Saturday, January 8, 2022

2022 Character Creation Challenge - Day 8

I had a thought back on Day 4, when naming Uriah Heep the Gallant.  That thought involved the rest of his fellow adventurers having other such appropriate names, such as today's entry: Hawkwind, the Elf.

Ezuri, Renegade Leader, art by Victor Adame Minguez, 2018 WotC

Elves in AD&D can triple class, which is fine because of their level limits, limits that are just a touch higher with better ability scores.  To ensure such scores, I'll be using an alternate method of dice rolling, Method III in this case, where I roll 3d6 6 times per ability, choosing the best number for each.  The description (DMG p11) goes out of its way to state the order of abilities as Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma - but in all caps. 

I don't see how this can possibly go awry.

Strength: 12, 11, 8, 12, 13, 14

Intelligence: 7, 7, 6, 9, 15, 13

Wisdom: 12, 10, 12, 14, 10, 11

Dexterity: 14, 14, 9, 13, 8, 13

Constitution: 15, 8, 12, 9, 14, 11

Charisma: 6, 11, 12, 7, 12, 16

Huh. At least I meet the 2 or more stats above 15 recommendation in the PHB, even after adjusting for the Elf race abilities, Dexterity gets +1 and Constitution gets -1.

For an Elf, there is only one triple-class option in AD&D, and that is the Fighter/Magic-User/Thief.  Furthermore, due to the main abilities being S14, I15, and D15, Hawkwind's final levels are more limited than normal, at 5/6/unlimited.  He doesn't even qualify for the 10% xp bonus granted for high abilities. Being a nonhuman, there are ability changes; Elves get +1 Dex, -1 Con.

Experience Point requirements are entertaining, maxing out with 18K/40K/as much as he can gain.  It's a good thing Elves have such long lives, because constantly splitting XP among the classes, even when leveling up isn't possible, will take a while.  That 16 Charisma means he'll always have company if he wants it, though.

not my art; cannot determine source beyond 'internet'


Hawkwind N Fighter1/Magic-User1/Thief1

S 14 +200 weight, open doors 1-2, bend bars/lift gates 7%

I 15 up to 4 additional languages

W 14 none

D 15 -1 defensive adjustment

C 14 system shock survival 88%; resurrection survival 92%

Ch 16 8 maximum henchmen, +20% loyalty base, +25% reaction adjustment

Current XP: 0/0/0       XP until next level:    2,001/2,501/1,251

AC 6

HP 5

Racial Abilities: 90% resistant to sleep and charm spells; +1 to hit with longsword, non-crossbows; infravision 60'; secret doors; if alone and not in metal armor, surprise monsters 4/6 times

Thief Skills: Pick Pockets 35%, Open Locks 20%, Find/Remove Traps 20%, Move Silently 20%, Hide in Shadows 20%, Hear Noise 15%, Climb Walls 85%, Read Languages not til 4th level.  Elves get racial bonuses/penalties to these skills, and those are applied.  Dex isn't high enough for bonuses.

Languages Known: Common, Elf, Goblin, Gnome, Gnoll

Spells Known: Dancing Lights, Friends, Mending, Message, Read Magic

Equipment: leather armor, longsword, shortbow, 20 arrows, 3 daggers, thieves' tools, spellbook, letter of introduction from Master, adventurer's kit

Goal: to acquire a suit of Elven Chain, so that casting doesn't require doffing armor; see the world.


Hawkwind's Master was kind, providing an additional miscellaneous spell for his spellbook.  The dice-determined spells were actually rather fitting for a would-be thief.  If cash runs low, Hawkwind has a side-hustle of casting Mending and Message for others, when picking pockets is a bit dangerous.

That was fun.  I imagine that Iron Butterfly, Thin Lizzy, Mott the Hoople, and Molly Hatchet might show up later this month.  Actually, it is almost a certainty.



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