So my group may or may not be starting up another game, and I may or may not be planning to play a psionic monk of some sort in it.
I was looking at the best way to multiclass for that goal, and ran across Vitalist. My first thought was that I wished I'd read it before the current game, as I may well have chosen to play a Vitalist rather than a Psion. My second thought was "Wow, this is really strong." My third thought was, "Uh, this... may be a little *too* strong..." My fourth thought was somewhere along the lines of "Holy *$@#!ing @%#& this is outrageously OP."
So I went and googled it, to see if other people were deriding it as massively overpowered. And to my surprise... I couldn't find a single instance of that. Which is weird, because I've seen people complaining about *Monks* being overpowered, and that's just crazy talk. I saw people recommending the class, seemingly without reservation, and I'm... confused.
Am I missing something? Let me give you my analysis, and tell me what you think.
So, first, it's a full manifester, d6 hit die, 1/2 BAB class. It gets the same power points as a Psion, but with a much more limited powers list. Unlike a Psion--or any other psionic class, really--a Vitalist can change their known powers every morning when they recover power points. There is no restriction on the level these powers can be (Such as there is with say, Psychic Reformation).
So far, I consider that quite strong. Maybe not unbalanced, but being able to shift powers each day isn't really fully counteracted by the limited list or small count of powers known. I wouldn't call it OP yet, but that's... really quite good. I'd make that trade and consider myself to have come out ahead, personally.
Then we get to class features. Which are *also* really strong, on top of being a full manifester who can change powers every day.
First off is the Collective. Which is a REALLY NEAT mechanic. I love it, I want to marry it. It basically lets you split healing across the party in whatever way you want. That's cool! In no way a problem, just a neat feature.
But then it gets improved.
At second level, you get the class feature "Spirit of Many". This grants you a bonus augment you can apply to any power with the Network descriptor. That augment is as follows:
"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."
Holy...! Well... I mean, OK. That's a multiplicative bonus with a stupidly cheap cost, but there aren't that many powers with the Network descriptor so maybe it's not that bad... I mean, you could use the Network Power metapsionic, but that costs 4 points so...
Then you go back and read the "Medic Powers" class feature, and realize that "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."
FUUUUUU...
So you're telling me that I can, for a mere 5 power points, grant my ENTIRE 5 person party DR 2/- with Biofeedback? I can manifest Expansion on anyone in tha party, or multiple people in the party at once? I can effectively grant the entire party Barbarian Rage with Endorphin Surge? Hey wait, did that say EVERY power of the [Healing] subdiscipline? Holy...
See, in case you're not the sort who sees something like that and realizes how mathematically powerful it is, allow me to explain.
Natural Healing is a level 1 power, and it's going to be a Vitalist's bread and butter. It heals 3 hp per power point you spend on it. Nothing huge, but very reliable. You can manifest it on anyone in your party, obviously, due to network. But you can *also* copy it across the party. Normally if you spent say, 10 pp to manifest this, you would get 30 hp of healing, which since you're a vitalist, you can spread however you like among the party. But if you were to say, spend 1 point to manifest it, 5 points to augment the healing to 18 hp, and then another 4 points to use your special Vitalist augment and make it apply to all 5 of your party members... You heal EACH member for 18 hp, which means you spend the same 10 points, but heal *90* hp, instead of 30.
That gets even more outrageous with Body Adjustment and empower and maximize and such. I believe it caps out at healing a 5 person collective for something close to 700 hp at level 20.
You may be saying, "But you're talking total HP healed and that's disingenuous because each person is only being healed for 18." and you'd be right, except that a Vitalist can freely split (Or combine) healing applied to any member of their party. So they could put the whole amount into healing one person, if they want.
Now, I'd be willing to buy the argument that combat healing in general is weak to the point of near uselessness, so having the Vitalist be really good at it isn't a major problem. But all those other spells... Iron body gives DR 15/adamant, for instance. That's a bit insane to be able to grant to the entire party. And we're also not done.
They also get an at-will vampiric touch attack which has NO SAVE at level 3. If they make the touch attack, they do the damage (And heal the party). On it's own, not completely out of line, but it's pretty strong. It's particularly good in a campaign where you'll be fighting mostly monsters, rather than PC race types with PC classes, as most monsters have poor touch AC.
The Vitalist also gets a class feature which mimics Quivering Palm but is better in most respects, allows you to heal the party at the same time, and they get it at level 14, 2 levels earlier than Monk gets Quivering Palm. The biggest limiter on it is that it outright cannot work against anything with 140hp or more. This is pretty limiting against monsters, where bosses are going to have way more HP than that, but if you're playing a more intrigue based campaign where the bad guys are mostly PC races with PC classes, very few are going to have more than 140 hp.
So you have one ability that's really quite good in a largely monster based campaign, and another that's really great against "humanoid" type campaigns. That's really quite good. And combine it with the other things the class gets and... I mean, it's starting to feel more than a little OP to me.
But wait, there's more!
All of that I could maybe think is... strong but... maybe not completely absurd, but then we get into their "method" abilities.
If they choose to go with Guardian Method, at level 6 they can spend 1pp and give the whole party DR 2/-. This only lasts one round, but it's a FREE ACTION. So there's literally no reason to ever not use it every single round. That DR increases by +1 for every 3 levels the vitalist gains beyond level 6. At level 20 they basically give the party permanent DR 6/-. I mean, yeah, it costs 1 pp, but that's nothing.
And at level 11, they get to add two different bonus augments to the Empathic Feedback power. Let me point out that Empathic Feedback is *really strong*, even just on its own. But you add these augments to the text of it:
"If you spend 6 additional power points, this power may be manifested as an immediate action.
If you spend 4 additional power points, the damage dealt to the attacker is subtracted from the damage you take."
The immediate action thing is nice, but not staggering. The second one is BAT$#!^ insane. Empathic Feedback costs 7 to manifest for a Vitalist, or 5 if you use Expanded Knowledge to snatch it off the Psychic Warrior list. Assuming you did the latter, and you have Overchannel, you can spend 5 to manifest it, 3 to increase the damage it returns to the attacker to 1/2, and 4 to cause it to reduce the damage you take by the amount reflected, at level 11. And you only need to overchannel by one point. So you take only half damage from melee attacks, and the attacker eats the other half. At level 13 you become *completely immune to melee damage* with this. 5pp to manifest, 6 to augment it so that it returns the FULL damage dealt by the attacker, and then another 4 to get your special damage reduction augment. Any damage dealt to you in melee is returned completely. You take none of it, the attacker takes all of it. You eat 3d8 overchannel damage, but do you really care, considering what you can do with Natural Healing and Body Adjustment?
The other Methods all have similarly broken (IMO) things. Intercessor Method lets you give the whole party +2 competence on attack and weapon damage rolls, which goes up to +3 at level 12, an +4 at level 18. That's not huge, but it also gives a morale bonus against charm and fear effects, and you can easily keep it up throughout an entire fight, and it costs you no actions to do so. And it's a competence bonus that stacks with weapon enhancements and such.
Alternatively you can choose to apply the effects of the Sanctuary spell to the entire party instead.
Mender Method increases the HP you restore with a power with the Healing descriptor by 50%, which works on non-random healing quantities, and stacks with Empower Power for random quantities.
Amazingly, that's probably the least broken method.
So, is there something I'm missing here that balances this class's power out? It seems unreasonably strong to me, but no one seems to be complaining about it at all.
It's sort of sad because it's REALLY NEAT, and I want it to be balanced because I'd quite like to play it, but I have trouble convincing myself it's not broken. Anyone want to try and convince me? ;)