Strahd's 3.5e stats

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Strahd's 3.5e stats

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Ravenloft Gazetteer Volume 1 wrote:Count Strahd von Zarovich, Darklord of Barovia

Male Human Ancient Vampire Fighter 4 / Necromancer 16

CR: 24
Size: M undead (6 ft. 1 in. tall)
HD: 20d12
hp: 154
Init: +9 (+5 Dex, Improved Initiative)
Spd: 50 ft.
AC: 30 (touch 19, flat-footed 27)
Atk: +20 melee (1d8+8 and energy drain, slam) or +24/+19/+14 melee (1d10+13, +4 bastard sword) or +27/+22/+17 ranged (1d8+6, +2 mighty composite longbow)
SA: Blood drain, children of the night, command undead, create spawn, domination, energy drain, spells
SQ: Undead, alternate form, cold and electricity resistance 20, darkvision 60 ft., damage reduction 25/+2, dread familiar (carrion bat, see Denizens of Darkness), fast healing 6, gaseous form, light sleep, master of the realm, spider climb, turn resistance +9, vampire weaknesses
SR: 15
AL: CE
SV: Fort +12, Ref +16, Will +18
Str: 26, Dex: 20, Con: —, Int: 20, Wis: 17, Cha: 18

Skills:
Alchemy +10, Bluff +16, Climb +12, Concentration +8, Diplomacy +8, Handle Animal +9, Hide +15, Intimidate +7, Knowledge (arcana) +12, Knowledge (history) +11, Knowledge (local) +11, Knowledge (nature) +10, Knowledge (nobility and royalty) +10, Knowledge (Ravenloft) +10, Knowledge (undead lore) +12, Listen +16, Move Silently +15, Perform (dance, organ, storytelling) +7, Ride +10, Scry +12, Search +15, Sense Motive +14, Spellcraft +10 (+12 to learn Necromancy spells), Spot +16;

Feats:
Alertness, Blind-Fight, Combat Casting, Combat Reflexes, Craft Wand, Craft Wondrous Item, Dodge, Exotic Weapon Proficiency (bastard sword), Expertise, Extend Spell, Improved Initiative, Lightning Reflexes, Maximize Spell, Mobility, Power Attack, Quicken Spell, Scribe Scroll, Spell Focus (Necromancy), Weapon Focus (bastard sword), Weapon Specialization (bastard sword).

Languages: Balok*, Darkonese, Draconic, Luktar, Mordentish, Vaasi.

Wizard Spells Per Day: 5/7/6/6/6/6/4/4/3. Base DC = 15 + spell level, 17 + spell level for Necromancy spells. Prohibited School: Enchantment.

Spellbook:
0—all;
1st—burning hands, cause fear, chill touch, comprehend languages, hold portal, magic missile, protection from good, ray of enfeeblement, shocking grasp, unseen servant;
2nd—alter self, darkness, detect thoughts, fog cloud, ghoul touch, ground fog, invisibility, knock, locate object, scare, shatter, spectral hand, Strahd's baneful attractor, wall of gloom;
3rd—augment undead, dispel magic, explosive runes, fireball, gentle repose, gust of wind, haste, hold undead, lightning bolt, nondetection, sleet storm, stinking cloud, tongues, vampiric touch;
4th—arcane eye, contagion, detect scrying, dimension door, enervation, fear, ice storm, induce lycanthropy, minor creation, polymorph other, polymorph self, shadow conjuration, solid fog, suppress lycanthropy, wall of ice;
5th—animate dead, greater shadow conjuration, magic jar, nightmare, passwall, sending, telekinesis, teleport, wall of stone;
6th—animate field, circle of death, contingency, control weather, guards and wards, plan binding, shades, stone to flesh;
7th—control undead, delayed blast fireball, finger of death, forcecage, limited wish, summon shadow, shadow walk, spell turning;
8th—clone, horrid wilting, maze, symbol.

Signature Possessions: +4 bastard sword, +2 mighty composite longbow (Str 18), amulet of proof against detection and location, bracelets of armor +6 (as bracers), cloak of resistance +3, crystal ball, gloves of Dexterity +2, ring of minor elemental resistance (fire), ring of protection +4, rod of absorption.

Arsenal: Lean and strong, with a noble bearing, Strahd is a powerful presence, with strong and chiseled features, a commanding gaze, and a deep, full voice. He moves with liquid grace and speaks with authority. Feeding returns color and health to his otherwise pallid skin.

Strahd sometimes disguises his pointed ears by combing his dark hair over the tips. Otherwise, he falsely claims elven blood in his ancestry. His long, sharp nails are also unusual, and he often wears gloves to conceal them. Strahd's fangs retract when he has no need for them.

Strahd dresses as a Barovian nobleman, preferring black accented with red and white. He wears long cloaks, and a gold pendant with a large red stone hangs around his neck.

Background: The Tome of Strahd is a self-serving account of Strahd's background (see Chapter One of the Ravenloft setting book). Strahd glosses over the horror and evil of his own actions, which set in motion events that cursed not only himself and Barovia but a great many other lands. Whether Ravenloft would exist without Strahd's wickedness is uncertain, but his evil is a significant factor in its existence.

Current Sketch: Since the account given in The Tome of Strahd, Strahd himself has grown in evil and might, becoming a necromancer of great power and learning much about the prison that binds him. He has dealt with most of the Core's powerful figures and formed alliances and enmities that shape the face of Ravenloft. Of particular note are his alliance with Madame Eva, in which he granted the Vistani free passage in return for their passing information to him, and his hatred of the lich Azalin, who had been his reluctant servant and is now his greatest foe. Their rivalry came to a head during the Grand Conjunction, when Azalin nearly destroyed Strahd. Strahd survived that experience, remaining the one constant in an ever-changing Ravenloft.

Strahd emerges from his castle only rarely to ensure his laws are being followed. He cares little for his people's welfare but defends his property zealously. Barovia and its people belong to him; anyone seeking to usurp his authority faces his wrath.

Strahd has been a vampire for over four centuries. A master of strategy, his plots are never as simple as they seem, and he hides his true motivations. Inhumanly patient, he is willing to outlive his enemies if necessary. He is ruthless at heart, however, and takes immediate advantage of any opportunity to crush a potential threat.

His greatest weakness is his undying love for Tatyana. Over the centuries, many women have been born in Barovia who resemble her in everything but name. Strahd believes these women are reincarnations of his lost love and sees in each an opportunity to win Tatyana's heart. Unfortunately, each effort ends in failure. Strangely, he has been unable to find her among this latest generation's crop of Barovian daughters, deepening his frustration.

Combat: Strahd may be the most dangerous of Ravenloft's darklords, combining power and cunning to a degree few can hope to match. Well versed in his vampiric powers, he strikes his enemies quickly and brutally. He uses his many immunities to surprise would-be vampire slayers. As an accomplished necromancer, he uses his spells to deadly effect.

To exploit his personal power, Strahd is not rash and will not needlessly risk himself. He has many minions he can call at a moment's notice, from animal servants to mindless undead to vampire slaves to magically summoned beasts.

Special Attacks:

Children of the Night (Su): Strahd may use this ability to call forth worgs instead of the wolves that most vampires command. He may also use this ability to call forth 1d10 Strahd zombies or 2d10 Strahd skeletons.
Vampire Abilities: The save DC against Strahd's vampire abilities is 24.

Special Qualities:

Master of the Realm (Su) (cont.): has similar power over the gates and doors of Castle Ravenloft, where he also senses the entry of any creature with an Intelligence of at least 3. From anywhere in his domain and without concentrating, Strahd may control his horse-drawn carriage as if he were driving it. He can perceive the presence of any creature with an Intelligence of at least 3 that comes within 30 feet of the carriage and can also sense when such a creature enters the carriage.

Strahd's Contingency: Strahd always has contingency cast on himself that teleports him to a hidden mountain sanctuary whenever he is exposed to light that could destroy him or render him helpless.

Vampire Weaknesses: Garlic, mirrors, and holy symbols do not affect Strahd. He may freely enter any building in Barovia without being invited. Strahd can tolerate ten rounds of sunlight before he is destroyed. Like most vampires, however, he may only take partial actions while exposed to sunlight.

Lair: Castle Ravenloft. Castle Ravenloft is a gigantic structure seated at the top of a thousand-foot rock spire. Strahd almost never allows visitors. Interlopers find it replete with vampiric slaves, animated corpses, and magical and mundane traps. Castle Ravenloft is normally a rank 4 sinkhole of evil, but Strahd's necromantic experiments or midnight yearnings for Tatyana can occasionally raise it to rank 5.

Castle Ravenloft: Castle Ravenloft has fallen into decay over the past four centuries. The drawbridge is half-rotted, the curtain walls are crumbling, and the lowest level of the castle's dungeon is flooded with three feet of stagnant water. Strahd's "renovations" since becoming a vampire have all been aimed at vexing mortal intruders. As an example, several doorways that once offered easy access to sections of the castle have now been bricked over, leaving tiny cracks just wide enough for mist to slip through.

Closing the Borders: When Strahd wishes to close his domain, a thick fog rises from the ground to surround Barovia. This fog has the same properties as the choking vapors that shroud the Village of Barovia.
These are Strahd's official stats in 3E. There is at least one problem (and probably more - this statblock needs to be verified). In Strahd's prohibited schools, he has enchantment. However, he should have 2 prohibited schools as a specialist wizard. In Expedition to Castle Ravenloft he is a 10th level necromancer with the prohibited schools of abjuration and illusion.

My questions: 1. Is there anything else wrong with this statblock besides the missing prohibited school? Skills, feats, anything else? Lore friendly?
2. Should one of Strahd's prohibited school be enchantment? How does that gel with the lore about Strahd?
3. The statblock appears to be 3E and not updated to 3.5e. How can we fix this statblock?
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Re: Strahd's 3.5e stats

Post by Rock of the Fraternity »

Knowledge (undead lore) would become Knowledge (religion). Alchemy would become Craft (alchemy). Scry no longer exists, so you can reassign the skill points. The Perform skill became different, being subdivided in types of performance.

Having Enchantment as a prohibited school works very well. In I, Strahd, he boasts he doesn't need it because of his vampiric advantages (domination), but it's him putting a good face on a potential weakness in his arsenal.

You might choose Transmutation as a second prohibited school; let him play that off as unnecessary because he can already transform into things.
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Re: Strahd's 3.5e stats

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Rock of the Fraternity wrote: Sat Jul 20, 2024 2:30 pm Knowledge (undead lore) would become Knowledge (religion). Alchemy would become Craft (alchemy). Scry no longer exists, so you can reassign the skill points. The Perform skill became different, being subdivided in types of performance.
We will have to verify his base stats when he was living to determine his total skill points. I have a tool that can do this. Presumably his Perform skill is Perform (Keyboard instruments), as we see in him play the organ in Vampire of the Mists.
Rock of the Fraternity wrote: Sat Jul 20, 2024 2:30 pmHaving Enchantment as a prohibited school works very well. In I, Strahd, he boasts he doesn't need it because of his vampiric advantages (domination), but it's him putting a good face on a potential weakness in his arsenal.

You might choose Transmutation as a second prohibited school; let him play that off as unnecessary because he can already transform into things.
Excellent suggestion. I knew it couldn't be abjuration because we see Strahd use lots of abjuration spells around his castle. We'll need to remove these spells.

1st—Hold Portal, Shocking Grasp;
2nd—Alter Self, Knock;
3rd—Haste;
4th—Polymorph Other, Polymorph Self, Stone to Flesh;
5th—Telekinesis;
6th—Stone to Flesh.

Also, I've just realised that Strahd's damage resistance does not conform to 3.5e DR.

Here are the aging modifiers for reference.
Table 5-1: Vampire Aging Modifiers
TitleStrDexIntWisChaSpeedDamage ReductionFast HealTurn ResistACCR
Mature+6+6+2+4+4+1020/silver and magic5+4+6+2
Old+8+6+4+4+6+1020/silver and magic6+5+7+3
Ancient+8+8+4+6+6+2025/silver and magic6+6+7+3
Eminent+10+8+6+6+8+2025/silver and magic8+7+8+4
Patriarch+12+10+8+8+10+3030/silver and magic10+8+8+5
Explanation of Terms:
Ability Score Modifiers: The modifications made to each of the base character's ability scores.
Speed: Bonus, in feet, added to the vampire's base speed. This bonus also applies when the vampire is shapeshifted.
Turn Resist: Amount of turn resistance the base character receives.
AC: The bonus added to the base character's natural armor.
CR: The modification made to the base character's Challenge Rating.

I ran it through an AI to crunch the numbers.


AI wrote:The original ability scores of the character at level 1, before any vampire aging modifiers and level-up increases, were approximately:
- Strength: 17
- Dexterity: 11
- Intelligence: 15
- Wisdom: 10
- Charisma: 11
This is a 31 point-buy.

Let's start with an elite array. I am reorganising his starting ability scores. Wisdom is Strahd's dump stat (smart, but unwise. Just the kind of person that tries to steal his younger brother's fiance and makes a deal with "death").
1. Assign Elite Array Scores:
- Intelligence (Int): 15
- Charisma (Cha): 14
- Strength (Str): 13
- Dexterity (Dex): 12
- Constitution (Con): 10 (irrelevant for a vampire)
- Wisdom (Wis): 8

2. Apply the Ancient Vampire Modifiers:
- Strength (Str): +8
- Dexterity (Dex): +8
- Intelligence (Int): +4
- Wisdom (Wis): +6
- Charisma (Cha): +6

Adding these modifiers:
- Str: 13 + 8 = 21
- Dex: 12 + 8 = 20
- Int: 15 + 4 = 19
- Wis: 8 + 6 = 14
- Cha: 14 + 6 = 20

Final Scores:
- Strength: 21
- Dexterity: 20
- Intelligence: 19
- Wisdom: 14
- Charisma: 20

We have 5 remaining ability points to assign due to levelling up as a 20th level character.

.
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Re: Strahd's 3.5e stats

Post by Rock of the Fraternity »

Perform (dance) and Perform (oratory) might be worth a point or two as well. As a medieval nobleman, Strahd would have been expected to show some leg on the dance floor during parties, and he is demonstrably a storyteller. (As well as a rotten liar, but I digress.)

Iirc, Strahd can open and close the gates and all doors inside Castle Ravenloft pretty much at will. His subjects have to let him in if he comes knocking, and he can freely gaseous form in anywhere in Barovia if they don't due to his Darklord perks.
Hold portal, Knock and Open/close won't be missed.
Alter self isn't an issue; Strahd has plenty of innate transforming powers, and the points that went to Scry can go to Disguise instead.
Shocking grasp is a great spell, but Strahd is a vampire and can do negative energy damage with a slam.
The rest are also expendable. Root around the Spell compendium, Libris mortis and the Gazetteers for some replacements, is my recommendation.
Try for some of the more exotic spells from Conjuration, symbolizing Strahd's obsession with breaking his curse and escaping the Demiplane. Just because he hasn't caused calamities like Azalin doesn't mean he's stopped working on the problem.

Keep in mind Strahd is a Darklord, so some of his stats and resistances can be fudged in his favour. For instance, he can cross running water - in Barovia.

I'd put those ability points in Intelligence. Strahd was a warrior, he retains a warrior's skills and instincts as a useful tool, but arcane magic was his pride and obsession since long before he first met Tatyana. It's what brings him some happiness during the long nights. He hopes it will free him one day.
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Re: Strahd's 3.5e stats

Post by tomokaicho »

Any idea what total character levels Strahd was when he became a vampire? This will affect his skill points.
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Re: Strahd's 3.5e stats

Post by Rock of the Fraternity »

I recall reading on this very forum that he was a 5th-level generalist wizard before he became a vampire, so he'd possibly have been Fighter 4 / Wizard 5 at the time.
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Re: Strahd's 3.5e stats

Post by tomokaicho »

Rock of the Fraternity wrote: Sun Jul 21, 2024 6:19 am I recall reading on this very forum that he was a 5th-level generalist wizard before he became a vampire, so he'd possibly have been Fighter 4 / Wizard 5 at the time.
Great. We are getting there. Luckily I created a tool to do this. This is the output.

Class 1 (fighter):
Starting INT Score: 15
Levels: 4
Level 1: INT 15 (no increase), Modifier 2, Skill Points 16
Level 2: INT 15 (no increase), Modifier 2, Skill Points 4
Level 3: INT 15 (no increase), Modifier 2, Skill Points 4
Level 4: INT 16 (+1), Modifier 3, Skill Points 5
Total Skill Points for fighter: 29

Class 2 (wizard):
Starting INT Score: 16
Levels: 16
Level 1: INT 16 (no increase), Modifier 3, Skill Points 5
Level 2: INT 16 (no increase), Modifier 3, Skill Points 5
Level 3: INT 16 (no increase), Modifier 3, Skill Points 5
Level 4: INT 17 (+1), Modifier 3, Skill Points 5
Level 5: INT 19 (+2), Modifier 4, Skill Points 6
Level 6: INT 19 (no increase), Modifier 4, Skill Points 6
Level 7: INT 19 (no increase), Modifier 4, Skill Points 6
Level 8: INT 20 (+1), Modifier 5, Skill Points 7
Level 9: INT 20 (no increase), Modifier 5, Skill Points 7
Level 10: INT 20 (no increase), Modifier 5, Skill Points 7
Level 11: INT 20 (no increase), Modifier 5, Skill Points 7
Level 12: INT 23 (+3), Modifier 6, Skill Points 8
Level 13: INT 23 (no increase), Modifier 6, Skill Points 8
Level 14: INT 23 (no increase), Modifier 6, Skill Points 8
Level 15: INT 23 (no increase), Modifier 6, Skill Points 8
Level 16: INT 24 (+1), Modifier 7, Skill Points 9
Total Skill Points for wizard: 107

Total Character Skill Points: 136

What you are seeing above is the five ability score increases due to character level, and the increases from first the vampire template, and then the Ravenloft vampire aging modifiers. Non retroactive skill points are a tremendous hassle, but here we are. Strahd should have plenty of skill points to go around. Now, I will confirm his feats.

FEATS (v) is granted by the vampire template:
Alertness (v), Blind-Fight, Combat Casting, Combat Reflexes (v), Craft Wand, Craft Wondrous Item, Dodge (v), Exotic Weapon Proficiency (bastard sword), Expertise, Extend Spell, Improved Initiative (v), Lightning Reflexes (v), Maximize Spell, Mobility, Power Attack, Quicken Spell, Scribe Scroll, Spell Focus (Necromancy), Weapon Focus (bastard sword), Weapon Specialization (bastard sword)

The base feats for a human 20th level character is 7 (from character level) + 1 (human bonus feat at 1st level). He has 3 feats from fighter at levels 1, 2 and 4. From wizard (necromancer), he has scribe scroll and three other feats.

The question now is the adequacy of the feat selection. Any thoughts or suggestions?
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Re: Strahd's 3.5e stats

Post by Rock of the Fraternity »

You had to create a calculator? Aren't those included in most smartphones nowadays?

Rather than Craft wand, I'd give him Craft magic arms & armour, to reflect his balance of magical and martial combat.

Expertise is called Combat expertise in 3.5 iirc.

Otherwise, it looks decent.
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Re: Strahd's 3.5e stats

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Rock of the Fraternity wrote: Sun Jul 21, 2024 8:56 am You had to create a calculator? Aren't those included in most smartphones nowadays?
I needed to make a specialised tool because it's very easy to make mistakes with skill points if there are increases in intelligence. For example, the canon statblock does not comply with the rules for calculating skills. They appear to have retroactively calculated skills, instead of calculating skills based on the intelligence score at the level the skills were obtained.
Rock of the Fraternity wrote: Sun Jul 21, 2024 8:56 amRather than Craft wand, I'd give him Craft magic arms & armour, to reflect his balance of magical and martial combat.
Sounds good. The change will be made. What do you think of Strahd and the bastard sword? I am really curious about that because I wonder what the basis for it in the lore could be. Also, it requires an extra feat, exotic weapon proficiency. It seems like a lot of extra effort for a fighter early in his career.
Rock of the Fraternity wrote: Sun Jul 21, 2024 8:56 amExpertise is called Combat expertise in 3.5 iirc.
Roger that.
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Re: Strahd's 3.5e stats

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Ah, but Strahd wasn't "just" a fighter. He was a nobleman and a leader of troops. He had to stand out, and he had access to the best equipment the Barovians could get together after the Tergs displaced them.
Besides, a bastard sword is quite attractive, damage-wise.

If you'd like to get creative, you could drop 3 ranks in Craft (weaponsmithing) and replace one or two ranks of Fighter with Exotic weapon master to justify going with the bastard sword. Strahd already has all of the necessary feats.

It could be amusing to give Strahd a prestige class, it would be in character for him to strive to excel at whatever he did, and he'd be eligible for Show off, Throw exotic weapon, Trip attack or Uncanny blow.
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Re: Strahd's 3.5e stats

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The exotic weapon master looks cool but would cost him that feat at 4th level, and would have to interrupt his wizard progression. We can just go with the bastard sword held one-handed since you've made a good argument for it.

The statblock is almost ready for showtime. I might submit it to QtR, along with some of the abilities that Strahd had in Expedition to Castle Ravenloft, that is, these abilities.

1. Forest Sign (Su): As a result of his connection to the forests of Barovia, Strahd benefits from a constant nondetection effect on himself and his gear, as the spell (caster level check DC 19). If Strahd's connection to the Forest Fane is severed, Strahd loses this benefit and his CR is reduced by 1.

2. Mountain Sign (Su): As a result of his connection to the mountains of Barovia, Strahd is surrounded by a field of force armor that grants him a +4 armor bonus to AC. Because it is made of force, this armor protects him against incorporeal attacks and applies when Strahd is in gaseous form. If Strahd's connection to the Mountain Fane is severed, his Armor Class is reduced to 21 and his CR is reduced by 1.

3. Swamp Sign (Su): As a result of his connection to the swamps of Barovia, Strahd has resistance to acid 10, fire 10, and sonic 10. If his connection to the Swamp Fane is severed, Strahd loses these resistances and his CR is reduced by 1.

These can be used if someone wants to play through Expedition to Castle Ravenloft with Strahd at the peak of his powers, instead of the 10th level Strahd in Expedition.

Actually, there are a number of statblocks in the 3E era RL products that are 3E and not updated to 3.5e, break the rules of the game or are riddled with errors. I hope there are people that will tackle it. I can also provide my tools to help.
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Re: Strahd's 3.5e stats

Post by Rock of the Fraternity »

Strahd doesn't desperately need Combat expertise (he rarely fights defensively from what I've read.) You could drop that and give him the level in Exotic Weapon Master.
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Re: Strahd's 3.5e stats

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Rock of the Fraternity wrote: Sun Jul 21, 2024 10:35 am Strahd doesn't desperately need Combat expertise (he rarely fights defensively from what I've read.) You could drop that and give him the level in Exotic Weapon Master.
I agree that we can drop combat expertise without issue, but the problem with weapon master is the BAB requirement that will create a very strange build. Let's take a look at the requirements.

Base Attack Bonus = +6: We have a real problem here. If we start with 3 levels of fighter (+3 BAB), we need 6 levels of wizard (+3 BAB) to meet the requirement to take the PrC. The other option is to up the fighter levels, and go over character level 21 into epic, or reduce the wizard today levels. And the narrative problem with Fighter 3 -Wizard 6 - Exotic Weapon Master 1 - Wizard 10 is that Strahd's martial career is in the rearview mirror by the time he can take a level of exotic weapon master.

You are right to point out the problem with Combat Expertise. Cleave just makes so much more sense, given that Strahd has Power Attack.
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Re: Strahd's 3.5e stats

Post by Rock of the Fraternity »

Taking 6 in Wizard isn't that much of a problem.
Strahd could have been working towards Exotic weapon master, stalled due to already having beaten the Tergs, then received it as a twisted gift after becoming Darklord.
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Re: Strahd's 3.5e stats

Post by Wolfglide of the Fraternity »

tomokaicho wrote: Sun Jul 21, 2024 12:53 am Excellent suggestion. I knew it couldn't be abjuration because we see Strahd use lots of abjuration spells around his castle. We'll need to remove these spells.

1st—Hold Portal, Shocking Grasp;
2nd—Alter Self, Knock;
3rd—Haste;
4th—Polymorph Other, Polymorph Self, Stone to Flesh;
5th—Telekinesis;
6th—Stone to Flesh.
Why Shocking Grasp? In 3.5, that is an evocation spell.
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