Life Manipulator (4e Paragon Path)
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|“||Unfortunately for our prisoner, I need to consume his soul to heal your body.||”|
|—Moseph, human hybrid wizard I artificer, The Tales of Moseph the Wandering Necromancer|
Prerequisite: Any arcane or shadow class; any necrotic power; any healing power
Although most necromancers focus only on sucking peoples' souls out and raising undead, your specialty is sucking peoples' souls out and using therm to heal your allies. During your studies into both the lightest and darkest sides of arcane or shadow magic, you gradually discovered a deep connection between the two. Upon studying the subtle similarity, you eventually realized that causing harm and undoing it both require the ability to manipulate the life forces, of enemies and allies alike. Your extensive practice of such manipulation has allowed you to more and more easily transform enemies' suffering into allies' recovery. You may not have the ability to procure healing out of thin air like a cleric, but you are still a formidable healer.
Life Manipulator Path Features
- Knowledge of Life and Death (11th Level): You gain a +1 bonus to attack rolls with powers that have the necrotic or healing keyword. Your healing surge value increases by your Intelligence modifier. You ignore an amount of necrotic resistance with all of your powers equal to your Constitution modifier.
- Soultheft Action (11th Level): When you spend an action point to take an extra action and you use that action to use a power with the necrotic keyword, if that attack hits you may spend a healing surge to allow an ally within 5 squares of you to regain hit points equal to your healing surge value.
- Aura of Transference (16th Level): You gain an aura of soul leaching of size equal to half of your Constitution modifier. The aura has the following properties:
- Whenever an enemy within the aura takes necrotic damage, you or one ally within the aura regains 1 hit point or gains a +1 bonus to their next attack roll.
- Whenever an enemy within the aura dies, you or one ally in the aura regains 3 hit points or gains temporary hit points equal to your Constitution modifier.
- Allies in the aura may use your healing surge value instead of their own.