Comments and questions on 3.5 from a Newbie

Edena_of_Neith said:
- 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?)
This looks good. I was just wondering if you recognized that in 3e a ranger's "favored enemy" ability does not require him to attack his favored enemy on sight. A good friend of mine is a long-time 2e player and has a hard time adjusting to the changes to this ability in 3e. :)
 

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... round 2.

Lidda figures she gave adequate warning. These two maniacs will follow her right to her friends, and she can't allow that. And Hennett is coming to help.
It seems the elven girl is going to break off. But the brigand isn't.
Lidda turns and fires her bow at him.

Narrin receives an AOO. He swings with his greatsword at Lidda. 16. +11 is 27. Lidda's AC is 29. Narrin misses.

Lidda fires. 18. +18 is 36. That hits. That's a threaten (Lidda has Improved Critical.) 16. +18 is 34. That would hit. It's a critical hit for triple damage.
1. Damage is 1 (tripled) +3 (tripled) is 12. Narrin shrieks as the arrow tears into him.

Lidda moves (but not out of Narrin's threatened 5 foot range) placing him between her and the approaching bear.

-

It is the dire bear's turn. Lunchtime!
The bear charges Claire. It moves it's maximum charge speed of 80 feet up the slope, to 5 feet from her (she was 85 feet away!) and grapples.
3. +19. That hits for the requisite melee touch attack!
Opposed grapple check. Bear 10, Claire 6. Bear +9 BAB, +10 Str, +4 Large. The bear wins (doesn't even look up Claire's modified roll.)
Bear moves to pin. Opposed grapple check. Bear 19, Claire 15. Bear wins. CRUNCH. SQUASH. Claire is pinned under the angry dire bear.

-

Claire's turn. Claire screams as she goes down, then wails for help.
Claire attempts to break the pin. Opposed grapple rolls. Claire 4, Bear 2. Claire +2. Bear +23. Bear wins!

-

Grom sees the bear killing his elf. The elf was his, the bear was supposed to eat the halfling! This will not do.
Grom would rather fight the bear hand to hand, and risk his own neck, than allow that bear to have the joy of killing the elf.
Grom runs. He runs the 100 or so feet, taking him right up to the bear, drawing his twin battle axes as he goes. He calls out to Narrin to help him, to flank the bear.

-

Hennett is 195 feet away from the situation at this point.
Hennett runs his full move of 120 feet, takes his 5 foot step, and ends his turn 70 feet from the melee.

-

Narrin's turn. Narrin doesn't move to help Grom. Nor does he try to help Claire. He has an assassin to kill, the assassin who just shot him. One Lidda.
5. +11 is 16. Needed a 27 to hit.
Lidda: (laughing) Poor little man; dance for me?
Narrin: Tempus curse you! Grom, not the bear! Kill the assassin!
Lidda: Assassin? Who? Me? (eyes Narrin darkly.) Idiot!
Grom: The elf is mine. Get off my elf, you stupid bear!
Hennett: Lidda, who should I attack?
Lidda: Hit the bear. Save the elven girl!
Claire: HELP!
Bear: roars

Round 3 ...
 
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Yes, but as I wrote, Grom the ranger is not only Narrin's friend, but he reveres one Forrester.
You might not know Forrester: he is the arch anti-elf.
Grom just can't abide elves, not even in the cooking pot (they taste horrible.) Their heads on his trophy posts will do nicely, though.

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.
 

Lidda, seeing that Narrin is so very clumsy and slow compared to her, turns and fires at the bear. Little Lidda has a kindly heart, and knows the pinned elf has only seconds to live, if someone doesn't stop the bear.
This does not give the bear an AOO against her. She is 10 feet away. And it's busy pinning Claire anyways.
It does, however, give Narrin an AOO. He takes it. He swings: 3. Misses. (Lidda simply ducks slightly.)

Lidda fires: 16. +18 against AC 17. Hits. 14. +13 against AC 17. Hits. 2 arrows thunk into the bear. 1. 4. +3 and +3. 11 points of damage.

-

The bear claws, and the bear bites. The bear has lunch.
2. 15. 16 (bite.) +19, +19, +13. Hit, hit, hit.
1. 3. (1st claw) 3. 1. (2nd claw) 3 and 2 (bite) +10, +10, +5. 38 points of damage.
Claire is killed, her head bitten off.

-

Claire has no action, since she is dead. Maybe Jozan will come down and raise her?

-

Grom wails in outrage, but leaves the bear to it's meal. (wouldn't you, in his place?)
Grom makes his move, flanking Lidda, and strikes at her:
16. +9 is 25. Grom misses. Grom is amazed. How can anyone be as fast and lithe as Lidda?!

-

Hennett is within range for his Hold Monster. He sees the second attack on Lidda, but she asked him to stop the bear. He heard Claire's shriek, heard it abruptly stopped, and hopes he is not too late (he is too late ...)
He draws upon his innate magic and discharges it at the bear, casting Hold Magic.
The bear must save: :) 16. +9 is 25. That makes the save.
The bear is outlined in magic, but it shakes it off with an irritated roar, and continues lunch.

Hennett makes the longest move he can with his move action, moving another 30 feet towards the melee. That places him 40 feet off.

-

Narrin: Grom, we have the assassin now. And the bear is helping us.
Narrin strikes at Lidda again:
2. (misses)
Lidda: (coldly to Narrin) I spared you once. Not again.
 

Edena_of_Neith said:
- 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!)

Lidda cannot take a free 5' step if she has made other movement on her turn. You may only make a free 5' step if you have made no other movement on your turn.

Edena_of_Neith said:
- 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.

I'm not entirely sure, but Claire might have to withdraw to avoid an Attack of Opportunity from the bear.
 

Edena_of_Neith said:
It is the dire bear's turn. Lunchtime!
The bear charges Claire. It moves it's maximum charge speed of 80 feet up the slope, to 5 feet from her (she was 85 feet away!) and grapples.
3. +19. That hits for the requisite melee touch attack!
Opposed grapple check. Bear 10, Claire 6. Bear +9 BAB, +10 Str, +4 Large. The bear wins (doesn't even look up Claire's modified roll.)
Bear moves to pin. Opposed grapple check. Bear 19, Claire 15. Bear wins. CRUNCH. SQUASH. Claire is pinned under the angry dire bear.

Just a note, you'll see that a Dire Bear has an ability called Improved Grab. This means that if it hits with a claw attack (doing normal damage for it's claw attack), then it can attempt to start a grapple as a free action.
 

Lidda knows these two are too slow to effectively fight (not against her Dex 24 and AC 29.)
Lidda makes a Full Round Attack with her short composite bow, shooting twice at Narrin.
This provokes AOO from both Narrin and Grom.

(this is ironic: an 11th level rogue beating up a 5th level ranger and a 5th level fighter! Who would have figured? :confused: )

Grom: 14. +9. 23. Missed.
Narrin: 18. +11. Hit!
Narrin: GOT YOU, YOU LITTLE RUNT.
Damage: 7. +8. 15 points. Lidda takes a pretty good scratch.

Lidda fires:
18. 5. +18, +13. One hit, one miss. The hit threatens. 2. No critical.
Damage: 2 +3 is 5. Narrin has 17 points of damage on him now.
Lidda (quietly) So you did.

-

The bear hears Narrin's triumphant shout. The bear gets more angry yet. The bear decides that all THREE people standing there will join it for lunchtime.
The bear and grapples Lidda:
18 for melee touch attack. +19. Yes, the bear successfully grabbed Lidda. Not even her extreme speed could save her.
Opposed grapple checks: Bear 3, Lidda 3. The bear wins.
Bear decides to claw/claw/bite: 10, 5, 16. +19, +19, +13. One claw hits Lidda's AC 29.
Lidda takes 3 + 4 + 10 or 17 damage, is seriously clawed.

-

Claire gets no action, since she is dead.

-

Grom snickers gleefully.
Grom: Not so well off now, are we, halfling girl?
Grom draws longbow, turns, fires at Hennett:
Grom: Enjoy your dinner, sir Bear.
16. +7. 23. Hits. (Hennett apparently wasn't expecting the half-orc to whirl and fire at him ...)
Hennett: Mialee, Tordek, Jozan, I need help here!
Damage: 1. +3. 4 points on Hennett.
Narrin: Can't help your halfling friend, can't help yourself. You treasure hunters are all the same.

-

Hennett is very angry, and very frightened for Lidda. He is going to save Lidda is that is at all possible.
Hennett uses his Monster Summoning VI, and summons a celestial polar bear, placing it right next to the dire bear. The celestial polar bear attacks the dire bear immediately.
The dire bear breaks off it's grapple on Lidda as a free action, to meet this new threat.
Just in time, for Narrin, seeing Lidda grappled, is striking at her once more.

-

Narrin attacks Lidda:
12: missed.
Narrin: It's just you and me now, assassin.
Lidda (softly) That is very true.
 


Edena_of_Neith said:
Lidda knows these two are too slow to effectively fight (not against her Dex 24 and AC 29.)
Lidda makes a Full Round Attack with her short composite bow, shooting twice at Narrin.
This provokes AOO from both Narrin and Grom.

If possible, Lidda should always take a 5' step out of the threatened area before making her attacks.

Edena_of_Neith said:
(this is ironic: an 11th level rogue beating up a 5th level ranger and a 5th level fighter! Who would have figured? :confused: )

Well, to be fair, Lidda has been rolling super-high, and they've been rolling super-low (16-18 vs. 2-3)

Edena_of_Neith said:
The bear hears Narrin's triumphant shout. The bear gets more angry yet. The bear decides that all THREE people standing there will join it for lunchtime.
The bear and grapples Lidda:
18 for melee touch attack. +19. Yes, the bear successfully grabbed Lidda. Not even her extreme speed could save her.
Opposed grapple checks: Bear 3, Lidda 3. The bear wins.
Bear decides to claw/claw/bite: 10, 5, 16. +19, +19, +13. One claw hits Lidda's AC 29.
Lidda takes 3 + 4 + 10 or 17 damage, is seriously clawed.

Two things here. The first, I've mentioned before, is that the bear can make a claw attack and if he hits, start a grapple as a free action. Second, if you are grappling your opponent, you can make an attack with an unarmed strike, natural weapon, or light weapon at -4.

Edena_of_Neith said:
Hennett is very angry, and very frightened for Lidda. He is going to save Lidda is that is at all possible.
Hennett uses his Monster Summoning VI, and summons a celestial polar bear, placing it right next to the dire bear. The celestial polar bear attacks the dire bear immediately.
The dire bear breaks off it's grapple on Lidda as a free action, to meet this new threat.
Just in time, for Narrin, seeing Lidda grappled, is striking at her once more.

Take a look at the casting time for the Summon Monster spells. Hennet can start casting it this round, and it will go off right before his turn next round.
 

Edena_of_Neith said:
Yes, but as I wrote, Grom the ranger is not only Narrin's friend, but he reveres one Forrester.
You might not know Forrester: he is the arch anti-elf.
Grom just can't abide elves, not even in the cooking pot (they taste horrible.) Their heads on his trophy posts will do nicely, though.
Good roleplaying, then! It had just occurred to me that my friend hand trouble with the differences in "favored enemy", so I thought I'd mention it. :)
 

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