Nifft
Penguin Herder
Okay... LN level 5 Wyrmling Wranglers. All using 25 point buy.
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Ranger Rick - Halfling Ranger 5
Small Humanoid (halfling)
Str 10 (12-2), Dex 16 (14+2), Con 15, Int 10, Wis 14 (13+1), Cha 8
HD: 5d8 +10
1/ Ranger 1 - [Track], Point Blank Shot, FE Dragons +2
2/ Ranger 2 - [Rapid Shot]
3/ Ranger 3 - [Endurance], Precise Shot
4/ Ranger 4 - Animal Companion: Riding Dog
5/ Ranger 5 - FE Dragons +4, Magical Beasts +2
Skills:
* Handle Animal +7
* Jump +10
* Listen +10
* Ride +11
* Spot +10
* Survival +10
Spell prepared: Longstrider, shared withmount animal companion.
Loot: six Sleep Arrows, MW composite shortbow (small), small studded leather, 60 normal arrows, small longsword, small dagger.
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Suzy Striker -- Aranea 3 / Sorcerer 1
Medium Magical Beast (shapeshifter); speed 50 ft., climb 25 ft.
Str 8, Dex 17 (13+4), Con 18 (14+4), Int 14 (10+4), Wis 14 (12+2), Cha 20 (15+4+1)
HP: 3d8 +1d4 +16
1/ Aranea 1 - [Iron Will], Ability Focus (poison)
2/ Aranea 2
3/ Aranea 3 - Weapon Finesse
4/ Sorcerer 1 - (any option that gives up Familiar)
Spells (caster level 4) per day / known:
Cantrips (DC 15) - 6 / Touch of Fatigue, Disrupt Undead, Detect Magic, Read Magic, Acid Splash, Prestidigitation
L1 (DC 16) - 8 / Ray of Enfeeblement, Shocking Grasp, Magic Missile
L2 (DC 17) - 4 / Glitterdust
Poison (Ex): Injury, DC 18. initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Web (Ex): In spider or hybrid form, an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 16 Escape Artist check or burst the web with a DC 20 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
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Mad Martin -- Human Rogue 3 / Fighter 2
Str 15, Dex 14, Con 14 (13+1), Int 12, Wis 8, Cha 10
HP: 3d6 +2d10 +10
1/ Rogue 1 -- Improved Initiative, Iron Will, SA +1d6
2/ Fighter 1 -- Weapon Focus (long sword)
3/ Rogue 2 -- [Evasion], Dodge
4/ Fighter 2 -- Mobility
5/ Rogue 3 -- SA +2d6
Skills:
* Balance +8
* Intimidate +8
* Jump +9
* Listen +3
* Ride +4
* Sense Motive +4
* Spot +3
* Tumble +9
* Craft (fletcher) +9
Loot: Mad Martin wields the bulk of the group's wealth in the form of his blade "Scarless", a +1 Merciful Longsword. He wears a chain shirt, and he also carries a silver dagger.
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Lucy Lawful -- Elf Cleric 5 (Law, Protection)
Str 12, Dex 14 (12+2), Con 11 (13-2), Int 10, Wis 16 (15+1), Cha 8
HD: 5d8
1/ Cleric 1 - Point Blank Shot
2/ Cleric 2
3/ Cleric 3 - Rapid Shot
4/ Cleric 4
5/ Cleric 5
Spells (caster level 5):
Orisons: 5 -- create water, light x2, cure minor wound x2
L1 (DC 14): 4+1 -- bless x2, remove fear, command, sanctuary*
L2 (DC 15): 3+1 -- sound burst, bull's strength, shield other, calm emotions*
L3 (DC 16): 2+1 -- monster summoning III, magic circle vs. alignment, protection from energy*
*) domain spell
Loot: Chain shirt, MW composite longbow (Str +1), 60 normal arrows, 10 silver arrows, rapier.
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Tactics: Suzy will always attempt to use Glitterdust to blind their opponents. Once she has done so, she will attempt to Enfeeble it. Then, she charges in and uses her bite attack.
Once Suzy signals that she's done casting Glitterdust, Martin will charge in. If his opponent is blinded, he gains Sneak Attack damage, giving him an attack which deals 1d8+3d6+3 nonlethal damage.
Lucy starts combat by casting Bless. She should have already cast Shield Other on Martin. If the opponent seems particularly tough, she may also cast Bull's Strength on Martin. She tries to save her 3rd level slot for self-healing, because otherwise absorbing half of Martin's damage could leave her quite vulnerable. If the wyrmlings attempt to escape via flight, however, she'll summon a small Air Elemental (fly speed 100 ft.).
Rick always stays to the rear. He isn't good at riding and attacking, so he'll full move away when he starts a round threatened, and full attack when he does not.
The group always makes an effort to deal some nonlethal damage before switching over to lethal.
Cheers, -- N
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Ranger Rick - Halfling Ranger 5
Small Humanoid (halfling)
Str 10 (12-2), Dex 16 (14+2), Con 15, Int 10, Wis 14 (13+1), Cha 8
HD: 5d8 +10
1/ Ranger 1 - [Track], Point Blank Shot, FE Dragons +2
2/ Ranger 2 - [Rapid Shot]
3/ Ranger 3 - [Endurance], Precise Shot
4/ Ranger 4 - Animal Companion: Riding Dog
5/ Ranger 5 - FE Dragons +4, Magical Beasts +2
Skills:
* Handle Animal +7
* Jump +10
* Listen +10
* Ride +11
* Spot +10
* Survival +10
Spell prepared: Longstrider, shared with
Loot: six Sleep Arrows, MW composite shortbow (small), small studded leather, 60 normal arrows, small longsword, small dagger.
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Suzy Striker -- Aranea 3 / Sorcerer 1
Medium Magical Beast (shapeshifter); speed 50 ft., climb 25 ft.
Str 8, Dex 17 (13+4), Con 18 (14+4), Int 14 (10+4), Wis 14 (12+2), Cha 20 (15+4+1)
HP: 3d8 +1d4 +16
1/ Aranea 1 - [Iron Will], Ability Focus (poison)
2/ Aranea 2
3/ Aranea 3 - Weapon Finesse
4/ Sorcerer 1 - (any option that gives up Familiar)
Spells (caster level 4) per day / known:
Cantrips (DC 15) - 6 / Touch of Fatigue, Disrupt Undead, Detect Magic, Read Magic, Acid Splash, Prestidigitation
L1 (DC 16) - 8 / Ray of Enfeeblement, Shocking Grasp, Magic Missile
L2 (DC 17) - 4 / Glitterdust
Poison (Ex): Injury, DC 18. initial damage 1d6 Str, secondary damage 2d6 Str. The save DC is Constitution-based.
Web (Ex): In spider or hybrid form, an aranea can throw a web up to six times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to Large size. The web anchors the target in place, allowing no movement.
An entangled creature can escape with a DC 16 Escape Artist check or burst the web with a DC 20 Strength check. The check DCs are Constitution-based, and the Strength check DC includes a +4 racial bonus. The web has 6 hit points, hardness 0, and takes double damage from fire.
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Mad Martin -- Human Rogue 3 / Fighter 2
Str 15, Dex 14, Con 14 (13+1), Int 12, Wis 8, Cha 10
HP: 3d6 +2d10 +10
1/ Rogue 1 -- Improved Initiative, Iron Will, SA +1d6
2/ Fighter 1 -- Weapon Focus (long sword)
3/ Rogue 2 -- [Evasion], Dodge
4/ Fighter 2 -- Mobility
5/ Rogue 3 -- SA +2d6
Skills:
* Balance +8
* Intimidate +8
* Jump +9
* Listen +3
* Ride +4
* Sense Motive +4
* Spot +3
* Tumble +9
* Craft (fletcher) +9
Loot: Mad Martin wields the bulk of the group's wealth in the form of his blade "Scarless", a +1 Merciful Longsword. He wears a chain shirt, and he also carries a silver dagger.
- - -
Lucy Lawful -- Elf Cleric 5 (Law, Protection)
Str 12, Dex 14 (12+2), Con 11 (13-2), Int 10, Wis 16 (15+1), Cha 8
HD: 5d8
1/ Cleric 1 - Point Blank Shot
2/ Cleric 2
3/ Cleric 3 - Rapid Shot
4/ Cleric 4
5/ Cleric 5
Spells (caster level 5):
Orisons: 5 -- create water, light x2, cure minor wound x2
L1 (DC 14): 4+1 -- bless x2, remove fear, command, sanctuary*
L2 (DC 15): 3+1 -- sound burst, bull's strength, shield other, calm emotions*
L3 (DC 16): 2+1 -- monster summoning III, magic circle vs. alignment, protection from energy*
*) domain spell
Loot: Chain shirt, MW composite longbow (Str +1), 60 normal arrows, 10 silver arrows, rapier.
- - -
Tactics: Suzy will always attempt to use Glitterdust to blind their opponents. Once she has done so, she will attempt to Enfeeble it. Then, she charges in and uses her bite attack.
Once Suzy signals that she's done casting Glitterdust, Martin will charge in. If his opponent is blinded, he gains Sneak Attack damage, giving him an attack which deals 1d8+3d6+3 nonlethal damage.
Lucy starts combat by casting Bless. She should have already cast Shield Other on Martin. If the opponent seems particularly tough, she may also cast Bull's Strength on Martin. She tries to save her 3rd level slot for self-healing, because otherwise absorbing half of Martin's damage could leave her quite vulnerable. If the wyrmlings attempt to escape via flight, however, she'll summon a small Air Elemental (fly speed 100 ft.).
Rick always stays to the rear. He isn't good at riding and attacking, so he'll full move away when he starts a round threatened, and full attack when he does not.
The group always makes an effort to deal some nonlethal damage before switching over to lethal.
Cheers, -- N