Soraya the Needle

From RPGnet
Jump to: navigation, search

Back to 3-5_Against_the_Giants_Campaign

NB Using Albard's sheet as a template.

Background[edit]

Sora is in her third century. One of the gray elf triplets (one male, one female and one of the third sex) rescued from the fire giant king, she is a priestess of Corellon

Although the three were teleported home, Sora returned, sworn to aid in defeating the Fae Witch.

Any more?

(They have either silver hair and amber eyes or pale golden hair and violet eyes. They prefer clothing of white, silver, yellow, or gold, with cloaks of deep blue or purple.)

Do you know how old I am? I'm two hundred and eighty-seven, I am.

Basic Stats[edit]

  • Sora the Needle, Gray Elf, Middle-Aged; Chaotic Good
  • CL22: Cleric 15 / Thaumaturgist 5 / Hierophant 2
  • HP: 244 (17d8+5d4+22.CON) = 156+(88CON)
  • BAB: +14/+9/+4 Melee +17/+12/+7 Range +20/+15/+10
  • Init: +6 (Dex)
  • AC: 41 = 10 + 5 Dex + 10 Breastplate (+5 Magic) + 6 Buckler (+5 magic) + 5 Natural Armor +5 Protection
  • Touch AC: # Flatfooted: #
  • Speed: 30'

Experience: 240,000 (Next: ###,000)

Ability Scores[edit]

  • STR 16 (13(5) - 1 age -2 race, +6 belt) +3(+0)
  • DEX 22 (15(8) - 1 age +2 race, +6 belt) +6(+3)
  • CON 18 (15(8) - 1 age -2 race, +6 belt) +4(+1)
  • INT 24 (14(6) + 1 age, +2 race, +lvl 4, +6 belt) +7(+4)
  • WIS 30 (14(6) +1 age, +4 for levels 8, 12, 16, 20 +6 belt +5 tome) +10(+7)
  • CHA 20 (13(5) +1 age, +6 belt) +5(+2)
  • Fort save +21 = 12 (Cl9+Th1+H3) + 4 (CON) +5 (Vest of Resistance)
  • Reflex save +17= 6 (Cl5+Th1+H0) + 6 (DEX) +5 (Vest of Resistance)
  • Will save +31= 16 (Cl9+Th4+H3) + 10 (Wis) +5 (Vest of Resistance)

Feats and Special Abilities[edit]

  • Gray Elf: Immune to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
  • Gray Elf: Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Gray Elf: Proficiency: longsword, rapier, short/longbow (incl. comp.)
  • Elf: +2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it.
  • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
  • Cleric: Proficiencies: Simple Weapons, All Armour, All Shields (except tower)
  • Cleric: A cleric may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A cleric with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.
  • Domain (Good)
  • Domain (Protection)
  • Domain (War)
  • Human: Scribe Scroll (PHB)
  • NB For Thaumaturgist, need Spell Focus (conjuration). For Hierophant, need Skills: Knowledge (religion) 15 ranks and Feats: Any metamagic feat.
  • Level 1:
  • Level 3: Spell Focus (conjuration)
  • Level 6:
  • Level 9:
  • Level 12:
  • Level 15: Consecrate Spell (CD) Metamagic + 1 Level, Spells gain the good descriptor, half of damage is divine
  • Level 18:
  • Level 21: Bonus Domain (Epic)

Thaumaturgist:

  • Improved Ally: When a thaumaturgist casts a planar ally spell (including the lesser and greater versions), he makes a Diplomacy check to convince the creature to aid him for a reduced payment. If the thaumaturgist’s Diplomacy check adjusts the creature’s attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature. The thaumaturgist’s improved ally class feature only works when the planar ally shares at least one aspect of alignment with the thaumaturgist. A thaumaturgist can have only one such ally at a time, but he may bargain for tasks from other planar allies normally.
  • Augment Summoning: At 2nd level, a thaumaturgist gains the Augment Summoning feat.
  • Extended Summoning: At 3rd level and higher, all spells from the summoning subschool that the thaumaturgist casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don’t change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell’s level.
  • Contingent Conjuration: A 4th-level thaumaturgist can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including having the thaumaturgist cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs. The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted condition as are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether the thaumaturgist wants it to, although most conjurations can be dismissed normally. A thaumaturgist can have only one contingent conjuration active at a time.
  • Planar Cohort: A 5th-level thaumaturgist can use any of the planar ally spells to call a creature to act as his cohort. The called creature serves loyally and well as long as the thaumaturgist continues to advance a cause important to the creature.

To call a planar cohort, the thaumaturgist must cast the relevant spell, paying the XP costs normally. It takes an offering of 1,000 gp x the HD of the creature to convince it to serve as a planar cohort, and the improved ally class feature can’t be used to reduce or eliminate this cost. The planar cohort can’t have more Hit Dice than the thaumaturgist has, and must have an ECL no higher than the thaumaturgist’s character level –2. A thaumaturgist can have only one planar cohort at a time, but he can continue to make agreements with other called creatures normally. A planar cohort replaces a thaumaturgist’s existing cohort, if he has one by virtue of the Leadership feat.

Skills[edit]

Gains 2 (cleric) + 1(human) + 2(Int) = 5 points per level (x4 at first) to level 15, then gained 6 more points (increased INT) at levels 16, 17, 18, and 19

OR ((4+14)x5) + (6 * 4) = 114 skill points

  • Concentration: 18 (Ranks) + 6 (Con) = +24
  • Craft (Weapon Smithing) Ranks: 10 + 6 (INT) = +16
  • Diplomacy Ranks: 16 + 8(CHA) = +24
  • Heal Ranks: 10 + 9 (WIS) = +19
  • Knowledge Arcana Ranks: 7 + 6 (INT) = +13
  • Knowledge History Ranks: 7 + 6 (INT) = +13
  • Knowledge Religion Ranks: 14 + 6 (INT) = +20
  • Knowledge The Planes Ranks 11 + 6 (INT) = +17
  • Spell Craft: Ranks: 17 + 6 (INT) + 2 (Knowledge Arcana 5+) = +25
  • Speak Language: Draconic (Cross class)
  • Speak Language: Giant (Cross class) also speaks Common, Celestial, and Orcish


Clerical Domains[edit]

From: War. Good or Protection

War Domain[edit]

Granted Power: Free Martial Weapon Proficiency with deity’s favored weapon (longsword) and Weapon Focus with the deity’s favored weapon.

  1. Magic Weapon: Weapon gains +1 bonus.
  2. Spiritual Weapon: Magical weapon attacks on its own.
  3. Magic Vestment: Armor or shield gains +1 enhancement per four levels.
  4. Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.
  5. Flame Strike: Smite foes with divine fire (1d6/level damage).
  6. Blade Barrier: Wall of blades deals 1d6/level damage.
  7. Power Word Blind: Blinds creature with 200 hp or less.
  8. Power Word Stun: Stuns creature with 150 hp or less.
  9. Power Word Kill: Kills creature with 100 hp or less.

Good Domain[edit]

Cast good spells at +1 caster level

  1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).
  3. Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.
  4. Holy Smite: Damages and blinds evil creatures.
  5. Dispel Evil: +4 bonus against attacks by evil creatures.
  6. Blade Barrier: Wall of blades deals 1d6/level damage.
  7. Holy Word F: Kills, paralyzes, slows, or deafens nongood subjects.
  8. Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
  9. Summon Monster IX*: Calls extraplanar creature to fight for you.

Protection Domain[edit]

Can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

  1. Sanctuary: Opponents can’t attack you, and you can’t attack.
  2. Shield Other F: You take half of subject’s damage.
  3. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
  4. Spell Immunity: Subject is immune to one spell per four levels.
  5. Spell Resistance: Subject gains SR 12 + level.
  6. Antimagic Field: Negates magic within 10 ft.
  7. Repulsion: Creatures can’t approach you.
  8. Mind Blank: Subject is immune to mental/emotional magic and scrying.
  9. Prismatic Sphere: As prismatic wall, but surrounds on all sides.

Spells Prepared[edit]

Zero Level[edit]

Spells Per Day: 6 zero level clerical spells.

  1. Detect Magic: Detects spells and magic items within 60 ft.
    Detect Magic: Detects spells and magic items within 60 ft.
    Purify Food & Drink Purifies 1 cu. ft./level of food or water.
    Light Object shines like a torch.
    Light Object shines like a torch.
    Detect Poison Detects poison in one creature or object.

He can substitute for the above Cure Minor Wounds: Cures 1 point of damage

First Level[edit]

Spells Per Day: 5 + 1(domain) + 3 (Wisdom)
  • Sun Domain: Endure Elements: Exist comfortably in hot or cold environments.
  1. Command: One subject obeys selected command for 1 round.
  2. Detect Evil: Reveals creatures, spells, or objects of evil alignment.
  3. Divine Favor: You gain +1 per three levels (+5 max) on attack and damage rolls.
  4. Obscuring Mist: Fog surrounds you.
  5. Endure Elements

He can substitute for the above Cure Light Wounds: Cures 1d8 damage +1/level (max +5) +2 Augmented Healing.

Second Level[edit]

Spells Per Day: 5 + 1(domain) + 2 (Wisdom)
  • Strength Domain: Bull’s Strength: Subject gains +4 to Str for 1 min./level. (15 Minutes)
  1. Divine Protection (Spell Compendium)
  2. Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
  3. Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
  4. Remove Paralysis: Frees one or more creatures from paralysis or slow effect.
  5. Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
  6. Status: Monitors condition, position of allies.
  7. Status: Monitors condition, position of allies.

He can substitute for the above Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10), +4 Augmented Healing

Third Level[edit]

Spells Per Day: 5 + 1(domain) + 2 (Wisdom)
  • Sun Domain: Searing Light: Ray deals 1d8/two levels, more against undead.
  1. Mantle of Good (Spell Compendium
  2. Dispel Magic: Cancels spells and magical effects
  3. Dispel Magic: Cancels spells and magical effects
  4. Invisibility Purge: Dispels invisibility within 5 ft./level.
  5. Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
  6. Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
  7. Remove Curse: Frees object or person from curse.


He can substitute for the above Cure Serious Wounds: Cures 3d8 damage +1/level (max +15), +6 Augmented Healing.

Fourth Level[edit]

Spells Per Day: 5 + 1(domain) + 2 (Wisdom)
  • Strength Domain Spell Immunity (To Power Word Kill, Bodaks Glare, Destruction, Disjunction)
  1. Death Ward: Grants immunity to death spells and negative energy effects.
  2. Dismissal: Forces a creature to return to native plane.
  3. Delay Death
  4. Assay Resistance (On sighting the Target)
  5. Spell Vulnerability (Initial Target)
  6. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
  7. Dimensional Anchor


Others he might swap out in different circumstances

Sun Domain: Fire Shield: Creatures attacking you take fire damage; you’re protected from heat or cold.
  • Positive Energy Aura (Buff – Sets up healing aura)
  • Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.

He can substitute for the above Cure Critical Wounds: Cures 4d8 damage +1/level (max +20) +8 Augmented Healing.

RJE: 12-21-7

Fifth Level[edit]

Spells Per Day: 5 + 1(domain) + 2 (Wisdom)
Sun Domain: Flame Strike: Smite foes with divine fire (1d6/level damage).
  • Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification
  • Righteous Might: Your size increases, and you gain combat bonuses.
  • Spell Resistance: Subject gains SR 12 + level.
  • True Seeing: Lets you see all things as they really are.
  • Spell Resistance: Subject gains SR 12 + level.
  • Commune: Deity answers one yes-or-no question/level.

Others he might prepare in special situations:

  • Vulnerability
  • Subvert Planar Essence
  • Insect Plague: Locust swarms attack creatures.
  • Plane Shift: As many as eight subjects travel to another plane.
  • Raise Dead: Restores life to subject who died as long as one day/level ago.
  • Scrying: Spies on subject from a distance.
He can substitute for the above Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures, +10 Augmented Healing.

Sixth Level[edit]

Spells Per Day: 4 + 1(domain) +1 Wisdom
Strength Domain: Stoneskin: Ignore 10 points of damage per attack.
  • Consecrated Flame Strike
  • Blade Barrier: Wall of blades deals 1d6/level damage. (CAST)
  • Word of Recall: Teleports you back to designated place. (The Alter of Dawn at the temple)
  • Heal
  • Hero's Feast (CAST)


Alternatively he might request:

  • Wind Walk: You and your allies turn vaporous and travel fast.
He can substitute for the above Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures, +12 Augmented Healing

Seventh Level[edit]

Spells Per Day: 4 + 1(domain) +1 (Wisdom)
  • Strength Domain: Grasping Hand of Pelor: Large hand provides cover, pushes, or grapples.
  • Scrying, Greater: As scrying, but faster and longer.
  • Mass Spell Resistance (Cast, Extended)
  • Mass Restoration
  • Resurrection
  • Greater Dispel Magic

Others he might request instead:

  • Forbiddence
  • Consecrated Blade Barrier

He can substitute for the above Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures, +14 Augmented Healing

Eighth Level[edit]

Spells Per Day: 3 + 1(domain) 
  • Sun Domain: Sunburst: Blinds all within 40 ft., deals 6d6 damage. (Cast at the Fire Giant Royal guards)
  • Summon Monster VIII: Calls extraplanar creature to fight for you. A celestrial tricerotops, anyone? Or Kara, Karen, and Linda, the Avorals?

#Mass Death Ward ( Cast with Extension via Rod of Extension) (Holy Aura (Extended via Rod of Extension)

He can substitute for the above Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures, +16 Augmented Healing

  1. Greater Planar Ally

Ninth Level[edit]

Spells Per Day: 3 + 1(Domain) +1 (Wisdom)
  • (Domain) Consecrated Sunburst (Half Damage is Divine)
  1. Miracle
  2. Mass Heal

'#Great Vestige of the Deity (Extended) Cast'

May substitute: A curative spell of lower level

Under different circumstances he'd prep

  1. True Resurrection


Last edited by RobertEdwards : 7-10-8

Acquired Planar Cohort[edit]

Magic Items[edit]

Carried Magic Items[edit]

  • Head: Helm of Brilliance
  • Face: Smile
  • Throat: Amulet of Natural Armour +5
  • Shoulders: Robe of eyes?
  • Arms:
  • Body: *Armour: Evidence. Full Plate (+3 armor, Light Fortification) (Lawful Good, Int 10, Wis 12, Cha 12, Ego 7, Empathy, Vision (30 ft.) and hearing, Sense Motive 10 ranks)
  • Torso: Vest of Resistance
  • Hands:
  • Waist: Belt of Magnificence (+6 all attributes)
  • Feet: Flying boots of Striding and springing
  • Rings:
    • Universal Energy Resistance, Minor; (Worn)
    • Mind Shielding (Worn)
    • Elemental command (Fire) (In pocket, ready to swap out)
  • Equipment:
  • Weapon: The Sunsword Fragrach. Holy, with the ability that it will always hit and damage a foe if needed (cost: differnce in to hit taken as damage, and boosts damage to overcome any damage resistance.) It is also intelligent, Dedicated to Pelor, and hates creatures of darkness.
  • Shield: Mithral Buckler +5
  • In quiver of Ehlonna
  • Staves of Healing (2) - Staff of Healing 1 (20c) (Used XXXXXxxx )
  • Mace of Smiting (sheds light)
  • Rod of Greater Extend Metamagic
  • Metamagic rod of quicken, normal
  • Rod of Undead Mastery
  • Rod of Flame Extinguishing
  • Wand of Daylight
  • Wand of Delay Poison
  • Wand of Cure Serious Wounds Charges used XXxxxxxXXXXXxxxxx
  • Wand of Owl's Wisdom
  • Handy haversack
  • 13 diamonds 6000gp each
  • Lesser Strand of Prayer Beads
  • Scrolls
    • Scroll: Remove Fear x3 (75/2 = 37.5)
    • Scroll: Speak with Animals x3 (75/2 = 37.5)
    • Scroll: cat's grace 150 gp
    • Scroll: remove paralysis 150 gp
    • Scroll: soften earth and stone 150 gp
    • Scroll: dismissal 700 gp
    • Scroll: divination 725 gp
    • Scroll: insect plague 1,125 gp
    • Scroll: scrying 1,125 gp
    • Scroll: Raise dead 6,125 gp
    • Scroll: bear's endurance, mass 1,650 gp
    • Scroll: heal 1,650 gp
    • Scroll: Ethereal jaunt 2,275 gp
    • Scroll: holy word 2,275 gp
    • Scroll: antimagic field 3,000 gp
    • Scroll: water breathing 375 gp +
    • Scroll: discern lies 700 gp
    • Scroll: sunbeam 2,275 gp
    • Scroll of Magic Circle Against Evil,9th level
    • Scroll of Mass Cure serious wounds in a 100 gp silver scroll tube
    • Scroll: of Death Ward 4th clerical 750

Player Notes[edit]

Spend: 2 million gp

Belt of amazingness 200,000 leaves 1,800,000

+5 Mithral breastplate (Total +10) Max dex +5 ACP –1 30 15 lb. Mithral has 30 hit points per inch of thickness and hardness 15. Cost 200+4000+25,000= 29,200 gp leaves 1,770,800gp

Tome of (WIS+5) 137,500 gp leaves 1,633,300gp

Amulet of natural armour +5 50k leaves 1,583,300

Ring of Protection +5 50k leaves 1,533,300

+5 mithral buckler (total +6) ACP = 0 Wt = 3.5lb cost 15+1000+25,000= 26015 leaves 1,507,285gp

Vest of resistance (as cloak) +5 25,000 gp leaves 1,482,285gp


Instead of two levels of hierophant, take a Rod of Metamagic, Enlarge @ 24,500 (increases range of spells up to lvl 9, 3 x day)?

Composite darkwood longbow


Fab dancing sword



27 Boots of teleportation 49,000 gp


Robe of Eyes: This valuable garment appears to be a normal robe until it is put on. Its wearer is able to see in all directions at the same moment due to scores of visible, magical eyelike patterns that adorn the robe. She also gains 120-foot darkvision. The robe of eyes sees all forms of invisible or ethereal things within 120 feet. The wearer of a robe of eyes gains a +10 competence bonus on Search checks and Spot checks. She retains her Dexterity bonus to AC even when flat-footed, and she can’t be flanked. However, she is not able to avert her eyes or close her eyes when confronted by a creature with a gaze attack. A light or continual flame spell cast directly on a robe of eyes causes it to be blinded for 1d3 minutes. A daylight spell blinds it for 2d4 minutes. Moderate divination; CL 11th; Craft Wondrous Item, true seeing; Price 120,000 gp;Weight 1 lb.