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
The absolver's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Heal (Wis), Jump (Str), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str).
Skill points at 1st level: (3 + int modifier) x 4
Skill points at each additional level: 3 + int modifier
Table: The Absolver
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
Class features
All of the following are class features of the Absolver.
Weapon and Armor Proficiency: Absolvers are proficient with all simple weapons. 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. They know all least invocations at level 1, all lesser invocations at level 6, all greater invocations at level 11, and all dark invocations at level 16. In order to use least invocations, the absolver must have a wisdom of at least 11. For lesser invocations, he must have a wisdom of at least 13. For greater invocations, wisdom 15 and for dark invocations wisdom 17.
Fast Movement: An absolver's land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the absolver's speed because of any load carried or armor worn.
Fatiguing Touch: An absolver is not only able to bring out the natural strength in his allies, but also able to bring out the natural weakness in enemies. As a spell-like ability, the absolver may make a fatiguing touch attack against an enemy in melee. This is resolved as a melee touch attack, and if successful the target takes 1d6 points of nonlethal damage. This increases by 1d6 per two levels, to a maximum of 10d6 points of nonlethal damage at level 19. The fatiguing touch may not do more dice of damage than the absolver's constitution modifier plus his wisdom modifier. For example, an absolver with 14 constitution and 18 wisdom could do no more than 6d6 damage.
Resiliency: At level 2, an absolver's body begins to condition itself to withstand extreme amounts of punishment. The absolver's nonlethal damage total is treated as if it were 10 less for the purpose of determining when he becomes staggered and unconscious. This reduction increases to 40 at level 8, 70 at level 14, and 100 at level 20.
Damage Reduction: At 7th level, an absolver gains Damage Reduction. Subtract 1 from the damage the absolver takes each time he is dealt damage from a weapon or a natural attack. At 10th level, and every three absolver levels thereafter (13th, 16th, and 19th level), this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. The damage reduction granted by this cannot be higher than the absolver's constitution modifier. For example, an absolver with a constitution of 14 cannot have more than DR 2/- from this class ability.
Invocations
Least Invocations
Invigorate, Least: 24 hours. 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 Invocations
Invigorate, Lesser: 24 hours. 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 Invocations
Invigorate, Greater: 24 hours. 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 Invocations
Invigorate, Dark: 24 hours. Creature touched. The target gains 1 temporary hit point per hit die it possesses, plus 1 temporary hit point per 2 hit dice. 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.
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.