I like dwarves, as should be fairly obvious from the nature of my current D&D Next Playtest Campaign. I've always been fond of dwarves, as far back as I can remember. Heck, one of my first characters was a dwarf. Of course, the other one was an elf, but he got eaten by a giant rat and anyways that was years ago and the girl is dead now...
Dwarves!
Maybe it's because I live in the mountains, surrounded by old silver mines.
Maybe it's because I am fond of facial hair.
Maybe it's because we owned a Jack Russell Terrier (whom I wanted to name Thorin).
Maybe it's because of Gimli, son of Gloin, or the charge of Thorin Oakenshield against the Bodyguard of Bolg.
Maybe it's because I always secretly wanted to be a blacksmith.
It's all of these things. I like the fierce, proud, doomed lords of the mountains, with their secret crafts and hidden wonders.
Although I don't get to actually play characters much - I'm the DM, mostly - there has almost always been a dwarf PC in the party. In high school it was Grunt Norak, the dwarven berserker, and Splint Sharpeyed, the dwarf sharpshooter.
In university it was Dobynor, the dwarven Champion of Moradin. Our friend Dwayne has a magical RPG ability. He can look at a pile of books, pull out one at random, open it to a random page and make a character based on that rule. And that rule in invariably the most overpowered, munchkin-y rule in the ENTIRE SYSTEM. The Dwarven Champion was just one example. This 2e Kit allowed you to make a cleric with weapon specialization. So basically a fighter who could also cast cleric spells, without having to bother with multi-classing. So broken, but he played so recklessly that it was OK, because he did so many cool things that it was worth it.
Ahhh, dwarves. You will always be my favorite race in D&D.
Tuesday, September 3, 2013
Sunday, September 1, 2013
D30 Day 1: How Did You Get Started
When I was about 8, I met +Perry Jones, who has remained a friend lo these many years (about 30 years). We went to school in Edgewood, BC - which is about as small and isolated a place as you will find, short of the Yukon or Alaska.
Edgewood school was renovating at that time, and they dumped a huge pile of dirt and rocks along one side of the playing field. Perry and I began adventuring on these 'mountains', and explored back and forth for a big part of that year.
Later that year, I got the Dungeons and Dragons Coloring Book, which was the single most awesome thing We became really interested in D&D, but I don't think we ever actually played a game. Until...
The next year I moved over the ferry to Fauquier, BC, where I met the Klopps. Specifically Mike and Tony Klopp, who actually PLAYED D&D.
I wasn't the DM, so I don't know what version of D&D we were playing. I do know that the first adventure I went on was Blizzard Pass, so I assume it was Mentzer or Holmes Basic, since it was about 1984 at this point. I might even have been the original Basic Edition, though, since Mike and Tony had 2 older brothers who had both played too. I made 2 characters. A dwarf named Chainmail and an elf named Whiplash. Whiplash fell down a pit and got eaten by a giant rat, but I'm pretty sure Chainmail survived. I was hooked.
Perry and I played lots of D&D in later years, and kept up our friendship even as we moved around. Sadly, I've lost track of Mike and Tony Klopp, but I still remember playing D&D in the back room of their house.
A few years later I moved to New Denver, BC, and Rayn and Nathan Butt lived across the street, and they were into D&D too. I DMed, since I was the most interested, and we played with a rotating cast of others for many years. I still see Rayn pretty regularly, although gaming night is board games now, instead of D&D.
Starting D&D wasn't something I was introduced to. It was something I was waiting for my whole life, without ever knowing it. So thanks Greg Irons, and +Perry Jones, and Mike and Tony Klopp, and Rayn and Nathan Butt, and +Nic Morgan and the gaming group from university. I'm getting towards my 4th decade of gaming, and I still have a great time each and every session.
Friday, August 30, 2013
Worldbuilding: The Oaths of Dwarves
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| The Judgment of Moradin |
To the dwarves, the swearing of an Oath is a sacred and monumental thing. Oaths are used for the most solemn and powerful agreements: Alliances, Marriages, Debts of Honor, Vendettas and the like.
The priests of Moradin are the holders of Oaths. They witness and record the Oath, casting each one into iron tablets that are affixed to the walls of the Oath-Hall of the Temple. Each end of the tablet designates one of the parties to the Oath, and the center holds the Oath itself. Multiple parties in an Oath result in multi-lobed tablets.
Oaths are considered to be in force for as long as the iron tablet endures and if the tablet ever rusts or breaks it is considered a sign from Moradin. The location of the rust or break is used as an Augury in those cases - determining the actual message from the God.
The Oath-Hall of the Temple also houses Honor's Stone, a rock where the Oaths are sworn. On the stone is a steel anvil and 2-handed hammer, used for the testing and passing judgement on Oaths.
It is the sworn duty of all Priest of Moradin to uphold Oaths. An accused Oathbreaker is to be brought to the Oath-Hall, where they can be judged by Moradin himself. By custom, no-one is a KNOWN Oathbreaker until after Moradin has rendered judgement, but in many cases the evidence seems to speak for itself, and some are judged oathbreaker by public opinion. This is a grievous thing for a dwarf, but not nearly so much as being judged Oathbreaker by Moradin himself.
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| Many Outcasts seek death in battle. |
Formal Judgement involves striking the tablet that represents the Oath on the anvil of Honor's Stone. The results of the blow show the Judgement of Moradin in the matter. An unharmed tablet means that Moradin considers the Oath to still be valid, while a partially or wholly destroyed tablet indicates guilt by one or both parties. A cleanly broken one indicates that Moradin considers the oath to have been fulfilled, with no fault on any particular side.
A dwarf that is Judged as an Oathbreaker has two choices. He or she can be Outcast, receiving a facial tattoo that spells death if the Outcast is seen within dwarven lands. Many dwarves consider an Outcast to be fair game in any land. Otherwise, the Oathbreaker may offer formal Redress to the other parties of the Oath. Redress is some form of compensation or apology, and it’s nature is up to the Oathbreaker.
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| Dwarven Oathkeeper |
Some priests of Moradin are Oath-Keepers - the closest thing to inquisitors that the dwarves have. Oath-Keepers investigate allegations of Oath-breaking, retrieve the accused parties and interpret and administer the Judgement of Moradin. This is usually a separate process from the laws of a kingdom or hold, and takes precedence over local laws. Oath-Keepers are able to request aid and support from any dwarves that worship Moradin.
Thursday, August 29, 2013
D&D Next: Dwarves Update. Over Twisted Pass
The mission to scout Shalecliff and rescue survivors was a success. After a bath, official commendations and a move out of the barracks and into new housing, the party begins to cast around for things to do. A wagon rolls up shortly thereafter with a chest and a letter, sealed with the crimson hammer of Clan Redhammer. In the letter are the official thanks of the clan and patriarch for the return of the Redhammer and of Arkask, the nephew of Amberlin Redhammer, leader of the clan and General of the Goldenhills Guard.
In the chest are the material thanks of clan Redhammer. 2 suits of full plate armor, one for Hilbo and one for
Korrum. The suits are clearly the work of master smiths, with red-enameled highlights and discreet Redhammer clan sigils, along with more visible Mountain and Bridge symbols of the Paths Guild. Korrum’s armor also bears the Hammer and Thunderbolt of Moradin on one arm, and Hilbo’s has the rarely-seen crest of the Huggins family on his. Princely gifts, and truly unique, for the Paths Guild and the Goldenhills Guard have long been rival factions within the kingdom.
Khidre receives a quiver of dwarven Piercer arrows. The enchanted ammunition pierces metal and stone like cloth, and are often used to anchor permanently in rock. Stalagtite receives a Stone Cloak, a leather cloak sewn with thin disks of polished stone, which makes hiding or moving underground or among rocky terrain much easier.
The group then elects to sell those items they retrieved from Shalecliff. Through the Eigar clan they contact Harroth Vhayde – a slickly prosperous merchant with a plaited brown beard and cold, calculating eyes. They sell some gear, upgrade some other equipment, and hear Harroth’s proposal that they lead an expedition south over the mountains to restore and rebuild the old shipyard and trading post on the shore of the Imron Deep. The party consider the offer, but elect to look for other opportunities as well.
Next comes their official briefing from Duggan Kammerin, their commanding officer in the Paths Guild. The party has been designated as the official Expeditionary Scouting Detachment. Goldenhills Hall has pursued an isolationist path for the past 50 years or more, but the Paths Guild, Merchant Guild and many of the noble houses have finally prevailed upon the King to break the isolation.
The assignment of the Expeditionary Detachment is to explore the areas around Goldenhills Hall, find out the current state of the neighborhood and ideally, re-establish old trading and communication links. The party is given a broad mandate to set their own priorities, with the understanding that the security and prosperity of the Kingdom comes first.
It isn’t much more than a few hours later, while drinking in a local tavern, that the party realizes that their mission, and ability to move around outside the kingdom, have become general knowledge. They are approached by a prosperous-looking grey bearded dwarf named Soren Greyrock. Soren is a trade factor for Greyrock Traders, which work extensively with livestock, muleskinning and transport within the kingdom.
Soren’s proposal is that the party explore to the east, across the Twisted Pass and re-establish contact with the Ahten Nomads, who used to trade livestock, hides, finished leather and furs to the dwarves. The isolation of the Kingdom has broken those ties, and Soren wants them restored. The party sees this as consistent with their overall mission, and accept the assignment.
A few days later they cross Twisted Pass, along with some horses, trade goods and Khidre’s three retainers,
Derag, the wizened guide everyone calls Roots, his niece, Nimion the messenger and Gardred, the talented cook. Several days of travel takes them across the height of the pass and down into the long, wandering valley that opens out towards the plains. Numerous small streams flow down from the hills on either side, forming into an ever-growing river in the center of the grassy vale.
One afternoon the party encounters a burned-out village alongside the river. Khidre and Roots determine that the attack happened within the last few days, and that the attackers came from the river and returned the same way, dragging bodies along with them. A few survivors and horses seem to have fled east, and the camp is demolished but largely unlooted. No bodies or survivors are to be found, so the group continues east, following the river.
That night, a pair of dark, silent shapes with ice-blue eyes rise from the river and fall upon the camped party. Luckily, Hilbo is on watch and spots the creatures before they get too close. A sharp fight ensues, with the blades, hammers and arrows of the dwarves against the claws and teeth of the river-creatures. Their bite seems to cause a numbing paralysis, and although Hilbo falls victim to the affliction, Korrum, Khidre and Stalagtite are able to keep the monsters from dragging him off and defeat them.
Seen in the light, the creatures prove to be human-like, but horribly malformed, with blacked skin, terrible claws and distended, protruding jaws. Leaving the dead creatures, the party continues, watching the river more warily and following the tracks of the survivors from the village, who are now only a half-day ahead.
| Dwarf Plate. It's heavy but it WORKS! |
Korrum. The suits are clearly the work of master smiths, with red-enameled highlights and discreet Redhammer clan sigils, along with more visible Mountain and Bridge symbols of the Paths Guild. Korrum’s armor also bears the Hammer and Thunderbolt of Moradin on one arm, and Hilbo’s has the rarely-seen crest of the Huggins family on his. Princely gifts, and truly unique, for the Paths Guild and the Goldenhills Guard have long been rival factions within the kingdom.
Khidre receives a quiver of dwarven Piercer arrows. The enchanted ammunition pierces metal and stone like cloth, and are often used to anchor permanently in rock. Stalagtite receives a Stone Cloak, a leather cloak sewn with thin disks of polished stone, which makes hiding or moving underground or among rocky terrain much easier.
The group then elects to sell those items they retrieved from Shalecliff. Through the Eigar clan they contact Harroth Vhayde – a slickly prosperous merchant with a plaited brown beard and cold, calculating eyes. They sell some gear, upgrade some other equipment, and hear Harroth’s proposal that they lead an expedition south over the mountains to restore and rebuild the old shipyard and trading post on the shore of the Imron Deep. The party consider the offer, but elect to look for other opportunities as well.
Next comes their official briefing from Duggan Kammerin, their commanding officer in the Paths Guild. The party has been designated as the official Expeditionary Scouting Detachment. Goldenhills Hall has pursued an isolationist path for the past 50 years or more, but the Paths Guild, Merchant Guild and many of the noble houses have finally prevailed upon the King to break the isolation.
The assignment of the Expeditionary Detachment is to explore the areas around Goldenhills Hall, find out the current state of the neighborhood and ideally, re-establish old trading and communication links. The party is given a broad mandate to set their own priorities, with the understanding that the security and prosperity of the Kingdom comes first.
It isn’t much more than a few hours later, while drinking in a local tavern, that the party realizes that their mission, and ability to move around outside the kingdom, have become general knowledge. They are approached by a prosperous-looking grey bearded dwarf named Soren Greyrock. Soren is a trade factor for Greyrock Traders, which work extensively with livestock, muleskinning and transport within the kingdom.
Soren’s proposal is that the party explore to the east, across the Twisted Pass and re-establish contact with the Ahten Nomads, who used to trade livestock, hides, finished leather and furs to the dwarves. The isolation of the Kingdom has broken those ties, and Soren wants them restored. The party sees this as consistent with their overall mission, and accept the assignment.
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| Summit of Twisted Pass |
Derag, the wizened guide everyone calls Roots, his niece, Nimion the messenger and Gardred, the talented cook. Several days of travel takes them across the height of the pass and down into the long, wandering valley that opens out towards the plains. Numerous small streams flow down from the hills on either side, forming into an ever-growing river in the center of the grassy vale.
One afternoon the party encounters a burned-out village alongside the river. Khidre and Roots determine that the attack happened within the last few days, and that the attackers came from the river and returned the same way, dragging bodies along with them. A few survivors and horses seem to have fled east, and the camp is demolished but largely unlooted. No bodies or survivors are to be found, so the group continues east, following the river.
That night, a pair of dark, silent shapes with ice-blue eyes rise from the river and fall upon the camped party. Luckily, Hilbo is on watch and spots the creatures before they get too close. A sharp fight ensues, with the blades, hammers and arrows of the dwarves against the claws and teeth of the river-creatures. Their bite seems to cause a numbing paralysis, and although Hilbo falls victim to the affliction, Korrum, Khidre and Stalagtite are able to keep the monsters from dragging him off and defeat them.Seen in the light, the creatures prove to be human-like, but horribly malformed, with blacked skin, terrible claws and distended, protruding jaws. Leaving the dead creatures, the party continues, watching the river more warily and following the tracks of the survivors from the village, who are now only a half-day ahead.
Wednesday, August 28, 2013
Character Background: Hakoah Ironbeard
It is said that Garin Ironbeard and Bryth Splinterbeard were as close as brothers when they led their clans south from Ozulfbekhr to found Clearwater Mill and Blackrock Hold many generations ago. Certainly the alliance between the two clans was a solid as dwarven iron for all the days after, or so it seemed.
In the time when Ghordahl Ironbeard was chief of the Blackrock Hold, and Halmerin Splinterbeard was chief of Clearwater Mill, orc clans from the northern mountains attacked and besieged Clearwater Mill. Appeals for aid came from the embattled Splinterbeards, but despite the pleas of his theigns and the rage of his folk, Ghordahl did not march to their aid.
Instead he sat on his throne with his head in his hands, and muttered of “wyrd” and “doom” and “forging anew”. Every dwarf in Blackrock Hold wept when the news of Clearwater Mills’ fall came. All save Ghordahl, who clutched the arms of his throne and stared at the floor.
The remains of the Splinterbeards fled south and east to Goldenhills Hall, bearing the tale of treachery and the breaking of ancient oaths. From that time until now the Ironbeards were Oathbreakers to all the other clans, and none would trade with them or greet them with friendship, for a breaker of oaths is accursed by Moradin and shunned.
Blackrock Hold survived, though. Bereft of dwarven allies, they began to trade more closely with their neighbor, Britha, and so survived for many years – isolated and grim. It was in these days that Hakoah, grandson of Ghordahl was born and grew up.
Britha was a fertile highland valley, with several rivers pouring down to form a large lake at the center, where the capital city, Eldgrinsetr, the City of Bridges was built. The men of Britha traded to the west with Leagrove and fought against the dangers from the Icewall Mountains and the gnoll-tribes of the Blistered Reach.
About 10 years ago, the end came for Britha. For three days, the sun over the valley burned an ugly shade of red, and curtains of locusts and stinging insects rained from the sky. They devoured crops, plants and flesh with equal voracity, and the farmers and villagers of Britha fled to Eldgrinsetr.
On the fourth day, Ke-Sectat Hatath, the Porphyrous Dragon came from the north. The massive purple drake descended on Eldgrinsetr in a whirling swarm of giant flesh-eating flies and destroyed the city utterly. Those who were fortunate enough to survive the flies and dragon’s rancid clouds of lung-shredding fumes were clawed from the rubble and flayed alive by the beast. It took three days for Eldgrinsetr to die, and the death was ugly. The dragon tore apart the bridges and floodgates of the city, flooding much of it and laying waste to the rest.
The locusts and flies that accompanied Ke-Sectat Hatath ate the green vale into a deserted wasteland of leafless trees and bare, dusty earth. Some refugees escaped to Blackrock Hall with the tale, but many more were driven east, to die in the Blistered Reach from thirst and hunger, or at the hands of the gnoll tribes inhabiting that savage wasteland. Britha was gone, 10,000 folk utter wiped from the earth, and Ke-Sectat Hatath flew off to the north-west, towards the Shadow Waste beyond the Blistered Reach.
Blackrock Hall fell at the same time, although it took longer for the demise to become apparent. Isolated and without allies or trade, and with the orcs and giant-folk of the mountains emboldened by the death of Britha, the hold dwindled and withered. 6 months ago a great force of goblins struck up through the mines, overrunning the defenders in wave after shrieking wave. Hakoah managed to lead a small group out, but his father and grandfather both died in the rear-guard. One of his father's theigns brought Hakoah the Ironbeard Axe in the chaos, along with a simple message, "Redeem Us."The few refugees fled south to the gnomish camps around the old Blingdenstone Gates, or west to Leagrove
and the Vale of Gardens. Hakoah saw them safe, then came back east. Skirting the southern fringes of Britha, he came down into the grassy hills at the edge of the wide Saltwind Prairie. There, he and Seamus were ambushed by gnoll raiders and taken captive. After several days of marching, the gnolls appear to be closing in on their destination.
Monday, August 26, 2013
Making Barbarians More Interesting
I was pretty critical of the Barbarian class in my
high-level write-up. Some of that is
frustration, because it’s close to being really good. All the pieces of something interesting are
there – it’s just presented in a way doesn't do it justice. Lots of potential.
This is how I’d do it:
Break the whole leveling set up into 2 discreet chunks: Level 1-3 and everything else. I’ll talk
about name-level thoughts in another post.
Next we identify what features are associated with those
level ranges:
Levels 1-3:
Rage
+1 attack
Bonus
+2 Rage
damage bonus
Feral
Instinct
Reckless
Attack
1 Path/Path
Feature
I’m OK with
the concept that levels 1 through three are introductory levels, so I’m
fine with keeping these 3 levels as-is.
You get to make quite a few interesting choices during character
creation, 2nd level comes very quickly, and you get to make a major
choice at 3rd level with your path.
However, I
see no reason for the linear progression of the Path Features. I’d allow players to pick a path feature from
the list when they get a path feature.
The default progression (if you don’t want to make decisions) could
still be as-written.
Path of the
Berserker. Fearless Rage and Mindless
Rage should be automatic benefits to the path.
I would also give anyone that picked Path of the Berserker 1 additional
use of rage right off the bat. If they
are berserkers, they should have more berserk in them. I would also make Unlimited Rage a benefit of
this only path at Lv 20.
Path of the
Totem Warrior. See – picking the totem
spirit is EXACTLY the kind of interesting choice I like. It is cool stuff, adds thematically to your
character, all the benefits are neat and they AREN’T all combat benefits. I like the idea of making Totem Spirit the
default first choice here. The rest, I'd just let the player pick which path feature they want when they get one.
For the rest
of the levels, I would lay things out like so:
|
Level
|
Feature
|
|
4
|
Feat/Ability Upgrade
|
|
5
|
2 Class Features
|
|
6
|
Path Feature, Class Feature
|
|
7
|
Class Feature
|
|
8
|
Class Feature
|
|
9
|
Feat/Ability Upgrade
|
|
10
|
Path Feature, Class Feature
|
|
11
|
Class Feature
|
|
12
|
2 Class Features
|
13
|
Feat/Ability
|
|
14
|
Path Feature, Class Feature
|
|
15
|
Class Feature
|
|
16
|
2 Class Features
|
|
17
|
Path Feature, Class Feature
|
|
18
|
Feat/Ability
|
|
19
|
Class Feature
|
|
20
|
Lv 20 Path Benefit
|
If you don’t
want to make choices, take the Class and Path Features in order – giving you
basically the current progression.
The Class
Feature List would look like this. You could take each option once.
Brutal
Critical
Fast
Movement
+1 Attack
Bonus
1 Extra Rage
Feral
Reflexes
Two Attacks
+1 Attack
Bonus, +1 Rage Damage
Relentless
Rage
Furious
Resilience
1 Extra Rage
+1 Attack
Bonus
1 Extra Rage
Simmering
Rage
Incite Rage
1 Extra Rage,
+1 Rage Damage
Primal Might
Death-Defying
Rage
Realistically,
I’d add about 5 more features so that nobody could ever get all of them. Scarcity is interesting. Keep the number of rages and +1 attack bonus' limited, though. I'm OK with players getting those lower on the level scale if it means they are sacrificing other benefits to get them, but adding more of them means that you are potentially messing with the "bounded accuracy" business.
Another
benefit to this structure is that it makes it really easy to expand on the
class. Paths are self-contained, so they
are simple to build and add, and adding class features is also relatively easy,
although you want to go carefully there – too many and we’re right back in 3e
country.
But notice –
no feat chains. No stat or level
pre-reqs. So if I want an accurate
rager, I can spend my early features on extra rages and hit bonuses. I haven’t really added anything to the class
structure, just formalized what it is already doing and added choices, albeit
bounded ones, at each level.
You could also turn this into a d20 chart pretty easily, if you wanted to do random-feature advancement. I know some people like that.
Anywhoo, that's how I'd do this. Same pieces, organized differently, with a default progression for those who want a simpler system.
Sunday, August 25, 2013
Creating a High Level D&D Next Character: Barbarian (Conan)
Well, the last Creating a DnD Character post attracted a lot of interest. The new playtest package came out a bit ago, so I thought I'd give this another go and see what's changed. I also want to try making a high-level character, just to do a simulation of what leveling looks like.

I'm going to make CONAN, a level 18 Barbarian. Then I'm going to make him again as a level 18 fighter.
Actual Quote from my 4-year old daughter, Iris. "Who's a Coban?"
Race: Human, obviously, since this is Conan. But it's also a really good choice, which is weird since human has been the red-headed stepchild of the race choices for as long as I can remember. +1 on all stats is pretty impressive, and makes
So, point buy for stats - 15 Str, 15 Dex, 15 Con, 9 everything else. Conan is a physical beast. Stats go up to 16,16,16,10,10,10 with the racial bonus. He speaks Common and Orcish, cause Conan would know how to speak Orc. Or Pictish, anyways.
Background is Guide - we'll go with post-Venarium Conan, just down from the hills. He gets the Wanderer trait, proficiency in Navigator's tools (whatever the fuck those are. The stars? Moss on trees?) and Cultural Lore: Northern Peoples and Natural Lore. The only way to make these fucking lores work is to make them REALLY general. Otherwise ones like Arcane and Natural are just worth so much more than the others that the others are worthless. Lores suck a dick.
Starting HP is15 (12+3) and equipment is a longsword (thematic, technically it's a broadsword), a shield and studded leather, for an AC of 15. He gets 2 rages, which make him tougher and hit harder. Now to start leveling up this bad boy.
Level 2, we get 9 more HP (I'm just giving him the 6 average every level), bringing the total to 24, and Feral Instinct, which gives him advantage on initiative rolls (awesome) and Reckless Attack, which gives him advantage on attacks when not raging, at the cost of advantage on attacks against him. Not bad, and thematic for a Barbarian.
Level 3 and things get interesting. Conan is not really a berserker like Logan Nine-Fingers or Minsc, but
he's no totem warrior either. I'll try Berserker on this build and see how it goes. I suspect the Fighter version might end up being more accurate. This is actually the point where I would multi-class him to fighter anyhow.
So, path of the Berserker gives him Fearless Rage, so he cannot be frightened while raging. He also gets 9 more HP, bringing the total to 33, and gets another use of Rage.
Level 4 brings us to another interesting choice - feat or stat bump? This is really an interesting choice. Alert, Charger, Stealthy and Tough are all appropriate, but most chronologies have Conan as a thief in Arenjun in Zamora at about this point in his career, so we'll take the Stealthy feat. That gives him low-light vision, the ability to hide if lightly obscured and a d4 expertise dice to use on Dex saves when hiding. Not bad, but maybe not worth 2 stat points. HP's go up to 42.
Level 5 raises his attack bonus to +2, totalling +5 to hit now, Brutal Critical, which allows him to roll an additional dice when he hits with a critical (so a critical with his longsword would be 3d8+3, or +5 if he is raging). He also gets Fast Movement, raising his speed by 10, to 40, since he is sticking with the light armor. HP go up to 51.
Level 6 sees HP go to 60, another use of rage, so 4 now, and Mindless Rage, which makes him immune to charm while raging. Sorta meh power, but whatever.
Level 7, HP go to 69 (dude) and he gets Feral Reflexes. Now, this one is just written badly. It says that "if you are surprised while you are conscious, you can take a turn during the surprise round if you enter your rage at the start of the round." I'm not sure what the fuck that is supposed to mean. If you are surprised, you CAN'T enter your rage at the start of the round. But I'm just going to assume they mean that if he gets surprised, he can enter a rage and act normally during the surprise round.
Level 8 and we get some cool stuff. HP are up to 78 and he now has 2 attacks per round.
Level 9 and we're back to feat vs ability score. I'd say here we want to increase Str by 2, to 18. Rage damage also goes up to +3, so Conan has +6 to hit and +7 damage while raging, and gets 2 attacks per round. He also now has 87 HP.
Level 10 sees an increase in our base attack bonus, so +7 to hit, 96 HP and another class feature, Unchecked Fury, which allows him to make 1 additional melee attack if he misses during his turn. Very nice power.
This is the point where I think I would cap HP gain, or limit it just to Con bonus. Cranking HP up past 100, I think gets us diminishing returns pretty fast. We're getting to Name Levels now, and even if Next doesn't have demesne stuff, I'll be house-ruling it in.
Level 11 gets him Relentless Rage, which lets him make a DC 10 Con saving throw to ignore a blow that would drop him below 0 HP, instead staying at 1, so long as he is raging. Handy power that. Better buff up Con when we have a chance. HP go up to 107.
Level 12 brings his HP to 116, and gains Furious Resilience, which allows all saves made while raging to be done with advantage. That sorta makes Relentless Rage pretty nice. The only practical way to kill him now is massive damage killing him outright. The math on this is basically that Advantage is about the same as a +3 bonus on a roll. Combined with +3 (soon to be +4) on Con rolls, that means he saves 4 times out of 5 on his Relentless Rage checks. Oh, and he also gets another use of rage, bringing the total to 5.
Level 13 is another feat vs ability point. I'd say we'll go with the +2 Con bonus. That means he has 126 HP.
Level 14 means HP go to 136 and he gets the path feature Brutal Rage, where he can turn a normal hit into a critical, but this stops his rage and grants attacks advantage for the next round. This would be situationally handy, but not super-great for a 14th level ability.
Level 15 and HP go to 146 and we get Simmering Rage, so now he can go up to 2 consecutive turns without making an attack before his rage ends. Handy for prolonging the FUN!
Level 16 means the attack bonus goes up to 4, as does the rage damage. Conan now has 156 HP and gets 2 attacks/round at +8 to hit and damage when raging. He also gets Incite Rage, which is a LOS slight buff on a single target. Not very impressive at 16th level. This shit needs to be options at lower levels. This fucking design by 1e is crap.
Level 17 gets him another rage, so 6 now, and a path feature, Terrifying Rage, which makes any creature that takes damage from him make a Will save or be frightened. Which is pretty cool and interesting. Oh, and he has 166 HP!
Level 18, which is as high as we're gonna go, is the final feat vs stat choice. Conan is wary like a cat, so I'll take the Alert feat, which gives him +5 on initiative (and advantage... and +3 for dex), immunity to surprise and advantage on wisdom checks when using Listen or Spot. Not bad. He also now has 176 HP.
I could take him all the way to 20, but really, I'm kinda bored. Other than character creation, I got to make 5 decisions. One path decision at level 3, and four feat vs stat increase choices.
THIS IS NOT THE WAY TO DESIGN A CLASS. Interesting decisions are the staple of tabletop games of all varieties, and there are NO interesting decisions here - just force-feeding. It's a railroad adventure dressed up as a class. And there is NO REASON it has to be this way. Most of the high-level class and path features are just as powerful as the low-level ones. You want to make this interesting - give me a choice of any of those features at each level where I would normally get one. Let me choose my path feature, and choose my class feature, or swap them out for a flat bonus to something. Then we're talking.

I'm going to make CONAN, a level 18 Barbarian. Then I'm going to make him again as a level 18 fighter.
Actual Quote from my 4-year old daughter, Iris. "Who's a Coban?"
Race: Human, obviously, since this is Conan. But it's also a really good choice, which is weird since human has been the red-headed stepchild of the race choices for as long as I can remember. +1 on all stats is pretty impressive, and makes
So, point buy for stats - 15 Str, 15 Dex, 15 Con, 9 everything else. Conan is a physical beast. Stats go up to 16,16,16,10,10,10 with the racial bonus. He speaks Common and Orcish, cause Conan would know how to speak Orc. Or Pictish, anyways.
Background is Guide - we'll go with post-Venarium Conan, just down from the hills. He gets the Wanderer trait, proficiency in Navigator's tools (whatever the fuck those are. The stars? Moss on trees?) and Cultural Lore: Northern Peoples and Natural Lore. The only way to make these fucking lores work is to make them REALLY general. Otherwise ones like Arcane and Natural are just worth so much more than the others that the others are worthless. Lores suck a dick.
Starting HP is15 (12+3) and equipment is a longsword (thematic, technically it's a broadsword), a shield and studded leather, for an AC of 15. He gets 2 rages, which make him tougher and hit harder. Now to start leveling up this bad boy.
Level 2, we get 9 more HP (I'm just giving him the 6 average every level), bringing the total to 24, and Feral Instinct, which gives him advantage on initiative rolls (awesome) and Reckless Attack, which gives him advantage on attacks when not raging, at the cost of advantage on attacks against him. Not bad, and thematic for a Barbarian.
Level 3 and things get interesting. Conan is not really a berserker like Logan Nine-Fingers or Minsc, but
he's no totem warrior either. I'll try Berserker on this build and see how it goes. I suspect the Fighter version might end up being more accurate. This is actually the point where I would multi-class him to fighter anyhow.
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| That would be barbarian rage, alright. |
Level 4 brings us to another interesting choice - feat or stat bump? This is really an interesting choice. Alert, Charger, Stealthy and Tough are all appropriate, but most chronologies have Conan as a thief in Arenjun in Zamora at about this point in his career, so we'll take the Stealthy feat. That gives him low-light vision, the ability to hide if lightly obscured and a d4 expertise dice to use on Dex saves when hiding. Not bad, but maybe not worth 2 stat points. HP's go up to 42.
Level 5 raises his attack bonus to +2, totalling +5 to hit now, Brutal Critical, which allows him to roll an additional dice when he hits with a critical (so a critical with his longsword would be 3d8+3, or +5 if he is raging). He also gets Fast Movement, raising his speed by 10, to 40, since he is sticking with the light armor. HP go up to 51.
Level 6 sees HP go to 60, another use of rage, so 4 now, and Mindless Rage, which makes him immune to charm while raging. Sorta meh power, but whatever.
Level 7, HP go to 69 (dude) and he gets Feral Reflexes. Now, this one is just written badly. It says that "if you are surprised while you are conscious, you can take a turn during the surprise round if you enter your rage at the start of the round." I'm not sure what the fuck that is supposed to mean. If you are surprised, you CAN'T enter your rage at the start of the round. But I'm just going to assume they mean that if he gets surprised, he can enter a rage and act normally during the surprise round.
Level 8 and we get some cool stuff. HP are up to 78 and he now has 2 attacks per round.
Level 9 and we're back to feat vs ability score. I'd say here we want to increase Str by 2, to 18. Rage damage also goes up to +3, so Conan has +6 to hit and +7 damage while raging, and gets 2 attacks per round. He also now has 87 HP.
Level 10 sees an increase in our base attack bonus, so +7 to hit, 96 HP and another class feature, Unchecked Fury, which allows him to make 1 additional melee attack if he misses during his turn. Very nice power.
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| No King Conan in THIS version of D&D |
Level 11 gets him Relentless Rage, which lets him make a DC 10 Con saving throw to ignore a blow that would drop him below 0 HP, instead staying at 1, so long as he is raging. Handy power that. Better buff up Con when we have a chance. HP go up to 107.
Level 12 brings his HP to 116, and gains Furious Resilience, which allows all saves made while raging to be done with advantage. That sorta makes Relentless Rage pretty nice. The only practical way to kill him now is massive damage killing him outright. The math on this is basically that Advantage is about the same as a +3 bonus on a roll. Combined with +3 (soon to be +4) on Con rolls, that means he saves 4 times out of 5 on his Relentless Rage checks. Oh, and he also gets another use of rage, bringing the total to 5.
Level 13 is another feat vs ability point. I'd say we'll go with the +2 Con bonus. That means he has 126 HP.
Level 14 means HP go to 136 and he gets the path feature Brutal Rage, where he can turn a normal hit into a critical, but this stops his rage and grants attacks advantage for the next round. This would be situationally handy, but not super-great for a 14th level ability.
Level 15 and HP go to 146 and we get Simmering Rage, so now he can go up to 2 consecutive turns without making an attack before his rage ends. Handy for prolonging the FUN!
Level 16 means the attack bonus goes up to 4, as does the rage damage. Conan now has 156 HP and gets 2 attacks/round at +8 to hit and damage when raging. He also gets Incite Rage, which is a LOS slight buff on a single target. Not very impressive at 16th level. This shit needs to be options at lower levels. This fucking design by 1e is crap.
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| Terrifying Rage in action! |
Level 18, which is as high as we're gonna go, is the final feat vs stat choice. Conan is wary like a cat, so I'll take the Alert feat, which gives him +5 on initiative (and advantage... and +3 for dex), immunity to surprise and advantage on wisdom checks when using Listen or Spot. Not bad. He also now has 176 HP.
I could take him all the way to 20, but really, I'm kinda bored. Other than character creation, I got to make 5 decisions. One path decision at level 3, and four feat vs stat increase choices.
THIS IS NOT THE WAY TO DESIGN A CLASS. Interesting decisions are the staple of tabletop games of all varieties, and there are NO interesting decisions here - just force-feeding. It's a railroad adventure dressed up as a class. And there is NO REASON it has to be this way. Most of the high-level class and path features are just as powerful as the low-level ones. You want to make this interesting - give me a choice of any of those features at each level where I would normally get one. Let me choose my path feature, and choose my class feature, or swap them out for a flat bonus to something. Then we're talking.
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