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Wes (character)

From Stormravengaming

Wes
Author Stormraven
Species Human
Class and Levels Gestalt 12

Player Stormraven
Campaign Princes of the Universe Mark IV
Role Hero
Base Kadish
Status Active
Image:House.png This article uses house rules.
Content is incompatible with campaigns that do not use the same rules.
Human Gestalt (Clr 3/Exp 3, Ftr 3/Trans 3, Ftr 6/MT 6)
Medium Humanoid (Human)
Hit Dice 9d10+3d8+41 (93 hp)
Initiative +4 (Dex)
Speed 30 ft.
Armor Class 36 armored (+10 +2 tessellated mithral full plate, +7 shield of the Realm, +3 Dex, +3 natural, +3 deflection), touch 16, flat-footed 33; or

20 unarmored (+4 Dex, +3 natural, +3 deflection), touch 17, flat-footed +16

Base Attack/Grapple +11/+15
Attack Keeping Stone mace +20 melee (1d8+9 +1d6 electricity), or

Sling bullet +15 ranged (1d4+3), or

Alchemical sling bullet +14 ranged (1d4+3 + alchemical effect)

Full Attack Keeping Stone mace +20/+15/+10 melee (1d8+9 +1d6 electricity), or

Sling bullet +15 ranged (1d4+3), or

Alchemical sling bullet +14 ranged (1d4+3 + alchemical effect)

Space/Reach 5 ft./5 ft.
Special Attacks Spells, turn undead/evil
Special Qualities Spontaneous casting, transmutable memory
Alignment Lawful good
Saves Fort +14, Ref +11, Will +21
Abilities Str 18 (with gauntlets), Dex 18, Con 16, Int 22, Wis 24, Cha 19
Skills Appraise +6 (+2 alchemical items) (0 rks), Climb +28 (+1 unarmored) (25 rks), Concentration +18 (+4 cast on defensive) (15 rks), Craft (alchemy) +15 (+2 with Encyclopedia Alchema) (6 rks), Disable Device +16 (10 rks), Heal +13 (6 rks), Hide +13 (+1 unarmored) (0 rks), Jump +18 (+1 unarmored) (15 rks), Knowledge (arcana) +21 (15 rks), Knowledge (architecture & engineering) +15 (9 rks), Knowledge (religion) +21 (15 rks), Listen +16 (7 rks), Move Silently +13 (+1 unarmored) (10 rks), Open Lock +14 (10 rks), Profession (siege engineer) +22 (15 rks), Ride +19 (15 rks), Search +6 (+2 to find secret doors, etc) (0 rks), Sleight of Hand +13 (+1 unarmored) (10 rks), Speak Language (Celestial, Common, Draconic, Elven, Giant, Ignan, Infernal), Spellcraft +23 (+2 transmutation spells; -5 conjuration and enchantment spells) (15 rks), Spot +17 (8 rks)

Skill Points Spent/Acquired: 159/159

Feats Alertness, Brew Potion, Combat Casting, Craft Construct, Craft Magic Arms and Armor, Craft Wondrous Item, Dodge, Exotic Weapon Proficiency (katana), Mobility, Mounted Combat, Ride-By Attack, Scribe Scroll, Skill Focus (Craft (alchemy)), Spring Attack
ECL 12
XP 66,000


Note: For a time, Wes was cursed with transformation into a harpy. See Wes the Harpy for his stats at that time.

Description

Wes looks like an idealized version of his real-world self. His muscles are well-defined, his skin is tanned and his smile is perfect.

Combat

Current Status
Condition(s) Flat-Footed
Lethal Damage 0
Non-lethal Damage 0
Ability Damage None
Ability Drain None
Daily Uses
Turn Undead/Turn Evil 7/7

Greater Turn Undead (Sun domain) 1/1

Transmutable Memory 1/1

Cube of force (Shield) 36/36

Ethereal jaunt (Cloak) 1/1

Hypnotic pattern (Armor) 1/1

Wes rides into combat upon his steed and partner, Shedoa, shrouded in invisibility by the cloak of the Realm. Though proficient with the sling, he prefers to wield the Keeping Stone mace in melee, which allows him to keep close to his allies and protect them under the shield of the Realm's protective aura. In most cases his allies are the stronger physical combatants, and Wes takes on a support role, especially in his spell selection. He focuses on healing, restorative and utilitarian spells.

Cleric Spells Prepared (6/6+1/6+1/5+1/3+1/2+1; save DC 17 + spell level; caster level 9): 0 – detect magic (x2), light (x2), purify food and drink, read magic; 1st – bless (x2), comprehend languages, cure light wounds1 (H), detect evil, obscuring mist, remove fear; 2nd – align weapon, bear's endurance, heat metal1, remove paralysis (H), resist energy (x2), silence; 3rd – create food and water, dispel magic, remove blindness/deafness (H), remove curse, searing light1, speak with dead; 4th – fire shield1, freedom of movement, neutralize poison (H), restoration (H); 5th – flame strike1, raise dead (H), spell resistance.

1 This spell is a domain spell. Domains: Healing (cast healing spells [(H)] at +1 caster level), Sun (1/day – greater turning against undead).

Spontaneous casting: Wes may sacrifice any non-domain spell prepared as a cleric spell in order to cast any cure spell of the same level or lower.

Wizard Spells Prepared (4/6/6/4/3/1; save DC 16 + spell level; caster level 9): 0 – ghost sound, mage hand, message, prestidigitation; 1st – expeditious retreat2, feather fall2 (x2), jump2, true strike (x2); 2nd – knock2 (x2), levitate2 (x2), pyrotechnics2, see invisibility; 3rd – arcane sight, fly2, haste2 (x2); 4th – polymorph2 (x2), scrying; 5th – animal growth2.

Spellbook: 0 – arcane mark, dancing lights, detect poison, detect magic, disrupt undead, flare, ghost sound, light, mage hand2, mending2, message2, open/close2, prestidigitation, ray of frost, read magic, resistance, touch of fatigue; 1st – animate rope2, comprehend languages, enlarge person2, erase2, expeditious retreat2, feather fall2, identify, jump2, magic weapon2, reduce person2, true strike; 2nd – hypnotic pattern, knock2, levitate2, see invisibility; 3rd – arcane sight, fly2, haste2, secret page2; 4th – polymorph2; scrying; 5th – animal growth2, permanency. Pages used: 66/100.

2 This spell is a transmutation spell.

Transmutation Specialist: Wes gains a +2 bonus on Spellcraft checks related to transmutation spells. He may not learn conjuration or enchantment spells as wizard spells.

Transmutable Memory (Ex): Wes can alter some of his prepared transmuter spells in a short amount of time. Once per day, he can give up a number of prepared transmuter spell levels (up to a maximum total equal to half his transmuter level) and prepare different transmuter spells in their place, as long as the number of newly prepared spell levels is equal to or less than the number of spell levels given up. Using this ability requires a number of minutes of concentration equal to the number of spell levels given up. (A 0-level spell counts as 1/2 level for these calculations.) If Wes's concentration is broken during this time, he loses all spells to be given up and no spells are gained in their place.

This feature replaces the typical specialist wizard feature of additional spells per day.

Turn undead: 7 times per day, turning check +6 (+10 with the Keeping Stone mace), 2d6+7 turning damage.

Turn evil: 7 times per day with the Keeping Stone mace, turning check +6, 2d6+7 turning damage.

Expert class traits: Good saves: Fortitude and Reflex. Martial weapon proficiency: warhammer. Class skills: Climb, Craft, Handle Animal, Jump, Knowledge (architecture & engineering), Listen, Profession, Ride, Search, Spot, Survival, Swim, Use Magic Device and Use Rope.

Possessions

Light Medium Heavy Lift Drag

Load Limits

100 200 300 600 1500

Encumbrance: Light (47 lb.)
Max Dex Bonus: +3
Armor Check Penalty: -1 (included)
Arcane Spell Failure: 15% (armored)

Shield of the Realm (15 lb), cloak of the Realm (1 lb), amulet of natural armor +3, ring of protection +3, wand of cure serious wounds (mass) (50 charges, CL 13), wand of fireball (10 charges, CL 6), arcane scroll (continual flame, darkvision, Leomund's tiny hut), divine scroll (zone of truth (CL 8), create food and water (x4, CL 6), invisibility purge, remove curse (x2, CL 8), speak with dead), explorer's outfit,

Heward's handy haversack (empty 5 lb, total 5 lb, capacity used 80½ lb):

  • Sling bullets (10) (5 lb), candles (10), chalk (10 pieces), flint & steel, grappling hook (4 lb), hooded lantern (2 lb), ink (1 oz), oil (flask, 5) (5 lb), paper (17 sheets), pens (3), sacks (3, empty) (1½ lb), signet & stamp, silk rope (50 ft.) (5 lb), soap (1 lb), spyglass (1 lb), steel mirror (½ lb), spell component pouch (2 lb), spellbook (3 lb), wooden stake (10) (2½ lb), alchemist's fire (flask, 3) (3 lb), ghostoil (5) (5 lb), insect repellent (4), Redgully's business card, entertainer's outfit (4 lb),
  • Carved ash-wood box (empty 1 lb, total 26 lb):
    • +2 tessellated mithral full plate with gauntlets of ogre power (25 lb).
  • Bronze-bound wood box (empty 1 lb, total 6 lb):
  • Sack (empty ½ lb, total ½ lb):
    • Amethysts (3 x 300 gp), pearls (4 x 100 gp).
  • Sack (empty ½ lb, total 3½ lb):
    • 140 pp (3 lb).

Belt pouch (empty ½ lb, total 2 lb):

  • Healer's kit (1 lb), potion of cure moderate wounds (CL 3) (3), potion of remove paralysis, potion of remove blindness/deafness, potion of remove disease, potion of restoration, 23 gp, 8 sp (½ lb).

Belt pouch (empty ½ lb, total 15 lb):

  • Sling, sling bullets (10) (5 lb), masterwork alchemical sling bullets (liquid ice (3), oil of nausea (3), shadow haze dust (3), sparkstone (3), vapors of sleep (3)) (9½ lb).
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