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<blockquote data-quote="Lazybones" data-source="post: 1993065" data-attributes="member: 143"><p>Looks like I fell behind a bit again. Here's the party as it is midway through <em>Lords of Oblivion</em>, after the battle at House Rhiavati, but before the raid on Vhalantru's lair:</p><p></p><p>Note: I updated Beorna slightly with 3.5 info for the Pious Templar PrC (I found it online at the WotC Web site). </p><p></p><p>Party ECL14</p><p></p><p>“Zenna,” Tiefling Female Wizard 3/Cleric 3 (Azuth)/Mystic Theurge 7</p><p>Str 8, Dex 14, Con 12, Int 20*, Wis 17*, Cha 9</p><p>Fort +10, Ref +9, Will +15</p><p>Atk +5/+0 melee (1d4-1/19-20 dagger), +8 ranged (1d8/19-20 light crossbow, masterwork bolt)</p><p>AC 17 (dex, bracers, ring, ioun stone; AC 19 with mage armor), hp 54</p><p>SA darkvision, darkness 1/day, fire, cold, electricity resistance 5, turn undead</p><p>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</p><p>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</p><p>Cleric Domains: Knowledge (all divination spells at +1 CL), Spell (+2 Conc./Spellc.)</p><p>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* </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, 5/prying eyes, 5/teleport </p><p>Second Spellbook: </p><p>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)</p><p></p><p>Clarese “Mole” Calloran, Rock Gnome Female Rogue 7/Acrobat 7</p><p>Str 10, Dex 24*, Con 18*, Int 12, Wis 10, Cha 12</p><p>Fort +7, Ref +16, Will +4</p><p>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)</p><p>AC 24 (+1 chain shirt, size, ring, dex), hp 108</p><p>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</p><p>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</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), 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</p><p></p><p></p><p>Arun Goldenshield, Gold Dwarf Male Paladin (Moradin) 9/Divine Champion 5</p><p>Str 19*, Dex 8, Con 18*, Int 10, Wis 14, Cha 14</p><p>Fort +15, Ref +7, Will +9</p><p>Atk +20/+15/+10 melee (1d8+5/17-20, +1 holy long sword, +2d6 vs. evil creatures), +14/+9/+4 ranged (1d8+4 longbow)</p><p>AC 22 (+1 mithral full plate, ring, dex, +1 large steel shield), hp 136</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, 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</p><p>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 </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>Dannel Ardan, Moon Elf Bard 4/Ranger 3/Arcane Archer 7</p><p>Str 12, Dex 20*, Con 12*, Int 10, Wis 12, Cha 18*</p><p>Fort +9, Ref +16, Will +8</p><p>AC 20 (+1 mithral chain shirt, ring, dex), hp 71</p><p>Atk +15/+10/+5 melee (1d8+2 longsword), or +15/+10/+5 melee (1d6+2, <em>Alakast</em>, 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)</p><p>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</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 +13, Move Silently +10, Perform (flute) +11, Perform (sing) +11, Ride +6, Spot +12, Survival +10, Use Rope +6</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 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</p><p></p><p></p><p>Balthazar Hodge, Shield Dwarf Male Fighter 8/Expert 1/Dwarven Defender 1</p><p>Str 16*, Dex 13, Con 18, Int 10, Wis 11, Cha 8</p><p>Fort +14, Ref +5, Will +8</p><p>AC 26 (+1 full plate, +1 shield, amulet, dex, class bonus), hp 90</p><p>Atk +14/+9 melee (1d10+6, +1 dwarven waraxe), or +15/+10 melee (1d8+7, +3 longspear), +11 ranged (1d10, masterwork heavy crossbow)</p><p>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)</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 (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</p><p></p><p></p><p>Beorna Truehammer, Shield Dwarf Female Cleric 7/Pious Templar 7 (Helm)</p><p>Str 18*, Dex 10, Con 16, Int 10, Wis 19*, Cha 8</p><p>Fort +15, Ref +6, Will +16</p><p>AC 19 (dwarven platemail), hp 114</p><p>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)</p><p>SA DR 5/- (armor and templar ability), mettle, smite 2/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/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*</p><p>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</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></blockquote><p></p>
[QUOTE="Lazybones, post: 1993065, member: 143"] Looks like I fell behind a bit again. Here's the party as it is midway through [i]Lords of Oblivion[/i], 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, [I]Alakast[/I], 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: [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 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 [/QUOTE]
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