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Comments and questions on 3.5 from a Newbie
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<blockquote data-quote="MichaelH" data-source="post: 2787975" data-attributes="member: 14843"><p>As promised, here are the dire bear, Hennet, and Grom the half-orc ranger.</p><p></p><p></p><p>Dire Bear CR 7</p><p>N Large animal</p><p>Init +1; Senses Low-light vision, scent; Listen +10, Spot +10</p><p>____________________________________________________</p><p>AC 17, touch 10, flat-footed 16</p><p>HP 105 (12 HD)</p><p>Fort +12, Ref +9, Will +9; Endurance feat</p><p>____________________________________________________</p><p>Spd 40 ft. (200 ft. running)</p><p>Melee 2 claws +19 (2d4+10) and bite +13 (2d8+5)</p><p>Space 10 ft. Reach 5 ft.</p><p>Base Atk +9; Grp +23</p><p>Special Actions Improved Grab</p><p>____________________________________________________</p><p>Abilities Str 31, Dex 13, Con 19, Int 2, Wis 12, Cha 10</p><p>Feats Alertness, Endurance, Run, Toughness, Weapon Focus (claw)</p><p>Skills Listen +10, Spot +10, Swim +13</p><p></p><p>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.</p><p></p><p></p><p></p><p>Hennet CR 12</p><p>Male human sorcerer 12</p><p>CG Medium humanoid</p><p>Init +3; Listen +1, Spot +1</p><p>Languages Common</p><p>________________________________________________</p><p>AC 17, touch 15, flat-footed 14</p><p>HP 59 (12 HD)</p><p>Fort +6, Ref +7, Will +9</p><p>________________________________________________</p><p>Spd 30 ft.</p><p>Melee shortspear +5/+0 (1d6-1)</p><p>Ranged +1 light crossbow +10 (1d8+1/19-20)</p><p>Base Atk +6; Grp +5</p><p>Atk Options point blank shot</p><p>Special Actions spells</p><p>Combat Gear 2 potions of cure serious wounds</p><p>Spells 6/8/8/7/7/6/4 (CL 12th, +4 touch, +8 ranged touch)</p><p> 6 – monster summoning VI</p><p> 5 – cone of cold (DC 21), hold monster (DC 20)</p><p> 4 – dimension door, polymorph, stoneskin</p><p> 3 – dispel magic, displacement, lightning bolt (DC 19), protection from energy</p><p> 2 – bear’s endurance, invisibility, see invisibility, scorching ray, web (DC 17)</p><p> 1 – mage armor, magic missile, protection from evil, shield, true strike</p><p> 0 – arcane mark, dancing lights, detect magic, detect poison, ghost sound, light,</p><p> mage hand, open/close, read magic</p><p>__________________________________________________</p><p>Abilities Str 8, Dex 16, Con 15, Int 10, Wis 12, Cha 22</p><p>SQ Familiar benefits</p><p>Feats Combat Casting, Maximize Spell, Point Blank Shot, Skill Focus (concentration), Spell Focus (evocation), Toughness</p><p>Skills Concentration +20 (+24 casting defensively), Knowledge (arcana) +15, Spellcraft +15</p><p>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</p><p></p><p>Bat Familiar (hp 29, AC 22, Int 11, SR 17)</p><p></p><p></p><p></p><p>Grom CR 5</p><p>Male half-orc ranger 5</p><p>NE Medium humanoid</p><p>Init +2; Senses Darkvision 60 ft.; Listen +1, Spot +9</p><p>Languages Common, orc</p><p>_________________________________________________ </p><p>AC 18, touch 12, flat-footed 16</p><p>HP 36 (5 HD)</p><p>Fort +6, Ref +6, Will +2; Endurance feat</p><p>_________________________________________________</p><p>Spd 30 ft.</p><p>Melee +1 battle axe +9 (1d8+4/x3) or +1 battle axe +7 (1d8+4/x3) and throwing axe +6 (1d6+1)</p><p>Ranged composite (Str +3) longbow +7 (1d8+3/x3) or throwing axe +7 (1d6+3)</p><p>Base Atk +5; Grp +8</p><p>Atk Options power attack, two weapon fighting</p><p>Special Actions Favored enemy (elf +4, animal +2)</p><p>Combat Gear 2 potions of cure moderate wounds</p><p>Spells Prepared (CL 2nd)</p><p> 1 – resist energy</p><p>_________________________________________________</p><p>Abilities Str 17, Dex 14, Con 14, Int 8, Wis 12, Cha 6</p><p>SQ Orc blood, wild empathy, animal companion (wolf)</p><p>Feats Endurance, Power Attack, Quickdraw, Track, Two Weapon Fighting</p><p>Skills Hide +10, Knowledge (nature) +9, Move Silently +10, Spot +9, Survival +9 (+11 in above ground natural environments)</p><p>Possessions combat gear, chain shirt +2, battle axe +1, 2 throwing axes, composite (Str +3) longbow</p></blockquote><p></p>
[QUOTE="MichaelH, post: 2787975, member: 14843"] 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 [/QUOTE]
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