S-Class Vitalist

What are S-Class Characters?

S-class characters are built using the summoner class as the basis against which all other classes are balanced. The “S” in this case stands for both summoner and, as a more appropriate in-world reference, superior. If you have played, or GM’d for, a summoner and felt it was fine as is, you should have no problem running with an s-class character.

Spell-Like and Psi-Like Abilities

As explained in the source material, psionics function in many ways like spells, and are able to be countered, negated, and resisted just as spells are. The distinctions drawn between the two are purely in the ways in which they are learned and how they affect the world around them.

For this reason, the content here is provided more in context of other Pathfinder options, listing spell-like abilities and referring to spells when a psionic power or talent is equivalent to one.

S-class vitalists are versatile masters of psionic healing and protection. Through their collective, these vitalists channel psionic power to keep their allies in the fight while the vitalist themselves shifts between methods as fluidly as they bond with other beings.

Every s-class vitalist creates their own, unique collective, and they are so rare that they are welcomed by all psionic cabals equally. While their formal alignment may not reflect it, their association with those cabals remains entirely neutral, and many act as liaisons between them.

Note: The s-class vitalist is an alternate, superior version of the vitalist class. It gains all of the same class features at the expected levels, so choosing an archetype is just as easy as for the standard class.

Alignment: Any.

Hit Die: d6.

Starting Wealth: 4d6 × 10 gp (average 140 gp). In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The s-class vitalist’s class skills (and the key ability for each skill) are 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 Ranks per Level: 2 + Int modifier.

Table: S-Class Vitalist
Level Base Attack Bonus Fort Save Ref Save Will Save Special PP/day Powers Known Max Power Level
1st +0 +2 +0 +2 Collective, collective healing, medic powers, knacks, s-class method, transfer wounds (1d6) 2 2 1st
2nd +1 +3 +0 +3 Health sense (identify), spirit of many, vitalist’s touch 6 2 1st
3rd +1 +3 +1 +3 Steal health (touch), telepathy 11 3 2nd
4th +2 +4 +1 +4 Transfer wounds (2d6), versatile method 1/day 17 3 2nd
5th +2 +4 +1 +4 Request aid 25 4 3rd
6th +3 +5 +2 +5 Pulse, versatile method 2/day 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 Chimeric method, swift aid 58 5 4th
9th +4 +6 +3 +6 Expanded Knowledge 72 6 5th
10th +5 +7 +3 +7 Transfer Wounds (4d6), versatile method 3/day 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 Improved chimeric method, 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), versatile method 5/day 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 Collective range (planar), greater chimeric method, transfer wounds (7d6) 311 11 9th
20th +10/+5 +12 +6 +12 Master vitalist, versatile method 6/day 343 11 9th

Class Features

All of the following are class features of the s-class 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

An s-class vitalist’s ability to manifest powers is limited by the power points they have available. Their base daily allotment of power points is given on Table: Vitalist. In addition, they receive bonus power points per day if they have a high Wisdom score. Their ancestry may also provide bonus power points per day, as may certain feats and items.

Powers Known

An s-class vitalist begins play knowing two vitalist powers of their choice. At every odd-numbered class level after 1st, they unlock 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 their chosen discipline (if any). The vitalist cannot choose powers from disciplines other than their chosen discipline. (Exception: The feat Expanded Knowledge does allow an s-class vitalist to learn powers from the lists of other disciplines or even other classes.) An s-class vitalist can manifest any power that has a power point cost equal to or lower than their manifester level.

The number of times an s-class vitalist can manifest powers in a day is limited only by their daily power points.

An s-class vitalist never needs to prepare powers ahead of time; they draw them from their mind when needed. When an s-class vitalist recovers their daily power points after resting, they may choose to rotate one or more powers they know 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 an s-class vitalist learns a power through other means, such as the Expanded Knowledge feat or psychic chirurgery, this power is known in addition to their normal powers. They may never exchange it for another power from the vitalist list when they choose their powers known, and it doesn’t count against their 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: An s-class vitalist begins play with the ability to learn 1st-level powers. As they attains higher levels, they may gain the ability to master more complex powers.

To learn or manifest a power, an s-class vitalist must have an Wisdom score of at least 10 + the power’s level.

Knacks (Sp)

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

Solo Tactics (Ex)

At 3rd level, you gain solo tactics, as the inquisitor ability. You also gain a teamwork feat. You gain additional teamwork feats at 9th and 15th level.

Weapon Training (Ex)

At 5th, 13th, and 20th level, you gain weapon training as a fighter of your tactician level. Starting at 13th level, you can choose an advanced weapon training instead.

Collective (Su)

As a standard action, an s-class vitalist can join a number willing targets into their collective equal to their key ability modifier or half their 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 their own collective, and does not count against this limit.

The vitalist can choose to remove a member as a free action on their 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. An s-class vitalist is aware of the status of their 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).

An s-class vitalist can manifest certain powers through their collective. If an s-class vitalist power specifies one or more willing targets (or is harmless) and has a range greater than personal, they can manifest this power on a member of their collective regardless of the range of the actual power. All other non-range restrictions still apply. They may also manifest any power with the Network descriptor this way, regardless of their actual ranges or targets. If they are 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, an s-class vitalist’s collective range is limitless on the same plane as the vitalist.

At 19th level, an s-class 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 they 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.

An s-class 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 (Ex)

The following powers gain the Network descriptor when manifested by an s-class 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.

S-Class Method

At 1st level, an s-class vitalist has not yet settled on a set method of channeling their collective. They begin each day with no predetermined benefit from their method until they use the power or one of the knacks associated with that method. An s-class vitalist who wishes to lock in one specific method for the day can do so after resting for at least 8 hours, when a wizard would prepare their spells.

Until they use one of these powers each day, the vitalist can use any of the powers listed here, based on their method. Afterward, they are locked into that method until the next day.

Guardian—biofeedback, lesser fortify, toughen

Intercessor—empathy, telempathic projection

Mender—halt death, natural healing

Pragmatist—hinder, induce pain, offensive prescience

Soul Thief—collapse, fatigue, siphon

Transfer Wounds (Su)

As a standard action that does not provoke attacks of opportunity, an s-class vitalist may touch another willing creature 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. An s-class vitalist may use this ability a number of times per day equal to 3 + their Wisdom modifier.

Health Sense (Ex)

At 2nd level, as a swift action, an s-class vitalist can 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 can make a Heal check (DC 15) as a standard action to determine if any of the members of their collective are afflicted by a disease or poison.

Starting at 7th level, the vitalist can make a Heal check over their collective to stabilize a dying target or treat a wound from caltrops, spike growth, spike stones, or similar. At 12th level, they can also treat a poisoned creature, and at 17th level, they can treat diseases.

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)

At 2nd level, an s-class vitalist’s powers with the Network descriptor lose the mind-affecting descriptor and ignore any Power Resistance when manifested on members of their collective. 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 for the power, so long as the target is a member of your collective.

Vitalist’s Touch (Su)

At 2nd level, once an s-class vitalist has locked in their method for the day, they gain that method’s vitalist touch ability that can be applied to transfer wounds.

Steal Health (Su)

At 3rd level, an s-class vitalist can make a touch attack against a living creature with no fewer Hit Dice than half the vitalist’s level. The attack deals damage to the target equal to the vitalist’s level + their Wisdom modifier on a hit, or double on a critical hit, and the vitalist heals their collective for up to that same amount.

At 7th level, an s-class vitalist is able to use steal health as a ranged touch attack with a range of 30 feet.

Telepathy (Su)

When an s-class vitalist reaches 3rd level, all willing members of their collective (including the vitalist) can communicate with each other telepathically, even if they do not share a common language. Psionic creatures who are willing members in an s-class vitalist’s collective (including the vitalist) may manifest unknown powers from powers known by another willing psionic creature in the collective as if they were making physical contact.

An s-class vitalist may temporarily deactivate, and reactivate, this ability as a swift action.

Versatile Method (Ex)

At 4th level, an s-class vitalist can change their method once per day once it has been locked in. They can do this an additional time each day at 6th, 10th, 16th, and 20th level. When changing the method into which they’re locked the vitalist loses all benefits of the current method and gains all benefits of the new one instead.

Request Aid (Su)

Starting at 5th level, members of an s-class vitalist’s collective are able to request aid from the vitalist, should they 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 their level in power points as a free action, even if it is not their turn. Each power point spent in this fashion heals the requesting member for 3 hit points. An s-class vitalist can even initiate this healing as a standard action should they realize someone in their collective needs it. An s-class vitalist can do this a number of times per day equal to 3 + their Wisdom modifier.

Pulse (Su)

At 6th level, when locked into their method, an s-class vitalist can spend 1 power point to gain that method’s vitalist’s pulse ability for one round.

Chimeric Method (Su)

At 8th level, an s-class vitalist can lock into a second method as a vitalist of their level –3. This allows the vitalist to gain the benefits of both methods. Whenever they would change their method with versatile method, the vitalist can change either or both methods into which they’re locked. Any abilities limited in daily uses are shared between all locked in methods.

At 13th level, the vitalist can lock into a third method as a vitalist of their level –8, and at 19th level, they can lock into a fourth method as a vitalist of their level –14.

Swift Aid (Su)

Also at 8th level, when locked into a method, an s-class vitalist can benefit from that method’s swift aid ability.

Expanded Knowledge (Ex)

At 9th level, and again at 18th level, an s-class vitalist gains Expanded Knowledge as a bonus feat.

Vitalist’s Expertise (Su)

At 11th level, when locked into a method, an s-class vitalist can benefit from that method’s vitalist’s expertise ability.

Steal Life (Su)

At 14th level, an s-class vitalist can make a touch attack against a living creature not in their collective and expend their psionic focus. On a hit, they force the target to make a Fortitude save (DC 10 + half the vitalist’s level + her 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 their collective, healing any number of the members of their collective for a combined total of 5 hit points per hit die the original target had.

An s-class vitalist must wait 10 minutes after using this ability before they can attempt to use it again. This is considered a death effect.

Master Vitalist (Su)

At 20th level, when locked into a method, an s-class vitalist gains a special ability unique to that method.

Psionic Cabals

The s-class tactician presented above is considered a traditionalist. The cabals here are alternative options applied directly to the standard tactician.

The Blades Less Drawn

The Blades Less Drawn is the preeminent tactician cabal for those who wish to help others without undue harm being done to somebody else. Members of this cabal learn abilities that keep their allies safe from harm without stepping on the toes of the party’s tactician.

Alignment: Any good

Saving Throws: Your Reflex save progression is 2 + 1/2 your tactician level.

Coordinated Defense (Su)

This functions as coordinated strike, except the insight bonus is applied to AC against attacks made by your foes instead. The bonus increases by +1 at 3rd level and every odd level thereafter. Starting at 3rd level, you can divide the bonus between a primary and secondary foe when you gain it. No foe can provide greater than a +5 insight bonus in this way.

Collective defenses becomes a competence bonus for you

Free-Thinkers

The Free-Thinkers may not seem like the most organized cabal, but even they recruit tacticians. Those who join the ranks of this cabal are unpredictable, and their methods may seem strange, but they get the job done just as well as any other tactician.

Alignment: Any non-lawful

Vigilantism (Ex)

At 1st level, you gain a specialization as a vigilante of your tactician level. You gain vigilante talents at 2nd, 8th, and 14th level. You can select dual identity and seamless guise together as a single feat. If you do, you can use any of your feats or bonus feats to gain social talents that you can use when you are not in your vigilante persona.

Coordinate (Su)

At 5th level, you gain coordinate. At 5th and 11th level, you gain bonus teamwork feats.

The Minded Eyes

Members of the Minded Eye make the best leaders in times of strife because they can get the job done even when it means making a tough call. Their focus and intensity in battle rivals that of paladins and their devotion to a cause.

Alignment: Any lawful

Loyal Companion (Su)

You gain an animal companion as a druid of your tactician level.

Talents (Sp)

You gain an additional tactician talent at 1st level.

Coordinated Strike (Su)

Your coordinated strike increases by +1 at 4th level and every even level thereafter. Starting at 4th level, you can divide the bonus between a primary and secondary foe when you gain it. No foe can provide greater than a +5 insight bonus in this way.

Strategy (Su)

You gain strategies at 3rd level and every odd level thereafter. This alters the levels at which you gain strategies and replaces improved share and any strategies you would gain at even levels.

Damage Reduction (Su)

Starting at 4th level, while you maintain your psionic focus, you have DR 1/–. This increases by +1 at 10th, 16th, and 20th level, to a maximum of DR 4/–. Beginning at 10th level, you gain your Damage Reduction even when you have expended your psionic focus.

Coordinate (Su)

At 5th level, you gain coordinate and a bonus teamwork feat.

The Strong Survive

On the rare occasions that brute force doesn’t solve a situation, tacticians from The Strong Survive provide some rudimentary tricks that their allies can utilize for just enough of an edge to succeed. They practice straight-forward strategies that win reliably for exactly that reason.

Alignment: Any non-good

Vitalist Method

The following method is available to all vitalists.

Pragmatist Vitalist Method

A pragmatist has drawn the conclusion that to overcome pain and suffering, one must recognize its source. They harm enemies in order to better understand how to help their allies.

Pragmatist Power (Sp)

A pragmatist vitalist adds offensive prescience to their list of powers known. This does not count against their number of powers known.

Pragmatist Knacks (Sp)

A pragmatist can select one of the talents below as their method knack.

  • Hinder— Cause your target to take a –1 penalty to a single attack roll, saving throw, or skill check.
  • Induce Pain— Deal 1d3 points of damage to a nearby creature.

Pragmatist’s Touch (Su)

A pragmatist vitalist of 2nd level can utilize transfer wounds as a touch attack to deal damage to an enemy within reach. If successful, the pragmatist can convert an amount of damage spread between members of their collective up to the damage dealt into non-lethal damage.

Pragmatist’s Pulse (Su)

As a free action, pragmatist of 6th level may project a pulse to all creatures not in their collective by spending one power point, reducing any Damage Reduction those creatures might have (including DR/–) by 2 for one round. A successful Will save (DC 10 + half the vitalist’s level + their Wisdom modifier) negates this effect for 24 hours. Every three vitalist levels thereafter, this effect increases by 1.

Swift Aid: A pragmatist of 8th level may, as an immediate action and by expending their psionic focus, remove an ailment from which a willing creature they touch suffers. This functions as the paladin’s mercy class feature, and it uses the vitalist’s level to determine what it can remove.

Pragmatist’s Expertise (Ex)

Upon achieving 11th level, anytime a pragmatist manifests wither, the power gains two additional augment options.

If you spend 6 additional power points, this power may be manifested as a swift action.

If you spend 4 additional power points, the damage dealt to the attacker’s Strength is added to the ability score and creature of your choice within your collective. This increase lasts for up to 1 round per vitalist level, and otherwise functions as bull’s strength or its equivalent spell for the chosen ability score.

In addition, any time a pragmatist manifests a power on a member of their collective with a range of You and a duration measured in rounds, the pragmatist may expend their psionic focus to treat that power as if affected by the Empower Power feat.

Master Pragmatist (Su)

A pragmatist of 20th level can, as a full-round action and by expending their psionic focus, psionically drain another creature of its protection. This suppresses Damage Reduction of any kind up to 5, Spell/Power Resistance up to 20, resistance (but not immunity) up to 20 against any attack that deals acid, cold, electricity, fire, or sonic damage, and deflection bonuses to AC up to +5. This effect lasts for one minute. The pragmatist can use this ability once every 10 minutes.

Section 15: Copyright Notice

S-Class Character Compendium © 2022, Samurai Sheepdog, Author: Kevin Glusing

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