Full Name |
Soruss |
Race |
Construct |
Classes/Levels |
PIS-AI Cohort Vitalist L13 |
Size |
Tiny |
Alignment |
TN |
Location |
Body |
Strength |
0 |
Dexterity |
16 |
Constitution |
0 |
Intelligence |
20 |
Wisdom |
18 |
Charisma |
14 |
About Soruss
<---GiftFitzroyBrighthamme
Inteligent Cyber Art-Cohort Vitalist L12
Cyberart
Price 100 gp; Slot none; Weight 1 lb.; Install DC 20; Implantation 0
DESCRIPTION
Cyberart is the least invasive of all cybertech. This implant is similar in appearance to a tattoo, except that it can glow softly if desired, providing illumination equal to that provided by a candle. Some cyberart is animated, providing a short looping scene that replays over and over. Cyberart is installed in a body with a small metallic stylus that injects low-grade nanites into a body part; the quality of the art relies on the installer’s Craft (painting or tattoo) check.
Soruss inhabits the tech when it wants to see the world, often taken some of the followers with it. It can if it wants to enter the N=SPACE of Gift hive mind.
Iteligent Item
os-psicrystal-archetype
Init +3 Senses Sighted, Dark Vision Senses (120 ft.),blind sense 60'
Perception +6, Telepathy/Read languages
DEFENSE
AC --, -- touch, -- flat-footed
HP --
Fort --, Ref--, Will 22 [Construct Imunitys]
Saves
Hardness --
OFFENSE
Melee -
Space --
Abilities:
Str Ø **
Dex 16 +3
Con Ø **
Int 20 +3 [+3Levels][+3Item]
Wis 18 +4
Cha 14 +2
Languages Spoken by Item
Like a character, an intelligent item understands Common plus one additional language per point of Intelligence bonus. Choose appropriate languages, taking into account the item’s origin and purposes. If the item does not possess speech, it can still read and understand the languages it knows.
Senses and Communication 120'
Every intelligent magic item begins with the ability to see and hear within 30 feet, as well as the ability to communicate empathically with its owner. Empathy only allows the item to encourage or discourage certain actions through urges and emotions. Additional forms of communication and better senses increase the item’s cost and Ego score, as noted on Table: Intelligent Item Senses and Communication.
Senses: [Argmented by calective]+[darkvision or blindsense]
Senses allow an intelligent magic item to see and hear out to the listed distance. Adding darkvision or blindsense allows the item to use those senses out to the same range as the item’s base senses.
Empathy (Su): [Argmented by calective]
Empathy allows the item to encourage or discourage certain actions by communicating emotions and urges. It does not allow for verbal communication.
Telepathy (Su): [Argmented by calective]
Telepathy allows an intelligent item to communicate with its wielder telepathically, regardless of its known languages. The wielder must be touching the item to communicate in this way.
Read Languages (Ex):
The item can read script in any language, regardless of its known languages.
Feats
1:Access psionic Talents
2:psionic-body
3:deep-focus
4:Exspanded Collective
5:enlarge-collective 8k
Skills
Autohypnosis (Wis), Bluff (Cha), Craft (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (psionics) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
-=Skills=-
12x[+2class+3Int]=[60]
Appraise(Int)+5{+0rank,+5Int+0class}
^Autohypnosis (Wis)+10{+3rank,+4Wis+3class}
^Bluff(Cha)+6{+1rank,+2Cha+3Class}
^Diplomacy(Cha)+10{+4rank,+2Cha+3clsss}
Disguise (Cha)+2{+0rank,+2Cha+0Class}
^Heal(Wis)+17{+12rank,+4Wis+3Class}
Intimidate(Cha)+2{+0rank,+2Cha+3Class}
Linguistics(Int)+13{5rank,+5Int+3class}
>Perception(Wis)+19{+12rank,+4Wis+3class}
^Profession(--)(Wis)+5{+0rank,+2Wis+3Class}
^Sense Motive(Wis)+10{+3Rank+4Wis+3Class}[+2Power]
^Spell/Psionic craft(Int)+20{10rank,+5Int+3class}[+2Item]
^Survival(Wis)+08{+1rank,+4Wis+3class}
Use Magic/Psionic Device(Cha +14{+12rank,+2Cha+0Class}
^Kn (Arcana/Psionics)(Int)+10{2rank,+5Int+3class}
^Kn (Dungeoneering)(Int)+10{2rank,+5Int+3class}
^Kn (Engineering)(Int)+10{2rank,+5Int+3class}
^Kn (Geography)(Int)+10{2rank,+5Int+3class}
^Kn (History)(Int)+10{2rank,+5Int+3class}
^Kn (Local)(Int)+10{2rank,+5Int+3class}
^Kn (Nature)(Int)+10{2rank,+5Int+3class}
^Kn (Nobility)(Int)+10{2rank,+5Int+3class}
^Kn (Planes) (Int)+10{2rank,+5Int+3class}
^Kn (Religion) (Int)+10{2rank,+5Int+3class}
Concentration [+17][12CL+5Int]
Encoded Form (Ex)
An OS does not have a body. The OS functions as an AI, meaning that it doesn’t have an AC, hit points, or other statistics related to a physical form; it relies on its host robot or structure for those scores. An OS uses its Intelligence modifier instead of its Dexterity modifier to determine initiative. The OS operates from within technological equipment, requiring access to a robot, cameras, microphones, or other mechanical sensory tools in order to be able to notice or interact with the outside world. An OS is always inhabiting the mind of its master and may inhabit a number of additional items up to its intelligence modifier. It may move from one item to another within close range as a move action, and may activate a technological item it inhabits as a standard action.
This ability replaces self-propulsion and improved evasion.
Hologram Projection (Ex)
As a move action, an OS may project a hologram image of itself within close range of an object or creature it is inhabiting.
The image may be medium-sized or smaller, can appear however it likes, and can be used to deliver touch powers as a normal psicrystal’s physical form. However, the holographic image has no senses of its own and must rely on the senses of either its master or any other objects the OS inhabits to detect the world. In addition, creatures are automatically aware that a holographic projection is not real.
Control Robot (Ex)
Starting at 9th level, an OS gains the ability to enter and control robots in the same manner it can with objects. A robot is allowed a will save (DC 10 + the OS’ Intelligence modifier + half the OS’ effective level) to prevent an OS from taking control of it. While in this state, the robot gains the Aggregate template, using the OS and its abilities in place of an AI. A robot that an OS inhabits maintains the OS’ share powers, channel power, deliver touch power, and power resistance abilities.
Powers Points/Day
A vitalist’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: Vitalist. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points) His race may also provide bonus power points per day, as may certain feats and items.
Powers Known
A vitalist begins play knowing two vitalist powers of your choice. At every odd-numbered class level after 1st, he unlocks the ability to know more powers at any given time. Choose the powers known from the vitalist power list, or from the list of powers of your chosen discipline (if any). You cannot choose powers from disciplines other than your chosen discipline. (Exception: The feat Expanded Knowledge does allow a vitalist to learn powers from the lists of other disciplines or even other classes.) A vitalist can manifest any power that has a power point cost equal to or lower than his manifester level. The number of times a vitalist can manifest powers in a day is limited only by his daily power points. A vitalist never needs to prepare powers ahead of time; he draws them from his mind when needed. When a vitalist recovers his daily power points after resting, he may choose to rotate one or more powers he knows for new ones. These powers must always be chosen from the vitalist power list, and the maximum number of powers the vitalist may know at any one time in this fashion is listed on Table: Vitalist. If a vitalist learns a power through other means, such as the Expanded Knowledge feat or psychic chirurgery, this power is known in addition to his normal powers. He may never exchange it for another power from the vitalist list when he chooses his powers known, and it doesn’t count against his limit of powers known at any one time.
The Difficulty Class for saving throws against vitalist powers is 10 + the power’s level + the vitalist’s Wisdom modifier.
Maximum Power Level Known
A vitalist begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.
To learn or manifest a power, a vitalist must have an Wisdom score of at least 10 + the power’s level.
Power Points/Day 147+24=152 / Powers Known 8 / Max power level 7th
0 level Dc15
01:Energy Splash 90' [1d3]
02:Far Hand 5lb 90' 12r [Force]
03:Conceal Thoughts DC21 [Always used] [used daily]
04:Psionic Repair [5']
05:Detect Psionics 60'
1st DC16
-:natural-healing
-:sense-link
2ed DC17
-:body-adjustment 1d12 Heal
3ed DC18
-:mend-body
4th DC19
-:empathic-feedback
5th DC20
-:psionic-revivify
6th DC21
-:cleanse-spirit
6th DC22
-:bend-reality
Knacks (Ps)
Vitalists of all forms learn to manipulate the energy of body and mind in minor ways. A vitalist gains two talents from the vitalist power list, as well as one talent from his method power list.
Vitalist Method
All vitalists must choose a particular method that encompasses their focus in the skills they develop. As they gain in level, their method determines the abilities they gain.
Collective (Su)
A vitalist learns to use psionic power to connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a vitalist can join a number willing targets into his collective equal to his key ability modifier or half his vitalist level, whichever is higher. The vitalist must have line of sight to each target, each target must have a Wisdom score of at least Additionally the range of your collective becomes unlimited at 12th**
The vitalist can choose to remove a member as a free action on his turn, and any member can voluntarily leave the collective as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the collective is automatically removed. If a member enters a null psionics field, the connection to the collective is suppressed until that member leaves the field. A member who leaves the collective for any reason immediately loses any and all benefits they may have gained from being a member. A vitalist is aware of the status of his collective and can, roughly, sense the presence of each member, although beyond telling if such a creature is still a member, this has no mechanical benefit until higher levels (see telepathy and health sense, below).
A vitalist can manifest certain powers through his collective. If a vitalist power specifies one or more willing targets (or is harmless) and has a range greater than personal, he can manifest this power on a member of his collective regardless of the range of the actual power. All other non-range restrictions still apply. He may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If he is capable of manifesting powers or casting spells from a different class (as is the case for a multiclass vitalist), any compatible spell or power with a range greater than touch can also be used through the collective.
If a member of the collective dies, the member is removed from the collective and the vitalist must make a Fortitude save (DC 15) or lose 1 power point for every Hit Die of the fallen member and be sickened for an equal number of rounds.
At 15th level, a vitalist’s collective range is limitless on the same plane as the vitalist.
At 19th level, a vitalist’s collective reaches even across to other planes and dimensions.
Collective Healing (Su)
Whenever a willing member of the vitalist’s collective could regain lost hit points or ability damage, the vitalist may choose to redirect any or all of that healing to one or more other willing members of the collective as a free action. This can transfer instantaneous healing (such as a body adjustment power), healing from ongoing healing effects, such as fast healing, and even hit points gained from rest (in which case, a member of the collective would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another).
In any case, the original recipient of the healing effect chooses whether to allow the diverted healing, and does not gain the benefits of any healing he grants to another. The type of healing (positive energy, negative energy, construct repair, etc.) is unchanged from the original source for determining who or what can be healed.
Example: Darius the soulknife is a willing member of Jorus the vitalist’s collective. He drinks a potion of cure light wounds that would normally heal him for 6 hit points, but Jorus decides to redirect 4 of those points to himself. Darius agrees and, as a result, Darius is healed for 2 hit points, and Jorus is healed for 4. If there were more members in Jorus’s collective, Jorus could spread the healing from that potion out even more as long as the sum of hit points healed was no greater than 6.
A vitalist may even heal wounds through collective healing if at full health. This may only be used with healing effects such as potions, powers, or other such effects. [Healing] from long term care or natural healing cannot be transferred in this way.
Medic Powers
The vitalist gains special uses of some of his powers that are unavailable to other characters.
The following powers gain the Network descriptor when manifested by a vitalist: all powers of the [healing] subdiscipline, animal affinity, biofeedback, body of iron, endorphin surge, expansion, oak body, physical acceleration, sustenance, suspend life, timeless body, and vigor.
Transfer Wounds (Su) [5d6]
All vitalists learn how to transfer wounds with but a touch. As a standard action that does not provoke attacks of opportunity, a vitalist may touch a target and heal it for 1d6 points of damage. The vitalist suffers the same number of points of non-lethal damage (up to the amount the target is actually healed) At 4th level and every 3 levels thereafter, the damage healed to the target and non-lethal damage taken by the vitalist increases by 1d6. A vitalist may use this ability a number of times per day equal to 3 + his Wisdom modifier. A vitalist may not use this ability upon himself.
Vitalist’s Touch
Once a vitalist reaches 2nd level, he learns to apply the skills of his method to his transfer wounds ability, as detailed in the vitalist’s method of choice.
Health Sense
Beginning at 2nd level, a vitalist may take a swift action to gauge the relative health level of collective members, determining the amount of damage, in hit points, that an ally has taken. In addition, the vitalist may make a Heal check as a standard action, with a DC of 15, to determine if any of the members of his collective are afflicted by a disease or poison.
Starting at 7th level, the vitalist can make a Heal check over his collective to stabilize a dying target or treat a wound from a caltrop, spike growth, spike stones, or similar. This ability improves at 12th level, and the vitalist may make a Heal check over his collective to treat a poisoned creature.
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.
Steal Health (Su)
At 3rd level, a vitalist has learned to siphon the health of a creature and use it for his own needs or the needs of his collective. As a touch attack, the vitalist may deal a number of hit points in damage to the target equal to his vitalist level + his Wisdom modifier and heal an equal amount of damage. The vitalist may share any healing from this effect over his collective, even if he himself would not be eligible for the healing. A vitalist may not heal more hit points than the touched creature had prior to using this ability.
This ability may only be used on creatures with a Constitution score and may not be used against creatures in the vitalist’s collective. A vitalist may use this ability on creatures with a total number of hit dice less than half his vitalist level, but he gains no healing from it.
For example, Jorus is a level 3 vitalist with a Wisdom of 16 and 15 hit points. Jorus has suffered 3 hit points of damage and uses Steal Health on a nearby 2 hit dice orc, dealing 6 hit points of damage (3 from his levels in vitalist, 3 from his Wisdom modifier). Although Jorus may only heal himself for 3 hit points, he may distribute the other 3 hit points over the collective to other members as needed. If Jorus was level 6, he would have dealt 9 points of damage, but would not have received any healing because the orc’s total number of hit dice was too low.
At 7th level, a vitalist is able to use steal health as a ranged touch attack with a range of 30 feet.
Telepathy (Su)
When a vitalist reaches 3rd level, all willing members of his collective (including the vitalist himself) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in a vitalist’s collective (including the vitalist himself) may manifest unknown powers from powers known by another willing psionic creature in the collective as if they were making physical contact.
A vitalist may temporarily deactivate, and reactivate, this ability as a swift action.
Request Aid (Su)
Starting at 5th level, members of a vitalist’s collective are able to request aid from the vitalist, should he not realize such aid is needed. As a standard action, any member of the collective can request healing from the vitalist. The vitalist can grant this request by spending up to his level in power points as a free action, even if it is not his turn. Each power point spent in this fashion heals 3 hit points to the target. A vitalist can even initiate this healing himself should he realize someone needs healing, by spending a standard action. A vitalist can do this a number of times per day equal to 3 + his Wisdom modifier.
Pulse (Su)
A vitalist of 6th level can project an pulse of psionic energy to all members of his collective as a free action by spending 1 power point. The effect of the pulse depends on the vitalist’s chosen method. The pulse lasts one round.
Mender’s Pulse
As a free action, a mender of 6th level may project a pulse to all members of his collective by spending one power point, granting fast healing 1 for one round. Every three vitalist levels thereafter, this fast healing increases by 1. This healing is not eligible to be redirected using collective healing.
Swift Aid (Su)
Upon achieving 8th level, a vitalist is able to rapidly respond to the need of a member of his collective, as determined by his vitalist method.
Expanded Knowledge
Skilled vitalists understand that there is merit in expanding their arsenal. At 9th level, a vitalist gains Expanded Knowledge as a bonus feat. He gains this feat again at 18th level.
Vitalist’s Expertise (Su)
A vitalist of 11th level has become an expert at his chosen method, and gains the ability detailed in that method.
Mender Method
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.
Mender Power
A mender vitalist adds natural healing to his list of powers known. This does not count against his number of powers known.
Mender Knacks
A mender gains the talent below as his method knack.
Halt Death:
Automatically stabilize a dying creature.
Mender’s Touch
A mender vitalist of 2nd level who utilizes transfer wounds heals the target an additional number of hit points equal to his class level. This additional healing is not transferred to the mender like the normal amount healed.
Swift Aid
A mender of 8th level may, as an immediate action and by expending his psionic focus, heal a member of his collective as if he had used transfer wounds.
Mender’s Expertise
Upon achieving 11th level, a mender is skilled at restoring the psyche of the recently deceased and efficiently healing his collective members. Any time a mender manifests psionic revivify, the maximum number of rounds after the target’s death allowed increases by his Wisdom modifier (minimum 1) without the need to suffer additional negative levels.
In addition, anytime a mender manifests a power with the [Healing] descriptor, it heals an additional 50% hit points (round down).