Eberron Campaign

Writeups for our gaming groups' Dungeons and Dragons campaign, set in Wizards of the Coast's Eberron campaign setting. Game recently resumed after hiatus.

Thursday, June 15, 2006

Final Level 5 Stat Blocks

Baqar (CR 5, HD 5d8+5)
Action Points Halfling (Lightfoot) Rgr5
LG Small Humanoid (Halfling)
Init +3 Spd 20
Senses Listen +6, Spot +5

AC 17 (FF 14, Touch 15)
hp 40 (Disabled -1/Dying -13/Injury 13)
Saves: Fort +6, Ref +8, Will +4

Atk +8 base melee, +9 base ranged; Grapple +3;
+9 Melee (Sharrash, Talenta, Masterwork 1d8+3/crit 19-20/x4)
+9 Ranged (Dagger 1d3+2/crit 19-20/x2)
+8 Melee (Dagger 1d3+2/crit 19-20/x2)
+10 Ranged (Longbow, composite ( +2 Str Bonus), Masterwork 1d6+2/crit 20/x3)
+9 Melee (+1 Tangat, Talenta 1d8+4/crit 18-20/x2)
SQ: Action Points Dice Rolled 1, Action Points 7
Ranger Features: Favored Enemies (2), Wild Empathy (5+Cha.Mod), Track, Ranger Combat Style, Endurance, Animal Companion, Spells, Favored Enemy: Undead (+4), Archery, Rapid Shot, Favored Enemy: Construct (+2);
Race Features: +2 Bonus on Saves vs. Fear, +1 attack bonus with thrown weapons
Abilities: STR 14, DEX 17, CON 13, INT 11, WIS 14, CHA 9
Feats: Armor Proficiency: light, Armor Proficiency: medium, Endurance, Exotic Weapon Proficiency: Boomerang, Talenta, Exotic Weapon Proficiency: Sharrash, Talenta, Exotic Weapon Proficiency: Tangat, Talenta, Mounted Archery, Mounted Combat, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track.
Skills: Climb +4, Handle Animal +7, Heal +6, Hide +10, Intimidate +2, Jump +0, Listen +6, Move Silently +10, Ride +13, Search +1, Spot +5, Survival +10, Use Rope +5.
Ranger Spells Prepared (--/1): 1-Magic Fang.
Weapons: +1 Arrow x6; +1 Tangat, Talenta; +2 Arrow; Arrows (20); Burrowing Arrow x2; Dagger; Longbow, composite ( +2 Str Bonus), Masterwork; Sharrash, Talenta, Masterwork. Armor: Leather. (Spell Failure 10%). Goods: Amber (2) (200 gp); Antitoxin (vial); Backpack; Bedroll; Black pearl (3) (1,500 gp); Clawfoot; Coin: gp (2); Coin: pp (2); Fintail tooth (3); Flint and steel; Grappling hook; Healer`s kit; Holy symbol, silver; Pouch, belt; Rations, trail (per day) x5; Rope, silk (50 ft.); Saddle, military; Saddlebags; Torch x2; Torch (3); Waterskin (full) x4. Magic: Potion of Cure Light Wounds (1) x2; Ring of Protection +1.


Second Story Jory (CR 5, HD 5d6+10)
Female Action Points Mark of Finding, Least, Locate Object Human Rog5
CN Medium Humanoid
Init +3 Spd 30
Senses Listen +4, Spot +2

AC 15 (FF 15, Touch 13)
hp 30 (Disabled -2/Dying -14/Injury 14)
Saves: Fort +3, Ref +7, Will +2
Evasion; Trap Sense +1;
Atk +4 base melee, +6 base ranged; Grapple +4;
+5 Melee (Sword, short, Masterwork 1d6+1/crit 19-20/x2)
+7 Ranged (Crossbow, hand, Masterwork 1d4/crit 19-20/x2)
+6 Ranged (Dagger 1d4+1/crit 19-20/x2)
+6 Ranged (Dart 1d4+1/crit 20/x2)
+5 Melee (Dagger of Venom 1d4+2/crit 19-20/x2)
SQ: Action Points Dice Rolled 1, Action Points 7
Rogue Features: Sneak Attack +3d6, Trapfinding, Evasion, Trap Sense +1, Uncanny Dodge;
Abilities: STR 12, DEX 16, CON 14, INT 14, WIS 12, CHA 14
Feats: Armor Proficiency: light, Least Dragonmark, Nimble Fingers, Simple Weapon Proficiency, Stealthy.
Skills: Appraise +6, Balance +13, Bluff +3, Climb +9, Disable Device +7, Escape Artist +8, Gather Information +4, Hide +11, Jump +10, Listen +4, Move Silently +11, Open Lock +11, Search +11, Sleight of Hand +5, Spot +2, Tumble +13, Use Magic Device +4, Use Rope +8.
Weapons: Bolts, crossbow (10); Crossbow, hand, Masterwork; Dagger x5; Dagger of Venom; Dart x6; Sword, short, Masterwork. Armor: Leather. (Spell Failure 10%). Goods: Azurite (10 gp); Backpack; Carnelian (50 gp); Coin: cp (8); Coin: gp (24); Coin: pp (5); Coin: sp (18); Coral (5) (500 gp); Fire opal (3) (3,000 gp); Grappling hook; Pouch, belt; Red garnet (2) (200 gp); Rope, silk (50 ft.); Thieves` tools, Masterwork; Traveler`s outfit. Magic: Bag of Holding, type I; Potion of Cure Light Wounds (1); Potion of Invisibility (3).


Will Answer to Anything for I am no Longer at the Beck and Call of Man (CR 6, HD 5d8+15)
Action Points Warforged Mnk5
LN Medium Construct Living (Living Construct)
Init +2 Spd 40
Senses Listen +5, Spot +3

AC 19 (FF 17, Touch 16) plus Dodge
hp 41 (Disabled -3/Dying -16/Injury 16)
Saves: Fort +7, Ref +6, Will +6
Immunity: Poison (Ex); Immunity: Sleep Effects (Ex); Immunity: Paralysis (Ex); Immunity: Disease (Ex); Immunity: Fatigue (Ex); Immunity: Exhaustion (Ex); Immunity: Nausea (Ex); Vulnerability: Chill Metal (Ex); Vulnerability: Heat Metal (Ex); Vulnerability: Repel Metal or Stone (Ex); Vulnerability: Repel Wood (Ex); Vulnerability: Rusting Grasp (Ex); Immunity: Energy Drain (Ex); Evasion; Purity of Body;
Atk +5 base melee, +5 base ranged; Grapple +5;
+4/+4 Melee (Unarmed strike 1d8+2/crit 20/x2)
+5 Melee (Unarmed strike 1d8+2/crit 20/x2)
+6 Ranged (Javelin, Masterwork 1d6+2/crit 20/x2)
+5 Ranged (Javelin 1d6+2/crit 20/x2)
SQ: No Natural Healing (Ex), Can be raised or resurrected (Ex), Light Fortification (Ex), Action Points Dice Rolled 1, Action Points 7
Monk Features: Monk Bonus Feat - 1st Level, Improved Flurry of Blows, Unarmed Strike, Wisdom Bonus to AC (Max: %d), Monk Bonus Feat - 2nd Level, Evasion, Still Mind, Ki Strike (Magic), Slow Fall (20 ft.), AC Bonus (+1), Purity of Body, Stunning Fist, Combat Reflexes;
Abilities: STR 14, DEX 14, CON 16, INT 11, WIS 14, CHA 9
Feats: Combat Reflexes, Dodge, Improved Unarmed Strike, Mobility, Stunning Fist.
Skills: Craft (Blacksmithing) +0, Hide +10, Jump +6, Knowledge (Religion) +2, Listen +5, Move Silently +8, Perform (Dance) +4, Spot +3, Tumble +6, Use Rope +4.
Weapons: Alchemist`s fire x3; Javelin x2; Javelin, Masterwork x2. Goods: Amethyst (4) (400 gp); Backpack; Black opal (1,000 gp); Block and tackle; Coin: cp (36); Coin: gp (346); Coin: sp (14); Crowbar; Fintail tooth (2); Flint and steel; Hammer; Lamp, common; Oil (pint); Piton (5); Rope, silk (50 ft.); Spade; Warforged repair kit; Whetstone. Magic: Potion of Bull`s Strength (3); Heward`s Handy Haversack; Potion of Magic Weapon (1) x2; Ring of Protection +1; Potion of Repair Light Damage (1) x2; Potion of Shield of Faith (1); Warforged Composite Armor +1.


Quarion (CR 5, HD 1d10+4d4+5)
Elf (High) Ftr1/Wiz4
CN Medium Humanoid (Elf)
Init +2 Spd 30
Senses Low-light Vision (Ex), Listen +3, Spot +4

AC 16 (FF 14, Touch 12)
hp 25 (Disabled -1/Dying -12/Injury 12)
Saves: Fort +4, Ref +3, Will +5
Immunity: Sleep Effects (Ex); +2 Saves vs. Enchantment Spells and Effects
Atk +5 base melee, +5 base ranged; Grapple +5;
+4 Melee (Longsword, Masterwork 1d8+2/crit 19-20/x2) and +4 Melee (+1 Dagger 1d4+2/crit 19-20/x2)
+6 Melee (Longsword, Masterwork 1d8+3/crit 19-20/x2)
+6 Melee (+1 Dagger 1d4+3/crit 19-20/x2)
+6 Ranged (Longbow, composite ( +2 Str Bonus), Masterwork 1d8+2/crit 20/x3)
+6 Melee (Greatclub, Masterwork 1d10+3/crit 20/x2)
SQ:
Fighter Features: Bonus Feat, Proficiency: Tower Shield; Wizard Features: Scribe Scroll, Summon Familiar, Spells, Spellbooks;
Abilities: STR 14, DEX 15, CON 12, INT 17, WIS 12, CHA 9
Feats: Armor Proficiency: heavy, Armor Proficiency: light, Armor Proficiency: medium, Point Blank Shot, Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Defense, Two-Weapon Fighting.
Skills: Concentration +4, Craft (Weaponsmithing) +5, Decipher Script +5, Intimidate +3, Knowledge (Arcana) +9, Listen +3, Ride +6, Search +6, Spellcraft +9, Spot +4, Swim +6.
Wizard Spells Known (4/4/3): 0- Acid Splash, Arcane Mark, Dancing Lights, Daze, Detect Magic, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Message, Open/Close, Prestidigitation, Ray of Frost, Read Magic, Resistance, Touch of Fatigue ; 1-Alarm, Burning Hands, Charm Person, Endure Elements, Enlarge Person, Expeditious Retreat, Swift, Identify, Mage Armor, Magic Missile, Ray of Enfeeblement, Reduce Person, Repair Light Damage, Shield, Shocking Grasp, Sleep, True Strike; 2-Arcane Lock, Bull`s Strength, Flaming Sphere, Levitate, Melf`s Acid Arrow, Misdirection, Obscure Object, Protection from Arrows, Scorching Ray, Spider Climb, Summon Monster II, Web; 3-Flame Arrow, Vampiric Touch.
Wizard Spells Prepared (4/4/3): .
Weapons: +1 Arrow x2; +1 Dagger; +2 Arrow; Arrows (20); Burrowing Arrow; Dagger, Masterwork; Greatclub, Masterwork; Longbow, composite ( +2 Str Bonus), Masterwork; Longsword, Masterwork. Armor: Mithral Shirt. (Spell Failure 10%). Goods: Backpack; Bedroll; Black opal (3) (3,000 gp); Coin: cp (7); Coin: gp (11); Coin: pp (19); Coin: sp (13); Explorer`s outfit; Flint and steel; Ink (vial); Inkpen; Moonstone (5) (250 gp); Spell component pouch; Spellbook, wizard`s. Magic: Potion of Bull`s Strength (3); Potion of Cure Light Wounds (1); Scroll of Flame Arrow (5) x2; Wand of Flaming Sphere (3) (Charges: 25); Wand of Magic Missile (3) (Charges: 10); Wand of Repair Light Damage (1) (Charges: 41).