Character Creation Corner - OD&D (3LBB) - Isolde Shadowcaster


The first set of characters I'm making are for Original Dungeons & Dragons, using only the original '3 Little Brown Books,' though I have them in the form of last year's 'Big Red Book.' I'll get to characters using the supplements, and probably some magazine or third party content later.

Ability Scores

I rolled characters using 3d6 in order, keeping 8 out of 12 sets of rolls. Today, I'm covering roll #8. This was another very average roll, but based on this character's ability scores, I decided to make this character a Magic-User. For each character I determined gender by rolling 2d4, one pink and one blue, taking the higher die. The roll for this Magic-User settled on female. Since we don't have a setting yet, I used the Name Generator at capitalizemytitle.com, and got 'Isolde Shadowcaster.'


The rolls were: Strength 8, Intelligence 11, Wisdom 11, Constitution 12, Dexterity 12, Charisma 13. Starting Gold is also 3d6, multiplied by 10, and Isolde got to start out with a meager 40gp.

Original D&D contains a mechanic for adjusting scores, allowing one to subtract from the Prime Requisites of the unchosen classes to enhance the chosen Prime Requisites on a 2-for-1 or 3-for-1 basis. While it's not stated in the original books, I've seen and heard it mentioned elsewhere that such methods cannot reduce the score being dropped below 9. Strength, for some reason, can only feed into Wisdom, not that Isolde's Strength of 8 would have allowed us to sacrifice it. Wisdom, however, can feed Strength or Intelligence, and Intelligence is on a 2-for-1 basis. Therefore, we can reduce our Wisdom to 9 to buff our Intelligence to 12.


Ability Scores in OD&D don't have a lot of different rolls and modifiers associated with them. As Isolde is not a Fighter, Strength of 8 has no effect either positive or negative for us. Our Intelligence of 12 gives us two extra languages, but no modifier to Experience, sadly. Wisdom of 9 has no effect. Constitution of 12 does not affect our Hit Die rolls, but gives us a 90% 'chance of survival' - something which is only lightly explained, but which I interpret as being what we would later call 'System Shock.' Dexterity of 12 does not give us a bonus or penalty to missile attacks. Finally, 13 Charisma - our highest so far - gives us a maximum # of Hirelings of 5, and our first modifier to Loyalty Base, +1.

Other Character Choices and Rolls

I decided on the alignment of 'Lawful' for all 8 characters. Alignment is not well defined in this edition, but one interpretation I've seen more than once is that Alignment for OD&D is less about individual character morality and more about what side the character supports in a great cosmic struggle between the forces of order and chaos.

All (3) character classes in the original release have a Hit Die of D6, with 'Mediums' - level 1 Magic-Users - getting 1HD. For Isolde, I rolled a 4, which still gives her more Hit Points than our first Fighter, Kaelen. For Languages, all characters get 'Common,' and their Alignment language. Isolde also is entitled to two bonus languages, for which I picked Elf and Dwarf. For Saving Throws, a Medium (level 1 Magic-User) gets 13 vs. Death Ray or Poison, 14 vs. Wands (including Polymorph or Paralyzation), 13 vs. Stone (Petrification), 16 vs. Dragon Breath, and 15 vs. Staves and Spells.

Equipment

Isolde got 40gp to start with, with 8gp remaining after shopping. Magic-Users cannot wear armor or use a shield (except for Elves), putting our Armor Class at the base 9  Weapons are also restricted for Magic-Users - only Daggers in this iteration of the rules, so that is the weapon we bought. The rest of our equipment includes some Standard Rations, a Backpack, a Rope, a Waterskin, a Large Sack, a Small Sack, a Lantern and a Flask of Oil, 12 Iron Spikes, and a 10' Pole. All this equipment puts us at 100GP Encumbrance, putting us at base Movement of (I believe) 90'.

Spells

OD&D appears to assume that both Magic-Users and Clerics use Spell Books, and that when you gain a Spell Level, you gain a Spell Book with all the Spells in that Level. So, Isolde has a Spell Book containing Charm Person, Detect Magic, Hold Portal, Light, Protection from Evil, Read Languages, Read Magic and Sleep.  She has currently memorized Charm Person.

Putting it All Together

We can add to this when we start putting together our setting, but all these numbers and rolls can start to give us a picture of what Isolde Shadowcaster is like. First, Ability Scores. Her Strength is 8, and this is not an uncommon dump stat for spellcasters anyway in later editions when scores can be assigned as one likes. My interpretation here is that Isolde is already rather willowy, and a youth spent poring over tomes has not helped her muscle mass any. Intelligence of 12 is at the high end of average. Her studies have likely been hard, but she has persevered despite all this magic stuff not coming quite as smoothly to her as it might for a more analytical character like Thalindra. However, Isolde does not have a lot of practical experience outside of her Mentor's tower, leaving her Wisdom score at the low end of average, at 9. Isolde's mentor must have insisted on at least some exercise and conditioning every day, though, explaining her 12 Constitution. The constant practice of complicated somatic components have also kept her manual Dexterity sharp, at 12. She has an open, friendly demeanor, combined with her willowy good looks for a Charisma of 13.

I see Isolde, then, as studious and hard-working, but very friendly and open, making her a potential party face or even leader. She may not pack much of a punch in melee, but has enough stamina and agility to keep up with more physical party members.

Comments

Popular posts from this blog

Setting the Setting - OD&D (3LBB) & AD&D2e - Part 11 - Cultures: Soltari Humans

Setting the Setting - OD&D (3LBB) & AD&D2e - Part 1 - World Hooks

Setting the Setting - OD&D (3LBB) & AD&D2e - Part 9 - Cultures: Drak'Thul Marauder Lizard Men