Shackled City Campaign Characters

Oops, looks like I fell a little behind in my updates here. Here are the stats for the party as of the beginning of Secrets of the Soul Pillars. Beorna's already current (see above):

“Zenna,” Tiefling Female Wizard 3/Cleric 3 (Azuth)/Mystic Theurge 4
Str 8, Dex 14, Con 14*, Int 18, Wis 16*, Cha 9
Fort +9, Ref +8, Will +14
Atk +4 melee (1d4-1/19-20 dagger), +8 ranged (1d8/19-20 light crossbow, masterwork bolt)
AC 13 (dex, ring; AC 17 with mage armor), hp 52
SA darkvision, darkness 1/day, fire, cold, electricity resistance 5, turn undead
Feats/Skills: Craft Wondrous Item, Scribe Scroll, Self-Sufficient, Spell Focus (Enchantment), Spell Focus (Evocation), Concentration +17, Decipher Script +12, Heal +4, Hide +5, Knowledge (arcana) +15, Knowledge (history) +6, Knowledge (religion) +11, Knowledge (the Planes) +6, Sense Motive +6, Spellcraft +17, Survival +2
Spells (Wizard, 4/5/4/3/2): 0/daze, 0/ghost sound, 0/mage hand, 0/read magic, 1/alarm, 1/color spray, 1/shield, 1/shocking grasp, 1/silent image, 2/invisibility, 2/mirror image, 2/scorching rayx2, 3/hastex2, 3/fireball, 4/charm monster, 4/secure shelter (when not traveling, Zenna will often take a second charm monster in lieu of secure shelter)
Cleric Domains: Knowledge (all divination spells at +1 CL), Spell (+2 Conc./Spellc.)
Spells (Cleric, 6/6/5/4/2): 0/create water, 0/detect magicx3, 0/mending, 0/purify food and water, 1/command, 1/mage armor*, 1/protection from evil, 1/remove fear, 1/shield of faith, 2/align weapon, 2/detect thoughts*, 2/hold person, 2/lesser restoration, 3/clairaudience/clairvoyance*, 3/dispel magic, 3/magic circle against evil, 4/mnemonic enhancer* (typically used to gain 3 additional cure lights daily), 4/discern lies
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, periapt of wisdom +2, dagger, light crossbow plus case with 10 regular bolts, 10 masterwork bolts, +1 ring of protection, +3 cloak of resistance, wand of burning hands (CL1), wand of inflict serious wounds (CL5), wand of cure moderate wounds (CL3), light traveler’s pack, spellbook, 2 scrolls of plane shift, scrolls of prying eyes and greater dispel magic (CL14)


Clarese “Mole” Calloran, Rock Gnome Female Rogue 7/Acrobat 4
Str 10, Dex 19*, Con 16, Int 12, Wis 10, Cha 12
Fort +6, Ref +13, Will +3
Atk +13/+8 melee (1d4/18-20 small rapier), +13 ranged (1d6/19-20 small light crossbow, masterwork bolt)
AC 22 (+1 chain shirt, size, ring, dex), hp 74
SA defensive fighting, improved evasion, fast balance, slow fall (20’), sneak attack +5d6, 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, Improved Trip, Mobility, Spring Attack, Weapon Finesse, Balance +16, Bluff +7, Climb +12, Craft (alchemy) +2, Escape Artist +10, Gather Information +6, Listen +7, Hide +16, Jump +17*, Move Silently +19**, Open Locks +8, Search +9, Sleight of Hand +7, Spot +7, Tumble +16, Use Magic Device +7, Use Rope +6
*includes +5 bonus for boots of striding and springing
**includes +5 bonus for silent moves chain shirt
Equipment: small masterwork rapier, +1 mithral chain shirt (silent moves), +2 gloves of dexterity, boots of striding and springing, +2 ring of protection, small light crossbow, small dagger, small knife, cases with 10 regular bolts, 10 masterwork bolts, bag of holding (type 1) with assorted miscellaneous supplies, silk rope, thieves’ tools


Arun Goldenshield, Gold Dwarf Male Paladin (Moradin) 8/Divine Champion 3
Str 18*, Dex 8, Con 16, Int 10, Wis 14, Cha 14
Fort +14, Ref +5, Will +8
Atk +16/+11/+6 melee (1d8+5, +1 holy long sword, +2d6 vs. evil creatures), +11/+6/+1 ranged (1d8+4 longbow)
AC 21 (+1 mithral full plate, dex, +1 large steel shield), hp 98
SA aura of courage, divine health, divine grace, lay on hands, detect evil, smite evil 2/day, smite infidel 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 on saves vs. divine magic, +1 atk. vs. aberrations, +4 AC vs. giants
Feats/Skills: Cleave, Iron Will, Leadership (12), Power Attack, Weapon Focus (warhammer), Appraise (stone/metal) +2, Craft (stone/metal) +5, Heal +6, Knowledge (religion) +8, Sense Motive +7, Speak Language (Undercommon), Spot +4
Spells (2/1): 1/divine favor, 1/protection from evil, 2/bull’s strength
Equipment: gauntlets of ogre power, +1 holy long sword, +1 mithral full plate, +1 large steel shield, two light hammers, traveling pack, masterwork mighty (+4) composite longbow, 20 arrows

Clinger, Giant Subterranean Lizard (celestial mount), Magical Beast 7
Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 2
Fort +13, Ref +7, Will +4
AC 19 (dex, natural, mount bonus), hp64
Atk +8 melee (1d8+5, bite)
SA improved evasion, increased speed
Feats/Skills: Alertness, Great Fortitude, Climb +16*, Listen +5, Spot +5
* +8 racial bonus to Climb checks
Equipment: riding harness

Dannel Ardan, Moon Elf Bard 4/Ranger 3/Arcane Archer 4
Str 12, Dex 17, Con 10, Int 10, Wis 12, Cha 16
Fort +8, Ref +14, Will +7
AC 18 (+1 mithral chain shirt, dex), hp 46
Atk +12/+7 melee (1d8+2 longsword), or +12/+7 melee (1d6+2, Alakast, 1d6+4+2d6 vs. evil outsiders), +17/+12 or +15/+15/+10 melee (1d8+3+1d6, +1 mighty [+1] shock longbow with enhanced arrow)
SA: bardic music, bardic knowledge, fascinate, countersong, inspire courage +1, inspire competence, favored enemy (humanoid/goblinoid), wild empathy, enhance arrow +2, imbue arrow, seeker arrow
Feats/Skills: Endurance, Far Shot, 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 +9, Knowledge (dungeoneering) +4, Knowledge (history) +4, Knowledge (nature) +2, Listen +10, Move Silently +9, Perform (flute) +10, Perform (sing) +10, Ride +6, Spot +9, Survival +7
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: Alakast, +1 evil outsider bane quarterstaff, +1 longsword, +1 mithral chain shirt, +1 mighty [+1] shock longbow, 40 arrows, slippers of spider climbing, lesser bracers of archery, masterwork flute, wand of cure light wounds (CL1), traveling pack


Balthazar Hodge, Shield Dwarf Male Fighter 7/Expert 1
Str 14, Dex 13, Con 18, Int 10, Wis 11, Cha 8
Fort +9, Ref +3, Will +4
AC 20 (+1 full plate, dex), hp 70
Atk +10/+5 melee (1d12+4+1d6, +1 flaming greataxe), or +12/7 melee (1d8+6, +3 longspear), +9 ranged (1d10, masterwork heavy crossbow)
SA Darkvision, Stability, Stonecunning, +2 vs. poison, spells, +1 atk vs. orcs/goblins, +4 AC vs. giants
Feats/Skills: Cleave, Endurance, Power Attack, Self-Sufficient, Toughness, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe), Appraise +4, Climb +5, Craft (blacksmith) +6, Heal +2, Intimidate +1, Knowledge (engineering) +4, Profession (miner) +4, Search +4, Survival +6
Equipment: +3 longspear, +1 full plate, +1 flaming greataxe, masterwork heavy crossbow, dagger, 20 bolts, healing potions, miner’s tools, miscellaneous gear
 

log in or register to remove this ad

And here they are at the current point in the story (ECL12), in Karran-Kural in the final part of Secrets of the Soul Pillars:

“Zenna,” Tiefling Female Wizard 3/Cleric 3 (Azuth)/Mystic Theurge 5
Str 8, Dex 14, Con 12, Int 18, Wis 16*, Cha 9
Fort +9, Ref +8, Will +14
Atk +4 melee (1d4-1/19-20 dagger), +8 ranged (1d8/19-20 light crossbow, masterwork bolt)
AC 16 (dex, bracers, ring; AC 18 with mage armor), hp 46
SA darkvision, darkness 1/day, fire, cold, electricity resistance 5, turn undead
Feats/Skills: Craft Wondrous Item, Scribe Scroll, Self-Sufficient, Spell Focus (Enchantment), Spell Focus (Evocation), Concentration +18, Decipher Script +13, Heal +4, Hide +5, Knowledge (arcana) +16, Knowledge (history) +6, Knowledge (religion) +12, Knowledge (the Planes) +6, Sense Motive +7, Spellcraft +18, Survival +2
Spells (Wizard, 4/5/4/4/3): 0/daze, 0/ghost sound, 0/mage hand, 0/read magic, 1/alarm, 1/color spray, 1/shield, 1/shocking grasp, 1/silent image, 2/invisibility, 2/mirror image, 2/scorching rayx2, 3/hastex2, 3/fireballx2, 4/charm monster, 4/crushing despair, 4/secure shelter (when not traveling, Zenna will often take a second charm monster in lieu of secure shelter)
Cleric Domains: Knowledge (all divination spells at +1 CL), Spell (+2 Conc./Spellc.)
Spells (Cleric, 6/6/5/5/3): 0/create water, 0/detect magicx3, 0/mending, 0/purify food and water, 1/command, 1/mage armor*, 1/protection from evil, 1/remove fear, 1/sanctuary, 1/shield of faith, 2/align weapon, 2/detect thoughts*, 2/hold person, 2/lesser restoration, 2/silence, 3/clairaudience/clairvoyance*, 3/dispel magic, 3/magic circle against evil, 3/protection from energy, 3/summon monster III, 4/mnemonic enhancer* (typically used to gain 3 additional cure lights daily), 4/discern lies, 4/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: +2 periapt of wisdom, dagger, light crossbow plus case with 10 regular bolts, 10 masterwork bolts, +2 bracers of defense, +2 ring of protection, +3 cloak of resistance, wand of burning hands (CL1), wand of inflict serious wounds (CL5), wand of cure moderate wounds (CL3), light traveler’s pack, spellbook, 2 scrolls of plane shift, scrolls of prying eyes and greater dispel magic (CL14), scroll of teleport (CL9), scroll of slow (CL5)

(note: for the incursion to Karran-Kurral, Zenna uses her mnemonic enhancer to take 3x1/endure elements, and swaps out 2 3rd level slots for water breathing)


Clarese “Mole” Calloran, Rock Gnome Female Rogue 7/Acrobat 5
Str 10, Dex 20*, Con 16, Int 12, Wis 10, Cha 12
Fort +6, Ref +13, Will +3
Atk +14/+9 melee (1d4/18-20 small rapier, or 1d3+1/19-20 small +1 dagger), +14/+9 ranged (1d6/19-20 small light crossbow, masterwork bolt)
AC 24 (+1 chain shirt, size, amulet, ring, dex), hp 80
SA cartwheel charge (DC20 tumble check to execute sneak attack on charge), defensive fighting, improved evasion, fast balance, fast climb, slow fall (20’), sneak attack +5d6, 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, Improved Trip, Mobility, Rapid Reload, Spring Attack, Weapon Finesse, Balance +17, Bluff +7, Climb +13, Craft (alchemy) +2, Escape Artist +11, Gather Information +6, Listen +7, Hide +17, Jump +18*, Move Silently +20**, Open Locks +8, Search +9, Sleight of Hand +7, Spot +7, Tumble +17, Use Magic Device +7, Use Rope +6
*includes +5 bonus for boots of striding and springing
**includes +5 bonus for silent moves chain shirt
Equipment: small masterwork rapier, +1 mithral chain shirt (silent moves), +2 gloves of dexterity, boots of striding and springing, rust bag of tricks, +2 ring of protection, +1 amulet of natural armor, small light crossbow, +1 small dagger, small knife, cases with 10 regular bolts, 10 masterwork bolts, bag of holding (type 1) with assorted miscellaneous supplies, silk rope, thieves’ tools


Arun Goldenshield, Gold Dwarf Male Paladin (Moradin) 8/Divine Champion 4
Str 19*, Dex 8, Con 18*, Int 10, Wis 14, Cha 14
Fort +15, Ref +6, Will +8
Atk +18/+13/+8 melee (1d8+5/17-20, +1 holy long sword, +2d6 vs. evil creatures), +12/+7/+2 ranged (1d8+4 longbow)
AC 22 (+1 mithral full plate, ring, dex, +1 large steel shield), hp 118
SA aura of courage, divine health, divine grace, lay on hands, detect evil, smite evil 2/day, +2 sacred defense (divine spells), smite infidel 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: Cleave, Improved Critical (longsword), Iron Will, Leadership (13), Power Attack, Weapon Focus (longsword), Weapon Focus (warhammer), Appraise (stone/metal) +2, Craft (stone/metal) +5, Heal +6, Knowledge (religion) +8, Sense Motive +7, Speak Language (Undercommon), Spot +4
Spells (2/1): 1/divine favor, 1/protection from evil, 2/resist energy
Equipment: +2 amulet of health, gauntlets of ogre power, +1 ring of protection, +1 holy long sword, +1 mithral full plate, +1 large steel shield, boots of striding and springing, two light hammers, traveling pack, masterwork mighty (+4) composite longbow, 20 arrows

Clinger, Giant Subterranean Lizard (celestial mount), Magical Beast 7
Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 2
Fort +13, Ref +7, Will +4
AC 19 (dex, natural, mount bonus), hp64
Atk +8 melee (1d8+5, bite)
SA improved evasion, increased speed
Feats/Skills: Alertness, Great Fortitude, Climb +16*, Listen +5, Spot +5
* +8 racial bonus to Climb checks
Equipment: riding harness

Dannel Ardan, Moon Elf Bard 4/Ranger 3/Arcane Archer 5
Str 12, Dex 20*, Con 10, Int 10, Wis 12, Cha 18*
Fort +8, Ref +15, Will +7
AC 20 (+1 mithral chain shirt, ring, dex), hp 49
Atk +13/+8/+3 melee (1d8+2 longsword), or +13/+8/+3 melee (1d6+2, Alakast, 1d6+4+2d6 vs. evil outsiders), +21/+16/+11 or +19/+19/+14/+9 ranged (1d8+4+1d6, +1 mighty [+1] shock longbow with enhanced arrow)
SA: bardic music, bardic knowledge, fascinate, countersong, inspire courage +1, inspire competence, favored enemy (humanoid/goblinoid), wild empathy, enhance arrow +3, imbue arrow, seeker arrow
Feats/Skills: Dodge, Endurance, Far Shot, Point Blank Shot, Precise Shot, Rapid Shot (only in light or no armor), Track, Weapon Focus (longbow), Bluff +9, Climb +4, Handle Animal +6, Heal +2, Hide +10, Knowledge (dungeoneering) +4, Knowledge (history) +4, Knowledge (nature) +2, Listen +11, Move Silently +9, Perform (flute) +11, Perform (sing) +11, Ride +6, Spot +10, Survival +8
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: Alakast, +1 evil outsider bane quarterstaff, +1 longsword, +1 mithral chain shirt, +1 mighty [+1] shock longbow, +1 ring of protection, efficient quiver, 60 arrows, +2 cloak of charisma, +2 gloves of dexterity, lesser bracers of archery, masterwork flute, wand of cure light wounds (CL1), traveling pack


Balthazar Hodge, Shield Dwarf Male Fighter 8/Expert 1
Str 16*, Dex 13, Con 18, Int 10, Wis 11, Cha 8
Fort +12, Ref +5, Will +6
AC 21 (+1 full plate, amulet, dex), hp 80
Atk +12/+7 melee (1d12+5+1d6, +1 flaming greataxe), or +14/+9 melee (1d8+7, +3 longspear), +10 ranged (1d10, masterwork heavy crossbow)
SA Darkvision, Stability, Stonecunning, +2 vs. poison, spells, +1 atk vs. orcs/goblins, +4 AC vs. giants
Feats/Skills: Cleave, Diehard, Dodge, Endurance, Power Attack, Self-Sufficient, Toughness, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe), Appraise +4, Climb +6, Craft (blacksmith) +7, Heal +2, Intimidate +2, Knowledge (engineering) +4, Profession (miner) +4, Search +4, Survival +6
Equipment: +3 longspear, +1 full plate, +1 flaming greataxe, +1 large steel shield (stored), +2 gauntlets of ogre power, +2 cloak of protection, +1 amulet of natural armor, boots of the winterlands, masterwork heavy crossbow, dagger, 20 bolts, healing potions, miner’s tools, miscellaneous gear


Beorna of Helm, Shield Dwarf Female Cleric 7/Templar 5 (Helm)
Str 18*, Dex 10, Con 16, Int 10, Wis 19*, Cha 8
Fort +14, Ref +5, Will +15
AC 19 (dwarven platemail), hp 97
Atk +17/+12 melee (1d10+9/17-20, +1 holy bastard sword, two-handed, +2d6 damage vs. evil) or +16/+11 melee (1d10+8, adamantine bastard sword, two-handed), +13/+8 ranged (1d6+2, mighty masterwork shortbow)
SA DR 4/- (armor and templar ability), mettle, smite 1/day, turn undead
Feats/Skills: Endurance, Improved Critical (bastard sword), Improved Sunder, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Conentration +18, Heal +8, Knowledge (religion) +8, Spellcraft +3
Clerical Domains: Protection (protective ward +7 1/day), Strength (+7 strength 1/day)
Cleric Spells (6/6/5/4/3): 1/bless, 1/detect evil, 1/divine favorx2, 1/enlarge person*, 1/remove fear, 2/align weapon, 2/bull’s strengthx2*, 2/resist energy, 2/spiritual weapon, 3/dispel magic, 3/prayer, 3/protection from energy*, 3/searing light, 4/dismissal, 4/divine power, 4/spell immunity*
Templar Spells (2/1): 1/bless, 1/shield of faith, 2/bull’s strength, 2/bear’s endurance, 3/daylight
Equipment: dwarven platemail (adamantine), +1 holy bastard sword, adamantine bastard sword, +2 gauntlets of ogre power, +2 periapt of wisdom, +1 ring of protection, +2 cloak of resistance, dagger, mighty (+2) masterwork shortbow, 20 arrows

Fully buffed (divine power, divine favor, enlarged, and bull’s strength): 28 STR, attack +23/+18/+13 melee (2d8+17, adamantine bastard sword, two-handed)

Shensen Tesseril, Half-Drow Female Bard 1/Monk 1/Druid 10
Str 12, Dex 15, Con 10, Int 12, Wis 20*, Cha 14
Fort +11, Ref +11, Will +16
AC 20 (bracers, ring, wis, dex), hp56
Atk +9/+4 melee (1d6+1, unarmed strike), +10/+5 ranged (1d2+1+poison, shuriken)
SA: nature sense, wild empathy, woodland stride, trackless step, resist nature’s lure, wild shape 4/day, venom immunity
Feats/Skills: Augment Summoning, Improved Grapple, Improved Unarmed Strike, Natural Spell, Run, Spell Focus (conjuration), Weapon Focus (unarmed strike), +3 feats, Concentration +14, Disguise +4, Diplomacy +6, Jump +10, Handle Animal +8, Heal +7, Knowledge (nature) +11, Listen +12, Perform (sing) +7, Spot +9, Survival +10, Swim +5, Tumble +8
Bard Spells (2/day):
Druid Spells (6/6/5/4/4/3): 0/cure minor woundsx2, 0/detect magic, 0/detect poison, 0/know direction, 0/purify food and drink, 1/cure light wounds, 1/endure elementsx3, 1/produce flame, 1/speak with animals, 2/barkskin, 2/bear’s endurance, 2/flaming sphere, 2/resist energy, 2/warp wood, 3/call lightning, 3/stone shape, 3/water breathingx2, 4/dispel magic, 4/flame strike, 4/repel vermin, 4/rusting grasp, 5/animal growth, 5/cure critical wounds, 5/stoneskin
Equipment: +1 ring of protection, +2 bracers of armor, +2 cloak of resistance, ring of jumping, +2 periapt of wisdom, wand of cure light wounds (CL1), 5 masterwork shuriken treated with large scorpion venom (DC18, 1d6/1d6 Str), wand of entangle (CL1: only a few charges left)

Animal Companion: Bristle, Dire Wolverine
 

Looks like I fell behind a bit again. Here's the party as it is midway through Lords of Oblivion, after the battle at House Rhiavati, but before the raid on Vhalantru's lair:

Note: I updated Beorna slightly with 3.5 info for the Pious Templar PrC (I found it online at the WotC Web site).

Party ECL14

“Zenna,” Tiefling Female Wizard 3/Cleric 3 (Azuth)/Mystic Theurge 7
Str 8, Dex 14, Con 12, Int 20*, Wis 17*, Cha 9
Fort +10, Ref +9, Will +15
Atk +5/+0 melee (1d4-1/19-20 dagger), +8 ranged (1d8/19-20 light crossbow, masterwork bolt)
AC 17 (dex, bracers, ring, ioun stone; AC 19 with mage armor), hp 54
SA darkvision, darkness 1/day, fire, cold, electricity resistance 5, turn undead
Feats/Skills: Craft Wondrous Item, Empower Spell, Scribe Scroll, Self-Sufficient, Spell Focus (Enchantment), Spell Focus (Evocation), Concentration +20, Decipher Script +15, Heal +4, Hide +5, Knowledge (arcana) +19, Knowledge (history) +7, Knowledge (religion) +14, Knowledge (the Planes) +8, Sense Motive +9, Spellcraft +21, Survival +2
Spells (Wizard, 4/6/5/4/4/3): 0/daze, 0/ghost sound, 0/mage hand, 0/read magic, 1/alarm, 1/color spray, 1/feather fall, 1/shield, 1/shocking grasp, 1/silent image, 2/invisibility, 2/mirror imagex2, 2/scorching rayx2, 3/hastex2, 3/fireball, 3/slow, 4/charm monster, 4/crushing despair, 4/empowered scorching ray, 4/secure shelter (when not traveling, Zenna will often take a second empowered scorching ray in lieu of secure shelter), 5/empowered fireball, 5/teleport, 5/waves of fatigue
Cleric Domains: Knowledge (all divination spells at +1 CL), Spell (+2 Conc./Spellc.)
Spells (Cleric, 6/6/6/5/4/3): 0/create water, 0/detect magicx3, 0/mending, 0/purify food and water, 1/command, 1/mage armor*, 1/protection from evil, 1/remove fear, 1/sanctuary, 1/shield of faith, 2/align weapon, 2/detect thoughts*, 2/hold person, 2/lesser restoration, 2/remove paralysis, 2/silence, 3/clairaudience/clairvoyance*, 3/dispel magic, 3/magic circle against evil, 3/protection from energy, 3/summon monster III, 4/mnemonic enhancer* (typically used to gain 3 additional cure lights daily), 4/death ward, 4/discern lies, 4/restoration, 5/flame strike, 5/summon monster V, 5/true seeing*
Spellbook: all of above plus all cantrips, 1/disguise self, 1/feather fall, 1/identify, 1/summon monster I, 1/unseen servant, 2/levitate, 5/prying eyes, 5/teleport
Second Spellbook:
Equipment: hat of disguise (currently not worn), +2 headband of intellect, +2 periapt of wisdom, dagger, light crossbow plus case with 10 regular bolts, 10 masterwork bolts, +2 bracers of defense, dusty rose ioun stone (+1 AC), +2 ring of protection, +3 cloak of resistance, wand of burning hands (CL1), wand of inflict serious wounds (CL5), wand of cure moderate wounds (CL3), wand of hold person (CL5), wand of silence (CL3), light traveler’s pack, spellbook, 2 scrolls of plane shift, scroll of greater dispel magic (CL14), scroll of raise dead (CL9)

Clarese “Mole” Calloran, Rock Gnome Female Rogue 7/Acrobat 7
Str 10, Dex 24*, Con 18*, Int 12, Wis 10, Cha 12
Fort +7, Ref +16, Will +4
Atk +18/+13 melee (1d4/18-20 small rapier, or 1d3+1/19-20 small +1 dagger), +18/+13 ranged (1d6/19-20 small light crossbow, masterwork bolt)
AC 24 (+1 chain shirt, size, ring, dex), hp 108
SA cartwheel charge (DC20 tumble check to execute sneak attack on charge), defensive fighting, defensive roll, improved evasion, fast balance, fast climb, prone defense, slow fall (30’), sneak attack +5d6, 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, Improved Trip, Mobility, Rapid Reload, Spring Attack, Weapon Finesse, Balance +21, Bluff +7, Climb +14, Craft (alchemy) +2, Escape Artist +14, Gather Information +6, Listen +9, Hide +21, Jump +19*, Move Silently +24**, Open Locks +10, Search +9, Sleight of Hand +10, Spot +8, Tumble +21, Use Magic Device +7, Use Rope +9
*includes +5 bonus for boots of striding and springing
**includes +5 bonus for silent moves chain shirt
Equipment: small masterwork rapier, +1 mithral chain shirt (silent moves), cape of the mountebank, +6 gloves of dexterity, boots of striding and springing, slippers of spider climbing (in pouch), rust bag of tricks, +2 ring of protection, +2 amulet of health, small light crossbow, +1 small dagger, small knife, cases with 10 regular bolts, 10 masterwork bolts, bag of holding (type 1) with assorted miscellaneous supplies, silk rope, thieves’ tools


Arun Goldenshield, Gold Dwarf Male Paladin (Moradin) 9/Divine Champion 5
Str 19*, Dex 8, Con 18*, Int 10, Wis 14, Cha 14
Fort +15, Ref +7, Will +9
Atk +20/+15/+10 melee (1d8+5/17-20, +1 holy long sword, +2d6 vs. evil creatures), +14/+9/+4 ranged (1d8+4 longbow)
AC 22 (+1 mithral full plate, ring, dex, +1 large steel shield), hp 136
SA aura of courage, divine health, divine grace, lay on hands, detect evil, smite evil 2/day, +2 sacred defense (divine spells), smite infidel 1/day, divine wrath (1/day +3 atk/damage/saves, DR 5/-, #rounds=CHA bonus), turn undead 5/day, remove disease 2x/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: Cleave, Improved Critical (longsword), Iron Will, Leadership (15), Power Attack, Weapon Focus (longsword), Weapon Focus (warhammer), Appraise (stone/metal) +2, Craft (stone/metal) +5, Diplomacy +3, Heal +7, Knowledge (religion) +9, Sense Motive +8, Speak Language (Undercommon), Spot +4
Spells (2/1): 1/divine favor, 1/protection from evil, 2/resist energy
Equipment: +2 amulet of health, gauntlets of ogre power, +1 ring of protection, +1 holy long sword, +1 mithral full plate, +1 large steel shield, boots of striding and springing, two light hammers, traveling pack, masterwork mighty (+4) composite longbow, 20 arrows

Clinger, Giant Subterranean Lizard (celestial mount), Magical Beast 7
Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 2
Fort +13, Ref +7, Will +4
AC 19 (dex, natural, mount bonus), hp64
Atk +8 melee (1d8+5, bite)
SA improved evasion, increased speed
Feats/Skills: Alertness, Great Fortitude, Climb +16*, Listen +5, Spot +5
* +8 racial bonus to Climb checks
Equipment: riding harness

Dannel Ardan, Moon Elf Bard 4/Ranger 3/Arcane Archer 7
Str 12, Dex 20*, Con 12*, Int 10, Wis 12, Cha 18*
Fort +9, Ref +16, Will +8
AC 20 (+1 mithral chain shirt, ring, dex), hp 71
Atk +15/+10/+5 melee (1d8+2 longsword), or +15/+10/+5 melee (1d6+2, Alakast, 1d6+4+2d6 vs. evil outsiders), +24/+19/+14 or +22/+22/+17/+12 ranged (1d8+5+1d6, +1 mighty [+1] shock longbow with enhanced arrow)
SA: bardic music, bardic knowledge, fascinate, countersong, inspire courage +1, inspire competence, favored enemy (humanoid/goblinoid), wild empathy, enhance arrow +4, imbue arrow, seeker arrow, phase arrow
Feats/Skills: Dodge, Endurance, Far Shot, Point Blank Shot, Precise Shot, Rapid Shot (only in light or no armor), Track, Weapon Focus (longbow), Bluff +9, Climb +4, Handle Animal +6, Heal +2, Hide +10, Knowledge (dungeoneering) +4, Knowledge (history) +4, Knowledge (nature) +2, Listen +13, Move Silently +10, Perform (flute) +11, Perform (sing) +11, Ride +6, Spot +12, Survival +10, Use Rope +6
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: Alakast, +1 evil outsider bane quarterstaff, +1 longsword, +1 mithral chain shirt, +1 mighty [+1] shock longbow, +1 ring of protection, efficient quiver, 60 arrows, +2 amulet of health, +2 cloak of charisma, +2 gloves of dexterity, lesser bracers of archery, masterwork flute, wand of cure light wounds (CL1), traveling pack


Balthazar Hodge, Shield Dwarf Male Fighter 8/Expert 1/Dwarven Defender 1
Str 16*, Dex 13, Con 18, Int 10, Wis 11, Cha 8
Fort +14, Ref +5, Will +8
AC 26 (+1 full plate, +1 shield, amulet, dex, class bonus), hp 90
Atk +14/+9 melee (1d10+6, +1 dwarven waraxe), or +15/+10 melee (1d8+7, +3 longspear), +11 ranged (1d10, masterwork heavy crossbow)
SA Darkvision, Stability, Stonecunning, +2 vs. poison, spells, +1 atk vs. orcs/goblins, +4 AC vs. giants, Defensive Stance 1/day (+2 Str, +4 Con, +2 saves, +4 AC, lasts 9 rounds)
Feats/Skills: Cleave, Diehard, Dodge, Endurance, Power Attack, Self-Sufficient, Toughness, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe), Appraise +4, Climb +6, Craft (blacksmith) +7, Heal +2, Intimidate +2, Knowledge (engineering) +4, Profession (miner) +4, Search +4, Survival +6
Equipment: +3 longspear (stored), +1 light fortification full plate, +1 large steel shield, +1 dwarven waraxe, +2 gauntlets of ogre power, +2 cloak of protection, +2 amulet of natural armor, boots of the winterlands, masterwork heavy crossbow, dagger, 20 bolts, healing potions, miner’s tools, miscellaneous gear


Beorna Truehammer, Shield Dwarf Female Cleric 7/Pious Templar 7 (Helm)
Str 18*, Dex 10, Con 16, Int 10, Wis 19*, Cha 8
Fort +15, Ref +6, Will +16
AC 19 (dwarven platemail), hp 114
Atk +18/+13/+8 melee (1d10+9/17-20, +1 holy bastard sword, two-handed, +2d6 damage vs. evil) or +17/+12/+7 melee (1d10+8/17-20, adamantine bastard sword, two-handed), +13/+8/+3 ranged (1d6+2, mighty masterwork shortbow)
SA DR 5/- (armor and templar ability), mettle, smite 2/day, turn undead
Feats/Skills: Endurance, Improved Critical (bastard sword), Improved Sunder, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Conentration +18, Heal +8, Knowledge (religion) +8, Spellcraft +3
Clerical Domains: Protection (protective ward +7 1/day), Strength (+7 strength 1/day)
Cleric Spells (6/6/5/4/3): 1/bless, 1/detect evil, 1/divine favorx2, 1/enlarge person*, 1/remove fear, 2/align weapon, 2/bear’s endurance, 2/bull’s strength*, 2/resist energy, 2/spiritual weapon, 3/dispel magic, 3/invisibility purge, 3/protection from energy*, 3/searing light, 4/dismissal, 4/divine power, 4/spell immunity*
Templar Spells (3/2/2/1): 1/bless, 1/lesser restoration, 1/protection from evil, 2/bull’s strength, 2/zone of truth, 3/daylight, 3/prayer, 4/death ward
Equipment: dwarven platemail (adamantine), +1 holy bastard sword, adamantine bastard sword, +2 gauntlets of ogre power, +2 periapt of wisdom, +1 ring of protection, +2 cloak of resistance, dagger, mighty (+2) masterwork shortbow, 20 arrows
 

ECL 16: at the start of Thirteen Cages

Clarese “Mole” Calloran, Rock Gnome Female Rogue 7/Acrobat 9
Str 10, Dex 24*, Con 19*, Int 12, Wis 10, Cha 12
Fort +8, Ref +17, Will +5
Atk +19/+14/+9 melee (1d4/18-20 small rapier, or 1d3+1/19-20 small +1 dagger), +19/+14/+9 ranged (1d6/19-20 small light crossbow, masterwork bolt)
AC 24 (+1 chain shirt, size, ring, dex), hp 123
SA cartwheel charge (DC20 tumble check to execute sneak attack on charge), defensive fighting, defensive roll, improved evasion, fast balance, fast climb, move anywhere, prone defense, slow fall (40’), sneak attack +6d6, 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, Improved Initiative, Improved Trip, Mobility, Rapid Reload, Spring Attack, Weapon Finesse, Balance +24***, Bluff +7, Climb +16, Craft (alchemy) +2, Escape Artist +16, Gather Information +6, Listen +10, Hide +23, Jump +23*/***, Move Silently +24**, Open Locks +10, Search +9, Sleight of Hand +13***, Spot +10, Tumble +24***, Use Magic Device +7, Use Rope +10
*includes +5 bonus for boots of striding and springing
**includes +5 bonus for silent moves chain shirt
***includes synergy bonus
Equipment: small masterwork rapier, +1 mithral chain shirt (silent moves), cape of the mountebank, +6 gloves of dexterity, boots of striding and springing, slippers of spider climbing (in pouch), rust bag of tricks, +2 ring of protection, ring of invisibility, +2 amulet of health, small light crossbow, +1 small dagger, small knife, cases with 20 masterwork bolts, bag of holding (type 1) with assorted miscellaneous supplies, silk rope, thieves’ tools

Arun Goldenshield, Gold Dwarf Male Paladin (Moradin) 11/Divine Champion 5
Str 20*, Dex 8, Con 18*, Int 10, Wis 14, Cha 14
Fort +16, Ref +7, Will +9
Atk +23/+18/+13/+8 melee (1d8+6/17-20, +1 holy long sword, +2d6 vs. evil creatures), +16/+11/+6/+1 ranged (1d8+4 longbow)
AC 24 (mithral full plate, ring, dex, +1 large steel shield), hp 146
SA aura of courage, divine health, divine grace, lay on hands, detect evil, smite evil 3/day, +2 sacred defense (divine spells), smite infidel 1/day, divine wrath (1/day +3 atk/damage/saves, DR 5/-, #rounds=CHA bonus), turn undead 5/day, remove disease 2x/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: Cleave, Great Cleave, Improved Critical (longsword), Iron Will, Leadership (16), Power Attack, Weapon Focus (longsword), Weapon Focus (warhammer), Appraise (stone/metal) +2, Concentration +5, Craft (stone/metal) +5, Diplomacy +3, Heal +7, Knowledge (religion) +9, Ride +1, Sense Motive +9, Speak Language (Undercommon), Spot +4
Spells (2/2): 1/divine favor, 1/protection from evil, 2/resist energy, 2/shield other
Equipment: +2 amulet of health, gauntlets of ogre power, +1 ring of protection, +1 holy long sword, +3 mithral full plate, +1 large steel shield, boots of striding and springing, two light hammers, traveling pack, masterwork mighty (+4) composite longbow, 20 arrows

Clinger, Giant Subterranean Lizard (celestial mount), Magical Beast 9
Str 20, Dex 15, Con 17, Int 8, Wis 12, Cha 2
Fort +13, Ref +7, Will +4
AC 21 (dex, natural, mount bonus), hp79
Atk +10 melee (1d8+6, bite)
SA improved evasion, increased speed, command lizards
Feats/Skills: Alertness, Great Fortitude, Climb +16*, Listen +5, Spot +5
* +8 racial bonus to Climb checks
Equipment: riding harness

Balthazar Hodge, Shield Dwarf Male Fighter 8/Expert 1/Dwarven Defender 2
Str 16*, Dex 13, Con 18, Int 10, Wis 11, Cha 8
Fort +15, Ref +5, Will +9
AC 26 (+1 full plate, +1 shield, amulet, dex, class bonus), hp 101
Atk +15/+10 melee (1d10+6, +1 dwarven waraxe), +12 ranged (1d10, masterwork heavy crossbow)
SA Darkvision, Stability, Stonecunning, +2 vs. poison, spells, +1 atk vs. orcs/goblins, +4 AC vs. giants, Defensive Stance 1/day (+2 Str, +4 Con, +2 saves, +4 AC, lasts 9 rounds), Uncanny Dodge
Feats/Skills: Cleave, Diehard, Dodge, Endurance, Power Attack, Self-Sufficient, Toughness, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe), Appraise +4, Climb +6, Craft (blacksmith) +7, Heal +2, Intimidate +2, Knowledge (engineering) +4, Listen +2, Profession (miner) +4, Search +4, Spot +2, Survival +6
Equipment: +1 light fortification full plate, +1 large steel shield, +1 dwarven waraxe, +2 gauntlets of ogre power, +2 cloak of protection, +2 amulet of natural armor, boots of the winterlands, masterwork heavy crossbow, dagger, 20 bolts, healing potions, miner’s tools, miscellaneous gear

Dannel Ardan, Moon Elf Bard 4/Ranger 3/Arcane Archer 9
Str 12, Dex 21*, Con 12*, Int 10, Wis 12, Cha 18*
Fort +10, Ref +17, Will +9
AC 22 (mithral chain shirt, ring, dex), hp 81
Atk +17/+12/+7 melee (1d8+2 longsword), or +17/+12/+7 melee (1d6+2, Alakast, 1d6+4+2d6 vs. evil outsiders), +26/+21/+16 or +24/+24/+19/+14 ranged (1d8+6, 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 +5, imbue arrow, seeker arrow, phase arrow, hail of arrows
Feats/Skills: Dodge, Endurance, Far Shot, Point Blank Shot, Precise Shot, Rapid Shot (only in light or no armor), Track, Weapon Focus (longbow), Bluff +9, Climb +4, Handle Animal +6, Heal +2, Hide +12, Knowledge (dungeoneering) +4, Knowledge (history) +4, Knowledge (nature) +2, Listen +14, Move Silently +12, Perform (flute) +11, Perform (sing) +11, Ride +6, Spot +14, Survival +11, Use Rope +6
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: Alakast, +1 evil outsider bane quarterstaff, +1 longsword, +3 mithral chain shirt, masterwork mighty [+1] longbow, +1 ring of protection, efficient quiver, 60 arrows, +2 amulet of health, +2 cloak of charisma, +2 gloves of dexterity, lesser bracers of archery, ring of the ram, masterwork flute, traveling pack

Nidrama, Fallen Movanic Deva Fighter 3
Str 20, Dex 16, Con 16, Int 17, Wis 19, Cha 23
Fort +11, Ref +9, Will +12
AC23 (natural, ring, dex), hp71
Atk +16/+11 melee (2d6+8+1d6 fire, +1 flaming greatsword)
Feats: Cleave, Improved Initiative, Iron Will, Power Attack, Practiced Magic, Weapon Focus (greatsword)
SA: DR10/evil, fire resistance 20, immune to cold/acid/electricity, SR19, heavenly deflection (Ref DC20)
Spell-like abilities (CL13, +4 CL due to Practiced Magic feat): at will: aid, continual flame, create food/water, death ward, detect evil, discern lies, polymorph, prayer, protection from arrows; 3/day: bless weapon, cure serious wounds, daylight, divination, ethereal jaunt, neutralize poison, plane shift, remove curse, remove disease, remove fear; 1/day: raise dead
Equipment: +2 ring of protection, +1 flaming greatsword, wand of cure serious wounds (fully charged)

Note: because Nidrama defied her superiors to aid the companions, she has lost her protective aura power and some of her spell-like abilities.
 

Travels through the Wild West Characters

These characters were 13th level (Dana was a level behind at 12th) when last updated at the beginning of Book 8 of Travels through the Wild West. When they reappear in Book 9 of The Shackled City, they are split between ECL 16/17; Dana is a level lower than the others due to missing several “sessions” during the Travels story, and Cal is also at 16th due to XP expended for item creation. Lok and Benzan are also 16th level but are ECL+1 races. In my opinion ECL modifiers become less significant at higher level, so I elected to simply have the entire group at 16th level.

These characters lost all of their equipment in the Abyss at the end of Travels. I decided that they’d found (or Cal created) new gear in the intervening years, but they should still be somewhat under “official” strength in terms of possessions. For the sake of simplicity I limited all of them to approximately 50% of the usual gear for 17th level characters (i.e. 170,000 gp value each). Note that items created by Cal were calculated at the cost of creation, not the base (since he spent the XP to make them). Those items are marked with the letter "C" after the item.

1) Lok, Earth Genasi Fighter 9/Dwarven Defender 7
S27*, D13, C20*, I12, W8, Ch8
Fort +17, Ref +9, Will +11
Atk +29/+24/+19/+14 melee (1d8+13/19-20x3 battleaxe), +18/+13/+8/+3 ranged (1d8+4 composite longbow)
AC 32 (full plate armor, large shield, dex, class bonus), hp191
SA: darkvision, +2 on saves vs. earth effects, path without trace 1/day, defensive stance 4/day (+2 str, +4 con [+32 hp], +2 all saves, +4 dodge to AC, lasts 9 rounds), damage reduction 3/- (6/- with armor), improved uncanny dodge, trap sense +1
Home Region: the North
Skills and Feats: Cleave, Dodge, Endurance, Great Cleave, Greater Weapon Focus (battleaxe), Improved Critical (battleaxe), Iron Will, Power Attack, Toughness, Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Craft (armorsmithing) +14, Craft (weaponsmithing) +12, Craft (shipwright) +2, Craft (stonemasonry) +10, Ride +2, Sense Motive +3, Speak Language (Undercommon)
Equipment: +3 thundering battleaxe C, mighty (+4) masterwork longbow, 20 arrows, +4 adamantine full plate armor C, +4 large shield C, +3 cloak of resistance, ring of energy resistance (cold), ring of mind shielding, +4 amulet of health, +6 belt of giant strength, bag of holding (Type IV, holds assorted adventuring supplies), healing potions

2) Balander Calloran (“Cal”), Rock Gnome Bard 4/Illusionist 12
S10, D14, C16, I24*, W8, Ch14
Fort +8, Ref +10, Will +11
Atk +10/+5 melee (1d6 shortsword), +13 ranged (1d8 crossbow)
AC 21 (bracers, size, ring, dex), hp84
SA: speak with burrowing mammal 1/day, +4 dodge vs. giants, +2 on saves vs. illusions, low-light vision, +1 vs. kobolds/goblinoids, cast dancing lights, ghost sound, prestidigitation each 1/day
Home Region: Waterdeep
Skills and Feats: Artist (woodcarving), Craft Magic Arms and Armor, Craft Wand, Improved Initiative, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (enchantment) Spell Focus (illusion), Appraise +5, Concentration +14, Craft (woodcarving) +6, Diplomacy +3, Gather Information +5, Hide +10, Knowledge (arcana) +17, Knowledge (geography) +13, Knowledge (the planes) +9, Knowledge (religion) +14, Listen +7, Perform +13, Spellcraft +25
Bard Spells known: (3/3/1 per day): 0/daze, 0/detect magic, 0/detect poison, 0/light, 0/mending, 0/open/close, 1/charm person, 1/cure light wounds, 1/feather fall, 2/suggestion, 2/tongues
Illusionist Spells memorized: (4/7/7/7/6/5/4, opposition evocation, DC17+spell level [DC18 for enchantments and illusions]): 0/detect magic, 0/light, 0/mage hand, 0/read magic, 1/alarm, 1/shield, 1/silent imagex3, 2/invisibility, 2/detect thoughts, 2/cat’s grace, 2/mirror imagex2, 2/spider climb, 2/web, 3/dispel magicx2, 3/displacement, 3/hastex2, 3/major image, 3/protection from energy, 4/greater invisibilityx4, 4/polymorph, 4/stoneskin, 5/baleful polymorph, 5/mage’s private sanctum, 5/seeming, 5/shadow evocation, 5/teleport, 6/disintegrate, 6/greater heroism, 6/mass bear’s endurance, 6/veil
Spellbooks: as above plus all cantrips, 1/change self, 1/color spray, 1/comprehend languages, 1/endure elements, 1/enlarge person, 1/identify, 1/jump, 1/ray of enfeeblement, 1/summon monster 1, 2/acid arrow, 2/claws of darkness, 3/flame arrow, 3/keen edge, 3/ray of exhaustion, 3/magic circle against evil, 4/mass enlarge person, 5/break enchantment, 5/permanency, 5/persistent image, 6/shadow walk
Equipment: Heward’s Handy Haversack (full of foodstuffs, miscellaneous gear, and extra ammunition), small +1 shortsword (light emitter) C, masterwork light crossbow, 12 bolts, +6 headband of intellect, +5 bracers of armor, +3 ring of protection, ring of mind shielding, +3 cloak of resistance, harper pin, assortment of scrolls, healing potions, wands (see below)

Cal has a permanent comprehend languages spell upon him.

Cal’s wands (set in a masterwork bandolier at his hip):
Ray of Exhaustion (CL5) C
Magic Circle Against Evil (CL5) C
Acid Arrow (CL3) C
Ray of Enfeeblement (CL4) C
Endure Elements (CL1) C
Shield (CL1) C
Enlarge Person (CL1) C
Cure Moderate Wounds (CL3)
Cure Light Wounds (CL1)

3) Benzan, Tiefling Fighter 4/Rogue 5/Conjurer 5/Arcane Trickster 2
S14, D22*, C16, I16, W8, Ch10
Fort +12, Ref +18, Will +11
Atk +15/+10 melee (1d8+6/17-20x2, longsword), +22/+17 ranged or +20/+20/+15 ranged (1d8+5/19-20x3 mighty longbow), +1 attack/damage if within 30 feet
AC 26 (chain shirt, amulet, dex), hp86
SA: cold, fire, electricity resistance 5, darkness 1/day, darkvision, ranged legerdemain 1/day, sneak attack +4d6, evasion, uncanny dodge
Home Region: Unther
Skills and Feats: Arcane Schooling, Improved Critical (longbow), Improved Initiative, Point Blank Shot, Rapid Shot, Scribe Scroll, Spell Mastery (displacement, knock, true strike), Still Spell, Weapon Focus (longbow), Weapon Focus (longsword), Weapon Specialization (longsword), Appraise +9, Balance +14, Bluff +8, Climb +17, Concentration +8, Decipher Script +10, Disable Device +13, Escape Artist +15, Hide +17, Jump +10, Knowledge (arcana) +7, Listen +8, Move Silently +16, Open Lock +12, Pick Pocket +10, Profession (sailor) +2, Search +9, Spellcraft +8, Spot +8, Swim +4
Spells (5/6/5/4/2): 0/acid splashAF, 0/detect magicAF, 0/mage handAF, 0/silent portal*, 0/read magicAF, 1/feather fall, 1/mage hand (stilled), 1/greaseAF, 1/true strikex3, 2/blindness/deafness, 2/fog cloudAF, 2/knock, 2/shield (stilled)x2, 3/displacementx2, 3/glitterdust (stilled), 3/web (stilled), 4/dimension door, 4/greater invisibilityAF
Spellbook: all cantrips, spells listed above, plus 1/change self, 1/hold portal, 1/obscuring mist, 1/summon monster I, 1/unseen servant, 3/sleet storm
Opposition School: evocation
Equipment: +2 keen longsword C, +3 improved shadow mithral chain shirtC, +3 evil outsider bane mighty (+2) composite longbow C, 25+1 holy arrows, 10 +1 ghost touch arrows, 25 arrows, +3 cloak of resistance, +3 amulet of natural armor, +4 gloves of dexterity, ring of mind shielding, greater bracers of archery, efficient quiver, wands of invisibility (CL3) C and mirror image (CL3) C, standard adventuring pack, healing potions, masterwork thieves’ tools, spellbook, harper pin, silversheen (2 doses)

AF: 20% arcane failure chance due to armor

Lady Dana Ilgarten, Human Cleric 3 (Selûne)/Monk 2/Mystic Wanderer* 10/ Thaumaturgist 1
S10, D16*, C12, I10, W23*, Ch14
Fort +13, Ref +14, Will +22
Atk +11/+6 melee (1d8+3 longspear)
(under divine power: attacks +22/+17/+12/+7, damage 1d8+6 longspear, +14 hit points)
AC 29 (dex, wis, cha, bracers, ring), hp89
Home Region: Western Heartlands
Skills and Feats: Attune Gem, Brew Potion, Deflect Arrows, Dodge, Iron Will, Mobility, Improved Unarmed Strike, Martial Weapon Proficiency (longspear), Spell Focus (conjuration), Weapon Focus (unarmed), Alchemy +4, Balance +5, Concentration +10, Diplomacy +12, Heal +7, Knowledge (nature) +6, Perform (sing) +5, Profession (herbalist) +7, Speak Language (Auran, Terran)
SA: evasion, stunning attack, glory of the divine (Cha bonus to AC), sleep 1/day, charm person 1/day, suggestion 1/day (DC15), charm monster 1/day (DC16), mass charm monster 1/day (DC20), greater potion III, timeless body, improved ally
Domains: Moon, Travel
Spells: (6/8/8/6/6/5/5/3) 0/create waterx2, 0/detect magic, 0/mending, 0/purify food and drink, 0/read magic, 1/bless, 1/comprehend languages, 1/detect evil, 1/divine favor, 1/faerie fire**, 1/remove fear, 1/sanctuary, 1/shield of faith, 2/align weapon, 2/bull’s strength, 2/bear’s endurance, 2/lesser restoration, 2/locate object**, 2/resist energy, 2/silence, 2/spiritual weapon, 3/daylight, 3/dispel magicx2, 3/fly**, 3/searing light, 3/summon monster III, 4/dimension door**, 4/dismissal, 4/divine powerx2, 4/restoration, 4/summon monster IV, 5/flame strike, 5/healing circle, 5/summon monster V, 5/teleport**, 5/true seeing, 6/find the path**, 6/healx2, 6/planar ally (astral deva), 6/wind walk, 7/greater teleport**, 7/holy word, 7/summon monster VII (typically an avoral or huge elemental)
Equipment: +3 longspear C, moon mote*, +3 moon bracers*, +3 mooncloak*, +2 gloves of dexterity, +4 pearl of wisdom, boots of striding and springing, ring of protection, ring of mind shielding, masterwork light crossbow, 20 bolts, healing potions, attuned gems (various spells), assorted scrolls (including one of 7/resurrection), 2 wands of cure moderate wounds, harper pin, circlet of persuasion, restorative ointment, stone salve

* from Magic of Faerun supplement
**domain spell
 

ECL18 (going into Asylum)
Party now includes: Mole, Arun, Beorna, Dannel, Dana, Lok, and Cal

There's probably minor errors in these blocks; statting out these characters has gotten harder as their levels and power have grown. If you see anything egregious, let me know.


Clarese “Mole” Calloran, Rock Gnome Female Rogue 7/Acrobat 10
Str 10, Dex 24*, Con 19*, Int 12, Wis 10, Cha 12
Fort +8, Ref +18, Will +5
Atk +20/+15/+10 melee (1d4/18-20 small rapier, or 1d3+1/19-20 small +1 dagger), +20/+15/+10 ranged (1d6/19-20 small light crossbow, masterwork bolt)
AC 30 (size, bracers, ring, dex), hp 131
SA cartwheel charge (DC20 tumble check to execute sneak attack on charge), defensive fighting, defensive roll, improved evasion, fast balance, fast climb, move anywhere, fight anywhere, prone defense, slow fall (40’), sneak attack +6d6, 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, Improved Initiative, Improved Trip, Mobility, Rapid Reload, Spring Attack, Weapon Finesse, Balance +25**, Bluff +7, Climb +17, Craft (alchemy) +2, Escape Artist +17, Gather Information +6, Listen +10, Hide +24, Jump +24*/**, Move Silently +20, Open Locks +10, Search +9, Sleight of Hand +13***, Spot +10, Tumble +25**, Use Magic Device +7, Use Rope +10
*includes +5 bonus for boots of striding and springing
**includes synergy bonus
Equipment: small masterwork rapier, small +1 dagger, cape of the mountebank, +8 bracers of armor, +6 gloves of dexterity, boots of striding and springing, slippers of spider climbing (in pouch), rust bag of tricks, +4 ring of protection, ring of invisibility, +2 amulet of health, small light crossbow, small knife, cases with 20 masterwork bolts, bag of holding (type 1) with assorted miscellaneous supplies, silk rope, thieves’ tools


Arun Goldenshield, Gold Dwarf Male Paladin (Moradin) 13/Divine Champion 5
Str 22*, Dex 12*, Con 18*, Int 10, Wis 14, Cha 14
Fort +19, Ref +12, Will +12
Atk +30/+25/+20/+15 melee (1d8+11/17-20, +5 holy avenger, +2d6 vs. evil creatures), +19/+14/+10/+4 ranged (1d8+5 longbow)
AC 30 (mithral full plate, ring, dex, large steel shield), hp 165
SA aura of courage, divine health, divine grace, lay on hands, detect evil, smite evil 3/day, +2 sacred defense (divine spells), smite infidel 1/day, divine wrath (1/day +3 atk/damage/saves, DR 5/-, #rounds=CHA bonus), turn undead 5/day, remove disease 3x/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, SR23 5’r (with sword)
Feats/Skills: Cleave, Great Cleave, Improved Critical (longsword), Improved Initiative, Iron Will, Leadership (16), Power Attack, Weapon Focus (longsword), Weapon Focus (warhammer), Appraise (stone/metal) +2, Concentration +5, Craft (stone/metal) +5, Diplomacy +4, Heal +8, Knowledge (religion) +9, Ride +1, Sense Motive +9, Speak Language (Undercommon), Spot +4
Spells (2/2/1): 1/divine favor, 1/protection from evil, 2/resist energy, 2/shield other, 3/magic circle against evil
Equipment: +2 amulet of health, +4 belt of giant’s strength, +2 ring of protection, ring of evasion, holy avenger long sword, +3 mithral full plate, +4 large steel shield, boots of striding and springing, +4 gloves of dexterity, +2 cloak of resistance, two light hammers, traveling pack, masterwork mighty (+5) composite longbow, 20 arrows

Clinger, Giant Subterranean Lizard (celestial mount), Magical Beast 9
Str 20, Dex 15, Con 17, Int 8, Wis 12, Cha 2
Fort +13, Ref +7, Will +4
AC 21 (dex, natural, mount bonus), hp79
Atk +10 melee (1d8+6, bite)
SA improved evasion, increased speed, command lizards
Feats/Skills: Alertness, Great Fortitude, Climb +16*, Listen +5, Spot +5
* +8 racial bonus to Climb checks
Equipment: riding harness

Dannel Ardan, Moon Elf Bard 4/Ranger 3/Arcane Archer 10
Str 12, Dex 25*, Con 12*, Int 10, Wis 12, Cha 20*
Fort +11, Ref +20, Will +9
AC 23 (chain shirt, ring, dex), hp 87
Atk +18/+13/+8+3 melee (1d8+2 longsword), or +18/+13/+8/+3 melee (1d6+2, Alakast, 1d6+4+2d6 vs. evil outsiders), +30/+25/+20/+15 or +28/+28/+23/+18/+13 ranged (1d8+6+1d6 electrical/19-20x3+2d10, +1 shocking burst 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 +5, imbue arrow, seeker arrow, phase arrow, hail of arrows, arrow of death
Feats/Skills: Dodge, Endurance, Far Shot, Improved Critical (longbow), Point Blank Shot, Precise Shot, Rapid Shot (only in light or no armor), Track, Weapon Focus (longbow), Bluff +10, Climb +3, Craft (bowyer) +4, Handle Animal +6, Heal +2, Hide +16*, Knowledge (dungeoneering) +4, Knowledge (history) +4, Knowledge (nature) +2, Listen +14, Move Silently +16*, Perform (flute) +12, Perform (sing) +12, Ride +6, Spot +14, Survival +11, Use Rope +6
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: Alakast, +1 evil outsider bane quarterstaff, +1 longsword, +3 shadow silent chain shirt, +1 shocking burst mighty (+1) longbow, +2 ring of protection, ring of evasion, efficient quiver, 25 +1 holy arrows, 3 +1 cold iron arrows, 57 arrows, +2 amulet of health, +4 cloak of charisma, +6 gloves of dexterity, lesser bracers of archery, ring of the ram (in pouch), masterwork flute, traveling pack



Beorna Truehammer, Shield Dwarf Female Cleric 7/Pious Templar 8 (Helm)
Str 18*, Dex 10, Con 16, Int 10, Wis 19*, Cha 8
Fort +16, Ref +6, Will +17
AC 19 (dwarven platemail), hp 123
Atk +18/+13/+8 melee (1d10+8/17-20, adamantine bastard sword, two-handed), +14/+9/+4 ranged (1d6+2, mighty masterwork shortbow)
SA DR 5/- (armor and templar ability), mettle, smite 2/day, turn undead
Feats/Skills: Cleave, Diehard, Endurance, Improved Critical (bastard sword), Improved Sunder, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Concentration +19, Heal +8, Knowledge (religion) +9, Spellcraft +3
Clerical Domains: Protection (protective ward +7 1/day), Strength (+7 strength 1/day)
Cleric Spells (6/6/5/4/3): 1/bless, 1/detect evil, 1/divine favorx2, 1/enlarge person*, 1/remove fear, 2/align weapon, 2/bear’s endurance, 2/bull’s strength*, 2/resist energy, 2/spiritual weapon, 3/dispel magic, 3/invisibility purge, 3/protection from energy*, 3/searing light, 4/dismissal, 4/divine power, 4/spell immunity*
Templar Spells (3/2/2/2): 1/bless, 1/lesser restoration, 1/protection from evil, 2/bull’s strength, 2/zone of truth, 3/daylight, 3/prayer, 4/death ward, 4/holy sword
Equipment: dwarven platemail (adamantine), adamantine bastard sword, +2 gauntlets of ogre power, +2 periapt of wisdom, +1 ring of protection, +2 cloak of resistance, dagger, mighty (+2) masterwork shortbow, 20 arrows


Lok, Earth Genasi Fighter 9/Dwarven Defender 9
S27*, D13, C20*, I12, W8, Ch8
Fort +18, Ref +10, Will +12
Atk +31/+26/+21/+16 melee (1d8+13/19-20x3+2d8 sonic, thundering battleaxe), or +28/+23/+18/+13 melee (2d6+14+1d6 fire +1d6 cold/19-20x2, Coldburn) +20/+15/+10/+5 ranged (1d8+5 composite longbow)
AC 32 (full plate armor, large shield, dex, class bonus), hp214
SA: darkvision, +2 on saves vs. earth effects, path without trace 1/day, defensive stance 5/day (+2 str, +4 con [+32 hp], +2 all saves, +4 dodge to AC, lasts 9 rounds), damage reduction 3/- (6/- with armor), improved uncanny dodge, mobile defense, trap sense +2
Home Region: the North
Skills and Feats: Cleave, Dodge, Endurance, Great Cleave, Greater Weapon Focus (battleaxe), Improved Bull Rush, Improved Critical (battleaxe), Iron Will, Power Attack, Toughness, Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Craft (armorsmithing) +15, Craft (weaponsmithing) +13, Craft (shipwright) +2, Craft (stonemasonry) +10, Ride +2, Sense Motive +4, Speak Language (Undercommon)
Equipment: +3 thundering battleaxeC, +3 adamantine battleaxe, Coldburn (+2 flaming/frost greatsword), mighty (+5) masterwork longbow, 20 arrows, +4 adamantine full plate armorC, +4 large shieldC, +3 cloak of resistance, ring of energy resistance (cold), ring of mind shielding, +4 amulet of health, +6 belt of giant strength, bag of holding (Type IV), healing potions, standard adventuring pack, harper pin


Balander Calloran (“Cal”), Rock Gnome Bard 4/Illusionist 13/Archmage 1
S10, D16*, C18*, I24*, W12*, Ch14
Fort +9, Ref +11, Will +15
Atk +10/+5 melee (1d6 shortsword), +13 ranged (1d8 crossbow)
AC 23 (bracers, size, ring, dex, ioun stones), hp106
SA: speak with burrowing mammal 1/day, +4 dodge vs. giants, +2 on saves vs. illusions, low-light vision, +1 vs. kobolds/goblinoids, cast dancing lights, ghost sound, prestidigitation each 1/day, high arcana (spell-like ability, costs 1 5th level slot)
Home Region: Waterdeep
Skills and Feats: Artist (woodcarving), Craft Magic Arms and Armor, Craft Wand, Improved Initiative, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (enchantment) Spell Focus (illusion), Appraise +5, Concentration +16, Craft (woodcarving) +6, Diplomacy +3, Gather Information +5, Hide +11, Knowledge (arcana) +24, Knowledge (geography) +14, Knowledge (the planes) +10, Knowledge (religion) +15, Listen +9, Perform +13, Spellcraft +26
Bard Spells known: (3/3/1 per day): 0/daze, 0/detect magic, 0/detect poison, 0/light, 0/mending, 0/open/close, 1/charm person, 1/cure light wounds, 1/feather fall, 2/suggestion, 2/tongues
Illusionist Spells memorized: (4/7/7/7/6/4/5/4, opposition evocation, DC17+spell level [DC18 for enchantments and illusions]): 0/detect magic, 0/light, 0/mage hand, 0/read magic, 1/alarm, 1/shield, 1/silent imagex3, 2/invisibility, 2/detect thoughts, 2/cat’s grace, 2/mirror imagex2, 2/spider climb, 2/web, 3/dispel magicx2, 3/displacement, 3/hastex2, 3/major image, 3/protection from energy, 4/greater invisibilityx4, 4/polymorph, 4/stoneskin, 5/baleful polymorph, 5/mage’s private sanctum, 5/shadow evocation, 5/teleport, 6/disintegratex2, 6/greater heroism, 6/mass bear’s endurance, 6/veil, 7/greater shadow conjurationx3, 7/greater teleport (as a spell-like ability, 2/day)
Spellbooks: as above plus all cantrips, 1/change self, 1/color spray, 1/comprehend languages, 1/endure elements, 1/enlarge person, 1/identify, 1/jump, 1/ray of enfeeblement, 1/summon monster 1, 2/acid arrow, 2/claws of darkness, 3/flame arrow, 3/keen edge, 3/ray of exhaustion, 3/magic circle against evil, 4/mass enlarge person, 5/break enchantment, 5/permanency, 5/persistent image, 6/shadow walk
Equipment: Heward’s Handy Haversack (full of foodstuffs, miscellaneous gear, and extra ammunition), small +1 shortsword (light emitter) C, +2 boots of health, masterwork light crossbow, 12 bolts, +6 headband of intellect, +4 periapt of wisdom, medallion of thoughts (in pouch), +5 bracers of armor, +3 ring of protection, ring of mind shielding, +3 cloak of resistance, harper pin, assortment of scrolls, healing potions, wands (see below), rod of metamagic empower spell, rose prism ioun stone (+1 AC), deep red ioun stone (+2 dex)

Cal’s wands (set in a masterwork bandolier at his hip):
Empowered Touch of Idiocy (CL7)
Ray of Exhaustion (CL5) C
Magic Circle Against Evil (CL5) C
Acid Arrow (CL3) C
Ray of Enfeeblement (CL4) C
Endure Elements (CL1) C
Shield (CL1) C
Enlarge Person (CL1) C
Cure Moderate Wounds (CL3)
Enervation (CL7)



Lady Dana Ilgarten, Human Cleric 3 (Selûne)/Monk 2/Mystic Wanderer* 10/ Thaumaturgist 3
S10, D18*, C14*, I10, W25*, Ch14
Fort +15, Ref +16, Will +24
Atk +12/+7 melee (1d8+3 longspear or 1d6+3 nunchaku), or +10/+10/+5 (1d6+3 nunchaku with flurry of blows)
(under divine power: attacks +24/+19/+14/+9, damage 1d8+6 longspear, +14 hit points)
AC 27 (dex, wis, cha, bracers, ring), hp116
Home Region: Western Heartlands
Skills and Feats: Attune Gem, Augment Summoning, Brew Potion, Deflect Arrows, Dodge, Iron Will, Mobility, Improved Unarmed Strike, Martial Weapon Proficiency (longspear), Spell Focus (conjuration), Weapon Focus (unarmed), Alchemy +4, Balance +6, Concentration +13, Diplomacy +12, Heal +7, Knowledge (nature) +6, Perform (sing) +5, Profession (herbalist) +7, Speak Language (Auran, Terran)
SA: evasion, stunning attack, glory of the divine (Cha bonus to AC), sleep 1/day, charm person 1/day, suggestion 1/day (DC15), charm monster 1/day (DC16), mass charm monster 1/day (DC20), greater potion III, timeless body, improved ally, extended summoning
Domains: Moon, Travel
Spells: (6/8/8/8/6/6/5/5/3) 0/create waterx2, 0/detect magic, 0/mending, 0/purify food and drink, 0/read magic, 1/blessx2, 1/detect evil, 1/divine favorx2, 1/faerie fire**, 1/remove fear, 1/sanctuary, 2/align weapon, 2/bull’s strength, 2/bear’s endurance, 2/lesser restoration, 2/locate object**, 2/resist energy, 2/silence, 2/spiritual weapon, 3/daylight, 3/dispel magicx2, 3/fly**, 3/invisibility purge, 3/searing lightx2, 3/summon monster III, 4/dimension door**, 4/dismissal, 4/divine powerx2, 4/restoration, 4/summon monster IV, 5/flame strikex2, 5/raise dead, 5/summon monster V, 5/teleport**, 5/true seeing, 6/find the path**, 6/healx2, 6/planar ally (astral deva), 6/undeath to death, 6/wind walk, 7/greater teleport**, 7/holy word, 7/resurrection, 7/greater scrying, 7/summon monster VII (typically an avoral or huge elemental), 8/discern location, 8/greater planar ally, 8/animal shapes**
Equipment: +3 longspear C, +3 adamantine dragon bane nunchaku, moon mote*, +3 moon bracers*, +3 mooncloak*, +4 gloves of dexterity, +2 belt of health, +6 pearl of wisdom, winged boots, +2 ring of protection, ring of mind shielding, masterwork light crossbow, 20 bolts, healing potions, 10,000gp in diamonds (component for resurrection and raise dead spells), attuned gems (various low-level spells), wands of cure moderate wounds and cure serious wounds, harper pin, circlet of persuasion, restorative ointment, stone salve, wand of poison

* Item from Magic of Faerûn
**domain spell
 

ECL20 (Epic story, after the assault on Hookface’s lair, and party breaks up)
Lok is ECL21 (incl. +1 racial modifier)
Arun, Dana, Cal are at ECL20
Mole is at ECL19
Dannel and Beorna are at ECL18


Clarese “Mole” Calloran, Rock Gnome Female Rogue 8/Acrobat 10/Duelist 1
Str 12*, Dex 24*, Con 17, Int 12, Wis 10, Cha 12
Fort +8, Ref +21, Will +7
Atk +23/+18/+13 melee (1d4+1/18-20 small rapier, or 1d3+2/19-20 small +1 dagger), +22/+17/+12 ranged (1d6+1/19-20+1d6 electrical, small light crossbow, +1 shock bolt)
AC 34 (size, bracers, ring, amulet, dex, duelist bonus), hp 129
SA cartwheel charge (DC20 tumble check to execute sneak attack on charge), defensive fighting, defensive roll, improved evasion, improved uncanny dodge, fast balance, fast climb, move anywhere, fight anywhere, prone defense, slow fall (40’), sneak attack +6d6, 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, Improved Initiative, Improved Trip, Iron Will, Mobility, Rapid Reload, Spring Attack, Weapon Finesse, Balance +25**, Bluff +8, Climb +19, Craft (alchemy) +2, Escape Artist +18, Gather Information +6, Listen +12, Hide +25, Jump +27*/**, Move Silently +21, Open Locks +10, Perform (dance) +10, Search +9, Sleight of Hand +13***, Spot +12, Tumble +25**, Use Magic Device +7, Use Rope +10
*includes +5 bonus for boots of striding and springing
**includes synergy bonus
Equipment: small masterwork rapier, small +1 dagger, cape of the mountebank, +8 bracers of armor, +6 gloves of dexterity, +3 amulet of natural armor, belt of ogre power, boots of striding and springing, slippers of spider climbing (in pouch), rust bag of tricks, +4 ring of protection, ring of invisibility, small light crossbow, small knife, cases with 40 +1 shock bolts, bag of holding (type 1) with assorted miscellaneous supplies, silk rope, thieves’ tools, hat of disguise, chime of opening, rope of climbing, +4 headband of intellect (in pouch)


Arun Goldenshield, Gold Dwarf Male Paladin (Moradin) 15/Divine Champion 5
Str 22*, Dex 12*, Con 18*, Int 10, Wis 14, Cha 14
Fort +21, Ref +14, Will +14
Atk +32/+27/+22/+17 melee (1d8+11/17-20, +5 holy avenger, +2d6 vs. evil creatures), +21/+16/+11/+6 ranged (1d8+5 longbow)
AC 30 (mithral full plate, ring, dex, large steel shield), hp 175
SA aura of courage, divine health, divine grace, lay on hands, detect evil, smite evil 4/day, +2 sacred defense (divine spells), smite infidel 1/day, divine wrath (1/day +3 atk/damage/saves, DR 5/-, #rounds=CHA bonus), turn undead 5/day, remove disease 4x/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, SR23 5’r (with sword)
Feats/Skills: Cleave, Great Cleave, Improved Critical (longsword), Improved Initiative, Iron Will, Leadership (16), Power Attack, Weapon Focus (longsword), Weapon Focus (warhammer), Appraise (stone/metal) +2, Concentration +5, Craft (stone/metal) +5, Diplomacy +4, Heal +8, Knowledge (religion) +9, Ride +1, Sense Motive +9, Speak Language (Undercommon), Spot +4
Spells (3/2/1/1): 1/divine favor, 1/lesser restoration, 1/protection from evil, 2/remove paralysis, 2/resist energy, 3/magic circle against evil, 4/restoration
Equipment: +2 amulet of health, +4 belt of giant’s strength, +2 ring of protection, ring of evasion, holy avenger long sword, +3 adamantine battleaxe, +3 mithral full plate, +4 large steel shield, boots of striding and springing, +4 gloves of dexterity, +3 cloak of resistance, two light hammers, traveling pack, masterwork mighty (+5) composite longbow, 20 arrows

Clinger, Giant Subterranean Lizard (celestial mount), Magical Beast 11
Str 21, Dex 15, Con 17, Int 9, Wis 12, Cha 2
Fort +14, Ref +8, Will +4
AC 23 (dex, natural, mount bonus), hp94
Atk +10 melee (1d8+6, bite)
SA improved evasion, increased speed, command lizards, SR20
Feats/Skills: Alertness, Great Fortitude, Climb +18*, Listen +7, Spot +7
* +8 racial bonus to Climb checks
Equipment: riding harness


Dannel Ardan, Moon Elf Bard 4/Ranger 4/Arcane Archer 10
Str 12, Dex 25*, Con 12*, Int 10, Wis 12, Cha 20*
Fort +12, Ref +21, Will +9
AC 23 (chain shirt, ring, dex), hp 92
Atk +19/+14/+9/+4 melee (1d8+2 longsword), or +19/+14/+9/+4 melee (1d6+2, Alakast, 1d6+4+2d6 vs. evil outsiders), +32/+27/+22/+17 or +30/+30/+25/+20/+15 ranged (1d8+7+1d6 electrical/19-20x3+2d10, +1 shocking burst 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 +5, imbue arrow, seeker arrow, phase arrow, hail of arrows, arrow of death
Feats/Skills: Dodge, Endurance, Far Shot, Improved Critical (longbow), Point Blank Shot, Precise Shot, Rapid Shot (only in light or no armor), Track, Weapon Focus (longbow), Bluff +10, Climb +3, Craft (bowyer) +10, Handle Animal +6, Heal +2, Hide +16*, Knowledge (dungeoneering) +4, Knowledge (history) +4, Knowledge (nature) +2, Listen +14, Move Silently +16*, Perform (flute) +12, Perform (sing) +12, Ride +6, Spot +14, Survival +11, Use Rope +6
Bard 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
Ranger Spells Known (1 per day): 1/longstrider
Equipment: Alakast, +1 evil outsider bane quarterstaff, +1 longsword, +3 shadow silent chain shirt, +1 shocking burst mighty (+1) longbow, +3 evil outsider bane mighty (+2) composite longbowC, 50+1 holy arrows, 10 +1 ghost touch arrows, +2 ring of protection, ring of evasion, efficient quiver, 40 arrows, +2 amulet of health, +4 cloak of charisma, +6 gloves of dexterity, greater bracers of archery, ring of the ram (in pouch), masterwork flute, traveling pack

Dannel has elected not to attract an animal companion.

Beorna Truehammer, Shield Dwarf Female Cleric 8/Pious Templar 10 (Helm)
Str 18*, Dex 10, Con 18*, Int 10, Wis 24*, Cha 8
Fort +18, Ref +7, Will +21
AC 20 (dwarven platemail, ring), hp 166
Atk +20/+15/+10 melee (1d10+8/17-20, adamantine bastard sword, two-handed), +16/+11/+6 ranged (1d8+4, mighty masterwork longbow)
SA DR 5/- (armor and templar ability), mettle, smite 3/day, turn undead
Feats/Skills: Blind-Fight, Cleave, Diehard, Endurance, Improved Bull Rush, Improved Critical (bastard sword), Improved Sunder, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Concentration +21, Heal +9, Knowledge (religion) +9, Spellcraft +4
Clerical Domains: Protection (protective ward +8 1/day), Strength (+8 strength 1/day)
Cleric Spells (6/7/6/6/4): 0/various, 1/bless, 1/comprehend languages, 1/detect evil, 1/divine favorx2, 1/enlarge person*, 1/remove fear, 2/align weaponx2, 2/bear’s endurance, 2/bull’s strength*, 2/resist energy, 2/spiritual weapon, 3/dispel magic, 3/invisibility purge, 3/magic vestment, 3/protection from energy*x2, 3/searing light, 4/divine power, 4/restoration, 4/sending, 4/spell immunity*
Templar Spells (4/4/4/2): 1/bless, 1/bless weapon, 1/lesser restoration, 1/protection from evil, 2/remove paralysisx2, 2/undetectable alignment, 2/zone of truth, 3/daylight, 3/discern lies, 3/greater magic weapon, 4/death ward, 4/holy sword
Equipment: dwarven platemail (adamantine), adamantine bastard sword, +2 gauntlets of ogre power, +6 periapt of wisdom, +2 ring of protection, +2 cloak of resistance, +2 belt of health, dagger, mighty (+4) masterwork composite longbow, 20 arrows


Lok, Earth Genasi Fighter 10/Dwarven Defender 10
S28*, D13, C20*, I12, W8, Ch8
Fort +20, Ref +10, Will +13
Atk +34/+29/+24/+19 melee (1d8+14/19-20x3+2d8 sonic, thundering battleaxe), or +31/+26/+21/+16 melee (2d6+15+1d6 fire +1d6 cold/19-20x2, Coldburn) +22/+17/+12/+7 ranged (1d8+5 composite longbow)
AC 33 (full plate armor, large shield, dex, class bonus), hp236
SA: darkvision, +2 on saves vs. earth effects, path without trace 1/day, defensive stance 5/day (+2 str, +4 con [+40 hp], +2 all saves, +4 dodge to AC, lasts 10 rounds), damage reduction 6/- (9/- with armor), improved uncanny dodge, mobile defense, trap sense +2
Home Region: the North
Skills and Feats: Cleave, Dodge, Endurance, Great Cleave, Greater Weapon Focus (battleaxe), Improved Bull Rush, Improved Critical (battleaxe), Iron Will, Mobility, Power Attack, Toughness, Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Craft (armorsmithing) +16, Craft (weaponsmithing) +14, Craft (shipwright) +2, Craft (stonemasonry) +11, Ride +2, Sense Motive +4, Speak Language (Undercommon)
Equipment: +3 thundering battleaxeC, +3 adamantine battleaxe, Coldburn (+2 flaming/frost greatsword), mighty (+5) masterwork longbow, efficient quiver, 60 arrows, +4 adamantine full plate armorC, +4 large shieldC, +3 cloak of resistance, ring of energy resistance (cold), ring of mind shielding, +4 amulet of health, +6 belt of giant strength, bag of holding (Type IV), healing potions, standard adventuring pack, harper pin


Balander Calloran (“Cal”), Rock Gnome Bard 4/Illusionist 13/Archmage 3
S10, D16*, C18*, I25*, W12*, Ch14
Fort +10, Ref +12, Will +16
Atk +11/+6 melee (1d6 shortsword), +14 ranged (1d8 crossbow)
AC 23 (bracers, size, ring, dex, ioun stones), hp119
SA: speak with burrowing mammal 1/day, +4 dodge vs. giants, +2 on saves vs. illusions, low-light vision, +1 vs. kobolds/goblinoids, cast dancing lights, ghost sound, prestidigitation each 1/day, high arcana: spell-like abilities, costs 2 5th level slots); spell power (+1 CL, costs 1 5th level slot)
Home Region: Waterdeep
Skills and Feats: Artist (woodcarving), Craft Magic Arms and Armor, Craft Wand, Improved Initiative, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (enchantment) Spell Focus (illusion), Appraise +5, Concentration +18, Craft (woodcarving) +6, Diplomacy +3, Gather Information +5, Hide +11, Knowledge (arcana) +26, Knowledge (geography) +14, Knowledge (the planes) +14, Knowledge (religion) +14, Listen +9, Perform +13, Search +10, Spellcraft +28
Bard Spells known: (3/3/1 per day): 0/daze, 0/detect magic, 0/detect poison, 0/light, 0/mending, 0/open/close, 1/charm person, 1/cure light wounds, 1/feather fall, 2/suggestion, 2/tongues
Illusionist Spells memorized: (4/7/7/7/6/3/5/5/3, opposition evocation, DC17+spell level [DC18 for enchantments and illusions]): 0/detect magic, 0/light, 0/mage hand, 0/read magic, 1/alarm, 1/change self, 1/shieldx2, 1/silent imagex2, 1/ray of enfeeblement, 2/invisibility, 2/detect thoughts, 2/cat’s grace, 2/mirror imagex2, 2/spider climb, 2/web, 3/dispel magicx2, 3/displacement, 3/hastex2, 3/major image, 3/protection from energy, 4/dimensional anchor, 4/greater invisibility, 4/polymorph, 4/scrying, 4/stoneskinx2, 5/baleful polymorph, 5/mage’s private sanctum, 5/persistent image, 6/disintegratex3, 6/greater dispel magic, 6/veil, 7/greater invisibility (as a spell-like power, 4x/day), 7/greater shadow conjurationx3, 7/greater teleport (as a spell-like ability, 2/day), 8/greater shadow evocationx2, 8/maze
Spellbooks*: as above plus all cantrips, 1/color spray, 1/comprehend languages, 1/endure elements, 1/enlarge person, 1/identify, 1/jump, 1/summon monster 1, 2/acid arrow, 2/claws of darkness, 3/flame arrow, 3/keen edge, 3/ray of exhaustion, 3/magic circle against evil, 4/mass enlarge person, 5/break enchantment, 5/permanency, 5/persistent image, 5/shadow evocation, 6/greater heroism, 6/mass bear’s endurance, 6/shadow walk, 7/plane shift, 8/binding
Equipment: Heward’s Handy Haversack (full of foodstuffs, miscellaneous gear, and extra ammunition), small +1 shortsword (light emitter) C, +2 boots of health, masterwork light crossbow, 12 bolts, +6 headband of intellect, +4 periapt of wisdom, medallion of thoughts (in pouch), +5 bracers of armor, +3 ring of protection, ring of mind shielding, +3 cloak of resistance, harper pin, assortment of scrolls, healing potions, wands (see below), rod of metamagic empower spell, rose prism ioun stone (+1 AC), deep red ioun stone (+2 dex)

*Note: due to the time constraints, Cal has not yet had the opportunity to scribe 8th level spells into his spellbook.

Cal’s wands (set in a masterwork bandolier at his hip):
Empowered Touch of Idiocy (CL7)
Enervation (CL7)
Fly (CL5)
Ray of Exhaustion (CL5) C
Magic Circle Against Evil (CL5) C
Acid Arrow (CL3) C
Ray of Enfeeblement (CL4) C
Endure Elements (CL1) C
Shield (CL1) C
Enlarge Person (CL1) C
Cure Moderate Wounds (CL3)


Lady Dana Ilgarten, Human Cleric 3 (Selûne)/Monk 2/Mystic Wanderer* 10/ Thaumaturgist 5
S10, D18*, C16*, I10, W26*, Ch14
Fort +16, Ref +16, Will +26
Atk +13/+8 melee (1d8+3 longspear or 1d6+3 nunchaku), or +11/+11/+6 (1d6+3 nunchaku with flurry of blows)
(under divine power: attacks +25/+20/+15/+10, damage 1d8+6 longspear, +17 hit points)
AC 27 (dex, wis, cha, bracers, ring), hp145
Home Region: Western Heartlands
Skills and Feats: Attune Gem, Augment Summoning, Brew Potion, Deflect Arrows, Dodge, Iron Will, Mobility, Improved Unarmed Strike, Martial Weapon Proficiency (longspear), Spell Focus (conjuration), Weapon Focus (unarmed), Alchemy +4, Balance +6, Concentration +14, Diplomacy +12, Heal +7, Knowledge (the planes) +1, Knowledge (nature) +6, Perform (sing) +5, Profession (herbalist) +7, Speak Language (Auran, Terran)
SA: evasion, stunning attack, glory of the divine (Cha bonus to AC), sleep 1/day, charm person 1/day, suggestion 1/day (DC15), charm monster 1/day (DC16), mass charm monster 1/day (DC20), greater potion III, timeless body, improved ally, extended summoning, contingency conjuration
Domains: Moon, Travel
Spells: (6/8/8/8/8/6/6/5/5/3) 0/create waterx2, 0/detect magic, 0/mending, 0/purify food and drink, 0/read magic, 1/blessx2, 1/detect evil, 1/divine favorx2, 1/faerie fire**, 1/remove fear, 1/sanctuary, 2/align weapon, 2/bull’s strength, 2/bear’s endurance, 2/lesser restoration, 2/locate object**, 2/resist energy, 2/silence, 2/spiritual weapon, 3/daylight, 3/dispel magicx2, 3/fly**, 3/invisibility purge, 3/searing lightx2, 3/summon monster III, 4/dimension door**, 4/divine powerx2, 4/greater magic weapon, 4/restorationx2, 4/summon monster IV, 5/flame strikex2, 5/plane shiftx2, 5/summon monster V, 5/teleport**, 6/find the path**, 6/harm, 6/heal, 6/planar ally (astral deva), 6/undeath to death, 6/wind walk, 7/greater teleport**, 7/holy wordx2, 7/greater scrying, 7/summon monster VII (typically an avoral or huge elemental), 8/animal shapes**, 8/dimensional lock, 8/discern location, 8/greater spell immunity, 8/summon monster VIII, 9/gate, 9/mass heal, 9/moon fire**
Equipment: +3 longspear C, +3 adamantine dragon bane nunchaku, moon mote*, +3 moon bracers*, +3 mooncloak*, +4 gloves of dexterity, +4 belt of health, +6 pearl of wisdom, winged boots, +2 ring of protection, ring of mind shielding, masterwork light crossbow, 20 bolts, healing potions, attuned gems (various low-level spells), wands of cure moderate wounds and cure serious wounds, harper pin, circlet of persuasion, restorative ointment

* Item from Magic of Faerûn
**domain spell
 

Upon request, Dana's new planar cohort. As I noted in the other thread, I've gotten a bit more lazy as the levels have gone up. Plus building lyncanthropes has gotten really complicated in 3.Xe.

I don't know if combining a celestial and lyncanthrope is technically within the rules, but hey, in Sigil you find some pretty weird stuff.

Dana’s Planar Cohort (28 pt build)
Laertes Leonidas ("LL"), Aasimar Werelion (natural lyncanthrope) Bard 5/Horizon Walker 4 (ECL 18)
In humanoid form: Str 14, Dex 14, Con 18*, Int 11, Wis 14, Cha 18
In hybrid/animal form: Str 24, Dex 20, Con 22*, Int 11, Wis 14, Cha 18
Atk (hybrid) +17 melee (1d6+7, 2 claws), +15 melee (1d8+3, bite)
Atk (animal) + melee (1d4+7, 2 claws), + melee (1d8+3, bite)
Atk (humanoid)
AC 14 (humanoid form), 20 (hybrid/animal form)
HP 116 (humanoid form), 172 (hybrid/animal form)
SA DR acid, cold, electricity 5, 10/silver (animal or hybrid form only)
Terrain Mastery: forest (+4 hide), hills (+4 listen), plains (+4 spot), desert (resist fatigue)
Spells:
Feats/Skills: Alertness*, Dodge, Iron Will*, Mobility, Multiattack, Power Attack, Run*, various skills (very good at stealth, information-gathering), * indicates bonus feats
Equipment: loose toga, amulet of health +4 (on long neck chain), belt pouch of holding sewn into the toga (3 lb., holds 50 lbs. of weight, up to 6 cubic feet) with miscellaneous gear, potions, etc.
 

ECL21 (Epic story, heading back to Occipitus)
Party now includes: Mole, Arun, Beorna, Dannel, Dana, Lok, and Cal
Lok is ECL22 (incl. +1 racial modifier), now is Chosen of Dumathoin
Dannel and Beorna are at ECL19
Mole is at ECL20


Clarese “Mole” Calloran, Rock Gnome Female Rogue 8/Acrobat 10/Duelist 2
Str 12*, Dex 24*, Con 18, Int 16*, Wis 10, Cha 12
Fort +9, Ref +22, Will +7
Atk +24/+19/+14 melee (1d4+1/18-20 small rapier, or 1d3+2/19-20 small +1 dagger), +23/+18/+13 ranged (1d6+1/19-20+1d6 electrical, small light crossbow, +1 shock bolt)
AC 35 (size, bracers, ring, amulet, dex, duelist bonus), hp 155
SA canny defense, cartwheel charge (DC20 tumble check to execute sneak attack on charge), defensive fighting, defensive roll, improved evasion, improved reaction +2, improved uncanny dodge, fast balance, fast climb, move anywhere, fight anywhere, prone defense, slow fall (40’), sneak attack +6d6, 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, Improved Initiative, Improved Trip, Iron Will, Mobility, Rapid Reload, Spring Attack, Weapon Finesse, Balance +25**, Bluff +9, Climb +19, Craft (alchemy) +2, Escape Artist +19, Gather Information +6, Listen +13, Hide +25, Jump +28*/**, Move Silently +21, Open Locks +10, Perform (dance) +10, Search +9, Sleight of Hand +13***, Spot +13, Tumble +25**, Use Magic Device +7, Use Rope +10
*includes +5 bonus for boots of striding and springing
**includes synergy bonus
Equipment: small masterwork rapier, small +1 dagger, cape of the mountebank, +8 bracers of armor, +6 gloves of dexterity, +3 amulet of natural armor, belt of ogre power, boots of striding and springing, slippers of spider climbing (in pouch), rust bag of tricks, +4 ring of protection, ring of invisibility, small light crossbow, small knife, cases with 40 +1 shock bolts, bag of holding (type 1) with assorted miscellaneous supplies, silk rope, thieves’ tools, +4 headband of intellect, hat of disguise (stored), chime of opening, rope of climbing


Arun Goldenshield, Gold Dwarf Male Paladin (Moradin) 16/Divine Champion 5
Str 24*, Dex 12*, Con 20*, Int 10, Wis 14, Cha 14
Fort +22, Ref +14, Will +14
Atk +34/+29/+24/+19 melee (1d8+12/19-20x3, +5 holy avenger warhammer, +2d6 vs. evil creatures), +23/+18/+13/+8 ranged (1d8+5 longbow)
AC 30 (mithral full plate, ring, dex, large steel shield), hp 196
SA aura of courage, divine health, divine grace, lay on hands, detect evil, smite evil 4/day, +2 sacred defense (divine spells), smite infidel 1/day, divine wrath (1/day +3 atk/damage/saves, DR 5/-, #rounds=CHA bonus), turn undead 5/day, remove disease 4x/7 days, 120’ darkvision, stonecunning, +8 vs. being bull rushed or tripped, +4 on saves vs. poison and spells, +2 atk. vs. aberrations, +8 AC vs. giants, SR23 5’r (with sword)
Feats/Skills: Cleave, Great Cleave, Improved Critical (longsword), Improved Critical (warhammer), Improved Initiative, Iron Will, Leadership (16), Power Attack, Weapon Focus (longsword), Weapon Focus (warhammer), Appraise (stone/metal) +2, Concentration +6, Craft (stone/metal) +5, Diplomacy +4, Heal +8, Knowledge (religion) +9, Ride +1, Sense Motive +10, Speak Language (Undercommon), Spot +4
Spells (3/3/1/1): 1/divine favor, 1/lesser restoration, 1/protection from evil, 2/remove paralysis, 2/resist energy, 2/zone of truth, 3/magic circle against evil, 4/restoration
Equipment: +2 amulet of health, +4 belt of giant’s strength, +2 ring of protection, ring of evasion, holy avenger long sword, +3 adamantine battleaxe, +3 mithral full plate, +4 large steel shield, boots of striding and springing, +4 gloves of dexterity, +3 cloak of resistance, two light hammers, traveling pack, masterwork mighty (+5) composite longbow, 20 arrows

CHOSEN OF MORADIN TEMPLATE
Divine Enhancements: Str +2, Con +2
Paragon Dwarf: all dwarven racial abilities (saving throw bonuses, attack/defense bonuses, skill bonuses, etc.) improve to double their original efficacy. Darkvision increases to 120’ range.
Spell-like Abilities (each 1/day): fabricate, holy smite, major creation, make whole.


Clinger, Giant Subterranean Lizard (celestial mount), Magical Beast 11
Str 21, Dex 15, Con 17, Int 9, Wis 12, Cha 2
Fort +14, Ref +8, Will +4
AC 23 (dex, natural, mount bonus), hp94
Atk +10 melee (1d8+6, bite)
SA improved evasion, increased speed, command lizards, SR20
Feats/Skills: Alertness, Great Fortitude, Climb +18*, Listen +7, Spot +7
* +8 racial bonus to Climb checks
Equipment: riding harness

Umbar Ironhammer, Gold Dwarf Male Cleric 7/Warpriest 7/Church Inquisitor 2
Str 16*, Dex 10, Con 16, Int 10, Wis 23*, Cha 10
Fort +19, Ref +7, Will +19
AC 23 (27 with magic vestments), hp130
Atk +13/+8/+3 melee (1d8+4 warhammer, +2d6 vs. chaotic)
SA turn undead, 60’ darkvision, stonecunning, +4 vs. being bull rushed or tripped, +2 on saves vs. poison and spells, +1 atk. vs. aberrations, +4 AC vs. giants, inflame, mass cure light wounds 1/day, heroes feast 1/day, fear aura (DC17), haste 1/day, detect evil, immune to charm
Feats/Skills: Combat Casting, Leadership, Power Attack, Weapon Focus (warhammer)
Cleric Domains: Divination, Earth, Glory, Inquisition, War
Spells (6/8/7/6/5/5/4): 0/create water, 0//detect magic, 0/mending, 0/resistance x3,1/bless, 1/divine favor x2, 1/magic weapon*, 1/protection from evil, 1/remove fear, 1/shield of faith x2, 2/bear’s endurance, 2/lesser restoration x2, 2/resist energy, 2/spiritual weapon*, 2/zone of truth, 3/dispel magic, 3/magic vestment x2, 3/prayer, 3/searing light, 3/stone shape*, 4/death ward, 4/discern lies, 4/divine power* x2, 4/greater magic weapon, 5/dispel evil, 5/disrupting weapon, 5/mark of justice, 5/flame strike*, 5/righteous might, 6/heal, 6/planar ally, 6/stoneskin*, 6/summon monster VI
Equipment: +1 half-plate of invulnerability (typically with magic vestment cast upon it), +1 large steel shield (ditto), +1 axiomatic warhammer (typically with greater magic weapon upon it, +3 cloak of resistance, +2 ring of protection, +4 periapt of wisdom, gauntlets of ogre power, few scrolls/potions

Equipment value: 74k (76k NPC by DMG)

Balthazar Hodge, Shield Dwarf Male Fighter 8/Expert 1/Dwarven Defender 1 (departed Arun’s service)
Str 16*, Dex 13, Con 18, Int 10, Wis 11, Cha 8
Fort +14, Ref +5, Will +8
AC 27 (+1 full plate, +1 shield, amulet, ring, dex, class bonus), hp 90
Atk +14/+9 melee (1d10+6, +1 dwarven waraxe), or +15/+10 melee (1d8+7, +3 longspear), +11 ranged (1d10, masterwork heavy crossbow)
SA Darkvision, Stability, Stonecunning, +2 vs. poison, spells, +1 atk vs. orcs/goblins, +4 AC vs. giants, Defensive Stance 1/day (+2 Str, +4 Con, +2 saves, +4 AC, lasts 9 rounds)
Feats/Skills: Cleave, Diehard, Dodge, Endurance, Power Attack, Self-Sufficient, Toughness, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe), Appraise +4, Climb +6, Craft (blacksmith) +7, Heal +2, Intimidate +2, Knowledge (engineering) +4, Profession (miner) +4, Search +4, Survival +6
Equipment: +1 light fortification full plate, +1 large steel shield, +1 dwarven waraxe, +2 gauntlets of ogre power, +2 cloak of protection, +1 ring of protection, +2 amulet of natural armor, boots of the winterlands, masterwork heavy crossbow, dagger, 20 bolts, healing potions, miner’s tools, miscellaneous gear

Dannel Ardan, Moon Elf Bard 4/Ranger 4/Arcane Archer 10/Peerless Archer 1
Str 12, Dex 25*, Con 12*, Int 10, Wis 12, Cha 20*
Fort +14, Ref +21, Will +9
AC 23 (chain shirt, ring, dex), hp 99
Atk +20/+15/+10/+5 melee (1d8+2 longsword), or +20/+15/+10/+5 melee (1d6+2, Alakast, 1d6+4+2d6 vs. evil outsiders), +33/+28/+23/+18 or +31/+31/+26/+21/+16 ranged (1d8+7+1d6 electrical/19-20x3+2d10, +1 shocking burst 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 +5, imbue arrow, seeker arrow, phase arrow, hail of arrows, arrow of death, ranged sneak attack +1d6
Feats/Skills: Dodge, Endurance, Far Shot, Improved Critical (longbow), Point Blank Shot, Precise Shot, Rapid Shot (only in light or no armor), Track, Weapon Focus (longbow), Bluff +10, Climb +3, Craft (bowyer) +10, Handle Animal +6, Heal +2, Hide +16*, Knowledge (dungeoneering) +4, Knowledge (history) +4, Knowledge (nature) +2, Listen +14, Move Silently +16*, Perform (flute) +12, Perform (sing) +12, Ride +6, Spot +14, Survival +11, Use Rope +6
Bard 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
Ranger Spells Known (1 per day): 1/longstrider
Equipment: Alakast, +1 evil outsider bane quarterstaff, +1 longsword, +3 shadow silent chain shirt, +1 shocking burst mighty (+1) longbow, +3 evil outsider bane mighty (+2) composite longbowC, 50+1 holy arrows, 10 +1 ghost touch arrows, +2 ring of protection, ring of evasion, efficient quiver, 40 arrows, +2 amulet of health, +4 cloak of charisma, +6 gloves of dexterity, greater bracers of archery, ring of the ram (in pouch), masterwork flute, traveling pack

Dannel has elected not to attract an animal companion.

Beorna Truehammer, Shield Dwarf Female Cleric 9/Pious Templar 10 (Helm)
Str 18*, Dex 10, Con 18*, Int 10, Wis 24*, Cha 8
Fort +18, Ref +8, Will +21
AC 20 (dwarven platemail, ring), hp 175
Atk +20/+15/+10 melee (1d10+8/17-20, adamantine bastard sword, two-handed), +16/+11/+6 ranged (1d8+4, mighty masterwork longbow)
SA DR 5/- (armor and templar ability), mettle, smite 3/day, turn undead
Feats/Skills: Blind-Fight, Cleave, Diehard, Endurance, Improved Bull Rush, Improved Critical (bastard sword), Improved Sunder, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Concentration +22, Heal +9, Knowledge (religion) +9, Spellcraft +5
Clerical Domains: Protection (protective ward +9 1/day), Strength (+9 strength 1/day)
Cleric Spells (6/7/7/6/4/3): 0/various, 1/bless, 1/comprehend languages, 1/detect evil, 1/divine favorx2, 1/enlarge person*, 1/remove fear, 2/align weaponx2, 2/bear’s endurance, 2/bull’s strength*, 2/resist energyx2, 2/spiritual weapon, 3/dispel magic, 3/invisibility purge, 3/magic vestment, 3/protection from energy*x2, 3/searing light, 4/divine power, 4/restoration, 4/sending, 4/spell immunity*, 5/break enchantment, 5flame strike, 5/righteous might*
Templar Spells (4/4/4/2): 1/bless, 1/bless weapon, 1/lesser restoration, 1/protection from evil, 2/remove paralysisx2, 2/undetectable alignment, 2/zone of truth, 3/daylight, 3/discern lies, 3/greater magic weapon, 4/death ward, 4/holy sword
Equipment: dwarven platemail (adamantine), adamantine bastard sword, +2 gauntlets of ogre power, +6 periapt of wisdom, +2 ring of protection, +2 cloak of resistance, +2 belt of health, dagger, mighty (+4) masterwork composite longbow, 20 arrows


Lok, Earth Genasi Fighter 10/Dwarven Defender 11, Chosen of Dumathoin
S28*, D13, C24*, I12, W8, Ch8
Fort +24, Ref +10, Will +13
Atk +35/+30/+25/+20 melee (1d8+14/19-20x3+2d8 sonic, thundering battleaxe), or +32/+27/+22/+17 melee (2d6+15+1d6 fire +1d6 cold/19-20x2, Coldburn) +23/+18/+13/+8 ranged (1d8+5 composite longbow)
AC 33 (full plate armor, large shield, dex, class bonus), hp290
SA: darkvision, +2 on saves vs. earth effects, path without trace 1/day, defensive stance 5/day (+2 str, +4 con [+42 hp], +2 all saves, +4 dodge to AC, lasts 10 rounds), damage reduction 6/- (9/- with armor), improved uncanny dodge, mobile defense, trap sense +2
Home Region: the North
Skills and Feats: Cleave, Dodge, Endurance, Great Cleave, Greater Weapon Focus (battleaxe), Improved Bull Rush, Improved Critical (battleaxe), Iron Will, Mobility, Power Attack, Toughness, Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Craft (armorsmithing) +16, Craft (weaponsmithing) +14, Craft (shipwright) +2, Craft (stonemasonry) +11, Ride +2, Sense Motive +4, Speak Language (Undercommon)
Equipment: +3 thundering battleaxeC, +3 adamantine battleaxe, Coldburn (+2 flaming/frost greatsword), mighty (+5) masterwork longbow, efficient quiver, 60 arrows, +4 adamantine full plate armorC, +4 large shieldC, +3 cloak of resistance, ring of energy resistance (cold), ring of mind shielding, +4 amulet of health, +6 belt of giant strength, bag of holding (Type IV), healing potions, standard adventuring pack, harper pin


CHOSEN OF DUMATHOIN TEMPLATE
Divine Enhancements: Con +4
Stone Sense: the Chosen may use the abilities of a rod of metal and mineral detection at will; the power extends to a 60’ range, but only functions upon unworked metals (i.e. ores, not forged weapons or coins)
Spell-like Abilities (each 1/day unless noted): soften earth and stone, stone shape, meld into stone, move earth 1/10 days, stone tell 1/10 days


Balander Calloran (“Cal”), Rock Gnome Bard 4/Illusionist 13/Archmage 4, Chosen of Azuth
S10, D16*, C18*, I29*, W12*, Ch14
Fort +10, Ref +12, Will +16
Atk +12/+7/+2 melee (1d6 shortsword), +15 ranged (1d8 crossbow)
AC 23 (bracers, size, ring, dex, ioun stones), hp126
SA: speak with burrowing mammal 1/day, +4 dodge vs. giants, +2 on saves vs. illusions, low-light vision, +1 vs. kobolds/goblinoids, cast dancing lights, ghost sound, prestidigitation each 1/day, high arcana: spell-like abilities, costs 2 5th level slots); spell power (+1 CL, costs 1 5th level slot), arcane fire (560’ range, 1d6/spell level +4d6)
Home Region: Waterdeep
Skills and Feats: Artist (woodcarving), Craft Magic Arms and Armor, Craft Wand, Improved Initiative, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (enchantment) Spell Focus (illusion), Appraise +5, Concentration +19, Craft (woodcarving) +8, Diplomacy +3, Gather Information +5, Hide +11, Knowledge (arcana) +27, Knowledge (geography) +16, Knowledge (the planes) +18, Knowledge (religion) +16, Listen +9, Perform +13, Search +13, Spellcraft +31
Bard Spells known: (3/3/1 per day): 0/daze, 0/detect magic, 0/detect poison, 0/light, 0/mending, 0/open/close, 1/charm person, 1/cure light wounds, 1/feather fall, 2/suggestion, 2/tongues
Illusionist Spells memorized: (4/7/7/7/7/4/6/5/4/3, opposition evocation, DC19+spell level [DC20 for enchantments and illusions]): 0/ghost sound, 0/light, 0/mage hand, 0/message, 1/alarm, 1/change self, 1/shieldx2, 1/silent imagex2, 1/ray of enfeeblement, 2/invisibility, 2/detect thoughts, 2/cat’s grace, 2/mirror imagex2, 2/spider climb, 2/web, 3/dispel magicx2, 3/displacement, 3/hastex2, 3/major image, 3/protection from energy, 4/dimensional anchorx2, 4/greater invisibility, 4/polymorphx2, 4/stoneskinx2, 5/baleful polymorph, 5/mage’s private sanctum, 5/persistent image, 5/shadow evocation, 6/disintegratex3, 6/greater dispel magicx2, 6/veil, 7/greater invisibility (as a spell-like power, 4x/day), 7/greater scrying, 7/greater shadow conjurationx2, 7/greater teleport (as a spell-like ability, 2/day), 8/greater shadow evocationx2, 8/maze, 9/weird, 9/secret spell I'm not going to reveal yet
Spellbooks*: as above plus all cantrips, 1/color spray, 1/comprehend languages, 1/endure elements, 1/enlarge person, 1/identify, 1/jump, 1/summon monster 1, 2/acid arrow, 2/claws of darkness, 3/flame arrow, 3/keen edge, 3/ray of exhaustion, 3/magic circle against evil, 4/mass enlarge person, 4/scrying, 5/break enchantment, 5/permanency, 5/persistent image, 5/shadow evocation, 6/greater heroism, 6/mass bear’s endurance, 6/shadow walk, 7/greater scrying, 7/plane shift, 8/binding, 8/prismatic wall
Equipment: Heward’s Handy Haversack (full of foodstuffs, miscellaneous gear, and extra ammunition), small +1 shortsword (light emitter) C, +2 boots of health, masterwork light crossbow, 12 bolts, +6 headband of intellect, +4 periapt of wisdom, medallion of thoughts (in pouch), +5 bracers of armor, +3 ring of protection, ring of mind shielding, +3 cloak of resistance, harper pin, assortment of scrolls, healing potions, wands (see below), rod of metamagic empower spell, rose prism ioun stone (+1 AC), deep red ioun stone (+2 dex)

*note: after Graz'zt's epic planar lock, Cal switched out his summoning/travel spells for alternatives.

CHOSEN OF AZUTH TEMPLATE
Divine Enhancements: Int +4
Spell Resistance: Chosen gains SR of 10+ character level.
Spell-like Abilities (each 1/day unless noted): detect magic (at will), read magic (at will), analyze dweomer, arcane sight, break enchantment


Cal’s wands (set in a masterwork bandolier at his hip):
Empowered Touch of Idiocy (CL7)
Enervation (CL7)
Fly (CL5)
Ray of Exhaustion (CL5) C
Magic Circle Against Evil (CL5) C
Acid Arrow (CL3) C
Ray of Enfeeblement (CL4) C
Endure Elements (CL1) C
Shield (CL1) C
Enlarge Person (CL1) C
Cure Moderate Wounds (CL3)


Lady Dana Ilgarten, Human Cleric 4 (Selûne)/Monk 2/Mystic Wanderer* 10/ Thaumaturgist 5, Chosen of Selûne
S10, D18*, C16*, I10, W30*, Ch14
Fort +16, Ref +16, Will +26
Atk +14/+9 melee (1d8+3 longspear or 1d6+3 nunchaku), or +12/+12/+7 (1d6+3 nunchaku with flurry of blows)
(under divine power: attacks +26/+21/+16/+11, damage 1d8+6 longspear, +18 hit points)
AC 27 (dex, wis, cha, bracers, ring), hp153
Home Region: Western Heartlands
Skills and Feats: Attune Gem, Augment Summoning, Brew Potion, Deflect Arrows, Dodge, Iron Will, Mobility, Improved Unarmed Strike, Martial Weapon Proficiency (longspear), Quicken Spell, Spell Focus (conjuration), Weapon Focus (unarmed), Alchemy +4, Balance +6, Concentration +14, Diplomacy +12, Heal +7, Knowledge (the planes) +1, Knowledge (nature) +6, Perform (sing) +5, Profession (herbalist) +7, Speak Language (Auran, Terran)
SA: evasion, stunning attack, glory of the divine (Cha bonus to AC), sleep 1/day, charm person 1/day, suggestion 1/day (DC15), charm monster 1/day (DC16), mass charm monster 1/day (DC20), greater potion III, timeless body, improved ally, extended summoning, contingent conjuration
Domains: Moon, Travel
Spells: (6/9/9/8/8/8/7/6/5/5) 0/create waterx2, 0/detect magic, 0/mending, 0/purify food and drink, 0/read magic, 1/blessx2, 1/detect evil, 1/divine favorx2, 1/faerie fire**, 1/remove fear, 1/sanctuary, 2/align weapon, 2/bull’s strength, 2/bear’s endurance, 2/lesser restoration, 2/locate object**, 2/resist energy, 2/silence, 2/spiritual weapon, 3/daylight, 3/dispel magicx2, 3/fly**, 3/invisibility purge, 3/searing lightx2, 3/summon monster III, 4/dimension door**, 4/divine powerx2, 4/greater magic weapon, 4/restorationx2, 4/summon monster IV, 5/flame strikex2, 5/plane shiftx2, 5/summon monster V, 5/teleport**, 6/find the path**, 6/harm, 6/heal, 6/planar ally (astral deva), 6/undeath to death, 6/wind walk, 7/greater teleport**, 7/holy wordx2, 7/greater scrying, 7/summon monster VII (typically an avoral or huge elemental), 8/animal shapes**, 8/dimensional lock, 8/discern location, 8/greater spell immunity, 8/summon monster VIII, 9/gate, 9/mass heal, 9/moon fire**
Equipment: +3 longspear C, +3 adamantine dragon bane nunchaku, moon mote*, +3 moon bracers*, +3 mooncloak*, +4 gloves of dexterity, +4 belt of health, +6 pearl of wisdom, winged boots, +2 ring of protection, ring of mind shielding, masterwork light crossbow, 20 bolts, healing potions, attuned gems (various low-level spells), wands of cure moderate wounds and cure serious wounds, harper pin, circlet of persuasion, restorative ointment

* Item from Magic of Faerûn
**domain spell

CHOSEN OF SELÛNE TEMPLATE
Divine Enhancements: Wis +4
Moonfire: as the archmage ability arcane fire, except with a range of 100 feet, and damage of 1d6/spell level used plus 1d6 per epic level (against lyncanthropes and undead, treat as if under the metamagic empower spell feat).
Spell-like Abilities (each 1/day unless noted): faerie fire (at will), moon beam (3/day), moon blade, moon path
 

Remove ads

Top