Gobo Horde |
My first thought (before I roll) to to build something off of this:
These fey-touched humanoids once teemed in great abundance in the swathes of land that had once been deemed “unlivable” by other races due to the swamps, a surprising abundance of crazy hermits, and the racism the resident elves often showed.
and create some form of crazy (read: Eccentric) humanoid who was once from one of the swamps nearby before it dried up.
On that note, how long ago did the swamps dry up? If it is too long ago then I will have to change my idea.Anyways, ROLLS!
Str: 3d8 ⇒ (3, 3, 5) = 11
Dex: 3d8 ⇒ (3, 7, 4) = 14
Con: 3d8 ⇒ (1, 3, 8) = 12
Int: 3d8 ⇒ (5, 7, 7) = 19
Wis: 3d8 ⇒ (2, 7, 2) = 11
Cha: 3d8 ⇒ (1, 6, 2) = 9
Re-roll
Str: 3d8 ⇒ (2, 7, 8) = 17
Dex: 3d8 ⇒ (2, 2, 2) = 6
Con: 3d8 ⇒ (1, 6, 6) = 13
Int: 3d8 ⇒ (3, 3, 5) = 11
Wis: 3d8 ⇒ (7, 4, 2) = 13
Cha: 3d8 ⇒ (4, 8, 4) = 16
Great, the rolls deserted me :(
It looks like I can create a hyper Intelligent but otherwise average-ish character or a Strong, slow brute that is well likable.
I'll have to get thinking :)
Gobo Horde |
JonGarrett wrote:Sadly, no Occult Classes allowed. Otherwise my obscene Con would have resulted in a Undine Water Kineticist.Drat. That just turned my rolls from awesome to OK. I'm going to pass on this one then.
Hey miteke, could I use your rolls? I think I could create a really cool sentinel with them :)
GM allowing of courseOuachitonian |
So I'm working with an array of 10, 18, 18, 20, 18, 20.
I guess the easy way to work around a strength deficiency is 3 levels of unRogue for Finesse Training. But I'm playing a gestalt like that elsewhere, as well as a straight unRogue. I've done enough of that.
Probably a bad idea with STR being my low stat, but I might do a sort of do-it-yourself Bloodrager; gestalt Sorcerer/Barbarian. If I go full-blooded orc (I've got the mental rolls for it), then prestige class into Dragon Dsiciple (Draconic/Orc crossblood), and Rage, I can still get my STR up to respectable levels, while having 9th level casting. Eventually. No armor, but Invulnerable Rager DR+Natural Armor bonuses from bloodline/DD should make up for it, more or less.
Alternatively, with high DEX, WIS, and INT, I could go Kensai/Sacred Fist, have six levels each of arcane and divine casting, boatloads of AC while wearing no armor, and do impolite things to action economy(Fervor-cast Divine Favor, then spellstrike to cast another spell and full attack). But I've never liked prepared casting.
Maybe something else entirely. Decisions, decisions...
Madcaster |
Str: 3d8 ⇒ (1, 4, 3) = 8
Dex: 3d8 ⇒ (1, 8, 3) = 12
Con: 3d8 ⇒ (3, 6, 6) = 15
Int: 3d8 ⇒ (4, 1, 6) = 11
Wis: 3d8 ⇒ (7, 6, 6) = 19
Cha: 3d8 ⇒ (1, 7, 4) = 12
Dont't really want to play a cleric or a druid. Let's reroll.
Str: 3d8 ⇒ (6, 7, 6) = 19
Dex: 3d8 ⇒ (7, 8, 1) = 16
Con: 3d8 ⇒ (8, 6, 3) = 17
Int: 3d8 ⇒ (3, 1, 8) = 12
Wis: 3d8 ⇒ (7, 3, 8) = 18
Cha: 3d8 ⇒ (5, 5, 7) = 17
Wow. That's a lot of options. I have to think.
Gobo Horde |
I guess the easy way to work around a strength deficiency is 3 levels of unRogue for Finesse Training. But I'm playing a gestalt like that elsewhere, as well as a straight unRogue. I've done enough of that.
(If allowed to swap) Ya. I would have a Str score of 3, so I would need to get around that badly. First thing, get Muleback Chords. After that I was thinking of crossbows or firearms. Next thought was to get a big shield and utility, bodyguard and saving shield. Things like that, or go Sacred Shield Paladin. Next thought was to go something like sorcerer or oracle, something that didnt need strength and play it up as some sort of deformity/curse.
Final idea was a goblin monk or rogue, but I cant accept a 1 Strength ^_^I will have to look again at the URogue and brawler again. And at the orc.
Still thinking ^_^
miteke |
miteke wrote:JonGarrett wrote:Sadly, no Occult Classes allowed. Otherwise my obscene Con would have resulted in a Undine Water Kineticist.Drat. That just turned my rolls from awesome to OK. I'm going to pass on this one then.Hey miteke, could I use your rolls? I think I could create a really cool sentinel with them :)
GM allowing of course
Absolutely. I was going to go for a fey foundling skinny as a rail dwarf kineticist with intense ADHD. But with my best primary stat at 17 (not so bad until you see most everyone else with 20+) and all those creative juices instantly and unexpectedly drained, I'd be delighted to see what you can make of it.
Ierox |
Ouachitonian wrote:I guess the easy way to work around a strength deficiency is 3 levels of unRogue for Finesse Training. But I'm playing a gestalt like that elsewhere, as well as a straight unRogue. I've done enough of that.(If allowed to swap) Ya. I would have a Str score of 3, so I would need to get around that badly. First thing, get Muleback Chords. After that I was thinking of crossbows or firearms. Next thought was to get a big shield and utility, bodyguard and saving shield. Things like that, or go Sacred Shield Paladin. Next thought was to go something like sorcerer or oracle, something that didnt need strength and play it up as some sort of deformity/curse.
Final idea was a goblin monk or rogue, but I cant accept a 1 Strength ^_^I will have to look again at the URogue and brawler again. And at the orc.
Still thinking ^_^
There's also this trait:
http://www.d20pfsrd.com/traits/combat-traits/muscle-of-the-society/
It adds +2 to your str for the purpose of carrying capacity. Along with muleback chords, you're looking at effectively 13 str, which is plenty.
Seth86 |
STR: 3d8 ⇒ (3, 3, 5) = 11
DEX: 3d8 ⇒ (4, 7, 4) = 15
CON: 3d8 ⇒ (3, 1, 5) = 9
INT: 3d8 ⇒ (3, 2, 1) = 6
WIS: 3d8 ⇒ (1, 6, 4) = 11
CHA: 3d8 ⇒ (8, 7, 8) = 23
Reroll
STR: 3d8 ⇒ (5, 8, 5) = 18
DEX: 3d8 ⇒ (4, 8, 1) = 13
CON: 3d8 ⇒ (4, 1, 5) = 10
INT: 3d8 ⇒ (5, 6, 3) = 14
WIS: 3d8 ⇒ (4, 3, 6) = 13
CHA: 3d8 ⇒ (1, 2, 8) = 11
RealLifeCorn |
@drbuzzard
Looks good so far, but I didn't see a drawback. With gods I won't force you to make your own God(unless you'd like to), so you can choose one from Paizo or from something else. I'll just need a link to a page with their information.
@Gobo Horde
The swamp would've dried up about 25 years ago. Nothing too recent, but not to long ago to forget about.
Hah, your stats 'deserted' you.
Yeah, you guys can use one another's stat rolls just so long as the other player isn't using that particular set.
Seth86 |
So i came up with this
Zakon
Orc antipaladin (iron tyrant) 3/oracle (warsighted) 3/gestalt 3 (Pathfinder Player Companion: Armor Master's Handbook 4, Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, 118, Pathfinder RPG Bestiary 222)
LE Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception -1
Aura cowardice (10 ft.)
--------------------
Defense
--------------------
AC 23, touch 12, flat-footed 22 (+11 armor, +1 Dex, +1 trait)
hp 22 (3d10)
Fort +7, Ref +8, Will +7
Defensive Abilities ferocity; Immune disease
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +5 (1d4+5/19-20) or
. . gauntlet (from armor) +5 (1d6+6) or
. . unarmed strike +5 (1d3+6)
Special Attacks martial flexibility 4/day, smite good 1/day (+5 attack and AC, +3 damage)
Antipaladin Spell-Like Abilities (CL 3rd; concentration +8)
. . At will—detect good
Oracle (Warsighted) Spells Known (CL 3rd; concentration +8)
. . 1st (7/day)—cure light wounds, inflict light wounds (DC 16), lead blades[APG], protection from good, shield of faith
. . 0 (at will)—bleed (DC 15), create water, detect magic, mending, virtue
. . Mystery Metal
--------------------
Statistics
--------------------
Str 17, Dex 15, Con 9, Int 4, Wis 9, Cha 21
Base Atk +3; CMB +5 (+7 sunder); CMD 18 (20 vs. sunder)
Feats Armor Focus, Improved Sunder, Improved Unarmed Strike, Power Attack, Toughness
Traits defender of the society, quain martial artist
Skills Acrobatics -3 (-7 to jump), Disable Device +4, Handle Animal +11, Intimidate +11, Knowledge (planes) +1, Profession (gladiator) +5
Languages Common, Orc
SQ dayrunner[ARG], disable by touch, oracle's curse (wrecker), revelation (armor mastery[UM])
Combat Gear potion of inflict light wounds; Other Gear +2 Hellknight plate[ISWG], dagger, belt of giant strength +2, bandolier[UE], bedroll, belt pouch, canteen[UE], masterwork backpack[APG], masterwork thieves' tools, signal whistle, small tent, thieves' ring, trail rations (7), waterskin
--------------------
Special Abilities
--------------------
Armor Mastery (Ex) You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalt
Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Dayrunner -2 penalty on ranged attack rolls.
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Disable By Touch Disable Device becomes a class skill for you and you can make Disable Device checks to destroy nonmagical traps as a move action without the need to use tools or take any action beyond simply touching it.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Immunity to Disease You are immune to diseases.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +5 to hit, +3 to damage, +5 deflection bonus to AC when used.
Wrecker The destructive power of the Abyss and its teeming hordes of demons seeps from your very pores and into your belongings and surroundings. Held objects gain the broken condition when you use or equip them but regain their actual condition if employed
The Chess |
STR: 3d8 ⇒ (6, 6, 5) = 17
DEX: 3d8 ⇒ (4, 6, 6) = 16
CON: 3d8 ⇒ (7, 1, 2) = 10
INT: 3d8 ⇒ (4, 6, 7) = 17
WIS: 3d8 ⇒ (6, 5, 4) = 15
CHA: 3d8 ⇒ (3, 1, 5) = 9
Ugh! That CON :) But hey, maybe I'll be the strongest wizard ever. Let me consider some options ;)
Just noticed we can reroll once... So rerolling :)
STR: 3d8 ⇒ (4, 5, 8) = 17
DEX: 3d8 ⇒ (4, 7, 4) = 15
CON: 3d8 ⇒ (8, 3, 2) = 13
INT: 3d8 ⇒ (6, 6, 3) = 15
WIS: 3d8 ⇒ (6, 5, 1) = 12
CHA: 3d8 ⇒ (1, 6, 3) = 10
RealLifeCorn |
@The Chess
I'm having everyone reroll the entire set if that's not too much hassle.
@Seth86
As much as you want. The main cost is the feat in my opinion :)
i.e. you can make as costly a magic item as you wish, but gold will come out of your starting magic items fund, and you'll still need the appropriate feat.
@All
After much review and player wishfullness I've decided to allow the Kineticist class from the Occult guide. Now, I still don't COMPLETELY understand the class after a readthrough, so if you wish to play the class I'll be relying on you (if chosen) to understand all the abilities inside and out. Sound good?
Rotaretilbo |
1 person marked this as a favorite. |
I guess there's no harm seeing what my reroll would be.
STR: 3d8 ⇒ (1, 5, 7) = 13
DEX: 3d8 ⇒ (5, 8, 8) = 21
CON: 3d8 ⇒ (2, 8, 3) = 13
INT: 3d8 ⇒ (5, 6, 8) = 19
WIS: 3d8 ⇒ (5, 2, 6) = 13
CHA: 3d8 ⇒ (8, 7, 5) = 20
Hmm...tough decision. These are overall way better than my first roll, but I'd have to scrap the Druid I was working on because I got garbo WIS this time around...
RealLifeCorn, would you allow me to give this roll to Tiny Tim? Both his rolls were subpar even for 3d6, and I kinda feel bad for him. And then I'd just stick with my original roll.
Crayfish Hora |
I can't say no to rolling dice, and the Chess finds all these neat games. Too bad the Kineticist is an occult class, no lightning thief here kids.
Oh wait, there's be an allowance. Not that it'd matter with my surprisingly average stats
Some Physical stats
3d8 ⇒ (7, 1, 6) = 14
3d8 ⇒ (8, 4, 2) = 14
3d8 ⇒ (3, 2, 7) = 12
Some Mental stats
3d8 ⇒ (1, 5, 5) = 11
3d8 ⇒ (2, 6, 5) = 13
3d8 ⇒ (6, 2, 6) = 14
What kinda character do I make today?
Crayfish Hora |
Aha, I just saw that post and was editing mine. Ninja'd me! I guess I'll make a pretty average cat with some POWER OVERWHELMING stuff. Stuff that doesn't go off stats and is really neat, but cannot melt face.
Or...
3d8 ⇒ (5, 2, 4) = 11
3d8 ⇒ (3, 5, 6) = 14
3d8 ⇒ (4, 8, 4) = 16
3d8 ⇒ (3, 8, 3) = 14
3d8 ⇒ (7, 8, 1) = 16
3d8 ⇒ (5, 4, 1) = 10
Or I enter the 18's, after racial stats, for EXCEPTIONAL QUALITY. If anyone's rolls are below average, they may gladly take my first roll. It's pretty good for a Strength/Dex character, with a little bit of Charisma, or Wisdom to be passable as something else, or when you wanna impress the ladies.
Crayfish Hora |
1 person marked this as a favorite. |
Half Elves, same as they always were. Between the people who spawn like rats and the crazy hermit elves that the ratmen are attacking in hordes. Ah yes, just another day for the Half Elves.
Why not make a character that benefits from this chaos, but doesn't put himself in danger by picking a side. Or picks whichever side the others pick. Hmm, a rogue without rogue levels, a man without scruples, a race wedged between races.
Or am I a LADY?! Nope, just some regular alley cat.
1d100 ⇒ 63 1-50 for female, 51-100 for male.
Ouachitonian |
@The Chess
I'm having everyone reroll the entire set if that's not too much hassle.
Don't mind if I do.
3d8 ⇒ (2, 6, 2) = 10
3d8 ⇒ (7, 2, 2) = 11
3d8 ⇒ (5, 8, 7) = 20
3d8 ⇒ (6, 7, 1) = 14
3d8 ⇒ (7, 1, 4) = 12
3d8 ⇒ (1, 5, 4) = 10
Eh, I like my old ones better. Anybody want these?
Seth86 |
Fireskorn
Orc antipaladin (iron tyrant) 3/oracle (warsighted) 3/gestalt 3 (Pathfinder Player Companion: Armor Master's Handbook 4, Pathfinder RPG Advanced Class Guide 106, Pathfinder RPG Advanced Player's Guide 42, 118, Pathfinder RPG Bestiary 222)
LE Medium humanoid (orc)
Init +2; Senses darkvision 60 ft.; Perception -1
Aura cowardice (10 ft.)
--------------------
Defense
--------------------
AC 25, touch 14, flat-footed 23 (+11 armor, +1 deflection, +2 Dex, +1 trait)
hp 24 (3d10+2)
Fort +7, Ref +8, Will +7
Defensive Abilities ferocity; Immune disease
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +6 (1d4+6/19-20) or
. . gauntlet (from armor) +6 (1d6+7) or
. . unarmed strike +6 (1d3+7)
Special Attacks martial flexibility 4/day, smite good 1/day (+5 attack and AC, +3 damage)
Antipaladin Spell-Like Abilities (CL 3rd; concentration +8)
. . At will—detect good
Oracle (Warsighted) Spells Known (CL 3rd; concentration +8)
. . 1st (7/day)—cure light wounds, lead blades[APG], protection from good, shield of faith, touch of blindness (DC 16)
. . 0 (at will)—bleed (DC 15), create water, detect magic, mending, virtue
. . Mystery Metal
--------------------
Statistics
--------------------
Str 18, Dex 15, Con 9, Int 6, Wis 8, Cha 21
Base Atk +3; CMB +6 (+8 sunder); CMD 20 (22 vs. sunder)
Feats Armor Focus, Improved Sunder, Improved Unarmed Strike, Power Attack, Toughness
Traits defender of the society, quain martial artist
Skills Craft (armor) +6, Disable Device +6, Handle Animal +11, Intimidate +11, Knowledge (planes) +3
Languages Common, Orc
SQ dayrunner[ARG], disable by touch, oracle's curse (wrecker), revelation (armor mastery[UM])
Combat Gear potion of cure light wounds; Other Gear +2 mithral Hellknight plate[ISWG], dagger, belt of giant strength +2, ring of protection +1, bandolier[UE], bedroll, belt pouch, canteen[UE], masterwork armorsmithing tools, masterwork backpack[APG], masterwork thieves' tools, signal whistle, small tent, thieves' ring, waterskin, 3 gp, 5 sp
--------------------
Special Abilities
--------------------
Armor Mastery (Ex) You become more maneuverable while wearing armor. You can move at your normal speed in medium armor that is made of metal. This does not grant proficiency in armor. At 5th level, whenever you are wearing metal armor, you reduce the armor check penalt
Aura of Cowardice -4 (10 ft.) (Su) Enemies in aura are not Immune to fear and take -4 to saves vs. fear effects.
Darkvision (60 feet) You can see in the dark (black and white only).
Dayrunner -2 penalty on ranged attack rolls.
Detect Good (At will) (Sp) You can use detect good at will (as the spell).
Disable By Touch Disable Device becomes a class skill for you and you can make Disable Device checks to destroy nonmagical traps as a move action without the need to use tools or take any action beyond simply touching it.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Immunity to Disease You are immune to diseases.
Improved Sunder You don't provoke attacks of opportunity when sundering.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Martial Flexibility (move action, 4/day) (Ex) As a Move action, gain a combat feat for 1 min. More gained for greater actions.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Good (1/day) (Su) +5 to hit, +3 to damage, +5 deflection bonus to AC when used.
Wrecker The destructive power of the Abyss and its teeming hordes of demons seeps from your very pores and into your belongings and surroundings. Held objects gain the broken condition when you use or equip them but regain their actual condition if employed
dwilhelmi |
Also wanted to ask about a variant on Efficient Quiver I saw in another game. Basically, in addition to the normal Efficient Quiver, they also offered two variants which, instead of carrying 60 / 18 / 6 in the arrows/javelins/bows compartments, carry either 250 / 10 / 2 or 300 / 0 / 4, for the same price. Would you be willing to allow that? I like the efficient quiver, but really only care about it for the arrow section.
Gobo Horde |
Actually I figured out what I could do with those rolls, I could create a poisoner :) experementing with poisons can also do great harm to the user and prolonged exposures can have harmful, unintended side effects. It would also go a long ways to explain away my almost crippled strength while yet also having an almost superhuman consitution.
Weapon Finesse will also be all I need to administer the poisons >:)
Now I just need to figure out what classes make for great poisoners.
miteke |
2 people marked this as a favorite. |
Well, I HAVE to do this character. The stats practically write the story.
'Spooky' Fey Earthroots was born under odd circumstances. While pregnant and near birth, his mother went for a walk in the woods to move the birthing along and got lost. Now for a dwarf to get lost is unusual, but she swears that the forest was working against her, putting up obstacles, and forcing her deeper and deeper into the woods until the time came for her birth. When her child was born it was unnaturally thin - thin for a human, much less a dwarf, with large spooky eyes. This led to the father declaring him spooky and naming him Fey. No sturdy name like Brok for this child. The nickname stuck and for the rest of his life he had to put up with the name Spooky. Of course Fey is not much better. The child was weak, unable to life a proper dwarven hammer, but freakily hardy. In spite of his size he ate like three dwarves and had an inexhaustible supply of energy. Until he could walk he was always fussing and crying. Once he could walk he was into EVERYTHING. His hair and nails grew at an amazing pace. Once he was old enough to grow one his bead grew a foot a day and it took some heavy duty dwarven tin snips to cut his nails each day, which grew an inch. His father despaired over him. He was no good for any of the normal dwarven crafts. He had neither the strength nor the patience. The final straw was during adolescence when his geokenetic abilities emerged during a father/son confrontation resulting in a broken stone table, and the boy was sent to (insert location near Hescoy here - or Heskoy if it fits) to study under a mature dwarven kineticist.
'Spooky' C/N Male Dwarf Geokineticist/5
Str 3, -4 (10[race] -7[initial roll])
Dex 18, +4 (10[race] +7[initial roll] +1[level 4 bonus])
Con 28, +8 (12[race] +14[initial roll] +2[belt])
Int 9, -1 (10[race] -1[initial roll])
Wis 18, +4 (12[race] +6[initial roll])
Cha 13, +1 (8[race] +5[initial roll])
HP 75 (+28[5d8] +45[con] +2[favored class] +5[unstoppable])
Init +6 (+4[dex] +2[reactionary])
Senses Darkvision
Perception +12
Speed 20 ft., 20 ft. climb (stone and earthen surfaces)
Base Attack +3
Languages Common, (loses dwarven due to low IQ?)
CMD +3 (10 +3[BAB] -4[str] +4[dex])
AC normal 16, touch 14, flat-footed 12 (10 +4[dex] +2[bracers])
DR[b] 2/adamantine [Flesh of Stone]
[b]Fort +14 (+9[con] +4[class] +1[unstoppable])
Ref +8 (+4[dex] +4[class])
Will +4 (+4[wis] +0[class])
CMB -1 (+3[BAB] -4[str])
Ranged
***********************************
***********************************
Loot Held:
Burn:
Skill Ranks 15 = 3[4-1[int]] * 5[class level]
Background Skill Ranks 10 = 2*5
Acrobatics +8 (+1[ranks] +4[dex] +3[class])
Appraise -1 (+0[ranks] -1[int])
Bluff +1 (+0[ranks] +1[cha])
Climb -4 (+0[ranks] -4[str] +3[class])
Craft(cooking) +7 (+5[branks] -1[int] +3[class])
Diplomacy +1 (+0[ranks] +1[cha])
Disable Device N/A (+1[ranks] +4[dex])
Disguise +1 (+0[ranks] +1[cha])
Escape Artist +9 (+5[ranks] +4[dex])
Fly +4 (+0[ranks] +4[dex])
Handle Animal N/A (+0[ranks] +1[cha])
Heal +8 (+1[ranks] +4[wis] +3[class])
Intimidate +1 (+0[ranks] +1[cha] +3[class])
Knowledge
- arcana N/A (+0[ranks] -1[int])
- dungeoneering N/A (+0[ranks] -1[int] +3[class])
- engineering N/A (+0[ranks] -1[int])
- geography N/A (+0[ranks] -1[int])
- history N/A (+0[ranks] -1[int])
- local N/A (+0[ranks] -1[int])
- nature N/A (+0[ranks] -1[int])
- nobility N/A (+0[ranks] -1[int])
- planes N/A (+0[ranks] -1[int])
- religion N/A (+0[ranks] -1[int])
Linguistics N/A (+0[ranks] -1[int] - lng)
Perception +12 (+5[ranks] +4[wis] +3[class])
Perform
- Oration +9 (+5[branks] +1[cha] +3[class])
Ride +4 (+0[ranks] +4[dex])
Sense Motive +4 (+0[ranks] +4[wis])
Sleight of Hand N/A (+0[ranks] +4[dex])
Spellcraft N/A (+0[ranks] -1[int])
Stealth +8 (+1[ranks] +4[dex] +3[class])
Survival +4 (+0[ranks] +4[wis])
Swim -4 (+0[ranks] -4[str])
Use Magic Device +5 (+1[ranks] +1[cha] +3[class])
of Mighty Constitution, +2, 1 lb
Bracers of Armor 2, 1 lb
Handy Haversack, 5 lbs
4 potions of healing
Items in Haversack:
Dwarf Traits
Starting Traits
Geokineticist Abilities
Feats
Favored Class Gonuses
Gilthanis |
1st set
3d8 ⇒ (8, 8, 6) = 22
3d8 ⇒ (6, 5, 3) = 14
3d8 ⇒ (1, 7, 6) = 14
3d8 ⇒ (2, 4, 2) = 8
3d8 ⇒ (4, 5, 6) = 15
3d8 ⇒ (7, 2, 2) = 11
2nd set
3d8 ⇒ (6, 7, 4) = 17
3d8 ⇒ (8, 8, 5) = 21
3d8 ⇒ (6, 8, 6) = 20
3d8 ⇒ (3, 8, 8) = 19
3d8 ⇒ (2, 8, 1) = 11
3d8 ⇒ (1, 3, 1) = 5
Hmm...my first thought was ranger, double slice, switch hitter with the first set.
If I go second set, I might get a unbreakable fighter or ranger like set 1.
-------
CucumberTree |
If Clearwater Fl is infamous, then Orlando must be nefarious.
Strength: 3d8 ⇒ (5, 2, 3) = 10
Dexterity: 3d8 ⇒ (4, 1, 8) = 13
Constiution: 3d8 ⇒ (7, 8, 7) = 22
Intelligence: 3d8 ⇒ (5, 4, 4) = 13
Wisdom: 3d8 ⇒ (3, 1, 4) = 8
Charisma: 3d8 ⇒ (4, 1, 5) = 10
Reroll
Strength: 3d8 ⇒ (8, 3, 7) = 18
Dexterity: 3d8 ⇒ (3, 3, 3) = 9
Constiution: 3d8 ⇒ (5, 2, 3) = 10
Intelligence: 3d8 ⇒ (7, 3, 2) = 12
Wisdom: 3d8 ⇒ (8, 7, 8) = 23
Charisma: 3d8 ⇒ (7, 2, 3) = 12
EmissaryOfTheNorth |
Paint me really interested, sir. I will go ahead and roll for stats.
Str: 3d8 ⇒ (2, 1, 5) = 8
Dex: 3d8 ⇒ (4, 1, 5) = 10
Con: 3d8 ⇒ (6, 2, 5) = 13
Int: 3d8 ⇒ (1, 8, 6) = 15
Wis: 3d8 ⇒ (4, 1, 3) = 8
Cha: 3d8 ⇒ (5, 6, 1) = 12
Could be better, could be worse. I'll roll the reroll set in another post, both because I've seen others do it and because I trust RNGeesus to bless me next time!
EmissaryOfTheNorth |
And here it comes!
Str: 3d8 ⇒ (5, 4, 2) = 11
Dex: 3d8 ⇒ (4, 8, 6) = 18
Con: 3d8 ⇒ (2, 1, 3) = 6
Int: 3d8 ⇒ (6, 4, 8) = 18
Wis: 3d8 ⇒ (1, 8, 3) = 12
Cha: 3d8 ⇒ (4, 3, 5) = 12
Man, am I I'm love with this set. I was already considering a Gunslinger... but this set? This set is yelling "Sick as hell roaming pistolero" a la Doc Holliday. I'll take this one.
I apologize if someone else have already asked this and I missed it but... what are the firearms rules? Would you allow having precrafted some ammunition?
Phntm888 |
Okay, and another question, this time about leftover starting gold.
If we don't use the full 10,000 gp for magic items, do we get the remainder as leftover gold for the start of the game (I only have 50 gp left from it, if that matters), or is it just lost?
Same question if we have gold leftover from our mundane equipment pool.
EDIT: Also, is there a frontier-type area in the world that isn't too far away with some sort of "savage humanoid" or monster problem? I'm working on my character's backstory, and I'm thinking of him having gained experience fighting against such.
If I need to make one up, is there a specific "savage humanoid" or monster you prefer I use?
Ouachitonian |
I had used 8,000gp on magical items, and theres something I want (Apprentice's Cheating gloves) that's 2,200gp. Can I pay the extra 200gp out of my 500gp for nonmagical items?