Vitalist Natural Healing

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Vitalist Natural Healing 2016-10-26T00:56:54+00:00

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  • Andy
    Participant
    Post count: 15
    #41468 |

    Can a vitalist heal 12 hit points of damage, using only 3 power points, the natural healing power, the Spirit of Many class feature, and at least one other member in his collective? The idea is that natural healing power is first augmented to 6 points of healing, and then Spirit of Many augment applies that power to an additional target. From there, the Collective Healing can then divide up that healing as needed within the collective.

    A member of my group is arguing that adding targets to the power doesn’t increase the total number of hit points healed.

    This does have implications the higher level the vitalist gets. By spending more power points in a go, a vitalist can maximize healing. A vitalist not using Spirit of Many (SoM) can heal 30 hit points with 10 power points. Or the vitalist could spend 4 power points on the SoM augment,d the rest on natural healing and its augment, for a total of 90 hp (5 targets x 18 hp). This also gives vitalists a reason to be stingy in healing though. Do I heal that minor wound now at 3 hp/pp, or wait until to get a bigger bang for my buck (like that 9 hp/pp)?

    If you need a breakdown of the rules involved…

    • Natural healing is a vitalist power. (see Natural Healing, p. 226)/li>
    • Natural healing is a Network power, because it subdiscipline is Healing. (see Medic Powers, p. 71)
    • Vitalists can cast all Network powers within their collective, regardless of range or targets, including Personal range powers. (see Collective, p. 70-71)
    • The Spirit of Many class feature allows you to augment Network powers, adding an additional target per power point. (see Spirit of Many, p. 71)
    • Vitalists can redirect healing within the collective. (see Collective Healing, p. 71)
    Michael Murphy
    Participant
    Post count: 30

    Can a vitalist heal 12 hit points of damage, using only 3 power points, the natural healing power, the Spirit of Many class feature, and at least one other member in his collective?

    I’m not a dev, but I can say that is indeed how I run the Vitalists that play at my table. I feel the point of a Vitalist is to heal very well, and that means healing large amounts of hit points.

    From a mechanics point of view, I’d say that Dreamscarred had a choice to make when making the Vitalist – give the Vitalist some sort of healing kicker, or design a new power that healed better. Looks to me like they went the kicker route, and I applaud that because if they had just made a new power, it could be selected by other classes; the class feature improving a power means that the extra healing remains a core feature of Vitalist.

    A member of my group is arguing that adding targets to the power doesn’t increase the total number of hit points healed.

    Its easier to see that the points are not divided when you talk about any of the other powers that Spirit of Many can augment (as listed in the Medic Powers section):
    animal affinity, biofeedback, body of iron, endorphin surge, expansion, oak body, physical acceleration, sustenance, suspend life, timeless body, and vigor.

    Take the 1st power listed, Animal Affinity. If you use Spirit of Many to target multiple characters in your collective, what do you divide up? Nothing. It’s obvious that each targeted member gets their own full bonus off Animal Affinity. Same with, say, Physical Acceleration (everyone gets haste, you don’t divide up the bonus or time or anything), or Vigor (everyone targeted gets the full value of whatever Temp HP you augment the power to; a personal favorite first-round battle-buff).

    Natural Healing doesn’t have any special wording to indicate that its points are divided up.

    Andy
    Participant
    Post count: 15

    Thanks ATalsen. I was able to talk to the DM into seeing things my way–at least for now. We’ll see if things seem broken later.

    It is a nice force multiplier though. If x is how often you use the natural healing augment, and y how often you use the Spirit of Many augment, hp/pp = 3(x+1)(y+1)/(1+x+y). If taken individually where x or y is 0, the result is 3 hp/pp. Use both, and the results can reach double digits. It did help that I pointed out that y is limited to the # of injured members in the collective.

    The rules as intended weren’t so obvious to my group. Natural healing, like so many vitalist network spells (17 of 25), is written as a personal-range power where the manifester and the target(s) of the power are both ambiguously referred to as “you” in the power description. Understanding how it works for vitalists involved understanding five different class features and the affected powers.

    Anyways, thanks again!

    elf61
    Participant
    Post count: 3

    That sort of thing is the vitalists bread and butter. They augment the power, network it and share the healing as they see fit. The key is in their ability to send the healing as they see fit due to their class abilities. So you manifest body adjustment to get 1d12 hp on the initial casting, then augment it to do more, then network it to everyone in your collective. Say there’s 4 people in your collective so you cast it for base 3pp. Augment it for an additional 2d12 bringing the healing to 3d12. You then spend 4pp to network it to everyone. So that’s 12d12hp, and the vitalist can send that healing anywhere he sees fit for free.

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