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<blockquote data-quote="Lazybones" data-source="post: 2149863" data-attributes="member: 143"><p><em>Travels through the Wild West</em> Characters</p><p></p><p>These characters were 13th level (Dana was a level behind at 12th) when last updated at the beginning of Book 8 of <em>Travels through the Wild West</em>. When they reappear in Book 9 of <em>The Shackled City</em>, they are split between ECL 16/17; Dana is a level lower than the others due to missing several “sessions” during the <em>Travels</em> story, and Cal is also at 16th due to XP expended for item creation. Lok and Benzan are also 16th level but are ECL+1 races. In my opinion ECL modifiers become less significant at higher level, so I elected to simply have the entire group at 16th level. </p><p></p><p>These characters lost all of their equipment in the Abyss at the end of <em>Travels</em>. I decided that they’d found (or Cal created) new gear in the intervening years, but they should still be somewhat under “official” strength in terms of possessions. For the sake of simplicity I limited all of them to approximately 50% of the usual gear for 17th level characters (i.e. 170,000 gp value each). Note that items created by Cal were calculated at the cost of creation, not the base (since he spent the XP to make them). Those items are marked with the letter "C" after the item.</p><p></p><p>1) Lok, Earth Genasi Fighter 9/Dwarven Defender 7 </p><p>S27*, D13, C20*, I12, W8, Ch8</p><p>Fort +17, Ref +9, Will +11</p><p>Atk +29/+24/+19/+14 melee (1d8+13/19-20x3 battleaxe), +18/+13/+8/+3 ranged (1d8+4 composite longbow)</p><p>AC 32 (full plate armor, large shield, dex, class bonus), hp191</p><p>SA: darkvision, +2 on saves vs. earth effects, path without trace 1/day, defensive stance 4/day (+2 str, +4 con [+32 hp], +2 all saves, +4 dodge to AC, lasts 9 rounds), damage reduction 3/- (6/- with armor), improved uncanny dodge, trap sense +1</p><p>Home Region: the North</p><p>Skills and Feats: Cleave, Dodge, Endurance, Great Cleave, Greater Weapon Focus (battleaxe), Improved Critical (battleaxe), Iron Will, Power Attack, Toughness, Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Craft (armorsmithing) +14, Craft (weaponsmithing) +12, Craft (shipwright) +2, Craft (stonemasonry) +10, Ride +2, Sense Motive +3, Speak Language (Undercommon)</p><p>Equipment: +3 thundering battleaxe C, mighty (+4) masterwork longbow, 20 arrows, +4 adamantine full plate armor C, +4 large shield C, +3 cloak of resistance, ring of energy resistance (cold), ring of mind shielding, +4 amulet of health, +6 belt of giant strength, bag of holding (Type IV, holds assorted adventuring supplies), healing potions</p><p></p><p>2) Balander Calloran (“Cal”), Rock Gnome Bard 4/Illusionist 12 </p><p>S10, D14, C16, I24*, W8, Ch14</p><p>Fort +8, Ref +10, Will +11</p><p>Atk +10/+5 melee (1d6 shortsword), +13 ranged (1d8 crossbow)</p><p>AC 21 (bracers, size, ring, dex), hp84</p><p>SA: speak with burrowing mammal 1/day, +4 dodge vs. giants, +2 on saves vs. illusions, low-light vision, +1 vs. kobolds/goblinoids, cast dancing lights, ghost sound, prestidigitation each 1/day</p><p>Home Region: Waterdeep</p><p>Skills and Feats: Artist (woodcarving), Craft Magic Arms and Armor, Craft Wand, Improved Initiative, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (enchantment) Spell Focus (illusion), Appraise +5, Concentration +14, Craft (woodcarving) +6, Diplomacy +3, Gather Information +5, Hide +10, Knowledge (arcana) +17, Knowledge (geography) +13, Knowledge (the planes) +9, Knowledge (religion) +14, Listen +7, Perform +13, Spellcraft +25 </p><p>Bard Spells known: (3/3/1 per day): 0/daze, 0/detect magic, 0/detect poison, 0/light, 0/mending, 0/open/close, 1/charm person, 1/cure light wounds, 1/feather fall, 2/suggestion, 2/tongues</p><p>Illusionist Spells memorized: (4/7/7/7/6/5/4, opposition evocation, DC17+spell level [DC18 for enchantments and illusions]): 0/detect magic, 0/light, 0/mage hand, 0/read magic, 1/alarm, 1/shield, 1/silent imagex3, 2/invisibility, 2/detect thoughts, 2/cat’s grace, 2/mirror imagex2, 2/spider climb, 2/web, 3/dispel magicx2, 3/displacement, 3/hastex2, 3/major image, 3/protection from energy, 4/greater invisibilityx4, 4/polymorph, 4/stoneskin, 5/baleful polymorph, 5/mage’s private sanctum, 5/seeming, 5/shadow evocation, 5/teleport, 6/disintegrate, 6/greater heroism, 6/mass bear’s endurance, 6/veil</p><p>Spellbooks: as above plus all cantrips, 1/change self, 1/color spray, 1/comprehend languages, 1/endure elements, 1/enlarge person, 1/identify, 1/jump, 1/ray of enfeeblement, 1/summon monster 1, 2/acid arrow, 2/claws of darkness, 3/flame arrow, 3/keen edge, 3/ray of exhaustion, 3/magic circle against evil, 4/mass enlarge person, 5/break enchantment, 5/permanency, 5/persistent image, 6/shadow walk</p><p>Equipment: Heward’s Handy Haversack (full of foodstuffs, miscellaneous gear, and extra ammunition), small +1 shortsword (light emitter) C, masterwork light crossbow, 12 bolts, +6 headband of intellect, +5 bracers of armor, +3 ring of protection, ring of mind shielding, +3 cloak of resistance, harper pin, assortment of scrolls, healing potions, wands (see below)</p><p></p><p>Cal has a permanent <em>comprehend languages</em> spell upon him. </p><p></p><p>Cal’s wands (set in a masterwork bandolier at his hip): </p><p>Ray of Exhaustion (CL5) C</p><p>Magic Circle Against Evil (CL5) C</p><p>Acid Arrow (CL3) C</p><p>Ray of Enfeeblement (CL4) C</p><p>Endure Elements (CL1) C</p><p>Shield (CL1) C</p><p>Enlarge Person (CL1) C</p><p>Cure Moderate Wounds (CL3)</p><p>Cure Light Wounds (CL1)</p><p></p><p>3) Benzan, Tiefling Fighter 4/Rogue 5/Conjurer 5/Arcane Trickster 2 </p><p>S14, D22*, C16, I16, W8, Ch10</p><p>Fort +12, Ref +18, Will +11</p><p>Atk +15/+10 melee (1d8+6/17-20x2, longsword), +22/+17 ranged or +20/+20/+15 ranged (1d8+5/19-20x3 mighty longbow), +1 attack/damage if within 30 feet</p><p>AC 26 (chain shirt, amulet, dex), hp86</p><p>SA: cold, fire, electricity resistance 5, darkness 1/day, darkvision, ranged legerdemain 1/day, sneak attack +4d6, evasion, uncanny dodge</p><p>Home Region: Unther</p><p>Skills and Feats: Arcane Schooling, Improved Critical (longbow), Improved Initiative, Point Blank Shot, Rapid Shot, Scribe Scroll, Spell Mastery (displacement, knock, true strike), Still Spell, Weapon Focus (longbow), Weapon Focus (longsword), Weapon Specialization (longsword), Appraise +9, Balance +14, Bluff +8, Climb +17, Concentration +8, Decipher Script +10, Disable Device +13, Escape Artist +15, Hide +17, Jump +10, Knowledge (arcana) +7, Listen +8, Move Silently +16, Open Lock +12, Pick Pocket +10, Profession (sailor) +2, Search +9, Spellcraft +8, Spot +8, Swim +4 </p><p>Spells (5/6/5/4/2): 0/acid splashAF, 0/detect magicAF, 0/mage handAF, 0/silent portal*, 0/read magicAF, 1/feather fall, 1/mage hand (stilled), 1/greaseAF, 1/true strikex3, 2/blindness/deafness, 2/fog cloudAF, 2/knock, 2/shield (stilled)x2, 3/displacementx2, 3/glitterdust (stilled), 3/web (stilled), 4/dimension door, 4/greater invisibilityAF</p><p>Spellbook: all cantrips, spells listed above, plus 1/change self, 1/hold portal, 1/obscuring mist, 1/summon monster I, 1/unseen servant, 3/sleet storm</p><p>Opposition School: evocation</p><p>Equipment: +2 keen longsword C, +3 improved shadow mithral chain shirtC, +3 evil outsider bane mighty (+2) composite longbow C, 25+1 holy arrows, 10 +1 ghost touch arrows, 25 arrows, +3 cloak of resistance, +3 amulet of natural armor, +4 gloves of dexterity, ring of mind shielding, greater bracers of archery, efficient quiver, wands of invisibility (CL3) C and mirror image (CL3) C, standard adventuring pack, healing potions, masterwork thieves’ tools, spellbook, harper pin, silversheen (2 doses)</p><p></p><p>AF: 20% arcane failure chance due to armor</p><p></p><p>Lady Dana Ilgarten, Human Cleric 3 (Selûne)/Monk 2/Mystic Wanderer* 10/ Thaumaturgist 1</p><p>S10, D16*, C12, I10, W23*, Ch14</p><p>Fort +13, Ref +14, Will +22</p><p>Atk +11/+6 melee (1d8+3 longspear) </p><p>(under divine power: attacks +22/+17/+12/+7, damage 1d8+6 longspear, +14 hit points)</p><p>AC 29 (dex, wis, cha, bracers, ring), hp89</p><p>Home Region: Western Heartlands</p><p>Skills and Feats: Attune Gem, Brew Potion, Deflect Arrows, Dodge, Iron Will, Mobility, Improved Unarmed Strike, Martial Weapon Proficiency (longspear), Spell Focus (conjuration), Weapon Focus (unarmed), Alchemy +4, Balance +5, Concentration +10, Diplomacy +12, Heal +7, Knowledge (nature) +6, Perform (sing) +5, Profession (herbalist) +7, Speak Language (Auran, Terran)</p><p>SA: evasion, stunning attack, glory of the divine (Cha bonus to AC), sleep 1/day, charm person 1/day, suggestion 1/day (DC15), charm monster 1/day (DC16), mass charm monster 1/day (DC20), greater potion III, timeless body, improved ally</p><p>Domains: Moon, Travel</p><p>Spells: (6/8/8/6/6/5/5/3) 0/create waterx2, 0/detect magic, 0/mending, 0/purify food and drink, 0/read magic, 1/bless, 1/comprehend languages, 1/detect evil, 1/divine favor, 1/faerie fire**, 1/remove fear, 1/sanctuary, 1/shield of faith, 2/align weapon, 2/bull’s strength, 2/bear’s endurance, 2/lesser restoration, 2/locate object**, 2/resist energy, 2/silence, 2/spiritual weapon, 3/daylight, 3/dispel magicx2, 3/fly**, 3/searing light, 3/summon monster III, 4/dimension door**, 4/dismissal, 4/divine powerx2, 4/restoration, 4/summon monster IV, 5/flame strike, 5/healing circle, 5/summon monster V, 5/teleport**, 5/true seeing, 6/find the path**, 6/healx2, 6/planar ally (astral deva), 6/wind walk, 7/greater teleport**, 7/holy word, 7/summon monster VII (typically an avoral or huge elemental)</p><p>Equipment: +3 longspear C, moon mote*, +3 moon bracers*, +3 mooncloak*, +2 gloves of dexterity, +4 pearl of wisdom, boots of striding and springing, ring of protection, ring of mind shielding, masterwork light crossbow, 20 bolts, healing potions, attuned gems (various spells), assorted scrolls (including one of 7/resurrection), 2 wands of cure moderate wounds, harper pin, circlet of persuasion, restorative ointment, stone salve</p><p></p><p>* from <em>Magic of Faerun</em> supplement</p><p>**domain spell</p></blockquote><p></p>
[QUOTE="Lazybones, post: 2149863, member: 143"] [i]Travels through the Wild West[/i] Characters These characters were 13th level (Dana was a level behind at 12th) when last updated at the beginning of Book 8 of [I]Travels through the Wild West[/I]. When they reappear in Book 9 of [I]The Shackled City[/I], they are split between ECL 16/17; Dana is a level lower than the others due to missing several “sessions” during the [I]Travels[/I] story, and Cal is also at 16th due to XP expended for item creation. Lok and Benzan are also 16th level but are ECL+1 races. In my opinion ECL modifiers become less significant at higher level, so I elected to simply have the entire group at 16th level. These characters lost all of their equipment in the Abyss at the end of [i]Travels[/i]. I decided that they’d found (or Cal created) new gear in the intervening years, but they should still be somewhat under “official” strength in terms of possessions. For the sake of simplicity I limited all of them to approximately 50% of the usual gear for 17th level characters (i.e. 170,000 gp value each). Note that items created by Cal were calculated at the cost of creation, not the base (since he spent the XP to make them). Those items are marked with the letter "C" after the item. 1) Lok, Earth Genasi Fighter 9/Dwarven Defender 7 S27*, D13, C20*, I12, W8, Ch8 Fort +17, Ref +9, Will +11 Atk +29/+24/+19/+14 melee (1d8+13/19-20x3 battleaxe), +18/+13/+8/+3 ranged (1d8+4 composite longbow) AC 32 (full plate armor, large shield, dex, class bonus), hp191 SA: darkvision, +2 on saves vs. earth effects, path without trace 1/day, defensive stance 4/day (+2 str, +4 con [+32 hp], +2 all saves, +4 dodge to AC, lasts 9 rounds), damage reduction 3/- (6/- with armor), improved uncanny dodge, trap sense +1 Home Region: the North Skills and Feats: Cleave, Dodge, Endurance, Great Cleave, Greater Weapon Focus (battleaxe), Improved Critical (battleaxe), Iron Will, Power Attack, Toughness, Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Craft (armorsmithing) +14, Craft (weaponsmithing) +12, Craft (shipwright) +2, Craft (stonemasonry) +10, Ride +2, Sense Motive +3, Speak Language (Undercommon) Equipment: +3 thundering battleaxe C, mighty (+4) masterwork longbow, 20 arrows, +4 adamantine full plate armor C, +4 large shield C, +3 cloak of resistance, ring of energy resistance (cold), ring of mind shielding, +4 amulet of health, +6 belt of giant strength, bag of holding (Type IV, holds assorted adventuring supplies), healing potions 2) Balander Calloran (“Cal”), Rock Gnome Bard 4/Illusionist 12 S10, D14, C16, I24*, W8, Ch14 Fort +8, Ref +10, Will +11 Atk +10/+5 melee (1d6 shortsword), +13 ranged (1d8 crossbow) AC 21 (bracers, size, ring, dex), hp84 SA: speak with burrowing mammal 1/day, +4 dodge vs. giants, +2 on saves vs. illusions, low-light vision, +1 vs. kobolds/goblinoids, cast dancing lights, ghost sound, prestidigitation each 1/day Home Region: Waterdeep Skills and Feats: Artist (woodcarving), Craft Magic Arms and Armor, Craft Wand, Improved Initiative, Scribe Scroll, Skill Focus (Spellcraft), Spell Focus (enchantment) Spell Focus (illusion), Appraise +5, Concentration +14, Craft (woodcarving) +6, Diplomacy +3, Gather Information +5, Hide +10, Knowledge (arcana) +17, Knowledge (geography) +13, Knowledge (the planes) +9, Knowledge (religion) +14, Listen +7, Perform +13, Spellcraft +25 Bard Spells known: (3/3/1 per day): 0/daze, 0/detect magic, 0/detect poison, 0/light, 0/mending, 0/open/close, 1/charm person, 1/cure light wounds, 1/feather fall, 2/suggestion, 2/tongues Illusionist Spells memorized: (4/7/7/7/6/5/4, opposition evocation, DC17+spell level [DC18 for enchantments and illusions]): 0/detect magic, 0/light, 0/mage hand, 0/read magic, 1/alarm, 1/shield, 1/silent imagex3, 2/invisibility, 2/detect thoughts, 2/cat’s grace, 2/mirror imagex2, 2/spider climb, 2/web, 3/dispel magicx2, 3/displacement, 3/hastex2, 3/major image, 3/protection from energy, 4/greater invisibilityx4, 4/polymorph, 4/stoneskin, 5/baleful polymorph, 5/mage’s private sanctum, 5/seeming, 5/shadow evocation, 5/teleport, 6/disintegrate, 6/greater heroism, 6/mass bear’s endurance, 6/veil Spellbooks: as above plus all cantrips, 1/change self, 1/color spray, 1/comprehend languages, 1/endure elements, 1/enlarge person, 1/identify, 1/jump, 1/ray of enfeeblement, 1/summon monster 1, 2/acid arrow, 2/claws of darkness, 3/flame arrow, 3/keen edge, 3/ray of exhaustion, 3/magic circle against evil, 4/mass enlarge person, 5/break enchantment, 5/permanency, 5/persistent image, 6/shadow walk Equipment: Heward’s Handy Haversack (full of foodstuffs, miscellaneous gear, and extra ammunition), small +1 shortsword (light emitter) C, masterwork light crossbow, 12 bolts, +6 headband of intellect, +5 bracers of armor, +3 ring of protection, ring of mind shielding, +3 cloak of resistance, harper pin, assortment of scrolls, healing potions, wands (see below) Cal has a permanent [i]comprehend languages[/i] spell upon him. Cal’s wands (set in a masterwork bandolier at his hip): Ray of Exhaustion (CL5) C Magic Circle Against Evil (CL5) C Acid Arrow (CL3) C Ray of Enfeeblement (CL4) C Endure Elements (CL1) C Shield (CL1) C Enlarge Person (CL1) C Cure Moderate Wounds (CL3) Cure Light Wounds (CL1) 3) Benzan, Tiefling Fighter 4/Rogue 5/Conjurer 5/Arcane Trickster 2 S14, D22*, C16, I16, W8, Ch10 Fort +12, Ref +18, Will +11 Atk +15/+10 melee (1d8+6/17-20x2, longsword), +22/+17 ranged or +20/+20/+15 ranged (1d8+5/19-20x3 mighty longbow), +1 attack/damage if within 30 feet AC 26 (chain shirt, amulet, dex), hp86 SA: cold, fire, electricity resistance 5, darkness 1/day, darkvision, ranged legerdemain 1/day, sneak attack +4d6, evasion, uncanny dodge Home Region: Unther Skills and Feats: Arcane Schooling, Improved Critical (longbow), Improved Initiative, Point Blank Shot, Rapid Shot, Scribe Scroll, Spell Mastery (displacement, knock, true strike), Still Spell, Weapon Focus (longbow), Weapon Focus (longsword), Weapon Specialization (longsword), Appraise +9, Balance +14, Bluff +8, Climb +17, Concentration +8, Decipher Script +10, Disable Device +13, Escape Artist +15, Hide +17, Jump +10, Knowledge (arcana) +7, Listen +8, Move Silently +16, Open Lock +12, Pick Pocket +10, Profession (sailor) +2, Search +9, Spellcraft +8, Spot +8, Swim +4 Spells (5/6/5/4/2): 0/acid splashAF, 0/detect magicAF, 0/mage handAF, 0/silent portal*, 0/read magicAF, 1/feather fall, 1/mage hand (stilled), 1/greaseAF, 1/true strikex3, 2/blindness/deafness, 2/fog cloudAF, 2/knock, 2/shield (stilled)x2, 3/displacementx2, 3/glitterdust (stilled), 3/web (stilled), 4/dimension door, 4/greater invisibilityAF Spellbook: all cantrips, spells listed above, plus 1/change self, 1/hold portal, 1/obscuring mist, 1/summon monster I, 1/unseen servant, 3/sleet storm Opposition School: evocation Equipment: +2 keen longsword C, +3 improved shadow mithral chain shirtC, +3 evil outsider bane mighty (+2) composite longbow C, 25+1 holy arrows, 10 +1 ghost touch arrows, 25 arrows, +3 cloak of resistance, +3 amulet of natural armor, +4 gloves of dexterity, ring of mind shielding, greater bracers of archery, efficient quiver, wands of invisibility (CL3) C and mirror image (CL3) C, standard adventuring pack, healing potions, masterwork thieves’ tools, spellbook, harper pin, silversheen (2 doses) AF: 20% arcane failure chance due to armor Lady Dana Ilgarten, Human Cleric 3 (Selûne)/Monk 2/Mystic Wanderer* 10/ Thaumaturgist 1 S10, D16*, C12, I10, W23*, Ch14 Fort +13, Ref +14, Will +22 Atk +11/+6 melee (1d8+3 longspear) (under divine power: attacks +22/+17/+12/+7, damage 1d8+6 longspear, +14 hit points) AC 29 (dex, wis, cha, bracers, ring), hp89 Home Region: Western Heartlands Skills and Feats: Attune Gem, Brew Potion, Deflect Arrows, Dodge, Iron Will, Mobility, Improved Unarmed Strike, Martial Weapon Proficiency (longspear), Spell Focus (conjuration), Weapon Focus (unarmed), Alchemy +4, Balance +5, Concentration +10, Diplomacy +12, Heal +7, Knowledge (nature) +6, Perform (sing) +5, Profession (herbalist) +7, Speak Language (Auran, Terran) SA: evasion, stunning attack, glory of the divine (Cha bonus to AC), sleep 1/day, charm person 1/day, suggestion 1/day (DC15), charm monster 1/day (DC16), mass charm monster 1/day (DC20), greater potion III, timeless body, improved ally Domains: Moon, Travel Spells: (6/8/8/6/6/5/5/3) 0/create waterx2, 0/detect magic, 0/mending, 0/purify food and drink, 0/read magic, 1/bless, 1/comprehend languages, 1/detect evil, 1/divine favor, 1/faerie fire**, 1/remove fear, 1/sanctuary, 1/shield of faith, 2/align weapon, 2/bull’s strength, 2/bear’s endurance, 2/lesser restoration, 2/locate object**, 2/resist energy, 2/silence, 2/spiritual weapon, 3/daylight, 3/dispel magicx2, 3/fly**, 3/searing light, 3/summon monster III, 4/dimension door**, 4/dismissal, 4/divine powerx2, 4/restoration, 4/summon monster IV, 5/flame strike, 5/healing circle, 5/summon monster V, 5/teleport**, 5/true seeing, 6/find the path**, 6/healx2, 6/planar ally (astral deva), 6/wind walk, 7/greater teleport**, 7/holy word, 7/summon monster VII (typically an avoral or huge elemental) Equipment: +3 longspear C, moon mote*, +3 moon bracers*, +3 mooncloak*, +2 gloves of dexterity, +4 pearl of wisdom, boots of striding and springing, ring of protection, ring of mind shielding, masterwork light crossbow, 20 bolts, healing potions, attuned gems (various spells), assorted scrolls (including one of 7/resurrection), 2 wands of cure moderate wounds, harper pin, circlet of persuasion, restorative ointment, stone salve * from [i]Magic of Faerun[/i] supplement **domain spell [/QUOTE]
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