Life Manipulator (4e Paragon Path)

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Life Manipulator[edit]

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[edit]

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.
Steal Vitality Life Manipulator Attack 11
You grab a piece of the target's life, meld it with your own, and use it to help your allies
Encounter Star.gif Necrotic, Healing, Arcane, Shadow, Implement
Standard Action Ranged 5
Target: One enemy
Attack: Intelligence Vs. Fortitude
Hit: 1d10 necrotic damage, and the target is weakened until the end of its next turn. Three allies within 3 squares of you may regain hit points equal to your Constitution modifier or make a saving throw
Miss: Half damage, no extra effect
Effect: You lose 1 healing surge



Suction Soul Life Manipulator Utility 12
You grab the last vestiges of an enemy's life and fortify an ally with it
Daily Star.gif Arcane, Healing, Shadow
No Action Close Burst 5
Trigger: A creature with a number of maximum hit points equal to your level or higher dies within 5 squares of you
Target: One ally
Effect: The target gains one of the following benefits until the end of the encounter:
  • Regeneration equal to half your Constitution modifier
  • A bonus to damage rolls equal to your Constitution modifier
  • A +2 bonus to attack rolls
  • Darkvision
Special: If the enemy was killed with necrotic damage, the target also regains hit points equal to half of your healing surge value or gains another of the above benefits



Consume Soul Life Manipulator Attack 20
You clutch an enemy's soul, and she screams as you rip off a piece
Daily Star.gif Necrotic, Healing, Arcane, Shadow, Implement
Standard Action '
Requirement: Your aura of soul leaching must be active
Target: One enemy within your aura of soul leaching
Attack: Intelligence Vs. Fortitude
Hit: 2d6+Intelligence modidfier necrotic damage, and the target is weakened (save ends). All allies in your aura of soul leaching regain hit points equal to your Constitution modifier and may make a saving throw.
Miss: 1d4 necrotic damage, and the target is weakened until the end of your next turn
Effect: All of your allies in your aura of soul leaching gain a number of temporary hit points equal to your Constitution modifier and a bonus to damage rolls equal to your Intelligence modifier while those temporary hit points last




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