dnd day and the pregen characters [Archive] - Wizards Community

Post/Author/DateTimePost
xnrdcorex

10-12-04, 02:31 PM
hey keith or someone form wiz. can u tell me why there are no pregen characters for the forgotten forge adv too? i mean i could make them but theyd be insanely more advanced and possibly overwhelnming for new/old players. much harder to understand than the simplified ones from the first adv, so is it possible u guys could make some simplified ebberon ones too that i could print out or something. i dont wanna confuse them with using crazy ebberon rules too much but i also dont want them to get bored by using the same characters from the other adventure. any help/response would be appreciated.
thanks.

ps. i was thinking warforged fighter, changling sorcerer, cleric of the silver flame, and shifter ranger, but i dont know how to simplify these/make them properly useful in regardes to eachs own abilities.
Hanuman47

10-12-04, 03:49 PM
Yeah, I'm running that too. I was kind of surprised when my FLGS gave me the same characters as the basic adventure. What they're doing at my FLGS is shunting the very newbies into the other adventure and sending more advanced players my way. I've decided that it would be fun to work up 1st level versions of a few of the Eberron iconic characters - Kuduth the half-elf Cleric, Azm the warforged Fighter, Tam the changeling Rogue and either Baristi the shifter Wizard or Ural d'Orien the dragonmarked human Sorceror plus maybe one or two others. That should give a cross section of some of the new character options and flavor of Eberron while covering the basics and not being too overwhelming. I think it would probably be a good idea to stay away from the Artificer for an introductory adventure - they're pretty complicated. Come to think of it, a warforged could create some problems because of healing issues.

Anyway, I'll work up some characters tonight and post them in this thread for anyone else who's running the Forgotten Forge for D & D day.
Harker Wade

10-12-04, 04:18 PM
I was hoping somebody would be making characters to use. I just got the materials yesterday from my boss at B&N. I was amazed that an adventure to highlight Eberron, had no Eberron specific characters!

Thanks, Hanuman47! :)
xnrdcorex

10-12-04, 10:40 PM
bump
Hellcow

10-13-04, 01:12 AM
hey keith or someone form wiz. can u tell me why there are no pregen characters for the forgotten forge adv too?
Nope. I'm not a WotC employee and have no official involvement with Game Day, though I will be running adventures at my FLGS. I'm disappointed to hear that there are no Eberron-specific characters, and I'll definitely make an Eberron party to use in my sessions, using my traditional "Former Cyran soldier" backstory for the group. It certainly seems a shame to have an Eberron game with none of the flavor to the characters.

With that said, having done this in Australia, I'd caution against using a changeling. Handed a character who can change shape, a player is likely to expect that he should be changing shape over the course of the adventure; this can require a lot of explanations as to the limitations of changeling shape change, and more distractions than you're likely to have time for. Under normal circumstances, I'm all for the changeling deciding to assume Bonal's identity, try to lure out the attackers, etc -- but this sort of thing can add a lot of time to the adventure, and if you're on a schedule you may not have time to spare. But warforged and shifters are both fairly straightforward, provided that you have a character to help the warforged - and if you want to avoid an artificer, you could use a sorcerer or wizard with the repair light damage spell.

PS I've said this before, but if you're looking for an answer from me, post on the "Ask Keith" thread -- I rarely have time to look at the other threads!
Hellcow

10-13-04, 01:28 AM
Could someone who has the characters tell me what point build they are using for their ability scores?
Hanuman47

10-13-04, 03:25 AM
The pre-gen characters are all standard 25 point buy and furthermore all use the same array (8, 10, 12, 13, 14, 15 before racial bonuses). That's what I used here.

I also had thought about the distraction potential of the changeling in a one-shot setting. I decided to go ahead and stat up Tam the Rogue because I was oddly set on doing the iconics presented in the ECS. I'm falling asleep at the computer now, but later on I will post a couple more who could serve as alternatives to Tam or additional party members.

A note about the characters: I only listed skills in which the character has ranks or some sort of bonus - none of the other "usable untraineds" were included.

Azm
Warforged Fighter 1
Neutral
STR 15, DEX 14, CON 15, INT 10, WIS 10, CHA 6
HP 12; Init +2; Spd 30; AP 5
AC 19 (+5 mithral body, +2 heavy shield, +2 DEX), touch 12, flat-footed 17; armor check penalty –4 (-2 w/o shield)
Base Atk +1; Grp +3; Atk +3 melee (1d8+2/19-20, longsword) or +3 ranged (1d6/x3, shortbow) or +3 melee (1d4+2, slam)
Fort +4, Ref +2, Will +0
Skills and Feats: Jump +2 (+4 w/o shield), Craft (Armorsmith) +6
Mithral Body (+5 Armor Bonus, -2 Armor Check penalty, considered to be light armor)
Powerful Charge (+1d8 damage on successful charge)
Languages: Common
Possessions: longsword, short bow with quiver of 20 arrows, backpack, 4 torches, oil of repair light damage (1d8+1)
Warforged Traits: Immunity to poison, sleep, paralysis, disease, nausea, fatigue, exhaustion, becoming sickened, and energy drain; no need to eat, sleep, or breathe; vulnerable to spells that affect metal; no natural healing, half effect from healing magic

Azm is a warforged, a race of constructs that have been given life and true souls through powerful magic. Azm was created as a soldier for Breland near the end of the Last War. Now that the war is over, Azm has come to Sharn to find its creator and learn more about its warforged heritage. Azm tends to be very blunt and take a direct approach when confronting challenges.

***************

Kuduth
Half-Elf Cleric 1 (Sovereign Host)
Neutral Good
STR 13, DEX 8, CON 10, INT 14, WIS 15, CHA 12
HP 8; Init –1; Spd 20; AP 5
AC 15 (+4 scale mail, +2 heavy shield, -1 DEX), touch 9, flat footed 15; armor check penalty –6 (-4 w/o shield)
Base Atk +0; Grp +1; Atk +1 melee (1d8, heavy mace)
Fort +2, Ref –1, Will +4
Skills and Feats: Diplomacy +9, Gather Information +3, Heal +6, Knowledge (Religion) +6, Listen +3, Search +3, Sense Motive +4, Spot +3
Negotiator (bonus to Diplomacy, Sense Motive – factored in above)
Languages: Common, Elven, Dwarf, Halfling
Possessions: heavy mace, scale mail, heavy wooden shield, backpack, holy symbol, 4 torches, scroll of bless
Half-Elf Traits: Immunity to sleep, low light vision
Cleric Abilities: Protection Domain (1 hour duration ward – grant +1 to one save - 1x/day), Strength Domain (gain +1 STR for 1 round 1x/day); Turn Undead 4 x/day
Spells:
0 level – Light, Guidance, Resistance
1st level – Bless, Divine Favor, Enlarge Person (domain)
may exchange any memorized spell for a cure wounds spell of the same or lower level

Kuduth is a half-elf, or Khoravar, as they call themselves, who was born in Karrnath. She left her homeland because she considered the Last War a foolish endeavor and became a priest of the Sovereign Host, a pantheon of deities commonly revered throughout Khorvaire. Valuing learning above all things, she has come to Sharn to explore its rich history. Kuduth is normally good natured and easy going, but is a tenacious combatant when angered.

***************

Tam
Changeling Rogue 1
Chaotic Good
STR 10, DEX 15, CON 8, INT 13, WIS 14, CHA 12
HP 5; Init +2; Spd 30; AP 5
AC 14 (+2 leather armor, +2 DEX), touch 12, flat footed 12
Base Atk +0, Grp +0, Atk +0 melee (1d6/19-20, shortsword) or +2 ranged (1d6/x3, shorbow)
Fort –1, Ref +4, Will +2
Languages: Common, Goblin
Possessions: shortsword, shorbow with quiver of 20 arrows, leather armor, backpack, hooded lantern, three vials of oil, tanglefoot bag, thieves’ tools, 30' silk rope
Skills and Feats: Bluff +3, Climb +4, Disable Device +5, Hide +6, Intimidate +3, Listen +6, Move Silently +6, Open Lock +6, Search +5, Sense Motive +3, Spot +6
Action Boost (add 1d8 when using action point)
Changeling Traits: +2 save vs. sleep and charm effects, Minor Change Shape at will (as disguise self, but non-illusory, does not alter clothing, +10 to disguise checks)
Rogue Abilities: Sneak Attack (+1d6 damage to flat-footed or flanked opponent)

Tam is a changeling, a race descended from doppelgangers with the ability to alter their physical appearance at will. Tam grew up in the lower wards of Sharn and took to crime at an early age. Not long ago she had a run in with a member of the City Watch who, with firmness but compassion persuaded her to reconsider the course of her life. Since then, she has begun to believe that solving crime may be a more interesting and challenging way of life than perpetrating it.

***************
Ural d’Orien
dragonmarked Human Sorceror 1
Lawful Good
STR 8, DEX 13, CON 12, INT 14, WIS 10, CHA 15
HP 5; Init +1; Spd 30; AP 5
AC 12/ 16 with mage armor (+2 DEX, +4 Mage Armor); touch 12, flat-footed 10/16
Base Atk: +0; Grp –1; Atk –1 melee (1d6-1, shortspear) or +2 ranged (1d8/19-20, light crossbow)
Fort +1, Ref +2, Will +4
Languages: Common, Draconic, Undercommon
Possessions: shortspear, light crossbow with case of 10 bolts, backpack, spell component pouch, 4 torches, vial of alchemists’ fire
Skills and Feats: Concentration +5, Knowledge (Arcana) +6, Spellcraft +6, Survival +3
Combat Casting (+4 to Concentration checks to cast defensively)
Least Dragonmark of Passage (bonus to Survival, dimension leap 1x/day – teleport 10’)
Spells:
may cast 5 0-level and 4 1st level per day in any combination
0-level – Detect Magic, Light, Mage Hand, Read Magic
1st level – Mage Armor, Magic Missile

Ural d'Orien bears a dragonmark - a sort of magical tatoo that manifests only on members of twelve aristorcratic Houses which control much of the economic activity of Khorvaire. Ural has the Mark of Passage, the mark of House Orien, which concerns itself with transportation. As a member of the House, Ural has certain family obligations but still finds ways to indulge his penchant for adventure. At times haughty and flamboyant, Ural is at the same time motivated by a strong streak of honesty and desire for fair-play.
Whakapapa

10-13-04, 05:30 AM
I was hoping somebody would be making characters to use. I just got the materials yesterday from my boss at B&N. I was amazed that an adventure to highlight Eberron, had no Eberron specific characters!

Thanks, Hanuman47! :)


your boss plays DnD?? I would love to work there, lol :D
DBlizzard

10-13-04, 08:23 AM
The pre-gen characters are all standard 25 point buy and furthermore all use the same array (8, 10, 12, 13, 14, 15 before racial bonuses). That's what I used here.

Indeed, they are the Iconics from the Basic D&D set (Aramil, Eberk, Lidda and Redgar).

Personally, I plan on creating at least 6 characters using 28 point buy (my preferred level). Once I get them done, I'll post them online (as I already had a thread about this). I'm half contemplating creating one for each PHB class, to allow more choice from the players.
Argonel

10-13-04, 10:20 AM
Good, as I expected they are using the elite array. I am planning on doing the same to give people some eberron flavor for the session. I'll probably also take a few 1st level adventures from the Wizards board so I have material prepared to continue an adventure.
Harker Wade

10-13-04, 11:51 AM
LOL, I'll mention to her that you'd like to work at the store! But she doesn't play, she's just the contact person 'cause I work full-time at ISU and am just weekender at Barnes & Noble, so she's there a lot and I'm not! I just happen to be the resident game geek. :D
xnrdcorex

10-13-04, 12:29 PM
i just wanted to say a)kieth i love you and b)thanks for taking the time to answer :D
Hellcow

10-13-04, 04:48 PM
I'm making six 28-pt characters, with the following outline:
Human Monk, Heir to Mark of Sentinel
Warforged Fighter
Valenar Elf Ranger
Halfling Rogue, Heir to Mark of Healing
Shifter Cleric of the Sovereign Host (War and Animal)
Gnome Sorcerer

I thought about the artificer, but it is complicated, so the sorcerer has repair light damage. The group are the survivors of a Cyran scout unit; the monk is the son of a Deneith outcast and has formed the group into a small mercenary unit while he investigates the conspiracy that dishonored his family.

It's going to be at least a day before I have time to finish these up, but if folks are interested I can post them on Bossythecow.com.
Harker Wade

10-13-04, 04:53 PM
Thanks Keith. That would be cool. And the best part is all these characters can be NPC when the demos are over! Whooho!



Long Live Bossy The Cow! MooooOOOO!
DBlizzard

10-13-04, 08:19 PM
It's going to be at least a day before I have time to finish these up, but if folks are interested I can post them on Bossythecow.com.


Absolutely. I think the one thing that could be great about the game day is the shared experience. Having the same characters in a lot of the places will certainly add to that experience. I think this definitely helps foster shared "war stories."

I just wish this was a scenario for this event, rather than one that many players have already played in. However, that ship has long sailed.
Edymnion

10-13-04, 10:00 PM
though I will be running adventures at my FLGS.Dude, how cool is that? Actually getting to game with Keith.
I'm wondering how much airfare would be to get up there...
Hellcow

10-14-04, 02:02 AM
Dude, how cool is that? Actually getting to game with Keith.
I'll also be at Oktobercon (http://www.rrpg.org/oktobercon.htm) in Boise for the weekend of Halloween!

I've finished my six characters, and am working on character histories and equipment -- I'll post them on www.bossythecow.com tomorrow evening for anyone who's interested.
Hellcow

10-15-04, 03:36 AM
I've posted six first-level Eberron characters at my website (http://www.bossythecow.com). Be aware that these are not in any way officially sanctioned, and in fact I use the apprentice-level rules from the DMG 3.0 for one of them, so you could argue that he's not even legal. But if you want to do something with them, feel free!

The backstory is fairly simple, but it's not supposed to play into anything immediately; it's simply a way to establish why the characters are all together and how they know each other.

Plus, I've already found an error! Dorian's AC is listed as "AC 13 (touch 12, FF 14)". This should be "AC 13 (touch 13, FF 10)". No, he doesn't miraculously get harder to hit when he's flat-footed... it's a holdover from an earlier version with mage armor. Plus, he should have an attack modifier of +3 with the alchemist's fire. Bad gnome!

Plus! Tezz is incorrectly listed as having a move of 30 feet instead of 20. I'll try to get this addressed tomorrow, but right now sleep is required.
DBlizzard

10-15-04, 07:45 AM
Be aware that these are not in any way officially sanctioned, and in fact I use the apprentice-level rules from the DMG 3.0 for one of them, so you could argue that he's not even legal.

How absolutely horrible. No, not that you used them, but that they aren't in 3.5. These rules allowed certain character concepts to be played from first level and, while only occasionally used, I think they added a great layer to the game.

Well, I'm definitely using these characters if I run this scenario on Saturday (I'm the floating DM who will run whichever scenario there is demand for).
Hellcow

10-15-04, 03:06 PM
Here's the update on what's missing at the moment. I'll get the files fixed this evening.

Kesht: Is Chaotic Good.
Slate: Is Neutral. Saves should be Will -1, Reflex +1, Fortitude +5. Power Attack only allows Slate to reduce his attack bonus by 1. (These are holdovers from an early draft as a second level character).
Tezz: Should have a move speed of 20 feet.
Dorian: Should have an AC of 13 (touch 13, FF 12). Attack bonus with alchemist's fire is +3.

If you find anything else, let me know!
Hellcow

10-15-04, 10:30 PM
Revised files are up with all known errors removed.