Lifebinder

Life and death are one thread, the same line viewed from different sides.

—Lao Tzu

Lifebinders are magical surgeons that weave together life and death. The lightwave and darkwave magics they specialize in are two sides of the same coin. Some follow the tree of life: healing the sick, protecting the fallen, training in the use of medical technology. However, some wield this power over life with a darker intention. Animating corpses, manipulating spirits, and vampirically draining the life from one to give to another.

STAT REQUIREMENTS 

Minimum 21 Willpower, 21 Intelligence

CLASS BONUS 

+1 to Darkwave and Lightwave spells

+1 to Medicine checks

SKILL TREE

'Tree of Life'

Skills focusing on healing magic, medicine, restoration, and combat buffs.

Combat Stim ()

Healing magic comes second nature to the Lifebinder. Effect: Skill bonus to casting Lightwave spells (see Skill Bonus chart). Range: N/A Action Cost: None (Passive bonus) Requirements: None

Dr. Feelgood ()

With their in-depth knowledge of pharmacology, the Lifebinder is able to get more out of drugs and medicines than most. Effect: Drugs (excluding Tranquilizers) administered by the Lifebinder last for double their ordinary duration and healing items heal for +25% HP (rounded up). Range: N/A Action Cost: None (Passive bonus) Requirements: None

'Tree of Death'

Skills focusing on curses, poisons, and the manipulation of the dead.

Accursed ()

The Lifebinder has honed their ability to harness the power of Darkwave magic. Effect: Skill Bonus to cast Darkwave magic Range: N/A Action Cost: None (Passive) Requirements: None

Reanimator ()

The Lifebinder knows how to corrupt the natural order and bend it to their will. They have the power to reanimate and control the corpse of any deceased organic entity. Effect: The Lifebinder may raise a number of corpse minions equal to their CHA bonus. When multiple corpse minions are active, they are treated as a single entity (horde). The initial raised entity has 50 HP, does 15 DMG per hit, 9 EVA, 1 movement point. For each entity added to the horde, HP is increased by 10 and DMG is increased by 5. Range: Medium Action Cost: Standard action to raise, Bonus action to command the horde Requirements: 20 MP, corpses

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