Vitalist

There Will Be Blood

CavalierApothic

“I wouldn't just drink it. I'm not a barbarian.”

~Etienne DiCopa, Requis Vitalist

People are all far more interconnected than they realize. The breath of life sweeps over the Oversalt, touches down to every blade of grass, across every being, from the tiniest newborn to the most extraordinary beasts. The Vitalist knows that urchins and kings draw on the same source without making everything else meaningless. Disciples of life can't help but dedicate the entirety of their being to the command over such power and the responsibilities that come from wielding it.

In hybridizing the Cavalier and Apothic Base Classes, the Vitalist is an enigmatic blood knight, weaving complex Apothicine with superior battle tactics. The trademark of a Vitalist is their Nanite Swarm, a living mass of nanoscopic machines linked to the Vitalist's consciousness. The Vitalist can use their swarm to negate Ranged Attacks, bridge their Action and Hit Points into a single pool, and reduce any physical damage they suffer while injured.

Historically Speaking

The Vitalist was one of the earliest creations of the Nexus during the rise of the Krones throughout the southern canyons and salt marshes. Vocatiary candidates with unmatched combat awareness, an aptitude for scientific application, and brilliant leadership potential were selected to wield a unique weapon invented through the Nexus. These enduring champions were implanted with a neurotransmitter that granted control over a small swarm of imperceptible Nanites. The Vitalist is a pillar of the community, able to perform comprehensive apothical treatments independently, ensure safety from threats, and facilitate the tactical organization of an entire assembly. The distribution of Vitalists throughout the Krone Communes makes Kronin Territories some of the safest worldwide.

The Modern Vitalist

During the Nexus War, Axian agents obtained Vitalist training regiments, equipment build-outs, and neurotransmitter technology through extensive spycraft and espionage. Over time the methodology became widely dispersed throughout the Oversalt as a popular choice for aspiring doctors and Company leadership. The Nanites can be utilized to manifest protective shields, infuse or drain the life force from nearby biological creatures, or display chemical changes in natural compounds. Expert Vitalists act cautiously during dire circumstances, as overuse of the Nanite technology can cause severe damage to the biology of their wielder. Modern Vitalists may found a Company due to their tactical leadership, regal presence, and apothical knowledge. A Vitalist can easily find a career as a clergy, officer, or physician. Unscrupulous Vitalists have become detached from the value of life and might go to any length to procure the life force needed to achieve their goals.

Class Features

The Vitalist's Class Features are focused on manipulating their Nanite Swarm to heal and protect their comrades, enhancing their resilience to damage, and drawing on their life force to empower their Heroics. The Vitalist Class benefits from having high Skill, Grit, and Charm Attributes.

Vitals

Hit Points Per Rank: +9

Action Points Per Rank: +4

Equipment Training

Weapons: Blade, Compound Lance, Hammer, Polearm, Sidearm

Armor: Heavy Armor, Light Armor, Plate Armor, Heavy Shield

Elements: Biotic, Cryonic, Electric, Pyrotic

Class Abilities

At Vitalist Rank One (1), a Character receives the following pair of Class Abilities:

Innate Class Abilities: Apothicine/Tact

They gain a bonus to Class Ability Checks equivalent to half (½) of their Vitalist Rank. An additional Class Ability from the following list is chosen at Vitalist Ranks Three (3), Five (5), and Seven (7):

Selected Class Abilities: Athletics, Culture, Deception, Drive, Intimidation, Nature

Vitalist Ranks

When distributing a Class Rank, remember that a Character’s Hybrid Class Rank cannot exceed both of a Character’s Base Class Ranks.

Vitalists see the most significant benefit from having a high Grit Attribute, enhancing their Class Features such as Stable Pressure, pumping up their Total Hit Points, Total Essence, and increasing their overall survivability. Vitalist players can also benefit from a high Charm Attribute, allowing them to assume the role of the Company face, enhancing Class Features such as Nanite Swarm, providing a bonus to their Healing Modifier, and benefiting their Culture, Deception, Intimidation, and Tact Ability Checks. Vitalists benefit from a honed Skill Attribute, enhancing their Ranged Attacks, their Physical Armor, their effectiveness with Maneuvers, and increasing any Acrobatics, Drive, and Stealth Ability Checks.

Rank-by-Rank Attributes/Features

Rank One (1). Grit (+2), Focus (+1), Charm (+1)—Nanite Swarm, Swarm Shield

Rank Two (2). Pick (+1), Will (+1)

Rank Three (3). Grit (+1), Skill (+1)—Épeler Sang

Rank Four (4). Pick (+1), Power (+1)

Rank Five (5). Grit (+1), Skill (+1), Charm (+1)—Iron Blood

Rank Six (6). Pick (+1), Will (+1)

Rank Seven (7). Grit (+1), Skill (+1)—Vital Network

Rank Eight (8). Pick (+1), Power (+1)

Rank Nine (9). Focus (+1), Charm (+1)

Rank Ten (10). Grit (+2), Skill (+1), Will (+1), Charm (+1)—Stable Pressure

Nanite Swarm

Beginning at Vitalist Rank One (1), the Vitalist gains access to a unique Cybernetic Implant Gear that they can install into their Head Gear Slot to grant control over a prehensile swarm of nanoscopic machines used to protect or facilitate their Heroics. The Vitalist can spend six (6) hours installing the implant through a Surgery as a Ritual at an Apothical Laboratory during Downtime. Once installed, the Vitalist can produce an amorphous gray mist of nanoscopic machines that float around the Vitalist’s form like a shifting mass of reactive sand. The Nanite Swarm grants the Vitalist the benefits of wielding a Compound Lance and Heavy Shield without occupying any Weapon Slots. The Nanite Swarm enables the Vitalist to be considered equipped with a suit of Plate Armor that can never be Disarmed or Broken. The Vitalist receives a Style Enhancement bonus to their Weapon Range with Compound Lance Attacks and Heroics equivalent to half (½) of their Charm Attribute. The Nanite Swarm can be dismissed or summoned as a Full Action.

Swarm Shield

Beginning at Vitalist Rank One (1), the Vitalist can utilize Missile Deflect to Parry any Melee or Ranged Attack within the Nanite Swarm Radius through a Cast Attack. Additionally, the Vitalist extends the Cover Condition bonus to Armor from Provide Cover to any single biological actor within the Nanite Swarm Radius.

Épeler Sang

Beginning at Vitalist Rank Three (3), the Vitalist unlocks the blood barrier between themselves and their Nanite Swarm. The Vitalist can convert their Hit Points to Action Points as a Free Action at a five-to-one ratio (5HP → 1AP). The Vitalist receives reduced healing effects from all sources by half (½). Épeler Sang converts Temporary Hit Points into Temporary Action Points with a continuation of the Effect Duration.

Iron Blood

Beginning at Vitalist Rank Five (5), anytime their current Hit Points are reduced to half (½) of their total Hit Points, they gain Resilience against all Physical Damage (Slash/Pierce/Crush). Additionally, while Iron Blood is active, the Vitalist is Immune to the Bleed Injury.

Vital Network

Once at Vitalist Rank Seven (7), the Vitalist can attain up-to-date knowledge on the anatomical state of nearby beings and creatures. As a Rapid Action, the Vitalist can secure an accurate reading of information from any biological creature within their Nanite Swarm Radius with an Apothicine Ability Check. If the Nanite Swarm has extended Provide Cover to a comrade, that ally can serve as the origin point for the Vitalist’s Heroics.

Stable Pressure

As a Master Vitalist, at Vitalist Rank Ten (10), the Vitalist passively restores Hit Points at the end of each Round, whether in or out of combat. The Hit Points restored through Stable Pressure are increased by any Healing Modifiers from Training and do not get reduced by Épeler Sang.

Stable Pressure Recovery

Vitalist’s Grit Attribute + Healing Modifier = Hit Points Recovered/Round

(Hit Points/Round)*10 = Hit Points Recovered/Minute

Vitalist Perks

Nanite Reach

Prerequisite: Nanite Swarm

Increase the Range of your Nanite Swarm to your Full Charisma Attribute.

Healing Nanites

Prerequisite: Swarm Shield

Whenever an organic Creature restores Hit Points from a source that is not you within the Radius of your Nanite Swarm, you can restore additional Hit Points to the Creature equal to your Healing Modifier.

Auld Blood

Prerequisite: Épeler Sang 

You no longer reduce Self-sourced Healing Effects.

Adamant Blood

Prerequisite: Iron Blood

While under the effects of Iron Blood, you instead Half(½) Damage from All Damage Sources.

Implied Autonomy

Prerequisite: Vital Network

Your Vital Network can extend through any organic Creature within the Effective Radius of your Nanite Swarm, regardless of Disposition.

Vital Pressure

Prerequisite: Stable Pressure

While under the effects of Iron Blood, the Healing of Stable Pressure is Doubled(2*).

Vitalist Heroics

Transfusion

Prerequisite: Vitalist(Rank 1) 

AP Cost: 10

Action Type: Standard Action

Range: Nanite Swarm

As a Standard Action, you can transfer an amount of your life force into an Organic Target within the Radius of your Nanite Swarm Class Feature, instantly restoring 1D8 Hit Points for every Two(2) Points of your Charisma Attribute to your Target. You can perform any number of additional Transfusions as a Free Action for an extra Action Point Cost for each use. You are unable to utilize Transfusion for healing yourself.

Red Crescent

Prerequisite: Vitalist(Rank 2) 

AP Cost: 20

Action Type: Standard Action

Range: Nanite Swarm(Radius)

As a Standard Action, you can manifest a whorl of deadly blades that slice through any Hostile Creatures within the Radius of your Nanite Swarm Class Feature, inflicting 1D8 Slash Damage and a Stack of the Bleed Injury for every Point of your Charisma Attribute. Affected Targets can attempt a Physical Save against your Force Impact to Negate the Injury.  

Blood Syphon

Prerequisite: Vitalist(Rank 3) 

AP Cost: 30

Action Type: Cast Weapon Attack

Range: Nanite Swarm

As a Standard Action, you can attempt a Cast Weapon Attack against an Organic Target within the Radius of your Nanite Swarm Class Feature by directly draining your Target’s life force. If successful, in addition to your normal Weapon Damage your Target suffers 1D8 Physical Damage for every Point of your Charisma Attribute. You recover Half(½) of the Damage dealt through Blood Syphon and your Healing Modifier to your Current Hit Points. 

Sanguine Shield

Prerequisite: Vitalist(Rank 4) 

AP Cost: 40

Action Type: Standard Action

Range: Nanite Swarm

Effect Duration: Rounds

As a Standard Action, you can manifest a barrier of blood around a single Comrade within the Radius of your Nanite Swarm, granting 1D10 Temporary Hit Points for every Two(2) Points of your Charisma Attribute for the Effect Duration. You can perform any number of additional Transfusions as a Free Action for an extra Action Point Cost for each use. You can use Sanguine Shield to bolster an already Active Sanguine Shield to Stack the Temporary Hit Points and reset the Effect Duration on a Target. You can not use Sanguine Shield to protect yourself. 

Iron Maiden

Prerequisite: Vitalist(Rank 5) 

AP Cost: 50

Action Type: Full Action

Range: Nanite Swarm

Effect Duration: Rounds

As a Full Action, you can manipulate your Nanites to infest the open wounds on an Organic Target within the Radius of your Nanite Swarm, rending your Target from within on your command, inflicting the Paralyzed Injury for the Effect Duration and 1D10 Physical Damage for every Stack of the Bleed Injury the Target currently suffer at the onset of the Paralysis. Then, the Target can attempt a Physical Save against your Force Impact to Negate the Injury. 

Nanite Storm

Prerequisite: Vitalist(Rank 6) 

AP Cost: 60

Action Type: Full Action

Range: Double(2*) Speed(Charge)

As a Full Action, you can sprint forward in a straight line up to Twice(2*) your Speed as Charge in any direction of your choice. Immediately in your Charge, your body bursts into a cloud of harmful Nanites that shred through any Targets Adjacent to any Space along your Path of Travel for 1D10 Biotic Damage for every Point of your Charisma Attribute, reforming at the end of your Charge. Affected Targets can attempt a Physical Save against your Physical Impact to cut any Damage in Half(½). Your movement during your Charge can not be impeded by any means and does not provoke an Attack of Opportunity from Threatening Creatures. If you use Nanite Swarm while mounted on your Steed, your Steed is also enveloped in the effect, Doubling(2*) the Biotic Damage dealt.

Life Font

Prerequisite: Vitalist(Rank 7) 

AP Cost: 70

Action Type: Full Action

Range: Nanite Swarm/Half(½) Charisma Attribute (Radius)

Effect Duration: Rounds

As a Full Action, you can manipulate your Nanites to manifest a well of pure life force at any Space within the Radius of your Nanite Swarm Class Feature, granting a Stack of the Regeneration Enhancement for every Point of your Charisma Attribute to any Organic Target for the Effect Duration for as long as they remain within the Affected Area. The Vitalist can not benefit from Life Font. 

Bloodstone

Prerequisite: Vitalist(Rank 8) 

AP Cost: 80

Action Type: Ritual(Eight Hour)

As a Ritual at an Apothical Lab during a Rest Period, you can spend Eight(8) Hours manifesting a Bloodstone out of your biomass. As a Full Action, you can consume a Bloodstone to restore a single Essence to a Dead Organic Creature, resurrecting the Target, provided their body is in a revivable condition. The Bloodstone does not restore Hit Points so that the recipient will need immediate apothical treatment. You can only maintain the existence of a single Bloodstone at a time.

Finger Of Death

Prerequisite: Vitalist(Rank 9) 

AP Cost: 90

Action Type: Full Action

Range: Nanite Swarm

As a Full Action, you can control your Nanites to rip apart a Target within the Radius of your Nanite Swarm Class Feature, inflicting 3d6 Biotic Damage for every Point of your Charisma Attribute. Finger Of Death also inflicts the Cardiac Injury on your Target, causing a loss of a single Essence in your Target. Then, the Target can attempt a Physical Save against your Force Impact to cut any Damage in Half(½) and Negate the Injury.  

Sanguine Pulse

Prerequisite: Vitalist(Rank 10) 

AP Cost: 100

Action Type: Full Action

Range: Nanite Swarm(Radius)

Effect Duration: Rounds

As a Full Action, you release a heavy pulse of reconstructive life force facilitated by your Nanites to any Organic Target of your choice within the Radius of your Nanite Swarm Class Feature, restoring 1D10 Hit Points for every Point of their Charisma Attribute. Affected Targets receive Temporary Hit Points equal to the Hit Points recovered for the Effect Duration. The Vitalist can not benefit from Sanguine Pulse.