AW: Bester Kämpfer des AD&D
Also ich habe mehrer Jahre D6D geleitet und auch alle Roamne von R.A. Salvatore gelesen sowie alle anderen erschienen D6D Romane.
Die Frage die du stellst ist ein wenig kompliziert, da man zwischen D&D-Regelwerk unterscheiden muss und den Romanen. Des weiteren noch ob du meinst im reinen fairen Kampf oder unter Einsatz aller MIttel und dann auch wieder unter aller Mittel im Roman oder nach den D6D-Regeln
Drizzt Do’Urden
Male drow Ftr12/Bbn2/Rgr6 of Mielikki; CR 21; Medium-size humanoid (elf); HD 12d10+36 plus 2d12+6 plus 6d8+18; hp 171; Init +13; Spd 40 ft.; AC 32 (touch 22, flat-footed 32, vs one opponent 34); Base Atk +20; Grp +26; Atk +27 melee (1d6+13 plus 1d6 cold/15-20 plus 1d10 cold, Icingdeath) or +29 melee (1d6+12/15-20, Twinkle); Full Atk +27/+22/+17/+12 melee (1d6+13 plus 1d6 cold/15-20 plus 1d10 cold, Icingdeath), +29/+24/+19 melee (1d6+12/15-20, Twinkle); SA/SQ Drow traits, rage, uncanny dodge (DEX bonus to AC), fast movement, favored enemy (orcs +4, evil outsiders +2), wild empathy (as diplomacy but towards animals), animal companion, combat style/improved combat style (two-weapon combat), spell-like abilities; SR 31; AL CG; SV Fort +24, Ref +21, Will +15; Str 23, Dex 24, Con 16, Int 17, Wis 19, Cha 14. Height 5 ft 4 in.
Skills and Feats: Balance +15, Climb +15 (+17 with rope), Handle Animal +9, Hide +17, Jump +17, Knowledge (nature) +10, Listen +21, Move Silently +19, Ride (horse) +11, Search +13, Spot +16, Survival +13 (+17 tracking, +15 wilderness), Swim +8, Tumble +14, Use Rope +12; Blind-Fight, Daylight Adaptation, Dodge, Endurance, Greater Two-Weapon Fighting, Greater Weapon Focus (scimitar), Greater Weapon Specialization (scimitar), Highborn Drow, Improved Critical (scimitar), Improved Initiative, Improved Two-Weapon Fighting, Quick Draw, Track, Twin Sword Style, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (scimitar), Weapon Specialization (scimitar).
Languages: Chondathan, Common, Drow Sign Language, Elven, Goblin, Undercommon.
Special Qualities: Drow traits (Ex): +2 racial bonus on Will saves against spells and spell-like abilities, darkvision 120 ft.
Rage (1/day): The following changes are in effect as long as Drizzt rages: AC 30 (touch 20, flat-footed 30); hp 211; Grp +28; Atk +29 melee (1d6+15 plus 1d6 cold/15-20 plus 1d10 cold, Icingdeath) or +31 melee (1d6+14/15-20, Twinkle); Full Atk +29/+24/+19/+14 melee (1d6+15 plus 1d6 cold/15-20 plus 1d10 cold, Icingdeath), +31/+26/+21 melee (1d6+14/15-20, Twinkle); SV Fort +26, Will +17; Str 27, Con 20; Climb +17, Jump +19, Swim +10. His rage lasts for 8 rounds, and he is fatigued (-2 Strength, -2 Dexterity, can't charge or run) for the duration of the encounter thereafter.
Spell-like abilities: 1/day – dancing lights, darkness, detect evil, detect magic, faerie fire, levitate. These abilities are as the spells cast by a 20th-level sorcerer.
Spells prepared (2; base DC = 15): 1st – detect animals or plants, charm animal
Possessions: Icingdeath (+3 solanian truesteel holy icy burst scimitar), Twinkle (+5 cold iron sure striking eager defending fortunate scimitar), +4 mithral chain shirt of nimbleness, cloak of resistance +4, amulet of natural armor +2, gloves of dexterity +4, ring of protection +4, belt of giant strength +6, periapt of wisdom +2, anklets of speed (as boots of speed), figurine of wondrous power: onyx panther (name Guenhwyvar).
Jarlaxle Baenre
Male drow Ftr12/Dst8; CR 21; Medium-size humanoid (elf); HD 12d10+36 plus 8d10+24; hp 175; Init +15; Spd 30 ft.; AC 33 (defensively 41, touch 25, flat-footed 22, vs one opponent 44); Base Atk +20; Grp +25; Atk +28 melee (1d6+10 plus 1 Con/15-20, +1 keen wounding rapier) or +25 melee (1d4+4/19-20, +2 vampiric disarming dagger) or +31 ranged (1d4+9/19-20, +4 returning dagger); Full Atk +28/+23/+18/+13 melee (1d6+10 plus 1 Con/15-20, +1 keen wounding rapier), +25/+20/+15 melee (1d4+4/19-20, +2 vampiric reaction +4 (Init), enhanced mobility (+4 AC vs AoO), grace (+2 competence SV Ref), precise strike +1d6 (when not attacking with off-hand weapon, as sneak attack), acrobatic charge (over difficult terrain), elaborate parry (+1/duelist level to AC when fighting defensively), spell-like abilities; SR 31; AL NE; SV Fort +17, Ref +23, Will +12; Str 20, Dex 24, Con 16, Int 18, Wis 15, Cha 18. Height 5 ft 4 in.
Skills and Feats: Balance +13, Bluff +9, Climb +9 (+11 with rope), Craft (Trapmaking) +8, Diplomacy +10, Escape Artist +16 (+18 from rope bonds), Handle Animal +9, Hide +16, Intimidate +10, Jump +12, Listen +14, Move Silently +16, Perform (Dance) +8, Perform (Sing) +8, Ride (pack lizard) +13, Search +11, Sense Motive +7, Spot +14, Survival +10 (+12 tracking), Swim +9, Tumble +14, Use Magic Device +8, Use Rope +12 (+14 bind someone); Daylight Adaptation, Dodge, Greater Two-Weapon Fighting, Greater Weapon Focus (rapier), Greater Weapon Specialization (rapier), Highborn Drow, Improved Initiative, Improved Two-Weapon Fighting, Mobility, Twin Sword Style, Two-Weapon Fighting, Weapon Finesse (rapier), Weapon Focus (rapier), Weapon Specialization (rapier).
Languages: Alzhedo, Draconic, Common, Drow Sign Language, Elven, Goblin, Undercommon.
Special Qualities: Drow traits (Ex): +2 racial bonus on Will saves against spells and spell-like abilities, darkvision 120 ft.
Spell-like abilities: 1/day – dancing lights, darkness, detect good, detect magic, faerie fire, levitate. These abilities are as the spells cast by a 20th-level sorcerer.
Possessions: +1 keen wounding rapier, +2 vampiric disarming dagger, bracelet with five +4 returning daggers, bracers of armor +8, Jarlaxle’s piwafwi (as cloak of resistance +4, elvenkind and displacement), ring of protection +4, belt of giant strength +6, feather of wondrous power (as figurine of wondrous power, summoned creature - diatryma bird), necklace of magic missiles (as wand of magic missile [9th], in pouch), boots of elvenkind, robe of scintillating colors, hat of holding (as bag of holding type I), wand of illumination (as wand of light, daylight and searing light), pouch of holding (as bag of holding type I), gem of brightness, eyepatch of fear and warding (as wand of fear and cowl of warding), ring of freedom of movement, scarab of protection, wand of lightning bolt (10th), portable hole.
Artemis Entreri
Male human Ftr12/Rog4/Asn2/Shd2; CR 20; Medium-size humanoid (human); HD 12d10+36 plus 4d6+12 plus 2d6+6 plus 2d8+6; hp 159; Init +12; Spd 30 ft.; AC 29 (touch 22, flat-footed 29, vs one opponent 30); Base Atk +15; Grp +20; Atk +26 melee (1d8+13 plus 1 Con/17-20, Charon’s Claw) or +26 melee (1d4+10 plus 1 vile/19-20, +4 vampiric vile defending dagger); Full Atk +26/+21/+16/+11 melee (1d8+13 plus 1 Con/17-20, Charon’s Claw), +26/+21/+16 melee (1d4+10 plus 1 vile/19-20, +4 vampiric vile defending dagger); SA/SQ Death attack (Fort DC 15), sneak attack +3d6, trapfinding (traps over 20/magical traps), trap sense +1 (Ref, AC vs traps), evasion (no damage instead of half on successful Ref save), improved uncanny dodge (Dex bonus to AC, can’t be flanked), poison use (no risk of poisoning self), +1 save vs poison, hide in plain sight (hide while observed), darkvision 60 ft.; AL LE; SV Fort +16, Ref +26, Will +12; Str 20, Dex 26, Con 16, Int 16, Wis 16, Cha 13. Height 5 ft 5 in.
Skills and Feats: Balance +19, Bluff +6, Climb +15 (+17 with rope), Decipher Script +8, Diplomacy +7, Disable Device +10, Disguise +9 (+11 acting), Escape Artist +11 (+13 from rope bonds), Forgery +6, Gather Information +4 (+6 Sword Coast), Handle Animal +6, Hide +18, Intimidate +9, Jump +17, Knowledge (Sword Coast local) +8, Listen +8, Move Silently +18, Open Lock +13, Perform (Dance) +6, Ride (horse) +16, Search +8, Sense Motive +8, Sleight of Hand +16, Spot +8, Survival +9 (+11 tracking), Swim +10, Tumble +18, Use Magic Device +6 (+8 scrolls), Use Rope +15 (+17 bind someone); Combat Reflexes, Dodge, Greater Two-Weapon Fighting, Greater Weapon Focus (dagger), Greater Weapon Focus (longsword), Greater Weapon Specialization (dagger), Greater Weapon Specialization (longsword), Improved Initiative, Improved Two-Weapon Fighting, Mobility, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (longsword), Weapon Specialization (dagger), Weapon Specialization (longsword).
Languages: Alzhedo, Common, Drow Sign Language, Elven, Undercommon.
Spells prepared (2; base DC = 14): 1st – detect poison, disguise self
Possessions: magicbane gauntlet (can absorb any spell targeted specifically at the wielder and redirect it at any target in range as a standard action, casts detect magic at will at caster level equal to wielder’s character level), Charon’s Claw (+4 unholy keen wounding smoking longsword), +4 vampiric vile defending dagger, bracers of armor +5, ring of protection +4, ring of natural armor +2 (as amulet of natural armor), belt of giant strength +6, gloves of dexterity +6, cloak of arachnida, periapt of health, boots of speed, vest of resistance +4 (as cloak of resistance).
So da steht alles drinne. Drizzt als reiner Kämpfer (Kämpfer//Waldi/Barbar) ist was des reinen Kämpfens angeht mit der Nase vorne, danach vom kämpfersichen Artemis mit diversen Diebesfähigkeiten und dann Jarlaxle der der geheiminsumwittertste ist. Man kann die Klasse die er ist laum mit D6D bestimmen. Magier Dieb Kämpfer. Von allem ein wenig . Was soll man auch von einem Sohn der Baenres sonst erwarten
. Sie haben alle 3 die Amximalstufe für D&D-Sterbliche. Also sind alle 3 besondere Charaktere
Jarlaxle is halt der undurschaubare. Drizzt der Pseudopaladin und Artemis der Böse Bub
)
Um Zaknafein empfehle ich www.zaknafein.de
Da steht die ganze STory über ihn kurz zusammengefasst. Er ist halt schon nen bissi tot insofern schwer zu vergleichen. Es heißt er sei der beste Schwertkämpfer der Drow gewesen. Also ein reiner Kämpfer. Was in im Kampfkraft mit dem Schwert sicher über die anderen 3 stellen würde aber in der Gesamtheit bleibt für mich die Reihenfolge:
Jarlaxle - Drizzt - Artemis - Zaknafein.
Wobei Jarlaxle den Rang eines großen Fragezeichen annimmt weil noch nirgends die Karten ganz aufgedeckt wurden. Bei Drizzt und Entreri ist dies klar und Zaknafeins Rang als Schwertmeister in der Drwogesellschaft gibt auch gute Auskunft. Also er hatte weder mit Magie noch mit sonst was außer dem Schwert was am Hut (bis halt auf das übliche Drowgetue...Feenfeuer, Schweben etc.)