Comments and questions on 3.5 from a Newbie

Edena_of_Neith said:
Thank you, Michael! Cheers!
She's 12th level, and takes Improved Critical.
She also takes Improved Evasion at 10th level.
She gains skill points, BAB, Saves, and hit points, of course.
OK, I will make the changes in a second. I will also get the ranger, bear and Hennet at 12th level posted tonight. I can't wait to see how you put it all together. :cool:
 

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Thanks a million, Michael! :)
And thanks for honoring my attempt at humor.

I will probably handle it as adroitly as I could handle a sword in real life (that is to say, with utter clumsiness and probably whacking myself and everything unfortunate enough to get close. I'm no Jedi!)

But I'll try my best. :D
 

Edena, if you look at the standard NPCs in the DMG, you can find a sample 5th level ranger. (Page 121 of the DMG has a sample gnoll ranger. You can either use the stats as is, just modifying the stats to reflect that the character is a half orc. If you keep the alignment, perhaps the ranger has his own plans for Narrin. ;)
 

As promised, here are the dire bear, Hennet, and Grom the half-orc ranger.


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.



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
 
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Remember that the following is meant as a question. Any comments, corrections, or answers are most welcome. I'm using an example story (deliberately with tom-foolery and attempts at humor) to try and ask my questions.
I must cut and paste all the characters to one post, so that they can be looked at by anyone interested.

- - -
 

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.
 
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What has gone before:

Claire was a member of a party treasure hunting in Damara. They ran into enemies and defeated them, but their party cleric was killed. Claire, unwounded, was sent to find a healer known to live in this area, by her wounded and incapacitated party. A desperate act, by a desperate group. Claire, now tired herself, sat down in a clearing in the Damaran forest, at midday, and began eating. And resting.
Narrin was a brigand who dreamed of restoring ancient Damara, starting with his own fortress and army. He waylaid treasure hunters, killed them, and stole their items. He allowed wanderers to pass, if were are not treasure hunters. Narrin had a hideout at the top of a hillock, magically protected, and a loyal squire to help him. Narrin also had friends. One of them, Grom, was in the local area, tracking a dire bear.

Narrin spotted Claire in the clearing, for it was in a line of sight, 3,000 feet away. Narrin resolved to go down and kill the person who is obviously a treasure hunter and a very powerful and dangerous wizard. He sneaked down successfully to the edge of the clearing, ready to shoot and kill the unprotected Claire (not knowing she cast protection from arrows earlier.)
Meanwhile, the dire bear had caught the scent of Claire, and was heading her way also.
Grom was following the bear. Neither the bear nor Grom had sighted Claire or Narrin, and vice versa. Narrin had not sighted his friend Grom or the bear, and vice versa.

Meanwhile, Tordek, Mialee, Jozan, Hennett, and Lidda were at the top of another hillock, only 500 feet away from the glade.
They saw Claire, and Lidda spotted Narrin sneaking through the woods towards her. While everyone else fell back out of sight, Lidda was sent down to watch events and gather information.
Lidda stopped at the edge of the clearing, reaching it before Narrin, and had been there ever since. Neither Narrin or Claire had spotted or heard her.

Narrin, upon seeing a beautiful, but obviously naive girl sitting unprotected (and taking no protection) in an open clearing in the middle of the dreaded Damaran wilderness, decided to be chivalrous. He advanced out into the clearing, hands free of weapons, and introduced himself.
Claire was very suspicious of this stranger. She revealed she was here to find the healer, but would not reveal why her party was in Damara in the first place.
Not buying Claire's false explanation for her party's presence, Narrin guessed she was a treasure hunter, and demanded she accompany him to his hideout. He explained it was for her own good, since she would not last the night in these woods alone, much less find the healer in his secret retreat.
Claire, intimidated by the sneering and chivalrous tone of Narrin, decided he was a brigand out to rob her (and probably worse), told him to be off, and when he told her she had no choice in the matter, threatened him.
After a brief round of threats, both Narrin and Claire prepared to battle each other.

Just then, Lidda spotted the approaching bear, now only 100 feet off, coming out of heavy underbrush and pines.
Lidda, having a kindly heart, whispered down to the two bickering individuals that a dire bear was on the way.
But Lidda had her crossbow out and loaded, and aimed, in case she had to conduct a sneak attack, and by great misfortune both Claire and Narrin rolled natural 20s on their spot checks, sighting the hidden Lidda and her aimed crossbow. (Otherwise, they would have seen nothing.)

Narrin decided it was a trap set up by Claire after all (it had looked like a trap to start with.) He became furious at the 'treasure hunters' and resolved to kill the assassin (Lidda.)
Claire mistook the voice for someone in the enemy group who had killed her party cleric and wounded her friends. She whirled, and after spotting Lidda, decided to kill her also (and unfortunately, there had been a halfling in the group that attacked Claire's party.)
The dire bear decided it was hungry, and would have both Claire and Narrin for dinner.

Grom, hearing Narrin shouting about traps and assassins, decided to rescue Narrin ... from Claire, whoever else Narrin was screaming about, and the bear.

At the top of the hill, Mialee, Tordek, Jozan, and Hennett all heard the shouting. All decided to run down to help Lidda.
Unfortunately, most of them ran into a nest of Damaran vipers. The vipers gained surprise, bit Tordek and Mialee, and Jozan was forced to stop to help both of them. All three of them were knocked out of the battle.
Hennett, however, continued the charge. Jozan yelled at him to stop and help them, but Hennett yelled back that he had to save Lidda.
This alerted everyone else to the presence of the party at the top of the hill (along with Mialee's cry of pain, Tordek's snarling, the sound of combat with the vipers, and Jozan's neutralize poison chanting.)

Initiative was rolled:

Lidda goes first.
Then the dire bear.
Then Claire.
Then Grom.
Then Hennett.
Then Narrin.
 
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Well, as has been mentioned before, they all have higher-level equipment (and more of it) than I would expect of a typical 5th-level character. You'll get more typical results in your combat if you give them the kind of gear they're likely to have in most games. :)

For example, my 10th-level fighter has only +1 chain shirt, +2 masterwork goblin-bane longsword, +1 masterwork shortsword, and compound longbow. That's it. Oh, and a locket that gives him +2 vs. fear and emotion control effects. I don't think of our campaign as particularly low-magic, although it might be somewhat low treasure - you can judge for yourself if you want to read the "Shadows of Greatness" story hour in my sig.
 


Here's my guess:

(Assumes no hindrance to any skills, sight, or hearing for trees, underbrush, or slopes.)

- Lidda is no killer, and is reluctant to sneak attack either Claire or Narrin. Furthermore, sticking around means the survivor of her sneak attack will get to her. She hears the fight at the top of the hillock; her party is in trouble.
Lidda turns and runs back up the gradually slope, moving at quadruple speed. She moves 80 feet. At the end of that, she takes her 5 foot step, moving 85 feet (hey, it's 5 more feet towards her friends!)
- The dire bear, with a speed of 200 feet running, runs 100 feet through the underbrush, then 10 feet into the clearing, stopping at 5 feet from Claire and 35 feet from Narrin.
- Claire isn't waiting for the bear. Claire runs after Lidda, determined to kill the halfling who was a member of the group who wounded her friends. She has a run of 120 feet, so she ends her round next to Lidda, 85 feet up the slope. Then she does a Spot check and realizes in sudden shock that this is the wrong halfling.

Claire: You're not her!
Lidda: I don't know you. Outta my way!

- Grom just simply hates elves. A Spot check shows him that Claire, running up the slope, is indeed an elf. He does a listen check. She sounds like an elf too. That's enough for him. He changes direction, charging anglewise towards Lidda and Claire.
He was 100 feet behind the bear, and 200 feet from the clearing. He now runs at an angle for 120 feet, placing him about 100 feet from Lidda and Claire (actually, it's a triangle: 230 feet long, 85 feet wide, and Grom is creating the third side with his run. Anyone remember the equation for that one?)
- Hennett does an all out run to get to Lidda, seeing she is being overtaken by her foes. He moves 120 feet straight down the slope, screaming deprecations, yelling threats at everyone approaching Lidda. (Being a sorcerer, he's going to back up those threats in a real nasty way, too, in a couple of seconds.)
- Narrin does a Spot check, and sees Grom. (He also sees the bear. He could hardly miss that!)
Narrin is enboldened by the appearance of Grom, the fact the bear is veering off after the assassin, and in a case of bravado decides to charge after Lidda and Claire himself.
Narrin's run is also 120 feet. He charges up the slope, ending his move 5 feet from Lidda, and 10 feet from Claire (Lidda is now flanked, but with Improved Uncanny Dodge, this means nothing for her.)
Narrin: Try to shoot me in the back, will you? Now you die!

At the end of the round:

Lidda is 85 feet up the slope, 415 feet from her friends at the top (who are in a fight for their lives against the Damaran vipers.)
Claire has moved up next to her, on her left side, 5 feet away.
Narrin has moved up next to her, on her right side, 5 feet away.
The bear is roughly 85 feet back, in the clearing (which means, it will catch all of them next round, if it keeps coming. And it IS coming. It's dinnertime.)
Grom (who hopes the bear eats the halfling while he kills the elf) is 100 feet from Claire, 105 from Lidda, 110 feet from Narrin, and about 110 feet from the bear.
Hennett, REALLY yelling threats now - seeing that Lidda has been overtaken - is still 195 feet away, directly upslope.

(Mialee, Tordek, and Jozan, remember, are out of the fight unless Lidda can reach them, because they have their hands full with about a dozen attacking Damaran vipers, and they are out of line of sight on the far slope of the hillock.)

Beginning of round 2 ...
 

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