Comments and questions on 3.5 from a Newbie

Edena_of_Neith said:
(humor, request)

Help me out here, folks.
We've had three example combats. In one (mine) it appears Claire has the upper hand, and will take Narrin prisoner. In another, Claire kills Narrin with no damage to herself. In yet another, Claire simply turns and runs away, leaving Narrin to sulk.
And yet ...
Claire was right there, only 40 feet away, and Narrin had his (enormous) bow ready.

Are you saying that Narrin the accomplished fighter cannot defeat the Cute Elven Mage, the wizard known as Claire? :)

As built, probably not. A lack of appropriate equipment hampers non-spellcasters more significantly than it hampers spellcasters, since spellcasters keep their spells. Plus, Narrin's feat selections and mundane equipment are not very well chosen. Here is a revised version of Narrin:

Narrin; 5th level Human Fighter; CR 5; Medium humanoid; Str 18, Int 11, Wis 13, Dex, 15, Con 15, Cha 10; Fort +7, Reflex +4, Will +5; HD 5d10+10; HP 42; Init +2; Move 20 feet (base 30 feet); Face/Reach 5 feet/5 feet; AC 18 (+6 armor, +2 Dex), touch AC 12, flat-footed AC 16; BAB/Grapple +5/+9; greatsword +11 melee (2d6+9, slashing, 19-20 x2), orcomposite longbow +8 ranged (or +6/+6 ranged)(1d8+4, piercing, 20 x3, 110 feet x10), or warhammer +9 melee (1d8+6, bludgeoning, 20 x3), or dagger +9 melee (1d4+4, slashing or piercing, 19-20 x2, 10 feet x5), spiked gauntlet +9 melee (1d4+4, piercing, 20 x2); SQ none; AL N; Feats and Skills: Iron Will, Point Blank Shot, Power Attack, Rapid Shot, Weapon Focus (Greatsword), Weapon Specialization (Greatsword), Handle Animal +5, Jump +4, Ride +12, Swim +6, Spot +9; Equipment: +1 greatsword, +1 breastplate, +1 cloak of resistance, mighty (+4) masterwork composite longbow, warhammer, dagger, spiked gauntlet, 2 potions of cure light wounds, potion of enlarge person, potion of bull's strength, 20 arrows. He speaks Common.

I would probably also give him a warhorse and appropriate tack and harness. A fighter of his level can easily afford it, and it would offset his lower movement in the outdoors.

For completeness, here is a revised version of Claire:

Claire; 5th level Elven Wizard; CR 5; Medium humanoid (elf); Str 10, Int 18, Wis 11, Dex, 17, Con 15, Cha 13; Fort +6 (+8 against enchantments), Reflex +5 (+7 against enchantments), Will +5 (+7 against enchantments); HD 5d4+10; HP 24; Init +7, Move 30 feet; Face/Reach 5 feet/5 feet; AC 14 (+1 natural, +3 Dex), touch AC 13, flat-footed AC 11; BAB/Grapple +2/+2; rapier +2 melee (1d6, piercing, 18-20 x2), or longbow +5 ranged(1d8, piercing, 20 x3, 100 feet x10), or dagger +2 melee (1d4, slashing or piercing, 19-20 x2, 10 feet x5); SQ low-light vision, immune to sleep spells and effects, elf blood, familiar (rat); AL NG; Feats and Skills: Alertness (when familiar is within 5 feet), Craft Wondrous Item, Improved Initiative, Scribe Scroll, Skill Focus (Concentration), Concentration +13, Knowledge: Arcana +11, Listen +2 (+4 from Alertness), Search +8, Spellcraft +13, Spot +5 (+7 from Alertness); Equipment: rapier, longbow, dagger, +1 amulet of natural armor, +1 cloak of resistance, +2 headband of Intellect, 20 arrows, scroll of mage armor, 2 scrolls of detect magic, scroll of obscuring mist, scroll of comprehend languages, scroll of expeditious retreat, scroll of reduce person. She speaks Common, Elven, Draconian, Sylvan, and Orcish. Spells (save DC 14 + spell level):

0th 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; Str 2, Int 8, Wis 12, Dex, 15, Con 10, Cha 2; Fort +2, Reflex +4, Will +5; HD 1/2(5d4+10); HP 12; Init +2, Move 15 feet, climb 15 feet, swim 15 feet; Face/Reach 2.5 feet/0 feet; AC 17 (+3 natural, +2 size, +2 Dex), touch AC 14, flat-footed AC 15; BAB/Grapple +2/-10; bite +6 melee (1d3-4, bludgeoning, slashing, and piercing, 20 x2); SQ low-light vision, scent, improved evasion, share spells, empathic link, deliver touch spells, speak with master; AL NG; Feats and Skills: Stealthy, Weapon Finesse, Balance +10, Climb +12, Hide +16, Move Silently +10, Swim +10.
 
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Yes, what can Narrin do at the end of his charge?
Assuming Narrin obtains a chance to charge Claire and actually reach her (5 feet away) what are his options?

I wasn't quite sure. My rules fu isn't up to the task. However in any of my games I would have allowed a grapple. Perhaps even combined with both of them ending up prone, aka. a football tackle.

That would definately have changed the outcome. Once Narrin has Claire in a grabble its more or less over. She has virtually no chance of getting out.

I'll play out the combat again rolling all roll once more by hand.

Round One
They make Initiative checks. Claire rolls 12, for a total of 19. Narrin rolls a 7, for a total of 9. Claire opens up with Hold person. Narrin attempts a Will save vs. DC 16, rolling 16, +1 = 17. He succeeds and is unaffected

Knowing that he needs to get closer Narrin drops his bow and charges 40 ft. forward (0 ft.) and tackles the elf maiden. Claire gets a attack of opportunity as he tries to grapple her. Claire rolls 1! and fails. Narrin rolls 12, +9 attack, +2 charge = 23 and hits easily. They now makes opposed grabble checks. Claire rolls 18, +2 = 20. Narrin rolls 17, +9 = 26 and wins. They are now grappling.

Round Two
Claire is hosed. She can only attempt spells with no somatic components and even then only if she has the material components in hand. She desperately tries to get free with the Escape artist skill the +3 modifier from her dex is better than her grapple check). Opposed checks, Claire 16, +3 = 19, Narrin 11, +9 = 20. She fails.

Narrin has the mage where he wants her and is going for the long slow bearhug. Opposed grapple checks, Claire 2, +2 = 4, Narrin 11, +9 = 20. Claire takes 1, +4 = 5 points of subdual (Narrins option) damage (17 hp left).

Round Three
The pattern repeats.

Claire. Opposed checks, Claire 8, +3 = 11, Narrin 3, +9 = 12. She fails.

Narrin. Opposed grapple checks, Claire 11, +2 = 13, Narrin 18, +9 = 27. Claire takes 2, +4 = 6 points of subdual damage (11 hp left).

Round Four
The pattern repeats.

Claire. Opposed checks, Claire 6, +3 = 9, Narrin 10, +9 = 19. She fails.

Narrin. Opposed grapple checks, Claire 15, +2 = 17, Narrin 17, +9 = 26. Claire takes 3, +4 = 7 points of subdual damage (4 hp left).

Round Five
The pattern repeats.

Claire. Opposed checks, Claire 18, +3 = 21, Narrin 18, +9 = 27. She fails.

Narrin. Opposed grapple checks, Claire 3, +2 = 5, Narrin 15, +9 = 24. Claire takes 1, +4 = 5 points of subdual damage (Unconscious and damaged 1 hp).
 

I think that equipment is an important consideration for characters, as the CR system assumes a standard level of equipment. I would argue that Iron Will is a good feat for fighters, as it improves a weak save.


Edena, maybe it would be a good idea to rerun the fight between Narrin and Claire with Storm Raven's revised stats.
 

(as revised above)

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 20 ft (Base Move 30 feet), Face/Reach 5 ft/5 ft
AC 18 (+6 armor, +0 shield, +2 Dex, +0 size, +0 natural, +0 deflection, +0 other), touch AC 12, flat footed AC 16
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

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)

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: +1 greatsword, +1 breastplate, +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
 
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Edena, maybe it would be a good idea to rerun the fight between Narrin and Claire with Storm Raven's revised stats.

Or just take the lessons that are obvious (well, maybe some of this comes from my actual playing experiences with the rules).

1. Fighters suck! At least at anything but fighting (usually in melee). They lack skills, mobility and tactical options. Often they have great trouble getting to the melee where they would shine. The full plate wearing fighters of my campaigns have all been deeply frustrated by their inability to get off those meaty full attacks.

2. It's an enormous advantage for a fighter to start of as something else at 1st level. Ranger and Rogue are both good and popular choices. In fact 3 levels of ranger and/or 4 levels of rogue are a very very good investment for a fighter.

3. The 3ed combat engine is not meant for 1 on 1 battle between pc's and npc's. It's made for small group combats (ideally at least 4 pc's with 1 fighter type, 1 skill type, and two spellcasters.) Single pc's are often lacking the abilities to deal with a situation, they are meant to rely on their comrades in arms.

4. Mages should avoid melee like the plaque. Fighters can easily grapple and crush them to submission (and larger monsters are even better at this) or just kill them outright with a full round attack.

5. It's not possible to build a viable fighter/mage (or ranger/mage) without prestige classes or house rules.

6. Forget any paradigms of what's effective and what's not from earlier editions of D&D. The game has changed a lot with this edition. (for instance two weapon fighting which was THE melee combat option in 2ed is now a only a good option for rangers and rogues).

7. As soon as you don't follow the standard rules for character wealth levels and further allow players some freedom to trade or choose magic equipment any semblance of game balance breaks down. Non-spell casters are hosed in games with lower wealth/rarer magic items.

8. Mages are often better of hindering enemies or buffing friend than casting damaging spells. The most valuable commodity in 3ed combat is actions. Anything that denies/hinders enemy actions (like slow, grease, stinking cloud) is usually more important than doing damage (which you let the fighters do).

9. Without at least one character with high Spot and Listen skill, you will get surprised over and over and over again. This will kill you!

10. Try finding some people to actually play the game with. It’s a much more enjoyable experience to learn the rules by playing than by reading ;)
 

William Ronald said:
I think that equipment is an important consideration for characters, as the CR system assumes a standard level of equipment. I would argue that Iron Will is a good feat for fighters, as it improves a weak save.

Edena, maybe it would be a good idea to rerun the fight between Narrin and Claire with Storm Raven's revised stats.

I ran an alternative version, and it got ugly for Claire quickly. I used the on-web dice roller at irony.com to generate the random rolls. I assumed that Claire started the combat with mage armor[ and protection from arrows active on herself (her total AC is now 18), and that she had shared them both with her familiar, who she is carrying in a pocket in her robe (hence, all familiar based bonuses for her are active). I also assume that she has her rapier in one hand (she only needs one hand to cast spells). I assumed that Narrin had his greatsword in hand (a fighter should usually start combat with his best combat option at the ready). I did not give Narrin a warhorse.

Start

Initiative. Claire rolls a 12 + 7 for a total result of 19. Narrin rolls a 20 + 2 for a total result of 22.

Round 1

Narrin's action: Narrin charges. Knowing that he gets a +2 to his attack roll for charging, he reduces his BAB by 2 and gains a +4 bonus to damage. He rolls a 16 to attack, for a total of 16 + 11 - 2 + 2 = 27, easily beating Claire's AC of 18. He rolls damage, and gets a result of an 8 on his 2d6 roll. He adds his damage bonus of +9, plus another 4 points for Power Attack, for a total result of 21 points of damage.

Claire's action: Claire's options are limited. She could cast hold person on the defensive, but if she does, and it doesn't work, Narrin will almost certainly kill her with his next attack. She could try an offensive spell, but almost none of her spells do enough damage to put Narrin down, and she would be in the same position as she would if hold person didn't work. Her best option is to double move away from Narrin, hoping to get out of his reach. If she does that, she might survive, as her protection from arrows will likely save her, and she could probably get her scroll of expeditious retreat out and increase her speed enough to get away. Let's assume she tries to stay and fight, and goes with her best option: hold person. She casts defensively, needing a DC 18 check, and rolls an 18 + 13 = 31, good enough to cast the spell without drawing an AoO. Narrin needs to beat a DC 17 Will save, tough, but not unreasonable. Unfortunately, he rolls a 2 + 5 for a total of 7 and is frozen in place. Claire uses her remaining move action to move 30 feet away from Narrin.

Round Two

Narrin's action: Narrin takes a full-round action to make another save. He rolls a 9 + 5 for a total of 14 and is still frozen.

Claire's action: Claire fires off a Melf's acid arrow at Narrin. His touch AC is now 1 (10 - 4 for being helpless, -5 for having a Dexterity of 0). She only needs to avoid rolling a 1. She rolls a 17 + 5 (for her ranged attack modifier), for a total of 23, more than enough to hit. The acid deals 4 points of damage, and will last for another round. With her move action, Claire retreats another 30 feet.

Round Three

Narrin's action: Narrin takes a full round action to make another save. He rolls a 19 + 5 for a total of 24 and breaks free of the magical retraints. He takes a 5 foot step towards Claire.

Claire's action: Narrin is now free of the magical binding, but is still 55 feet away from her. She could try a scorching ray, but she is too far away to hit Narrin with it. Magic missile is guaranteed damage, but not as much. She casts magic missile, hitting Narrin for 3d4 +3 = 9 points of damage. Narrin also takes additional acid damage from the Melf's acid arrow in the last round, suffering another 6 points of damage.

(Note: at this point Claire has 3 hit points left. Narrin has 21 hit points left.)

Round 4

Narrin's action: Claire is 85 feet away from him, and Narrin can only charge 40 feet. Narrin can, however, run 80 feet as a full round action, so he does so.

Claire's action: Narrin is now 5 feet away from her, close enough to catch up with her if she casts a spell and moves 30 feet. If she attacks Narrin with shocking grasp it might do enough damage to put him down. If it doesn't, he will almost certainly kill her in the next round. She could double move away, and get out of his charge range, but he could just run and catch up to her, threatening an AoO for future casting attempts and creating a stalemate until she decides to attack. She decides to try the shocking grasp attack. She rolls a 17 and easily makes the DC 16 Concentration check to cast defensively (her total result was 17 + 13 = 30). She steps 5 feet forward to make a touch attack at +5 (+2 BAB + 3 for a target in metal armor). Narrin ran last round, so he has no Dexterity bonus to his AC, for a touch AC of 10. She rolls a 17 for a total attack roll of 22, enough to hit. On 5d6, she deals 19 points of damage. Not enough to kill Narrin.

Round 5

Narrin's action: He's been waiting for this. He reaches back and whacks Clarie with his greatsword. He rolls a 13. Adding in his attack bonus of +11, he easily hits with a 24. He deals 5 + 9 = 14 points of damage. Claire is reduced to -11 hit points and dies immediately. Narrin is down to 2 hit points, but still standing. He drinks a potion of cure light wounds and loots Claire's body.

Claire got off 5 spells in the combat, affecting Narrin with each one. I played her somewhat beligerently; really she should have run away as soon as she could. Staying and fighting a slower, but harder hitting opponent is rarely a smart option. If she had rolled just a little better on her damage rolls, it would have swung the other way, and if she had won initiative, it probably would have changed the outcome as well. Note how much can rest on a single die roll - if Narrin had rolls a 12 or better when Claire initially cast hold person on him, she probably would have died that round either when she tried to move away and drew an AoO, or on Narrin's next action in round two.
 
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Claire's best option would have been to double move away and cast expeditious retreat. Claire would have to also make a fortitude save because of taking more than 50 percent of her hit points of damage in one round. (Also, a man walking in heavy armor in the woods should probably make a fair amount of noise , so I think that there is a fair chance that he would have been heard by an opponent. This is one of the reasons why rangers wear light armor -- plate mail can be a hindrance in the woods.) Even casting the hold person, making a double move, and casting expeditious retreat from the scroll would have been a much wiser option.

Of course, Claire would generally win initiative in most versions of this fight. My philosophy of playing arcane casters is to find ways to avoid melee combat. Generally, I find that it is important for characters to stay focused at the task at hand and avoid needless distractions. (As a player, I try to focus on the party's mission. In this instance, I think avoiding the fight is the best option.)

Many arcane casters also try to obtain a wand of magic missiles, which can be a very effective weapon.

Okay, is there anyone who lives in Edena's general area who would be willing to have him at the gaming table? I think that actually playing with a group is important, as most combats are between groups of player characters and their opponents.
 

William Ronald said:
Claire's best option would have been to double move away and cast expeditious retreat. Claire would have to also make a fortitude save because of taking more than 50 percent of her hit points of damage in one round. (Also, a man walking in heavy armor in the woods should probably make a fair amount of noise , so I think that there is a fair chance that he would have been heard by an opponent. This is one of the reasons why rangers wear light armor -- plate mail can be a hindrance in the woods.) Even casting the hold person, making a double move, and casting expeditious retreat from the scroll would have been a much wiser option.

Certainly, once Narrin demonstrated he could kill her almost immediately, she should have gotten away from the area as quickly as possible. Which I pointed out in the stuff I talked about in the first round of combat. However, Edena did specify that Claire was somewhat beligerent, so I played her as such.

I think the "half her hit points requires a Fortitude save" thing may be a house rule. It is certainly not listed in the death from massive damage rules.

Of course, Claire would generally win initiative in most versions of this fight. My philosophy of playing arcane casters is to find ways to avoid melee combat. Generally, I find that it is important for characters to stay focused at the task at hand and avoid needless distractions. (As a player, I try to focus on the party's mission. In this instance, I think avoiding the fight is the best option.)


She would, but unless she could put Narrin down in the first round, it probably would not have made a huge difference. It might have filled her with false confidence too.

Many arcane casters also try to obtain a wand of magic missiles, which can be a very effective weapon.


Not really. A standard wand of magic missiles casts the spell as a 1st level caster. That's not much pop.
 

Most of the players I have seen try to obtain a wand of magic missiles of 3rd level or higher caster level. It is more expensive, but can be a useful item. Mind you, avoiding the fight is the best option for this character -- especially with several other lives on the line.
 

Storm Raven's revised Claire and Narrin (and Claire's familiar)

(as revised above)

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 20 ft (Base Move 30 feet), Face/Reach 5 ft/5 ft
AC 18 (+6 armor, +0 shield, +2 Dex, +0 size, +0 natural, +0 deflection, +0 other), touch AC 12, flat footed AC 16
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

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)

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: +1 greatsword, +1 breastplate, +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
 

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