Category Archives: DnD

The Classic Random Party pt3

random_party3

In which we continue our task, undertaken previously, to flesh out four 5th-edition Dungeons & Dragons characters whose stats were generated by a straight 3d6-in-order die roll in a public forum.

When last we left out intrepid heroes, they were hapless first level scrubs with the barest smidgeon of backstory, the most raggedy of starting equipment, and subnormal randomly-assigned statlines. They still have the random statlines, but now we’re going to check in on them at level 7.

Seven levels into a campaign, characters have seen a fair amount of action. They’ve developed and matured into their roles. Assuming none of them died and ignoble death at the hand of kobolds before level two (not a great bet) they should have come into their own. The spellcasters can cast 4th-level spells. The Fighter can attack multiple times per round. The Rogue has twice the Expertise skills and is dropping Sneak Attack damage like nobody’s business.

Sword & Board Fighter
Half-orc Champion Fighter 7
Folk Hero Background
Clumsy Good

Attribute Value Bonus Save
Str 16 +3 +6
Dex 5 -3 -3
Con 18 +4 +7
Int 8 -1 -1
Wis 9 -1 -1
Cha 8 -1 -1

Skills: Animal Handling (+2), Athletics (+6), Intimidation (+2), Perception (+2), Survival (+2)
Languages: Common, Orcish
Hit Points: 74
Armor Class: 20 (Plate + Shield)
Initiative: +4
Speed: 30
Weapons: Longsword (+6 to attack, 1d8+3 damage), Handaxe (+6 to attack, 1d6+3 damage), attacks twice
Other notable features: Rustic Hospitality, Darkvision, Relentless Endurance, Savage Attacks, Protection Fighting Style, Second Wind (1d10+7), Action Surge, Improved Critical, Ability Score Improvement (+1Str, +1Con), Extra Attack, Ability Score Improvement (Alert feat), Remarkable Athlete, several large bruises from bumping into things
Notable Equipment: Plate Armor, Longsword, Shield, 2 Handaxes, Explorer’s Pack, One set of woodworking tools, a shovel, an iron pot, a set of common clothes, a belt pouch, 10gp

The Champion archetype is horribly underrated. For our clumsy Half-Orc buddy here it gets him half his proficiency bonus, rounded up, added to any ability checks he doesn’t already get proficiency bonuses for. That would include initiative. Speaking of which, the Alert feat (selected at 6th level) fixes what is likely a long-standing pet peeve in the Initiative department.

Tambourine Bard
Half-elf College of Valor Bard 7
Entertainer Background
Chaotic Ditzy

Attribute Value Bonus Save
Str 11 +0 +0
Dex 20 +5 +8
Con 8 -1 -1
Int 6 -2 -2
Wis 8 -1 -1
Cha 18 +4 +7

Skills: Acrobatics (+8), Athletics (+3), *Perception (+5), Performance (+7), *Stealth (+11), Sleight of Hand (+8), Survival (+2), Disguise kit, Cello, Clarinet, Drums, Harp
Languages: Common, Elven, Orcish
Hit Points: 31
Armor Class: 19 (Studded Leather + Shield + Dexterity)
Initiative: +7
Speed: 30ft
Weapons: Rapier (+8 to attack, 1d8+5 damage), Longbow (+8 to attack, 1d8+5 damage), attacks twice
Spell DC: 15
Spells Prepared: 10
Cantrips: Message, Minor Illusion, Vicious Mockery
1st: Charm Person, Cure Wounds, Dissonant Whispers, Faerie Fire
2nd: Enhance Ability, Heat Metal, Invisibility
3rd: Dispel Magic, Clairvoyance
4th: Dimension Door
Other notable features: Darkvision, Fey Ancestry, Spellcasting, Ritual Casting, Spellcasting Focus, Bardic Inspiration (1d6, 3 per Long Rest), Song of Rest, Bonus Proficiencies, Combat Inspiration, Expertise (Perception, Stealth), Ability Score Improvement (Dexterity and Charisma), Font of Inspiration, Extra Attack, Countercharm, Dozens of Gentleman Admirers
Notable Equipment: Rapier, Diplomat’s Pack, Tambourine, Studded Leather Armor, Dagger, Longbow, Clarinet, trinket from an admirer, a costume, a belt pouch, 15gp

Hoo boy, do Bards get a lot of stuff. Her extra cantrip (Message), access to Invisibility, and Expertise in Stealth lets her pass up the Rogue as the de-facto scout of the party. With spells like Heat Metal and Dimension Door she can be a huge help in overcoming combat and non-combat challenges. And attacking twice per round for more damage than the Fighter isn’t such a bad thing to fall back on. Song of Rest helps everybody in the party recover hit points more quickly during breaks in the action, saving valuable Cure Wounds castings. Jack of All Trades (Jill of All Trades?) is like an improved Remarkable Athlete. With a +7 on initiative rolls, she stands a very good chance to drop a Faerie Fire or Heat Metal on an opponent in time for it to assist the whole group for the whole encounter.

Scheming Wizard
Human Evoker 7
Guild Merchant Background
Neutral Manipulative

Attribute Value Bonus Save
Str 10 +0 +0
Dex 9 -1 -1
Con 8 -1 -1
Int 18 +4 +7
Wis 10 0 +3
Cha 13 +1 +1

Skills: Arcana (+7), Deception (+4), History (+7), Insight (+3), Investigation (+7), Nature (+7), Persuasion (+4), Religion (+7)
Languages: Common, Dwarvish, Elven, Orcish
Hit Points: 23
Armor Class: 9 (12 with Mage Armor)
Initiative: -1
Speed: 30ft
Weapons: Quarterstaff (+3 to attack, 1d8 damage)
Spell DC: 15
Spells Prepared: 11
Cantrips: Fire Bolt, Mage Hand, Prestidigitation
1st: Comprehend Languages, Detect Magic, Grease, Identify, Mage Armor, Thunderwave
2nd: Scorching Ray, Shatter, Web
3rd: Dispel Magic, Fireball
4th: Otiluke’s Resilient Sphere
Other notable features: Skilled, Spellcasting, Ritual Caster, Arcane Recovery, Evocation Savant, Sculpt Spells, Potent Cantrip, Perfect teeth
Notable Equipment: Quarterstaff, Component Pouch, Scholar’s Pack, Spellbook, Cart & Mule, Guild Letter of Introduction, a set of Traveler’s Clothes, a belt pouch, 15gp

Our Scheming Wizard was originally specified as an Evocation specialist. There are always supposed to be better things for a Wizard to be doing than laying down raw damage, but if you’re running an Evoker and don’t prepare Fireball every day once you’re able to, you’ve been wasting everybody’s time. Shape Spell lets him steer the mayhem away from his allies. Potent Cantrip doesn’t do us a lot of good, as there are only a couple of cantrips that even allow for saving throws. We could pick up Acid Splash or Poison Spray as our fourth cantrip, but I’d rather just write that feature off and pick up Ray of Frost instead. Unlike our Tambourine Bard, the Wizard may have any number of additional spells in his spellbook.

Muscle Rogue
Mountain Dwarf Assassin 7
Acolyte Background
Lawful Murderous

Attribute Value Bonus Save
Str 19 +4 +4
Dex 14 +2 +5
Con 16 +3 +3
Int 12 +1 +4
Wis 14 +2 +2
Cha 7 -2 -2

Skills: *Athletics (+10), Insight (+5), *Investigation (+7), *Perception (+8), Religion (+5), *Stealth (+8), Mason’s Tools, Thieves’ Tools
Languages: Common, Dwarvish, Elvish, Orcish
Hit Points: 59
Armor Class: 16 (Breastplate plus Dexterity)
Initiative: +2
Speed: 25ft
Weapons: Shortsword (+8 to attack, 1d6+4 damage) plus Shortsword (+8 to attack, 1d6 damage) or Shortbow (+5 to attack, 1d6+2 damage)
Other notable features: Darkvision, Dwarven Resilience, Dwarven Combat Training, Dwarven Armor Training, Stonecutting, Expertise (Athletics and Perception), Sneak Attack (4d6), Thieves’ Cant, Cunning Action, Assassinate, Ability Score Improvement (Strength?), Uncanny Dodge, Expertise (Stealth, Investigation), Evasion, Bad Facial Scars
Notable Equipment: Rapier, Shortbow, Dungeoneer’s Pack, Leather Armor, 2 Daggers, Thieves’ Tools, Holy Symbol, Prayer Book, 5 sticks of incense, vestments, a set of common clothes, belt pouch, 15gp

No surprises here, the Rogue is a straight-up killer. He has the hit points to hang with the Fighter up front in a fight, and is sneaky, smart, and athletic enough to deal with a wide variety of challenges. Having another party member with Expertise takes a bit of the shine off of him. Depending on the kinds of magical resources these goons came across during their adventures, the capabilities and responsibilities of each character could shift around dramatically. Picking exactly what would compliment each character best would be cheesy, so I refrained from doing so. It should be fair to assume they’ve got a handful of magical weapons, a few wondrous items, and several single-use potions, scrolls, and such.

This certainly isn’t the set of characters I’d expect the people in my play group to come up with, given the option of a 27-point buy or standard array, but there’s something to be said for skipping past the careful planning and asset management side of character creation and diving headfirst into play. In a high-lethality campaign it’s nearly as important to whip up a new character quickly as it is to produce a highly-effective one. There’s fun to be had during character creation, but far more to be had in playing with the results, right?

The Classic Random Party pt2

classic_group2

In which we continue our task, undertaken previously, to flesh out four 5th-edition Dungeons & Dragons characters whose stats were generated by a straight 3d6-in-order die roll in a public forum.

Today we’ll assign our party members some backgrounds, assign personality traits, bonds, ideals, and flaws. The goal here is to create playable characters that will work well together.

Sword & Board Fighter
Half-orc Fighter 1
Background TBD
Alignment TBD

Attribute Value Bonus Save
Str 15 +2 +4
Dex 5 -3 -3
Con 17 +3 +5
Int 8 -1 -1
Wis 9 -1 -1
Cha 8 -1 -1

Skills: Intimidation, 4 TBD
Languages: Common, Orcish
Hit Points: 13
Armor Class: 18 (Chain Hauberk + Shield)
Initiative: -3
Speed: 30
Weapons: Longsword (+4 to attack, 1d8+2 damage), Handaxe (+4 to attack, 1d6+2)
Other notable features: Darkvision, Relentless Endurance, Savage Attacks, Protection Fighting Style, Second Wind (1d10+1), several large bruises from bumping into things
Notable Equipment: Chain Hauberk, Longsword, Shield, 2 Handaxes, Explorer’s Pack

Pretty straightforward. We’ll want to pick up a background that compliments everybody else, plus two skills from the Fighter list. He’s proficient in Intimidation by dint of being a badass Half-orc. Rawr.

Tambourine Bard
Half-elf Bard 1
Entertainer Background
Chaotic Ditzy

Attribute Value Bonus Save
Str 11 +0 +0
Dex 19 +4 +6
Con 8 -1 -1
Int 6 -2 -2
Wis 8 -1 -1
Cha 17 +3 +5

Skills: Acrobatics, Performance, 5 TBD, Disguise kit, 4 instruments
Languages: Common, Elven, Spanish
Hit Points: 7
Armor Class: 15 (Leather plus Dexterity)
Initiative: +4
Speed: 30ft
Weapons: Rapier (+6 to attack, 1d8+4 damage)
Spell DC: 13
Spells Prepared: 4
Cantrips: Minor Illusion, Vicious Mockery
1st: Charm Person, Cure Wounds, Dissonant Whispers, Faerie Fire
Other notable features: Darkvision, Fey Ancestry, Spellcasting, Ritual Casting, Spellcasting Focus, Bardic Inspiration (1d6, 3 per Long Rest), Dozens of Gentleman Admirers
Notable Equipment: Rapier, Diplomat’s Pack, Tambourine, Leather Armor, Dagger

Plenty of skills to pick. Three from Bard, two from Half-elf, none of those restricted to a list. With four musical instruments to choose from, I think it would be prudent to pick something small, something big, something high-class, and something a little down to earth. Drums, Dulcimer, Flute, Lute, and Viol all look good from the PHB’s list of tools, but we can do better. We’ll stick with Drums (applying this to the Tambourine), switch out the Dulcimer with the Harp, replace the Flute with the Clarinet, the Lute with the Guitar, and the Viol with the Cello. Who doesn’t like a classy Half-elf lady rocking a cello? Nobody I want to game with, that’s who.

Scheming Wizard
Human Wizard 1
Guild Merchant Background
Neutral Manipulative

Attribute Value Bonus Save
Str 10 +0 +0
Dex 9 -1 -1
Con 8 -1 -1
Int 16 +3 +5
Wis 10 0 +2
Cha 13 +1 +1

Skills:Insight, Persuasion, 3 TBD
Languages: Common, Elven, Orcish, Dwarvish
Hit Points: 5
Armor Class: 9 (12 with Mage Armor)
Initiative: -1
Speed: 30ft
Weapons: Quarterstaff (+2 to attack, 1d8 damage)
Spell DC: 13
Spells Prepared: 4
Cantrips: Fire Bolt, Mage Hand, Prestidigitation
1st:
Comprehend Languages, Detect Magic, Grease, Identify, Mage Armor, Thunderwave
Other notable features: 1 feat TBD, Spellcasting, Ritual Caster, Arcane Recovery, Perfect teeth
Notable Equipment: Quarterstaff, Component Pouch, Scholar’s Pack, Spellbook, Cart & Mule

Wizards aren’t exactly your classic skillmonkey. They get their way by book-reading and bending the rules of reality. I shifted him from Guild Artisan to Guild Merchant because a Wizard on a Cart travelling from town to town peddling his murderhobo friends’ ill-gotten gains strikes a chord with me. Much more so than having his sweating away in some workshop all day.

Muscle Rogue
Mountain Dwarf Rogue 1
Background TBD
Alignment TBD

Attribute Value Bonus Save
Str 17 +3 +3
Dex 14 +2 +4
Con 16 +3 +3
Int 12 +1 +3
Wis 14 +2 +2
Cha 7 -2 -2

Skills: Intimidation, 6 TBD, Mason’s Tools, Thieves’ Tools
Languages: Common, Dwarvish
Hit Points: 11
Armor Class: 13 (Leather plus Dexterity)
Initiative: +2
Speed: 25ft
Weapons: Shortsword (+5 to attack, 1d6+3 damage) plus Shortsword (+5 to attack, 1d6 damage) or Shortbow (+4 to attack, 1d6+2 damage)
Other notable features: Darkvision, Dwarven Resilience, Dwarven Combat Training, Dwarven Armor Training, Stonecutting, Expertise (TBD and TBD), Sneak Attack (1d6), Bad Facial Scars
Notable Equipment: Rapier, Shortbow, Theives’ Cant, Dungeoneer’s Pack, Leather Armor, 2 Daggers, Thieves’ Tools

Six skills, a set of tools to pick from being a Dwarf, two skills to have Expertise in… A lot of wiggle-room here. I went ahead and picked Mason’s Tools just to stay in stereotypical Dwarf territory. Let’s put the pieces together.

FortuneTellerWe’ve got an Entertainer and a Merchant. Clearly they should be able to handle the “face” duties between them. The Wizard already has the essential Insight and Persuasion skills. Round this out with Deception (using his pick-anything Human skill) and he’s got the makings of a proper con artist. From the Wizard list he gets intellectual with Arcana and Investigation, two Intelligence-based skills one rightly expects the party Wizard to keep on lockdown. As the token smart guy in the group, he opts to spend his feat on Skilled, picking up History, Nature, and Religion.

tambourineOur Bard has Acrobatics and Performance. Though she is quite charismatic, her poor Wisdom makes her somewhat of a liability diplomatically. Others are likely to pull one over on her, so they’ll try to let the party Wizard take care of that stuff. Leaning on her strengths, we’ll select Stealth and Sleight of Hand. This will help her tag along with the Muscle Rogue for scouting purposes. Speaking of which if she’s going to be sticking her neck out, proficiency with Survival and Perception will help cover for her poor Wisdom. A little, at least. That leaves one skill to assign. You never know when the DM is going to rule that Acrobatics isn’t the right tool for the job, so we give her Athletics to round things off.

DP330540The Fighter historically hasn’t had a lot to add to the mix, but it need not always be so. He only has one attribute that has a bonus and a skill associated with it. Athletics. We’ll want that. Several backgrounds offer this as a skill, but at this point I’m looking at the Fighter’s poor-but-not-terrible Wisdom score and thinking he may be able to cover gaps there, too. We select the Folk Hero background, picking up Animal Handling and Survival proficiency. The Wizard’s got a mule but isn’t particularly good with it. Now we have two characters that are kind-of-sort-of good with the beast of burden. For the Fighter skills we pick up Athletics and Perception. The Bard is already proficient with Perception, but having multiple players rolling is kind of like automatically having advantage just by keeping the party together.

17829With only eighteen skills in the system we’ve got a pretty good variety of skills covered by the time we get to the Rogue. He has four skills from an exhaustive Rogue skill list and two more from a background. Several of the backgrounds grant skills that overlap with the Rogue skill list. With the Wizard covering the party “face” and general smarty-pants duties, the Rogue is going to be overlapping what the Fighter and the Bard have already select. Athletics is important to the Muscle Rogue’s operation, he’ll take it and select it as one of his Expertise skills. For scouting purposes Stealth and Perception are vital. Investigation will help provide the all-important second pair of eyes on a conundrum. Each of these is on the Rogue skill list, so no need to pin ourselves down to a background just yet. How about Acolyte? This picks up Insight and Religion, and gives us some opportunities to have a more socially-adjusted Rogue than one might normally expect.

On to more intangible matters. Personality traits. Ideals. Bonds. Flaws. Background features.

35513Our Folk Hero Half-orc should have a defining event. We can roll randomly, but I love the idea of a clumsy-ass lunk rescuing people during a natural disaster. He nearly drowned himself saving a family from a flooded river. He benefits from Rustic Hospitality wherever he goes. For a Personality Trait we select “I misuse long works in an attempt to sound smarter.” It’s very important to give the right kind of impersonation, you see. For an Ideal, we select Respect: “People Deserve to be treated with dignity and respect.” For a Bond we select “I protect those who cannot protect themselves.” This ties in entirely too cleanly with his fighting style. I’m simple like that. His flaw will be “I have a weakness for the vices of the city, especially hard drink.” Drunken Fighters are the best Fighters.

firebreather2Our Entertainer Bard gets one to three Routines. Since she’s so dexterous, it makes sense that she would have excelled as a Dancer, Juggler, or Tumbler. Taking all three seems a bit excessive, so we’ll take her performance-related skills (other than Performance) and tie them in. Acrobatics matches with Tumbler, her various musical instrument proficiencies match with Instrumentalist, and Sleight of Hand goes well with… Fire-eater. What’s Fire-eater doing on that table? How can you possibly expect me to not select that? She gains the By Popular Demand feature. Everybody loves a fire-eating gymnast that plays the guitar. For a Personality Trait we select “I get bitter if I’m not the center of attention.” This should provide some good intra-party drama. For an Ideal we select Creativity: “the world is in need of new ideas and bold action.” That’s the kind of ideal that leads to a life of adventure. For her Bond we select “I idolize a hero of the old tales and measure my deeds against that person’s.” Watching a player develop the story of her ancient hero strikes me as Good Stuff. For a Flaw we play up her poor Intelligence and Wisdom with “I have trouble keeping my true feelings hidden. My sharp tongue lands me in trouble.”

17346Our Merchant Wizard needs to have a core competency, business-wise. Presumably as a merchant, not an artisan, this would just be the business he’s most familiar with, not the sole commodity he’s working with. With proficiency in Arcana and Investigation, it seems he’s be keen on calligraphers, scribes, scriveners, cartographers, surveyors, and chart-makers. Yes, that’s two selections from the list. File your complaint at the Guild Hall. Ask for Steve. He gains the Guild Membership feature. I assume that means he gets medical, dental, vision, a solid pension, and a lawyer if anything comes up in the commission of his guild job. For a Personality Trait we’ll pick “I always want to know how things work and what makes people tick.” He’s outgoing like that. For an ideal we select Generosity: “My talents were given to me so that I could use them to benefit the world.” If he’s calling the shots, it will be in the DM’s interest to have him at least think of himself as the good-guy. For a Bond we take “I owe my guild a great debt for forging me into the person I am today.” Again, this is mostly throwing the DM a bone. If the guild needs something, this guy’s going to want to do right by them. For a Flaw we select “I’m quick to assume that someone is trying to cheat me.” Paranoid players are good players.

dorf_rogueFinally our Acolyte Muscle Rogue gains the Shelter of the Faithful feature. For a Personality Trait it’ll be “I see omens in every event and action. The gods try to speak to us, we just need to listen.” For an Ideal we’ll take Faith: “I trust that my deity will guide my actions. I have faith that if I work hard, things will go well.” For a Bond we select “I would die to recover an ancient relic of my faith that was lost long ago.” We want him motivated to work with these crazy people. For a Flaw, “I am suspicious of strangers and expect the worst of them.” This should lead to a fair amount of violence, if your D&D group is anything like mine.

Where we stand:

Sword & Board Fighter
Half-orc Fighter 1
Folk Hero Background
Clumsy Good

Attribute Value Bonus Save
Str 15 +2 +4
Dex 5 -3 -3
Con 17 +3 +5
Int 8 -1 -1
Wis 9 -1 -1
Cha 8 -1 -1

Skills: Animal Handling (+1), Athletics (+4), Intimidation (+1), Perception (+1), Survival (+1)
Languages: Common, Orcish
Hit Points: 13
Armor Class: 18 (Chain Hauberk + Shield)
Initiative: -3
Speed: 30
Weapons: Longsword (+4 to attack, 1d8+2 damage), Handaxe (+4 to attack, 1d6+2 damage)
Other notable features: Rustic Hospitality, Darkvision, Relentless Endurance, Savage Attacks, Protection Fighting Style, Second Wind (1d10+1), several large bruises from bumping into things
Notable Equipment: Chain Hauberk, Longsword, Shield, 2 Handaxes, Explorer’s Pack, One set of woodworking tools, a shovel, an iron pot, a set of common clothes, a belt pouch, 10gp

Our Fighter’s not much good at his skills, and will be getting by mostly on his ability to take a hit. Heavy armor is a big plus here, as it ignores what would otherwise be a big hit to his Armor Class from his lack of Dexterity.

Tambourine Bard
Half-elf Bard 1
Entertainer Background
Chaotic Ditzy

Attribute Value Bonus Save
Str 11 +0 +0
Dex 19 +4 +6
Con 8 -1 -1
Int 6 -2 -2
Wis 8 -1 -1
Cha 17 +3 +5

Skills: Acrobatics (+6), Athletics (+2), Perception (+1), Performance (+5), Stealth (+6), Sleight of Hand (+6), Survival (+1), Disguise kit, Cello, Clarinet, Drums, Harp
Languages: Common, Elven, Orcish
Hit Points: 7
Armor Class: 15 (Leather plus Dexterity)
Initiative: +4
Speed: 30ft
Weapons: Rapier (+6 to attack, 1d8+4 damage), Dagger (+6 to attack, 1d4+4 damage)
Spell DC: 13
Spells Prepared: 4
Cantrips: Minor Illusion, Vicious Mockery
1st: Charm Person, Cure Wounds, Dissonant Whispers, Faerie Fire
Other notable features: Darkvision, Fey Ancestry, Spellcasting, Ritual Casting, Spellcasting Focus, Bardic Inspiration (1d6, 3 per Long Rest), Dozens of Gentleman Admirers
Notable Equipment: Rapier, Diplomat’s Pack, Tambourine, Leather Armor, Dagger, Clarinet, trinket from an admirer, a costume, a belt pouch, 15gp

Oddly, her dismal Intelligence isn’t terribly likely to be a huge problem for our Bard, provided she’s got the Rogue or Wizard anywhere nearby to help out. She’ll be able to sneak around with the Rogue, is capable of dishing out damage in melee combat, and can provide solid spell support.

Scheming Wizard
Human Wizard 1
Guild Merchant Background
Neutral Manipulative

Attribute Value Bonus Save
Str 10 +0 +0
Dex 9 -1 -1
Con 8 -1 -1
Int 16 +3 +5
Wis 10 0 +2
Cha 13 +1 +1

Skills: Arcana (+5), Deception (+3), History (+5) Insight (+4), Investigation (+5), Nature (+5), Persuasion (+3), Religion (+5)
Languages: Common, Dwarvish, Elven, Orcish
Hit Points: 5
Armor Class: 9 (12 with Mage Armor)
Initiative: -1
Speed: 30ft
Weapons: Quarterstaff (+2 to attack, 1d8 damage)
Spell DC: 13
Spells Prepared: 4
Cantrips: Fire Bolt, Mage Hand, Prestidigitation
1st:
Comprehend Languages, Detect Magic, Grease, Identify, Mage Armor, Thunderwave
Other notable features: Skilled, Spellcasting, Ritual Caster, Arcane Recovery, Perfect teeth
Notable Equipment: Quarterstaff, Component Pouch, Scholar’s Pack, Spellbook, Cart & Mule, Guild Letter of Introduction, a set of Traveler’s Clothes, a belt pouch, 15gp

Party face and mob boss. Owns their transportation. Can lay down a variety of spells useful in and out of combat. If he weren’t so fragile he’d hardly need the rest of the group.

Muscle Rogue
Mountain Dwarf Rogue 1
Acolyte Background
Lawful Murderous

Attribute Value Bonus Save
Str 17 +3 +3
Dex 14 +2 +4
Con 16 +3 +3
Int 12 +1 +3
Wis 14 +2 +2
Cha 7 -2 -2

Skills: *Athletics (+7), Insight (+4), Investigation (+3), *Perception (+6), Religion (+4), Stealth (+4), Mason’s Tools, Thieves’ Tools
Languages: Common, Dwarvish, Elvish, Orcish
Hit Points: 11
Armor Class: 13 (Leather plus Dexterity)
Initiative: +2
Speed: 25ft
Weapons: Shortsword (+5 to attack, 1d6+3 damage) plus Shortsword (+5 to attack, 1d6 damage) or Shortbow (+4 to attack, 1d6+2 damage)
Other notable features: Darkvision, Dwarven Resilience, Dwarven Combat Training, Dwarven Armor Training, Stonecutting, Expertise (Athletics and Perception), Sneak Attack (1d6), Theives’ Cant, Bad Facial Scars
Notable Equipment: Rapier, Shortbow, Dungeoneer’s Pack, Leather Armor, 2 Daggers, Thieves’ Tools, Holy Symbol, Prayer Book, 5 sticks of incense, vestments, a set of common clothes, belt pouch, 15gp

Get this Dwarf into some medium armor and you’re in business. He can take a hit nearly as well as the party Fighter and just needs a little more Armor Class than the starting equipment for his class provides. He provides most of the skills the Wizard needs to get your typical dungeon-delving job done with a little security and support from the Fighter and Bard.

In our final installment we’ll jump forward a few levels and see what these goons may look like once they’ve got a full complement of class features.

The Classic Random Party pt1

classic_group

In which we use 3d6-in-order and some anonymous input to start making a 4-player 5th-edition D&D party.

Yesterday on the Traditional Games section of 4chan somebody decided to go old-school and roll up a character by having the board’s random number generator give him eighteen six-sided die rolls. He took the results, in order, and declared he had produced a Half-orc Fighter. A couple of us took up the banner and rolled up some companions for him by the same process. Let’s take a look at the quick-and-dirty results, turn them into proper Type V Dungeons & Dragons characters, and consider how well or how poorly this all turned out.

lolrandom1

Hmm. Quite tough, not remarkably strong, incredibly clumsy, not a shining light intellectually or socially. Half-orc sounds just right. This brings his statline to Str 15, Dex 5 Con 17 Int 8 Wis 9 Cha 8. Our anonymous poster wants to go Sword & Board, so we probably shouldn’t select Great Weapon Fighting, Archer, or Two-Weapon Fighting for his Fighting Style class feature. We’ll also want to think about backgrounds. He only has two stats with bonuses, one of which has no skills associated (Constitution), the other has a single skill (Athletics) which is already available to Fighters. The background could be practically anything.  Let’s look at the rest of the party before committing to anything.

lolrandom2

Okay, then. Highest-possible Dexterity. Highest Charisma that a point-buy can get you by the rules. Strength isn’t a liability. Dumb as a doorknob. Some kind of smooth-talking Rogue would be an obvious choice, but since we’re working with straight-up randomly-rolled character stats here it looks like a good opportunity to apply a well-rounded class to a lopsided pile of stats. Selecting Half-elf as a race gets us a +2 to Charisma and another +1 to invest elsewhere. Put it into Dexterity for a statline of Str 11 Dex 19 Con 8 Int 6 Wis 8 Cha 17. If we survive to get an attribute bump, we can split it between Dexterity and Charisma to get both of their bonuses up at the same time, capping off Dexterity at level 4.  The poster here has specified a College of Valor Bard. First level is premature for this, but it’s hard to justify a College of Lore selection with such poor Intelligence. The tambourine is a perfect ditzy hippy chick instrument, so I don’t care if it isn’t on the equipment list in the books.  The Entertainer background seems like the obvious choice. She probably met the Half-orc at a nightclub or something.

lolrandom3

Really? An intelligent character right after the criticism of how dumb the first two were? As the person that challenged our anonymous interlocutor to roll up a smart character to balance things out, I was suspicious when I saw a 15 Intelligence on the first try. So suspicious that I checked an archive site for deleted attempts. Nope. The dice gods have smiled on our little endeavor.  This character is smart, rather charming, and has low-to-poor stats otherwise. Sounds like good Wizard material. As a Human (let’s assume we use the variant rule and get a free feat) he gets +1 to two attributes of our choice.  Since he’s probably going to be the brains of this operation lets invest those points in Intelligence and Wisdom. Intelligence to be good as wizardry, Wisdom to knock out the penalty to smart-guy skills like Perception and Insight. His statline is Str 10 Dex 9 Con 8 Int 16 Wis 10 Cha 13. The way he’s described by this anonymous poster, he’s a bit of a scoundrel, so I’m thinking Criminal, Charlatan, Noble, or Guild Artisan. Leaning toward Guild Artisan. He met the Fighter through the Bard, who he pursued romantically the moment he spotted her at a farmer’s market or some-such.

lolrandom4
Frighteningly-good rolls by comparison, with only one properly-bad attribute. With this many good rolls it’s tempting to make a Monk or Paladin, but the poster here has selected Muscle Rogue. I’ve written about Muscle Rogues before, and am fond of this niche archetype.  As a Mountain Dwarf his statline bumps to Str 17 Dex 14 Con 16 Int 12 Wis 14 Cha 7. He’s strong, he’s tough, he’s nimble enough to take full advantage of medium armor, but he’s got a personality like a cheese grater. Definitely not the boss of the party, that job stays with the Wizard, who has both the smarts and the people skills. Since we’ve had a glance at all four members of our little adventuring band, I’m inclined to have our Dwarf have a Soldier background. He knows the Fighter and Wizard from his previous professional career, and the Bard through them.

We’ve got the skeleton of an adventuring crew now. A Fighter, a Bard, a Wizard, and a Rogue. To make them work well together, they’ll need to each be reasonably good at their own jobs, compliment each others’ strengths, and mitigate each others’ shortcomings. The Fighter can do this through his Fighting Style, the Bard and Wizard through their spell selections, the Wizard has a feat selection coming to him, and all of them through their skills. The Fighter was rolled first, so we’ll start with him.

The Rogue and the Fighter are both going to be handy in a melee scrap. The Bard’s excellent Dexterity will make her dangerous with a finesse weapon like the Rapier, but her poor Constitution will leave her pretty fragile. The Wizard is also pretty fragile, and will be leading from the rear when things come to blows. Half of the group is a bit on the wimpy side and we have no dedicated healer-type, so we’ll have our Fighter pick up the Protection Fighting Style.

The Tambourine Bard is our only source of magical healing, so we want he to pick Cure Wounds as one of her first four spells. Healing Word is tempting, at the risk of becoming overly-focused. We’ll grab Faerie Fire for general combat support, instead. Dissonant Whispers is a great spell to use on a bad-guy within reach of our Muscle Rogue friend, making for a potential extra Sneak Attack. Round things out with perennial favorite Charm Person and let’s grab two cantrips. Minor Illusion and Viscious Mockery are both great go-to spells that anybody would be glad to have on-hand.

Our Scheming Boss-man Wizard has a lot of decisions to make. He knows three cantrips and six first-level spells. Eventually he’s going to be an Evoker, but that doesn’t burden his spell selection. It just speaks to his mindset. Any arcanist is well-served by knowing Detect Magic and Identify. Normally a Wizard would be happy to let his Bard companion take care of deciphering ancient runes and such, but our Half-elf friend isn’t intellectually gifted. We’ll pick up Comprehend Languages. His friends are already quite good at hurting individual opponents one at a time, so something like Burning Hands or Thunderwave would be a nice addition as crowd control. We could go with Sleep or Color Spray, both of which are file spells, but this guy’s going to be an Evoker some day, so let’s get off on the right foot. Thunderwave it is. Fragile fellow that he is, Mage Armor would be prudent. For our final first-level spell, we pick up Grease, which may have a dozen good uses in and out of combat. For cantrips we select Mage Hand, Prestidigitation, and Fire Bolt.

In our next installment, we’ll select backgrounds, personality traits, ideals, bonds, flaws, skills, and equipment.