form, they return to their body.

 : Starting at level 15, even the worst of wounds can be repaired. The mender's healing burst can heal all types of hit point damage, even types damage that normally can't be healed by magic.

 : The sheer amount of positive energy within a mender eventually holds back age itself. Starting at level 15, menders become immune to aging, becoming ageless. As a result, they no longer take penalties to their ability scores for aging, nor do they gain bonuses (any penalties/bonuses previously obtained remain). They do not die of old age.

 : Very skilled menders can store their restoring abilities for future use. Starting at level 16, when using their bank life class feature, the mender can spend an extra four points (this added cost applies to the limit of points spent on one container). If they do, they may choose an effect from the list in restoring burst. When the container of water is drunk from, the drinker gets the chosen effect. A mender can spend more than four extra points for this ability (the per-container limit still applies). They choose one effect per four extra points spent. Creatures harmed by positive energy are unaffected by this ability.

 : Menders are tied to their own life force very strongly, to the point of retaining it all. Starting at level 17, menders never lose levels when brought back from the dead. In addition, any effect that would stop a mender from coming back from the dead fails (example: soul bind fails).

 : Menders are very tough to take down. At level 18, the mender gets Epic Toughness as a bonus feat, even if they don't have the normal prerequisites for that feat (Epic Toughness gives +30 hit points).

 : Death can not stop the greatest of menders, even if it that death happens to be their own. Starting at level 19, if a mender dies, their spirit instantly rises in the space of the menders body (the mender may choose not to rise as a spirit, if they wish). Their spirit has any Life Force points they had left in life, and all uses of daily abilities left. They can not leave the square their body is in, nor can they make attacks or be targeted by attacks. They may use any of their mender class features normally. In addition, this spirit form has some extra powers that their lesser spirit form (Last Breath) doesn't have. While in this greater spirit form, they may spend any number of points on a single healing burst, rather than being limited to their level in points, and the amount of temporary hit points from their healing burst is unlimited, rather than being capped at the targets maximum hit points. In addition, they may activate Life Spring as a full-round action while in this greater spirit form, instead of it taking 1 minute to activate. Every round, they lose 10 Life Force points. Once they run out of Life Force points, the spirit fades (the mender may choose to fade sooner, if they wish). If they are raised from the dead while in spirit form, they return to their body.

Ex-Menders: A mender who becomes undead loses all mender class features (except weapon and armor proficiencies), unless that undead has the reborn template. They may not progress any farther in levels as a mender. They regain their abilities and advancement potential if they cease to be undead or gain the reborn template, as appropriate.

Epic Mender
Life Force: The mender's life force pool stops increasing based on level. It continues to increase based on Cha and Wis modifiers.

Healing Burst: The limit of points per burst continues to scale, as does the number of dice per point, as seen on the chart.

Mender's Sprite: The number, range and level of the mender's sprites continues to scale as seen on the chart.

Bank Life: The limit of points per bank continues to scale, as does the number of dice per point, as seen on the chart.



Epic Mender Bonus Feat List: Additional Magic Item Space, Armor Skin, Epic Fortitude, Epic Life Force, Epic Mending, Epic Reputation, Epic Toughness, Epic Will, Great Charisma, Great Constitution, Great Wisdom, Superior Initiative.

Human Mender Starting Package
Weapons: Quarterstaff.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Feat: Improved Initiative.

Bonus Feats: Negotiator.

Gear: Padded Armor, healer's kit, 1 weeks rations, full waterskin, backpack.

Gold: 13 gold pieces, 5 silver pieces.

Playing a Mender
Religion: Some menders tend towards gods of healing, but this is by no means a requirement.

Other Classes: Menders can get along with just about any class, but most menders tend not to work well with necromancers.

Combat: In combat, the role of a mender is to keep the rest of the party active and fighting. When fighting undead, the mender can act as the primary attacker due to the effects of positive energy on undead. In a pinch, their large stores of hit points also allow them to make somewhat effective tanks, but their poor combat skill means this is unadvised.

Advancement: There aren't really any classes that mix well with the mender. A small dip into mender can help other classes, but the inverse isn't true.

Menders in the World
""Stella may not be able to fight, but there's no-one else I would want behind me on the battlefield."

Menders heal. They make very effective doctors. Due to their combined focus on Charisma and Wisdom, they also make effective leaders.

Daily Life: An average mender simply heads out to do their job, which is usually healing.

Organizations: There is no offical organization of menders, but there are small pockets of menders who gather together to better use their resources and to train new menders.

NPC Reactions: Most people treat a mender like they would any other healer in the world, or perhaps a bit worse due to the lack of a divine focus

Mender Lore
Characters with ranks in Knowledge (the planes) can research menders to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Menders in the Game
The mender class fits the healer role. Plain and simple. They can also act as the party face.

Adaptation: Their energy doesn't have to come from the Positive Energy plane. Any plane with the positive-dominant trait will do.