Shackled City Campaign Characters

ECL 9 (after the cathedral in the Test of the Smoking Eye)

“Zenna,” Tiefling Female Wizard 3/Cleric 3 (Azuth)/Mystic Theurge 2
Str 8, Dex 14, Con 14*, Int 18, Wis 14, Cha 9
Fort +5, Ref +4, Will +10
Atk +3 melee (1d4-1/19-20 dagger), +7 ranged (1d8/19-20 light crossbow, masterwork bolt)
AC 13 (dex, ring), hp 43
SA darkvision, darkness 1/day, fire, cold, electricity resistance 5, turn undead
Feats/Skills: Craft Wondrous Item, Scribe Scroll, Self-Sufficient, Spell Focus (Enchantment), Concentration +16, Decipher Script +12, Heal +4, Hide +5, Knowledge (arcana) +14, Knowledge (history) +6, Knowledge (religion) +11, Knowledge (the Planes) +5, Sense Motive +4, Spellcraft +17, Survival +2
Spells (Wizard, 4/4/3/2): 0/daze, 0/ghost sound, 0/mage hand, 0/read magic, 1/color spray, 1/shield, 1/shocking grasp, 1/silent image, 2/invisibility, 2/mirror image, 2/scorching ray
Note: Zenna’s spellbook does not currently contain any 3rd level spells.
Cleric Domains: Knowledge (all divination spells at +1 CL), Spell (+2 Conc./Spellc.)
Spells (Cleric, 5/5/4/2): 0/create water, 0/detect magicx2, 0/mending, 0/purify food and water, 1/commandx2, 1/mage armor*, 1/magic weapon, 1/remove fear, 2/align weapon, 2/detect thoughts*, 2/hold person, 2/lesser restoration, 3/clairaudience/clairvoyance*, 3/dispel magic
Spellbook: all of above plus all cantrips, 1/disguise self, 1/feather fall, 1/identify, 1/summon monster I, 1/unseen servant, 2/levitate
Equipment: amulet of health +2, dagger, light crossbow plus case with 10 regular bolts, 10 masterwork bolts, +1 ring of protection, wand of burning hands (CL1), wand of cure moderate wounds (CL3), light traveler’s pack, spellbook

Clarese “Mole” Calloran, Rock Gnome Female Rogue 7/Acrobat 2
Str 10, Dex 17, Con 16, Int 12, Wis 10, Cha 12
Fort +5, Ref +9, Will +2
Atk +6/+1 melee (1d6+1/19-20 medium +1 light mace), +10/+5 melee (1d2/19-20 small knife), +11 ranged (1d6/19-20 small light crossbow, masterwork bolt)
AC 21 (+1 chain shirt, size, dex), hp 61
SA evasion, sneak attack +4d6, trap sense +2, uncanny dodge, low-light vision, +2 on saves vs. illusions, +1 atk vs. kobolds/goblinoids, +4 AC vs. giants, 1/day speak with animals (burrowing), dancing lights, ghost sound, prestidigation
Feats/Skills: Dodge, Mobility, Spring Attack, Weapon Finesse, Balance +12, Bluff +7, Climb +9, Craft (alchemy) +2, Escape Artist +6, Gather Information +6, Listen +6, Hide +14, Jump +9, Move Silently +15*, Open Locks +7, Search +8, Sleight of Hand +5, Spot +6, Tumble +12, Use Magic Device +7, Use Rope +4
*includes +5 bonus for silent moves chain shirt
Equipment: +1 (medium) light mace, +1 mithral chain shirt (silent moves), boots of striding and springing, +2 ring of protection, small light crossbow, small knife, cases with 10 regular bolts, 10 masterwork bolts, pouches and backpack with assorted miscellaneous supplies, small shortsword, small dagger, silk rope, thieves’ tools

Arun Goldenshield, Gold Dwarf Male Paladin (Moradin) 7/Divine Champion 2
Str 18*, Dex 8, Con 16, Int 10, Wis 14, Cha 14
Fort +12, Ref +5, Will +6
Atk +12/+7 melee (1d8+7/19-20, +1 bastard sword, two-handed), +8 ranged (1d4+4/20 light hammer)
AC 18 (+1 mithral full plate, dex), hp 81
SA aura of courage, divine health, divine grace, lay on hands, detect evil, smite evil 1/day, turn undead 5/day, remove disease 1/7 days, darkvision, stonecunning, +4 vs. being bull rushed or tripped, +2 on saves vs. poison and spells, +1 atk. vs. aberrations, +4 AC vs. giants
Feats/Skills: Cleave, Iron Will, Leadership, Power Attack, Weapon Focus (warhammer), Appraise (stone/metal) +2, Craft (stone/metal) +5, Heal +6, Knowledge (religion) +6, Sense Motive +7, Speak Language (Undercommon)
Spells (1): 1/bless weapon, 1/divine favor
Equipment: gauntlets of ogre power, +1 mithral full plate, +1 bastard sword, two light hammers, traveling pack


Dannel Ardan, Moon Elf Bard 4/Ranger 3/Arcane Archer 2
Str 12, Dex 17, Con 10, Int 10, Wis 12, Cha 16
Fort +7, Ref +13, Will +6
AC 18 (+1 mithral chain shirt, dex), hp 41
Atk +10/+5 melee (1d8+2 longsword), +13/+8 or +11/+11/+6 melee (1d8+2 masterwork mighty [+1] longbow with enhanced arrow)
SA: bardic music, bardic knowledge, fascinate, countersong, inspire courage +1, inspire competence, favored enemy (humanoid/goblinoid), wild empathy, enhance arrow +1, imbue 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 +8, Knowledge (dungeoneering) +4, Knowledge (history) +4, Knowledge (nature) +2, Listen +9, Move Silently +9, Perform (flute) +10, Perform (sing) +10, Ride +6, Spot +8, Survival +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: +1 longsword, +1 mithral chain shirt, masterwork mighty [+1] longbow, arrows (only a few left), masterwork flute, wand of cure light wounds (CL1), necklace of missiles (1x5d6, 2x3d6), traveling pack
 

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Balthazar Hodge, Shield Dwarf Male Fighter 5/Expert 1
Str 14, Dex 12, Con 18, Int 10, Wis 11, Cha 8
Fort +8, Ref +2, Will +3
AC 20 (+1 banded mail, large wooden shield, dex), hp 51
Atk +9 melee (1d10+5, +1 dwarven waraxe), or +10 melee (1d8+6, +3 longspear), +6 ranged (1d10, masterwork heavy crossbow)
SA Darkvision, Stability, Stonecunning, +2 vs. poison, spells, +1 atk vs. orcs/goblins, +4 AC vs. giants
Feats/Skills: Cleave, Power Attack, Self-Sufficient, Toughness, Weapon Focus (dwarven waraxe), Weapon Specialization (dwarven waraxe), Appraise +4, Climb +4, Craft (blacksmith) +5, Heal +2, Knowledge (engineering) +4, Profession (miner) +4, Search +4, Survival +6
Equipment: +3 longspear, +1 banded mail, +1 dwarven waraxe, large wooden shield, masterwork heavy crossbow, 20 bolts, miner’s tools, miscellaneous gear
 

ECL 10 (Interlude)

“Zenna,” Tiefling Female Wizard 3/Cleric 3 (Azuth)/Mystic Theurge 3
Str 8, Dex 14, Con 14*, Int 18, Wis 14, Cha 9
Fort +9, Ref +8, Will +13
Atk +3 melee (1d4-1/19-20 dagger), +7 ranged (1d8/19-20 light crossbow, masterwork bolt)
AC 13 (dex, ring), hp 48
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 +16, Decipher Script +12, Heal +4, Hide +5, Knowledge (arcana) +14, Knowledge (history) +6, Knowledge (religion) +11, Knowledge (the Planes) +5, Sense Motive +4, Spellcraft +17, Survival +2
Spells (Wizard, 4/4/3/2): 0/daze, 0/ghost sound, 0/mage hand, 0/read magic, 1/color spray, 1/shield, 1/shocking grasp, 1/silent image, 2/invisibilityx2, 2/mirror image, 2/scorching rayx2
Note: Zenna’s spellbook does not currently contain any 3rd level spells.
Cleric Domains: Knowledge (all divination spells at +1 CL), Spell (+2 Conc./Spellc.)
Spells (Cleric, 5/5/4/2): 0/create water, 0/detect magicx2, 0/mending, 0/purify food and water, 1/commandx2, 1/mage armor*, 1/magic weapon, 1/remove fear, 2/align weapon, 2/detect thoughts*, 2/hold person, 2/lesser restoration, 3/clairaudience/clairvoyance*, 3/dispel magic
Spellbook: all of above plus all cantrips, 1/disguise self, 1/feather fall, 1/identify, 1/summon monster I, 1/unseen servant, 2/levitate
Equipment: amulet of health +2, dagger, light crossbow plus case with 10 regular bolts, 10 masterwork bolts, +1 ring of protection, +3 cloak of resistance, wand of burning hands (CL1), light traveler’s pack, spellbook


Clarese “Mole” Calloran, Rock Gnome Female Rogue 7/Acrobat 3
Str 10, Dex 17, Con 16, Int 12, Wis 10, Cha 12
Fort +6, Ref +9, Will +3
Atk +12/+7 melee (1d4/18-20 small rapier), +12 ranged (1d6/19-20 small light crossbow, masterwork bolt)
AC 21 (+1 chain shirt, size, dex), hp 67
SA evasion, sneak attack +4d6, trap sense +2, uncanny dodge, low-light vision, +2 on saves vs. illusions, +1 atk vs. kobolds/goblinoids, +4 AC vs. giants, 1/day speak with animals (burrowing), dancing lights, ghost sound, prestidigation
Feats/Skills: Dodge, Mobility, Spring Attack, Weapon Finesse, Balance +14, Bluff +7, Climb +10, Craft (alchemy) +2, Escape Artist +8, Gather Information +6, Listen +6, Hide +15, Jump +10, Move Silently +16*, Open Locks +7, Search +8, Sleight of Hand +5, Spot +6, Tumble +13, Use Magic Device +7, Use Rope +4
*includes +5 bonus for silent moves chain shirt
Equipment: small masterwork rapier, +1 mithral chain shirt (silent moves), 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 2
Str 18*, Dex 8, Con 16, Int 10, Wis 14, Cha 14
Fort +14, Ref +5, Will +8
Atk +13/+8 melee (1d10+7/19-20, +1 bastard sword, two-handed) or +13/+8 melee (1d8+5, +1 holy long sword, +2d6 vs. evil creatures), +9 ranged (1d4+4/20 light hammer)
AC 21 (+1 mithral full plate, dex, +1 large steel shield [with longsword only]), hp 89
SA aura of courage, divine health, divine grace, lay on hands, detect evil, smite evil 1/day, turn undead 5/day, remove disease 1/7 days, darkvision, stonecunning, +4 vs. being bull rushed or tripped, +2 on saves vs. poison and spells, +1 atk. vs. aberrations, +4 AC vs. giants
Feats/Skills: Cleave, Iron Will, Leadership, Power Attack, Weapon Focus (warhammer), Appraise (stone/metal) +2, Craft (stone/metal) +5, Heal +6, Knowledge (religion) +7, Sense Motive +7, Speak Language (Undercommon)
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 bastard sword, two light hammers, traveling pack

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 3
Str 12, Dex 17, Con 10, Int 10, Wis 12, Cha 16
Fort +7, Ref +13, Will +7
AC 18 (+1 mithral chain shirt, dex), hp 41
Atk +11/+6 melee (1d8+2 longsword), +15/+10 or +13/+13/+8 melee (1d8+3 masterwork mighty [+1] longbow with enhanced arrow)
SA: bardic music, bardic knowledge, fascinate, countersong, inspire courage +1, inspire competence, favored enemy (humanoid/goblinoid), wild empathy, enhance arrow +2, imbue 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: +1 longsword, +1 mithral chain shirt, masterwork mighty [+1] longbow, 40 arrows, masterwork flute, wand of cure light wounds (CL1), necklace of missiles (1x5d6, 2x3d6), traveling pack


Balthazar Hodge, Shield Dwarf Male Fighter 6/Expert 1
Str 14, Dex 12, Con 18, Int 10, Wis 11, Cha 8
Fort +9, Ref +3, Will +4
AC 20 (+1 banded mail, large wooden shield, dex), hp 61
Atk +10/5 melee (1d10+5, +1 dwarven waraxe), or +11/6 melee (1d8+6, +3 longspear), +7 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, Knowledge (engineering) +4, Profession (miner) +4, Search +4, Survival +6
Equipment: +3 longspear, +1 banded mail, +1 dwarven waraxe, large wooden shield, masterwork heavy crossbow, 20 bolts, miner’s tools, miscellaneous gear
 

This should be considered a "preview" stat block for Beorna as she'll appear once she and the heroes have met.

Beorna Truehammer, Shield Dwarf Female Cleric 7/Templar 4 (Helm)
Str 18*, Dex 10, Con 16, Int 10, Wis 16, Cha 8
Fort +12, Ref +3, Will +12
AC 18 (dwarven platemail), hp 89
Atk +16/+11 melee (1d10+9/17-20, +1 holy bastard sword, two-handed, +2d6 damage vs. evil) or +15/+10 melee (1d10+8/17-20, adamantine bastard sword, two-handed), +12/+7 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 +17, Heal +6, Knowledge (religion) +8, Spellcraft +3
Clerical Domains: Protection (protective ward +7 1/day), Strength (+7 strength 1/day)
Cleric Spells (6/6/5/3/2): 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/protection from energy*, 3/prayer, 3/searing light, 4/divine power, 4/spell immunity*
Templar Spells (2/1): 1/bless, 1/shield of faith, 2/bull’s strength, 2/bear’s endurance
Equipment: dwarven platemail (adamantine), +1 holy bastard sword, adamantine bastard sword, gauntlets of ogre power, dagger, mighty (+2) masterwork shortbow, 20 arrows
 


I also noticed that you have not listed alignments for for any of your characters, is this intentional? If not I would be interested in seeing their "dispositions" towards law/chaos etc.

Thanks in advance.
 

Black Bard said:
I've noticed Zenna still has no 3rd level spell,but how did she use the secure shelter??
Canny observation! In fact, the whole interlude is told via flashback, so we've gotten a preview of how Zenna will be once she picks up her fourth level as a MT. The stats here are as she is during the interlude events (the orc assault). Zenna didn't have access to any new spells while in the Abyss, so she just used her 3rd level slots for more 2nd level spells.
 
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Heroditis said:
I also noticed that you have not listed alignments for for any of your characters, is this intentional? If not I would be interested in seeing their "dispositions" towards law/chaos etc.

Thanks in advance.
I find alignment to be a bit too limiting in writing a story like this one. But if you pressed me, I'd say they "lean" this way:

Arun: LG (of course)
Hodge: LN
Zenna: N
Mole: CG with CN tendencies ;)
Dannel: CG
 

I don't really understand why you have penalized Zenna with lower point buy ? She is a weak ECL race with the absolutely worst class combination possible for her (as the ECL basically counts double for the Mystic theurge levels). Had she been a ECL 0 race she would be able to cast 4th level spells (both arcane and divine) by now.

In my campaign I have a Mystic Theurge (8 levels total) and he has yet to show the ability to pull his own weight. With that one level penalty he would be quite useless compared to the other casters.

Guess it hardly matters as Zenna has no 3rd or 4th level spells anyway :)
 

From page 1 of this thread...

Lazybones said:
True, at first glance it looks like she's hit with a double penalty. If you look at her initial stats, however (with 17 Int), and add up her stat totals, you see that she ends up with a 29 point build, certainly very respectable compared to the other members of the party. This is because tieflings get TWO +2 stats (both in very valuable stats, int and dex) and one -2 (in CHA, IMO the weakest stat unless you are a class that relies on that stat). Thus, even with a lower base build, Zenna was the only character to start with a 17 stat. And they get very useful benefits in terms of DR5/cold, electricity, fire; darkness 1/day, and outsider status (immunity to various "person" spells).

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

Zenna is in many ways a weak character, but that's due more to my deliberate decision to have her multiclass in two caster classes. It will be interesting to see how she develops once she attains the prestige class she's working toward.
So basically, in hindsight, I agree with monboesen.
 

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