"I'm way out of your league. Way out. If your league were to explode, I wouldn't hear the sound for another three days." - Nicole Noone
"There is no charge for awesomeness. Or attractiveness." - Po
About Vitalists
Vitalists blend the disciplines of telepathy, psychometabolism, and clairsentience to pool multiple creatures into a larger collective of beings, sharing the health of the many to keep each individual well. They are the masters of psionic healing, distributing regenerative energy with the precision of a surgeon.
Regardless of their chosen method, all vitalists can act as the party medic: healing wounds, curing ailments, and augmenting the physical form. The method in which they perform this role varies from vitalist to vitalist. A mender vitalist is the most common found, as he focuses on healing wounds more efficiently, even bringing back life to the dead. The mender vitalist learns how to boost the body's natural healing ability to unimaginable regenerative levels.
As light armor wearers with minimal combat skill, vitalists are typically not found on the front line of battle. Helping his allies - whether by healing them or making your enemies weaker - is what a vitalist does best.
"How about cellular revivification? Restoration of damaged tissue through telepathic manipulation of intrinsic field memory."
"What's that mean?"
"It means 'healing'..." - Paul Ralfael "Ralf" Tergsvor
Male Human Vitalist 3 CN
Init +2
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Defense
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AC 17, touch 12, flat-footed 15
HP (max) 26 (d6)
Fort +5, Ref +3, Will +9 (--2 if not within one mile of psicrystal)
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Offense
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Speed 30 ft. (20 at Medium encumbrance)
Melee
Dagger +1 (1d4 [+1 SHARP 123456]/19+/x2) P/S
Hanbo +1 (1d6/x2) B
Ranged
Dagger +3 (1d4 [+1 SHARP --^]/19+/x2) P/S
Light Crossbow +3 (1d8/19+/x2) P
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Statistics
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Str 10, Dex 14, Con 15, Int 12, Wis 19, Cha 8
Base Atk +1; CMB +1; CMD 13
Feats Docker’s Jank, Psicrystal Affinity, Toughness, Unwilling Participant
Encumbrance Medium 75; 37 Light with dropped backpack
Wealth 2049 GP, 9 SP, 3 CP
Psionic Power (max) 17
Base DC (L1) 15 (10+WIS+Power Level)
Unwilling Participant DC (Will Save) 15 (10+WIS+Level/2)
d20 + Level + Background + Ability Modifier vs. DC.
Cha -1, Con +2, Dex +2, Int +1, Wis +4
Performance Heritage
Ralfael was born into a nomadic tribe of people roughly equivalent to Golarion's Varisians or our own gypsies/Romani. As such he was raised to perform, despite his distaste for being around people. As a form of passive aggression, he took up knife tricks/juggling/throwing as his specialty; at least that way he had an outlet for the byproducts of his youthful angst. (He also plays end-blown flute, but that's more for personal enjoyment/meditation than public performance.) Possible mappings: Acrobatics, Perform, Profession, Sleight of Hand; also any use of a dagger (not sure if this would apply to melee or not). 4 Points.
Slippery Sort
Since his tribe did whatever it took to survive -- and it takes a lot to survive in the Wasted Lands -- they were also less than upstanding citizens. Honor and respect among their clan and others of the tribe, of course... but any outsider best watch their purse. While not one to cross over the line unnecessarily, Ralfael developed a talent for skullduggery and thievery by osmosis. Possible mappings: Bluff, Diplomacy, Disable Device, Disguise, Escape Artist, Kn: Local, Perception*, Sense Motive*, Sleight of Hand, Stealth. 2 Points. (*++2 if psicrystal is within arm's reach.)
Life Study
Once his powers made themselves known, he began trying to understand more about how living things function -- all the better to hurt you with, my dear... or to heal. His studies in this area have been limited by the lack of a proper teacher, however. Possible mappings: Heal. 2 Points
Bonuses and Special Abilities:
+2 bonus when hiding small objects on self (Pickpocket's outfit).
Docker’s Jank [Theme Feat] - You may select up to four allies to be affected by this feat. Once per combat, each ally may, as swift action, attempt the aid another action, granting another ally (or yourself) either a +1 bonus on his next attack roll or a +1 bonus to his AC. You can switch your four chosen allies if you spend a few hours training with them. Also, the party’s Prestige with Flint starts at 2 instead of 1.
Toughness [General Feat] - You have enhanced physical stamina. You gain one additional hit point for each Hit Die (but never less than three).
Unwilling Participant [Psionic Feat] - You are able to force others into your collective. You may attempt to force a living creature into your collective as a standard action. The target may attempt a Will save (DC 10 + half manifester level level + Wisdom modifier) to resist. If the target fails the save, it may attempt another Will save at the same DC every 24 hours thereafter, but is otherwise unable to leave the collective unless you allow it. This may be performed as a Move Action by expending your psionic focus.
Powers:
Method: Sadist Mender
Intrinsic Abilities Collective (Su) [Vitalist] Maintain a collective of up to min(Wis, Lvl/2) individuals within Medium range (100'+10'/Lvl).
Collective Healing (Su) [Vitalist] Redistribute restored HP or ability damage anywhere within willing collective.
Exquisite Agony (Su) [Sadist] CM death: #HD TPP for Wis rds.
Health Sense [Vitalist] SwA to determine HP loss of all CMs; SA DC 15 Heal Check for Disease or Poison.
Mender's Touch (Su) [Mender] Transfer Wounds heals Lvl HP additional damage (does not transfer).
Spirit of Many (Su) [Vitalist] Network powers affect CM even if immune, bypass PR, affect additional CM per +1PP.
Steal Health (Su) [Vitalist] On TA, Lvl+Wis HP drawn from target and sent to Collective.
Telepathy (Su) [Vitalist] Collective members can communicate mentally. SwA off/on.
Transfer Wounds (Su) [Vitalist] ((3+Wis)/day) Transfer 1d6 HP as NL and heal an additional +2 (Lvl) HP via Mender's Touch.
Psicrystal-Imbued Powers Alertness (Ex) +2 to Perception and Sense Motive when psicrystal is within arm's reach.
Share Powers (Su) Powers used on self affect psicrystal as well within 5'; "You" powers can be applied to psicrystal as "Touch".
Telepathic Link (Su) Telepathic link with psicrystal, to one mile.
Meff Psicrystal 1 (Construct) CN
Personality: Resolved
Language: Common
Init +0
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Defense
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AC 15, touch 14, flat-footed 15
HP (max) 13 (d10)
Fort +5, Ref +3, Will +7
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Statistics
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Speed 30' (20' Climb) if Self Propulsion is enabled
Str 1*, Dex 15*, Con -, Int 7, Wis 10, Cha 10 (*N/A if Self Propulsion disabled.)
Base Atk +1; CMB -3; CMD 7
Encumbrance Light 0
Intrinsic Abilities Climbing (20') Gain a +8 bonus to Climb checks. May Take 10 on Climb checks even when rushed or threatened.
Construct Traits (Ex) Immune to death effects, disease, mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects), necromancy effects, paralysis, poison, sleep, stun, and any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Not subject to nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Not at risk of death from massive damage.
Deliver Touch Powers (Su) [Vitalist] If in contact at the time the owner manifests a Touch power, owner can designate psicrystal as the “toucher.”
Immunity to Bleed (Ex) Immune to Bleed effects.
Improved Evasion (Ex) No damage on successful Reflex save, half damage on failure.
Self Propulsion (Su) As SA, owner can will ectoplasmic legs for one day max; 30' Move/20' Climb.
Share Powers (Su) Powers used on owner affect psicrystal as well within 5'; "You" powers can be applied to psicrystal as "Touch".
Sighted (Ex) Telepathically senses its environment as well as normal vision and hearing, to 40'. Ignores supernatural Darkness and Silence; can't discern invisible/ethereal.
Telepathic Link (Su) Mental link to one mile.
Ralf's Signature Colors
Red represents lust, long life, and inner strength.
Orange (gold) is the color of happiness and resourcefulness.
Turquoise represents physical strength and nonverbal communication.