Shackled City Campaign Characters

Lazybones

Adventurer
Here are the major characters thus far from the Shackled City Adventure Path story. Feel free to comment/make suggestions/note corrections. I will add to the thread as new characters appear in the story and the existing characters level up.

All characters were created using a 28 point built, with the exception of Ruphos, who was an NPC provided in the module, and Zenna, who was created with a 24 point build (I was stingier since she’s an ECL +1 race).


“Zenna,” Tiefling Female Wizard 1
Str 8, Dex 14, Con 12, Int 17, Wis 13, Cha 9
Fort +1, Ref +2, Will +3
Atk –1 melee (1d4-1/19-20 dagger), +2 ranged (1d8/19-20 light crossbow)
AC 12 (dex), hp 5
SA darkvision, darkness 1/day, fire, cold, electricity resistance 5
Feats/Skills: Scribe Scroll, Self-Sufficient, Concentration +5, Decipher Script +7, Heal +2, Hide +5, Knowledge (arcana) +7, Spellcraft +7, Survival +2
Spells (3/2): 0/daze, 0/ghost sound, 0/read magic, 1/color spray, 1/disguise self
Spellbook: all of above plus all cantrips, 1/feather fall, 1/identify, 1/shield, 1/unseen servant
Equipment: dagger, light crossbow plus case with 10 bolts, light traveler’s pack, spellbook


Clarese “Mole” Calloran, Rock Gnome Female Rogue 1
Str 10, Dex 16, Con 16, Int 12, Wis 10, Cha 12
Fort +3, Ref +5, Will +0
Atk +1 melee (1d6/19-20 small longsword), +4 ranged (1d6/19-20 small light crossbow)
AC 16 (leather, size, dex), hp 9
SA sneak attack +1d6, 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, Bluff +5, Craft (alchemy) +2, Escape Artist +5, Gather Information +5, Listen +4, Hide +10, Move Silently +7, Open Locks +5, Search +5, Sleight of Hand +4, Spot +4, Tumble +5, Use Magic Device +5
Equipment: small light crossbow, case with 20 bolts, small longsword, small dagger, leather armor, traveling pack

Ruphos Laro, Human Male Cleric 2
Str 11, Dex 9, Con 10, Int 11, Wis 13, Cha 11
Fort +3, Ref –1, Will +4
Atk +1 melee (1d8/20 heavy mace)
AC 13 (chain shirt), hp 12
Feats/Skills: Combat Casting, Skill Focus (heal), Concentration +4, Diplomacy +3, Heal +8, Knowledge (religion) +4
Domains: Law, Strength
Spells (4/4): 0/detect magic, 0/guidance, 0/light, 0/resistance, 1/bless, 1/endure elements, 1/magic weapon, 1/sanctuary
Equipment: chain shirt, heavy mace

Arun Goldenshield, Gold Dwarf Male Paladin (Moradin) 1
Str 14, Dex 8, Con 16, Int 10, Wis 14, Cha 14
Fort +5, Ref -1, Will +2
Atk +3 melee (1d8+2/20x3, warhammer), +0 ranged (1d4+2/20 light hammer)
AC 15 (scale, large shield, dex), hp13
SA detect evil, smite evil 1/day, darkvision, stonecunning, +4 vs. being bull rushed or tripped, +2 on saves vs. poison and spells, +1 atk. vs. aberrations, +4 AC vs. giants
Feats/Skills: Power Attack, Appraise (stone/metal) +2, Craft (stone/metal) +2, Heal +4, Knowledge (religion) +2, Sense Motive +4, Speak Language (Undercommon)
Equipment: masterwork scale mail, masterwork large steel shield, warhammer, two light hammers, traveling pack


EDIT: changed Zenna's stats some, to reflect some new ideas I've had for the character
 
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ECL 2
Zenna's still 1st level, needing 3,000 to level as she's an ECL+1 race. Likewise, Ruphos's remains at 2nd level for now.


Clarese “Mole” Calloran, Rock Gnome Female Rogue 2
Str 10, Dex 16, Con 16, Int 12, Wis 10, Cha 12
Fort +3, Ref +6, Will +0
Atk +2 melee (1d6/19-20 small longsword), +5 ranged (1d6/19-20 small light crossbow)
AC 16 (leather, size, dex), hp 15
SA evasion, sneak attack +1d6, 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, Bluff +6, Craft (alchemy) +2, Escape Artist +5, Gather Information +6, Listen +5, Hide +11, Move Silently +8, Open Locks +5, Search +6, Sleight of Hand +4, Spot +5, Tumble +6, Use Magic Device +6
Equipment: small light crossbow, case with 20 bolts, small longsword, small dagger, leather armor, traveling pack

Arun Goldenshield, Gold Dwarf Male Paladin (Moradin) 2
Str 14, Dex 8, Con 16, Int 10, Wis 14, Cha 14
Fort +8, Ref +1, Will +4
Atk +4 melee (1d8+2/20x3, warhammer), +1 ranged (1d4+2/20 light hammer)
AC 15 (scale, large shield, dex), hp21
SA divine grace, lay on hands, detect evil, smite evil 1/day, darkvision, stonecunning, +4 vs. being bull rushed or tripped, +2 on saves vs. poison and spells, +1 atk. vs. aberrations, +4 AC vs. giants
Feats/Skills: Power Attack, Appraise (stone/metal) +2, Craft (stone/metal) +2, Heal +4, Knowledge (religion) +3, Sense Motive +5, Speak Language (Undercommon)
Equipment: masterwork scale mail, masterwork large steel shield, warhammer, two light hammers, traveling pack
 

Fario Ellegoth, Half-Elf Male Rogue 1/Fighter 1
Str 14, Dex 15, Con 13, Int 12, Wis 8, Cha 10
Fort +3, Ref +4, Will -1
Atk +4 melee (1d8+2/19-20 longsword), or +0 melee (1d8+2/19-20 longsword) and -1 melee (1d6+2/19-20, shortsword), +3 ranged (1d6+2/x3 mighty composite shortbow)
AC 14 (leather,dex), hp 14
SA sneak attack +1d6, low-light vision, half-elven traits, trapfinding, Rary's telepathic bond with Fellian
Feats/Skills: Two Weapon Fighting, Weapon Focus (longsword), Bluff +4, Climb +6, Diplomacy +2, Disguise +4, Escape Artist +6, Gather Information +2, Hide +6, Listen +1, Move Silently +6, Open Locks +6, Search +3, Sense Motive +3, Spot +1, Swim +5, Tumble +6
Equipment: leather armor, longsword, short sword, mighty composite shortbow (+2 str) with 20 arrows, 2 potions of invisibility, gray cloak, spyglass, pouch w/8gp and 25sp

Fellian Shard, Half-Elf Male Rogue 1/Cleric 1 (Shaundakul)
Str 8, Dex 14, Con 12, Int 13, Wis 15, Cha 10
Fort +3, Ref +6, Will +4
Atk -1 melee (1d8-1/19-20, longsword), or +2 ranged (1d6/x3, shortbow)
AC 14 (leather, dex), hp 12
SA sneak attack +1d6, low-light vision, half-elven traits, trapfinding, turn undead, Rary's telepathic bond with Fellian
Feats/Skills: Lightning Reflexes, Bluff +4, Concentration +2, Diplomacy +2, Disable Device +5, Disguise +4, Escape Artist +4, Forgery +3, Gather Information +4, Heal +4, Hide +6, Listen +4, Move Silently +6, Search +5, Sense Motive +6, Spot +4, Tumble +6
Domains: Luck, Travel
Spells (3/3): 0/detect magic, 0/light, 0/read magic, 1/divine favor, 1/entropic shield, 1/shield of faith
Equipment: leather armor, longsword, short sword, shortbow with 20 arrows, 2 potions of invisibility, 2 scrolls of cure light wounds, gray cloak, spyglass, holy symbol of Shaundakul, pouch w/13gp and 15sp
 

ECL 3

Chapter 29: the Lift

Zenna 3525
Mole 3075
Ruphos: 4300
Arun 2850
Fario 2450 (I started the two half-elves at 2000)
Fellian 2450


“Zenna,” Tiefling Female Wizard 2
Str 8, Dex 14, Con 12, Int 17, Wis 13, Cha 9
Fort +1, Ref +2, Will +4
Atk +0 melee (1d4-1/19-20 dagger), +3 ranged (1d8/19-20 light crossbow)
AC 12 (dex), hp 8
SA darkvision, darkness 1/day, fire, cold, electricity resistance 5
Feats/Skills: Scribe Scroll, Self-Sufficient, Concentration +6, Decipher Script +8, Heal +2, Hide +5, Knowledge (arcana) +8, Spellcraft +8, Survival +2
Spells (4/3): 0/daze, 0/ghost sound, 0/read magic, 1/color spray, 1/disguise self
Spellbook: all of above plus all cantrips, 1/feather fall, 1/identify, 1/shield, 1/unseen servant (+2 1st level pending)
Equipment: dagger, light crossbow plus case with 10 bolts, light traveler’s pack, spellbook

Clarese “Mole” Calloran, Rock Gnome Female Rogue 3
Str 10, Dex 15, Con 16, Int 12, Wis 10, Cha 12
Fort +4, Ref +5, Will +1
Atk +3 melee (1d4/18-20 small shortsword), +5 ranged (1d6/19-20 small light crossbow)
AC 15 (leather, size, dex), hp 22
SA evasion, sneak attack +2d6, trap sense +1, low-light vision, +2 on saves vs. illusions, +1 atk vs. kobolds/goblinoids, +4 AC vs. giants, 1/day speak with animals (burrowing), dancing lights, ghost sound, prestidigation
Feats/Skills: Dodge, Mobility, Bluff +7, Craft (alchemy) +2, Escape Artist +4, Gather Information +6, Listen +6, Hide +11, Move Silently +8, Open Locks +4, Search +7, Sleight of Hand +4, Spot +6, Tumble +5, Use Magic Device +7, Use Rope +3
Equipment: small light crossbow, case with 20 bolts, small shortsword, small dagger, leather armor, traveling pack, potion of cure moderate wounds

Ruphos Laro, Human Male Cleric 3
Str 11, Dex 9, Con 10, Int 11, Wis 13, Cha 11
Fort +3, Ref +0, Will +4
Atk +2 melee (1d8/20 heavy mace)
AC 13 (chain shirt), hp 19
Feats/Skills: Brew Potion, Combat Casting, Skill Focus (heal), Concentration +5, Diplomacy +4, Heal +9, Knowledge (religion) +4
Domains: Law, Strength
Spells (4/4/2): 0/detect magic, 0/guidance, 0/light, 0/resistance, 1/bless, 1/endure elements, 1/magic weapon, 1/sanctuary (all spells currently cast)
Equipment: chain shirt, heavy mace, holy symbol (Helm), wand of cure light wounds, potion of cure moderate wounds


EDIT: fixed inconsistencies in Mole's stats/weapon
 
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Hey LB, long time reader (since the very first month of Travels I recall), first time nitpicker :) Anyway, it just seems to me that Mole seems to be running on a 30 point build here, and where did she get the proficiency for longsword from? Sides that, love the stories and looks forward to them post-a-day weeks!
 

snappyapple said:
Hey LB, long time reader (since the very first month of Travels I recall), first time nitpicker :) Anyway, it just seems to me that Mole seems to be running on a 30 point build here, and where did she get the proficiency for longsword from? Sides that, love the stories and looks forward to them post-a-day weeks!
Ah, looks like you're right. Didn't realize that the rogue longsword proficiency had been removed in 3.5. Will adjust that and the stat thing (just miscounted there, I suppose).
 

Arun Goldenshield, Gold Dwarf Male Paladin (Moradin) 3
Str 14, Dex 8, Con 16, Int 10, Wis 14, Cha 14
Fort +8, Ref +2, Will +5
Atk +6 melee (1d8+2/20x3, warhammer), +2 ranged (1d4+2/20 light hammer)
AC 15 (scale, large shield, dex), hp30
SA aura of courage, divine health, divine grace, lay on hands, detect evil, smite evil 1/day, darkvision, stonecunning, +4 vs. being bull rushed or tripped, +2 on saves vs. poison and spells, +1 atk. vs. aberrations, +4 AC vs. giants
Feats/Skills: Power Attack, Weapon Focus (warhammer), Appraise (stone/metal) +2, Craft (stone/metal) +2, Heal +4, Knowledge (religion) +4, Sense Motive +6, Speak Language (Undercommon)
Equipment: masterwork scale mail, masterwork large steel shield, warhammer, two light hammers, traveling pack
 

Dannel Ardan, Moon Elf Bard 1/Ranger 2
Str 12, Dex 16, Con 10, Int 10, Wis 12, Cha 15
Fort +3, Ref +8, Will +3
AC 17 (chain shirt, dex), hp 15
Atk +4 melee (1d8+1 longsword), +7 or +5/+5 ranged (1d8+1 masterwork mighty [+1] longbow)
SA: bardic music, bardic knowledge, fascinate, countersong, inspire courage +1, favored enemy (humanoid/goblinoid), wild empathy
Feats/Skills: Point Blank Shot, Rapid Shot (only in light or no armor), Track, Weapon Focus (longbow), Bluff +6, Climb +2, Handle Animal +4, Hide +6, Knowledge (history) +4, Knowledge (nature) +2, Listen +4, Move Silently +5, Perform (flute) +6, Perform (sing) +6, Ride +5, Spot +3, Survival +3
Spells Known (2/day): 0/ghost sound, 0/light, 0/message, 0/prestidigation
Equipment: masterwork longsword, masterwork chain shirt, masterwork mighty [+1] longbow, 40 arrows, 4 silvered arrows, masterwork flute, wand of cure light wounds (50 charges), traveling pack
 
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ECL 4 (In the Lucky Monkey)

“Zenna,” Tiefling Female Wizard 2/Cleric 1 (Azuth)
Str 8, Dex 14, Con 12, Int 17, Wis 13, Cha 9
Fort +3, Ref +2, Will +6
Atk +0 melee (1d4-1/19-20 dagger), +3 ranged (1d8/19-20 light crossbow)
AC 12 (dex), hp 14
SA darkvision, darkness 1/day, fire, cold, electricity resistance 5, turn undead
Feats/Skills: Scribe Scroll, Self-Sufficient, Spell Focus (Enchantment), Concentration +9, Decipher Script +8, Heal +2, Hide +5, Knowledge (arcana) +9, Knowledge (history) +4, Knowledge (religion) +5, Spellcraft +11, Survival +2
Spells (Wizard, 4/3): 0/daze, 0/ghost sound, 0/mage hand, 0/read magic, 1/color spray, 1/shield, 1/shocking grasp
Cleric Domains: Knowledge (all div. spells at +1 CL), Spell (+2 Conc./Spellc.)
Spells (Cleric, 3/3): 0/detect magic x2, 0/mending, 1/commandx2, 1/mage armor*
Spellbook: all of above plus all cantrips, 1/disguise self, 1/feather fall, 1/identify, 1/silent image, 1/unseen servant
Equipment: dagger, light crossbow plus case with 5 bolts, light traveler’s pack, spellbook

Clarese “Mole” Calloran, Rock Gnome Female Rogue 4
Str 10, Dex 16, Con 16, Int 12, Wis 10, Cha 12
Fort +4, Ref +7, Will +1
Atk +4 melee (1d4/19-20 small shortsword), +7 ranged (1d6/19-20 small light crossbow)
AC 18 (chain shirt, size, dex), hp 28
SA evasion, sneak attack +2d6, trap sense +1, uncanny dodge, low-light vision, +2 on saves vs. illusions, +1 atk vs. kobolds/goblinoids, +4 AC vs. giants, 1/day speak with animals (burrowing), dancing lights, ghost sound, prestidigation
Feats/Skills: Dodge, Mobility, Balance +3, Bluff +7, Climb +1, Craft (alchemy) +2, Escape Artist +4, Gather Information +6, Listen +6, Hide +11, Jump +1, Move Silently +8, Open Locks +6, Search +7, Sleight of Hand +3, Spot +6, Tumble +5, Use Magic Device +7, Use Rope +3
Equipment: masterwork chain shirt, small light crossbow, case with 14 bolts, small shortsword, small dagger, leather armor, traveling pack, potion of cure moderate wounds, silk rope, thieves’ tools

Arun Goldenshield, Gold Dwarf Male Paladin (Moradin) 4
Str 15, Dex 8, Con 16, Int 10, Wis 14, Cha 14
Fort +9, Ref +2, Will +5
Atk +7 melee (1d8+2/20x3, warhammer), +3 ranged (1d4+2/20 light hammer)
AC 19 (plate, large shield, dex), hp38
SA aura of courage, divine health, divine grace, lay on hands, detect evil, smite evil 1/day, turn undead 5/day, darkvision, stonecunning, +4 vs. being bull rushed or tripped, +2 on saves vs. poison and spells, +1 atk. vs. aberrations, +4 AC vs. giants
Feats/Skills: Power Attack, Weapon Focus (warhammer), Appraise (stone/metal) +2, Craft (stone/metal) +3, Heal +4, Knowledge (religion) +4, Sense Motive +7, Speak Language (Undercommon)
Spells (1): 1/divine favor
Equipment: masterwork full plate, masterwork large steel shield, warhammer, two light hammers, traveling pack

Illewyn, Human Female Cleric 4 (NPC: 24 point build)
Str 8, Dex 10, Con 12, Int 12, Wis 16, Cha 14
Fort +5, Ref +1, Will +7
AC 14 (chain shirt), hp 25
Atk +4 melee (1d6-1 light mace)
SA: turn undead
Feats/Skills: Improved Turning, Negotiator, Skill Focus (Heal), Concentration +5, Diplomacy +10, Heal +12, Knowledge (religion) +8, Sense Motive +4, Spellcraft +5
Domains: Law, Protection
Spells (5/5/4): 0/create water, 0/detect poison, 0/light, 0/purify food and drink, 1/bless, 1/command, 1/protection from chaos, 1/sanctuary*, 2/calm emotions*, 2/restoration (lesser), 2/zone of truth, +1 each 0/1/2 at next rest
Equipment: chain shirt, masterwork light mace, holy symbol (Helm), light traveling pack, masterwork healer’s kit

* Domain Spell

Dannel Ardan, Moon Elf Bard 2/Ranger 2
Str 12, Dex 16, Con 10, Int 10, Wis 12, Cha 16
Fort +3, Ref +9, Will +4
AC 17 (chain shirt, dex), hp 18
Atk +5 melee (1d8+1 longsword), +7 or +5/+5 melee (1d8+1 masterwork mighty [+1] longbow)
SA: bardic music, bardic knowledge, fascinate, countersong, inspire courage +1, favored enemy (humanoid/goblinoid), wild empathy
Feats/Skills: Point Blank Shot, Rapid Shot (only in light or no armor), Track, Bluff +7, Climb +3, Handle Animal +5, Hide +7, Knowledge (history) +4, Knowledge (nature) +2, Listen +5, Move Silently +5, Perform (flute) +8, Perform (sing) +8, Ride +5, Spot +4, Survival +3
Spells Known (3/1 per day): 0/ghost sound, 0/light, 0/mage hand, 0/message, 0/prestidigation, 1/charm person, 1/expeditious retreat
Equipment: masterwork longsword, masterwork chain shirt, masterwork mighty [+1] longbow, 32 arrows, 2 silvered arrows, masterwork flute, wand of cure light wounds (41 charges), traveling pack
 
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