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LRC:Wes Temple

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Sorcerer 2 / Monk 3 / Ur-Priest 2 / Sacred Fist 3 / Abjurant Champion 2 / Vow Sworn 1 (ECL 13)
Race:Human (Thayan; Deathless)
Alignment: LG | Size: M
Patron Deity: Self
Abilities Str 14 +2| Dex 14 +2 | Con - +0 | Int 12 +1 | Wis 16 +3 (20 +5)| Cha 12 +1 (14 +2)


AC: 29(38) / Touch: 20(23), Flatfooted: 27(36)
(+2 Dex; +5 Wis; +1 Misc; +8 armor; +2 deflection; +1 natural; [+6 Shield Spell; +3 Recitation])

DR/5 magic

HP: 107 / HD: 13d12

Initiative: +2 / Speed: 50'

Fort: 8 / Reflex: 10 / Will: 24

Resist Energy 5/fire, cold, electricity, acid, and sonic
+2 vs enchantment.
Mind Shielding
Immunity to poison, sleep effects, paralysis, stunning, disease, death effects, and mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to any effect that requires a Fortitude save, except for energy drain attacks (unless the effect also works on objects or is harmless).
Immune to detect thoughts, discern lies, and any attempt to discern alignment.


  • Unarmed +16/+11 / 1d8+4 / 20x2 / b magic good lawful
  • Flurry of Blows +14/+14/+11 / 1d8+4 / 20x2 / b magic good lawful
  • Touch +16 Ranged Touch +11

Space/Reach: 5 ft./5 ft. Base Attack: +9/+4


  • Human: Skill Focus: Concentration (PHB, p100)
    +3 bonus on all concentration checks.
  • 1st: Iron Will (PHB, p97)
    +2 bonus on all Will saving throws.
  • M1: Improved Unarmed Strike (PHB, p99)
    You are considered to be armed even when unarmed — that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
  • M1: Stunning Fist (PHB, p101)
    You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. Usable a total of 5 times a day. DC 21 Fort save.
  • 3rd: Sacred Vow (BoED, p45)
    You gain a +2 perfection bonus on Diplomacy checks.
  • M2: Combat Reflexes (PHB, p92)
    When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. You can still make only one attack of opportunity per opportunity. With this feat, you may also make attacks of opportunity while flat-footed.
  • 6th: Healing Devotion (CC, p59)
    Once per day, you can gain fast healing 1, +1 for every five character levels you possess (maximum fast healing 5 at 20th level). This effect lasts for 1 minute. You can activate this feat as an immediate action or, if you have a daily available, it automatically activates if you are reduced to 0 hit points or below (but not killed). As a full-round action, you can transfer this ability to a willing recipient as a touch spell. Doing so counts as one daily use of the ability. If you have the ability to turn or rebuke undead, you gain one additional daily use of this feat for each daily turn or rebuke use you expend.
  • 9th: Practiced Spellcaster (CD, p82)
    Your caster level for Ur-Priest increases by +4. This can’t increase your caster level beyond your HD.
  • 12th: Vow of Poverty (BoED, p29,48 / DMG, p106)
    You gain bonuses to your Armor Class, ability scores, and saving throws, as well as bonus exalted feats, all depending on your character level.
  • 12VoP: Intuitive Attack (BoED, p44)
    With a simple weapon of your size or a natural weapon, you may use your Wisdom modifier instead of your Strength modifier on attack rolls.


Languages: Celestial, Common, Draconic, Infernal

Special Abilities


  • Flurry of Blows (Ex): When unarmored, a monk may strike with a flurry of blows at the expense of accuracy. When doing so, she may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round. A monk must use a full attack action (see page 143) to strike with a flurry of blows.
  • Evasion (Ex): If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the monk is wearing light armor or no armor.
  • Still Mind (Ex): +2 bonus on saving throws against spells and effects from the school of enchantment.


  • Rebuke Undead (Su): Like an evil cleric, an ur-priest of 2nd level or higher can rebuke undead. He uses his ur-priest level as the cleric level for determining success and damage (see Turn or Rebuke Undead, page 159 of the Player’s Handbook).

Abjurant Champion

  • Abjurant Armor (Su): Any time you cast an abjuration spell that grants you an armor bonus or shield bonus to AC, you can increase the value of the bonus by your abjurant champion class level.
  • Extended Abjuration (Su): You depend on your abjuration spells to protect you in combat. Double the duration of abjuration spells you cast, as if you had applied the Extend Spell feat to them (but without any change in level or casting time).
  • Swift Abjuration (Su): Beginning at 2nd level, you can cast abjuration spells as a swift action, as if you had applied the Quicken Spell feat to them (but without any change in level). The maximum level of spell you can quicken in this way is equal to 1/2 your class level (rounded up).

Vow Sworn

  • Spiritual Body (Ex): When Wes rises as a 0-level vow sworn, he takes on a corporeal spirit form. His creature type changes to deathless, and he gains the features and traits of the deathless type. Deathless creatures have no Constitution score, and the risen martyr rerolls his hit points using d12s instead of his previous racial and class-based Hit Dice. Wes’s spiritual body is formed of solid, spiritual flesh and is neither ghostly nor incorporeal. His ability scores remain unchanged (except for his Constitution score), and all his other characteristics remain the same except that he is no longer a living creature.
  • Darkvision 60'
  • Not subject to extra damage from critical hits, nonlethal damage, or ability drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects. Unlike undead, deathless are subject to energy drain. Like living creatures, deathless are harmed by negative energy and healed by positive energy.
  • Uses its Charisma modifi er for Concentration checks.
  • Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
  • Not affected by raise dead or reincarnate spells or abilities. Resurrection and true resurrection can affect deathless if they are willing. These spells turn deathless creatures back into the living creatures they were before becoming deathless.
  • Evil clerics can turn or destroy deathless creatures as good clerics turn or destroy undead. Good clerics and paladins can rebuke, command, or bolster deathless creatures as evil clerics rebuke, command, or bolster undead.
  • Deathless creatures gain the same benefits from consecrate and hallow as undead do from desecrate and unhallow, and they are hindered by desecrate and unhallow as undead are by consecrate and hallow. Hide from undead and undeath to death also work against deathless. Detect undead and deathwatch reveal deathless and allow the caster to distinguish deathless creatures from undead. Evil casters can be stunned by overwhelming auras of deathless creatures as good casters can be stunned by overwhelming undead auras. Use the “evil elemental or undead” line in the detect evil spell description when deathless are in the area of a detect good spell. Deathless are healed by disrupt undead and damaged by unholy water, as undead are damaged by disrupt undead and damaged by holy water. Deathless are not affected by disrupting weapons. Spells that have greater than normal effect against undead creatures—including chill touch, magic stone, searing light, sunbeam, sunburst, and wall of fire do not have these enhanced effects against deathless creatures. Deathless take only 1d6 points of damage per two caster levels from searing light. Spells such as command undead, control undead, create undead, create greater undead, and halt undead do not affect or create deathless creatures.
  • Deathless do not breathe, eat, or sleep.
  • Vowforged Soul: The ties that bind Wes to the material plane are now forged with the words of creation. Wes must substitute one of his existing feats for the feat Sacred Vow. He may also lose additional feats to gain more vows. He is also bound to learn celestial as a language when gaining the first level of this class.
  • Ki Strike (lawful) (Su): Unarmed attacks are treated as lawful weapons, as per the 10th level monk ability.
  • Magic Circle Against Evil (Su): At 1st level, Wes is continually surrounded by a protective aura that functions as a magic circle against evil spell.

Vow of Poverty

  • Exalted armor bonus (Su): +8
  • Endure Elements (Ex)
  • Exatled Strike (Su): +2 enhancement bonus on weapons; "good" weapons
  • Deflection (Su): +2 AC
  • Resistance (Ex): +2 saves
  • Ability Score Increase (Ex): +4 Wis, +2 Cha
  • Natural Armor (Ex): +1 AC
  • Mind Shielding (Ex): Immune to detect thoughts, discern lies, and any attempt to discern his alignment.
  • DR (Su): 5/magic
  • Energy Resistance 5

Trained by the Dark Dogs

  • Panther Stance: As a swift action, the character may activate Panther Stance, which grants the character Improved Unarmed Strike for a number of rounds equal to 3 + dex modifier. Additionally the character may Deflect Arrows per the feat, but using this ability ends the Panther Stance. Panther Stance is usable once per day.
  • Way of the Panther: You have access to the Ninja base class.