CountFalchiezVander
16th May 2008, 03:41 PM
Barrok asked me to place my newsletter article in here for everyone to view while he gets it ready for release in June, so here is part 1. I hope you Enjoy!
How to turn lousy stats into legendary characters
By Shaun Coady
For all those out there who want to become legends in the roleplaying world, it is easier than griping your sword and felling the dragon with one shot. Many famous characters actually did little in the way of battles, though they were known to hold their own in a fight. Raistlin, Elminster, Cyric, all of them legends, and all not combat saavy. You too can make a character that can’t hold a sword into a character who holds the lives of nations in his palms; they key is in the planning.
Step 1: The Stat Line
It seems that everyone wants at least two eighteen stats in every character, ensuring their survivability. This is great when you want to bash down doors and hurl boulders at ogres; but what about the nuances of those who simply smile, say a few words, and walk past the armored guards into the castle. One does not need max stat points in order to pull off some rather spectacular abilities in the run of a game. Let us start with some basic rolls and see what we come up with (my daughter will roll the dice for the lack of tampering, and cause its awesome to see her want to play games)
The results of the quick 4d6 minus the lowest dice are in no particular order:
12, 13, 9, 12, 11, 7
Now that is some average stats. But fret not! For with the right selection of races, classes and feats we can make those seemingly dreary numbers form a hero the ages will recall for all times.
Step 2: The Race is On!
Now that the mathematics are out of the way for the time being, time to give those stats arms and legs. Many people might see these numbers as too low, scrapping it before they have a chance to actually play around with the ideas that could spring forth. The easiest way to give some character and some backbone to those stats is the race you want to play. We can tell by the numbers that up there are three stats to ply up on, one to not worry about and two that need some consideration. Most people see this as the opportunity figure out what class before what race they want to play, but I prefer to worry about classes later (as I tend to dip from class to class anyways, the starting one usually is a moot point with me). So let us take a look at the races running around the campaign setting you are dealing with. After consulting with your DM (this is an example after all) it is determined that you cannot use a race with a level adjustment or hit dice, and he would prefer one of the base races or their subsets. No problem. After streaming through races, sub-races and their abilities, it is looking like the grey elf would be an interesting choice given what you know about the campaign world. So, now we have a race that has modifiers and abilities that will strengthen your character. Now to play up on the higher stats and not worry about the lower ones; Dexterity and Intelligence would get the two highest scores, followed by Constitution and Wisdom, and finally strength and Charisma, in order to take into account saving throws and skill points. So after modifications and placements, your elf has the following stats:
Str 10 (12-2)
Dex 15 (13+2)
Con 7 (9-2)
Int 14 (12+2)
Wis 11
Cha 7
Sure it doesn’t look like much mechanics wise, but this article is about making a character legendary, and the roll of the dice doesn’t always determine who has it in them to become legendary.
Step 3: Class is in session…
The race is chosen, stats mapped out, now let’s see where we want to take this character’s career. Having a decent dexterity and intelligence allows for a couple of options, but remembering that wizards have a cap of spell level based on intelligence score, it might be best to go with rogue or one of its variants if allowed. For the moment let us assume the DM only allows the basics for classes. You now have a first level rogue who strengths are his quick wits and agile movements. Next is to play on those strengths, and refine the weaknesses to fully develop the character.
Part II to follow immediately...
How to turn lousy stats into legendary characters
By Shaun Coady
For all those out there who want to become legends in the roleplaying world, it is easier than griping your sword and felling the dragon with one shot. Many famous characters actually did little in the way of battles, though they were known to hold their own in a fight. Raistlin, Elminster, Cyric, all of them legends, and all not combat saavy. You too can make a character that can’t hold a sword into a character who holds the lives of nations in his palms; they key is in the planning.
Step 1: The Stat Line
It seems that everyone wants at least two eighteen stats in every character, ensuring their survivability. This is great when you want to bash down doors and hurl boulders at ogres; but what about the nuances of those who simply smile, say a few words, and walk past the armored guards into the castle. One does not need max stat points in order to pull off some rather spectacular abilities in the run of a game. Let us start with some basic rolls and see what we come up with (my daughter will roll the dice for the lack of tampering, and cause its awesome to see her want to play games)
The results of the quick 4d6 minus the lowest dice are in no particular order:
12, 13, 9, 12, 11, 7
Now that is some average stats. But fret not! For with the right selection of races, classes and feats we can make those seemingly dreary numbers form a hero the ages will recall for all times.
Step 2: The Race is On!
Now that the mathematics are out of the way for the time being, time to give those stats arms and legs. Many people might see these numbers as too low, scrapping it before they have a chance to actually play around with the ideas that could spring forth. The easiest way to give some character and some backbone to those stats is the race you want to play. We can tell by the numbers that up there are three stats to ply up on, one to not worry about and two that need some consideration. Most people see this as the opportunity figure out what class before what race they want to play, but I prefer to worry about classes later (as I tend to dip from class to class anyways, the starting one usually is a moot point with me). So let us take a look at the races running around the campaign setting you are dealing with. After consulting with your DM (this is an example after all) it is determined that you cannot use a race with a level adjustment or hit dice, and he would prefer one of the base races or their subsets. No problem. After streaming through races, sub-races and their abilities, it is looking like the grey elf would be an interesting choice given what you know about the campaign world. So, now we have a race that has modifiers and abilities that will strengthen your character. Now to play up on the higher stats and not worry about the lower ones; Dexterity and Intelligence would get the two highest scores, followed by Constitution and Wisdom, and finally strength and Charisma, in order to take into account saving throws and skill points. So after modifications and placements, your elf has the following stats:
Str 10 (12-2)
Dex 15 (13+2)
Con 7 (9-2)
Int 14 (12+2)
Wis 11
Cha 7
Sure it doesn’t look like much mechanics wise, but this article is about making a character legendary, and the roll of the dice doesn’t always determine who has it in them to become legendary.
Step 3: Class is in session…
The race is chosen, stats mapped out, now let’s see where we want to take this character’s career. Having a decent dexterity and intelligence allows for a couple of options, but remembering that wizards have a cap of spell level based on intelligence score, it might be best to go with rogue or one of its variants if allowed. For the moment let us assume the DM only allows the basics for classes. You now have a first level rogue who strengths are his quick wits and agile movements. Next is to play on those strengths, and refine the weaknesses to fully develop the character.
Part II to follow immediately...