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Comments and questions on 3.5 from a Newbie


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SOMEHOW Narrin spotted Claire 3,000 feet away in the clearing (I don't know how he did it, but he did it!)
Narrin goes to his bunker, where his squire helps him don his armor. He strings his bow, readies himself, and sets out.

At some point (I don't know when, and nobody else does either :) ) Claire hears someone walking towards her through the forest, armor clanking and brush rustling.
Claire decides NOT to hide. But she casts Mage Armor and Protection from Arrows on herself while waiting for the stranger to arrive. She knows that Damara isn't exactly full of kindly strangers. Then she casts Shocking Grasp and holds it, in case the stranger is hostile and manages to close with her to melee range.

Narrin may or may not hear her casting. Probably he doesn't.
Narrin saw, from his observatory, a lone girl. He figures he can deal with a lone girl. He's taken on and defeated entire groups of treasure hunters. In any case, he is curious about this girl, and why she is here, alone in the forest.

Narrin walks into the clearing, bow nocked (but he has not taken a Ready action.)
Claire sees this, and raises her hands threateningly.
Narrin gestures threateningly with the bow. Claire halts, lowers her hands, and asks him to put down the bow.
They are now standing 40 feet part. Neither is moving now. Narrin keeps the arrow nocked, but he is not aiming it at Claire.

Narrin demands to know what she is doing here, where she is going, and why she is in Damara in the first place. And where are her friends, since nobody travels here alone.
Claire informs him that none of this is his business. She asks him to back off, to move on.
Narrin coldly informs her this is Damara, she is trespassing, he is the authority here, and he has the right to know.
Claire replies that she is looking for a healer, she intends no trespassing, she has people in trouble she is trying to help, and if he will not help her, he should leave her be.
Narrin (who hates the healer she is seeking) states that this is not good enough. Why did she and her friends enter Damara in the first place? Were they treasure hunters? A lot of filthy, disgusting treasure hunters often come to Damara, he says.
Claire and her now wounded friends were here on a treasure hunt. She offers a plausible explanation for why she and her friends were in Damara (short, and not related to treasure-hunting) but Narrin doesn't buy it.
Narrin informs Claire she will have to come with him to his bunker, and there they can discuss the healer and what to do. This is not a request, says he, but an order.
Claire refuses.
Narrin gestures threateningly with his bow.
Claire smiles grimly, and tells him to be on his way.
Narrin informs her he will shoot her if she does not obey him.
Claire quietly informs him he will die if he attempts harm against her.
A short, brittle silence occurs ...

Then the combat starts.
 

Edena_of_Neith said:
Claire decides NOT to hide. But she casts Mage Armor and Protection from Arrows on herself while waiting for the stranger to arrive. She knows that Damara isn't exactly full of kindly strangers. Then she casts Shocking Grasp and holds it, in case the stranger is hostile and manages to close with her to melee range.

She should have cast mage armor hours ago, I think. :)

Narrin informs her he will shoot her if she does not obey him.
Claire quietly informs him he will die if he attempts harm against her.
A short, brittle silence occurs ...

Then the combat starts.

I can't wait to see how this turns out.

PS I noticed on Claire's character sheet that she has Enlarge Spell but hasn't used it on any of her prepared spells. I thought that was a little strange.
 

This combat could go any number of ways, and end in any number of situations.
If any of you wish to write your version of the combat out, please do so. The example you write would help me learn the game. (And, I enjoy reading what you write, folks. :) )

Now, I will write out my first take on the battle.
 

Strategically, from Claire's POV, I would dump shocking grasp and have extra magic missiles prepared instead, which doesn't do a lot of damage (3d4+3 at this stage), but never misses and can be cast from far away. And, as (Psi)SeveredHead mentions, mage armor and protection from arrows would have been up before the encounter started.

NOTE: I used a random number generator for all checks.

Round One
They make Initiative checks. Claire rolls really badly (1!), for a total of 8. Luckily for her, Narrin also rolls a 1, for a total of 2. They both curse their dice, and Claire opens up with Melf's acid arrow, rolling a ranged touch attack at +5 (+2 BAB, +3 Dex) against Narrin's touch AC of 12. She rolls 13, +5 = 18, an easy hit! The acid burns Narrin for 7 points of damage this round, and will continue next round. Claire has a standard action left, and backpedals 30 feet away to increase the range between them to 70'.

Narrin snarls, moves forward 20' (reducing the range to 50') and lets fly with an arrow, rolling 17, + 9 = 26, another easy hit. He rolls a rather weak 2, +4 = 6 points of damage. Claire's protection from arrows sucks that up easily -- it still has 44 points of protection left! Narrin curses all mages.

Round Two
Claire decides she doesn't want Narrin closing again, and casts hold person on him. Narrin attempts a Will save vs DC 16, rolling 14, +1 = 15. He fails and is paralyzed. Just to add injury to insult, he also takes another 7 points of damage from the acid arrow, which is now spent. With her second action, Claire moves 30' away again (80').

Narrin attempts another Willpower save to break the hold person. He rolls 12, +1 = 13, and would curse all mages if he could talk. He's down to 28 hp already and hasn't made a scratch.

Round Three
Since she doesn't want to use up all her spells -- not knowing what else is lurking in the burning forest -- Claire moves another 15' (to 95') while drawing her bow (drawing a weapon can be combined with a move action if you have a BAB of +1 or better). Figuring that she'll run like heck on her next turn, she takes a potshot just to further discourage Narrin. She rolls a 2, +5 = 7, and manages to impale a tree.

Narrin attempts another Willpower save. He rolls 10, +1 = 11, and just sighs pathetically. Only three more rounds of standing around looking stupid to go!

Round Four
Claire decides to beat feet. She uses a Run action to run 120', increasing the range to 215'.

Narrin is really torqued at this point! This inspires him to roll a 19, +1 = 20! The hold person is broken! Too bad that was a full-round action.

Round Five
Glancing back, Claire sees the stirrings of movement, and now has to choose: slow down to a 60' full move, or continue using the Run action for the 120'. Then she remembers her protection from arrows and decides "Screw it, I'm running!" The range is now 335'.

Narrin can't just let her get away! But she's three range bands away and moving fast. He does the only thing he can: moves 20' (bringing the range back down to 315') and lets fly. He rolls 7, + 9 (his attack bonus) - 4 (two range bands) = 12 vs. Claire's AC of 14 (she lost her Dex bonus for the Run, but still has her mage armor). It's a miss ... and it's just going to get worse from there.

Round Six
Claire ducks into the woods.

Narrin curses all mages ... and heads back to camp.

-The Gneech :cool:
 

Edena_of_Neith said:
Finalized Claire and Narrin (I hope? Correct? (sighs))

Claire
Cute Elven Mage (Wizard 5)

----------------------------------------------------------------------

Medium Humanoid (Elf)
Hit Dice: 5d4+10 (24 hp)
Initiative: +7
Speed: Move 30 feet (6 squares)
Armor Class: 13 (+3 Dex), 13 touch, 10 flat-footed
Base Attack/Grapple: +2/+2
Attack: Longsword +2 (1d8 19-20*2), longbow +5 (1d8 20*3, 100 ft), dagger +2 (1-4 19-20*2, 10 ft)
Space/Reach: 5 feet/5 feet
Special Attacks: Spells
Special Qualities: Elf traits, Lowlight vision
Saves: Fort +3, Ref +4, Will +4
Abilities: Str 10, Dex 17, Con 15, Int 16, Wis 11, Cha 13
Skills: Concentration +13 (8 ranks), Knowledge Arcana +7 (4 ranks), Listen +2, Search +8 (3 ranks), Spellcraft +11 (8 ranks), Spot +5 (3 ranks)
Feats: Skill Focus (Concentration), Improved Initiative, Scribe Scroll, Enlarge Spell.
Alignment: Neutral Good
Diety: Reveres Sehanine Moonbow, other Seldarine deities

120 years of age, 4 feet 6 inches tall, 80 pounds, long raven black hair (let down), blue eyes, milky skin.
Languages: Common, Elven, Draconian, Gnoll, Gnome, Goblin, Orc, and Sylvan

Spell DC modifier: 13 + spell level
Spells per day: 0/4, 1/4, 2/3, 3/2
Spells readied:
0/Light, Acid Splash, Disrupt Undead
1/Mage Armor, Shocking Grasp*2, Magic Missile
2/Protection from Arrows, Melf's Acid Arrow, Scorching Ray
3/Fireball, Hold Person.

By the rules, except for knowing too many languages (she should know elven, common, and three bonus languages), and she has memorized on too few 0-level spells, she is okay by the rules. I wouldn't design a mage this way - I would never make a major focus of a straight mage melee touch spells. I might memorize one shocking grasp, but never two, unless I also had spectral hand memorized. She is also unequipped - she should have a couple thousand gold worth of gear - an amulet of natural armor +1, a cloak of resistance +1, perhaps a headband of Intellect +2 and so on. She should have a number of scrolls on hand, mostly that she scribed herself. I'd probably swap out the Enlarge Spell feat for Craft Wondrous Item or Craft Wand, and have her make several items for her use.

Her skills seem to be off as well. She should have 5 skill points per level (2 + Intelligence bonus), allowing her to max out 5 skills. Even accounting for the cross class skills, she only has four skills maxed out. If she raises her Knowledge: Arcana skill to 5 ranks, she gets a +2 synergy bonus to Spellcraft checks.

Narrin
Human male (Fighter 5)

----------------------------------------------------------------------

Medium Humanoid (Human)
Hit Dice: 5d10+10 (42 hp)
Initiative: +1
Speed: Move 20 feet (4 squares)
Armor Class: 22 (+2 Dex, +8 Armor, +2 Shield), 12 touch, 20 flat-footed
Base Attack/Grapple: +5/+9
Attack: Heavy pick +11 (1d6+5 20*4), long sword + 9 (1-8+4, 19-20*2), light pick + 9 (1-4 20*4), throwing axe (1-6+4 20*2, 10 ft), or heavy composite bow +9 (1-8+4 19-20*2, 110 feet)
Space/Reach: 5 feet/5 feet
Special Attacks: None
Saves: Fort +6, Ref +3, Will +1
Abilities: Str 18, Dex 15, Con 15, Int 13, Wis 11, Cha 10.

Skills: Climb 4 ranks (Str +4), Jump 4 ranks (Str +4), Swim 8 ranks (Str +4), Spot 4 ranks (8 points spent)
Feats: Improved Unarmed Strike, Power Attack, Weapon Focus (Heavy Pick), Weapon Specialization (Heavy pick), Two Weapon Proficiency, Point Blank Shot
Alignment: Neutral
Diety: Reveres Tempus


The max dex bonus for full plate armor is +1, so his AC would actually be 21 (+2 heavy shield, +8 full plate, +1 Dex). His initiative bonus would actually be +2 (for Dexterity, the Max Dex bonus of armor only affects the maximum Dexterity bonus you may gain from armor). His attack bonus with the heavy pick would be +10 (+5 BAB, +4 Strength, +1 WF), unless you assume he has a masterwork pick. His ranged attack bonus (with the throwing axe and composite longbow) is +7 (+5 BAB, +2 Dexterity).

I think you have shortchanged him on skills, in addition to havbing an Intelligence bonus of +1, he is human. He should get 4 skill points per level, not 3, allowing him to max out one more skill at 8 ranks. You have not accounted for the armor check penalty for his skills. His armor and shield impose a combined -8 penalty to a wide array of skill checks, in this case, Climb and Jump would be -0, not +8. Armor check penalties to the Swim skill are doubled - his Swim checks would be at -4, not +12.

I would not bother with Improved Unarmed Strike or Two-Weapon Fighting. A big Strength type fighter is usually better off using a two-handed weapon like a greatsword or greataxe. If you want to fight "up close", just buying a spiked gauntlet is probably a better choice than spending a feat on Improved Unarmed Strike. Ditching those feats would allow you to take Cleave, or Improved Bull Rush, or Rapid Shot, or something generally more useful. You could also climb the Combat Expertise tree, going to Improved Disarm or Improved Trip. I would probably consider Iron Will too, to offset his really low Will save.

He is also woefully unequipped. He should probably have a cloak of resistance, and maybe gauntlets of ogre power +2, or an amulet of health +2 to give him a Constitution or Strength enhancement.
 

Narrin does have an arrow nocked, but he didn't declare a Ready Action (a mistake.)
There is no surprise round. Both Claire and Narrin are Flat-Footed.

Initiative is rolled on d20s. Claire rolls a 7. Narrin rolls a 13. Claire has a + 7 modifier (+ 3 dexterity, + 4 Improved Initiative.) Narrin has a + 1 modifier (+ 1 dexterity.) They tie at 14.
I do not know how ties are resolved in 3rd edition. I'm guessing the person with the higher modifier wins ties, though. Claire has the higher modifier, so she wins the initiative.

Claire casts Hold Person on Narrin. She loses the Shocking Grasp charge in the process. But that's fine with her: she has no intention of closing with this huge, armored, and heavily armed foe. Hopefully, she can stop him from closing with her.
Casting a spell usually provokes an AOO, if the foe is within melee range. But Narrin is 40 feet away. Narrin does not get an AOO, even with his bow.
Narrin is entitled to a Will save. His Will save is lousy (+ 1) and Claire's Hold Person DC is 16 (+ 3 for the spell level, + 3 for Claire's Intelligence.)
Narrin rolls a 12, and fails the roll. He freezes in place, momentarily helpless.
Claire, realizing her spell worked, takes her move action, and moves 25 feet towards Narrin. She warned this brigand - for that is what she thinks he is - to leave her be. She gave him every chance. But he said he was going to kill her. He still has that bow in hand, arrow nocked. She will close and deliver a Coup de Grace.
Claire's move places her 15 feet from Narrin (a serious mistake)

Narrin declares a Full Round Action to break the Hold.

Next round.

Claire cannot make a Coup de Grace this round, because she's still 15 feet away. She must make a move action to reach Narrin, and a Coup de Grace is a Full Round Action.
Claire readies her second Shocking Grasp, moves, and touches Narrin (+ 4 for a helpless target, + 5 because a helpless target is considered to have Dexterity 0, ignores armor, and Narrin put aside his shield to use his bow.)
Claire rolls a 7 and hits. She would only have missed on a 1 (had she attacked with her long sword, she would have missed on a 6 or less.)
Claire delivers 18 points of damage to Narrin. He is outlined in blue electrical glory for a moment, and a silent scream rushes through his body. But he had 42 hit points, and survives the attack.

Narrin now rolls his save again. He needs to roll a 15 or higher. Luckily for him, and unfortunately for Claire, he rolls a 17, and breaks free.
Narrin now immediately acts (his Full Round Action was last round. It's now this round. And it's payback time.
Narrin draws his heavy pick as a move action, then draws his long sword as his second move action. Towering over Claire, he raises his weapons in a gesture of doom. (He should have attacked with the heavy pick immediately, but Narrin is proud, and wanted to show off. He wanted to show this girl just how mighty he was, and how helpless she was. In doing so, he gave her a chance to act.)
Had Narrin attacked with the heavy pick, he would have needed a 6 or better to hit, and would have inflicted 1 - 6 + 5 points of damage.

Claire realizes she is in trouble, for she is toe to toe with this huge warrior.
Claire makes a Double Move backwards to the underbrush at the other side of the glade, ending her move around 55 feet from where Narrin is. That's a full round action, so Claire can cast no spells this round. But, she will live to cast spells next round!

Narrin considers ...
Narrin realizes he won't catch her (a Charge or Double Move won't bring him into range this round. A Run would enable him to close, but he can't attack while running, and she could just keep going.)
Narrin drops his heavy pick (a free action), draws his throwing axe, a move action, then hurls it at Claire's back.
Narrin rolls a 12. He has + 5 BAB, + 4 Strength, but she is 60 feet away so that is a - 5. His modified roll is a 16. Her AC is 17, so he misses. He curses loudly as she barely dodges it.

Claire whirls and lets loose withc Melf's Acid Arrow. The magical arrow appears and rockets across the glade at Narrin. This is a ranged touch attack.
Claire rolls a 12. She has BAB + 2, Dexterity + 3, and no range penalty. The arrow slices right through Narrin's armor as if it was not there, plunges into Narrin, and begins disgorging it's acid. Narrin clutches at it, doubling over in pain, then recovers, snarling. Claire rolls 5 points of damage for this round (the acid will continue into next round.) Narrin has 23 hit points of damage on him.

Narrin charges. This moves him 40 feet towards Claire. It isn't sufficient to bring him into melee range, unfortunately for him.

Claire knows that she can outrun this charging fighter. Even though the vegetation behind her is thick and matted, she can easily maintain her distance.
Claire moves backwards into the brush, taking her move action of 30 feet (however, it is not 30 feet, but 15 feet because it is Difficult Terrain.)
Claire then casts Fireball on the charging Narrin. The Fireball detonates, lighting the glade in brilliant glory, then rising high into the air before dissipating into a large cloud of smoke (which alerts everything for miles around that something is afoot.)
Narrin rolls his Reflex Save. He rolls a 19, and takes half damage. Half damage is 9 points. Then the second round of the Melf's Acid Arrow delivers another 5 points of damage. Narrin has taken 37 points of damage. He has 5 hit points left. He is in trouble.
Narrin realizes he cannot catch this elusive girl. His armor is too heavy, and she is just too fleet of foot. He dropped his bow and heavy pick 40 feet back, he has thrown his axe, so what is he to do? He still has his long sword, but the girl will undoubtedly throw another distance spell.
Should he dive into the nearby brush for concealment? Yeah, that's a good idea, he thinks. He takes his move action of 20 feet to move into concealment. He opts for Total Concealment, knowing another successful spell is going to kill him, and hoping the elven girl doesn't have another Fireball.

Now, Claire and Narrin are roughly 40 feet from each other.

Claire sees she is no longer being pursued, and drops into Total Concealment also. She does not want another axe thrown her way, or a hammer, or whatever else the huge warrior out there might think up.

For some time, nobody speaks, but rustling in the underbrush allows both Claire and Narrin to at least know the other is nearby. Neither dares to stand up and do a Spot, though, afraid of a killing attack.
Finally, it comes down to solique.
Claire, guessing that Narrin is hurt badly, calls on him to surrender, to walk into the glade and throw down his weapons.
Narrin, calls on Claire to surrender, informing her that she will not escape. If he does not hunt her down, his friends will. And he has lots of friends here, in Damara!

Another long silence ...

Claire begins crawling towards the sound of Narrin's voice, hoping to Spot him through the brush, and attempting to move silently.
Narrin rolls an opposed check: listen versus move silently. Narrin rolls a 10. Claire rolls a 10. Claire's higher Dexterity swings it, giving her a 13. Narrin does not hear her approach.
Now Claire rolls an opposed check: spot versus hide. She rolls a 10 (modified to 13 for Spot ranks, and then to 15 for Dex). He rolls a 12 (modified to 14 for Dex, and to 19 for Underbrush.) She does not see him.

Now Narrin pulls the same trick. The opposed check is rolled: Claire rolls a 12 (modified to 15) to Move Silently, Narrin rolls a 16 to Listen, no modifiers for Wisdom. Now Narrin hears her coming.
Another opposed roll: spot versus hide. Narrin rolls a 12 for spot (modified to 16 for 4 ranks of spot, and 18 for Dex), Claire rolls a 13 (Dex + 3 makes it a 16, the Underbrush makes it a 21) Narrin does not see Claire.

They both move 5 feet towards each other this round (I'm guessing crawling through underbrush doesn't get you far in a 3rd Edition round.) They are now 30 feet from each other.

Claire stops moving, and peers through the underbrush.
Opposed check: listen versus move silently. Claire rolls a 15, Narrin rolls a 7 (Dex + 2). Claire now hears him.
Opposed chec: spot versus hide. Claire rolls a 17. Narrin rolls a 9 (Dex + 2 and Underbrush + 5 make this a 16.
Claire spots Narrin in the grass.
Claire stands up, a move action, then declares a Ready Action: If he draws a weapon, or tries to stand up, her Magic Missile spell will go off.

Claire, hands readied and threatening, smiles gently at Narrin, and quietly informs him that she has a spell trained on him. If he surrenders, she will allow him to live. If he tries to stand up, tries to grab a weapon, or anything else, she will kill him.

Narrin agrees to surrender. But Narrin is not an honorable man, and he will do what it takes to win against this slip of a girl. And capture her, instead of being taken prisoner himself!
He disarms, as she demands. He holds his hands outward, as she demands.

Claire, has a problem. Does she tie him up? He could make a move and try to grapple her. Does she demand he lead her to the healer, while keeping a spell trained on him? The moment she looks the other way, this brigand will strike at her. Does she simply kill him now? She is reluctant: this brigand deserves death, but Claire is a reluctant killer, and in any case this brigand knows where the healer is, and she does not.
What should she do? Hmmm ...

EDIT: Just did a major modification of the combat. Check Narrin's actions again.
 
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Storm Raven, assume they both had the items you mentioned, and the alternate feats you mentioned.
They are 40 feet apart in the clearing, facing each other. She has Protection from Arrows and Mage Armor up, Shocking Grasp held (the charge is held.)
He has his bow out and arrow knocked, but has not declared a Ready Action.

How would the combat go, according to yourself?

And, anyone else? You'all just saw my first take on it.

-

Mind you all, the clearing is 60 feet across. They are both standing 10 feet from their respective edges. Beyond is dense underbrush and an assortment of birch, aspen, and assorted conifers on all sides. The sun is shining brightly down, for it is midday.

The forest is not burning. :)
 

I'm going to steal Gneech's example and modify it lightly. I rolled dice the old fashioned way, by hand.

Round One
They make Initiative checks. Claire rolls 13, for a total of 20. Narrin rolls a 9, for a total of 11. Claire opens up with Hold person. Narrin attempts a Will save vs. DC 16, rolling 4, +1 = 5. He fails and is paralyzed. With her second action, Claire moves 30' closer (10').

Narrin attempts another Willpower save to break the hold person. He rolls 10, +1 = 11, and would curse all mages if he could talk.

Round Two
Since she doesn't want to use up all her spells -- not knowing what else is lurking in the burning forest -- Claire moves another 30' (to 10') while casting Shocking grasp.

Narrin attempts another Willpower save. He rolls 14, +1 = 15, and just sighs pathetically. Only three more rounds of standing around looking stupid to go!

Round Three
Claire decides to kill the stupid fighter. She starts a Coup de Grace and steps 5 ft. closer (5 ft.)

Narrin is in trouble and knows it. He rolls a 8, +1 = 9. Still held

Round Four
Claire takes a step forward and electrocutes Narrin. The Coup de Grace is an automatic hit and critical for 10d6 damage. Poor Narrin takes 41 points of damage and makes a Fortitude save with DC 10+41 = 51. He rolls 19, +6 = 25 and dies instantly as the smell of fried chicken fills the clearing.


The same scenario once again. I just rolled the dice again.

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 slams the elf maiden with his fist (as he does not have the time to draw his weapon). Narrin rolls 12, +9 attack, +2 charge = 23 and hits easily for 1, +4 = 5 points of damage.

Round Two
Hurt and surprised since she thought the fight would have been all over with her first spell, Claire realises that she lacks the spells to stop this opponent and withdraws 60 ft. (60 ft.). Her superior movement allows her to flee easily.

She is out of sight (120 ft.) before Narrin can get his hands on his bow and shoot at her.
 

Edena, in the case of tied initiatives, the character or creature with the higher dexterity modifier wins. If dexterity is equal, the two players or the DM and the player roll a d20 to see who wins.

I would also hesitate to rely two heavily on touch spells for a mage. Also, I noiticed that Claire does not hae a familiar, which could deliver touch spells for her.

Mind you, i think fleeing the encounter makes sense for Clarie who is seeking help for her allies. Mind you, I think the healer would be willing to help Claire and her friends out, especially since she frustrated one of the healer's enemies. In this case, I think Narrin and his squire may soon have a band of adventurers to deal with.
 

Into the Woods

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