Life Givetaker (3.5e Class)

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Life Givetaker[edit]

As the battle is taking it's toll on the king's guard, you see that victory is at arm's reach. Suddenly, you feel a sharp pain. On your back, a knife makes it's way to your vitals. You feel your life getting out of you. Is this death? As your eyes closes, you see the king's guards wounds closing and renewed vigor in their eyes.

Making a Life Givetaker[edit]

A Life Givetaker is basically a rogue-healer. He needs teamates who can keep the enemy occupied while he steal their lifeforce then redistribute it to his allies. He is a weaker rogue but can nontheless accomplish the job fantastically. Unlike the cleric who can use spells to heal, the Life Givetaker must use the lifeforce of others to heal which makes him less versatile.

Abilities: Dex is the most important stat as the Life Givetaker wants to use light fast and throwable weapons, also avoid attacks as he cannot wear medium of heavy armor. Wisdom increase most of his ability greatly, he can store more lifeforce and thus heal his teamates more. Lastly, constitution will help him stay alive to give him time to heal his wounded friends without being downed himself.

Races: Any races. For the purpose of favored classes, a Life Givetaker counts a rogue class.

Alignment: Any.

Starting Gold: As rogue.

Starting Age: As rogue.

Table: The Life Givetaker

Hit Die: d6

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +0 +2 +2 Sneak Attack 1d6, Lifetaker
2nd +1 +0 +3 +3 Evasion
3rd +2 +1 +3 +3 Sneak Attack 2d6 , Lifeseeker 15ft
4th +3 +1 +4 +4 Lifegiver(lesser)
5th +3 +1 +4 +4 Sneak Attack 3d6, Bonus Feat
6th +4 +2 +5 +5 Ignore DR/1, Lifeseeker 30ft
7th +5 +2 +5 +5 Sneak Attack 4d6, Lifehunter
8th +6/+1 +2 +6 +6 Lifegiver(moderate)
9th +6/+1 +2 +6 +6 Sneak Attack 5d6, Lifeseeker 45ft
10th +7/+2 +3 +7 +7 Bonus feat, True Lifetaker
11th +8/+3 +3 +7 +7 Sneak Attack 6d6
12th +9/+4 +3 +8 +8 Ignore DR/3, Lifegiver(higher), Lifeseeker 60ft
13th +9/+4 +4 +8 +8 Sneak Attack 7d6
14th +10/+5 +4 +9 +9 Overheal
15th +11/+6/+1 +4 +9 +9 Sneak Attack 8d6, Lifeseeker 75ft, Bonus Feat
16th +12/+7/+2 +5 +10 +10 Lifegiver(True), Retrace Life
17th +12/+7/+2 +5 +10 +10 Sneak Attack 9d6
18th +13/+8/+3 +5 +11 +11 Ignore DR/5, Lifeseeker 90ft
19th +14/+9/+4 +6 +11 +11 Sneak Attack 10d6
20th +15/+10/+5 +6 +12 +12 Price of life, Bonus Feat

Class Skills (6 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Rope (Dex).

Class Features[edit]

Weapon and Armor Proficiency: All simple, martial weapons, light armor but not shields.

Sneak Attack: Same as the Sneak attack from the rogue class.

Lifetaker: The lifetaker ability allow the Life Givetaker to store lifeforce in a weapon he previously pacted with equal to the damage he dealt with the weapon. The pact takes a full round. A Life Givetaker can store a maximum of lifeforce equal to his Life Givetaker level * (3 + wis bonus). He can't store lifeforce if his target is futher than 30ft. The Lifeforce can be stored for 2h / +1h per Life Givetaker Level.

A melee weapon can be pacted with or pack of throwable weapons(5max) or ammunitions(20max). The lifeforce is stored within the Life Givetaker. Attacks dealt by a Lifetaker weapon will directly affect the lifeforce of a target thus creatures that are normally immune to critical, sneak attack or vital strike are affected by these attacks as well. It threatens the very fabric of their existance.

At this level, a Life Givetaker can only create one pact at a time. New pact replace the last Lifetaker weapon and deplete all stored lifeforce.

As a swift action, A Life Givetaker can heal himself for half the stored lifeforce. He can expend an attack if he has more than one to use this ability.

A Lifetaker can harm himself to store lifeforce.

Evasion: At 2nd level, A Life Givetaker gains the Evasion feat.

Lifeseeker: At 3th level, A Life Givetaker can detect lifeform around himself. Lifeseeker's range start at 15ft at level 3 then get 15 more ft every 3 level. His Lifetaker weapon gains the enchantement seeking for any target within the Lifeseeker ability and it's throwing weapon range (Still must be a throwable weapon) becomes the lifeseeker's range. Beyond that, the weapon drops on the ground.

Lifegiver: At 4th level, as a standard action, A Life Givetaker can transfer some of his stored lifeforce to another living creature. The target must be at 30ft + 5ft/2 Life Givetaker level. The amount he can transfer depends of the Life Givetaker level. At later level, he can divide the amout to a selected number of targets. All must be within his range. This is a spell-like conjuration ability.

Lesser: Up to 1/4 of his stored lifeforce to one target.

Moderate: Up to 1/2 of his stored lifeforce to up to two targets.

Higher:Up to 3/4 of his stored lifeforce to up to four targets

True: All of his stored lifeforce to any number of targets.

Bonus Feat: At 5th, 10th, 15th and 20th level, the Life Givetaker gain a bonus feat at each of these levels.

Ignore DR/-: At 6th level, the Life Givetaker bypass the Damage resistance of his target by 1. At 12th, it increases to 3 then 5 at level 18.

Lifehunter: At 7th level, as a move action, a Life Givetaker can teleport himself at 5ft near a target he previously wounded with a Lifetaker weapon. This last until the Life Givetaker replace the pacted weapon he wounded the target with. He can activate this ability a number of time equal to 2 + wis bonus. This ability function the same way as greater teleportation. This ability cause his target to be taken by surprise if he attack the same round.

True Lifetaker: At 10th level, a Life Givetaker can now heal himself for all his stored lifeforce. Futhermore, he can pact with one more weapons.

Overheal: At 14th level, a Life Givetaker can gain temporary Hp equal to 1/2 his level * Con Bonus whenever he heals himself with Lifetaker.

Retrace Life: At 16th level, as a move action, a Life Givetaker can teleport back at any point he previously marked. He must leave a bit of his lifeforce(1/10th of his Hp) on the ground using Lifetaker. If the spot is no longer suitable for safe landing, a Life Givetaker will teleport at a the safest place near his marked spot. There is no limit at how long the spot stays marked, only creating a new place will erase the previous spot.

Price of life: At 20th level, a Life Givetaker can restore the lifeforce of a dead creature by taking the lifeforce from another living creature or more. This ability create another Lifetaker weapon (now 3 Lifetaker weapon can be pacted with). As a standard melee action, if the Life Givetaker wishes it, for each attack hit with this weapon, the target must pass a 15 + Wis bonus + Life Givetaker level fortitude save. If the target fail, he permanently loses a number of HD equal to the amount he failed. With the amount of HD stored, a Life Givetaker can revive a dead creature same as Raise Dead using his level as caster level. He must store the same amount of HD as the dead target HD to be able to cast the spell and the HD pays for the components of the spell. The stored HD is subject to the same storing time limit as Lifetaker

Epic Life Givetaker[edit]

Table: The Epic Life Givetaker

Hit Die: d8

Level Special
21st Sneak attack 11d6, Lifeseeker +15ft
22nd
23rd Sneak attack 12d6
24th Lifeseeker +15ft
25th Sneak attack 13d6, Bonus Feat
26th
27th Sneak attack 14d6, Lifeseeker +15ft
28th
29th Sneak attack 15d6
30th Bonus Feat, Lifeseeker +15ft

8 + Int modifier skill points per level.


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