Master of Life and Death

Gods of Thunder, Death, Lightning, Chaos, and the void, there are many gods of destruction and they all vary heavily from one another, but one thing is known for sure, they are all nigh unrivaled in power level. Those who do rival them are often ones who worship the power of healing, protection, community and other more peaceful means of existence. These deities embody different abilities and from it gain extreme levels of power.

**Role**: A Master of Life or Death has many roles. Some may be healers, and some may be destroyers.

**Alignment**: Any

**Hit Die**: d8

**Requirements**

Character level 15

**Race**: Deity

**Feats**: Deva or Leadership

**Special:** The Deity must possess the Healing, Protection, Death, or Destruction domain and at least one of the following domains. Air, Fire, Earth, Water, Chaos, War, Community, Glory, Liberation, Weather, Ice, Star, or Void. You can also possess any of the subdomains to qualify.

Deity must possess a following of at least, 1,500 people who worship it as a god.

**Class Skills**

The MASTER OF LIFE AND DEATH's class skills (and the key ability for each skill) are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Martial Knowledge (Any 1), Knowledge (Any 1), Fly (Dex), and Spellcraft (Int).

**Skill Ranks at Each Level**: 4 + Int modifier.

**Class Features**

All of the following are class features of the MASTER OF LIFE AND DEATH prestige class.

**Techniques and Spells Known**: At levels 2, 3, and 4,  a MASTER OF LIFE AND DEATH gains the ability to ready martial techniques as if they had leveled up in it's previous class, and at levels 1, 3, and 5 it gains spells as if it had leveled up in a previous class. If it had more than one previous class you must choose which class at Each level. You do not learn new techniques from this and must still train to learn them just as before.

**Life and Death Domain (Su):**

At 1st level, you increase the strength of your domain powers. If you possess levels in a class that grants you Domains, Blessings, or Revelations, you add your Master of Life and Death levels to your levels in that class to determine if you gain new abilities and determine the level for using those abilities.

Your Destruction, Healing, Protection, or Death domain ability increases in strength, You gain an ability based on the domain or the sub domain attached to it that you possess. If you possess multiples of these domains or gain them later, you also gain these abilities.

*DESTRUCTION:*

*Destruction:* When using destructive smite, or Destructive Aura, you add your full cleric level into the damage dealt instead of 1/2 of it.

*Catastrophe:* When using destructive smite, you add your full cleric level into the damage dealt instead of 1/2 of it. You can repeat effects with your deadly weather ability, and you can select two effects each round. These can both be the same effect.

*Hatred:* When using destructive smite, or Destructive Aura, you add your full cleric level into the damage dealt instead of 1/2 of it. Your Aura of hatred lasts for 1 additional round after the effect is ended.

*Rage:* When using destructive smite, or Destructive Aura, you add your full cleric level into the damage dealt instead of 1/2 of it. You gain another rage power.

*Torture:* When using painful smite, you ignore all immunities to non-lethal damage. When using Destructive Aura, you add your full cleric level into the damage dealt instead of 1/2 of it.

*HEALING:*

*Healing:* Your rebuke death ability increases at every level instead of at every 2 levels, and your healer's blessing ability stacks with the empower spell feat, increasing the initial amount by another 50%.

*Variant Healing:* Your Exorcise Haunt ability increases at every level instead of at every 2 levels, and your healer's blessing ability stacks with the empower spell feat, increasing the initial amount by another 50%.

*Medicine:* Your Blessed Surgery ability now allows you to roll 3 times and take the best result, and heal skills usually requiring 1 hour now take 1 full round action instead of 1 minute. In addition your healer's blessing ability stacks with the empower spell feat, increasing the initial amount by another 50%.

*Restoration:* Your Restorative touch ability can now remove the Dazzled, Exhausted, Nauseated, and Stunned conditions from the creature, or it can remove 2 from the previous list. In addition, your healer's blessing ability stacks with the empower spell feat, increasing the initial amount by another 50%.

*Resurrection:* Your rebuke death ability increases at every level instead of at every 2 levels, and your gift of life ability increases it's hitpoints and the duration that it grants by an amount equal to your wisdom modifier.

*DEATH*

*Death:* Your Bleeding Touch increases the heal DC by an amount equal to your wisdom modifier. In addition the damage dealt increases by +1d6 for every 4 levels you possess. The Death's embrace ability increases your hitpoints healed from negative channeled energy by +1 per damage dice.

*Variant Death:* Your Necrotic Tending ability increases at every level instead of every 2 levels. The Death's embrace ability increases your hitpoints healed from negative channeled energy by +1 per damage dice.

*Murder:* Your Bleeding Touch increases the heal DC by an amount equal to your wisdom modifier. In addition the damage dealt increases by +1d6 for every 4 levels you possess. Your killing blow ability adds your entire cleric level to it's damage instead of 1/2 of it.

*Plague:* Your Bleeding Touch increases the heal DC by an amount equal to your wisdom modifier. In addition the damage dealt increases by +1d6 for every 4 levels you possess. When using your touch of Virulence ability, The creature must roll twice and take the lowest result.

*Psychopomp:* Your Bleeding Touch increases the heal DC by an amount equal to your wisdom modifier. In addition the damage dealt increases by +1d6 for every 4 levels you possess. When using spirit touch, It lasts for 2 rounds per level instead of 1 round per day.

*Undeath:* When using your kiss of undeath ability, the creature is treated as undead for all spell purposes instead of just healing. The Death's embrace ability increases your hitpoints healed from negative channeled energy by +1 per damage dice.

*PROTECTION*

*Protection:* Your Resistance Bonus to saving throws is now +1 for every 3 levels you possess. When you give creatures your touch of resistance, you still retain half of your bonus. Your Aura of Protection increases by 30 feet, the energy resistance increases by 5, and you gain an additional +2 bonus to the armor class.

*Defense:* Your Resistance Bonus to saving throws is now +1 for every 3 levels you possess. Your Deflection Aura increases by 20 feet, the bonus increases by +2 and it becomes a dodge bonus. Your Aura of Protection increases by 30 feet, the energy resistance increases by 5, and you gain an additional +2 bonus to the armor class.

*Fortification:* Your Resistance Bonus to saving throws is now +1 for every 3 levels you possess. When using your sheltering walls ability, the bonuses to AC, and saving throws increase by 1 and they have enough cover to attempt stealth checks or avoid provoking attacks of opportunity. Your Aura of Protection increases by 30 feet, the energy resistance increases by 5, and you gain an additional +2 bonus to the armor class.

*Purity:* Your Resistance Bonus to saving throws is now +1 for every 3 levels you possess. When you give creatures your touch of resistance, you still retain half of your bonus. When using your Purifying touch, the creature can roll twice and take the best result.

*Solitude:* Your Resistance Bonus to saving throws is now +1 for every 3 levels you possess. When using your Taboo ability, the penalty inflicted is -1 for every 3 levels you possess instead of 5. Your Aura of Protection increases by 30 feet, the energy resistance increases by 5, and you gain an additional +2 bonus to the armor class.

**Deific Weapon (Su):**

At 1st level the Master of Life and Death gains a Deific Weapon. This is a weapon bound to the Master of Life and Death. The Deific Weapon can be summoned as a swift action and can be dismissed as a free action. You can have your Deific Weapon active for up to 3 rounds per level in Master of Life and Death. It has different abilities depending on your initial domain. If you possess multiple domains, select one of these options. If this weapon is destroyed, you can perform a 24 hour ritual to summon the weapon back to you with the broken condition, which you can fix on your own time. Since your weapon is bound to you, you cannot use it when it isn't summoned and when the duration ends you cannot use that weapon until the following day.

*Destruction:* Select a single magic weapon that you possess, which must be the same kind of weapon as your favored weapon. This weapon is bound to you as your destruction blade. This weapon immediately gains the Vicious enchantment as a free enchantment and is applied even if your weapon has the maximum enchantment bonus or already possesses that enchantment.

At 2nd level, whenever you are using your Destruction blade, you subtract your Master of Life and Death level from the enemy's damage reduction and energy resistance.

At 4th level, All morale bonuses you possess to damage rolls stack whenever you wield this weapon.

*Healing:* Select a single magic weapon that you possess, which must be the same kind of weapon as your favored weapon. This weapon is bound to you as your Life blade. This weapon immediately gains the Holy enchantment as a free enchantment and is applied even if your weapon has the maximum enchantment bonus or already possesses that enchantment.

At 2nd level, while wielding this weapon, you increase all healing you do by +2 per Master of life and death level you possess.

At 4th level, You can expend 2 rounds of your weapon's activation to cause all of the damage you deal with it on this round to heal the creature struck for the same amount instead of dealing damage.

*Death:* Select a single magic weapon that you possess, which must be the same kind of weapon as your favored weapon. This weapon is bound to you as your Death blade. This weapon immediately gains the Unholy enchantment as a free enchantment and is applied even if your weapon has the maximum enchantment bonus or already possesses that enchantment.

At 2nd level, while wielding this weapon, All of your saving throw save DC's increase by +2. If you land a critical hit with this weapon you deal 1 negative level to the creature which lasts for 1 hour per level in this class.

At 4th level, When wielding this weapon, You can expend 2 uses of it's activation to force a creature to re-roll it's saving throw against one of your abilities you just used. This can be done after knowing if they succeeded or not. Doing so is a free action but can be used once per round.

*Protection:* Select a single magic weapon that you possess, which must be the same kind of weapon as your favored weapon. Alternatively, you can select a shield instead. This weapon is bound to you as your Aegis. This Item immediately gains the Determination armor ability as a free enchantment.

At 2nd level, while wielding this item, you gain a +1 shield bonus to armor class for every level you have in Master of Life and Death. If the item is a shield, this bonus stacks with the shield's normal bonus.

At 4th level, you gain damage reduction overcome by nothing and energy resistance to Fire, Electricity, Sonic, Cold, Acid, Holy, Unholy, Disintegration, and Force equal to twice your Masters of Life and Death level. This stacks with any abilities that grant DR or Energy resistance.

**Deific Superiority (Su):**

At every level the Master of Life and Death gains a Deific Superiority. These are abilities you can select from a list that will enhance one or more of your capabilities and allow you to be your own unique Master of Life and Death or master of Death. Each ability can be taken only once unless stated otherwise.

*Fast Healing:* You gain Fast healing 5. This can be taken more than once.

*Natural Armor:* You gain a +2 bonus to Natural Armor, This can be taken more than once.

*Resistance:* You gain resistance 5 to any two elements. This can be taken more than once.

*Supremacy:* You gain a +4 bonus to any Ability score. This can be taken more than once, but only once for every ability score.

*Encroaching Dominion:* Select a domain that you possess. You gain the powers of one of it's sub domains that you do not already possess. This can be taken multiple times, selecting a different sub domain each time.

*Expanded Domain:* Upon selecting this, it can be treated as skill focus, Divine indoctrination, or greater divine indoctrination, whichever you possess the prerequisites for. This can be taken multiple times, selecting a different skill or domain each time.

*Improved Destructive Smite:* You must possess the destructive smite domain ability to select this. You can make one of your attacks in a full attack a destructive smite, or apply it to attacks such as called shots, vital strikes, or devastating blows.

*Greater Destructive Smite:* You must possess improved destructive smite to select this ability. You can apply your destructive smite to every attack you make in a round, however you must expend uses of it for every attack.

*Selective Destruction:* You must possess the destructive aura domain ability to select this. You can choose which creatures are and aren't effected by your smite. You can select up to 1 creature per Master of Life and Death level to be excluded from your smite.

*Extend Domain:* When using a domain ability that can be used for a number of rounds per day, you increase the number of rounds by 3. This can be selected multiple times, each time increasing the duration by 3 rounds.

*Extra Domain Ability:* Any domain abilities you possess that are usable a number of times per day equal to 3+Wisdom modifier can now all be used 3 additional times per day.

*Reaper's Blade:* Creatures you slay with your Deific Weapon cannot be brought back from the dead without the use of a wish or miracle spell from a spell caster or deity with a higher caster level than you.

*Domain Focus:* All spells that you gain from your domains gain a +2 bonus to their save DC's. This can be selected twice.

*Blood Letting:* You must possess the bleeding touch ability of the Death domain to select this. The Bleeding effect now stacks with it's self and other bleed damage upon multiple uses of the ability.

*Improved Death's Embrace:* You must possess the death's embrace domain ability to select this. You are treated as an undead for all effects of spells and techniques, but only if it's beneficial to you.

*Improved Resistant Touch:* You must possess the resistant touch domain ability to select this. When using your resistant touch ability, the creature gains 1d6 temporary hitpoints per level in Master of life and death with an additional amount equal to your wisdom modifier.

*Improved Aura of Protection:* You must possess the aura of protection domain ability to select this. When using your aura of protection, it's size increases by 30 feet.

*Improved Rebuke Death:* You must possess the rebuke death ability of the healing domain to select this. When using rebuke death. The die increases to 1d6. At 2nd level it becomes 1d8, at 3rd 1d10, at 4th 1d12, and at 5th 1d20.

*Greater Rebuke Death:* You must possess Improved Rebuke Death to select this. When you use Rebuke death, you can expend additional uses to apply the effect multiple times as one action to the same creature. This costs 2 for the initial use, and 2 for every use after. This is treated as a healing spell when used in this way.

*Improved Healer's Blessing:* You must possess the healer's blessing domain ability to select this. When using a healing spell, instead of empowering it, through this effect, you can instead quicken it. This still applies the bonuses from the life and death domain ability if you choose to empower it yourself.

*Force of Personality:* You can use your Charisma modifier to determine your abilities that you gain from this class.

*Craft Manikin:* You gain the ability to create the Mana Poppets known as Manikins. You are treated as if you had the craft construct feat solely for the purpose of crafting them. This can craft Soulbound Dolls and Soulbound Mannequins. You can also create 1st level Marionette monster class creatures and the manikin bodies for Mana poppets. Marionettes and Mana poppets are not immediately under your control when created unlike Soulbound Dolls. You can craft mindless ones by doubling the time it takes to craft them, thus granting the Soulbound doll the 1st level abilities of the Marionette and the Soulbound Mannequins the racial abilities of the Mana Poppet race.

*Control Manikin:* Gain the ability to cast the spell Dominate Monster once per day. This can only effect Soulbound dolls, Soulbound mannequins, Marionettes, and Mana Poppets who are intelligent and not under your control. This can also be used to immediately regain control over one of your constructs that does listen to you by spending the use of the ability to immediately regain control. This can be selected multiple times, each time granting another use of the ability. The save DC is 10+ twice the Masters of life and death level+ Wisdom modifier.

*Quicken Domain Power:* Select a single domain power. It's activation becomes a swift action. This can be taken multiple times, selecting a different power each time.

*Domain Weaving:* Select a single Domain Power. Whenever you perform a technique or cast a spell, you can choose to activate that domain power as part of the spell's activation.

*Beast Tamer:* When using the Titan Controller ability, you grant the creature the advanced creature template as well as any bonuses that you normally grant creatures summoned by you if any.

*Summon Follower:* Three times per day you can summon your cohort, a follower, a creature you command or a creature who worships you as if you had used summon monster. The creature may deny as a will save DC: 10+ twice your Master of life and death level+ Wisdom modifier.

*Variant Deific Weapon:* Select the initial power of a deific weapon belonging to another domain that you possess but didn't select as your deific weapon. You gain that ability. This ability does not improve as you level up. You can take this multiple times, each time selecting the abilities of the next deific weapon that you possess the domain for.

*Improved Variant Deific Weapon:* You can only select this if you possess the variant deific weapon ability. You can select the 2nd level ability of the deific weapon that you had selected from the Variant Deific weapon ability. This can be selected multiple times, for each time you gain the Variant Deific Weapon ability.

*Flight:* Your fly speed increases by 10feet and becomes Average maneuverability. This increases by 5 feet and by one maneuverability step (Good, Perfect) at 3rd and 4th levels.

*Extra Edict:* Gain the ability to craft an additional kind of Edict.

*Divine Element:* You must possess an elemental domain such as Fire, Water, Ice, Air, ect to select this. When using your domain abilities that deal a type of energy damage, You can choose for half of the damage dealt to be profane or Divine damage, selected when you gain this ability.

*Greater divinity:* You treat your Master of Life and Death level as if it were 2 higher to determine the strength of class abilities.

**Craft Edict (Su):**

At 2nd level the Master of Life and Death can gain the ability to craft Edicts. Edicts are magic items crafted from the god's word. Magic statements and commands made by the god to command their followers and their enemies.

Each Edict begins at tier 1 and can be crafted to a higher tier level as dictated by each edict.

Crafting an Edict takes 1 hour per Tier in the Edict, and has a hl cost as well for crafting it.

At 2nd level the Master of Life and Death can select one of these categories of Edict that it can craft. At 3rd and then 5th level it can select another for a maximum of 3 edicts.

Using an Edict is a standard action, and it can be used at a range of 10 feet per tier level. (Max 100 feet).

If it requires a saving throw the DC is 10+ Twice your Master of Life and Death level+ Wisdom modifier. These items cannot be used on creatures of the deity race, save for the Godly Power Edicts.

*HEALING:*

The Edict Heals a creature for 1d6 hitpoints + the Master of Life and Death's Wisdom modifier. This Edict has 10 Tiers and each one increases the hitpoints healed by 1d6. At Tier 5 they also heal 1 technique slot and 1 Spell slot, And at Tier 10 it heals 2 technique slots and 2 Spell slots when used. The Healing Edict costs 200 hl per tier

*ABILITY:*

The Edict grants a creature a +4 bonus or a -4 penalty to an ability score for 1 round. This Edict has 10 tiers and each one increases the duration by 1 round. At Tier 5 it increases to +6 or -6, and at Tier 10 it becomes +8 or -8. The ability score modified and whether it's a bonus or a penalty is selected upon creation. This effect does not stack with it's self for the same ability score. A Will saving throw negates this. This costs 250 hl per tier.

*FIGHTING:*

The Edict makes a creature hostile towards the user of the edict and deals 1d6 damage to the target+ The Master of Life and Death's Wisdom modifier. Doing this initiates combat, or if combat has already started, causes them to focus the user of the Edict. A will save Negates the effect. This has 5 tiers. At each tier the damage increases by +1d6. This costs 100 hl per tier.

*GODLY POWER:*

The Edict unleashes a creature's true godly potential. The creature gains the Advanced creature template for one encounter. This edict has 10 tiers, each one gives the creature the advanced creature template again (To a max of 10 times). This costs 15,000 hl per tier. A creature can only be effected with a Godly Power Edict once per encounter.

*KICKING:*

The Edict knocks an opponent away. As a touch attack, the creature is knocked back 15 feet. This is increased by 5 feet per tier and this has 5 tiers. Falling damage is calculated normally. This costs 100 hl per tier.

*FUSION:*

This Edict selects two creatures within range and fuses them as per the Monster Fusion ability, however it only lasts for 1 round. This has 5 tiers and the duration increases by 1 round per tier. This costs 2,000 hl per tier.

*SPLIT:*

Magichanged or fused creatures targeted by this edict must make a will saving throw or be split apart as if their duration had ended. This costs 4,000 hl per tier and has 5 tiers.

*KIDNAP:*

An Enemy effected by this must make a will saving throw or be effected by a murderous command spell for 1 round per tier level. This has 5 tiers. This costs 4,000 hl per tier.

*SWITCH:*

An enemy targeted by this effect will switch bodies with the user as if each had used a marionette possession spell on each other. The enemy must make a will saving throw. This lasts for 1 round per tier and there are 5 tiers. This costs 5,000 hl per tier to make.

**Titan Commander (Su):**

At 3rd level, the Master of Life and Death can control the minds and abilities of colossal world ending creatures such as Behemoths, World Eaters, or Kaiju. The Master of Life and Death adds twice it's Master of Life and Death level to diplomacy or handle animal checks made against Gargantuan or larger sized creatures. This can be done even if the creature is mindless or under control of another creature. Three times per day, the Master of Life and Death can use the spell Dominate monster on a creature that is gargantuan or larger. The creature gains a -8 penalty to this saving throw if it's a world eater, and if the creature has spell resistance the Master of life and Death adds twice it's Master of life and death level to the roll to overcome it. If the colossal sized creature is immune to mind effecting effects it instead gains a +8 bonus to this save. If it is immune to magic it gains an additional +10 to the save but the magic immunity does not apply. If the creature is effected by the spell, it lasts for 1 hour per level instead of 1 day per level. If another Master of Life or Death attempts to usurp control over the creature with this ability, you must make opposed charisma checks against one another.

**Master of Life and Death (Su):**

At 5th level the deity has reached the pinnacle of their power as a master of life and death. They can select one of the following abilities, they must meet the prerequisites for it.

*Master of Life:* You become a creature of pure life energy. You gain regeneration 5 overcome by Unholy damage. You also gain an additional number of hitpoints equal to your Wisdom modifier times your levels in Master of Life and Death. You always add your level in Master of life and death to heal checks and hitpoints healed from magical healing. In addition, once per month you can cast the spell Miracle and be the god that answers your own prayer. You must possess the Life domain to select this.

*Master of Death:* You become a creature of absolute death. You possess a death aura out to 10 feet. Creatures in this aura must make a will save DC: 10+ twice your Master of life and death level+ Wisdom modifier or lose any immunity to death effects they may have. In addition Creatures in this aura take a -5% penalty to their fortification for every level you possess in Master of Life and Death. This applies to creatures who don't have fortification and are just naturally immune to critical hits such as oozes, treating their fortification as 100% before applying these penalties. In addition once per day when you land a critical hit you can use your Master of Life or Death level as your critical multiplier so long as you are using your deific weapon. You must possess the Death domain to select this.

*God of Destruction:* You become a creature born for destruction. Whenever you cast a spell, you can apply your weapon damage to the damage dealt with the spell so long as it deals hit point damage. If the spell lasts for multiple rounds it only applies it to the damage on the first round. If it has multiple rays or targets, it only applies the damage to the initial ray or to one target in the area effect. When damaging items and structures, you never cut your damage in half, and you ignore hardness equal to twice your Master of Life and Death level. Select one of the following. Firestorm, Storm of Vengeance, Earthquake, Tsunami, World Wave, Or Clashing Rocks. Once per week you can cast this spell as part of any other action you take, or even cast it as an instant action on someone else's turn. You must possess the Destruction domain to select this.

*God of Protection:* You become a creature built to protect and defend. You add your Protection domain bonus to your armor class at all times as a dodge bonus. In addition you gain immunity to critical hits and sneak attacks. You can always choose which direction an attack is coming from if it would mean you gain additional bonuses. And finally once per day you can choose to cause a single attack that you are included in to deal minimal damage before applying Damage reduction or Energy resistance. You must possess the Protection domain to select this.

*World Ender:* When you successfully effect a creature with your Titan Commander ability, you can permanently lose a use per day of your Titan commander dominate monster ability to keep the creature under your control indefinitely. If you are slain, the creature is no longer under your control, however you gain your use back of the ability. Creatures controlled in this way add your wisdom modifier to attack and damage rolls, as well as to their armor class and saving throws.