|Level||Base Attack Bonus||Fort||Ref||Will||Special||Power Points/Day||Powers Known||Maximum Power Level Known|
|1st||+ 0||+ 2||+ 0||+ 2||Vitalist Method, Collective, Collective Healing, Medic Powers, Knacks, Transfer Wounds 1d6||2||2||1st|
|2nd||+ 1||+ 3||+ 0||+ 3||Vitalist’s Touch, Health Sense (identify), Spirit of Many||6||2||1st|
|3rd||+ 1||+ 3||+ 1||+ 3||Steal Health (touch), Telepathy||11||3||2nd|
|4th||+ 2||+ 4||+ 1||+ 4||Transfer Wounds 2d6||17||3||2nd|
|5th||+ 2||+ 4||+ 1||+ 4||Request Aid||25||4||3rd|
|6th||+ 3||+ 5||+ 2||+ 5||Pulse||35||4||3rd|
|7th||+ 3||+ 5||+ 2||+ 5||Health Sense (stabilize), Steal Health (ranged), Transfer Wounds 3d6||46||5||4th|
|8th||+ 4||+ 6||+ 2||+ 6||Swift Aid||58||5||4th|
|9th||+ 4||+ 6||+ 3||+ 6||Expanded Knowledge||72||6||5th|
|10th||+ 5||+ 7||+ 3||+ 7||Transfer Wounds 4d6||88||6||5th|
|11th||+ 5||+ 7||+ 3||+ 7||Vitalist Expertise||106||7||6th|
|12th||+ 6/+ 1||+ 8||+ 4||+ 8||Health Sense (treat poison)||126||7||6th|
|13th||+ 6/+ 1||+ 8||+ 4||+ 8||Transfer Wounds 5d6||147||8||7th|
|14th||+ 7/+ 2||+ 9||+ 4||+ 9||Steal Life||170||8||7th|
|15th||+ 7/+ 2||+ 9||+ 5||+ 9||Collective Range (unlimited)||195||9||8th|
|16th||+ 8/+ 3||+ 10||+ 5||+ 10||Transfer Wounds 6d6||221||9||8th|
|17th||+ 8/+ 3||+ 10||+ 5||+ 10||Health Sense (treat disease)||250||10||9th|
|18th||+ 9/+ 4||+ 11||+ 6||+ 11||Expanded Knowledge||280||10||9th|
|19th||+ 9/+ 4||+ 11||+ 6||+ 11||Transfer Wounds 7d6, Collective Range (planar)||311||11||9th|
|20th||+ 10/+ 5||+ 12||+ 6||+ 12||Master Vitalist||343||11||9th|
Hit Dice: d6
Class 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).
Skill Points per Level: 2 + Int modifier.
Weapon and Armor Proficiency: Vitalists are proficient with all simple weapons and light armor, but not with shields. Armor does not, however, interfere with the manifestation of powers.
Starting Gold: 3d6 × 10 gp (average 105 gp).
Power 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 above. In addition, he receives bonus power points per day if he has a high Wisdom score. 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 above. 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.
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