| Post/Author/DateTime | Post |
|---|---|
| Jem02-09-07, 11:29 PM | ...well, biomancer if we're going by the prefixes, but that's a Prestige Class already -- except I can't seem to access it from the PrC Compendium list in sticky. A couple of other prestige classes with similarly evocative names, like bio-engineer, don't seem accessible either. So I'd like to toss up a couple of questions as I toy with a personal project. Concept: Must it be the domain of gods alone? Is it hubris to want to understand the energies of Life as well as we have harnessed the energies of death and undeath? I want to see... I want to know... I want my studies to make a better world. The (tentative name: Energomancer) is obsessed with the study of positive energy as an elemental phenomenon. He seeks to understand its nature and manifestations from a scientific viewpoint, with the hope of mastering it arcanically -- and, one must admit, it wouldn't hurt to become professionally famous for cracking the secrets of knowledge currently almost solely limited to gods and their faithful servants. This is to be a wizard-based PrC working on the theme of "1001 fun things to do with positive energy." It will probably one attractive to evokers, though a necromancer seeking to balance his understanding of the energies could make a fascinating starting point. Question zero: is this well-trodden ground and I just missed the right place to look? Caveat: The most obvious thing positive energy does is heal, and I've seen people screaming about "wizards shouldn't heal"! Okay, I tell you what... D&D is a class-and-level game, and we'll respect that niche. We won't turn him into a heal machine -- though frankly, making Heal a class skill for the PrC would hardly be out of character! The basics of the prestige class are straightforward. It'll require a decent arcane caster level to begin with, certainly. I'm toying with requiring a nonevil alignment, but the notion of an evil -- but living -- creature mastering positive energy amuses me. Even tanar'ri have a certain joie de vivre, you know. Some knowledge of the known spells explicitly using positive energy seems reasonable. (Okay, there's no 'Positive' or 'Negative' energy descriptor as there is for the usual elements. Let's look at the spell descriptions. Disrupt Undead is described as doing so -- and it's S/W 0! I don't, looking through the PHB, see any others that seem to do so, though several seem like likely candidates. Indeed, the 'Light' evocation spells might be a good stand-in to start with -- if you've rejected evocation as a prohibited school, you probably don't have an academic interest in the fundamentals of energy physics.) Question 1: Are there any spells described as using positive energy (a) from free and open sources, that I've missed, or (b) from reasonably well-accepted supplemental books I might want to purchase? It'll probably have the normal BAB, skill points, class skills (except maybe Heal) and saves for a wizard -- the guy is still a wizard, after all, just one making a study of a particular field. I'm thinking 10 levels, additional level of arcane class every even level for caster level and spells known, and a new power every odd level. That, and possibly a transformation at 10th, is the meat of this post. I'm especially asking for anything people can recall on: Question 2: What does positive energy do? This will help define possible powers for the class. The most common thing is, it heals, but, as promised, we'll skip that. (Aww, not even 'Cure Wounds spells as bard of Energomancer level'? I said no! Let's move on.) Some ideas I've already jotted down: It glows! Sounds simple, but don't knock it. Every description of positive energy in a core text involves light and usually heat. 'Daylight' as a spell-like ability is pretty common -- aasimar have it, f'r instance. Maybe if we start with requiring a strong grounding in Light evocations (Flare, Light, Dancing Lights, Continual Flame, Daylight), the class could increase the strength of those spells as a low-level power -- the light is brighter, or hotter -- or provide one of those spells known as a spell-like ability with some frequency. A mastery of light might also serve the Energomancer well if he is facing down spells of the Illusion (Shadow) school, giving him a bonus to disbelieve and possibly allowing him to use light evocations to dispel them. Philosophically, it underlies life. From an arcane point of view, it might be important in the making of golems and clones. The Ravid already animates objects in its vicinity. Some ability related to 'giving life to inanimate objects,' whether as a spell-like ability (something a little more general than 'Animate Rope,' perhaps a little less dramatic than 'Animate Objects'), or involved with golem construction, might be appropriate. It harms undead and similar creatures. Well, can our energomancer turn undead? We're treading on cleric ground here. Part of turning is making the undead horribly afraid, and part of it is just burning the thing to ashes. Scaring it seems like that's coming from divine assistance. But channeling positive energy into the thing to disrupt its unnatural existence seems like a pretty reasonable sort of dedicated attack. What if we sacrificed a spell slot of level X to make turn checks daily as a cleric of level X + Energomancer level, with no effect other than destruction of low-level undead? Or just count the "turning damage" (rolled with Int mod instead of Cha, of course) as actual Hit Dice of damage done to a target undead? Alternative abilities related to this facet of positive energy might be the ability to briefly give a weapon the disruption trait (i.e., the "Disrupting Weapon" spell). Google tells me there a spell called "Greater Disrupt Undead" in Dragon Annual #5, but that's all I can get without hitting a site that's probably pirating material. We could also direct this sort of power at shadow creatures, similar to the interpretation above under the discussion of light. It improves and purifies base elements. At least in 2e, it did. Remember the planes of Mineral, Steam, Lightning, and Radiance? Well I always liked 'em, anyway. What if your acid spells could also be doing slashing damage, if you choose, because they appear in solid, crystalline form... your ice spells could burn as they evaporate in steam... your lightning spells were cast faster... your fire spells could dazzle or blind? The Plane itself. Remember how the book says the plane naturally provides healing hit points, but you'd best be able to step in and get out right quick if you don't want to explode? Like, say, if you could open a gate to the Plane of Positive Energy at will 1/week and cross through it both ways for several rounds? This, as a fairly high-level power for the class, could be a way of doing it. Likewise, the Energomancer himself would probably be immune to death from positive energy overload. Finally, there's the notion of the transformation. Several PrCs end up with the caster becoming a lich, a creature powered by negative energy... well, gee, if you want to stay alive -- really alive, that is -- wouldn't it make sense to imbue yourself with the energy of life? Typically transformative PrCs end up with the character becoming outsider (native). In our case, it would probably include becoming immune to aging effects or even, like the Green Star Adept, becoming truly unaging. Most likely this would be in addition to fast healing and possibly a touch attack similar to the ravid's. Having a wellspring of life energy inside you can do that. I could also see this transformation going either way in making the character less vulnerable to negative energy effects (can become fatigued, for example, but not for more than a round) or more (double damage from negative energy attacks as the energies clash). If the fear spells of the Necromancy school are also negative-energy-powered, this might lead to the curious effect of the transformed Energomancer becoming fearless personally. Similarly, I doubt the transformed Energomancer could ever be made undead by anything short of deific intervention. Comments on additional aspects of positive energy to employ for the class would be welcome; discussions of power balance or other critiques also appreciated. |
| Tuhljin02-10-07, 12:35 AM | An intriguing idea. Here's a short list of things I'd suggest as possible powers, spells, or abilities: - Temporary fast healing (self only) - Faster "natural" ability score healing (recovering from ability score damage) - Eventual immunity to level and ability drain - Some sort of "energy admixture" involving positive energy. Imagine a fireball that is enhanced to do double damage, but 1/4 of the damage is "positive energy" damage that only affects creatures like undead and effectively cancels out another 1/4 of the damage if the target is normally healed by positive energy (effectively making it deal double damage to undead and like, normal damage to living creatures, and 1.5 times damage against the miscellaneous few others that are immune to positive energy damage but aren't healed by it). (You could tweak just how much is positive energy, etc.) |
| Zaryn_Maelstrum02-10-07, 02:42 AM | If you want a pure healing class, then go with Radiant Servant of Pelor (Complete Divine). They get maximize / empower all healing spells at level 10 with no increase in spell level. They also get extra greater turning and some other cool abilities. They are awesome if you want to heal or turn undead. Sounds like an anti-necromancer to me. |
| Silas_Dragonborn02-10-07, 10:49 AM | Sounds like a brilliant idea. I haven't had any ideas about what you could do for the other parts, but the object animation sounded interesting. I thought you could: -Give it an animated object familiar? -allow it to animate one object (small or tiny) say once a day or something. another idea would to be to give it a spell like a bility which was a blast of posistive energy. or something along those lines. like scorching ray 2/day that does posistive energy damage instead. Or you could say that all of the evocation spells cast are cast as positive energy rather than what theyare normally. |
| The_Shaman02-11-07, 07:45 AM | Technically, necromancy is the study of life and death: "power of death, unlife, and the life force" it says in the SRD. Therefore, the study of life and animation of various objects is, or at least should be, necromancy. Now, the problem is that most necromancers choose to specialize in death and negative energy, but there's no reason why that must be the case for all. Why healing spells are now conjurations and animate object is a transmutation, I have no idea. However, animating bone and animating stone should be quite similar imo. |
| CantripN02-11-07, 08:35 AM | In an adventure I once played in, there was such a thing as a Vivamancer. It was in the Illithid Trilogy campaign, where you go to the giant artificial world they ruled in the past/future in order to find a weapon to use against them, as they plan on returning, and have started extinguishing stars for power. It was used by an Evil Mindflayer Lich (Forgot the name...) to control minds and souls. Sorta like a fusion between Necromancy and Enchantment. |
| MageSparrowhawk02-11-07, 09:32 AM | I must admit, i really like this concept, and plan on checking in regularly. one suggestion for the name-vitamancer, based off of the word vitality |
| EvilVegan02-11-07, 10:07 AM | Well to interject a taoist point of view, positive energy (Yang) is very short lived and explosive. Yin energy is dark, eternal, and absorbing. Negative energy lends itself to people who want to live forever, because it is a lingering energy, but it also leads to depression and life-sucking. What I'm getting at is that a positive energy transformation would cause you to age faster and die sooner. So I think the culmination ability should be "Explodes: As a supernatural ability your character dies of old age and explodes. Your type changes to dead." I really dislike the idea of positive energy making you immortal. Its a bastardization of the concepts. I really dislike the deathless type from Eberron as well. But yes I really do like your concept with the animating force and undead disruption. Suggestions: - No long life. What's the point of being a lich if it's just as easy to be a positive energy immortal good guy? Good guys die. - Light spells. You don't want to increase the area (that's radiant servant territory) you want to increase the effective positive energy in them. This could be something like healing living creatures and dealing damage to undead equal to 1d6 per spell level. I wouldn't make it per round, but a burst at the beginning. The balancing factor would be that there isnt' a way to select which living creatures are healed (again to avoid stepping on the cleric's toes). - Animate Objects. The spell itself is a good starting point, it isn't extremely powerful for an 11th level ability, so if the PRC is going to begin around 11th level it would be a good entry ability. - Prerequisites. Animate Rope. Knowledge (Religion) 4 ranks. 3rd level spells. |
| The_Shaman02-11-07, 10:34 AM | Essentially, imo the wizard that is most opposed to necromancy is the evoker. |
| CantripN02-11-07, 10:50 AM | Essentially, imo the wizard that is most opposed to necromancy is the evoker. As written, yes. Evocation and Abjuration are both very direct and pure magic schools. Evocation is about hitting them with forces beyond their comprehension till they die, not ripping out their souls. |
| The_Shaman02-11-07, 11:21 AM | It's partially that; however, the other schools generally try to modify or at least use life; abjuration and especially evocation don't even bother and focus on the "pure" forces. |
| Jem02-14-07, 02:18 AM | Hey, just wanted to let folks know this concept is still alive. RL's been on me this week, but the comments are really appreciated and I'm hoping to have something up shortly. Thanks for the input! |
| Devil Gnasher02-14-07, 07:12 PM | ... a transmuter. Necromancers deal with organic substances and converting organic mass into energy, while transmuters deal with inorganic substances and converting inorganic mass into energy. Besides who would you be more afraid of a necromancer or a transmuter? Cross an evil necromancer and he'll cause your stomach acid to dissolve you from the inside out. Cross an evil transmuter and he'll nuke your village or maybe. |
| Lord Dracul02-15-07, 01:50 PM | ...well, biomancer if we're going by the prefixes, but that's a Prestige Class already -- except I can't seem to access it from the PrC Compendium list in sticky. A couple of other prestige classes with similarly evocative names, like bio-engineer, don't seem accessible either. So I'd like to toss up a couple of questions as I toy with a personal project. Concept: Must it be the domain of gods alone? Is it hubris to want to understand the energies of Life as well as we have harnessed the energies of death and undeath? I want to see... I want to know... I want my studies to make a better world. The (tentative name: Energomancer) is obsessed with the study of positive energy as an elemental phenomenon. He seeks to understand its nature and manifestations from a scientific viewpoint, with the hope of mastering it arcanically -- and, one must admit, it wouldn't hurt to become professionally famous for cracking the secrets of knowledge currently almost solely limited to gods and their faithful servants. This is to be a wizard-based PrC working on the theme of "1001 fun things to do with positive energy." It will probably one attractive to evokers, though a necromancer seeking to balance his understanding of the energies could make a fascinating starting point. Question zero: is this well-trodden ground and I just missed the right place to look? Caveat: The most obvious thing positive energy does is heal, and I've seen people screaming about "wizards shouldn't heal"! Okay, I tell you what... D&D is a class-and-level game, and we'll respect that niche. We won't turn him into a heal machine -- though frankly, making Heal a class skill for the PrC would hardly be out of character! The basics of the prestige class are straightforward. It'll require a decent arcane caster level to begin with, certainly. I'm toying with requiring a nonevil alignment, but the notion of an evil -- but living -- creature mastering positive energy amuses me. Even tanar'ri have a certain joie de vivre, you know. Some knowledge of the known spells explicitly using positive energy seems reasonable. (Okay, there's no 'Positive' or 'Negative' energy descriptor as there is for the usual elements. Let's look at the spell descriptions. Disrupt Undead is described as doing so -- and it's S/W 0! I don't, looking through the PHB, see any others that seem to do so, though several seem like likely candidates. Indeed, the 'Light' evocation spells might be a good stand-in to start with -- if you've rejected evocation as a prohibited school, you probably don't have an academic interest in the fundamentals of energy physics.) Question 1: Are there any spells described as using positive energy (a) from free and open sources, that I've missed, or (b) from reasonably well-accepted supplemental books I might want to purchase? It'll probably have the normal BAB, skill points, class skills (except maybe Heal) and saves for a wizard -- the guy is still a wizard, after all, just one making a study of a particular field. I'm thinking 10 levels, additional level of arcane class every even level for caster level and spells known, and a new power every odd level. That, and possibly a transformation at 10th, is the meat of this post. I'm especially asking for anything people can recall on: Question 2: What does positive energy do? This will help define possible powers for the class. The most common thing is, it heals, but, as promised, we'll skip that. (Aww, not even 'Cure Wounds spells as bard of Energomancer level'? I said no! Let's move on.) Some ideas I've already jotted down: It glows! Sounds simple, but don't knock it. Every description of positive energy in a core text involves light and usually heat. 'Daylight' as a spell-like ability is pretty common -- aasimar have it, f'r instance. Maybe if we start with requiring a strong grounding in Light evocations (Flare, Light, Dancing Lights, Continual Flame, Daylight), the class could increase the strength of those spells as a low-level power -- the light is brighter, or hotter -- or provide one of those spells known as a spell-like ability with some frequency. A mastery of light might also serve the Energomancer well if he is facing down spells of the Illusion (Shadow) school, giving him a bonus to disbelieve and possibly allowing him to use light evocations to dispel them. Philosophically, it underlies life. From an arcane point of view, it might be important in the making of golems and clones. The Ravid already animates objects in its vicinity. Some ability related to 'giving life to inanimate objects,' whether as a spell-like ability (something a little more general than 'Animate Rope,' perhaps a little less dramatic than 'Animate Objects'), or involved with golem construction, might be appropriate. It harms undead and similar creatures. Well, can our energomancer turn undead? We're treading on cleric ground here. Part of turning is making the undead horribly afraid, and part of it is just burning the thing to ashes. Scaring it seems like that's coming from divine assistance. But channeling positive energy into the thing to disrupt its unnatural existence seems like a pretty reasonable sort of dedicated attack. What if we sacrificed a spell slot of level X to make turn checks daily as a cleric of level X + Energomancer level, with no effect other than destruction of low-level undead? Or just count the "turning damage" (rolled with Int mod instead of Cha, of course) as actual Hit Dice of damage done to a target undead? Alternative abilities related to this facet of positive energy might be the ability to briefly give a weapon the disruption trait (i.e., the "Disrupting Weapon" spell). Google tells me there a spell called "Greater Disrupt Undead" in Dragon Annual #5, but that's all I can get without hitting a site that's probably pirating material. We could also direct this sort of power at shadow creatures, similar to the interpretation above under the discussion of light. It improves and purifies base elements. At least in 2e, it did. Remember the planes of Mineral, Steam, Lightning, and Radiance? Well I always liked 'em, anyway. What if your acid spells could also be doing slashing damage, if you choose, because they appear in solid, crystalline form... your ice spells could burn as they evaporate in steam... your lightning spells were cast faster... your fire spells could dazzle or blind? The Plane itself. Remember how the book says the plane naturally provides healing hit points, but you'd best be able to step in and get out right quick if you don't want to explode? Like, say, if you could open a gate to the Plane of Positive Energy at will 1/week and cross through it both ways for several rounds? This, as a fairly high-level power for the class, could be a way of doing it. Likewise, the Energomancer himself would probably be immune to death from positive energy overload. Finally, there's the notion of the transformation. Several PrCs end up with the caster becoming a lich, a creature powered by negative energy... well, gee, if you want to stay alive -- really alive, that is -- wouldn't it make sense to imbue yourself with the energy of life? Typically transformative PrCs end up with the character becoming outsider (native). In our case, it would probably include becoming immune to aging effects or even, like the Green Star Adept, becoming truly unaging. Most likely this would be in addition to fast healing and possibly a touch attack similar to the ravid's. Having a wellspring of life energy inside you can do that. I could also see this transformation going either way in making the character less vulnerable to negative energy effects (can become fatigued, for example, but not for more than a round) or more (double damage from negative energy attacks as the energies clash). If the fear spells of the Necromancy school are also negative-energy-powered, this might lead to the curious effect of the transformed Energomancer becoming fearless personally. Similarly, I doubt the transformed Energomancer could ever be made undead by anything short of deific intervention. Comments on additional aspects of positive energy to employ for the class would be welcome; discussions of power balance or other critiques also appreciated. I made a topic about a Necroscope PrC. A Necroscope does not desocrate the dead to get what he wants. He asks the dead to grant him certain abilities and even asks the dead to rise up out of their graves and fight for him. To the dead, the Necroscope is their champion. |
| Jem03-03-07, 10:21 PM | You guys didn't think I'd forgotten you, did you? ^_^ At any rate, here's my first attempt at formally writing up the Energomancer PrC. It's my first PrC for this board, and the link in "Links to Important Threads" to "How to format PrCs" is broken, so I hope this is reasonably readable. This is a very early form, so comments, especially on power level (this is intended to be reasonably balanced against the most standard prestige classes) are appreciated. Energomancer (Vitamancer, Student of Yang), version 0.1 Beauty. Power. Look at it shine! Must this wondrous stuff be the domain of gods alone? Is it hubris to want to understand the energies of Life as well as we have harnessed the energies of death and undeath? I want to see... I want to know... I want my studies to make a better world. The Energomancer is obsessed with the study of positive energy as an elemental phenomenon. He seeks to understand its nature and manifestations from a scientific viewpoint, with the hope of mastering it arcanically -- and, one must admit, it wouldn't hurt to become professionally famous for cracking the secrets of knowledge currently almost solely limited to gods and their faithful servants. Hit Die: d4 Requirements To begin studies as an energomancer, a character must fulfill all of the following criteria. Skills: Spellcraft 13 ranks, Knowledge (arcana) 5 ranks Spells: Ability to cast Disrupt Undead and Daylight as arcane spells. Class Skills: The Energomancer's class skills are Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int). Skill Points at Each Level: 2 + Int modifier. Table: The Energomancer Level BAB Fort Ref Will Special Spells/Day 1st +0 +0 +0 +2 Elemental purification 2nd +1 +0 +0 +3 Animated object familiar +1 level of existing spellcasting class 3rd +1 +1 +1 +3 Energy weapon +1 level of existing spellcasting class 4th +2 +1 +1 +4 Counterspelling +1 level of existing spellcasting class 5th +2 +1 +1 +4 6th +3 +2 +2 +5 Energy burst weapon +1 level of existing spellcasting class 7th +3 +2 +2 +5 Clone familiar +1 level of existing spellcasting class 8th +4 +2 +2 +6 +1 level of existing spellcasting class 9th +4 +3 +3 +6 Plane shift 10th +5 +3 +3 +7 Energy surge abilities +1 level of existing spellcasting class Class Features Weapon and Armor Proficiency: Energomancers gain no proficiency with any weapon or armor. Spells per Day/Spells Known: When a new Energomancer level other than 1, 5, or 9 is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in one arcane spellcasting class. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one arcane spellcasting class before he became an energomancer, he must decide to which class he adds this level for the purpose of determining spells per day. Elemental Purification: You can purify and enhance the elements present in your other spells by imbuing them with the energy of first creation. When you cast a spell with the Acid descriptor, or a spell of the Conjuration (Creation) subschool with the Earth descriptor, you may elect that the material involved manifest as shards of mineral (possibly very tiny ones, in the case of acid fog. If the spell deals damage, this adds the slashing type to the damage. If the spell creates lasting stone, it can create any inexpensive type of stone or metal you might have a use for; at the GM's discretion, you may be able to create more valuable stone or metal at a cost of 1 XP per gp of material thus created. When you cast a spell with the Cold descriptor, you may elect to have thick wafts of mist and steam accompany the spell's area of effect or point of impact. Treat this as a Fog Cloud spell affecting only squares through which the cold spell passes. When you cast a spell with the Electricity descriptor, you may elect to accompany the arcs of lightning with violent buffets of wind. Treat this as a Gust of Wind spell that affects only the targets of the lightning. When you cast a spell with the Fire descriptor, you may elect to have the flames sparkle with intense radiance. This may blind creatures who see it (Fort save negates). Animated Object Familiar: You may sacrifice an unused spell slot of 6th level or higher for the day to endow an object with life force. Treat this as a spontaneous casting of the spell Animate Objects, as if it were on your class list. If you could otherwise gain a new familiar, you may choose to make this effect permanent. This takes the usual 24 hours and uses up magical materials that cost 100gp, plus the cost of the underlying object, plus 1000gp times (anything from 1 up to (5 + one-half your caster level, rounded up)). Use the base statistics for any animated object, with the following exceptions; you can animate an object whose size grants it HD up to your caster level. Like guardian familiars or other construct familiars, an animated object familiar lacks a familiar's usual improved evasion ability and doesn't confer Alertness on its master. Unlike most construct familiars, however, a familiar animated with this ability is instilled with a rudimentary awareness. It has an Int score equal to the additional multiple of 1000gp added to the creation cost, and can use skills. It loses the typical construct immunity to mind-affecting effects. It has a familiar's typical empathic link, though it has no emotions. If it has Int 8 or better, it can speak to you telepathically within 100 ft (Su). Energy weapon: With a touch, you can cause a manufactured weapon (or one head of a double weapon) to channel positive energy with each strike. Against undead creatures, this adds 1d6 damage to a blow; against living creatures, this subtracts 1d6 damage from a blow, possibly for net healing. Against creatures that are neither healed nor harmed by positive energy, there is no additional effect. The weapon retains this ability for a number of rounds equal to your caster level; missile weapons so enhanced bestow the positive energy effect on their ammunition. You may use this ability a number of times per day equal to your energomancer level divided by 3, rounded down. Counterspelling: You may counterspell spells with the Shadow or Darkness descriptor using spells with the Light descriptor, as if these were of the appropriate school for the Improved Counterspell feat. You may counterspell necromantic spells your DM declares use negative energy with those of the appropriate level using positive energy, including Animate Object cast spontaneously as described above. (Many energomancers research high-level spells that employ positive energy, for their own sake as well as utility for use with this ability.) Energy burst weapon: When you make a weapon an energy weapon, you can make it an energy burst weapon. The weapon becomes capable of making critical hits on creatures powered by negative energy, including undead creatures; when it makes any critical hit, it inflicts an additional 1d10 points of positive energy damage (2d10 if the weapon's critical multiplier is x3, 3d10 if the multiplier is x4). Resolve criticals normally (including immunity to critical hits) against living beings; this ability then subtracts from the damage done by the weapon, possibly for net healing. Against creatures that are neither healed nor harmed by positive energy, there is no additional effect. This ability is separate from your energy weapon ability, includes its effects, and does not stack. The weapon retains this ability for a number of rounds equal to your caster level; missile weapons so enhanced bestow the positive energy effect on their ammunition. Clone familiar: When you could otherwise gain a new familiar, and if you have a clone of yourself fully prepared, you can awaken the clone as your familiar. This takes the usual familiar-binding costs to begin with, and the clone's intelligence is limited to what your caster levels can provide. However, the clone is a fully intelligent being, and portions of your memory are imprinted in its brain: with 1 week and 1000gp of materials per level, the clone can recall class levels you have earned that do not require external events such as tattoos, pacts, or other objects. The clone can recall up to one-half your class levels, in any order for which it qualifies. (The ethics of maintaining metaphysical control over an intelligent being are up to the energomancer. If the clone familiar is freed, at no penalty to the energomancer, it can gain its own class levels and can become a significant ally on its own.) Plane shift: At 9th level, an energomancer gains the ability to plane shift, as a spell-like ability, to the Positive Energy Plane and back to his starting point. Each direction of travel can be used once per day. If the energomancer took any 'riders' on the first trip, those people also return with him. The intervening stay can be no longer in rounds than his energomancer level, but he can choose to make the stay shorter or forego the return trip entirely. If the energomancer has never been to the Positive Energy Plane before (though by this point in their career, most have been), the destination point is random; otherwise, he goes where he last was. Energy surge abilities: While many energomancers dream of infusing themselves with the limitless life found in the Wellspring of the Universe, the simple fact is that a human body cannot handle this sort of energy for long. There is a reason that undeath is one of the few methods known of extending corporeal existence. However, an intensely devoted energomancer learns how to briefly open wide the gates of positive energy that drive his own life to strengthen his energies. Making a Concentrate check, the energomancer can achieve the following effects as a supernatural ability: DC 15 (1 round): move from exhausted to fatigued, or from fatigued to nonfatigued. DC 15 (1 round): shake off any fear status imposed by a Necromancy spell. DC 20 + # of negative levels (1 hour): shake off negative levels with no remaining ill effect. DC 20 + # of points of drain (1 hour): shake off drained ability levels with no remaining ill effect. DC 30 + # of points of total loss (8 hours): restore 1 point of ability loss. |
| flkd2003-04-07, 06:44 PM | Energy weapon: With a touch, you can cause a manufactured weapon (or one head of a double weapon) to channel positive energy with each strike. Against undead creatures, this adds 1d6 damage to a blow; against living creatures, this subtracts 1d6 damage from a blow, possibly for net healing. Against creatures that are neither healed nor harmed by positive energy, there is no additional effect. The weapon retains this ability for a number of rounds equal to your caster level; missile weapons so enhanced bestow the positive energy effect on their ammunition. You may use this ability a number of times per day equal to your energomancer level divided by 3, rounded down. I can just imagine the str 6 wizard using this ability on a small sized dagger and stabbing an injured and dying party member with it repeatedly to heal him. This amuses me greatly. I really like your class actually. |
| smeagol_lied03-05-07, 02:11 PM | Never mind |