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Gord the Rogue 3.5 Stats?

EGG was considering writing an 8th Gord the Rogue novel. He owns the rights, apparently.

If he starts work on this, you can ask him to put in an appendix with d20 stats in the back for various time periods in Gord's life. :)

At the end of the Gord cycle, I'm not so sure if he's god-like. He seems to be a "normal" man again, albeit on another world (Yarth?).
 

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As I understand it, the metal itself was called adamantium, and something made from it was said to be 'an adamantite ....', at leat in 1e
 


From what I remember of the series of books (I own them all), the cat's eye ring gave Gord 9 lives, the ability to shape shift into a small black cat or a large panther, gave him nightsight (infravision in the old system).

His magic weapons included:

The dagger that could cut through anything,he used it to cut through a treasure chest, and stone at one stage. It ignored armour in combat.

The shortsword that he carried gave him ultravision (1e sight that was a combination of low-light and darkvision - you saw in black and white but as far as normal at night). It was also able to give him a second saving throw (or similar) against certain mental attacks (the demon in the first book tried to lull him with magic and the sword saved him), and it also granted true seeing when drawn. Now it might have just given true seeing and the vision was part of the old spell (can't remember that far back).

He was a beggar/beggar-thief/thief/thief-acrobat in the 1st edition system (as stated by Gary himself) so his levels were something like thief/5 thief-acrobat/??

Since Gary had many optional extras in his campaigns (many of the dragon magazines he wrote articles regarding changes he used, one of the most outstanding in my mind was the one on Druids who fell from grace then redeemed themselves). So the beggar part of the class could have been and actual class or just flavour to gain skills before become an actual 1st level character (similar to the 0-level system that was in the Greyhawk hardcover book for 1e - was this based on some of Gary's work?).

He had ambidexterity and +1 to hit with sword and dagger.

The stats are fully defined in Saga of the Old City.

He was also highly educated (by a private tutor) in history, astrology, religion, etc.

In 3.5 this would be a simple case of a human rogue with all the traditional roguish skills as high as possible (pick pockets, move silently, hide in shadows, climb walls, use magic device, decipher script ...) and acrobatics and tumbling obviously. The 1st edition thief-acrobat had his own skill tables so it would simply be a matter of making sure your 3.5 version covered his bases.

He obviously has a good deal of knowledges under his belt, perhaps using some kind of feat to make knowledges class skills. Or you could possibly make him a bard/1 to just get them as class skills but disallow any spells.

The combat abilities could be described in terms of TWF and weapon focus in the appropriate abilities OR you could take the +1 to mean that it what is left over after factoring in TWF penalties. So perhaps he has Weapon Finesse instead, or both, no big deal there.

So let us see ... Feat for knowledges, TWF, Weapon Focus (Dagger), Weapon Focus (Shortword), Weapon Finesse

This would make him a Rogue 9 ... get rid of the Weapon Finesse and we have a Rogue 6.
 


diaglo said:

That would be possible, but Kmart doesn't sell shirts in size 12X so how would he stay warm? Would his 45 con just cause combustion all aroun him from the shimmering amount of positive energy emitted? And that charisma, what's up with that? Does he live in a house of vain mirrors?

You miscalculated the hit points. They too should be 45 :)

jh
 

Str 17 Int 16 Wis 14 Dex 18 Con 16 Cha 15 Com 14

This brings up a debate about how to convert AD&D ability scores to D&D. Some would take the numbers and move them directly -- AD&D Str 17 is D&D Str 17.

I, though, subscribe to the concept of trying to keep the actual modifiers similar -- AD&D Str 17 (+1 to hit, +1 damage) becomes D&D Str 13 (+1 attack, +1 damage).

So I would translate Gord's abilities from AD&D to D&D thusly (without double checking my AD&D books):

Str 13 Int 16 Wis 11 Dex 18 Con 14 Cha 12


In AD&D, 17 Strength wasn't thought of as particularly powerful. But in D&D, 17 Strength is near Conan sized.

Quasqueton
 
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Quasqueton said:
Str 17 Int 16 Wis 14 Dex 18 Con 16 Cha 15 Com 14

This brings up a debate about how to convert AD&D ability scores to D&D. Some would take the numbers and move them directly -- AD&D Str 17 is D&D Str 17.

I, though, subscribe to the concept of trying to keep the actual modifiers similar -- AD&D Str 17 (+1 to hit, +1 damage) becomes D&D Str 13 (+1 attack, +1 damage).

So I would translate Gord's abilities from AD&D to D&D thusly (without double checking my AD&D books):

Str 13 Int 16 Wis 11 Dex 18 Con 14 Cha 12


In AD&D, 17 Strength wasn't thought of as particularly powerful. But in D&D, 17 Strength is near Conan sized.

Quasqueton

Good point! Not the easiest, but I agree that it is the best method to convert stats from older editions.
 

I very strongly disagree. 17 str is 17 str. The beginning stats are from 3 to 18 before racial modifiers. And in 1E a 17 str was just as impressive as it is in 3E. Making a 17 into a 13 because it gives the same bonuses in a totally different system designed to give bonuses for lower stats is a severe disadvantage for the old stats. In order to have decent stats under your system your 1E stats would all have to be in the 20's.
 

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