Storyteller House Rule
Known far and wide as psionic healers, biokineticists are often sought out by those who distrust modern medical technology. More than any other Mindwalker, a biokineticist feels a calling to ameliorate suffering and pain wherever he finds it. Quite naturally, biokineticists are often loners who feel constrained by the narrow, scientific views of the medical community The same impulse to help others in pain often drives biokineticists to become champions of the poor and the weak, using faith and perseverance to cure the illnesses of society just as they cure the illnesses of the body.
In the Verge: A sect of the Hatire faith known as the Chorus believes that only faith in oneself heals injuries. The Chorus views biokineticists as masters of the Hatire faith, adepts who have perfected the ability to heal themselves and others without using technology. The largest Chorus settlement in the Verge exists in Greenvale on the planet Erith.
A psionic's potential power to heal is considerable, especially in worlds where medical science is limited. Some psionics devote themselves and their abilities to healing and saving lives. On worlds where psionic talents are accepted, psionic healers may be part of colleges or orders of healers, their skills and knowledge passed on to others. The key is the psionic healer’s dedication to the healing arts.
To qualify to become a Biokineticist, a character must fulfill the following criteria.
Feats: Psionic Ability and Psychometabolism (or Wild Talent: Psionic Healing)
Skills: Treat Injury 6 ranks, Psionic Healing 6 ranks
The following information pertains to the Biokineticist advanced class.
Hit Die: 1d6
Action Points: 6 + one-half character level, rounded down, every time the Biokineticist attains a new level in this class.
The Biokineticist’s class skills (and the key ability for each skill) are:
Body Control (Wis), Concentration (Con), Intimidate (Cha), Life Drain (Wis), Life Extension (Wis), Listen (Wis), Psionic Healing (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Treat Injury (Wis)
Skill Points at Each Level: 6 + Int modifier.
The following features pertain to the Biokineticist advanced class.
At 1st-level, the psionic healer gains a +3 competence bonus with all Psionic Healing skill checks.
A 2nd level psionic healer applies the effects of the Reduced Strain feat to the Psionic Healing skill, halving its normal strain cost.
At 3rd-level psionic healer gains the Cure Disease and Cure Poison feats for free.
A 4th-level psionic healer gains the Cure Blindness and Deafness feat for free.
A 5th-level psionic healer can eliminate negative energy levels with a successful Psionic Healing check. For every five points of the check total, one negative level is removed from the subject. A successful Psionic Healing check also restores one drained level, as long as the time since the level was lost is less than the healer’s Psionic Healing rank in days. Restoration costs the psionic healer 10 strain.
A psionic healer’s mastery of the Treat Injury skill is such that, at 6th level, the psionic healer is always considered to be taking 10 for Treat Injury checks, even in the most difficult and distracting circumstances. Additionally, the healer can provide long-term care for up to twelve people at a time (still counting only as light activity for the healer). A successful Treat Injury check by the healer automatically restores the subject to O hit points, as long as they were not yet below -10 hit points.
At 7th level, a psionic healer always restores the maximum amount of hit points or ability score points from a Psionic Healing check, with no increase in strain. So, a psionic healer who generates a Psionic Healing check result of 30 (2d6+6 hit points or 1d8+4 ability score points) automatically restores either 18 hit points or 12 ability score points.
An 8th-level psionic healer can take 10 on Psionic Healing skill checks even when distracted or under duress.
At 9th-level, a psionic healer can restore severed members of a creatures body with regeneration with a DC 20 Psionic Healing check. This requires a full minute and 15 strain. The regeneration is complete in 1 round if the severed members are present and touching the creature, 2d10 rounds otherwise.
Class Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special | Defense Bonus | Reputation Bonus |
1st | 0 | 2 | 0 | 2 | Healing Focus | ||
2nd | 1 | 3 | 0 | 3 | Reduced Strain | ||
3rd | 1 | 3 | 1 | 3 | Cure Disease and Poison | ||
4th | 2 | 4 | 1 | 4 | Cure Blindness and Deafness | ||
5th | 2 | 4 | 1 | 4 | Restoration | ||
6th | 3 | 5 | 2 | 5 | Heal Mastery | ||
7th | 3 | 5 | 2 | 5 | Maximize Healing | ||
8th | 4 | 6 | 2 | 6 | Psionic Healing Mastery | ||
9th | 4 | 6 | 3 | 6 | Regneration | ||
10th | 5 | 7 | 3 | 7 |