Thursday, January 12, 2023

#CharacterCreationChallenge - Ruleset D&D 3.5 - Fel Sorcerer

One of my favorite tools is the RedBlade character generator for 3.5. This tool is amazingly simple to use. I was able to cook up a Sorcerer in just a few minutes. The output is in HTML, which makes it easy to post online.

In just a few minutes, I was able to cook up Fel the Sorcerer, a Half-Elf. The software knows exactly how a character is built, so I don't have to track skill points or feats or even languages. It is a thing of beauty. 

Fel character sheet, Redblade 3.5e
Fel    
CHARACTER NAME PLAYER CAMPAIGN
6 Sorcerer Half-Elf Neutral Evil
CLASS AND LEVEL RACE ALIGNMENT EXPERIENCE POINTS
 

ABILITY NAME

ABILITY SCORE ABILITY MODIFIER   TOTAL WOUNDS/CURRENT HP NONLETHAL DAMAGE SPEED

STR
strength

11 +0

HP
hit points

14     30ft.

DEX
dexterity

15 +2

AC
armor class

14 = 10 + 1 + 0 + 2 + 0 + 0 + 1 + 0

CON
constitution

10 +0 TOTAL BASE ARMOR BONUS SHIELD BONUS DEX MODIFIER SIZE MODIFIER NATURAL ARMOR DEFLECT MODIFIER MISC MODIFIER
DAMAGE REDUCTION

INT
intelligence

14 +2

TOUCH
armor class

13

FLAT-FOOTED
armor class

12
SKILLS
  SKILL NAME KEY ABILITY SKILL MODIFIER ABILITY MODIFIER RANKS MISC MODIFIER
  (cc)Appraise¤§ int 2 = 2 + 0 + 0
  (cc)Balance¤ dex 2 = 2 + 0 + 0
  Bluff¤§ cha 6 = 2 + 4 + 0
  (cc)Climb¤ str 0 = 0 + 0 + 0
  Concentration¤§ con 4 = 0 + 4 + 0
  Craft¤§ int 2 = 2 + 0 + 0
  Decipher Script§ int 4 = 2 + 2 + 0
  (cc)Diplomacy¤§ cha 6 = 2 + 4 + 0
  (cc)Disable Device§ int 2 = 2 + 0 + 0
  (cc)Disguise¤§ cha 2 = 2 + 0 + 0
  (cc)Escape Artist¤ dex 2 = 2 + 0 + 0
  (cc)Forgery¤§ int 2 = 2 + 0 + 0
  (cc)Gather Information¤§ cha 6 = 2 + 4 + 0
  (cc)Handle Animal§ cha 2 = 2 + 0 + 0
  (cc)Heal¤§ wis 2 = 2 + 0 + 0
  (cc)Hide¤ dex 2 = 2 + 0 + 0
  (cc)Intimidate¤§ cha 2 = 2 + 0 + 0
  (cc)Jump¤ str 0 = 0 + 0 + 0
  Knowledge (arcana)§ int 4 = 2 + 2 + 0
  (cc)Knowledge (architecture & engineering)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (dungeoneering)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (geography)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (history)§ int 3 = 2 + 1 + 0
  (cc)Knowledge (local)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (nature)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (nobility and royalty)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (religion)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (the planes)§ int 2 = 2 + 0 + 0

WIS
wisdom

14 +2         TOTAL DEX MODIFIER MISC MODIFIER

CHA
charisma

15 +2

INITIATIVE
modifier

+6 = 2 + 4
SAVING THROWS TOTAL   BASE SAVE   ABILITY MODIFIER   MAGIC MODIFIER   MISC MODIFIER   TEMP. MODIFIER

FORT
constitution

2 = 2 + 0 + 0 + 0 +

REFLEX
dexterity

4 = 2 + 2 + 0 + 0 +

WILL
wisdom

7 = 5 + 2 + 0 + 0 +
BASE ATTACK BONUS 3 SPELL RESISTANCE 0

GRAPPLE
modifier

3 = 3 + 0 + 0 + 0
TOTAL BASE ATT BONUS STRENGTH MODIFIER SIZE MODIFIER MISC MODIFIER
ATTACK ATTACK DAMAGE CRITICAL
Defending Spear +1 4 1d8+1 20/x3
RANGE TYPE NOTES
20   6lb, Med, twohanded wielding,
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
        (cc) crossclass skill
¤ can be used untrained § apply armor penalty
                                   
POSSESSIONS   SKILLS
ITEM PG. LB. ITEM PG. LB.
Defending Spear +1   6 Backpack (empty)   2
Bedroll   5 Bracers of armor +1   0
5 x Candle   0 2 x Case, map or scroll   0
Crowbar   5 Dart   0
2 x Flask   0 Flint and steel   0
Hammer   2 Ink (1 oz. vial)   0
Inkpen   0 7 x Parchment (sheet)   0
Pouch, belt   3 Ring of Protection +1   0
Rope, hemp (50 ft.)   10 Sealing wax   1
Silver Dagger (masterwork)   1 Tent   10
5 x Torch   5  
   
   
   
   
 
  SKILL NAME KEY ABILITY SKILL MODIFIER ABILITY MODIFIER RANKS MISC MODIFIER
  (cc)Listen¤§ wis 3 = 2 + 1 + 0
  (cc)Move Silently¤ dex 2 = 2 + 0 + 0
  (cc)Open Lock§ dex 2 = 2 + 0 + 0
  (cc)Perform¤§ cha 2 = 2 + 0 + 0
  Profession§ wis 2 = 2 + 0 + 0
  (cc)Ride¤§ dex 3 = 2 + 1 + 0
  (cc)Search¤§ int 3 = 2 + 1 + 0
  (cc)Sense Motive¤§ wis 2 = 2 + 0 + 0
  (cc)Sleight of Hand§ dex 3 = 2 + 1 + 0
  (cc)Speak Language§ int 2 = 2 + 0 + 0
  Spellcraft§ int 4 = 2 + 2 + 0
  (cc)Spot¤§ wis 4 = 2 + 2 + 0
  (cc)Survival¤§ wis 3 = 2 + 1 + 0
  (cc)Swim¤§ str 1 = 0 + 1 + 0
  (cc)Tumble dex 2 = 2 + 0 + 0
  (cc)Use Magic Device§ cha 3 = 2 + 1 + 0
        =   +   +  
        =   +   +  
        =   +   +  
        =   +   +  
        =   +   +  
1-38lb. 39-76lb. 77-115lb. 115lb. 230lb. 575lb.   PLATINUM 134
  GOLD 5
LIGHT
LOAD
MEDIUM
LOAD
HEAVY
LOAD

LIFT OVER HEAD
EQUALS MAX LOAD

LIFT OFF GROUND
2x MAX LOAD

PUSH OR DRAG
5x MAX LOAD

SILVER 2
COPPER 4
FEATS, LANGUAGES & ABILITIES
       
Feats Sorcerer abilities    
Brew Potion Summon Familiar    
Combat-Casting      
Improved Initiative Half-Elf abilities    
Simple Weapon Proficiency Low-light vision    
  Elven Blood    
Languages Immunity to sleep spells    
Halfling +2 save vs enchantments    
Goblin      
Common      
Elven      
Sorcerer spells      
Spell Save DC LEVEL SPELLS PER DAY BONUS SPELLS      
12 0 6 0      
13 1st 6 +1      
14 2nd 5 +1      
15 3rd 3 0      
- 4th - -      
- 5th - -      
- 6th - -      
- 7th - -      
- 8th - -      
- 9th - -      
       
Acid Splash      
Arcane Mark      
Detect Magic      
Mage Hand      
Open/Close      
Prestidigitation      
Read Magic      
       
Level 1      
Identify      
Mage Armor      
Magic Weapon      
Sleep      
       
Level 2      
Daylight      
Scorching Ray      
       
Level 3      
Stinking Cloud      
       
       
       
       
       
       
       
       
       
ATTACK ATTACK DAMAGE CRITICAL
Silver Dagger (masterwork) 4 1d4 19-20/x2
RANGE TYPE NOTES
10   1lb, Med,
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
Dart 3 1d4 20/x2
RANGE TYPE NOTES
20   0lb, Med,
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 

Saturday, January 7, 2023

#CharacterCreationChallenge - Ruleset AD&D e1 - Regulus the F/MU/T

One of the more intractable problems for an AD&D e1 DM is the addition of a multiclassed character. They cause a variety of problems. First and foremost, it creates a capability challenge for the DM to work against. Having to plan for spells and abilities is hard enough, but when you have a Magic User and a multiclassed F/MU you might forget the party can do something twice. 

This problem could be its own post, so I'll rein it and move on to the commercial. I mean the character. Or both. 

I am using my own character sheet which you can download from DriveThruRPG for Regulus, the Fighter/Magic-User/Theif. This Regulus is one variation of the same basic character I used for a friend's campaign. I was the only person who didn't know we were in Narnia and died a zillion times. It got so bad that I stopped making up new names. 

Let's start at the top. This sheet has more than your typical slots for information. Its missing a phone number and a blood type, but that is ok. 

Not bad for a sheet designed by a committee. 

Moving over to the next part, we have class and level information which also has enough space for multiclass information: 



Next up is the attribute block. At the time we made this sheet, Unearthed Arcana was new and we wanted to use everything in it. Doug, the DM at the time wanted to use Comeliness for the big villain Jadis. It made perfect sense because that is 50% of how she works. 

Beyond this one time, it was a mostly ignored stat. It's too complicated and extraordinarily dangerous for Illusions and Bards to have. 

On the far left were armor class and hit points. 

There isn't too much to comment on here, except for the Armor condition box. We had this concept that your armor could stand up to about 10 fights without repair. If you didn't maintain your armor, it stopped working. It was basically the fighter equivalent of studying. Unearthed Arcana also had field plate which acted like bonus hit points that could be tracked here. 

The box for HP was dual-purpose. First, AE had a couple of spells that would act like hit points so tracking was necessary. 

Amusingly, what really happened was you'd burn a hole in the first box erasing and rewriting, so the second box extended the amount of time you could use the same character sheet. 

Ingenious, right? 

The middle of the page was dominated by the weapons chart. 


It had the weapons adjustments, but we never used it despite dedicating so much space to it. 

While we all loved AE's new character classes and abilities, somehow we forgot to at the Acrobat's abilities to the thieves' ability chart. 


Moving to the left again, we had the other Stats and abilities block. If you were non-human, this would be your favorite place. If you were human, you'd take notes here. 

See the weaponless combat table? 

Never used. Actually, we did use it once in a Shaolin temple setting and all of the characters died from open-handed Monk attacks. 

Silly system. 

Next up was the spell table. It was functional and handy, but we didn't have enough room for actual spell names. 

Honestly, we just wrote spells on index cards and called it a day. Reg only has 5 spells per day, but if you hop back up to the stat block he actually knows 6 per level.  

One odd thing that we did was allowed all magic user types to use the clerical bonus spells from Wisdom. It seemed to make sense. 

The other trick we used was magic users always knew Read Magic, Write and Detect Magic spells. If you lost your spell book, this knowledge was necessary to make a new one.  

On the second page, and we always had a second page because we used pin-feed printers, was the weapon proficiencies. We were also using the weapon specialization rules from AE. 

The second block was for non-weapon proficiencies. This was a block insisted on by me. Even way back then, I had an embryonic idea for a set of skills based on professions. What ultimately became my book Zero to Hero: Uncommon Commoners started with this tiny two-inch block. 

The book has 50 NPC classes and rules for PC to have secondary abilities. You can grab it on DriveThruRPG

Three-quarters of the second page was dedicated to encumbrance. 

Remember I mentioned that Bards and Multiclass heroes are the banes of a DM's existence? Bards and Multiclass characters have a tendency of dropping into the background because the other players have surpassed them in combat and magic abilities. When things go badly, they tend to pick over dead bodies. A fine inventory sheet can solve that. 

(Unless a sneaky person has 2 or 3 bags of holding...)

Now, I've said very little of Regulus himself, but if you look at this sheet, you can see a special level of trickery going on. In the backpack is a bag of holding. Next to the bag of holding, there is a quiver, a water and wineskin, rations, and a scroll case. 

With the quiver poking out the top, my character had virtually no reason to open his backpack at any time outside of camp. 

One of our DM's named Mark was driven buggy by characters toting around 3 pouches and a backpack plus a ton of junk in each hand. He said you could have a backpack OR a large pouch and two small pouches. So this is why so many slots appear on our sheets. 

For the numerically minded, we had a section for tabulation. Note that the items worn by Reg plus the items that were in the bag of holding don't count toward encumbrance. 

Personally, I always like the idea of a smallish pack and two hip-sized pouches. 

Anyway, I hope you liked the tour around my characters sheet. 

Remember, you can always click those links and download it for yourself. It is dated but I find it charming. 
















Thursday, January 5, 2023

The Character of Metals


I use various metals in my campaigns. I have written at length about silver for weapons, here, here, and here. The gist of all of these posts is silver is a special metal, a magical metal. In my campaign, it is a gateway metal for true magical weapons. By its very properties, it can strike targets immune to regular weapons but does not confer bonuses to hit or damage. It is the metal of choice for fey folk and elves, be it for weapons or armor. 

Iron is also a special material. Iron poisons fey folk, so they will not use it. They also look down on those that do use it. Regular weapons are usually made of some sort of steel, so the more sophisticated cultures don't carry iron weapons anymore. The fey receives 1 extra point of damage from a steel weapon, but actual iron weapons do an additional 1d4 points of damage, dissipating at a rate of 1 point per round. 

For example, if struck by a short sword made of iron, a pixie would take 1d6 from the weapon itself and 1d4 for the iron's poisoning effect. If 4 points of damage were rolled for the iron poisoning, it will dissipate over 4 rounds. 4 HP in the first round, 3 in the next, and so on. 

If crafted into armor, it will do poison damage to fey folk just like a weapon - 1d4 HP dissipating. This is per touch. Steel armor will not cause any damage as it can't penetrate the skin and get into the blood. 

Elves do not use iron for two reasons: they are too advanced for it and they respect fey folk too much. They also have mithril, which is finer than steel or silver. 

The next special metal in my campaign is Cold Iron, also known as meteoric iron. It is exceeding rare. It is always at least +2. If a creature is from a different plane, the bonus is doubled and it also causes a poisoning effect just like iron does to the fey. 

Things look grim for magical folks in my campaigns. No so. They have access to Blood Metal. Blood Metal is a dull blue color, and takes a fine edge. Blood Metal affects mammals, snakes, birds, and lizards (but not spiders, insects, or magical beings) with draining damage. Every strike causes a save vs. paralyzation. If failed the target is weakened to the point of exhaustion. This is dastardly metal when added to sling bullets or arrowheads.    


Demon's Bane is wrought iron alloyed with many different kinds of minerals and metals in a magical process. This kind of weapon has a bonus to hit but never a bonus to damage. The maximum bonus to hit is +5. Sometimes, precious metals are applied to the surface. All weapons and armor made of Demon's Bane appear to be ceremonial. Against creatures of the prime material plane, they do half the damage and never apply their bonuses to hit. 

However, when used against creatures from other planes they receive the bonus to hit and it does normal damage. People wearing Demon's Bane armor cannot be touched by creatures of other planes or those who are astral or ethereal. However, wearers can be struck with a weapon. 

When used on a Demon (not a devil) this metal shows its worth. Demon's Bane causes a Demon's blood to boil and burn. This causes an additional 1d8 points of damage dissipating over up to 8 rounds. This is in addition to the damage done by the weapon itself. Armor and holy symbols also cause the same 1d8 point burning damage on contact despite not normally being able to cut or injure a Demon like a weapon can.

Now one final point in this post. I have a schedule for when a character can draw and hold a magic weapon. For AD&D it was: 

Silver  1-3 levels
+1       4-6 levels
+2       7-9 levels
+3      10-12 levels
+4      13-15 levels
+5      16+ levels  

For OSE and rules which do not get to such heights, every other level suffices. The reason for this rule is I could give a character a plussed weapon on day one and just not think of it again. It would work like a special survival reward for reaching x level. Usually, the pitch was this was a family weapon passed from parent to child and was only effective in the hands of the worthy.