3d6!!!!


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Okay! Roll 3d6 in order and make a character, for the lulz.

strength: 3d6 ⇒ (6, 6, 4) = 16
dexterity: 3d6 ⇒ (3, 6, 6) = 15
constitution: 3d6 ⇒ (4, 5, 3) = 12
intelligence: 3d6 ⇒ (6, 3, 5) = 14
wisdom: 3d6 ⇒ (5, 3, 4) = 12
charisma: 3d6 ⇒ (5, 2, 4) = 11

Okay for 3d6 really good rolls, usually I get a 4 in there somewhere.

Strength based magus, a well rounded human (bonus to int) mabe not the sturdiest adventurer, but he gets by.


@Hogeyhead

You rolled a 27 point buy equivalent. Apparently even the most brutal rolling method leads to super high stats on the internet.

Sovereign Court

Those are really good stats for 3d6 - all above average. If this were the internet, I'd be dubious...


Really good stats in terms of point by, but strange in distribution


Str: 12
Dex: 8
Con: 8
Int: 11
Wis: 7
Cha: 13

Character: Commoner. He doesn't have the stats to succeed at anything.

Str: 12
Dex: 10
Con: 9
Int: 11
Wis: 9
Cha: 14

Character: Sorcerer, but not a very good one. Probably still a Commoner honestly.

Str: 10
Dex: 10
Con: 12
Int: 10
Wis: 11
Cha: 5

Character: Really ugly Commoner.

Str: 15
Dex: 9
Con: 13
Int: 7
Wis: 11
Cha: 8

Character: Oh look something playable! He's still pretty terrible, but here we have the stereotypical Barbarian. He's strong and durable, but he doesn't believe in dodging, thinking, or socializing in ways that don't involve the sharp end of his greatsword.

Str: 10
Dex: 12
Con: 10
Int: 6
Wis: 8
Cha: 14

Character: Another Sorcerer who should have rethought his career choices and been a Commoner.

While I like rolling stats more than point-buy, this is why I really don't like 3d6 as a method, rolled straight or otherwise.


Let's see how I do:

5,5,5=15
5,3,2=10
6,2,3=11
3,4,2=9
2,6,4=12
3,4,1=8

Well, not so exciting. I guess I would not run to the internet to tell people about this one.


I love mini-adventures with this system. As long as the game doesn't lasting we than a session or three, it can be really fun. With that, let's see what I get:

str: 3d6 ⇒ (2, 6, 2) = 10
Dex: 3d6 ⇒ (2, 5, 5) = 12
con: 3d6 ⇒ (5, 3, 3) = 11
Int: 3d6 ⇒ (1, 4, 4) = 9
wis: 3d6 ⇒ (5, 6, 3) = 14
cha: 3d6 ⇒ (3, 5, 1) = 9

Not sure if this will change after I hit preview, but that's a 10, 12, 11, 9, 14, and 9 in order.

Looks like a cleric or archer ranger to me.


1. Str: 3d6 ⇒ (5, 5, 5) = 15
Dex: 3d6 ⇒ (4, 1, 2) = 7
Con: 3d6 ⇒ (3, 1, 5) = 9
Int: 3d6 ⇒ (5, 3, 3) = 11
Wis: 3d6 ⇒ (3, 4, 4) = 11
Cha: 3d6 ⇒ (2, 5, 2) = 9
NPC warrior. At best.

2. Str: 3d6 ⇒ (6, 2, 4) = 12
Dex: 3d6 ⇒ (2, 5, 6) = 13
Con: 3d6 ⇒ (1, 3, 4) = 8
Int: 3d6 ⇒ (5, 4, 5) = 14
Wis: 3d6 ⇒ (1, 1, 6) = 8
Cha: 3d6 ⇒ (1, 5, 1) = 7
Rather bookish wizard.

3. Str: 3d6 ⇒ (5, 6, 3) = 14
Dex: 3d6 ⇒ (3, 5, 1) = 9
Con: 3d6 ⇒ (1, 1, 2) = 4
Int: 3d6 ⇒ (4, 2, 6) = 12
Wis: 3d6 ⇒ (4, 3, 1) = 8
Cha: 3d6 ⇒ (5, 6, 2) = 13
Alchemist who'd load up on molotovs and carelessly hug an enemy. Pro'ly wouldn't survive the AoO provoked in the attempt.

4. Str: 3d6 ⇒ (6, 1, 5) = 12
Dex: 3d6 ⇒ (1, 4, 3) = 8
Con: 3d6 ⇒ (1, 3, 6) = 10
Int: 3d6 ⇒ (3, 4, 3) = 10
Wis: 3d6 ⇒ (2, 5, 2) = 9
Cha: 3d6 ⇒ (2, 3, 6) = 11
Commoner.

Sovereign Court

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

Scarred Witch Doctor.


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

Clumsy yet charming.


Strength: 3d6 ⇒ (3, 4, 1) = 8
Dexterity: 3d6 ⇒ (1, 6, 6) = 13
Constitution: 3d6 ⇒ (3, 3, 3) = 9
Wisdom: 3d6 ⇒ (5, 2, 1) = 8
Intelligence: 3d6 ⇒ (4, 3, 3) = 10
Charisma: 3d6 ⇒ (3, 6, 5) = 14

That's sufficiently awful. I dunno...some useful character's ineffectual fluffer?

Sovereign Court

@dud muffin: seems like a perfect setup for a synthesis summoner, embrace the cheese.


This looks like it could be fun. He says knowing full well whats about to happen.

Str: 3d6 ⇒ (1, 4, 4) = 9

Dex: 3d6 ⇒ (2, 2, 5) = 9

Con: 3d6 ⇒ (3, 6, 4) = 13

Int: 3d6 ⇒ (5, 3, 6) = 14

Wis: 3d6 ⇒ (4, 3, 4) = 11

Cha: 3d6 ⇒ (4, 3, 3) = 10

Uhhh, Cabbage Merchant? Redshirt #12? Really crappy Wizard?


3 people marked this as a favorite.
Eltacolibre wrote:
@dud muffin: seems like a perfect setup for a synthesis summoner, embrace the cheese.

Like this?


One more try.

Str: 3d6 ⇒ (4, 4, 6) = 14

Dex: 3d6 ⇒ (1, 6, 5) = 12

Con: 3d6 ⇒ (3, 4, 5) = 12

Int: 3d6 ⇒ (4, 4, 1) = 9

Wis: 3d6 ⇒ (6, 5, 6) = 17

Cha: 3d6 ⇒ (2, 4, 6) = 12

Alrighty, now we're talking. Hello battle cleric.


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Anyone want to try to actually make a PC with the bad stats rather than giving up and calling it an NPC or commoner? In the spirit of the old days when 3d6 in order was the actual style and there were no commoner classes.

Sovereign Court

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

I could probably work my way into just about anything with this... as long as I don't mind dying after a light wind blows by.


bookrat wrote:
Anyone want to try to actually make a PC with the bad stats rather than giving up and calling it an NPC or commoner? In the spirit of the old days when 3d6 in order was the actual style and there were no commoner classes.

When I started it was 4d6, drop the lowest and re-roll up to one "1" from each ability score. I never thought about how bad a character is likely to be with a simple 3d6! An 'average' roll in only 10.5


Str: 3d6 ⇒ (5, 6, 4) = 15

Dex: 3d6 ⇒ (4, 4, 3) = 11

Con: 3d6 ⇒ (1, 5, 4) = 10

Int: 3d6 ⇒ (1, 3, 2) = 6

Wis: 3d6 ⇒ (6, 6, 5) = 17

Cha: 3d6 ⇒ (4, 5, 3) = 12

Druid I would think, for wildshape abuse and later CHR to saves.


Dud Muffin wrote:
bookrat wrote:
Anyone want to try to actually make a PC with the bad stats rather than giving up and calling it an NPC or commoner? In the spirit of the old days when 3d6 in order was the actual style and there were no commoner classes.
When I started it was 4d6, drop the lowest and re-roll up to one "1" from each ability score. I never thought about how bad a character is likely to be with a simple 3d6! An 'average' roll in only 10.5

Good ol' days of high stats. :). Back in 2E, we used 4d6, drop the lowest, reroll all 1s, and if you get all four dice the same, then it's a 19.

The 3d6 in order challenge is about making a playable character with what you get. If it's bad, then try to make the most fun of it. If it's good, cheese it up. But either way, have fun with it rather than giving up and calling it an NPC.


Str: 3d6 ⇒ (4, 4, 4) = 12

Dex: 3d6 ⇒ (3, 4, 5) = 12

Con: 3d6 ⇒ (1, 5, 1) = 7

Int: 3d6 ⇒ (3, 3, 3) = 9

Wis: 3d6 ⇒ (1, 6, 6) = 13

Cha: 3d6 ⇒ (6, 5, 3) = 14

A sickly oracle.


bookrat wrote:
Anyone want to try to actually make a PC with the bad stats rather than giving up and calling it an NPC or commoner? In the spirit of the old days when 3d6 in order was the actual style and there were no commoner classes.

To be fair, stats meant very different things in "the old days". When an 18 in a stat was hit only but rarely, starting with a 10 isn't so bad. When we expect a Wizard to cap out with an Int in the 30s, starting with an above-average 12 makes you a pretty crappy Wizard.

Admittedly, the two of mine that I'd labeled Sorcerers would actually be okay Synthesists, I just don't like that class.

Sovereign Court

STR: 3d6 ⇒ (2, 6, 5) = 13
DEX: 3d6 ⇒ (4, 4, 6) = 14
CON: 3d6 ⇒ (4, 4, 3) = 11
INT: 3d6 ⇒ (4, 1, 1) = 6
WIS: 3d6 ⇒ (1, 5, 3) = 9
CHA: 3d6 ⇒ (1, 3, 4) = 8

A rogue obviously, not all rogues are charismatic or smart, a good ole street ruffian.

Grand Lodge RPG Superstar 2015 Top 32, RPG Superstar 2012 Top 32

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STR: 3d6 ⇒ (4, 5, 6) = 15
DEX: 3d6 ⇒ (6, 4, 3) = 13
CON: 3d6 ⇒ (2, 4, 2) = 8
INT: 3d6 ⇒ (6, 6, 2) = 14
WIS: 3d6 ⇒ (2, 5, 6) = 13
CHA: 3d6 ⇒ (4, 5, 6) = 15

Man, if I could swap that CON and INT, I could make a pretty reasonable melee bard. But no...

EDIT: What the heck, one more:

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

Aaaaaaand commoner. :(


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strength: 3d6 ⇒ (5, 6, 2) = 13
dexterity: 3d6 ⇒ (6, 4, 4) = 14
constitution: 3d6 ⇒ (4, 1, 2) = 7
intelligence: 3d6 ⇒ (6, 2, 3) = 11
wisdom: 3d6 ⇒ (5, 2, 1) = 8
charisma: 3d6 ⇒ (1, 1, 6) = 8

Clearly a wizard.


Str: 3d6 ⇒ (3, 6, 1) = 10
Dex: 3d6 ⇒ (6, 2, 6) = 14
Con: 3d6 ⇒ (4, 1, 3) = 8
Int: 3d6 ⇒ (6, 1, 3) = 10
Wis: 3d6 ⇒ (2, 1, 1) = 4
Cha: 3d6 ⇒ (6, 4, 1) = 11

Probably Rogue since his dex is decent. Go halfling and try to qualify for dex to damage feats?
Or go with a straight archer? Damage pretty limited. Maybe a Gunslinger?
At least he won't be much of a threat when he gets mind controlled.

That would be, by the way, a 0 point buy character, if the Wisdom was a 7.


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

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

STR: 3d6 ⇒ (3, 6, 2) = 11 .
DEX: 3d6 ⇒ (2, 5, 4) = 11 .
CON: 3d6 ⇒ (1, 5, 6) = 12 .
INT: 3d6 ⇒ (2, 6, 4) = 12 .
WIS: 3d6 ⇒ (4, 4, 5) = 13 .
CHA: 3d6 ⇒ (6, 2, 3) = 11 .


STR: 3d6 ⇒ (5, 6, 3) = 14 .
DEX: 3d6 ⇒ (6, 5, 1) = 12 .
CON: 3d6 ⇒ (4, 2, 6) = 12 .
INT: 3d6 ⇒ (3, 1, 4) = 8 .
WIS: 3d6 ⇒ (3, 1, 5) = 9 .
CHA: 3d6 ⇒ (4, 2, 6) = 12 .

STR: 3d6 ⇒ (4, 5, 3) = 12 .
DEX: 3d6 ⇒ (1, 6, 4) = 11 .
CON: 3d6 ⇒ (2, 1, 3) = 6 .
INT: 3d6 ⇒ (3, 4, 6) = 13 .
WIS: 3d6 ⇒ (1, 3, 5) = 9 .
CHA: 3d6 ⇒ (1, 4, 3) = 8 .

STR: 3d6 ⇒ (3, 1, 2) = 6 .
DEX: 3d6 ⇒ (2, 5, 2) = 9 .
CON: 3d6 ⇒ (1, 4, 5) = 10 .
INT: 3d6 ⇒ (6, 5, 4) = 15 .
WIS: 3d6 ⇒ (3, 2, 4) = 9 .
CHA: 3d6 ⇒ (1, 3, 1) = 5 .

STR: 3d6 ⇒ (3, 2, 4) = 9 .
DEX: 3d6 ⇒ (4, 3, 1) = 8 .
CON: 3d6 ⇒ (3, 6, 6) = 15 .
INT: 3d6 ⇒ (5, 2, 3) = 10 .
WIS: 3d6 ⇒ (3, 3, 1) = 7 .
CHA: 3d6 ⇒ (3, 2, 3) = 8 .

STR: 3d6 ⇒ (3, 2, 3) = 8 .
DEX: 3d6 ⇒ (6, 4, 6) = 16 .
CON: 3d6 ⇒ (5, 6, 3) = 14 .
INT: 3d6 ⇒ (1, 4, 3) = 8 .
WIS: 3d6 ⇒ (3, 3, 1) = 7 .
CHA: 3d6 ⇒ (3, 3, 2) = 8 .

STR: 3d6 ⇒ (3, 4, 5) = 12 .
DEX: 3d6 ⇒ (4, 1, 3) = 8 .
CON: 3d6 ⇒ (1, 6, 3) = 10 .
INT: 3d6 ⇒ (4, 3, 2) = 9 .
WIS: 3d6 ⇒ (6, 4, 1) = 11 .
CHA: 3d6 ⇒ (6, 4, 4) = 14 .

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

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

And I'm gonna keep doing it till I get something good


Maybe second from the bottom for a rogue?


Goddity wrote:

And I'm gonna keep doing it till I get something good

A common approach, back in the day.


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

Choose Monkey Goblin as the race and you've got an excellent Gunslinger/Rogue/Ninja/Swashbuckler for your Skull and Shackles or Serpent's Skull campaign. …I'll probably actually keep this as an NPC. Thanks for giving me the idea, Hogeyhead!

Str: 3d6 ⇒ (2, 4, 1) = 7 - 7
Dex: 3d6 ⇒ (1, 3, 5) = 9 - 9 + 2 racial
Con: 3d6 ⇒ (6, 2, 3) = 11 - 11
Int: 3d6 ⇒ (2, 4, 1) = 7 - 7
Wis: 3d6 ⇒ (6, 5, 1) = 12 - 12 + 2 racial
Cha: 3d6 ⇒ (1, 4, 1) = 6 - 6

The very hip Garuda-blooded Aasimar Druid who strongly identifies with, and wild-shapes into, a Koala.

Str: 3d6 ⇒ (5, 5, 3) = 13 - 13
Dex: 3d6 ⇒ (2, 1, 3) = 6 - 6
Con: 3d6 ⇒ (2, 3, 1) = 6 - 6 + 2 racial
Int: 3d6 ⇒ (5, 6, 2) = 13 - 13
Wis: 3d6 ⇒ (2, 1, 2) = 5 - 5 + 2 racial
Cha: 3d6 ⇒ (3, 2, 2) = 7 - 7 - 2 racial

A Dwarf Synergist Witch , who would never get invited to parties if it weren't for their bonded toucan.


Str: 3d6 ⇒ (6, 1, 3) = 10

Dex: 3d6 ⇒ (2, 6, 2) = 10

Con: 3d6 ⇒ (5, 5, 4) = 14

Int: 3d6 ⇒ (3, 6, 5) = 14

Wis: 3d6 ⇒ (6, 6, 2) = 14

Cha: 3d6 ⇒ (2, 6, 2) = 10

Well thats pretty nice.
I could imagine an exelciethurge cleric, staying in the back to cast spells and helping with skills between encounters.

Or a fat little arcanist. Moody but curious.

An evasive bard who likes to sing from the shadows?

Silver Crusade

Lets see if my luck is like it used to be in tabletop..

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

Yep!

Dude'd make a passable fighter, although the fact he has what seems to be two broken left feet might cause trouble.


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strength: 3d6 ⇒ (6, 3, 3) = 12
dexterity: 3d6 ⇒ (3, 4, 4) = 11
constitution: 3d6 ⇒ (2, 5, 1) = 8
intelligence: 3d6 ⇒ (1, 1, 3) = 5
wisdom: 3d6 ⇒ (2, 1, 4) = 7
charisma: 3d6 ⇒ (1, 1, 4) = 6
Hopley: Human Fighter

Hopley the fighting man uses a sword to smack his enemies. Hopley is good at smacking enemies with swords, and stays alive by using a shield in the other hand. Hopley is sure he will be a great hero one day. The really nice magic man he works for told him so.

strength: 3d6 ⇒ (3, 1, 3) = 7
dexterity: 3d6 ⇒ (4, 1, 5) = 10
constitution: 3d6 ⇒ (5, 4, 1) = 10
intelligence: 3d6 ⇒ (2, 3, 6) = 11
wisdom: 3d6 ⇒ (3, 4, 1) = 8
charisma: 3d6 ⇒ (3, 4, 4) = 11
Tristan Miller: Human Wizard

When the accomplished wizard Ygraedius Alamondor Harsturian IV decided to leave the big city for rural life, he committed himself fully to his newfound community, including pledging to take apprentices from amongst the townsfolk. Unfortunately, the talent pool proved to be quite barren and Tristan Miller was to be the only reasonable choice. Despite his remarkable lack of aptitude and common sense, Tristan has become a borderline competent wizard capable of casting a wide range of spells. In recent months, he has become transfixed with magical items and devices that might allow him to overcome his mental limitations, and one night he secretly slipped out of the tower in search of one particular item he was convinced lay in a nearby ruin. Tristan grabbed the local town idiot, put a sword and shield in his hands, and convinced him that the two of them were destined for great things. And so began their ill-fate adventure.

strength: 3d6 ⇒ (1, 4, 5) = 10
dexterity: 3d6 ⇒ (3, 4, 3) = 10
constitution: 3d6 ⇒ (1, 2, 4) = 7
intelligence: 3d6 ⇒ (3, 4, 3) = 10
wisdom: 3d6 ⇒ (6, 2, 4) = 12
charisma: 3d6 ⇒ (3, 5, 6) = 14
Clarence Bentham: Half-Elf Oracle

A terrible curse has ravaged the Bentham family line for generations, dooming them to a slow and agonizing death at a young age. Clarence Bentham is only the latest recipient of the terrible degeneration, and is certainly not the first to have sought (and failed) to find a cure. His face seems to be rotting off, and his manners have grown sour to match this horrific appearance. Underneath the facade of aggression is a desperate man who will follow any chance of hope, even if it comes from a foolhardy young wizard who just might be able to locate a long-lost magic artifact.

strength: 3d6 ⇒ (5, 5, 4) = 14
dexterity: 3d6 ⇒ (3, 4, 1) = 8
constitution: 3d6 ⇒ (2, 5, 5) = 12
intelligence: 3d6 ⇒ (2, 1, 2) = 5
wisdom: 3d6 ⇒ (6, 4, 1) = 11
charisma: 3d6 ⇒ (3, 6, 5) = 14
(woo, something half-decent for once!)
Iris Wallace: Human Paladin

At a young age, Iris dedicated herself to following the path of her noble Paladin father and pledged herself as a squire to one of his peers. This proved to be the only thing in her entire life to which she showed any degree of dedication, as the girl had the attention span of a lemming. Though her maturity and sensibility were questionable, few doubted the sincerity of her commitment and after many long years of service she was initiated as a Paladin. For the next year she would travel aimlessly, moving from one minor good deed to the next until she found herself in the remote hinterlands.

One day, while relaxing in a tavern, she was told that a young man was severely injured in the old ravine and needed help. Without stopping to question the matter she rode out immediately, and thus fell into the trap of the bandits. Were it not for the timely arrival of a rag-tag group of adventurers who had realized she was charging into a trap Iris would have surely perished. After this near-brush with death Iris joined the other three adventurers, once more changing her path on a whim and finding herself further and further from home.

Work with what you got, folks ;-)


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

Wow, equally adept, or not, at nearly everything.

Edit: Nice Dasrak!


I'm glad this thread is so popular, it is something me and some friends were doing durring one particular game. See every 2-3-4 months we have some downtime and we role-play this downtime as solos that last an hour or two, so while the gm and the person doing the solo was in another room I came up with passing the time like this. Surprisingly fun. Of course the game we would do it in was not pathfinder but Dresden files, a fate derivative.


tsuruki wrote:

[dice=Str]3d6

[dice=Dex]3d6

[dice=Con]3d6

[dice=Int]3d6

[dice=Wis]3d6

[dice=Cha]3d6

Well thats pretty nice.
I could imagine an exelciethurge cleric, staying in the back to cast spells and helping with skills between encounters.

Or a fat little arcanist. Moody but curious.

An evasive bard who likes to sing from the shadows?

mystic theurge


Strength: 3d6 ⇒ (3, 1, 3) = 7
Dexterity: 3d6 ⇒ (6, 5, 1) = 12
Constitution: 3d6 ⇒ (3, 6, 4) = 13
Intelligence: 3d6 ⇒ (6, 3, 3) = 12
Wisdom: 3d6 ⇒ (5, 6, 4) = 15
Charisma: 3d6 ⇒ (5, 2, 6) = 13

Not a bad Shaman/Cleric. Just not going to be meleeing anything.

Shadow Lodge

Back in 1e our DM had us roll 3d6 as they fall but also had us roll 12 sets and if none of the 12 sets had a 15 or higher you could roll all over again.

I think this was an option in the DMG.....

Silver Crusade

therealthom wrote:

[dice= Strength]3d6

[dice= Dexterity]3d6
[dice= Constitution]3d6
[dice= Intelligence]3d6
[dice= Wisdom]3d6
[dice= Charisma]3d6

Wow, equally adept, or not, at nearly everything.

Edit: Nice Dasrak!

Least he can hold down some of his liquor while drinking his sorrows away at the inn.

Sovereign Court RPG Superstar 2011 Top 32

1e used the 4d6 drop lowest, arrange to taste as one of its suggested methods. 3d6 straight down was an OD&D and BECMI thing. Also the default for 2e that no one I knew ever used. Also, if you really want that old school flavor order the stats Str Int Wis Dex Con Cha.

Here's a go:
Str 16
Dex 7
Con 18
Int 12
Wis 11
Cha 11

Wow...that's remarkably viable. I'm thinking dwarf to make a 20 Con and go Barbarian - your AC stinks but 17 hp at level one is pretty darn nice. Embrace the hp and take Toughness and dump your FCB into hp, getting you 21 total, 23 when raging. Laugh at the enemy orc's greataxe crit that hits you for 30-40 as you drop but are not dead.

1e had some other fun methods like roll 3d6 twelve times and keep the best six, or roll a bunch of characters on 3d6 straight down and pick your favorite, or roll 3d6 multiple times for each stat and pick the highest.


Strength: 3d6 ⇒ (4, 4, 3) = 11
Dexterity: 3d6 ⇒ (6, 5, 5) = 16
Constitution: 3d6 ⇒ (1, 6, 5) = 12
Intelligence: 3d6 ⇒ (5, 4, 3) = 12
Wisdom: 3d6 ⇒ (1, 6, 1) = 8
Charisma: 3d6 ⇒ (3, 6, 3) = 12

Hmmm... looks like with have a rogue here.

Shadow Lodge

ryric wrote:

1e used the 4d6 drop lowest, arrange to taste as one of its suggested methods. 3d6 straight down was an OD&D and BECMI thing. Also the default for 2e that no one I knew ever used. Also, if you really want that old school flavor order the stats Str Int Wis Dex Con Cha.

1e had some other fun methods like roll 3d6 twelve times and keep the best six, or roll a bunch of characters on 3d6 straight down and pick your favorite, or roll 3d6 multiple times for each stat and pick the highest.

Yes I looked it up just to see what option they had in the 1e DMG....

Method I:
All scores are recorded and arranged in the order the player desires. 4d6 are rolled, and the lowest die (or one of the lower) is discarded.

Method II:
All scores are recorded and arranged as in Method I. 3d6 are rolled 12
times and the highest 6 scores are retained.

Method 111:
Scores rolled are according to each ability category, in order, STRENGTH, INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, CHARISMA. 3d6 are rolled 6 times for each ability, and the highest score in each category is retained for that category.

Method IV:
3d6 are rolled sufficient times to generate the 6 ability scores, in order, for 12 characters, The player then selects the single set of scores which he or she finds most desirable and these scores are noted on the character record sheet.

Sovereign Court RPG Superstar 2011 Top 32

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That last guy felt too much like a winner so I hit the die roller again - yeah here comes the RNG's revenge:

Str 10
Dex 9
Con 6
Int 15
Wis 3
Cha 5

Feel the Unlimited Powa!

Er, yeah. Clearly we want an Int based caster. I'm thinking diviner wizard - here's it's not powergaming, it's a matter of survival. With a -2 Con and a -4 Wis, surprise will kill this guy super duper fast. We can't afford the Con penalty to be an elf, so I'm thinking half elf. Put your Skill Focus in Perception and take a familiar for Alertness, and at least you get your Perception up to 1 + ranks.

Saving throws are going to be atrocious. Fort -2, Ref -1, Will -2 at level one. Just wow.

Silver Crusade

Alright, lets see if I can avoid another Fighter...

Strength: 3d6 ⇒ (4, 5, 4) = 13
Dexterity: 3d6 ⇒ (5, 3, 3) = 11
Constitution: 3d6 ⇒ (3, 3, 4) = 10
Intelligence: 3d6 ⇒ (5, 4, 1) = 10
Wisdom: 3d6 ⇒ (5, 4, 1) = 10
Charisma: 3d6 ⇒ (1, 1, 5) = 7

Ugly and monumentally average. My rolling skills continue to demonstrate their historical skills.


Hmmm... let's see:

Str: 3d6 ⇒ (2, 3, 1) = 6
Dex: 3d6 ⇒ (5, 3, 3) = 11
Con: 3d6 ⇒ (4, 1, 2) = 7
Int: 3d6 ⇒ (4, 4, 6) = 14
Wis: 3d6 ⇒ (3, 4, 2) = 9
Cha: 3d6 ⇒ (6, 1, 4) = 11

Well, let's go Human w/ Dual Talent alternate Racial Trait (no bonus feat/skill pts, but +2 to two ability scores):

Human Empyreal Wildblooded Sorcerer

Str 6, Dex 11, Con 9, Int 16, Wis 9, Cha 11

FCB: levels 1-3 = +1 hp; levels 4+ extra spell known

Ability score increases: 4th = Con; rest to Int

Character Traits: Focused Mind (+2 conc. checks), Resilient (+1 Fort saves)

Feats: 1st) Toughness; 3rd) Combat Casting; (I'd have to play him past 3rd in order to choose additional feats)


STR: 3d6 ⇒ (4, 6, 3) = 13
DEX: 3d6 ⇒ (6, 5, 5) = 16
CON: 3d6 ⇒ (4, 4, 1) = 9
INT: 3d6 ⇒ (6, 2, 5) = 13
WIS: 3d6 ⇒ (6, 1, 5) = 12
CHA: 3d6 ⇒ (1, 1, 6) = 8

I'm gonna go ahead and say Archer Ranger. Clearly doesn't want to get too close to the front lines, good accuracy with a ranged weapon, and enough WIS to manage a few nature spells.


.

.

.

Str: 3d6 ⇒ (5, 6, 4) = 15
Dex: 3d6 ⇒ (3, 2, 1) = 6
Con: 3d6 ⇒ (2, 3, 6) = 11
Int: 3d6 ⇒ (3, 1, 1) = 5
Wis: 3d6 ⇒ (4, 2, 5) = 11
Cha: 3d6 ⇒ (1, 3, 3) = 7
I could make this work for a Dwarven barbarian. Might need to grab quick draw for shield shenanigans though.


Str: 3d6 ⇒ (2, 3, 2) = 7
Dex: 3d6 ⇒ (3, 2, 4) = 9
Con: 3d6 ⇒ (1, 5, 6) = 12
Int: 3d6 ⇒ (4, 1, 5) = 10
Wis: 3d6 ⇒ (1, 6, 4) = 11
Cha: 3d6 ⇒ (6, 2, 2) = 10

A dwarf cleric. I'd say he works on buffing out others so the strong guys want to protect him.

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