The Revelation (Inactive)

Game Master Vinsomner

A world without magic, ruled by skirmishing kingdoms and an endless war. Orcs subjected to eternal slavery as bodies to be thrown into the meat grinder. Generations have past since it all began, there are only rumors and myths about what was before, but thats all they were... until a regiment of orcs sent out to deal with bandits found something that would change everything.


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The skies billowed and rolled, as if they were boiling in the evening sky. A sun slowly descend, casting a golden hue across the city. The city was burning. You feel sweaty, recovering your breath, you look at your hands which gripped the viscous looking sword and a battered shield. They were soaked in blood, down at your feet lay the fallen humans, tyrants and menaces. The ones who enslaved your kind. You look up, a tower looms in the distance, gnarled and black, striking against the sky as if it was taunting you.

You now are marching, leading the way down a path, thousands strong march behind you. The drums of war beat with each step. Your vengeance thundering and shaking the ground, no, the world.

You are close now, you taste the looming battle. Your muscles ache and strain. A odd star shaped object hovers before the gates. Your close to your freedom, but something nags at you. Your not there yet. Close, yet so close...

I've always been inspired by the book series Orcs to create a campaign centralized around the idea that the entire player cast are orcs! Most races have disappeared except the humans, which now plague the world. The orcs have found themselves enslaved, and used as pawns to fight wars for the humans and for all sorts of manual labor. This has been going on for generations, by now, it is the way things are as an orc.

This is going to be a bit unorthodox of how I normally do recruitment. I'm looking for 6-8 players, willing to roleplay their character as first person, so at least 3-4 sentences minimum. Each player is part of a regiment that calls them the Black Swords. You are part of an already elite group of fighters that have seen a large amount of battles already. Your regiment has positions that everyone will play the role of: Regiment Leader, Lieutenant, Scout, 3-5 Soldiers.

If you are accepted to the campaign, then we will discuss the backgrounds of your characters specifically to fit into the theme of the world and the setting. So no need to write a backstory of your character for application purposes.

So here are the rules below:
1. Only allowed racial type is Orc from the featured races in pathfinder, remove light sensitivity from their racial traits but also darkvision. http://www.d20pfsrd.com/races/other-races/featured-races/arg-orc/

2. All players will start out at level 4. This is to show your time fighting and surviving longer then most orcs.

3. Allowed Classes are: Barbarian, Ranger, Fighter, Rogue, Cavalier, and Slayers. This is a special no magic game for the players.

4. Roll 4d6, toss lowest for ability scores. You may re-roll your entire set if you don't like the results. Please don't spam a 100 of them though!

5. For starting gear, roll your starting class gold four times, and add the results. No magical equipment allowed.

6. Roll 1d20 for Positive Trait and Negative Trait. These will be given when you begin play. It is to help build a background of your character.

To apply level your character up to level 4, post your stat block (no alias needed) in spoilers. Then state the position in the regiment your applying for, and finally a paragraph or so of your character responding to the role specific situation below:

Regiment Leader: You are overlooking a valley from a bluff, with your regiment behind you. Down in the valley, three armies are amazing. A border conflict between several kingdoms is unfolding. Your primary mission was to scout and report back the results of the battle. You prepare to leave as your scout yells a warning. A calvary flank is already happening and unfortunately you are in their path and they already spotted you. Human knights have already leveled their lances and are charging. There is an outcropping of rocks to the left of you, a small grove of trees to the right, and then a path along the bluff hill that leads to a cliff face.

Lieutenant: You leader just gave an order that you yourself have conflicts with. Its a dangerous move and you think it may be reckless, they are being unreceptive to any inquiries to their command. You fear that one of the regiment may lose their life today.

Scout: You were on an advanced scouting mission for your regiment, about two to three miles ahead of the troop. You climbed up a tree to try and get a better view. You see a large swath of humans are moving towards your regiment. Both parties oblivious to each other. You try and climb down the tree but the humans had their own advance scouts and they are passing underneath you right now making it impossible to climb down undetected.

Soldier: As your regiment attempted to pass through a field, you were spotted by an advance cavalry regiment. You get chased down and are locked in a bloody struggle. Your fellow soldier is winning a fight to your left, but you see a human coming up quickly behind to dispatch your friend on horseback. You yourself are stuck in a fight with a knight before you.

Scarab Sages

I'm dotting so hard it might leave a dent. I'm thinking scout barbarian.

The rules above imply that you can re-roll as many times as you like. Is that what you intended?

rollin:
4d6 ⇒ (4, 5, 5, 6) = 20 = 16
4d6 ⇒ (2, 3, 6, 1) = 12 = 11
4d6 ⇒ (3, 3, 5, 3) = 14 = 11
4d6 ⇒ (3, 6, 4, 4) = 17 = 14
4d6 ⇒ (4, 6, 5, 6) = 21 = 17
4d6 ⇒ (6, 3, 3, 5) = 17 = 14

4d6 ⇒ (1, 3, 1, 6) = 11 = 10
4d6 ⇒ (2, 3, 4, 4) = 13 = 11
4d6 ⇒ (3, 5, 2, 3) = 13 = 11
4d6 ⇒ (2, 3, 2, 6) = 13 = 11
4d6 ⇒ (6, 1, 3, 5) = 15 = 14
4d6 ⇒ (4, 5, 4, 3) = 16 = 14

Winner!
4d6 ⇒ (6, 1, 5, 5) = 17 = 16
4d6 ⇒ (3, 2, 6, 3) = 14 = 12
4d6 ⇒ (3, 6, 4, 1) = 14 = 13
4d6 ⇒ (6, 2, 4, 5) = 17 = 15
4d6 ⇒ (5, 3, 6, 6) = 20 = 17
4d6 ⇒ (5, 1, 1, 6) = 13 = 12


Positive Trait: 1d20 ⇒ 2
Negative Trait: 1d20 ⇒ 12


This seems awesome. I'm thinking a Beast Rider Cavalier, I just gotta figure out how the hell the archetype works with Medium characters. I can get the mount I want (Ankylosaurus), I just can't...you know, RIDE it right now. Seems like a bit of an oversight, but I need to find a FAQ about it.

4d6 ⇒ (3, 5, 2, 2) = 12 10
4d6 ⇒ (3, 2, 3, 6) = 14 12
4d6 ⇒ (4, 1, 6, 1) = 12 11
4d6 ⇒ (2, 6, 1, 3) = 12 11
4d6 ⇒ (1, 5, 5, 6) = 17 16
4d6 ⇒ (2, 3, 1, 3) = 9 8

Gonna reroll...

4d6 ⇒ (4, 1, 3, 5) = 13 12
4d6 ⇒ (2, 4, 5, 5) = 16 14
4d6 ⇒ (5, 5, 5, 4) = 19 15
4d6 ⇒ (1, 1, 6, 4) = 12 11
4d6 ⇒ (1, 5, 6, 1) = 13 12
4d6 ⇒ (4, 6, 3, 1) = 14 13

20 point buy. Not horrible.

Scarab Sages

When you intend for this to be magicless, do you then restrict the ranger to archetypes that give up spell casting?


I really like this idea. Feels like a good military fantasy already, images of The Traitor Son Cycle, the Inda series, and the Shadow Campaigns spring to mind. My only worry is that my own brain won't be up to the task of thinking up such sweet military strategies!

A couple of questions:
-When you say Rogue as a possible class does that include Unchained Rogue?
-I assume archetypes that grant limited spellcasting are not allowed?
-Will this be more of a sandbox game or a story driven one?
-Can I cry if I don't roll high enough mental scores to have the surprisingly intelligent Orc I have always dreamed of?

Dark Archive

Dotting


Would you allow the Fire God's Blessing feat, or is that too magical?

4d6 ⇒ (5, 2, 6, 3) = 16
4d6 ⇒ (6, 4, 4, 5) = 19
4d6 ⇒ (2, 3, 4, 6) = 15
4d6 ⇒ (2, 4, 6, 1) = 13
4d6 ⇒ (2, 3, 3, 1) = 9
4d6 ⇒ (2, 1, 5, 5) = 13

4d6 ⇒ (2, 5, 5, 2) = 14
4d6 ⇒ (5, 6, 5, 3) = 19
4d6 ⇒ (2, 5, 5, 4) = 16
4d6 ⇒ (1, 1, 4, 5) = 11
4d6 ⇒ (4, 1, 6, 5) = 16
4d6 ⇒ (4, 3, 5, 5) = 17

I think that second set is perfectly fine. At this moment, thinking some sort of Barbarian (archetype undecided), probably using a flaming (Via rage power) Orc Skull Ram and hopefully being a big, immovable object. Soldier role, will figure out a response you the prompt as I get a feel for him.

Silver Crusade

4d6 ⇒ (5, 6, 3, 3) = 17 14
4d6 ⇒ (2, 6, 1, 4) = 13 12
4d6 ⇒ (6, 6, 5, 2) = 19 17
4d6 ⇒ (1, 6, 4, 4) = 15 14
4d6 ⇒ (6, 6, 6, 2) = 20 18
4d6 ⇒ (1, 5, 5, 1) = 12 11

So, just to make sure, monks and brawlers not allowed? I was hoping for an unarmed fighter. But I have another idea involving chains.


Dotting for interest. Super neat idea.


Aww man, gotta say I was really hoping to be an orc bard pounding on some war drums, but I'll settle for the roster. Sounds fun.

4d6 ⇒ (3, 5, 6, 3) = 17 = 14
4d6 ⇒ (1, 4, 4, 2) = 11 = 10
4d6 ⇒ (5, 1, 2, 4) = 12 = 11
4d6 ⇒ (4, 4, 3, 6) = 17 = 14
4d6 ⇒ (1, 3, 6, 2) = 12 = 11
4d6 ⇒ (6, 3, 4, 6) = 19 = 16


Choon wrote:
The rules above imply that you can re-roll as many times as you like. Is that what you intended?

Yes to an extent. I don't have a hard cap, but if people abuse it, well, I'll let those know! I know sometimes RNG can fail hard and I don't want to be unreasonable there.

Choon wrote:
When you intend for this to be magicless, do you then restrict the ranger to archetypes that give up spell casting?

That is in fact, correct. I know that restricts the class pretty hard, but that is how it is in this world, harsh, unforgiving and full of unanswered questions!

The Pale King wrote:

A couple of questions:

-When you say Rogue as a possible class does that include Unchained Rogue?
-I assume archetypes that grant limited spellcasting are not allowed?
-Will this be more of a sandbox game or a story driven one?
-Can I cry if I don't roll high enough mental scores to have the surprisingly intelligent Orc I have always dreamed of?

-I'm still on the fence about the unchained, I know the unchained really do help fix some of the classes. For now I'll allow it and will just have to see how the builds go.

-Archetypes that have grant spellcasting, limited or no, will not be allowed, unless you willing to take the class and not have access to the magical abilities.
-It will be more of a mix. There will be a story, it will influence the game quite heavily, but how the players react and perform will be up to the players. I've done story driven and sandbox separately and they work great, but I'm going to try blend the two in this. There will be points where it will be story driven and open up into sandbox environments.
-Yes, yes you may cry. But their is a lack of tissue boxes around here!

Joseph Soltz wrote:


Would you allow the Fire God's Blessing feat, or is that too magical?

Unfortunately it is still a bit too magical. Also, as to the setting, the Orcs do not remember any gods they may worship. So it kind of nullifies that completely.

rorek55 wrote:
So, just to make sure, monks and brawlers not allowed? I was hoping for an unarmed fighter. But I have another idea involving chains.

Monks are not allowed, but I'm on the fence with the brawlers. There a bit less 'mystical' and it makes a bit more sense in the world setting.

IMPORTANT NOTICE

Classes: Unchained Rogue is allowed along with Unchained Barbarian. Also if you take Cavalier, I know it requests you take a knighthood, but you will instead use the Regiment in place of it. You may pick the bonuses of another order (non mystical/magical) and we can discuss anything additional to it.


Thanks for all the answers! If you allowed Brawler I could see Exemplar being really cool for this campaign, but perhaps an Inspire Courage like effect would be too magical? I see it as just an encouraging commander knowing what to say to their troops.

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I believe I will be working on a multiclass character. Potentially fighter-unrogue or fighter-slayer.

Silver Crusade

That's cool. I Think I might go with my chain fighter. Born into a pit arena, he was eventually enlisted for his prowess after being liberated.

Would prefer luitenant,

Liberty's Edge

Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

What kind of posting rate are you looking for with this game, and about how long of a campaign are you planning on/run time?


Okay, I am going to give the dice rolling a shot now as I think further about what kind of character I want to play mechanically.

4d6 - 2 ⇒ (6, 2, 4, 2) - 2 = 12
4d6 - 1 ⇒ (2, 4, 1, 6) - 1 = 12
4d6 - 2 ⇒ (2, 4, 2, 6) - 2 = 12
4d6 - 1 ⇒ (1, 2, 3, 5) - 1 = 10
4d6 - 2 ⇒ (2, 3, 5, 2) - 2 = 10
4d6 - 1 ⇒ (4, 1, 5, 5) - 1 = 14

Definitely not a fan of this for an Orc...

4d6 - 2 ⇒ (6, 3, 4, 2) - 2 = 13
4d6 - 2 ⇒ (2, 6, 4, 5) - 2 = 15
4d6 - 2 ⇒ (2, 3, 6, 2) - 2 = 11
4d6 - 1 ⇒ (2, 4, 1, 1) - 1 = 7
4d6 - 1 ⇒ (1, 6, 4, 4) - 1 = 14
4d6 - 4 ⇒ (5, 4, 5, 6) - 4 = 16

Urgh and that 7... One more try for not awful mental stats and then I will give up.

4d6 - 2 ⇒ (6, 2, 3, 4) - 2 = 13
4d6 - 5 ⇒ (5, 6, 6, 5) - 5 = 17
4d6 - 3 ⇒ (6, 3, 6, 3) - 3 = 15
4d6 - 2 ⇒ (2, 6, 5, 5) - 2 = 16
4d6 - 2 ⇒ (2, 3, 4, 5) - 2 = 12
4d6 - 1 ⇒ (5, 6, 3, 1) - 1 = 14

Okay. That's what I wanted. I'm stopping here. Promise.

Scarab Sages

How do you feel about flying mounts?

Silver Crusade

Scartxh the chain idea. I think I'll have him use just a HUGE bastard sword. ( A large sized weapon), or if you allow it, take the unbreakable archetype for the fighter.


What size of Regiment are we talking here? A regiment seems pretty large to be scouting. How are they armed? How much distance does the cavalry have to cover before reaching us? These questions are important before I can answer the Regiment Leader prompt.


Hm, color me very interested. I do have two questions though:

- How long will recruitment be open for? I ask because I'm spending the weekend hiking.

- Are we rolling our stats in order?

Current thinking is a Divine Marksman Ranger (re-fluffed to avoid the religious connotations), though I may swap that for a brawler if they wind up being allowed.


Starting Gold:
4d6 ⇒ (3, 1, 6, 3) = 13
4d6 ⇒ (5, 4, 6, 2) = 17
4d6 ⇒ (4, 5, 5, 5) = 19
4d6 ⇒ (3, 3, 2, 2) = 10

Total: 590gp


Dotting. WOuld you consider a half orc as a race?

4d6 ⇒ (6, 6, 6, 2) = 20
4d6 ⇒ (2, 6, 1, 2) = 11
4d6 ⇒ (1, 4, 6, 3) = 14
4d6 ⇒ (2, 3, 1, 3) = 9
4d6 ⇒ (2, 1, 5, 4) = 12
4d6 ⇒ (2, 6, 1, 3) = 12

4d6 ⇒ (3, 3, 3, 3) = 12
4d6 ⇒ (5, 3, 5, 3) = 16
4d6 ⇒ (1, 3, 4, 1) = 9
4d6 ⇒ (6, 3, 4, 2) = 15
4d6 ⇒ (2, 2, 1, 4) = 9
4d6 ⇒ (6, 4, 5, 6) = 21

4d6 ⇒ (1, 3, 1, 4) = 9
4d6 ⇒ (3, 3, 5, 6) = 17
4d6 ⇒ (5, 4, 3, 1) = 13
4d6 ⇒ (1, 6, 1, 2) = 10
4d6 ⇒ (4, 2, 6, 1) = 13
4d6 ⇒ (5, 6, 4, 4) = 19

4d6 ⇒ (5, 6, 5, 4) = 20
4d6 ⇒ (6, 1, 5, 3) = 15
4d6 ⇒ (5, 5, 2, 1) = 13
4d6 ⇒ (5, 4, 6, 3) = 18
4d6 ⇒ (6, 2, 6, 6) = 20
4d6 ⇒ (6, 1, 4, 6) = 17

I hate it when you have to roll multiple times to not get a score below 10 after racial.

rolls then become befre racial modifiers
16
14
12
16
18
16


gold
5d6 ⇒ (5, 2, 2, 6, 1) = 16
5d6 ⇒ (4, 6, 1, 1, 5) = 17
5d6 ⇒ (5, 6, 6, 1, 2) = 20
5d6 ⇒ (3, 3, 6, 3, 6) = 21

total
74x10=740


My submission: Guruka the Vile, standard rogue

Character Image

Crunch:

Guruka the Vile
Female Orc Rogue 4
NE Medium Humanoid (Orc)
Init +3; Perception +6

--------------------
Defense
--------------------

AC 17, touch 13, flat-footed 1
HP 32 (4d8)
Fort +1, Ref +7, Will +2

--------------------
Offense
--------------------

Speed 30 ft.
Melee
… Shortsword +9 (2d4+4)
(Dual Wield) Shortsword +7/6 (2d4+4)
… Dagger +7 (1d4+4)
Ranged
… Dagger +7 (1d4+4)
… Shortbow +6 (1d6)

--------------------
Statistics
--------------------

Str 18, Dex 16, Con 11, Int 10, Wis 12, Cha 8
Base Atk +3; CMB +7; CMD 20
Feats
Two-Weapon Fighting Off-hand attack as bonus action. -2/-2 penalty with light weapons.
Double Slice Add your Strength bonus to damage rolls made with your off-hand weapon.
(Weapon Training Talent) Weapon Focus (Shortsword) +1 attack bonus with shortswords.
Traits

Skills
… [4] Acrobatics +8
… [4] Climb +9
… [4] Disable Device +10 (+10 traps)
… [4] Escape Artist +8
… [4] Intimidate +6
… [4] Perception +8 (+10 traps)
… [1] Sense Motive +5
… [1] Sleight of Hand +7
… [4] Stealth +8
… [4] Survival +5
… [2] Swim +7
Languages Common, Orc, Goblin

--------------------
Special Abilities
--------------------

Ferocity Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
Sneak Attack +2d6 damage when flanking or target is denied DEX bonus.
Trapfinding A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Trap Sense +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
Evasion If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion.
Uncanny Dodge You cannot be caught flat-footed, nor can you lose your Dex bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
Rogue Talents
Weapon Training Gain the Weapon Focus (Shortsword) feat.
Fast Stealth This ability allows a rogue to move at full speed using the Stealth skill without penalty.

--------------------
Equipment
--------------------

75gp
Masterwork Shortsword "Knightsend" (310gp)
Shortsword (20gp)
Dagger x2 (4gp)
Shortbow (30gp)
Quiver + Arrows x20 (1gp)
Chain Shirt (100gp)
Rogue’s Kit (50gp)
… backpack
... bedroll
... belt pouch
... caltrops
… chalk (10)
... flint and steel
... grappling hook
… iron pot
... mess kit
... mirror
... pitons (10)
... rope
... soap
... thieves’ tools
... torches (10)
... trail rations (5 days)
… waterskin

Positive Trait: 1d20 ⇒ 14
Negative Trait: 1d20 ⇒ 19

Soldier Story:

I raise my blades in cross formation to block the knight’s overhead strike. His blade is caught between mine. I catch his stare through the thin slit of his ornate helm and am fueled by the palpable fear within. In a single swift motion, I thrust my blades to the side, casting his sword to the ground and press forward with Knightsend, my ancestral blade, piercing through his leathers and into his soft insides. Kicking his body off the blood-soaked blade, I turn and unsheath a dagger. Letting instincts take over, I launch it through the air for the mounted soldier. He is taken off his mount as the dagger plants itself cleanly between helm and shoulderguard - a fatal blow to the neck. The horse continues its route past my comrade and he turns to see the would-be assailant clinging to his neck, choking on his own blood. He lets out a frenzied warcry and I reply in kind as we charge into the remaining troops. Many orcs have died at the hands of the human crusade, but I intend to turn the tide.


Why not =^^=

Wreck. Two Handed Fighter

Dice Rolling:

SET 1
4d6 ⇒ (6, 1, 3, 6) = 16 15
4d6 ⇒ (4, 4, 6, 4) = 18 14
4d6 ⇒ (5, 4, 5, 2) = 16 14
4d6 ⇒ (1, 4, 6, 1) = 12 11
4d6 ⇒ (2, 6, 5, 4) = 17 15
4d6 ⇒ (4, 1, 2, 4) = 11 10

SET 2
4d6 ⇒ (6, 2, 5, 4) = 17 15
4d6 ⇒ (2, 6, 3, 6) = 17 15
4d6 ⇒ (6, 1, 4, 3) = 14 13
4d6 ⇒ (2, 1, 4, 3) = 10 9
4d6 ⇒ (2, 4, 6, 5) = 17 15
4d6 ⇒ (4, 1, 1, 4) = 10 9

SET 3
4d6 ⇒ (4, 1, 5, 1) = 11
4d6 ⇒ (1, 2, 1, 1) = 5
4d6 ⇒ (4, 2, 5, 1) = 12
4d6 ⇒ (6, 2, 4, 6) = 18
4d6 ⇒ (2, 4, 5, 4) = 15
4d6 ⇒ (1, 6, 4, 3) = 14

SET 4
4d6 ⇒ (3, 3, 6, 5) = 17
4d6 ⇒ (6, 1, 2, 4) = 13
4d6 ⇒ (1, 6, 3, 1) = 11
4d6 ⇒ (5, 2, 6, 2) = 15
4d6 ⇒ (3, 6, 3, 4) = 16
4d6 ⇒ (2, 4, 3, 1) = 10

SET 5
4d6 ⇒ (3, 6, 4, 6) = 19 16
4d6 ⇒ (3, 2, 5, 5) = 15 13
4d6 ⇒ (3, 5, 1, 6) = 15 14
4d6 ⇒ (5, 6, 6, 6) = 23 18
4d6 ⇒ (6, 4, 4, 2) = 16 14
4d6 ⇒ (3, 3, 6, 4) = 16 13

Finally =^^=

Struggled to get past the 24pt buy :/

Traits:

+: 1d20 ⇒ 3
-: 1d20 ⇒ 11


Dotting and rollin.

Dice gods grant me good rolls plz.:

4d6 ⇒ (4, 6, 5, 4) = 19
4d6 ⇒ (5, 6, 5, 5) = 21
4d6 ⇒ (6, 3, 6, 2) = 17
4d6 ⇒ (4, 2, 4, 3) = 13
4d6 ⇒ (5, 3, 2, 6) = 16
4d6 ⇒ (3, 1, 2, 5) = 11

Try as i may, i could not get past a 29 point buy, so thats what i get. :(


Gold:

Money!: 20d6 ⇒ (1, 6, 6, 2, 4, 3, 5, 4, 1, 5, 2, 1, 5, 5, 5, 3, 1, 6, 3, 2) = 70 700


I will show some due to interest.
I love me some orcs and military campaigns are few and far between.

Now on to the rolls!
Stats: 4d6 - 1 ⇒ (6, 1, 4, 4) - 1 = 14
Stats: 4d6 - 1 ⇒ (1, 6, 6, 6) - 1 = 18
Stats: 4d6 - 3 ⇒ (4, 3, 4, 5) - 3 = 13
Stats: 4d6 - 3 ⇒ (2, 2, 3, 6) - 3 = 10
Stats: 4d6 - 1 ⇒ (2, 5, 1, 2) - 1 = 9
Stats: 4d6 - 3 ⇒ (6, 4, 3, 5) - 3 = 15

I will reroll, but following my F2F rules I'll take it even if its worse with the only exception of the Stats ending unplayable.

Stats: 4d6 - 5 ⇒ (5, 5, 5, 6) - 5 = 16
Stats: 4d6 - 4 ⇒ (4, 6, 6, 3) - 4 = 15
Stats: 4d6 - 3 ⇒ (3, 5, 6, 5) - 3 = 16
Stats: 4d6 - 1 ⇒ (1, 1, 4, 1) - 1 = 6
Stats: 4d6 - 1 ⇒ (1, 5, 5, 6) - 1 = 16
Stats: 4d6 - 4 ⇒ (2, 4, 4, 4) - 4 = 10

Aaaand we have a winner!


4d6 ⇒ (3, 1, 3, 4) = 11 ⇒ 11[10]
4d6 ⇒ (2, 5, 3, 1) = 11 ⇒ 11[10]
4d6 ⇒ (6, 3, 5, 6) = 20 ⇒ 20[17]
4d6 ⇒ (5, 4, 3, 1) = 13 ⇒ 13[12]
4d6 ⇒ (1, 4, 5, 4) = 14 ⇒ 14[13]
4d6 ⇒ (4, 1, 6, 4) = 15 ⇒ 15[14]


Dotting. Let's see what I get.

Roll: 4d6 ⇒ (1, 4, 5, 3) = 13 => 12
Roll: 4d6 ⇒ (1, 4, 2, 1) = 8 => 7
Roll: 4d6 ⇒ (2, 4, 6, 5) = 17 => 15
Roll: 4d6 ⇒ (2, 3, 2, 1) = 8 => 7
Roll: 4d6 ⇒ (3, 2, 6, 2) = 13 => 11
Roll: 4d6 ⇒ (2, 5, 5, 3) = 15 => 13

Yikes, 7 Point Buy. With some of the rolls people have so far, that's no good.

Roll: 4d6 ⇒ (6, 4, 5, 2) = 17 => 15
Roll: 4d6 ⇒ (2, 4, 1, 3) = 10 => 9
Roll: 4d6 ⇒ (1, 5, 5, 1) = 12 => 11
Roll: 4d6 ⇒ (2, 2, 5, 5) = 14 => 12
Roll: 4d6 ⇒ (6, 6, 1, 2) = 15 => 14
Roll: 4d6 ⇒ (1, 5, 4, 2) = 12 => 11

Better, 15 point buy, but want to try one more time.

Roll: 4d6 ⇒ (3, 2, 2, 6) = 13 => 11
Roll: 4d6 ⇒ (4, 2, 1, 1) = 8 => 7
Roll: 4d6 ⇒ (1, 2, 5, 6) = 14 => 13
Roll: 4d6 ⇒ (4, 1, 1, 6) = 12 => 11
Roll: 4d6 ⇒ (4, 2, 5, 4) = 15 => 13
Roll: 4d6 ⇒ (3, 3, 6, 6) = 18 => 15

Okay, an 11 Point buy. One more time.

Roll: 4d6 ⇒ (1, 3, 2, 1) = 7 => 6
Roll: 4d6 ⇒ (6, 6, 3, 4) = 19 => 16
Roll: 4d6 ⇒ (5, 3, 2, 1) = 11 => 10
Roll: 4d6 ⇒ (6, 6, 2, 1) = 15 => 14
Roll: 4d6 ⇒ (5, 6, 4, 4) = 19 => 15
Roll: 4d6 ⇒ (4, 1, 4, 1) = 10 => 9

15 point buy again. Last time, then I deal with one of these.

Roll: 4d6 ⇒ (3, 1, 4, 6) = 14 => 13
Roll: 4d6 ⇒ (4, 5, 1, 3) = 13 => 12
Roll: 4d6 ⇒ (3, 4, 2, 2) = 11 => 9
Roll: 4d6 ⇒ (4, 4, 2, 1) = 11 => 10
Roll: 4d6 ⇒ (2, 2, 3, 6) = 13 => 11
Roll: 4d6 ⇒ (6, 5, 3, 3) = 17 => 14

10 Point buy! Fourth set is the winner overall. Probably whipping up some kind of fighter, going for Soldier.


@GM

Will a steel bound fighter archetype be against what you want for the game?


Scratch the fighter, I'm making a Skirmisher Ranger with the Archery Combat Style, going for the Scout role. Skirmisher replaces the Ranger's spell-casting ability, so I think it should be okay.

Wealth: 5d6 + 5d6 + 5d6 + 5d6 ⇒ (6, 6, 3, 2, 4) + (3, 3, 3, 2, 6) + (1, 1, 1, 2, 5) + (6, 5, 2, 4, 6) = 71

71*10=710 gp to start.

EDIT: Forgot these.

Positive Trait: 1d20 ⇒ 5
Negative Trait: 1d20 ⇒ 6


Oh, another class I was wondering about: would you consider adding Swashbuckler to acceptable classes? No magic there.

Scarab Sages

I have an archer ranger coming together rather well.

Gold: 5d6 ⇒ (4, 1, 2, 4, 3) = 14
Gold: 5d6 ⇒ (5, 5, 6, 6, 6) = 28
Gold: 5d6 ⇒ (5, 1, 5, 5, 2) = 18
Gold: 5d6 ⇒ (1, 1, 2, 2, 3) = 9
=69x10=690 gold.

Shattertooth, work very much in progress, nowhere near done:

Male Hobgoblin Ranger () 4
LE Medium Humanoid (Orc)
Init +6; Perception +6

--------------------
Defense
--------------------
AC 13, touch 13, flat-footed 10
(Dex +3)
hp
Fort +6, Ref +7, Will +2
CMD 16

--------------------
Offense
--------------------
Speed 30'
Base Atk +4;

--------------------
Statistics
--------------------
Str 16, Dex 16, Con 15, Int 11, Wis 13, Cha 10
Base Atk +4; CMB +7; CMD 16

Feats:
(b)
(1st) PBS
() Precise shot

Traits:

----------------------------------
Skills: *=Bonus Knowledge skills
----------------------------------
Climb +4 (1rank,0str,3class)
*Craft*(traps) +5 (2rank,0int,3class)
Escape Artist +9 (2rank,4dex,3class)
Intimidate +4 (2rank,-1cha,3class)
Perception +6 (2rank,1wis,3class)
Stealth +13 (2rank,4dex,3class,4race)
Swim +4 (1rank,0str,3class)
Survival +6 (2rank,1wis,3class)
*K. Engineering* +5 (2rank,0int,3class)
Seight of Hand +9 (2rank,4dex,3class)
Disable Device +10 (2rank,4dex,3class,1TF)

--------------------
Special Abilities
--------------------
Ranger:

--------------------

--------------------

--------------------
Racial Traits
--------------------
+4 Str, -2 int, wis, cha

Scarab Sages

Phntm888 wrote:

Scratch the fighter, I'm making a Skirmisher Ranger with the Archery Combat Style, going for the Scout role. Skirmisher replaces the Ranger's spell-casting ability, so I think it should be okay.

[dice=Wealth]5d6+5d6+5d6+5d6

71*10=710 gp to start.

EDIT: Forgot these.

[dice=Positive Trait]1d20
[dice=Negative Trait]1d20

Haha. Me too. Maybe I'll change. I wasn't feeling very inspired by that in any case. I need something that better fits the name. :)


Wreck the Soldier

Wreck:

Wreck
Orc fighter (two-handed fighter) 4 (Pathfinder RPG Advanced Player's Guide 108, Pathfinder RPG Bestiary 222)
LN Medium humanoid (orc)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+7 armor, +1 Dex)
hp 44 (4d10+16)
Fort +7, Ref +2, Will +4
Defensive Abilities ferocity
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +8 (1d4+10/19-20) or
. . (L) mwk cold iron bastard sword +8 (2d8+20/19-20)
Special Attacks overhand chop, shattering strike
--------------------
Statistics
--------------------
Str 22, Dex 13, Con 16, Int 12, Wis 12, Cha 11
Base Atk +4; CMB +8 (+9 sunder); CMD 21 (22 vs. sunder)
Feats Cleave, Iron Will, Power Attack, Weapon Focus (bastard sword), Weapon Specialization (bastard sword)
Skills Acrobatics -5 (-9 to jump), Climb +7, Intimidate +7, Swim +7
Languages Common, Dwarven, Orc
Other Gear banded mail, dagger, mwk cold iron bastard sword, backpack, bedroll, canteen[UE], fishhook (2), flint and steel, sewing needle, signal whistle, soldier's uniform[UE], whetstone, 5 sp, 2 cp
--------------------
Special Abilities
--------------------
Cleave If you hit a foe, attack an adjacent target at the same attack bonus but take -2 AC.
Ferocity (Ex) Fight without penalty even while disabled or dying.
Overhand Chop (Ex) Single attacks with two-handed weapons receive double STR bonus.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shattering Strike +1 (Ex) +1 Sunder and damage vs. objects.


Woa! Quite some interest and more questions! Let me see here....

First off, Im allowing Brawler to be an allowed class. After some deliberation I considered as long as we forgo the mysticism with them and they work pretty well!

Now to all the individual questions:

The Pale King wrote:
..but perhaps an Inspire Courage like effect would be too magical? I see it as just an encouraging commander knowing what to say to their troops.

Inspire courage is perfectly fine actually. It's more of a leader doing his job!

Reckless wrote:
What kind of posting rate are you looking for with this game, and about how long of a campaign are you planning on/run time?

For posting rate, I know everyones lives are busy and can be quite tasking at times. I know for a fact I wont be able to post everyday with a guarantee. So with that I believe I can get in between 5-10 posts a week... thats just a ballpark here. This is going to be the first time I'm not going to give a required posting speed, that will be more determined once everyone is selected and the group discusses what is the best availability for them and how often each person can play.

For run time, this is going to be the first part of a large Arc. More specifically this campaign is designed to encompass a novels worth. Its a bit hard to quantify as with PBP campaigns can go incredibly quickly or slowly. My hope, with steady posting speeds, we might wrap the first 'Book' up within half a year. The later books will come in if it all goes well and the players are happy!

Choon wrote:
How do you feel about flying mounts?

Right now flying mounts will be disallowed to begin with. Everyone is going to be feet to the ground here!

"rorek55 wrote:
..or if you allow it, take the unbreakable archetype for the fighter.

Unbreakable fighter isn't against the rules! So feel free to use it.

The Pale King wrote:
What size of Regiment are we talking here? A regiment seems pretty large to be scouting. How are they armed? How much distance does the cavalry have to cover before reaching us? These questions are important before I can answer the Regiment Leader prompt.

The regiment is your full compliment of players. For this instance, lets go with 8, including yourself. Your regiment is with their standard gear (lets go with starting), and you probably have about two minutes to three at best before the cavalry reaches you. The cavalry is a mix of knights and squires if you need a bit more detail about the make up of it. The cavalry also outnumbers you 2 to 1.

Whiskey and a Bonesaw wrote:

- How long will recruitment be open for? I ask because I'm spending the weekend hiking.

- Are we rolling our stats in order?

Recruitment will be open for about 1 to 2 weeks. I don't have a firm date yet. Depending on how many applicants there are before next Wednesday, I may end it that following day and make my picks before next weekend. I'm actually getting eloped on the 17th. So.. let me think on that a little more.

No you are not rolling stats in order, you may assign them how you may.

Harkymr the Silly wrote:
Would you consider a half orc as a race?

I may consider it under special circumstances. It's safer to say no right now as currently mingling with Orcs is almost unheard of.

Seth86 wrote:
Will a steel bound fighter archetype be against what you want for the game?

When looking into the class, I could've easily written off Steelbound Weapon (Ex) as more of a mental quirk, but Steelbound Awakening (Su) is a bit too magical for the setting. So I would have to say unfortunately it would be against the setting the campaign.

The Pale King wrote:
Oh, another class I was wondering about: would you consider adding Swashbuckler to acceptable classes? No magic there.

Ah! Yes that would work perfectly actually. So yes that'll be added to the allowed list.

IMPORTANT NOTICE:

First off, I'm excited to see such interest for the campaign! Always wanted to do a campaign like this and I'm happy to see theres a lot of interest in it!

Allowed Classes: The new list of allowed classes are as follows:
(un)Barbarian, (un)Ranger, Fighter, Rogue, Cavalier, Slayers, Brawlers, and Swashbucklers

Posting Rate: This will primarily be decided amongst the accepted participants. In the least, be able to post at least once every two-three days. It will be the minimum speed baring special events in peoples lives. We will decide upon a more reliable posting speed once I get to know the accepted players a bit more and what their lives allow them to do.

Dice Rolls: You do not need to roll in order of the stats, that IS your choice if you wish to do so!

Archetypes: Most archetypes will be allowed unless they contain spell casting or magical abilities. Intelligent weapons unfortunately fall under that magical abilities for this game setting.

Recruitment Ending Date: I'm eloping on the 17th of this month. So to give everyone enough time and myself time to figure things out, the soft end date for applications will be next Wednesday, the 12th. I should then have the accepted players decided upon by the 14th. Official start date would be then the 19th after that. This is all soft times, so depending on how many applicants we have, the recruitment period may be extended by a week.

If I missed any questions, let me know! Also if you have more, keep them coming!

Scarab Sages

GM: Will there be a predominant terrain type? I need it to decide favored terrain and companion type.

Shattertooth, a work in progress:

Male Orc Barbarian (True Primitive/Mad Dog) 4
N Medium Humanoid (Orc)
Init +3; Perception +7

--------------------
Defense [x]=during Rage
--------------------
AC 20[18], touch 13[11], flat-footed 17[15]
(+3Dex, +5armor, +2shield)
hp 36
Fort +7, Ref +8, Will +1[3]
+1 morale from fetish
CMD 16

--------------------
Offense [x]=during Rage
--------------------
Speed 30', 20' in armor
Base Atk +4
Melee:
Greatclub +9[11] 1d10+7[9]
Spear +9[11] 1d6+7[9] brace
Short Spear +9[11] 1d6+7[9] 20ft

Ranged:
Sing +9 1d4+3 50ft.

--------------------
Statistics
--------------------
Str 21, Dex 16, Con 15, Int 13, Wis 10, Cha 10
Base Atk +4; CMB +7; CMD 16
Rolled: 17 16 15 13 12 12
Feats:

(1st)Skilled Rager (Handle amimal)
(3rd)Power Attack

Rage Powers:

Traits:

Drawback:

Languages: Orc

----------------------------------
Skills:
----------------------------------
Climb +9 (1rank,5str,3class)
Intimidate +7 (4rank,0cha,3class)
Kn: Nature +4 (1rank,1int,3class)
Perception +7 (4rank,0wis,3class)
Stealth +10 (4rank,3dex,3class)
Swim +9 (1rank,5str,3class)
Survival +7 (4rank,0wis,3class)

4 class/lvl +1 int/lvl = 20 total
--------------------
Special Abilities
--------------------
Barbarian:
Weapon and Armor Proficiency
A true primitive is proficient with hide armor and armors made from bone (see Special Materials). A true primitive is also proficient with bone shields and the following weapons: battleaxe, blowgun, club, greatclub, handaxe, longspear, shortspear, sling, and spear.

Illiteracy
A true primitive cannot read or write, and her superstition about such things leads her to refuse to ever learn to read or write, even if she multiclasses into other classes.

Favored Terrain (Ex)
A true primitive has a favored terrain representing her native homeland. This ability functions as the ranger class feature, and the true primitive’s bonuses in that terrain improve by +2 at 5th level and every five levels thereafter. However, she does not gain any additional favored terrains.
This ability replaces fast movement.

Rage (Ex)

Rage (Ex)
A mad dog gains this ability at 4th level, except that her effective barbarian level for the ability is equal to her barbarian level –3.

A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. At 1st level, a barbarian can rage for a number of rounds per day equal to 4 + her Constitution modifier. For each level after 1st she possesses, the barbarian can rage for 2 additional rounds per day. Temporary increases to Constitution, such as that gained from bear’s endurance, do not increase the total number of rounds that a barbarian can rage per day. A barbarian can enter a rage as a free action. The total number of rounds of rage per day is renewed after resting for 8 hours, although these hours need not be consecutive.

While in a rage, a barbarian gains a +2 bonus on melee attack rolls, melee damage rolls, thrown weapon damage rolls, and Will saving throws. In addition, she takes a –2 penalty to Armor Class. She also gains 2 temporary hit points per Hit Die. These temporary hit points are lost first when a character takes damage, disappear when the rage ends, and are not replenished if the barbarian enters a rage again within 1 minute of her previous rage. While in a rage, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skill (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration (such as spellcasting).

A barbarian can end her rage as a free action, and is fatigued for 1 minute after a rage ends. A barbarian can’t enter a new rage while fatigued or exhausted, but can otherwise enter a rage multiple times per day. If a barbarian falls unconscious, her rage immediately ends.

Rage Powers
As a barbarian gains levels, she learns to use her rage in new ways. At 2nd level and every 2 levels thereafter, the barbarian gains a rage power. A barbarian gains the benefits of rage powers only while raging. Some of these powers are always active during a rage, and others require the barbarian to take an action to use them. Unless otherwise noted, a barbarian cannot select an individual power more than once.

War Beast (Ex)
At 1st level, a mad dog gains the service of an animal companion, using the barbarian’s level as her effective druid level.
This ability replaces the rage powers gained at 2nd, 6th, 10th, 14th, and 18th level.

Pack Tactics (Ex)
At 2nd level, a mad dog and her war beast gain a +4 bonus on attack rolls while flanking the same opponent (instead of the normal +2 bonus).
This ability replaces uncanny dodge.

Trophy Fetish (Ex)
A true primitive collects teeth, bones, hair, and other trophies from vanquished enemies, representing their power and strength.

At 3rd level, a true primitive can attach a trophy fetish to one of the traditional true primitive weapons listed above. When wielding that weapon, the true primitive gains a +1 morale bonus on damage rolls. Furthermore, if that weapon has the fragile property, once per day, the true primitive can ignore the effects of a single natural 1 roll. A trophy fetish can also be attached to a suit of hide or bone armor, granting the true primitive a +1 morale bonus on saving throws. Furthermore, if that armor has the fragile property, once per day, the true primitive can chose not to have the armor break on the confirmation of a critical hit made against her.

Every five levels beyond 3rd, a true primitive can use an additional trophy fetish. Multiple trophy fetishes can be attached to the same armor or weapon; their effects stack. A trophy fetish can be sundered (hardness 5, 1 hit point) but is not damaged by area attacks or attacks that do not specifically target it. It has no effect if attached to other types of weapons or armor.

This ability replaces trap sense.

--------------------
Racial Traits
--------------------
Ability Score Racial Traits: Orcs are brutal and savage. They gain +4 Strength, –2 Intelligence, –2 Wisdom, and –2 Charisma.
•Type: Orcs are humanoids with the orc subtype.
•Size: Orcs are Medium creatures and thus have no bonuses or penalties due to their size.
•Base Speed: Orcs have a base speed of 30 feet.
•Languages: Orcs begin play speaking Common and Orc. Orcs with high Intelligence scores can chose from the following: Dwarven, Giant, Gnoll, Goblin, Undercommon. See the Linguistics skill page for more information about these languages. (replced by feral)

Offense Racial Traits
•Ferocity: Orcs possess the ferocity ability which allows them to remain conscious and continue fighting even if their hit point totals fall below 0. Orcs are still staggered at 0 hit points or lower and lose 1 hit point each round as normal.
•Feral: Orcs have the ability to fend for themselves long before they master the rudiments of their language and culture. Having needed to hunt bugs and tiny animals for food to survive while still infants, feral orcs fight all the harder to survive when at the brink of death. Orcs with this racial trait gain Survival as a class skill and gain a +1 racial bonus on melee weapon attack and damage rolls when at negative hit points. This racial trait replaces the orc’s weapon familiarity and automatic languages. Feral orcs without additional languages due to high Intelligence scores or ranks in Linguistics can only communicate with grunts and gestures.

--------------------
Gear
--------------------
690g
cost/weight
5g/8 - Greatclub
2g/6 - spear
5g/3 - Shortspear x5
0g/-- - Sliing
2s/10 - Bullets x20
2g/5 - Bullets, groaning x10

200g/30 - Bone Breastplate
7g/2 - Heavy bone Sheild

9g/26 - Kit, Barbarian’s
This kit includes a backpack, a belt pouch, a blanket, a flint and steel, an iron pot, rope, soap, torches (10), trail rations (5 days), and a waterskin.

--------------------
Companion
--------------------


Choon wrote:
GM: Will there be a predominant terrain type? I need it to decide favored terrain and companion type.

It will be pretty mixed, but I think you were better benefit from either grasslands, woodlands (forests), mountains.

Silver Crusade

I'm assuming you are only allowing unchained versions of the classes that have them yes?


rorek55 wrote:
I'm assuming you are only allowing unchained versions of the classes that have them yes?

Yes that is correct.

Silver Crusade

Do fighters have access to combat stamina optional rules?

Also, sorry if I missed it but is HP the normal average+1?

The following crunch is mostly complete, just have a couple decisions left to make and a few numbers to finalize.

Statistics for Karuum:
Male orc (Fighter) 4
N Medium Humanoid (orc)
Alternate racials:
Init +4, Senses Perception +6
------------------------------
DEFENSE
------------------------------
AC 21, touch 15 flat-footed 16 (+6 armor, +4 dex+1dodge)
hp 40 [4d10+12]
Fort +8, Ref +6, Will +7
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee
Heavy Flail
To Hit: +11/+9
Damage: 1d10+9/15 19-20x2

Falchion
To hit: +13/+11
Damage: 2d4+11/+17 18-20x2

Ranged
Composite Longbow
To hit: +8
Damage: 1d8+1
------------------------------
STATISTICS
------------------------------
Str 22 Dex 18 Con 14, Int 12 Wis 12, Cha 9
Base Atk +4; CMB +10; CMD 23
Traits:
Drawbacks:
Feats:
1- Power attack, ???
2- Weapon focus (Falchion)
3- Dodge
4- Weapon specialization (Falchion)

Skills: 3/level
Acrobatics-3
Perception-4
Intimidate-4
Know. Dungeoneering-1
Climb-3
Heal-2
Ride-2
ACP -3

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Common, orc,
------------------------------
GEAR/POSSESSIONS
------------------------------
Arms and Armor: MwK Falchion, Heavy flail, breastplate, composite longbow (+1)

Magical Gear:

Misc Gear: backpack, belt pouch, sunrod(3), torch (5), waterskin (3), rations (20), caltrops (3), Grappling hook, 100ft silk rope, lantern, oil(24oz) ,

Carrying Capacity
Light 0-33 lb. Medium 34-67 lb. Heavy 68-100 lb.
Current Load Carried 0 lb.

Money GP 26 SP 5 CP

In character response-
damn. Caught out. If I were the leader here, I'd say our best chance is the grove. Perfect place to disrupt their charges and take away their mobility. Would also let us lessen the impact of their numbers. Let's see what the boss says... Dammit, dammit dammit. Caught out in a field of all places. It'll be a miracle if we make it out. my thoughts race as I bat aside the enemy knights strike, while almost simultaneously scorimg my own blow against him. I can feel my blade cut through flesh and smile. One more strike should do it. I notice a comrade a little ways off to my left in trouble. damn. I mutter under my breath before making a split second decision to break off from my enemy, trusting my armor and speed to keep me safe from any strike the wounded knight might throw at me. I lead with my blade and force the flanking calveryman to break off and focus on me. I hear the Knight I wounded mere seconds before right behind me. great. I think to myself, but it's ok. I know I can handle two at once. Especially when one is already wounded. I raise my blade once more, prepared to twist around and finish off the wounded one in a flash. I know it will open me to a strike from both, maybe my armor will protect me, either way, I should live. It's risky, but it's a risk I can make. One I have to make. I can hear the wounded Knight's breathing, I smile again. This was something I loved, something I was born for. I turn my foot to begin the spin...

I wasn't sure how far you wanted us to take the scenarios, so I went with an option that shoes what Karuum would do, and hope for, but not the end results. I can modify this easily enough though if I need to.


Holy crap this looks fantastic. I've been reading A Practical Guide to Evil, and it's kind of gotten me into greenskins.

I'm currently thinking a sapper kind of scout. Engineering, siege weapons and explosives and that sort of thing.

In order to do that, I'd like to pick up the Underground Chemist rogue archetype, the Scout rogue archetype, and possibly (still deciding on that bit) the Sniper rogue archetype.

Rerollbefores:
4: 4d6 ⇒ (1, 1, 1, 2) = 5
11: 4d6 ⇒ (3, 6, 2, 2) = 13
12: 4d6 ⇒ (2, 4, 5, 3) = 14
10: 4d6 ⇒ (2, 3, 4, 3) = 12
11: 4d6 ⇒ (1, 5, 5, 1) = 12
15: 4d6 ⇒ (3, 5, 6, 4) = 18

15: 4d6 ⇒ (6, 4, 5, 4) = 19
14: 4d6 ⇒ (6, 1, 3, 5) = 15
12: 4d6 ⇒ (4, 4, 2, 4) = 14
11: 4d6 ⇒ (2, 4, 3, 4) = 13
13: 4d6 ⇒ (6, 6, 1, 1) = 14
10: 4d6 ⇒ (2, 3, 2, 5) = 12

11: 4d6 ⇒ (2, 6, 3, 1) = 12
9: 4d6 ⇒ (4, 2, 2, 3) = 11
13: 4d6 ⇒ (2, 2, 6, 5) = 15
11: 4d6 ⇒ (1, 4, 1, 6) = 12
12: 4d6 ⇒ (4, 5, 1, 3) = 13
11: 4d6 ⇒ (3, 6, 2, 2) = 13

15: 4d6 ⇒ (2, 5, 5, 5) = 17
11: 4d6 ⇒ (2, 5, 4, 2) = 13
13: 4d6 ⇒ (5, 2, 6, 1) = 14
10: 4d6 ⇒ (1, 5, 2, 3) = 11
18: 4d6 ⇒ (6, 6, 6, 3) = 21
13: 4d6 ⇒ (3, 4, 2, 6) = 15

Rerolling that one :(

12: 4d6 ⇒ (5, 2, 5, 1) = 13
7: 4d6 ⇒ (3, 3, 1, 1) = 8
17: 4d6 ⇒ (4, 6, 6, 5) = 21
14: 4d6 ⇒ (3, 6, 2, 5) = 16
17: 4d6 ⇒ (5, 6, 6, 3) = 20
9: 4d6 ⇒ (1, 6, 2, 1) = 10

I'll keep that one.

Starting gold: 16d6 ⇒ (5, 1, 1, 2, 2, 1, 3, 6, 6, 4, 4, 2, 2, 5, 5, 2) = 51

Positive Trait: 1d20 ⇒ 4
Negative Trait: 1d20 ⇒ 17


A:
Set 1
4d6 ⇒ (2, 5, 2, 5) = 14
4d6 ⇒ (5, 5, 6, 3) = 19
4d6 ⇒ (3, 3, 1, 4) = 11
4d6 ⇒ (5, 3, 3, 2) = 13
4d6 ⇒ (6, 4, 5, 5) = 20
4d6 ⇒ (4, 1, 1, 1) = 7

Set 2
4d6 ⇒ (2, 6, 3, 4) = 15
4d6 ⇒ (5, 2, 5, 4) = 16
4d6 ⇒ (1, 6, 2, 1) = 10
4d6 ⇒ (3, 5, 6, 4) = 18
4d6 ⇒ (1, 5, 5, 3) = 14
4d6 ⇒ (4, 6, 6, 5) = 21

Set 3
4d6 ⇒ (6, 6, 1, 1) = 14
4d6 ⇒ (3, 6, 1, 2) = 12
4d6 ⇒ (5, 1, 1, 3) = 10
4d6 ⇒ (4, 1, 2, 4) = 11
4d6 ⇒ (2, 5, 6, 4) = 17
4d6 ⇒ (6, 6, 5, 2) = 19

Set 4
4d6 ⇒ (1, 4, 3, 4) = 12
4d6 ⇒ (5, 5, 2, 2) = 14
4d6 ⇒ (2, 6, 1, 3) = 12
4d6 ⇒ (6, 5, 6, 1) = 18
4d6 ⇒ (3, 1, 4, 3) = 11
4d6 ⇒ (5, 3, 2, 6) = 16

Set 5
4d6 ⇒ (6, 6, 3, 3) = 18
4d6 ⇒ (3, 3, 5, 2) = 13
4d6 ⇒ (5, 2, 6, 5) = 18
4d6 ⇒ (5, 3, 5, 4) = 17
4d6 ⇒ (6, 1, 4, 2) = 13
4d6 ⇒ (4, 1, 5, 3) = 13

Set 6
4d6 ⇒ (2, 2, 4, 5) = 13
4d6 ⇒ (5, 6, 5, 5) = 21
4d6 ⇒ (5, 3, 2, 4) = 14
4d6 ⇒ (2, 4, 3, 4) = 13
4d6 ⇒ (6, 4, 1, 5) = 16
4d6 ⇒ (6, 5, 1, 3) = 15

Set 7
4d6 ⇒ (1, 5, 3, 2) = 11
4d6 ⇒ (2, 1, 2, 6) = 11
4d6 ⇒ (1, 1, 3, 6) = 11
4d6 ⇒ (6, 4, 1, 3) = 14
4d6 ⇒ (1, 1, 4, 4) = 10
4d6 ⇒ (2, 4, 5, 5) = 16

Set 8
4d6 ⇒ (2, 6, 2, 1) = 11
4d6 ⇒ (4, 4, 6, 3) = 17
4d6 ⇒ (4, 3, 5, 3) = 15
4d6 ⇒ (4, 2, 4, 3) = 13
4d6 ⇒ (4, 2, 2, 6) = 14
4d6 ⇒ (3, 4, 1, 1) = 9

Set 9
4d6 ⇒ (4, 2, 1, 2) = 9
4d6 ⇒ (4, 5, 4, 3) = 16
4d6 ⇒ (1, 6, 6, 6) = 19
4d6 ⇒ (4, 3, 3, 3) = 13
4d6 ⇒ (3, 1, 3, 1) = 8
4d6 ⇒ (4, 3, 6, 1) = 14

Set 10
4d6 ⇒ (3, 1, 6, 1) = 11
4d6 ⇒ (1, 2, 1, 3) = 7
4d6 ⇒ (5, 5, 2, 6) = 18
4d6 ⇒ (2, 2, 3, 4) = 11
4d6 ⇒ (6, 6, 4, 2) = 18
4d6 ⇒ (1, 6, 4, 2) = 13

Set 11
4d6 ⇒ (1, 5, 4, 3) = 13
4d6 ⇒ (1, 3, 1, 3) = 8
4d6 ⇒ (1, 2, 1, 3) = 7
4d6 ⇒ (5, 6, 3, 3) = 17
4d6 ⇒ (2, 5, 4, 3) = 14
4d6 ⇒ (6, 4, 5, 1) = 16

B:
Set 1
4d6 ⇒ (1, 4, 3, 5) = 13
4d6 ⇒ (4, 5, 1, 2) = 12
4d6 ⇒ (5, 6, 6, 2) = 19
4d6 ⇒ (3, 4, 2, 2) = 11
4d6 ⇒ (4, 3, 1, 4) = 12
4d6 ⇒ (3, 1, 6, 4) = 14

Set 2
4d6 ⇒ (1, 6, 2, 3) = 12
4d6 ⇒ (5, 2, 6, 3) = 16
4d6 ⇒ (4, 2, 2, 1) = 9
4d6 ⇒ (2, 5, 3, 5) = 15
4d6 ⇒ (6, 4, 4, 5) = 19
4d6 ⇒ (4, 1, 1, 1) = 7

Set 3
4d6 ⇒ (6, 4, 2, 6) = 18
4d6 ⇒ (5, 6, 1, 3) = 15
4d6 ⇒ (1, 6, 5, 3) = 15
4d6 ⇒ (3, 5, 3, 2) = 13
4d6 ⇒ (3, 4, 6, 6) = 19
4d6 ⇒ (5, 2, 3, 5) = 15

Set 4
4d6 ⇒ (6, 4, 4, 1) = 15
4d6 ⇒ (6, 2, 1, 6) = 15
4d6 ⇒ (2, 3, 3, 6) = 14
4d6 ⇒ (5, 6, 4, 2) = 17
4d6 ⇒ (6, 1, 5, 1) = 13
4d6 ⇒ (4, 4, 6, 4) = 18

Set 5
4d6 ⇒ (3, 6, 2, 4) = 15
4d6 ⇒ (4, 6, 5, 3) = 18
4d6 ⇒ (1, 2, 4, 4) = 11
4d6 ⇒ (2, 6, 4, 3) = 15
4d6 ⇒ (2, 2, 5, 5) = 14
4d6 ⇒ (2, 2, 4, 5) = 13

Set 6
4d6 ⇒ (6, 1, 1, 4) = 12
4d6 ⇒ (4, 6, 1, 2) = 13
4d6 ⇒ (3, 2, 2, 2) = 9
4d6 ⇒ (2, 2, 2, 4) = 10
4d6 ⇒ (3, 6, 6, 4) = 19
4d6 ⇒ (5, 1, 6, 5) = 17

Set 7
4d6 ⇒ (2, 3, 4, 6) = 15
4d6 ⇒ (4, 3, 3, 5) = 15
4d6 ⇒ (3, 2, 2, 1) = 8
4d6 ⇒ (1, 6, 4, 2) = 13
4d6 ⇒ (6, 1, 5, 4) = 16
4d6 ⇒ (1, 2, 4, 2) = 9

Set 8
4d6 ⇒ (1, 4, 6, 3) = 14
4d6 ⇒ (2, 4, 6, 4) = 16
4d6 ⇒ (3, 1, 4, 5) = 13
4d6 ⇒ (3, 4, 5, 6) = 18
4d6 ⇒ (2, 2, 1, 2) = 7
4d6 ⇒ (3, 5, 6, 6) = 20

Set 9
4d6 ⇒ (4, 6, 4, 1) = 15
4d6 ⇒ (4, 3, 1, 5) = 13
4d6 ⇒ (5, 4, 4, 2) = 15
4d6 ⇒ (5, 1, 5, 6) = 17
4d6 ⇒ (1, 5, 3, 2) = 11
4d6 ⇒ (2, 6, 2, 1) = 11

Set 10
4d6 ⇒ (6, 3, 3, 4) = 16
4d6 ⇒ (4, 2, 3, 1) = 10
4d6 ⇒ (4, 1, 1, 2) = 8
4d6 ⇒ (6, 2, 4, 4) = 16
4d6 ⇒ (3, 4, 3, 2) = 12
4d6 ⇒ (3, 6, 3, 5) = 17

Set 11
4d6 ⇒ (2, 1, 2, 1) = 6
4d6 ⇒ (6, 6, 3, 4) = 19
4d6 ⇒ (3, 1, 6, 5) = 15
4d6 ⇒ (4, 2, 2, 2) = 10
4d6 ⇒ (5, 3, 5, 1) = 14
4d6 ⇒ (3, 4, 5, 2) = 14

C:
Set 1
4d6 ⇒ (4, 3, 2, 4) = 13
4d6 ⇒ (5, 6, 5, 1) = 17
4d6 ⇒ (5, 2, 6, 5) = 18
4d6 ⇒ (6, 4, 2, 1) = 13
4d6 ⇒ (1, 4, 5, 1) = 11
4d6 ⇒ (3, 4, 4, 5) = 16

Set 2
4d6 ⇒ (1, 2, 2, 6) = 11
4d6 ⇒ (2, 4, 1, 2) = 9
4d6 ⇒ (6, 3, 3, 6) = 18
4d6 ⇒ (2, 3, 3, 2) = 10
4d6 ⇒ (6, 6, 3, 1) = 16
4d6 ⇒ (2, 2, 1, 5) = 10

Set 3
4d6 ⇒ (4, 6, 4, 1) = 15
4d6 ⇒ (5, 1, 4, 4) = 14
4d6 ⇒ (4, 1, 4, 6) = 15
4d6 ⇒ (6, 1, 1, 5) = 13
4d6 ⇒ (3, 5, 6, 6) = 20
4d6 ⇒ (6, 5, 2, 1) = 14

Set 4
4d6 ⇒ (1, 1, 5, 6) = 13
4d6 ⇒ (3, 1, 4, 2) = 10
4d6 ⇒ (2, 4, 5, 4) = 15
4d6 ⇒ (4, 5, 1, 5) = 15
4d6 ⇒ (2, 4, 3, 6) = 15
4d6 ⇒ (1, 6, 6, 4) = 17

Set 5
4d6 ⇒ (2, 1, 4, 6) = 13
4d6 ⇒ (1, 1, 4, 2) = 8
4d6 ⇒ (2, 4, 1, 4) = 11
4d6 ⇒ (2, 1, 3, 1) = 7
4d6 ⇒ (6, 4, 2, 5) = 17
4d6 ⇒ (6, 5, 3, 5) = 19

Set 6
4d6 ⇒ (1, 4, 5, 5) = 15
4d6 ⇒ (2, 4, 3, 3) = 12
4d6 ⇒ (5, 1, 3, 6) = 15
4d6 ⇒ (1, 2, 6, 3) = 12
4d6 ⇒ (6, 3, 5, 5) = 19
4d6 ⇒ (5, 1, 1, 5) = 12

Set 7
4d6 ⇒ (4, 5, 3, 6) = 18
4d6 ⇒ (2, 6, 5, 1) = 14
4d6 ⇒ (2, 5, 3, 5) = 15
4d6 ⇒ (2, 2, 4, 5) = 13
4d6 ⇒ (6, 6, 4, 6) = 22
4d6 ⇒ (2, 1, 5, 4) = 12

Set 8
4d6 ⇒ (3, 3, 6, 1) = 13
4d6 ⇒ (1, 2, 2, 2) = 7
4d6 ⇒ (4, 1, 3, 3) = 11
4d6 ⇒ (3, 5, 5, 1) = 14
4d6 ⇒ (4, 3, 3, 2) = 12
4d6 ⇒ (3, 3, 4, 6) = 16

Set 9
4d6 ⇒ (6, 6, 2, 1) = 15
4d6 ⇒ (5, 1, 5, 6) = 17
4d6 ⇒ (5, 4, 5, 6) = 20
4d6 ⇒ (1, 4, 3, 4) = 12
4d6 ⇒ (1, 3, 2, 4) = 10
4d6 ⇒ (1, 6, 3, 1) = 11

Set 10
4d6 ⇒ (3, 6, 6, 5) = 20
4d6 ⇒ (4, 6, 3, 4) = 17
4d6 ⇒ (5, 6, 3, 3) = 17
4d6 ⇒ (5, 6, 2, 2) = 15
4d6 ⇒ (1, 4, 6, 2) = 13
4d6 ⇒ (4, 2, 3, 3) = 12

Set 11
4d6 ⇒ (5, 5, 1, 1) = 12
4d6 ⇒ (5, 6, 1, 2) = 14
4d6 ⇒ (6, 4, 3, 5) = 18
4d6 ⇒ (6, 2, 3, 1) = 12
4d6 ⇒ (1, 5, 4, 1) = 11
4d6 ⇒ (4, 1, 5, 6) = 16

D:
Set 1
4d6 ⇒ (3, 3, 6, 2) = 14
4d6 ⇒ (6, 6, 3, 6) = 21
4d6 ⇒ (2, 5, 1, 2) = 10
4d6 ⇒ (5, 3, 4, 5) = 17
4d6 ⇒ (4, 5, 5, 6) = 20
4d6 ⇒ (3, 4, 4, 2) = 13

Set 2
4d6 ⇒ (1, 3, 3, 2) = 9
4d6 ⇒ (1, 4, 6, 3) = 14
4d6 ⇒ (1, 3, 2, 4) = 10
4d6 ⇒ (3, 5, 4, 2) = 14
4d6 ⇒ (1, 1, 2, 2) = 6
4d6 ⇒ (4, 4, 2, 2) = 12

Set 3
4d6 ⇒ (2, 1, 3, 4) = 10
4d6 ⇒ (6, 6, 1, 4) = 17
4d6 ⇒ (3, 2, 4, 6) = 15
4d6 ⇒ (2, 6, 3, 5) = 16
4d6 ⇒ (4, 6, 1, 1) = 12
4d6 ⇒ (2, 4, 2, 5) = 13

Set 4
4d6 ⇒ (6, 5, 5, 5) = 21
4d6 ⇒ (3, 6, 1, 3) = 13
4d6 ⇒ (4, 6, 5, 3) = 18
4d6 ⇒ (4, 3, 6, 5) = 18
4d6 ⇒ (5, 6, 6, 4) = 21
4d6 ⇒ (4, 3, 4, 6) = 17

Set 5
4d6 ⇒ (6, 6, 4, 4) = 20
4d6 ⇒ (1, 2, 4, 3) = 10
4d6 ⇒ (3, 3, 4, 2) = 12
4d6 ⇒ (5, 2, 3, 6) = 16
4d6 ⇒ (6, 2, 4, 1) = 13
4d6 ⇒ (3, 1, 5, 5) = 14

Set 6
4d6 ⇒ (3, 5, 6, 2) = 16
4d6 ⇒ (2, 2, 5, 5) = 14
4d6 ⇒ (5, 6, 2, 1) = 14
4d6 ⇒ (4, 6, 4, 6) = 20
4d6 ⇒ (5, 5, 3, 2) = 15
4d6 ⇒ (4, 1, 6, 4) = 15

Set 7
4d6 ⇒ (4, 1, 1, 4) = 10
4d6 ⇒ (4, 1, 6, 1) = 12
4d6 ⇒ (3, 5, 4, 2) = 14
4d6 ⇒ (3, 3, 4, 2) = 12
4d6 ⇒ (6, 4, 2, 5) = 17
4d6 ⇒ (5, 5, 6, 1) = 17

Set 8
4d6 ⇒ (4, 3, 3, 5) = 15
4d6 ⇒ (1, 4, 5, 4) = 14
4d6 ⇒ (3, 5, 1, 1) = 10
4d6 ⇒ (4, 3, 5, 4) = 16
4d6 ⇒ (3, 2, 1, 4) = 10
4d6 ⇒ (4, 5, 5, 6) = 20

Set 9
4d6 ⇒ (3, 3, 6, 4) = 16
4d6 ⇒ (3, 6, 1, 3) = 13
4d6 ⇒ (6, 5, 1, 1) = 13
4d6 ⇒ (3, 2, 1, 4) = 10
4d6 ⇒ (5, 5, 5, 3) = 18
4d6 ⇒ (4, 2, 3, 4) = 13

Set 10
4d6 ⇒ (1, 2, 6, 6) = 15
4d6 ⇒ (5, 4, 3, 6) = 18
4d6 ⇒ (6, 1, 3, 2) = 12
4d6 ⇒ (1, 3, 4, 6) = 14
4d6 ⇒ (5, 5, 5, 3) = 18
4d6 ⇒ (6, 3, 4, 6) = 19

Set 11
4d6 ⇒ (6, 5, 1, 4) = 16
4d6 ⇒ (1, 1, 3, 3) = 8
4d6 ⇒ (6, 3, 2, 6) = 17
4d6 ⇒ (2, 5, 2, 2) = 11
4d6 ⇒ (2, 2, 2, 3) = 9
4d6 ⇒ (2, 1, 3, 2) = 8

E:
Set 1
4d6 ⇒ (6, 5, 2, 6) = 19
4d6 ⇒ (3, 2, 3, 3) = 11
4d6 ⇒ (5, 6, 2, 4) = 17
4d6 ⇒ (3, 1, 5, 4) = 13
4d6 ⇒ (5, 6, 6, 1) = 18
4d6 ⇒ (2, 3, 2, 2) = 9

Set 2
4d6 ⇒ (5, 1, 1, 1) = 8
4d6 ⇒ (4, 2, 3, 2) = 11
4d6 ⇒ (2, 1, 3, 2) = 8
4d6 ⇒ (1, 1, 3, 2) = 7
4d6 ⇒ (6, 1, 4, 1) = 12
4d6 ⇒ (2, 5, 4, 5) = 16

Set 3
4d6 ⇒ (3, 2, 1, 6) = 12
4d6 ⇒ (2, 5, 3, 2) = 12
4d6 ⇒ (3, 4, 1, 2) = 10
4d6 ⇒ (6, 3, 2, 1) = 12
4d6 ⇒ (4, 3, 3, 6) = 16
4d6 ⇒ (3, 1, 2, 3) = 9

Set 4
4d6 ⇒ (1, 6, 1, 1) = 9
4d6 ⇒ (1, 6, 1, 2) = 10
4d6 ⇒ (5, 1, 3, 2) = 11
4d6 ⇒ (5, 4, 1, 3) = 13
4d6 ⇒ (5, 6, 4, 4) = 19
4d6 ⇒ (1, 4, 5, 5) = 15

Set 5
4d6 ⇒ (2, 2, 1, 3) = 8
4d6 ⇒ (5, 4, 3, 2) = 14
4d6 ⇒ (3, 2, 1, 6) = 12
4d6 ⇒ (3, 5, 6, 2) = 16
4d6 ⇒ (6, 6, 5, 5) = 22
4d6 ⇒ (4, 3, 3, 5) = 15

Set 6
4d6 ⇒ (5, 4, 2, 3) = 14
4d6 ⇒ (1, 6, 2, 4) = 13
4d6 ⇒ (1, 2, 2, 5) = 10
4d6 ⇒ (1, 1, 5, 5) = 12
4d6 ⇒ (6, 4, 4, 5) = 19
4d6 ⇒ (1, 3, 6, 2) = 12

Set 7
4d6 ⇒ (3, 3, 2, 3) = 11
4d6 ⇒ (3, 3, 3, 2) = 11
4d6 ⇒ (3, 2, 4, 1) = 10
4d6 ⇒ (1, 5, 4, 4) = 14
4d6 ⇒ (4, 4, 2, 5) = 15
4d6 ⇒ (4, 4, 2, 3) = 13

Set 8
4d6 ⇒ (4, 4, 1, 2) = 11
4d6 ⇒ (4, 3, 2, 2) = 11
4d6 ⇒ (1, 1, 1, 5) = 8
4d6 ⇒ (1, 1, 3, 2) = 7
4d6 ⇒ (1, 2, 5, 5) = 13
4d6 ⇒ (4, 6, 2, 6) = 18

Set 9
4d6 ⇒ (5, 5, 2, 1) = 13
4d6 ⇒ (5, 2, 6, 3) = 16
4d6 ⇒ (4, 2, 6, 6) = 18
4d6 ⇒ (6, 2, 6, 2) = 16
4d6 ⇒ (3, 4, 5, 3) = 15
4d6 ⇒ (1, 4, 5, 5) = 15

Set 10
4d6 ⇒ (5, 4, 1, 3) = 13
4d6 ⇒ (5, 3, 2, 3) = 13
4d6 ⇒ (2, 1, 1, 1) = 5
4d6 ⇒ (1, 1, 5, 3) = 10
4d6 ⇒ (6, 6, 4, 4) = 20
4d6 ⇒ (1, 5, 6, 5) = 17

Set 11
4d6 ⇒ (3, 1, 6, 6) = 16
4d6 ⇒ (5, 4, 6, 5) = 20
4d6 ⇒ (4, 6, 6, 4) = 20
4d6 ⇒ (6, 5, 4, 1) = 16
4d6 ⇒ (6, 1, 4, 5) = 16
4d6 ⇒ (3, 6, 5, 5) = 19

E 11.

Positive Trait: 1d20 ⇒ 20
Negative Trait: 1d20 ⇒ 3


Wants to join in!!!

Stats: 4d6 ⇒ (1, 3, 4, 4) = 1211
Stats: 4d6 ⇒ (3, 2, 5, 2) = 1210
Stats: 4d6 ⇒ (3, 4, 1, 5) = 1312
Stats: 4d6 ⇒ (5, 4, 3, 6) = 1815
Stats: 4d6 ⇒ (5, 6, 3, 6) = 2017
Stats: 4d6 ⇒ (1, 5, 4, 4) = 1413

Reasonable stat line. I accept...I shall begin work and thinking.

Positive Trait: 1d20 ⇒ 4

Negative Trait: 1d20 ⇒ 15

Starting Gold: 3d6 + 3d6 + 3d6 + 3d6 ⇒ (6, 4, 5) + (1, 5, 4) + (1, 2, 3) + (1, 1, 2) = 35

Barbarian 2(Armor Master)/Fighter 2 (Dragoon)

Str 19+1, Dex 12, Con 17, Int 8, Wis 9, Cha 11

Will be going Soldier...background post to follow. (Also, I took Intimidating Prowess and Called Out as feats.)

Scarab Sages

Holy crap, shady. You rolled 55 times!


Choon wrote:
Holy crap, shady. You rolled 55 times!

Because I knew there was that rare set of numbers out there somewhere that were all 14+.


1 person marked this as a favorite.

Somehow I feel that falls under the line of...don't abuse

Class is Armored Hulk 2/Dragoon 2....made a small error on archetype.


Starting Gold: 5d6 + 5d6 + 5d6 + 5d6 ⇒ (5, 6, 2, 1, 5) + (4, 3, 1, 3, 1) + (1, 3, 5, 1, 5) + (3, 3, 5, 5, 6) = 68

680 gold.


Vin are you using background skills?

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