| JoshB |
I think I would take those 3 defects even if I was picking unconstrained from the 6, so that doesn't worry me.
Doing a little research, if Pathfinder stats follow the same distribution as the real world, a 4 (bottom 1.5%) intelligence puts you at a 60 IQ I think.
That equates to max 3rd grade education, able to perform simple tasks without supervision.
That's not terrible and it fits with the idea of a big troll of a man who recently escaped from slavery. (I'm guessing escaped with help or through some circumstance that provided an opportunity)
I am thinking a strong hero from a tribal background with a slave occupation to start.
| Twisted Earth |
Panic just sent you a PM.
Josh sounds good. I think i provided you some info for D20 modern rules. The only downside to low Int is your going to have negative penalty to skill points per level down to 1. 4 Int is -3 skill points per level. Playing a Feral or maybe even Tribal character would fit well with low intelligence.
I ping some other people I know that may be interested see if they bite as well.
| Warsor |
Set 1
4d6 - 1 ⇒ (1, 2, 3, 5) - 1 = 10
4d6 - 1 ⇒ (1, 6, 5, 6) - 1 = 17
4d6 - 2 ⇒ (4, 2, 6, 6) - 2 = 16
4d6 - 3 ⇒ (6, 5, 3, 5) - 3 = 16
4d6 - 3 ⇒ (3, 6, 5, 4) - 3 = 15
4d6 - 1 ⇒ (1, 3, 2, 5) - 1 = 10
Set 2
4d6 - 1 ⇒ (3, 1, 5, 5) - 1 = 13
4d6 - 1 ⇒ (3, 1, 2, 3) - 1 = 8
4d6 - 2 ⇒ (2, 5, 2, 5) - 2 = 12
4d6 - 1 ⇒ (1, 1, 4, 4) - 1 = 9
4d6 - 2 ⇒ (5, 2, 4, 5) - 2 = 14
4d6 - 1 ⇒ (1, 3, 2, 4) - 1 = 9
| Twisted Earth |
Josh min will always be 1 so basically 1 skill point per level depending on class i guess but would definitely lower your skills a lot.
Like i said you can do a second set of rolls and see what it shows. Having low Cha is not always a bad thing sometimes to :) You just won't be the face of the group.
| Navarre "Two-Fingers" |
The crunch is updated and here is the fluff. If I can answer any questions please let me know :-)
Hidden in the big rocks west of Tradelands and north of Trader Pass is Navarre’s home; where his fathers, fathers, father first flew. The humans called it the ‘Mesa Verde National Park’ back before the big boom. When the end came, many people that were in or near the park, went and hid in the houses and caves of Mesa Verde. The visitors, employees, locals and aboriginals all became one tribe, learning from each other as they survived the apocalypse.
Those who survived the radiation were changed by it, becoming like the arthropods that survived there in the desert with them. They turned their back on the human society that nearly destroyed them. Living separately and secretly for many years, the insect-like mutant tribe of ‘the Verde’ became strong, breeding mostly ‘third generation’ mutants.
More than a generation ago, when the Elders learned that others had survived, and trade had started moving through what is now called the Tradelands and Trader’s pass, they had a realization. They could provide guides for the trade routes which would guarantee goods could come to ‘The Verde’ while it’s location could be kept secret. So, those with the skills became guides helping move goods across the barren wasteland.
It was into this setting that Navarre was sent. For years The elders of ‘The Verde’ had heard of the “Wastelords” raiding and pillaging with impunity. Every year getting closer and closer to their hidden enclave. When the Elders learned through telepathy of the secret “Alliance of Three Towns” they wanted both to help the alliance against the raiders and to be secretly informed of the events first hand. So, they sent a promising, but ultimately expendable, young guide as their eyes and ears. Navarre, understanding both the risks and rewards, was happy to volunteer for the hazards, long term mission.
Navarre is a prime example of the mutations that have aided ‘the Verdians’ to survive. At five foot six he’s big enough and strong enough to use the weapons and tools of the old age, but light and lithe enough to take full advantage of his wasp-like wings. Able to hover and fly well enough to negotiate the cliffs surrounding his home. His blue-violet bioluminescent skin casting an electric blue light, enabling him to see clearly in the dark without technological aid. Also, serving as a beacon that he is guiding on the trail in the dark. His features are crisp and clean, chiseled by his near-exoskeleton skin. His small nose and thin lips contrasted by his larger red eyes. Some are disturbed by the blue antennae growing from his scalp so he generally keeps them tucked in his shock of black hair or under a sombrero. He has learned to eat alone or only with those who know him well, because the appearance of mandibles from someones mouth is apparently disturbing to some creatures.
| Twisted Earth |
| Brett Chenault |
Set 1
stats: 4d6 ⇒ (1, 2, 1, 3) = 7
stats: 4d6 ⇒ (5, 1, 4, 2) = 12
stats: 4d6 ⇒ (2, 6, 5, 4) = 17
stats: 4d6 ⇒ (5, 5, 3, 2) = 15
stats: 4d6 ⇒ (2, 4, 3, 3) = 12
stats: 4d6 ⇒ (6, 2, 3, 4) = 15
Set 2
stats: 4d6 ⇒ (5, 1, 1, 6) = 13 = 12
stats: 4d6 ⇒ (6, 4, 4, 2) = 16 = 14
stats: 4d6 ⇒ (5, 5, 1, 1) = 12 = 11
stats: 4d6 ⇒ (1, 6, 5, 3) = 15 = 14
stats: 4d6 ⇒ (3, 4, 2, 2) = 11 = 9
stats: 4d6 ⇒ (1, 6, 3, 5) = 15 = 14
| wanderer82 |
Hmm, trying to figure out a concept/role. Looks like the group lacks a face, and a healer. Could combine for an interesting character. Let's see.
Background: Visionary Reinventors
Occupation: Healer
wealth: 6d10 ⇒ (7, 5, 4, 9, 5, 8) = 38 x10 = 380cp
Now to figure out which base class is better, Apocalyptic Hero or Dedicated.
| wanderer82 |
mutation defect: 1d100 ⇒ 84 - Sensitivity
mutation defect: 1d100 ⇒ 90 - Skeletal Deterioration
mutation defect: 1d100 ⇒ 75 - Photosensitivity
mutation defect: 1d100 ⇒ 5 - Adrenaline Deficiency
mutation defect: 1d100 ⇒ 44 - Deafness
mutation defect: 1d100 ⇒ 84 - Sensitivity
ok, need to figure out how three of those will play into my character.
| wanderer82 |
Been going back and forth on base class, and in deciding on Dedicated over Post-Apoc, I am going to switch my occupation to Merchant as opposed to Healer (which was intended to round out Post-Apoc). This will help with the social skills necessary, rather than having to multi-class down the road.
wealth: 8d12 ⇒ (9, 6, 6, 2, 3, 8, 9, 9) = 52
| Storyteller Shadow |
Alright.
4d6 ⇒ (2, 6, 3, 2) = 13 = 11 - Charisma - 7
4d6 ⇒ (6, 5, 3, 3) = 17 = 14 - Wisdom
4d6 ⇒ (6, 4, 2, 6) = 18 = 16 - Intelligence
4d6 ⇒ (2, 4, 3, 4) = 13 = 11 - Dexterity - 8
4d6 ⇒ (6, 6, 5, 3) = 20 = 17 - Strength - 20
4d6 ⇒ (6, 5, 6, 5) = 22 = 17 - Constitution - 20
That's about the best the dice roller has ever given me.
10 HP + Con.
Action Points - 5.
Going with Tribal Background - Tough Hero - Occupation Healer
Language Unislang.
Permanent Class Skills - Treat Injury, Craft Pharmaceutical, Spot.
Climb, Concentration, Craft (Mechanical - Structural), Drive, Intimidate, Knowledge Current Event, Pop Culture, Streetwise, Read/Write Language, Ride, Speak Language, Survival.
Primitive Technology PLUS JuJu Medicine.
Free Masterwork Archaic Weapon - Large Greatsword 3d6 19-20 CRIT. 1st Level Feats: Archaic Weapon Proficiency & Improved Initiative.
BAB 0 - F +1/ R 0 / W o.
Defense Bonus +1.
Talent: (Unbreakable) Remain Conscious
Starting CP 6d10 ⇒ (10, 6, 10, 4, 3, 2) = 35 350 = -240 Large Chain Shirt +5 AC
250 in town + 2 JuJu Potions.
Mutation - Gigantism x3.
Random Defects 1d100 ⇒ 77 OR 1d100 ⇒ 69 - Phobia.
Random Defects 1d100 ⇒ 79 OR 1d100 ⇒ 23 - Bizarre Pigmentation.
Random Defects 1d100 ⇒ 58 OR 1d100 ⇒ 15 - Atrophied Cerebellum.
| TClegg1024 |
Set 1
4d6 ⇒ (3, 6, 5, 2) = 16 - 2 = 14
4d6 ⇒ (2, 2, 6, 5) = 15 - 2 = 13
4d6 ⇒ (1, 4, 3, 3) = 11 - 1 = 10
4d6 ⇒ (4, 4, 1, 1) = 10 - 1 = 9
4d6 ⇒ (5, 6, 3, 4) = 18 - 3 = 15
4d6 ⇒ (5, 2, 2, 5) = 14 - 2 = 12
Set 2
4d6 ⇒ (2, 1, 1, 4) = 8 - 1 = 7
4d6 ⇒ (3, 5, 3, 4) = 15 - 3 = 12
4d6 ⇒ (4, 4, 2, 1) = 11 - 1 = 10
4d6 ⇒ (4, 3, 1, 5) = 13 - 1 = 12
4d6 ⇒ (3, 5, 4, 5) = 17 - 3 = 14
4d6 ⇒ (6, 1, 5, 1) = 13 - 1 = 12
I think the first set works better. :)
Qstor
|
Great...I'd like to join. :) I'm a big Darwin's world fan.
Are you doing 4d6 drop the lowest..place anywhere for stats?
4d6 ⇒ (3, 5, 1, 1) = 10
4d6 ⇒ (4, 6, 2, 1) = 13
4d6 ⇒ (2, 2, 1, 2) = 7
4d6 ⇒ (4, 6, 4, 4) = 18
4d6 ⇒ (2, 3, 2, 3) = 10
4d6 ⇒ (1, 4, 3, 3) = 11
4d6 ⇒ (5, 2, 6, 4) = 17
2nd set
4d6 ⇒ (5, 4, 6, 2) = 17
4d6 ⇒ (6, 6, 2, 2) = 16
4d6 ⇒ (4, 4, 6, 1) = 15
4d6 ⇒ (1, 5, 1, 2) = 9
4d6 ⇒ (5, 1, 4, 6) = 16
4d6 ⇒ (1, 1, 2, 4) = 8
how are you doing mutations?
Qstor
|
ok I'll take sensitive sight.
deformity: 1d100 ⇒ 59
deformity: 1d100 ⇒ 6
I'll take Immune system abnormality
Turgo
human Strong hero 2
(tribal occupation guide)
Init +1; Senses low light vision, Spot +3
--------------------
Defense
--------------------
Defense 14, touch 12, flat-footed 12 (+2 armor +2 Dex)
hp 20
Fort +4, Ref +2, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee mwk greataxe +6 (1d12+4) or
club +4 (1d6+2) or knife +4 (1d4+20
Ranged composite longbow +9/+4 (1d8+2) or
hand axe +4 (1d6+2)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 14, Int 8, Wis 14, Cha 7
Base Atk +2; Grp +4
Feats Armor Proficency (light), Archaic Wepon Prof., Primative Techology, Track, Weapon Focus (greataxe)
Skills Navigate +3, Ride +3, Search +3, Spot +3, Survival +6
Languages Unislang, Trade
leather armor, Weapons -
compound longbow, greataxe, knife, club, handaxe
backpack, rope (150 ft), sleeping bag, waterskin cp 75
mutation sensitive sight, deform Immune system abnormality
Did you have the broken and the lost? can I buy the ostrich type creature as a mount? I'll check my copy at home. I'll finish it up after I look at the pdf. I can't find my hard copy of that if it's OK.