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<blockquote data-quote="monboesen" data-source="post: 2785291" data-attributes="member: 4647"><p>Yeah, however...</p><p></p><p>I don't know how you generated those ability scores, but the core standard array is 15, 14, 13, 12, 10, 8.</p><p></p><p>So it's more likely that they will look something like this. </p><p></p><p>*Note I had to change the fighter a bit as he could no longer take two-weapon fighting. You also need to realise that though it may look cool two-weapon fighting is no longer a good option for most fighters (costs a lot of feats and you still end up doing less damage). Only characters with special bonus damage (like rangers vs. favored enemies and rogues with sneak attack) benefits from two-weapon fighting. For a standard Dude fighter, the greatsword is the way to go.</p><p></p><p>Claire</p><p>Elf mage chick(Wizard 5)</p><p>----------------------------------------------------------------------</p><p></p><p>Medium Humanoid (Elf)</p><p>Hit Dice: 5d4+5 (19 hp)</p><p>Initiative: +6</p><p>Speed: Move 30' (6 squares)</p><p>Armor Class: 16 (+2 Dex, +4 Mage armor), 12 touch, 10 flat-footed</p><p>Base Attack/Grapple: +2/+1</p><p>Attack: Longsword +1 (1d8-1 19-20*2) or longbow +4 (1d8 20*3)</p><p>Space/Reach: 5 feet/5 feet</p><p>Special Attacks: Spells</p><p>Special Qualities: Elf traits, Lowlight vision</p><p>Saves: Fort +3, Ref +4, Will +4</p><p>Abilities: Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 13</p><p>Skills: Concentration +13 (8 ranks), Knowledge Arcana +7 (4 ranks), Listen + 2, Search +8 (3 ranks), Spellcraft +11 (8 ranks), Spot +5 (3 ranks) </p><p>Feats: Skill Focus (Concentration), Improved Initiative, Scribe Scroll, Enlarge Spell, Scribe scroll.</p><p>Alignment: Neutral Good</p><p></p><p>120 years of age, 4 feet 6 inches tall, 80 pounds, long raven black hair (let down), blue eyes, milky skin.</p><p></p><p>Spell DC modifier: 13 + spell level </p><p>Spells per day: 0/4, 1/4, 2/3, 3/2</p><p>Spells readied: </p><p>0/Light (cast), Acid Splash, Disrupt Undead</p><p>1/Mage Armor (cast), Shocking Grasp*2, Magic Missile </p><p>2/Protection from Arrows (cast), Melf's Acid Arrow, Scorching Ray</p><p>3/Fireball, Hold Person.</p><p></p><p></p><p>Narrin</p><p>Human male (Fighter 5)</p><p>----------------------------------------------------------------------</p><p></p><p>Medium Humanoid (Human)</p><p>Hit Dice: 5d10+10 (42 hp)</p><p>Initiative: +1</p><p>Speed: Move 20' (4 squares)</p><p>Armor Class: 16 (+1 Dex, +8 Armor), 11 touch, 18 flat-footed</p><p>Base Attack/Grapple: +5/+8</p><p>Attack: Greatsword +9 (2d6+6 19-20*2) or longbow +4 (1d8 20*3)</p><p>Space/Reach: 5 feet/5 feet</p><p>Special Attacks: Spells</p><p>Saves: Fort +6, Ref +2, Will +1</p><p>Abilities: Str 16, Dex 12, Con 14, Int 13, Wis 10, Cha 8.</p><p>Skills: Climb 4 ranks (Str + 4), Jump 4 ranks (Str + 4), Swim 8 ranks (Str + 4), Spot 4 ranks (8 points spent)</p><p>Feats: Improved Unarmed Strike, Power Attack, Weapon Focus (Greatsword), Weapon Specialization (Greatsword), Point blank shot, Point Blank Shot</p><p>Alignment: Neutral </p><p></p><p>If they where to fight each other the mage would be smart to start of with her Hold person spell. Followed up by a Coup de grace with her Shocking grasp.</p><p></p><p>The fighter has to make a DC 16 will save (he has a +1 modifier) to avoid being held. He has a 30 % chance of making it. Mage starts her Coup de Grace on her next action. Then he makes another one at the end of the next turn, again a 30 % chance of making it. If he misses both its automatic critical for 10d6 damage (average of 35) and a Fortitude DC 45 save to survive on the mages third turn.</p><p></p><p>Should they end up in close combat the fighter hits with 70 % of his attacks for an average of 14,3 damage. That's an average of 10 hp per round (a bit more with some clever power attacking). So the mage will be lucky to survive more than 2 rounds of melee.</p><p></p><p>The lesson you should take from this is. </p><p></p><p>1. a mage should avoid melee at all costs</p><p>2. at this level a mage will be hard pressed to kill a fighter through damaging spells (at least before the fighter has cloven her in two). She needs to hinder his actions.</p><p>3. a mage should use spells that target reflex and will saves against fighters.</p><p></p><p>Some spells that might help the mage win.</p><p></p><p>1. Ray of enfeeblement (easy hit, no save, 1d6+2 str penalty), Shield (+4 more AC), Expeditious retreat (+30 ft. movement to keep distance).</p><p>2. Glitterdust (will save or blindness, that's a winner), Hideous laughter (will save or no actions for 5 rounds, that's 4 rounds of free spellcasting), Shatter (bye, bye Greatsword), Mirror image (missed me, missed me, missed me again), Levitate (now at missile range with protection from arrows, that's a win, win situation).</p><p>3. Fly (as levitate, but better), Slow (will save, combined with Expeditious retreat this makes you able to run circles around the fighter without him being able to close in for melee).</p></blockquote><p></p>
[QUOTE="monboesen, post: 2785291, member: 4647"] Yeah, however... I don't know how you generated those ability scores, but the core standard array is 15, 14, 13, 12, 10, 8. So it's more likely that they will look something like this. *Note I had to change the fighter a bit as he could no longer take two-weapon fighting. You also need to realise that though it may look cool two-weapon fighting is no longer a good option for most fighters (costs a lot of feats and you still end up doing less damage). Only characters with special bonus damage (like rangers vs. favored enemies and rogues with sneak attack) benefits from two-weapon fighting. For a standard Dude fighter, the greatsword is the way to go. Claire Elf mage chick(Wizard 5) ---------------------------------------------------------------------- Medium Humanoid (Elf) Hit Dice: 5d4+5 (19 hp) Initiative: +6 Speed: Move 30' (6 squares) Armor Class: 16 (+2 Dex, +4 Mage armor), 12 touch, 10 flat-footed Base Attack/Grapple: +2/+1 Attack: Longsword +1 (1d8-1 19-20*2) or longbow +4 (1d8 20*3) Space/Reach: 5 feet/5 feet Special Attacks: Spells Special Qualities: Elf traits, Lowlight vision Saves: Fort +3, Ref +4, Will +4 Abilities: Str 8, Dex 14, Con 12, Int 16, Wis 10, 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, Scribe scroll. Alignment: Neutral Good 120 years of age, 4 feet 6 inches tall, 80 pounds, long raven black hair (let down), blue eyes, milky skin. Spell DC modifier: 13 + spell level Spells per day: 0/4, 1/4, 2/3, 3/2 Spells readied: 0/Light (cast), Acid Splash, Disrupt Undead 1/Mage Armor (cast), Shocking Grasp*2, Magic Missile 2/Protection from Arrows (cast), Melf's Acid Arrow, Scorching Ray 3/Fireball, Hold Person. Narrin Human male (Fighter 5) ---------------------------------------------------------------------- Medium Humanoid (Human) Hit Dice: 5d10+10 (42 hp) Initiative: +1 Speed: Move 20' (4 squares) Armor Class: 16 (+1 Dex, +8 Armor), 11 touch, 18 flat-footed Base Attack/Grapple: +5/+8 Attack: Greatsword +9 (2d6+6 19-20*2) or longbow +4 (1d8 20*3) Space/Reach: 5 feet/5 feet Special Attacks: Spells Saves: Fort +6, Ref +2, Will +1 Abilities: Str 16, Dex 12, Con 14, Int 13, Wis 10, Cha 8. 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 (Greatsword), Weapon Specialization (Greatsword), Point blank shot, Point Blank Shot Alignment: Neutral If they where to fight each other the mage would be smart to start of with her Hold person spell. Followed up by a Coup de grace with her Shocking grasp. The fighter has to make a DC 16 will save (he has a +1 modifier) to avoid being held. He has a 30 % chance of making it. Mage starts her Coup de Grace on her next action. Then he makes another one at the end of the next turn, again a 30 % chance of making it. If he misses both its automatic critical for 10d6 damage (average of 35) and a Fortitude DC 45 save to survive on the mages third turn. Should they end up in close combat the fighter hits with 70 % of his attacks for an average of 14,3 damage. That's an average of 10 hp per round (a bit more with some clever power attacking). So the mage will be lucky to survive more than 2 rounds of melee. The lesson you should take from this is. 1. a mage should avoid melee at all costs 2. at this level a mage will be hard pressed to kill a fighter through damaging spells (at least before the fighter has cloven her in two). She needs to hinder his actions. 3. a mage should use spells that target reflex and will saves against fighters. Some spells that might help the mage win. 1. Ray of enfeeblement (easy hit, no save, 1d6+2 str penalty), Shield (+4 more AC), Expeditious retreat (+30 ft. movement to keep distance). 2. Glitterdust (will save or blindness, that's a winner), Hideous laughter (will save or no actions for 5 rounds, that's 4 rounds of free spellcasting), Shatter (bye, bye Greatsword), Mirror image (missed me, missed me, missed me again), Levitate (now at missile range with protection from arrows, that's a win, win situation). 3. Fly (as levitate, but better), Slow (will save, combined with Expeditious retreat this makes you able to run circles around the fighter without him being able to close in for melee). [/QUOTE]
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