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Eadric et. al. (The Paladin and his Friends).
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<blockquote data-quote="Sepulchrave II" data-source="post: 289437" data-attributes="member: 4303"><p><strong>Iua</strong></p><p></p><p> </p><p></p><p>I think Eadric buffs to +36 when he's got <em>Holy Sword</em> and the Strength Domain ability running (for all of 1 round).</p><p></p><p>Marc moaned at me yesterday about the <em>smite</em>, incidentally. I was way off - the damage should have been colossal. He rolled a 6</p><p></p><p>(6 +5 (Holy Sword) +15 (Str Bonus) +15 (Smite)) x2 (vs. Evil) x2(Crit) = <strong>164</strong> points of damage. There was a <em>lot</em> happening, and I forgot to factor in the x2 vs evil for <em>Holy Sword</em>.</p><p></p><p>Oops. </p><p></p><p>Oh well, no-one's perfect. Ainhorr had to save vs. massive damage in any case. If Eadric had dedicated 2 feats to Extra Smitings, even on an average set of rolls which included 1 crit, he could easily have finished Ainhorr off in a round, which is a kind of scary thought...</p><p></p><p></p><p>Anyway...</p><p></p><p></p><p><strong>Iua</strong></p><p></p><p></p><p>Half-Human / Half-Air Elemental Female Fighter 7 / Duelist 9; medium sized outsider (human); HD 16d10 + 48; hps 140; Init +15 (+9 Dex, +4 Improved, +2 Reaction); Speed 30 ft; AC 30 (+4 Shield, +9 Dex, +4 Natural, +3 Canny); Attack: BAB +16/+11/+6/+1; +28/+28/+23/+18/+13 (Magical Rapier); Dmg 1d6 +5 +2d6 (15-20/x2); SV Fort +11, Ref +19, Will +6; Str 13, Dex 23 (29), Con 17, Int 19, Wis 13, Cha 16</p><p></p><p>Languages: Common, Elven, Auran, Ardanese, Thalassine</p><p></p><p>Skills: Perform +18 (15 ranks: Satire, Harp, Epic Ballad, Limerick, Storytelling, Lyre, Flute, Mandolin, Dulcimer, Cittern, Mourning, Ode, Formal Dance, Hurdy-Gurdy, Theatre), Tumble +15, Jump +11, Ride +14, Handle Animal +13, Swim +11, Balance +21, Bluff +14, Escape Artist +14, Sense Motive +13, Innuendo +11, Listen +9, Spot +9, Knowledge (The Planes) +13</p><p></p><p>Feats: Improved Initiative, Dodge, Ambidexterity, Mobility, Expertise, Improved Disarm, Spring Attack, Weapon Focus (Rapier), Weapon Specialization (Rapier), Weapon Finesse (Rapier), Improved Critical (Rapier).</p><p></p><p>Special Abilities: Canny Defense, Precise Strike (+2d6), Enhanced Mobility (additional +4 vs AoOs), Grace (+2 Ref Saves), Acrobatic Attack, Elaborate Parry (+9 AC if Fighting Defensively), Improved Reaction (+2 Initiative), Deflect Arrows.</p><p></p><p>Half-Elemental Qualities: Natural Armour +1, Immune to Disease and Cold, +4 Racial Save vs Poison, Spell-Like Abilities: 1/day- Obscuring Mist, Wind Wall, Gaseous Firm, Air Walk, Control Winds, Chain Lightning, Control Weather, Whirlwind.</p><p></p><p>Magic Items:</p><p>Gloves of Dexterity +6</p><p>Amulet of Natural Armour +4</p><p>Ring of Invisibility</p><p>Medallion of Thoughts</p><p>+2 Vampiric Rapier of Speed</p><p>+3 Buckler</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 289437, member: 4303"] [b]Iua[/b] I think Eadric buffs to +36 when he's got [I]Holy Sword[/I] and the Strength Domain ability running (for all of 1 round). Marc moaned at me yesterday about the [I]smite[/I], incidentally. I was way off - the damage should have been colossal. He rolled a 6 (6 +5 (Holy Sword) +15 (Str Bonus) +15 (Smite)) x2 (vs. Evil) x2(Crit) = [B]164[/B] points of damage. There was a [I]lot[/I] happening, and I forgot to factor in the x2 vs evil for [I]Holy Sword[/I]. Oops. Oh well, no-one's perfect. Ainhorr had to save vs. massive damage in any case. If Eadric had dedicated 2 feats to Extra Smitings, even on an average set of rolls which included 1 crit, he could easily have finished Ainhorr off in a round, which is a kind of scary thought... Anyway... [B]Iua[/B] Half-Human / Half-Air Elemental Female Fighter 7 / Duelist 9; medium sized outsider (human); HD 16d10 + 48; hps 140; Init +15 (+9 Dex, +4 Improved, +2 Reaction); Speed 30 ft; AC 30 (+4 Shield, +9 Dex, +4 Natural, +3 Canny); Attack: BAB +16/+11/+6/+1; +28/+28/+23/+18/+13 (Magical Rapier); Dmg 1d6 +5 +2d6 (15-20/x2); SV Fort +11, Ref +19, Will +6; Str 13, Dex 23 (29), Con 17, Int 19, Wis 13, Cha 16 Languages: Common, Elven, Auran, Ardanese, Thalassine Skills: Perform +18 (15 ranks: Satire, Harp, Epic Ballad, Limerick, Storytelling, Lyre, Flute, Mandolin, Dulcimer, Cittern, Mourning, Ode, Formal Dance, Hurdy-Gurdy, Theatre), Tumble +15, Jump +11, Ride +14, Handle Animal +13, Swim +11, Balance +21, Bluff +14, Escape Artist +14, Sense Motive +13, Innuendo +11, Listen +9, Spot +9, Knowledge (The Planes) +13 Feats: Improved Initiative, Dodge, Ambidexterity, Mobility, Expertise, Improved Disarm, Spring Attack, Weapon Focus (Rapier), Weapon Specialization (Rapier), Weapon Finesse (Rapier), Improved Critical (Rapier). Special Abilities: Canny Defense, Precise Strike (+2d6), Enhanced Mobility (additional +4 vs AoOs), Grace (+2 Ref Saves), Acrobatic Attack, Elaborate Parry (+9 AC if Fighting Defensively), Improved Reaction (+2 Initiative), Deflect Arrows. Half-Elemental Qualities: Natural Armour +1, Immune to Disease and Cold, +4 Racial Save vs Poison, Spell-Like Abilities: 1/day- Obscuring Mist, Wind Wall, Gaseous Firm, Air Walk, Control Winds, Chain Lightning, Control Weather, Whirlwind. Magic Items: Gloves of Dexterity +6 Amulet of Natural Armour +4 Ring of Invisibility Medallion of Thoughts +2 Vampiric Rapier of Speed +3 Buckler [/QUOTE]
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