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Archive for June, 2012

Making D&D Characters: Drow 6

June 26, 2012 Leave a comment

I had planned this to be daily, but when I said that I hadn’t been thinking about studying for exams, which I’ve been doing, which has been putting this off. Also, I’ve finished all my exams now.

So equipment. The last part. I divide my spending into three sections, Weapons, Armour and Misc. I want a nice weapon/s to use my Sneak Attack with, armour that improves my Hide/Move Silently stealth approach, and misc refers to all the magic items and basic equipment I might need for dungeon crawling. Having an ECL of 9 allows me to check my DMG and allocate myself 36,000 gold to spend.

First up; Weapons. Drow rogues get a limited choice of weaponry, especially after being focused in ranged combat after part 5. The important weapon to take here is the Light Crossbow, loading it is a move action instead of a full-round action that Heavy Crossbows require. I’m also proficient with Hand Crossbows, but damage is the key here. But I don’t want no ordinary Crossbow, I’m going to buy myself a magic crossbow. Read more…

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Making D&D Characters: Drow 5

June 20, 2012 Leave a comment

I said I was going to cover equipment, and the truth is that this post will not. Because this post has to ask a big question about my Drow’s combat style – how will combat go for the rest of the game?

Should I specialize in melee or ranged combat?

It matters a lot. It decides my fighting style. It decides how I kill enemies by myself or in groups. Does it match the flavour I;ve been creating all this time?

Melee combat would be designed around springing from cover for Sneak Attack, and getting behind opponents for flanking. Ranged would be based around firing from cover – and at night where we can Hide in Plain Sight means we don’t have to find cover to re-hide after shooting.

I have 3 Feats I can learn, one from character creation and one for every three Character levels I have. Read more…

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Making D&D Characters: Drow 4

June 18, 2012 Leave a comment

I’d write a post about procrastination, but I’m not sure it would get done.

Alright, now the skills. Skills are generally what get used in non-combat situations, and cover pretty much everything with a win/loss condition that isn’t the plot.

Skill points are the currency used to buy ranks in skills, which themselves are another type of modifier that get added to dice rolls. For example, my Rogue wants to Hide in those bushes over there. To determine how well I do that, I make a Hide check – roll a d20, add to the result the number of ranks in my Hide Skill, my Dex modifier, and any other bonuses.

Firstly, the currency in acquiring skill ranks is Skill points, which are tied to the class and the Int mod. A rogue gets the highest possible skill growth, and is generally the skill monkey of the party.

Rogues get (8+Int mod) x4 at level 1, and then 8+Int mod for every level after. That gives me 48 skill points at level 1, and 108 points total to spend at level 6. Comparably; if I was a Fighter with the same Int mod I’d have 54 points at level 6. And Fighters generally don’t put a high score into Int, so you can see that the Rogue gets a lot of points to spend. Read more…

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Making D&D Characters: Drow 3

June 17, 2012 2 comments

I’m actually pretty bad at introductions. Can’t think of what to say, or how to start saying it.

Today, we’re doing one of the most important steps in character creation. Literally, we can’t go much farther without it. Today, we’re rolling and assigning stats. Stats in D&D are going to determine nearly everything about our characters and how they perform mechanically. It’s also a really good way to see someone’s strengths and weaknesses without having to read their entire character sheet.

A human who is completely average has a score of 10. Therefore, someone with an Intelligence score of 10 has the intelligence of an average human. Considering the scores that can be reached in D&D, 10 seems pretty low in comparison, but it’s a good base to start from when rolling Level 1 characters, and for the purpose of character creation always begin at the lowest level and work your way up to the starting one.

So how do the numbers work? Well, whenever you roll a die in D&D, that random outcome of your die roll is nearly always accompanied by a modifier determined by, essentially, your stats. Each 2 points in the score above 10 give a modifier of +1. So an average Int score of 10 would give +0, and an Int score of 15 would give +2.

EXAMPLES! Also, this is probably some sort of melee based combatant.

Read more…

Making D&D Characters: Drow 2

June 15, 2012 Leave a comment

So last time I picked a race and class. Today I’m going to go a bit further before moving on to the numbers part by adding a template on top of my Drow to help with both the character’s flavour and the ability to physically hide. What’s a template? It’s a layer that you can apply to anything you’re creating to give it the abilities of something else. For example, you like angels, but want something that says heavenly without needing to be an angel – you use a Celestial Template to apply a set of celestial-related skills upon your creation. Templates can be applied to monsters and PCs. (They can also be inherited through gameplay, but I’m not covering that here.)

Introducing the Dark Template from the Tome of Magic.

The dark template is designed to be simple and flavorful. You can easily apply it on the fly to add shadow-based creatures to the campaign. It’s a simple, streamlined version of the shadow creature template (see Manual of the Planes page 190 and Lords of Madness page 167).

The dark creature template should either add +0 or +1 to a creature’s CR. Some creatures won’t gain much benefit from the template. For example, a white dragon already has darkvision, superior low-light vision, and immunity to cold. It gains a small increase to it’s already good speed and the ability to hide in plain sight. This template won’t appreciably increase its CR. On the other hand, a creature such as a lion gains greater benefit and likely merits a +1 increase to its CR. Its level adjustment is low, making it a reasonable cost for PCs. You might allow a player character with a strong connection to the Plane of Shadow to acquire this template in lieu of a class level.

Because what we really need is one of these angry bastards hidden right in front of you, pondering how best to prepare you for dinner.

So my Drow is becoming shadow-based, with the ability to hide in the dark. Nice. Read more…

Making D&D Characters: Drow 1

June 14, 2012 Leave a comment

It’s probably not a surprise to you with all my posts about MtG that I also play some Dungeons and Dragons. And that there’s a category for it on the right hand side of this post. But it turns out I’ll be jumping back into the DM seat soon for a new campaign, and I need some good NPCs.

For your information, our group uses the 3.5 rules.

These NPCs are supposed to be flavourful, not prone to sudden executions and above all else, provide quest hooks. Also to function in certain roles should the PCs decide to bring them along.

So for your entertainment I will be making said characters on my blog, because I need to exercise my ability to post things, but it’s also completely fine for you to steal what I make and use it yourself or to complain about my choices or nudge me towards a piece of information I hadn’t considered. Nothing is final! Although, the way I make characters might be a bit unusual, or maybe even do things in the wrong order, but don’t worry. Also, this will assume you have a passing knowledge of the game, but aren’t that intimate with rules and stuff or have even played before. Maybe this will even make you want to play!

So, first NPC; I want to make somebody evil, and somebody non-human. Because I’m used to having good characters and human ones too, it’s time to branch out a bit.

Race: Drow

Alignment:  __ Evil Read more…

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