Archive for the 'Characters' Category
Race and Class options

I’m trying to start a D&D campaign (or at least one solid adventure) with some of the people from work. Only one of them has played D&D before, so this is an introduction to character options for them. If there’s anything any of you want to ask questions about, please don’t be shy.

This is going to be far from a comprehensive guide, just some of the fundamentals.

Mathematically, the core to a character is their six stats: Strength (STR), Constitution (CON), Dexterity (DEX), Intelligence (INT), Wisdom (WIS), and Charisma (CHA). Each stat plugs into various formulas on a character sheet, and you end up with the actual numbers you use to modify the results of dice rolls. Higher numbers are better. The process of what each stat does exactly is much easier to explain in person, but the learning curve really isn’t as bad as it appears.

Anyway, here’s a list of races and classes to choose from for creating your characters:

Available Races:

Here’s the list of races to choose from. Each race (aside from humans) gets a bonus to two ability scores. Each race also gets a special power. Most powers are only useable occasionally (once per encounter), but humans and goblins can use their powers as often as they like. The last three races in the list are under 4 feet tall, and considered small creatures. They can’t use big two-handed weapons, and have to wield some one-handed weapons with both hands.

Race Ability Score Bonuses Special Powers (useable occasionally) Miscellaneous Notes
Human one ability of player’s choice Gets an extra power of their choice from their class. Very versatile, can excel as any class.
Dragonborn STR and CHA Dragon-breath area attack. General Combat bonuses.
Dwarf CON and WIS Can heal self much quicker than other races. Moves slower, but great defensive bonuses.
Elf DEX and WIS Can re-roll bad attack rolls. Moves faster than other races.
Eladrin DEX and INT Can teleport short distances. Smarty-pants skill bonuses.
Half-elf CON and CHA Gets an extra power of their choice from a second class. Social skill bonuses.
Orc STR and DEX Can add extra damage to an attack. General Combat bonuses.
Halfling DEX and CHA Can force an enemy to re-roll an attack. Can’t use two-handed weapons, but has lots of lucky defensive bonuses.
Gnome INT and CHA Can go invisible when damaged. Can’t use two-handed weapons, moves slower, but very stealthy.
Goblin DEX and CHA Can shift position whenever missed by a melee attack. Can’t use two-handed weapons, but great thieves.

Available Classes:

And here’s the list of classes to chose from. You can pair any race with any class, but some are better suited than others. The powers of each class are usually driven primarily by one or two ability scores, with certain secondary scores being important as well.

The classes are divided into four combat roles. Generally speaking: leaders have the best healing abilities, strikers do a ton of damage, controllers are good at putting foes at a disadvantage, and defenders are resilient tanks. Ideally you want at least one of each role in the adventuring party, but it’s not a big deal if that doesn’t happen. Leaders are essential though, you need at least one of those.

Class: Role: Primary Abilities: Secondary Abilities: Synopsis:
Bard Leader CHA WIS and CON A jack-of-all-trades. Charms foes, swings swords, sings songs.
Cleric Leader WIS or STR CHA A divine protector. Can choose to focus more on melee combat or spell-casting.
Captain Leader STR INT and CHA A military commander that thrives alongside a group of more melee-focused allies.
Barbarian Striker STR CON and CHA A wild berserker that sacrifices defense for extra damage. Likes big weapons and shiny things.
Sorcerer Striker CHA DEX and STR A spellcaster that channels raw power into potent spells lots of big bursts and blasts.
Ranger Striker STR or DEX WIS A naturalist that chooses between either primarily ranged weapons, or fighting with one weapon in each hand.
Rogue Striker DEX STR and CHA A stealthy thief. Ever hear of ‘sneak attacks’? This is where they came from.
Warlock Striker CON or CHA INT A spellcaster that has made a pact with sinister forces in exchange for power.
Wizard Controller INT WIS and DEX A student of magic with a spell for every situation.
Fighter Defender STR CON or DEX or WIS A trained and capable warrior. Very resilient. The ultimate student of battle.
Paladin Defender CHA or STR WIS A holy warrior in heavy armor. Some healing abilites.
Warden Defender STR CON or WIS A primal defender that draws power from the earth. Some shape-shifting abilities.
The Mercenary Squad

As you can see in the four posts below, I have the character sheets for the adventure finalized. If you want to check them out in their original word .docs they’re all zipped up right here. The actual physical character sheets are the most readable in my opinion. Each is two pages: the first page has the character’s stats and portraits, and the second page has the each of the character’s three at-will powers. The rest of the powers are printed out on color coded index cards for ease of use at the table.

A massive wall of stats and powers may be comprehensive, but it tends to lack readability. So let me briefly explain the four characters:

The Paladin:

This guy is the team’s best tank in that he has the highest armor class and most hit points. But he is also the team’s spell caster. Both of his big flashy daily spells are ranged spells that bring the pain while he brings the justice. Finally, he is the team’s secondary healer.

The Fighter:

A very different kind of defender than the paladin, this fighter is all about versatility and area containment. He excels at charging into a hostile area and locking down groups of clustered opponents. Depending on the situation he will find himself switching between equipping his shield or wielding his sword with both hands.

The Captain:

Although he is the group’s primary healer, he also excels at positioning his comrades around the battlefield to enable flanking bonuses and sneak attacks. With such a melee heavy team, he’s going to get alot of use out of his movement abilities. Also, he’s the leader of the group. He gets to decide where they go, how to allocate funds, and is diplomatic enough to negotiate hostage situations.

The Rogue:

Stab stab stab. The rogue finds ways to distract his enemies or put them off-balance, and then he stabs them. With such a melee-heavy group, and so many tricks up his sleeve, the rogue should be able to find a way to work that massive damage bonus from sneak attack just about every turn. He’s also good for picking locks and disabling traps.

Gnoll Rogue

Gnoll Rogue:
Age:  14
Possible Names: Scout, Fleabiter, The Derg

gnoll

Vitality:
Maximum hit points: 45
Injured at:  22 or fewer hit points
Healing surge value: 11
Healing surges per day: 10

Defenses:
Armor Class: 18
Fortitude: 15
Reflex: 18
Will: 14

Movement:
Speed: 7
Initiative: +8

Combat:
Attack Bonus (aka AB): +10
Weapon: Daggers (light one-handed)
Weapon Dice (aka [W]): d4
Damage Bonus (aka DB): +4

Skills:
Acrobatics: +11
Athletics: +10
Bluff: +9
Heal: +1
Intimidate: +3
Stealth: +11
Lockpicking: +13

Special Features:
-Sneak Attack: Once per round when you have combat advantage against an opponent and hit them with a light weapon, you do an extra 2d8+3 damage to that opponent.
-Cornered Beast: You gain +2 to all damage rolls while you’re injured.
-Dagger Specialization: +1 to attack rolls made with a dagger (already counted in your attack bonus).

For a complete list of this character’s powers click here:

(more…)

Dragonborn Paladin

Dragonborn Paladin:
Age:  112
Possible Names: Thanatos, Stormbringer, Drake

dragonborn

Vitality:
Maximum hit points: 57
Injured at:  28 or fewer hit points
Healing surge value: 14
Healing surges per day: 11

Defenses:
Armor Class: 23
Fortitude: 15
Reflex: 15
Will: 17

Movement:
Speed: 5
Initiative: +3

Combat:
Attack Bonus (aka AB): +9
Weapon: Longsword (versatile)
Weapon Dice (aka [W]): d8
Damage Bonus (aka DB): +4

Skills:
Acrobatics: -1
Athletics: +7
Heal: +10
Intimidate: +13
Religion: +10

Special Features:
-Draconic Fury: You gain a +1 bonus to all attack rolls while injured.

For a full list of this character’s powers click here:

(more…)

Warforged Fighter

Warforged Fighter:
Age:  7
Possible Names: Unit 24, Mecha, Iron Bull

warforged

Vitality:
Maximum hit points: 55
Injured at:  27 or fewer hit points
Healing Surge value: 13
Healing Surges per day: 12

Defenses:
Armor Class: 19 (or 21 with a shield equipped)
Fortitude: 18
Reflex: 14 (or 16 with a shield equipped)
Will: 14

Movement:
Speed: 6 (or 7 if charging)
Initiative: +8

Combat:
Attack Bonus (aka AB): +9
Weapon: Long sword (versatile)
Weapon Dice (aka [W]): d8
Damage Bonus (aka DB): +4 (or +5 if wielding a weapon with both hands)

Skills:
Acrobatics: +4 (or +2 with a shield equipped)
Athletics: +11 (or +9 with a shield equipped)
Heal: +9
Intimidate: +6

Special Features:
-Combat Superiority: You gain a +2 bonus to attack rolls when making an opportunity attack, and any moving enemy struck by your opportunity attacks is forced to stop moving.

For a full list of this character’s powers click here:

(more…)

Human Captain

Age:  31
Possible Names: Captain Dean Barlow, Sarge, Duke Thaddington

captain

Vitality:
Maximum hit points: 42
Injured at:  21 or fewer hit points
Healing surge value: 10
Healing surges per day: 10

Defenses:
Armor Class: 19 (or 20 with a shield equipped)
Fortitude: 17
Reflex: 17 (or 18 with a shield equipped)
Will: 16

Movement:
Speed: 5
Initiative: +3

Combat:
Attack Bonus (aka AB): +8
Weapon: Long sword (versatile) or Long spear (two-handed reach)
Weapon Dice (aka [W]): d8 or d10
Damage Bonus (aka DB): +3

Skills:
Acrobatics: +4
Athletics: +11
Diplomacy: +11
Heal: +9
Insight: +9
Intimidate: +6

Special Features:
- Tactical Assault: Whenever you or an ally spends an action point to make an extra attack they get +4 to the attack roll.

For a full list of this character’s powers click here: (more…)