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David LeBoutte

Male human (Chondathan) vitalist 5 - CR 4


Chaotic Good Humanoid (Human); Deity: Mother Earth ;
Age: 24; Height: 5' 11" ; Weight: 165 lb.; Eyes: Noisette;
Hair: Châtains; Skin: Blanche
Ability Score Modifier Temporary

STR 14 +2
STRENGTH

DEX 14 +2
DEXTERITY

CON 15 +2
CONSTITUTION

INT 16 +3
INTELLIGENCE

WIS 16 +3
WISDOM

CHA 14 +2
CHARISMA

Saving Throw Total Base Ability Resist Misc Temp Notes

FORTITUDE +6 = +4 +2
(CONSTITUTION)

REFLEX +3 = +1 +2
(DEXTERITY)

WILL +7 = +4 +3
(WISDOM)
Skill Name Total Ability Ranks Temp
Total Armor Shield Dex Size Natur Deflec Dodge Misc
Acrobatics +2 DEX (2) -
AC 12 = +2
10 Appraise +4 INT (3) 1
Touch AC 12 Flat-Footed AC 10 1
BAB Strength Size Misc
Autohypnosis +7 WIS (3)
Bluff +6 CHA (2) 1
CM Bonus +4 = +2 +2 - - Charming: +1 vs. characters who could be attracted to you
BAB Strength Dexterity Size Climb +2 STR (2) -
CM Defense 16 = 10 +2 +2 +2 - Diplomacy +6 CHA (2) 1
Charming: +1 vs. characters who could be attracted to you

Base Attack +2 HP 32 Disguise +2 CHA (2) -


Damage / Current HP Escape Artist +2 DEX (2) -
Initiative +2 Fly +2 DEX (2) -
Heal +12 WIS (3) 5
Speed 30 ft Intimidate +6 CHA (2) 1
Knowledge (behavioral 1
sciences) +6 INT (3)
Knowledge (civics) +6 INT (3) 1
Knowledge (earth and life 1
sciences) +6 INT (3)
Knowledge (physical 1
sciences) +6 INT (3)
Knowledge (popular culture) +9 INT (3) 2
Knowledge (religion) +7 INT (3) 2
Knowledge (streetwise) +6 INT (3) 1
Knowledge (technology) +12 INT (3) 5
Perception +7 WIS (3) 1
Profession (entrepreneur) +11 WIS (3) 5
Ride +3 DEX (2) 1
Sense Motive +7 WIS (3) 1
Spellcraft +7 INT (3) 1
Stealth +2 DEX (2) -
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Skills Experience & Wealth
Skill Name Total Ability Ranks Temp
Experience Points: 16000/23,000
Survival +7 WIS (3) 1 Current Cash: 1,000 $
Swim +3 STR (2) 1
Background
Activated Abilities & Adjustments Né en 1983, son éducation le laisse à croire qu'il est un
Weapon Proficiency (All Martial) "Faith healer", mais sa nature et son tempéremment le
poussent à avoir une vision plus polythéiste de ses
Feats dons. Il devient sorcier guérisseur wicca et offre ses
Armor Proficiency (Light) services en échange de rémunération. Le cercle des
Educated sceptiques du Québec l'a mis sous enquête mais n'a
Knowledgeable (Knowledge [popular culture], Knowledge jamais été en mesure d'identifier une supercherieé Le
Martial Weapon Proficiency - All
[technology]) coming out de 2006 lui fait connaître l'origine de ses
Psionic Talent pouvoirs et l'existence, parmi certains de ses amis, de
Psionic Talent psions.
Simple Weapon Proficiency - All
Stats de septembre 2007
Traits
Charming
Frontier Healer (3 extra hp healed, Heal)
Gear
Total Weight Carried: 2/175 lbs, Light Load
(Light: 58 lbs, Medium: 116 lbs, Heavy: 175 lbs)
Artisan's outfit (Free) -
Money 2 lbs
Special Abilities
Active Energy Type (Fire)
Collective (3 members, 150 Feet) (Su)
Collective Healing (Su)
Health Sense
Mender Method
Mender's Touch
Request Aid (Su)
Spirit of Many (Su)
Steal Health (Su)
Telepathy (Su)
Transfer Wounds (2d6, 6/day) (Su)
Tracked Resources
Request Aid (Su)
Transfer Wounds (2d6, 6/day) (Su)

Languages
Elven Gaelic - Irish
English, Modern Japanese
French
Spells & Powers
Vitalist powers known (power points 37, ML 5th;
concentration +7)
Melee Touch +4 Ranged Touch +4
3rd—body purification , mend body
2nd—resist toxin
1st—collapse (DC 14), natural healing
0th (at will) —halt death , induce pain, sense poison

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
David LeBoutte – Abilities & Gear

Educated Feat Active Energy Type (Fire) Unknown


Benefit : You gain a +2 bonus on all Knowledge skill checks, and The current selected type of energy (cold, electricity, fire, or sonic).
can make checks with those skills untrained. Most psionic powers with the [Energy] descriptor deal damage
based on the active energy type. Kineticists may change their active
Appears In : The Modern Path 2: Core Rules energy type freely, and wilders may temporarily change their active
energy type during a wild surge; otherwise, a psionic character may
Knowledgeable (Knowledge [popular culture], Knowledge [technology])
Feat change his active energy type when gaining psionic focus. The
Benefit : Choose two Knowledge skills. psionic character need not maintain psionic focus to maintain an
active energy type.
You gain a +2 trait bonus on this skill. If you have 10 or more
ranks in one of these skills, the bonus increases to +4 for that skill.
Collective (3 members, 150 Feet) (Su) Class Ability (Vitalist)
Appears In : The Modern Path 2: Core Rules The character learns to use psionic power to connect willing minds
through an internal network that strengthens their psychic bonds. As
Psionic Talent Feat a standard action, you can join any number of willing targets into
You gain additional power points to supplement those you already your collective (up to your limit, see below). You must have line of
had. sight to each target, each target must have a Wisdom score of at
least 1, and all targets must be within Medium range (100 ft. + 10
Prerequisite: Having a power point reserve. ft. per class level). The collective can contain up to your relevant
ability modifier (determined by class) or half your level (minimum 1),
Benefit : When you take this feat for the first time, you gain 2 whichever is higher. If you are a zealot, add the intensity of your
power points. zeal to this limit. You are always considered a member of your
own collective, and do not count against this limit.
Special : You can take this feat multiple times. Each time you take
the feat after the first time, the number of power points you gain You can choose to remove a member as a free action on your turn,
increases by 1. and any member can voluntarily leave the collective as a free
action on their turn. Any member whose Wisdom drops to zero or
Appears In : DSP - Ultimate Psionics who moves out of range of the collective is automatically removed.
If a member enters a null psionics field, the connection to the
collective is suppressed until the member leaves the field. A
Psionic Talent Feat member who leaves the collective for any reason immediately loses
You gain additional power points to supplement those you already any and all benefits they may have gained from being a member.
had. You are aware of the status of his collective and can, roughly,
sense the presence of each member, although beyond telling if such
Prerequisite: Having a power point reserve. a creature is still a member, this has no mechanical benefit until
higher levels (see telepathy below).
Benefit : When you take this feat for the first time, you gain 2
power points. If you are capable of manifesting powers, casting spells, or initiating
maneuvers, any compatible spell, power, or maneuver with a range
Special : You can take this feat multiple times. Each time you take greater than touch can be used through the collective. You may
the feat after the first time, the number of power points you gain manifest any power with the Network Descriptor this way,
increases by 1. regardless of their actual ranges or targets.
Appears In : DSP - Ultimate Psionics If a member of the collective dies, the member is removed from the
collective and you must make a Fortitude save (DC 15) or lose 1
power point for every Hit Die of the fallen member or be sickened
Charming Trait for an equal number of rounds.
Blessed with good looks, you’ve come to depend on the fact that
others find you attractive. At 15th level, your collective range is limitless on the same plane as
you.
Benefit : You gain a +1 trait bonus when you use Bluff or
Diplomacy on a character that is (or could be) sexually attracted to At 19th level, your range reaches even across other planes and
you, and a +1 trait bonus to the save DC of any language- dimensions.
dependent spell you cast on such characters or creatures.

Appears In : Character Traits Web Enhancement, Advanced


Player's Guide Traits

Frontier Healer (3 extra hp healed, Heal) Trait


You make your way in life by putting people back together after
the rigors of the world take their toll-brewing herbal remedies,
setting broken bones, and treating diseases. You gain a +1 trait
bonus on all Heal and Knowledge (nature) checks, and one of
these skills is always a class skill for you. Any time you restore hit
points using the Heal skill or a cure spell (but not with channeled
energy, lay on hands, or a magic device such as a potion or
wand), you restore 1 additional hit point, plus 1 for every 2 class
levels you have beyond 1st.

Appears In : Ironfang Invasion

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
David LeBoutte – Abilities & Gear

Collective Healing (Su) Class Ability (Vitalist) Mender's Touch Class Ability (Vitalist)
Whenever a willing member of the vitalist's collective could regain A mender vitalist of 2nd level who utilizes transfer wounds heals
lost hit points or ability damage, the vitalist may choose to redirect the target an additional number of hit points equal to his class
any or all of that healing to one or more other willing members of level. This additional healing is not transferred to the mender like
the collective as a free action. This can transfer instantaneous the normal amount healed.
healing (such as a body adjustment power), healing from ongoing
healing effects, such as fast healing, and even hit points gained Request Aid (Su) Class Ability (Vitalist)
from rest (in which case, a member of the collective would rest for Starting at 5th level, members of a vitalist's collective are able to
a period of time as normal, and the amount of hit points A vitalist request aid from the vitalist, should he not realize such aid is
joins his allies into a collective so he can share healing energy needed. As a standard action, any member of the collective can
Psionics Expanded 59 and ability damage healed would go to request healing from the vitalist. The vitalist can grant this request
another). by spending up to his level in power points as a free action, even if
it is not his turn. Each power point spent in this fashion heals 3 hit
In any case, the original recipient of the healing effect chooses points to the target. A vitalist can even initiate this healing himself
whether to allow the diverted healing, and does not gain the should he realize someone needs healing, by spending a standard
benefits of any healing he grants to another. action. A vitalist can do this a number of times per day equal to 3
+ his Wisdom modifier.
The type of healing (positive energy, negative energy, construct
repair, etc.) is unchanged from the original source for determining Appears In : DSP - Ultimate Psionics
who or what can be healed.

Example: Darius the soulknife is a willing member of Jorus the Spirit of Many (Su) Class Ability (Vitalist)
vitalist's collective. He drinks a potion of cure light wounds that A vitalist of 2nd level gains special abilities when manifesting
would normally heal him for 6 hit points, but Jorus decides to powers with the Network descriptor. He can manifest these powers
redirect 4 of those points to himself. Darius agrees and, as a result, on any member of his collective, even if they are out of the power's
Darius is healed for 2 hit points, and Jorus is healed for 4. If there range or would normally be immune to the power. Whenever a
were more members in Jorus's collective, Jorus could spread the vitalist manifests a power with the Network descriptor targeting only
healing from that potion out even more as long as the sum of hit members of his collective, the power loses the mind-affecting
points healed was no greater than 6. descriptor (if it had it) and bypasses any power resistance, although
it still provokes an attack of opportunity to manifest as normal.
A vitalist may even heal wounds through collective healing if at full Network powers manifest only on members of the collective never
health. This may only be used with healing effects such as potions, allow saving throws -- their saving throw entry becomes "
powers, or other such effects. Healing from long term care or None," although if the power specifies a subsequent saving
natural healing cannot be transferred in this way. throw, subjects attempt those saves normally. The vitalist also adds
the following augment to all powers with the Network descriptor:
Appears In : DSP - Ultimate Psionics Augment: For every additional power point you spend, you can
choose an additional target, so long as the target is a member of
your collective.
Health Sense Class Ability (Vitalist)
Beginning at 2nd level, a vitalist may take a swift action to gauge Appears In : DSP - Ultimate Psionics
the relative health level of collective members, determining the
amount of damage, in hit points, that an ally has taken. In addition,
the vitalist may make a Heal check as a standard action, with a Steal Health (Su) Class Ability (Vitalist)
DC of 15, to determine if any of the members of his collective are At 3rd level, a vitalist has learned to siphon the health of a creature
afflicted by a disease or poison. and use it for his own needs or the needs of his collective. As a
touch attack, the vitalist may deal a number of hit points in damage
Starting at 7th level, the vitalist can make a Heal check over his to the target equal to his vitalist level + his Wisdom modifier and
collective to stabilize a dying target or treat a wound from a caltrop, heal an equal amount of damage. The vitalist may share any
spike growth , spike stones , or similar. healing from this effect over his collective, even if he himself would
not be eligible for the healing.
This ability improves at 12th level, and the vitalist may make a
Heal check over his collective to treat a poisoned creature. A vitalist may not heal more hit points than the touched creature
had prior to using this ability.
At 17th level, the vitalist is able to treat diseases in the same
fashion, making a Heal check over his collective. This ability may only be used on creatures with a Constitution score
and may not be used against creatures in the vitalist's collective. A
When treating a target over a collective, the DC of the Heal check vitalist may use this ability on creatures with a total number of hit
is the same as if the vitalist was treating the target normally. dice less than half his vitalist level, but he gains no healing from it.

Appears In : DSP - Ultimate Psionics For example, Jorus is a level 3 vitalist with a Wisdom of 16 and 15
hit points. Jorus has suffered 3 hit points of damage and uses Steal
Health on a nearby 2 hit dice orc, dealing 6 hit points of damage (3
Mender Method Class Ability (Vitalist) from his levels in vitalist, 3 from his Wisdom modifier). Although
A mender vitalist is the most common found, as he focuses on Jorus may only heal himself for 3 hit points, he may distribute the
healing wounds more efficiently, even bringing back life to the dead. other 3 hit points over the collective to other members as needed.
The mender vitalist learns how to boost the body's natural healing If Jorus was level 6, he would have dealt 9 points of damage, but
ability to unimaginable regenerative levels. would not have received any healing because the orc's total
number of hit dice was too low.
Mender Power: A mender vitalist adds natural healing to his list of
powers known. This does not count against his number of powers At 7th level, a vitalist is able to use steal health as a ranged touch
known. attack with a range of 30 feet.
Appears In : DSP - Ultimate Psionics Appears In : DSP - Ultimate Psionics

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
David LeBoutte – Abilities & Gear

Telepathy (Su) Class Ability (Vitalist)


When a vitalist reaches 3rd level, all willing members of his
collective (including the vitalist himself) can communicate with each
other telepathically, even if they do not share a common language.
Psionic creatures who are willing members in a vitalist's collective
(including the vitalist himself) may manifest unknown powers from
powers known by another willing psionic creature in the collective
as if they were making physical contact.

A vitalist may temporarily deactivate, and reactivate, this ability as a


swift action.

Appears In : DSP - Ultimate Psionics

Transfer Wounds (2d6, 6/day) (Su) Class Ability (Vitalist)


All vitalists learn how to transfer wounds with but a touch. As a
standard action that does not provoke attacks of opportunity, a
vitalist may touch a target and heal it for 1d6 points of damage.

The vitalist suffers the same number of points of nonlethal damage


(up to the amount the target is actually healed) At 4th level and
every 3 levels thereafter, the damage healed to the target and non-
lethal damage taken by the vitalist increases by 1d6. A vitalist may
use this ability a number of times per day equal to 3 + his Wisdom
modifier. A vitalist may not use this ability upon himself.

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.
2002-2007 - David LeBoutte (Adventure Journal)
Date (game world) : 0000/00/00; Date (real world) : 2019/03/02
XP Reward : 16000 XP; Net Cash :

- no notes -

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

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