Sangehirns have learned that the best way to stay alive in a dangerous world is to know how to heal. They focus their minds on the body and learn how to keep it fit. They see the body as a simple pattern of blood flow, muscle, and bone — easily repaired. As they advance in levels, this belief manifests itself in their own bodies, causing incredible healing capabilities.

Those that begin the path of the sangehirn have a true concern for their fellows. They usually worry more about their friends than themselves. Nonplayer character sangehirns are not too uncommon in a psionic-rich world. They typically live in areas where their skills are needed most, but the occasional "miracle" healer charges outrageous fees for his or her services.


To qualify as a sangehirn, a character must meet the following criteria.

Hit Die: d6

Class Skills
The sangehirn's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Concentration (Con), Heal (Wis), Knowledge (any) (Int), Profession (any) (Wis), Psicraft (Int), Swim (Str).

Skill Points at Each Level: 4 + Int modifier

Class Level Base Attack Fort Save Ref Save Will Save Special Powers Known
1st +0 +2 +0 +2 Healing Focus -
2nd +1 +3 +0 +3 Damage Reduction 1/- +1 level of existing manifesting class
3rd +2 +3 +1 +3 Healing Touch +1 level of existing manifesting class
4th +2 +4 +1 +4 Damage reduction 2/- +1 level of existing manifesting class
5th +3 +4 +1 +4 Fast Healing 1 +1 level of existing manifesting class
6th +4 +5 +2 +5 Damage Reduction 3/- +1 level of existing manifesting class
7th +5 +5 +2 +5 Fast Healing 2 +1 level of existing manifesting class
8th +6 +5 +2 +6 Damage reduction 5/- +1 level of existing manifesting class
9th +6 +6 +3 +6 Fast Healing 3 +1 level of existing manifesting class
10th +7 +7 +3 +7 Damage reduction 5/- +1 level of existing manifesting class

Class Features
All the following are Class Features of the sangehirn prestige class.

Weapon and Armor Proficiency: sangehirn gain no proficiency in any weapon or armor.

Powers Known:
Beginning at 2nd level, a sangehirn gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. The sangehirn can choose powers from the sangehirn power list below only. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of sangehirn to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.

If a character had more than one manifesting class before he became a sangehirn, he must decide to which class he adds the new level of sangehirn for the purpose of determining power points per day, powers known, and manifester level.

Healing Focus (Su):
Starting at 1st level, the sangehirn gains the ability to harness psionic energy from deep within his body. This ability allows him to expend his psionic focus to aid with Heal checks. When the sangehirn has psionic focus, he can expend that focus on any single Heal check made thereafter. When the sangehirn expends his focus in this manner, he gains a bonus on his next Heal check equal to his level of sangehirn.

Damage Reduction (Su):
At 2nd level, the sangehirn gains the supernatural ability to shrug off physical attacks and is fortified by the positive energies within his body, which grants him damage reduction 1/-. This increases by 1 every other level, up to a maximum of damage reduction 5/- at 10th level.

Healing Touch (Su):
At 3rd level, the sangehirn gains the ability to change the range of some of his powers. Powers that have a range of "personal" and that are marked with an asterisk below can be changed to "touch." Only the powers from the sangehirn powers list can be affected this way. Using this ability requires expending psionic focus. Once the sangehirn has expended focus, the effects of healing touch persist for a number of rounds equal to his level of sangehirn. The sangehirn can alter any of the aforementioned powers during the duration of the effect.

Fast Healing (Su):
At 5th level, the sangehirn gains the supernatural ability of fast healing. The sangehirn regains hit points at an exceptionally fast rate — usually 1 or more hit points per round — as given in the table entry. Except where noted here, fast healing is just like natural healing (see page 129 of the Player's Handbook). Fast healing does not restore hit points lost from starvation, thirst, or suffocation, and it does not allow a creature to regrow or reattach body parts. This ability is active only when the sangehirn has psionic focus.

Sangehirn Power List

1st level- Biofeedback*, Thicken Skin, Vigor*.
2nd level- Body Adjustment*, Empathic Transfer, Energy Adaptation, Specified, Share Pain, Sustenance*.
3rd level- Body Purification*, Empathic Transfer, Hostile, Share Pain, Forced.
4th level- Empathic Feedback, Energy Adaptation, Inertial Barrier.
5th level- Adapt Body, Leech Field, Psionic Revivify, Psychofeedback, Restore Extremity.
6th level- Restoration, Psionic, Suspend Life*(*2).
7th level- Energy Conversion, Oak Body.
8th level- Iron Body, Psionic, True Metabolism.
9th level- Affinity Field, Psychic Chirurgery, Timeless Body.

*Sangehirn powers that can be used with the healing touch special ability.
*2 Suspend life can be manifested only on a willing subject.