Library of Metzofitz Wiki

Where the egoist is the master of his own body through the power of psychometabolism, vitalists blend the disciplines of telepathy, psychometabolism, and clairsentience to pool multiple creatures into a larger collective of beings, sharing the health of the many to keep each individual well. They are the masters of psionic healing, distributing regenerative energy with the precision of a surgeon. A vitalist’s psionic powers and his collective are his most vital abilities.

Role: Regardless of their chosen method, all vitalists can act as the party medic: healing wounds, curing ailments, and augmenting the physical form. The method in which they perform this role varies from vitalist to vitalist. As light armor wearers with minimal combat skill, vitalists are typically not found on the front line of battle. Helping his allies – whether by healing them or making your enemies weaker – is what a vitalist does best.

Alignment: Any.

Hit Die: d6.

Starting Wealth: 4d4 × 10 gp (average 100 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The vitalist’s class skills are Autohypnosis, Bluff, Craft, Diplomacy, Heal, Intimidate, Knowledge (history), Knowledge (local), Knowledge (psionics), Linguistics, Perception, Perform, Profession, Sense Motive, Spellcraft, and Survival.

Skill Ranks per Level: 2 + Int modifier.

Class Features

Level Base Attack Bonus Fort Save Ref Save Will Save 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

All of the following are class features of the Vitalist.

Weapon and Armor Proficiencies

Vitalists are proficient with all simple weapons and light armor, but not with shields. Armor does not, however, interfere with the manifestation of powers.

Powers 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 on Table: Vitalist. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points) 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. (Exception: The feat Expanded Knowledge does allow a vitalist to learn powers from the lists of 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 on Table: Vitalist. 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.

Editor's Note: It is recommended that the Powers Known class feature be read closely. Vitalist powers work very differently from almost all other manifesters, as they can swap out their powers daily, much like many divine casters in the core rules.

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 a Wisdom score of at least 10 + the power’s level.


Vitalists of all forms learn to manipulate the energy of body and mind in minor ways. A vitalist gains two talents from the vitalist power list, as well as one talent from his method power list.

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.

Vitalist methods can be found here.

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 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 affinitybiofeedbackbody of ironendorphin surgeexpansionoak bodyphysical accelerationsustenancesuspend lifetimeless body, and vigor.

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.

Vitalist’s Touch

Once a vitalist reaches 2nd level, he learns to apply the skills of his method to his transfer wounds ability, as detailed in the vitalist’s method of choice.

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.

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 + 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.

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.

Request Aid (Su)

Starting at 5th level, members of a vitalist’s collective are able to request aid from the vitalist, should he not realize such aid is needed. As a standard action, any member of the collective can request healing from the vitalist. The vitalist can grant this request by spending up to his level in power points as a free action, even if it is not his turn. Each power point spent in this fashion heals 3 hit points to the target. A vitalist can even initiate this healing himself should he realize someone needs healing, by spending a standard action. A vitalist can do this a number of times per day equal to 3 + his Wisdom modifier.

Pulse (Su)

A vitalist of 6th level can project an pulse of psionic energy to all members of his collective as a free action by spending 1 power point. The effect of the pulse depends on the vitalist’s chosen method. The pulse lasts one round.

Swift Aid (Su)

Upon achieving 8th level, a vitalist is able to rapidly respond to the need of a member of his collective, as determined by his vitalist method.

Expanded Knowledge

Skilled vitalists understand that there is merit in expanding their arsenal. At 9th level, a vitalist gains Expanded Knowledge as a bonus feat. He gains this feat again at 18th level.

Vitalist’s Expertise (Su)

A vitalist of 11th level has become an expert at his chosen method, and gains the ability detailed in that method.

Steal Life (Su)

Beginning at 14th level, a vitalist can not only steal the health of a target, but steal their life itself. By making a successful melee touch attack and expending psionic focus, the vitalist can force the target to make a Fortitude save (DC 10 + half class level + Wisdom modifier) or die. A successful save negates this effect. Targets with more than 140 hit points are unaffected by this ability.

If the target fails the save, the vitalist is able to channel the stolen life force through his collective, healing any number of the members of his collective for a combined total of 5 hit points per hit die the original target had.

This ability may only be used on creatures with a Constitution score and may not be used against creatures in the vitalist’s collective.

For example, Jorus is a level 14 vitalist and he uses steal life on a thought slayer, which has 11 hit dice. The thought slayer fails the Fortitude save, so Jorus can heal up to 55 hit points over his collective, divided among the members as he sees fit.

A vitalist must wait 10 minutes after using this ability before he can attempt to use it again. This is considered a death effect.

Master Vitalist (Su)

Upon achieving 20th level, a vitalist has reached the pinnacle of his method, gaining a special ability unique to his chosen method.

Favored Class Bonuses

  • Dromite: Add +1/2 to the maximum number of creatures allowed in the vitalist’s collective
  • Duergar: Treat the vitalist’s level as +1/2 higher when using the transfer wounds ability.
  • Dwarf: Treat the vitalist’s level as +1/2 higher when using the Transfer Wounds ability.
  • Eiremian: Add +1/2 to the damage dealt by and health gained from the vitalist’s steal health ability.
  • Elf: Gain +1/2 additional daily use of transfer wounds.
  • Gnome: Treat the gnome’s vitalist level as +1/2 for the purposes of vitalist’s touch.
  • Grendle: Add +1/2 to the damage dealt from the vitalist’s steal health class ability.
  • Half-giant: Add +1/2 to the half-giant’s Heal checks.
  • Halfling: The vitalist gains 1 psionic talent.
  • Human: Add +1/3 power known from the vitalist power list. This power must be at least one level below the highest power level the vitalist can manifest and may not be changed when the vitalist regains his daily power points.
  • Noral: Add +1/2 to the maximum number of creatures allowed in the collective.
  • Rana: Add +1/6 dice to the vitalist’s transfer wounds ability.
  • Thrallspawn: Treat the vitalist’s level as +1/2 higher when using the transfer wounds ability.
  • Woodborn: Gain +1/2 additional daily use of transfer wounds.
  • Xeph: Add a +1/2 bonus on concentration checks when manifesting vitalist powers.


Akashic Vitalist


Life Leech

Lifemonger (Duergar)



Pacifist (Noral)