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<blockquote data-quote="Lazybones" data-source="post: 2135596" data-attributes="member: 143"><p>ECL 16: at the start of <em>Thirteen Cages</em></p><p></p><p>Clarese “Mole” Calloran, Rock Gnome Female Rogue 7/Acrobat 9</p><p>Str 10, Dex 24*, Con 19*, Int 12, Wis 10, Cha 12</p><p>Fort +8, Ref +17, Will +5</p><p>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)</p><p>AC 24 (+1 chain shirt, size, ring, dex), hp 123</p><p>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</p><p>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</p><p>*includes +5 bonus for boots of striding and springing</p><p>**includes +5 bonus for silent moves chain shirt</p><p>***includes synergy bonus</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, 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</p><p></p><p>Arun Goldenshield, Gold Dwarf Male Paladin (Moradin) 11/Divine Champion 5</p><p>Str 20*, Dex 8, Con 18*, Int 10, Wis 14, Cha 14</p><p>Fort +16, Ref +7, Will +9</p><p>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)</p><p>AC 24 (mithral full plate, ring, dex, +1 large steel shield), hp 146</p><p>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</p><p>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 </p><p>Spells (2/2): 1/divine favor, 1/protection from evil, 2/resist energy, 2/shield other</p><p>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</p><p></p><p>Clinger, Giant Subterranean Lizard (celestial mount), Magical Beast 9</p><p>Str 20, Dex 15, Con 17, Int 8, Wis 12, Cha 2</p><p>Fort +13, Ref +7, Will +4</p><p>AC 21 (dex, natural, mount bonus), hp79</p><p>Atk +10 melee (1d8+6, bite)</p><p>SA improved evasion, increased speed, command lizards</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>Balthazar Hodge, Shield Dwarf Male Fighter 8/Expert 1/Dwarven Defender 2</p><p>Str 16*, Dex 13, Con 18, Int 10, Wis 11, Cha 8</p><p>Fort +15, Ref +5, Will +9</p><p>AC 26 (+1 full plate, +1 shield, amulet, dex, class bonus), hp 101</p><p>Atk +15/+10 melee (1d10+6, +1 dwarven waraxe), +12 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), Uncanny Dodge</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, Listen +2, Profession (miner) +4, Search +4, Spot +2, Survival +6</p><p>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</p><p></p><p>Dannel Ardan, Moon Elf Bard 4/Ranger 3/Arcane Archer 9</p><p>Str 12, Dex 21*, Con 12*, Int 10, Wis 12, Cha 18*</p><p>Fort +10, Ref +17, Will +9</p><p>AC 22 (mithral chain shirt, ring, dex), hp 81</p><p>Atk +17/+12/+7 melee (1d8+2 longsword), or +17/+12/+7 melee (1d6+2, <em>Alakast</em>, 1d6+4+2d6 vs. evil outsiders), +26/+21/+16 or +24/+24/+19/+14 ranged (1d8+6, mighty [+1] 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 +5, imbue arrow, seeker arrow, phase arrow, hail of arrows</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 +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</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, +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</p><p></p><p>Nidrama, Fallen Movanic Deva Fighter 3</p><p>Str 20, Dex 16, Con 16, Int 17, Wis 19, Cha 23</p><p>Fort +11, Ref +9, Will +12 </p><p>AC23 (natural, ring, dex), hp71</p><p>Atk +16/+11 melee (2d6+8+1d6 fire, +1 flaming greatsword)</p><p>Feats: Cleave, Improved Initiative, Iron Will, Power Attack, Practiced Magic, Weapon Focus (greatsword)</p><p>SA: DR10/evil, fire resistance 20, immune to cold/acid/electricity, SR19, heavenly deflection (Ref DC20)</p><p>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</p><p>Equipment: +2 ring of protection, +1 flaming greatsword, wand of cure serious wounds (fully charged)</p><p></p><p>Note: because Nidrama defied her superiors to aid the companions, she has lost her <em>protective aura</em> power and some of her spell-like abilities.</p></blockquote><p></p>
[QUOTE="Lazybones, post: 2135596, member: 143"] ECL 16: at the start of [i]Thirteen Cages[/i] 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, [I]Alakast[/I], 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: [I]Alakast[/I], +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 [i]protective aura[/i] power and some of her spell-like abilities. [/QUOTE]
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