Building a Dungeons and Dragons Player Character
Welcome ladies and gentlemen, today we are going to focus our attention on the world’s first role-playing game, Dungeons and Dragons. Now there are literally millions of topics we could cover under this single umbrella, but I want to get down and focus on the most basic: character creation.
Creating your character in Dungeons and Dragons is probably one of the hardest and most important things to do. Your character, like in any modern video game (which are severely limited when it comes to character creation), is your avatar in the game world. Through this character you will experience their triumphs, their tribulations, and the simple joy of escaping your life and living someone else’s.
So, to cut the chit chat short, we’ll get started.
There are some material objects, or the proper links, that you’re going to need to effectively create your character. The number one item is the Players Hand Book, also called Core Rulebook I. In addition, to make the character we’re building today you would also need the Dungeon Master’s Guide and the Monster Manual (Core Rulebooks II and III respectively).
One set of polyhedral dice: 1 d20, 1d12, 1d%, 1d10, 1d8, 1d6, and 1d4
Step One: Ability Scores
Determining your ability scores is the first step of the process. And, this can be done in several different fashions.
There is the point buy system, where you start off with X number of points and a set base. Then you proceed to trade points for an increase in scores. I will admit, I hate this one, I really really hate this system.
Another way, the classic way, is to take 3d6 and roll them 6 times to determine your six ability scores (the abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma). This approach gives you probably the widest array of possibilities, all the way from 3 (the worst) to 18 (the best). The average to this method generally runs about 11 or 12. This puts the player characters very slightly above your average NPC (non player character), which has an average of 9 or 10 for the bulk of their scores.
A modification to the classic way is to roll 4d6 and drop the lowest roll. It gives you the same odds as the other method, but tends towards higher scores, with an average of 13. This method also gives the player the option to completely throughout their lowest score. They can reroll the lowest score, but it’s stated that the player must take whatever the result of that second roll was and use that as their ability score whether the second roll was better than the first or not.
I was taught how to play using this last method, and I felt it lacking. So, I decided to come up with some house rules for my games.
My players are able to choose how they want to determine their scores (the point buy system is not an option… just saying, lol), they can use the above rolling methods or they can use one of mine.
Mine are simple.
The first of my house rules for ability scores is taking the scores 13, 14, 15, 16, 17, and 18 and spreading them out however one would wish on their character sheet. Though, one of the big complaints I’ve had about this system is that it’s rigid. It doesn’t allow the possibility of a character getting 3 or more 18s on one character. But, it does get rid of the possibility of a character getting a 3 on their score.
The second house rule is to use a d20 to roll ability scores. You simply take the d20 roll it, and if the result is under 11 (NPC average) you re roll it. This can be done for each score. In my experience it has created quite a few high powered characters.
However, I tend to be democratic when it comes to this situation, and my group decided the other day that they want to use the modified classic way of rolling up ability scores. I am the Game Master, so I could say bollix and roll my character up however I want to, but that wouldn’t be fair to the other players. So, we are going to roll my character up the same way they rolled theirs up. (Only, I’m using a random number generator, supplied by Red Dragon Inn).
So, here are my rolls: 12, 11, 9, 13, 15, and 12. Looks like I’m shooting right through average here.
Now, what do I do with these scores?
That’s a good question, you need to write them down on a scrap sheet of paper, and pick out your race and your class. With that information you’ll know what to do with your ability scores and how they should be arranged to suit your character best.
Step Two: Picking a Race and Class
This is probably the most important step in the character creation process. In this step you are essentially defining what your character is going to be throughout the course of the game. It determines your role in the party, mainly in combat, but it also determines a wide array of other things that occur throughout the game.
Picking a race is often something people think of as a throwaway step, but during play, the race you pick can make all the difference. Let’s say you and your group have happened upon a small elven community in the middle of the woods. These elves are kind of backwards and detest outsiders and dwarves above all else. The rest of your party is a pack of dwarves, and you are an elf. Whose responsibility is it to keep the dwarves alive? Not that the dwarves can’t try themselves, but who are the elves going to listen to more.
And, since we’re picking a non-standard race, a deep gnome or svirfneblin (yeah, it’s easier to say deep gnome), we have a whole different set of things to worry about. If we’re playing a game on the surface then we’re going to run into a lot of mistrustful NPCs, most of who would rather hang us from a tree and throw rotten fruit at us then look at us. And, if we’re playing an underground (Underdark, Underhaven, The Depths, all depends on what campaign setting you’re using as to what it’s called) you need to realize that every other race you run into hates you, and you hate them. If you’re partnering with them then the party’s going to spend ninety-nine percent of the time bickering with one another, bickering that could very well devolve into a knock down drag out brawl ending only in the death of one of the player characters. The underground races… they don’t like one another, they tolerate one another, and only as long as they absolutely have too.
As for your class, it’s this decision that determines what role you’re going to play in the party. To use terms for the MMORPG industry to describe those roles: you have a tank, a healer, and DPS. A tank should be kind of obvious, this is going to be the biggest and strongest party member, they’re going to rush into the fight first and they’re going to be taking the bulk of the damage. The healer is self explanatory as well. It’s this member of the party’s job to make sure that everybody else lives through the encounter. The healer will also focus most of their attention on the tank, for the simple fact that the tank ought to be taking the most damage. And, you’d think the third in the list is an abbreviation, DPS stands for damage per second. It’s the job of the DPS members to inflict as much pain on your opponents in as short a time as possible and to as many opponents as possible.
So, the above are the roles you will have in game, and that’s one thing to think about when picking your class but what are the classes? For a standard game you have eleven choices: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, and Wizard. And, to give a good example of what classes go with what roles: Tank= Barbarian, Fighter, Monk, Paladin; Healer= Cleric, Druid, Paladin, Ranger; DPS= Cleric, Druid, Fighter, Ranger, Rogue, Sorcerer, and Wizard. And, there’s one class that really doesn’t fit anywhere in these roles. The Bard. The bard can do a smidgeon of everything (though you don’t want them tanking, unless they’ve cross-classed with one of the power houses…and cross classing is a completely different Hub), but just the like jack-of-all-trades it is a master at none… with the exception of one. Technically, there is a fourth role, the Buff. The bard is a master at buffing other classes. Almost every one of its songs (Bardic Magic) falls into a category that makes other classes more powerful. It makes the heavy hitters hit harder, gives the healers the boost of energy needed to save everyone, and it gives the DPS the gumption to bring the pain. That said I’ve never seen anybody play a bard. Well, there was one time. He was a dwarf, and it was hilarious.
So, what class is our deep gnome going with? He’s going to be a DPS member, and he’s going to take the wizard class. This means he’s going to be squishy and, in later levels, he’s going to be the most powerful magic user in the party. And, by most powerful magic user in the party, I mean entire battles fought in the midst of a war are going to be decided just because he stepped onto the field. Until that point, though, he is very very squishy.
Step Three: Assigning Ability Scores
We have a race, we have a class, and we have 6 ability scores that have nowhere to go… Or do they?
This step is all about putting those scores where they need to go, and as you might have guessed, your choice of race and class determine where those scores are going to wind up.
Racial Adjustments: Each race has special qualities that can add or subtract what a character can do. These are simply called adjustments and they are additions or subtractions to your ability scores for the sole purpose of creating some balance in the character creation process. The adjustments can also be seen as a guide on how you should play your character.
The racial adjustments for your deep gnome character are as follows: -2 Strength, +2 dexterity, +2 wisdom, -4 charisma.
The adjustments suggest what we probably already know. Gnomes, deep gnomes or surface gnomes, aren’t known for their strength and the whole being a size smaller than everybody is a hint as well. With that reduction in strength though, deep gnomes are very dexterous, meaning picking a lock or drawing or gymnastics or riding a horse, anything that takes delicate concentration, is going to be that much easier for them. And, with a boost to their wisdom they have a little bit more common sense than everybody else, even if it’s not book learning. The minus to charisma counts for two things. In Dungeons and Dragons charisma stands both for your personality and for your looks (unless you’re playing under certain variant rules that introduce an appearance score), so the minus to charisma tells us this guy isn’t particularly good looking and he’s not much of a conversationalist. Seems to me like he’d be the if you speak to me I’ll fireball your ass back to hell kind of person.
Now, what abilities are most important to a wizard? The Player’s Handbook says the wizard’s most important abilities are Intelligence, Dexterity, and Constitution.
And, now we have guidance on where it is our scores are going. We’re going to put the highest three into Intelligence, Dexterity, and Constitution. This gives us an Intelligence of 15, a Dexterity of 13 but we’ve got to add the racial adjustment of +2 in, giving us a dexterity of 15, and Constitution of 12.
Now we have 12, 11, and 9 left over. We’ll be assign them to the other three scores. And, keep in mind the subtractions we’ll be facing from the racial adjustments.
If we gave our deep gnome the 9 in his Charisma modifier we’d have to subtract four from that, leaving him with a Charisma score of 5. This means he would be ugly… and he would be about as pleasant as putting on socks and stepping in a puddle o’ water. So, I’m not going to put the 9 there. Instead I’ll put the 12 in Charisma leaving our deep gnome with a score of 8. He’s not pretty, probably has a few scars and a mashed in nose, but he’s at least got a little bit of personality.
For Strength we have to subtract two, and strength isn’t necessarily a super important score for a wizard. But, he needs to be able to stand up on his own. So, we’ll give his strength score the 11 and it will get subtracted down to a 9.
With Wisdom we get to add two points to it. So, I hung onto the 12 and adding the two point racial modifier our deep gnome has a Wisdom score of 14. Why did I do that? Mainly because I forgot I had the 12. Lol.
Quickly, now that we’re at the end of the third step, we have one more thing to do. These scores determine the modifiers that will be applied to skill use and combat during the game. There is a chart, which I’m not going to replicate here, to determine these values. (The chart can be found on page 8 of the Player’s Handbook, and it can be found at this link.) And, based on the information the chart has given us the modifiers for our deep gnome are as follows:
Strength: Score 9 Modifier -1
Dexterity: Score 15 Modifier +2
Constitution: Score 12 Modifier +1
Intelligence: Score 15 Modifier +2
Wisdom: Score 14 Modifier +2
Charisma: Score 8 Modifier -1
And, now we have everything we need to move onto the next step.
Step Four: Special Abilities
The Player’s Handbook describes this section as recording the racial and class abilities. I like special abilities. They mean basically the same thing. Anywho, where does one go about finding the racial and class special abilities?
The answer is the Player’s Handbook and in the case of our deep gnome the Monster Manual. In these books there will be descriptions of the abilities of the race and the class…
And, I feel like I just said the same thing three or four times…
Anyway, the deep gnome racial abilities can be found on page 132 of the Monster Manual, and those special abilities are:
Stonecunning- ability to find hidden doors in stone; Darkvision out to 120 ft and Low-Light Vision; spell resistance of 11 plus the deep gnome’s class levels (like armor specifically against spells); +2 racial bonus on all saving throws; +1 to the difficulty class of saving throws against illusions casted by the deep gnome; +1 attack bonus against kobolds and goblinoids; and a couple of other abilities that aren't necessary informations right now.
As for the class abilities we’re looking at the wizard class, and that’s page 55 of the Player’s Handbook. At first level a wizard can summon a familiar (a small animal like companion…not always an animal), scribe a spell scroll, and he can cast 3 cantrips (0 level spells), and 1- 1st level spell. (Spells and spell choices might be discussed in a different article.)
Knowledge Skills: Sidebar
Knowledge is a wide array of different skills that, again, represent what a character knows. Only, knowledge shows what it is that a character has actually studied. A brief list and description of each follows.
- Arcana: study of ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, and magical beasts.
- Architecture and Engineering: study of the creation and understanding of buildings, aqueducts, bridges, and fortifications.
- Dungeoneering: is the study of dungeons in particular focusing on the creatures and aspects you find in them such as aberrations, caverns, oozes, and spelunking.
- Geography: like the real world this is the study of lands, terrain, climate, and people.
- History: also like the real world, this is the study of royalty, wars, colonies, migrations, founding of cities and such.
- Local: like the real world study of folklore focusing on legends, personalities, inhabitants, laws, customs, traditions, and humanoids.
- Nature: getting redundant here…animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather and vermin.
- Nobility and Royalty: study of lineages, heraldry, family trees, mottoes, personalities.
- Religion: study of gods and goddesses, mythic history, ecclesiastic traditions, holy symbols and the undead.
- The Planes: study of the various “other” realities including the Inner Planes, the Outer planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, and magic related to the planes.
Step Five: Buying Skills
Skill ranks show what your character can do, and how good your character is at a particular action. Skill points are determined by a character’s Intelligence score and modifier (an astute observation, given that the Intelligence score and modifier is a reflection of what the character knows), and each class has a set number of “base” points that you can add your Intelligence modifier. The wizard gets a base of 2 points plus his Intelligence modifier of 2 for a total of 4 points. And, since this is the first level a part of this step is to multiply the base number and the Intelligence modifier by 4. So, 4x4=16, we now have 16 points to spend on the various skills.
Each class has a group of skills that are directly associated with it. This list is called class skills, and the PC (player character) can take those skills with no limitations. The wizard’s class skills are as follows:
Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), and Spellcraft (Int)
The abbreviations in parenthesis are the ability score that skill is based on. It gives you the ability modifier that you add to the number of ranks you have in a specific skill.
And, now we select the skills our deep gnome wizard is going to need the most. We’re going to put 4 points in Spellcraft, 4 points in Knowledge (Arcana), 4 points in Decipher Script. And, now we’re going to put points in cross-class skills (skills that aren’t a part of the list of class skills, there’s a limitation to this you can only put half the number of points in the skill as you can in class skills). The cross-class skills we’re picking are Search with 2 points, and Hide with 2 points. Why those? Search helps a PC find hidden goodies, such as spellbooks or wands hidden in a bookshelf. Hide helps a character hide, and where our wizard is a first level spell caster, he is extremely squishy and it’s best for him to hide before he starts casting spells in combat.
Now that we have those base ranks in those skills we can add the ranks to the ability modifiers to get our skill modifiers. As an example, Spellcraft is an Intelligence based skill therefore you add the Intelligence ability modifier to the number of ranks we have. In this case, that total is 6. When it comes up that we have to make a Spellcraft check in game (used to identify spells and magical effects) we roll a d20 and then we add 6 to the result of the roll. This total number determines whether or not we succeed in the attempt.
Step Five: Feats of Strength and Amazement
The title kind of lies, because not all of the Feats our PC can select are Feats of Strength. I just picked that title because I thought it sounded cool.
Anyway, the fifth step is to select a special feat for your PC. If you’re playing a human you select 2 starting feats, and if your class says you get a bonus feat then you get to pick a 2nd feat. If you were playing a human fighter you would start the game with 3 feats. But, we’re playing a wizard, and a deep gnome wizard at that, so we only get to start the game with 1 feat.
I’m not going to list the feats here. It is an extremely long list, but I will share with you this link and the list starts on page 89 of the Player’s Handbook.
Now, a thing to keep in mind, our PC is a wizard, therefore a magic related feat would be helpful, or maybe a feat that improves the use of one of his skills, maybe even a feat that will toughen him up so he’ll last a little bit longer in a fight.
And, we’re going to pick the Feat Toughness for our wizard. This feat gives him 3 extra hit points, making him just a little less squishy.
Step Six: Adventuring Gear
This step is pretty self explanatory. You get to pick out the gear you want for your character. This is another lengthy list. It can be found in the Player’s Handbook starting on page 111 or it can be found at this link.
There is also the option to use the equipment the PC is provided in the class starting package. I’ve avoided mentioning this starting package as I’ve been unable to find it on the web. I mention it now only because I usually pick out my weapons and armor, then take whatever’s left over in the starting package. It’s a lazy man’s way of doing things, but the starting package does hit all the bases when it comes to gear a PC would need starting out.
So, what I’m going to do now is show you how to roll for your starting gear, then list the things I would buy for our deep gnome wizard.
Starting gold, like just about everything else is based on a random dice roll plus certain modifiers, or rather in this case it’s determined by your class. Such as the wizard, they roll 3d4 and multiply the result by 10. For example, our deep gnome wizard rolled a 4 a 3 and a 3 for a total of 10, we multiply that times 10 and we get 100 gold pieces (gp).
As for gear I selected:
Light Mace 1d4 damage, x2 critical, bludgeoning; price 5 gp
Light Crossbow (w/10 bolts) 1d6 damage, 19-20 /x2 critical, piercing; price 36 gp
No armor (armor creates a spell failure chance for arcane spells, we’ll have to depend on magic for protection.)
The Starting Package Gear:
Flint and Steel
3 sheets of Parchment
Spell Component Pouch
Total GP value: 34 gp 1 sp (sp= silver piece, 10 sp= 1 gp)
Total amount spent: 75 gp 1 sp
That leaves us with 24 gp and 9 sp. Now, we can take that and go into the game with a good amount of gold on hand, or we can find more things to spend it on. Lol.
I do like the idea of a kind of random assortment of clothing, but we’ll give him a scholar’s outfit (clothing is usually understood, lol, the outfit descriptor just gives you an idea of what the clothing looks like) which costs 5 gp dropping our total down to 19 gp and 9 sp. And, I get the feeling he’s going to be something of a snotty wino so we’ll give him a bottle of Fine Wine costing 10 gp. That leaves him with 9 gp and 9 sp, and that will be enough to get him set up nicely in the upcoming gaming sessions… until he runs out of wine that is.
Step Seven: Combat Numbers
This is the step everybody’s been waiting for I’m sure. This is the very final meat and potatoes of your character. With these numbers you can rush off into as many battles as you have enough hit points to survive. I’ll give a brief description of each and explain where it comes from as we gather those numbers together.
Hit Points: How long the PC lives in a fight. It’s determined by your class, the dice, and your constitution modifier. The wizard’s hit die (determining dice) is a d4 at first level you get the full 4 hit points. Every level after that you have to roll a d4 to determine how many hit points you get. Our deep gnome is at first level though, so he gets 4 hit points, and we add his constitution modifier, a +1, to that for a total of 5 hit points. Now, that doesn’t necessarily mean our deep gnome wizard is dead after he loses those hit points. Technically he has to drop below -9 hit points. He’s just unconscious when he loses his 5 hp.
Armor Class: This determines how hard it is to hit our deep gnome wizard, or any character you might make after words. You get a base of 10 points for your armor (I have no idea where in the rules this one came from), plus the armor bonus (our deep gnome wizard doesn’t get an armor bonus as he bought no armor), plus your shield bonus (again, he didn’t buy a shield), plus the dexterity modifier (a +2), plus the size modifier (a +1 since a deep gnome is a small creature), plus any miscellaneous modifiers (meaning magic and stuff).
Initiative: This determines our deep gnome wizard’s order in combat. The dexterity modifier is pretty much the only modifier that goes into this. If you have the Feat Improved Initiative this adds a +4 miscellaneous modifier to it. Some spells also affect the initiative order. Our deep gnome wizard’s initiative modifier is a +2.
Attack Bonuses: This is determines whether our deep gnome wizard can hit a creature or if it can’t. The Base Attack Bonus (BAB) is determined by your class, and for a wizard the bab is +0, meaning it adds nothing to the dice roll. But, you can also add your strength or dexterity modifiers to determine your attack bonus based on the type of combat: either melee or ranged. The melee modifier is based on your strength, and for our deep gnome wizard it is a -1, which means the dice roll is actually reduced by one point. The ranged modifier is based on dexterity, for our deep gnome wizard that means he gets a +2 to his ranged attacks. Later on in levels, when our deep gnome wizard acquires a BAB of +1 or higher, that number will be added to the melee or ranged modifier to determine whether he can or can’t hit something.
Some occasions will call for different modifiers and abilities that the above stats don’t cover; occasions where it’s possible that the PC will have to dodge an arrow, or survive a poisoned piece of fruit, or maybe resist a mind control spell. These occasions call for the saving throws; a Fortitude saving throw, a Reflex saving throw, and a Will saving throw.
- Fortitude is the PCs strength of constitution, how hard he is to poison, or how long it takes him to get drunk and how long after that it takes him to get sick from too much alcohol, and it’s based off of an Ability modifier that’s actually mention in this description. The Constitution modifier is added to a modifier given by the PCs class and the result of that is added to the roll of a d20 to determine the success or failure of the save. Our deep gnome’s wizard class gives him a +0 to his Fortitude save at first level, add that to his Constitution modifier of +1 and he gets a +1 modifier to his Fortitude saving throw.
- Reflex is how well a PC can dodge things and how nimble they are on their feet. The Reflex modifier is based off of the Dexterity modifier plus a bonus from the class. The wizard gets a +0 at first level, and our deep gnome wizard has a +2 dexterity modifier, so he gets a +2 modifier to his Reflex saving throw.
- Will is how well a PC can resist spells and effects that screw with their mind. Will is based off of the Wisdom modifier, and is the only saving throw at first level that a wizard gets a bonus. It’s a +2 modifier in addition to the +2 his Wisdom modifier provides which gives him a +4 Will saving throw.
Now, it’s just speculation at this point, but I would say that the saving throws are reflections of what the PC is good at and able to do. A wizard is an intensely focused scholarly type individual, thus the powers of his mind are going to be beyond that of your average grunt, but his fortitude and reflex are going to suffer because he’s not constantly working to perfect his body and his reaction times.
There are really only two or three other things that need to be done with the character, and some of those are specific to wizards.
The big one, though, is the character’s alignment. A character’s alignment is a way to show how the character would react under certain stimuli. And, right now I can’t help but think of all the alignment chart memes I’ve seen (two of which are included on the right, as they are my favorites). But, those charts go to show characters and how they act.
Like Darth Vader, he’s a lawful evil character because he functions within a certain set of rules. Those rules might not be clear to the audience or even to other characters in the story, but they are clear to him and he holds to them like they’re dogma.
Then you’ve got the xenomorphs from the Aliens series. They can be seen as neutral evil because they kill indiscriminately. They don’t care if you’re black, if you’re brown, if you’re a human, if you’re a predator, it doesn’t matter to them. They’ll kill you no matter what. Not that indiscriminate killing is the only thing that makes a person (or thing) neutral evil, often a neutral evil act is to do nothing when evil is being done in front of you. I don’t know I’m not one to comment on the cruelty of humanity.
Anyway, we’re playing a non-standard race in a non-standard campaign, so our deep gnome wizard is going to be of the Lawful Evil affiliation. He follows a strict code provided to him by his wizard-ing tutors and by the organization he works for, and he does not deviate from that code. He’s kind of like the evil version of Spock.
Schools of magic… this is one of the wizard things to take care of, and no I’m not talking about Hogwarts. Schools of magic are the different “types” of arcane magic. It’s like being able to summon demons better than some other wizard, maybe even better than said demon. It comes at a cost though; to specialize in a specific school of magic you must shun two other classes. This means you can never cast a spell from those classes, you can’t even cast a spell from those classes by using a charged wand or by reading a spell scroll; you just can’t do it. To me, it’s kind of like cutting your Achilles tendon before starting a marathon, at least that’s the way it seems. Why wouldn’t you want access to everything? But, then I’m one of those people who would rather be proficient in everything so I don’t have to depend on other people. But, let’s say that our deep gnome wizard isn’t like that, and he wants to follow in the footsteps of many gnomish wizards that have gone before him and specialize in the Illusion school of magic, and to go that way he means to forsake the use of the Transmutation school and the Necromancy school. So, he can cast even more powerful illusions, but he can’t change a person into a sheep and he can’t raise the dead to do his bidding. Such is life.
Spells… where are the spells? He’s a wizard, where do we find the spells? Well, the spell list is insanely long. I mean, insanely long, so I’m going to skip listing it and just tell you the spells I suspect our deep gnome wizard will need in his first adventure: Cantrips (0 level) Ghost Sound, Ray of Frost, and Detect Magic; 1st Level True Strike. And since he has an Intelligence score of 15 he gets two bonus spells, one 1st level spell and one 2nd level spell. (He gets the bonus 2nd level spell, but he can’t cast it as he doesn’t have access to 2nd level spells yet.) So, for his extra 1st level spell he’s going to pick Magic Missile.
Details, Details, Details
And, the rest is up to you, quite literally. The character, according to the statistics and what not is complete. You could take this character and charge into a horde of orcs and start the slaughter, but the story teller in me would die if you did that.
There are no details to this character. He doesn’t have a past. He doesn’t even have a name. We’ve been calling him the deep gnome wizard throughout the article… yeah, I’ve been kicking myself every time I did that. But I can fix it, and I can fix it real quick.
Reginald Sniligrid is his name. He’s a deep gnome wizard from the deep gnome city of Draxelpipe and he studies magic at the Academy of the Obsidian Dragon under the Halfling Lich headmaster Adolphus Meridan II. He also serves the Obsidian Hand as an intelligence agent, and is currently on a mission to “barter” a peace treaty between Draxelpipe and Gimble’s Grove.
That seems to be all I’m getting right now, but I’m sure more will come. My characters tend to come knocking when I least expect it. Maybe I’ll share a bit more of his story at a later date.
Otherwise, enjoy rolling twenties; it’s one of the best pastimes ever.
The statistics and rules presented herein are used under the Open Gaming License with the OGL information found here.
And, please note that while the character was created for the sole purpose of this article and uses the rules established in the OGL, the character is still the copyrighted property of the articles author. Any use of this character in a professionally published work (published with intent to sell) is strictly prohibited. Just a cheery reminder :D