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*Sora the Needle, Gray Elf, Middle-Aged; Chaotic Good
 
*Sora the Needle, Gray Elf, Middle-Aged; Chaotic Good
 
*CL22: Cleric 15 / Thaumaturgist 5 / Hierophant 2
 
*CL22: Cleric 15 / Thaumaturgist 5 / Hierophant 2
*HP: 244 (17d8+5d4+22.CON) = 156+(88CON)
+
*HP: ### (17d8+5d4+22.CON) = 156+(22.CON)
*BAB: +14/+9/+4 Melee +17/+12/+7  Range +20/+15/+10
+
*BAB: +14/+9/+4  
 
*Init: +6 (Dex)
 
*Init: +6 (Dex)
*AC: 41 = 10 + 5 Dex + 10 Breastplate (+5 Magic) + 6 Buckler (+5 magic) + 5 Natural Armor +5 Protection
+
*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
 
*Touch AC: #  Flatfooted: #
 
*Touch AC: #  Flatfooted: #
 
*Speed: 30'
 
*Speed: 30'
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*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.'''
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*'''NB For Thaumaturgist, need Spell Focus (conjuration). Fot Hierophant, need Skills: Knowledge (religion) 15 ranks and Feats: Any metamagic feat.'''
*Level 1:  
+
*Level 1: '''Augment Healing''' (CD) Does +2 hitpoints healing per spell level
*Level 3: Spell Focus (conjuration)
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*Level 3: EWP Bastard Sword (PHB)
*Level 6:  
+
*Level 6: Craft Weapons and Armor (PHB)
*Level 9:  
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*Level 9: '''Divine Spell Power''' (CD) Can spend Turn attempt to increase caster level of next divine spell
*Level 12:  
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*Level 12: Craft Wand (PHB)
 
*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:
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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
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*Immune to cold
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*Immune to electricity
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*Immune to petrification
 +
 +
*Fire Resistance 10
 +
 +
+4 Save vs Poison Racial bonus (Saint)
 +
 +
* Low Light vision
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* Darkvision 60'
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+2 DC to all special attacks, spells, supernatural, spelllike, & extraordinary abilities.
 +
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*Fast Healing 9
 +
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* 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.
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* Tongues -- all the time. Can understand & speak any intelligent creature’s language.
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* Bless -- at will. All allies within a 50’ radius Burst gain a +1 Morale bonus on attacks & +1 Morale bonus on saves vs. fear.
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* 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.
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* Resistance -- at will. Subject gains +1 Resistance bonus on all saves.
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* 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==
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Saint (an exalted representation of the ideals of a Good Deity, who makes a great sacrifice and is rewarded)
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 +
(BoED p184) (DR324 p104)+
 +
 
 +
Often surrounded by a aura of light.
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 +
Can be applied to any living creature of Good alignment that is not an Outsider or Elemental.
 +
 
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Becomes a ‘Outsider (native)’
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Immune to Acid, Cold, Electricity, & Petrifaction
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 +
Fire Resistance 10
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+4 Racial bonus vs. Poison
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 +
'''Low-Light Vision'''
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Darkvision 60’
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+2 DC to all special attacks, spells, supernatural, spelllike, & extraordinary abilities.
 +
 
 +
Con +2
 +
Wis +2
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Cha +4
 +
 
 +
Lvl +2
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CR +2
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'''Tongues, always on.'''
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Gain an '''Insight bonus to AC''' equal to the Saint’s Wisdom modifier
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'''Holy Touch''' – the Saint’s melee attacks do +1d6 Holy damage vs.
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Evil creatures (or +1d8 vs. Evil Undead or Evil Outsiders). Any
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Evil creature that attacks the Saint with a Natural Attack takes
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the same amount of damage.
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 +
Able to cast '''Guidance''', '''Resistance''', '''Virtue''', and '''Bless''' at will at
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Character level.
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Gain '''Fast Healing''' (HD/2 = 9).
 +
 
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'''Protective Aura''' – 20’ radius nimbus of light that can be activated
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as a Free Action. Acts as a double strength Magic Circle against
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Evil and a Less Globe of Invulnerability.
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HD Damage Reduction
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1-3 —
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4-7 5 / magic
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8-11 5 / evil
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'''12+ 10 / evil'''
 +
 
  
 
==Magic Items==
 
==Magic Items==
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===Scrolls===
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Has Scribe Scroll Feat
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# Scroll: Remove Fear x3 (75/2 = 37.5)
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# Scroll: Speak with Animals x3 (75/2 = 37.5)
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# Scroll: cat's grace 150 gp
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# Scroll: remove paralysis 150 gp
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# Scroll: soften earth and stone 150 gp 
 +
# Scroll: dismissal 700 gp
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# Scroll: divination 725 gp
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# Scroll: insect plague 1,125 gp
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# Scroll: scrying 1,125 gp
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# Scroll: Raise dead 6,125 gp
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# Scroll: bear's endurance, mass  1,650 gp
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# Scroll: heal 1,650 gp
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# Scroll: Ethereal jaunt 2,275 gp
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# Scroll: holy word 2,275 gp
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# Scroll: antimagic field 3,000 gp 
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# Scroll: water breathing 375 gp  +
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# Scroll: discern lies 700 gp
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# Scroll: sunbeam 2,275 gp
 +
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# Scroll: Sending CR13 EXPENDED
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# Scroll: Sending CR13
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# Scroll: Sending CR13
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# Scroll: Raise Dead CR13
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# Scroll: Raise Dead CR13
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# Scroll: Raise Dead CR13
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# Scroll: Revivify, CL13 EXPENDED
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# Scroll: Revivify, CL13 EXPENDED
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# Scroll: Revivify, CL13
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# Scroll: Revenance, CL13 EXPENDED
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# Scroll: Revenance, CL13 EXPENDED
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# Scroll: Revenance, CL13
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# Scroll: Dispel Evil, CR13
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# Scroll: Dispel Evil, CR13
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# Scroll: Dispel Evil, CR13
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# Scroll: Healing, CR13
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# Scroll: Healing, CR13
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# Scroll: Healing, CR13
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# Scroll: Remove Curse, CR13
 +
 +
===Description of Magic Items===
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 +
====Sun Blade====
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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).
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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.
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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.
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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.
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Albard once carried a Holy Sword +3, but rarely used it, prefering his Sunblade. Gregor now weilds this sword, which he calls "Pact".
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 +
====Mace of Smiting====
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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.
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Moderate transmutation; CL 11th; Craft Magic Arms and Armor, disintegrate; Price 75,312 gp; Cost 39,312 gp + 2,880 XP.
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This is Albard's secondary weapon.
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 +
====Armor of Fortification====
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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.
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Albard has a set of Fortified Intelligent Armor, named ''Evidence''.
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====Greater Metamagic Rod of Extension ====
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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.
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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.
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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.
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Metamagic, Extend: The wielder can cast up to three spells per day that are extended as though using the Extend Spell feat.
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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====
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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.
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A lesser strand of prayer beads has a bead of blessing and a bead of healing.
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Special Bead Type Special Bead Ability
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*Bead of blessing Wearer can cast bless.
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*Bead of healing  Wearer can cast his choice of cure serious wounds, remove blindness/deafness, or remove disease.
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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.
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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.
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The power of a special bead is lost if it is removed from the strand.
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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====
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This white ash staff, with inlaid silver runes, allows use of the following spells:
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*Lesser restoration (1 charge)
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*Cure serious wounds (1 charge)
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*Remove blindness/deafness (2 charges)
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*Remove disease (3 charges)
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Moderate conjuration; CL 8th; Craft Staff, cure serious wounds, lesser restoration, remove blindness/deafness, remove disease; Price 27,750 gp.
 +
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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.
 +
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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.
 +
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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
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* Throat: Necklace of adaptation
* Shoulders: Robe of eyes?
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* 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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Tome of (WIS+5) 137,500 gp leaves 1,633,300gp
 
Tome of (WIS+5) 137,500 gp leaves 1,633,300gp
  
Amulet of natural armour +5 50k leaves 1,583,300
+
Vest of resistance = Cloak of resistance? +5 25,000 gp  
 
 
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
 
 
 
  
  

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