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<blockquote data-quote="Lazybones" data-source="post: 2636891" data-attributes="member: 143"><p><strong>ECL20</strong> (Epic story, after the assault on Hookface’s lair, and party breaks up)</p><p>Lok is ECL21 (incl. +1 racial modifier)</p><p>Arun, Dana, Cal are at ECL20</p><p>Mole is at ECL19</p><p>Dannel and Beorna are at ECL18</p><p></p><p></p><p>Clarese “Mole” Calloran, Rock Gnome Female Rogue 8/Acrobat 10/Duelist 1</p><p>Str 12*, Dex 24*, Con 17, Int 12, Wis 10, Cha 12</p><p>Fort +8, Ref +21, Will +7</p><p>Atk +23/+18/+13 melee (1d4+1/18-20 small rapier, or 1d3+2/19-20 small +1 dagger), +22/+17/+12 ranged (1d6+1/19-20+1d6 electrical, small light crossbow, +1 shock bolt)</p><p>AC 34 (size, bracers, ring, amulet, dex, duelist bonus), hp 129</p><p>SA cartwheel charge (DC20 tumble check to execute sneak attack on charge), defensive fighting, defensive roll, improved evasion, improved uncanny dodge, 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, Iron Will, Mobility, Rapid Reload, Spring Attack, Weapon Finesse, Balance +25**, Bluff +8, Climb +19, Craft (alchemy) +2, Escape Artist +18, Gather Information +6, Listen +12, Hide +25, Jump +27*/**, Move Silently +21, Open Locks +10, Perform (dance) +10, Search +9, Sleight of Hand +13***, Spot +12, 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, +3 amulet of natural armor, belt of ogre power, boots of striding and springing, slippers of spider climbing (in pouch), rust bag of tricks, +4 ring of protection, ring of invisibility, small light crossbow, small knife, cases with 40 +1 shock bolts, bag of holding (type 1) with assorted miscellaneous supplies, silk rope, thieves’ tools, hat of disguise, chime of opening, rope of climbing, +4 headband of intellect (in pouch)</p><p></p><p> </p><p>Arun Goldenshield, Gold Dwarf Male Paladin (Moradin) 15/Divine Champion 5</p><p>Str 22*, Dex 12*, Con 18*, Int 10, Wis 14, Cha 14</p><p>Fort +21, Ref +14, Will +14</p><p>Atk +32/+27/+22/+17 melee (1d8+11/17-20, +5 holy avenger, +2d6 vs. evil creatures), +21/+16/+11/+6 ranged (1d8+5 longbow)</p><p>AC 30 (mithral full plate, ring, dex, large steel shield), hp 175</p><p>SA aura of courage, divine health, divine grace, lay on hands, detect evil, smite evil 4/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 4x/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 (3/2/1/1): 1/divine favor, 1/lesser restoration, 1/protection from evil, 2/remove paralysis, 2/resist energy, 3/magic circle against evil, 4/restoration</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 adamantine battleaxe, +3 mithral full plate, +4 large steel shield, boots of striding and springing, +4 gloves of dexterity, +3 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 11</p><p>Str 21, Dex 15, Con 17, Int 9, Wis 12, Cha 2</p><p>Fort +14, Ref +8, Will +4</p><p>AC 23 (dex, natural, mount bonus), hp94</p><p>Atk +10 melee (1d8+6, bite)</p><p>SA improved evasion, increased speed, command lizards, SR20</p><p>Feats/Skills: Alertness, Great Fortitude, Climb +18*, Listen +7, Spot +7</p><p>* +8 racial bonus to Climb checks</p><p>Equipment: riding harness</p><p></p><p></p><p>Dannel Ardan, Moon Elf Bard 4/Ranger 4/Arcane Archer 10 </p><p>Str 12, Dex 25*, Con 12*, Int 10, Wis 12, Cha 20*</p><p>Fort +12, Ref +21, Will +9</p><p>AC 23 (chain shirt, ring, dex), hp 92</p><p>Atk +19/+14/+9/+4 melee (1d8+2 longsword), or +19/+14/+9/+4 melee (1d6+2, <em>Alakast</em>, 1d6+4+2d6 vs. evil outsiders), +32/+27/+22/+17 or +30/+30/+25/+20/+15 ranged (1d8+7+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) +10, 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>Bard 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>Ranger Spells Known (1 per day): 1/longstrider</p><p>Equipment: <em>Alakast</em>, +1 evil outsider bane quarterstaff, +1 longsword, +3 shadow silent chain shirt, +1 shocking burst mighty (+1) longbow, +3 evil outsider bane mighty (+2) composite longbowC, 50+1 holy arrows, 10 +1 ghost touch arrows, +2 ring of protection, ring of evasion, efficient quiver, 40 arrows, +2 amulet of health, +4 cloak of charisma, +6 gloves of dexterity, greater bracers of archery, ring of the ram (in pouch), masterwork flute, traveling pack</p><p></p><p>Dannel has elected not to attract an animal companion.</p><p></p><p>Beorna Truehammer, Shield Dwarf Female Cleric 8/Pious Templar 10 (Helm)</p><p>Str 18*, Dex 10, Con 18*, Int 10, Wis 24*, Cha 8</p><p>Fort +18, Ref +7, Will +21</p><p>AC 20 (dwarven platemail, ring), hp 166</p><p>Atk +20/+15/+10 melee (1d10+8/17-20, adamantine bastard sword, two-handed), +16/+11/+6 ranged (1d8+4, mighty masterwork longbow)</p><p>SA DR 5/- (armor and templar ability), mettle, smite 3/day, turn undead</p><p>Feats/Skills: Blind-Fight, Cleave, Diehard, Endurance, Improved Bull Rush, Improved Critical (bastard sword), Improved Sunder, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Concentration +21, Heal +9, Knowledge (religion) +9, Spellcraft +4 </p><p>Clerical Domains: Protection (protective ward +8 1/day), Strength (+8 strength 1/day)</p><p>Cleric Spells (6/7/6/6/4): 0/various, 1/bless, 1/comprehend languages, 1/detect evil, 1/divine favorx2, 1/enlarge person*, 1/remove fear, 2/align weaponx2, 2/bear’s endurance, 2/bull’s strength*, 2/resist energy, 2/spiritual weapon, 3/dispel magic, 3/invisibility purge, 3/magic vestment, 3/protection from energy*x2, 3/searing light, 4/divine power, 4/restoration, 4/sending, 4/spell immunity*</p><p>Templar Spells (4/4/4/2): 1/bless, 1/bless weapon, 1/lesser restoration, 1/protection from evil, 2/remove paralysisx2, 2/undetectable alignment, 2/zone of truth, 3/daylight, 3/discern lies, 3/greater magic weapon, 4/death ward, 4/holy sword</p><p>Equipment: dwarven platemail (adamantine), adamantine bastard sword, +2 gauntlets of ogre power, +6 periapt of wisdom, +2 ring of protection, +2 cloak of resistance, +2 belt of health, dagger, mighty (+4) masterwork composite longbow, 20 arrows</p><p></p><p></p><p>Lok, Earth Genasi Fighter 10/Dwarven Defender 10 </p><p>S28*, D13, C20*, I12, W8, Ch8</p><p>Fort +20, Ref +10, Will +13</p><p>Atk +34/+29/+24/+19 melee (1d8+14/19-20x3+2d8 sonic, thundering battleaxe), or +31/+26/+21/+16 melee (2d6+15+1d6 fire +1d6 cold/19-20x2, Coldburn) +22/+17/+12/+7 ranged (1d8+5 composite longbow)</p><p>AC 33 (full plate armor, large shield, dex, class bonus), hp236</p><p>SA: darkvision, +2 on saves vs. earth effects, path without trace 1/day, defensive stance 5/day (+2 str, +4 con [+40 hp], +2 all saves, +4 dodge to AC, lasts 10 rounds), damage reduction 6/- (9/- 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, Mobility, Power Attack, Toughness, Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Craft (armorsmithing) +16, Craft (weaponsmithing) +14, Craft (shipwright) +2, Craft (stonemasonry) +11, 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, efficient quiver, 60 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 3</p><p>S10, D16*, C18*, I25*, W12*, Ch14</p><p>Fort +10, Ref +12, Will +16</p><p>Atk +11/+6 melee (1d6 shortsword), +14 ranged (1d8 crossbow)</p><p>AC 23 (bracers, size, ring, dex, ioun stones), hp119</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 abilities, costs 2 5th level slots); spell power (+1 CL, 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 +18, Craft (woodcarving) +6, Diplomacy +3, Gather Information +5, Hide +11, Knowledge (arcana) +26, Knowledge (geography) +14, Knowledge (the planes) +14, Knowledge (religion) +14, Listen +9, Perform +13, Search +10, Spellcraft +28 </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: (4/7/7/7/6/3/5/5/3, opposition evocation, DC17+spell level [DC18 for enchantments and illusions]): 0/detect magic, 0/light, 0/mage hand, 0/read magic, 1/alarm, 1/change self, 1/shieldx2, 1/silent imagex2, 1/ray of enfeeblement, 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/dimensional anchor, 4/greater invisibility, 4/polymorph, 4/scrying, 4/stoneskinx2, 5/baleful polymorph, 5/mage’s private sanctum, 5/persistent image, 6/disintegratex3, 6/greater dispel magic, 6/veil, 7/greater invisibility (as a spell-like power, 4x/day), 7/greater shadow conjurationx3, 7/greater teleport (as a spell-like ability, 2/day), 8/greater shadow evocationx2, 8/maze</p><p>Spellbooks*: as above plus all cantrips, 1/color spray, 1/comprehend languages, 1/endure elements, 1/enlarge person, 1/identify, 1/jump, 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, 5/shadow evocation, 6/greater heroism, 6/mass bear’s endurance, 6/shadow walk, 7/plane shift, 8/binding</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>*Note: due to the time constraints, Cal has not yet had the opportunity to scribe 8th level spells into his spellbook. </p><p></p><p>Cal’s wands (set in a masterwork bandolier at his hip): </p><p>Empowered Touch of Idiocy (CL7)</p><p>Enervation (CL7)</p><p>Fly (CL5)</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></p><p></p><p>Lady Dana Ilgarten, Human Cleric 3 (Selûne)/Monk 2/Mystic Wanderer* 10/ Thaumaturgist 5</p><p>S10, D18*, C16*, I10, W26*, Ch14</p><p>Fort +16, Ref +16, Will +26</p><p>Atk +13/+8 melee (1d8+3 longspear or 1d6+3 nunchaku), or +11/+11/+6 (1d6+3 nunchaku with flurry of blows) </p><p>(under divine power: attacks +25/+20/+15/+10, damage 1d8+6 longspear, +17 hit points)</p><p>AC 27 (dex, wis, cha, bracers, ring), hp145</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 +14, Diplomacy +12, Heal +7, Knowledge (the planes) +1, 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, contingency conjuration</p><p>Domains: Moon, Travel</p><p>Spells: (6/8/8/8/8/6/6/5/5/3) 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/divine powerx2, 4/greater magic weapon, 4/restorationx2, 4/summon monster IV, 5/flame strikex2, 5/plane shiftx2, 5/summon monster V, 5/teleport**, 6/find the path**, 6/harm, 6/heal, 6/planar ally (astral deva), 6/undeath to death, 6/wind walk, 7/greater teleport**, 7/holy wordx2, 7/greater scrying, 7/summon monster VII (typically an avoral or huge elemental), 8/animal shapes**, 8/dimensional lock, 8/discern location, 8/greater spell immunity, 8/summon monster VIII, 9/gate, 9/mass heal, 9/moon fire**</p><p>Equipment: +3 longspear C, +3 adamantine dragon bane nunchaku, moon mote*, +3 moon bracers*, +3 mooncloak*, +4 gloves of dexterity, +4 belt of health, +6 pearl of wisdom, winged boots, +2 ring of protection, ring of mind shielding, masterwork light crossbow, 20 bolts, healing potions, attuned gems (various low-level spells), wands of cure moderate wounds and cure serious wounds, harper pin, circlet of persuasion, restorative ointment </p><p></p><p>* Item from Magic of Faerûn</p><p>**domain spell</p></blockquote><p></p>
[QUOTE="Lazybones, post: 2636891, member: 143"] [b]ECL20[/b] (Epic story, after the assault on Hookface’s lair, and party breaks up) Lok is ECL21 (incl. +1 racial modifier) Arun, Dana, Cal are at ECL20 Mole is at ECL19 Dannel and Beorna are at ECL18 Clarese “Mole” Calloran, Rock Gnome Female Rogue 8/Acrobat 10/Duelist 1 Str 12*, Dex 24*, Con 17, Int 12, Wis 10, Cha 12 Fort +8, Ref +21, Will +7 Atk +23/+18/+13 melee (1d4+1/18-20 small rapier, or 1d3+2/19-20 small +1 dagger), +22/+17/+12 ranged (1d6+1/19-20+1d6 electrical, small light crossbow, +1 shock bolt) AC 34 (size, bracers, ring, amulet, dex, duelist bonus), hp 129 SA cartwheel charge (DC20 tumble check to execute sneak attack on charge), defensive fighting, defensive roll, improved evasion, improved uncanny dodge, 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, Iron Will, Mobility, Rapid Reload, Spring Attack, Weapon Finesse, Balance +25**, Bluff +8, Climb +19, Craft (alchemy) +2, Escape Artist +18, Gather Information +6, Listen +12, Hide +25, Jump +27*/**, Move Silently +21, Open Locks +10, Perform (dance) +10, Search +9, Sleight of Hand +13***, Spot +12, 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, +3 amulet of natural armor, belt of ogre power, boots of striding and springing, slippers of spider climbing (in pouch), rust bag of tricks, +4 ring of protection, ring of invisibility, small light crossbow, small knife, cases with 40 +1 shock bolts, bag of holding (type 1) with assorted miscellaneous supplies, silk rope, thieves’ tools, hat of disguise, chime of opening, rope of climbing, +4 headband of intellect (in pouch) Arun Goldenshield, Gold Dwarf Male Paladin (Moradin) 15/Divine Champion 5 Str 22*, Dex 12*, Con 18*, Int 10, Wis 14, Cha 14 Fort +21, Ref +14, Will +14 Atk +32/+27/+22/+17 melee (1d8+11/17-20, +5 holy avenger, +2d6 vs. evil creatures), +21/+16/+11/+6 ranged (1d8+5 longbow) AC 30 (mithral full plate, ring, dex, large steel shield), hp 175 SA aura of courage, divine health, divine grace, lay on hands, detect evil, smite evil 4/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 4x/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 (3/2/1/1): 1/divine favor, 1/lesser restoration, 1/protection from evil, 2/remove paralysis, 2/resist energy, 3/magic circle against evil, 4/restoration Equipment: +2 amulet of health, +4 belt of giant’s strength, +2 ring of protection, ring of evasion, holy avenger long sword, +3 adamantine battleaxe, +3 mithral full plate, +4 large steel shield, boots of striding and springing, +4 gloves of dexterity, +3 cloak of resistance, two light hammers, traveling pack, masterwork mighty (+5) composite longbow, 20 arrows Clinger, Giant Subterranean Lizard (celestial mount), Magical Beast 11 Str 21, Dex 15, Con 17, Int 9, Wis 12, Cha 2 Fort +14, Ref +8, Will +4 AC 23 (dex, natural, mount bonus), hp94 Atk +10 melee (1d8+6, bite) SA improved evasion, increased speed, command lizards, SR20 Feats/Skills: Alertness, Great Fortitude, Climb +18*, Listen +7, Spot +7 * +8 racial bonus to Climb checks Equipment: riding harness Dannel Ardan, Moon Elf Bard 4/Ranger 4/Arcane Archer 10 Str 12, Dex 25*, Con 12*, Int 10, Wis 12, Cha 20* Fort +12, Ref +21, Will +9 AC 23 (chain shirt, ring, dex), hp 92 Atk +19/+14/+9/+4 melee (1d8+2 longsword), or +19/+14/+9/+4 melee (1d6+2, [I]Alakast[/I], 1d6+4+2d6 vs. evil outsiders), +32/+27/+22/+17 or +30/+30/+25/+20/+15 ranged (1d8+7+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) +10, 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 Bard 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 Ranger Spells Known (1 per day): 1/longstrider Equipment: [I]Alakast[/I], +1 evil outsider bane quarterstaff, +1 longsword, +3 shadow silent chain shirt, +1 shocking burst mighty (+1) longbow, +3 evil outsider bane mighty (+2) composite longbowC, 50+1 holy arrows, 10 +1 ghost touch arrows, +2 ring of protection, ring of evasion, efficient quiver, 40 arrows, +2 amulet of health, +4 cloak of charisma, +6 gloves of dexterity, greater bracers of archery, ring of the ram (in pouch), masterwork flute, traveling pack Dannel has elected not to attract an animal companion. Beorna Truehammer, Shield Dwarf Female Cleric 8/Pious Templar 10 (Helm) Str 18*, Dex 10, Con 18*, Int 10, Wis 24*, Cha 8 Fort +18, Ref +7, Will +21 AC 20 (dwarven platemail, ring), hp 166 Atk +20/+15/+10 melee (1d10+8/17-20, adamantine bastard sword, two-handed), +16/+11/+6 ranged (1d8+4, mighty masterwork longbow) SA DR 5/- (armor and templar ability), mettle, smite 3/day, turn undead Feats/Skills: Blind-Fight, Cleave, Diehard, Endurance, Improved Bull Rush, Improved Critical (bastard sword), Improved Sunder, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword), Concentration +21, Heal +9, Knowledge (religion) +9, Spellcraft +4 Clerical Domains: Protection (protective ward +8 1/day), Strength (+8 strength 1/day) Cleric Spells (6/7/6/6/4): 0/various, 1/bless, 1/comprehend languages, 1/detect evil, 1/divine favorx2, 1/enlarge person*, 1/remove fear, 2/align weaponx2, 2/bear’s endurance, 2/bull’s strength*, 2/resist energy, 2/spiritual weapon, 3/dispel magic, 3/invisibility purge, 3/magic vestment, 3/protection from energy*x2, 3/searing light, 4/divine power, 4/restoration, 4/sending, 4/spell immunity* Templar Spells (4/4/4/2): 1/bless, 1/bless weapon, 1/lesser restoration, 1/protection from evil, 2/remove paralysisx2, 2/undetectable alignment, 2/zone of truth, 3/daylight, 3/discern lies, 3/greater magic weapon, 4/death ward, 4/holy sword Equipment: dwarven platemail (adamantine), adamantine bastard sword, +2 gauntlets of ogre power, +6 periapt of wisdom, +2 ring of protection, +2 cloak of resistance, +2 belt of health, dagger, mighty (+4) masterwork composite longbow, 20 arrows Lok, Earth Genasi Fighter 10/Dwarven Defender 10 S28*, D13, C20*, I12, W8, Ch8 Fort +20, Ref +10, Will +13 Atk +34/+29/+24/+19 melee (1d8+14/19-20x3+2d8 sonic, thundering battleaxe), or +31/+26/+21/+16 melee (2d6+15+1d6 fire +1d6 cold/19-20x2, Coldburn) +22/+17/+12/+7 ranged (1d8+5 composite longbow) AC 33 (full plate armor, large shield, dex, class bonus), hp236 SA: darkvision, +2 on saves vs. earth effects, path without trace 1/day, defensive stance 5/day (+2 str, +4 con [+40 hp], +2 all saves, +4 dodge to AC, lasts 10 rounds), damage reduction 6/- (9/- 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, Mobility, Power Attack, Toughness, Weapon Focus (battleaxe), Weapon Specialization (battleaxe), Craft (armorsmithing) +16, Craft (weaponsmithing) +14, Craft (shipwright) +2, Craft (stonemasonry) +11, Ride +2, Sense Motive +4, Speak Language (Undercommon) Equipment: +3 thundering battleaxeC, +3 adamantine battleaxe, Coldburn (+2 flaming/frost greatsword), mighty (+5) masterwork longbow, efficient quiver, 60 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 3 S10, D16*, C18*, I25*, W12*, Ch14 Fort +10, Ref +12, Will +16 Atk +11/+6 melee (1d6 shortsword), +14 ranged (1d8 crossbow) AC 23 (bracers, size, ring, dex, ioun stones), hp119 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 abilities, costs 2 5th level slots); spell power (+1 CL, 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 +18, Craft (woodcarving) +6, Diplomacy +3, Gather Information +5, Hide +11, Knowledge (arcana) +26, Knowledge (geography) +14, Knowledge (the planes) +14, Knowledge (religion) +14, Listen +9, Perform +13, Search +10, Spellcraft +28 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: (4/7/7/7/6/3/5/5/3, opposition evocation, DC17+spell level [DC18 for enchantments and illusions]): 0/detect magic, 0/light, 0/mage hand, 0/read magic, 1/alarm, 1/change self, 1/shieldx2, 1/silent imagex2, 1/ray of enfeeblement, 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/dimensional anchor, 4/greater invisibility, 4/polymorph, 4/scrying, 4/stoneskinx2, 5/baleful polymorph, 5/mage’s private sanctum, 5/persistent image, 6/disintegratex3, 6/greater dispel magic, 6/veil, 7/greater invisibility (as a spell-like power, 4x/day), 7/greater shadow conjurationx3, 7/greater teleport (as a spell-like ability, 2/day), 8/greater shadow evocationx2, 8/maze Spellbooks*: as above plus all cantrips, 1/color spray, 1/comprehend languages, 1/endure elements, 1/enlarge person, 1/identify, 1/jump, 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, 5/shadow evocation, 6/greater heroism, 6/mass bear’s endurance, 6/shadow walk, 7/plane shift, 8/binding 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) *Note: due to the time constraints, Cal has not yet had the opportunity to scribe 8th level spells into his spellbook. Cal’s wands (set in a masterwork bandolier at his hip): Empowered Touch of Idiocy (CL7) Enervation (CL7) Fly (CL5) 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) Lady Dana Ilgarten, Human Cleric 3 (Selûne)/Monk 2/Mystic Wanderer* 10/ Thaumaturgist 5 S10, D18*, C16*, I10, W26*, Ch14 Fort +16, Ref +16, Will +26 Atk +13/+8 melee (1d8+3 longspear or 1d6+3 nunchaku), or +11/+11/+6 (1d6+3 nunchaku with flurry of blows) (under divine power: attacks +25/+20/+15/+10, damage 1d8+6 longspear, +17 hit points) AC 27 (dex, wis, cha, bracers, ring), hp145 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 +14, Diplomacy +12, Heal +7, Knowledge (the planes) +1, 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, contingency conjuration Domains: Moon, Travel Spells: (6/8/8/8/8/6/6/5/5/3) 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/divine powerx2, 4/greater magic weapon, 4/restorationx2, 4/summon monster IV, 5/flame strikex2, 5/plane shiftx2, 5/summon monster V, 5/teleport**, 6/find the path**, 6/harm, 6/heal, 6/planar ally (astral deva), 6/undeath to death, 6/wind walk, 7/greater teleport**, 7/holy wordx2, 7/greater scrying, 7/summon monster VII (typically an avoral or huge elemental), 8/animal shapes**, 8/dimensional lock, 8/discern location, 8/greater spell immunity, 8/summon monster VIII, 9/gate, 9/mass heal, 9/moon fire** Equipment: +3 longspear C, +3 adamantine dragon bane nunchaku, moon mote*, +3 moon bracers*, +3 mooncloak*, +4 gloves of dexterity, +4 belt of health, +6 pearl of wisdom, winged boots, +2 ring of protection, ring of mind shielding, masterwork light crossbow, 20 bolts, healing potions, attuned gems (various low-level spells), wands of cure moderate wounds and cure serious wounds, harper pin, circlet of persuasion, restorative ointment * Item from Magic of Faerûn **domain spell [/QUOTE]
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