| GM BC4Realz |
| 2 people marked this as a favorite. |
I am probably crazy for adding another game to my docket, but the game that I was in as a player that was similar to this died, and I really liked the concept. So I have decided to run it myself.
****
You awake in a corridor with three other people. The stone floor beneath your head makes a poor pillow, but it has sufficed for the past little while, who knows how long. Taking in your surroundings you notice in the dim torchlight a note sitting next to you. With a slight headache you open the note. The words fuzz before your eyes for a moment, finally resolving into something intelligible.
Greetings. By the time you are reading this your fate is already sealed. You have been judged and found guilty of your crimes. Sentenced to life or death. You of course know about the Prison of Athkbar. Well you will now come to know it more personally, as it will be your abode for the rest of your days, however long or short that may be.
****
Welcome to the Dungeon Prison of Athkbar. No one has ever found an escape of the dungeon, and the architects are long dead. You have no previous knowledge of it's construction, although whispers and rumors claim that it is a sprawling facility not entirely on the same plane of existence as your actual home.
Each new level of the dungeon will be created at random using the tools found at this site. Let's see how long you survive, or maybe even if you can find an exit!
Character Creation Rules
Starting Level 3! Because Level 1 is boring. We will be using the Automatic Bonus Progression alternate rules set, so starting wealth is WBL under those rules, everyone starts with 1500 gold and +1 Resistance.
Roll 1d28 and use this list.
1. Dwarf
2. Elf
3. Gnome
4. Half-Elf
5. Halfling
6. Half-Orc
7. Human
8. Aasimar
9. Catfolk
10. Dhampir
11. Drow (Common)
12. Goblin
13. Hobgoblin
14. Ifrit
15. Kobold
16. Orc
17. Oread
18. Ratfolk
19. Slyph
20. Tengu
21. Tiefling
22. Undine
23. Duergar
24. Grippli
25. Vanara
26. Vishkanya
27. Monkey Goblin
28. Lashunta
You get the better of 1d12+6 rolled 6 times or 10 point buy. If your stats are better than 10 point buy you must keep them, even if they are not distributed as you would like. If you take the dice rolls you may organize them however you like (you do not have to take them in order).
All classes are available, but yours will be selected at random (big surprise right? Roll 1d39 and select from this list. If you get a unchainable race roll 1d2. Chained on a 1, Unchained on a 2.
For additional levels you can automatically progress in any level you already have or roll on this table again to gain a new class. Roll again if you get a class that conflicts with your alignment (see below)
1. Barbarian
2. Bard
3. Cleric
4. Druid
5. Fighter
6. Monk
7. Paladin
8. Ranger
9. Rogue
10. Sorcerer
11. Wizard
12. Alchemist
13. Cavalier
14. Gunslinger
15. Inquisitor
16. Magus
17. Oracle
18. Summoner
19. Vigilante
20. Witch
21. Antipaladin
22. Ninja
23. Samurai
24. Arcanist
25. Bloodrager
26. Brawler
27. Hunter
28. Investigator
29. Shaman
30. Skald
31. Slayer
32. Swashbuckler
33. Warpriest
34. Kineticist
35. Medium
36. Mesmerist
37. Occultist
38. Psychic
39. Spiritualist
Alignment - Roll 1d9 and select from this table. You may roll again if you get an alignment that conflicts with your Lv1 class.
1. Lawful Good
2. Lawful Neutral
3. Lawful Evil
4. Neutral Good
5. True Neutral
6. Neutral Evil
7. Chaotic Good
8. Chaotic Neutral
9. Chaotic Evil
Traits: Select Any 2, 3 if you also select 1 drawback. These do not have to be random.
HP: HP is always based on the dice roll. No max HP at first level! Starting HP will be 3dHD + 3xCon + Favored Class Bonuses.
Mulligan: If you do not like what your roll on your creation the first time through you are allowed 1 Mulligan at no penalty. A second mulligan might be available if I look at your results and feel that it is unsurvivable. If you take the mulligan you must accept your second results unless you get approval from me.
Background/Personality: We won't be playing in your home world in cities or countries that your character is familiar with, so you can skip the standard 10 minute unless you really want to. Answer a couple of questions in character though:
1) What do you look like? (2-3 sentences)
2) What were you arrested for?
3) Did you actually do it?
4) Do you play well with others?
I think that just about covers it. I look forward to the submissions. I plan on closing recruitment next Friday, 7/8, at 11:59 PM CST (-6 UCT).
If I missed anything please ask.
Edit 1: Archetypes and Alternate Racial Traits may be selected by the player. They do not need to be randomized.
| Ira kroll |
Race: 1d28 ⇒ 27 -- Monkey Goblin What!?!?!
Attribute 1: 1d12 + 6 ⇒ (11) + 6 = 17 --
Attribute 2: 1d12 + 6 ⇒ (9) + 6 = 15 --
Attribute 3: 1d12 + 6 ⇒ (6) + 6 = 12 --
Attribute 4: 1d12 + 6 ⇒ (9) + 6 = 15 --
Attribute 5: 1d12 + 6 ⇒ (9) + 6 = 15 --
Attribute 6: 1d12 + 6 ⇒ (5) + 6 = 11 --
Class: 1d39 ⇒ 35 -- Medium
Alignment: 1d9 ⇒ 7 -- CG
Base hit dice: 3d8 ⇒ (8, 2, 2) = 12 -- 12+6 = 18
| Whack-a-Rogue |
Race: 1d28 ⇒ 21
Attribute 1: 1d12 + 6 ⇒ (6) + 6 = 12
Attribute 2: 1d12 + 6 ⇒ (9) + 6 = 15
Attribute 3: 1d12 + 6 ⇒ (10) + 6 = 16
Attribute 4: 1d12 + 6 ⇒ (3) + 6 = 9
Attribute 5: 1d12 + 6 ⇒ (5) + 6 = 11
Attribute 6: 1d12 + 6 ⇒ (5) + 6 = 11
Race: 1d39 ⇒ 30
Alignment: 1d9 ⇒ 8
CN Tiefling Skald - an alignment and class that I've never tried before. Should be interesting. :-) Are the variant heritages allowed? What about archetypes?
| Uthraed |
| 1 person marked this as a favorite. |
Hey I am equally as sad that it died on us so I am going to see what the dice gods cone up for me.
race: 1d28 ⇒ 8
STR: 1d12 + 6 ⇒ (9) + 6 = 15
DEX: 1d12 + 6 ⇒ (11) + 6 = 17
CON: 1d12 + 6 ⇒ (8) + 6 = 14
INT: 1d12 + 6 ⇒ (2) + 6 = 8
WIS: 1d12 + 6 ⇒ (9) + 6 = 15
CHA: 1d12 + 6 ⇒ (8) + 6 = 14
Class: 1d39 ⇒ 39
alignment: 1d9 ⇒ 3
I have never read about the spiritualist, so I think I have some reading to do before I can put him up.
Tin Foil Yamakah
|
I do like rolling dice
Race: 1d28 ⇒ 12
Attribute: 1d12 + 6 ⇒ (11) + 6 = 17
Attribute: 1d12 + 6 ⇒ (3) + 6 = 9
Attribute: 1d12 + 6 ⇒ (10) + 6 = 16
Attribute: 1d12 + 6 ⇒ (4) + 6 = 10
Attribute: 1d12 + 6 ⇒ (10) + 6 = 16
Attribute: 1d12 + 6 ⇒ (12) + 6 = 18
Alignment: 1d9 ⇒ 8
Class: 1d39 ⇒ 29
So a CN Goblin Shaman in prison...How could this possibly have happened
william Nightmoon
|
Dot, and rolling
race: 1d28 ⇒ 14
class: 1d39 ⇒ 15
alignment: 1d9 ⇒ 7
stats: 1d12 + 6 ⇒ (3) + 6 = 9
stats: 1d12 + 6 ⇒ (10) + 6 = 16
stats: 1d12 + 6 ⇒ (12) + 6 = 18
stats: 1d12 + 6 ⇒ (7) + 6 = 13
stats: 1d12 + 6 ⇒ (8) + 6 = 14
stats: 1d12 + 6 ⇒ (11) + 6 = 17
chaotic good ifrit inquisitor... FIERY JUSTICE!!! I love it!
| Jereru |
Hey, this seems quite fun! Let's have it a go!
Race=> 1d28 ⇒ 6=> Half-Orc
Class=> 1d39 ⇒ 15=> Inquisitor
Alignment=> 1d9 ⇒ 4 Neutral Good
Stats=> 1d12 + 6 ⇒ (9) + 6 = 15
Stats=> 1d12 + 6 ⇒ (5) + 6 = 11
Stats=> 1d12 + 6 ⇒ (5) + 6 = 11
Stats=> 1d12 + 6 ⇒ (1) + 6 = 7
Stats=> 1d12 + 6 ⇒ (5) + 6 = 11
Stats=> 1d12 + 6 ⇒ (11) + 6 = 17
Wish me luck!
Edit: Well, it doesn't seem bad!
| GM BC4Realz |
Dot, and rolling
[dice=race]1d28
[dice=class]1d39
[dice=alignment]1d9
[dice=stats]1d12+6
[dice=stats]1d12+6
[dice=stats]1d12+6
[dice=stats]1d12+6
[dice=stats]1d12+6
[dice=stats]1d12+6chaotic good ifrit inquisitor... FIERY JUSTICE!!! I love it!
And you lucked into the possibility of being an Immolator. Nice!
| Philo Pharynx |
race: 1d28 ⇒ 16
stats: 1d12 + 6 ⇒ (5) + 6 = 11
stats: 1d12 + 6 ⇒ (2) + 6 = 8
stats: 1d12 + 6 ⇒ (6) + 6 = 12
stats: 1d12 + 6 ⇒ (12) + 6 = 18
stats: 1d12 + 6 ⇒ (5) + 6 = 11
stats: 1d12 + 6 ⇒ (9) + 6 = 15
class: 1d39 ⇒ 7
alignment: 1d9 ⇒ 9
alignment: 1d9 ⇒ 7
alignment: 1d9 ⇒ 6
alignment: 1d9 ⇒ 1
Eh, let's mulligan
| RocksAhead |
Why not roll for fun and at least see what I get.
race: 1d28 ⇒ 26 Vishkanya
Stat1: 1d12 + 6 ⇒ (6) + 6 = 12
Stat2: 1d12 + 6 ⇒ (2) + 6 = 8 Hurrah!
Stat3: 1d12 + 6 ⇒ (11) + 6 = 17 Woot!
Stat4: 1d12 + 6 ⇒ (12) + 6 = 18 Woot!
Stat5: 1d12 + 6 ⇒ (4) + 6 = 10
Stat6: 1d12 + 6 ⇒ (12) + 6 = 18 Woot!
Class: 1d39 ⇒ 13 Cavalier
alignment: 1d9 ⇒ 8 Chaotic Neutral
So will the Cavalier have his mount in this prison?
Flair Burningwood
|
here is some fluff based on what you asked ;)
Appearance Flair is average height, with long hair, Balls of fire instead of eyes, and red tinted skin.
Reasonswhy: assault
did you do it?: well the bugger had stolen one of my sweet-rolls he deserved having my gauntlet smashed into his face.
Do I play well: depends on them i guess... unless they happen to be some evil law imposing tyrant.
edit: not done yet obviously
| Uthraed |
I read up on the spiritualist and I think I'm going to re-roll she's too complex for me right now.
race: 1d28 ⇒ 20
STR: 1d12 + 6 ⇒ (2) + 6 = 8
DEX: 1d12 + 6 ⇒ (7) + 6 = 13
CON: 1d12 + 6 ⇒ (3) + 6 = 9
INT: 1d12 + 6 ⇒ (8) + 6 = 14
WIS: 1d12 + 6 ⇒ (1) + 6 = 7
CHA: 1d12 + 6 ⇒ (2) + 6 = 8
class: 1d39 ⇒ 29
alignment: 1d9 ⇒ 1
william Nightmoon
|
[dice=race] 1d28
[dice=stats]1d12+6
[dice=stats]1d12+6
[dice=stats]1d12+6
[dice=stats]1d12+6
[dice=stats]1d12+6
[dice=stats]1d12+6
[dice=class]1d39
[dice=alignment]1d9
[dice=alignment]1d9
[dice=alignment]1d9
[dice=alignment]1d9Eh, let's mulligan
whoa, almost got yourself a Chaotic evil orc paladin... lucky you!
Flair Burningwood
|
Saves: Fort:+6 Refl:+3 Will:+6
BAB=+3
CMD=18
CMB=+7
Medium: Ifrits are Medium creatures and receive no bonuses or penalties due to their size.
Normal Speed: Ifrits have a base speed of 30 feet.
Darkvision: Ifrits can see in the dark up to 60 feet.
Efreeti Magic: Some ifrits inherit an efreeti ancestor's ability to magically change a creature's size. They can cast either enlarge person or reduce person (the ifrit chooses when using this ability) once per day as a spell-like ability (caster level equals the ifrit's level). The ifrit can use this ability to affect other ifrits as though they were humanoid creatures. This racial trait replaces the spell-like ability racial trait.
Energy Resistance: Ifrits have fire resistance 5.
Fire-Starter: Ifrits with this racial trait derive sadistic satisfaction from watching others burn. Anytime the ifrit causes a creature to catch fire, he gains a +1 morale bonus on the next single attack roll, saving throw, skill check, or ability check that he makes in the next round. The ifrit only gains this bonus the first time he causes a particular creature to catch fire; subsequent times the creature catches fire provide no bonus. This racial trait replaces fire affinity.
Languages: Ifrits begin play speaking Common and Ignan. Ifrits with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Gnome, Halfling, and Terran.
favored class:nquisitor: Add a +1/2 bonus on Intimidate checks made against creatures with the fire subtype and a +1/2 bonus on Knowledge (planes) checks relating to the Plane of Fire.
Spells: An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell's level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor's spell is 10 + the spell level + the inquisitor's Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor's selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor's choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Domain: Like a cleric's deity, an inquisitor's deity influences her alignment, what magic she can perform, and her values. Although not as tied to the tenets of the deity as a cleric, an inquisitor must still hold such guidelines in high regard, despite that fact she can go against them if it serves the greater good of the faith. An inquisitor can select one domain from among those belonging to her deity. She can select an alignment domain only if her alignment matches that domain. With the GM's approval, an inquisitor can be devoted to an ideal instead of a deity, selecting one domain to represent her personal inclination and abilities. The restriction on alignment domains still applies.
Each domain grants a number of domain powers, depending on the level of the inquisitor. An inquisitor does not gain the bonus spells listed for each domain, nor does she gain bonus spell slots. The inquisitor uses her level as her effective cleric level when determining the power and effect of her domain powers. If the inquisitor has cleric levels, one of her two domain selections must be the same domain selected as an inquisitor. Levels of cleric and inquisitor stack for the purpose of determining domain powers and abilities, but not for bonus spells.
Judgment (Su): Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.
At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.
When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.
Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target's spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor's. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor's weapons in a divine light. The inquisitor's weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor's weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor's alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor's weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).
Immolation: The immolator channels purifying flame to consume her enemies. When dealing fire damage to an opponent, she treats the target's fire resistance as 5 lower than normal (minimum 0). At 6th level, she treats the target's resistance as 10 lower than normal, 15 lower than normal at 11th level, and 20 lower than normal at 16th level.
Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.
Orisons: Inquisitors learn a number of orisons, or 0-level spells, as noted on Table 2–4 under “Spells Known.” These spells are cast like any other spell, but they are not expended when cast and may be used again. Orisons prepared using other spell slots, such as those due to metamagic feats, are expended normally.
Stern Gaze (Ex): Inquisitors are skilled at sensing deception and intimidating their foes. An inquisitor receives a morale bonus on all Intimidate and Sense Motive checks equal to 1/2 her inquisitor level (minimum +1).
Cunning Initiative (Ex): At 2nd level, an inquisitor adds her Wisdom modifier on initiative checks, in addition to her Dexterity modifier.
Detect Alignment (Sp): At will, an inquisitor can use detect chaos, detect evil, detect good, or detect law. She can only use one of these at any given time.
Track (Ex): At 2nd level, an inquisitor adds half her level on Survival skill checks made to follow or identify tracks.
Solo Tactics (Ex): At 3rd level, all of the inquisitor's allies are treated as if they possessed the same teamwork feats as the inquisitor for the purpose of determining whether the inquisitor receives a bonus from her teamwork feats. Her allies do not receive any bonuses from these feats unless they actually possess the feats themselves. The allies' positioning and actions must still meet the prerequisites listed in the teamwork feat for the inquisitor to receive the listed bonus.
Teamwork Feat: At 3rd level, and every three levels thereafter, the inquisitor gains a bonus feat in addition to those gained from normal advancement. These bonus feats must be selected from those listed as teamwork feats. The inquisitor must meet the prerequisites of the selected bonus feat.
As a standard action, the inquisitor can choose to learn a new bonus teamwork feat in place of the most recent bonus teamwork feat she has already learned. In effect, the inquisitor loses the bonus feat in exchange for the new one. She can only change the most recent teamwork feat gained. Whenever she gains a new teamwork feat, the previous teamwork feat becomes set and cannot be changed again. An inquisitor can change her most recent teamwork feat a number of times per day equal to her Wisdom modifier.
Bluff (Cha),
Climb (Str),
Craft (Int),
Diplomacy (Cha),4
Disguise (Cha),
Heal (Wis),3
Intimidate (Cha),7
Knowledge (arcana) (Int),
Knowledge (dungeoneering) (Int),
Knowledge (nature) (Int),
Knowledge (planes) (Int),
Knowledge (religion) (Int),
Perception (Wis),7
Profession (Wis),
Ride (Dex),
Sense Motive (Wis),7
Spellcraft (Int),
Stealth (Dex),7
Survival (Wis),
Swim (Str),
Feats
power attack
improved sunder
shake it off(subject to change)
1-(4/day)-bane, touch of combustion, wrath, interrogation
banded mail, Mithral Earthbreaker(big hammer), inquisitor's kit(a backpack, a bedroll, a belt pouch, candles (10), a cheap holy text, a flint and steel, an iron pot, manacles, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), a waterskin, and a wooden holy symbol), (5) sunrods, masterwork tool (fine perfume, +2 depl. on nobles/rich), superior lock
Appearance I'm average height, with long hair, Balls of fire instead of eyes, and red tinted skin. I usually have on heavy armor with red paint splashed all over to make it the color of my holy symbol. I'm a judgmental @$$#0/&, but otherwise have a good point of view. just don't screw with my stuff... We'll get along just fine.
Reasons
why: assault with a deadly weapon
did you do it?: well the bugger had stolen one of my sweet-rolls he deserved having my gauntlet smashed into his face. at least he didn't die. i was almost thinking of branding the word THIEF onto he forehead.
Do I play well: depends on them i guess... unless they happen to be some evil law imposing tyrant. Or thief... Or i just don't like them
Here is the finished product... I'm gonna have fun playing her!
Zin Z'arin
|
This sounds like fun. :)
Race: 1d28 ⇒ 11
Class: 1d39 ⇒ 29
Alignment: 1d9 ⇒ 2
Stat: 1d12 + 6 ⇒ (12) + 6 = 18
Stat: 1d12 + 6 ⇒ (4) + 6 = 10
Stat: 1d12 + 6 ⇒ (2) + 6 = 8
Stat: 1d12 + 6 ⇒ (11) + 6 = 17
Stat: 1d12 + 6 ⇒ (6) + 6 = 12
Stat: 1d12 + 6 ⇒ (12) + 6 = 18
LN Drow Shaman; I'm in. Crunch and Fluff tonight (EST).
| RocksAhead |
Why not roll for fun and at least see what I get.
So whether or not she gets her mount make or break this Vishkanya.
I am currently leaning towards Order of The Eastern Star if no objections.Thinking for stats
STR 18
DEX 12+2=14
CON 18
INT 8
WIS 10-2 = 8
CHR 17+2=19
Age: 1d6 + 15 ⇒ (4) + 15 = 19
Weight: 2d8 ⇒ (8, 1) = 9
Height: 2d8 ⇒ (1, 6) = 7
Also probably going to take the Deceptive Alternate Race Trait.
Not sure what happened there. .
hp: 3d10 ⇒ (8, 4, 1) = 13
| BC4Realz |
Why not roll for fun and at least see what I get.
[dice=race]1d28 Vishkanya
[dice=Stat1]1d12+6
[dice=Stat2]1d12+6 Hurrah!
[dice=Stat3]1d12+6 Woot!
[dice=Stat4]1d12+6 Woot!
[dice=Stat5]1d12+6
[dice=Stat6]1d12+6 Woot!
[dice=Class]1d39 Cavalier
[dice=alignment]1d9 Chaotic NeutralSo will the Cavalier have his mount in this prison?
Yes, removing the mount makes the cavalier almost unplayable.
| GM BC4Realz |
I have no problem with Order of the Eastern Star since we are opening other occult submissions.
Lots of Interest already which is awesome. I am going to be summarizing the builds daily (at least on week days).
Going to start now so I don't get to far behind. So here they are in no particular order.
Rolled - Waiting on Crunch and Fluff
RocksAhead - CN Vishkanya Cavalier
Zin Z'arin - LN Drow Shaman
Uthread - LG Tengu Shaman (Mulligan 1)
Whack-a-Rogue - CN Tiefling Skald
Nickadeamous - NE Half-Orc Oracle
Philo Pharynx - (Mulligan 1) Waiting for rerolls
Jereru - NG Half-Orc Inquisitor
Tin Foil Yamakah - CN Goblin Shaman
Ira Kroll - CG Monkey Goblin Medium
Completed Submission
Flair Burningwood - CG Ifrit Immolator (Inquisitor) {aka William Nightmoon}
So 3 Shamans and 2 Inquisitors out of 10 submissions. That's crazy sauce.
Sometimes I don't entirely trust the Paizo dice roller.
| Almonihah |
This is amusing enough to just roll and see what happens.
race: 1d28 ⇒ 9
class: 1d39 ⇒ 9
alignment: 1d9 ⇒ 4
stats: 1d12 + 6 ⇒ (2) + 6 = 8
stats: 1d12 + 6 ⇒ (3) + 6 = 9
stats: 1d12 + 6 ⇒ (11) + 6 = 17
stats: 1d12 + 6 ⇒ (11) + 6 = 17
stats: 1d12 + 6 ⇒ (7) + 6 = 13
stats: 1d12 + 6 ⇒ (10) + 6 = 16
So a Neutral Good Catfolk rogue with good stats? That's... far too sensible. XD I'll see if I want to go with it or not.
Roll for Unchained: 1d2 ⇒ 2
Unchained Rogue even! The dice are being... suspiciously generous...
| Philo Pharynx |
seems to be a lot of repeats... we have two shaman, two inquisitors... it's like there is some kind of order behind it all.
In the ancient game Nethack, there were fortune cookies. Often they gave real-world advice. I remember this nugget: Never trust a random number generator in a magic field.
| JoshB |
Race=> 1d28 ⇒ 5 Halfling
Class=> 1d39 ⇒ 10 Sorcerer
Alignment=> 1d9 ⇒ 4 NG
Stats=> 1d12 + 6 ⇒ (3) + 6 = 9 S: 9
Stats=> 1d12 + 6 ⇒ (6) + 6 = 12 D: 12
Stats=> 1d12 + 6 ⇒ (12) + 6 = 18 C: 18
Stats=> 1d12 + 6 ⇒ (9) + 6 = 15 I: 15
Stats=> 1d12 + 6 ⇒ (10) + 6 = 16 W: 16
Stats=> 1d12 + 6 ⇒ (8) + 6 = 14 Ch: 14
Good Stats.
| GM BC4Realz |
Ah, Nethack. That's been a while...
Because I'm insane, I'm going to multiclass immediately. No level shall be the same class! (I'm assuming this is acceptable)
[dice=Class2!]1d39
[dice=Class3!]1d39So there! Rogue-Samurai-Hunter. Much less sensible. Now to build him.
I am perfectly fine with the multimulticlassing.
If you submission is accepted just remember that Unchained Rogue is your Favored Class for the bonueses...incase you ever roll a rogue level again.
EDIT: I am going to houserule that if you would like you can take a feat that allows your Samurai and Hunter levels stack for the purposes of your Mount/Animal Companion. We'll call it: Honorable Companion - So 1 lv 2 companion mount for the cost of a feat or a lv1 companion and a lv1 mount but then you get both your feats.
| GM BC4Realz |
Race=> 1d28 Halfling
Class=> 1d39 Sorcerer
Alignment=> 1d9 NGStats=> 1d12 + 6 S: 9
Stats=> 1d12 + 6 D: 12
Stats=> 1d12 + 6 C: 18
Stats=> 1d12 + 6 I: 15
Stats=> 1d12 + 6 W: 16
Stats=> 1d12 + 6 Ch: 14Good Stats.
Your stats don't have to be taken in order (I felt like that would be a shade too cruel), so if you want to move any of those around feel free.
| GM BC4Realz |
Since we already have 3 shamans in the mix I will also multi class but only once... For now.
[dice=class]1d39
So I am working with a LG Tengu Shaminja with some pretty weak stats that has somehow landed himself in prison.
I looked at your stats...believe it or not it actually calculates out as -1 point buy...
So you are welcome to do 10 point buy to change up the stats...might make your Shaminja a little more survivable.
| Bahbrahb |
Race: 1d28 ⇒ 18 Ratfolk
Class: 1d39 ⇒ 1 Barbarian
Alignment: 1d9 ⇒ 2 LN
Alignment: 1d9 ⇒ 7 CG(reroll)
Stats: 1d12 + 6 ⇒ (6) + 6 = 12
Stats: 1d12 + 6 ⇒ (7) + 6 = 13
Stats: 1d12 + 6 ⇒ (2) + 6 = 8
Stats: 1d12 + 6 ⇒ (7) + 6 = 13
Stats: 1d12 + 6 ⇒ (8) + 6 = 14
Stats: 1d12 + 6 ⇒ (11) + 6 = 17
Ha! I like it.
| Killer Pixie |
I'm very interested, since donjon actually got me into RPGs.
Are you planning to infest the dungeon yourself or use the creatures the generator provides? I'm asking because I think it only offers the ones from the first Bestiary.
Race: 1d28 ⇒ 12 Pokestick likes!
Attributes: 1d12 + 6 ⇒ (5) + 6 = 11
Attributes: 1d12 + 6 ⇒ (11) + 6 = 17
Attributes: 1d12 + 6 ⇒ (8) + 6 = 14
Attributes: 1d12 + 6 ⇒ (3) + 6 = 9
Attributes: 1d12 + 6 ⇒ (3) + 6 = 9
Attributes: 1d12 + 6 ⇒ (2) + 6 = 8
Muligan for the 8 attribute!: 1d12 + 6 ⇒ (10) + 6 = 16
Nice point buy, I can live with two nines.
Class: 1d39 ⇒ 38 Psychic. Not what I would have prefered, but I'm happy to try something new.
Alignment: 1d9 ⇒ 9 Fits for a goblin, but I'll try to do something different.
I'm going to get to work on a character now!
| BC4Realz |
I'm very interested, since donjon actually got me into RPGs.
Are you planning to infest the dungeon yourself or use the creatures the generator provides? I'm asking because I think it only offers the ones from the first Bestiary.
I am planning on using the dungeon features and monsters that the generator provides. As we go along if I find the variety of creatures is low I might do some behind the scenes creatures swapping on my own.
Flair Burningwood
|
Flair Burningwood wrote:do i have to worship a god? or can i just worship the embodiment of fire itselfIf it weren't for the fact that you are on the chaos side to the alignment tree I would hesitate...what is fire's goals? All that jazz. But your chaotic...I think it fits.
Go for it.
GREAT! ... that gets rid of that whole deal...(I'm not familiar with any pathfinder gods X.X)
| Killer Pixie |
Killer Pixie wrote:I am planning on using the dungeon features and monsters that the generator provides. As we go along if I find the variety of creatures is low I might do some behind the scenes creatures swapping on my own.I'm very interested, since donjon actually got me into RPGs.
Are you planning to infest the dungeon yourself or use the creatures the generator provides? I'm asking because I think it only offers the ones from the first Bestiary.
Great, I'm going to build a Mutation Mind with the Eat Anything alternate racial trait.
| Almonihah |
EDIT: I am going to houserule that if you would like you can take a feat that allows your Samurai and Hunter levels stack for the purposes of your Mount/Animal Companion. We'll call it: Honorable Companion - So 1 lv 2 companion mount for the cost of a feat or a lv1 companion and a lv1 mount but then you get both your feats.
I'm actually thinking I'll use the Feral Hunter and either the Castellan or Standard Bearer archetypes (If allowed to take Cavalier archetypes for Samurai) so that I won't have a mount nor an animal companion, since if I keep rolling for new classes I'm probably not going to be keeping a companion or mount relevant.