Absolver
Absolvers are people with a knack for helping to bring out the inner strength
which already exists in others. They do not heal their wounds as a cleric might,
but rather help the body to heal wounds on its own, and they do not cast
protective magics but rather stimulate the body to protect itself.
Alignment: Given that their talent
naturally lends itself to helping others, Absolvers are often of a good
alignment. Neutral absolvers are not uncommon, but evil ones are rare. Absolvers
tend slightly more towards chaos than law, although this is just a small
tendency.
Religion: Absolvers are uniquely
humanistic in their outlook. While some might worship Gods, often it is more out
of respect or belief in common ideals. By and large absolvers believe that true
strength comes from within, not from without, and so do not feel a strong desire
to worship deities.
Background: Often, absolvers come from a
tribal or rural background, as opposed to a more metropolitan one. Living out in
the wilderness, it is important to be able to find strength in yourself and
others.
Races: Absolvers are most common among
tribal and nomadic peoples, regardless of race.
Role: An absolver serves essentially the
same role in a party as a cleric, offering healing (of a sort) and minor buffs.
They can also be quite decent in melee combat.
Game Rule Information
Absolvers have the following game statistics:
Abilities: Wisdom and Constitution are of
equal import to an Absolver. The Absolver's abilities are linked to both, and a
poor score in either could yield bad results.
Alignment: Any
Hit Die: d10
Class Skills
Skill points at first level: ( + Int
modifier) x 4
Skill points at each additional level: +
Int modifier
Class Features
Base Attack Bonus: As cleric
Saves: Good fortitude, poor reflex and
will
Weapon and Armor Proficiency: Absolvers
are proficient with all simple weapons as well as the light hammer, flail,
greatclub and heavy flail. They are proficient with light and medium armor and
with light shields and bucklers.
Invocations: Absolvers gain access to
invocations, just like Warlocks and Dragonbreath Adepts. See the descriptions of
either of those classes for specifics. Absolvers do not have to pick out
invocations, they know all invocations which they qualify for (i.e. a first
level absolver knows all least invocations, at level 6 they learn all lesser
invocations, at level 11 they learn all greater invocations, and at level 16
they learn all dark invocations.
Note: Give them combat ability, like eldritch blast and breath weapon. Use
bludgeoning weapons.
Invocations
Least
Invigorate, Least: Instant. Creature
touched. The target gains 2 temporary hit points. If subjected to another
invigorate spell, the target either keeps its current pool of temporary hit
points or takes the value granted by the new spell, whichever is
greater.
Reduce Injury, Least: Instant. Creature
touched. 1d6+1 lethal damage the target has taken is converted into nonlethal
damage.
Toughen: 24 hours. Creature touched. The
target may take twice as much nonlethal damage as they have hit points before
being staggered, and will become when they have more than twice as much
nonlethal damage than they do hit points. For example, a creature with 6 hit
points would be staggered when it had 12 nonlethal damage and unconscious when
it had 13 or more.
Lesser
Invigorate, Lesser: Instant. Creature
touched. The target gains 1 temporary hit point, plus 1 temporary hit point per
2 hit dice it possesses. If subjected to another invigorate spell, the target
either keeps its current pool of temporary hit points or takes the value granted
by the new spell, whichever is greater.
Metabolize: Instant. Creature touched. 1
minute cast. The target is healed of one poison or disease effect. It takes
nonlethal damage equal to the effect's DC.
Reduce Injury, Lesser: Instant. Creature
touched. 2d6+3 lethal damage the target has taken is converted into nonlethal
damage.
Greater
Invigorate, Greater: Instant. Creature
touched. The target gains 1 temporary hit point per hit die it possesses. If
subjected to another invigorate spell, the target either keeps its current pool
of temporary hit points or takes the value granted by the new spell, whichever
is greater.
Reduce Injury, Greater: Instant. Creature
touched. 3d6+5 lethal damage the target has taken is converted into nonlethal
damage.
Restore: Instant. Creature touched. 1
minute cast. The target heals up to 5 points of ability damage, divided as you
choose. For each point of ability damage healed, the target takes 20 nonlethal
damage.
Dark
Toughness,
Greater: 24 hours. Creature touched. As toughness, except the
target may have 3 times as much nonlethal damage as it has hit points before
becoming staggered and goes unconscious after
that.
Invigorate, Dark: Instant. Creature touched. The target gains 1 temporary
hit point, plus 1 temporary hit point per 2 hit dice it possesses. If subjected
to another invigorate spell, the target either keeps its current pool of
temporary hit points or takes the value granted by the new spell, whichever is
greater.
Reduce Injury, Dark: Instant. Creature
touched. 4d6+7 lethal damage the target has taken is converted into nonlethal
damage.