Positive-Energy Creature (CR +2)
Living creatures are inherently linked to the Positive Energy Plane, and this bond grants them both their life and some their powers of healing. Through eldritch magic, a spellcaster can strengthen a living creature’s connection to the infinite source of its finite existence. This enhanced creature is empowered by the Positive Energy Plane and glimmers with white light.
Creating a Positive-Energy Creature
“Positive-energy creature” is an acquired or inherited template that can be added to any living creature. A positive-energy creature uses all the base creature’s statistics and special abilities except as noted here.
CR: +2
Senses: A positive-energy creature gains darkvision 60 ft. and low-light vision.
Speed: Each speed of a base creature is doubled when it acquires the positive-energy creature template.
Defenses/Qualities: regeneration (equal to the positive-energy creatures Constitution modifier, negated by necromancy and cold); Immune to acid, electricity, fire, sonic, and temporary hit points; Weakness vulnerability to cold and necromancy
Attacks: Positive energy creature's attacks do not deal damage instead they heal their foes or, if the foe is fully healed, it gains temporary hit points.
Special Abilities: A positive-energy creature gains the following special abilities.
Animate Objects (Sp): Once per round, as a swift action, a positive-energy creature can animate a single object as though by the spell animate objects (caster level equal to positive-energy creature’s CR). These objects are under the control of the positive energy creature. If the positive-energy creature is not intelligent enough to control them one random object simply seeks to defend the positive-energy creature to the best of its ability.
Fascinating Aura (Su): A positive-energy creature radiates a field of energy that fascinates creatures in a 5’ radius for every HD the base creature possesses for 3d6 rounds, a Will Save (10 + ½ the positive-energy creatures HD + its Constitution modifier) negates this effect.
Energy Instill (Su): A Positive energy creature’s touch or natural attacks heal or grants 1d6 hit points (or temporary hit points) plus an additional 1d6 for every four HD the positive-energy creature possesses. These temporary hit points fade 2 minutes after the creature loses contact with the positive-energy creature. If a creature’s temporary hit point total ever exceeds twice its normal hit point total it must make a Fortitude save (DC 10 +1/2 the positive-energy creature’s HD + its Constitution modifier) for each round that its temporary hit points exceeds twice its normal hit point total. Failing the saving throw results in the creature exploding in a riot of energy, killing it. This ability only triggers once per round, regardless of the number of attacks a positive-energy creature makes. The damage harms undead and makes the creature capable of effecting incorporeal creatures with its touch and natural attacks.
Obscuring Energy (Su): Brilliant positive energy plays about the body of a positive-energy creature, obscuring its form and providing it with concealment. Thus, attacks against it suffer a 20% miss chance.
Abilities: Increase from the base creature as follows: Increase from the base creature as follows: Str +4 (+2 to attack and damage, +2 to Climb and Swim skill checks, +2 to Strength, and CMB checks, +4 to CMD), Dex +4 ( +2 to Ranged attack rolls; AC and touch AC, Initiative, and Ref saves. +2 to Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks, add +2 to any of the base creature’s Dexterity-based DCs), Con +8 (+4 hp per HD, +4 to Fortitude saves, fascinating aura, energy instill, and any of the base creature’s Constitution-based DCs).
Feats: If a positive energy creature has the Channel Energy class feature it gains Extra Channel, Improved Channel, and Turn Undead, as bonus feats.
Skills: +5 racial bonus to Heal (increase to +10 if the positive-energy creature’s CR is 10 or higher, increase to +15 if the positive-energy creature’s CR is 15 or Higher);
Environment: As the base creature plus the positive energy plane.