Abra Lopati

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Organized Play Member. 530 posts (1,868 including aliases). No reviews. No lists. No wishlists. 2 Organized Play characters. 13 aliases.


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sounds interesting


Somethings have come up and I am no longer able to participate. I hope you all have a great game. best of luck.


Here is my submission for your consideration.
Hobie Grimm expert3/warrior 1 future urban barbarian.

background:
Hobie Grimm didn't start out in life a slave. so it is understandable that he is a bit angry about the whole thing. He has always had a temper and he vaguely remember his father or at least a halfling man he assumes was his father talking to him in a deep calm voice helping him learn to think despite the rage. But those memories are old and Hobie has been a slave for nearly 14 years. His home was a halfling village in Varissia. The village isn't there anymore it was erased by the slavers that carried eight year old Hobie into captivity.
Hobie isn't a good slave. He is surly and fights with th overseers too much. He is continuelly getting into fights with the halflings that work as overseers in the feilds. He has tried to run away before so he is no longer trusted loose. He spends his days chained to one of the carts used to move the grapes from the fields to the winery.

stats:
Hobie Grimm
Male halfling expert 3/warrior 1
CG Small humanoid (halfling)
Init +3; Senses Perception +8
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 12 (+1 armor, +3 Dex, +1 size)
hp 34 (4 HD; 3d8+1d10+9)
Fort +5, Ref +4, Will +4; +2 vs. fear
--------------------
Offense
--------------------
Speed 20 ft.
Melee dagger +7 (1d3+2/19-20)
Ranged sling +7 (1d3+2)
Special Attacks halfling jinx
--------------------
Statistics
--------------------
Str 14, Dex 16, Con 14, Int 10, Wis 12, Cha 9
Base Atk +3; CMB +4; CMD 17
Feats Sluggish Jinx, Weapon Finesse
Traits caretaker, suspicious
Skills Acrobatics +8 (+4 to jump), Bluff +3, Climb +6, Diplomacy +3, Disable Device +5, Escape Artist +7, Handle Animal +3, Heal +6, Intimidate +3, Perception +8, Perform (wind instruments) +3, Profession (farmer) +5, Ride +7, Sense Motive +6, Sleight of Hand +7, Stealth +11, Survival +5, Swim +6; Racial Modifiers +2 Perception
Languages Common, Halfling
SQ warslinger
Other Gear padded armor, dagger, sling
--------------------
Tracked Resources
--------------------
Dagger - 0/1
--------------------
Special Abilities
--------------------
Fearless +2 racial bonus vs Fear saves.
Halfling Jinx (30 ft, At will, DC 9) (Su) Foe in 30 ft takes -1 to saves for 24 hr or until jinx again (Will neg).
Sluggish Jinx Jinx penalty also applies to initiative and attack rolls.
Warslinger Reloading a sling is a free action (which still requires 2 hands and provokes AoO).


I was not able to put together my background in time so I am going to bow out unless you decide to keep recruitment open a little longer. Was going with a warrior 1/expert 3 that would be going into Urban barbarian


dotting


I have never used roll20 before can you explain how that part of the game will work?


I am also going to drop out. Not because I don't care for the creation rules but because I have been struggling with building my character. I was going to go with a middle aged wizard who works as a librarian. One of his contacts was going to be a FBI agent who knows what he is and sometimes has him "consult" on weird cases. His nemesis was going to be another FBI agent who doesn't know what he is but thinks he's a weirdo and wants to lock him up. Kind of a Harry Dresden type, but I have never built or played a Wizard before and I am having difficulty.


So 3d10 x 5000$ to get starting wealth, and each gold is worth 20$ so a roll of 15 would get you 75000$ but that is only 3750 gp. Am I understanding this right?

I am thinking a Wizard/Investigator. How do the modern armors effect spellcasting?


Lets see what I get.

4d6 ⇒ (4, 2, 3, 6) = 15 13
4d6 ⇒ (5, 6, 1, 5) = 17 16
4d6 ⇒ (6, 2, 4, 5) = 17 15
4d6 ⇒ (2, 4, 3, 2) = 11 9
4d6 ⇒ (3, 2, 5, 2) = 12 10
4d6 ⇒ (6, 3, 5, 5) = 19 16
4d6 ⇒ (4, 2, 4, 6) = 16 14
30 point buy lets see what I can come up with.

3d10 ⇒ (1, 4, 10) = 15


4d6 ⇒ (3, 5, 5, 3) = 1613
4d6 ⇒ (3, 2, 1, 5) = 1110
4d6 ⇒ (1, 5, 6, 3) = 1514
4d6 ⇒ (6, 3, 5, 2) = 1614
4d6 ⇒ (1, 6, 3, 1) = 1110
4d6 ⇒ (4, 4, 3, 6) = 1714
4d6 ⇒ (1, 3, 5, 6) = 1514

really kinda lack luster scores 23 point buy but nothing that really stands out,not sure what to make of that.


Thanks for the pick I will get the character sheet to you and a profile up soon


can you weild a weapon while wearing a cestus? And if you are wearing a cestus on your off hand and weilding a sword in your main hand is that considered using two weapons with the applicable penalties?


I adjusted the access settings on the picture so you may be able to see it now. Let me know if it still doesn't work.


Here is my submission. I have the crunch partially done. Mechanically he is just a vanilla barbarian.

Thane Blackwolf (I am not totally sure about the name)
24 year old Kellid tribesman. Barbarian 2

Appearance:
At only 5'10" Thane is short compared to most Kellid men though he would be considered tall in other parts of Golarion. With broad shoulders and narrow hips, Thane is nearly two hundred pounds of bone and hard muscle. With his physique, piercing blue eyes, and mane of black hair Thane might have been handsome if he weren't so ugly. Ugly is really too strong a word. He isn't ugly but his features are too coarse to be called handsome. His jaw is too strong and his brow to heavy. His nose could be charitably called aquiline but it being slightly crooked from having been broken and poorly set ruins the affect. Thane does have a nice smile though, it is really a guileless grin that would set people at ease if it had been on anyone else's face. Thane has adopted the voluminous robes worn by the people of Wati, but he still wears his sturdy boots and leather breeches under the robes.

background:
Thane was born among Numeria's Tiger Lords tribe. He was raise like any other Kellid youth. When Thane was sixteen he was sent with a group of other young warriors to serve as mercenaries for the river kingdom of Pitax. When he saw the difference between Pitax and Numeria with its corrosive rains, deadly diseases, and mutated beasts he decided not to go home again. He deserted and travelled south. After a few years of wandering Thane eventually found his way to Absalom the city at the center of the world. Thane was very impressed by Absalom, but what impressed him even more was Sarenei Qeshyahar.
Sarenei the daughter of an unimportant Kelish merchant from Wati in Osirion, was a beautiful girl with jet black hair, olive skin, and enormous brown eyes. Sarenei had been kidnapped from her home in Wati and brought Absalom to be sold at the slave market. From the moment Thane saw her he fell head over heels in love with her. Without thinking he followed the men who bought her at the slave market to the estate of their employer a wealthy chelaxian noble. Sarenei was to be a gift for their employer 's eldest son. Thane broke into the estate and discovered the nobles son attempting to claim his gift. Thane killed the noble man's son and two servants and fled the mansion with Sarenei. The pair of fugitives were lucky to run into a kindly Halfling with connections to the bellflower network. He was able to arrange to get Thane and Sarenei onboard a ship out of Absalom.
Thane and Sarenei able to eventually make their way back to Wati and Sarenei family. Grateful for his daughters safe return Sarenei's father gifted Thane with a magnificent bastard sword. He expected Thane to take his reward and leave. When Thane didn't leave and his reason for staying became clear Sarenei's father was more than a little unhappy. He would eventually come to accept and approve of Thane.
Thane is now 24 and has been living in Wati for the last five years. He and Sarenei were married two years ago and for a brief period the future looked very bright. Then a year ago Sarenei's father made a risky decision. He put everything he owned into bringing a shipment of silk from far away Tien Xia. He traveled to Qadira to meet the shipment and bring it back to Osirion himself. On the way back from Qadira his ship was attacked by pirates. Sarenei's father was killed and the cargo of precious silks stolen. Sarenei's family lost everything. Thane has been doing his best to take care of his wife and mother in law but he is no merchant. He was about to sell the sword Sarenei's father gave him when he heard the announcement of the opening of the necropolis. If he can find something of real value he can recover some of his family's lost fortune.

personality:
Thane doesn't mean to seem like an abrasive bastard. He just has no tact. Thane can be blunt to the point of rudeness. He doesn't try to be offensive he simply says what he needs to say without consideration for how it might be received. He also speaks without consideration for who he is speaking too. He will talk to the ruby prince the same way he would talk to a beggar on the street. Thane isn't stupid and when he offends some wealth merchant or noble he doesn't do it because he doesn't know who they are it is simply because he doesn't care. Sarenei has managed to keep him out of too much trouble so far. Despite his inability to carry on a conversation in polite company, Thane likes people. He is a generous, helpful young man. He is brave and loyal , and has tender heart. Traits that his mother in law recognized in him when they first met which is why she supported him and Sarenei being together.

A few NPCs:
Sarenei Qeshyahar: Thanes wife commoner 2
Thea Qeshyahar: Sarenei's mother and Thane's mother in law. commoner 1/expert 1 Thea weaves rugs.
Khair Qeshyahar: deceased? Sarenei's father, Thane's father in Law expert 2 merchant believed to be killed by pirates.

Picture

I would like to refluff the Wati Native trait a little. Instead of having been born in Wati, Thane has lived and worked there for several years and knows the area well.


I have to roll another die for HP since we need to roll for all of it.
HP: 1d8 ⇒ 8

Okay that didn't actually change anything from my previous post so my submission is upto date.


rolling for HP HP: 1d8 ⇒ 1 HP: 1d6 ⇒ 4

well those were lame rolls.

Here is my submission

Kaui Wu not set on the name yet.
Male kitsune rogue 2/enchanter 1 (Pathfinder RPG Advanced Race Guide 192)

stat block:

CN Medium humanoid (kitsune, shapechanger)
Init +4; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 16 (3 HD; 1d6+2d8+3)
Fort +1, Ref +7, Will +2
Defensive Abilities evasion
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee mwk cold iron dagger +6 (1d4+1/19-20) or
. . mwk elven curve blade +6 (1d10+1/18-20) or
. . mwk silver dagger +6 (1d4/19-20) or
. . bite +5 (1d4+1)
Ranged mwk composite shortbow +6 (1d6+1/×3)
Special Attacks sneak attack +1d6
Spell-Like Abilities (CL 3rd; concentration +5)
. . 3/day—dancing lights
Arcane School Spell-Like Abilities (CL 3rd; concentration +5)
. . 5/day—dazing touch
Enchanter Spells Prepared (CL 1st; concentration +3)
. . 1st—abundant ammunition{super}UC{/super}, mage armor, sleep (DC 14)
. . 0 (at will)—daze (DC 13), detect magic, light
. . Opposition Schools Abjuration, Necromancy
--------------------
Statistics
--------------------
Str 12, Dex 18, Con 12, Int 14, Wis 10, Cha 15
Base Atk +1; CMB +2; CMD 16
Feats Exotic Weapon Proficiency (elven curve blade), Extra Rogue Talent[APG], Scribe Scroll, Weapon Finesse
Traits fast-talker, fencer
Skills Acrobatics +8 (+4 to jump), Appraise +6, Bluff +9, Climb +3, Diplomacy +8, Disable Device +6, Disguise +6, Escape Artist +5, Intimidate +4, Knowledge (arcana) +6, Knowledge (dungeoneering) +6, Perception +5, Profession (gambler) +4, Sense Motive +4, Sleight of Hand +6 (+8 to oppose the Perception check of someone observing or frisking you regarding items in the sheath), Spellcraft +6, Stealth +7, Swim +2, Use Magic Device +6; Racial Modifiers +2 Acrobatics
Languages Common, Elven, Senzar, Tien
SQ arcane bond (arcane familiar, fox), change shape, dragon empire native, enchanting smile, kitsune magic, rogue talents (fast stealth, finesse rogue), trapfinding +1
Combat Gear mwk arrow, durable (50), potion of cure light wounds (6), potion of mage armor (3), potion of pass without trace (2), waybread (food) (3), acid, alkali flask, oil, weapon blanch (cold iron), weapon blanch (silver); Other Gear mwk chain shirt, mwk cold iron dagger, mwk composite shortbow (+1 Str), mwk elven curve blade, mwk silver dagger, backpack, bandolier, bedroll, belt pouch, blanket, canteen, chalk (2), dice, flint and steel, glass cutter, glue paper (5), grappling arrow, grappling arrow, grappling arrow, loaded dice, masterwork thieves' tools, silk rope (50 ft.), spell component pouch, tindertwig (5), trail rations (3), whetstone, wire saw, wrist sheath (2), 15 gp, 6 sp, 6 cp
--------------------
Tracked Resources
--------------------
Acid - 0/1
Alkali flask - 0/1
Dancing Lights (3/day) - 0/3
Dazing Touch (5/day) (Sp) - 0/5
Masterwork arrow, durable - 0/50
Masterwork cold iron dagger - 0/1
Masterwork silver dagger - 0/1
Potion of cure light wounds - 0/6
Potion of mage armor - 0/3
Potion of pass without trace - 0/2
Tindertwig - 0/5
Trail rations - 0/3
Waybread (food) - 0/3
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Change Shape (Su) Assume a single human form.
Dazing Touch (5/day) (Sp) As a standard action, touch dazes foe for 1 rd, if HD <= wizard level.
Dragon Empire Native You come from the Dragon Empires in Golarion, and so your starting languages are Tien and Senzar instead of Common and Sylvan.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchantment The enchanter uses magic to control and manipulate the minds of his victims.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Familiar Bonus: +2 to Reflex saves You gain the Alertness feat while your familiar is within arm's reach.
Fast Stealth (Ex) You may move at full speed while using the Stealth skill without penalty.
Fencer +1 to hit with dagger or sword AoOs.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Necromancy You must spend 2 slots to cast spells from the Necromancy school.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Sneak Attack +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.

--------------------
background:
Kuai Wu normally appears as a young Tien man with silver-grey hair and yellow eyes. he has the same eye and hair color in his other form. Kuai Wu has been a wander for a number of years. Kaui Wu was born to a Kitsune clan that lived in the Kwanlai. kaui Wu's penchant for theft and lack of respect for the authorities forced him to leave home rather quickly. The angry fathers and brothers of several young ladies of Kaui Wu's acquaintance only influenced the decision to leave a little.
Kaui Wu found he liked traveling. When he heard about the distant lands on the farside of the world he decided he had to see it for himself.
kaui Wu eventually found his way to kyonin. He found a warm welcome among the elves. His personality being a good match to the elves. He spent a couple of years living in Kyonin. Elf women are nice to look at and their brothers don't get nearly so angery. Kaui Wu learned a great deal from the elves. Among the things he learned was how to use the long slender elven saber (elven curve blade is a stupid name), and being the dabbler that he is Kaui Wu even learned a bit of magic from the elves.
Kaui Wu eventually got bore with the elves and set out to find what else these far off lands had to offer.
His adventures in Avistan have been fairly profitable, though most of the profit has been from other peoples belonging s finding their way into Kaui Wu's posession.
Kaui Wu had just recently arrived in Absalom and decided to stay in the city for a while and see what fun there was to be had.

--------------------

familiar:

Xiaodi
Fox (Pathfinder RPG Ultimate Magic 112)
N Tiny magical beast (animal)
Init +2; Senses low-light vision, scent; Perception +9
--------------------
Defense
--------------------
AC 15, touch 14, flat-footed 13 (+2 Dex, +1 natural, +2 size)
hp 8 (1d8+1)
Fort +3, Ref +5, Will +3
--------------------
Offense
--------------------
Speed 40 ft.
Melee bite +2 (1d3-1)
Space 2.5 ft.; Reach 0 ft.
--------------------
Statistics
--------------------
Str 9, Dex 15, Con 13, Int 6, Wis 12, Cha 6
Base Atk +1; CMB +1; CMD 10 (14 vs. trip)
Feats Skill Focus (Perception)
Tricks Attack, Down, Fetch, Seek, Stay, Track
Skills Acrobatics +7 (+19 to jump), Appraise -1, Bluff -1, Climb +7, Diplomacy -1, Disable Device +3, Disguise -1, Escape Artist +3, Perception +9, Sense Motive +2, Sleight of Hand +4, Spellcraft -1, Stealth +16, Survival +1 (+5 to to track by scent), Swim +6, Use Magic Device -1; Racial Modifiers +4 Survival to to track by scent
SQ attack, down, fetch, improved evasion, seek, stay, track
--------------------
Tracked Resources
--------------------
. . -none-
--------------------
Special Abilities
--------------------
Attack [Trick] The animal will attack on command.
Down [Trick] The animal will break off combat on command.
Fetch [Trick] The animal will get a specific object.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Seek [Trick] The animal moves into an area and looks around for anything that is obviously alive or animate.
Stay [Trick] The animal will stay where it is.
Track [Trick] The animal will track a scent.

Kaui Wu is a skill monkey and scout with a little bit of magic thrown in.


Hit Points? Roll for them at each level or take the average.


This sounds pretty interesting. I am thinking a Barbarian.


@GM Dragon you need to make a ruling on Rigliame crafting his own weapons and armor.


Here are al the characters that have been submitted so far I don't know if the submissions are complete but these are the names that have been given.

martial
Khadon Foundling Half-orc Barbarian
Rigliame Gath Gnome fighter
Skill
Derik "Dart" Valindir Half elf rogue
Arcane
Maidie Henrod Human Wizard
Divine
Tigeara Half elf Druid


Here is my character; Khadon Foundling: 18 year old Half-Orc Barbarian.
6'6" 290 lbs

Character sheet:
Khadon Foundling
Male half-orc barbarian 1
CG Medium humanoid (human, orc)
Init +1; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 dexterity)
hp 14 (1d12+2)
Fort +4,
Ref +1,
Will +1
Defensive Abilities orc ferocity
--------------------
Offense
--------------------
Speed 40 ft.
Melee bastard sword +5 (1d10+4/19-20)
dagger +5 (1d4+4/19-20)
Special Attacks rage (6 rounds/day)
--------------------
Statistics
--------------------
Str 18, Dex 12, Con 14, Int 12, Wis 12, Cha 9
Base Atk +1; CMB +5; CMD 16
Feats Exotic Weapon Proficiency (bastard sword)
Skills
Climb +8,
Craft (blacksmith) +3,
Craft (weapons) +3,
Intimidate +5,
Perception +5,
Survival +5;
Racial Modifiers +2 Intimidate
Languages Common, Dwarven, Orc
SQ fast movement, orc blood, Iron Control, Hard to Kill
Other Gear scale mail, bastard sword, dagger, bedroll, belt pouch, blanket, blanket, winter, flint and steel, hooded cloak, jacket,2x leather breeches, mess kit, hemp rope (50 ft.)2x shirt, sturdy boots,vest, waterproof bag, whetstone, 11 gp, 1 sp, 8 cp
--------------------
Tracked Resources
--------------------
Dagger - 0/1
Orc Ferocity (1/day) - 0/1
Rage (6 rounds/day) (Ex) - 0/6
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white vision only).
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Orc Ferocity (1/day) If brought below 0 Hp, can act as though disabled for 1 rd.
Rage (6 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
--------------------
hard to kill When you are attempting a Constitution check to stabilize when dying, the penalty on the check is only half your negative hit point total instead of your full negative hit point total.
Iron control You learned the hard way that expressing the rage you inherited from your orc blood exacerbates humans' fearful and hostile reactions to you; after years of effort, you've mastered self- control and buried your anger deep. Whenever you're confused and roll to determine behavior in a given round, subtract 10 from the result.

background:
It was a cold Calistril day when the old priest of Erastil, Father Jonas, found the baby boy abandoned on the steps of the temple. No one knew were the baby had come from. It was assumed that the baby was left by river people who passed the village in the night. The greenish cast to the baby's skin made it obvious why it had been abandoned. The town council spent a long time discussing what to do with the baby, but had reached no decision when Braggar Ironhame approached them and said he would take the baby boy. The gruff dwarf explained that he needed an apprentice and since no one wanted the boy he would take him and raise him up to be his apprentice. Not having any better options the town council agreed.
Braggar named the half-orc boy Khadon. When people asked about the name, Braggar invariably replied "What's wrong with it? It's a good Dwarven name." Braggar hired one of the village matrons to care for the boy for the first few years. When he was old enough Khadon move to live with Braggar in his smithy.
Braggar and Khadon made an odd pair the half-orc boy and the stern dwarf. Their relationship was tumultous, and grew evenmore so when Khadon became a teenager. Braggar and Khadon fought constantly. The sound of them bellowing at each other could often be heard over the ringing of hammers on metal. They often came to blows and more than once the town watch was called to break them up. Even though they fought constantly they never did each other any lasting harm. Braggar spent as much time sporting black eyes and bruises as Khadon did.
The one thing that Braggar and Khadon didn't fight about was smithing. Khadon eagerly absorbed everything Braggar had to teach him, and Braggar taught Khadon as quickly as the boy could learn. Khadon is not a talented smith and Braggar judges it will be at least another two or three years before he is ready to be a journeyman smith.


I would be interested in playing. Is it alright if I have played through the module before?


when is the hero going to eat the minstrels. (there was much rejoicing)


yeah no worries. Sorry to hear about your grandfather. Hope he is feeling better soon.


wealth: 3d6 ⇒ (2, 4, 4) = 10

would you allow a human rogue (investigator archtype)or alchemist infected/cursed with Lycanthropy. I would probably take the subject of Study campaign trait. No chance I could have the investigator class is there?


for those that like zombie Apocalypse stuff. John Ringo has a new book series about a zombie Apocalypse call the black tide rising series. I just finished the third book in the series. They are pretty enjoyable.


So What changes are you looking at making to the Gunslinger class. The stats I came up with really match the Gunslinger class better than any others


Okay so how would I stat out a a 35 year old. Former US marine signals intelligence analyst. 5'8" average build. with a bachelors degree in Criminal justice. I am thinking if it is supposed to reflect me then Int, Wis, and Spr would be my high stats. so something like this.

str 9
Dex 10
Con 11
Int 13
Wis 12
Cha 8
Spr 14

I personally think I am pretty resiliant mentally and while not any stronger than average I would like to think I am fairly tough. Not sure what to make of stats like that though.


dotting


dotting will have a character up soon


Kuuthros sometimes I wonder if you are playing the same game as the rest of us.


dotting


I am gonna drop out of the running for this one.


Interesting, lets see what can I come up with.


just a couple questions about fluff things. First, what is your take on the ages of Aasimars and Tieflings? The way they are setup in the books don't make a lot of sense to me, I could understand a little slower developement and a longer life span, but not reaching maturity for 60 years is absurd. Most of the mortal parents wouldn't live to finish raising the kid.

Second, some of the Aasimar abilities have no real mechanical benefit like not appearing to age or armor appearing to be made of gold or silver. Can we select more than one ability as long as only one has a mechanical benefit?

Thanks


dotting thinking of a fighter that becomes a paladin of either Iomedae or Sarenrae


I would be willing to give it a try. But I am not familiar with the original Witchfire trilogy setting, So I would need a lot more information than you have here.


also interested


withdrawing interest. not getting anything to gel.


dotting thinking a half-elf fighter or magus


I am withdrawing my interest. hope you all have a great game.


dotting. I have a halfling rogue I would like to submit.


1 person marked this as a favorite.

4d6 ⇒ (1, 4, 3, 5) = 13 =12
4d6 ⇒ (6, 2, 3, 3) = 14 =12
4d6 ⇒ (3, 6, 3, 4) = 16 =13
4d6 ⇒ (6, 5, 6, 5) = 22 =17
4d6 ⇒ (3, 1, 4, 5) = 13 =12
4d6 ⇒ (4, 3, 3, 3) = 13 =10 drop
4d6 ⇒ (5, 6, 1, 6) = 18 =17

I had missed the part about dropping the lowest roll. still not bad rolls let me see what I come up with.


4d6 ⇒ (1, 4, 3, 5) = 13Drop
4d6 ⇒ (6, 2, 3, 3) = 14
4d6 ⇒ (3, 6, 3, 4) = 16
4d6 ⇒ (6, 5, 6, 5) = 22
4d6 ⇒ (3, 1, 4, 5) = 13
4d6 ⇒ (4, 3, 3, 3) = 13
4d6 ⇒ (5, 6, 1, 6) = 18

Can we arrange the scores in any order we want?


added my self to the list


are you limiting it to just PFS characters or any PFS legal character?


dotted


sounds interesting let me see what I come up with.


Sounds fun. I will see what I can come up with


not familiar with the system but might be interested.

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