Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Shackled City Campaign Characters
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Lazybones" data-source="post: 1886698" data-attributes="member: 143"><p>And here they are at the current point in the story (ECL12), in Karran-Kural in the final part of <em>Secrets of the Soul Pillars</em>: </p><p></p><p><strong>“Zenna,”</strong> Tiefling Female Wizard 3/Cleric 3 (Azuth)/Mystic Theurge 5</p><p>Str 8, Dex 14, Con 12, Int 18, Wis 16*, Cha 9</p><p>Fort +9, Ref +8, Will +14</p><p>Atk +4 melee (1d4-1/19-20 dagger), +8 ranged (1d8/19-20 light crossbow, masterwork bolt)</p><p>AC 16 (dex, bracers, ring; AC 18 with mage armor), hp 46</p><p>SA darkvision, darkness 1/day, fire, cold, electricity resistance 5, turn undead</p><p>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</p><p>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)</p><p>Cleric Domains: Knowledge (all divination spells at +1 CL), Spell (+2 Conc./Spellc.)</p><p>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 </p><p>Spellbook: all of above plus all cantrips, 1/disguise self, 1/feather fall, 1/identify, 1/summon monster I, 1/unseen servant, 2/levitate </p><p>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)</p><p></p><p>(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)</p><p></p><p></p><p><strong>Clarese “Mole” Calloran</strong>, Rock Gnome Female Rogue 7/Acrobat 5</p><p>Str 10, Dex 20*, Con 16, Int 12, Wis 10, Cha 12</p><p>Fort +6, Ref +13, Will +3</p><p>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)</p><p>AC 24 (+1 chain shirt, size, amulet, ring, dex), hp 80</p><p>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</p><p>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</p><p>*includes +5 bonus for boots of striding and springing</p><p>**includes +5 bonus for silent moves chain shirt</p><p>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</p><p></p><p></p><p><strong>Arun Goldenshield</strong>, Gold Dwarf Male Paladin (Moradin) 8/Divine Champion 4</p><p>Str 19*, Dex 8, Con 18*, Int 10, Wis 14, Cha 14</p><p>Fort +15, Ref +6, Will +8</p><p>Atk +18/+13/+8 melee (1d8+5/17-20, +1 holy long sword, +2d6 vs. evil creatures), +12/+7/+2 ranged (1d8+4 longbow)</p><p>AC 22 (+1 mithral full plate, ring, dex, +1 large steel shield), hp 118</p><p>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</p><p>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 </p><p>Spells (2/1): 1/divine favor, 1/protection from evil, 2/resist energy</p><p>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</p><p></p><p>Clinger, Giant Subterranean Lizard (celestial mount), Magical Beast 7</p><p>Str 19, Dex 15, Con 17, Int 6, Wis 12, Cha 2</p><p>Fort +13, Ref +7, Will +4</p><p>AC 19 (dex, natural, mount bonus), hp64</p><p>Atk +8 melee (1d8+5, bite)</p><p>SA improved evasion, increased speed</p><p>Feats/Skills: Alertness, Great Fortitude, Climb +16*, Listen +5, Spot +5</p><p>* +8 racial bonus to Climb checks</p><p>Equipment: riding harness</p><p></p><p><strong>Dannel Ardan,</strong> Moon Elf Bard 4/Ranger 3/Arcane Archer 5</p><p>Str 12, Dex 20*, Con 10, Int 10, Wis 12, Cha 18*</p><p>Fort +8, Ref +15, Will +7</p><p>AC 20 (+1 mithral chain shirt, ring, dex), hp 49</p><p>Atk +13/+8/+3 melee (1d8+2 longsword), or +13/+8/+3 melee (1d6+2, <em>Alakast</em>, 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)</p><p>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</p><p>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</p><p>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</p><p>Equipment: <em>Alakast</em>, +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</p><p></p><p></p><p><strong>Balthazar Hodge,</strong> Shield Dwarf Male Fighter 8/Expert 1</p><p>Str 16*, Dex 13, Con 18, Int 10, Wis 11, Cha 8</p><p>Fort +12, Ref +5, Will +6</p><p>AC 21 (+1 full plate, amulet, dex), hp 80</p><p>Atk +12/+7 melee (1d12+5+1d6, +1 flaming greataxe), or +14/+9 melee (1d8+7, +3 longspear), +10 ranged (1d10, masterwork heavy crossbow)</p><p>SA Darkvision, Stability, Stonecunning, +2 vs. poison, spells, +1 atk vs. orcs/goblins, +4 AC vs. giants</p><p>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</p><p>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</p><p></p><p></p><p><strong>Beorna of Helm</strong>, Shield Dwarf Female Cleric 7/Templar 5 (Helm)</p><p>Str 18*, Dex 10, Con 16, Int 10, Wis 19*, Cha 8</p><p>Fort +14, Ref +5, Will +15</p><p>AC 19 (dwarven platemail), hp 97</p><p>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)</p><p>SA DR 4/- (armor and templar ability), mettle, smite 1/day, turn undead</p><p>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 </p><p>Clerical Domains: Protection (protective ward +7 1/day), Strength (+7 strength 1/day)</p><p>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*</p><p>Templar Spells (2/1): 1/bless, 1/shield of faith, 2/bull’s strength, 2/bear’s endurance, 3/daylight</p><p>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</p><p></p><p>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)</p><p></p><p><strong>Shensen Tesseril</strong>, Half-Drow Female Bard 1/Monk 1/Druid 10</p><p>Str 12, Dex 15, Con 10, Int 12, Wis 20*, Cha 14</p><p>Fort +11, Ref +11, Will +16 </p><p>AC 20 (bracers, ring, wis, dex), hp56</p><p>Atk +9/+4 melee (1d6+1, unarmed strike), +10/+5 ranged (1d2+1+poison, shuriken) </p><p>SA: nature sense, wild empathy, woodland stride, trackless step, resist nature’s lure, wild shape 4/day, venom immunity</p><p>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 </p><p>Bard Spells (2/day):</p><p>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</p><p>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)</p><p></p><p>Animal Companion: Bristle, Dire Wolverine</p></blockquote><p></p>
[QUOTE="Lazybones, post: 1886698, member: 143"] And here they are at the current point in the story (ECL12), in Karran-Kural in the final part of [i]Secrets of the Soul Pillars[/i]: [b]“Zenna,”[/b] 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) [b]Clarese “Mole” Calloran[/b], 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 [b]Arun Goldenshield[/b], 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 [b]Dannel Ardan,[/b] 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, [I]Alakast[/I], 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: [I]Alakast[/I], +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 [b]Balthazar Hodge,[/b] 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 [b]Beorna of Helm[/b], 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) [b]Shensen Tesseril[/b], 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 [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Shackled City Campaign Characters
Top