Worldthought Network (Su): A worldthought medic can connect willing minds through an internal network that strengthens their psychic bonds. As a standard action, a worldthought medic can join up to his class level in willing targets into his network. The worldthought medic 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 range (see Table 2). A worldthought medic’s network can never have more members than his class level. The worldthought medic is always considered a member of his own network, and does not count against this limit.
The worldthought medic can choose to remove a member as a free action on his turn, and any member can voluntarily leave the network as a free action on their turn. Any member whose Wisdom drops to zero or who moves out of range of the network is automatically removed. If a member enters a null psionics field, the network link is suppressed until that member leaves the field. A member who leaves the network for any reason immediately loses any and all benefits they may have gained from being a member. A worldthought medic is aware of the status of his network 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 worldthought medic can manifest certain powers through his worldthought network. If a worldthought medic 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 network 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 worldthought medic), any compatible spell or power with a range greater than touch can also be used through the network.
If a member of the network dies, the member is removed from the network and the worldthought medic must make a Fortitude save (DC 15) or lose 10 XP and 1 power point for every Hit Die of the fallen member. The worldthought medic must maintain a power point reserve of at least one point to maintain the network. If he does not, the network and all attendant benefits end immediately.
Level Range Distance
1 30 ft 30 ft
4 Close 25 ft. + 5 ft. per two class levels
7 Medium 100 ft. + 10 ft. for every class level
10 Long 400 ft. + 40 ft. for every class level
13 Miles 1 mile per class level
16 Any Any distance as long as they remain on the same plane
19 Planar Any distance, even over planar and dimensional boundaries.
Cooperative Healing (Su): Whenever a willing member of the worldthought medic’s worldthought network could regain lost hit points or ability damage, that member may choose to redirect any or all of that healing to one or more other willing members of the network as a free action. This can transfer instantaneous healing (such as a body adjustment power) and even hit points gained from rest (in which case, a member of the network would rest for a period of time as normal, and the amount of hit points and ability damage healed would go to another). Healing from ongoing healing effects, such as the fast healing special quality or true metabolism, cannot be transferred.
In any case, the original recipient of the healing effect chooses who gets to receive 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 Jaieth the worldthought medic’s worldthought network. He drinks a potion of cure light wounds that would normally heal him for 6 hit points, but he decides to redirect 4 of those points to Jaieth. As a result Darius is healed for 2 hit points, and Jaieth is healed for 4. If there were more members in Jaieth’s cooperative network, Darius could spread the healing from that potion out even more as long as the sum of hit points healed was no greater than 6.
Unlike the society mind, who cannot heal if he has not taken any damage, as there is nothing to heal and then transfer, a worldthought medic may even heal wounds through cooperative 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.
Medic Powers: The worldthought medic gains special uses of some of his powers that are unavailable to other characters, even to society minds. The following powers gain the Network descriptor when manifested by a worldthought medic only: all powers with the Healing descriptor, biofeedback, endorphin surge, expansion, oak body, physical acceleration, iron body, psionic, sustenance, suspend life, timeless body, vigor.
Health Sense: Beginning at 2nd level, a worldthought medic may take a swift action to gauge the relative health level of party members, determining how much healing his network members are in need of. In addition, the worldthought medic may make a Heal check as a standard action, with a DC of 15, to determine if any of the members of his network are afflicted by a disease or poison.
Starting at 7th level, the worldthought medic can make a Heal check over his worldthought network to stabilize a dying target or treat a wound from a caltrop, spike growth, spike stones, or similar. This ability improves at 12th level, and the worldthought medic may make a Heal check over his worldthought network to treat a poisoned creature.
At 17th level, the worldthought medic is able to treat diseases in the same fashion, making a Heal check over his worldthought network. When treating a target over a worldthought network, the DC of the Heal check is the same as if the worldthought medic was treating the target normally.
Spirit of Many (Su): A worldthought medic gains special abilities when manifesting powers with the Network descriptor. He can manifest these powers on any member of his network, even if they are out of the power’s range or would normally be immune to the power. Whenever a worldthought medic manifests a power with the Network descriptor targeting only members of his worldthought network, the power loses the mindaffecting descriptor (if it had it) and is treated as a supernatural ability (bypassing power resistance and becoming immune to dispel attempts), although it still provokes an attack of opportunity to manifest as normal. Network powers manifest only on members of the network never allow saving throws — their saving throw entry becomes “None,” although if the power specifies a subsequent saving throw (such as an augmented ability as one UP), subjects attempt those saves normally. The worldthought medic 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 worldthought network.