Collective (4 members, 120 Feet) (Su) You have a collective of up to 4 individuals within 120 feet
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 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).
Darkvision (60 feet) You can see in the dark (black and white only).
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Guardian Method A guardian vitalist focuses his skill on keeping his allies from suffering wounds. He develops psionic abilities that deflect, absorb, and reflect damage proactively, rather than healing wounds after they are suffered.
Guardian's Touch A guardian vitalist of 2nd level who utilizes transfer wounds grants the target a number of temporary hit points equal to his class level. These temporary hit points last a number of rounds equal to the Vitalist's Wisdom modifier (minimum 1) and do not stack with any other temp hit points.
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.
Psicrystal Affinity You have created a psicrystal
psionic Body Bonus HP +2
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 + Wis mod and heal that amount.
Telepathic Link (Su) The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile.
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.
Transfer Wounds (7/day) (Su) All Vitalist’s 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