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Steel Warrior

Steel Warrior

Rionna Yuna

4xFgD5P.jpg.817e21ccb90fcb3cb47016e3817d3fb3.jpgRionna Yuna Incanter 3|Vitalist 3, HP: 30/30   Saves: Fort 5, Ref 5, Will 3 PP: 17, SP: 7
AC: 18, 14(Tch/Ff/CMD), 10(FCMD) Speed: 30, Perception: +5, Stealth +12 Initiative: +4
Fox Shape: AC 23, (18 Tch/17 Ff/14 CMD), 8 (FCMD) Stealth +20


Rionna winced in pain as she catches hear breath and feels the large shrapnel of wood in her side. Fortunately as a practiced healer, she tends to it quickly. The wound on her side closes up and heals within a few moments. She quickly gets to her feet and begins to scan the vicinity searching for the more injured people. "Call out if you are trapped and severely wounded!"

 

Statblock

[URL=/sheets/?id=2825778][B][SIZE=+1]Rionna Yuna[/SIZE][/B][/URL] Female Neutral Good Kitsune Incanter || Vitalist, [B]Level[/B] 3, [B]Init[/B] 4, [B]HP[/B] 30/30, [B]Speed[/B] 30 [B]AC[/B] 18, [B]Touch[/B] 14, [B]Flat-footed[/B] 14, [B]CMD[/b] 14, [B]Fort[/B] 5, [B]Ref[/B] 5, [B]Will[/B] 3, [B]CMB[/B] 0, [B]Base Attack Bonus[/B] 1 [B] Unarmored Training[/B] (+4 Armor, +4 Dex) [B]Abilities[/B] Str 8, Dex 18, Con 14, Int 10, Wis 10, Cha 18 [B]Condition[/B] . [B]Skills:[/B] Acrobatics 11, Bluff 4, Diplomacy 4, Escape Artist 4, Handle Animal 4, Heal 5, Perception 5, Spellcraft 4, Stealth 10 [B]Knowledge:[/B] Religion 4, Psionics 4 [B]Languages:[/B] Common, Sylvan [b]Spell-Like Abilities:[/b][B]2/Day Ea. DC17:[/B] Charm Person, Disguise Self, Misdirection [B]Traits:[/B] Born Healer (religion), Unorthodox Casting (magic) [B]Feats:[/B] [B]1st:[/B] Selective Channeling, Unarmored Training, Additional Traits, Extra Channel Fox Shape (1st), Magical Tail [B]2nd:[/B] Magical Tail(2nd), Toughness [B]3rd:[/B] Feral Vitality, Magical Tail (3rd) [B]Vitalist Class Abilities:[/B] 1st: [ooc="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.[/ooc] Mender Method, [ooc="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 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The vitalist is always considered a member of his own collective, and does not count against this limit. 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. [/ooc], [ooc="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.[/ooc], [ooc="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.[/ooc], knacks, [ooc="Transfer Wounds (Su)"]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.[/ooc] (1d6+3) 7/day, Mender Power: Natural healing (added to powers known), Mender Knack: Halt Death, Power Points: 17[B]2nd:[/B] Vitalist’s touch, [ooc="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. At 17th level, the vitalist is able to treat diseases in the same fashion, making a Heal check over his collective. When treating a target over a collective, the DC of the Heal check is the same as if the vitalist was treating the target normally.[/ooc] (identify), [ooc="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.[/ooc], [ooc="Spirit of Many"]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.[/ooc] [B]3rd:[/B] [ooc="Steal health"]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.[/ooc] (7hp/touch), [ooc="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.[/ooc] [B]Incantur Class Abilities: 1st:[/B] Channel Energy 2d6, Casting, Spell Pool (7) [B]3rd:[/B] Destruction: [ooc="Intense Magic (Su)"]At 3rd level, whenever the incanter creates a destructive blast that deals hit point damage, he adds 1/2 his incanter level to the damage dealt (minimum +1). This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the destructive blast.[/ooc] [spoiler=Vitalist Powers][B]Power Points/Day:[/B] 17, [B]Powers Known:[/B] 3+1, [B]Power Level:[/B] 2nd [B]0-lvl:[/B] Detect Psionics, Halt Death, Sense Poison [B]1st:[/B] Biofeedback, Natural Healing [B]2nd:[/B] Body Equilibrium, Resist Toxin, Sustenance[/Spoiler] [spoiler=Incanter Sphere Casting][B]Talents:[/B] 7 [B]1st:[/B] Life Sphere: ([ooc="Cure"]As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half).[/ooc] 3d8+12, [ooc="Invigorate"]As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)).[/ooc] (6 temp hp/1hr), [ooc="Restore"]As a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets. If restoring mind, this accomplishes all of the following: Removes the dazzled condition. Removes the shaken condition or lessens frightened to shaken, or panicked to frightened. Removes the staggered condition. If restoring body, this accomplishes all of the following: Removes the battered condition. (See Spheres of Might.) Removes the fatigued condition or lessens exhaustion to fatigued. Removes the sickened condition or lessens nauseated to sickened. If restoring soul, this: Heals 1d4 points of ability damage to one ability score of your choice. If the condition targeted is part of an on-going effect, restore instead suppresses the condition for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects.[/ooc] 1), [ooc="Deeper Healing"]Your invigorate grants 2 temporary hit points per caster level instead of 1. Your cure heals an additional 1d8 hit points, +1d8 per 5 caster levels.[/ooc] (2), [ooc="Restore Health"]Your cure ability heals an additional 1 hit point per caster level. When restoring a target’s body, the exhausted and nauseated conditions are completely removed rather than lessened, and you may attempt a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more.[/ooc] (3), Destruction Sphere: [ooc="Destructive Blast"]As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack. A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level. You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum 2d6).[/ooc] 2d6+1 or (1 sp 3d6+1) (4) [B]2nd:[/B] Life Sphere: [ooc="Restore Senses"]Your cure ability heals an additional 1 hit point per caster level. When restoring a target’s mind, the target is also cured of the confused and dazed conditions, and the frightened and panicked conditions are completely removed rather than lessened; as well as all temporary or magical removal of their senses. This includes blindness, deafness, loss of tremorsense, blindsense, etc. If playing with sanity rules, this also cures 1d4 points of sanity damage.[/ooc] (5) [B]3rd:[/B] Life Sphere: [ooc="Restore Spirit"]Your cure ability heals an additional 1 hit point per caster level. When restoring a target’s soul, the target is cured of all ability damage, as well as all ability drain to one ability score of your choice. The target is also cured of 1 temporary negative level, +1 per 5 caster levels. This may also suppress a permanent negative level for 1 minute per caster level instead of curing a temporary negative level.[/ooc] (6), [ooc="Affliction"]When using cure you may invert the effect from positive energy to negative energy. This has no effect on undead and damages the living (Will half). This requires a melee or ranged touch attack against the target, and if used at range is considered a ray. This cannot be combined with Fount Of Life. When using restore, you may choose to inflict conditions rather than remove them. This also requires a melee or ranged touch attack. The creature must succeed at a Fortitude save or be exhausted for 2d6 rounds. If they succeed at their saving throw, they are instead fatigued for 2d6 rounds. Unlike regular fatigue and exhaustion, this condition ends as soon as the duration expires If you possess certain other talents, you can change the effect from exhaustion or fatigue to something else, and possibly change the saving throw, as outlined below: If you possess Restore Capacity, you may cause the target’s limbs to not function correctly, making them entangled and reducing all movement speeds by half for 1d6 rounds (Reflex negates). If you possess [B]Restore Health[/B], you may make the target nauseated for 1d6 rounds (or sickened for 1d6 rounds on a successful save). If you possess [B]Restore Senses[/B], you may make the target confused for 1d6 rounds (Will negates). If you possess [B]Restore Spirit[/B], you may make the target incapable of receiving any magical healing, fast healing, or regeneration for 2d6 rounds (Will negates). [/ooc] (7) [/spoiler]
Rionna Yuna
Female Neutral Good Kitsune Incanter || Vitalist, Level 3, Init 4, HP 30/30, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 5, Ref 5, Will 3, CMB 0, Base Attack Bonus 1
Unarmored Training (+4 Armor, +4 Dex)
Abilities Str 8, Dex 18, Con 14, Int 10, Wis 10, Cha 18
Condition .
Skills: Acrobatics 11, Bluff 4, Diplomacy 4, Escape Artist 4, Handle Animal 4, Heal 5, Perception 5, Spellcraft 4, Stealth 10
Knowledge: Religion 4, Psionics 4
Languages: Common, Sylvan
Spell-Like Abilities: 2/Day Ea. DC17: Charm Person, Disguise Self, Misdirection
Traits: Born Healer (religion), Unorthodox Casting (magic)
Feats: 1st: Selective Channeling, Unarmored Training, Additional Traits, Extra Channel Fox Shape (1st), Magical Tail 2nd: Magical Tail(2nd), Toughness 3rd: Feral Vitality, Magical Tail (3rd)
Vitalist Class Abilities: 1st: 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. Mender Method, 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 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The vitalist is always considered a member of his own collective, and does not count against this limit.

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 PowersThe 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.
, knacks, Transfer Wounds (Su)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. (1d6+3) 7/day, Mender Power: Natural healing (added to powers known), Mender Knack: Halt Death, Power Points: 17 2nd: Vitalist’s touch, health senseBeginning 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.

At 17th level, the vitalist is able to treat diseases in the same fashion, making a Heal check over his collective.

When treating a target over a collective, the DC of the Heal check is the same as if the vitalist was treating the target normally.
(identify), Mender's TouchA 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. , Spirit of ManyA 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.
3rd: Steal healthAt 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.
(7hp/touch), 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.

Incantur Class Abilities: 1st: Channel Energy 2d6, Casting, Spell Pool (7) 3rd: Destruction: Intense Magic (Su)At 3rd level, whenever the incanter creates a destructive blast that deals hit point damage, he adds 1/2 his incanter level to the damage dealt (minimum +1). This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the destructive blast.

Vitalist Powers

Power Points/Day: 17, Powers Known: 3+1, Power Level: 2nd
0-lvl: Detect Psionics, Halt Death, Sense Poison
1st: Biofeedback, Natural Healing
2nd: Body Equilibrium, Resist Toxin, Sustenance

 

Incanter Sphere Casting

Talents: 7
1st: Life Sphere: (CureAs a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half). 3d8+12, InvigorateAs a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)). (6 temp hp/1hr), RestoreAs a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets.

If restoring mind, this accomplishes all of the following:

Removes the dazzled condition.
Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
Removes the staggered condition.

If restoring body, this accomplishes all of the following:

Removes the battered condition. (See Spheres of Might.)
Removes the fatigued condition or lessens exhaustion to fatigued.
Removes the sickened condition or lessens nauseated to sickened.

If restoring soul, this:

Heals 1d4 points of ability damage to one ability score of your choice.

If the condition targeted is part of an on-going effect, restore instead suppresses the condition for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects.
1), Deeper HealingYour invigorate grants 2 temporary hit points per caster level instead of 1. Your cure heals an additional 1d8 hit points, +1d8 per 5 caster levels. (2), Restore HealthYour cure ability heals an additional 1 hit point per caster level. When restoring a target’s body, the exhausted and nauseated conditions are completely removed rather than lessened, and you may attempt a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more. (3), Destruction Sphere: Destructive BlastAs a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack.

A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level.
You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum 2d6).
2d6+1 or (1 sp 3d6+1) (4)
2nd: Life Sphere: Restore SensesYour cure ability heals an additional 1 hit point per caster level. When restoring a target’s mind, the target is also cured of the confused and dazed conditions, and the frightened and panicked conditions are completely removed rather than lessened; as well as all temporary or magical removal of their senses. This includes blindness, deafness, loss of tremorsense, blindsense, etc. If playing with sanity rules, this also cures 1d4 points of sanity damage. (5)
3rd: Life Sphere: Restore SpiritYour cure ability heals an additional 1 hit point per caster level. When restoring a target’s soul, the target is cured of all ability damage, as well as all ability drain to one ability score of your choice. The target is also cured of 1 temporary negative level, +1 per 5 caster levels. This may also suppress a permanent negative level for 1 minute per caster level instead of curing a temporary negative level. (6), AfflictionWhen using cure you may invert the effect from positive energy to negative energy. This has no effect on undead and damages the living (Will half). This requires a melee or ranged touch attack against the target, and if used at range is considered a ray. This cannot be combined with Fount Of Life.

When using restore, you may choose to inflict conditions rather than remove them.

This also requires a melee or ranged touch attack. The creature must succeed at a Fortitude save or be exhausted for 2d6 rounds. If they succeed at their saving throw, they are instead fatigued for 2d6 rounds. Unlike regular fatigue and exhaustion, this condition ends as soon as the duration expires

If you possess certain other talents, you can change the effect from exhaustion or fatigue to something else, and possibly change the saving throw, as outlined below:

If you possess Restore Capacity, you may cause the target’s limbs to not function correctly, making them entangled and reducing all movement speeds by half for 1d6 rounds (Reflex negates).
If you possess Restore Health , you may make the target nauseated for 1d6 rounds (or sickened for 1d6 rounds on a successful save).
If you possess Restore Senses , you may make the target confused for 1d6 rounds (Will negates).
If you possess Restore Spirit , you may make the target incapable of receiving any magical healing, fast healing, or regeneration for 2d6 rounds (Will negates).

(7)

 

 

Steel Warrior

Steel Warrior

Rionna Yuna

4xFgD5P.jpg.817e21ccb90fcb3cb47016e3817d3fb3.jpgRionna Yuna Incanter 3|Vitalist 3, HP: 30/30   Saves: Fort 5, Ref 5, Will 3 PP: 17, SP: 7
AC: 18, 14(Tch/Ff/CMD), 10(FCMD) Speed: 30, Perception: +5, Stealth +12 Initiative: +4
Fox Shape: AC 23, (18 Tch/17 Ff/14 CMD), 8 (FCMD) Stealth +20


Rionna winced in pain as she catches hear breath and feels the large shrapnel of wood in her side. Fortunately as a practiced healer, she tends to it quickly.

 

Statblock

[URL=/sheets/?id=2825778][B][SIZE=+1]Rionna Yuna[/SIZE][/B][/URL] Female Neutral Good Kitsune Incanter || Vitalist, [B]Level[/B] 3, [B]Init[/B] 4, [B]HP[/B] 30/30, [B]Speed[/B] 30 [B]AC[/B] 18, [B]Touch[/B] 14, [B]Flat-footed[/B] 14, [B]CMD[/b] 14, [B]Fort[/B] 5, [B]Ref[/B] 5, [B]Will[/B] 3, [B]CMB[/B] 0, [B]Base Attack Bonus[/B] 1 [B] Unarmored Training[/B] (+4 Armor, +4 Dex) [B]Abilities[/B] Str 8, Dex 18, Con 14, Int 10, Wis 10, Cha 18 [B]Condition[/B] . [B]Skills:[/B] Acrobatics 11, Bluff 4, Diplomacy 4, Escape Artist 4, Handle Animal 4, Heal 5, Perception 5, Spellcraft 4, Stealth 10 [B]Knowledge:[/B] Religion 4, Psionics 4 [B]Languages:[/B] Common, Sylvan [b]Spell-Like Abilities:[/b][B]2/Day Ea. DC17:[/B] Charm Person, Disguise Self, Misdirection [B]Traits:[/B] Born Healer (religion), Unorthodox Casting (magic) [B]Feats:[/B] [B]1st:[/B] Selective Channeling, Unarmored Training, Additional Traits, Extra Channel Fox Shape (1st), Magical Tail [B]2nd:[/B] Magical Tail(2nd), Toughness [B]3rd:[/B] Feral Vitality, Magical Tail (3rd) [B]Vitalist Class Abilities:[/B] 1st: [ooc="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.[/ooc] Mender Method, [ooc="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 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The vitalist is always considered a member of his own collective, and does not count against this limit. 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. [/ooc], [ooc="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.[/ooc], [ooc="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.[/ooc], knacks, [ooc="Transfer Wounds (Su)"]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.[/ooc] (1d6+3) 7/day, Mender Power: Natural healing (added to powers known), Mender Knack: Halt Death, Power Points: 17[B]2nd:[/B] Vitalist’s touch, [ooc="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. At 17th level, the vitalist is able to treat diseases in the same fashion, making a Heal check over his collective. When treating a target over a collective, the DC of the Heal check is the same as if the vitalist was treating the target normally.[/ooc] (identify), [ooc="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.[/ooc], [ooc="Spirit of Many"]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.[/ooc] [B]3rd:[/B] [ooc="Steal health"]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.[/ooc] (7hp/touch), [ooc="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.[/ooc] [B]Incantur Class Abilities: 1st:[/B] Channel Energy 2d6, Casting, Spell Pool (7) [B]3rd:[/B] Destruction: [ooc="Intense Magic (Su)"]At 3rd level, whenever the incanter creates a destructive blast that deals hit point damage, he adds 1/2 his incanter level to the damage dealt (minimum +1). This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the destructive blast.[/ooc] [spoiler=Vitalist Powers][B]Power Points/Day:[/B] 17, [B]Powers Known:[/B] 3+1, [B]Power Level:[/B] 2nd [B]0-lvl:[/B] Detect Psionics, Halt Death, Sense Poison [B]1st:[/B] Biofeedback, Natural Healing [B]2nd:[/B] Body Equilibrium, Resist Toxin, Sustenance[/Spoiler] [spoiler=Incanter Sphere Casting][B]Talents:[/B] 7 [B]1st:[/B] Life Sphere: ([ooc="Cure"]As a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half).[/ooc] 3d8+12, [ooc="Invigorate"]As a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)).[/ooc] (6 temp hp/1hr), [ooc="Restore"]As a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets. If restoring mind, this accomplishes all of the following: Removes the dazzled condition. Removes the shaken condition or lessens frightened to shaken, or panicked to frightened. Removes the staggered condition. If restoring body, this accomplishes all of the following: Removes the battered condition. (See Spheres of Might.) Removes the fatigued condition or lessens exhaustion to fatigued. Removes the sickened condition or lessens nauseated to sickened. If restoring soul, this: Heals 1d4 points of ability damage to one ability score of your choice. If the condition targeted is part of an on-going effect, restore instead suppresses the condition for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects.[/ooc] 1), [ooc="Deeper Healing"]Your invigorate grants 2 temporary hit points per caster level instead of 1. Your cure heals an additional 1d8 hit points, +1d8 per 5 caster levels.[/ooc] (2), [ooc="Restore Health"]Your cure ability heals an additional 1 hit point per caster level. When restoring a target’s body, the exhausted and nauseated conditions are completely removed rather than lessened, and you may attempt a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more.[/ooc] (3), Destruction Sphere: [ooc="Destructive Blast"]As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack. A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level. You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum 2d6).[/ooc] 2d6+1 or (1 sp 3d6+1) (4) [B]2nd:[/B] Life Sphere: [ooc="Restore Senses"]Your cure ability heals an additional 1 hit point per caster level. When restoring a target’s mind, the target is also cured of the confused and dazed conditions, and the frightened and panicked conditions are completely removed rather than lessened; as well as all temporary or magical removal of their senses. This includes blindness, deafness, loss of tremorsense, blindsense, etc. If playing with sanity rules, this also cures 1d4 points of sanity damage.[/ooc] (5) [B]3rd:[/B] Life Sphere: [ooc="Restore Spirit"]Your cure ability heals an additional 1 hit point per caster level. When restoring a target’s soul, the target is cured of all ability damage, as well as all ability drain to one ability score of your choice. The target is also cured of 1 temporary negative level, +1 per 5 caster levels. This may also suppress a permanent negative level for 1 minute per caster level instead of curing a temporary negative level.[/ooc] (6), [ooc="Affliction"]When using cure you may invert the effect from positive energy to negative energy. This has no effect on undead and damages the living (Will half). This requires a melee or ranged touch attack against the target, and if used at range is considered a ray. This cannot be combined with Fount Of Life. When using restore, you may choose to inflict conditions rather than remove them. This also requires a melee or ranged touch attack. The creature must succeed at a Fortitude save or be exhausted for 2d6 rounds. If they succeed at their saving throw, they are instead fatigued for 2d6 rounds. Unlike regular fatigue and exhaustion, this condition ends as soon as the duration expires If you possess certain other talents, you can change the effect from exhaustion or fatigue to something else, and possibly change the saving throw, as outlined below: If you possess Restore Capacity, you may cause the target’s limbs to not function correctly, making them entangled and reducing all movement speeds by half for 1d6 rounds (Reflex negates). If you possess [B]Restore Health[/B], you may make the target nauseated for 1d6 rounds (or sickened for 1d6 rounds on a successful save). If you possess [B]Restore Senses[/B], you may make the target confused for 1d6 rounds (Will negates). If you possess [B]Restore Spirit[/B], you may make the target incapable of receiving any magical healing, fast healing, or regeneration for 2d6 rounds (Will negates). [/ooc] (7) [/spoiler]
Rionna Yuna
Female Neutral Good Kitsune Incanter || Vitalist, Level 3, Init 4, HP 30/30, Speed 30
AC 18, Touch 14, Flat-footed 14, CMD 14, Fort 5, Ref 5, Will 3, CMB 0, Base Attack Bonus 1
Unarmored Training (+4 Armor, +4 Dex)
Abilities Str 8, Dex 18, Con 14, Int 10, Wis 10, Cha 18
Condition .
Skills: Acrobatics 11, Bluff 4, Diplomacy 4, Escape Artist 4, Handle Animal 4, Heal 5, Perception 5, Spellcraft 4, Stealth 10
Knowledge: Religion 4, Psionics 4
Languages: Common, Sylvan
Spell-Like Abilities: 2/Day Ea. DC17: Charm Person, Disguise Self, Misdirection
Traits: Born Healer (religion), Unorthodox Casting (magic)
Feats: 1st: Selective Channeling, Unarmored Training, Additional Traits, Extra Channel Fox Shape (1st), Magical Tail 2nd: Magical Tail(2nd), Toughness 3rd: Feral Vitality, Magical Tail (3rd)
Vitalist Class Abilities: 1st: 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. Mender Method, 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 1, and all targets must be within Medium range (100 ft. + 10 ft. per class level). The vitalist is always considered a member of his own collective, and does not count against this limit.

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 PowersThe 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.
, knacks, Transfer Wounds (Su)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. (1d6+3) 7/day, Mender Power: Natural healing (added to powers known), Mender Knack: Halt Death, Power Points: 17 2nd: Vitalist’s touch, health senseBeginning 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.

At 17th level, the vitalist is able to treat diseases in the same fashion, making a Heal check over his collective.

When treating a target over a collective, the DC of the Heal check is the same as if the vitalist was treating the target normally.
(identify), Mender's TouchA 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. , Spirit of ManyA 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.
3rd: Steal healthAt 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.
(7hp/touch), 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.

Incantur Class Abilities: 1st: Channel Energy 2d6, Casting, Spell Pool (7) 3rd: Destruction: Intense Magic (Su)At 3rd level, whenever the incanter creates a destructive blast that deals hit point damage, he adds 1/2 his incanter level to the damage dealt (minimum +1). This bonus damage is not increased by Empower Spell or similar effects. This damage is of the same type as the destructive blast.

Vitalist Powers

Power Points/Day: 17, Powers Known: 3+1, Power Level: 2nd
0-lvl: Detect Psionics, Halt Death, Sense Poison
1st: Biofeedback, Natural Healing
2nd: Body Equilibrium, Resist Toxin, Sustenance

 

Incanter Sphere Casting

Talents: 7
1st: Life Sphere: (CureAs a standard action, you may spend a spell point to touch a target and heal it an amount of damage equal to 1d8 + your caster level. To living creatures, this is a harmless positive energy effect, but it is harmful to undead and other creatures normally damaged by positive energy (Will half). 3d8+12, InvigorateAs a standard action, you may invigorate a touched creature, granting them temporary hit points equal to your caster level (minimum 1). Unlike normal temporary hit points, this ability can only be used on an injured target and cannot raise a target’s current hit points plus their temporary hit points to be higher than their total hit points. This benefit lasts for 1 hour (Will negates (harmless)). (6 temp hp/1hr), RestoreAs a standard action, you may touch a target and spend a spell point to restore their health (Will negates (harmless)). When using restore, you must choose to restore mind, body, or soul. If affecting multiple targets, this choice becomes the same for all targets.

If restoring mind, this accomplishes all of the following:

Removes the dazzled condition.
Removes the shaken condition or lessens frightened to shaken, or panicked to frightened.
Removes the staggered condition.

If restoring body, this accomplishes all of the following:

Removes the battered condition. (See Spheres of Might.)
Removes the fatigued condition or lessens exhaustion to fatigued.
Removes the sickened condition or lessens nauseated to sickened.

If restoring soul, this:

Heals 1d4 points of ability damage to one ability score of your choice.

If the condition targeted is part of an on-going effect, restore instead suppresses the condition for a number of rounds equal to your caster level. This cannot be used to remove curses or instantaneous effects.
1), Deeper HealingYour invigorate grants 2 temporary hit points per caster level instead of 1. Your cure heals an additional 1d8 hit points, +1d8 per 5 caster levels. (2), Restore HealthYour cure ability heals an additional 1 hit point per caster level. When restoring a target’s body, the exhausted and nauseated conditions are completely removed rather than lessened, and you may attempt a magic skill check against the DC of any poison or disease the target is suffering from. On a success, this removes that poison or disease from the target. This does not reverse damage the target may have suffered from the poison or disease (such as ability damage), but it does stop the poison or disease from causing any more. (3), Destruction Sphere: Destructive BlastAs a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within close range. A destructive blast is subject to spell resistance, and while it bypasses DR/magic, it does not automatically bypass other forms of damage reduction if it deals physical damage (bludgeoning, slashing, or piercing). A ranged destructive blast counts as a ray attack.

A basic destructive blast deals 1d6 bludgeoning damage for every odd caster level.
You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum 2d6).
2d6+1 or (1 sp 3d6+1) (4)
2nd: Life Sphere: Restore SensesYour cure ability heals an additional 1 hit point per caster level. When restoring a target’s mind, the target is also cured of the confused and dazed conditions, and the frightened and panicked conditions are completely removed rather than lessened; as well as all temporary or magical removal of their senses. This includes blindness, deafness, loss of tremorsense, blindsense, etc. If playing with sanity rules, this also cures 1d4 points of sanity damage. (5)
3rd: Life Sphere: Restore SpiritYour cure ability heals an additional 1 hit point per caster level. When restoring a target’s soul, the target is cured of all ability damage, as well as all ability drain to one ability score of your choice. The target is also cured of 1 temporary negative level, +1 per 5 caster levels. This may also suppress a permanent negative level for 1 minute per caster level instead of curing a temporary negative level. (6), AfflictionWhen using cure you may invert the effect from positive energy to negative energy. This has no effect on undead and damages the living (Will half). This requires a melee or ranged touch attack against the target, and if used at range is considered a ray. This cannot be combined with Fount Of Life.

When using restore, you may choose to inflict conditions rather than remove them.

This also requires a melee or ranged touch attack. The creature must succeed at a Fortitude save or be exhausted for 2d6 rounds. If they succeed at their saving throw, they are instead fatigued for 2d6 rounds. Unlike regular fatigue and exhaustion, this condition ends as soon as the duration expires

If you possess certain other talents, you can change the effect from exhaustion or fatigue to something else, and possibly change the saving throw, as outlined below:

If you possess Restore Capacity, you may cause the target’s limbs to not function correctly, making them entangled and reducing all movement speeds by half for 1d6 rounds (Reflex negates).
If you possess Restore Health , you may make the target nauseated for 1d6 rounds (or sickened for 1d6 rounds on a successful save).
If you possess Restore Senses , you may make the target confused for 1d6 rounds (Will negates).
If you possess Restore Spirit , you may make the target incapable of receiving any magical healing, fast healing, or regeneration for 2d6 rounds (Will negates).

(7)

 

 

Steel Warrior

Steel Warrior

Rionna Yuna

4xFgD5P.jpg.817e21ccb90fcb3cb47016e3817d3fb3.jpgRionna Yuna Incanter 3|Vitalist 3, HP: 30/30   Saves: Fort 5, Ref 5, Will 3 PP: 17, SP: 7
AC: 18, 14(Tch/Ff/CMD), 10(FCMD) Speed: 30, Perception: +5, Stealth +12 Initiative: +4
Fox Shape: AC 23, (18 Tch/17 Ff/14 CMD), 8 (FCMD) Stealth +20


Rionna winced in pain as she catches hear breath and feels the large shrapnel of wood in her side. Fortunately as a practiced healer, she tends to it quickly.

 

 

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