Kaulesh Stormwind

Description:

Player: Brandon Roberts
Class/Level: Cleric/12
Race: Illumian
Alignment: CG
Deity: None
Size: Med
Age: 30
Gender: M
Height: 6’ 2"
Weight: 179
Eyes: Green
Hair: None
Skin: Fair

HP: 112
AC: 27 (12 Touch; 25 FF)
Mv: 30’
DR: 5/-

Init: 2

STR: 12
DEX: 14
CON: 16
INT: 14
WIS: 22
CHA: 18

Fort: 14 (8+3+3)
Ref: 9 (4+2+3)
Will: 16 (8+5+3)

BAB: 9
Grapple: 10 (9+1)

Attacks:
Heavy Mace, 2 attacks, AB: 10/5, 1d8+1, x2

Skills:
Concentration: 13 (3+8+2)
Heal: 15 (6+7+2)
Know(Arcana): 14 (2+9+4)
Know(Histor): 6 (2+2+2)
Know(Religi): 15 (2+12+2)
Know(Planes): 8 (2+6)
Prof(Mechanic): 12 (6+4+2)
Spellcraft: 19 (2+16+2)
Perception: 9 (6+1+2)
-—————————————————————

Armor:
Skin of Ectoplasmic Armor +2, Light, AC 10, Dex 2, ACP 6
Mithral Heavy Shield +3, AC 5, Iron Ward Augment

Items:
Vest of Resistance +3
Ring of Mystic Healing (3 charges) [Equipped]
Ring of Mystic Healing (3 charges) [Equipped]
Ring of Mystic Healing (3 charges)
Flask of Holy Water (100gp)
Vial of Holy Water x3 (25gp ea)
Silver Powder (75gp)
Cloak of CHA +4
Periphat of WIS +3
Ring of Prot +2

GOLD: 2950


Feats:
Augment Healing
Combat Casting
Shielded Casting
Domain Spont(Healing)
Extra Turning
Sacred Healing (PH2)
Divine Ward

Special Abilities:
Armor Prof
Shield Prof
Healing Domain (+1CL healing spells)
Luck Domain (Reroll 1/day before success/failure declared)
Turn 11/day
Aura of Chaos
Aura of Good
Glyph Resonance
Final Utterance
+2 vs Shadow Spells
Cure Spells +2 CL
+2 Healing per Spell Level
Turn for +2 Healing per Die (Swift)

Glyph: Hoonkrau (Turn for +1d8 on Cure Spells, Swift)
Hoon: +2 on Wis/Con checks
Krau: Spells cast at +2 CL

Flaws: Shaky, Murky-Eyed

Languages:
Common
Illumian
Draconic
Celestial
Abyssal


Spells:
Level | DC | Per Day
0 | 16 | 6+1
1 | 17 | 7+1
2 | 18 | 7+1
3 | 19 | 5+1
4 | 20 | 5+1
5 | 21 | 4+1
6 | 22 | 3+1
7 | 23 | 1+1

Usual Prepared Set (UNLESS other spells make more sense when preparing)

Level 0:
Detect Magic
Detect Magic
Create Water
Mending
Read Magic
Read Magic

Level 1:
Bless
Bless
Command
Comprehend Languages
Shield of Faith
Remove Fear
Protection from Evil
Entropic Shield (Domain, Luck)

Level 2:
Consecrate
Calm Emotions
Remove Paralysis
Remove Paralysis
Undetectable Alignment
Restoration, Lesser
Cure Moderate Wounds (Domain, Healing)

Level 3:
Daylight
Dispel Magic
Invisibility Purge
Magic Circle Against Evil
Remove Curse
Protection from Energy (Domain, Luck)

Level 4:
Restoration
Dimensional Anchor
Freedom of Movement
Neutralize Poison
Freedom of Movement (Domain, Luck)

Level 5:
Command, Greater
Plane Shift
Break Enchantment
True Seeing
Cure Light Wounds, Mass (Domain, Healing)

Level 6:
Dispel Magic, Greater
Wind Walk
Word of Recall
Heal (Domain, Healing)

Level 7:
Ethereal Jaunt
Spell Turning (Domain, Luck)


Can spontaneously cast spells from the Healing domain by sacrificing a spell slot of equal level or greater (ie, sacrificing Wind Walk for Heal).

Ring of Mystic Healing:+1 CL on Cure Spells Swift, 1 Charge for +2d6 Healing, 2 for 3d6, 3 for 4d6

Sacred Healing (PH2): Swift, spend a turn for +5 bonus on Heal checks and +2 healed per die on damage healed by Conj(Healing) spells. Lasts until end of turn.

Augment Healing: Conj(Healing) spells gain +2 healed per spell level (ie, Heal heals for 132 instead of 120 being a 6th level spell).

Divine Ward: By spending 10mins in contact with a willing creature, a ward is placed. This ward allows the cleric to cast touch spells at close-range(25ft) by spending a turn. Multiple creatures may be warded at the cost of 1 turn per creature after the first (ie, 3 creatures total would cost 2 turns).


Healing Combos: Generally involves combing Sacred Healing with the ring or the Hoonkrau glyph from illumian (illumian boost isn’t usually worth it). This turns cures into a full round action (2 swifts + standard), but makes them far more powerful. If the creature is warded (see Divine Ward), by spending an extra turn he can cast this at close-range(25ft) if the creature needing a quick heal isn’t within touch distance. Say we take cure critical wounds. Combo 1 charge from a ring with a turn for Sacred Healing, and here is the heal we are looking at:

Normal Average: 43 (18 + 25)

Cure Critical: 4d8 + 17 (12 base, +2 Illumian, +1 healing domain, +2 from Rings)
Augment Healing: 8 (Spell Level 4*2)
Ring: +2d6
Sacred: +2 per die (4d8 + 2d6 = 6 die)

That leaves us with 4d8 + 2d6(ring) + 8(augment) + 12(sacred) + 17
Average Heal: 62 (18 + 7 + 37)

With 3 charges from a ring(4d6) + sacred…
Average Heal: 73 (18 + 14 + 41)

Bio:

Coming Soon

Kaulesh Stormwind

Short on Time Zalmithius