GM_Jacob |
1 person marked this as a favorite. |
The Pitch
I’d like to start an old-school style game of Pathfinder – A classic hex-crawl with wilderness travel, wandering monster checks, and non-CR-appropriate encounters. You characters are motivated by wealth, most likely, or perhaps fame, maybe a quest for an artifact, but they will very likely die, especially if you aren't cautious. As such, I’m not recruiting characters, but players. You can make new characters. Play only goes up to level 6, plus a little bit, so the whole game will be naturally low-powered. A crew of 5 level 1-2 mercenaries can lay waste to a cocky adventurer party. A CR 8 young green dragon is a gigantic big deal. If you want an idea of the game-style, try these articles:
Player Skill v. Character Skill
Player Agency
Play Level Expectations
P6 – We will be using the P6 Abridged Ruleset, which is derivative of E6, which comes from this article. Basically, levels cap at 6th because at that point the characters are essentially approaching superhuman status. Everything about the world is scaled appropriately, meaning that 90% of everyone is level 0-1, and a world-class achiever is level 4 or 5.
Experience - XP will be earned by spending gold equivalent to requisite XP cost to level up according to the slow advancement path. The gold will go towards training costs associated with your chosen field. This, naturally, will slow down XP gain substantially, in addition to emphasizing non-combat strategies.
Feats – I don’t have the time or desire to pare down the preposterous number of feats out there in the world, so please select feats according to these guidelines:
A feat should not permit a character to do something that any character can attempt. Instead, it should make a character better at a given action.
Covering the core rulebook, everyone can use, at any time, power attack, combat expertise, deadly aim, and use them as prerequisites for other feats. Furthermore, there are no feat chains. If you meet the BAB requirement, the feat is available. This will advantage fighters in combat, which is fine.
Skills – No special rules, but please bear in mind that a lack of skill proficiency does not prevent your character from trying something and skill points represent learned improvements, not natural ability. For example, obviously, anyone can jump. Having 3 ranks in jump represents spending time and money on training on how to jump beyond natural ability. Likewise, anyone can hide in a closet. Ranks in stealth gives you a trained ability to hide where other cannot.
Miscellaneous Fighters and Rogues only may move and make a full attack in the same round.
Homebrew hex crawl Pathfinder P6
Looking for 3-5 players.
Starting at level 1.
Roll 3d6 in order, switch any two, may reroll twice. Please roll live in the forums.
Roll for HP.
Roll for gold.
Races and classes from core preferred.
Backstory is fine, but your characters will very likely die, so don’t get too attached.
At least one post per day, except weekends.
Team initiative, if you don’t post, you miss your turn.
We will probably not use battle grids unless we really need them.
I know I’m missing stuff. Ask away.
nexusphere |
You might also be interested in this.
Guidelines for giving experience for treasure only in pathfinder.
GM_Jacob |
You might also be interested in this.
Guidelines for giving experience for treasure only in pathfinder.
Absolutely. That entire blog rocks. I don't agree with everything, but you can't argue that it's very well-though out and written. Plus, I've played a game with the author on Google hangouts and it was sweet.
GM_Jacob |
Like this: Down at the bottom of the text box there's a little button that says "How to format your text. Use the dice function."
STR: 3d6 ⇒ (1, 2, 6) = 9
DEX: 3d6 ⇒ (2, 5, 2) = 9
CON: 3d6 ⇒ (5, 4, 5) = 14
INT: 3d6 ⇒ (2, 3, 4) = 9
WIS: 3d6 ⇒ (1, 4, 1) = 6
CHA: 3d6 ⇒ (3, 4, 4) = 11
Then hit preview, check your scores, switch two if you want, and pick a class.
I didn't like the first set, so I'll try again.
STR: 3d6 ⇒ (1, 5, 1) = 7
DEX: 3d6 ⇒ (5, 2, 4) = 11
CON: 3d6 ⇒ (4, 1, 3) = 8
INT: 3d6 ⇒ (6, 1, 1) = 8
WIS: 3d6 ⇒ (1, 5, 2) = 8
CHA: 3d6 ⇒ (2, 6, 4) = 12
STR: 3d6 ⇒ (2, 6, 1) = 9
DEX: 3d6 ⇒ (3, 5, 2) = 10
CON: 3d6 ⇒ (5, 5, 2) = 12
INT: 3d6 ⇒ (5, 4, 4) = 13
WIS: 3d6 ⇒ (4, 5, 3) = 12
CHA: 3d6 ⇒ (4, 2, 6) = 12
I'll take the last set, switch CHA and DEX, and be an elven wizard.
Sir Gavvin |
Let's see if this works:
STR: 3d6 ⇒ (4, 1, 2) = 7
DEX: 3d6 ⇒ (3, 3, 1) = 7
CON: 3d6 ⇒ (5, 2, 2) = 9
INT: 3d6 ⇒ (4, 1, 6) = 11
WIS: 3d6 ⇒ (6, 3, 5) = 14
CHA: 3d6 ⇒ (1, 3, 2) = 6
YIKES! Let's try again:
STR: 3d6 ⇒ (5, 6, 1) = 12
DEX: 3d6 ⇒ (3, 4, 3) = 10
CON: 3d6 ⇒ (1, 5, 4) = 10
INT: 3d6 ⇒ (3, 5, 3) = 11
WIS: 3d6 ⇒ (4, 3, 6) = 13
CHA: 3d6 ⇒ (5, 4, 1) = 10
Looks playable. Let's see what I can make of it.
Tin Foil Yamakah |
Oh my, this reminds me of a hopeless character campaign that I played in many moons ago on the "Isle of Dread" lets see what the dice have in store.
S: 3d6 ⇒ (6, 4, 5) = 15
D: 3d6 ⇒ (6, 3, 6) = 15
C: 3d6 ⇒ (2, 4, 5) = 11
I: 3d6 ⇒ (6, 1, 1) = 8
W: 3d6 ⇒ (6, 1, 2) = 9
CH: 3d6 ⇒ (1, 5, 3) = 9
Thats not bad! could be either a fighter or the aforementioned Elven wizard(switching strength with int)
Sir Gavvin |
Thats not bad! could be either a fighter or the aforementioned Elven wizard(switching strength with int)
Nice rolls!
I decided to go with a Cleric of Desna
Here are my Rolls for Starting Wealth and HP
Wealth: 4d6 ⇒ (2, 2, 2, 3) = 9 x10 = 90 GP
HP: 1d8 ⇒ 3
(EDIT) My dice obviously hate me :-(
Sir Gavvin |
OK, still need to finish purchasing equipment and naming him, but here is the first draft:
Swapped Dex and INT
STR: 14 (+2) Human Bonus
DEX: 11 (+0)
CON: 10 (+0)
INT: 10 (+0)
WIS: 13 (+1)
CHA: 10 (+0)
Domains:
Luck – Bit of Luck
Travel – +10’ Movement, Agile feet
Racial Feat – Sacred Summons or Furious Focus
1st Feat – Augment Summoning
HP: 3
AC:
ATT: +2 (+0 BAB, +2 STR)
DAM: 1d8+3 (+2 STR, *1.5 TH) Longspear
PwATT: +0 (+0 BAB, +2 STR, -2 PA )
PwDAM: 1d8+6 (+2 STR, *1.5 TH, +3 PA) Longspear
Saves: Fort: +2 REF: +0 WILL: +2
5 Longspear
50 Scale Mail
2 Backpack
Cronax |
str: 3d6 ⇒ (4, 4, 6) = 14
dex: 3d6 ⇒ (5, 6, 6) = 17
con: 3d6 ⇒ (4, 1, 5) = 10
int: 3d6 ⇒ (3, 3, 3) = 9
wis: 3d6 ⇒ (1, 6, 6) = 13
cha: 3d6 ⇒ (5, 3, 2) = 10
Interesting, lets try a ranger.
GM Jacob, what would you recommend for a favored enemy in this game?
HP: 1d10 ⇒ 9
wealth: 5d6 ⇒ (3, 4, 3, 2, 4) = 16 x 10 = 160
Human Ranger 1
str 14 dex 19 int 9 wis 13 cha 10
AC 17 FF 13 Touch 14 CMD 17
HP 10
Skills
perception +5
survival +5
climb +5
stealth +7
Feats
Point Blank Shot
Precise Shot
Abilities
Track
Wild Empathy +1
Favored Enemy: magical beasts +2
Favored Class +1 hp
Gear
longbow
earthbreaker
dagger
hide shirt
60 arrows
Ranger's Kit
11 gp
GypsyMischief |
Just off the top of my head I'd love to play an archery focused fighter or perhaps a cliche I've never played; the elven wizard.
How do you feel about archetypes, my friend?
Also, I'll roll up my stats at a proper computer, it's a bit hard from a phone.
Edit: on second thought I might back off the elven wizard idea, seems we have another interested party.
GM_Jacob |
@Sir Gavvin - I don't even know if the celestial template confers alignment. Honestly, I don't care a bit about your alignment, so you can do whatever works for you.
@Cronax - Any humanoid except aquatic, monstrous humanoid, magical beast, animal, dragon, undead, vermin. There's a pretty good mix of stuff to find.
@GypsyMischief - I'm indifferent to archetypes.
So, who is seriously in on this and ready to play in a couple days?
Sir Gavvin |
I am in. I haven't played a game like this in many, many years. I am looking forward to it.
As for alignment...
When a good caster summons a non-aligned monster, he gets a celestial version that matches his alignment. Sacred Summons allows clerics to summon monsters that match their alignment as a standard action. As written, it really only works for monsters with an alignment subtype, but there is a LOT of table variance and I have had DMs before allow it to work on standard summons.
Also, are you allowing Traits/Flaws?
VanceMadrox |
Set 1:
Rolls:
Str: 3d6 ⇒ (1, 6, 2) = 9
Dex: 3d6 ⇒ (2, 4, 3) = 9
Con: 3d6 ⇒ (4, 4, 5) = 13
Int: 3d6 ⇒ (6, 3, 4) = 13
Wis: 3d6 ⇒ (6, 2, 2) = 10
Cha: 3d6 ⇒ (2, 4, 1) = 7
Set 2:
Rolls:
Str: 3d6 ⇒ (3, 2, 1) = 6
Dex: 3d6 ⇒ (5, 3, 5) = 13
Con: 3d6 ⇒ (3, 5, 3) = 11
Int: 3d6 ⇒ (1, 3, 1) = 5
Wis: 3d6 ⇒ (5, 4, 5) = 14
Cha: 3d6 ⇒ (5, 3, 6) = 14
Set 3:
Rolls:
Str: 3d6 ⇒ (1, 6, 6) = 13
Dex: 3d6 ⇒ (3, 2, 3) = 8
Con: 3d6 ⇒ (2, 1, 4) = 7
Int: 3d6 ⇒ (3, 2, 2) = 7
Wis: 3d6 ⇒ (1, 3, 6) = 10
Cha: 3d6 ⇒ (5, 4, 5) = 14
GM_Jacob |
@Sir Gavvin - I'll stick with the (I guess standard) ruling that it only works on creatures that already have alignment subtype. I don't really have a need for traits or flaws. I'd rather the characters be defined by their actions rather that their stats when at all possible.
@VanceMadrox - Yeah, it's PbP. I'm up for an occasional Google hangout if anyone wants, (Jacob DeCourcey on G+) but my internet situation limits when and how often I can do that.
VanceMadrox |
Wow those stats suck.
Still I can have fun with these.
From the choices above it looks like we could use a Melee character.
Going with set 1, swapping Str and Int and being Human for +2 Str gives me:
Str: 15
Dex: 9
Con: 13
Int: 9
Wis: 10
Cha: 7
This should work decently. Only question is which class? We already have a Ranger so i think either Barbarian or Fighter.
Thoughts?
Sai Ling |
3d6 ⇒ (2, 6, 2) = 10
3d6 ⇒ (2, 3, 6) = 11
3d6 ⇒ (2, 2, 4) = 8
3d6 ⇒ (4, 1, 2) = 7
3d6 ⇒ (6, 4, 6) = 16
3d6 ⇒ (3, 3, 3) = 9
no
3d6 ⇒ (3, 4, 4) = 11
3d6 ⇒ (4, 4, 3) = 11
3d6 ⇒ (3, 1, 4) = 8
3d6 ⇒ (5, 6, 2) = 13
3d6 ⇒ (3, 2, 2) = 7
3d6 ⇒ (3, 5, 3) = 11
no
3d6 ⇒ (5, 4, 5) = 14
3d6 ⇒ (5, 5, 5) = 15
3d6 ⇒ (4, 2, 3) = 9
3d6 ⇒ (4, 6, 5) = 15
3d6 ⇒ (6, 6, 5) = 17
3d6 ⇒ (6, 3, 4) = 13
yes
Oh right. In order. So...
Lucky Wilkins, Dwarven Druid
after racials...
Str 14+2
Dex 15+2
Con 11
Int 15+2
Wis 19+4
Cha 11
Solid.
2d6 ⇒ (2, 6) = 8 80 gold
Lucky Wilkins
Dwarf Druid 1
N Medium humanoid (dwarf)
Init +2; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+4 armor, +2 shield, +2 Dex)
hp 12 (1d8+4)
Fort +2, Ref +2, Will +6; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy shield bash -2 (1d4+2/×2) and
. . battleaxe +2 (1d8+2/×3)
Special Attacks hatred
Druid Spells Prepared (CL 1st; concentration +5):
1st (2/day)—entangle (DC 15), faerie fire
0 (at will)—purify food and drink (DC 14), mending, create water
--------------------
Statistics
--------------------
Str 14, Dex 15, Con 11, Int 15, Wis 19, Cha 11
Base Atk +0; CMB +2; CMD 14 (14 vs. bull rush, 14 vs. trip)
Feats Toughness
Skills Craft (leather) +6 (+8 on checks related to metal or stone), Craft (traps) +6 (+8 on checks related to metal or stone), Heal +8, Knowledge (nature) +8, Perception +8 (+10 to notice unusual stonework, such as traps and hidden doors in stone walls or floors), Survival +10; Racial Modifiers craftsman
Languages Common, Druidic, Dwarven, Giant, Goblin
SQ hardy, nature bond abilities (animal companion), slow and steady, spontaneous casting, stability, stonecunning, wild empathy
Other Gear Hide armor, Heavy wooden shield, Battleaxe, Artisan's tools (Craft [leather]), Artisan's tools (Craft [traps]), Backpack (16 @ 48 lbs), Bedroll, Hammer, Piton (2), Rope, Tent, small, Trail rations (10), 23 GP, 7 SP
--------------------
Special Abilities
--------------------
Animal Companion Link (Ex) You have a link with your Animal Companion.
Craftsman +2 on Craft/Profession checks related to metal/stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training +4 Gain a dodge bonus to AC vs monsters of the Giant subtype.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 Gain a racial bonus to attacks vs Goblinoids/Orcs.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Slow and Steady Your base speed is never modified by encumbrance.
Spontaneous Casting The Druid can convert stored spells into Summon Nature's Ally spells.
Stability +4 Gain bonus to CMD vs bull rush/trip while standing on ground.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
The Wee Bird
Roc
N Medium animal
Init +4; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 19, touch 14, flat-footed 15 (+4 Dex, +5 natural)
hp 8 (-2)
Fort +2, Ref +7, Will +3
--------------------
Offense
--------------------
Speed 20 ft., fly 80 ft. (average)
Melee bite +2 (1d6+1/×2) and
. . 2 talons +2 (1d4+1/×2)
--------------------
Statistics
--------------------
Str 12, Dex 19, Con 9, Int 2, Wis 13, Cha 11
Base Atk +1; CMB +2; CMD 16
Feats Iron Will
Skills Fly +8, Perception +5
--------------------
Special Abilities
--------------------
Flight (80 feet, Average) You can fly!
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
"Yes, I've lived under a rock for the last fifty years, what of it? I'll take a bath when I need one."
Versys White Dove |
I would like to join this it sounds like excellent fun old school meets pathfinder ok so this my first attempts
Set 1
Strength: 3d6 ⇒ (1, 4, 6) = 11
Dexterity: 3d6 ⇒ (1, 3, 1) = 5
Constitution: 3d6 ⇒ (4, 6, 1) = 11
Intelligence: 3d6 ⇒ (1, 1, 2) = 4
Wisdom: 3d6 ⇒ (5, 1, 3) = 9
Charisma: 3d6 ⇒ (5, 1, 4) = 10
Set 2
Strength: 3d6 ⇒ (3, 1, 5) = 9
Dexterity: 3d6 ⇒ (2, 2, 6) = 10
Constitution: 3d6 ⇒ (6, 1, 1) = 8
Intelligence: 3d6 ⇒ (6, 1, 2) = 9
Wisdom: 3d6 ⇒ (6, 2, 1) = 9
Charisma: 3d6 ⇒ (2, 6, 5) = 13
Set 3
Strength: 3d6 ⇒ (1, 3, 3) = 7
Dexterity: 3d6 ⇒ (3, 4, 4) = 11
Constitution: 3d6 ⇒ (4, 1, 1) = 6
Intelligence: 3d6 ⇒ (2, 4, 2) = 8
Wisdom: 3d6 ⇒ (6, 5, 6) = 17
Charisma: 3d6 ⇒ (5, 2, 3) = 10
Set 4
Strength: 3d6 ⇒ (4, 2, 3) = 9
Dexterity: 3d6 ⇒ (3, 4, 3) = 10
Constitution: 3d6 ⇒ (4, 2, 3) = 9
Intelligence: 3d6 ⇒ (1, 6, 3) = 10
Wisdom: 3d6 ⇒ (4, 5, 5) = 14
Charisma: 3d6 ⇒ (5, 6, 5) = 16
Ok I will take this and go sorcerer not sure on race yet.
GM_Jacob |
@Versys - I only allow 3 sets of rolls. Don't worry if you don't have the stats you'd like. Your cleverness as a player has much greater influence on the success of your character.
There are currently 7 people that have responded, so that will be all for recruitment. Report in tomorrow for the start.
You'll be starting in a border town. To the west and north is nothing but civilized heartland with no adventure. But, to the south and east, there is frontier, ancient gold, monsters, and who knows what else. The land is dangerous and chaotic, with monstrous races and pitched battles over resources. Be prepared, or become yet another casualty of the untamed frontier.
Sean Weasley |
Hit Points: 1d8 ⇒ 8
Starting Wealth: 4d6 ⇒ (1, 1, 5, 1) = 8 times 10 gp equals 80 gp
Swap Str and Wis, modify with Gnome Racial Traits:
Str: 3d6 ⇒ (3, 5, 6) = 14 -2 = 12
Dex: 3d6 ⇒ (5, 6, 2) = 13
Con: 3d6 ⇒ (5, 3, 3) = 11 +2 = 13
Int: 3d6 ⇒ (4, 5, 3) = 12
Wis: 3d6 ⇒ (5, 4, 3) = 12
Cha: 3d6 ⇒ (6, 2, 2) = 10 +2 = 12
Logan1138 |
Okay, I know that you have "closed" recruitment but this is freakin' awesome so I am going to roll up a character in case someone who posted in here before me doesn't end up showing up (I have seen it happen many times in recruitment posts) for the actual game.
Set 1
STR: 3d6 ⇒ (2, 2, 2) = 6
DEX: 3d6 ⇒ (2, 3, 3) = 8
CON: 3d6 ⇒ (3, 2, 6) = 11
INT: 3d6 ⇒ (1, 6, 6) = 13
WIS: 3d6 ⇒ (6, 6, 5) = 17
CHR: 3d6 ⇒ (2, 1, 5) = 8
Set 2
STR: 3d6 ⇒ (2, 6, 3) = 11
DEX: 3d6 ⇒ (5, 4, 4) = 13
CON: 3d6 ⇒ (3, 1, 3) = 7
INT: 3d6 ⇒ (2, 6, 5) = 13
WIS: 3d6 ⇒ (5, 3, 6) = 14
CHR: 3d6 ⇒ (5, 4, 1) = 10
Set 3
STR: 3d6 ⇒ (1, 6, 2) = 9
DEX: 3d6 ⇒ (6, 4, 6) = 16
CON: 3d6 ⇒ (6, 2, 2) = 10
INT: 3d6 ⇒ (3, 2, 5) = 10
WIS: 3d6 ⇒ (6, 2, 6) = 14
CHR: 3d6 ⇒ (2, 1, 4) = 7
Well, I think I'll go with Set 3, swapping CON and WIS. No Rogue in the group yet, so I'll go with that and stick with a classic Human.
Wasted |
I'll see what I roll before really making committments.
Set 1:
STR: 3d6 ⇒ (1, 5, 6) = 12
DEX: 3d6 ⇒ (4, 1, 6) = 11
CON: 3d6 ⇒ (4, 2, 3) = 9
INT: 3d6 ⇒ (3, 1, 4) = 8
WIS: 3d6 ⇒ (6, 4, 5) = 15
CHA: 3d6 ⇒ (3, 2, 1) = 6
Set 2:
STR: 3d6 ⇒ (1, 3, 5) = 9
DEX: 3d6 ⇒ (6, 6, 2) = 14
CON: 3d6 ⇒ (2, 1, 4) = 7
INT: 3d6 ⇒ (4, 4, 5) = 13
WIS: 3d6 ⇒ (3, 4, 5) = 12
CHA: 3d6 ⇒ (1, 3, 1) = 5
GypsyMischief |
Right on, here goes nothin'.
Str: 3d6 ⇒ (6, 3, 2) = 11
Dex: 3d6 ⇒ (6, 5, 2) = 13
Con: 3d6 ⇒ (5, 3, 5) = 13
Int: 3d6 ⇒ (6, 1, 4) = 11
Wis: 3d6 ⇒ (6, 4, 1) = 11
Cha: 3d6 ⇒ (6, 6, 1) = 13
Hmm, right on, why not? I'll swap Str & Cha and be a Stalwart Fighter
Hp: 1d10 ⇒ 8
Starting Gold: 5d6 ⇒ (2, 4, 6, 2, 3) = 17 x 10 = 170
Not too Shabby at all, I'm thinking something like this...
Sven Langrebe
Human Fighter 1
Hit Points: 10 (8+1C+1FC)
Armor Class:
Strength- 15
Dexterity- 13
Constitution- 13
Intelligence- 11
Wisdom- 11
Charisma- 11
Skills
-Know (Dungeon) +4
-Perception +1
Feats
-Power Attack (Campaign)
-Combat Expertise (Campaign)
-Deadly Aim (Campaign)
-Cleave (Fighter Bonus)
-Combat Reflexes (Human Bonus)
-Quick Draw
Reach Weapon Focus.
GM_Jacob |
Ok, by my reckoning, we have something like 4-8 players ready to rumble. I'll go ahead and take more than I initially planned since some folks always drop out. Plus, the more hands on deck, the less chance of horrible deaths.
Get your characters ready and go check in on the gameplay and discussion threads with. Everyone who is seriously playing needs to post something of substance once in each thread today.
The first person in the gameplay thread sets the stage. I don't care how you do it, but explain how everyone is together. Sitting in a tavern, met on the road, answering a classified set out by one of the players, etc.
Zander Gulea |
This is Gavvin posting as Zander Gulea. Complete char sheet here.
Where is the gameplay thread?
Daniel Stewart |
Ok, lets see how my rolls work out!!
Set 1
Str: 3d6 ⇒ (1, 6, 6) = 13
Dex: 3d6 ⇒ (6, 3, 3) = 12
Con: 3d6 ⇒ (5, 2, 4) = 11
Int: 3d6 ⇒ (3, 5, 4) = 12
Wis: 3d6 ⇒ (5, 5, 1) = 11
Cha: 3d6 ⇒ (2, 6, 4) = 12
Set 2
Str: 3d6 ⇒ (1, 2, 2) = 5
Dex: 3d6 ⇒ (6, 3, 3) = 12
Con: 3d6 ⇒ (3, 3, 3) = 9
Int: 3d6 ⇒ (1, 5, 5) = 11
Wis: 3d6 ⇒ (6, 5, 4) = 15
Cha: 3d6 ⇒ (5, 5, 6) = 16
Set 3
Str: 3d6 ⇒ (6, 1, 5) = 12
Dex: 3d6 ⇒ (2, 6, 3) = 11
Con: 3d6 ⇒ (6, 2, 5) = 13
Int: 3d6 ⇒ (4, 4, 1) = 9
Wis: 3d6 ⇒ (2, 5, 5) = 12
Cha: 3d6 ⇒ (1, 4, 3) = 8
Well I will probably go with Set 1...makes a pretty average character...not sure what to play yet....maybe a ranger if no one has picked that yet...
Versys White Dove |
Also just realized I never rolled for gold.
Gold: 2d6 ⇒ (5, 3) = 8
So 80?
Perception 2 0.0 0 2
Perform (Untrained) 4 0.0 4 0
Ride 0 0.0 0 0
Sense Motive 0 0.0 0 0
Spellcraft 3 1.0 -1 3
Stealth 4 0.0 0 4
Survival 0 0.0 0 0
Swim -3 0.0 -3 0
-------------------------- Feats ---------------------------
Toughness
Eschew Materials
-------------------- Special Abilities ---------------------
------------------------ Templates -------------------------
-------------------------- Combat --------------------------
Total / Touch / Flat Footed
AC: 11 / 11 / 11
Initiative: +0
BAB: +0
Melee tohit: -2
Ranged tohit: +1
Fortitude: -1
Reflex: +0
Will: +2
Unarmed attack:
to hit: -2
damage: 1d2-3
critical: 20/x2
--------------------- Special Abilities --------------------
------------------------- Equipment ------------------------
Name QTY LBS
Total weight carried:
Current load: Light
Encumbrance
Light: 12
Medium: 25
Heavy: 37
--------------------------- Magic --------------------------
Innate Spells
Dancing Lights (Evocation) - 1 per day
Saves: None
DC:
Casting: 1 standard action
Duration: 1 minute [D]
Range: Medium (110 ft.)
Components: V, S
SR: No
Effect: You create up to four lights that resemble lanterns or torches.
Target: Up to four lights, all within a 10-ft.-radius area
Ghost Sound (Illusion) - 1 per day
Saves: Will disbelief
DC: 14
Casting: 1 standard action
Duration: 1 rounds [D]
Range: Close (25 ft.)
Components: V, S, M
SR: No
Effect: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
Target: Illusory sounds
Prestidigitation (Universal) - 1 per day
Saves: See text
DC: 14
Casting: 1 standard action
Duration: 1 hour
Range: 10 ft.
Components: V, S
SR: No
Effect: Prestidigitations are minor tricks that novice spellcasters use for practice.
Target: See text
Speak with Animals (Divination) - 1 per day
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Casting: 1 standard action
Duration: 1 minutes
Range: Personal
Components: V, S
SR:
Effect: You can ask questions of and receive answers from animals, but the spell doesn't make them any more friendly than normal.
Target: You
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Sorcerer Spells
SPELLBOOKNAME0
Level 0
Ghost Sound (Illusion)
Saves: Will disbelief DC: 15 Casting: 1 standard action
Duration: 1 rounds [D] Range: Close (25 ft.) Components: V, S, M
SR: No Effect: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place. Target: Illusory sounds
DESC: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
DESC 2: Ghost sound allows you to create a volume of sound that rises, recedes, approaches, or remains at a fixed place.
Light (Evocation)
Saves: None DC: Casting: 1 standard action
Duration: 10 minutes Range: Touch Components: V, M/DF
SR: No Effect: This spell causes a touched object to glow like a torch. Target: Object touched
DESC: This spell causes a touched object to glow like a torch.
DESC 2: This spell causes a touched object to glow like a torch.
Mending (Transmutation)
Saves: Will negates (harmless, object) DC: 14 Casting: 10 minutes
Duration: Instantaneous Range: 10 ft. Components: V, S
SR: Yes (harmless, object) Effect: This spell repairs damaged objects, restoring 1d4 hit points to the object. Target: One object of up to 1 lb.
DESC: This spell repairs damaged objects, restoring 1d4 hit points to the object.
DESC 2: This spell repairs damaged objects, restoring 1d4 hit points to the object.
Ray of Frost (Evocation, WaterSchool)
Saves: None DC: Casting: 1 standard action
Duration: Instantaneous Range: Close (25 ft.) Components: V, S
SR: Yes Effect: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage. Target: Ray
DESC: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage.
DESC 2: A ray of freezing air and ice projects from your pointing finger dealing 1d3 points of cold damage.
Level 1
Color Spray (Illusion)
Saves: Will negates DC: 16 Casting: 1 standard action
Duration: Instantaneous; see text Range: 15 ft. Components: V, S, M
SR: Yes Effect: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Target: Cone-shaped burst
DESC: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.
DESC 2: A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious.
Grease (Conjuration, EarthSchool)
Saves: See text DC: 15 Casting: 1 standard action
Duration: 1 minutes [D] Range: Close (25 ft.) Components: V, S, M
SR: No Effect: A grease spell covers a solid surface with a layer of slippery grease. Target: One object or 10-ft. square
DESC: A grease spell covers a solid surface with a layer of slippery grease.
DESC 2: A grease spell covers a solid surface with a layer of slippery grease.