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Comments and questions on 3.5 from a Newbie

Edena_of_Neith

First Post
Repost (for ease of reference) -

Claire

5th level character, 5th level wizard, CR 5, high elven, neutral good, reveres Sehanine Moonbow
Medium humanoid (Elf), 130 years old, female, 4 feet 6 inches, 80#, blue eyes, long silken black hair (let down); milky skin

Str 10 (+0), Int 18 (+4), Wis 11 (+0), Dex 17 (+3), Con 15 (+2), Cha 13 (+1)
Hit points 24, HD 5d4+10, current hit points 24, non-lethal damage accumulated 0
Move 30 ft, Face/Reach 5 ft/5 ft
AC 14 (+0 armor, +0 shield, +3 Dex, +0 size, +1 natural, +0 deflection, +0 other), touch AC 11, flat footed AC 11
Initiative +7 (+3 Dex, +4 improved initiative)
Saving throws: Fort +6 (base +1, Con +2, magical/misc +3), Ref + 5 (base +1, Dex +3, magical/misc +1), Will +5 (base +4, Wis +0, magical/misc +1), all saves +2 vs enchantment (racial +2)
BAB +2, Grapple +2 (BAB +2, Str +0, size +0, misc +0)
SR none

Rapier +2 melee (1d6 18-20x2, piercing), dagger +2 melee (1d4 19-20/x2), longbow +5 ranged (1d8, 20x3, piercing, 100 ft x 10), dagger + 3 ranged (1d4, 19-20x2, piercing, 10 ft x 5)

Special qualities: low-light vision, immune to sleep spells and effects, elf blood, familiar (rat)
Feats: alertness (when familiar is within 5 feet), craft wondrous item, improved initiative, scribe scroll, skill focus - concentration
Skills: Concentration +13, knowledge - arcana +11, listen +2 (+4 from alertness), search +8, spellcraft +13, spot +5 (+7 from alertness)
Languages: common, elven, draconian, sylvan, orcish

Equipment: rapier, longbow, dagger, quiver and 20 arrows, +1 amulet of natural armor, +1 cloak of resistance, +2 headband of intellect, scroll (mage armor), 2 scrolls (detect magic), scroll (obscuring mist), scroll (comprehend languages), scroll (expeditious retreat), scroll (reduce person)

Spell Save DC 14 + spell level
0 level: Acid splash, disrupt undead, light, ray of frost.
1st level: Mage armor, magic missile x2, shocking grasp.
2nd level: Melf's acid arrow, protection from arrows, scorching ray.
3rd level: Hold person, fireball.

-

Claire's Rat Familiar

CR -, Tiny Magical Beast, Familiar

Str 2 (-4), Int 8 (-1), Wis 12 (+1), Dex 15 (+2), Con 10 (+0), Cha 2 (-4)
Hit points 12, HD 1/2 (5d4+10), current hit points 12, non-lethal damage accumulated 0
Move 15 ft, climb 15 ft, swim 15 ft, Face/Reach 2.5 ft/0 ft
AC 17 (+0 armor, +0 shield, +2 Dex, +2 size, +3 natural, +0 deflection, +0 other), touch AC 14, flat footed AC 15
Initiative +2
Saving throws: Fort +2, Ref + 4, Will +5

BAB +2, Grapple -10
SR none

Bite +6 melee (1d3-4 20/x2, bludgeoning, slashing, and piercing)

Special qualities: low-light vision, scent, improved evasion, share spells, empathic link, deliver touch spells, speak with master
Feats: stealthy, weapon finesse
Skills: balance +10, climb +12, hide +16, move silently +10, swim +10

-

Narrin

5th level character, 5th level fighter, CR 5, human, neutral, reveres Tempus and ancient Damaran dieties
Medium humanoid (Faerunian human), 18 years old, male, 6 feet 5 inches, 250#, grey eyes, shoulder length black hair (let down); skin heavily tanned, some scars

Str 18 (+4), Int 11 (+0), Wis 13 (+1), Dex 15 (+2), Con 15 (+2), Cha 10 (+0)
Hit points 42, HD 5d10+10, current hit points 42, non-lethal damage accumulated 0
Move 30 ft, Face/Reach 5 ft/5 ft
AC 20 (+5 armor, +0 shield, +2 Dex, +0 size, +0 natural, +3 deflection, +0 other), touch AC 15, flat footed AC 18
Initiative +2 (+2 Dex, +0 magical/misc)
Saving throws: Fort +7 (base +4, Con +2, magical/misc +1), Ref + 4 (base +1, Dex +2, magical/misc +1), Will +5 (base +1, Wis +1, magical/misc +3)
BAB +5, Grapple +9 (BAB +2, Str +4, size +0, magical/misc +3)
SR none

Great sword +11 melee (2d6+8 19-20/x2, slashing), warhammer +9 melee (1d8+6 20/x3, bludgeoning), dagger +9 melee (1d4+4 19-20/x2, slashing or piercing), spiked gauntlet +9 melee (1d4+4 20x2, piercing), composite longbow +8 ranged or +6/+6 ranged (1d8+4 20/x3, 110 ft x 10), dagger +7 ranged (1d4+4 19-20/x2, piercing, 10 ft x 5)

Special Qualities: none
Feats: iron will, point blank shot, power attack, rapid shot, weapon focus (greatsword), weapon specialization (greatsword)
Skills: handle animal +5, jump +4, ride +12, swim +6, spot +9

Equipment: +3 celestial armor (flight ability for the day expended), +1 greatsword, +1 cloak of resistance, mighty (+4) masterwork composite longbow, warhammer, dagger, spiked gauntlet, quiver and 20 arrows, 2 potions (cure light wounds), potion (enlarge person), potion (bull's strength), warhorse, tack and harness



Lidda CR 12
Female halfling rogue 12
CG Small humanoid
Init +11; Listen +17, Spot +15
Languages Common, halfling, elven, orc
__________________________________________________ ________
AC 29, touch 20, flat-footed 29, Dodge feat +1 to AC vs. 1 opponent
HP 57 (12 HD)
Fort +6, Ref +16, Will +5; Trap sense +4
__________________________________________________ ________
Spd 20 ft.
Melee +2 short sword +13/+8 (1d4+3/19-20)
Ranged +1 composite (Str +1) shortbow +18/+13 (1d4+3/x3)
Base Atk +9; Grp +6
Atk Options point blank shot, precise shot
Special Actions Sneak attack +6d6, improved evasion, improved uncanny dodge
Combat Gear 2 potions of cure serious wounds, 2 potions of invisibility
__________________________________________________ _________
Abilities Str 12, Dex 24, Con 13, Int 14, Wis 10, Cha 8
SQ Halfling traits, trapfinding
Feats Dodge, Improved Critical (shortbows), Improved Initiative, Point Blank Shot, Precise Shot
Skills Balance +10, Climb +18, Disable Device +19, Escape Artist +15, Gather Information +6, Hide +32, Jump +20, Listen +17, Move Silently +32, Open Lock +25, Search +17, Spot +15, Tumble +23, Use Magic Device +5
Possessions Combat gear, +2 studded leather armor, +2 darkwood buckler, amulet of natural armor +1, ring of protection +2, short sword +2, composite (Str +1) shortbow +1, boots of elvenkind, greater bracers of archery, eyes of the eagle, gloves of dexterity +4, Heward?s handy haversack, ioun stone (pale blue), vest of escape, adventuring gear, masterwork thieves? tools




Hennet CR 12
Male human sorcerer 12
CG Medium humanoid
Init +3; Listen +1, Spot +1
Languages Common
________________________________________________
AC 17, touch 15, flat-footed 14
HP 59 (12 HD)
Fort +6, Ref +7, Will +9
________________________________________________
Spd 30 ft.
Melee shortspear +5/+0 (1d6-1)
Ranged +1 light crossbow +10 (1d8+1/19-20)
Base Atk +6; Grp +5
Atk Options point blank shot
Special Actions spells
Combat Gear 2 potions of cure serious wounds
Spells 6/8/8/7/7/6/4 (CL 12th, +4 touch, +8 ranged touch)
6 ? monster summoning VI
5 ? cone of cold (DC 21), hold monster (DC 20)
4 ? dimension door, polymorph, stoneskin
3 ? dispel magic, displacement, lightning bolt (DC 19), protection from energy
2 ? bear?s endurance, invisibility, see invisibility, scorching ray, web (DC 17)
1 ? mage armor, magic missile, protection from evil, shield, true strike
0 ? arcane mark, dancing lights, detect magic, detect poison, ghost sound, light,
mage hand, open/close, read magic
__________________________________________________
Abilities Str 8, Dex 16, Con 15, Int 10, Wis 12, Cha 22
SQ Familiar benefits
Feats Combat Casting, Maximize Spell, Point Blank Shot, Skill Focus (concentration), Spell Focus (evocation), Toughness
Skills Concentration +20 (+24 casting defensively), Knowledge (arcana) +15, Spellcraft +15
Possessions combat gear, amulet of natural armor +2, ring of protection +2, shortspear, +1 light crossbow, bag of holding I, bracers of health +2, cloak of charisma +4, gloves of dexterity +2, wand of haste, spell component pouch, adventuring gear

Bat Familiar (hp 29, AC 22, Int 11, SR 17)



Grom CR 5
Male half-orc ranger 5
NE Medium humanoid
Init +2; Senses Darkvision 60 ft.; Listen +1, Spot +9
Languages Common, orc
_________________________________________________
AC 18, touch 12, flat-footed 16
HP 36 (5 HD)
Fort +6, Ref +6, Will +2; Endurance feat
_________________________________________________
Spd 30 ft.
Melee +1 battle axe +9 (1d8+4/x3) or +1 battle axe +7 (1d8+4/x3) and throwing axe +6 (1d6+1)
Ranged composite (Str +3) longbow +7 (1d8+3/x3) or throwing axe +7 (1d6+3)
Base Atk +5; Grp +8
Atk Options power attack, two weapon fighting
Special Actions Favored enemy (elf +4, animal +2)
Combat Gear 2 potions of cure moderate wounds
Spells Prepared (CL 2nd)
1 ? resist energy
_________________________________________________
Abilities Str 17, Dex 14, Con 14, Int 8, Wis 12, Cha 6
SQ Orc blood, wild empathy, animal companion (wolf)
Feats Endurance, Power Attack, Quickdraw, Track, Two Weapon Fighting
Skills Hide +10, Knowledge (nature) +9, Move Silently +10, Spot +9, Survival +9 (+11 in above ground natural environments)
Possessions combat gear, chain shirt +2, battle axe +1, 2 throwing axes, composite (Str +3) longbow


Dire Bear CR 7
N Large animal
Init +1; Senses Low-light vision, scent; Listen +10, Spot +10
__________________________________________________ __
AC 17, touch 10, flat-footed 16
HP 105 (12 HD)
Fort +12, Ref +9, Will +9; Endurance feat
__________________________________________________ __
Spd 40 ft. (200 ft. running)
Melee 2 claws +19 (2d4+10) and bite +13 (2d8+5)
Space 10 ft. Reach 5 ft.
Base Atk +9; Grp +23
Special Actions Improved Grab
__________________________________________________ __
Abilities Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10
Feats Alertness, Endurance, Run, Toughness, Weapon Focus (claw)
Skills Listen +10, Spot +10, Swim +13

Improved Grab (Ex): To use this ability, a dire bear must hit with a claw attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.



Ashlann, Narrin's Squire
3rd level character, 3rd level ranger, CR 3, human, neutral, reveres Tempus and Helm
Medium humanoid (human) 17 years old, male, 6 feet 1 inches, 170#, grey eyes, black hair, suntanned skin

Str 14 (+2), Int 15 (+2), Wis 15 (+2), Dex 18 (+4), Con 12 (+1), Cha 10 (+0)
Hit points 20, HD 3d8+3, current hit points 20, non-lethal damage accumulated 0
Move 30 ft, Face/Reach 5 ft/5 ft
AC 20 (chain shirt +4, Dex +4, magic +2), touch AC 16, flat footed AC 16
Initiative +4 (+4 Dex)
Saving throws: Fort +3 (base +3, Con +0, magical/misc +0), Ref +5 (base +1, Dex +4, magical/misc +0), Will +6 (base +4, Wis +2, magical/misc +0)

BAB +3, Grapple +4 (BAB +2, Str +2, size +0, misc +0)
SR none

+3 longbow +9 ranged (1d8 19-20/x2, 110 ft x 10), Throwing daggers +7 ranged (1d4+2 19-20/x2, 10 ft x 5), Longsword +6 melee (1d8+2, 19-20/x2), Shortsword +6 melee (1d6+2, 19-20/x2)

Special qualities: wild empathy, combat style
Feats: track, point blank shot, precise shot, weapon focus (longbow), endurance
Skills: handle animal +6 (6 ranks, +0 Cha), heal +8 (6 ranks, +2 Wis), hide +8 (6 ranks, +4 Dex, -2 armor), knowledge - geography +8 (6 ranks, +2 Int), move silently +8 (6 ranks, Dex +4, armor -2), search +8 (6 ranks, +2 Int), spot +8 (6 ranks, +2 Wis), survival +8 (6 ranks, +2 Wis)

Items: +2 chain shirt, +3 longbow, 5 +1 arrows, short sword, other equipment
 
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Edena_of_Neith

First Post
Ashlann, Narrin's squire, has arrived. (See bottom of above post. :) )

EDIT: Ashlann, alone, could not win against Lidda.

Ashlann would have accompanied Narrin, his friend and mentor, to the clearing at the start.

Do you like my build of Ashlann?
 
Last edited:

MichaelH

First Post
Here are the stat blocks for Ashlann and the wolf.

Edit: Changed to Edena's version

Ashlann, Narrin’s Squire CR 3
Male human ranger 3
NE Medium humanoid
Init +4; Listen +2, Spot +8
Languages Common, elf, orc
_________________________________________________
AC 20, touch 14, flat-footed 16
HP 20 (3 HD)
Fort +4, Ref +7, Will +3; Endurance feat
_________________________________________________
Spd 30 ft.
Melee longsword +5 (1d8+2/19-20) or short sword +5 (1d6+2/19-20)
Ranged +3 longbow +11 (1d8+3/x3) or Rapid Shot +3 longbow +9/+9 (1d8+3/x3)
Base Atk +3; Grp +5
Atk Options point blank shot, rapid shot
Special Actions Favored enemy (elf +2), combat style (archery)
Combat Gear 2 potions of cure light wounds
_________________________________________________
Abilities Str 14, Dex 18, Con 12, Int 15, Wis 15, Cha 10
SQ Wild empathy (1d20+5)
Feats Endurance, Point Blank Shot, Precise Shot, Rapid Shot, Track, Weapon Focus (longbow)
Skills Handle Animal +6, Heal +8, Hide +10, Knowledge (geography) +8, Knowledge (nature) +10, Move Silently +10, Search +8, Spot +8, Survival +8 (+10 in above ground natural environments and to avoid hazards and to keep from getting lost and when following tracks)
Possessions combat gear, chain shirt +2, longbow +3, longsword, short sword, 5 arrows +1, other equipment




Wolf, Grom’s Animal Companion CR 1
N Medium animal
Init +2; Senses Low-light vision; scent; Listen +3, Spot +3
__________________________________________________
AC 14, touch 12, flat-footed 12
HP 12 (2 HD)
Fort +5, Ref +5, Will +1
__________________________________________________
Spd 50 ft.
Melee bite +3 (1d6+1)
Base Atk +1; Grp +2
Special Actions trip
__________________________________________________
Abilities Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
SQ animal traits
Feats Track, Weapon Focus (bite)
Skills Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1

Trip (Ex): A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.
 
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MichaelH

First Post
Edena_of_Neith said:
Ashlann, Narrin's Squire
3rd level character, 3rd level ranger, CR 3, human, neutral, reveres Tempus and Helm
Medium humanoid (human) 17 years old, male, 6 feet 1 inches, 170#, grey eyes, black hair, suntanned skin

Str 14 (+2), Int 15 (+2), Wis 15 (+2), Dex 18 (+4), Con 12 (+1), Cha 10 (+0)
Hit points 20, HD 3d8+3, current hit points 20, non-lethal damage accumulated 0
Move 30 ft, Face/Reach 5 ft/5 ft
AC 20 (chain shirt +4, Dex +4, magic +2), touch AC 16, flat footed AC 16
Initiative +4 (+4 Dex)
Saving throws: Fort +3 (base +3, Con +0, magical/misc +0), Ref +5 (base +1, Dex +4, magical/misc +0), Will +6 (base +4, Wis +2, magical/misc +0)

BAB +3, Grapple +4 (BAB +2, Str +2, size +0, misc +0)
SR none

+3 longbow +9 ranged (1d8 19-20/x2, 110 ft x 10), Throwing daggers +7 ranged (1d4+2 19-20/x2, 10 ft x 5), Longsword +6 melee (1d8+2, 19-20/x2), Shortsword +6 melee (1d6+2, 19-20/x2)

Special qualities: wild empathy, combat style
Feats: track, point blank shot, precise shot, weapon focus (longbow), endurance
Skills: handle animal +6 (6 ranks, +0 Cha), heal +8 (6 ranks, +2 Wis), hide +8 (6 ranks, +4 Dex, -2 armor), knowledge - geography +8 (6 ranks, +2 Int), move silently +8 (6 ranks, Dex +4, armor -2), search +8 (6 ranks, +2 Int), spot +8 (6 ranks, +2 Wis), survival +8 (6 ranks, +2 Wis)

Items: +2 chain shirt, +3 longbow, 5 +1 arrows, short sword, other equipment
Did you roll the ability scores? No problem, but they are on the high end. Using the point buy method would require 44 points to build this character whereas the norm is 25 points and tougher campaigns use 28 and 32 points. The Living Greyhawk campaign uses 28 point buy, for instance. I used the standard array of 15, 14, 13, 12, 10, and 8 which is a 25 point buy. The point buy system, btw, is found in the DMG.

Although I like the nostalgia of listing the ability scores as SIWDCCh, 3rd edition uses SDCIWCh. It's easier to list it this way because that is how everything will be listed in the books.

Touch AC is 14. You don't count the +2 enhancement bonus of the chain shirt +2. The enhancement is not applied to the AC directly, but to the armor. It enhances the armor bonus of the armor. Thus a chain shirt +2 provides a +6 armor bonus to AC which does not count in touch AC.

The saving throws are off. A 3rd level ranger has base saves of +3 Fort, +3 Ref, and +1 Will. Adding the ability score modifiers makes the saves Fort +4, Ref +7, and Will +3.

Grapple should be +5 (+3 BAB, +2 Str)

The attack bonus for the longbow should be +11 (+3 BAB, +3 Bow, +4 Dex, +1 Weapon Focus). The damage should be 1d8+3. The critical is not 19-20/x2 but 20/x3. The range for longbows is 100 feet.

The attack bonus for the longsword and short sword should be +5 (+3 BAB, +2 Str).

The feat list does not include the combat mastery bonus feat Rapid Shot.

You're short 1 skill. Add Knowledge (nature) with 6 ranks and +2 for Int.

Ashlann's equipment is a little high in value for his level. But that's probably alright for the purpose here. The +3 longbow is definately on the high side. The +1 arrows do not stack with the +3 bow. You would use the higher bonus. He could use them if he had to use a normal bow for some reason, however.

I will run the battle this afternoon, continuing from round 6 from the last battle. We will see how Ashlann does here. I will use your version of Ashlann with the corrections listed above. I am having a good time with this, btw. Fun thread. :cool:
 

MichaelH

First Post
MichaelH said:
Initiative is:
16 Lidda
14 Narrin
12 Claire
7 Grom
4 Dire Bear


Round 6

-Narrin charges where he guesses this little assassin is. I rolled randomly again and Narrin picks the right square. Narrin slices the air in front of him (18+12+2=32, but 01-50 indicates a miss, rolled 45). "Curses."

-Lidda shoots Narrin (10+18+1=29) and does 28 damage. Narrin only had 26, he drops to -2 hit points and begins dying.

-Grom's stabilization roll is 16. Close but no cigar. He drops to -6 hit points.


Grom and Narrin will die if they do not stabilize or are healed (not likely). Claire is alive but unconscious. Lidda will rescue her.
Lidda still has a move action so she moves 20 feet toward Claire, drawing one of her Cure Serious Wounds potions.


Round 7

-Narrin's stabilization roll is 37. He drops to -3 hit points.

-Lidda is still 45 feet from Claire, so she runs to her and prepares to administer the healing drought. She does not notice (Spot 5=15-3=17) Ashlann hiding (Hide 20+10=30) 30 feet away inside the tree line.

-Grom's stabilization roll is 64. His hit point total is now -7. He is bleeding out.


Round 8

-Note: According to the DMG, those who enter an encounter aware of their opponents but their opponents are unaware of them enter at the top of the initiative order before everyone else. Therefore, Ashlann and the wolf begin first in all subsequent round unless they do something that changes their initiative (like delay).

-Ashlann utilizes his Rapid Shot ability and fires twice at Lidda, who cannot use her Dex bonus to AC because she was running. The first shot (19+9+1=29) hits true for 12 damage. The second also sinks into Lidda (15+9+1=25) for 10 damage. Lidda is reduced to 35 hit points. Ashlann moves feet toward Lidda. "You will pay for killing my master, peck!"

-The wolf begins 95 feet from Lidda. It charges the little halfling thinking her to be an appetizer (18+3+2=23) and bites into her for 7 damage. Lidda is down to 28 hit points. The wolf has her at a disadvantage and uses its momentum and weight to get her off her feet. It gets a free trip attack. Wolf's opposed Str check is 11+1+4=16. Lidda's opposed Str or Dex check is 5+7-4=8. The wolf knocks Lidda to the ground where she is prone.

-Narrin's stabilization roll is 79. His hit point total is now -4.

-Lidda knows she needs Claire to help her finish this fight. She risks taking her attention from the wolf and pours the potion down Claire's throat (full round action). The wolf takes advantage of the opening, but its teeth cannot penetrate her studded leather armor (natural 1). The potion restores 21 hit points to Claire (3d8+5). Claire had 3 hit points so she is back to her full health of 24. She also had 16 points of non-lethal damage which is also cured at the same time. She has no more non-lethal damage. Claire is now conscious but prone. "You owe me, elf girl. Take out the wolf."

Grom's stabilization roll is 24. He slips to -8 hit points.


Round 9

-Ashlann delays for a better shot, since both his targets are prone (+4 to their AC).

-The wolf snips at Lidda (19+3+4=26) but misses.

-Narrin's stabilization roll is 96. -5 hit points.

-Claire defensively casts Magic Missile (12+13=25, DC16) at the wolf for 11 damage, hurting it badly. The wolf only has 1 hit point left. Claire does not move or try to get up with the wolf so close. "Nice doggy."

-Lidda sees that the wolf is almost finished and risks getting up. She begins dodging Ashlann. The wolf still cannot penetrate her defenses (12+3+4=19). Lidda shoots the wolf (2+18+1=21) for 7 damage. The wolf is reduced to -6 hit points and is dying. Lidda moves 5 feet towards Ashlann.

-Ashlann has his shot and takes it. His first arrow strikes true (natural 20, 3+9+1=13 no crit) for 8 damage. Lidda drops to 20 hit points. His second shot errs (4+9+1=14).

-Grom's stabilization roll is 95. He is on the edge of death at -9 hit points.


Round 10

-The wolf's stabilization roll is 88. It drops to -7 hit points.

-Narrin's stabilization roll is 62. He loses another hit point and now has -6.

-Claire stands up, moves 5 feet away from Ashlann and casts Melf's Acid Arrow at him (2+5=7) but hits a tree instead. "I need some practice."

-Lidda shoots twice at Ashlann (17+18+1=36, 15+13+1=29) causing 7 damage each time. Ashlann loses 14 hit points and has 6 left.

-Ashlann shoots back twice (natural 20 again, 11+9+1=21, not critical) doing 9 damage. The 2nd shot misses (15+9+1=25). Lidda only has 11 hit points left now.

-Grom's stabilization roll is 37. He slips into the afterlife.


Round 11

-The wolf's stabilization roll is 20. It falls to -8 hit points.

-Narrin's stabilization roll is 85. He also falls to -8 hit points.

-Claire moves 30 feet back away from Ashlann and cast her final Magic Missile spell. It strikes true for 13 damage (rolled 4,3,3). Ashlann drops to -7 hit points and is dying. "My debt is paid, little one."

-Lidda drinks her last cure potion and receives 22 hit points in healing. That brings up to 33 hit points. "Stabilize the survivors."

-Ashlann's stabilization roll is 21. He falls to -8 hit points.


Round 12

-The wolf's stabilization roll is 100. It drops to -9 hit points.

-Narrin's stabilization roll is 13. So close, yet so far away. -9 hit points for Narrin.

-Claire draws her longbow, spins around looking for other attackers, ready to shoot the first bad guy she sees.

-Lidda moves 5 feet to the wolf and tries to help it (Heal 15+0=15, DC15). Lidda manages to stabilize the wolf! "I hope Vadania would approve."

-Ashlann's stabilization roll is 38. He also drops to -9 hit points. Not a good day for the rangers of Damara.


Round 13

-Narrin's stabilization roll is 05! He stabilizes at -9 and does not lose any more hit points.

-Claire moves 25 feet and sees that Narrin is alive for now (Heal 17+0=17).

-Lidda moves 15 feet and tries to keep Ashlann from dying (natural 20+0=20). She stabilizes Ashlann with -9 hit points. "Eat your heart out, Jozan!"

The wolf, Narrin, and Ashlann are all stabilized at -9 hit points. The dire bear and Grom are dead. Lidda and Claire win the battle.
 

Edena_of_Neith

First Post
(looks tired)

I am unpleasantly surprised I made so many mistakes in creating Ashlann. Clearly, the details are eluding me, and I am not getting them down pat.
I have read a majority of the DMG. I'm still haven't read a crucial 1/4 of it, however.
I have read The Complete Adventurer. I could make a lot comments on that one, based on what I know so far. But I'll hold it to just a few comments, for this post:

Danger Sense + Improved Initiative + High Dexterity + Rogue = World of Hurt for Someone Else.
Danger Sense + Improved Initiative + High Dexterity + Ranger = World of Hurt for Someone Else.
Danger Sense + Improved Initiative + High Dexterity + Wizard/Sorcerer = World of Hurt for Someone Else.

Concerning the DMG:

I don't know where to begin or end with the DMG.
I will say this: The Eldritch Knight IS the old fighter/mage, minus Feats (but then again, he does not have to advance at half rate by multiclassing.)
The Arcane Archer 9th level = You're Dead.

DM: You are standing in the midst of a MASSIVELY fortified castle behind walls of stone 3 feet thick, in the most heavily protected and sealed room in the whole building. The nearest enemy is over 500 feet beyond the castle gates.
Suddenly an arrow comes flying into the room, and it only needs a touch attack to hit you, and it ignores ALL physical defenses. It hits you as a +5 arrow for 1-6 + 5. 9 points of damage.
Then a second arrow comes in and hits you for another 8 points of damage.

You: What can I do?

DM: That's a good question. Surrender unconditionally, maybe? By the way, as you sit there and think about your options, 2 more arrows come in and hit you, and you take another 16 points of damage ...

How the Arcane Archer sees her target to hit him, I do not know ...

The Assassin is back. With an Attitude. Sneak Attacks, Death Attacks, and Spells.
Now, they need a non-evil assassin, so every party with a paladin can have one. :)

Who was it in the 3rd Edition Design Team who decided mages would no longer gain new spell slots at 20th level?
And why was that decision taken?
Unless some optional rule (Unearthed Arcana, perhaps) exists to negate that, there is no point in taking a wizard or sorcerer beyond 20th level at all. (Ok, so you might say: nobody goes beyond that anyways. That is not the point. Some do. I am asking the Why of things.)

I am going to translate a very popular item from 1st and 2nd Edition into 3.5 terms:

Girdle of Giant Strength (Major Artifact)

These girdles were all created back during the Arcane Age, when enhancement bonuses from magic were unlimited except by the power of the mage who created them.
This particular girdle, when donned, grants the wearer a + 30 enhancement bonus to strength. This allows for a +15 bonus to attack rolls, damage rolls, skill checks based on strength, on grapple checks and other combat maneuvers involving strength, and on anything else related to strength.
This bonus does not stack with other enhancement bonuses to Strength, but it stacks with other kinds of bonuses to Strength (inherent, luck, exalted, etc.)
This bonus does stack with the enhancement bonuses to attack and damage from weapons with an enhancement bonus. Thus, a fighter with a +3 sword and this girdle would obtain a +18 to attack rolls, and a +18 to damage rolls.

This item has a drawback, in that the wielder must become accustomed to his newfound strength.
Although the girdle strengthens his body to withstand the sheer force being applied to it, it does not automatically convey it's sense of strength to the wielder. Thus, he may grab an item or object, thinking to pick it up, and crush it in his hands (if it is a vial of acid or a priceless piece of jewelry, this could be problematic.)
The wearer must make a DC check of 20 against every move he makes, initially. Failure indicates he fumbles, falls, possibly damages something, possibly injures someone, or otherwise fails to compensate for his incredible strength. The mug shatters, he picks up food to eat and it flies through the air, he goes to put his boots on and he punches his feet through the soles, he stands to walk and jumps high into the air, and other things of this sort.
For every hour of intensive practice - practice at compensating for the immense magical strength to move normally - after initial donning of the belt, this DC check is reduced by 1, until it drops to 10. After that, each uninterrupted day of practice reduces this check by 1, until it drops to 4. After that, it remains at 4 for a month, 3 for a month, then 2 for 6 months, and finally 1 for another 6 months.
High dexterity will not offset the necessity of this DC check. However, spells and magical items granting bonuses to Dexterity will, for so long as they last or are worn.

Note that a Girdle of Giant Strength cannot raise the wearer's strength above 40. If he already has a strength of 40, the Girdle conveys no benefit although it does convey the clumsiness. If the wearer had a strength near 40: say, 35 to 37, a mere 3 to 5 point strength increase occurs, granting little benefit, and the full effects of the clumsiness are accrued nevertheless.

The primary curse of this artifact are it's effects, if the wielder uses it's power. The wearer will become famed (or infamous) across the land for his stupendous feats of strength. Within a few weeks to a few months, depending on how actively he uses the item, the DC to know that this is the Person with the Girdle will drop to 10 for any bard.
Needless to say, many greedy and jealous NPCs, assorted nobility and the sovereign, and countless organizations both fair and shady (not to mention more than a few intelligent monsters) will come seeking the Person with the Girdle.
Life will be most interesting, and life expectancy likely most short, if the person with the Girdle refuses to voluntarily relinquish it.

EDIT: I'm using the 4d6, drop the lowest die, arrange according to taste method. I was only comfortable with the Point Buy system at tournaments, back when I played. I don't mind if the PCs have high stats (although, if they start with two 18s or more, or three 17s or more, that is pushing it too far, barring extraordinary circumstances such as the PCs of Athas.)
Also, I have seen that Point Buy inevitably leads to character with low Charisma. Invariably (sighs) they have a Charisma of 8. I'm an old fogey in this regard, in that I like seeing characters with Charisma scores of 15, 16, 17, or even 18!
 
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IcyCool

First Post
Edena_of_Neith said:
The wolf grapples, wins, then goes for the pin and wins, preventing Lidda from shooting it.

The Wolf has one attack, and not enough BAB to get iterative attacks. So the wolf may start a grapple. And that's it. So we'll say the wolf starts a grapple (which provokes an attack of opportunity from Lidda (but if she's flat-footed, she can't take it unless she has the Combat Reflexes feat). The wolf successfully grapples. Lidda and the wolf are now successfully grappled. The wolf also does his unarmed damage (there is some debate as to whether he does the standard 1d3+str mod as a normal medium creature, or whether he does his natural attack damage).

Edena_of_Neith said:
Lidda: tries to break the pin, fails. Does some damage to the wolf, unarmed.

Lidda attempts to break the grapple. She may either make opposed grapple checks with the wolf, or she may substitute an Escape Artist check instead of a grapple check, so long as all she is trying to do is escape the grapple. As Lidda's Escape Artist check is at +15 (her total skill after modifiers), she takes this option. In order for Lidda to fail, she would have to roll less than the wolf. The wolf is rolling 1d20+2, and Lidda is rolling 1d20+15. It is likely that Lidda breaks the grapple. But for the sake of arguement, we'll say she rolls a 1+15=16 and the wolf rolls a 15+2=17. Lidda now has a second iterative attack. She tries once again to escape from the grapple. 2+15=17 vs. the wolf's 18+2=20. The wolf keeps her from escaping.

The squire does his action (administer healing potion to Narrin).

The Wolf: goes for the pin on Lidda. He rolls his grapple vs. her grapple. He rolls 16+2=18 and she rolls 5+6=11. The wolf pins Lidda. A pin lasts for one round. So when the wolf's turn comes up again, he can attempt to 'pin her again' a.k.a. 'maintain the pin', or he can do something else.

Lidda: tries to break the pin. If Lidda successfully breaks the pin, she is still considered grappled. Lidda is only trying to escape, so she may substitute an escape artist check in place of a grapple check. She rolls 14+15=29 vs. the wolf's 17+2=19. Lidda successfully escapes the pin! She is still grappled, however. Since she has another interative attack, she makes another Escape Artist check to break free of the grapple. 20+15=35 vs. the wolf's 20+2=22, Lidda escapes!

The squire: Administers healing potion to Grom

The Wolf: does what it is best at and attacks! It rolls 20+3=23! A successful hit (natural 20 is always a hit), and possibly a critical! Confirmation roll is 14+3=17, not enough. Damage is 4+1=5 points to Lidda. The wolf now takes it's free Trip attempt. The wolf now rolls it's strength check opposed by Lidda's strength or dex check. She opts for Dex. 19+1=20 for the wolf vs. Lidda's 12+7=19. Lidda falls to the ground as the wolf grabs her ankle in it's mouth and shakes her like a rag doll! Note, Lidda is now Prone. She was not Prone when she was grappled or pinned.

Lidda: stands and watches the wolf warily.

The squire: Stands and aims his bow at Lidda. Calls to the wolf for it to stop attacking. He readies an action to shoot Lidda if she moves.

Squire: Cease resisting, and I'll call the wolf off. Otherwise, I'll shoot.

The Wolf: readies an action to eat Lidda if she moves.

Lidda: Sprints into the woods. The wolf misses it's bite, and the squire's arrow flies into a tree as the wily halfling hurries through the woods.

The Squire: Calls to the wolf to keep it from chasing Lidda and fires another shot after Lidda.

The wolf: growls after Lidda, but returns to the Squire and Grom.

Lidda: Continues to run through the woods, hell-bent on getting out of there.
 

Edena_of_Neith

First Post
Touch attacks and ranged touch attacks go right through the Enhancement bonus of magical armor?!

So, a hypothetical fighter with a +5 shield and +5 plate armor (unlikely!) but only 10 dexterity ... has a touch AC of 10!

As I said: Arcane Archer 9th level = You're Dead.

Also, those touch attacks by the incorporeal, level draining undead = You're Dead (if you're lucky) or One of Them (if you're not.) (You'd BETTER have a cleric on hand.)
 

MichaelH

First Post
Edena_of_Neith said:
Touch attacks and ranged touch attacks go right through the Enhancement bonus of magical armor?!
Yes, because the enhancment bonus does not enhance AC, it enhances the armor bonus, which affects the AC. That means that +2 chain mail grants a +7 armor bonus to AC and is completely ignored by touch attacks.

So, a hypothetical fighter with a +5 shield and +5 plate armor (unlikely!) but only 10 dexterity ... has a touch AC of 10!
That is correct. But also remember that wizard types have the lowest BAB and usually average Str and Dex. In my combat above, Claire fired her Melf's Acid Arrow at Ashlann but only rolled a 2 plus her BAB of 2 and Dex bonus of 3 for a total of 7. Not high enough.

Also, those touch attacks by the incorporeal, level draining undead = You're Dead
Those are nasty. They are not technically touch attacks, but "incorporeal touch attacks." They ignore armor, natural armor, and shield bonuses like normal touch attacks, but force effects work against them even if they are armor bonuses. For example, a wraith attacks Claire with her mage armor spell up. Normally, a touch attack ignores this spell because it is an armor bonus. But it is also a force effect (see the spell description) so the incorporeal touch does not ignore it. The wraith must penetrate her mage armor to successfully attack her.
 

MichaelH

First Post
Edena_of_Neith said:
(looks tired)

I am unpleasantly surprised I made so many mistakes in creating Ashlann. Clearly, the details are eluding me, and I am not getting them down pat.
Don't sweat it. I still make mistakes. There are alot of details. When 3e first came out, it most people quite some time to get most things down.

I am going to translate a very popular item from 1st and 2nd Edition into 3.5 terms:

Girdle of Giant Strength (Major Artifact)

These girdles were all created back during the Arcane Age, when enhancement bonuses from magic were unlimited except by the power of the mage who created them.
This particular girdle, when donned, grants the wearer a + 30 enhancement bonus to strength. This allows for a +15 bonus to attack rolls, damage rolls, skill checks based on strength, on grapple checks and other combat maneuvers involving strength, and on anything else related to strength.
This bonus does not stack with other enhancement bonuses to Strength, but it stacks with other kinds of bonuses to Strength (inherent, luck, exalted, etc.)
Wow. This is definately an artifact level item. Only 1 in existance. There are belts of giant strength in the DMG. One gives +4 to Str and one gives +6.

EDIT: I'm using the 4d6, drop the lowest die, arrange according to taste method. I was only comfortable with the Point Buy system at tournaments, back when I played. I don't mind if the PCs have high stats (although, if they start with two 18s or more, or three 17s or more, that is pushing it too far, barring extraordinary circumstances such as the PCs of Athas.)
Also, I have seen that Point Buy inevitably leads to character with low Charisma. Invariably (sighs) they have a Charisma of 8. I'm an old fogey in this regard, in that I like seeing characters with Charisma scores of 15, 16, 17, or even 18!
I would say that players will put their lowest score in Charisma using both systems and a higher score in Charisma using both systems. It depends on what you want your character to be good at. I like point buy so I don't have to worry about players using less than honorable means when rolling the dice. But I don't mind rolling, either. For 3e, though, higher ability scores seem to matter more, especially if they are significantly higher than a typical 25 or 28 point buy character would be.
 

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