Hennet

Vesh's page

467 posts. Alias of santinj@.


Full Name

Vesh il' Camelo

Race

Human (Varisian)

Classes/Levels

Spellthief 4 (XP = 6405) as of 7/28, Wrathspawn and Shrine (10,000xp = 5th level)

Gender

Male

Size

Medium

Age

19

Special Abilities

Sneak Attack 1d6, Steal Spell 2 (8x0 level / 4x 1st level / 2x 2nd level), Trapfinding, Cast Mage Hand 2/day, Spell Grace, Cast Detect Magic 3/day, Steal Spell Effect, Steal Energy Resistance 10

Alignment

CG

Deity

Desna

Languages

Common, Varisian, Thassilonian

About Vesh

Online Spellthief Class Description [click here].

Ability Scores and Modifiers:

STR 12 (+1)
DEX 14 (+2)
CON 12 (+1)
INT 14 (+2)
WIS 10 (+0)
CHA 17 (+3) 1 bonus level 1/2/3 spell

Languages:
Common
Varisian
Shoanti

Craft Points: 20
(+10 craft points at 5th)

Skills:

Spoiler:

Appraise +2
Balance +4 (+1*) (w/+2 s.b.)
Bluff +8 [5r]
Climb +2 (-1*)
Concentration +6 [6r]
Craft +2
Decipher Script +8 [6r]
Diplomacy +5 (w/+2 s.b.)
Disguise +5 (w/+2 s.b.)
Disable Device +11 (w/+2 fr. mwk TT) [7r]
Escape Artist +8 (+5*) [6r]
Forgery +2
Gather Information +3
Handle Animal X
Heal +0
Intimidate +5 (w/+2 s.b.)
Jump +3 (+0*) (w/+2 s.b.)
Knowledge (Arcana) (+7) [5r]
Knowledge (___) X
Open Lock +11 (w/+2 fr. mwk TT) [7r]
Perception -2
Perform +3
Profession X
Ride +2
Search +8[6r]
Slight of Hand +4 (+1*)(w/+2 s.b.)
Spellcraft +6 (with +2 s.b.) [2r]
Stealth +8 (+5*) [6r]
Survival +0 (+2 s.b. to follow DC10 or lower tracks)
Swim +1 (-5*)
Tumble +7 (+4*) [5r]
Use Magic Device +4 (+6 s.b. with Scrolls) [1r]
Use Rope +4 w/silk rope (+6 s.b. with bindings+silk rope)

*Armor Check Penalty for Med. Encumbrance;
Bold=skill ranks taken;
X=Untrained
s.b.=Synergy Bonus
mwk TT= Masterwork Thieves' Tools

Feats:
Improved Initiative
Point-Blank Shot
|-Precise Shot
Spell Focus: Transmutation
Varisian Tattoo "Avaria": Transmutation (Mage Hand 2/day [2 left], DC--)
Dodge

Flaws:
Inattentive (-4 to Perception checks)
|-Retrain 0.5 Inattentive Flaw (-2 to Perception checks)
Weak Will (-3 to Will saves)
|-Retrain 0.5 Weak Will Flaw (-1 to Will saves)

Armor Class: 16 (or 17 vs. one opponent with Dodge Feat)
Touch: 12 (or 13 vs. one opponent with Dodge Feat)
Flat-Footed: 14

HP: 21 (Bloodied: 10)^
Current: 21
Subdual: 0

^ = When Bloodied:

Spoiler:

1. Vesh gets the two claw attacks at his BAB [+2] for 1d6 dmg. each (no penalty for off-hand attacks)
2. Makes ALL other attacks with melee or ranged weapons as non-proficient (-4)
3. Can't cast or steal spells (though he can still deal sneak-attack damage)
4. WILL save, DC___, to end

Saves:
(Spell Grace class ability grants +1 on Saves vs. Spells.)

Fort: +2
Ref: +3
Will: +3

Move: 30ft. (6 squares)

Combat:

Initiative: +6
BAB: +3 (BAB: +3 at 4th level)
Melee: +4
Ranged: +5
Grapple: +4 or Escape Artist check

Masterwork Short Sword: +6 (1d6+1, 19-20/x2)
Dagger: +4 (1d4+1, 19-20/x2), thrown +5 or +6* (1d4+1 [or 1d4+2*], 19-20/x2, 10ft.)
Ameiko's Dagger: +5 (1d4+1, 19-20/x2), thrown +6 or +7* (1d4+1 [or 1d4+2*]
Masterwork Composite Short Bow (+1 STR): +6 or +7* (1d6+1 [or 1d6+2*], x3, 70ft.)
*Point Blank Shot

Equipment:

** = Left behind at The Rusty Dragon

Chain Shirt, Masterwork Shortsword, (2) Daggers, Masterwork Composite Shortbow (+1 damage from STR bonus), Ameiko's Dagger, (20) Masterwork Cold Iron Arrows,

Explorer's Outfit -OR- Fine Set of Varisian Traveling Clothes (worth 1 pp)**, Belt Pouch (4 gp, 2sp, 5cp), Varisian Pocketed Scarf (used as a spell component pouch), Butterfly Medallion,

Backpack: Blanket, Bedroll, (2) 50' Hemp Ropes++, (1) 50' Silk Ropes, Grappling Hook, Hammer, (3) Pitons (2/3++), (3) Days Rations, (5) Sunrods, Waterskin, Flint and Steel, Whetstone, Masterwork Thieves' Tools),(1) Flask of Alchemist's Fire

Butterfly Medallion - once per day grants +5 luck bonus to any one d20 roll. Declare use after the roll, but before the result is determined. (1 Use left)

Ameiko's Dagger - Masterwork dagger. Once per day you can make a touch attack to deliver shocking grasp CL 2. The command word, Eisol, translates as "Arclight." (1 Use Left)

Encumberance: Medium Load (75-78lbs.)|Dropping Backpack = Light Load (41lbs.)
Light = up to 43lbs.|Medium = 44-86lbs.|Heavy = 87-130lbs.|Over Head = 130lbs.|Off Ground = 260|Push/Drag = 650lbs.

Class and Special Abilities:

Sneak Attack (Ex):

Spoiler:
If Vesh can catch an opponent when he is unable to defend himself effectively from his attack, he can strike a vital spot for extra damage.

Vesh’s attack deals extra damage any time his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when he flanks his target. This extra damage is 1d6 at 1st level, and it increases by 1d6 every four Spellthief levels after first (fifth, ninth, thirteenth, etc.). Should Vesh score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, Vesh can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

Vesh can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. Vesh must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Vesh cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

Trapfinding (Ex):

Spoiler:
Vesh can use his Search skill to locate traps when the task has a Difficulty Class higher than 20.

Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it.

Vesh can use the Disable Device skill to disarm magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it.

If Vesh beats a trap’s DC by 10 or more with a Disable Device check, he can study the trap, figure out how it works, and bypass it (with his party) without disarming it.

Steal spell 2 (Su):

Spoiler:
See page 16 of Complete Adventurer.

A spellthief can siphon spell energy away from his target and use it himself. A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead steal a spell, or the potential to cast a specific known spell, from his target. If the target is willing, a spellthief can steal a spell with a touch as a standard action.

The target of a steal spell attack loses one 0-level or 1st-level spell from memory if she prepares spells ahead of time, or one 0-level or 1st-level spell slot if she is a spontaneous caster. A spontaneous caster also loses the ability to cast the stolen spell for 1 minute. If the target has no spells prepared (or has no remaining spell slots, if she is a spontaneous caster), this ability has no effect. A spellthief can choose which spell to steal; otherwise, the DM determines the stolen spell randomly. If a spellthief tries to steal a spell that isn't available, the stolen spell (or spell slot) is determined randomly from among those the target has available.

For example, a 1st-level spellthief who uses this ability against a 1st-level sorcerer could choose to steal magic missile. Assuming the sorcerer knew that spell, a successful steal spell attack would eliminate one 1st-level spell slot and temporarily prevent her from casting magic missile. If the same spellthief stole magic missile from a wizard who had it prepared, the wizard would lose one prepared magic missile spell (but wouldn't lose any other magic missile spells she might also have prepared).

After stealing a spell, a spellthief can cast the spell himself on a subsequent turn. Treat the spell as if it were cast by the original owner of the spell for the purpose of determining caster level, save DC, and so forth. A spellthief can cast this spell even if he doesn't have the minimum ability score normally required to cast a spell of that level. The spellthief must supply the same components (including verbal, somatic, material, XP, and any focus) required for the stolen spell. Alternatively, a spellthief of 4th level or higher can use the stolen spell power to cast any spellthief spell that he knows of the same level or lower (effectively, this gives the spellthief one free casting of a known spell). A spellthief must cast a stolen spell (or use its energy to cast one of his own spells) within 1 hour of stealing it; otherwise, the extra spell energy fades harmlessly away.

As a spellthief gains levels, he can choose to steal higher-level spells. At 4th level, he can steal spells of up to 2nd level, and for every two levels gained after 4th, the maximum spell level stolen increases by one (up to a maximum of 9th-level spells at 18th level).

At any one time, a spellthief can possess a maximum number of stolen spell levels equal to his class level (treat 0-level spells as 1/2 level for this purpose). For instance, a 4th-level spellthief can have two stolen 2nd-level spells, or one 2nd-level spell and two 1st-level spells, or any other combination of 0-level, 1st-level, and 2nd-level spells totaling four levels. If he steals a spell that would cause him to exceed this limit, he must choose to lose stolen spells sufficient to reduce his total number of stolen spell levels to no more than his maximum.

A spellthief can't apply metamagic feats or other effects to the stolen spell unless the specific spell stolen was prepared with such an effect. For example, a spellthief of 6th level or higher could steal a wizard's empowered magic missile, but only if he specifically chose to steal empowered magic missile. If he chose to steal an unmodified magic missile, he couldn't steal an empowered magic missile, a silent magic missile, or any other metamagic form of the spell. A spellthief couldn't steal an empowered magic missile from a sorcerer, since the sorcerer applies metamagic effects upon casting and thus has no prepared empowered magic missile spell.

This ability works only against spells. It has no effect on psionic powers or spell-like abilities.

Detect Magic (Sp)(3/day [3 left], CL 2):

Spoiler:
See Complete Adventurer, page 16. Vesh can use detect magic a number of time per day equal to his Charisma bonus, if any (minimum 1). His caster level is equal to his Spellthief class level.

Spell Grace (Su):

Spoiler:
See CA page 16. Vesh gains a +1 competence bonus on his saves against spells. This bonus improves to +2 at 11th level and +3 at 20th level.

Steal Spell Effect (Su):

Spoiler:
See CA page 16 & 18. Beginning at 2nd level, a spellthief can siphon an active spell effect from another creature. A spellthief who hits an opponent with a sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead gain the effect of a single spell affecting the target. If the target is willing, a spellthief can steal a spell effect with a touch as a standard action.

The spellthief can choose which spell effect to steal; otherwise, the DM determines the stolen spell effect randomly. If a spellthief tries to steal a spell effect that isn't present, the stolen spell effect is determined randomly from among those currently in effect on the target. A spellthief can't steal a spell effect if its caster level exceeds his class level + his Charisma modifier.

Upon stealing a spell effect, a spellthief gains the stolen effect (and the original creature loses that effect) for 1 minute per class level (or until the spell's duration expires, whichever comes first). If the spell effect's duration hasn't expired by this time, the spell effect returns to the creature that originally benefited from it.

A spellthief can steal the effect of a spell only if the spell could be cast on him by the original caster. For example, a spellthief couldn't gain the effect of an animal growth spell (unless the spellthief is of the animal type) or the effect of a shield spell (since that spell's range is personal). If a spellthief tries to steal the effect of a spell not allowed to him, the effect is still suppressed on the original target of the spell for 1 minute per spellthief class level.

This ability does not work on spell effects that are immune to dispel magic (such as bestow curse).

Steal Energy Resistance 10 (Su):

Spoiler:
Beginning at 3rd level, a spellthief can siphon off some or all of a target's resistance to an energy type (acid, cold, electricity, fire, or sonic). A spellthief who hits an opponent with a successful sneak attack can choose to forgo dealing 1d6 points of sneak attack damage and instead temporarily gain resistance 10 to an energy type to which his target is resistant (or immune). If the target is willing, a spellthief can steal energy resistance with a touch as a standard action.

Simultaneously, the target creature's resistance to that energy type is reduced by 10 (to a minimum of 0). A creature with immunity to an energy type retains that immunity.

If his target has more than one type of resistance to energy, a spellthief can choose which kind to steal; otherwise, the DM determines the stolen resistance randomly from among those possessed by the target. If a spellthief chooses to steal a type of resistance that the target doesn't possess, the stolen type of resistance is determined randomly from those possessed by the target.

The resistance a spellthief gains from using this ability lasts for 1 minute. If the resistance is derived from a temporary effect (such as a spell), the stolen resistance disappears when the effect expires.

A spellthief can use this ability multiple times, but its effects do not stack unless they apply to different types of energy. For example, throughout a long combat, a spellthief might use this ability to gain resistance to fire and resistance to cold, but he could not use it twice on a creature that is resistant to fire to gain twice as much resistance to fire (nor to reduce the creature's resistance to fire by twice as much).

At 11th level, a spellthief can steal resistance 20 to an energy type by using this ability, and at 19th level he can steal resistance 30 to an energy type.

Spells:

CL = 2 (*Tramutation Spells, CL = 3)

Spells Known:
| 1 | 2 | 3 | 4 |
--------------------
| 2 | 0 | 0 | 0 |

1st Level (DC = 13 or 14*)
Arrow Mind, Feather Fall*

Spells Per Day: 1 (1 left)

Spoiler:
Beginning at 4th level, a spellthief gains the ability to cast a small number of arcane spells, which are drawn from a subset of the sorcerer/wizard spell list (see below). He can cast any spell he knows without preparing it ahead of time, just as a sorcerer can (see page 54 of the Player's Handbook).

To learn or cast a spell, a spellthief must have a Charisma score equal to at least 10 + the spell level (Cha 11 for 1st-level spells, Cha 12 for 2nd-level spells, and so on). The DC for a saving throw against a spellthief's spell is 10 + spell level + spellthief's Cha modifier.

Like other spellcasters, a spellthief can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table 1-4: The Spellthief. In addition, he receives bonus spells per day if he has a high Charisma score (see Table 1-1, page 8 of the Player's Handbook). When Table 1-4 indicates that a spellthief gets 0 spells per day of a given spell level (for instance, 1st-level spells for a 4th-level spellthief), he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.

A spellthief's selection of spells is extremely limited. A spellthief begins play knowing no spells but gains one or more new spells at certain levels, as indicated on Table 1-3: Spellthief Spells Known. (Unlike spells per day, his Charisma does not affect the number of spells he knows; the numbers on Table 1-3 are fixed.) A spellthief can learn any sorcerer/wizard spell from the following schools: abjuration, divination, enchantment, illusion, and transmutation. No other sorcerer/wizard spells are on the spellthief's class spell list.

Upon reaching 12th level, and at every third spellthief level after that (15th and 18th), a spellthief can choose to learn a new spell in place of one he already knows. In effect, the spellthief "loses" the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level spellthief spell that the spellthief can cast. For instance, upon reaching 12th level, a spellthief could trade in a single 1st-level spell for a different 1st-level spell. A spellthief can swap only a single spell at any given level, and he must choose whether or not to swap the spell at the same time that he gains new spells known for the level.

At 4th level and higher, a spellthief's caster level for spells is one-half his spellthief level.

Appearance and Personal Traits:
Height: 5'9"
Weight: 144 lbs.

Vesh has multiple piercings in his ears; he has olive skin, and dark brown/black hair and eyes. His traditional Varisian tattoos snake up his left arm to his neck and down his back. Hard years skulking about Riddleport have made Vesh socially insecure in large groups or with strangers and outwardly inscrutable; he has a scowl and a snide remark for just about anyone he doesn't know. Inwardly, Vesh has a heart of gold and will, in short time, shows his warmth to those he calls his companions.

Vesh is a devotee of Desna, and he needs all the luck she can give him. When his guard drops, Vesh wears his youthful inexperience on his sleave and is at times given to over indulging in ale and buxom women (though, to his chagrin, more the former than the later).

His youthfulness occludes the fact that Vesh is sharp and a quick learner. His above-average intelligence often comes as a result of extra effort and concentration. In other words, the world around him will escape his awareness as he focuses his attention on the task at hand. As a result, those who don't know Vesh well call him inattentive or immature. But those who know him better, know "the look," the way Vesh has of screwing up his face into a fierce frown when focusing on, and often overcoming, the task before him.

Background

Vesh, like many modern Varisian youth, both reveled in and rebelled against the nomadic lifestyle of his people. His odd talent for "lifting" magic made him alternately an outsider and a curiosity to members of his clan. So it was that, tired of roaming the Velashu Uplands, he broke from tradition and his family and sought adventure in the corrupt City of Riddleport.

His youthful good looks, natural nimbleness and grace, and his unusual talent quickly attracted the attention of the unscrupulous. These criminals took the naive Vesh under wing to better exploit his abilities for their profit. But when Vesh unwittingly exercised his gift on a young sorceress, the daughter of a local crime lord, he drew the ire of nearly the entire criminal underground of Riddleport.

Eluding capture (or worse), Vesh payed the hefty price of 20 gold pieces to be smuggled out of Riddleport on the trading vessel, The Song of Celios. Not knowing where it was destined when he boarded, Vesh had no way of knowing he would end up in the little, but earnest, backwater called Sandpoint...

Quotes:
"Hmph--my friends buy me ale, what does that make you?"

"Strong magic is like a strong woman ... they're both best when turned upon their owners."

"You see a mage; I see a walking spellbook."

"What noise?"

Player Notes (for Me and JSL only please):

Spoiler:

Background Notes:
--I think I wrote that Vesh was one of seven kids? I need to find that post.
--In order to reconcile the fact that PF describes Varisians as wandering all of Varisia and the il'Camelo clan wandering primarily the V. Uplands, Vesh's family will have gained a poor reputation among the various Varisian clans for reasons not yet specified. They have been largely shunned by other clans, causing Vesh to use his last name sparringly. (Esp. w/other Varisians--perhaps this is what makes him reluctant to indulge Shayliss. He'd be afraid that her mother might know about him.) His clan only wandering the Uplands is part of Vesh's frustration described above.
--His father is abusive and especially singles out Vesh and his twin (?) sister becuase of their non-conforming "talents."
--B/C his family mostly sticks to the uplands, they have scratched out a living as middlemen Btwn. some Shoanti tribes and Riddleport merchants. Vesh ditches his clan on one such trip to Riddleport.
--Vesh falls in love with (and unknowingly) impregnates a young Shoanti "princess" who is already betrothed to a Shoanti warrior-prince from a rival tribe in an effort to unite the two tribes. Vesh is long-gone by the time she is found to be with child.
--The warrior-princess is shunned by her tribe and is forced out on her own with her unborn child. Perhaps she finds her way to Vesh's clan who takes her in after he leaves???
--Something bad happens between the wronged Shoanti tribe and Vesh's clan as a result of Vesh's indiscretion. Perhaps a (virgin) sister is married off to the Shoanti tribe???
--The warrior-prince follows Vesh to Riddleport a year after Vesh has moved there, but is thwarted in his efforts to exact revenge on Vesh and is incarcerated in Riddleport for three years despite his tribe's efforts (through Vesh's clan) to release him.
--When Vesh screws up in Riddleport (to be detailed later), the underworld powers-that-be arrange for the Shoanti warrior-prince to be released in order that he do their dirty work for them--alas, Vesh has just boarded the Song of Celios bound for Sandpoint!

Skill/Feat Notes for next (4th) level:

--Vesh gets 8 skill points per level (6 class + 2 INT)

Appraise +2
Balance +4 (+1*) (w/+2 s.b.)
Bluff +8 [5r]
Climb +2 (-1*)
Concentration +6 [6r]
Craft +2
Decipher Script +8 [6r]
Diplomacy +5 (w/+2 s.b.)
Disguise +5 (w/+2 s.b.)
Disable Device +11 (w/+2 fr. mwk TT) [7r]
Escape Artist +8 (+5*) [6r]
Forgery +2
Gather Information +3
Handle Animal X
Heal +0
Intimidate +5 (w/+2 s.b.)
Jump +3 (+0*) (w/+2 s.b.)
Knowledge (Arcana) (+7) [5r]
Knowledge (___) X
Open Lock +11 (w/+2 fr. mwk TT) [7r]
Perception -4
Perform +3
Profession X
Ride +2
Search +8[6r]
Slight of Hand +4 (+1*)(w/+2 s.b.)
Spellcraft +6 (with +2 s.b.) [2r]
Stealth +8 (+5*) [6r]
Survival +0 (+2 s.b. to follow DC10 or lower tracks)
Swim +1 (-5*)
Tumble +7 (+4*) [5r]
Use Magic Device +4 (+6 s.b. with Scrolls) [1r]
Use Rope +4 w/silk rope (+6 s.b. with bindings+silk rope)

Note: use craft points to "buy down" flaws next level

Possible Spells for next level:
Note: can only select spells fr: Abjuration, Divination, Enchantment, Illusion, or Transmutation

From PH:
(Abj) Protection fr. Evil
(Abj) Shield
(Div) True Strike
(Enc) Charm Person/Hypnotism/Sleep (???)
(Ill) Color Spray
(Tra) Erase
(Tra) Feather Fall
(Tra) Magic Weapon

From Spell Comp:
(Abj) Nightshield
(Div) Arrow Mind
(Div) Insightful Feint
(Div) Sniper's Shot
(Enc) Distract Assailant
(Ill) Net of Shadows
(Tra) Fist of Stone
(Tra) Slide
(Tra) Spell Flower