Matsu, The DoctorSamsaran Vitalist 5Str 12 (3 pts)
Dex 14 (5 pts)
Con 12 (14-2race, 5 pts)
Int 16 (14+2race, 5 pts)
Wis 21 (18+2race+1@4th, 17 pts)
Cha 7 (-4 pts)
HD: 3d6+3con+8feat; HP 25
Saves (base): Fort +4, Ref +3, Will +8
AC: 19 (10+6armor+2dex+1shield)
Initiative: +4
Speed: 30'
Senses: Perception +15, Low-light Vision
BAB/Grapple: +2/+3
Attacks: MW Sickle +3 (1d6+1/x2), MW light crossbow +4 (1d8, 19-20/x2, 80' inc.)
XP:
Current Effects:
Lifebound (Ex): Samsarans gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points.
Mystic Past Life (Su): You can add spells from another spellcasting class to the spell list of your current spellcasting class. You add a number of spells equal to 1 + your spellcasting class's key ability score bonus (Wisdom for clerics, and so on). The spells must be the same type (arcane or divine) as the spellcasting class you're adding them to. For example, you could add divine power to your druid class spell list, but not to your wizard class spell list because divine power is a divine spell. These spells do not have to be spells you can cast as a 1st-level character. The number of spells granted by this ability is set at 1st level. Changes to your ability score do not change the number of spells gained. This racial trait replaces shards of the past.
Low-light Vision
Method: Soulthief
Archetypes: Life Leech, Sadist (1st & 5th)
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.
Transfer Ailment (Su)
A 1st level life leech can transfer the dazed, dazzled, shaken, or staggered condition from one member of his collective to another as a standard action. At 4th level, the life leech can transfer the blind, deafened, fatigued, frightened, or sickened condition. At 7th level, the life leech can transfer the exhausted, panicked, nauseated, or paralyzed condition. At 10th level, the life leech can transfer the stunned or unconscious condition (although a creature that receives the unconscious condition from this ability is not reduced to negative hit points by this effect, nor is the original creature brought automatically to positive hit points; such a creature would still have 0 or negative hit points, but would become conscious, stable, and likely given the disabled condition). If this ability is used on an unwilling target and the recipient of the effect makes a successful save (see the Unwilling Participant feat), the creature with the condition being transferred still suffers from the condition. A life leech may use this ability a number of times per day equal to 3 + his Wisdom modifier. This ability may only be used on creatures with a Constitution score and may not be used against creatures with a total number of hit dice less than half the life leech's level. This ability can only be used to transfer temporary conditions. For example, a life leech could not transfer blindness from a creature that has somehow lost its eyes permanently.
This ability replaces Transfer Wounds and the accompanying benefits from the vitalist's selected method.
Exquisite Agony (Su)
When a member of the sadist's collective dies, instead of needing to make a save to avoid taking damage, the sadist gains a number of temporary power points equal to the Hit Die of the creature killed. These power points last a number of rounds equal to the sadist's Wisdom modifier and do not stack with each other or other temporary power points.
This ability replaces knacks.
Unwilling Participant
A life leech of 2nd level gains the Unwilling Participant feat as a bonus feat. In addition, when any creature in the collective against their will makes a save against an effect from over the collective, they suffer a -2 penalty on the save to resist the effect.
This ability replaces Health Sense.
Drain Health (Su)
A life leech of 3rd level can steal hit points from members of his collective and transfer them as healing to other members of the collective. As a standard action, one member of the collective takes damage equal to double the life leech's class level + the life leech's Wisdom modifier and another member of the collective heals the same amount. If used on an unwilling target, a successful Will save halves the amount of damage taken and healed. This ability may only be used on creatures with a Constitution score and may not be used against creatures with a total number of hit dice less than half the life leech's level.
This ability replaces Steal Health.
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.
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.
Unwilling Participant (bonus), Psionic Body (1), Psicrystal Affinity (flaw), Psicrystal Containment (3)
Later feats to consider: Ready Response, Psionic Meditation, Inquisitor, Hustle Power, Shared Power
Flaw: Feeble
Trait: Specialized
(-1 ACP not included below, -2 to Str, Dex, and Con based skills)
Autohypnosis +10 (2+5wis+3class)
Perception +15 (2+5wis+3class+2circ+2alertness-psicrystal)
Sense Motive +11 (1+5wis+3class+2alertness-psicrystal)
Survival +9 (1+5wis+3class)
Know (Hist, Local, Psi) +7 (1+3int+3class)
Spellcraft +7 (1+3int+3class)
Heal +15 (3+6wis+3class+2circ+1comp) (see new uses, esp. torture and healing HP via kit)
Concentration +3 (1+1con+3class-2flaw)
Linguistics +7 (1+3int+3class)
Profession (Forensic Examiner/Coroner) +10 (3+3int+3class+1specialized)
Languages: Goblin (Jengu), Common (Claverdown, Rubicon, Promotor), Dwarven (Medved), Giant (Taphos), Draconic (Chrysanthemum), Halfling (Alaozar)
WBL: 3000 (0 gp left over)
Worn or held items (light encumbrance = 43 lbs, his worn gear = 38 lbs)
Robe of Many Pockets (2200 gp, weight neglected when worn)
Robe of Pockets
In many ways similar to a bag of holding, his robe is sewn with rows upon rows of pockets, resembling a material component pouch sewn into a robe as worn by many spellcasters. 1000 of these pockets are small; each of these can hold one diminutive item like one arrow, bolt or other ammunition, a wand, scroll, potion bottle, or most material components. Retrieving or storing an item in any of these pockets is a free action. The 1001st pocket opens the lining of the robe and allows direct access to all the stored items. This allows large objects to be stored, but storing or retrieving something through the lining of the robe is a move action. All of these items are held in a single extradimensional space, whose total capacity is 10 cu. ft. or 100 lbs.
Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 2,200 gp; Weight 1 lb (ignored when worn).
Auran Mask (60 gp): Water breathing for 10 min, +5 circ. bonus vs. inhaled poisons.
MW goggles (made of shapesand, +2 to Perception/Spot)
MW Chain Shirt (250 gp, -1 ACP, +4 max Dex, 25 lbs)
MW Horn Lamellar Arms (made of shapesand, -1 ACP, +5 max Dex, 5 lbs)
MW Studded Leather Legs (made of shapesand, -1 ACP, +5 max Dex, 3 lbs)
MW Light Wooden Shield (made of shapesand, +1 AC, 0 ACP, 5 lbs)
Items in Robe
Surgeon's Kit (+1 magic item of Heal, 100 gp)
MW sickle (made of shapesand, 2 lbs)
MW light crossbow (made of shapesand, 4 lbs)
Healer's Kit (50 gp)
20 bolts (2 gp)
6 ozs powdered water (each ounce turns into 1 gallon when mixed with a single drop of water)(3 gp)
Spoiler: 2x Liquid Smoke 40 gp 2lb (click to show/hide)
Spoiler: 2x Shapesand 200 GP, mostly worn as equipment (click to show/hide)
Spoiler: 2x Torch Bug Paste 50 GP (click to show/hide)
Spoiler: 2x Tanglefoot Bags 100 gp (click to show/hide)
Spoiler: 3x Sleep-Smoke 75 gp (click to show/hide)
3 Acid Flasks 30 gp
3 flasks of Alchemist's Fire 60 gp
Save DC: 15+level
Power Points: 12/18
Can change powers known daily upon regaining power points.
Special Augment available to all Network powers: For every additional power point you spend, you can choose an additional target, so long as the target is a member of your collective.
Talents (0th level, powered by Focus; only knows the ones granted by his higher level powers as he traded out those granted by his class)
Empathy, Vim
1st
Vigor (Network, Human FC bonus-cannot be changed daily), Collapse (free from Soulthief method), Expansion, Empathic Connection
2nd
Share Pain
add 7 to list from any other psionic list, can be any level (Still WIP, but thinking about the ones below)
Expansion (Network), Clairvoyant Sense, Sensitivity to Psychic Impressions, Read Thoughts, Empathic Connection, Dimension Swap (2nd, can be used over entire Network's range), 1 more (Teleport? Would that work even?
)
Added to class list per DSP Errata: Cleanse Body (2nd level, Network)
Matsu was a surgeon in the Empress' army, mostly employed in treating injuries on the battlefield and curing the sick, but occasionally requested to help "extract" information from captured prisoners. He was cool and impassive in all of his duties, no matter how unpleasant. He took his profession very seriously, and strove to be the absolute best at both aspects of it, and to conduct himself in the most professional manner possible. Even when torturing prisoners, he was nothing less that cordial and forthright about what he was doing to them... which likely helped break many of them, due to the absolute lack of emotion or remorse he displayed...
Since he only works on the bodies of his patients (both those he helps and those he harms), and not their souls, he believes he really isn't doing any lasting and permanent damage to them (even if his actions lead to their deaths). He knows that they will return through the cycle of reincarnation, as all things do, and that his actions matter little in the long run.
Matsu is a very fastidious and pedantic man, with a remarkable eye for detail. A creature of habit, he is very disturbed by the fact that he has been "marked", and is very uncomfortable with the idea of being compelled to travel across the world for an unknown reason. Therefore, he's done what many have done when influenced by a compulsion that they cannot resist or understand: he's rationalized it! He believes he is on a mission on behalf of the Jengu Empire to find the source of the societal collapse and appearance of the shades, and to return such information back to the Empire either personally or via Sending magic. And so he has set out with the same methodical precision in this as in all of his endeavors. He is willing to do whatever it takes to see his goals to the end, including teaming up with others that he thinks may ultimately be useful in the short or long term.
In a nutshell: combine House with the main character from Psych, and give him actual psychic powers and a fanatical devotion to his Empire that will drive him to do anything, and you have my character. Probably a bit more Moriarty that Holmes, but with elements of both. ;)