Alternatively, you can create a window of clarity in such conditions that will let the subject act freely. Yeah Wizards can do simulacrum, but at least the attack originates from the simulacrum and can be killed. Harmonic Resonance is great if you have psionic party members. Once you gain a better understanding of the game, Multiclassing becomes more of a realistic option. Did I mention that the healing from this ability can be reallocated too? As this power avoids the problem of sacrificing attack for defense via your Active Energy Type, this is useful in a wider variety of situations. Note that Spirit of Many removes the Mind-Affecting tag, letting your protect the saves of even immune party members.
At this level, your network is already planewide and getting close to interplanar, which could have some interesting implications for this power. Helping his allies — whether by healing them or making your enemies weaker — is what a vitalist does best. There's very little synergy here. Master Vitalist: The Vitalist capstone is dependent on their choice of method - typically, a powerful ability that costs no power points to activate but requires a full-round action and expending focus. But there are definitely far more important feats you should get before that one, like metapsionics.
You receive one kind of sense when another sense is stimulated. But I can understand not wanting to take it if you want to give your melee more chances to shine. Your target takes a penalty on Int-based skill checks, prevents them from both taking 10, taking 20 , and fighting defensively, and also gives them a penalty to attack rolls and armor class. This means that by rolling 19 or 20 and upon a successful hit you initiate another roll called Critical Roll. However, even items are a minefield of traps that are in many cases far more expensive than the benefit they provide; this includes the vast majority of scrolls and potions, which provoke AoOs in addition to simply being overpriced.
Soulthief Power A soulthief vitalist adds to his list of powers known. Remember that you can reallocate anyone's healing at will so long as they consent, so if you're at risk of overhealing someone, feel free to send the excess healing to someone else in your collective who may need it. I probably would not have known about this book if I hadn't seen this. Explorer and Windweaver are helpful though minor boosts. Once every 10 minutes, the Vitalist can touch a target with 140 hp or less and expend psionic focus, causing them to make a fort save - failure means the target is instantly slain this is a death effect. Simply put, every action you spend curing someone is an action not spent killing the opponent. Dropping below 1 Wis or leaving the range of the collective will also remove you from it.
Encounters would need to be designed to deal so much damage the Vitalist has issues keeping up even at 15th. I personally think this is the weakest of the three Methods though. Be a gish or psywar for best results. I figure good starting stats given 25 point buy would be Str 8, Dex 10, Con 10, Int 18, Wis 14, Cha 14, then +2 Int for human. At 19th level, if a member of your collective would be removed from the collective due to dying or their Wisdom being reduced to 0, they remain in the collective for 24 hours, although they are still dead or have a 0 Wisdom and remain unconscious, as appropriate. Swift Aid A mender of 8th level may, as an and by expending his psionic focus, heal a member of his collective as if he had used transfer wounds.
Starting at 7th level, the vitalist can make a check over his collective to stabilize a target or treat a wound from a caltrop, , , or similar. They can sit comfortably anywhere and heal their party from anywhere in the world and cannot be touched. Restore Extremity: Repair or reattach a limb. What bothers me is by 15th level a Vitalist can never die. This is useful to fix a corpse and thus avoid needing resurrection for a particularly nasty killing , but otherwise rules on chopping off extermities are pretty rare. The arcane archer part of him lets Presto Fling combine his area spells with an arrow attack and enchant his bow. Outside of combat Double Bingo is a decent intimidator and knowledge buff.
Should the preferred target be reduced to 0 or fewer hit points, this effect immediately ends. Mender Power A mender vitalist adds to his list of powers known. His base daily allotment of power points is given on Table: Vitalist. Female human Oracle, focus on high Intelligence and Charisma for skill points and better social ability , the Lore Mystery, and the Seer archetype from ultimate magic. Collective Su This is the class's signature ability. The exception to this is extra powers learned e.
If you could stack this to exhausted it would be worth spamming, but as-is it's mediocre. If these are a big part of your campaign, this could be the archetype for you. Tank the hell out of combats, healing where needed and shunting pain when low on heath. The Vitalist list, though limited, does contain a number of useful powers. Play an even divide between leveling the first five advisory stats if possible.
What class and build would you recommend that can do that well, while still being able to provide support for my allies? Vitalists are always considered members of their own collective and do not count towards this limit. Fatigue: Soulthief only Fatigue someone at range. In addition, assume that magical items are either uncommon or rare. All three weaknesses point to this one conclusion. Psychic Chirurgery: You repair psychic damage or impart knowledge of new powers. The vitalist can heal at large ranges, yes. If you do pick this up for some reason, reform it away once you no longer need it.