D&D 3E/3.5 Nimblewright 3.5 Help

dren

First Post
I am creating a dungeon, and wanted to include nimblewrights from MM 2. However, unlike the 3.5 golems in the MM, nimblewrights do not get a bonus to their hp total. Is there a calculation method to figure this out.

All of the basic golems (clay, flesh, iron and stone) receive + 30 extra hp. A nimblewright is a 10HD but a CR 7, so I was thinking about adding a +20.

Is this a good idea. Too high? Too low?
 

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Construct traits:

—Because its body is a mass of unliving matter, a construct is hard to destroy. It gains bonus hit points based on size, as shown on the following table.

Code:
Construct Size	Bonus Hit Points	Construct Size	Bonus Hit Points
Fine	—	Large	30
Dimin	—	Huge	40
Tiny	—	Gargantuan	60
Small	10	Colossal	80
Medium	20

So 20 bonus hps is exactly right for a nimblewright

Cheers
 

This is covered in the 3.5 conversion document, BTW.

IMO you should drop one of their feats and give them Weapon Finesse. I'm amazed neither the 3.0 or 3.5 version has the feat.

They work very well with fighter and rogue levels (or, perhaps, swashbuckler levels). Because PC classes use the elite array, they can get the all-important Int score of 13 as well.
 


(Psi)SeveredHead said:
IMO you should drop one of their feats and give them Weapon Finesse. I'm amazed neither the 3.0 or 3.5 version has the feat.

At least in 3.0, I think the reason is those rapier-like blades are unusually heavy, since they do 2d6 damage per shot and have a natural attack-style sequence, as compared to ambidex/TWF. As such I assume they don't qualify as "finessable" weapons.

But that's just IMO. Do what you want in my game; I've got a 4,000yro nimblwright in mine. :D
 

kigmatzomat said:
At least in 3.0, I think the reason is those rapier-like blades are unusually heavy, since they do 2d6 damage per shot and have a natural attack-style sequence, as compared to ambidex/TWF. As such I assume they don't qualify as "finessable" weapons.

But that's just IMO. Do what you want in my game; I've got a 4,000yro nimblwright in mine. :D

I see your point about the 2d6 damage (I forgot it wasn't 1d6 when I used it ... twice) but natural attacks are always eligible for Weapon Finesse.
 


Well, if you're interested, here's a pair of extremely mean nimblewrights I used in 3.0:

Axon and Axel:

Axon,
nimblewright fighter 4/weapon master 7 (CR 18): Medium construct; HD 21d10; hp128; Init +10, Spd 40’, AC 27 (+7 natural, +10 dex), 31 with haste; Atk +27 melee (2 rapier-hands 2d6+10/7-20) or +27 melee (3 rapier-hands 2d6+10/7-20 when flanking with tandem fighting); SA Spell-like abilities (at will- alter self, cat’s grace, entropic shield, feather fall, haste), tripping thrust (a medium or smaller creature must make a Ref save, DC 28, or be tripped on a critical hit), ki damage 7/day (automatically maximum damage, can’t use with a crit), increase critical modifier to x3 three times per day; SQ Augmented critical, construct, SR 27, superior weapon focus, superior combat reflexes (13 attacks of opportunity per round), vulnerabilities (cold slows for 3 rounds, fire stuns for 1 round); SV Fort +10, Ref +16, Will +9; Str 26, Dex 30, Con -, Int 10, Wis 17, Cha 19;

Skills and Feats: Intimidate +8, Tumble +17; Combat Reflexes, Dodge, Dual Strike, Expertise, Improved Critical, Improved Disarm, Mobility, Spring Attack, Tandem Fighting, Weapon Focus (rapier-hands), Weapon Specialization (rapier-hands), Whirlwind Attack.



Axel, nimblewright rogue 11 (CR 18): Medium construct; HD 10d10+11d6; hp 107; Init +16; Spd 40’; AC 29 (+7 natural, +12 dex), 33 with haste; Atk +21 melee (2 rapier-hands 2d6+6/12-20) or +21 melee (3 rapier-hands 2d6+6 when flanking with tandem fighting); SA Sneak attack +6d6, spell-like abilities (at will- alter self, cat’s grace, entropic shield, feather fall, haste), tripping thrust (a medium or smaller creature must make a Ref save, DC 28, or be tripped on a critical hit); SQ Improved evasion, uncanny dodge (dex bonus to AC, can’t be flanked except by a rogue of 15th level, +1 vs. traps), augmented critical, construct, SR 27, vulnerabilities (cold slows for 3 rounds, fire stuns for 1 round); SV Fort +6, Ref +21 plus improved evasion, Will +9; Str 22, Dex 35, Con -, Int 10, Wis 17, Cha 19;

Skills and Feats: Balance +26, Bluff +23, Climb +13, Jump +30, Sense Motive +10, Tumble +36; Combat Reflexes, Dodge, Dual Strike, Expertise, Improved Disarm, Improved Initiative, Mobility, Spring Attack, Tandem Fighting.
 

For the hell of it I made a paragon nimblewright, fully advanced, decked out with the best magical items its ECL 30 would buy (upgrading those paltry rapiers too). It was only a CR23 yet had 660 hit points, an AC of 62, six attacks at +60 (65/65/60/65/65/55, actually) with damage of 2d12+1d6+38 per hit. I cheated and gave it precision on its rapiers, doubling its threat range to 12-20, even though that looks iffy :)

Disclaimer: I give no promise that my math or bending of the rules in said manner was used properly.
 

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