3d6!!!!


Homebrew and House Rules

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Tommy Hightower, Half-Orc Fighter

STR: 3d6 ⇒ (3, 5, 6) = 14 +2 = 16
DEX: 3d6 ⇒ (3, 3, 6) = 12
CON: 3d6 ⇒ (3, 3, 1) = 7
INT: 3d6 ⇒ (3, 1, 1) = 5
WIS: 3d6 ⇒ (4, 4, 5) = 13
CHA: 3d6 ⇒ (5, 4, 1) = 10

Tommy's not the brightest tool in the shed, but he's very, very good at shooting things. He's great with a longbow, and while he couldn't dig himself out of a hole if his hands were shovels, he's got an unusually keen insight about how people feel. He's traveling with his brother Timmy on a quest to find their mother who abandoned them at birth.

Timmy Hightower, Half-Orc Cleric

STR: 3d6 ⇒ (3, 6, 1) = 10
DEX: 3d6 ⇒ (4, 1, 2) = 7
CON: 3d6 ⇒ (2, 3, 4) = 9
INT: 3d6 ⇒ (2, 1, 2) = 5
WIS: 3d6 ⇒ (5, 6, 1) = 12 +2 = 14
CHA: 3d6 ⇒ (4, 2, 5) = 11

Timmy is Tommy's twin brother, but they don't really look very similar save for the same glazed, empty look they each have. Timmy is a devout worshiper of Erastil, but the town was surprised when he actually developed divine powers. He's a clumsy, oafish sort of lad, but his faith is sincere even if his mind is rather dull. He's traveling with his brother Tommy on a quest to find their mother who abandoned them at birth.

Meryl Moss, Halfling Druid

STR: 3d6 ⇒ (4, 3, 2) = 9
DEX: 3d6 ⇒ (2, 4, 1) = 7
CON: 3d6 ⇒ (1, 6, 4) = 11
INT: 3d6 ⇒ (5, 4, 4) = 13
WIS: 3d6 ⇒ (6, 3, 6) = 15
CHA: 3d6 ⇒ (1, 2, 2) = 5

Meryl never felt comfortable around people. Animals have always been more real to her than people. This halfling girl is practically mute thanks to her paralyzing fear of conversation with other people, but she is a talented druid and fairly smart to boot. She travels with Tommy and Timmy because of their non-judgmental attitudes, but really doesn't trust Aramar whatsoever.

Aramar, Elf Wizard

STR: 3d6 ⇒ (2, 4, 4) = 10
DEX: 3d6 ⇒ (3, 5, 2) = 10 +2 = 12
CON: 3d6 ⇒ (4, 4, 1) = 9 -2 = 7
INT: 3d6 ⇒ (2, 4, 6) = 12 +2 = 14
WIS: 3d6 ⇒ (1, 3, 1) = 5
CHA: 3d6 ⇒ (2, 1, 2) = 5

Nobody really likes Aramar. He's cunning to be sure, but he lets everyone know it far, far too often... if he's in a mood to talk at all. Most times he's ignoring the world around him, unsympathetic to the needs of others, his nose thrust deep into a book. This muttering recluse hates the idea of travel because of his many allergies. He's found himself on it, though, because Aramar makes bad choices, and is using the two half-orcs as unwitting protection from the people that want him dead.

Grand Lodge

STR: 3d6 ⇒ (4, 4, 3) = 11
DEX: 3d6 ⇒ (6, 5, 5) = 16 + 2 = 18
CON: 3d6 ⇒ (2, 6, 5) = 13
INT: 3d6 ⇒ (2, 4, 2) = 8
WIS: 3d6 ⇒ (5, 3, 5) = 13 + 2 = 15
CHA: 3d6 ⇒ (2, 3, 6) = 11

Aasimar Zen Archer

The Exchange

Str: 3d6 ⇒ (5, 5, 4) = 14
Dex: 3d6 ⇒ (4, 3, 6) = 13
Con: 3d6 ⇒ (2, 2, 5) = 9
Int: 3d6 ⇒ (2, 4, 2) = 8
Wis: 3d6 ⇒ (4, 2, 4) = 10
Chr: 3d6 ⇒ (2, 1, 6) = 9

Guess I'll make an urban barbarian or hunter and use a bow


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Nix the Know-It-All, Ratfolk Wizard

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

Nix's crippling inability to control his tongue is matched only by his crippling lack of muscle mass. Nix is a capable wizard to be sure, but he's so weak that he travels by means of a floating disk he conjures each day. This makes him a capable enough adventurer.

Gunnar Gunnarson, Human Fighter

STR: 3d6 ⇒ (6, 6, 5) = 17 +2 = 19
DEX: 3d6 ⇒ (1, 2, 6) = 9
CON: 3d6 ⇒ (5, 2, 4) = 11
INT: 3d6 ⇒ (3, 4, 4) = 11
WIS: 3d6 ⇒ (5, 5, 1) = 11
CHA: 3d6 ⇒ (2, 3, 4) = 9

The first thing people comment on when they meet Gunnar is "that's a big guy." That feature has defined his entire personality. Standing at 6'8", Gunnar isn't an especially extraordinary individual save for the fact that he can swing a greatsword as if it were a twig. He won't be the world's most famous adventurer - he really doesn't stand out aside from being really, really strong - but when he hits things, he hits things.

Rikkal the Rake, Hobgoblin Ranger

STR: 3d6 ⇒ (6, 5, 6) = 17
DEX: 3d6 ⇒ (5, 5, 5) = 15 +2 = 17
CON: 3d6 ⇒ (5, 4, 3) = 12 +2 = 14
INT: 3d6 ⇒ (2, 3, 3) = 8
WIS: 3d6 ⇒ (4, 6, 5) = 15
CHA: 3d6 ⇒ (3, 3, 1) = 7

A deserter from a goblinoid army, Rikkal is about as tough a soldier as they come. While she's not the brightest tool in the shed, she knows well enough when a situation is going to turn badly for her and knows when to leave that scene behind. She's also handy with the longbow and morningstar she keeps, and her girth belies a great ability to move unheard and unnoticed.

Samaya, Tiefling (Beastbrood) Oracle

STR: 3d6 ⇒ (1, 3, 2) = 6
DEX: 3d6 ⇒ (6, 2, 3) = 11 +2 = 13
CON: 3d6 ⇒ (6, 4, 2) = 12
INT: 3d6 ⇒ (1, 5, 3) = 9
WIS: 3d6 ⇒ (2, 1, 6) = 9 -2 = 7
CHA: 3d6 ⇒ (6, 2, 6) = 14 +2 = 16

Samaya doesn't talk much about her past, but she has let it slip that she left home at a very young age. She's not that much stronger than Nix, and she's not that much brighter than Rikkal, but she has a force of personality that makes her the unquestionable leader of this band of misfits (though her poor decision making skills have landed the group in a few bad spots). She wields a divine power whose source is as of yet undetermined.

Liberty's Edge

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

Oracle. A very very sad oracle.


Str: 3d6 ⇒ (1, 1, 4) = 6 -2 = 4
Dex: 3d6 ⇒ (6, 1, 6) = 13 +2 = 15
Con: 3d6 ⇒ (2, 2, 6) = 10
Int: 3d6 ⇒ (4, 6, 4) = 14 +2 = 16
Wis: 3d6 ⇒ (1, 6, 2) = 9
Chr: 3d6 ⇒ (1, 1, 1) = 3

This tiny ratfolk plaguebringer alchemist has a brilliant mind but no empathy or social skills at all. Unlike most ratfolk he has no skill with rodents, indeed even animals shy away from him (unnatural race trait). He is very animal like in his behaviour. He attacks with his sharp claws (Sharp Claws feat) or his foul concoctions.

[Or you could go goblin firebomber alchemist with this one too for a nice pyromaniac]

Str: 3d6 ⇒ (6, 5, 3) = 14
Dex: 3d6 ⇒ (6, 6, 3) = 15 +2 = 17
Con: 3d6 ⇒ (6, 2, 1) = 9 +2 = 11
Int: 3d6 ⇒ (3, 3, 6) = 12
Wis: 3d6 ⇒ (3, 4, 5) = 12
Chr: 3d6 ⇒ (1, 6, 6) = 13

This bandy-legged fearsome hobgoblin rider is a fell rider luring cavalier. He wields a longbow or dual wields flails making use of the Demoralizing Lash and other hobgoblin racial feats.


Str: 3d6 ⇒ (4, 4, 5) = 13
Dex: 3d6 ⇒ (1, 6, 1) = 8 +2 = 10
Con: 3d6 ⇒ (6, 2, 2) = 10
Int: 3d6 ⇒ (2, 4, 6) = 12
Wis: 3d6 ⇒ (1, 6, 4) = 11 -2 = 9
Chr: 3d6 ⇒ (3, 2, 4) = 9 +2 = 11

This unexceptional-looking fetchling is a duskstalker ranger/ninja

[... or duskstalker ranger/ bard (with sandman or arcane duelist/dirge bard archetypes]


This is fun though sticking to the more classical core races is hard

Str: 3d6 ⇒ (5, 2, 1) = 8
Dex: 3d6 ⇒ (6, 6, 1) = 13 +2=15
Con: 3d6 ⇒ (2, 5, 2) = 9 -2=7
Int: 3d6 ⇒ (4, 4, 5) = 13 +2=15
Wis: 3d6 ⇒ (4, 2, 1) = 7
Chr: 3d6 ⇒ (3, 4, 6) = 13

Tower elf (Arcane Training, Urbanite) archivist bard or diviner wizard or maybe arcanist?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Better make that tower elf into a lich first chance you get Thanael.


Yeah well the CON hurts. I actually determined the race by rolling dice.

Maybe it's better to make it a halfling ?

Str: 3d6 ⇒ (5, 2, 1) = 8 -2 = 6
Dex: 3d6 ⇒ (6, 6, 1) = 13 +2 = 15
Con: 3d6 ⇒ (2, 5, 2) = 9
Int: 3d6 ⇒ (4, 4, 5) = 13
Wis: 3d6 ⇒ (4, 2, 1) = 7
Chr: 3d6 ⇒ (3, 4, 6) = 13 +2 = 15

Halfling Bard, Sorcerer or Oracle ?

It's a 2 point buy after all.

[The Duststalker was a 3 point buy, the hobgoblin a whopping 18 pt, and the ratfolk/goblin a massively negative point if point buy scores under 7 where possible.]


STR - 12 (5,5,2)
Dex - 12 (5,4,3)
Con - 10 (1,6,3)
Int - 16 (5,6,5)
Wis - 8 (4,2,2)
Cha - 14 (6,6,2)

Arcanist Probably? Possibly a Magus, or an Inspired Blade Swash


Well this seems like fun...

str: 3d6 ⇒ (4, 2, 3) = 9
dex: 3d6 ⇒ (3, 2, 4) = 9
con: 3d6 ⇒ (5, 1, 3) = 9
int: 3d6 ⇒ (6, 3, 1) = 10
wis: 3d6 ⇒ (2, 1, 6) = 9
cha: 3d6 ⇒ (6, 4, 6) = 16

And now I remember why I dont like dice based stats.
Dimbles the clumsy, dim witted, feeble, but charming gnome synthesist summoner is born.


str: 3d6 ⇒ (5, 1, 3) = 9
dex: 3d6 ⇒ (2, 2, 2) = 6
con: 3d6 ⇒ (3, 5, 2) = 10
int: 3d6 ⇒ (3, 3, 5) = 11
wis: 3d6 ⇒ (2, 5, 3) = 10
cha: 3d6 ⇒ (4, 5, 4) = 13

Steve the Human Crippled Expert, Pig Salesmen extraordinary!


Totally not a forum vet here, but I can usually punch a few keys - so lemme ask you all this: how do you change your font color n' all that?

Anyways, just because, you know, homage to the ol' 3d6:

Str: 7 (1,3,3)
Dex: 14 (6,4,4)
Con: 8 (2,4,2)
Int: 13 (5,3,5)
Wis: 16 (6,6,4)
Cha: 10 (1,6,3)

Anya Talbot
Human Druid (Pack Master). (put a +2 where ya like).
Anya, daughter of a failing, sullen farmer, was always on the reclusive side, but running off into the woods at age 14 sealed the deal. Clever and brave as she was, she still almost didn't survive; six months of eating anything and everything from grubs to rotting bark nearly did her in, and whittled her down to little more than skin and bones. But something changed in her. She became like an animal, hunting instead of hunted, her old ways and old words nearly forgotten, and for the next three years, she survived every threat, every winter, every other predator. And then, one day, the woods sent her a wolf to serve as a protector, as the first of her pack -- one that seemed very much like her - gaunt, withered, determined...

...Together, they make for a level 1 druid and her companion, or FOX's newest cop procedural. Feral buddy cops! Come on, you know it'll be better than Sleepy Hollow.

Sovereign Court

Below the box where you type your comment, you'll see where it says "How to format your text", and a button that says "Show". Click that button and it shows you all the special text options. This one actually isn't just changing the color, the website actual rolls virtual dice for you. You use the following

["dice=EnterRollNameHere]Enter Dice + bonus here["/dice]

Take out the " in both sets of brackets.

As an example (again, remove the ")

["dice=Strength]3d6["/dice]
give you

Strength: 3d6 ⇒ (3, 5, 4) = 12
Dexterity: 3d6 ⇒ (5, 6, 3) = 14
Constitution: 3d6 ⇒ (5, 1, 5) = 11
Intelligence: 3d6 ⇒ (6, 2, 4) = 12
Wisdom: 3d6 ⇒ (3, 6, 4) = 13
Charisma: 3d6 ⇒ (1, 4, 4) = 9

Liberty's Edge

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STR: 3d6 ⇒ (3, 2, 3) = 8
DEX: 3d6 ⇒ (3, 2, 1) = 6
CON: 3d6 ⇒ (4, 5, 2) = 11
INT: 3d6 ⇒ (5, 4, 5) = 14
WIS: 3d6 ⇒ (3, 1, 4) = 8
CHA: 3d6 ⇒ (6, 5, 4) = 15

I'd go fer a buffer Gnome Oracle of Heavens or Lore on this one. Keep out of trouble, stay in the Cleric's initiative.

"Thom was always small and clumsy as a child, but as a full grown Gnome, he has realized he is EXTREMELY clumsy and weak compared to his fellow party members. Regardless, he remains incredibly cheery and likeable, despite the ghosts haunting him (He says "If we get to the point where I need to draw a weapon, we're in trouble.)"


STR: 3d6 ⇒ (2, 6, 5) = 13
DEX: 3d6 ⇒ (5, 2, 5) = 12
CON: 3d6 ⇒ (6, 3, 4) = 13
INT: 3d6 ⇒ (5, 6, 4) = 15
WIS: 3d6 ⇒ (5, 3, 1) = 9
CHA: 3d6 ⇒ (5, 6, 5) = 16

Pretty much anything that doesn't involve two-weapon fighting or wis seems viable with this.


STR: 3d6 ⇒ (5, 4, 3) = 12-2 = 10
DEX: 3d6 ⇒ (5, 4, 1) = 10
CON: 3d6 ⇒ (4, 5, 4) = 13+2 = 15
INT: 3d6 ⇒ (4, 1, 2) = 7
WIS: 3d6 ⇒ (2, 2, 1) = 5
CHA: 3d6 ⇒ (6, 4, 1) = 11+2 = 13

Gnome paladin. Lovable but very gullible, he never realizes that he's just a pawn in the church's power struggles.

-------------------------------
I used to play 4d6, drop lowest, reroll 1s:

Str 15: 6d6 ⇒ (6, 2, 1, 3, 1, 6) = 19
Dex 15: 6d6 ⇒ (1, 5, 3, 1, 2, 5) = 17+2
Int 13: 4d6 ⇒ (2, 5, 4, 2) = 13+2
Wis 15: 6d6 ⇒ (6, 1, 2, 4, 1, 5) = 19
Con 13: 5d6 ⇒ (1, 5, 4, 6, 5) = 21-2
Cha 14: 5d6 ⇒ (4, 6, 1, 4, 4) = 19

Elven inquisitor. He travels Golarion as an agent of Abadar, judging infractions and aggressively securing the safety of far-flung villages.


I thought this thread would be about replacing the d20 with 3d6.


Which was an old variant from 3.5 unearthed arcana wasn't it? Bell curve ftw


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If we're gonna go old school, at least get the array in the correct order!
.
.
.
.
.

Strength: 3d6 ⇒ (4, 2, 4) = 10
Intelligence: 3d6 ⇒ (6, 4, 4) = 14
Wisdom: 3d6 ⇒ (2, 2, 5) = 9
Dexterity: 3d6 ⇒ (2, 1, 6) = 9
Constitution: 3d6 ⇒ (2, 2, 6) = 10
Charisma: 3d6 ⇒ (4, 6, 4) = 14

Stark, aegis, the charming and clever scion of a rich merchant prince, who dons his brightly-colored astral suit to right Golarion's wrongs.


STR: 3d6 ⇒ (5, 1, 3) = 9
DEX: 3d6 ⇒ (5, 2, 3) = 10
CON: 3d6 ⇒ (1, 6, 6) = 13
INT: 3d6 ⇒ (4, 4, 5) = 13
WIS: 3d6 ⇒ (6, 6, 4) = 16 + 2 = 18
CHA: 3d6 ⇒ (4, 1, 6) = 11 + 2 = 13

Taya is an Aasimar Shaman with the Lore Spirit, who makes extensive use the the Wandering Hex ability to give herself the ability to cast whatever Wizard spells she needs on a day-to-day basis. Just don't ask her to go on the front line. She can take a hit or two, but it's not her strong suit.

Liberty's Edge

STR: 3d6 ⇒ (5, 4, 2) = 11
DEX: 3d6 ⇒ (4, 4, 1) = 9
CON: 3d6 ⇒ (3, 1, 6) = 10
INT: 3d6 ⇒ (3, 1, 4) = 8
WIS: 3d6 ⇒ (4, 4, 3) = 11
CHA: 3d6 ⇒ (2, 6, 4) = 12

We're looking at some sort of Aasimar Master Summoner. Eidolon functions as a skill monkey/lookout, and when combat starts, he'd dismiss the Eidolon and use Summon Monster.


STR: 3d6 ⇒ (6, 2, 2) = 10
DEX: 3d6 ⇒ (5, 3, 6) = 14
CON: 3d6 ⇒ (1, 3, 1) = 5
INT: 3d6 ⇒ (6, 3, 4) = 13
WIS: 3d6 ⇒ (2, 3, 3) = 8
CHA: 3d6 ⇒ (6, 5, 3) = 14

Archer who enjoys to demoralize at range, trying to keep away from anything which could hurt him.

His birth was troublesome, resulting in horrible health. He spent a lot of his youth in bed, reading books but not dealing much with the outside world. When he recovered enough to start bow training, he was ambitious to become one of the best archers out there. His dedication impresses people, but given his little practice at interaction with real people, he often doesn't notice. After reading all these smart books, he considers most people a bit dull-witted anyway.

Scarab Sages

I'm Hiding In Your Closet wrote:

[dice=strength]3d6

[dice=dexterity]3d6
[dice=constitution]3d6
[dice=intelligence]3d6
[dice=wisdom]3d6
[dice=charisma]3d6

INSANE WIZARD! YEEAAAAAAAAA-HAHAHAHAHAHAAAAAAAAAAAAA!!!

This is where owlbears come from. :)

EDIT: The actual rolls don't copy over but this guy had INT 18 and WIS 3.

Scarab Sages

As a real grognard from back in the days when dwarf, elf, and halfling were classes and wizards were called "magic-users", I must say: I was frustrated with the first page of this thread, but when people started getting into the spirit of things it made me glad to see the creativity involved.

Back in the bad old days, PCs tended to be pretty disposable and it was very easy to roll up a new one - there were a lot fewer options. Most of the stat blocks people have been consigning to "commoner" status would have made perfectly serviceable fighters circa 1979-1982. They probably would not have lived long, but it took about 15 minutes to roll up a new character so it was no big deal.

It was fun, and going back to this system is great for a one-off game or a change of pace. However, despite my nostalgia I will be the first to admit that there IS a reason that we generally don't play the game that way any more. :)


Pathfinder Adventure Path Subscriber

Strength: 3d6 ⇒ (2, 3, 6) = 11
Dexterity: 3d6 ⇒ (5, 6, 6) = 17
Constitution: 3d6 ⇒ (4, 4, 6) = 14
Intelligence: 3d6 ⇒ (5, 3, 1) = 9
Wisdom: 3d6 ⇒ (2, 5, 2) = 9
Charisma: 3d6 ⇒ (2, 6, 6) = 14

A dashing, daring rogue who is dashing because he's running from a string of unwise actions and daring because he just doesn't know any better.


strength: 3d6 ⇒ (3, 5, 3) = 11
dexterity: 3d6 ⇒ (4, 6, 4) = 14
constitution: 3d6 ⇒ (1, 6, 2) = 9
intelligence: 3d6 ⇒ (1, 5, 1) = 7
wisdom: 3d6 ⇒ (2, 5, 2) = 9
charisma: 3d6 ⇒ (5, 1, 5) = 11
A dumb, foolish, and not that charming Dervish of Dawn Bard?

So after he dies, what do we get next?

strength: 3d6 ⇒ (4, 1, 4) = 9
dexterity: 3d6 ⇒ (3, 1, 1) = 5
constitution: 3d6 ⇒ (4, 1, 2) = 7
intelligence: 3d6 ⇒ (1, 5, 4) = 10
wisdom: 3d6 ⇒ (1, 1, 6) = 8
charisma: 3d6 ⇒ (4, 2, 6) = 12

Hm... I'm going to go with court jester on this one.


STR 10
DEX 11
CON 12
INT 15+2
WIS 9
CHA 13

A totally playable Human Wizard...


Sure I'll give it a few goes:

Str: 15 -2 = 13
Dex: 11 +2 = 13
Con: 9
Int: 13
Wis: 8
Cha: 13 +2 = 15

Vixen the Kitsune Sorceress and former exotic dancer. Attractive, nimble and stronger than she looks, she's allergic to everything and despite being relatively intelligent, she's prone to making poor life choices.

Str: 11
Dex: 16 +2 = 18
Con: 9 -2 = 7
Int: 16 +2 = 18
Wis: 11
Cha: 7

Legoless, the Elven Arcane Archer. His general frailty and tendency to make everyone near him angry led this nimble and bright young elf to specialize in ranged combat.


Strength: 3d6 ⇒ (3, 2, 4) = 9
Intelligence: 3d6 ⇒ (2, 2, 4) = 8
Wisdom: 3d6 ⇒ (3, 3, 3) = 9
Dexterity: 3d6 ⇒ (6, 3, 2) = 11
Constitution: 3d6 + 2 ⇒ (6, 4, 5) + 2 = 17
Charisma: 3d6 ⇒ (1, 3, 1) = 5

Ogrikk the Half-Orc Scarred Witch Doctor
Ogrikk was a veritable titan, a mountain that his tribe could lean against.
Predicting the storms of the plains, weathering the fiercest storms, he stood strong against any tide against their way of life.

Then Paizo nerfed errata'd Scarred Witch Doctor.
Now he still weathers storms, but he gets his tribe out of the way of hurricanes.
Or really nasty lightning.
Also afraid of loud noises and sudden movements after the trauma of the change.

Pretty jittery and poor when it comes to social interactions at this point.
Otherwise rather plain.


Strength: 3d6 ⇒ (3, 6, 2) = 11
Dexterity: 3d6 ⇒ (1, 5, 3) = 9
Constitution: 3d6 ⇒ (4, 6, 5) = 15 +2 =17
Intelligence: 3d6 ⇒ (4, 6, 2) = 12
Wisdom: 3d6 ⇒ (1, 6, 2) = 9
Charisma: 3d6 ⇒ (5, 1, 1) = 7

Half orc Invulnerable Rager Barbarian

Gorkoth has many deficiencies, but he's smart enough to identify his one great skill: his immense physical toughness. As a child he got along with nearly no one, his half blood appearance not helping his naturally callous demeanor, and so he was apprenticed to a ranger. Gorkoth proved to be fairly useless at moving quietly and tracking his prey, but he discovered he was utterly tireless.

Even as a boy he found he could outpace his master Egrin. Gorkoth's poor awareness found him tangling with poisonous plants, being pounced on by vicious creatures, and even falling off moderate ledges, and still he found himself bruised but unbroken. So he decided to invest even more.

After years of his training of his own sort, Gorkoth found that needles would bend instead of piercing his thick hide. He took up mercenary positions and held himself moderately well in combat and, unsurprisingly, always survived even when jobs went sour. Eventually he found he could call forth even greater strength and vitality in the heat of combat as weapons bore down on him. He could enter a fierce battle trance as he had learned to find joy in physical danger after years of such abuse.

Now he has taken up with a band of adventurers who had rescued a caravan Gorkoth was hired to guard. They found the caravan burned and destroyed by a pack of goblins with Gorkoth in the center fending off dozens of them with only minor injuries. He's heard the softer ones calling him "meatshield" behind his back, but this only gives him cause to smile. He's smart enough to know his one great skill.

Dark Archive

You all cringe at a 9, when I rolled my first character no re-rolls with 4d6 drop the lowest my stats were
Str:3 (yes all 1's)
Con:9
Dex:11
Int:9
Wis:12
Cha:10
And I still played her as a Druid.
I look at your rolls and am like "damn I wish I was that lucky".


Strength: 3d6 ⇒ (6, 3, 2) = 11
Dexterity: 3d6 ⇒ (6, 1, 2) = 9
Constitution: 3d6 ⇒ (1, 5, 2) = 8
Intelligence: 3d6 ⇒ (6, 3, 4) = 13
Wisdom: 3d6 ⇒ (6, 5, 5) = 16
Charisma: 3d6 ⇒ (6, 4, 5) = 15

Life Shaman, Definitely Life Shaman. Archon Blooded Aasimar so con and wis get a +2.


Carishia wrote:

You all cringe at a 9, when I rolled my first character no re-rolls with 4d6 drop the lowest my stats were

Str:3 (yes all 1's)
Con:9
Dex:11
Int:9
Wis:12
Cha:10
And I still played her as a Druid.
I look at your rolls and am like "damn I wish I was that lucky".

If a GM forced you to play this character, he would be forcing you to play something with worse stats than the town drunk.

;) These are abysmal.


I don't understand 3d6 down the line when it should be 2d6+6.

STR: 3d6 ⇒ (3, 6, 3) = 12
DEX: 3d6 ⇒ (2, 1, 1) = 4
CON: 3d6 ⇒ (6, 4, 5) = 15
INT: 3d6 ⇒ (3, 2, 1) = 6
WIS: 3d6 ⇒ (1, 1, 6) = 8
CHA: 3d6 ⇒ (4, 2, 6) = 12

Oh God, the high stat is CON. I'm going to be stuck with this one for a while... Let's go Barbarian or Skald!

Dark Archive

alexd1976 wrote:
Carishia wrote:

You all cringe at a 9, when I rolled my first character no re-rolls with 4d6 drop the lowest my stats were

Str:3 (yes all 1's)
Con:9
Dex:11
Int:9
Wis:12
Cha:10
And I still played her as a Druid.
I look at your rolls and am like "damn I wish I was that lucky".

If a GM forced you to play this character, he would be forcing you to play something with worse stats than the town drunk.

;) These are abysmal.

. Yup, to prove that he had me fight that drunk and I ended up with bottle shards in my brain before I got a lucky crit and knocked him unconscious. Then I got dropped by an angry cat

The Exchange

str: 3d6 ⇒ (2, 4, 1) = 7
dex: 3d6 ⇒ (6, 2, 3) = 11
con: 3d6 ⇒ (5, 2, 6) = 13
int: 3d6 ⇒ (2, 3, 4) = 9
wis: 3d6 ⇒ (1, 5, 2) = 8
chr: 3d6 ⇒ (2, 4, 1) = 7

Human kineticist

Liberty's Edge

str: 3d6 ⇒ (4, 6, 5) = 15
dex: 3d6 ⇒ (6, 1, 5) = 12
con: 3d6 ⇒ (1, 4, 6) = 11
int: 3d6 ⇒ (1, 5, 4) = 10
wis: 3d6 ⇒ (4, 6, 4) = 14
cha: 3d6 ⇒ (6, 5, 1) = 12

A good spread given the roll method. I'm thinkin' human warpriest to push that strength to 17.


Carishia wrote:
alexd1976 wrote:
Carishia wrote:

You all cringe at a 9, when I rolled my first character no re-rolls with 4d6 drop the lowest my stats were

Str:3 (yes all 1's)
Con:9
Dex:11
Int:9
Wis:12
Cha:10
And I still played her as a Druid.
I look at your rolls and am like "damn I wish I was that lucky".

If a GM forced you to play this character, he would be forcing you to play something with worse stats than the town drunk.

;) These are abysmal.

. Yup, to prove that he had me fight that drunk and I ended up with bottle shards in my brain before I got a lucky crit and knocked him unconscious. Then I got dropped by an angry cat

Cats are g@+@&* terrifying at level 1

Dark Archive

Squirrel_Dude wrote:
Carishia wrote:
alexd1976 wrote:
Carishia wrote:

You all cringe at a 9, when I rolled my first character no re-rolls with 4d6 drop the lowest my stats were

Str:3 (yes all 1's)
Con:9
Dex:11
Int:9
Wis:12
Cha:10
And I still played her as a Druid.
I look at your rolls and am like "damn I wish I was that lucky".

If a GM forced you to play this character, he would be forcing you to play something with worse stats than the town drunk.

;) These are abysmal.

. Yup, to prove that he had me fight that drunk and I ended up with bottle shards in my brain before I got a lucky crit and knocked him unconscious. Then I got dropped by an angry cat
Cats are g!@~%@ terrifying at level 1

so I learned.

-_-,


str: 3d6 ⇒ (6, 1, 5) = 12
dex: 3d6 ⇒ (5, 5, 6) = 16
con: 3d6 ⇒ (5, 5, 5) = 15
int: 3d6 ⇒ (4, 6, 6) = 16
wis: 3d6 ⇒ (3, 5, 6) = 14
cha: 3d6 ⇒ (5, 2, 2) = 9

Looks like I'm rolling an Alchemist!

Liberty's Edge

STR: 3d6 ⇒ (6, 6, 4) = 16
DEX: 3d6 ⇒ (5, 5, 3) = 13
CON: 3d6 ⇒ (5, 6, 6) = 17
INT: 3d6 ⇒ (5, 4, 6) = 15
WIS: 3d6 ⇒ (2, 3, 3) = 8
CHA: 3d6 ⇒ (1, 4, 6) = 11

Holy cow, this is great!

The obvious choice here is a Magus.


STR: 3+4+5 = 12 (Not a bad start)
DEX: 2+2+4 = 8 (Not going with a dex class)
CON: 5+5+6 = 16 (Great front line con)
INT: 4+1+1 = 6 (Not very smart)
WIS: 5+4+2 = 11 (But at least there's some wisdom to work with)
CHA: 5+4+3 = 12 (Decent CHA)

I would guess I'd go with a standard blockhead barb. Pick a race that adds STR and he won't be bad at all. He's not very smart but at least he can learn from his mistakes, and people don't run screaming at the sight of him. (At least not until he uses his Intimidate)


Human Rogue

Strength: 3d6 ⇒ (2, 2, 1) = 5
Dexterity: 3d6 ⇒ (2, 4, 6) = 12 +2 racial =s 14
Constitution: 3d6 ⇒ (5, 4, 1) = 10
Intelligence: 3d6 ⇒ (2, 4, 4) = 10
Wisdom: 3d6 ⇒ (1, 2, 6) = 9
Charisma: 3d6 ⇒ (1, 1, 6) = 8

Harvin "Stick" Ulmarik is not particularly wise, or attractive, and clearly given his nick name, about as strong as wet tissue paper. What he does have is agility, and a bit of a lapse in common sense, thus he excels at his chosen profession, stealing money via pick pocket from the least dangerous (he hopes) looking people he can find. Harvin also excels at running from a fight, any fight.

That is until he met up with Ladorna, who shamelessly offered him gold and promises of more gold if he would help her clear out a cavern complex that her clan wishes to mine, alas, she only mentioned the man eating monster part AFTER he signed the contract, and it was in Dwarven to boot.

Dwarven Magus
Strength: 3d6 ⇒ (3, 5, 5) = 13
Dexterity: 3d6 ⇒ (1, 2, 5) = 8
Constitution: 3d6 ⇒ (2, 4, 2) = 8 +2 racial ='s 10
Intelligence: 3d6 ⇒ (6, 5, 1) = 12
Wisdom: 3d6 ⇒ (2, 1, 3) = 6+2 racial ='s 8
Charisma: 3d6 ⇒ (1, 5, 6) = 12-2 racial ='s 10

Ladorna Storm Axe did something her family never would have thought one of them would do, she learned wizardly magic from an elf. While Ladorna is about as plain in looks as one can get, and somewhat frail by dwarven standards, she is more than clever and strong enough to blend good dwarven steel (in the form of a dwarven war axe) with arcane power, often electricity, to more than overcome her weaknesses.

She has left her hearth and clan to find allies that can help clean out a very promising cave complex for mining. Only problem is the creatures inside are somewhat reluctant to relocate, violently reluctant if you will.

Human cleric
Strength: 3d6 ⇒ (5, 5, 2) = 12
Dexterity: 3d6 ⇒ (5, 2, 5) = 12
Constitution: 3d6 ⇒ (3, 6, 2) = 11
Intelligence: 3d6 ⇒ (6, 4, 1) = 11
Wisdom: 3d6 ⇒ (6, 3, 5) = 14 +2 racial='s 16
Charisma: 3d6 ⇒ (1, 6, 4) = 11

Wortman Pellagious loves proving how much more practical and forward thinking he is than everyone else. Having foreseen how much he would hate serving in the military like his father, he told the old man to stick his military academy entrance exam, and joined the best church he could find, lucky for him, it was a Calistran temple. He took to the faith like a drowning man to water, and emerged a full fledged cleric of the savored sting.

His superiority trait unfortunately coupled with his arrogant mean lead him to join Ladorna in her quest to clear out a cave complex for future mining. Wortman claims he joined this "fools errand" only to prove how foolish it is, though rumors have it that the 20% stake in the profits from the future mine MAY have something to do with his joining the dwarf maid on her quest.

Half-elven sorceress (fey blood-line)
Strength: 3d6 ⇒ (4, 3, 2) = 9
Dexterity: 3d6 ⇒ (2, 5, 4) = 11
Constitution: 3d6 ⇒ (3, 5, 1) = 9
Intelligence: 3d6 ⇒ (3, 2, 3) = 8
Wisdom: 3d6 ⇒ (2, 3, 6) = 11
Charisma: 3d6 ⇒ (6, 5, 6) = 17 +2 racial ='s 19

Elsi is pretty, no, she is beautiful, no, she is what ever that word is that is better than beautiful. Problem is, as her grandmother warned her even as a young girl. "Dear, your looks will get you by in life, but you may not like the price you pay for it." Taking this advice to heart, Elsi, who until her 13th birthday and that talk with grams, had figured her looks would grant her everything she could want in life with little effort, decided to "make" herself into something more meaningful than just a lovely face and a...well made chassis.

As luck would have it, Elsi found someone to help her unlock the power in her blood and shape it with the force of her personality. Pivelwik the gnomish sorcerer found she progressed in record time, and had somewhere back in her ancestry, the blood of the fey.

Elsi had no sooner learned all she could from Pivelwik, when she, quite literally, bumped into Harvin, who immediately picked her pocket. In the process of tracking him down to get her meager savings back, she of course found Harvin with Ladorna and Wortman, all clustered around a large tree stump near the Blue Hound tavern. On the stump was a map. After getting the small matter of her stolen money resolved (Ladorna simply pushed Harvin over and patted him down until she found it), Elsi decided it was fate that caused Harvin to steal her purse, and she joined the motley threesome to make it four. Elsi quickly found that her amazing looks and winning personality were sorely needed, as the others had about as much charm as a wet dog, a very dirty wet dog. The rest, as they say, is history.


ok, feeling masochistic...
str: 3d6 ⇒ (1, 1, 4) = 6
dex: 3d6 ⇒ (1, 1, 6) = 8
con: 3d6 ⇒ (1, 4, 4) = 9
int: 3d6 ⇒ (1, 4, 4) = 9
wis: 3d6 ⇒ (2, 3, 6) = 11
chr: 3d6 ⇒ (3, 5, 4) = 12
Yep, even digital dice love me!

Tim, at best a mediocre bard, with an unrealistic assessment of his abilities his adventuring career was unremarkable in all aspects except one - it's brevity.

Liberty's Edge

Becausethe site's dice roller is a pain to use on a phone:

Angus Forgefellow, Dwarven Ranger
Str:12
Dex:11
Con:12+2 racial=14
Int:12
Wis:12+2 racial=14
Cha:13-2 racial=11

"With a decent face for a dwarf and a slight charm to his dourness, Angus has made a career out of being the scout when parties need to adventure out in the wilderness. Although his fighting ability is merely average, his toughness and Wolf companion Fredegar ensures that he always pulls through."


Str: 3d6 ⇒ (6, 2, 4) = 12
Dex: 3d6 ⇒ (2, 2, 5) = 9
Con: 3d6 ⇒ (6, 3, 6) = 15
Int: 3d6 ⇒ (4, 4, 3) = 11
Wis: 3d6 ⇒ (3, 1, 2) = 6
Cha: 3d6 ⇒ (6, 1, 1) = 8

And that's the 2nd biggest reason why I hate rolled states... :P

Liberty's Edge

I don't know, Lemmy. I see an Elven Barbarian in there.


lucky7 wrote:
I don't know, Lemmy. I see an Elven Barbarian in there.

A kamikaze elven Barbarian? Because that might be the route I'd go with those stats. :P

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