As their name suggests, necrotic healers focus much of their energy on healing. Although necrotic healers can still create undead like other necrotic healers, few choose to do so. Many of their healing abilities center on taking others’ pain into themselves in order to negate it. Necrotic healers tend to be caring, compassionate, and self-sacrificing individuals.
The necrotic healer is an archetype of the necromancer class.
Any, although most necrotic healers are good.
Rebuke Death (Sp)
As a standard action, a necrotic healer can touch a living creature to heal it for 1d4 hp plus 1 for every two necromancer levels he possesses. He can use this ability only on a creature below 0 hp. He can use this ability a number of times per day equal to 3 + his Charisma modifier.
This ability replaces bolster.
At 2nd level, a necrotic healer can draw healing spells from the white mage spell list in addition to his normal spell list.
This ability replaces undead body.
Soothing Touch (Su)
By touching a creature, a necrotic healer of 3rd level or higher can relieve the creature of one minor condition. A necrotic healer’s touch can remove the fatigued, shaken, sickened, or staggered conditions by transferring the condition to himself.
At 9th level, a necrotic healer can also remove the blinded, exhausted, nauseated, or deafened conditions in addition to the conditions listed above.
The necrotic healer must suffer the full effects of the condition transferred for 1d3 rounds or for the condition’s original duration, whichever is shorter. These effects cannot be reduced or negated in any way. If multiple conditions affect a targeted creature, the necrotic healer chooses which condition to remove. A necrotic healer can use this ability a number of times per day equal to 3 + his Charisma modifier.
This ability replaces lifetap.
Power Over Undead (Su)
A necrotic healer can channel energy a number of times per day equal to 1 + his Charisma modifier, but only to use the Turn Undead feat. He can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Alignment Channel, Elemental Channel, or Selective Channeling. The DC to save against this feat is 10 + half of the necromancer’s level + his Charisma modifier. When he uses channel energy, all undead are potentially affected, even those under his control. At 20th level, undead cannot add their channel resistance to the save against this ability.
This ability replaces harm touch.
Bone Mender (Su)
At 5th level and every 5 levels thereafter, the necrotic healer must choose the Bone Mender minion.
This ability modifies bone minion.
Life Bond (Su)
At 5th level, a necrotic healer may create a bond between himself and another living creature within 90 ft. as a standard action. He may have one bond active per necrotic healer level. Each round at the start of the necrotic healer’s turn, if the bonded creature is wounded for 5 or more HP below its maximum HP, the bonded creature heals 5 HP and the necrotic healer takes 5 HP damage. This bond continues until the bonded creature dies, the necrotic healer dies, the distance between them exceeds 90 ft., or the necrotic healer ends it as an immediate action. If he has multiple bonds active, he may end as many as he wants as part of the same immediate action.
This ability replaces fear aura.
Enhanced Healing (Su)
At 7th level, all of the necrotic healer’s cure spells (spells with the word “cure” in the name) are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell, and it does not stack with the Empower Spell metamagic feat.
This ability replaces cheat death.
Necromancer’s Sacrifice (Su)
Beginning at 9th level, when an ally within 60 ft. is hit by an attack or fails a saving throw, a necrotic healer can, as an immediate action, magically transfer the resulting wounds and/ or effects to himself instead of the target. The necrotic healer is affected as if he was hit by the attack or failed the saving throw and takes all the damage and suffers all of the adverse effects of doing so. Any resistances or immunities the necrotic healer has are applied normally, but he cannot otherwise reduce or negate the damage or effects in any way. If this ability is used against an effect that also targets the necrotic healer or includes him in its area, the necrotic healer suffers the effects for both himself and the target he spared, potentially taking damage or suffering other consequences twice.
A necrotic healer may use this ability once per day at 9th level and one additional time per day for three every additional necrotic healer level (twice per day at 12th level, three times per day at 15th level, and so on).
This ability replaces miasma.
Necrotic Transfer (Su)
At 11th level, a necrotic healer can transfer some of his life essence to another living creature. As a standard action, when a necrotic healer touches a subject, he can sacrifice an amount of his own HP equal to 10 + his Constitution score + his necromancer level. Those hit points are then immediately transferred to the creature touched. These HP heal the subject but cannot raise the subject’s HP higher than its normal HP total.
This ability replaces undead mastery.
Protective Aura (Su)
At 16th level, the necrotic healer can, as an immediate action, emit a 30-ft. aura that protects against death effects for a number of rounds per day equal to his necromancer level + his Charisma modifier. Living creatures within this area are immune to all death spells, death effects, energy drain, and effects that cause negative levels. This protective aura does not remove negative levels that a creature has already gained, but the negative levels have no effect while the creature is inside the protected area. These rounds need not be consecutive.
This ability replaces destruction retribution.
Master of Life and Death (Su)
At 20th level, a necrotic healer becomes a true master of life and death. Once per round, he can cast bleed or stabilize as a free action. If he is brought to below 0 HP, he automatically stabilizes. He becomes immune to all death spells and magical death attacks. Ability damage and drain cannot reduce him below 1 in any ability score.
This ability replaces undead transformation.