Tag Archives: 3e

Splug versus Meepo: The Results!

Last night I posted up an innocent question on Twitter: Splug versus Meepo. Who would win?

This is, after all, the battle we all want to see. Forget wars between gods. Forget good versus evil or angels against demons. The one we want to see is the battle between the iconic posterboys of Third and Fourth Edition D&D. Would Meepo’s plucky bravery win out against Splug’s tricks? Can a Kobold pwn a Goblin? Can the dragon-keeper of The Sunless Citadel beat The Keep on Shadowfell’s resident practical joker?

There was only one way to find out. Vote!

And vote, you did. Even @Wizard_DnD joined in, though wisely stayed neutral. It’s dangerous to offend either Kobolds or Goblins, after all.

In the end, votes were tallied and blood was spilled. The noise of battle cleared and the winner was……….

Meepo!

It was a close-fought thing to the end, though the Kobold was the last one standing. After the fight, perhaps they’d get together, unite and (in the words of @deadorcs):

I think they’d form an unholy alliance, building a society unmatched for the ages.

A Kobold/Goblin alliance? Run!

Multiclassics redux

I’m lazyblogging today. Rather than completing the write-up of the last Endday campaign session (which rocked, btw) I’m going to give Third Edition D&D some of the love it deserves and link back to an old post of mine from September 2007: Multiclassics.

With 4th Edition of D&D just around the corner, the whole debate about what’s going to be “in” and what’s “out” of the system has sparked in me a renewed interest – and liking – for the current Edition.

There’s a lot of noise on the ‘net among the role-playing community about the direction the developers are taking the system. The more I read – and so far, we’re just getting hints and clues about stuff which isn’t even finalized yet – the more I think 4E D&D is going to be an over-engineered mess. But that’s a blogpost for another time, ok?

Fun to see how my opinion of 4e changed after sitting down and actually playing it. Looking back, I think the pre-4e marketing campaign really did do more harm than good.

See y’all tomorrow!

6 is 4 is 1

I’ve said before that 1st level in 4e D&D is comparable to 4th level in 3rd Edition. So where’s that put it against Rules Cyclopedia-era Classic D&D? 6th level, that’s where. Here’s a straight head-to-head comparison between a 1st level (4e), 4th level (3e) and 6th level (uhhh…. 0.5e) character to see how the numbers stack up.

Just to make things interesting, the character who’s going to get a multi-edition make-over is a Human Wizard (err… Magic-User) generated straight from the Core Rules for each Edition. I’ve used 4e’s standard array (10, 12, 13, 14, 15, 16, adjusted for race and level) for all the characters and max Hit Points at 1st level. For the Rules Cyclopedia, both the Skills and Weapon Mastery systems are being used (‘cos they’re the bomb) and I’ve allowed bonus memorized spells for high INT (13-15 = +1 1st, 16-17 = +1 1st & 2nd, 18 = +1 1st, 2nd & 3rd).

I used the excellent Javascript Character Generator for 4e, the rather spiffy Redblade generator for 3e and hairy chested old school pen and paper for Classic D&D. Each character has equipment appropriate to his level.

First, let’s meet the victim.

crumbb

Felonius Crumbb (with two Bs) is a portly, bookish Wizard with a fascination for the magic of forgotten Empires. Much as he’d rather do his research in a comfortable chair in front of a roaring fire, he accepts that field trips are essential, and (truth be told) quite enjoys the fresh air and chance to put his more explodey spells into practise. He has a habit of muttering to himself and poking dead things with the end of his staff.

Here’s his stats in 4e, 1st level.

Felonius Crumbb, Lawful Good Human Wizard-1
STR 10, CON 13, DEX 13, INT 16, WIS 12, CHA 14

HP 23, bloodied 11, surges 5×7/day
AC 14 (robes & staff), Fort 12, Ref 14, Will 15, Init +1

Dagger +3 vs AC, 1d4, Thrown +4 vs AC, 1d4+1
Quarterstaff +2 vs AC, 1d8
Ghost Sound/w, Light/w, Mage Hand/w, Prestidigitation/w
Cloud of Daggers/w +3 vs Ref, Magic Missile/w +3 vs Ref, Scorching Burst/w +3 vs Ref
Ray of Enfeeblement/e +3 vs Fort
Acid Arrow/d +3 vs Ref or Flaming Sphere/d +3 vs Ref

Arcana +8, History +11, Insight +6, Nature +6, Religion +8
Alchemist, Skill Focus (History)

Rituals: Brew Potion, Comprehend Language, Explorer’s Fire

…. and 3e, 4th level. (* denotes memorised spells)

Felonius Crumbb, Lawful Good Human Wizard-4
STR 10, DEX 14, CON 12, INT 17, WIS 13, CHA 15

HP 16, AC 13 (Ring of Protection+1, Cloak of Resistance +1), Init +2
Fort +3, Ref +4, Will +6

Quarterstaff+1, +3, 1d6+1

Decipher Script +10, Diplomacy +4, Gather Information +4, KS:Arcana +10, KS:Geography +7, KS:History +10, KS:Local +6, KS:Nobility +10, Search +5, Spellcraft +14, Use Magic Devices +4
Common, Elven, Draconic, Dwarven, Giant, Common

Combat Casting, Investigator, Magical Aptitude, Scribe Scroll, Brew Potion, Summon Familiar

Spells 4/4/3
0: Arcane Mark, Dancing Lights*, Detect Magic**, Prestidigitation, Read Magic*
1: Color Spray, Mage Armor*, Magic Missile***
2: Hypnotic Pattern*, Web**

…. and Classic D&D, 6th level. (again, * denotes memorised spells)

Felonius Crumbb, Lawful Magic-User-6
STR 10, INT 16, WIS 13, DEX 14, CON 12, CHA 15

HP 17, AC 6 (Ring of Protection +2), THAC0 17
DR/P 11, MW 12, P/TtS 11, BA 14, R/S/S 12

KS:History+2 (18), Alchemy (16), Navigation (16), Mapping+1 (17)

Staff of Harming (Sk), A:+2, A:-1AC/2, Deflect(1), 1d6+2 or 2d6+3 (30 charges)
Dagger+1 (Sk), 15/25/35, H:+2, H:-1AC/1, d6+1

Spells 3/3/1
1: Magic Missile**, Light, Protection from Evil, Shield*
2: Web**, Entangle*, Knock
3: Fireball*

Broadly speaking, the three characters are comparable. The 3e and 4e characters have identical Hit Points and Armor Class, and the saving throws are within spitting distance of each other. The Classic D&D character, even at 6th level, has lower Hit Points (hey, it’s a Magic-User – what did you expect?), but a higher Armor Class, especially when armed with a Staff – the Weapon Mastery rules mean he’s AC 5 against the first two attacks in a round, and he’s pretty skilled at cracking skulls too. Nice. Each Edition’s Skill system makes it clear that this is a character who knows his ancient history with 3rd Edition winning out with it’s lovely granularity and 4e’s broader skillset feeling like a step backward in comparison.

When it comes to each character’s abilities in combat there’s little difference with each one more than able to hold it’s own. Where the 4e version has a multitude of at-will abilities, both the 3e and Classic characters have Magic Missiles as 1st level spells and Web ‘n’ Fireball covering the per Encounter and Daily bases. 4e’s Rituals pad out the 4e Wizard’s non-combat magical abilities.

In short, yeh, these characters are equivalent. 6 is 4 is 1, indeed.

What this means is simple. If you want to play a high-fantasy high-octane D&D game in the style of 4e but using the 3rd Edition rules, generate 4th level characters but set the XP at 0. When the players reach 1,000 XP allow them to gain another level, and continue from there.

If you want to play 4e-style in Classic D&D, generate 6th level characters, start at 0 XP and…. oh, I’m sure you get the idea. It also means that 4e’s 30 levels of play are comparable to Classic D&D’s 36 levels of play with the first 6 levels shaved off. If you want to know where D&D low-level play went to, that’s where.

Thoughts?

UPDATE: 3e Wizard corrected, as spotted by Oz. This puts the Hit Points lower than 4e (and Classic D&D too, but that’s the way the dice fall sometimes), but the rest of the class abilities remain comparable nonetheless. Good catch!

What if: 4e came before 3e

In a strange parallel universe where the laws of book publication are twisted, 4th Edition D&D came out before 3rd Edition. Through a temporal digital wormhole I have received a review of 3rd Edition D&D from the perspectives of a long-term 4e D&D player called “The Gray Wolf”. I submit it here, unedited, for your perusal.

It’s been a long time coming, but at last I have the latest Edition of the core D&D rulebooks in my hands. I know there’s been a lot of speculation and rumour on the internet about whether the Powers system has survived the revision, so let’s deal with that first.

Powers. Are. Gone.

Yes folks, in this Edition there’s no Powers at all. The good folks at Sorcerers of the Coast have listened to player feedback. While Powers are great for teaching newer players how to play the game, their “cookie-cutter” nature meant that attacking with the same 4 or 5 “kewl Powerz” all the time got boring, fast. Instead, you’re on your own and encouraged to actually role-play through the combat, describing each swing and attack as you see it in your mind’s eye. While that’s always been possible with Powers, few folks did, instead just saying “I use Riposte Strike” and letting the role-play fall by the wayside. In this Edition you’ve got your character, your sword and your imagination. It’s…. liberating.

No Powers also means there’s less of a need for a battlemat and minis. Whilst that style of play is possible – and encouraged – by the ruleset, it’s also very easy to play without as an entirely “in your head” experience. Congratulations to SoTC for creating a truly Internet-friendly Edition of D&D. This is a game that can be played via IRC, email or even Twitter. Thank you thank you thank you!

It is also an Edition of D&D that steps away from the combat-intensive and more console-gamey style of play and gives us a purer and (dare I say it?) old-school rpg experience. The skill list has been expanded to include skills that aren’t directly applicable in combat including (at last!) Ride. We’re also given the meta-skills of Craft, Perform and Knowledge which further subdivide depending on type of craft, performance style or area of Knowledge. Arcana, Nature, History, Religion and Dungeoneering all fall under the Knowledge meta-skill, and they’re joined with Architecture, Geography, Nobility – or anything else you can imagine. All in all, the expansion of the skill list means character generation can focus as much on what the character can do outside combat, as well as in the thick of battle. I like.

On to the specifics themselves.

In the Players Handbook we’re given 7 Races with a few changes to the line-up. Eladrin are (thankfully) gone, having been subsumed into a single Elven race entry. If you want to play Gray Elves (the new, and IMHO better name for Eladrin), you’ll find them in the Monster Manual instead. This fixes the “too many elves!” criticism of the PHB. We still have half-elves though, and they’re largely the same diplomats who walk between the two races we known and love.

More surprisingly, Tielflings and Dragonborn have also falied to make the cut, having been replaced with the Half-Orc and Gnome. I suspect that the Gnome’s popularity has elevated it to core Race status, and it’s good to see the Half-Orc there too as a noble savage – again, this shows that this Edition’s focus is on role-playing rather than kewlness. Still, the cynic in me expects there’s plans for supplements all about the “missing” Tiefling and Dragonborns in the near future.

When it comes to classes there’s – get this – ELEVEN of them, right from the start, including the Druid, Monk and Barbarian! The Warlock and Warlord are gone, though as with the Dragonborn I’d expect to see there return soon.

One word of warning – characters in this Edition of D&D are a LOT less powerful that we’re used to! A 1st level character will have only a handful of Hit Points and there’s no fiddly Healing Surge tracking to keep him alive. According to the designers that’s intentional at it opens up a whole new avenue of gritty, low-level, street-level play between levels 1 to 4. If you want to play a character comparable in abilities to your existing Edition character, start at 4th level.

Me, I’m excited by the possibilities of street-level play where the players must rely on their wits rather than swish Powers to solve a situation. Bring it on!

Over in the Monster Manual, things have changed too. We’re given far more information about the ecology and nature of each creature, and even without Powers the statblocks have doubled in length! I’m not sure this is a good thing, and it certainly looks much more complex to create your own monsters in this Edition. I’d expect more GMs to try it, once, then stick to what’s on the page. Oh, and Dragons are SCARY! We’ve got them right back at the top of the tree again just where they belong. They look a lot more complex to run than the Dragons we know and love, but that at least should solve the problem of every scenario ending with a Dragon Fight :D

Finally, there’s the DMG. It’s a good, solid tome but seems to be lacking somehow. There’s no ready-made setting, no ready to run dungeons and nothing to kickstart the game right form the start. What we do have is the Magic Items here instead of in the PHB. In some ways that’s a good thing because it means the DM can keep their secrets all to himself, but I know the players are going to miss picking their magic goodies for higher-level characters without the GM looking over their shoulder.

One last mention has to go to the Open Gaming License. SoTC have created something truly remarkable by opening up the entire game system (barring a few proprietory name and terms) to third-party developers. This, more than anything else, is going to drive the RPG industry forward for years to come. It’s forward thinking like this that has put SoTC right at the top of the industry, and it’s what will keep them there. I pray they never change.

Overall, this Edition of D&D is one to watch. Less combat focused, more role-playing intensive and….. dare I say it….. more fun?

Only time will tell.

How to convert D&D monsters to M&M

Short answer: You don’t need to.

Long answer: There’s little need to convert monsters from Dungeons & Dragons to Mutants & Masterminds simply because 95% of the stat block information is the same, so just use it as-is, right off the page. Where there are differences in game terms (most notably the skill list), just use the one that you’re given. Work out the Toughness, Defense and Damage ratings, and you’re good to go.

For example, if you’re using a monster from 3rd Edition D&D you’ve got skills such as Spot, Move Silently and Search. Don’t sweat it, and just use them rather than M&M’s Stealth and Notice. Zero conversion required. Don’t worry about breaking down the critter’s abilities into M&M-compliant Powers or bother about the points costs – just use them as they’re written, and enjoy. If it’s a monster you really, really want in 100% Mutants & Masterminds format (for example, if it’s going to be a Player Character, or you want to modify it’s abilities in some way), then go right ahead, but zero-conversion will work just fine for 99% of your needs, and why make work for yourself when the poor beastie is (hopefully) going to be dead in under 10 rounds?

M&M and D&D (both 3rd and 4th Edition) overlap where it comes to stats, ability bonuses, skills, feats (mostly – again, don’t sweat it), attack bonuses and saves, so rather than try to convert like-to-like, just use what you’re given. They’ll be good enough for the majority of your needs. Honest.

The main difference lays in the way both systems give and receive damage. D&D has Hit Points, AC and funky dice rolls, whereas as M&M uses Toughness Saves, Defense and a damage track. Thankfully, converting these numbers is simple enough to do right at the table during play.

Here’s how.

Dishing out damage

Use the attack roll as given (ie, if the monster has +2 to hit with their Axe, then that’s still +2 to hit.

For damage, half the maximum dice roll, -1, then add any bonuses due to Strength, magic, etc.

This gives you the attack’s Damage Bonus. For example, a Longsword (1d8) has a Damage Bonus of (8/2-1) 3 (ie, require a DC 18 Toughness save). In the hands of a STR 16 Gnoll it would have a Damage Bonus of 6 (DC 21). If he had a  Longsword +1, the Damage Bonus would be 7 (DC 22).

This works just the same for 4e conversions. Use the same to-hit roll, and just calculate the Damage Bonus for each Power, and you’re done.

Taking damage

Instead of Armour Class and Hit Points, M&M uses Defense and a Toughness save; attacks are rolled against Defense, then there’s a Toughness save against the Damage DC. Fail the save and (depending on how much you fail by), you’re Bruised, Staggered, or worse.

Defense is similar to Armour Class; it’s not quite the same as some things which add to AC in D&D instead modify your Defense in M&M. Most notably, in M&M armour adds to your Toughness Save, not your Defense. Shields, on the other hand, do add to Defense. This is more realistic – wearing armour doesn’t make you harder to hit, but it does mean that a hit is less likely to injure you, and shields are used to deflect attacks.

Make Defense equal to AC minus Armour bonus.

To calculate Toughness save, use CON bonus + number of Hit Die (or Level, for 4e) + Armour bonus. Eyeball the result; if the monster’s Toughness is too high or low, adjust to taste.

Example

Let’s pick on the poor 3e Goblin straight from the SRD. Here’s the relevant game stats with the numbers we can use directly in our M&M game highlighted.

Goblin, 1st-Level Warrior
Small Humanoid (Goblinoid)
Str 11, Dex 13, Con 12, Int 10, Wis 9, Cha 6

AC 15 (+1 size, +1 Dex, +2 leather armour, +1 light shield)
HD 1d8+1 (5 hp), +1 Init, Speed 30′
Fort +3, Ref +1, Will -1

Morningstar +2 (1d6) or javelin +3 (1d4)
Hide +5, Listen +2, Move Silently +5, Ride +4, Spot +2
Alertness, Darkvision 60 ft.

That Morningstar’s Damage Bonus is going to be (6/2-1 = 2), making it DC 17, and the Javelin is (4/2-1= 1) DC 16. Defense is (AC 15 – 2) = 13, and Toughness save is (1 +2) +3. Done.

We’ve one Goblin ready to roll! If we want to make him a Goblin Minion, just note the fact. In M&M this means that one failed Toughness save and he’s out of action. Simple, really.

More complex monsters might take slightly more time (due to having more attack options), but the principle is still the same – use what’s there, and just calculate the rest as needed. Why work out the DCs for every single spell and attack if they’re not going to be used. Work it out on the fly instead.

Summary

Skills, Stats, Saves and Attack rolls: stay the same

Damage: half the maximum dice roll, -1, then add any bonuses due to Strength, magic, etc.

Defense = AC – Armour bonus

Toughness = 10+CON bonus + number of Hit Die (or Level, for 4e) + Armour bonus

Till next time!

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Multiclassics

With 4th Edition of D&D just around the corner, the whole debate about what’s going to be “in” and what’s “out” of the system has sparked in me a renewed interest – and liking – for the current Edition.

There’s a lot of noise on the ‘net among the role-playing community about the direction the developers are taking the system. The more I read – and so far, we’re just getting hints and clues about stuff which isn’t even finalized yet – the more I think 4E D&D is going to be an over-engineered mess. But that’s a blogpost for another time, ok? :)

I’ve been putting together characters for D&D to remind myself just how flexible and well constructed the system is. A large part of it’s power comes from the freedom to multi-class. I hope one thing that changes in 4E is that what class restrictions exist in 3.5E (monks and paladins, mainly) are removed entirely from the rules. Stuff like that belong in the world guides, thankyouverymuch. It’s the GM’s right to allow (or disallow) funky class combos, not the rules. And we all know that mutli-class Paladins rock, right?

Anyhow. Here’s a handful of 2nd level iconics all suitable for insertion as NPCs or PCs in any game. I’ve thrown out the class restrictions (because it’s my game, dammit!) and generated using my house rules (reprinted below), but everything else is by the book.

  • All characters starts at 2nd level. Multi-classing is fine
  • Any class or race from the PHB. Check with the DM for other classes/races
  • Beginning stat array 10,12,13,14,15,16. Adjust for race
  • Sorcerers gain Eschew Materials as a free feat at 1st level. Elves are far more likely to be Sorcerers than be Wizards.
  • Wizards don’t get a Familiar at 1st level (but can gain one using a Feat slot at any time), but get a Wizard’s Staff that can be used to fire a bolt of magical force. It does damage and has a range equal to a Shortbow (1d6, 60’). Both ranged and melee attacks count as Magical, and it’s a Masterwork weapon (+1 to attack). Yep. Wizards are cool! :)
  • All characters start with 900gp to spend on equipment. Pooling resources is fine. The Standard Adventurer’s Kit from PHB II is recommended for all characters and costs 15gp (Backpack, belt pouch, bedroll, Flint & Steel, 50’ hemp rope, 2 sunrods, 10 days’ trail rations, waterskin)
  • Maximum Hit Points at 1st level, then Max HP-1 at 2nd level, modified by CON bonus. For example, a 2nd level Wizard with CON 12 will start with (4+3+1+1) 9hp.

Use ‘em as you see fit.

ECTOR VANDER HUUBIN

The Negotiator
Ector vander Huubin is the charming youngest son of a local nobleman. His skills with words have calmed several squabbles between merchants and politicos at court, so much so that he has been appointed one of the Justicars for the barony, despite his young age. He uses his Diplomacy and keen knowledge of Human nature (Favoured Enemy: Humans!) to cut through most situations, backing it only with force (and a handy retinue of guards) if necessary. Ector can hold his own in a fight or use magic to raise the alarm.

Human; sorcerer 1 / ranger 1
LN Medium humanoid ( human )
Init +1; Senses Listen +1, Spot +1
Languages Common

AC 14, touch 11, flat-footed 13
hp 11 (2 HD)
Fort +2, Ref +3, Will +3

Speed 30 ft. (6 squares)
Melee masterwork longsword +4 (1d8+2 /19-20 )
Ranged masterwork longbow +3 (1d8 /x3 )
Face 5 ft. Reach 5 ft.
Base Atk +1; Grp +3
Known Sorcerer Spells (CL 1): 0th – arcane mark , detect magic , flare (DC 13) , open/close (DC 13) 1st – alarm , color spray (DC 14)

Abilities Str 15, Dex 13, Con 10, Int 14, Wis 12, Cha 16
SQ Favored Enemy (Humanoid (Human)) +2, Wild Empathy (Ex) +4 (+0 on Magical Beasts), Summon Familiar
Feats Armor Proficiency (Light), Martial Weapon Proficiency, Negotiator, Shield Proficiency, Simple Weapon Proficiency, Skill Focus (Diplomacy), Track, Eschew Materials
Skills Appraise +2, Balance +1, Bluff +3, Climb +2, Concentration +4, Craft (Untrained) +2, Diplomacy +10, Disguise +3, Escape Artist +1, Forgery +2, Gather Information +3, Handle Animal +5, Heal +1, Hide +1, Intimidate +3, Jump +2, Knowledge (Arcana) +6, Knowledge (Local) +4, Listen +1, Move Silently +1, Ride +5, Search +2, Sense Motive +3, Spot +1, Survival +6, Swim +2, Use Rope +1
Possessions arrows (20); masterwork longsword; masterwork studded leather; outfit (traveler’s); Masterwork Longbow

Game Notes: Ector’s +10 Diplomacy means he can turn any Hostile sentient creature to Unfriendly with a d20 roll of 10+, or Indiferent with a roll of 15+. Ector could then change an Indifferent result to Friendly with just a roll of 5 or more! This can end a lot of combats before they even begin. Kosil’s main tactic is to negotiate first and use Color Spray, Longbow or Longsword only as a last resort. As a Justicar, Ector uses Arcane Mark to brand criminals with their crimes. This mark will wear out after one month (as per the rules), by which time the criminal should be firmly behind bars.

CAINNECH NA MUIMNEACH

Witch or Wise woman?
Cainnech was a changeling child, switched by the elves for a mortal babe in her crib. Her family handed her to the local nunnery where she learned about the gods in seclusion and (relative) peace. She developed a connection with the lords of nature (gained the Weather and Animal domains) before leaving the nunnery to study further. During her travels she has studied something of the arcane and developed a reputation as a local wandering Wise Woman.

Half-Elf; cleric 1 / wizard 1
NG Medium humanoid ( elf )
Init +1; Senses Low-light, Listen +4, Spot +4
Languages Common, Elven, Gnome, Dwarf

AC 11, touch 11, flat-footed 10; ,
hp 13 (2 HD)
Fort +3, Ref +1, Will +7

Speed 30 ft. (6 squares)
Melee masterwork quarterstaff (two handed) +1 ((two handed) 1d6 )
Ranged masterwork sling +2 (1d4 )
Face 5 ft. Reach 5 ft.
Base Atk +0; Grp +0
Animal Domain
Cleric (CL 1, 3/2+1): Domains: Weather, Animal. 0th – All, 1st – All
Wizard (CL 1, 3/2): 0th – All, 1st – Charm person, Magic weapon, Obscuring mist, Protection from Evil, Sleep

Abilities Str 10, Dex 13, Con 12, Int 14, Wis 16, Cha 15
SQ +2 racial bonus on saving throws against enchantment spells or effects., Elven Blood, Immunity to sleep spells and similar magical effects., Spontaneous casting – Can spontaneously cast Cure spells, Summon Familiar, Turn Undead (Su) 5/day (turn level 1) (turn damage 2d6+3)
Feats Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Scribe Scroll, Shield Proficiency, Simple Weapon Proficiency, Stealthy
Skills Appraise +2, Balance +1, Bluff +2, Concentration +6, Craft (Untrained) +2, Diplomacy +4, Disguise +2, Escape Artist +1, Forgery +2, Gather Information +4, Heal +3, Hide +3, Intimidate +2, Knowledge (History) +6, Knowledge (Nature) +7, Knowledge (Religion) +6, Listen +4, Move Silently +3, Ride +1, Search +3, Sense Motive +3, Spot +4, Survival +3, Use Rope +1,
Possessions bullets, sling (50); masterwork quarterstaff; outfit (traveler’s); Masterwork Sling ;

Game Notes: Cainnech is very much a traditional witch combining religious mysticism with arcane sigils and a knowledge of nature to aid her friends and confound her enemies. Her otherworldly half-elf nature marks her as different from the common man, and she’s a great alternative to having a Druid in the party.

KOSIL

Freed slave
Kosil was born in servitude and only recently released following the death of his evil Wizard master at the hands of a group of adventurers. With his impressive physique, shaven head and complete lack of understanding about money or possessions, most people mark Kosil as a big, stupid lunk – but only once! Kosil’s ex-master knew he was sharp, so never taught him how to wield weaponry for fear he might use them against him. In secret he was taught how to defend himself without weapons or armour by one of the oldest slaves, an ex-monk. Now free, Kosil has gained some familiarity with traditional tools of war, but still prefers to trust only his raw muscle.

Human; monk 1 / fighter 1
LN Medium humanoid ( human )
Init +2; Senses Listen +2, Spot +2
Languages Common, Draconic

AC 14, touch 14, flat-footed 12
hp 19 (2 HD)
Fort +5, Ref +4, Will +4

Speed 30 ft. (6 squares)
Melee Unarmed +5 (1d6+3)
Face 5 ft. Reach 5 ft.
Base Atk +1; Grp +8

Abilities Str 16, Dex 15, Con 13, Int 12, Wis 14, Cha 10
SQ AC Bonus (Ex), Fast Movement (Ex), Flurry of Blows (Ex)
Feats Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Improved Grapple, Improved Unarmed Strike, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Unarmed Strike)
Skills Appraise +1, Balance +2, Climb +8, Concentration +1, Craft (Untrained) +1, Escape Artist +6, Forgery +1, Heal +2, Hide +6, Jump +8, Listen +2, Move Silently +6, Ride +2, Search +1, Sense Motive +2, Spot +2, Survival +2, Swim +5, Tumble +8, Use Rope +2,
Possessions None

Game Notes: Kosil’s biggest strength lies with his skill at Grapple. Despite his size, he is used to staying in the background, hence his lack of Intimidate skill and decent Hide and Move Silently ability. In combat, he’s excellent at taking lots of low-power foes apart, and can do lots of floor sweeping with Unarmed strikes and Cleave. At later levels, Great Cleave is a must for this guy!

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Multiclassed Paladins

In D&D, the Paladin class is probably the most stereotyped and maligned class going. It’s a shame too because it’s a great class especially for solo (one player, one DM) play. After all, which other single class can heal like a Cleric, have great saves (thanks to Divine Grace), cast divine spells, turn Undead and still have the same combat skill as a Fighter? And they get a special Pokemon… I mean, Mount… too. “Black Beauty, I call you!”

The closest match to a Paladin would be a Fighter/Cleric, but then you’re missing out on a great trick. The Paladin class multi-classes brilliantly meaning you can have all that combat ability, divine magick and nifty shticks then add in another class to the mix. This works especially well if you use the Favoured Class for your chosen race to there’s no ugly XP penalty waiting to bite you on the neck further down the line.

The main restriction to multi-classing the Paladin is the rule that Paladins have to be Lawful Good. If you’ve a lenient DM (or a convincing backstory) that could be waived, but there’s also the possibility of creating a character with a less than noble history who turns to Lawful Good later in life. Alternatively, it’s possible to liberally interpret Lawful Good. After all, it’s arguably the alignment of Batman, James Bond, Aragorn and Van Helsing. All, incidentally, are perfect examples of multi-classed Paladins.

The rules set a particular restriction in that Paladins can multi-class, but cannot return to the class afterwards. This has never struck me as particularly logical (or forgiving!), and I’ve never enforced it. Also, there might be specialist groups (such as Church Inquisitors, see below) who explicitly require two classes to be developed in tandem.

In every case, you’re going to need a character with high ability scores for WIS and CHA to make the most of your Paladin abilities, and high STR, CON and DEX to help in combat. High INT would be good too, especially in the case of Rogue/Paladins. Heck. Aim high for every ability score! You’ll need them.

In all cases I suggest taking the Paladin class second (at 2nd level) then alternating between the two. Because of their low skill points there’s little to gain from taking the Paladin class first unless your character concept demands it.

Barbarian/Paladin

Archetype: The Hulk

Technically, this can’t be done because of conflicting Alignment requirements, but a lenient DM might allow it. There’s also the possibility of playing some kind of reformed savage or noble warrior from an earlier age. By the rules a Barbarian who becomes Lawful loses the ability to Rage, and that’s too big a loss to contemplate. If there’s room in the game for a nonlawful Paladin (a Chaotic Good Paladin of Freedom, say), it’s well worth considering. Picture a Viking warrior dedicated to Thor who calls upon the fury of the storm to drive his actions in combat and you’ve got a Barbarian/Paladin.

Alternatively, imagine a character who becomes enraged when wrongs are committed, fixating on the cause of the problem in as direct a means as possible. “Hulk Smash!” indeed.

Bard/Paladin

Archetype: Joan of Arc

Again there’s the Alignment thing. I’ve never understood why it’s a requirement for Bards to be nonlawful as there are plenty of examples of perfectly Lawful Bards, performers and the like both in history and fantasy fiction, from Heralds and Town Criers to Alan Adale and Blondin. Ditch the Bardic alignment restriction already!

If you want a character who can inspire crowds, sway the populace and lead a righteous revolt, play a Bard/Paladin. Take Perform (Oratory) and use it with your Bardic Music ability to aid your allies while you march alongside them into battle. This isn’t the class combo for shrinking violets or loners, and works at it’s best at the head of a huge army. The Mount just adds to the whole effect.

Cleric/Paladin

Archetype: Van Helsing

Want to fight Vampires? Want lots of divine spells, great saves and the ability to root out evil? Then the Cleric/Paladin is for you. This combo gets divine spells right from the start, and as the Paladin levels (from 4th onward) stack with the Clerics when it comes to Turn Undead checks, it’s a real powerhouse against Things That Should Be Dead. Add in Smite Evil and Remove Disease and you’ve got the perfect vampire or werewolf hunter. Just load silver tipped sharpened stakes into your repeater crossbow and add holy water to taste.

It’s also another great combo (alongside the high-skill Rogue/Paladin combo) for Church Inquisitors and Witchfinders for those characters who want to go in this direction with more spellcasting power under their belts.

Druid/Paladin

Archetype: Aragorn

Aragorn?! He was a Ranger, right?

Yes, but if the Ranger class didn’t exist, he’d be a Druid/Paladin. Think about it; he’s a master in the wilds, is noble born, wears leather armour and fights with a longsword. He knows nature magic and managed to keep Frodo alive long enough to get him to safety after the battle at Weathertop. Ergo, Druid/Paladin. Heck, the only thing he didn’t do was shapechange.

This is a great combo if you allow Lawful Neutral Paladins dedicated to maintaining the Balance of Nature. This is also the combo for Robin Hood, as “robbing from the rich to give to the poor” suits this ethos perfectly.

The Druid class gives the character an animal companion. Mix that in with the ability to shapechange and the Special Mount and you could have a character who is a wolf friend, can turn into a wolf, or call one to ride. She could be a force of nature or even animal spirit in humanoid form. Either way, it’s a very cool alternative to the Ranger class :)

Fighter/Paladin

Archetype: The Punisher

If you want to play a very hands-on hero then the Fighter/Paladin is the way to go. While this combo slows down access to the Paladin abilities, it gains loads of lovely Fighter feats along the way. This is great is you want to play a Paladin on the front line who believes that flexibility and prowess in combat is more important than access to magic and healing. On the flipside, the Paladin class provides much needed help with saves, and the ability to heal yourself and others means fewer trips to the Cleric to be patched up. Which means more time in combat :)

At later levels you get a Special Mount for free, so it’s worth spending some of those Fighter Feats on mounted combats tricks. Picture a mounted Fighter/Paladin charging a Dragon with a lance while his cohorts stand fast against Fear thanks to his Aura of Courage. That’s a Fighter/Paladin at work.

Monk/Paladin

Archetype: Monkey

What’s to say? Terrific saves, AC bonus due to high WIS (which you’ll need for both classes), unarmed damage, healing, turn Undead, Evasion, speed bonus, ki strike, divine spells and much, much more. It’s a one man special rules factory, and great fun to play. According to the rules the Monk cannot re-enter this class if they multi-class out of it, but I’m sure that can be lifted if the Monk/Paladin adheres to certain restrictions set by their Divine Temple. Take Voluntary Poverty (from the Book of Exalted Deeds) and you’ll have a challenging character indeed.

Ask your DM if your Special Mount can be a small flying cloud and you’re there.

Ranger/Paladin

Archetype: Batman

If you want to play a character who’s obsessive compulsive, pick this combo. Their abilities work well together with both Favoured Enemy and Smite Evil adding to the damage potential against their sworn foe and Endurance, Paladin healing and spells aiding their staying power. The Combat Styles give it a little extra prowess and the spell list complements the Paladin’s list neatly.

In many ways, playing a Ranger/Paladin is like playing a multi-class Fighter/Cleric/Druid/Rogue thanks to it’s combat skills, spells and skill list, so if you want a character that’s a jack of all trades this is it!

While it’s tempting to consider the Animal Companion and the Special Mount as the same creature, don’t. One of the coolest characters I’ve seen was a Halfling Ranger/Paladin who had a spirit wolf as her mount and it’s wolf-brother as companion. They made quite a team too.

Rogue/Paladin

Archetype: James Bond

This is my favourite multi-class in the entire game, bar none. Whether it’s a street thief turned good, a dashing swashbuckler or a church inquisitor, the Rogue/Paladin delivers the goods. It might be meta-gaming, but always take the Rogue class at first level for all those skill points. If you’re playing a low-level game (I start the game at 2nd level), take the Paladin at 2nd. What Rogue could resist having an Aura of Good (“Of course you can trust me!”), and access to the entire Martial Weapon Proficiency list at 2nd level is an extra boon. If you want a (non-elf) Rogue with a Longsword, this is the way to go. If you’ve got a high CHA and DEX you’ll have a positively obscene Reflex save by third level.

At higher levels your character advance the levels evenly. The Rogue gains the ability to heal and Turn Undead, knocking out the two biggest threats to the class: death and undeath. Most vitally, a well-timed Sneak Attack + Smite Evil can take out even the toughest of villains when they least expect it.

If you want to play a righteous assassin, this is the way to go. Alternatively, use the Rogue skill points on CHA- and WIS-based skills such as Gather Information, Sense Motive and Intimidate and you’ve a perfect Church Inquisitor or Witchfinder General style character.

Sorcerer/Paladin

Archetype: Galadriel

This is a combo which kicks serious ass and seems to have it all. There’s combat ability, arcane magic, divine magic, great saves and more. The only price to be paid is the selection of armour as there’s a risk of Arcane Spell Failure for spells with Somatic components. At low levels, just use Masterwork Studded Leather – the 15% risk of failure is worth it. As both classes require high CHA, it’s a win-win situation too.

In my campaigns Sorcerers don’t gain “Summon Familiar” (why oh why isn’t is just a darned 1st level spell?) but gain the Eschew Materials feat instead for free. This means you can have a lightly armoured guy with some great spells up their sleeve, and not a spell pouch in sight. With the right spell selection she could be a noble enforcer, a dilettante, arcane assassin or whatever.

The Paladin class give the character more staying power as well as that all important healing. It’s a great combo class for elves who are close to their both their magical and life-loving heritage. If you want to play a D&D elf who’s closer to Tolkien than usual, this is the combo to aim for.

Wizard/Paladin

Archetype: Dr Strange

It’s said that with great power comes great responsibility, and no combo highlights this more than the Wizard/Paladin. This is the multi-class for those characters who act as arcane defenders using knowledge and spell ability to turn back the tide of evil. If your campaign has a God of Magic of any alignment perhaps he calls Wizard/Paladins to work as front-line defense against beings from other Realms. In this case, consider replacing the Paladin’s ability to Turn Undead with one to Turn Outsiders instead.

Specialist Wizards add another dimension to this combo; an Evoker/Paladin would be very different (certainly more explosive!) to a contemplative Diviner/Paladin, for example.

Just don’t forget to pack your Eye of Agamoto.

There you go. Ten multi-classed Paladin ideas. And not a single boring two-dimensional knight in full plate in sight! :)