Rejuvinator (3.5e Prestige Class)
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| (Rate this class) | |
| Status: | Complete, Needs Fluff |
| Editing: | Constructive edits welcome |
Contents |
[edit] Rejuvinator
Insert Fluff Here.
[edit] Becoming a Rejuvinator
Clerics, whose role is to provide healing support, may want to take this class to help augment their healing abilities.
| Alignment: | Any. |
|---|---|
| Race: | Any. |
| Skills: | Heal 5 Ranks, Knowledge (Religion) 7 Ranks. |
| Feats: | Augmented Healing, Reach Spell. |
| Spellcasting: | Able to cast 3nd-Level Conjuration (Healing) spells as Divine spells. |
| Patron: | Any. |
| Special: | Must have brought a creature back from the brink of death (Healed a creature at -9hp). |
| Level | Base Attack Bonus |
Saving Throws | Special | Spellcasting | |||||||||||||||||||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Fort | Ref | Will | |||||||||||||||||||||||||||||||||||||||
| 1st | +0 | +2 | +0 | +2 | Rejuvinate +1d8, Turn Undead | +1 level of existing divine spellcasting class | |||||||||||||||||||||||||||||||||||
| 2nd | +1 | +3 | +0 | +3 | Esuna | +1 level of existing divine spellcasting class | |||||||||||||||||||||||||||||||||||
| 3rd | +2 | +3 | +1 | +3 | Rejuvinate +2d8 | +1 level of existing divine spellcasting class | |||||||||||||||||||||||||||||||||||
| 4th | +3 | +4 | +1 | +4 | Panacea | +1 level of existing divine spellcasting class | |||||||||||||||||||||||||||||||||||
| 5th | +3 | +4 | +1 | +4 | Rejuvinate +3d8 | +1 level of existing divine spellcasting class | |||||||||||||||||||||||||||||||||||
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Class Skills (2 + Int modifier per level) | |||||||||||||||||||||||||||||||||||||||||
[edit] Class Features
Weapon and Armor Proficiency: The Rejuvinator gains no weapon proficiencies, but gains Armor Proficiency (Light, Medium, Heavy), and Shield Proficiency including Tower Shields and War Shields.
Rejuvinate (Su): When casting any cure spell, the Rejuvinator channels extra positive energy into her charges. At 1st level, the Rejuvinator adds +1d8 to any cure spell she casts. This increases to +2d8 at 3rd level, and +3d8 at 5th level. For every extra die of healing added, the Rejuvinator is fatigued for 1 round afterwards. The Rejuvinator can choose to add less than her maximum extra dice. The Rejuvinator cannot Turn the fatigued condition from this ability using her Esuna ability. The Rejuvinator cannot use this ability while fatigued by previous attempts.
Turn Undead (Su): At 1st level, the Rejuvinator gains the Turn Undead ability as detailed in the Cleric's special ability list. In addition, a Rejuvinator's class levels stack with levels of any other class granting Turn Undead for the purpose of determining maximum HD turned and turning damage.
Esuna (Su): At 2nd level, the Rejuvinator has unlocked the secret to forcing negative effects from her charge's body. She may cast this 2 times per day/ + her Wis modifier to immediately end any active negative effects withing 30ft. The Rejuvinator effectively attempts to Turn the negative effect, each effect having an equivalent of HD. A Rejuvinator of twice the effect's HD gains no extra benefit.
| Effect | HD |
|---|---|
| Ability Damage | 2HD per Point of Ability Damage. |
| Ability Drain | 4HD per Point of Ability Drain. |
| Blinded | 6HD. |
| Confused | 8HD. |
| Cowering | 8HD. |
| Dazed | 4HD. |
| Dazzled | 2HD. |
| Dead | 25HD (Effects of Resurrection Spell applied). |
| Deaf | 6HD. |
| Disabled | 8HD. |
| Diseased | (Disease Save DC -10) HD. |
| Dying | 8HD. |
| Energy Drained | 6HD per Negative Level. |
| Exhausted | 6HD. |
| Fascinated | 4HD. |
| Fatigued | 4HD. |
| Frightened | 6HD. |
| Nauseated | 6HD. |
| Paralyzed | 6HD. |
| Petrified | 8HD. |
| Poisoned | (Poison Save DC -10) HD. |
| Shaken | 2HD. |
| Sickened | 4HD. |
| Staggered | 4HD. |
| Stunned | 6HD. |
Panacea (Su): At 4th Level, the Rejuvinator has come to understand how the body stores positive energy. She is able to cast any Conjuration [Healing] spell on a target, but delay it's activation until pre-set conditions apply. These conditions follow the same rules as readied actions. A creature may only have one such stored spell at a time, and once the spell is activated, it is lost. A targeted dispell negates the stored spell, but an area dispell only supresses it for 1d4 rounds. If the conditions are met while suppressed, the spell is lost.
[edit] Ex-Rejuvinators
As Ex-Clerics.
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