Sora the Needle

From RPGnet
Revision as of 10:56, 22 June 2009 by 200.18.143.146 (talk) (Player Notes)
Jump to: navigation, search

Back to 3-5_Against_the_Giants_Campaign

NB Using Albard's sheet as a template.

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 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

  • Sora the Needle, Gray Elf, Middle-Aged; Chaotic Good
  • CL22: Cleric 15 / Thaumaturgist 5 / Hierophant 2
  • HP: ### (17d8+5d4+22.CON) = 156+(22.CON)
  • BAB: +14/+9/+4
  • Init: +6 (Dex)
  • AC: # = [10 + 1 (dex) + 11 Armor (Breastplate +5 + 5 Magic) + 7 Shield (Large Steel +2 +5 Magic) + 5 Natural Armor +5 Protection
  • Touch AC: # Flatfooted: #
  • Speed: 30'

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

Ability Scores

  • 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

  • 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). Fot 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 3: EWP Bastard Sword (PHB)
  • Level 6: Craft Weapons and Armor (PHB)
  • Level 9: Divine Spell Power (CD) Can spend Turn attempt to increase caster level of next divine spell
  • Level 12: Craft Wand (PHB)
  • 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

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

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.



Clerical Domains

From: War. Good or Protection

War Domain

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

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

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

Zero Level

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

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

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

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

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

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

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

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

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

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 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

Scrolls

Has Scribe Scroll Feat

  1. Scroll: Remove Fear x3 (75/2 = 37.5)
  2. Scroll: Speak with Animals x3 (75/2 = 37.5)
  3. Scroll: cat's grace 150 gp
  4. Scroll: remove paralysis 150 gp
  5. Scroll: soften earth and stone 150 gp
  6. Scroll: dismissal 700 gp
  7. Scroll: divination 725 gp
  8. Scroll: insect plague 1,125 gp
  9. Scroll: scrying 1,125 gp
  10. Scroll: Raise dead 6,125 gp
  11. Scroll: bear's endurance, mass 1,650 gp
  12. Scroll: heal 1,650 gp
  13. Scroll: Ethereal jaunt 2,275 gp
  14. Scroll: holy word 2,275 gp
  15. Scroll: antimagic field 3,000 gp
  16. Scroll: water breathing 375 gp +
  17. Scroll: discern lies 700 gp
  18. Scroll: sunbeam 2,275 gp
  1. Scroll: Sending CR13 EXPENDED
  2. Scroll: Sending CR13
  3. Scroll: Sending CR13
  4. Scroll: Raise Dead CR13
  5. Scroll: Raise Dead CR13
  6. Scroll: Raise Dead CR13
  7. Scroll: Revivify, CL13 EXPENDED
  8. Scroll: Revivify, CL13 EXPENDED
  9. Scroll: Revivify, CL13
  10. Scroll: Revenance, CL13 EXPENDED
  11. Scroll: Revenance, CL13 EXPENDED
  12. Scroll: Revenance, CL13
  13. Scroll: Dispel Evil, CR13
  14. Scroll: Dispel Evil, CR13
  15. Scroll: Dispel Evil, CR13
  16. Scroll: Healing, CR13
  17. Scroll: Healing, CR13
  18. Scroll: Healing, CR13
  19. 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

  • Head: Helm of Brilliance
  • Face:
  • Throat: Necklace of adaptation
  • Shoulders: cloak of Protection +5
  • 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 and Natural Armour +5
  • 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: Heavy Steel Shield +5 fire Resistance Animated
  • 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

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

Vest of resistance = Cloak of resistance? +5 25,000 gp


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.