CR1:
HP:
DMM Persist Cleric, Human, Cleric 1:
Lawful Good.
HP: 8+2+1 = 11
25 point buy
STR: 14 - 6 points
DEX: 12 - 4 points
CON: 14 - 6 points
INT: 8 - 0 points
Wis: 15 - 8 points
Cha: 9 - 1 point
Domains: Planning, Undeath, Inquisition.
Domain Feat: (Planning) Extend Spell
Domain Feat: (Undeath) Extra Turning
Flaw Feat: Extra Turning
Flaw Feat: Extra Turning
Flaw 1: Shaky
Flaw 2: Murkey-Eyed
Trait: Slow (Speed 15 feet, +1 HP/level)
Trait: -1 Will Save, +1 Fort Save
Level 1 Feat: Persist Spell
Human Feat: DMM Persist Spell
Saves: 5/1/3
Equipment: 200gp:
Morningstar: 8gp (+2, 1d8+2)
Heavy Steel Shield: 20gp
Chain Mail: 150gp
Sling + Sling bullets: negligble. +0, 1d4+2
Total: 178gp
Wand with 1 shot of magic weapon: 15gp
Misc gear: 7gp
Persisted Spells: Divine Favour, Lesser Vigor.
AC: 10+5+2+1 = 18.
CR1: Horrid Rat -- From Eberron
The rat has +4 bite (1d6, + 1d6 acid – basically 2d6), AC 20 (touch 14), 7 hp. It has +3 initiative and a con of 16.
Immune to acid, scent, low light vision. Spot +4, Listen +4
Weighted Average: My init +0, his init +3, he wins init. 65% of the time
I cast magic weapon before moving in.
Round 1:
It moves to door and attacks: +4 bite versus +18 AC = 35% of 7 damage = 2.45 damage
I attack it: +4, 1d8+4 = 20% of an average of 8.5 damage = 1.7 damage
I heal 1 point
Round 2: 4.9 damage, 3.4 damage
I heal 1 point
Round 3: 7.35 damage, 5.1 damage
I heal 1 point
Round 4: 9.8 damage, 6.8 damage
I heal 1 point
Round 5: 12.25 damage, 8.5 damage
I heal 1 point
(Win --- but doesn't happen without magic weapon to benefit from).
2 kobolds, ac 15, hp4, spear +1, 1d6-1.
Orc: AC 13, hp5, Falchion +4, 2d4+4
Round 1: I win initiative, and charge the orc.
I attack the orc: +3, 1d8+3 versus ac 13 = 50% of 7.5 = 3.75 damage
Orc's weighted damage: +4 versus AC 18 = 40% of 9 = 3.6 damage
Kobolds weighted damage, flanking: +3 versus AC 18 = 35% of 2.5 = 1.75
Round 2:
I heal 1 point of damage
I attack the orc: +3, 1d8+3 versus ac 13 = 50% of 7.5 = 3.75 damage
The orc dies
Kobolds weighted damage, flanking: +3 versus AC 17 = 35% of 2.5 = 1.75 damage. I've taken 3.5+3.6 = 8 damage
Round 3: I heal 1 point of damage (5/11hp remaining).
I attack 1 kobold. +3, 1d8+3 versus AC 15 = 45% of 7.5 damage = 3.375 damage.
Kobolds weighted damage, flanking: +3 versus AC 17 = 35% of 2.5 = 1.75 damage.
Round 4: I heal 1 point of damage.
I attack 1 kobold. +3, 1d8+3 versus AC 15 = 45% of 7.5 damage = 3.375 damage. 1 kobold dies.
Kobolds weighted damage, +1 versus AC 17 = 20% of 2.5 = 0.5 damage
It does not overcome my regen. 2 rounds later, the remaining kobold goes down.
If I do not win initiative against the orc, I lose this battle. I think the precarious nature of both successes shows how things are swingy at lower levels.
I think a Greatsword, Punishing Stance, Steel Wind, Steely Strike warblade has a much, much easier time of both these encounters. But this is just working the dmm persist cleric up.
Level to 2:
HP + 4.5 + 2 + 1 = 11 becomes 18.5.
Attack bonus goes up +1
Fort and will save go up +1
Extra first level spell is magic weapon
+900gp lets me switch the morningstar to a masterwork morning star.
HP: 18.5. AC: 18. Saves: 6/1/4.
Equipment: 900gp:
Masterwork Morningstar: 308gp (+2, 1d8+2)
Heavy Steel Shield: 20gp
Chain Mail: 150gp
Sling + Sling bullets: negligble. +0, 1d4+2
Wand of shield of faith (1/50 charges) (15gp)
Wand of magic weapon --- used (15gp)
Wand Chamber from Dungeonscape: +100gp
Wand of Blade of Blood (10/50 charges): 150gp
Total: 758gp
Worg: The worg has +7 bite (1d6+4+trip (+3)), AC 14 (12 touch), 30 hp. It has +2 initiative.
I ask the farmers politely to show me to ~200 feet from the Worg, outside it's range of senses. I cast magic weapon, and then shield of faith, and then ask them to point me in the right direction. At 100 ft, the worg detects me (3 rounds later; shield of faith will last 7 rounds).
Round 1: Worg wins initiative, charges
+9 bite versus AC 20 = 50% of 7.5 damage = 3.75 damage. I have a +2 against the Worg's +3 to trip, and it has a 50% chance to hit, so I'll say 1/4 trips succeed, and 3/4 trips fail. On a trip it gets an attack of opportunity with +4 as I stand, which means 70% of 7.5 damage = 5.25/4 rounds = +1.312 damage a round. We'll say it deals 3.75 + 1.312 damage each round then; 5.062 damage/round, -1 hp/round for the lesser vigor. 4.062 damage/round means I die at round 5. Do I deal 30 damage in 4 rounds?
I deal 1d8+4 with a +5 bonus. That's 60% of 8.5 damage = 5.1 damage/round. Unfortunately, that's not enough.
Time to work in the Wand Chamber of Blade of Blood which I'm famous for. It adds +1d6 damage per round (+3d6 if I take damage, but I don't think I should here)
Weighting that; it becomes 60% of 8.5 + 3.5 damage/round = 60% of 12 damage = 7.2 damage/round. Even this doesn't get me to 30 damage in 4 rounds.
If I won initiative, it would be enough, or if the Worg was unable or unwilling to charge, providing me with the first strike. In an actual D&D game, this combat would largely be decided by luck on the attack and trip roles in particular. But I'll call this a loss
Level 3: Runehound
Levelling up gives me another extra turning feat, +7.5 hp, attack bonus +1, and more importantly, second level spell slots.
HP: 26. AC: 21. Saves: 6/1/4.
1) Good Morning. I wake up, pray.
Spell Set up: Guidance +1, Moment of Insight +10, the Spell Unseen Crafter (Races of Earth, Owl's Wisdom to Hijack for a +5 and Take 10, Interfaith blessing will give me 1 more. That's too many second level spells, but for craft days, we can put second level in 3rd level slots.
Bonuses: Insight 10, Take 10, Ability Score (Wisdom in place because of spell) competence, moral.
10, 10, 5, 1, 1 = 27.
Full plate: DC 18. 15000 sp. Voluntarily adding 10 - 28 - 840 sp per week = 18 weeks of crafting.
Large Sanctified Shield with Wandchamber: 1600 sp (With Wand Chamber and Sanctified from Dungeonscape) and a DC of 16 (10+2+2+2 for Sanctified and Wand Chamber) - Add 10 to the DC - 780 SP done per week, so 3 weeks of crafting.
Light Crossbow and Bolts: 15, 400 silver: Add 10 - 750 silver - done in 1 week.
Morning Star: 80 silver. DC 12 - Add 10 - 660 silver - done in one week.
Masterwork Fullplate (550 gp)
Large Sanctified Shield (Dungeonsape page 34) with Wand Chamber (53.4 gp)
Light Crossbow + 50 bolts (13.4 gp)
Masterwork Morning Star (102.7 gp)
Silver Dagger (8gp)
Wand of shield of faith --- used (15gp)
Wand of magic weapon --- used (15gp)
Wand of Blade of Blood (6/50 charges): 150gp
Total: 907.5gp
Just shy of 1800gp remaining.
Slots: 2+1d, 3+1d =
2nd level: Persists (2) = Balor Nimbus, Cloud of Knives with a silver dagger (+5 attack, 1d6 damage)
1st level: I probably won't cast these, divine favour, magic weapon, shield of faith, and domain.
I can make a knowledge nature check by cheating with +skills spells, which gets me that it is a runehound. I can then make a gather information, cheating with +skills spells, to find out that it requires silver weapons.
HP: 26. AC: 21. Saves: 6/1/4.
It has blindsense 500, so it doesn't have trouble finding me before I notice it, presumably at 100ft.
It has +8 bite (2d6+5 with 10’ reach even though it is medium sized) and +5 ranged touch vile spew (5d6, DC15 ref for half, or web). DR5/silver, fast healing 3, cannot be flanked, blindsight 500’. AC 16 (touch 12). HP 37. It has initiative +2.
+4 fort/+5 reflex/+5 will.
I don't know anything about it's tactics or movements.
Round 1: It wins initiative
It charges me, +10 versus AC 21 = 50% of 12 = 6 damage.
A silver dagger flies at it, +5 versus AC 16 = 50% of 3.5 damage = 1.75 damage
I take a 5 foot step towards it and attempt to initiate a grapple; I take 50% of 12 damage = 6 damage,
and have a 50% chance to initiate the grapple, so touch attack +2 BAB +2 str = +4, versus AC 12 = 65% chance to deal 6d6 fire damage; 50% * 65% * 21 = 6.825 damage.
I deal 8.575 damage/round to it, it deals 12 damage a round to me. At 3 rounds, I die.
I'll try a tactical rewrite for normal melee (and maybe spend some of that 1800gp), but not sure there is much hope for this one, either. The Persist cleric really comes online with 3rd level spells.
I again suspect a warblade would have a much better shot at these encounters. A wizard might, as well, depending on spell selection; thresholding + enough movement. One of those travel devotion cleric archers would probably have a better shot at these early encounters as well, kiting.
Suffice to say, 1-4 are a DMM persist clerics worst levels.