Home > DnD > Making D&D Characters: Drow 4

Making D&D Characters: Drow 4

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.

We can’t just dump them all into a few skills, we’re restricted by our Character Level and Class Skills. Character level is the sum of all Class Levels, so that’s just 6. Class Skills help show what that class is good at it, and they’re cheaper to buy ranks in than other skills. Rogues also have a huge selection of class skills to use. We can have Class Level +3 ranks in any class skill, and half that in any non-class skill. So we could just get 12 skills to max ranks (9). And that’s exactly what I’m going to be doing, focusing my skills so that they become the best they could be.

Without further ado, here are the skills I’ll be maxing;

Bluff (Cha) – I said I’d be using Bluff before and it’s good for lying to people, creating a distraction and making a feint, all stuff I might end up using.

Disguise (Cha) – Because Drow are not the friendliest of races, it might be necessary to hide that identity in certain places.

Escape Artist (Dex) – Mostly this doesn’t get used, but this skill can be used to escape a grapple, and my Dex is much higher than Str so I’m using this.

Forgery (Int) – This is a weird one. Nobody uses this skill, but it can be used to copy just as well as it might forge fakes. Interestingly, this skill is an opposed check by the enemy’s forgery skill… and since no one skills it, the one who does can make a piece of paper be anything.

Hide (Dex) – Oh yeah. I may have said enough about this by now.

Listen (Wis) – Don’t want to get caught out by anything.

Move Silently (Dex) – Again, you know why.

Sense Motive (Wis) – So we can use something against Intimidate and other social based action.

Sleight of Hand (Dex) – Stealing, secretly equipping knives, parlour tricks, so useful.

Spot (Wis) – It opposes so many checks that to have this as a Class Skill we need to max it.

Tumble (Dex) – Roll to avoid damage? Roll behind an enemy for flanking? Useful as.

Use Magic Device (Cha) – Healer down? It’s ok, I’ll use a wand to heal you.

I couldn’t think of an appropriate image this post, so enjoy a picture of some dice.

Not keen on ending a short post, but next time is quite lengthy so what I’ll do is finish off with is a short explanation of the Rogue abilities (at least the ones I have at level 6).

Sneak Attack +3D6 – Starting at 1st level, and for every two levels after that the Rogue gains 1D6 Sneak Attack damage. If the target is denied their Dex bonus to AC, or anytime the rogue flanks the target, the rogue can add this damage to each attack. This is the main source of damage for a Rogue, so this is where the lack of Str gain to damage is offset. Also, so long as one of those two conditions are fulfilled each attack can be a Sneak Attack, which will become useful if I can attack more than once in a round.

Trapfinding – Which does exactly what it says on the tin. This is why the Rogue or the Barbarian generally leads the party in a dungeon.

Trap Sense +2 – Which gives Rogues a bonus to avoiding Traps by adding +1 every 3 levels to Reflex saves and AC against traps.

Evasion – If a rogue makes a successful Reflex save to avoid damage, the Rogue takes no damage instead of half… and Rogues already have a good Reflex save.

Uncanny Dodge – Even if flat-footed or attacked by an invisible enemy, Rogues keep their Dex bonus to AC where normally it would be lost. Seeing as that’s a whopping +5, keen on keeping that.

Next time: Feats and equipment.

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