Gwendilyn, 7th level character (title change)

Combat options for Gwyndilyn at 6th level:

Ranged attacks, full round: 1d8 (first arrow) + 1d8 (second arrow) + arterial strike if opponent denied dex
Ranged attack, standard action: 1d8 (first arrow) + arterial strike if opponent denied dex
Thrown weapon, full round: 1d4 (dart) + arterial strike if opponent denied dex
Thrown weapon, standard action: 1d4 (dart) + 2 (strength) + arterial strike if opponent denied dex

Gwyndilyn, if she made a successful arterial strike, would back up and wait for the creature to die. If it did not die, she would continue missile fire.

Melee attack, full round: 2d6 (large bastard sword) + 2d6 (large bastard sword) + 4 (strength) + arterial strike if opponent denied dex.
Melee attack, standard action: 2d6 (large bastard sword) + 2 (strength) + arterial strike if opponent denied dex.

Gwndilyn would attempt a feint, using bluff, to allow for a melee sneak attack (since I seem to have missed adding to her Bluff skil there by accident, she'd have 9 ranks in it at a cost of 9 skill points, for a Bluff of +10.)
If Gwydilyn succeeded in inflicting an arterial strike, she'd break off the combat if at all possible.

For this reason, Gwyndilyn takes a level of barbarian at 7th level, to increase her Move to 40.
At which point, she has a BAB of +5/+1. She can make 2 attacks with her good hand, and one attack with her off-hand. If cornered and unable to flee, she would rage.
 

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Lady Gwyndilyn of Varnaith

- Type: medium humanoid (elf, high elf subtype)
- Description: 4 feet 6 inches, 85 pounds, lithe and slender, long black hair, grey eyes, pale skin
- Character level 7, class level barbarian 1 / fighter 2 / ranger 2 / rogue 2, alignment neutral good
- Abilities: strength 14, dexterity 17, constitution 12, intelligence 14, wisdom 12, charisma 12
- Base saves: Fort +8, Ref +6, Will +0
- Adjusted saves: Fort +6, Ref +9, Will +1
- Hit dice (hit points) : 2d10+4-2 + 2d8+4-2 + 2d6+2-1 + 1d12+2-1 (48 hit points)
- Armor class: 18, touch 13, flat footed 15
- Initiative: +7 (+3 dex, +4 improved initiative)
- Speed: 40 feet (8 squares), space/reach: 5 feet/5 feet
- BAB/grapple: +6/+1 and +6/+1
- Attacks: large bastard sword melee +7/+3 (2d8 +2 19-20/x2), short sword melee +7/+3 (1d6 +2 19-20/x2), composite longbow ranged +9 (1d8 20/x3, ri 100 ft), large darts ranged +9/+4 (1d6 +2 20/x2, ri 20 ft)
- Special attacks: rage 1/day, sneak attack +1d6 (ex), favored enemy (ex) (human) +2 bluff/listen/sense motive/spot checks and +2 damage
- Special qualities: fast movement (ex), wild empathy (ex), trapfinding (ex), evasion (ex), elf traits (racial) (+2 dex, -2 con, +2 racial to saves (enchantment/charm), racial immunity (sleep), low-light vision, racial martial weapon proficiencies (longsword, rapier, longbow, composite longbow, shortbow, composite shortbow), racial skill bonuses (+2 listen, +2 search, +2 spot), racial detection (secret doors), racial languages common and elven, favored class wizard)
- Primary skills: bluff +9 (8 ranks, cha +1), climb +6 (6 ranks, str +2, elven chain -2), hide +8 (7 ranks, dex +3, elven chain -2), jump +6 (6 ranks, str +2, elven chain -2), listen +10 (7 ranks, wis +1, racial +2), move silently +8 (7 ranks, dex +3, elven chain -2), ride +9 (6 ranks, dex +3), spot +10 (7 ranks, wis +1, racial +2), swim +5 (7 ranks, str +2, elven chain -4)
- Other skills: appraise +2 (0 ranks, int +2), balance +0 (0 ranks, dex +2, elven chain -2), concentration +2 (0 ranks, con +2), craft +2 (0 ranks, int +2), diplomacy +1 (0 ranks, cha +1), disguise +1 (0 ranks, cha +1), escape artist +1 (0 ranks, dex +3, elven chain -2), forgery +2 (0 ranks, int +2), gather information (0 ranks, +1 cha), heal +1 (0 ranks, wis +1), intimidate +1 (0 ranks, cha +1), perform +1 (0 ranks, cha +1), search +4 (0 ranks, int +2, racial +2), sense motive +1 (0 ranks, wis +1), survival +1 (0 ranks, wis +1), use rope +3 (0 ranks, dex +3)

- Feats: exotic weapon proficiency bastard sword (player's handbook), monkey grip (complete warrior), quickdraw (player's handbook), two-weapon fighting (player's handbook), improved initiative (player's handbook), track (player's handbook), blind-fight (player's handbook), rapid shot (player's handbook), arterial strike (complete warrior)
- Drawbacks: frail (unearthed arcana), meager fortitude (unearthed arcana)

- Items: elven chain, large bastard sword (2), short sword, longbow, quiver and 20 arrows, 10 darts, other items

EDIT: This template is corrected for bluff, and otherwise as accurate as I could make it.
 
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Edena_of_Neith said:
How well could this character stand up in battle? (Gwyndilyn, 7th level, above)
How well could this character sneak attack to kill?

Well, for starters, a Large Bastard Sword deals 2d8 damage, not 2d6. And you'll want Oversized Two-Weapon Fighting (Complete Adventurer, IIRC) if you're going to go TWF with bastard swords.

Also, drop the elven chain - it gets no love in 3e. Instead, go with a mithril breastplate if you have high Dex.
 
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Morin Stonebreaker - Level 18 melee "Tank" character: Ftr4/Mnk2/Pious Templar 1/Exotic Weapon Master 1/Dwarven Defender 10 (this is also the order in which he took his levels)

Basic concept: an iconic armored dwarven warrior that can toe to toe with just about anything and survive at least a few rounds, and has just about every passive defense you can get in the game (other than SR and energy resistances). He is a Pious Templar of Gendwar Argrim, a dwarven hero-god who's favored weapon is the dwarven waraxe.

CR 18, Medium Humanoid (male dwarf), Hit Dice: 6d10+2d8+10d12+111 (230 hp)
Initiative: +5 (Dex); Speed: 20 ft
Armor Class: 40 (+5 Dex, +10 armor, +4 shield, +4 deflection, +4 dodge, +1 insight, +2 sacred); Touch AC: 26, Flat Footed AC: 40 (31 without dex/dodge bonuses)

Additional AC bonuses when needed: +1 haste (boots of speed), +1 dodge (dodge feat), +5 dodge (combat expertise), +5 natural armor (potion of barkskin +5), +4 dodge (Defensive Stance), +3 dodge (fighting defensively), +2 AC vs traps, and +4 dodge AC vs. giants.

Base Attack/Grapple: +17/+28
Attack: +1 holy ghost touch adamantine waraxe (2handed): +26 melee (1d10+17+2d6 vs. evil)
Full Attack: +26/+21/+16/+10 (plus an additional attack when using boots of speed).

Special Attacks: Uncanny Blow (2x strength bonus to damage on attacks with waraxe);
Special Qualities: Dwarf Traits, Darkvision 60', Evasion, Mettle (avoid effect of spell if Fort or Will save is made), Uncanny Dodge, Improved Uncanny Dodge (only flanked by 14th level or higher rogue), DR 6/-, Trap Sense +2, Defensive Stance 5/day (+2 Str, +4 Con, +4 AC)

Saves: Fort +28, Reflex +17, Will +18 (+2 vs poison, spells, and on reflex saves vs. traps)
Abilities at 18th level: Str 24, Dex 20, Con 20, Int 14, Wis 10, Cha 8
Abilities at 1st level: Str 14, Dex 14, Con 16, In 14, Wis 10, Cha 8 (28 point buy)

Skills:Balance +10, Climb +10, Stonecraft +9, Weaponsmith +5, Alchemy +4, Jump +12, Knowledge Religion +7, Listen +16, Ride +10, Spot +26, Swim +12, Tumble +10

Feats (and level the feat was taken):

1) Dodge
1) Toughness (ftr bonus)
2) Weapon Focus (waraxe) (ftr bonus)
3) Endurance
4) Weapon Specialization (waraxe) (ftr bonus)
5) Improved Unarmed Strike (mnk bonus)
5) Improved Grapple (mnk bonus)
6) Combat Reflexes (mnk bonus)
6) True Believer
9) Power Attack
12) Combat Expertise
15) Improved Toughness
18) ??? (Just leveled to 18, still deciding on feat)

Possessions of note:

+1 Ghost Touch Holy Adamantine Waraxe
+1 Ghost Touch Holy Cold Iron Waraxe
masterwork Silvered Waraxe
+1 Silvered Armor Spikes
+5 Mithril Breastplate (with quick escape straps)
Szirb's Shining Helm (+2 sacred bonus to AC)
+2 Animated Heavy Shield
Dusty Rose Ioun Stone (+1 insight bonus to AC)
Ring of Protection +4
Ring of Sustenance
2 potions of Barkskin +5 (originally had 5, three have been used)
Cloak of Resistance +5
Belt of Giant Strength +6
Gloves of Dexterity +6
Amulet of Health +4
Boots of Speed
Heward's Haversack

Potion of Enlarge Person x4
Potion of Fly x5
Potion of Lesser Restoration x5
Potion of Restoration x1 (Special potion, cannot be crafted normally)

Common buffs from other party members:

Mage Armor (in case of incorporeal attacks)
Greater Heroism (+4 on attacks, saves, ability checks)
Bard Song: +3 damage (attack bonus does not stack with heroism)
Recitation: +2 to hit
Haste: +1 AC, +1 to hit, one additional attack when making a full attack
Greater Magic Weapon to a +3 weapon: +2 attack and damage.
(For some reason the cleric refuses to cast shield other on him.)

This usually raises his attack bonus by +9 and damage by +5. He can use his defensive stance for another +1 to hit and +2 on damage. With his attack bonus in the mid-thirties, he can usually afford to transfer a lot of it into power attack.
 
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It is increasingly sounding like, if you want your character to be properly protected, you need to take levels in cleric and clerical PrCs (including those out of the Complete Divine book.)
That's where I'm seeing massively high ACs coming from.

Why, exactly, is a mithril breastplate so much better than elven chain?
 

Edena_of_Neith said:
How well could this character stand up in battle? (Gwyndilyn, 7th level, above)

Not too well, I'm afraid.

What you got there is a character, that is very typical for multiclassing... not really good at anything she does.

How well could this character sneak attack to kill?

Well, you got 1d6 sneak attack, what do you expect?

You can probably kill something with CR 1-2 before it starts hurting you or alarming those who can. ;)

Bye
Thanee

P.S. BAB/Grapple should be +6/+8 (while +6/+1 is technically correct for BAB, it's irrelevant to list these extra attacks, since they are directly derived from the highest modifier). The listing is mostly for reference, if the BAB or total grapple check (= BAB + Str + size modifier) is needed.
 

Edena_of_Neith said:
It is increasingly sounding like, if you want your character to be properly protected, you need to take levels in cleric and clerical PrCs (including those out of the Complete Divine book.)

Nah, you either need armor (fighter) or spells (cleric or wizard). Both work well for AC.

Why, exactly, is a mithril breastplate so much better than elven chain?

+1 AC from Dex, basically, if you got really high Dex.

Bye
Thanee
 

Wait a minute:

Gwyndilyn took the arterial strike. She can deliver a blow, retreat from the combat, and let the creature bleed to death.
Furthermore, she can deliver an arterial strike with an arrow. And she has a high skill level in Hide, enabling surprise. She also has a high dexterity and improved initiative, making it likely she will go first in the following combat round (to retreat if she hit in the surprise round, to fire again if she did not score a arterial strike the first time.)

Also, in direct combat, Gwyndilyn is good at feinting, and if she succeeds can deliver a sneak attack and arterial strike (then retreat from combat with a 40 foot movement.)
If she cannot sneak attack in melee, she can deliver 3d8 + 6 hit points of damage per round with her large bastard swords.

And this is without any magical items or spells whatsoever.

What is so weak or ineffectual about that?

EDIT: At night, Gwyndilyn with blindsight can move through a forest silently with greater ease, sneak up on someone on a roadway, shoot him down (surprise, sneak attack, win initiative, attack again, both arterial strikes), then retreat and hide.
Before he has any chance to find her, he's a dead man from bleeding. If he stops to heal himself, that means he's denied his Dex bonus again: another sneak attack, and another arterial strike, is incoming.
 
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