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Roll 3d6 in order...


Gamer Talk

1 to 50 of 267 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

and see what you get.

I'll start with the set I rolled up yesterday. I've decided to go with a Rogue. I'll make him an Elf, name of Benjin. He's not the swiftest of cats, he's about as weak as you'd expect an Elf to be, but he's quick as a cat. I think he'll do fine as long as stays out of prolonged combat.

_8_[-2]____________STR:__8(-2)
16_[10]____16+2____DEX:_18(+4)
14_[ 5]____14-2____CON:_12(+1)
_7_[-4]_____7+2____INT:__9(-1)
10_[__]____________WIS:_10
12_[ 2]____________CHA:_12(+1)
___[11]___________________(+3)

Personality wise, Benjin seems to be a nice enough sort. He's not immediately offensive and people tend to react well to him. He's not wise by any stretch and probably a bit gullible, at first anyway. He's not the brightest bulb in the package, but then that's not his role in the party anyway.

For an equivalent 11pb, I think Benjin is quite playable and I look forward to playing him.

What did you get?


STR3d6 ⇒ (3, 4, 1) = 8
DEX3d6 ⇒ (3, 3, 4) = 10
CON3d6 ⇒ (3, 1, 3) = 7
INT3d6 ⇒ (6, 6, 4) = 16
WIS3d6 ⇒ (5, 3, 5) = 13
CHA3d6 ⇒ (4, 6, 5) = 15

Well, I'd kick that INT up to a 18, and be a sickly human wizard (with that CHA probably an enchanter, since he'll want enemies to become friends with that STR and CON). If I really wanted to play up the frailty I play an elf and net a bit of an initiative bonus, since 5 or 7 CON will put him dead either way when hit with solid damage. That or a gnome sorcerer, so my CON wouldn't be super horrible and my prime requisite ability score would be a respectable +3.


STR: 3d6 ⇒ (3, 2, 5) = 10
DEX: 3d6 ⇒ (3, 4, 6) = 13
CON: 3d6 ⇒ (4, 5, 1) = 10
INT: 3d6 ⇒ (2, 6, 6) = 14
WIS: 3d6 ⇒ (3, 5, 2) = 10
CHA: 3d6 ⇒ (2, 5, 4) = 11

I have the equivalent of a 9-point buy.

I guess I'll go Human Expert, put +2 in Int, and be a crafter.

Shadow Lodge

STR: 3d6 ⇒ (1, 2, 3) = 6
DEX: 3d6 ⇒ (2, 6, 2) = 10
CON: 3d6 ⇒ (5, 6, 3) = 14
INT: 3d6 ⇒ (3, 5, 3) = 11
WIS: 3d6 ⇒ (2, 2, 4) = 8
CHA: 3d6 ⇒ (5, 1, 2) = 8

Yeah, my luck with dice has always sucked. That's a net -4 points. Elf Witch, I'm thinking. With buffing hexes. Can't be causing saving throws.


STR 3d6 ⇒ (4, 1, 6) = 11
DEX 3d6 ⇒ (4, 4, 4) = 12
CON 3d6 ⇒ (3, 6, 3) = 12
INT 3d6 ⇒ (2, 5, 2) = 9
WIS 3d6 ⇒ (6, 4, 1) = 11
CHA 3d6 ⇒ (4, 4, 1) = 9

Typical dice for me. Heck, I can't roll much better with 4d6 drop lowest. :)

I'm going to throw caution to the wind and make... let's say, a dwarf monk. Because.

Final Build:

Spoiler:

Medio, a LN Dwarf Monk
This burly dwarf in a sumo wrestler's uniform simply stands still, glaring at the enemy, awaiting attack.
Str 11
Dex 12
Con 14
Int 9
Wis 13
Cha 7

AC 12 (touch 12, ff 11) (Dex +1, Wis +1); CMD 12
HP 11 (1d8+Con 2+1 Favored Class)
Fort +4, Ref +3, Will +3

BAB +0; CMB +0
Unarmed Strike +1 (1d6)
Flurry Unarmed Strike 0/0 (1d6/1d6)
Kama +0 (1d6)
Light Crossbow +1 (1d8/19-20)

Feats: Improved Unarmed Strike (Bonus); Stunning Fist (Bonus), Deflect Arrows (Bonus), Weapon Focus (Unarmed Strike)

Skills: Intimidate +2; Perception +5; Sense Motive +5

Gear: Kama, Lt. Crossbow, Bolts, whiskey, loincloth

Osirion

Pathfinder Deluxe Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Cards, Companion, Maps, Modules, Roleplaying Game, Tales Subscriber

Strength 3d6 ⇒ (4, 3, 4) = 11
Dexterity 3d6 ⇒ (2, 4, 3) = 9
Constitution 3d6 ⇒ (4, 6, 5) = 15
Intelligence 3d6 ⇒ (2, 3, 2) = 7
Wisdom 3d6 ⇒ (6, 6, 2) = 14
Charisma 3d6 ⇒ (5, 1, 1) = 7
Could make a fun dwarven Cleric - the backbone of the church of Torag - as long as he isn't let lose on people who look for spiritual guidance. Maybe I'll do a Build later.


Strength 3d6 ⇒ (6, 6, 4) = 16
Dexterity 3d6 ⇒ (6, 3, 2) = 11
Constitution 3d6 ⇒ (4, 6, 6) = 16
Intelligence 3d6 ⇒ (1, 2, 3) = 6
Wisdom 3d6 ⇒ (5, 1, 6) = 12
Charisma 3d6 ⇒ (2, 3, 4) = 9

Dumb and ugly human fighter for me. Yeah! Let's call him Grog. He hits people and have to pay for whenches, with that ugly face. You can pay a few copper to hire him - he will hapilly breaks bones for peanuts. Loves singing gross songs, drinking a lot of ale, and collecting ugly scars.

Can't count or read or write, but does he swings that big sword of his!

Shadow Lodge

So, what does my -4 point buy elf witch look like?

Leimazel is a traveling purveyor of cure potions, which makes her popular with adventuring types, and keeps her on her toes.

Spoiler:

Leimazel

Level 1 Elf Witch

Str 6
Dex 12
Con 12
Int 13
Wis 8
Cha 8

AC 11 (Touch 11, FF 10)
HP 7
Speed 30'
Fort +1, Ref +3, Will +1 (+3 vs. Enchantment)
Initiative +1

Lanugages: Common, Elf, Sylvan

Elf racial traits:
Medium-sized, Spd 30'
Low-light Vision
Elven Immunities: Immune to sleep, +2 vs. Enchantments
Elven Magic: +2 CL vs. SR, +2 Spellcraft for identifying magic items
Keen Senses: +2 Perception
Weapon Familiarity: Proficient in Longbows, Longswords, Rapiers, Shortbows; Elf weapons are Martial

Witch Powers:
Ward Hex
Cauldron Hex

Feats:
Extra Hex
(Brew Potion)
(Alertness)

Skills:
Craft(Alchemy) +9 (1 rank, +3 Class, +1 Int, +4 Hex)
Heal +3 (1 rank, +3 class, -1 Wis)
Knowledge(Arcana) +5 (1 rank, +3 Class, +1 Int)
Perception +3 (-1 Wis, +2 Racial, +2 Alertness)
Sense Motive +1 (-1 Wis, +2 Alertness)
Spellcraft +5 (1 rank, +3 Class, +1 Int) (+2 Identify)

Familiar: Fox, Shadow Patron

Spells Stored:
All 0-level spells
1st Level: Unseen Servant, Obscuring Mist, Mount, Cure Light Wounds


Str: 3d6 ⇒ (3, 3, 6) = 12
Dex: 3d6 ⇒ (1, 1, 3) = 5
Con: 3d6 ⇒ (4, 3, 4) = 11
Int: 3d6 ⇒ (1, 4, 5) = 10
Wis: 3d6 ⇒ (2, 3, 3) = 8
Cha: 3d6 ⇒ (6, 2, 3) = 11

Wow...a 5 dex...Umm...Elven commoner perhaps? That would at least boost it up to a 7.


mathpro18 - I'd focus on that STR score and try to go with a Fighter. You might do well to dump the DEX in further by going with Dwarf.

With 3d6 in order, as a GM, I would help anyone out with these kinds of stats. You may start the game with crap, but it won't be like that forever. Obviously you've got the stat pumps every four levels, but I'd be willing to make the ability enhancing books available as well. I just think you gotta reward people for have the cajones to role with these kinds of stats.

Cheliax

Str: 3d6 ⇒ (4, 3, 2) = 9
Dex: 3d6 ⇒ (4, 5, 2) = 11
Con: 3d6 ⇒ (1, 4, 4) = 9
Int: 3d6 ⇒ (5, 3, 6) = 14
Wis: 3d6 ⇒ (5, 5, 4) = 14
Cha: 3d6 ⇒ (4, 2, 2) = 8

Hmm... Human Cleric/Mage of Nethys perhaps some day becoming a Mystic Theurge.


As per the usual, I want the lowest set of stats possible.

STR 3d6 ⇒ (5, 3, 3) = 11
DEX 3d6 ⇒ (4, 3, 2) = 9
CON 3d6 ⇒ (4, 6, 2) = 12
INT 3d6 ⇒ (2, 6, 2) = 10
WIS 3d6 ⇒ (1, 4, 5) = 10
CHA 3d6 ⇒ (5, 1, 1) = 7

HAHAHAHAHA YESSS

-2 point buy with a total modifier of -2.

WORSE THAN NON-HEROIC NPC STAT ALLOCATION.

Barbarian. Human. Put the +2 into Con. Raging Vitality and Toughness. I'll have 18 hit points normally, 21 when raging, and there's nothing you commoners can do about it.

Andoran

STR 3d6 ⇒ (1, 4, 6) = 11
DEX 3d6 ⇒ (3, 4, 2) = 9
CON 3d6 ⇒ (6, 6, 2) = 14
INT 3d6 ⇒ (4, 3, 5) = 12
WIS 3d6 ⇒ (1, 1, 1) = 3
CHA 3d6 ⇒ (3, 1, 1) = 5

Wow, not even sure what my total point by is but I'm sure it's non-heroic npc status. Expert Farmer here I come!

Andoran

STR 3d6 ⇒ (1, 6, 6) = 13
DEX 3d6 ⇒ (4, 2, 6) = 12
CON 3d6 ⇒ (5, 2, 6) = 13
INT 3d6 ⇒ (3, 1, 4) = 8
WIS 3d6 ⇒ (5, 2, 5) = 12
CHA 3d6 ⇒ (6, 4, 2) = 12

A human paladin, +2 to Charisma.


STR 7
DEX 12
CON 15
INT 10
WIS 15
CHA 12

Not sure how everyone is making there stats appear green (i am not good with computers so might be a common thing that i don't know of) but there are the stats i rolled, and i think i would go with half-elf sorcerer of the elemental bloodline, with + 2 to CHA.

Qadira

Alephtau wrote:

STR 7

DEX 12
CON 15
INT 10
WIS 15
CHA 12

Not sure how everyone is making there stats appear green (i am not good with computers so might be a common thing that i don't know of) but there are the stats i rolled, and i think i would go with half-elf sorcerer of the elemental bloodline, with + 2 to CHA.

They're using the BBCode tags on the forum here to use the dice-roller. When you're posting, check beneath the text box. Right below it you'll see where it says "BBCode tags you can use:" Click the "Show" button and you'll see all the tags you can use. In this case, it's just using the dice tags around the number and type of dice plus or minus any bonuses or penalties. [*dice]3d6[/dice*] <--- Like that, without the asterisks.

Str 3d6 ⇒ (4, 3, 6) = 13
Dex 3d6 ⇒ (1, 6, 2) = 9
Con 3d6 ⇒ (5, 1, 5) = 11
Int 3d6 ⇒ (4, 4, 5) = 13
Wis 3d6 ⇒ (3, 6, 4) = 13
Cha 3d6 ⇒ (1, 2, 5) = 8

Hmm...

Let's go with a human and add the bonus to strength. We'll make him a barbarian. Let's call him...Aslak. He's a burly Ulfen. A life of feasting on mead and meat has given him health problems, namely gastric distress and a case of gout, thus the low Dex and low Con for a warrior type. However, his rages boost him enough to allow him to still engage in the front lines. His mind is sharp and he's cunning, but his rough mannerisms tend to put people off. Still, put a greatsword in his hands and point him at an enemy, and he's a valuable companion to have on an adventure.


How do you do that green arrow dice roll trick?

EDIT: D'oh! Thanks!

Shadow Lodge

[ dice ] 3d6 [ /dice ] no spaces


SO .... the computer rolls the dice when you do that? or you input the dice roll numbers that you roll with your own dice at home?

experimenting....

3d6 ⇒ (4, 2, 6) = 12

Shadow Lodge

3d6 ⇒ (5, 5, 2) = 12
3d6 ⇒ (6, 2, 2) = 10
3d6 ⇒ (1, 1, 5) = 7
3d6 ⇒ (1, 3, 1) = 5
3d6 ⇒ (4, 3, 1) = 8
3d6 ⇒ (3, 1, 6) = 10

Human commoner with a -16 point buy
Can I fight a cat now?


Str 3d6 ⇒ (3, 4, 1) = 8
Dex 3d6 ⇒ (4, 1, 2) = 7
Con 3d6 ⇒ (2, 2, 3) = 7
Int 3d6 ⇒ (2, 2, 3) = 7
Wis 3d6 ⇒ (5, 6, 1) = 12
Cha 3d6 ⇒ (6, 4, 2) = 12

No doubt a [male human wimp 1]!


Ok redoing mine with this way.

STR3d6 ⇒ (6, 4, 4) = 14
DEX3d6 ⇒ (4, 5, 4) = 13
CON3d6 ⇒ (1, 4, 1) = 6
INT3d6 ⇒ (2, 3, 5) = 10
WIS3d6 ⇒ (6, 5, 5) = 16
CHA3d6 ⇒ (2, 6, 1) = 9

Ok, with this one i am going to go with a Human cleric of Iomedae, with a +2 to con. His name is Avalar and he was horribly maimed and diseased by demons and seeks to level the score by traveling to the worldwound. Not very original i know but there he is.


Needed to do another. Now I want ludicrously high stats.

STR 3d6 ⇒ (5, 1, 3) = 9
DEX 3d6 ⇒ (4, 3, 6) = 13
CON 3d6 ⇒ (3, 3, 6) = 12
INT 3d6 ⇒ (1, 4, 2) = 7
WIS 3d6 ⇒ (4, 3, 3) = 10
CHA 3d6 ⇒ (4, 5, 4) = 13

Osirion

STR 3d6 ⇒ (1, 4, 6) = 11
DEX 3d6 ⇒ (4, 5, 2) = 11
CON 3d6 ⇒ (5, 3, 1) = 9
INT 3d6 ⇒ (1, 2, 6) = 9
WIS 3d6 ⇒ (6, 6, 3) = 15
CHA 3d6 ⇒ (6, 6, 5) = 17

Naturally, I WOULD be a cleric..

I'd go with a Human Cleric of Pharasma and put the +2 in dexterity to make the most out of the icicles power. With slightly poor constitution, growing up around death would be a natural appetite killer growing up. Handling people at their worst time in their life would explain the charisma and the wisdom.

-Perry

Qadira

Doodlebug Anklebiter wrote:

How do you do that green arrow dice roll trick?

EDIT: D'oh! Thanks!

I'm revoking your post's favorite status, because you made that joke unintentionally.


Pathfinder Adventure Path, Campaign Setting, Cards, Maps Subscriber

STR 3d6 ⇒ (2, 6, 6) = 14
DEX 3d6 ⇒ (6, 2, 3) = 11
CON 3d6 ⇒ (5, 5, 3) = 13
INT 3d6 ⇒ (1, 6, 3) = 10
WIS 3d6 ⇒ (5, 2, 1) = 8
CHA 3d6 ⇒ (2, 6, 1) = 9

Well, looks like I have a fighter, probably half-orc just because ;P

I'll put his +2 on STR so final scores are:

STR 16
DEX 11
CON 13
INT 10
WIS 8
CHA 9

He's a bit obnoxious, and tends to speak before thinking. He jumps to conclusions, and doesn't much consider the future, living in the now.

Qadira

STR3d6 ⇒ (6, 6, 5) = 17
DEX3d6 ⇒ (1, 6, 3) = 10
CON3d6 ⇒ (6, 3, 1) = 10
INT3d6 ⇒ (2, 4, 2) = 8
WIS3d6 ⇒ (4, 6, 5) = 15
CHA3d6 ⇒ (2, 6, 5) = 13

Not terrible, a bit flat cept for the 17 and 15.

Say hello to Ricdak Soulaxe, Dwarven Battle Cleric.

This is a 21 point-buy equiv.

Final stats:
STR 17
DEX 10
CON 12
INT 8
WIS 17
CHA 11


3d6 ⇒ (3, 1, 1) = 5
3d6 ⇒ (6, 5, 2) = 13
3d6 ⇒ (4, 3, 5) = 12
3d6 ⇒ (1, 1, 3) = 5
3d6 ⇒ (2, 4, 3) = 9
3d6 ⇒ (4, 6, 2) = 12

Wow, this guy's looking like a torchbearer/cannon fodder. A total of -12 point buy I believe, and with a 5 in both strength and intelligence. I'd play him as an elven rogue, final scores of:
STR 5
DEX 15 (13+2)
CON 10 (12-2)
INT 7 (5+2)
WIS 9
CHA 12

He would be a thief, forlorn probably and too stupid to amount to more than a basic lockpick or pickpocket in a thieves guild. His low strength I'd explain as either losing a thumb or a hand of his right hand by being caught, or an arm that was badly broken and set as a child combined with malnutrition. He won't have the climbing ability of a burglar or the smarts to run a con, even though he is attractive enough and likeable. He'll likely eek out a living with his nimble fingers until he is caught again since he hasn't the smarts or common sense to go legit and use his natural nimble fingers as a locksmith or similar profession.

Taldor

Pathfinder Adventure Path, Modules, Roleplaying Game Subscriber

STR: 3d6 ⇒ (4, 6, 2) = 12
DEX: 3d6 ⇒ (6, 1, 4) = 11
CON: 3d6 ⇒ (4, 1, 3) = 8
INT: 3d6 ⇒ (5, 5, 2) = 12
WIS: 3d6 ⇒ (3, 4, 5) = 12
CHA: 3d6 ⇒ (1, 6, 5) = 12

OK, so I have Mr. Slightly Above Average, but with health issues.

I'm thinking halfling rogue for this one:

STR: 10
DEX: 13
CON: 8
INT: 12
WIS: 12
CHA: 14

Or perhaps a somewhat healthier gnomes sorcerer:

STR: 10
DEX: 11
CON: 10
INT: 12
WIS: 12
CHA: 14

Shadow Lodge

I'll go with human sorcerer.

STR: 3d6 ⇒ (1, 5, 6) = 12
DEX: 3d6 ⇒ (6, 1, 4) = 11
CON: 3d6 ⇒ (1, 2, 6) = 9
INT: 3d6 ⇒ (5, 2, 5) = 12
WIS: 3d6 ⇒ (6, 2, 6) = 14
CHA: 3d6 ⇒ (6, 3, 5) = 14 + 2 = 16

RPG Superstar 2011 Top 4

STR 3d6 ⇒ (6, 5, 1) = 12 2 pts
DEX 3d6 ⇒ (5, 2, 6) = 13 3 pts
CON 3d6 ⇒ (2, 3, 3) = 8 -2 pts
INT 3d6 ⇒ (4, 3, 1) = 8 -2 pts
WIS 3d6 ⇒ (1, 4, 1) = 6 -6 pts
CHA 3d6 ⇒ (5, 1, 6) = 12 2 pts

Hur. -3 point buy.

Appropriatly enough he'll be a Dhampir Antipaladin.

STR 12
DEX 15
CON 6
INT 8
WIS 6
CHA 14

A sickly beutiful creature who is quick on his feat. Antipaladin so he'll get boosted Fort and Will saves and self-healing to compensate the low health. Dhampir cause it works with the saves and is fancy!


Str: 3d6 ⇒ (5, 4, 1) = 10 0 pts.
Dex: 3d6 ⇒ (4, 3, 3) = 10 0 pts.
Con: 3d6 ⇒ (1, 5, 4) = 10 0 pts.
Int: 3d6 ⇒ (5, 2, 4) = 11 1 pt.
Wis: 3d6 ⇒ (5, 1, 2) = 8 -2 pts.
Cha: 3d6 ⇒ (1, 5, 4) = 10 0 pts.

Equivalent of -1 point-buy. Human commoner?


Pathfinder Adventure Path Charter Subscriber; Pathfinder Modules Subscriber

STR 3d6 ⇒ (6, 5, 6) = 17
DEX 3d6 ⇒ (4, 2, 3) = 9
CON 3d6 ⇒ (5, 5, 3) = 13
INT 3d6 ⇒ (6, 6, 4) = 16
WIS 3d6 ⇒ (2, 4, 1) = 7
CHA 3d6 ⇒ (5, 1, 6) = 12

Wow! Looks like an Elven Magus here!!!

STR 17
DEX 11
CON 11
INT 18
WIX 7
CHA 12

I win so far! 23 point buy


1 person marked this as a favorite.

3d6 ⇒ (3, 1, 4) = 8
3d6 ⇒ (2, 5, 3) = 10
3d6 ⇒ (6, 2, 1) = 9
3d6 ⇒ (2, 5, 4) = 11
3d6 ⇒ (3, 6, 3) = 12
3d6 ⇒ (5, 2, 1) = 8

Cheliax

STR3d6 ⇒ (1, 4, 6) = 11
DEX3d6 ⇒ (3, 5, 4) = 12
CON3d6 ⇒ (2, 2, 6) = 10
INT3d6 ⇒ (5, 2, 6) = 13
WIS3d6 ⇒ (3, 5, 3) = 11
CHA3d6 ⇒ (2, 2, 6) = 10

i'm guessing wizard or alchemist human, putting the +2 in int...

Shadow Lodge

STR 3d6 ⇒ (2, 6, 1) = 9
DEX 3d6 ⇒ (1, 4, 4) = 9
CON 3d6 ⇒ (2, 5, 2) = 9
INT 3d6 ⇒ (2, 6, 3) = 11
WIS 3d6 ⇒ (1, 1, 6) = 8
CHA 3d6 ⇒ (2, 1, 1) = 4

Nice!

Meet Urlach the Magnificent:

URLACH THE MAGNIFICIENT CR 1/2
Male Elf Wizard 1
NE Medium Humanoid (Elf)
Init +0; Senses Low-Light Vision; Perception +1
--------------------
DEFENSE
--------------------
AC 10, touch 10, flat-footed 10
hp 4 (1d6-2)
Fort -2, Ref +0, Will +1
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Unarmed Strike -1 (1d3-1/20/x2)
Wizard Spells Known (CL 1, -1 melee touch, 0 ranged touch):
1 (2/day) Protection from Good, Disguise Self
0 (at will) Resistance, Acid Splash, Touch of Fatigue (DC 11)
--------------------
STATISTICS
--------------------
Str 9, Dex 11, Con 7, Int 13, Wis 8, Cha 4
Base Atk +0; CMB -1; CMD 9
Feats Arcane Strike, Elven Weapon Proficiencies, Scribe Scroll, Wizard Weapon Proficiencies
Traits Hedge Magician, Suspicious
Skills Appraise +5, Bluff -1, Diplomacy -1, Fly +4, Intimidate -1, Linguistics +5, Perception +1, Sense Motive +0, Spellcraft +5
Languages Common, Draconic, Elven, Orc
SQ +3 to Appraise checks, Beguiling Touch (max 1 HD, 1r) (4/day) (DC 11) (Sp), Divination, Elven Magic, Empathic Link with Familiar (Su), Enchanting Smile +2 (Su), Evocation, Manipulator, Share Spells with Familiar

--------------------
SPECIAL ABILITIES
--------------------
+3 to Appraise checks You gain the Alertness feat while your familiar is within arm's reach.
Arcane Strike As a swift action, add +1 damage, +1 per 5 caster levels and your weapons are treated as magic for the purpose of overcoming damage reduction.
Beguiling Touch (max 1 HD, 1r) (4/day) (DC 11) (Sp) Touch charms.
Divination You must spend 2 slots to cast spells from the Divination school.
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Enchanting Smile +2 (Su) +2 to Bluff, Diplomacy, and Intimidate. Turn Spells.
Evocation You must spend 2 slots to cast spells from the Evocation school.
Hedge Magician Magic item gp costs -5%.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Manipulator Assocated School: Enchantment
Share Spells with Familiar The wizard may cast a spell with a target of "You" on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast).

Created With Hero Lab® - try it for free at http://www.wolflair.com!

Picked on at an early age by family and friends alike, Urlach learned to survive on his wits alone. He spent most of his youth alone, studing a tattered necromancer's spell book. He views other humanoids as mere playthings to amuse himself. Even his raven familiar, Nevrmor can barely stand him.


1 person marked this as a favorite.

STR 3d6 ⇒ (1, 6, 2) = 9-1
DEX 3d6 ⇒ (4, 3, 2) = 9-1
CON 3d6 ⇒ (3, 5, 3) = 11+1
INT 3d6 ⇒ (2, 3, 1) = 6-5
WIS 3d6 ⇒ (3, 6, 1) = 10+0
CHA 3d6 ⇒ (2, 3, 2) = 7-3
-9 point buy

Blablah the Goblin Rogue 1:

Blablah CR 1/2
Male Goblin Rogue(Sniper) 1
NE Small humanoid (goblinoid)
Init +1; Senses Darkvision (60 ft.), Perception +4
---------------------------
DEFENSE
---------------------------
AC 14, touch 12, flat-footed 13 (+1 size, +1 Dex, +2 Leather (Small), )
HP 9 (1d8)+1
Fort +0, Ref +3, Will +0
---------------------------
OFFENSE
---------------------------
Speed 30 ft.
Ranged shortbow (small) +2 (1d4-2/x3)
Melee rapier (small) -1 (1d4-2/18-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Accuracy, Sneak Attack 1d6,
---------------------------
STATISTICS
---------------------------
Str 7, Dex 13, Con 11, Int 6, Wis 10, Cha 5
Base Atk +0; CMB -3; CMD 8
Feats:
Armor Proficiency, Light, Simple Weapon Proficiency, Skill Focus (Stealth)
Skills:
Acrobatics +5, Appraise -2, Bluff -3, Climb -2, Craft (Untrained) -2, Diplomacy -3, Disguise +1, Escape Artist +5, Fly +3, Intimidate -3, Perception +4, Perform (Untrained) -3, Ride +5, Sleight of Hand +5, Stealth +16, Swim -2,
Languages Goblin
Special Qualities Skilled (+4 Racial bonus to Stealth and Ride checks)
Possessions arrow (small) (x40); leather (small); outfit (traveler's/small); rapier (small); Shortbow (Small) ;
---------------------------
SPECIAL ABILITIES
---------------------------
Accuracy (Ex) At 1st level, a sniper halves all range increment penalties when making ranged attacks with a bow or crossbow. This ability replaces trapfinding.

Blablah's Background:

Blablah was mostly ignored by his goblin brethren early in life; a fact that became all the more poignant on his naming day. Soon after, in an attempt to regain the respect of his kin, Blablah would pick fights on unsuspecting goblins. Unfortunately, Blablah was also weak and pathetic in addition to being boring and uninteresting; his fights often left him bloody and/or unconscious.

Eventually, Blablah learned his lesson: ambush them and then run away! Since making this revelation, Blablah has spent countless hours* honing his skills in avoiding being pounded into the ground. He has a dream of one day proving himself to the rest of goblinhood, or at the very least teaching them all a lesson.

*(countless to him, at least)


Edit: DURRRRRRRRRRRRRRRRRRRRRRRRRR!!!1!!1!
3d6 ⇒ (2, 2, 2) = 6
3d6 ⇒ (1, 5, 3) = 9
3d6 ⇒ (6, 1, 4) = 11
3d6 ⇒ (3, 3, 1) = 7
3d6 ⇒ (6, 2, 2) = 10
3d6 ⇒ (2, 5, 2) = 9

(stupidly, forgot about the Dice Function on the boards, and hand-rolled these. I'd redo this, but it's midnight, my cats are eating my toes and I am supposed to be going to a family 'get together' tomorrow. Bleh.)
Str)5, 1, 5 (11)
Dex)3, 3, 3 (9)
Con)4, 3, 5 (12)
Int)5, 4, 5 (14)
Wis)3, 5, 6 (14)
Cha)1, 6, 4 (11)

Wow, decent rolls for once! Shame about their positions! RRRRRRRRGH!

Dwarven Cleric:

Dwarven Cleric, Igvar the Golden Touch. Healing-focused Cleric, very bad at weapons but very talented as healing, both magical and mundane. Makes great Beer, which is the origin of his nick-name, not his spellcasting (>_>);

Igvar Goldfingers
Male Dwarven Cleric (Cloistered Cleric) (Grundinnar)
NG Medium Humanoid (Dwarf)
-1 Init, Senses Darkvision 60 feet, Perception +2

------------------------------------
DEFENCE
------------------------------------

AC 14, Touch 9, Flat-Footed 14 (-1 Dex, +3 Scale Mail, +1 Light Shield)
Saves Fort: +4 Reflex: -1 Will: +5
Hitpoints: 10

------------------------------------
OFFENCE
------------------------------------

Speed 20 feet.
Ranged: None, he doesn't bother as he has yet to hit anything beyond five feet!
Melee:+0 Warhammer (1d8 x3)
Space: 5 feet Reach: 5 feet.
Special Abilities: Artifice Domain ability Mending at will, Ale/Wine Variant Channel Energy 2/day

------------------------------------
STATISTICS
------------------------------------

Str 11 Dex 9 Con 14 Int 14 Wis 16 Cha 9
BAB 0, CMB 0, CMD-9(+13 against Bull Rush or Trip)
Feats Skill Focus (Craft (Brewer) )
Skills Craft (Brewer)+8, Diplomacy +3, Heal +7, Knowledge (History)+6, Knowledge (Religion) +6, Spellcraft +6.
Languages[b/] Common, Dwarven, Terran, Undercommon.
[b]Special Qualities[b/] Slow and Steady, Darkvision, Defensive Training, Lore Keeper (replaces Greed), Hatred, Stubborn (replaces Hardy), Stability, Stonecunning, Weapon Familiarity.
[b]Possessions
Scalemail, Light Wooden Shield, Warhammer, Silver Holy Symbol, Spell Component Pouch, small cask (20 cup's worth) full of Dwarven Stout, misc adventuring gear including flint and steel, bedroll, spare clothes and rations.


STR 3d6 ⇒ (4, 4, 6) = 14
DEX 3d6 ⇒ (4, 3, 4) = 11
CON 3d6 ⇒ (1, 5, 5) = 11
INT 3d6 ⇒ (5, 3, 6) = 14
WIS 3d6 ⇒ (3, 1, 2) = 6
CHA 3d6 ⇒ (5, 4, 2) = 11

Oh yeah, looking at either an intelligent Fighter or a physically strong Wizard. Wait, what about a little bit of both?


loaba wrote:

STR 3d6

DEX 3d6
CON 3d6
INT 3d6
WIS 3d6
CHA 3d6

Oh yeah, looking at either an intelligent Fighter or a physically strong Wizard. Wait, what about a little bit of both?

Magus, baby!


STR 3d6 ⇒ (6, 5, 2) = 13
DEX 3d6 ⇒ (6, 5, 6) = 17
CON 3d6 ⇒ (3, 4, 4) = 11
INT 3d6 ⇒ (6, 6, 6) = 18
WIS 3d6 ⇒ (1, 2, 6) = 9
CHA 3d6 ⇒ (1, 2, 3) = 6

Hmmm... 27 pt buy, I used -6 for the CHA score, since the table doesn´t go that low :-)

Hmmm... that looks alot like a prodigal Elven Finesse Magus (so +2 DEX, INT, -2 CON),
driven by the reaction to his own in-bred stupidity and un-sociability, rather than humbly change his ways and learn from his peers,
he decided to hone his fighting and magical skills further than anybody,
as proof of his superiority. He would have the most uber-optimizer build, of course.

Destined for a short, bright path of power, before making a stupid mistake after under-estimating his opponents.


So I had fun with the last one.
HERE WE GO AGAIN
STR 3d6 ⇒ (1, 4, 1) = 6 -6 pts
DEX 3d6 ⇒ (5, 1, 3) = 9 -1 pts
CON 3d6 ⇒ (5, 4, 1) = 10 -0 pts
INT 3d6 ⇒ (4, 5, 5) = 14 +5 pts
WIS 3d6 ⇒ (6, 1, 6) = 13 +3 pts
CHA 3d6 ⇒ (6, 2, 1) = 9 -1 pts
0 pt buy

Nuncio Human Male Necromancer 1:

NUNCIO
CR 1/2
Male Human Necromancer 1
LE Medium humanoid (human)
Init -1; Senses Perception +4,
----------------
DEFENSE
----------------
AC 9, touch 9, flat-footed 9 (-1 Dex, )
hp 7 (1d6)+1
Fort +0, Ref -1, Will +3
----------------
OFFENSE
----------------
Speed 30 ft.
Melee dagger -2 (1d4-2/19-20)
Ranged dagger (thrown) -1 (1d4-2/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks Grave Touch, Power Over Undead,
----------------
STATISTICS
----------------
Str 6, Dex 9, Con 10, Int 16, Wis 13, Cha 9
Base Atk +0; CMB -2; CMD 7
Feats Alertness, Command Undead, Greater Spell Focus (Necromancy), Scribe Scroll, Spell Focus (Necromancy)
Skills Acrobatics -1, Appraise +3, Bluff -1, Climb -2, Craft (Untrained) +3, Diplomacy -1, Disguise -1, Escape Artist -1, Fly +2, Heal +1, Intimidate -1, Knowledge (Dungeoneering) +7, Knowledge (Geography) +7, Knowledge (Local) +7, Knowledge (Planes) +7, Knowledge (Religion) +7, Perception +4, Perform (Untrained) -1, Ride -1, Sense Motive +3, Stealth -1, Survival +1, Swim -2,
Languages Abyssal, Celestial, Common, Infernal
Special Qualities Arcane Bond, Bonus Feat, Cantrips, Enchantment Opposition School, Familiar, Necromancy School, Skilled, Transmutation Opposition School,
Possessions dagger; outfit (cold-weather);
----------------
SPECIAL ABILITIES
----------------
Arcane Bond (Su) You have selected to establish a powerful arcane bond with a creature.
Bonus Feat Humans select one extra feat at 1st level.
Cantrips You can prepare a number of cantrips, or 0-level spells, each day. These spells are cast like any other spell, but they are not expended when cast and may be used again. You can prepare a cantrip from a prohibited school, but it uses up two of your available slots.
Enchantment Opposition School You have chosen enchantment spells as an opposition school.
Familiar A familiar grants special abilities to its master. These special abilities apply only when the master and familiar are within 1 mile of each other.
Grave Touch (Sp) As a standard action, you can make a melee touch attack that causes a living creature to become shaken for 1 rounds. If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer that 1 Hit Dice. You can use this ability 6 times per day.
Necromancy School You have chosen to specialize in necromancy spells.
Power Over Undead (Su) You can channel energy 6/day, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channeling and Improved Channeling, but not feats that alter this ability, such as Elemental Channeling and Outsider Channeling.
Skilled Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Transmutation Opposition School You have chosen transmutation spells as an opposition school.

Spells Chosen:
Cause Fear DC 16
Color Spray DC 14
Grease DC 14

I didn't pretty it up. So sue me.

Nuncio's Background:

Nuncio was a weak and twisted individual, yet somewhat talented in his arcane pursuits.
He dabbled in dark magics as much as possible, firmly set in his life goal of domination over living beings.

Nuncio will flee from any fight he feels overly threatened in, often leaving any companions, cohorts, and spell effects in his wake.


STR: 3d6 ⇒ (3, 4, 6) = 13
DEX: 3d6 ⇒ (4, 3, 4) = 11
CON: 3d6 ⇒ (5, 2, 2) = 9
INT: 3d6 ⇒ (5, 4, 6) = 15
WIS: 3d6 ⇒ (4, 5, 3) = 12
CHA: 3d6 ⇒ (5, 6, 3) = 14

I think that came out to a 15 point buy, haha! Looks like I'd probably play a Magus or skill monkey bard.


Str: 3d6 ⇒ (6, 1, 3) = 10
Dex: 3d6 ⇒ (4, 4, 1) = 9
Con: 3d6 ⇒ (1, 1, 6) = 8
Int: 3d6 ⇒ (1, 4, 4) = 9
Wis: 3d6 ⇒ (6, 1, 3) = 10
Chr: 3d6 ⇒ (5, 2, 2) = 9

By many gamer's standards this appears to be a pointless set of stats. I could have fun with these stats. Oh yes, I could. It'd be more entertaining if one of the stats was 5 or lower, but you can't get everything. And yes, I AM COMPLETELY SERIOUS.

RPG Superstar 2011 Top 4

Round 2; Electric Boogaloo

STR 3d6 ⇒ (2, 3, 2) = 7 -4 pts
DEX 3d6 ⇒ (4, 5, 3) = 12 2 pts
CON 3d6 ⇒ (5, 3, 1) = 9 -1 pt
INT 3d6 ⇒ (5, 3, 1) = 9 -1 pt
WIS 3d6 ⇒ (1, 3, 5) = 9 -1 pt
CHA 3d6 ⇒ (4, 6, 1) = 11 1 pt

A -5 pt build.

I'm thinking Goblin Free Hand Fighter with this one. Using a scimitar with Weapon Finesse and Dervish Dance. Along with the feat to use Dex for CMB, he shouldn't be too bad.

STR 5
DEX 16
CON 9
INT 9
WIS 9
CHA 9


STR 3d6 ⇒ (4, 4, 1) = 9

DEX 3d6 ⇒ (6, 3, 2) = 11

CON 3d6 ⇒ (5, 2, 6) = 13

INT 3d6 ⇒ (3, 5, 3) = 11

WIS 3d6 ⇒ (6, 5, 5) = 16

CHA 3d6 ⇒ (3, 6, 1) = 10

Hans Earthspeaker

Male Dwarven Druid

Final Scores

Strength; 9
Dexterity; 11
Constitution; 15
Intellegence; 11
Wisdom; 18
Charisma; 8

large cat animal companion

Hans doesn't actively adventure too far from his underground home in the dwarven mining town of Stonehilde, he works as a geomancer, providing advice on locations for all sorts of construction sites, from house building, to decent mining spots, and even, decent places to dig a well. the town relies heavily on his skill in geomancy. his pet is a cougar he befriended one day whilst trying to find a place to mine. he beleives that mother earth speaks to him, and many accept that belief as fact.


Someone should totally put together a play by post game to use with some of these characters.

STR: 3d6 ⇒ (3, 2, 4) = 9
DEX: 3d6 ⇒ (2, 2, 4) = 8
CON: 3d6 ⇒ (5, 2, 1) = 8
INT: 3d6 ⇒ (5, 4, 6) = 15
WIS: 3d6 ⇒ (5, 6, 5) = 16
CHR: 3d6 ⇒ (1, 1, 3) = 5

Wow, that's looking like a Raistlin type of wizard. So I suppose I'd make a human wizard, increase the intelligence to 17 and later bump it up to 18.

RPG Superstar 2011 Top 4

Wander Weir wrote:
Wow, that's looking like a Raistlin type of wizard. So I suppose I'd make a human wizard, increase the intelligence to 17 and later bump it up to 18.

That would make a good Cloistered Cleric archtype!


Ok, I wanna make a shining paragon of mediocrity too!

STR: 3d6 ⇒ (5, 2, 6) = 13
DEX: 3d6 ⇒ (3, 5, 1) = 9
CON: 3d6 ⇒ (4, 3, 6) = 13
INT: 3d6 ⇒ (5, 2, 6) = 13
WIS: 3d6 ⇒ (5, 6, 1) = 12
CHA: 3d6 ⇒ (2, 6, 5) = 13

I can't imagine this luck! Human, with the +2 in Dexterity, to 11. This means we have pure gold for Monk!

Ermintrude, monk and would-be champion of Abadar. She was born a noble, and is quite well aware that not everyone matches her talents. She takes this so seriously that she spends most of her time helping the needy. One day, however, this profane thing called charity will no longer be needed, after Ermintrude's plans for a New society have been put into place.

Shadow Lodge

Does anyone want to start playing with these characters? I must admit, I actually kind of like Leimazel.

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