Albert Wesker

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You all know who Albert Wesker is. He started out as a researcher (along with the even more brilliant William Birkin) and is proficient in the fields of science, research, observation, biology, virology, evolution, combat, weapons, tactics, police procedure, espionage, murder, subterfuge, blackmail, opportunity, planning, persuasion, arms dealing, and the double-cross. Stay away from this extremely dangerous individual!

Albert Wesker (Smart Hero 5/Dedicated Hero 3/Investigator 4/Soldier 4/SpecOp 4): CR 20

Medium Humanoid (human)

HD: 12d6+4d10+4d8+20 (Hp 104, Mas 12)

Init: +5

Spd: 35 ft.

Def: 24 (+1 Dex, +10 class, +3 undercover vest) and Defensive Martial Arts

BAB: +14, Grap +15

Attacks: Martial arts +15/+10/+5 melee (1d4+1) or automatic carbine +16/+11/+6 ranged (2d8+2) or Killer 7 +16/+11/+6 ranged (2d8+3) or silenced small pistol +15/+10/+5 ranged (2d6+3) or automatic sniper rifle +16/+11/+6 ranged (2d10)

Attack Options: Autofire, Burst Fire, Dead Aim, Grand Master Pistolero

FS/R: 5 ft./5 ft.

SA: nonlethal force, weapon focus (automatic carbine), weapon specialization (automatic carbine)

SQ: contact (low-level), hunt and evade, night mover, profile, shock and awe, specialist (tactics), tactical aid

AL: evil, ambition

SV: Fort +11, Ref +9, Will +10

AP: 10

Rep: +6

Ability Scores: Str 12, Dex 13, Con 12, Int 18, Wis 13, Cha 12.

Occupation: Academic (class skills: Gather Information, Knowledge [earth and life sciences], Knowledge [tactics])

Skills: Bluff +11**, Computer Use +11, Craft (chemical) +11, Craft (pharmaceutical) +11, Decipher Script +9, Demolitions +8, Diplomacy +5**, Gather Information +14**, Hide +9 (+11 night mover)*, Intimidate +10**, Investigate +13 (+15), Jump +3*, Knowledge (behavioral sciences) +10, Knowledge (business) +9, Knowledge (civics) +7, Knowledge (current events) +9, Knowledge (earth and life sciences) +31 (+33 kit), Knowledge (streetwise) +7, Knowledge (tactics) +22, Knowledge (technology) +9, Listen +11, Move Silently +11*, Navigate +14, Profession +4, Research +13, Search +11, Sense Motive +7*, Spot +5, Survival +7, Treat Injury +7. * Armor Check Penalty. ** Empathy talent.

Languages: English and five others (all literate and spoken)

Feats: Advanced Firearms Proficiency, Armor Proficiency (light), Burst Fire, Combat Martial Arts, Dead Aim, Defensive Martial Arts, Educated (Knowledge [earth and life sciences], Knowledge [tactics]), Far Shot, Personal Firearms Proficiency, Pistolero (Master, Grand Master), Studious, Trustworthy, Weapon Focus (Killer 7)

Talents (Dedicated): Empathy, skill emphasis (Knowledge [behavioral sciences])

Talents (Smart): Plan, savant (Knowledge [earth and life sciences], Knowledge [tactics])

Possessions: Killer 7 pistol with scope (10 rounds), silenced small pistol (25 rounds), mastercraft (+1 hit) automatic sniper rifle (24 rounds), flash grenades (x3), white phosphorus grenade, frag grenades (x4), first aid spray, light undercover vest, sunglasses, encrypted cell phone, deluxe investigative kit, deluxe biology kit

Design notes: no mutations, as I don't know how to stat them up. He used 28 point buy stats.

The Pistolero feats are found here: [1] - the short version is that they give you +1 damage when you hold a pistol in two hands. As Wesker has all three feats, he does +3 damage with pistols like his Killer 7.

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