Category Archives: DnD

Complete Disinterest

Complete Ass?Our buddies at WoTC are at it again. Back when I was young an naive (ok, so I was jaded yet optimistic) they released a tome by the name of “Sword and Fist.” They billed it as a great resource for players seeking to play Fighters and Monks better than ever. Instead we got a bunch of prestige classes and feats. Woo-hoo. But that was D&D v3.0, and we have an older, wiser WoTC with D&D v3.5. Their new release, slated for November release, is entitled Complete Warrior: A Player’s Guide to Combat for All Classes and is advertized with the following lovely blurb: “Forge your name in battle! The Complete Warrior provides you with an in-depth look at combat and provides detailed information on how to prepare a character for confrontation.”

Does this mean we’ll get information about how combat in D&D can be most closely related to real melee combat? Will it be chock-full of clever tactical advice? I fear that won’t be the case. They’re going to be trying to milk USD$39.95 out of us again for a hard-bound tome-o-feats & prestige classes. None of which are usable without explicit DM cooperation, which means they aren’t useful to a player at all (unless that player has a very gullible or wealthy DM). It also apparently will include some information on running a martial campaign. Tips for running campaigns are always very helpful for players, I’ve found. What kind of “Player’s Guide to Combat for All Classes” is this to be, exactly?

Give me good, descriptive fluff, or give me real tactics. Don’t give me more rules. I defy you, WoTC: this player won’t use them.

Khador – Handy Facts

File under “Khadoran National Board of Tourism”

During your stay is the lovely but harsh lands of Khador, whether touring the scenic steppelands of our Khardic forefathers, riding the sleek, modern railroad system connecting our proud capital city Korsk to other hubs of industry, or visitng the ancient shrines and temples of both Morrow and Menoth, there are some things you will often be called upon to know.

Our land is a proud Monarchy, headed by Queen Ayn Vanar XI. Her bloodline draws back to the ancient pre-Orgoth horse-lords, and she is a fine example of Khadoran strength and austerity. Her house and army are strong, and she is admired and beloved by her people.

The weather in Khador has always been described as “harsh,” as our long winters freeze this part of Immoren for five months out of the year. Our farmers and craftsmen are known for their efficiency and strength, making due with relatively short growing seasons and the threats of the northern wilderness. Against these dangers the Winter Guard is ever-vigilant, patrolling our major settlements constantly.

By the law of our queen, all Khadoran men must serve no less than three years in the military, defending our motherland as need be. No woman who volunteers for such service is refused entry, and many of our most capable and fearsome officers are of the female persuasion. In times of need, every male that is of age may be called upon to assist the Winter Guard to keep the peace and defeat our enemies. Khadorans have always been a strong people, and visitors are advised to avoid arousing the locals’ tempers.

The Sword Faith of Morrow has found Khador to be quite receptive, and the Old Faith of Menoth remains strongly anchored amongst our culture. Ever respectful of our ancient tradtions, we honor Menoth the Lawgiver and Creator, all the while seeking self-betterment as Morrow would have us. In Khador moreso than anywhere else, the faiths of Menoth and Morrow cohabitate most harmoniously, each held firmly in the hearts of our people. Please note that the church heirarchy of Menoth here in the North do not recognize the Heirarch in Southern Cygnar, instead relying upon the older tradition of leadership by a number of Visgoths. The Church of Morrow in Khador, as with everywhere else, respects the authority of the Primarch and the Exordeum.

Our money is accepted throughout the Iron Kingdoms and is well known for its reliable purity, the artisanship of its design, and its economical proportions. Unlike the chincy Cygnaran Shields and Crowns, Khadoran currency has a reassuring heft to it that clatters nicely in the hand when making a purchase or trade.

The Horn is made of copper, and roughly equivalent to the Cygnaran Farthing.
The Hoof is cast in silver, and roughly equivalent to the Shield.
The Talon is of gold, worth the same as a Cygnaran Crown.
The Fang, ten times the weight of a Talon and also made from gold, is the rough equivalent of a Cygnaran Tower.

When visting Khador, you are advised to trade in foreign jink at the nearest tax collector’s office to ensure favorable exchange rates. Many loyal Khadoran shopkeepers and professionals will not accept inferior foreign moneys, or charge an exhorbitant fee for dirtying their hands with the stuff.

*update 04-14-2005: after the release of the IKWG, a revised version of this article was posted, at which time many of the horrible typos in this version were fixed, and some other information was corrected or expanded upon.

Corvis Undercity Notes

the treacherous undercity of CorvisDue to the “sinking” effect that is ever-so-common in Corvis, most construction projects on “bare ground” (often the rooftops of sunken structures) begins with the introduction of large steel posts, driven into the soft earth with the assistance of industrial steamjacks (the local masons have a longstanding relationship with the Steamworker’s Union).

Once the piledriving is completed, a two-foot layer of impermeable clay is laid down to seal off the future basement of the new structure. This basement is typically built above “ground level” and thoroughly sealed against water intrusion (even the Cygnaran Public Works Department’s massive pumps are no guarantee against flood damage, after all). Older structures used pitch for this purpose, but some of the high-end construction projects over the past 100 years or so have taken advantages of certain alchemical compounds developed originally for sealing water leaks in steamworks.

Over the centuries, this has resulted in an irregular pattern of impermeable strata at various depths throughout the city, and structures have sunk despite the best efforts of Cygnar’s best and brightest architects and engineers. As the canal system has been built, rebuilt, redirected, and repaired, there have been no less than twenty serviceable tunnels discovered that actually pass beneath the canals, with only minor leakage from above. Criminal elements such as the Gertens Family have made use of such tunnels for years now for use in evading the Watch for smuggling and kidnapping operations.

Entrances to known tunnels of this nature are under observation at all times by a group of operatives for the Crown for use by King Leto’s intelligence network. The Town Watch is officially unaware of their presence, though Captain Helstrom has made beneficial use of them on a number of occasions.

Rogues – Milking the Sneak Attack

The wrong scrawny little psycho to f*** withIn the interest of getting the most out of a character class that received very little love in D&D v3.5, I’ve taken a look at a couple of methods for optimizing the Rogue’s best combat feature: the Sneak Attack.

As you may know, a Rogue gets bonus damage whenever he is within 30 feet of his opponent, and that opponent is “flat footed” or flanked in relation to him. There are a number of ways to acheive the “flat footed” or flanked condition. Traditionally a Rogue will sneak up on his oppenent (by means of Hide and Move Silently). Additionally, the Feint maneuver can deny an opponent his dexterity bonus (rendering him effectively flat-footed). Flanking is a simple matter of getting an ally and proper footwork. I’ll be focusing primarily upon the suprise (sneaking & hiding) aspect of the Sneak Attack.

In order to take full advantage of the Dungeons & Dragons 3.5 rules to deliver optimal damage, the Rogue will want to make as many Sneak Attacks as possible during a combat. This can be accomplished by attacking, withdrawing, hiding, stalking, and repeating as necessary, but there remains a mechanism by which a Rogue may take several attacks before his opponents get their guards up.

This is accomplished through a careful selection of feats. Both the Two-Weapon Fighting and Archery subsets of feats allow for additional attacks, but are generally thought to be non-complimentary. In the case of thrown weapons, however, both paths apply. Quick Draw, Two-Weapon Fighting, Point-blank Shot, and Rapid Shot are the primary feats for this attack-optimization scheme.

*edit on 2005-01-24: a similarly-cheesy Fighter variant for milking thrown attacks can be found at the Privateer Press Forum

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IK – Alchemical Healing

Don't leave home without them!Healing potions are a cornerstone of D&D and have been since the 1970s when the game was first produced. They allow a battered party to refresh themselves and press on during an adventure when the Cleric is pressed for spells. In parties lacking the healing prowess of a Cleric (or even a Druid, Bard, or Paladin, for that matter), healing potions are an essential safety-net that makes the inherent risks of dungeon-crawling, treasure-seeking, swash-buckling, and evil-vanquishing more feasible.

The Iron Kingdoms campaign world is rich in Clerical tradition, and its priests and Paladins are afforded great respect everywhere you go in Western Immoren. However, the responsibilities of a Cleric of Morrow or Menoth are many and varied, and an adventuring party cannot always avail of one to accompany them in their travels (or perhaps their quest is contrary to the goals of the local church). Traditionally any magic potion in D&D is effectively a spell-effect in liquid form (this doesn’t hold true with a handful of special-use potions, but is generally the case). Healing potions traditionally act as a Cure Light Wounds, Cure Serious Wounds, or directly analogous spell taken orally. A potion is made by somebody with adequate class levels to cast the given spell.

But since when did a Morrowan Chaplain have time to brew up magical soft-drinks for sale from behind the pulpit? The demand for anything greater than a Potion of Cure Light Wounds is likely extremely small, and would likely be the only ones available without custom-ordering them for a hefty “donation” to the church in question. So where does an intrepid adventurer go to get his over-the-counter meds?

The alchemist. That’s right, I propose the introduction of alchemical healing potions. As with other health-influencing alchemical substances (namely poisons), these will be available for purchase in any major city wealthy enough to support a well-trained apothecary. Unlike magical healing potions, which literally contain a divine spell effect, alchemical healing potions are slow-acting and inexpensive. But they have side effects. In my upcoming Iron Kingdoms campaign (in which I will finally act as DM in this setting), alchemical healing potions will be available and have the following characteristics:

  1. Upon consumption, roughly 1/3rd of the potion’s benefit will kick in
  2. As with a poison, one minute (10 rounds) after consumption, the imbiber of the potion will wil subject to a Fortitude save against poison. Difficulty varies with the potency of the item.
  3. If the Fortitude save is unsuccessful, a negative side effect will kick in (as a poison effect) affecting Constitution, Intelligence, and/or Wisdom. Which attribute is affected, and the amount of ability damage done will vary depending upon the strength of the item. Ability damage from multiple potions is cumulative.
  4. Regardless of the outcome of the Fortitude save, the remaining 2/3rds of the potion benefit kicks in immediately after the saving throw.

An example would be a Alchemical Healing Potion, which cures for 1d4+1 / DC12(Wis 1) 2d4+2, market price 50 Crowns. This potion is, in the long-haul, more valuable than a Potion of Cure Light Wounds (which heals for 1d8+1 hit points as opposed to 3d4+3) but takes 10 rounds for full effect, with the possibility of 1 wisdom damage.

IK Update – Gunmage

spellslinging Iron Kingdoms StyleMatt Wilson, the captain of the good ship Privateer Press has made some recent gestures for the Iron Kingdoms fanbase late last week. In addition to some rather substantial contributions to the Iron Kingdoms Yahoo Group, he has pledged to place some more emphasis on keeping the ever-hungering IK fanbase sated through more frequent web updates.

His sacrificial offering before the rabid hordes of fandom is an early peek at the Gunmage character class. From earlier readings of WARMACHINE: Prime, I had guessed that the Gunmage would be a prestige class available for Cygnaran wizarsd, under the tutelage of the Fraternal Order of Wizardry (in conjunction with the Cygnar royal armed forces). This appears to be one of the minor differances between the d20 system Iron Kingdoms and the miniatures/skirmishing game. All is well however. The Gunmage information made available yesterday on the Iron Kingdoms website includes everything there is to know about the new class, with the notable exceptions of the spell list and the stats on their fabled magelock pistols. These stats will be available within the week, per Captain Wilson.

The new class is interesting in that is appears to have rather limited arcane spellcasting ability (how limited depends upon the spell list, of course), that basically acts as a very specialized Sorceror. They have Simple weapons and pistol proficiency, d6 hit points, two favorable saving throw progressions, and a rather poor amount of skill points per level. Their pistol-related class abilities are about as cool as it gets, though: this is definately a great “tough & cool” character class. If you want to make a PC that swaggers through town like his owns the place, smacks down fools that run off at the mouth at him, and generally oozes pimpness from every pore, the Gunmage may be worth a go. They will also make a great NPC class in urban encounters for player character parties who have self-confidence disproportionate to their abilities.

3.5 Rogue – Skill Clusters

It is the Rogue's moral imperative to separate a fool from his moneyRogues are supremely customizable, and though they certainly have some traditional roles in a D&D campaign, some serious variations are possible. Multiple Rogues with complimentary skill sets can, operating together intelligently, accomplish a great deal. The concept of the Thieves Guild goes back quite a while: a number of Rogues each with his own specialty and a number of not-so-specialized thugs that provide extra eyes, ears, hands and knives as necessary.

This week I’ll review my older Rogues – Skill Clusters listing, and elaborate a little. Very few changes were made to the class, so very few changes were made to the list.

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Eldritch Knight

Eldritch KnightBy incorporating a number of interesting and varied prestige classes from the 3.0 core rulebooks and supplemental literature, Dungeons & Dragons version 3.5 DMG showcases how characters can be customized and made more compelling to play as and interact with. By more compelling to play as and interact with I mean min-max, twink, and munchkinize.

Nowhere is this more telling that with the spellcasting prestige classes. Long ago when only demihumans could multiclass, it was known that sharing two classes retards growth in either of them, and that this is especially true of the spellcasting classes. Look no further than the Fighter/Mage: At an impressive 20th level, a straight Fighter/mage has 10 levels of Fighter and 10 levels of Wizard. This character would have 10d10+10d4+20*(Con Bonus) hit points, a BAB of +15, access to level 5 arcane spells, six bonus fighter feats, and two bonus metamagic feats. His base saving throw bonuses are +10 Fort / +6 Ref / +10 Will.

Bear in mind that a 20th level Wizard would have a BAB of only +10, 20d4+20*(Con Bonus) hit points, and multiple 9th level spells, of course.

But let’s look at some of the alternate “spice up your spellcaster” options available in the core rules now. A good analogue to the straight Fighter/Mage is the Eldritch Knight, described by the DMG as “studying martial and arcane arts to equal degree.” Let’s see how that really adds up, shall we? To become an Eldritch Knight, the listed prerequisites are proficiency in all martial weapons, and the ability to cast 3rd-level arcane spells. That’s a 1st level fighter/ 5th level Wizard, for those of you taking notes.

Upon taking the first level of Eldritch Knight, this 7th level character has 1d10+1d6+5d4+7*(Con Bonus) hit points, a BAB of +4, casts spells as a 5th level wizard, has two bonus fighter feats, and one bonus metamagic feat. Let’s catch this fellow up with his fighter/mage buddy by adding 10 levels of Eldritch Knight and four more Wizard levels.

A Fighter 1 / Wizard 9 / Eldritch Knight 10 has 1d10+9d4+10d6+20*(Con Bonus) hit points, a BAB of +15, +12 Fort / +6 Ref / +9 Will for saves, two bonus fighter feats, and one bonus metamagic feat. He also casts spells as an 18th level wizard, giving access to mighty 9th level arcane spells such as Wish.

The Base Attack Bonuses match perfectly. The hit points favor the Fighter/Mage five to three. The saving throws are ever-so-slightly better for the Eldritch knight. The Fighter/Mage has superior access to combat feats. The Eldritch Knight can can Meteor Swarm while the Fighter/Mage is still tinkering with Wall of Force.

In the case of the Eldritch Knight, Very little has been sacrificed in spellcasting ability for some substantial martial benefits above the straight Wizard route. 50% better base attack bonus, far better hit points, and superior fortitude saving throws at the cost of two spellcaster levels of arcane firepower and three bonus metamagic feats. The advantages over a straight Fighter would appear obvious: 18 levels of spellcaster firepower in exchange for 9 bonus fighter feats seems a fair trade (have you ever seen Great Cleave put to as much use as Fireball? Neither have I). In comparison to the Fighter/Mage it isn’t quite as clear, as both spellcasting potency and a great number of Fighter feats have been sacrificed along with the all-important hit point edge of Fighters.

Clearly each has its benefits, and depending upon your character and your campaign’s story arc, you could go either way. I dare say that the Eldritch Knight has a serious advantage, but this is a matter that reasonable people can reasonably disagree on.

Rogues v3.5

Lidda, rogue extrordinaireMy core rulebooks have shown up, and I’ve had a chance to take a peek inside. Changes to the Rogue class are few and far between. The D&D intelligencia at WoTC have clearly certified my three-year-old suspicion that this was the best class in 3rd Edition D&D. Fighters received Greater Weapon Specialization, Barbarians have improvements to their damage reduction class ability. Monks have had unarmed attack bonuses simplified (one BAB to rule them all and in the darkness bind them) and special attack properties for unarmed strikes as they progress. Every spellcasting class sees significant changes to spell lists and spell descriptions.

What did the Rogues get? Pick Pockets became “Sleight of Hand” (which it has been used for by many DMs for decades), and Read Lips was rolled into the Spot skill. Outstanding. Other classes picked up new, improved saving throws, additional skill points, conjured mounts, and several prestige classes (not to leak this into the DMG, but there are a lot of arcane spellcaster prestige classes around in the core rules).

The rogue now has a mere two-point skill edge against the Ranger and Bard classes, poor hit points (Barbarian, Cleric, Fighter, Monk, Paladin, and Ranger all fare better in that department), poor saving throws (Bards, Clerics, Rangers, Paladins, and Monks have multiple “good” saving throw progressions, Rogues get only Reflexes), average attack bonus progression (right there with Monks, Clerics, and such), and neither spellcasting abilities nor bonus feats (one optional bonus feat every third level from 10th on, as in 3rd Edition).

How could this be justified? It’s all about the skill selection options and that nifty little sneak attack ability. Rogues are all about skills, and frankly you could give any other class as many skill points without coming up with as versatile and effective a skill-based character as a Rogue. Let’s see a dusty old bookworm Wizard scale a sheer masonry wall, jimmy the latch on a window, snatch everything that isn’t nailed down in a nobleman’s bedroom without him waking up, then sneak up on the guard on his way out the front door and wax him with a single dagger-stroke. If the wizard’s smart, he’ll just hire a Rogue to do it for him.

Waiting on UPS

Expected route of my new booksA couple hours after publicly expressing my impatience about getting the new v3.5 D&D books, word came through that they have actually shipped. Apparently they’re sitting in a UPS distribution hub in San Fransisco at the moment, having arrived there from Sparks, Nevada at 4:13 this morning. Expect v3.5 Rogue updates as early as tomorrow afternoon.

Earlier I had reported ambivalence towards the new Dungeons & Dragons release, but waiting a month or two for a preorder to show up has a way of whetting the appetite. Somebody please remind me in the future not to preorder anything again.