I think all my AD&D characters had that kind of array. I was famous for always rolling average stats. In fact one of my favourite characters from the last days of 2nd ed would have killed to have stats that good.
But the real issue isnt the stats. Others here have already weighed in on that subject though
So many games, so many characters. This is one I have a soft spot for:
Zelmar of Scarpsey. My first 3.0 character. An Elven Rogue. Fell in with an odd bunch of fellows at a local festival and went on to have many curious adventures. The thing was he was awful at being any kind of thief. One time he actually got caught stealing washing from a line. But he was ever so charming and had really amazing moments of extraordinary luck when doing anything other than rogue type stuff.
Its 3.x but Goodman Games published Aerial Adventures: The Sky Captians Handbook. Its full of skyhips, aerial races, feats etc. See if you can track copy or pdf down.
If its not too cheeky I am going to add another character to the bottom of the list. This is a character that I played for while a couple of years ago joining an Age of Worm campaign part way through. That was put on hiatus for a while to give others the chance to GM. We will shortly be going back to it.
Jaygo Lightfoot is very tall for a human, he stands out from most other wizards at 6'6". He has short blond hair, a handsome face with an easy smile. Jaygo is always clean-shaven; he is still in his twenties and feels that a beard would be wasted on his youth and only plans to grow one once he has gone grey in his old age. His ornate crystal glasses cannot hide his intense blue eyes that show a keen and perceptive intellect, with a particular fondness for new languages. On his head is a well-crafted headband of silver and gold, and above his head floats a small red prism-shaped gemstone.
Whilst Jaygo has fairly broad shoulders he has a slender frame that could give him a gangly appearance if he was not so naturally poised and graceful. Perched on his shoulder is the Raven Doctor Sin, loyal companion to Jaygo since his boyhood days in his apprenticeship as a wizard. A keen mind for a bird, Doctor Sin has always been a useful source of information and a sounding board for Jaygo to bounce ideas from.
Jaygo wears a finely tailored suit [pretty much a jacket, waistcoat, shirt etc], with a cloak, of purple with dark blue and black highlights. A single gold band on his right hand balances two silver rings on his left. Ornate leather bracers cover his forearms. He usually wears his dark brown leather haversack when out and about, slung under that is a very well made light crossbow. Jaygo is never without his stout oaken walking staff, which can in a pinch act as quarterstaff.
[Extra Flavor if useful: In play, Jaygo prefers to use summon spells (Hound Archons and Elementals in particular) and to use teleport effects to manoeuvre around the battlefield. For blasting spells he prefers Wall of Fire and Scorching Ray where possible.]
Another slight amendment: My request (half-orc ranger) from page 1 was never actually drawn by anyone so should still be on the list. But thats ok since that PC died in a TPK fighting a BBEG.
I get why you went with Invulnerable Rager, but did you consider the Mounted Fury archetype? You know for the mount your character concept should have :)
In my current game I am playing a Barbarian (well actually Barb/Oracle multi-class going for Rage Prophet, but that's a whole other thread). There is a fighter also in the group and as the front liners we both dish out damage. He does smaller damage more often, and when I actually hit, things just die.
(Human Barbarian/Oracle): Ulric stands at an even 6 foot, blond wavy hair flows down to his shoulders, it is keep off his eyes by a simple leather headband. Bright blue eyes look out from a pale and ruggedly handsome face. His long blond beard and moustache are both braided. Ulric body has a thin frame but it is covered with solid muscle and he is able to push all his physical limits when entering a berserker rage. His long legs can carry him with swift and sure strides.
Ulric wears an ornate set of breastplate armor over worn but serviceable travelling clothes made of seal-leather dyed blue and white. The motif on the armor shows a long-ship cresting a wave. Sturdy Whale-fur boots are tied with seal-leather cords.
Ulric carries a long hafted great-axe. The grey steel blade, forged by a master-smith of his homeland, has a similar motif to the armor. A fully stocked backpack and numerous belt pouches allow Ulric to organise his equipment, which can at times be of critical importance.
Despite his formidable appearance Ulric has an easygoing nature and is quick to smile. He is willing to buy everyone drinks and tell them tales of his homeland or his recent adventures. However there is something slightly odd about him, to most people it is just a minor feeling of unease caused by strange noises, odd shifts of breeze or a drop in temperature. To those with The Sight, mostly harmless but sometimes malevolent otherworldly spirits surround Ulric. These are only able to affect the physical world in some minor ways as noted earlier or rearranging Ulric's gear in his backpack. Ulric is, however, learning to tap into this phenomenon as a source of knowledge and power.
In most groups there is an, usually unspoken, idea that PCs don,t charge each other for services rendered unto the party. This is why they compared what you were doing to charging for cures etc. Now it might be In Character for you to add a fee, Abadar is all about commerce after all, but trying to charge the party crosses a line that you might not have known was there.
36 guy from UK, non military but did two years in Army Cadets. Started playing in mid 80s, my neighbours dad was a gamer. Played more in 2nd ed more though then 3rd until a big break of a few years now playing Pathfinder (and Paranoia).
Already posted on the other forum, this was eaten when I tried to post the other day, attempt two.
This is my current Pathfinder character. I am playing in a homebrew campaign and my favoured enemy bonus is getting plenty of use. This is actually my second character in this game, the first was an Elven Rogue but he after he died I drew inspiration from The Last of The Mohicans and the following image pop into mind and just had to really. So if anyone would sketch this PC I would be eternally grateful.
Uncas, Half-Orc Ranger 5 Description: Uncas is a towering figure, standing just shy of seven feet tall. He has green skin deepened by a life spent outdoors. His clean-shaven face is broad and jaw line, strong. Uncas has long hair that is pure black and it is always tied back into a single, tightly braided, ponytail. He wears a thick fur outfit that gives him a bear-like demeanour. Uncas has a large tattoo of tribal markings that covers his left leg, left arm and left half of his body and face. With a casual glance it might seem to be just a black tattoo, a closer look reveal deep reds and blues within the swirling pattern.
Uncas uses two signature weapons, a mighty Longbow and a unique blue Greataxe. Both of which were made specifically for him. The bow has a simple elegance though it is clearly reinforced for the great strength of its owner. The Greataxe is also of simple but deadly design, the haft and blade crafted from a single piece of blue stained steel. It is roughly a thin triangular shape with the head of the axe the wide end, slightly kinked to the side. The haft is wrapped in leather straps to provide a firm grip. He also has a large knife in a sheath at his belt. Never far from his side is the loyal Magua, a wolf. Magua fur is grey, ranging from light grey of his underbelly to the almost black fur running down his back.
my homebrew setting includes a. guild of wizards that specialize in construct creation. their specialty is using glass treated with the Glassiron spell to make Iron Golem just because they look fancy.
I looked into this recently, and it seems that to create a CR2 Iron Cobra you need 2 LVL 6 spells and 1 LVL 8 one. You could buy scrolls and attempt to cast them, but it seems most have a CL of at least 11 as a basic requirement. It seems that making Golams is an NPC thing because by the time you can make them, they are no longer a real threat to you. Unless there was a way to make them at lvl5 (when you can get the feat) without having to make checks on scrolls and to be able to make creatures who CR is not so low that is it pointless.
I realize that was a runon sentance. But the point is, it is fairly pointless to make Golams because the CR of the creation is too low compaired to the CL needed. You have to be lvl 11-16 to beable to make the CR 8 ones. Sure if you want the best Golams it works, but somehow I don't think you are that high lvl.
I would like to see wizards beable to create constructs at earlyer lvls that can help them. But not sure how you can with the rules :(
Each spell you are missing adds +5 to the craft check DC. So you could still chance it at level 5. Taking Skill Focus in the crafting skill will help a lot.
Double checking the construction requirements for Iron Cobras, you can't use spellcraft. It needs particular craft skills like weapons or armour. Which might mean careful application of skill points
The best way to come with stuff on the fly at the table...is to do it beforehand. During the week before the game, spend a bit of time thinking of different scenarios/stories that they bard can use during a bluff check, make them campaign specific or as generic as you like. Write them down in a Bards Big Book of Lies (Dont let anyone see it though to maintain some mistique). Different types of lies for different situations are always handy, say a page for town guard type lies, a page for lies to tell the local merchants, nobility, guilds etc.
Then you can tick off the ones you have used and keep a record of what you told who and when. This is also a handy way of keeping track and not getting caught in a lie.
These are great if you have not seen them before, very enlightening as to some behaviour you might see round a gaming table.
I have known many, many gamers. Some were "socially awkward", some were complete morons, most were normal people that liked gaming. A few were actually "socially gifted" :)
I am from the UK, I think we have a slightly easier time over here because there was no huge moral panic in the 80s to give RPGs a massive social stigma. When I say I am a gamer to most people they ask "whats that all about then?" not "HOW DARE YOU CONSORT WITH DEMONS!"
Dimensional Steps
It is used in 5ft increments, so you can Step 5, 10 or 30ft per use but not 1 or 4 or 27. So it can be used to bypass a hazard. It also does not have the debilitating "functions like Dimension Door" so it can be used at any point of the wizards turn without bringing him to a screeching halt.
Shift
Yep, use it and your turn is over.
If you cast Dim Door(or Shift) and bring others they are free to act once teleported but since you cast the spell your stuck until your next turn.
With two weapons you can always choose which order they are applied. However even if you are not using the extra attack the penalties for TWF would always be in effect of wielding two weapons.
Discussions here get "heated", mainly due to the passion that everyone involved feels for the game. But they are the model of civility compared to some other forums that I wll not mention the names of.
26. A thousand years ago Evil forces rose up to destroy the world. They were eventually defeated but they achieved a partial victory. Now the world has been slowly entering an Ice Age, which will only end when someone can fix the ancient damage.
Sounds like you are too caught up in spells that are going to need saving throws.
I like to avoid those spells, as my luck tends to be similar to yours.
That's the best thing about Wizards, and one of the primary reasons they are my favorite class. You can make them luck-proof.
+1
I have a level 12 wizard that avoid spells with saves where possible, but does break the odd fireball now and again. Though that is mainly to appease the Paladin of the group that seems to think that's what wizards should be doing, while my main contribution to combat is augmented summons that kick all kinds of ass.
In our Age of Worms game I am playing a level 12 conjurer. I always have teleports D doors prepped plus a spell-like ability to teleport short distances everyday I am fine to let the rest of the party do their thing and I can be wherever I need to be whenever I need to be there. Also plenty of summons keep me safe and support the melee types. From this totally mobile position I can then blast away and stay safe. But that kind of ability only kicks in at higher levels.