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<blockquote data-quote="Lazybones" data-source="post: 2528334" data-attributes="member: 143"><p>ECL18 (going into Asylum)</p><p>Party now includes: Mole, Arun, Beorna, Dannel, Dana, Lok, and Cal</p><p></p><p>There's probably minor errors in these blocks; statting out these characters has gotten harder as their levels and power have grown. If you see anything egregious, let me know. </p><p></p><p></p><p>Clarese “Mole” Calloran, Rock Gnome Female Rogue 7/Acrobat 10</p><p>Str 10, Dex 24*, Con 19*, Int 12, Wis 10, Cha 12</p><p>Fort +8, Ref +18, Will +5</p><p>Atk +20/+15/+10 melee (1d4/18-20 small rapier, or 1d3+1/19-20 small +1 dagger), +20/+15/+10 ranged (1d6/19-20 small light crossbow, masterwork bolt)</p><p>AC 30 (size, bracers, ring, dex), hp 131</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, fight 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 +25**, Bluff +7, Climb +17, Craft (alchemy) +2, Escape Artist +17, Gather Information +6, Listen +10, Hide +24, Jump +24*/**, Move Silently +20, Open Locks +10, Search +9, Sleight of Hand +13***, Spot +10, Tumble +25**, Use Magic Device +7, Use Rope +10</p><p>*includes +5 bonus for boots of striding and springing</p><p>**includes synergy bonus</p><p>Equipment: small masterwork rapier, small +1 dagger, cape of the mountebank, +8 bracers of armor, +6 gloves of dexterity, boots of striding and springing, slippers of spider climbing (in pouch), rust bag of tricks, +4 ring of protection, ring of invisibility, +2 amulet of health, small light crossbow, small knife, cases with 20 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) 13/Divine Champion 5</p><p>Str 22*, Dex 12*, Con 18*, Int 10, Wis 14, Cha 14</p><p>Fort +19, Ref +12, Will +12</p><p>Atk +30/+25/+20/+15 melee (1d8+11/17-20, +5 holy avenger, +2d6 vs. evil creatures), +19/+14/+10/+4 ranged (1d8+5 longbow)</p><p>AC 30 (mithral full plate, ring, dex, large steel shield), hp 165</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 3x/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, SR23 5’r (with sword)</p><p>Feats/Skills: Cleave, Great Cleave, Improved Critical (longsword), Improved Initiative, Iron Will, Leadership (16), Power Attack, Weapon Focus (longsword), Weapon Focus (warhammer), Appraise (stone/metal) +2, Concentration +5, Craft (stone/metal) +5, Diplomacy +4, Heal +8, Knowledge (religion) +9, Ride +1, Sense Motive +9, Speak Language (Undercommon), Spot +4 </p><p>Spells (2/2/1): 1/divine favor, 1/protection from evil, 2/resist energy, 2/shield other, 3/magic circle against evil</p><p>Equipment: +2 amulet of health, +4 belt of giant’s strength, +2 ring of protection, ring of evasion, holy avenger long sword, +3 mithral full plate, +4 large steel shield, boots of striding and springing, +4 gloves of dexterity, +2 cloak of resistance, two light hammers, traveling pack, masterwork mighty (+5) 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>Dannel Ardan, Moon Elf Bard 4/Ranger 3/Arcane Archer 10 </p><p>Str 12, Dex 25*, Con 12*, Int 10, Wis 12, Cha 20*</p><p>Fort +11, Ref +20, Will +9</p><p>AC 23 (chain shirt, ring, dex), hp 87</p><p>Atk +18/+13/+8+3 melee (1d8+2 longsword), or +18/+13/+8/+3 melee (1d6+2, <em>Alakast</em>, 1d6+4+2d6 vs. evil outsiders), +30/+25/+20/+15 or +28/+28/+23/+18/+13 ranged (1d8+6+1d6 electrical/19-20x3+2d10, +1 shocking burst 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, arrow of death</p><p>Feats/Skills: Dodge, Endurance, Far Shot, Improved Critical (longbow), Point Blank Shot, Precise Shot, Rapid Shot (only in light or no armor), Track, Weapon Focus (longbow), Bluff +10, Climb +3, Craft (bowyer) +4, Handle Animal +6, Heal +2, Hide +16*, Knowledge (dungeoneering) +4, Knowledge (history) +4, Knowledge (nature) +2, Listen +14, Move Silently +16*, Perform (flute) +12, Perform (sing) +12, 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 shadow silent chain shirt, +1 shocking burst mighty (+1) longbow, +2 ring of protection, ring of evasion, efficient quiver, 25 +1 holy arrows, 3 +1 cold iron arrows, 57 arrows, +2 amulet of health, +4 cloak of charisma, +6 gloves of dexterity, lesser bracers of archery, ring of the ram (in pouch), masterwork flute, traveling pack</p><p></p><p></p><p></p><p>Beorna Truehammer, Shield Dwarf Female Cleric 7/Pious Templar 8 (Helm)</p><p>Str 18*, Dex 10, Con 16, Int 10, Wis 19*, Cha 8</p><p>Fort +16, Ref +6, Will +17</p><p>AC 19 (dwarven platemail), hp 123</p><p>Atk +18/+13/+8 melee (1d10+8/17-20, adamantine bastard sword, two-handed), +14/+9/+4 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: Cleave, Diehard, Endurance, Improved Critical (bastard sword), Improved Sunder, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Concentration +19, Heal +8, Knowledge (religion) +9, 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 (3/2/2/2): 1/bless, 1/lesser restoration, 1/protection from evil, 2/bull’s strength, 2/zone of truth, 3/daylight, 3/prayer, 4/death ward, 4/holy sword</p><p>Equipment: dwarven platemail (adamantine), 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></p><p>Lok, Earth Genasi Fighter 9/Dwarven Defender 9 </p><p>S27*, D13, C20*, I12, W8, Ch8</p><p>Fort +18, Ref +10, Will +12</p><p>Atk +31/+26/+21/+16 melee (1d8+13/19-20x3+2d8 sonic, thundering battleaxe), or +28/+23/+18/+13 melee (2d6+14+1d6 fire +1d6 cold/19-20x2, Coldburn) +20/+15/+10/+5 ranged (1d8+5 composite longbow)</p><p>AC 32 (full plate armor, large shield, dex, class bonus), hp214</p><p>SA: darkvision, +2 on saves vs. earth effects, path without trace 1/day, defensive stance 5/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, mobile defense, trap sense +2</p><p>Home Region: the North</p><p>Skills and Feats: Cleave, Dodge, Endurance, Great Cleave, Greater Weapon Focus (battleaxe), Improved Bull Rush, Improved Critical (battleaxe), Iron Will, Power Attack, Toughness, Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Craft (armorsmithing) +15, Craft (weaponsmithing) +13, Craft (shipwright) +2, Craft (stonemasonry) +10, Ride +2, Sense Motive +4, Speak Language (Undercommon)</p><p>Equipment: +3 thundering battleaxeC, +3 adamantine battleaxe, Coldburn (+2 flaming/frost greatsword), mighty (+5) masterwork longbow, 20 arrows, +4 adamantine full plate armorC, +4 large shieldC, +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), healing potions, standard adventuring pack, harper pin</p><p></p><p></p><p>Balander Calloran (“Cal”), Rock Gnome Bard 4/Illusionist 13/Archmage 1</p><p>S10, D16*, C18*, I24*, W12*, Ch14</p><p>Fort +9, Ref +11, Will +15</p><p>Atk +10/+5 melee (1d6 shortsword), +13 ranged (1d8 crossbow)</p><p>AC 23 (bracers, size, ring, dex, ioun stones), hp106</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, high arcana (spell-like ability, costs 1 5th level slot)</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 +16, Craft (woodcarving) +6, Diplomacy +3, Gather Information +5, Hide +11, Knowledge (arcana) +24, Knowledge (geography) +14, Knowledge (the planes) +10, Knowledge (religion) +15, Listen +9, Perform +13, Spellcraft +26 </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: (4/7/7/7/6/4/5/4, 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/shadow evocation, 5/teleport, 6/disintegratex2, 6/greater heroism, 6/mass bear’s endurance, 6/veil, 7/greater shadow conjurationx3, 7/greater teleport (as a spell-like ability, 2/day)</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, +2 boots of health, masterwork light crossbow, 12 bolts, +6 headband of intellect, +4 periapt of wisdom, medallion of thoughts (in pouch), +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), rod of metamagic empower spell, rose prism ioun stone (+1 AC), deep red ioun stone (+2 dex) </p><p></p><p>Cal’s wands (set in a masterwork bandolier at his hip): </p><p>Empowered Touch of Idiocy (CL7)</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>Enervation (CL7)</p><p></p><p></p><p></p><p>Lady Dana Ilgarten, Human Cleric 3 (Selûne)/Monk 2/Mystic Wanderer* 10/ Thaumaturgist 3</p><p>S10, D18*, C14*, I10, W25*, Ch14</p><p>Fort +15, Ref +16, Will +24</p><p>Atk +12/+7 melee (1d8+3 longspear or 1d6+3 nunchaku), or +10/+10/+5 (1d6+3 nunchaku with flurry of blows) </p><p>(under divine power: attacks +24/+19/+14/+9, damage 1d8+6 longspear, +14 hit points)</p><p>AC 27 (dex, wis, cha, bracers, ring), hp116</p><p>Home Region: Western Heartlands</p><p>Skills and Feats: Attune Gem, Augment Summoning, Brew Potion, Deflect Arrows, Dodge, Iron Will, Mobility, Improved Unarmed Strike, Martial Weapon Proficiency (longspear), Spell Focus (conjuration), Weapon Focus (unarmed), Alchemy +4, Balance +6, Concentration +13, 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, extended summoning</p><p>Domains: Moon, Travel</p><p>Spells: (6/8/8/8/6/6/5/5/3) 0/create waterx2, 0/detect magic, 0/mending, 0/purify food and drink, 0/read magic, 1/blessx2, 1/detect evil, 1/divine favorx2, 1/faerie fire**, 1/remove fear, 1/sanctuary, 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/invisibility purge, 3/searing lightx2, 3/summon monster III, 4/dimension door**, 4/dismissal, 4/divine powerx2, 4/restoration, 4/summon monster IV, 5/flame strikex2, 5/raise dead, 5/summon monster V, 5/teleport**, 5/true seeing, 6/find the path**, 6/healx2, 6/planar ally (astral deva), 6/undeath to death, 6/wind walk, 7/greater teleport**, 7/holy word, 7/resurrection, 7/greater scrying, 7/summon monster VII (typically an avoral or huge elemental), 8/discern location, 8/greater planar ally, 8/animal shapes**</p><p>Equipment: +3 longspear C, +3 adamantine dragon bane nunchaku, moon mote*, +3 moon bracers*, +3 mooncloak*, +4 gloves of dexterity, +2 belt of health, +6 pearl of wisdom, winged boots, +2 ring of protection, ring of mind shielding, masterwork light crossbow, 20 bolts, healing potions, 10,000gp in diamonds (component for resurrection and raise dead spells), attuned gems (various low-level spells), wands of cure moderate wounds and cure serious wounds, harper pin, circlet of persuasion, restorative ointment, stone salve, wand of poison</p><p></p><p>* Item from Magic of Faerûn</p><p>**domain spell</p></blockquote><p></p>
[QUOTE="Lazybones, post: 2528334, member: 143"] ECL18 (going into Asylum) Party now includes: Mole, Arun, Beorna, Dannel, Dana, Lok, and Cal There's probably minor errors in these blocks; statting out these characters has gotten harder as their levels and power have grown. If you see anything egregious, let me know. Clarese “Mole” Calloran, Rock Gnome Female Rogue 7/Acrobat 10 Str 10, Dex 24*, Con 19*, Int 12, Wis 10, Cha 12 Fort +8, Ref +18, Will +5 Atk +20/+15/+10 melee (1d4/18-20 small rapier, or 1d3+1/19-20 small +1 dagger), +20/+15/+10 ranged (1d6/19-20 small light crossbow, masterwork bolt) AC 30 (size, bracers, ring, dex), hp 131 SA cartwheel charge (DC20 tumble check to execute sneak attack on charge), defensive fighting, defensive roll, improved evasion, fast balance, fast climb, move anywhere, fight 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 +25**, Bluff +7, Climb +17, Craft (alchemy) +2, Escape Artist +17, Gather Information +6, Listen +10, Hide +24, Jump +24*/**, Move Silently +20, Open Locks +10, Search +9, Sleight of Hand +13***, Spot +10, Tumble +25**, Use Magic Device +7, Use Rope +10 *includes +5 bonus for boots of striding and springing **includes synergy bonus Equipment: small masterwork rapier, small +1 dagger, cape of the mountebank, +8 bracers of armor, +6 gloves of dexterity, boots of striding and springing, slippers of spider climbing (in pouch), rust bag of tricks, +4 ring of protection, ring of invisibility, +2 amulet of health, small light crossbow, 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) 13/Divine Champion 5 Str 22*, Dex 12*, Con 18*, Int 10, Wis 14, Cha 14 Fort +19, Ref +12, Will +12 Atk +30/+25/+20/+15 melee (1d8+11/17-20, +5 holy avenger, +2d6 vs. evil creatures), +19/+14/+10/+4 ranged (1d8+5 longbow) AC 30 (mithral full plate, ring, dex, large steel shield), hp 165 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 3x/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, SR23 5’r (with sword) Feats/Skills: Cleave, Great Cleave, Improved Critical (longsword), Improved Initiative, Iron Will, Leadership (16), Power Attack, Weapon Focus (longsword), Weapon Focus (warhammer), Appraise (stone/metal) +2, Concentration +5, Craft (stone/metal) +5, Diplomacy +4, Heal +8, Knowledge (religion) +9, Ride +1, Sense Motive +9, Speak Language (Undercommon), Spot +4 Spells (2/2/1): 1/divine favor, 1/protection from evil, 2/resist energy, 2/shield other, 3/magic circle against evil Equipment: +2 amulet of health, +4 belt of giant’s strength, +2 ring of protection, ring of evasion, holy avenger long sword, +3 mithral full plate, +4 large steel shield, boots of striding and springing, +4 gloves of dexterity, +2 cloak of resistance, two light hammers, traveling pack, masterwork mighty (+5) 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 Dannel Ardan, Moon Elf Bard 4/Ranger 3/Arcane Archer 10 Str 12, Dex 25*, Con 12*, Int 10, Wis 12, Cha 20* Fort +11, Ref +20, Will +9 AC 23 (chain shirt, ring, dex), hp 87 Atk +18/+13/+8+3 melee (1d8+2 longsword), or +18/+13/+8/+3 melee (1d6+2, [I]Alakast[/I], 1d6+4+2d6 vs. evil outsiders), +30/+25/+20/+15 or +28/+28/+23/+18/+13 ranged (1d8+6+1d6 electrical/19-20x3+2d10, +1 shocking burst 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, arrow of death Feats/Skills: Dodge, Endurance, Far Shot, Improved Critical (longbow), Point Blank Shot, Precise Shot, Rapid Shot (only in light or no armor), Track, Weapon Focus (longbow), Bluff +10, Climb +3, Craft (bowyer) +4, Handle Animal +6, Heal +2, Hide +16*, Knowledge (dungeoneering) +4, Knowledge (history) +4, Knowledge (nature) +2, Listen +14, Move Silently +16*, Perform (flute) +12, Perform (sing) +12, 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 shadow silent chain shirt, +1 shocking burst mighty (+1) longbow, +2 ring of protection, ring of evasion, efficient quiver, 25 +1 holy arrows, 3 +1 cold iron arrows, 57 arrows, +2 amulet of health, +4 cloak of charisma, +6 gloves of dexterity, lesser bracers of archery, ring of the ram (in pouch), masterwork flute, traveling pack Beorna Truehammer, Shield Dwarf Female Cleric 7/Pious Templar 8 (Helm) Str 18*, Dex 10, Con 16, Int 10, Wis 19*, Cha 8 Fort +16, Ref +6, Will +17 AC 19 (dwarven platemail), hp 123 Atk +18/+13/+8 melee (1d10+8/17-20, adamantine bastard sword, two-handed), +14/+9/+4 ranged (1d6+2, mighty masterwork shortbow) SA DR 5/- (armor and templar ability), mettle, smite 2/day, turn undead Feats/Skills: Cleave, Diehard, Endurance, Improved Critical (bastard sword), Improved Sunder, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Concentration +19, Heal +8, Knowledge (religion) +9, 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 (3/2/2/2): 1/bless, 1/lesser restoration, 1/protection from evil, 2/bull’s strength, 2/zone of truth, 3/daylight, 3/prayer, 4/death ward, 4/holy sword Equipment: dwarven platemail (adamantine), 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 Lok, Earth Genasi Fighter 9/Dwarven Defender 9 S27*, D13, C20*, I12, W8, Ch8 Fort +18, Ref +10, Will +12 Atk +31/+26/+21/+16 melee (1d8+13/19-20x3+2d8 sonic, thundering battleaxe), or +28/+23/+18/+13 melee (2d6+14+1d6 fire +1d6 cold/19-20x2, Coldburn) +20/+15/+10/+5 ranged (1d8+5 composite longbow) AC 32 (full plate armor, large shield, dex, class bonus), hp214 SA: darkvision, +2 on saves vs. earth effects, path without trace 1/day, defensive stance 5/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, mobile defense, trap sense +2 Home Region: the North Skills and Feats: Cleave, Dodge, Endurance, Great Cleave, Greater Weapon Focus (battleaxe), Improved Bull Rush, Improved Critical (battleaxe), Iron Will, Power Attack, Toughness, Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Craft (armorsmithing) +15, Craft (weaponsmithing) +13, Craft (shipwright) +2, Craft (stonemasonry) +10, Ride +2, Sense Motive +4, Speak Language (Undercommon) Equipment: +3 thundering battleaxeC, +3 adamantine battleaxe, Coldburn (+2 flaming/frost greatsword), mighty (+5) masterwork longbow, 20 arrows, +4 adamantine full plate armorC, +4 large shieldC, +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), healing potions, standard adventuring pack, harper pin Balander Calloran (“Cal”), Rock Gnome Bard 4/Illusionist 13/Archmage 1 S10, D16*, C18*, I24*, W12*, Ch14 Fort +9, Ref +11, Will +15 Atk +10/+5 melee (1d6 shortsword), +13 ranged (1d8 crossbow) AC 23 (bracers, size, ring, dex, ioun stones), hp106 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, high arcana (spell-like ability, costs 1 5th level slot) 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 +16, Craft (woodcarving) +6, Diplomacy +3, Gather Information +5, Hide +11, Knowledge (arcana) +24, Knowledge (geography) +14, Knowledge (the planes) +10, Knowledge (religion) +15, Listen +9, Perform +13, Spellcraft +26 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: (4/7/7/7/6/4/5/4, 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/shadow evocation, 5/teleport, 6/disintegratex2, 6/greater heroism, 6/mass bear’s endurance, 6/veil, 7/greater shadow conjurationx3, 7/greater teleport (as a spell-like ability, 2/day) 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, +2 boots of health, masterwork light crossbow, 12 bolts, +6 headband of intellect, +4 periapt of wisdom, medallion of thoughts (in pouch), +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), rod of metamagic empower spell, rose prism ioun stone (+1 AC), deep red ioun stone (+2 dex) Cal’s wands (set in a masterwork bandolier at his hip): Empowered Touch of Idiocy (CL7) 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) Enervation (CL7) Lady Dana Ilgarten, Human Cleric 3 (Selûne)/Monk 2/Mystic Wanderer* 10/ Thaumaturgist 3 S10, D18*, C14*, I10, W25*, Ch14 Fort +15, Ref +16, Will +24 Atk +12/+7 melee (1d8+3 longspear or 1d6+3 nunchaku), or +10/+10/+5 (1d6+3 nunchaku with flurry of blows) (under divine power: attacks +24/+19/+14/+9, damage 1d8+6 longspear, +14 hit points) AC 27 (dex, wis, cha, bracers, ring), hp116 Home Region: Western Heartlands Skills and Feats: Attune Gem, Augment Summoning, Brew Potion, Deflect Arrows, Dodge, Iron Will, Mobility, Improved Unarmed Strike, Martial Weapon Proficiency (longspear), Spell Focus (conjuration), Weapon Focus (unarmed), Alchemy +4, Balance +6, Concentration +13, 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, extended summoning Domains: Moon, Travel Spells: (6/8/8/8/6/6/5/5/3) 0/create waterx2, 0/detect magic, 0/mending, 0/purify food and drink, 0/read magic, 1/blessx2, 1/detect evil, 1/divine favorx2, 1/faerie fire**, 1/remove fear, 1/sanctuary, 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/invisibility purge, 3/searing lightx2, 3/summon monster III, 4/dimension door**, 4/dismissal, 4/divine powerx2, 4/restoration, 4/summon monster IV, 5/flame strikex2, 5/raise dead, 5/summon monster V, 5/teleport**, 5/true seeing, 6/find the path**, 6/healx2, 6/planar ally (astral deva), 6/undeath to death, 6/wind walk, 7/greater teleport**, 7/holy word, 7/resurrection, 7/greater scrying, 7/summon monster VII (typically an avoral or huge elemental), 8/discern location, 8/greater planar ally, 8/animal shapes** Equipment: +3 longspear C, +3 adamantine dragon bane nunchaku, moon mote*, +3 moon bracers*, +3 mooncloak*, +4 gloves of dexterity, +2 belt of health, +6 pearl of wisdom, winged boots, +2 ring of protection, ring of mind shielding, masterwork light crossbow, 20 bolts, healing potions, 10,000gp in diamonds (component for resurrection and raise dead spells), attuned gems (various low-level spells), wands of cure moderate wounds and cure serious wounds, harper pin, circlet of persuasion, restorative ointment, stone salve, wand of poison * Item from Magic of Faerûn **domain spell [/QUOTE]
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