
Billybrainpan |

I am a fairly new GM and have only ever ran one pbp but I wanted to give this idea a shot. I don't want to divulge to much about the actual campaign but it is a fairly standard one.
Here's the catch. Your character will be completely random. Roll on the tables below to determine your character.
1: Dwarf
2: Elf
3: Gnome
4: Half-elf
5: Halfing
6: Half-orc
7: Human
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: Witch
20: Antipaladin
21: Ninja
22: Samurai
After you have rolled a class you may pick 4 archetypes and roll a d4 to decide which one you use.
1: LG
2: NG
3: CG
4: LN
5: N
6: CN
7: LE
8: NE
9: CE
re-roll any result that is not legal for your class.
Str - 15
Dex - 9
Con - 18
Int - 8
Wis - 10
Cha - 16 <--- Switch this with Int
Even though there is an 18 right above it to keep the randomness you have to go down.
I realize that this will make very strange characters but that is the point. I suggest looking somewhere else if you are really into optimization.

ShadowyFox |

You know, just because you used my favorite avatar, I'll give this a shot.
Race: 1d7 ⇒ 2
Class: 1d21 ⇒ 4
Alignment: 1d9 ⇒ 4
Strength: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Dexterity: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Constitution: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Intelligence: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Wisdom: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Charisma: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Re-Edit: So a LN Elf Druid. And archetype choices are as follows: 1) Mooncaller, 2) Saurian Shaman, 3) Bat Shaman, or 4) Dragon Shaman
Archetype: 1d4 ⇒ 4
Name: Working On It
Race: Elf
Class: Druid (Dragon Shaman)
Alignment LN
Str 11
Dex 16 (14 + 2)
Con 14 (16 - 2)
Int 11 (9 + 2)
Wis 16
Cha 13
Backstory (Working on that part)

icehawk333 |

I like the idea somewhat, but being forced to play an chaotic evil or neutral evil charceter instantly dissuades me, along with the possibility of one charceter trivializing the others completely.
(Optimization i can go without. Being un-optimized In a group where one guy rolled up a scorcerer with 18 charisma and kills everything before we make a move? Umm... No thanks.)
Nonetheless, I'll put in a charecter, and play, so long as i don't wind up bored as heck.

Gilthanis |

This sounds interesting. I will see what I roll to see if I even stand a chance lol
race: 1d7 ⇒ 1
class: 1d21 ⇒ 14
align: 1d9 ⇒ 4
Stats:
STR 2d6 + 6 ⇒ (3, 3) + 6 = 12
Dex 2d6 + 6 ⇒ (1, 6) + 6 = 13
Con 2d6 + 6 ⇒ (5, 6) + 6 = 17 +2=19
Int 2d6 + 6 ⇒ (2, 6) + 6 = 14
Wis 2d6 + 6 ⇒ (4, 1) + 6 = 11 +2=13
Cha 2d6 + 6 ⇒ (2, 5) + 6 = 13 -2=11
Dwarf gunslinger lawful neutral...interesting indeed

Billybrainpan |

This is what I would like submissions to look like.
Race: 1d7 ⇒ 3
Class: 1d21 ⇒ 3
Archetype: 1d4 ⇒ 1
1: Crusader
2: Merciful Healer
3: Theologian
4: Undead Lord
Alignment: 1d9 ⇒ 8
Abilities
Str - 2d6 + 6 ⇒ (3, 5) + 6 = 14
Dex - 2d6 + 6 ⇒ (6, 4) + 6 = 16
Con - 2d6 + 6 ⇒ (6, 6) + 6 = 18
Int - 2d6 + 6 ⇒ (3, 2) + 6 = 11
Wis - 2d6 + 6 ⇒ (5, 4) + 6 = 15
Cha - 2d6 + 6 ⇒ (6, 1) + 6 = 13
Name Fred the Example
Race: Gnome
Class Cleric (Crusader)
Alignment NE
Str 12 (14 - 2)
Dex 16
Con 20 (18 + 2)
Int 11
Wis 15
Cha 15 (13 + 2)
Backstory (One Paragraph) <Insert one paragraph of backstory here>
EDIT: Wow triple ninja.

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Race: 1d7 ⇒ 2
Class: 1d22 ⇒ 19 You listed 22 classes, not 21
Alignment: 1d9 ⇒ 6
Strength: 2d6 + 6 ⇒ (2, 1) + 6 = 9
Dexterity: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Constitution: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Intelligence: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Wisdom: 2d6 + 6 ⇒ (5, 1) + 6 = 12
Charisma: 2d6 + 6 ⇒ (3, 6) + 6 = 15
So Elf Witch Chaotic Neutral with
Str:9
Dex:13+2=15
Con:11-2=9
Int:15+2=17
Wis:12
Cha:13
Yea, with those rolls, I'd really rather not, that character would die in the first encounter, 9 constitution after racial adjustment means 5 HP...

Khaosclaire |

Race: 1d7 ⇒ 3
Class: 1d22 ⇒ 13
Alignment: 1d9 ⇒ 3
Str: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Dex: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Con: 2d6 + 6 ⇒ (4, 4) + 6 = 14
Int: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Wis: 2d6 + 6 ⇒ (1, 5) + 6 = 12
Cha: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Let's seeeeeeee So a Chaotic Lawful Gnome Cavalier.... Time to get out the ridding wolves~

icehawk333 |

Str 2d6 + 6 ⇒ (4, 2) + 6 = 12
Dex 2d6 + 6 ⇒ (4, 5) + 6 = 15
Con 2d6 + 6 ⇒ (3, 4) + 6 = 13
Int 2d6 + 6 ⇒ (5, 6) + 6 = 17
Wis 2d6 + 6 ⇒ (2, 5) + 6 = 13
Cha 2d6 + 6 ⇒ (5, 4) + 6 = 15
It wound up not mattering anyway.
Archtypes
1- crossbowman
2- free hand fighter
3- two handed fighter
4- weapon master
1d4 ⇒ 4

icehawk333 |

Dex 13, cha 11, con 19. Is this gonna be effective at all? I don't mean optimized, I just mean effective in/out of combat at all.
One, you will almost never fall.
Two, guns, at a 30ft range, hit touch ac.
You may only have a +1 to hit from your stat, but you should still be able to hit most.
Be warned though, each and every shot?
11 gp.
10 for the black powder, 1 for the bullet.

icehawk333 |

Compilation-
Lhinnel
Lawful neutral Elven fighter (weapon master)
12 str
17 dex (15+2)
11 con (13-2)
19 int
13 wis
15 cha
Feats-
Weapon finesse
Power attack
Traits-
Mutant eye
Absolute loyalty
Alternate racial-
Envoy
Racial bonus of the class- +1 skill point
Skill points- 7
Use magic device 1
Sense motive 1
Knowledge (religion) 1
Survival- 1
Swim- 1
Craft weapon- 1
Handle animal- 1
1d2 ⇒ 2
A devout worshiper of iori, Lhinnel focuses on the perfection of her work with the rapier. She dedicates herself to nothing else, working day after day to get closer to her god. Nothing can dissuade her- she must attain perfection of the blade, and continue until she rises to her god's side.

Bearded Ben |

Race: 1d7 ⇒ 2
Class: 1d22 ⇒ 2
Alignment: 1d9 ⇒ 9
Abilities
Str: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Dex: 2d6 + 6 ⇒ (1, 2) + 6 = 9
Con: 2d6 + 6 ⇒ (5, 3) + 6 = 14
Int: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Wis: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Cha: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Name Unknown
Race: Elf
Class: Bard
Alignment CE
Str 13
Dex 11 (9 + 2)
Con 12 (14 - 2)
Int 15 (13 + 2)
Wis 10
Cha 11

dien RPG Superstar 2015 Top 16 |

Can't resist the urge to at least see what I get.
Race: 1d7 ⇒ 5
Class: 1d22 ⇒ 13
Alignment: 1d9 ⇒ 9
Abilities:
Str: 2d6 + 6 ⇒ (2, 3) + 6 = 11 Per switch rules, swap that with the Dex I suppose?
Dex: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Con: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Int: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Wis: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Cha: 2d6 + 6 ⇒ (2, 3) + 6 = 11
So... a chaotic evil, halfling cavalier with a surprisingly high wisdom, huh? Oh what the hell. I'll stat it out. >:3
Name: Thistledown Kingsley
Race: Halfling
Class: Cavalier (Order of the Cockatrice)
Alignment: CE
Str 12 (14 - 2)
Dex 13 (11 + 2)
Con 14
Int 10
Wis 15
Cha 13 (12 + 2)
Backstory (One Paragraph)
Thistledown grew up in Cheliax, one of thousands of the halflings who occupy a permanent slave class in that nation. He was born into slavery, his mother already being a slave, and at a young age was bought by a Chelish nobleman who thought the idea of having a halfling squire was a droll conceit. The halfling was brought up under the generally-harsh hand of the lordling, and taught to care for his master's horse, weaponry, and equipment. He was also taught self-aggrandizement, resentment, cruelty and many other 'lessons'... and a burning hatred for his master and all that Cheliax stood for was nurtured in his breast. One day, after his master had taken an injury in a duel with another lord, Thistledown saw his chance: he poisoned the poultice that should have been applied to the cut, and brought about his master's death. He then fled Cheliax with as much of his master's gear as he could carry, piled on the warhorse. He pawned it at first chance, and bought kit in his own size. He has taken to calling himself a 'knight', and has assumed a false surname of Kingsley, but he practices a perversion of any knightly code: hes's in it for himself, first and foremost, and any gain of gold or prestige he can get from it. He champions 'freedom'... of a sort. The freedom to do as you will, and damn any who would stand in your way; the freedom to take what you like, and cut down those in your path. All under a thin disguise of respectability. Oh, and he rides a wolf.
I actually want to play this, crappy as the stats are, but... only if I could get a 13 Int. Really want trippin'. Oh well. It was a fun exercise but I doubt I'd actually join in with this char.

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Race: 1d7 ⇒ 3
Class: 1d22 ⇒ 13
Archetype: 1d4 ⇒ 1
1- Standard
2- Beast Master
3- Honor Guard
4- Strategist
Alignment: 1d9 ⇒ 1
Abilities
Str: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Dex: 2d6 + 6 ⇒ (3, 6) + 6 = 15
Con: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Int: 2d6 + 6 ⇒ (3, 2) + 6 = 11
Wis: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Cha: 2d6 + 6 ⇒ (4, 5) + 6 = 15
Sweet ... that's a 40 point buy.
Name :
Race : Gnome
Class: Cavalier
Alignment: Lawful Good
Str: 13 (15 -2)
Dex: 12
Con: 19 (17+2)
Int: 11
Wis: 16
Cha: 17 (15+2)
He's kind of awesome ... think I'll plop him into hero lab ...
Continuing the randomness ... (I randomly rolled each of these things)
He's of order Ronin ... apparently he lost his master due to his pesh addiction trait (he's mostly better.) and he rides a wolf and is fascinated by language (entymologist trait). He's really low on cash due to the pest addiction unpleasantness. Heh ... and he's female and speaks Goblin and Erutaki.

Seth86 |

My try :-P
Race: 1d7 ⇒ 5
Class: 1d22 ⇒ 13
Archetype: 1d4 ⇒ 1
1. Beast rider
2. Gendarme
3. Musketeer
4. Emissary
Alignment: 1d9 ⇒ 9
Abilities
Str: 2d6 + 6 ⇒ (4, 6) + 6 = 16
Dex: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Con: 2d6 + 6 ⇒ (4, 3) + 6 = 13
Int: 2d6 + 6 ⇒ (5, 2) + 6 = 13
Wis: 2d6 + 6 ⇒ (2, 5) + 6 = 13
Cha: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Well look at that. CE halfling cavalier

Speaker for the Dead |

O.K. I'll bite
race: 1d7 ⇒ 6 Half-Orc
class: 1d22 ⇒ 6 Monk
alignment: 1d9 ⇒ 1 Lawful Good
str: 2d6 + 6 ⇒ (2, 1) + 6 = 9
dex: 2d6 + 6 ⇒ (5, 2) + 6 = 13
con: 2d6 + 6 ⇒ (3, 4) + 6 = 13
int: 2d6 + 6 ⇒ (2, 4) + 6 = 12
wis: 2d6 + 6 ⇒ (5, 2) + 6 = 13
chr: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Interesting... at least the alignment works :-)
Name Marrant
Race: Half-Orc
Class Monk
Alignment LG
Str 11 (+2 = 13)
Dex 13
Con 13
Int 12
Wis 13
Cha 17
Backstory: Once upon a time, a female paladin was captured by a Orcish raiding party. After several months of unspeakable treatment at the hands of her captors she was able to escape but unfortunately came away from the experience with more than just scars. Nine months later a startlingly attractive half-orc child was born. His mother didn't bear him any ill will but he was a constant reminder of not only her suffering at the hands of her captors but of her failure in allowing herself to be captured. As soon as it was practical to do so she made a arrangements to leave the child with a monastery of her order. She regularly sends money to the head of the order as well as a small stipend to Marrant but perhaps understandably has gone out of her way to avoid any actual contact with her son. Surprisingly, considering circumstances of his birth, Marrant grew up to be a reasonably well balanced individual. The way he sees it, his mothers reluctance to be around him is largely her problem, not his. He does hold out some hope that if he gains enough of a positive reputation she might just change her mind.
Alternate racial trait: Bestial
I'll decide on character traits if chosen...

GM Coluber |

I might not be able to play... But I'll roll a character anyway, just in case.
Race: 1d7 ⇒ 6
Class: 1d22 ⇒ 21
Alignment: 1d9 ⇒ 6
Str: 2d6 + 6 ⇒ (2, 3) + 6 = 11
Dex: 2d6 + 6 ⇒ (5, 5) + 6 = 16
Con: 2d6 + 6 ⇒ (3, 5) + 6 = 14
Int: 2d6 + 6 ⇒ (6, 5) + 6 = 17
Wis: 2d6 + 6 ⇒ (2, 2) + 6 = 10
Cha: 2d6 + 6 ⇒ (3, 2) + 6 = 11
So we have a smart, hardy and nimble half-orc ninja with self-confidence problems. :D

El Ronza |

I'll roll some bones and see what I come up with. If it seems workable, I'd be interested for sure.
Race: 1d7 ⇒ 6
Class: 1d22 ⇒ 21
Alignment: 1d9 ⇒ 8
Strength: 2d6 + 6 ⇒ (6, 3) + 6 = 15
Dexterity: 2d6 + 6 ⇒ (6, 1) + 6 = 13
Constitution: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Intelligence: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Wisdom: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Charisma: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Okay. A neutral evil half-orc ninja who's rather well-rounded. Seems workable. I'll work up a proper submission.

El Ronza |

Name: Therzak
Race: Half-orc
Class: Ninja
Alignment: NE
STR: 15
DEX: 13
CON: 15
INT: 14
WIS: 13
CHA: 10
Backstory: Therzak is the child of an orc woman (a well-respected armorsmith) and a human barbarian who always longed to emulate the savage fury of the orcs, who won a place in a small stronghold by proving his worth in combat (in which he knocked the chieftain unconscious single-handedly). Always proud of the fact that he wasn’t slain outright for his gall, he took an orcish wife, who fell pregnant shortly after. The fact that she had two children already didn’t matter, as in the strongholds, couplings are usually torn apart by bloody, violent death. Sure enough, when Therzak was three, the stronghold was attacked by a rival tribe, leaving much of her tribe dead, including her father. It was no great loss - she'd never felt much attachment to the human anyway. She soon learned that brute strength was not the way to overcome her enemies, and took to learning the arts of stealth. Her mother took a new partner, and had two more (full-blooded orc) children, but Therzak paid them little attention, instead spending her time with the tribe’s wise woman, who taught her that fate is already sealed, and that all one can do is accept it. Therzak bears this grim mentality to this day. Finding the savage life of the tribe distasteful, Therzak slipped away one night, her mastery of stealth leaving her untraceable by her dim-witted kin. She has travelled alone ever since, seeking the fate she knows the gods have for her.
Ugh, no matter how often I do this, I never get better at character backstories (even after letting the Ultimate Campaign tables decide most of this...)

Tejayes |

Race: 1d7 ⇒ 6 = Half-Orc
Class: 1d22 ⇒ 10 = Sorcerer
Bloodline Source (1 is Core, 2 is Advanced, 3 is Ultimate Magic): 1d3 ⇒ 2 = Advanced
Bloodline (1-10 in alphabetical order): 1d10 ⇒ 9 = Stormborn
Alignment: 1d9 ⇒ 4 = Lawful Neutral
STR: 2d6 + 6 ⇒ (5, 5) + 6 = 16
DEX: 2d6 + 6 ⇒ (4, 3) + 6 = 13
CON: 2d6 + 6 ⇒ (6, 4) + 6 = 16
INT: 2d6 + 6 ⇒ (1, 6) + 6 = 13
WIS: 2d6 + 6 ⇒ (5, 5) + 6 = 16
CHA: 2d6 + 6 ⇒ (4, 4) + 6 = 14
I will also determine which ability score gets the +2 bonus randomly. 1-6 is STR-CHA, respectively; 7 goes to highest score already; 8 goes to lowest; 9 goes to optimal for class (CHA in this case); 10 goes to least optimal (STR for a sorcerer).
Racial Ability Bonus: 1d10 ⇒ 3 = +2 to CON (wow, that's one tough Sorcerer)
Same with Alt Racial Traits from Advanced:
Plagueborn? (only on 10): 1d10 ⇒ 8 = Nope
Orc Ferocity (1-5 keep; 6-10 replace alphabetically): 1d10 ⇒ 2 = Orc Ferocity
Intimidating (1-3 keep; 4-6 replace alphabetically): 1d6 ⇒ 3 = Intimidating
Weapon Familiarity or Chain Fighter?: 1d2 ⇒ 1 = Weapon Familiarity
Interesting Sorcerer, dull Half-Orc. Or maybe I can liven it up with its description:
Gender (1-9 M, 10-18 F, 19-20 other): 1d20 ⇒ 13 = Female
Age: 1d4 + 14 ⇒ (2) + 14 = 16
Height (in.): 2d12 + 53 ⇒ (12, 9) + 53 = 74 or 6'2".
Weight (lb.): 14d12 + 110 ⇒ (11, 6, 2, 11, 9, 6, 12, 1, 3, 1, 10, 3, 5, 2) + 110 = 192 (Yes, I know you should just roll 2d12 and multiply it by 7, but this way is more interesting)
Eye Color (1-3 black, 4-6 brown, 7-9 gray, 10 other color): 1d10 ⇒ 6 = Brown eyes
Hair Color (1-4 black, 5-7 brown, 8-9 blonde, 10 other color): 1d10 ⇒ 9 = Blonde
Skin Color (gradient from 1 = bright green to 10 = completely gray): 1d10 ⇒ 1 = Kermit-the-Frog Green
Even the name will be randomized. I'll do each letter one at a time, then determine next letter options based on what makes sense.
Name Length: 3d3 ⇒ (1, 3, 3) = 7
First Letter: 1d26 ⇒ 4 = D
Second Letter (from AEHIORUWY): 1d9 ⇒ 6 = R
Third Letter (from AEIOUY): 1d6 ⇒ 4 = O
Fourth Letter: 1d26 ⇒ 6 = F
Fifth Letter: 1d26 ⇒ 14 = N
Sixth Letter (from AEIOUY): 1d6 ⇒ 4 = O
Seventh Letter: 1d26 ⇒ 23 = Y
Thus, I give you... Drofnoy, a Half-Orc LN Stormborn Sorceress. More details to come as soon as I get around to it.

Billybrainpan |

Ok I am realizing that several people don't want to play because of how extremely random this is. Here is an idea tell me what you think. Everyone has an additional 4 points to divide up into their stats, you can;t raise any one stat over twenty with this, but it will allow you to make your character a little more playable.

Speaker for the Dead |

All right. Here's Marrant +4
Name Marrant
Race: Half-Orc
Class Monk
Alignment LG
Str 11 (+2 = 13) +3 = 16
Dex 13
Con 13
Int 12
Wis 13 +1 = 14
Cha 17
Backstory: Once upon a time, a female paladin was captured by a Orcish raiding party. After several months of unspeakable treatment at the hands of her captors she was able to escape but unfortunately came away from the experience with more than just scars. Nine months later a startlingly attractive half-orc child was born. His mother didn't bear him any ill will but he was a constant reminder of not only her suffering at the hands of her captors but of her failure in allowing herself to be captured. As soon as it was practical to do so she made a arrangements to leave the child with a monastery of her order. She regularly sends money to the head of the order as well as a small stipend to Marrant but perhaps understandably has gone out of her way to avoid any actual contact with her son. Surprisingly, considering circumstances of his birth, Marrant grew up to be a reasonably well balanced individual. The way he sees it, his mothers reluctance to be around him is largely her problem, not his. He does hold out some hope that if he gains enough of a positive reputation she might just change her mind.
Alternate racial trait: Bestial
I'll decide on character traits if chosen...

Yossarin |

Race: 1d7 ⇒ 4 = Half-Elf
Class: 1d22 ⇒ 1 = Barbarian
Alignment: 1d9 ⇒ 9 = CE
Str: 2d6 + 6 ⇒ (5, 4) + 6 = 15+3 = 18
Dex: 2d6 + 6 ⇒ (1, 6) + 6 = 13+1 = 14
Con: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Int: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Wis: 2d6 + 6 ⇒ (5, 6) + 6 = 17
Cha: 2d6 + 6 ⇒ (4, 5) + 6 = 15
0_o Let's see what can be done with this!

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I think this is an awesome idea! Here is my submission! I will get a character sheet and profile ready if I am chosen!
Race: 1d7 ⇒ 2
Class: 1d22 ⇒ 9
Archetype: 1d4 ⇒ 1
1:Pirate
2:Sniper
3:Charlatan
4:Trapsmith
Alignment: 1d9 ⇒ 7
ABILTIY SCORES
STR: 2d6 + 6 ⇒ (3, 6) + 6 = 15
DEX: 2d6 + 6 ⇒ (6, 3) + 6 = 15
CON: 2d6 + 6 ⇒ (3, 3) + 6 = 12
INT: 2d6 + 6 ⇒ (3, 4) + 6 = 13
WIS: 2d6 + 6 ⇒ (6, 6) + 6 = 18
CHA: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Name: Caladral
Race: Elf
Class: Rogue (Pirate)
Alignment: Lawful Evil
Ability Scores
Strength:15
Dexterity: 17 (15+2)
Constitution: 10 (12-2)
Intelligence: 15 (13+2)
Wisdom: 18
Charisma: 10
Ability Scores
Strength:16 (15+1)
Dexterity: 20 (15+2+3)
Constitution: 10 (12-2)
Intelligence: 15 (13+2)
Wisdom: 18
Charisma: 10
Caladral was born in Riddleport, capital of pirates. He was born to a famiy of Forlorn elves there, and his father was the captain of his own ship, the Swift Falcon. Caladral's father raised him to be a sailor and taught him everything he knew. Caladral loved the sea, but his adventurous spirit eventually led him to go off on his own and do some adventuring. Whenever he gets the chance, he travels by sea, working with parties around the Golarion to make a gold piece or two.

Azten |

You had me at 'random'!
Race: 1d7 ⇒ 4
Class: 1d22 ⇒ 11
Alignment: 1d9 ⇒ 1
Str: 2d6 + 6 ⇒ (2, 6) + 6 = 14
Dex: 2d6 + 6 ⇒ (1, 6) + 6 = 13
Con: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Int: 2d6 + 6 ⇒ (4, 1) + 6 = 11
Wis: 2d6 + 6 ⇒ (5, 4) + 6 = 15
Cha: 2d6 + 6 ⇒ (4, 2) + 6 = 12
Lawful Good Half-Elf Wizard with... interesting scores. :)

Tejayes |

Alright, time to determine more features for Drofnow (not Drofnoy -- typo):
First, let's discover what Drofnow's starting spell list looks like.
0-Level: 1d21 ⇒ 141d21 ⇒ 141d21 ⇒ 91d21 ⇒ 71d21 ⇒ 91d21 ⇒ 5 = Daze, Detect Poison, Flare, and Message
1st-Level Source (1 Core Abj-Enc, 2 Core Evo-Trans 3 Advanced; 4 Ultimate Magic: 1d4 ⇒ 21d4 ⇒ 2 = Both from Core Rulebook from Wizard Schools of Evocation, Illusion, Necromancy, and Transmutation (Essentially for simplicity purposes)
1st-Level Spells: 1d20 ⇒ 131d20 ⇒ 19 = Magic Aura and Silent Image
Now, for Skills. Again, these will be randomized. With INT of 13, that should give me three skill points, so...
Skill Ranks (alphabetical, of course): 1d35 ⇒ 261d35 ⇒ 131d35 ⇒ 31 = Perform, Intimidate, and Spellcraft
Performance Type: 1d9 ⇒ 7 = String instruments
To choose my Feat, I selected all applicable feats from Core, Advanced, Ultimate Magic, and even Ultimate Combat that would benefit me (however minor that help may be). I'm also counting feats that my character could especially use three times -- for example, I'll get Antagonize if I roll 4, but I'll get Arcane Strike if I roll 5, 6, or 7.
Feat: 1d72 ⇒ 62 = Spell Focus (yay!)
Focused School: 1d8 ⇒ 3 = Divination (boo...)
Finally, let's determine Drofnow's background.
Homeland: 1d100 ⇒ 74 = Raised in a human homeland.
Human Homeland: 1d100 ⇒ 42 = In a small town.
Parents: 1d100 ⇒ 28 = Father is still alive.
Father's Profession: 1d100 ⇒ 98 = He is a clergyman/cultist.
Siblings: 1d100 ⇒ 72 = No siblings.
Circumstances of Birth: 1d100 ⇒ 95 = Adopted by outside race.
Adopting Outside Race: 1d100 ⇒ 99 = Savage humanoids (let's just say Drofnow was raised by full orcs)...
Major Childhood Event: 1d100 ⇒ 19 = The War. (Wow, this actually makes sense).
Sorcerer Background: 1d100 ⇒ 48 = Dreams of Something Different (the way it's worded, it makes sense given Drofnow's ridiculous physical ability scores).
Influential Associates: 1d100 ⇒ 29 = The Boss (Drofnow's adoptive father?).
I've already determined Drofnow's alignment, so let's see if I can finagle the Conflict randomizer to make it work (I'll need between 4-9 CP to get to Lawful Neutral):
Conflict (can't include Mass Murder): 1d19 ⇒ 9 = Cheater (3 CP).
Subject: 1d20 ⇒ 8 = Clergy (0 CP).
Motivation: 1d10 ⇒ 3 = Pressured or Manipulated (2 CP).
Resolution: Mixed Feelings (0 CP).
There, that should keep me at Lawful Neutral. Let's keep going.
Deity: 1d22 ⇒ 12 = Nethys (fitting).
Romantic Relationships: 1d20 ⇒ 19 = No Experience.
Relationship with Fellow Adventurers: 1d100 ⇒ 73 = Contractor and Employer (if Drofnow is chosen and another adventurer wants to be a part of it).
Drawback: 1d100 ⇒ 16 = Self-Doubt
Finally, assuming we have access to Traits...
Doubt or Not?: 1d2 ⇒ 1 = Doubt drawback (so I get three Traits)
Trait Type: 1d7 ⇒ 71d7 ⇒ 61d7 ⇒ 71d7 ⇒ 1 = Religion, Regional, and Combat.
Religion Trait: I only have access to Magic is Life, so that it is.
Regional Trait (1 for Militia Veteran, 2 for Vagabond Child): 1d2 ⇒ 2 = Vagabond Child
Combat Trait (random from list, removing any inapplicable traits): 1d26 ⇒ 4 = Battlefield Disciple
And thanks to Yossarin for reminding me...
Starting Wealth: 2d6 ⇒ (3, 1) = 4x10 = 40 (spare some change?)
I think I know where Drofnow is coming from now.
By the way, though it's a good idea, I won't personally use the 4-point add. I want to keep Drofnow as randomly generated as possible.