Shackled City Campaign Characters

Happen to have the stats for Esbar? I've always had a cleric/mage of Azuth character in the back of my head (in fact, all my wizards are lawful neutral and give err.. "props" to Azuth) but never played him. I'd be interested in seeing how someone else built one.
 

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I haven't statted him out, but he's in the neighborhood of a Wizard 3/Cleric 3/Mystic Theurge 4 or thereabouts. I'll see if I can stat him out later this week.
 

I'm a little behind in my RG postings... here is the party as of the end of "Flood Season" (they actually leveled up while in the Kopru Ruins, and were ECL5 for the final battle with Triel and her minions).

Edit: updated Arun's new armor


ECL 5

“Zenna,” Tiefling Female Wizard 2/Cleric 2 (Azuth)
Str 8, Dex 14, Con 12, Int 18, Wis 13, Cha 9
Fort +4, Ref +2, Will +7
Atk +1 melee (1d4-1/19-20 dagger), +5 ranged (1d8/19-20 light crossbow, masterwork bolt)
AC 13 (dex, ring), hp 19
SA darkvision, darkness 1/day, fire, cold, electricity resistance 5, turn undead
Feats/Skills: Scribe Scroll, Self-Sufficient, Spell Focus (Enchantment), Concentration +10, Decipher Script +9, Heal +3, Hide +5, Knowledge (arcana) +11, Knowledge (history) +5, Knowledge (religion) +8, Spellcraft +13, Survival +2
Spells (Wizard, 4/3): 0/daze, 0/ghost sound, 0/mage hand, 0/read magic, 1/color spray, 1/shield, 1/shocking grasp
Cleric Domains: Knowledge (all div. spells at +1 CL), Spell (+2 Conc./Spellc.)
Spells (Cleric, 4/4): 0/detect magic x2, 0/mending, 0/purify food and water, 1/commandx2, 1/mage armor*, 1/sanctuary
Spellbook: all of above plus all cantrips, 1/disguise self, 1/feather fall, 1/identify, 1/silent image, 1/summon monster 1, 1/unseen servant
Equipment: dagger, light crossbow plus case with 5 regular bolts, 10 masterwork bolts, hat of disguise, wand of cure serious wounds (7c), +1 ring of protection, wand of burning hands (CL1, 20c), light traveler’s pack, spellbook


Clarese “Mole” Calloran, Rock Gnome Female Rogue 5
Str 10, Dex 16, Con 16, Int 12, Wis 10, Cha 12
Fort +4, Ref +7, Will +1
Atk +4 melee (1d4/19-20 small shortsword), +8 ranged (1d6/19-20 small light crossbow, masterwork bolt)
AC 16 (+1 leather, size, dex), hp 35
SA evasion, sneak attack +3d6, trap sense +1, uncanny dodge, low-light vision, +2 on saves vs. illusions, +1 atk vs. kobolds/goblinoids, +4 AC vs. giants, 1/day speak with animals (burrowing), dancing lights, ghost sound, prestidigation
Feats/Skills: Dodge, Mobility, Balance +6, Bluff +7, Climb +5, Craft (alchemy) +2, Escape Artist +5, Gather Information +6, Listen +6, Hide +12, Jump +5, Move Silently +9, Open Locks +7, Search +7, Sleight of Hand +4, Spot +6, Tumble +7, Use Magic Device +7, Use Rope +4
Equipment: +1 leather armor, boots of striding and springing, small light crossbow, cases with 10 regular bolts, 10 masterwork bolts, Heward’s handy haversack (with assorted miscellaneous supplies), small shortsword, small dagger, traveling pack, silk rope, potion of clairaudience/clairvoyance, thieves’ tools


Arun Goldenshield, Gold Dwarf Male Paladin (Moradin) 5
Str 15, Dex 8, Con 16, Int 10, Wis 14, Cha 14
Fort +9, Ref +2, Will +5
Atk +8 melee (1d8+2/20x3, warhammer), +4 ranged (1d4+2/20 light hammer)
AC 20 (plate, large shield, dex), hp47
SA aura of courage, divine health, divine grace, lay on hands, detect evil, smite evil 1/day, turn undead 5/day, darkvision, stonecunning, +4 vs. being bull rushed or tripped, +2 on saves vs. poison and spells, +1 atk. vs. aberrations, +4 AC vs. giants
Feats/Skills: Power Attack, Weapon Focus (warhammer), Appraise (stone/metal) +2, Craft (stone/metal) +3, Heal +4, Knowledge (religion) +6, Sense Motive +7, Speak Language (Undercommon)
Spells (1): 1/divine favor
Equipment: full plate +1, masterwork large steel shield, warhammer, two light hammers, traveling pack

Dannel Ardan, Moon Elf Bard 2/Ranger 3
Str 12, Dex 16, Con 10, Int 10, Wis 12, Cha 16
Fort +3, Ref +9, Will +5
AC 17 (chain shirt, dex), hp 24
Atk +6 melee (1d8+1 longsword), +9 or +7/+7 melee (1d8+1 masterwork mighty [+1] longbow)
SA: bardic music, bardic knowledge, fascinate, countersong, inspire courage +1, favored enemy (humanoid/goblinoid), wild empathy
Feats/Skills: Endurance, Point Blank Shot, Rapid Shot (only in light or no armor), Track, Weapon Focus (longbow), Bluff +7, Climb +3, Handle Animal +5, Heal +2, Hide +7, Knowledge (dungeoneering) +2, Knowledge (history) +4, Knowledge (nature) +2, Listen +6, Move Silently +5, Perform (flute) +8, Perform (sing) +8, Ride +5, Spot +5, Survival +4
Spells Known (3/1 per day): 0/ghost sound, 0/light, 0/mage hand, 0/message, 0/prestidigation, 1/charm person, 1/expeditious retreat
Equipment: masterwork longsword, masterwork chain shirt, masterwork mighty [+1] longbow, 32 arrows, 2 silvered arrows, masterwork flute, traveling pack
 
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*cough* Update *cough*

Sorry, but getting to see this part of the house is nice. Especially with the addition of Hodge to the roster..:)
 

“Zenna,” Tiefling Female Wizard 3/Cleric 2 (Azuth)
Str 8, Dex 14, Con 12, Int 18, Wis 13, Cha 9
Fort +5, Ref +3, Will +7
Atk +1 melee (1d4-1/19-20 dagger), +5 ranged (1d8/19-20 light crossbow, masterwork bolt)
AC 13 (dex, ring), hp 23
SA darkvision, darkness 1/day, fire, cold, electricity resistance 5, turn undead
Feats/Skills: Scribe Scroll, Self-Sufficient, Spell Focus (Enchantment), Concentration +11, Decipher Script +10, Heal +3, Hide +5, Knowledge (arcana) +12, Knowledge (history) +6, Knowledge (religion) +8, Knowledge (the Planes) +5, Spellcraft +14, Survival +2
Spells (Wizard, 4/3/2): 0/daze, 0/ghost sound, 0/mage hand, 0/read magic, 1/color spray, 1/shield, 1/shocking grasp, 2/invisibility, 2/scorching ray
Cleric Domains: Knowledge (all div. spells at +1 CL), Spell (+2 Conc./Spellc.)
Spells (Cleric, 4/4): 0/detect magic x2, 0/mending, 0/purify food and water, 1/commandx2, 1/mage armor*, 1/sanctuary
Spellbook: all of above plus all cantrips, 1/disguise self, 1/feather fall, 1/identify, 1/silent image, 1/summon monster 1, 1/unseen servant
Equipment: dagger, light crossbow plus case with 3 regular bolts, 2 masterwork bolts, +1 ring of protection, wand of burning hands (CL1, 20c), light traveler’s pack, spellbook


Clarese “Mole” Calloran, Rock Gnome Female Rogue 6
Str 10, Dex 16, Con 16, Int 12, Wis 10, Cha 12
Fort +5, Ref +8, Will +2
Atk +5 melee (1d4/19-20 small shortsword), +4 ranged (1d4/19-20 hand crossbow, non-proficient)
AC 16 (+1 leather, size, dex), hp 41
SA evasion, sneak attack +3d6, trap sense +2, uncanny dodge, low-light vision, +2 on saves vs. illusions, +1 atk vs. kobolds/goblinoids, +4 AC vs. giants, 1/day speak with animals (burrowing), dancing lights, ghost sound, prestidigation
Feats/Skills: Dodge, Mobility, Spring Attack, Balance +8, Bluff +7, Climb +7, Craft (alchemy) +2, Escape Artist +5, Gather Information +6, Listen +6, Hide +12, Jump +7, Move Silently +9, Open Locks +7, Search +7, Sleight of Hand +4, Spot +6, Tumble +10, Use Magic Device +7, Use Rope +4
Equipment: +1 leather armor, boots of striding and springing, hand crossbow, quiver with 10 regular bolts, small shortsword, small dagger, traveling pack, silk rope, potion of clairaudience/clairvoyance, thieves’ tools


Arun Goldenshield, Gold Dwarf Male Paladin (Moradin) 6
Str 15, Dex 8, Con 16, Int 10, Wis 14, Cha 14
Fort +10, Ref +3, Will +6
Atk +9/+4 melee (1d8+2/20x3, warhammer), +5 ranged (1d4+2/20 light hammer)
AC 19 (plate, large shield, dex), hp55
SA aura of courage, divine health, divine grace, lay on hands, detect evil, smite evil 1/day, turn undead 5/day, remove disease 1/7 days, darkvision, stonecunning, +4 vs. being bull rushed or tripped, +2 on saves vs. poison and spells, +1 atk. vs. aberrations, +4 AC vs. giants
Feats/Skills: Leadership, Power Attack, Weapon Focus (warhammer), Appraise (stone/metal) +2, Craft (stone/metal) +4, Heal +5, Knowledge (religion) +6, Sense Motive +7, Speak Language (Undercommon)
Spells (1): 1/divine favor, 1/protection from evil
Equipment: masterwork full plate, masterwork large steel shield, warhammer, one light hammer, traveling pack

Dannel Ardan, Moon Elf Bard 3/Ranger 3
Str 12, Dex 16, Con 10, Int 10, Wis 12, Cha 16
Fort +4, Ref +9, Will +5
AC 18 (+1 mithral chain shirt, dex), hp 27
Atk +7 melee (1d8+1 longsword), +10 or +8/+8 melee (1d8+1 masterwork mighty [+1] longbow)
SA: bardic music, bardic knowledge, fascinate, countersong, inspire courage +1, inspire competence, favored enemy (humanoid/goblinoid), wild empathy
Feats/Skills: Endurance, Point Blank Shot, Precise Shot, Rapid Shot (only in light or no armor), Track, Weapon Focus (longbow), Bluff +8, Climb +4, Handle Animal +5, Heal +2, Hide +7, Knowledge (dungeoneering) +3, Knowledge (history) +4, Knowledge (nature) +2, Listen +7, Move Silently +7, Perform (flute) +9, Perform (sing) +9, Ride +6, Spot +5, Survival +4
Spells Known (3/2 per day): 0/detect magic, 0/ghost sound, 0/light, 0/mage hand, 0/message, 0/prestidigation, 1/charm person, 1/expeditious retreat, 1/feather fall
Equipment: masterwork longsword, +1 mithral chain shirt, masterwork mighty [+1] longbow, 6 arrows, 2 silvered arrows, masterwork flute, wand of cure light wounds, traveling pack

Balthazar Hodge, Shield Dwarf Male Fighter 3/Expert 1
Str 14, Dex 12, Con 18, Int 10, Wis 11, Cha 8
Fort +7, Ref +2, Will +3
AC 19 (banded mail +1, large wooden shield, dex), hp 41
Atk +7 (1d10+2, masterwork dwarven waraxe), +5 ranged (1d10, masterwork heavy crossbow)
SA Darkvision, Stability, Stonecunning, +2 vs. poison, spells, +1 atk vs. orcs/goblins, +4 AC vs. giants
Feats/Skills: Power Attack, Self-Sufficient, Toughness, Weapon Focus (dwarven waraxe), Appraise +4, Climb +2, Craft (blacksmith) +3, Heal +2, Knowledge (engineering) +4, Profession (miner) +4, Search +4, Survival +6
Equipment: banded mail +1 (poorly fitted, -1 to AC and +1 to AC penalty until repaired), masterwork dwarven waraxe, masterwork heavy crossbow, 15 bolts, miner’s tools, miscellaneous gear
 

Zenna's Stats

Something I have never understood is why you kept Zenna one level lower than the rest of the party when you gave her a penalty to stats. I would think that 4 fewer points would have made up for the differences, because now Zenna is weaker than she would of otherwise been had the campaign started at 2nd level with she as a wizard 1.
 

Kaodi said:
Something I have never understood is why you kept Zenna one level lower than the rest of the party when you gave her a penalty to stats. I would think that 4 fewer points would have made up for the differences, because now Zenna is weaker than she would of otherwise been had the campaign started at 2nd level with she as a wizard 1.
True, at first glance it looks like she's hit with a double penalty. If you look at her initial stats, however (with 17 Int), and add up her stat totals, you see that she ends up with a 29 point build, certainly very respectable compared to the other members of the party. This is because tieflings get TWO +2 stats (both in very valuable stats, int and dex) and one -2 (in CHA, IMO the weakest stat unless you are a class that relies on that stat). Thus, even with a lower base build, Zenna was the only character to start with a 17 stat. And they get very useful benefits in terms of DR5/cold, electricity, fire; darkness 1/day, and outsider status (immunity to various "person" spells).

As for keeping Zenna lower after her initial build, I only implemented the experience rules for ECL characters in the FRCS book. If I had it to do over again, though, I would probably have given her the same point build as the others, however.

Zenna is in many ways a weak character, but that's due more to my deliberate decision to have her multiclass in two caster classes. It will be interesting to see how she develops once she attains the prestige class she's working toward.
 
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ECL 7 (end of Zenith Trajectory)

“Zenna,” Tiefling Female Wizard 3/Cleric 3 (Azuth)
Str 8, Dex 14, Con 14*, Int 18, Wis 13, Cha 9
Fort +5, Ref +4, Will +7
Atk +2 melee (1d4-1/19-20 dagger), +6 ranged (1d8/19-20 light crossbow, masterwork bolt)
AC 13 (dex, ring), hp 34
SA darkvision, darkness 1/day, fire, cold, electricity resistance 5, turn undead
Feats/Skills: Craft Wondrous Item, Scribe Scroll, Self-Sufficient, Spell Focus (Enchantment), Concentration +14, Decipher Script +10, Heal +4, Hide +5, Knowledge (arcana) +12, Knowledge (history) +6, Knowledge (religion) +10, Knowledge (the Planes) +5, Spellcraft +15, Survival +2
Spells (Wizard, 4/3/2): 0/daze, 0/ghost sound, 0/mage hand, 0/read magic, 1/color spray, 1/shield, 1/shocking grasp, 2/invisibility, 2/scorching ray
Cleric Domains: Knowledge (all divination spells at +1 CL), Spell (+2 Conc./Spellc.)
Spells (Cleric, 4/4/2): 0/detect magicx2, 0/mending, 0/purify food and water, 1/commandx2, 1/mage armor*, 1/magic weapon, 2/detect thoughts*, 2/hold person
Spellbook: all of above plus all cantrips, 1/disguise self, 1/feather fall, 1/identify, 1/silent image, 1/summon monster I, 1/unseen servant, 2/levitate, 2/mirror image
Equipment: amulet of health +2, dagger, light crossbow plus case with 10 regular bolts, 10 masterwork bolts, +1 ring of protection, wand of burning hands (CL1, 20c), wand of cure moderate wounds (CL3, 22c), wand of acid arrows (10c), light traveler’s pack, spellbook


Clarese “Mole” Calloran, Rock Gnome Female Rogue 7
Str 10, Dex 16, Con 16, Int 12, Wis 10, Cha 12
Fort +5, Ref +8, Will +2
Atk +6 melee (1d4/19-20 small shortsword), +10 ranged (1d6/19-20 small light crossbow, masterwork bolt)
AC 19 (+1 chain shirt, size, dex), hp 48
SA evasion, sneak attack +4d6, trap sense +2, uncanny dodge, low-light vision, +2 on saves vs. illusions, +1 atk vs. kobolds/goblinoids, +4 AC vs. giants, 1/day speak with animals (burrowing), dancing lights, ghost sound, prestidigation
Feats/Skills: Dodge, Mobility, Spring Attack, Balance +11, Bluff +7, Climb +8, Craft (alchemy) +2, Escape Artist +5, Gather Information +6, Listen +6, Hide +13, Jump +8, Move Silently +15*, Open Locks +7, Search +8, Sleight of Hand +4, Spot +6, Tumble +11, Use Magic Device +7, Use Rope +4
*includes +5 bonus for silent moves chain shirt
Equipment: +1 mithral chain shirt (silent moves), boots of striding and springing, small light crossbow, cases with 10 regular bolts, 10 masterwork bolts, pouches and backpack with assorted miscellaneous supplies, small shortsword, small dagger, silk rope, thieves’ tools


Arun Goldenshield, Gold Dwarf Male Paladin (Moradin) 7
Str 17*, Dex 8, Con 16, Int 10, Wis 14, Cha 14
Fort +10, Ref +3, Will +6
Atk +11/+6 melee (1d8+3/20x3, warhammer), +6 ranged (1d4+3/20 light hammer)
AC 21 (+1 mithral full plate, +1 large shield, dex), hp64
SA aura of courage, divine health, divine grace, lay on hands, detect evil, smite evil 1/day, turn undead 5/day, remove disease 1/7 days, darkvision, stonecunning, +4 vs. being bull rushed or tripped, +2 on saves vs. poison and spells, +1 atk. vs. aberrations, +4 AC vs. giants
Feats/Skills: Leadership, Power Attack, Weapon Focus (warhammer), Appraise (stone/metal) +2, Craft (stone/metal) +5, Heal +6, Knowledge (religion) +6, Sense Motive +7, Speak Language (Undercommon)
Spells (1): 1/bless weapon, 1/divine favor
Equipment: gauntlets of ogre power, +1 mithral full plate, +1 large steel shield, warhammer, two light hammers, traveling pack

Dannel Ardan, Moon Elf Bard 4/Ranger 3
Str 12, Dex 16, Con 10, Int 10, Wis 12, Cha 16
Fort +4, Ref +10, Will +6
AC 18 (+1 mithral chain shirt, dex), hp 31
Atk +8/+3 melee (1d8+2 longsword), +11/+6 or +9/+9/+4 melee (1d8+1 masterwork mighty [+1] longbow)
SA: bardic music, bardic knowledge, fascinate, countersong, inspire courage +1, inspire competence, favored enemy (humanoid/goblinoid), wild empathy
Feats/Skills: Endurance, Point Blank Shot, Precise Shot, Rapid Shot (only in light or no armor), Track, Weapon Focus (longbow), Bluff +8, Climb +4, Handle Animal +5, Heal +2, Hide +7, Knowledge (dungeoneering) +4, Knowledge (history) +4, Knowledge (nature) +2, Listen +8, Move Silently +7, Perform (flute) +10, Perform (sing) +10, Ride +6, Spot +6, Survival +4
Spells Known (3/3/1 per day): 0/detect magic, 0/ghost sound, 0/light, 0/mage hand, 0/message, 0/prestidigation, 1/charm person, 1/expeditious retreat, 1/feather fall, 2/alter self, 2/cure moderate wounds
Equipment: +1 longsword, +1 mithral chain shirt, masterwork mighty [+1] longbow, 40 arrows, masterwork flute, wand of cure light wounds (50c), traveling pack


Balthazar Hodge, Shield Dwarf Male Fighter 3/Expert 1
Str 14, Dex 12, Con 18, Int 10, Wis 11, Cha 8
Fort +7, Ref +2, Will +3
AC 20 (+1 banded mail, large wooden shield, dex), hp 41
Atk +7 (1d10+3, +1 dwarven waraxe), +5 ranged (1d10, masterwork heavy crossbow)
SA Darkvision, Stability, Stonecunning, +2 vs. poison, spells, +1 atk vs. orcs/goblins, +4 AC vs. giants
Feats/Skills: Power Attack, Self-Sufficient, Toughness, Weapon Focus (dwarven waraxe), Appraise +4, Climb +2, Craft (blacksmith) +3, Heal +2, Knowledge (engineering) +4, Profession (miner) +4, Search +4, Survival +6
Equipment: +1 banded mail, +1 dwarven waraxe, large wooden shield, masterwork heavy crossbow, 20 bolts, miner’s tools, miscellaneous gear
 
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Morgan Ahlendraal, Human Male Cleric 5/Fighter 2 (Helm)
Str 15, Dex 10, Con 14, Int 10, Wis 16, Cha 10
Fort +9, Ref +1, Wis +7
AC 22 (+1 full plate, +1 large steel shield), hp 51
Atk +9 melee (1d10+3, +1 bastard sword), +6 ranged (1d6+2 masterwork javelin)
SA Turn Undead
Feats/Skills: Combat Casting, Exotic Weapon Proficiency (bastard sword), Extra Turning, Improved Turning, Power Attack, Weapon Focus (bastard sword), Climb -4, Concentration +10, Knowledge (religion) +8, Heal +7, Intimidate +2, Ride +2, Spellcraft +4
Cleric Domains: Law, Strength
Spells (5/5/4/3): 0/detect poison, 0/guidance, 0/light, 0/purify food and drink, 0/resistance, 1/bane, 1/detect evil, 1/divine favor, 1/endure elements, 1/enlarge person*, 2/align weapon, 2/bull’s strength*, 2/resist energy, 2/zone of truth, 3/daylight, 3/dispel magic, 3/magic circle against chaos*
Equipment: +1 full plate, +1 large steel shield, +1 bastard sword, 2 masterwork javelins, divine scrolls (various), 2 potions of cure moderate wounds (CL3), traveling gear
 

ECL 8 (middle of The Demonskar Legacy, on the outskirts of Vaprak’s Voice)

Note: due to laziness (go figure), I've stopped tracking exact charges of wands, potions, and ammo in these RG posts. I do keep a tally of sorts in my campaign notes, but it's not exact, and I'll sometimes tweak these things as needed in the plot. These entries should be considered "model" stats when the players are fully prepared and stocked (which they'll rarely be in this and the next modules, as we'll see).


“Zenna,” Tiefling Female Wizard 3/Cleric 3 (Azuth)/Mystic Theurge 1
Str 8, Dex 14, Con 14*, Int 18, Wis 13, Cha 9
Fort +5, Ref +4, Will +9
Atk +2 melee (1d4-1/19-20 dagger), +6 ranged (1d8/19-20 light crossbow, masterwork bolt)
AC 13 (dex, ring), hp 39
SA darkvision, darkness 1/day, fire, cold, electricity resistance 5, turn undead
Feats/Skills: Craft Wondrous Item, Scribe Scroll, Self-Sufficient, Spell Focus (Enchantment), Concentration +15, Decipher Script +11, Heal +4, Hide +5, Knowledge (arcana) +13, Knowledge (history) +6, Knowledge (religion) +10, Knowledge (the Planes) +5, Sense Motive +3, Spellcraft +16, Survival +2
Spells (Wizard, 4/4/3): 0/daze, 0/ghost sound, 0/mage hand, 0/read magic, 1/color spray, 1/shield, 1/shocking grasp, 1/silent image, 2/invisibility, 2/mirror image, 2/scorching ray
Cleric Domains: Knowledge (all divination spells at +1 CL), Spell (+2 Conc./Spellc.)
Spells (Cleric, 5/5/3): 0/create water, 0/detect magicx2, 0/mending, 0/purify food and water, 1/commandx2, 1/mage armor*, 1/magic weapon, 1/remove fear, 2/detect thoughts*, 2/hold person, 2/lesser restoration
Spellbook: all of above plus all cantrips, 1/disguise self, 1/feather fall, 1/identify, 1/summon monster I, 1/unseen servant, 2/levitate
Equipment: amulet of health +2, dagger, light crossbow plus case with 10 regular bolts, 10 masterwork bolts, +1 ring of protection, wand of burning hands (CL1), wand of cure moderate wounds (CL3), wand of acid arrows (CL3), light traveler’s pack, spellbook


Clarese “Mole” Calloran, Rock Gnome Female Rogue 7/Acrobat 1
Str 10, Dex 17, Con 16, Int 12, Wis 10, Cha 12
Fort +5, Ref +10, Will +2
Atk +6 melee (1d4/19-20 small shortsword), +10 ranged (1d6/19-20 small light crossbow, masterwork bolt)
AC 19 (+1 chain shirt, size, dex), hp 54
SA kip up, unbounded leap, evasion, sneak attack +4d6, trap sense +2, uncanny dodge, low-light vision, +2 on saves vs. illusions, +1 atk vs. kobolds/goblinoids, +4 AC vs. giants, 1/day speak with animals (burrowing), dancing lights, ghost sound, prestidigation
Feats/Skills: Dodge, Mobility, Spring Attack, Balance +12, Bluff +7, Climb +9, Craft (alchemy) +2, Escape Artist +6, Gather Information +6, Listen +6, Hide +14, Jump +9, Move Silently +15*, Open Locks +7, Search +8, Sleight of Hand +5, Spot +6, Tumble +12, Use Magic Device +7, Use Rope +4
*includes +5 bonus for silent moves chain shirt
Equipment: +1 mithral chain shirt (silent moves), boots of striding and springing, small light crossbow, cases with 10 regular bolts, 10 masterwork bolts, pouches and backpack with assorted miscellaneous supplies, small shortsword, small dagger, silk rope, thieves’ tools

Arun Goldenshield, Gold Dwarf Male Paladin (Moradin) 7/Divine Champion 1
Str 18*, Dex 8, Con 16, Int 10, Wis 14, Cha 14
Fort +12, Ref +5, Will +6
Atk +12/+7 melee (1d8+4/20x3, warhammer), +7 ranged (1d4+4/20 light hammer)
AC 21 (+1 mithral full plate, +1 large shield, dex), hp 72
SA aura of courage, divine health, divine grace, lay on hands (total 17 points/day), detect evil, smite evil 1/day, turn undead 5/day, remove disease 1/7 days, darkvision, stonecunning, +4 vs. being bull rushed or tripped, +2 on saves vs. poison and spells, +1 atk. vs. aberrations, +4 AC vs. giants
Feats/Skills: Leadership, Power Attack, Weapon Focus (warhammer), Appraise (stone/metal) +2, Craft (stone/metal) +5, Heal +6, Knowledge (religion) +7, Sense Motive +7, Speak Language (Undercommon), Spot +3
Spells (1): 1/bless weapon, 1/divine favor
Equipment: gauntlets of ogre power, +1 mithral full plate, +1 large steel shield, warhammer, two light hammers, traveling pack


Dannel Ardan, Moon Elf Bard 4/Ranger 3/Arcane Archer 1
Str 12, Dex 17, Con 10, Int 10, Wis 12, Cha 16
Fort +6, Ref +12, Will +6
AC 18 (+1 mithral chain shirt, dex), hp 36
Atk +9/+4 melee (1d8+2 longsword), +12/+7 or +10/+10/+5 melee (1d8+2 masterwork mighty [+1] longbow with enhanced arrow)
SA: bardic music, bardic knowledge, fascinate, countersong, inspire courage +1, inspire competence, favored enemy (humanoid/goblinoid), wild empathy, enhance arrow +1
Feats/Skills: Endurance, Point Blank Shot, Precise Shot, Rapid Shot (only in light or no armor), Track, Weapon Focus (longbow), Bluff +8, Climb +4, Handle Animal +5, Heal +2, Hide +7, Knowledge (dungeoneering) +4, Knowledge (history) +4, Knowledge (nature) +2, Listen +9, Move Silently +8, Perform (flute) +10, Perform (sing) +10, Ride +6, Spot +7, Survival +5
Spells Known (3/3/1 per day): 0/detect magic, 0/ghost sound, 0/light, 0/mage hand, 0/message, 0/prestidigation, 1/charm person, 1/expeditious retreat, 1/feather fall, 2/alter self, 2/cure moderate wounds
Equipment: +1 longsword, +1 mithral chain shirt, masterwork mighty [+1] longbow, 40 arrows, masterwork flute, wand of cure light wounds (CL1), traveling pack


Balthazar Hodge, Shield Dwarf Male Fighter 4/Expert 1
Str 14, Dex 12, Con 18, Int 10, Wis 11, Cha 8
Fort +8, Ref +2, Will +3
AC 20 (+1 banded mail, large wooden shield, dex), hp 51
Atk +8 (1d10+5, +1 dwarven waraxe), +6 ranged (1d10, masterwork heavy crossbow)
SA Darkvision, Stability, Stonecunning, +2 vs. poison, spells, +1 atk vs. orcs/goblins, +4 AC vs. giants
Feats/Skills: Power Attack, Self-Sufficient, Toughness, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe), Appraise +4, Climb +3, Craft (blacksmith) +4, Heal +2, Knowledge (engineering) +4, Profession (miner) +4, Search +4, Survival +6
Equipment: +1 banded mail, +1 dwarven waraxe, large wooden shield, masterwork heavy crossbow, 20 bolts, miner’s tools, miscellaneous gear


Morgan Ahlendraal, Human Male Cleric 6/Fighter 2 (Helm)
Str 16, Dex 10, Con 14, Int 10, Wis 16, Cha 10
Fort +10, Ref +2, Wis +8
AC 22 (+1 full plate, +1 large steel shield), hp 57
Atk +11/+6 melee (1d10+4, +1 bastard sword), +7 ranged (1d6+3 masterwork javelin)
SA Turn Undead
Feats/Skills: Combat Casting, Exotic Weapon Proficiency (bastard sword), Extra Turning, Improved Turning, Power Attack, Weapon Focus (bastard sword), Climb -4, Concentration +11, Knowledge (religion) +8, Heal +7, Intimidate +2, Ride +2, Spellcraft +5
Cleric Domains: Law, Strength
Spells (5/5/5/4): 0/detect poison, 0/guidance, 0/light, 0/purify food and drink, 0/resistance, 1/bane, 1/detect evil, 1/divine favor, 1/endure elements, 1/enlarge person*, 2/align weapon, 2/bull’s strength*, 2/resist energy, 2/spiritual weapon, 2/zone of truth, 3/daylight, 3/dispel magic, 3/magic circle against chaos*, 3/searing light
Equipment: +1 full plate, +1 large steel shield, +1 bastard sword, 2 masterwork javelins, divine scrolls (various), 2 potions of cure moderate wounds (CL3), traveling gear
 

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