Mammu Ivory Healer
Prime Requisite: WIS
Requirements: STR 9
Hit Dice: 1d6
Maximum Level: 13
Experience
|
Title
|
Level
|
Hit Dice
|
1
|
2
|
3
|
4
|
5
|
0
|
Caretaker
|
1
|
1d6
|
-
|
-
|
-
|
-
|
-
|
1,700
|
Nurse
|
2
|
2d6
|
1
|
-
|
-
|
-
|
-
|
3,400
|
Physician
|
3
|
3d6
|
2
|
-
|
-
|
-
|
-
|
6,800
|
Medic
|
4
|
4d6
|
2
|
1
|
-
|
-
|
-
|
13,600
|
Short Doctor
|
5
|
5d6
|
2
|
2
|
-
|
-
|
-
|
27,200
|
Ivory Doctor
|
6
|
6d6
|
2
|
2
|
1
|
-
|
-
|
54,400
|
Bone Collector
|
7
|
7d6
|
2
|
2
|
2
|
-
|
-
|
110,000
|
White One
|
8
|
8d6
|
3
|
3
|
2
|
1
|
-
|
210,000
|
Graven One
|
9
|
9d6
|
3
|
3
|
3
|
1
|
1
|
310,000
|
Graven One
|
10
|
9d6+1
|
4
|
4
|
3
|
2
|
1
|
410,000
|
Graven One
|
11
|
9d6+2
|
4
|
4
|
4
|
2
|
2
|
510,000
|
Graven One
|
12
|
9d6+3
|
5
|
5
|
4
|
3
|
2
|
610,000
|
Graven One
|
13
|
9d6+4
|
5
|
5
|
5
|
3
|
3
|
The mammu ivory healer may wear leather armor or lighter and is trained in the use of weapons which kill by piercing and slashing, swords, dagger, spears and polearms. They may not fight wielding a weapon and a shield, wielding a two-handed weapon, or wield a weapon in each hand. At first level, mammu ivory healer hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by 2 per 4 levels of experience.
The tusk warrior can graze by spending 8 hours, allowing him sustenance for the day. A mammu has massive ears, giving him hear noises as a thief of the same level. A mammu's prehensile trunk which can manipulate objects. A mammu may do an extra simple action in a turn, such as sheathing a weapon and drawing another, reading or loosing a shield, picking an object off the ground or retrieving an item from a pack or sack. The trunk also provides a strong sense of smell, which allows the mammu follow tracks with a proficiency roll of 11+.
Sadly, the mammu is nearly as wide as he is tall, not allowing allied characters to easy pass him, which stops characters from entering through his space or allowing characters behind him to use long weapons to fight in second-rank. Thankfully, he might provide cover for other characters behind him from ranged attacks.
A mammu ivory healer are expert healers starting with three ranks in the Healing Proficiency.
A mammu ivory healer may turn undead like a cleric. A mammu ivory healer cannot turn undead with no bones. Starting at 2nd level, an ivory healer may cast divine spells. Ivory healers follow the same spell progression as clerics, use the same rules for learning and casting spells, and select their spells from the same spell list. Unlike other divine casters, a mammu ivory healer cannot fall from grace. Once they learn they begin to walk the path of the divine, they will never lose their abilities.
A mammu ivory healer can vibrates bones of the enemy, by using turning undead to turn the skeleton within the living being. This leaves the bones intact, but liquifies the meat. When using vibrate bones, must target a character with bones within 30” and deals 1d6+1 damage. A creature affected is allowed a saving throw versus Death to take no damage. At 9th level, vibrate bones deals 2d6+1 damage. Similar to turn undead, if the mammu ivory healer's target successfully passes the Death saving throw, he may not use the ability til the end of the encounter.
Starting at 5th level, an ivory healer may begin to research spells, scribe scrolls, and brew potions. At 9th level, he is able to create more powerful magic items such as weapons, rings, and staffs, and craft magical constructs such as golems. At 9th level, he gains access to an elephant graveyard which acts as a place of retirement and burial for his people of all herds. As long as he is in favor with his people, he may buy or build the elephant graveyard at half the cost. Once the elephant graveyard is finished, 3d6 1st level mammu will come to protect the graveyard from beastmen and other attacks, plus another 1d6 ivory healers of 1st - 3rd level to protect his people's bones. They are completely loyal (+4 morale). While in the ivory healer's service, his followers do need lodging, but not food, as they can graze along the countryside.
Level
|
Petrif & Paralysis
|
Poison & Death
|
Blast & Breath
|
Staff & Wands
|
Spells
|
Atk Throw
|
1-2
|
13+
|
10+
|
16+
|
13+
|
15+
|
10+
|
3-4
|
12+
|
9+
|
15+
|
12+
|
14+
|
9+
|
5-6
|
11+
|
8+
|
14+
|
11+
|
13+
|
8+
|
7-8
|
10+
|
7+
|
13+
|
10+
|
12+
|
7+
|
9-10
|
9+
|
6+
|
12+
|
9+
|
11+
|
6+
|
11-12
|
8+
|
5+
|
11+
|
8+
|
10+
|
5+
|
Proficiency List: Alertness, Battle Magic, Beast Friendship, Bone Bag, Combat Trickery (force back, overrun, knockdown), Command, Contemplation, Craft, Diplomacy, Divine Blessing, Divine Health, Fighting Style, Goblin-Slaying, Healing, Intimidation, Lay on Hands, Leadership, Loremastery, Quiet Magic, Resounding Vibration, Righteous Turning, Sensing Evil, Sensing Power, Theology, Trapping, Trumpet, Unflappable Casting, Weapon Focus
Bone Bag: When casting a spell or using vibrate bones, the mammu ivory healer may destroy 2 lbs of bones of the same species to empower the spell. The spell is considered two levels higher and saving throws are made at -2. If the spell deals damage, it deals +1 damage per die.
Resounding Vibration: The mammu ivory healer's vibrate bones may be used again if the target passes a save versus death spell. He may not try after a second failed test. The range is also increased to 60'.
Divine Spell List (Mammu Ivory Healer)
First Level Divine Spells
|
Second Level Divine Spells
|
Third Level Divine Spells
|
1 Command Word
|
1 Bless
|
1 Continual Light
|
2 Cure Light Wounds
|
2 Charm Animal
|
2 Cure Blindness
|
3 Light
|
3 Augury
|
3 Cure Disease
|
4 Purify Food and Water
|
4 Cure Moderate Wounds
|
4 Detect Curse
|
5 Remove Fear
|
5 Delay Poison
|
5 Feign Death
|
6 Resist Cold
|
6 Detect Charm
|
6 Glyph of Warding
|
7 Sanctuary
|
7 Hold Person
|
7 Locate Object
|
8 Protection from Beastmen*
|
8 Speak with Animals
|
8 Protection from Normal
|
9 Delay Disease
|
9 Holy Chant
|
9 Remove Curse
|
10 Salving Rest
|
10 ESP
|
10 Speak with Dead
|
Fourth Level Divine Spells
|
Fifth Level Divine Spells
|
|
1 Create Water
|
1 Cure Critical Wounds
|
|
2 Cure Serious Wounds
|
2 Create Food
|
|
3 Death Ward
|
3 Fear
|
|
4 Dispel Magic
|
4 Insect Plague
|
|
5 Divination
|
5 Protection from Normal Weapons
|
|
6 Neutralize Poison
|
6 Restore Life and Limb
|
|
7 Sticks to Snakes
|
7 Scry
|
|
8 Tongues
|
8 Strength of Mind
|
|
9 Vigor
|
9 True Seeing
|
|
10 Body Transfer*
|
10 Smite Beastman*
|
|
Protection from Beastmen (Divine 1)
Range: Self
Duration: concentration
The spell creates a barrier around the caster with a 10' radius. The barrier functions against all beastmen, giving all within the radius +1 bonus to AC and a +1 on saving throws or effects created by beastmen. Those who leave and then re-enter, or who enter after the spell is cast, receive the protection as well.
In addition, the spell is very disconcerting to beastmen; when forced to enter the barrier, the beastmen should make a morale check. Failure indicates they will not enter the barrier. Of course, a beastman can always use ranged attacks to bring out the caster.
The protection lasts as long as the caster remains stationary and concentrates on it.
Limb Transfer (Divine 4)
Range: touch
Duration: instantaneous
The spell transfers a single humanoid limb from one living or freshly dead subject to another target within 5' of the same type, exchanging wounds, such as damaged knee. The caster can transfer a dead limb for no longer than two days at 7th level, and four days are added per level above 7. Monster of 8 HD or creatures larger than man-size are immune to this ability. For example, a cleric can exchange an orc's left leg for his henchman's wounded leg.
If used against an unwilling living target, an attack throw must be made and the target receives a save versus Death. On a success, the limbs are transferred. If the character receives a limb with a higher Strength value than his own, his strength is increased by +2. If the character gains both limbs, he gains the full strength value of the former character. The victim also suffers, the character losing the limb receives -2 to his strength if it is lower and gains the strength of the other character if both limbs are exchanged. The strength gain and loss, will vanish at a rate of 1 bonus strength a day, returning to normal.
A character a lost limb can also be exchanged, but the caster cannot exchange a limb with nothing.
Smite Beastmen (Divine 5)
Range: 120'
Duration: instantaneous
The spell deals 1d4 damage per caster level to a group of Beastmen within a 20' sphere. The beastmen receive a save versus spell saving throw to take half damage.