Saturday, August 16, 2014

Chargen Lab: Dungeons & Dragons 3rd Edition

Well, today's character hails from D&D 3e.  The rules for D&D 3e can be found at the d20 SRD page, though I'm afraid character generation is omitted due to the terms of the Open Game License and d20 System License.


Anton Magnus

Race: Human
Alignment: Neutral Good
Class/Level: Sorcerer 1
HP: 7      BAB: +0     AC: 12=10+0+0+2+0

STR      10     +0
DEX     15     +2
CON     16     +3
INT       14     +2
WIS      13     +1
CHA     16     +3

Fortitude: +3=0+3
Reflex:     +2=0+2
Will:         +3=2+1

Skills (5/level)
  • Bluff                        (Cha)  +7=4+3+0
  • Concentration        (Con)  +7=4+3+0
  • Craft                       (Int)
    • Alchemy                  +6=4+2+0
  • Knowledge              (Int)
    • Arcana                    +6=4+2+0
  • Profession              (Wis)
  • Spellcraft               (Int)   +6=4+2+0
Armor Proficiencies: None.
Weapon Proficiencies: All simple weapons
Feats: Combat Casting, Scribe Scroll

Class Features
  • Arcane Spellcaster
  • Spells Known: 0x4, 1x2
    • 0th Level Spells: Arcane Mark, Detect Magic, Prestidigitation, Resistance
    • 1st Level Spells: Mage Armor, Magic Weapon
  • Spells Per Day: 0x5, 1x4
  • Summon Familiar
Encumbrance: 15lbs (Light: 33lbs, Medium: 66lbs, Heavy: 100lbs)
Money: 18gp
Equipment
  • Light Crossbow: Ranged +2, Damage 1d6 Piercing, 19-20/x2, RI 80ft, 4 lbs
    •  20 crossbow bolts, 1/10th lb each.
  • Long Spear:  Melee +0, Damage 1d8 piercing, 20/x2, Reach, 9lbs
Notes
  •  Hit Points: Unlike prior editions of D&D, characters get their maximum hit points for their hit die type at 1st level, plus their Constitution modifier.  Sorcerers have a hit die of d4 and Anton has a Constitution modifier of +3, so he has 7 hit points at 1st level.
  • BAB: Short for Base Attack Bonus, which is the base modifier for attack rolls.
  • AC: Armor class, or how hard you are to hit.  In 3rd Edition, Armor Class is a target number that your opponents need to equal or exceed on an attack roll.
  • Ability Scores: 4d6, drop the lowest die, arrange the numbers as you wish.  This is actually one of the alternate ability score generation methods described in the AD&D 2E Dungeon Master's Guide.  Each ability score has a modifier associated with it, though it is not a bell curve like Basic D&D.
  • Fortitude, Reflex, Will: These are the three kinds of saving throws in this edition of D&D.  Your class gives you basic aptitude in these saves, and your ability scores modify them further.  Fortitude uses your Constitution modifier, Reflex is based con your Dexterity modifier, and finally Will is based on your Wisdom modifier.
  • Skills: A slightly complicated thing to explain.  You get only so many skill points per level, and the maximum number of points you can put into a skill is equal to your character level +3.  Anything that isn't a class skill costs 2 skill points per skill rank.  A skill rank is your basic rating in a skill before other modifiers apply.  Each skill also has an associated key ability, conveniently labeled here.  The modifier from a skill's key ability is added to the skill as well.  There are other modifiers as well.  At 1st level, you get four times as many skill points as you normally would get per level.  The formula is based on your class.  In Anton's case, he gets 2 plus his Intelligence modifier skill points per level, and an additional 1 skill point per level because he's human.
  • Feats:  Special things the character can do.  1st level characters get 1 feat to start with and and additional feat at every level that's a multiple of three.  Anton is a human, so he gets an additional feat to start with.  Anton has the ability to create scrolls to cast spells from, because sometimes you run out of spells to cast for the day.
  • Spells Known/Spells Per Day: Sorcerers do not get an unlimited number of spells known like Wizards and Clerics; they only know so many spells period.  However, they typically can cast the spells they do know more often than a cleric or wizard, and get additional spells per day for having a high Charisma score.
  • Weapons: Weapons have critical threat ranges and a critical multiplier.  You'll see them noted as 20/x2 or 19-20/x2, etc.  The first numbers are the unmodified number you have to roll on an attack roll to threaten a critical, and the second number is what you multiply the damage by.