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==Background==
 
==Background==
  
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 [http://forgottenrealms.wikia.com/wiki/Corellon Corellon]  
+
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 priest of [http://forgottenrealms.wikia.com/wiki/Corellon Corellon]  
  
 
Although the three were teleported home, Sora returned, sworn to aid in defeating the Fae Witch.
 
Although the three were teleported home, Sora returned, sworn to aid in defeating the Fae Witch.
  
 
Any more?
 
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.''
 
  ''Do you know how old I am? I'm two hundred and eighty-seven, I am.''
  
 
==Basic Stats==
 
==Basic Stats==
*Sora the Needle, Gray Elf, Middle-Aged; Chaotic Good
+
*Sora the Needle
*CL22: Cleric 15 / Thaumaturgist 5 / Hierophant 2
+
*Gray Elf, Middle-Aged; CL22: Cleric 15/Thaumaturgist 5/Hierophant 2
*HP: 244 (17d8+5d4+22.CON) = 156+(88CON)
+
*Alignment: Chaotic Good
*BAB: +14/+9/+4 Melee +17/+12/+7  Range +20/+15/+10
+
*Hitpoints: big number (17d8+5d4+22.CON) = 156+(22.CON)
*Init: +6 (Dex)
+
*BAB: +14/+9/+4  
*AC: 41 = 10 + 5 Dex + 10 Breastplate (+5 Magic) + 6 Buckler (+5 magic) + 5 Natural Armor +5 Protection
+
*Init: +# (Dex)
*Touch AC: #   Flatfooted: #
+
*AC: # = [10 + 1 (dex) + 11 Armor (Full Plate +8 + 3 Magic) +9 (wis) Insight bonus +  7 Shield (Large Steel +2 +5 Magic) + 5 Natural Armor +5 Protection
*Speed: 30'
+
*Touch AC: #
 +
*Flatfooted: #
 +
*SR: Standard;
 +
*Speed: 30
  
 
''Experience:'' 240,000 (Next: ###,000)
 
''Experience:'' 240,000 (Next: ###,000)
  
 
==Ability Scores==  
 
==Ability Scores==  
*STR 16 (13(5) - 1 age -2 race, +6 belt) +3(+0)
+
PB: 38
*DEX 22 (15(8) - 1 age +2 race, +6 belt) +6(+3)
+
8(0) 9(1) 10(2) 11(3) 12(4) 13(5) 14(6) 15(8) 16(10) 17(13) 18(16)
*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)
+
*STR 16 (13(5) - 1 age -2 race, +6 belt) +1/+3
*WIS 30 (14(6) +1 age, +4 for levels 8, 12, 16, 20 +6 belt +5 tome) +10(+7)
+
*DEX 22 (15(8) - 1 age +2 race, +6 belt) +0/+3
*CHA 20 (13(5) +1 age, +6 belt) +5(+2)
+
*CON 18 (15(8) - 1 age -2 race, +6 belt) +3/+6
 +
*INT 23 (14(6) + 1 age, +2 race, +6 belt) +3/+6
 +
*WIS 26 (14(6) +1 age, +5 for levels 4, 8, 12, 16, 20 +6 belt) +6/+9
 +
*CHA 20 (13(5) +1 age, +6 belt) +5/+8
 +
 
 +
Hits 266, from Maxed 19d8 +114 as per Xaos
 +
 
 +
*Fortitude save bonus is 10 (Cleric 19) + 6 (CON) +5 (Vest of Resistance) = '''+21'''
 +
*Reflex save bonus is 5 (Cleric 19) +3 (DEX) +5 (Vest of Resistance) = '''+13'''
 +
*Will save bonus is 10 (Cleric 19) + 9 (Wis) +5 (Vest of Resistance)= '''+24'''
  
*Fort save '''+21''' = 12 (Cl9+Th1+H3) + 4 (CON) +5 (Vest of Resistance)
+
His BAB = +14 / +9 / +4 for (Cleric 19)
*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)
+
He adds +1 for STR 12 in Melee OR '''+4''' (Magnificent Belt of Wonder raises STR to 18)
 +
 
 +
+2 for Sunblade bastard sword (+20/+14/+10), + 4 against Evil (+22/+18/+12). Frag can give him better bonuses if necessary, but this hurts!
 +
 
 +
+3 for Mace of Disruption (+21/+16/+11)
 +
 +
He can turn undead 11 times a day. (3 + Charisma Bonus). He has a +2 Bonus on Turn Dead Attempts for his Knowledge(Religion) skill
  
 
==Feats and Special Abilities==
 
==Feats and Special Abilities==
  
*Gray Elf: Immune to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
+
*Cleric: Simple Weapon Proficency.
*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.
+
*Cleric: All armor proficency.
*Gray Elf: Proficiency: longsword, rapier, short/longbow (incl. comp.)
+
*Cleric: All shields (except tower) proficency.
*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 (Good)
 
*Domain (Protection)
 
*Domain (Protection)
 
*Domain (War)
 
*Domain (War)
 
*Human: Scribe Scroll (PHB)
 
*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: '''Augment Healing''' (CD) Does +2 hitpoints healing per spell level
*Level 1:
+
*Level 3: EWP Bastard Sword (PHB)
*Level 3: Spell Focus (conjuration)
+
*Level 6: Craft Weapons and Armor (PHB)
*Level 6:  
+
*Level 9: '''Divine Spell Power''' (CD) Can spend Turn attempt to increase caster level of next divine spell
*Level 9:  
+
*Level 12: Craft Wand (PHB)
*Level 12:  
 
 
*Level 15: '''Consecrate Spell''' (CD) Metamagic + 1 Level, Spells gain the good descriptor, half of damage is divine
 
*Level 15: '''Consecrate Spell''' (CD) Metamagic + 1 Level, Spells gain the good descriptor, half of damage is divine
 
*Level 18:
 
*Level 18:
 
*Level 21: Bonus Domain (Epic)
 
*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==
 
==Skills==
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*Speak Language: Draconic (Cross class)
 
*Speak Language: Draconic (Cross class)
 
*Speak Language: Giant (Cross class) also speaks Common, Celestial, and Orcish
 
*Speak Language: Giant (Cross class) also speaks Common, Celestial, and Orcish
 +
 +
==Spell Like or Extra Ordinary Abilities==
 +
 +
*Immune to acid
 +
*Immune to cold
 +
*Immune to electricity
 +
*Immune to petrification
 +
 +
*Fire Resistance 10
 +
 +
+4 Save vs Poison Racial bonus (Saint)
 +
 +
* Low Light vision
 +
* Darkvision 60'
 +
 +
+2 DC to all special attacks, spells, supernatural, spelllike, & extraordinary abilities.
 +
 +
*Fast Healing 9
 +
 +
* Holy Touch – the Saint’s melee attacks do +1d6 Holy damage vs. Evil creatures (or +1d8 vs. Evil Undead or Evil Outsiders). Any Evil creature that attacks the Saint with a Natural Attack takes the same amount of damage.
 +
 +
* Tongues -- all the time. Can understand & speak any intelligent creature’s language.
 +
 +
* Bless -- at will. All allies within a 50’ radius Burst gain a +1 Morale bonus on attacks & +1 Morale bonus on saves vs. fear.
 +
* Guidance -- at will. Subject can designate one attack roll, saving throw, or skill check on which to receive a +1 Competence bonus, chosen before the roll.
 +
* Resistance -- at will. Subject gains +1 Resistance bonus on all saves.
 +
* Virtue -- at will. Touched subject gains 1 Temporary HP.
 +
  
  
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Last edited by RobertEdwards : 7-10-8
 
Last edited by RobertEdwards : 7-10-8
  
==Acquired Planar Cohort==
+
==Acquired Template Saint==
 +
Saint (an exalted representation of the ideals of a Good Deity, who makes a great sacrifice and is rewarded)
 +
 
 +
(BoED p184) (DR324 p104)+
 +
 
 +
Often surrounded by a aura of light.
 +
 
 +
Can be applied to any living creature of Good alignment that is not an Outsider or Elemental.
 +
 
 +
Becomes a ‘Outsider (native)’
 +
 
 +
Immune to Acid, Cold, Electricity, & Petrifaction
 +
 
 +
Fire Resistance 10
 +
 
 +
+4 Racial bonus vs. Poison
 +
 
 +
'''Low-Light Vision'''
 +
 
 +
Darkvision 60’
 +
 
 +
+2 DC to all special attacks, spells, supernatural, spelllike, & extraordinary abilities.
 +
 
 +
Con +2
 +
Wis +2
 +
Cha +4
 +
 
 +
Lvl +2
 +
CR +2
 +
 
 +
'''Tongues, always on.'''
 +
 
 +
Gain an '''Insight bonus to AC''' equal to the Saint’s Wisdom modifier
 +
 
 +
'''Holy Touch''' – the Saint’s melee attacks do +1d6 Holy damage vs.
 +
Evil creatures (or +1d8 vs. Evil Undead or Evil Outsiders). Any
 +
Evil creature that attacks the Saint with a Natural Attack takes
 +
the same amount of damage.
 +
 
 +
Able to cast '''Guidance''', '''Resistance''', '''Virtue''', and '''Bless''' at will at
 +
Character level.
 +
 
 +
Gain '''Fast Healing''' (HD/2 = 9).
 +
 
 +
'''Protective Aura''' – 20’ radius nimbus of light that can be activated
 +
as a Free Action. Acts as a double strength Magic Circle against
 +
Evil and a Less Globe of Invulnerability.
 +
 
 +
HD Damage Reduction
 +
1-3 —
 +
4-7 5 / magic
 +
8-11 5 / evil
 +
'''12+ 10 / evil'''
 +
 
  
 
==Magic Items==
 
==Magic Items==
 +
 +
===Scrolls===
 +
Has Scribe Scroll Feat
 +
# 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: Sending CR13 EXPENDED
 +
# Scroll: Sending CR13
 +
# Scroll: Sending CR13
 +
# Scroll: Raise Dead CR13
 +
# Scroll: Raise Dead CR13
 +
# Scroll: Raise Dead CR13
 +
# Scroll: Revivify, CL13 EXPENDED
 +
# Scroll: Revivify, CL13 EXPENDED
 +
# Scroll: Revivify, CL13
 +
# Scroll: Revenance, CL13 EXPENDED
 +
# Scroll: Revenance, CL13 EXPENDED
 +
# Scroll: Revenance, CL13
 +
# Scroll: Dispel Evil, CR13
 +
# Scroll: Dispel Evil, CR13
 +
# Scroll: Dispel Evil, CR13
 +
# Scroll: Healing, CR13
 +
# Scroll: Healing, CR13
 +
# Scroll: Healing, CR13
 +
# Scroll: Remove Curse, CR13
 +
 +
===Description of Magic Items===
 +
 +
====Sun Blade====
 +
This sword is the size of a bastard sword. However, a sun blade is wielded as if it were a short sword with respect to weight and ease of use. (In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword.) Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack.
 +
 +
In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and x3 on a critical hit instead of the usual x2).
 +
 +
The blade also has a special sunlight power. Once per day, the wielder can swing the blade vigorously above her head while speaking a command word. The sunblade then sheds a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius. When the wielder stops swinging, the radiance fades to a dim glow that persists for another minute before disappearing entirely.
 +
 +
All sun blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the sword is wielded.
 +
 +
Moderate evocation; CL 10th; Craft Magic Arms and Armor, daylight, creator must be good; Price 50,335 gp; Cost 25,335 gp + 2,000 XP.
 +
 +
Albard once carried a Holy Sword +3, but rarely used it, prefering his Sunblade. Gregor now weilds this sword, which he calls "Pact".
 +
 +
====Mace of Smiting====
 +
This +3 adamantine heavy mace has a +5 enhancement bonus against constructs, and any critical hit dealt to a construct completely destroys it (no saving throw). A critical hit dealt to an outsider deals x4 damage rather than x2.
 +
Moderate transmutation; CL 11th; Craft Magic Arms and Armor, disintegrate; Price 75,312 gp; Cost 39,312 gp + 2,880 XP.
 +
 +
This is Albard's secondary weapon.
 +
 +
====Armor of Fortification====
 +
This suit of armor produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
 +
 +
Albard has a set of Fortified Intelligent Armor, named ''Evidence''.
 +
 +
====Greater Metamagic Rod of Extension ====
 +
Metamagic rods hold the essence of a metamagic feat but do not change the spell slot of the altered spell. All the rods described here are use-activated (but casting spells in a threatened area still draws an attack of opportunity). A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod's wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.
 +
 +
Possession of a metamagic rod does not confer the associated feat on the owner, only the ability to use the given feat a specified number of times per day. A sorcerer still must take a full-round action when using a metamagic rod, just as if using a metamagic feat he possesses.
 +
 +
Lesser and Greater Metamagic Rods: Normal metamagic rods can be used with spells of 6th level or lower. Lesser rods can be used with spells of 3rd level or lower, while greater rods can be used with spells of 9th level or lower.
 +
 +
 +
Metamagic, Extend: The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.
 +
 +
Strong (no school); CL 17th; Craft Rod, Extend Spell; Price 3,000 gp (lesser), 11,000 gp (normal), 24,500 gp (greater).
 +
 +
====Lessor Strand of Prayer Beads====
 +
This item appears to be a normal string of prayer beads until the owner casts a divine spell. Once that occurs, the owner instantly knows the powers of the prayer beads and how to activate them. Each strand includes two or more special beads, each with a different magic power.
 +
 +
A lesser strand of prayer beads has a bead of blessing and a bead of healing.
 +
 +
Special Bead Type Special Bead Ability
 +
*Bead of blessing Wearer can cast bless.
 +
*Bead of healing  Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease.
 +
 +
Each special bead can be used once per day The beads of blessing, smiting, and wind walking function as spell trigger items; the beads of karma and summons can be activated by any character capable of casting divine spells.
 +
 +
The owner need not hold or wear the strand of prayer beads in any specific location, as long as he carries it somewhere on his person.
 +
 +
The power of a special bead is lost if it is removed from the strand.
 +
 +
Faint, moderate or strong (many schools); CL 1st (blessing), 5th (healing), ; Craft Wondrous Items and one of the following spells per bead, as appropriate: bless (blessing); cure serious wounds, remove blindness/ deafness, or remove disease (healing); ; Price 9,600 gp (lesser)
 +
 +
 +
====Staff of Healing====
 +
 +
This white ash staff, with inlaid silver runes, allows use of the following spells:
 +
 +
*Lesser restoration (1 charge)
 +
*Cure serious wounds (1 charge)
 +
*Remove blindness/deafness (2 charges)
 +
*Remove disease (3 charges)
 +
 +
Moderate conjuration; CL 8th; Craft Staff, cure serious wounds, lesser restoration, remove blindness/deafness, remove disease; Price 27,750 gp.
 +
 +
Staffs use the wielder's ability score and relevant feats to set the DC for saves against their spells. Unlike with other sorts of magic items, the wielder can use his caster level when activating the power of a staff if it's higher than the caster level of the staff.
 +
 +
This means that staffs are far more potent in the hands of a powerful spellcaster. Because they use the wielder's ability score to set the save DC for the spell, spells from a staff are often harder to resist than ones from other magic items, which use the minimum ability score required to cast the spell. Not only are aspects of the spell dependant on caster level (range, duration, and so on) potentially higher, but spells from a staff are harder to dispel and have a better chance of overcoming a target's spell resistance.
 +
 +
Furthermore, a staff can hold a spell of any level, unlike a wand, which is limited to spells of 4th level or lower. The minimum caster level of a staff is 8th. S
 +
 +
 +
===Vest of Resistance +5 ===
 +
As Cloak of Resistance: These garments offer magic protection in the form of a +1 to +5 resistance bonus on all saving throws (Fortitude, Reflex, and Will). Faint abjuration; CL 5th; Craft Wondrous Item, resistance, creator's caster level must be at least three times the cloak's bonus;  Weight 1 lb.
 +
 +
This vest has been enhanced to also provide +5 Natural Armor
 +
  
  
 
===Carried Magic Items===
 
===Carried Magic Items===
 
* Head: Helm of Brilliance
 
* Head: Helm of Brilliance
* Face: Smile
+
* Face:  
* Throat: Amulet of Natural Armour +5
+
* Throat: Necklace of adaptation
* Shoulders: Robe of eyes?
+
* Shoulders: cloak of Protection +5
 
* Arms:  
 
* 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)   
 
* 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
+
* Torso: Vest of Resistance and Natural Armour +5
* Hands:  
+
* Hands:
 
* Waist: Belt of Magnificence (+6 all attributes)
 
* Waist: Belt of Magnificence (+6 all attributes)
 
* Feet: Flying boots of Striding and springing
 
* Feet: Flying boots of Striding and springing
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*'''Equipment:'''
 
*'''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.
 
*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  
+
*Shield: Heavy Steel Shield +5 fire Resistance Animated
  
 
*'''In quiver of Ehlonna'''  
 
*'''In quiver of Ehlonna'''  
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Spend: 2 million gp
 
Spend: 2 million gp
  
Belt of amazingness 200,000 leaves 1,800,000
+
Belt of amazingness 200,000
 
+
Tome of (WIS+5) 137,500 gp  
+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
 
  
 +
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.
  
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)?
+
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.
  
Composite darkwood longbow
+
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.
  
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Moderate divination; CL 11th; Craft Wondrous Item, true seeing; Price 120,000 gp;Weight 1 lb.
  
 
Fab dancing sword
 
  
  
  
  
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83 Bracers of armor +5 25,000 gp
 +
84 Cloak of resistance +5 25,000 gp
 +
16 Gloves of Dexterity +6 36,000 gp
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20 Periapt of Wisdom +6 36,000 gp
 
27 Boots of teleportation 49,000 gp  
 
27 Boots of teleportation 49,000 gp  
 
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28 Bracers of armor +7 49,000 gp
 
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51 Bracers of armor +8 64,000 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.
 

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