vitalist + heal injuries


Product Discussion


Simple question. Vitalist from ultimate psionics using Heal Injuries and using spirit of many, cure 110 up on EVERY TARGET or is limited by power description to divide healing?

Scarab Sages

110 to each additional target he manifests it upon.

If using just the power, 110 divided among creatures touched.

Quote:

You psionically augment the healing ability of the targets with your power. The targets heal 110 points of damage total, divided among the targets at your discretion.

Augment: You can augment this power in one or both of the following ways.

1 For every additional power point you spend, the total amount healed increases by 10 points of damage.

2 If you spend 6 additional power points, you can heal all living creatures within 20 feet of you.


Flagged this to be moved to Compatible Products.

It would seem that the second augment is the source of your confusion. Well, at the root. The "divided among all targets healed" line is in reference to use of the second augment. Note that without Spirit of Many, it is not innately a [Network] power, so the power description ignores any Spirit of Many effects. But the second augment lets you affect multiple creatures in a small area, so the rules say it's divided, not multiplied in that circumstance.


GhanjRho wrote:

Flagged this to be moved to Compatible Products.

It would seem that the second augment is the source of your confusion. Well, at the root. The "divided among all targets healed" line is in reference to use of the second augment. Note that without Spirit of Many, it is not innately a [Network] power, so the power description ignores any Spirit of Many effects. But the second augment lets you affect multiple creatures in a small area, so the rules say it's divided, not multiplied in that circumstance.

but isn't a bit OP compared to mass heal? 1 psp to heal 110 hp divided among Whole collective?

Scarab Sages

No. You have to manifest it first, costing the normal number of points. The additional targets is limited by your manifester level. In raw HP it may seem OP, but this trick is a maximum expenditure move. In my opinion, it costs more than a highest level spell for an equal level caster because it costs not only a highest level number of PP, but also the opportunity to manifest lower level powers. A vitalist can only use this trick to mass heal the party a few times, then he's done. That's it. Game over for that adventuring day. No lower slots to fall back on.


numero42 wrote:
but isn't a bit OP compared to mass heal? 1 psp to heal 110 hp divided among Whole collective?
PFSRD wrote:

Heal Injuries

Discipline: psychometabolism (Healing); Level: Vitalist 6

MANIFESTING
Display: Material, visual
Manifesting Time: 1 standard action

EFFECT
Range: touch
Target: Living creature touched
Duration: instantaneous
Saving Throw: Fort negates (harmless); Power Resistance: Yes
Power Points: 11

DESCRIPTION
You psionically augment the healing ability of the targets with your power. The targets heal 110 points of damage total, divided among the targets at your discretion.

Augment: You can augment this power in one or both of the following ways.

1 For every additional power point you spend, the total amount healed increases by 10 points of damage.

2 If you spend 6 additional power points, you can heal all living creatures within 20 feet of you.

PFSRD wrote:

Heal

School conjuration (healing); Level alchemist 6, cleric/oracle 6, druid 7, inquisitor 6, witch 7; Domain healing 6

CASTING
Casting Time 1 standard action
Components V, S

EFFECT
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION
Heal enables you to channel positive energy into a creature to wipe away injury and afflictions. It immediately ends any and all of the following adverse conditions affecting the target: ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned. It also cures 10 hit points of damage per level of the caster, to a maximum of 150 points at 15th level.

Heal does not remove negative levels or restore permanently drained ability score points.

If used against an undead creature, heal instead acts like harm.

Regular Heal, which comes online at the same time heals the same amount of hit points and also gets some status effects. It can also be used to hurt undead.

The psionic version only seems awesome of an interaction with a class feature.

PFSRD wrote:

Spirit of Many (Su)

A vitalist of 2nd level gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his collective, even if they are out of the power's range or would normally be immune to the power. Whenever a vitalist manifests a power with the Network descriptor targeting only members of his collective, the power loses the mind-affecting descriptor (if it had it) and bypasses any power resistance, although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the collective never allow saving throws -- their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw, subjects attempt those saves normally. The vitalist also adds the following augment to all powers with the Network descriptor:

Augment: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective.

So at level 11 when you can manifest this, without feats, you can only do this to one character. At level 12 you could do this to two characters. At level 13 you could do this to three characters... Which I should point out something. You actually have to be hurt for this to be useful. How often are several members of your collective/party down 110+ hit points and aren't dead? The more useful effect is, earlier, cast it and channel any of the excess hit points to others via Collective Healing.

Oracles get 34 powers known without any feats or favored class bonuses (or even the free cure spells or inflict spells). Vitalists get 11. Vitalists are the psionic version of healer clerics without most of the other tricks a cleric can pull off.

No. This isn't OP. It's making in combat healing a viable option rather than concentrating on killing enemies faster (which is still strictly better). Due to the rock/paper/scissors element of D&D/Pathfinder, hit points are only one resource to worry about. At those levels, casters are pretty good at staying out of melee, but a good debuff targeting a weak save and draining levels or damaging ability scores is really going to ruin your day... which Heal can fix in some cases, but Heal Injuries cannot.

I would also add, mass heal is a level 9 spell. Clerics can cast that at 17th level, oracles at 18th level. A vitalist needs a manifester level of 17 to cast the augmented version (+6) so not counting the class features, it's useable at the same time as mass heal, but looking at the class features, that augment really isn't for the vitalists who can get the power normally. It's for the Psions and Wilders who pick it up with the Expanded Knowledge feat. So in that instance, it's still a psionic power that is strictly worse than the arcane counterpart.

Edit: I'd also say a better expenditure of PP at that level might be to, instead of spending 11 pp to heal 110 hit points after you take damage, spend 7 pp for an extra 35 temp hp from vigor and spend the extra 4 pp to give it to 4 other party members. 35 temp hp for 5 people before damage starts (6 people if you have a psicrystal) seems like a better deal to me, especially since you can add more hit points to individuals at the cost of less members buffed in this fashion, like 40 to 4 people or 45 to 3 people.

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