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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...

CountFalchiezVander
16th May 2008, 03:42 PM
Here is the rest of it (wouldn't fit in one thread).

Step 4: Skill hawking and Feats of daring!

The first thing to do is decide which skills deserve the most amount of attention. And since the character will begin with forty skill points (8+2[int mod.] x 4). With a decent intelligence and fairly high dex, and knowing that the hit points will not be high, stealth is the main strength of this character, striking from the shadows then vanishing again. Starting with skills involving dexterity, maximize Balance, Hide, Move Silently, Open Lock, and Tumble. For Intelligence, Decipher Script, Forgery, Search. Lastly, a few ranks in Climb, Jump, Listen and Spot are all useful as well. These can be catered to fit the character persona better that you have in mind.
Then there are the feats. But wait! Your DM has allowed you to use traits and flaws to flush out the character very thoroughly, so we will start there. First off, since the character’s constitution is so low, he may have a fear of being poisoned or walked into a trap, so Suspicious is an excellent trait to flush him as a rather reserved, paranoid individual. Also, seeing as his fortitude is not the most developed part of his physique, Plucky is another excellent choice, presenting his force of will as what grants him his mettle. With a select amount of flaws to choose from, there are several which can come in handy to generating a really interesting character background and personality. Meager Fortitude and Non-combatant are excellent choices which give you many avenues to explore with the history of the character.
Now you have three feats to choose, and they should reflect not only what you wish the character to become in the future, but also give you some advantages when things get a little rough. Since combat is a very important aspect of the Role playing experience, and your character excels at fighting from a distance, Point Blank Shot is an excellent first selection, granting additional to hit and damage. Another useful one is Precise Shot, which keeps you from getting penalties when shooting into the fray. Finally, with so many sources to choose from, it becomes more prudent to think on where you want your character to thrive, through his use of skills, his efficiency as a sniper, perhaps as a common folk hero. The final feat could have something to do with your intellect, and choosing Jack of all Trades is an excellent option, giving you full coverage of skills you normally couldn’t even attempt.

Step 5: Equipment

Now we must out fit our soon to be heroic legend, for even heroes have flaming swords and shiny helmets (and oh yes, they are shiny….). Since this is a first level character, his resources are fairly limited, but most DM’s, and our example, allow first level characters to have the maximum starting gold in order to properly out themselves for the journey ahead. For a rogue, it is two hundred gold pieces. So let’s start shopping! Since staying alive is paramount for this character, decent armor is paramount, something that doesn’t hinder your stealthy abilities. Leather gives no penalties, and gives moderate protection for ten gold pieces, but since the character really wants to keep alive, we will spend twenty five gold pieces to purchase studded leather, even the minus one penalty to certain skill checks is not all that unreasonable. Now, since distance is the key way to engage in combat, a short bow is an excellent choice for thirty gold pieces, and twenty arrows is only a gold piece. A few daggers added to the mix, and perhaps a sap for those times you need someone alive, but unconscious. Spending only sixty seven gold, we are left with one hundred and thirty three to buy some other useful items. A backpack is always useful for toting around odds and ends you come across, plus rope and a grappling hook to give you a hand to arrive at those hard to reach places. An empty sack that can be utilized to hide yourself (don’t ask, long story) or to capture someone small is another useful article to have on hand. Finally, the grail of a rogue’s repertoire, his lock picks. While masterwork would be great right off the bat, their cost is simply too high unless you want to forgo anything that might be just as useful. Add in some caltrops and some parchment and ink and quills, plus any other odds and ends you might find useful from other accessory books allowed, and you have got a character that is ready to begin. I suggest leaving several gold aside for future purchases or staying at inns, which this character does indeed prefer.

Step 6: Alignment, Deity and Back Story

Now that we have all the mechanics worked out, let us now look to towards giving him life in a more metaphorical sense. Alignment is really only a tool, a guideline for one’s actions, but never the final say. Its use is excellent for deciding on how your character should react, and many alignments offer different possibilities to different character builds. Since this example character tends to skulk in the shadows and fight from afar, hoping to never be caught, a lawful alignment really isn’t an excellent choice. This character seems to have a bit of a chip on his shoulder, and wants to lose it by helping those who, like him, are not welcomed by society due to his rather unruly appearance and lack of physical prowess. Almost an outcast really, so he tends to follow what he believes is right, and helps those in need, very rarely working in conjunction with any other authorities. Thus Chaotic Good is a prime example of a point of view that this character can easily follow, doing the good when no one else does, or when one cannot take actions due to the law.
A God is always a good thing to have on your side. Since there are many to choose from, each player should look towards what would their character worship. Many DM’s allow for several options when it comes to deities, and some prefer only specific ones or deities that they have created themselves. For this example, The DM has allowed the character to worship the Elven Goddess Sehanine Moonbow, Daughter of the Night Skies.
Now a history and personality. Since this a more or less free range rainbow of creative endeavors, it will alter with each individual.
From my point of view, I see an elf that grew up in a city, born with an illness that made him weak of stomach and a bit disfigured, enough that his parents believed he would be better off in the afterworld, instead of putting up with the torment of various sicknesses and the public humiliation the other elves heaped upon him. When they poisoned their child, it was Sehanine Moonbow who saved him, giving him the opportunity to serve her. The elf forgave his parents, took his few belongings and headed to the nearest shrine, where instead of the clergy who he expected to await him, there was a single elf dressed in leather armor twirling a dagger between his fingers. It seems that this elf had a much more, intense, purpose other than assisting the dying. He was trained in the arts of stealth and ranged combat, as well as versed in the nuances of knowledge so that he may offer advice on a variety of subjects, and constantly tricked into becoming ill with various poisons. To this end the young elf never trusts a meal he does not preside over in cooking, and has little faith in people that seem only interested in helping. He also retained the belief that perhaps the laws of the land do not favor those too weak to stand up for themselves, and also began to learn how to aid those in need and could no t get it.
After two years of this training, he went before the elf that trained him, told him that he must help those who cannot help themselves, and was departing on the next full moon. Though the elf tried to convince him otherwise, this young rogue demonstrated a force of conviction not seen in many, especially so frail and young. His mentor finally admitted that it was time for the young elf to go, and gave him a name, Constaine Shadowreaver. Constaine liked it, and when he arrived at the nearest city, he discovered others similar to him in nature, weak, tired of being ridiculed and left to die in the streets. Constaine trained them, taught them his beliefs, but never forced them upon the people, and they became a group of underground revolutionaries who fight against the tyranny of the unjust monarchy. They call themselves the Shadow Reavers.
Constaine’s personality is rather reserved; always feeling that someone is going to finish the job his parent’s felt necessary. He only speaks when he feels it necessary, and only in several sentences. His mind is constantly going, going over intercepted messages and altering and forging documents that will help the people of the city. He can wax philosophically without knowing a whole lot about any subject, using his experiences to guide his conversations. He still tends to stay within the shadows, out of the firelight so as to not repel the people he talks to, or he wears a mask of ornate design. He is also a good cook and likes to entertain the few he finds closest to him. His tasks he takes very seriously, and usually goes alone on the more prominent ones, preferring not to have anyone else get in his way.
Now using the stats and the flaws and traits a player could create any type of back story, and are encouraged to do so, let your mind run rampant with tales that will make the character stand out not only to you, but your fellow players and the DM. The next time you roll your dice, don’t worry if you don’t get a single eighteen, smile and remind yourself of the creative challenge you will have ahead of you, and how that challenge will grow into legend!

MindForge
16th May 2008, 06:36 PM
Yeah, you covered the stat loss well to come out with a solid character. I have found though, my longest lasting 3 characters were long lasting because of the character and getting around challenges. One character, my favorite, started with pretty average and below average stats. My highest was a 14 after racials just like this one.

On that note though, have you ever had the guy that had such low stats everyone already knew he was a corpse it was just a matter of time. Like the guy that rolled 1's and 2's for HP for like 8 levels. A one hitter from a big bad will kill him... We have had that before when we used to roll HP. I give my players the option to take the average +1 or roll their HD.

I also use the elite array on characters or they have to roll 3d6 seven times and take the best 6. They usually dodge that fluke roll of all ones and twos that way.

CountFalchiezVander
16th May 2008, 10:05 PM
I am all too well versed with the Hp problem, so I like, when I can, to allow players to take 3/4 total of the dice, it is a solid number most times, especially for wizards and the like.
The 3d6 rule we used many a time, I have a few other methods I find fun as well.... ~realizes next article in the making~

Thanks Forge, you inspire me so!!!

Sunfist
19th May 2008, 05:24 PM
Count, this was a very fun read! :good: