
Guy St-Amant |
4d6 ⇒ (3, 2, 2, 1) = 8 = 7
4d6 ⇒ (4, 1, 5, 2) = 12 = 11
4d6 ⇒ (5, 3, 6, 4) = 18 = 15
4d6 ⇒ (4, 2, 6, 2) = 14 = 12
4d6 ⇒ (2, 4, 4, 6) = 16 = 14
4d6 ⇒ (6, 1, 3, 4) = 14 = 13
reroll= 4d6 ⇒ (2, 4, 2, 2) = 10 = 8
4d6 ⇒ (2, 2, 6, 6) = 16 = 14
4d6 ⇒ (3, 3, 6, 1) = 13 = 12
4d6 ⇒ (3, 6, 2, 5) = 16 = 14
4d6 ⇒ (2, 2, 1, 4) = 9 = 8
4d6 ⇒ (3, 1, 2, 3) = 9 = 8
4d6 ⇒ (1, 2, 4, 5) = 12 = 11
... will go with 25 PB.
Question: DnD 3.5 Unearthed Arcana's Generic Classes, would they be workable?

Nutcase Entertainment |
Side question: any inspirations from Skies of Arcadia? (there was a thread about that.)

![]() |

This is Emissary's submission, Reinhardt Von Brandt.
Backstory, description and personality are in progress. Mostly because I need to update them from the phone where I wrote them to my laptop, and it's getting wonkier by moments.
If I can't get it to work properly, I'll have to go to sleep and update it by hand in the morning.
Edit: Backstory tentatively finished. Now to sleep. Description, plot hooks, family(at least naming them and a couple lines) and personality to come with the first rays of sun.

Kevin O'Rourke 440 |

Rusty, Android Fighter (5)
Thaddeus, as he was named when he was repaired in Nekorol was barely functioning for a month while doing salvage operations in the wastelands when their group was attacked by unknown forces and captured. Though he doesn’t know the land where they were taken, and indeed he never saw the outside of it, he somehow survived in their fighting arena for six months reaching some acclaim as Rusty, these strange beings found his android nature unique and forced the name on his as a joke.
However his gladatorial battles came to an abrupt end when fighting the hobgoblin brute Skalgus Bloodmaw, Rusty did not fair well against the powerful blows struck by the behemoth. The means of divining life mistakenly took Rusty for dead though his nanites are unusually good at keeping him holding on to life.
His body was dumped alongside a pile of garbage near the Farlands. He managed to scrounge a few resources to help him stay alive and made the long trek back to civilisation lending his services as a caravan guard as he went establishing a new reputation. One thing that always struck him as odd was that the locals in the area where he had been dumped knew no place such as he described nearby. He still ponders this conundrum late at night.
Most recently he has begun to avail of the libraries of Kaliax University, there are some sections he does not currently have access to that may give him more insight into his mysterious abductors. But before he gets access they want him to help them with a task.
Rusty is oddly still very optimistic and quite curious not just about his previous abductors but humanoids, he only spent a short amount of time in Nekorol and then later in the arena he did not have much opportunity to get to understand humans, elves and dwarves better. Much of their behaviour eludes him still though he greatly wishes to understand them. He has not gotten to know a humanoid well enough to clarify certain inconsistencies in their behaviour to him. He has attempted to ask several but their reactions have varied from amused, angry, confused and embarassed, sometimes they tell him these are not appropriate questions or just walk away. Though Rusty is generally eager to please his time in the arena has left him brutally proficient in combat. He has focused on daggers not wishing to put others off by appearing heavily armed but honed his skill with them greatly. One of the items he has held the longest is transparent blade made of voidglass with a serrated edge. He has gathered a few other blades of varying kinds and alters which ones he will use depending on his foe.
While the others he travels with on occasion need to “sleep” he takes the chance to work on his wooden carvings or practice playing the flute.
Alignment: Neutral Good. Religion: -
Str 13, Dex 20=(17+1+2), Con 12, Int 15=(13+2), Wis 12, Cha 10=(12-2)
HP: 10+4d10+5+5 AC: 20(/22 if using shield) FF: 15(/17), Touch (15)
Fort: +5, Ref: +6, Will: +4(And lots of situational bonuses!)
+4 Vs Mind Affecting, Poison, Paralysis, Stun. Unimpeachable Honor
CMB +6, CMD 21
Melee
Daggers: Voidglass Daggers +13 (take -2 for Bleed), 1D4+6, 19-20/x2
Dual Wielding +1 Serrated Voidglass Dagger +11 (take -2 Extra for Bleed), 1d4+6, 19-20/x2. With Mithril Dagger +11, 1d4+4, 19-20
Mace: +6, 1d6+1, 20/x2
Ranged
Shortbow: +10, 1d6, 20/x2
Traits: Scarred by Space Pirates (Combat), Nanite Revival (Race)
Feats: Iron Will, Weapon Focus (Daggers), Two Weapon Wielder, Unimpeachable Honor, Weapon Specialisation (Daggers), Advanced Weapon Trainning: Versatile Trainning (Crossbows: Perception, Stealth)
Languages: Common, Halfling, Elven, Dwarven
Climb +8, Intimidate +4, Ride +13, Survival +9, Swim +9, Perception +11, Stealth +13, Linguistics +3, Handle Animal +4, Knowledge Engineering +6, Knowledge Dungeoneering +6, Perform: Wind Instrument 5+2, Craft: Carpentry 8+2
Mwk Chain Shirt, Boots of the Cat, +1 Serrated Edge Voidglass Dagger, Mithril Dagger, Cold Iron Dagger, Handy Haversack, Rope Recaller, Potion of Cure Light Wounds x4, Obsidian Daggers x2, Stone Daggers x2, Bronze Daggers x2, Sleeves of Many Garments, Travellers Any Tool, Combat Trained Dire Bat, Mwk Studded Leather Barding, Exotic Military Saddle, Armored Kilt, Heavy Wooden Shield, Mwk Flute, Fighters Kit, Riding Kit (Exotic Mount), Spare Feed (10 Days), Silk Rope (200ft), Shortbow, Arrows (40), Light Mace
29gp 5sp
Weapon Modifications, a weapon can have one only, it increases simple weapons to martial weapons and martial weapons to exotic weapons.
SERRATED EDGE PRICE +2,000 GP
WEIGHT —
The weapon’s blade inflicts wounds that bleed profusely. Only piercing or slashing melee weapons can have a serrated edge. This modification can be added to a sawtooth sabreUE or rhoka swordUE without increasing its weapon category, but doing so increases the cost of modification by 2,000 gp. When you make an attack with a weapon with a serrated edge, you can take a –2 penalty on the attack roll. If you do and the attack deals damage, the weapon also inflicts 1 point of bleed damage. This bleed stacks with itself (to a maximum equal to the weapon’s critical multiplier), but does not stack with bleed from other sources.
ROPE RECALLER PRICE 250 GP
WEIGHT 30 lbs.
This large, portable spool of rope or cord contains a clockwork mechanism to reel the rope back in. You can unspool the rope from the mechanism at a rate of 30 feet per round. Activating the mechanism as a move action causes the rope to retract at a rate of 100 feet per round, pulling up to 200 pounds of attached weight. The mechanism works more slowly with increased weight, retracting the rope at a rate of 50 feet per round with more than 200 pounds but up to 300 pounds of attached weight. Weight in excess of 300 pounds prevents the mechanism from functioning. A rope recaller is sold with 100 feet of hemp rope already attached, but can hold up to 1,000 feet of rope. Replacing or adding rope to the device requires 1 minute of work for every 100 feet of rope.

Dαedαlus |

Okay, finally home. Time to roll.
4d6 - 1 ⇒ (5, 1, 3, 4) - 1 = 12
4d6 - 1 ⇒ (5, 5, 2, 1) - 1 = 12
4d6 - 1 ⇒ (3, 2, 5, 1) - 1 = 10
4d6 - 3 ⇒ (4, 5, 3, 3) - 3 = 12
4d6 - 2 ⇒ (3, 3, 2, 5) - 2 = 11
4d6 - 2 ⇒ (5, 2, 4, 4) - 2 = 13
Hahaha... No.
4d6 - 1 ⇒ (4, 2, 3, 1) - 1 = 9
4d6 - 2 ⇒ (2, 4, 5, 3) - 2 = 12
4d6 - 3 ⇒ (6, 6, 3, 6) - 3 = 18
4d6 - 3 ⇒ (6, 5, 3, 6) - 3 = 17
4d6 - 1 ⇒ (4, 4, 1, 4) - 1 = 12
4d6 - 1 ⇒ (2, 1, 2, 6) - 1 = 10
Hmmm.... Well, I could pull off quite the caster with that, no question. 34 points is never bad, It's just less... spread out than I would like. I may end up going with the point-buy, but we'll see.

"The Lucky Halfling" |

Curiosity roll...
Ability Score Roll: 4d6 - 1 ⇒ (2, 1, 3, 1) - 1 = 6
Ability Score Roll: 4d6 - 1 ⇒ (1, 5, 2, 3) - 1 = 10
Ability Score Roll: 4d6 - 1 ⇒ (1, 4, 3, 1) - 1 = 8
Ability Score Roll: 4d6 - 1 ⇒ (1, 2, 2, 1) - 1 = 5
Ability Score Roll: 4d6 - 1 ⇒ (5, 4, 1, 5) - 1 = 14
Ability Score Roll: 4d6 - 1 ⇒ (1, 6, 2, 5) - 1 = 13
Ability Score Reroll: 4d6 - 4 ⇒ (5, 5, 4, 5) - 4 = 15
Ability Score Reroll: 4d6 - 2 ⇒ (2, 4, 6, 3) - 2 = 13
Ability Score Roll: 4d6 - 1 ⇒ (1, 2, 2, 1) - 1 = 5
Ability Score Roll: 4d6 - 1 ⇒ (2, 5, 4, 1) - 1 = 11
Ability Score Roll: 4d6 - 1 ⇒ (2, 1, 1, 3) - 1 = 6
Ability Score Roll: 4d6 - 2 ⇒ (2, 4, 3, 5) - 2 = 12
Ability Score Roll: 4d6 - 1 ⇒ (3, 1, 3, 3) - 1 = 9
Ability Score Roll: 4d6 - 1 ⇒ (3, 2, 6, 1) - 1 = 11
Ability Score Roll: 4d6 - 4 ⇒ (6, 6, 4, 4) - 4 = 16
Ability Score Roll: 4d6 - 1 ⇒ (3, 3, 5, 1) - 1 = 11
Some of my rolls changed due to poor tag use. The original rolls are here. How would you like to handle it?
Edit: Actually, I think the point-buy would be the better way to go.

Nymz Mlezziir |

Stat: 4d6 ⇒ (1, 3, 5, 1) = 10 9
Stat: 4d6 ⇒ (4, 6, 6, 6) = 22 18
Stat: 4d6 ⇒ (6, 2, 4, 2) = 14 12
Stat: 4d6 ⇒ (4, 3, 2, 2) = 11 9
Stat: 4d6 ⇒ (3, 3, 3, 5) = 14 11
Stat: 4d6 ⇒ (1, 4, 3, 4) = 12 11
Stat: 4d6 ⇒ (3, 4, 3, 2) = 12 10
Stat: 4d6 ⇒ (3, 4, 3, 2) = 12 10
Stat: 4d6 ⇒ (6, 6, 3, 5) = 20 17
Stat: 4d6 ⇒ (4, 4, 1, 3) = 12 11
Stat: 4d6 ⇒ (5, 1, 4, 5) = 15 14
Stat: 4d6 ⇒ (6, 5, 5, 3) = 19 16
I will adjust this character soon

Pennate |
Dotting for interest.
4d6 ⇒ (2, 1, 6, 1) = 10 - 1 = 9
4d6 ⇒ (4, 6, 1, 5) = 16 - 1 = 5
4d6 ⇒ (3, 5, 3, 3) = 14 - 3 = 11
4d6 ⇒ (1, 2, 5, 1) = 9 - 1 = 8
4d6 ⇒ (4, 3, 2, 6) = 15 - 2 = 13
4d6 ⇒ (6, 2, 4, 6) = 18 - 2 = 16
4d6 ⇒ (1, 6, 4, 6) = 17 - 1 = 16
4d6 ⇒ (2, 5, 2, 4) = 13 - 2 = 11
4d6 ⇒ (5, 5, 6, 5) = 21 - 5 = 16
4d6 ⇒ (4, 4, 4, 4) = 16 - 4 = 12
4d6 ⇒ (5, 6, 3, 3) = 17 - 3 = 14
4d6 ⇒ (1, 1, 6, 6) = 14 - 1 = 13
I'll have to think about this.

Insane KillMaster |
I am a big fan of floating islands. Reminds me of Skies of Arcadia. Are airships a common sight? Which societies and peoples have access to them? What about Sky Pirates?
I'm starting to think he will need to make two groups, one being the "played Skies of Arcadia" group.
I wonder what Cupil's stats would be?

Arielle Windsong |

But then my character can indulge in her hobby of writing cheesy romance novels about a love triangle that involves a sky pirate captain who look like Jason Momoa and that captain of the vessel sent to bring the pirate to justice who looks like Chris Hemsworth and a lovely young witch who has bespelled them both.

drbuzzard |

OK, got my build together.
Haarold the Undying.
That seems like an over the top sort of name, but drovers have their in jokes, and Haarold was no different. He started as a fairly low skilled mule driver, and with persistence managed to get hired by a major caravan.
The caravan driven, Groff, turned out to have contacts in the Tathran spy ministry, and was able to load up on dangerous lucrative jobs running equipment which needed to bypass borders and inspections.
On one of these missions, they didn't plot the route carefully enough, or there was a leak and the caravan got ambushed. The team formed a square and proceeded to fight as best they could against the attackers. Haarold took his place at the barricade behind the wagons and lashed out with his whip, doing what he could, but took more arrows than any normal dwarf could be expected to take before collapsing in a heap.
Somehow the drovers were able to get the upper hand, and drive off the attack. Groff was found and tended to, while still clinging to life. Their medic managed to stabilize him, but his wounds became infected. Somehow he managed to get through a vicious fever, and bounce back.
This got him the nickname 'Undying', and he carried that through many more clandestine/smuggling missions for the Tathran government. He actually became quite a proficient warrior over time, though oddly he stuck to his whip as his weapon of choice (he was more conventional about armor).
Since a lot of shipments have been intercepted lately by Nekorol depredations, Groff's team was assigned for guard duty, but they are doing it on the down low, just posing as normal drovers.
Haarold the undying
Dwarf fighter 5
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +10 (+12 to notice unusual stonework)
--------------------
Defense
--------------------
AC 26, touch 13, flat-footed 24 (+10 armor, +2 Dex, +3 shield, +1 trait)
hp 55 (5d10+21)
Fort +9, Ref +5, Will +3 (+1 vs. fear); +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee +1 whip +11 (1d8+7 nonlethal)
Ranged mwk composite longbow +9 (1d8+3/×3)
Space 5 ft.; Reach 5 ft. (10 ft. with +1 whip)
Special Attacks hatred, weapon training (flails +1)
--------------------
Statistics
--------------------
Str 16, Dex 16, Con 18, Int 13, Wis 13, Cha 8
Base Atk +5; CMB +8; CMD 21 (25 vs. bull rush, 25 vs. trip)
Feats Advanced Weapon Training, Exotic Weapon Proficiency (whip), Power Attack, Weapon Focus (whip), Weapon Specialization (whip), Whip Mastery[UC]
Traits defender of the society, seeker
Skills Acrobatics -2 (-6 to jump), Appraise +1 (+3 to assess nonmagical metals or gemstones), Climb +3, Craft (weapons) +4, Handle Animal +7, Intimidate +4, Knowledge (engineering) +6, Perception +10 (+12 to notice unusual stonework), Profession (driver) +5, Ride +6, Survival +9; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Undercommon
SQ armor training 1
Combat Gear potion of fly, alchemist's fire (3), smoke pellet, smog (3); Other Gear +1 full plate, +1 heavy steel shield, +1 whip, mwk composite longbow (+3 Str), boots of the cat[UE], cloak of resistance +1, backpack, bedroll, belt pouch, flint and steel, hemp rope (50 ft.), mess kit[UE], pot, soap, torch (10), trail rations (5), waterskin, 740 gp
--------------------
Special Abilities
--------------------
Advanced Weapon Training You are specially trained to use your weapon skills in new ways.
Prerequisites: Fighter level 5th, weapon training class feature.
Benefit: Select one advanced weapon training option, applying it to one fighter weapon group you h
Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Focused Weapon (Weapon Training [Flails] +1, Whip) (Ex) Can deal damage as per Sacred Weapon class feature with chosen weapon.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
Weapon Training (Flails) +1 (Ex) +1 Attack, Damage, CMB, CMD with Flails
Whip Mastery Using a whip does not provoke attacks of opportunity
.

The Pale King |

The Pale King wrote:I am a big fan of floating islands. Reminds me of Skies of Arcadia. Are airships a common sight? Which societies and peoples have access to them? What about Sky Pirates?I'm starting to think he will need to make two groups, one being the "played Skies of Arcadia" group.
I wonder what Cupil's stats would be?
I will definitely be inspired by Skies of Arcadia in my actions and character.
Cupil would probably be part familiar part living weapon. Not sure how that would work haha.

Brain_in_a_Jar |

Interested. Looks like a really cool setting I'm liking the lore you have written. :)
1: 4d6 ⇒ (5, 6, 5, 5) = 21 = 16
2: 4d6 ⇒ (5, 5, 4, 2) = 16 = 14
3: 4d6 ⇒ (6, 1, 1, 3) = 11 = 10
4: 4d6 ⇒ (6, 1, 1, 1) = 9 = 8
5: 4d6 ⇒ (3, 1, 6, 3) = 13 = 12
6: 4d6 ⇒ (2, 4, 3, 2) = 11 = 9
1: 4d6 ⇒ (2, 6, 5, 2) = 15 = 13
2: 4d6 ⇒ (2, 3, 2, 2) = 9 = 7 (Re-Roll) 2: 4d6 ⇒ (4, 3, 5, 4) = 16 = 13
3: 4d6 ⇒ (4, 2, 2, 2) = 10 = 13
4: 4d6 ⇒ (6, 2, 1, 6) = 15 = 8
5: 4d6 ⇒ (1, 4, 6, 3) = 14 = 14
6: 4d6 ⇒ (2, 5, 6, 1) = 14 = 13
I'll be using 25 Point array.

Nutcase Entertainment |
Insane KillMaster wrote:The Pale King wrote:I am a big fan of floating islands. Reminds me of Skies of Arcadia. Are airships a common sight? Which societies and peoples have access to them? What about Sky Pirates?I'm starting to think he will need to make two groups, one being the "played Skies of Arcadia" group.
I wonder what Cupil's stats would be?
I will definitely be inspired by Skies of Arcadia in my actions and character.
Cupil would probably be part familiar part living weapon. Not sure how that would work haha.
"Talium Cannon, FIRE!"