Some more design notes on yesterday’s post:
Despite the character’s theme, the shinobi is not going to replace a rogue in a party. If you want that kind of ninja, perhaps the new class from Paizo (or, really, an actual rogue) is for you. This orthogonality is one of the things that makes it interesting to me, really, though it carries risks. With a fighter-like attack bonus, and only four skill ranks per level, the class actually resembles nothing quite so much as a ranger. And even having strengthened the class’s Dodge ability, that six-sided hit die isn’t going to go a long way in a warrior role.
Continue reading Return of Revenge of Shinobi
I guess everybody’s got to take a crack at ninja sooner or later. I know of at least three ninja character classes for third edition Dungeons & Dragons, just off the top of my head. To a Gamemaster casting non-player characters, this is arguably three more than are needed. I mean, really, if you need that kind of guy in your game, you can probably fill the part just fine with a rogue, monk, or assassin build.
But that was never really what many alternate character classes were about. Continue reading The Revenge of Shinobi
Back to character sketches today. I hadn’t quite realized it’d been over a week since I put that project down. So, what do you do when you need to fill white space on a page? You write a sidebar! Continue reading The Ecology of Sidebars
I’ve finished up the stat blocks for Cap’n No-Beard and her pirate crew. So I’m done with those entries, right? Well, that’s what it would mean, except for one thing.
I’d originally thought I might use an abbreviated stat block for No-Beard’s crew of Grimlock pirates, just noting the points on which they differed from a typical Grimlock. Except, wait, Grimlocks aren’t actually in the Pathfinder RPG Bestiary! Oops. They were in the core rulebooks for Dungeons & Dragons 3rd Edition Monster Manual, but the Pathfinder guys didn’t see fit to include them. So, no problem, they’ve been converted by others (thanks, Open Game License!), but that means my whole layout has to change to include a complete stat block for them. And now there’s a gaping hole on No-Beard’s page, while the Grimlock pirates get a half page of their own. Check out the gaping-ness of the gaping hole in the latest version.
Filling graphical space is not a problem I’m accustomed to when writing. So that’s something I’m learning in this particular exercise. Hooray, learning!
I’m in progress on the write-up of Cap’n No-Beard, including a stat block for her eyeless grimlock crew. Here, again, I’m confronted with the problem of devising suitable artwork.
Continue reading I Still Can’t Draw, but I’m Learning
Today, in honor of Gary Gygax’s birthday, I return to my Dungeons & Dragons-based character sketches. This entry is the first based on a character I’ve actually already used in a game: the sea hag pirate, Cap’n No-Beard.
No-Beard is based on a fairly simple concept of synergy between monster types. On the one hand, the sea hag, with her debilitating gaze attack. On the other, the eyeless grimlocks, who will be her crew. Perhaps not the best sailors in the world, but a terror in midnight raids. Continue reading “We Calls Her that to be Polite”
Pressed for time today, I was going to just put together the web page for the International Checkers project, and so put that to bed. Unfortunately, TheGameCrafter.com was down for a good part of the day, so instead I’m going back to my thief character notes and banging another of those sketches into shape. The updated file now includes Pistil, a goblin thief with a sinister secret.
This is another monster sketch, though unlike Kargen, which focused on the Wight’s skill bonuses, it’s based more on magical abilities. When you can fly, turn invisible, and resist most conventional traps, the typical thieving skills aren’t so important. The idea of an Imp that takes on a humanoid disguise was suggested by the D&D 3rd edition Monster Manual, which simply said that (although animal forms were given as examples) an Imp had access to “one or two forms no larger than Medium-size.” Who could turn down an engraved invitation like that?
These days, you have to break the rules in the Pathfinder RPG Bestiary to get the same effect. But the Gamemaster can invoke Rule Zero to break any other rule he wants, which means that Rule -1 must be that the writer can tell the GM what rules to break.
(Character portrait, as before, from 108 Terrible Character Portraits, ©2010 Jeff Preston. Used under the Creative Commons Attribution 3.0 Unported License.)
I’ve finished the latest in my series of thief character sketches for The Pathfinder RPG. Having done the first two with character builds that really only worked for low levels, I scaled up a bit on this one with a 9th-level commoner. Yes, commoners, bless their plucky little hearts. I couldn’t have done even a mid-level character so quickly if he’d had actual class abilities to worry about, but when all you need are skills, NPC classes are there for you.
This is the character I was mainly thinking about the other day when I discussed the the problem of finding the appropriate level of detail, by the way. He had more of a back story to start with, but really, would it ever be used? So it’s now condensed down to a single column.
Also, he was originally a she. That’s a change I make with a bit of regret, but do you know how little choice there is in stock art for gnomes, much less female gnomes? Yeah. I’ll just have to sex-change one of my other characters to make up for it.
I could easily see myself spending all of the remaining nine days working on these things. While that would pretty much take care of my backlog of thief character notes, I’m not sure either of us would enjoy it. I might have to start another project soon.
This next chartacter sketch isn’t part of that batch of notes from 2000. The whole thing progressed from the notion of using only Halfling racial levels in a single-class build. While the idea of treating character race and class equivalently is a very old one in D&D (in fact, it’s the only mechanism for character race in the 1977 Dungeons & Dragons Basic Set, where I first learned the game), it was long out of fashion until reintroduced in Monte Cook’s Arcana Unearthed in 2003.
I drifted around a bit on a personality hook for the concept, though, until I decided to take my cues from the game mechanical concept itself. The notion of race in D&D is open to tremendous interpretation, from a Tolkienesque view where (to use the canonical example) orcs really are just irredeemable brutes by nature, to much creepier stuff based on human prejudices. I figured I could go whole hog with this concept by going the latter direction. The boxed character quote is broadly based on a couple of real-world statements by a white supremacist who shall remain nameless.
When heading in this direction, I had was originally going in a much more overt direction, but I was influenced to back off by my choice of character portrait. The guy just looks so smooth and friendly, doesn’t he? It makes it so much more interesting to me if he’s not up front about being a racist scumbag.
My current material goes back quite a way, to around the release of Dungeons & Dragons 3rd Edition in 2000. So, I’ve had ideas for several of these characters sketched out on one laptop or another for over 10 years. I understand that this sort of stocking-up of the seeds of ideas is fairly commonplace (see what I did there?).
When I first put these down, I was still not far from my work on Thief, so stealth games were something I was thinking about a lot. And the 3rd Edition of D&D was the first to have a coherent approach to the topic. Seriously, if a ranger is only surprised 1 encounter in 6, but a huge spider surprises others in 5 encounters out of 6, you might want to say something about how those two facts relate, or what either of them has to do with the thief’s 55% chance to Hide in Shadows. Avoiding little puzzlers like that just wasn’t considered important.
At the same time all of that was being straightened out (with a skill mechanism that applied to everyone), the game was dropping “thief” as a character class name in favor of “rogue.” The rationale for this that got focus was that the new system was flexible enough for characters built with the rogue class to fulfill a lot of other roles, which was true enough. But the converse was equally interesting: if not all rogues are thieves, are not all thieves rogues?
The easy answer to this is to identify some core job skills (say Hide and Move Silently, or simply Stealth in the Pathfinder RPG system), and run your finger across the “class skills” chart to find all of the classes that fit the bill. And there’s nothing wrong with that. But, because it’s not interesting if there’s no challenge, I tried to find other solutions.
I’ve cleaned up and updated the first of these, a shadowy, undead sort named Kargen. There’s all sorts of things you can do with “monsters” in this game, though in this case (the Wight) I will say the rules as written still make all the personality of a rabid wolverine pretty much standard issue. So forget that, and imagine instead what happens when a small-time tomb robber dies, and comes back the equivalent of eight character levels sneakier.