A10 A12 A11 A13 Apprentice Healer CR XP 400 Human vitalist (Psionics Expanded) NG Medium humanoid (human) Init +0; Senses Perception +3 DEFENSE AC 12, touch 10, flat-footed 12 (+2 armor) hp 11 (2d6) Fort +4, Ref +0, Will +8 OFFENSE Speed 30 ft Melee quarterstaff +0 (1d6-1) Ranged sling +0 (1d4-1) Vitalist Powers Known (ML 2nd; concentration +5; power points) 1st (1 point)—biofeedback, natural healing, sense link Knacks—halt death, sense poison, vim See page 175 for more information about psionics STATISTICS Str 8, Dex 10, Con 12, Int 13, Wis 17, Cha 14 Base Atk +1; CMB +0; CMD 10 Feats Iron Will, Self-Sufficient Skills Diplomacy +7, Heal +10, Knowledge (post-war history) +6, Knowledge (psionics) +6, Perception +3, Survival +10 Languages English SQ collective, collective healing, health sense, medic powers, mending touch, transfer wounds, spirit of many, vitalist method (mender) Gear leather armor, quarterstaff, sling, 20 stones, herbal remedies, 10 in personal goods SPECIAL ABILITIES Collective As a standard action, an apprentice healer can join up to four willing targets into her collective She can manifest any power she knows on a member of the collective regardless of range, even if the target is normally personal Transfer Wounds (Su) As a standard action, an apprentice healer may touch a target and heal it for 1d6+2 points of damage The apprentice healer suffers non-lethal damage equal to the die roll (without the +2) Health Sense (Su) An apprentice healer may take a swift action to gauge the relative health level of collective members, determining the amount of damage, in hit points, that an ally has taken 95