
wanderer82 |

There henchmen of a halfling paladin, should include a halfling oracle! Hmm, no idea what deity, let's see what the dice say.
str: 10 + 1d6 ⇒ 10 + (6) = 16
dex: 10 + 2d4 ⇒ 10 + (4, 4) = 18
con: 14 - 1d6 ⇒ 14 - (2) = 12
int: 10 + 1d6 ⇒ 10 + (3) = 13
wis: 14 - 1d6 ⇒ 14 - (1) = 13
cha: 10 + 2d4 ⇒ 10 + (3, 4) = 17
Wow, that is definitely workable. It would also make a great swashbuckler, or rogue. Hmmm.....

Xunal |

@ DM The nines:
Okay, here goes …
I'll try for a Tiefling Magus (just because):
[color=blue]Meh![/color] … an 18 point buy equivalent.
With two kinda cruddy stats.
STR: 10 + 1d6 ⇒ 10 + (5) = 15
DEX: 10 + 2d4 ⇒ 10 + (1, 4) = 15
CON: 10 + 1d6 ⇒ 10 + (4) = 14
INT: 10 + 2d4 ⇒ 10 + (4, 2) = 16
WIS: 14 - 1d6 ⇒ 14 - (1) = 13
CHA: 14 - 1d6 ⇒ 14 - (1) = 13
[color=blue]Wooooo![/color] … a 35 point buy equivalent.
And no cruddy stats, even after any racial penalties!
Definitely, this one's a keeper!
Just a couple of questions.
Do you allow either the Myrmidarch (UC) or Eldritch Scion (ACG) magi archetypes?
Do you allow alternate racial heritages for Tieflings?
I do have to go to Vancouver tomorrow morning.
I'll have my laptop with me, though.
So I'll check in some time Tuesday afternoon.
Thanks!

DM The nines |

@ DM The nines:
Okay, here goes …
I'll try for a Tiefling Magus (just because):
** spoiler omitted **
Just a couple of questions.
Do you allow either the Myrmidarch (UC) or Eldritch Scion (ACG) magi archetypes?
Do you allow alternate racial heritages for Tieflings?
I do have to go to Vancouver tomorrow morning.
I'll have my laptop with me, though.
So I'll check in some time Tuesday afternoon.Thanks!
I allow the archtypes certainly, and the variant teifling heritages and abilities. . . you can roll 3 times and choose one of those three rolls.
varient ability rolls teifling: 3d100 ⇒ (75, 8, 10) = 93 or you can choose one I rolled. :) if you roll the same numbers i did reroll

Xunal |

⋮ trimming a bit
I allow the archtypes certainly, and the variant teifling heritages and abilities. . . you can roll 3 times and choose one of those three rolls.
[color=green]varient ability rolls teifling: 3d100 (75,8,10)[/color] or you can choose one I rolled. :) if you roll the same numbers i did reroll
Cool!
I'll take a chance on rolling my own:
variant tiefling ability #1: 1d100 ⇒ 50 = . . "Your skin is unnaturally tough, granting you a +1 natural bonus to your AC."
variant tiefling ability #2: 1d100 ⇒ 27 = . . "You can speak two additional languages spoken by extraplanar beings."
variant tiefling ability #3: 1d100 ⇒ 49 = . . [color=purple]"You are healed by both positive and negative channeled energy."[/color]
Number 49 is the absoluely-for-sure winner!!
Certainly off to a promising start with all the rolls and numbers so far!
Now, I really must be off. I'll have some numbers crunched via Hero Lab by tomorrow.
Thanks again!

DM The nines |

DM The nines wrote:⋮ trimming a bit
I allow the archtypes certainly, and the variant teifling heritages and abilities. . . you can roll 3 times and choose one of those three rolls.
[color=green]varient ability rolls teifling: 3d100 (75,8,10)[/color] or you can choose one I rolled. :) if you roll the same numbers i did reroll
Cool!
I'll take a chance on rolling my own:
[dice=variant tiefling ability #1]1d100 = . . "Your skin is unnaturally tough, granting you a +1 natural bonus to your AC."
[dice=variant tiefling ability #2]1d100 = . . "You can speak two additional languages spoken by extraplanar beings."
[dice=variant tiefling ability #3]1d100 = . . [color=purple]"You are healed by both positive and negative channeled energy."[/color]Number 49 is the absoluely-for-sure winner!!
Certainly off to a promising start with all the rolls and numbers so far!
Now, I really must be off. I'll have some numbers crunched via Hero Lab by tomorrow.
Thanks again!
yeah wow #49 is pretty sweet good roll!

Gilthanis |

I played "Katja" in the first attempt. Okay if I re-roll stats and try again :). My first thought is a Halfling Ranger, favored enemy animals. Profession cook, to turn the wild game into decent food fare. Reason to be there...still thinkzing on that one.
Strength 14 - 1d6 ⇒ 14 - (4) = 10
Dexterity 10 + 2d4 ⇒ 10 + (1, 2) = 13
Constitution 10 + 1d6 ⇒ 10 + (1) = 11
Intelligence 10 + 1d6 ⇒ 10 + (4) = 14
Wisdom 10 + 2d4 ⇒ 10 + (3, 3) = 16
Charisma 14 - 1d6 ⇒ 14 - (5) = 9

DM The nines |

I probably should have posted it on the recruitment post. But I do crafting simular to the unchained rules but with a bonus added for all sorts of variables.
Want to make leather armor and youve just slain a magical beast?
Using its skin would add a bonus.
making a magic potion and you've collected magical fungus found in a dungeon? bonus!
Are you enchanting a magical axe and have red dragon scales and teeth?
Bonus!
also why we are not using background skills per the pathfinder rules if you want to pick up one (1) background craft or profession or perform skill please do so, It will auto rank up with you as you level. Just let me know which one.

Nicenzia Immortuos |

I probably should have posted it on the recruitment post. But I do crafting simular to the unchained rules but with a bonus added for all sorts of variables.
Want to make leather armor and youve just slain a magical beast?
Using its skin would add a bonus.making a magic potion and you've collected magical fungus found in a dungeon? bonus!
Are you enchanting a magical axe and have red dragon scales and teeth?
Bonus!
also why we are not using background skills per the pathfinder rules if you want to pick up one (1) background craft or profession or perform skill please do so, It will auto rank up with you as you level. Just let me know which one.
I would tkae Craft jewelry it fits with my char never have been able to buy her own but made makeshift for herself. And I can use it if I decide to craft magical items along the way.

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I played "Katja" in the first attempt. Okay if I re-roll stats and try again :). My first thought is a Halfling Ranger, favored enemy animals. Profession cook, to turn the wild game into decent food fare. Reason to be there...still thinkzing on that one.
Strength 14-1d6
Dexterity 10+2d4
Constitution 10+1d6
Intelligence 10+1d6
Wisdom 10+2d4
Charisma 14-1d6
Do not forget you get a reroll if you wish and you can then choose between roll 1 and 2 not that those rolls were terrible, but perhaps you could do better? Oh and glad to see you back too! :)

Nizvit the Kobold |

The noble story of Nizvit the Just
He hails from a noble line of those devoted to Apsu. Raised and taught the ways of virtue. Trust. Honour. Combat. He was instilled with the duty to protect those around him. Stand up for the weak and those who could not help themselves. His calling was clear and he kept in with little hesitancy. All would understand that he was not to be trifled with. He was on a mission from Apsu himself. With such a short life span, he would take the world by storm!
Yes. That's what you would like to hear. The truth is more… real. Hah. So. Let's get to the real story of tiny little Nizvit. Nizvit the scorned. Nizvit the ridiculed. Nizvit the outcast.
So the little whipper snapper was the runt of his clutch. The only real defining feature he had was that his scales were so dark green he could be mistaken to have had black scales, And a pair of very small wings. He grew up being bullied because of his size. His stature. Heck. He was barely taught the basic skills most kobolds had. He worked hard to learn them on his own. So eventually he left. Snuck away when no-one was watching. Being small. Dark and easily written off, it was not difficult.
The next year he travelled and hid. Avoiding the other races of the world. He slowly became aware of an unseen hand guiding him. And then one day, he stumbled into a lone orc hunter. He was sure he would perish. But wonder over wonder he killed the orc. And he felt something speak to him. Apsu. He was commisioned to spread his work and guidence to the rest of the world. And the orc’s bow would be his tool.
And so the journey of Nizvit, hunter and champion of Apsu begin
And now I believe his submission is complete

Gilthanis |

Str 14 - 1d6 ⇒ 14 - (4) = 10
Dex 10 + 2d4 ⇒ 10 + (4, 1) = 15
Con 10 + 1d6 ⇒ 10 + (1) = 11
Int 10 + 1d6 ⇒ 10 + (4) = 14
Wis 10 + 2d4 ⇒ 10 + (4, 4) = 18
Cha 14 - 1d6 ⇒ 14 - (5) = 9
Almost identical stats...wow. Probably secretly no set as an 18 via rng is too tempting to pass up. Only difference is dex/wis...wow indeed.
Will get wiring on it sometime today.

GM Red Box |

If I wanted to do an older wizard (coming out of retirement) would you impose age modifiers?
Int: 10 + 2d4 ⇒ 10 + (2, 3) = 15
Dex: 10 + 2d4 ⇒ 10 + (2, 1) = 13
Cha: 10 + 1d6 ⇒ 10 + (5) = 15
Con: 10 + 1d6 ⇒ 10 + (3) = 13
Wis: 14 - 1d6 ⇒ 14 - (2) = 12
Str: 14 - 1d6 ⇒ 14 - (1) = 13
Well hard to get more balanced then that set I guess.

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If I wanted to do an older wizard (coming out of retirement) would you impose age modifiers?
[dice= Int] 10+2d4
[dice= Dex] 10+2d4
[dice= Cha] 10+1d6
[dice= Con] 10+1d6
[dice= Wis] 14-1d6
[dice= Str] 14-1d6
Well hard to get more balanced then that set I guess.
are you looking at being middle age, old, or venerable?

GM Red Box |

Ryenalt The Archaeologist
“No, no. I don’t do that sort of thing any more. Though this does remind me of a time, has to be 40 years ago, we are out on the open sea and… well never mind.”
The thing older man with weathered features shifts in his seat at the tavern. He unconsciously rubs his ring.
“Well young lady, I don’t even have a spell book any more but you say they are just shaking you down for a few dollars each week? Well, even without a book I know some things. Lead me.”
He gathers himself, checks his robes and walks out leaning on his staff. Naturally he continues talking.
“You know I was an adventure once…. Very fun life. One time I saved the most beautiful woman, long golden hair, part elf I think… well she couldn’t thank me enough and……..”
Anyone listening could tell he was going to talk until the poor girl got him where they were going. At some point he mention that his companions called him the Archaeologist as a jest because he so often worked with dead things and necrotic powers.
************
A decade ago Ryenalt was still active but after a nasty tussle with an orc which was the host of a demon he felt he had had enough and retired. Quickly board he took on a student or two and worked as a scribe when needed. As a final commitment to his retirement he gave his large spellbook to his final student keeping only a small beginners book for himself.
During his adventuring days he found a facility in working with the dead and undead and found more and more of his magics focusing in the necromantic line. A line that can be difficulty on the ones soul he strove to do what was right and even adopted a fairly ridged standard of following the what he considered the natural laws whenever he could.
A recent interaction with some street though has made him think he may have retired too soon and he plans to inquire with Colewin Binderbook if he can be of any help.
Note :
Depending on how you want to treat age I may make him a bit older.
Ryenalt The Archaeologist
Male human necromancer 1
LN Medium humanoid (human)
Init +1; Senses Perception +1
--------------------
Defense
--------------------
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 8 (1d6+2)
Fort +1, Ref +1, Will +3; +2 trait bonus vs. illusion
--------------------
Offense
--------------------
Speed 30 ft.
Melee quarterstaff +1 (1d6+1)
Arcane School Spell-Like Abilities (CL 1st; concentration +4)
. . 6/day—grave touch (1 round)
Necromancer Spells Prepared (CL 1st; concentration +4)
. . 1st—cause fear (DC 14), grease, ray of enfeeblement (DC 14)
. . 0 (at will)—bleed (DC 13), disrupt undead, light
. . Opposition Schools Abjuration, Divination
--------------------
Statistics
--------------------
Str 13, Dex 13, Con 13, Int 17, Wis 12, Cha 15
Base Atk +0; CMB +1; CMD 12
Feats Command Undead, Persuasive, Scribe Scroll, Spell Mastery
Traits skeptic, trustworthy
Skills Bluff +2 (+3 to fool others), Diplomacy +5, Intimidate +4, Knowledge (arcana) +7, Knowledge (dungeoneering) +7, Knowledge (geography) +7, Knowledge (history) +7, Knowledge (religion) +7, Spellcraft +7
Languages Common, Daemonic, Elven, Goblin
SQ arcane bond (silver ring), power over undead
Other Gear quarterstaff, silver ring, backpack, bedroll, belt pouch, flint and steel, ink, inkpen, mess kit[UE], parchment (10), scroll belt[UI], scroll case, scroll case, soap, spell component pouch, trail rations (5), waterproof bag[UE], waterskin, wizard starting spellbook, 95 gp, 1 sp
--------------------
Special Abilities
--------------------
Abjuration You must spend 2 slots to cast spells from the Abjuration school.
Arcane Bond (Silver Ring) (1/day) (Sp) Use object to cast any spell in your spellbook. Without it, Concentration required to cast spells (DC20 + spell level).
Command Undead (DC 12) (Su) Receive Command Undead or Turn Undead as a bonus feat.
Divination You must spend 2 slots to cast spells from the Divination school.
Grave Touch (1 round, 6/day) (Sp) As a standard action, touch shakes living foe 1 rds (frighten 1 rd if already shaken).
Necromancy The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Spell Mastery (Ray of Enfeblement / Cause Fear / Grease) You can prepare the chosen spells without a spellbook.
--------------------
Ryenalt The Archaeologist
“No, no. I don’t do that sort of thing any more. Though this does remind me of a time, has to be 40 years ago, we are out on the open sea and… well never mind.”
The thing older man with weathered features shifts in his seat at the tavern. He unconsciously rubs his ring.
“Well young lady, I don’t even have a spell book any more but you say they are just shaking you down for a few dollars each week? Well, even without a book I know some things. Lead me.”
He gathers himself, checks his robes and walks out leaning on his staff. Naturally he continues talking.
“You know I was an adventure once…. Very fun life. One time I saved the most beautiful woman, long golden hair, part elf I think… well she couldn’t thank me enough and……..”
Anyone listening could tell he was going to talk until the poor girl got him where they were going. At some point he mention that his companions called him the Archaeologist as a jest because he so often worked with dead things and necrotic powers.
************
A decade ago Ryenalt was still active but after a nasty tussle with an orc which was the host of a demon he felt he had had enough and retired. Quickly board he took on a student or two and worked as a scribe when needed. As a final commitment to his retirement he gave his large spellbook to his final student keeping only a small beginners book for himself.
During his adventuring days he found a facility in working with the dead and undead and found more and more of his magics focusing in the necromantic line. A line that can be difficulty on the ones soul he strove to do what was right and even adopted a fairly ridged standard of following the what he considered the natural laws whenever he could.
A recent interaction with some street though has made him think he may have retired too soon and he plans to inquire with Colewin Binderbook if he can be of any help.
Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Tindertwig&Dirtbag |

This would be Dorian's possible admission; prior to edit.
Str: 10 + 1d6 ⇒ 10 + (3) = 13
Dex: 10 + 2d4 ⇒ 10 + (4, 1) = 15
Con: 10 + 1d6 ⇒ 10 + (2) = 12
Int: 14 - 1d6 ⇒ 14 - (1) = 13
Wis: 10 + 2d4 ⇒ 10 + (2, 3) = 15
Cha: 14 - 1d6 ⇒ 14 - (5) = 9
Or
Str: 10 + 1d6 ⇒ 10 + (3) = 13
Dex: 10 + 2d4 ⇒ 10 + (4, 4) = 18
Con: 10 + 1d6 ⇒ 10 + (5) = 15
Int: 14 - 1d6 ⇒ 14 - (5) = 9
Wis: 10 + 2d4 ⇒ 10 + (2, 4) = 16
Cha: 14 - 1d6 ⇒ 14 - (3) = 11

Chobo |

@DM The Nines: If you are amendable to a submission from a Newb I'll give it a shot. If not it's always fun to roll some dice ;)
Main: 10 + 2d4 ⇒ 10 + (1, 1) = 12
Main: 10 + 2d4 ⇒ 10 + (2, 2) = 14
Normal: 10 + 1d6 ⇒ 10 + (5) = 15
Normal: 10 + 1d6 ⇒ 10 + (5) = 15
Sub: 14 - 1d6 ⇒ 14 - (1) = 13
Sub: 14 - 1d6 ⇒ 14 - (6) = 8
I can work with those. I want to read up on Druma before I decide on what to submit.

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This sounds both fun and interesting. Plus you mentioned Living Greyhawk which gives you lots of bonus points in my book. :) I would love to try to play a character headed towards a Dragon Disciple. I know that is a long investment but I'll try to enjoy the journey too.
Here goes.
Strength: 2d4 + 10 ⇒ (2, 2) + 10 = 14
Charisma: 2d4 + 10 ⇒ (1, 2) + 10 = 13
Con: 1d6 + 10 ⇒ (6) + 10 = 16
Dex: 1d6 + 10 ⇒ (5) + 10 = 15
Int: 14 - 1d6 ⇒ 14 - (2) = 12
Wis: 14 - 1d6 ⇒ 14 - (4) = 10
Well that is sorta crappy main stats even though its a good total set of stats, so I'll try it again.
Strength: 2d4 + 10 ⇒ (4, 4) + 10 = 18
Charisma: 2d4 + 10 ⇒ (4, 1) + 10 = 15
Dex: 1d6 + 10 ⇒ (3) + 10 = 13
Con: 1d6 + 10 ⇒ (6) + 10 = 16
Int: 14 - 1d6 ⇒ 14 - (1) = 13
Wis: 14 - 1d6 ⇒ 14 - (3) = 11
Much better. I think I will start out as a Human Bloodrager that will eventually go with natural weapons. Let me see what I can do with it. Hmm He is feeling Shoanti.

DM The nines |

@DM The Nines: If you are amendable to a submission from a Newb I'll give it a shot. If not it's always fun to roll some dice ;)
[dice=Main]10+2d4
[dice=Main]10+2d4
[dice=Normal]10+1d6
[dice=Normal]10+1d6
[dice=Sub]14-1d6
[dice=Sub]14-1d6I can work with those. I want to read up on Druma before I decide on what to submit.
Of course, we all have to start somewhere. Do remember you can reroll all your stats once and choose which set you like.
My take on Druma is basically wallstreet economics meets middle eastern city vibe. Money is the path to true salvation. Makes being a mercenary lucrative :)

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This would be Dorian's possible admission; prior to edit.
[dice=Str]10+1d6
[dice=Dex]10+2d4
[dice=Con]10+1d6
[dice=Int]14-1d6
[dice=Wis]10+2d4
[dice=Cha]14-1d6Or
[dice=Str]10+1d6
[dice=Dex]10+2d4
[dice=Con]10+1d6
[dice=Int]14-1d6
[dice=Wis]10+2d4
[dice=Cha]14-1d6
Awesome look forward to seeing what you finalize as :)

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This sounds both fun and interesting. Plus you mentioned Living Greyhawk which gives you lots of bonus points in my book. :) I would love to try to play a character headed towards a Dragon Disciple. I know that is a long investment but I'll try to enjoy the journey too.
Here goes.
[dice=Strength]2d4+10
[dice=Charisma]2d4+10[dice=Con]1d6+10
[dice=Dex]1d6+10[dice=Int]14-1d6
[dice=Wis]14-1d6Well that is sorta crappy main stats even though its a good total set of stats, so I'll try it again.
[dice=Strength]2d4+10
[dice=Charisma]2d4+10[dice=Dex]1d6+10
[dice=Con]1d6+10[dice=Int]14-1d6
[dice=Wis]14-1d6Much better. I think I will start out as a Human Bloodrager that will eventually go with natural weapons. Let me see what I can do with it. Hmm He is feeling Shoanti.
Living Greyhawk was excellent. I do so miss the world of greyhawk. Looking forward to your finished submission.

TheWaskally |

(Main) Str: 10 + 2d4 ⇒ 10 + (4, 2) = 16
(Normal) Dex: 10 + 1d6 ⇒ 10 + (6) = 16
(Sub) Con: 14 - 1d6 ⇒ 14 - (5) = 9
(Normal) Int: 10 + 1d6 ⇒ 10 + (2) = 12
(Sub) Wis: 14 - 1d6 ⇒ 14 - (6) = 8
(Main) Cha: 10 + 2d4 ⇒ 10 + (4, 2) = 16
Well, that's interesting. I personally beileve all ability scores are important, but this was a good exercise. I will be crafting a suli (got permission from THeNine) eldritch scion for submission.

DM The nines |

[dice=(Main) Str]10 + 2d4
[dice=(Normal) Dex]10 + 1d6
[dice=(Sub) Con]14 - 1d6
[dice=(Normal) Int]10 + 1d6
[dice=(Sub) Wis]14 - 1d6
[dice=(Main) Cha]10 + 2d4
Well, that's interesting. I personally beileve all ability scores are important, but this was a good exercise. I will be crafting a suli (got permission from THeNine) eldritch scion for submission.
Looking forward to your submission :)

CariMac |

First Roll Copied Here for Clarity:
Str: 14 - 1d6 ⇒ 14 - (1) = 13
Dex: 10 + 2d4 ⇒ 10 + (3, 4) = 17
Con: 14 - 1d6 ⇒ 14 - (6) = 8
Int: 10 + 1d6 ⇒ 10 + (1) = 11
Wis: 10 + 1d6 ⇒ 10 + (4) = 14
Chr: 10 + 2d4 ⇒ 10 + (1, 4) = 15
Second Roll:
Str: 14 - 1d6 ⇒ 14 - (2) = 12
Dex: 10 + 2d4 ⇒ 10 + (3, 4) = 17
Con: 14 - 1d6 ⇒ 14 - (6) = 8
Int: 10 + 1d6 ⇒ 10 + (1) = 11
Wis: 10 + 1d6 ⇒ 10 + (2) = 12
Chr: 10 + 2d4 ⇒ 10 + (2, 1) = 13
Taking the first set.