Toss the Dice(A randomized dungeon crawl)

Game Master Monkeygod


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This is the official recruitment thread for a game where you will roll to determine things like class and race.

Archetypes are allowed, and can be chosen by you to modify the class you end up with.

To hopefully offset a player getting stuck with something they just flat out dislike, you may each roll three times, then pick one to play.

Character Creation

Ability scores: 4d6, drop lowest. If you are really unhappy with your stats, we can try to work something out. While the point is to truly let the dice decide stuff, I don't want my players not having fun.

Races:

1)Aasimars

2)Catfolk

3)Changelings

4)Dhampirs

5)Drow

6)Duergar

7)Dwarf

8)Elf

9)Gillmen

10)Gnome

11)Goblin

12)Grippli

13)Half-Elf

14)Half-Orc

15)Halfling

16)Hobgoblin

17)Human

18)Ifrit

19)Kitsune

20)Kobold

21)Merfolk

22)Nagaji

23)Orc

24)Oread

25)Ratfolk

26)Ssamsarans

27)Strix

28)Suli

29)Svirfneblin

30)Sylph

31)Tengu

32)Tieflings

33)Undines

34)Vanaras

35)Vishkanyas

36)Wayangs

Also, you can further customize your race via any of the alternate race traits listed under each race's entry in the ARG.

Classes:

1)Alchemist

2)Barbarian

3)Bard

4)Cavalier

5)Cleric

6)Druid

7)Fighter

8)Gunslinger

9)Inquisitor

10)Magus

11)Monk

12)Ninja

13)Oracle

14)Paladin

15)Ranger

16)Rogue

17)Samurai

18)Sorcerer

19)Summoner

20)Witch

21)Wizard

Again, all Paizo archetypes are allowed.

Starting level 1d3 ⇒ 2

Starting wealth 5d6 ⇒ (4, 3, 3, 4, 4) = 18 x10= 200g

Traits 2, not sure I'll allow a drawback for a third, because with this being a dungeon crawl, many won't matter.

Alignment No evil, but if you're feeling lucky, feel free to roll for your alignment.

Feats Since this is going to be dungeon crawl, lets go with everybody getting one bonus combat feat, to show that you've trained a bit more to kick ass.

Health Max HP per level.

If I missed anything, feel free to ask/point it out.

Recruitment will be open to **at least** Tuesday, June 17th. I might close to new applications before then, but next weekend is very busy for me, and I have a RL game on the 16th, so I will not make final selections till the 17th.


Here's my first attempt:
Ability scores:
4d6 ⇒ (5, 6, 2, 5) = 18 16
4d6 ⇒ (5, 3, 6, 4) = 18 15
4d6 ⇒ (6, 2, 4, 3) = 15 13
4d6 ⇒ (3, 5, 1, 6) = 15 14
4d6 ⇒ (4, 6, 4, 5) = 19 15
4d6 ⇒ (2, 4, 1, 6) = 13 12
Not bad...
race: 1d36 ⇒ 26
Samsaran
class: 1d21 ⇒ 8
Gunslinger
starting level: 1d3 ⇒ 1
starting wealth: 5d6 ⇒ (4, 6, 3, 4, 1) = 18


And since I'm not all that wild about gunslingers, here are too others:
Ability scores:
4d6 ⇒ (4, 2, 1, 3) = 10 9
4d6 ⇒ (3, 1, 3, 4) = 11 10
4d6 ⇒ (5, 2, 2, 6) = 15 13
4d6 ⇒ (6, 3, 3, 2) = 14 12
4d6 ⇒ (4, 2, 1, 2) = 9 8
4d6 ⇒ (2, 4, 5, 1) = 12 11
Ouch...:)
race: 1d36 ⇒ 7
Dwarf
class: 1d21 ⇒ 13
Oracle
starting level: 1d3 ⇒ 1
starting wealth: 5d6 ⇒ (5, 1, 1, 1, 1) = 9

Ability scores:
4d6 ⇒ (5, 1, 3, 2) = 11 10
4d6 ⇒ (2, 2, 5, 5) = 14 12
4d6 ⇒ (4, 5, 5, 1) = 15 14
4d6 ⇒ (5, 4, 3, 2) = 14 12
4d6 ⇒ (3, 2, 1, 4) = 10 9
4d6 ⇒ (2, 4, 2, 5) = 13 11

race: 1d36 ⇒ 12
Grippili
class: 1d21 ⇒ 11
Monk
starting level: 1d3 ⇒ 2
starting wealth: 5d6 ⇒ (1, 4, 3, 4, 4) = 16


Here we go.

stats: 4d6 ⇒ (4, 4, 5, 6) = 19 15
stats: 4d6 ⇒ (5, 3, 3, 5) = 16 13
stats: 4d6 ⇒ (4, 2, 3, 5) = 14 12
stats: 4d6 ⇒ (2, 2, 3, 1) = 8 7
stats: 4d6 ⇒ (3, 5, 3, 4) = 15 12
stats: 4d6 ⇒ (2, 5, 5, 2) = 14 12

Race: 1d36 ⇒ 11 Goblin

Class: 1d21 ⇒ 19 Summoner
Class: 1d21 ⇒ 10 Magus
Class: 1d21 ⇒ 16 Rogue

So we'll have a Goblin Summoner. This is my first play by post so be gentle please. :)


Just to be clear, I rolled to see what level the party started with, so you all don't need to roll that as well.

Everybody is level one, per my above roll

The same is true for starting wealth.

You all get 200g to start with

Also, if your ability scores do not a total of +3 in modifiers, you get a free re-roll.

I seem to recall a more official rule on this, but I seem unable to find it. If somebody can track that down, please share it here.


Unless I'm going blind as well as deaf I believe above you said the starting level is two.

Voice of Awesomeness wrote:
Starting level 1d3 ⇒ 2


Well, that's suspicious. I know for a fact I not only rolled a 1 for starting level, but also a 20 for wealth, hence how I got 200g. 20x10=200g. I wrote x20 above, but that was a mistake I corrected.

Starting level is now 2. F U dice shenanigans!

Starting wealth is 200g

I no longer trust the dice, I have been betrayed.


Ability Score: 4d6 ⇒ (2, 3, 2, 1) = 8 7
Ability Score: 4d6 ⇒ (1, 2, 3, 4) = 10 9
Ability Score: 4d6 ⇒ (6, 2, 5, 5) = 18 16
Ability Score: 4d6 ⇒ (1, 2, 5, 6) = 14 13
Ability Score: 4d6 ⇒ (6, 5, 1, 1) = 13 12
Ability Score: 4d6 ⇒ (2, 2, 3, 1) = 8 7

Race: 1d36 ⇒ 10 Gnome

Class: 1d21 ⇒ 19 Summoner

Terrible.


Ability Score: 4d6 ⇒ (1, 2, 6, 6) = 15 14
Ability Score: 4d6 ⇒ (3, 4, 3, 1) = 11 10
Ability Score: 4d6 ⇒ (2, 5, 4, 1) = 12 11
Ability Score: 4d6 ⇒ (2, 6, 4, 6) = 18 16
Ability Score: 4d6 ⇒ (3, 6, 5, 6) = 20 17
Ability Score: 4d6 ⇒ (2, 6, 2, 1) = 11 10

race: 1d36 ⇒ 4
Dhampir
Class: 1d21 ⇒ 13
Oracle

Hmmn not bad

Ability Score: 4d6 ⇒ (1, 5, 6, 5) = 17 16
Ability Score: 4d6 ⇒ (4, 6, 6, 6) = 22 18
Ability Score: 4d6 ⇒ (6, 4, 4, 2) = 16 14
Ability Score: 4d6 ⇒ (6, 1, 6, 1) = 14 13
Ability Score: 4d6 ⇒ (5, 6, 1, 4) = 16 15
Ability Score: 4d6 ⇒ (6, 2, 2, 5) = 15 13

race: 1d36 ⇒ 12
Grippli?
Class: 1d21 ⇒ 2
Barbarian

....Just gonna try a different race if thats ok, I mean a small frog barbarian is comical and all but come on.


Ability Score: 4d6 ⇒ (3, 1, 1, 1) = 6 - 5
Ability Score: 4d6 ⇒ (2, 6, 5, 5) = 18 - 16
Ability Score: 4d6 ⇒ (6, 6, 6, 2) = 20 - 18
Ability Score: 4d6 ⇒ (4, 6, 4, 6) = 20 - 16
Ability Score: 4d6 ⇒ (6, 3, 3, 4) = 16 - 13
Ability Score: 4d6 ⇒ (3, 3, 5, 2) = 13 - 11
Race: 1d36 ⇒ 19 - Kitsune
Class: 1d21 ⇒ 3 - Bard


Whohoo random

The Tiefling bard:

Stats: 4d6 ⇒ (4, 4, 6, 6) = 20 16
Stats: 4d6 ⇒ (1, 3, 3, 4) = 11 10
Stats: 4d6 ⇒ (4, 5, 6, 2) = 17 15
Stats: 4d6 ⇒ (4, 6, 3, 5) = 18 15
Stats: 4d6 ⇒ (5, 4, 1, 1) = 11 10
Stats: 4d6 ⇒ (6, 2, 5, 1) = 14 13

Race: 1d36 ⇒ 32 Tiefling

Class: 1d21 ⇒ 3 Bard
Not much of a bard person... soo
In retrospect this may be the more interesting (read "I can use this") of the bunch

Loves the sensation of death:

Stats: 4d6 ⇒ (6, 4, 5, 2) = 17 15
Stats: 4d6 ⇒ (1, 4, 4, 2) = 11 10
Stats: 4d6 ⇒ (2, 4, 6, 4) = 16 14
Stats: 4d6 ⇒ (3, 3, 3, 2) = 11 9
Stats: 4d6 ⇒ (1, 6, 5, 2) = 14 13
Stats: 4d6 ⇒ (3, 4, 2, 1) = 10 9

Race: 1d36 ⇒ 2 catfolk

Class: 1d21 ⇒ 11 Monk
A catfolk monk, deadly (or should I say soon to be dead.) One final try (just for the fun of it.)


The charming, not so smart wizard:

Stats: 4d6 ⇒ (3, 3, 4, 6) = 16 13
Stats: 4d6 ⇒ (4, 1, 6, 1) = 12 11
Stats: 4d6 ⇒ (5, 2, 4, 4) = 15 13
Stats: 4d6 ⇒ (3, 4, 2, 6) = 15 13
Stats: 4d6 ⇒ (2, 5, 5, 1) = 13 12
Stats: 4d6 ⇒ (5, 6, 4, 6) = 21 17

Race: 1d36 ⇒ 5 Drow

Class: 1d21 ⇒ 21 Wizard
An extremely charismatic wizard

Also my first PbP time.

Dark Archive

Lets see then:

4d6 ⇒ (5, 2, 6, 2) = 15 13
4d6 ⇒ (2, 6, 2, 1) = 11 10
4d6 ⇒ (2, 4, 3, 6) = 15 13
4d6 ⇒ (4, 4, 5, 1) = 14 13
4d6 ⇒ (3, 3, 4, 3) = 13 10
4d6 ⇒ (4, 3, 1, 1) = 9 8
Jeez, that's rough totals +2, so re-roll

4d6 ⇒ (6, 6, 1, 4) = 17 16
4d6 ⇒ (5, 6, 3, 4) = 18 15
4d6 ⇒ (5, 5, 2, 3) = 15 13
4d6 ⇒ (6, 4, 3, 1) = 14 13
4d6 ⇒ (6, 3, 1, 6) = 16 15
4d6 ⇒ (2, 2, 6, 1) = 11 10
More like it.

Race: 1d36 ⇒ 1 Aasimar
Class: 1d21 ⇒ 4 Cavalier

Hmm, not either things I'd normally play, I'll have to look up Cavaliers.

Silver Crusade

4d6 ⇒ (2, 4, 6, 1) = 13 12
4d6 ⇒ (5, 3, 1, 4) = 13 12
4d6 ⇒ (5, 4, 4, 5) = 18 14
4d6 ⇒ (5, 6, 1, 6) = 18 17
4d6 ⇒ (5, 4, 3, 4) = 16 13
4d6 ⇒ (2, 1, 4, 6) = 13 12

Race: 1d36 ⇒ 22 Najaki

Class: 1d21 ⇒ 13 Oracle

Not a bad character at all Waves mystery? maybe Dual cursed lame/legalistic


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By the way. You can assign your ability scores however you want.

Just because the last number you rolled was a 17, does not mean that's your Charisma score, unless you want it to be.

Sedoriku, for that Catfolk Monk, you rolled a pair of nines, which are -1. That drops your total modifiers to +1, I believe, allowing you a re-roll there.

Would somebody like to lend a hand and just double check the various ability score rolls and make sure those whose mods do not add up to +3 get their re-roll?

I'll try to stay on top of it, but with so many players and three sets of rolls, it's gonna be hard. Especially once the week starts and I'm working and such.


Voice of Awesomeness wrote:
Also, if your ability scores do not a total of +3 in modifiers, you get a free re-roll.

Okay then, this is a reroll for the second character I rolled (the dwarf oracle):

4d6 ⇒ (1, 5, 3, 3) = 12 11
4d6 ⇒ (4, 6, 5, 1) = 16 15
4d6 ⇒ (5, 1, 2, 2) = 10 9
4d6 ⇒ (1, 6, 6, 1) = 14 13
4d6 ⇒ (2, 5, 2, 4) = 13 11
4d6 ⇒ (1, 1, 4, 5) = 11 10
That looks better.

I think I'm going to go with my third roll, though:
grippli monk, ability scores (before racial adjustment) 14 12 12 11 10 9.
I'll start making it.


class: 1d36 ⇒ 16
class: 1d21 ⇒ 8 hibgoblin gunslinger

class: 1d36 ⇒ 22
class: 1d21 ⇒ 15 nagaji ranger

class: 1d36 ⇒ 31
class: 1d21 ⇒ 16 tengu rogue

talk about lucky!!! Tough choice.


Orc Wizard (ugh! almost unplayable):
Ability Scores: 4d6 ⇒ (4, 2, 1, 1) = 8 7
Ability Scores: 4d6 ⇒ (4, 5, 3, 3) = 15 12
Ability Scores: 4d6 ⇒ (2, 6, 6, 2) = 16 14
Ability Scores: 4d6 ⇒ (1, 4, 6, 3) = 14 13
Ability Scores: 4d6 ⇒ (6, 5, 4, 3) = 18 15
Ability Scores: 4d6 ⇒ (4, 5, 1, 5) = 15 14

Race: 1d36 ⇒ 23 Orc
Class: 1d21 ⇒ 21 Wizard

Kobold Alchemist (major weaksauce):
Ability Scores: 4d6 ⇒ (3, 2, 6, 1) = 12 11
Ability Scores: 4d6 ⇒ (5, 4, 5, 2) = 16 14
Ability Scores: 4d6 ⇒ (4, 1, 4, 4) = 13 12
Ability Scores: 4d6 ⇒ (1, 1, 5, 2) = 9 8
Ability Scores: 4d6 ⇒ (4, 1, 3, 5) = 13 12
Ability Scores: 4d6 ⇒ (6, 4, 3, 1) = 14 13

Race: 1d36 ⇒ 20 Kobold
Class: 1d21 ⇒ 1 Alchemist

Vanara Bard (sounds fun!):
Ability Scores: 4d6 ⇒ (2, 1, 2, 5) = 10 9
Ability Scores: 4d6 ⇒ (6, 2, 3, 6) = 17 15
Ability Scores: 4d6 ⇒ (5, 6, 1, 6) = 18 17
Ability Scores: 4d6 ⇒ (6, 4, 1, 1) = 12 11
Ability Scores: 4d6 ⇒ (2, 1, 6, 5) = 14 13
Ability Scores: 4d6 ⇒ (4, 3, 3, 3) = 13 10

Race: 1d36 ⇒ 34 Vanara
Class: 1d21 ⇒ 3 Bard

Never played a Vanara before. I'll put my thinking cap on. :-)

Dark Archive

Missed where we could roll up 3:
Character 2
4d6 ⇒ (5, 1, 4, 1) = 11 10
4d6 ⇒ (3, 1, 1, 4) = 9 8
4d6 ⇒ (1, 6, 1, 2) = 10 9
4d6 ⇒ (6, 5, 1, 4) = 16 15
4d6 ⇒ (4, 3, 5, 3) = 15 12
4d6 ⇒ (2, 4, 1, 2) = 9 6
Bleaugh, dice roller hates me: Reroll:
4d6 ⇒ (5, 5, 1, 6) = 17 16
4d6 ⇒ (5, 5, 5, 6) = 21 16
4d6 ⇒ (6, 4, 3, 2) = 15 13
4d6 ⇒ (5, 3, 1, 1) = 10 9
4d6 ⇒ (6, 1, 6, 2) = 15 14
4d6 ⇒ (3, 4, 2, 5) = 14 12

Race: 1d36 ⇒ 11 Goblin
Class: 1d21 ⇒ 18 Sorcerer

Character 3
4d6 ⇒ (2, 5, 2, 6) = 15 13
4d6 ⇒ (2, 4, 4, 6) = 16 14
4d6 ⇒ (2, 3, 1, 5) = 11 10
4d6 ⇒ (2, 1, 4, 4) = 11 10
4d6 ⇒ (5, 4, 1, 4) = 14 13
4d6 ⇒ (6, 3, 3, 1) = 13 12

Race: 1d36 ⇒ 8 Elf
Class: 1d21 ⇒ 17 Samurai

Hmmm, Think I'll stick with the Aasimar Cavalier after all.


wait i am confused do we get three tries plus the chance of a re-roll I read the original and I though you can roll once and only get a re-roll if you total mod is < +3

well I'll roll and see what I get:

rolls:

4d6 ⇒ (5, 1, 5, 5) = 16 = 15
4d6 ⇒ (5, 2, 2, 6) = 15 = 13
4d6 ⇒ (1, 3, 3, 4) = 11 = 10
4d6 ⇒ (2, 3, 1, 3) = 9 = 8
4d6 ⇒ (4, 1, 1, 5) = 11 = 10
4d6 ⇒ (6, 5, 4, 2) = 17 = 15

race: 1d36 ⇒ 6 = Duergar

class: 1d21 ⇒ 2 = Barbarian

Interesting indeed I think I can make it work

rolls - 2:

4d6 ⇒ (1, 5, 3, 1) = 10 = 9
4d6 ⇒ (4, 6, 1, 3) = 14 = 13
4d6 ⇒ (2, 3, 2, 4) = 11 = 9
4d6 ⇒ (6, 5, 5, 2) = 18 = 16
4d6 ⇒ (1, 5, 4, 2) = 12 = 11
4d6 ⇒ (5, 1, 3, 4) = 13 = 12

race: 1d36 ⇒ 14 = Half-orc

class: 1d21 ⇒ 11 = monk

rolls - 3:

4d6 ⇒ (3, 2, 2, 5) = 12 = 10
4d6 ⇒ (1, 5, 6, 5) = 17 = 16
4d6 ⇒ (3, 5, 6, 5) = 19 = 16
4d6 ⇒ (5, 3, 1, 1) = 10 = 9
4d6 ⇒ (2, 3, 5, 3) = 13 = 11
4d6 ⇒ (5, 4, 5, 5) = 19 = 15

race: 1d36 ⇒ 10 = gnome

class: 1d21 ⇒ 4 = Cavalier


Voice of Awesomeness wrote:

By the way. You can assign your ability scores however you want.

Just because the last number you rolled was a 17, does not mean that's your Charisma score, unless you want it to be.

Okay that makes the characters more malleable. Still uncertain about the Drow though, (their society is liable to crate some messed up characters.)

Voice of Awesomeness wrote:
Sedoriku, for that Catfolk Monk, you rolled a pair of nines, which are -1. That drops your total modifiers to +1, I believe, allowing you a re-roll there.

I might have been messing up the addition there 15, 14, 13 = 5-2 = +3 I thought but if not,

[dice=Stats "New and Shiny"]4d6[/dice] 7
Stats: 4d6 ⇒ (4, 1, 1, 2) = 8 12
Stats: 4d6 ⇒ (1, 3, 3, 6) = 13 8
Stats: 4d6 ⇒ (5, 1, 2, 1) = 9 8
Stats: 4d6 ⇒ (1, 3, 4, 1) = 9 13
Stats: 4d6 ⇒ (4, 4, 3, 5) = 16 8
Okay not so shiny... Again
Stats: 4d6 ⇒ (2, 3, 3, 1) = 9 10
Stats: 4d6 ⇒ (1, 4, 1, 5) = 11 15
Stats: 4d6 ⇒ (6, 1, 4, 5) = 16 14
Stats: 4d6 ⇒ (5, 1, 5, 4) = 15 12
Stats: 4d6 ⇒ (6, 3, 1, 4) = 14 11
Stats: 4d6 ⇒ (3, 3, 1, 5) = 12 11

Might go with the wizard now, but how to get him away from home...


Voice of Awesomeness wrote:

Well, that's suspicious. I know for a fact I not only rolled a 1 for starting level, but also a 20 for wealth, hence how I got 200g. 20x10=200g. I wrote x20 above, but that was a mistake I corrected.

Starting level is now 2. F U dice shenanigans!

Starting wealth is 200g

I no longer trust the dice, I have been betrayed.

[joking]I know what you mean... I remember rolling three 18's but it got changed, can i just keep my three 18's [/joking]

Dark Archive

Just for kicks, Random Background:
Human Homeland: 1d100 ⇒ 36 Town/Village
Human Parent(s): 1d100 ⇒ 56 Only father is alive.
Human Siblings: 1d100 ⇒ 2 No: 1d2 ⇒ 2
Sibling 1 Age: 1d100 ⇒ 78 Younger Gender: 1d100 ⇒ 10 Sister
Sibling 2 Age: 1d100 ⇒ 22 Older Gender: 1d100 ⇒ 60 Brother

Circumstance of Birth: 1d100 ⇒ 65 Middle Class
Parents Profession: 1d100 ⇒ 84 Artisans

Major Childhood Event: 1d100 ⇒ 72 Major Disaster

Cavalier Background: 1d100 ⇒ 42 Military Order
Associates: 1d100 ⇒ 30 The Lover

Conflicts: 1d12 ⇒ 8 Seducer (3CP)
Subject: 1d20 ⇒ 15 Lover or Former Lover...
Motivation: 1d10 ⇒ 5 Family (3CP - total 6) Sincere Regret (-2cp) 4CP = NG.
Romantic Relationships: 1d12 ⇒ 6 A few, but never worked out.

Hmmm, how odd...


Y'know, I just recently made it into my first PbP game, and it's awesome, but considering the amount of free time I have, I'd love to try to hop in on another- and the idea of leaving my character concept up to the dice is tempting. Let's see what fate has in store, shall we?

First Try:
4d6 ⇒ (3, 1, 1, 3) = 8 7
4d6 ⇒ (2, 3, 6, 5) = 16 14
4d6 ⇒ (2, 2, 6, 5) = 15 13
4d6 ⇒ (6, 6, 2, 1) = 15 14
4d6 ⇒ (5, 4, 4, 1) = 14 13
4d6 ⇒ (5, 2, 6, 1) = 14 13

1d36 ⇒ 5 Drow!

1d21 ⇒ 15 Ranger!

So... Drizzt? Actually, mind the cliche, but this would be a fun one to play...

Second Try:
4d6 ⇒ (4, 4, 3, 5) = 16 13
4d6 ⇒ (3, 4, 4, 5) = 16 13
4d6 ⇒ (1, 4, 5, 2) = 12 11
4d6 ⇒ (6, 4, 5, 1) = 16 15
4d6 ⇒ (3, 3, 2, 1) = 9 8
4d6 ⇒ (2, 3, 4, 4) = 13 11

1d36 ⇒ 9 Gillman...

1d21 ⇒ 8 Gunslinger?

Weird... I like Gillmen, and I like Gunslingers, but I dunno if those are two great tastes that taste great together...

Third Try:
4d6 ⇒ (6, 5, 2, 2) = 15 13
4d6 ⇒ (4, 1, 1, 4) = 10 9
4d6 ⇒ (2, 6, 1, 5) = 14 13
4d6 ⇒ (5, 3, 5, 5) = 18 15
4d6 ⇒ (2, 2, 3, 1) = 8 7
4d6 ⇒ (6, 2, 2, 3) = 13 11

1d36 ⇒ 7 Dwarf

1d21 ⇒ 12 Ninja?!

A Dwarven Ninja...?! Wooow. That's almost funny enough to do.

So what I'm looking at is a Drow Ranger, Gillman Gunslinger, or Dwarf Ninja. None of them ended up with outstanding stats, but the Ranger sounds entirely playable. Plus, hey, never have gotten to play as a Ranger, and practically nobody allows Drow in their games! It could be fate! ...Of course, if Sedoriku also ends up going with that Drow Wizard... ;)

I'd love to play in this. :D


Ability Score: 4d6 ⇒ (6, 6, 6, 5) = 23 18
Ability Score: 4d6 ⇒ (6, 6, 3, 6) = 21 18
Ability Score: 4d6 ⇒ (3, 1, 5, 1) = 10 9
Ability Score: 4d6 ⇒ (6, 5, 6, 2) = 19 17
Ability Score: 4d6 ⇒ (1, 2, 6, 4) = 13 12
Ability Score: 4d6 ⇒ (2, 4, 1, 5) = 12 11
Class: 1d21 ⇒ 6 Druid
Race: 1d36 ⇒ 23 Orc
Alignment: Good, Neutral
Alignment: Lawful, Neutral, Chaotic
First: 1d2 ⇒ 2 Neutral
Second: 1d3 ⇒ 1 Lawful

So...
22 strenght
12 dexterity
18 constitution
7 intelligence
15 wisdom
9 charisma

Maybe feral orc?


Okay, so I'm going to build an Archaeologist Bard with a focus on ranged combat. This way I'll be able to handle the trapfinding duties (provided nobody rolls a Rogue). Alternatively, I can make him a Dawnflower Dervish, pick up the Trapfinding trait from Mummy's Mask, and serve as a (slightly squishy) backup melee combatant. Thoughts?

Stats after race mods:
STR 9
DEX 17
CON 13
INT 10
WIS 13
CHA 15


@Ed,

Each player can roll three times, for three different ability scores, race and class combos.

IF you your stats do NOT equal at least a +3 mod, you get a free re-roll for that particular combination.

So, if you rolled an Elf Bard, and got really good stats, and a Goblin Witch with really bad stats and whose total modifier was +1, then you get to re-roll for the Goblin.

ALSO! Spinningdice reminded me. If you so desire, feel free to use the Background Generator

Because, who doesn't love more randomness??


yeah just before you posted I found the section you mentioned that.

anyway I like the gnome cavalier option

since we are level 2 can we multiclass or not (if so is that also random?)


Nice change of pace.

Ability scores:

4d6 - 1 ⇒ (1, 3, 2, 1) - 1 = 6 Cha

4d6 - 2 - 2 ⇒ (6, 5, 2, 6) - 2 - 2 = 15 Con

4d6 - 1 + 2 ⇒ (6, 3, 1, 3) - 1 + 2 = 14 Dex

4d6 - 2 ⇒ (2, 3, 2, 5) - 2 = 10 Int

4d6 - 3 - 4 ⇒ (3, 6, 3, 5) - 3 - 4 = 10 Str

4d6 - 1 ⇒ (6, 4, 1, 6) - 1 = 16 Wis

Race:

1d36 ⇒ 20 Kobold

Class:

1d21 ⇒ 9 Inquisitor

Prepare for a Kobold's judgment!


Oh dice gods - what do you have in store for me tonight?

Human Paladin:
Ability: 4d6 ⇒ (6, 1, 4, 4) = 15=14
Ability: 4d6 ⇒ (2, 1, 3, 6) = 12=11
Ability: 4d6 ⇒ (3, 6, 5, 6) = 20=17!
Ability: 4d6 ⇒ (6, 5, 5, 3) = 19=16!
Ability: 4d6 ⇒ (1, 4, 1, 5) = 11=10
Ability: 4d6 ⇒ (2, 3, 5, 3) = 13=11
Race: 1d36 ⇒ 17=Human
Class: 1d21 ⇒ 14=Paladin

Wayang Inquisitor:
Ability: 4d6 ⇒ (6, 3, 6, 5) = 20=17!
Ability: 4d6 ⇒ (2, 4, 2, 1) = 9=8
Ability: 4d6 ⇒ (6, 6, 5, 6) = 23=18!
Ability: 4d6 ⇒ (4, 3, 2, 3) = 12=10
Ability: 4d6 ⇒ (4, 4, 2, 6) = 16=14
Ability: 4d6 ⇒ (1, 2, 3, 3) = 9=8
Race: 1d36 ⇒ 36=Wayang
Class: 1d21 ⇒ 9=Inquisitor

Dwarf Witch:
Ability: 4d6 ⇒ (4, 6, 3, 1) = 14=13
Ability: 4d6 ⇒ (5, 1, 6, 1) = 13=12
Ability: 4d6 ⇒ (2, 3, 3, 3) = 11=9
Ability: 4d6 ⇒ (4, 1, 6, 4) = 15=14
Ability: 4d6 ⇒ (3, 1, 3, 6) = 13=12
Ability: 4d6 ⇒ (5, 2, 1, 4) = 12=11
Race: 1d36 ⇒ 7=Dwarf
Class: 1d21 ⇒ 20=Witch

OK - so option 3 - the dwarf witch, just ain't gonna cut it, so that one's out. The human Paladin is a solid character and certainly playable, if a little bland. The Wayang Inquisitor,, however, really intrigues me! The only problem is how do you incorporate one into a party?

'Normally shy and elusive, the wayangs are a race of small supernatural humanoids who trace their ancestry to the Plane of Shadows. They are extremely gaunt, with pixielike stature and skin the color of deep shadow. Deeply spiritual, they follow a philosophy known as "The Dissolution," which teaches that in passing they may again merge into the shadow. They readily express their beliefs through ritual scarification and skin bleaching, marking their bodies with raised white dots in ornate spirals and geometric patterns. Grim and determined, the inquisitor roots out enemies of the faith, using trickery and guile when righteousness and purity is not enough. Although inquisitors are dedicated to a deity, they are above many of the normal rules and conventions of the church. They answer to their deity and their own sense of justice alone, and are willing to take extreme measures to meet their goals.'

So a small, dark creature with scars and colorings roots out heretics and enemies of their deeply spiritual tribe, using any means possible...

Shadow Lodge

4d6 ⇒ (2, 5, 2, 1) = 10 9
4d6 ⇒ (2, 2, 3, 6) = 13 12
4d6 ⇒ (2, 1, 6, 6) = 15 14
4d6 ⇒ (5, 6, 4, 5) = 20 16
4d6 ⇒ (6, 4, 5, 1) = 16 15
4d6 ⇒ (2, 2, 3, 6) = 13 11

1d36 ⇒ 20 kobald
1d36 ⇒ 22 Nagaji
1d36 ⇒ 4 Dhampir

1d21 ⇒ 10 magus
1d21 ⇒ 11 monk
1d21 ⇒ 6 Druid

Hmm thinking not kobald, not monk, hmm either Nagaji Druid or maybe magus either one works for magus
Naga aspirant archetype if I go Druid, that's an archetype I've been meaning to try out
Primalist for magus, take advantage of the cha bonus plus it's just a nifty archetype


Wayang Inquisitor? That is gnarly. Something tells me this is going to be a very interesting party...

I've narrowed my choices down to either the Ranger or the Gunslinger, but I'm going to give that Random Background Generator a spin and see who gets a more interesting story.

To Voice of Awesomeness: is the actual adventure going to be randomly generated as well? Because if so, this is going to be hysterical, and I mean that in the best possible way. Also, any further details on character development, i.e. HP per level (I assume we'd roll for it)? Also, is this going to take place on Golarion or in a homebrew setting?


Foul:

i think you roll a set of stats with a race and class that is a set.

so you have three choices overall:

for you

kobold Magus
Nagaji monk
Dhampir Druid


Just because I am curious what would pop up, (and because it would make things interesting) let's do a random background for Mr. Wizard.

As there is not Drow options I will use the elf options (mostly, because 60% of Drow live in the forest, everything else should work).

Homeland- Underdark.

Parents 1d100 ⇒ 83 Only father is still alive
Siblings 1d100 ⇒ 22

Circumstance of Birth 1d100 ⇒ 69 Nobility
Nobility 1d100 ⇒ 12
Major childhood event 1d100 ⇒ 17 Bullied

Background Wizard 1d100 ⇒ 27 Dangerous intellect
Influential associate 1d100 ⇒ 29 Lover

Conflict 1d12 ⇒ 9 Cheater
Subject 1d20 ⇒ 2 Merchant
Motivation 1d8 ⇒ 4 Religion

Alignment
1d9 ⇒ 1
1d6 ⇒ 4


HP is max per level. Yes, rolling for it fits better, but as this is a dungeon crawl(more or less) I want the PCs to survive.

It will also take place in Golarion, to allow players an established setting to tie in to.

And yes, as much of this game's encounters will be determined as randomly as possible.

Edit: Yes, Edward is correct on how you roll each set.


STATS:

4d6 ⇒ (2, 1, 4, 1) = 8
4d6 ⇒ (1, 3, 1, 6) = 11
4d6 ⇒ (5, 1, 1, 5) = 12
4d6 ⇒ (3, 5, 1, 4) = 13
4d6 ⇒ (6, 3, 5, 3) = 17
4d6 ⇒ (2, 2, 1, 6) = 11

Race: 1d36 ⇒ 27

Strix

Class: 1d21 ⇒ 10

Magus

Starting level: 2

Starting wealth: 200gps

Traits (2):

Alignment: Chaotic Good

Bonus Combat Feat:

Hit Points: Max per level


Stats
Stat: 4d6 ⇒ (3, 4, 4, 3) = 14~11
Stat: 4d6 ⇒ (4, 1, 5, 2) = 12~11
Stat: 4d6 ⇒ (4, 2, 5, 2) = 13~11
Stat: 4d6 ⇒ (3, 3, 5, 1) = 12~11
Stat: 4d6 ⇒ (3, 3, 2, 6) = 14~12
Stat: 4d6 ⇒ (6, 1, 4, 6) = 17~16

Starting level:Level: 1d3 ⇒ 1

Starting wealth:Stat: 5d6 ⇒ (5, 6, 4, 4, 2) = 21 x10gp= 210

Alignment (1.LG; 2.NG; 3.CG; 4.LN; 5.N; 6.CN)
Alignment: 1d6 ⇒ 1= LG

Bathallion Stat Block:

Male Human-Sorceror 1
LG Medium humanoid (human)
Init +11; Senses Perception +1
--------------------
Defense
--------------------
AC 13, touch 12, flat-footed 11 (+1 armor, +2 Dex)
hp 9 (1d6+3)
Fort +1, Ref +1, Will +2
--------------------
Offense
--------------------
Speed 30 ft.
Melee +0 (1d6, quarterstaff)
Ranged +1 (1d8, light crossbow)
--------------------
Statistics
--------------------
Str 11, Dex 12, Con 11, Int 11, Wis 11, Cha 18
Base Atk +0; CMB +0; CMD 11
Feats: Improved Initiative, Focused Study*, Combat Casting
Traits: Paragon of Speed, Resilient, Dangerously Curious
Skills (2): Knowledge (Arcane)*+7, Use magic device +9
Languages: Common
Possessions:a masterwork backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, soap, torches (10), trail rations (5 days), a waterskin, Coutier's Outfit 80gp, Armored kilt, Bolts (20), Antitoxin, Holy Flask, 17gp

--------------------
Special Abilities: Bloodline power (arcane), cantrips, eschew materials, Alternate Racial trait (bonus spell)x1, Arcane Bond (Scorpion)
--------------------
Spells
--------------------
Cantrips: Ray of Frost, Light, Detect Magic, Read Magic
1st:Mage Armor, Magic Missle, Color Spray

Bathallion at a glance: A nobleman that pretended to do magic the classic wizard way, but his friends got tired of him pretending all while he stole away their love interests, they took advantage of him until he was near broke and then tried to kill him. Now he dungeon delves out of simplicity, the horrors below the surface don't pretend to be your friends when they try to kill you.

Shadow Lodge

[cursing redacted] I was looking foward to playing a naga aspirant
Monk stats
4d6 ⇒ (3, 5, 6, 1) = 15 14
4d6 ⇒ (3, 5, 3, 2) = 13 11
4d6 ⇒ (5, 4, 4, 3) = 16 13
4d6 ⇒ (1, 2, 6, 2) = 11 10
4d6 ⇒ (3, 1, 3, 6) = 13 12
4d6 ⇒ (2, 3, 1, 4) = 10 9

Druid stats
4d6 ⇒ (6, 6, 6, 2) = 20 18 wis
4d6 ⇒ (1, 6, 5, 1) = 13 12con
4d6 ⇒ (3, 2, 4, 1) = 10 9 cha
4d6 ⇒ (5, 1, 4, 2) = 12 11 dex
4d6 ⇒ (1, 5, 6, 6) = 18 17 str
4d6 ⇒ (3, 3, 3, 4) = 13 10 int

Dhampir Druid it is.
Should still be interesting
Traits: mother's teath (d4 bite attack)
Power of suggestion (placeholder until I find something better suited)
Bonus combat feat: power attack
Other feat: ???


This is a lot bigger than I had expected. Still, I'll roll race and class, just see what I get. If I like it, I'all play, if not, I won't. I am a simple person.

1d22 ⇒ 8Ranger
1d41 ⇒ 26monkey goblin

1d22 ⇒ 1barbarian
1d41 ⇒ 21ifrit

1d22 ⇒ 21ninja
1d41 ⇒ 38undine

Hmmm.
Don't know much about rangers and the monkey goblin is... odd... could actually be OK maybe. He stands on his Gorilla's shoulder.

Barbarian Ifrit. I don't like either of those, really.

Now, ninja undine... I love that one. A shurikener. Maybe uses smoke bomb choices. I really like the ninja undine. Rolling stats next.


I corrected a few errors in my profile

Scarab Sages

This campaign idea intrigues me, so here goes nothing...

First try:

Ability 1: 4d6 ⇒ (1, 5, 5, 1) = 12
Ability 2: 4d6 ⇒ (6, 3, 5, 3) = 17
Ability 3: 4d6 ⇒ (6, 3, 4, 1) = 14
Ability 4: 4d6 ⇒ (6, 3, 4, 3) = 16
Ability 5: 4d6 ⇒ (4, 3, 5, 6) = 18
Ability 6: 4d6 ⇒ (6, 1, 2, 2) = 11
Race: 1d36 ⇒ 33
Class: 1d21 ⇒ 16

Second try:

Ability 1: 4d6 ⇒ (1, 6, 4, 1) = 12
Ability 2: 4d6 ⇒ (5, 1, 3, 3) = 12
Ability 3: 4d6 ⇒ (6, 5, 5, 6) = 22
Ability 4: 4d6 ⇒ (2, 3, 1, 2) = 8
Ability 5: 4d6 ⇒ (2, 6, 2, 3) = 13
Ability 6: 4d6 ⇒ (1, 3, 5, 1) = 10
Race: 1d36 ⇒ 27
Class: 1d21 ⇒ 7

Third try:

Ability 1: 4d6 ⇒ (2, 5, 3, 1) = 11
Ability 2: 4d6 ⇒ (6, 6, 2, 3) = 17
Ability 3: 4d6 ⇒ (2, 4, 3, 3) = 12
Ability 4: 4d6 ⇒ (2, 4, 1, 5) = 12
Ability 5: 4d6 ⇒ (2, 5, 3, 3) = 13
Ability 6: 4d6 ⇒ (4, 2, 1, 1) = 8
Race: 1d36 ⇒ 28
Class: 1d21 ⇒ 11

Hmmm.
1: Undine Rogue, 11 14 13 13 15 10 (+6 total)
2: Strix Fighter, 11, 11, 17, 7, 11, 9 (+1 total, so re-roll stats...)

Re-Roll Stats - Strix Fighter:

Ability 1: 4d6 ⇒ (2, 1, 4, 1) = 8
Ability 2: 4d6 ⇒ (6, 1, 5, 1) = 13
Ability 3: 4d6 ⇒ (4, 5, 1, 3) = 13
Ability 4: 4d6 ⇒ (4, 3, 2, 6) = 15
Ability 5: 4d6 ⇒ (5, 2, 3, 4) = 14
Ability 6: 4d6 ⇒ (5, 5, 5, 6) = 21

7, 12, 12, 13, 12, 16 (+5 total)

3: Suli Monk, 10, 15, 10, 11, 11, 7 (+0 total, so re-roll stats...)

Re-Roll Stats - Suli Monk:

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

11, 15, 15, 8, 14, 12 (+6 total)

So far, none really grab me. I'd lean more toward the Suli Monk, just because I haven't done a Monk in PF yet. 8^)

I'll run some backgrounds in the morning.


Guess the stats will pick.
4d6 ⇒ (4, 2, 4, 5) = 1513
4d6 ⇒ (3, 3, 3, 5) = 1411
4d6 ⇒ (3, 5, 2, 1) = 1110
4d6 ⇒ (2, 4, 5, 1) = 1211
4d6 ⇒ (2, 5, 3, 2) = 1210
4d6 ⇒ (3, 6, 2, 3) = 1412
Monkey goblin

4d6 ⇒ (1, 3, 5, 2) = 1110
4d6 ⇒ (5, 3, 4, 2) = 1412
4d6 ⇒ (1, 4, 6, 5) = 1615
4d6 ⇒ (4, 5, 5, 3) = 1714
4d6 ⇒ (5, 4, 4, 1) = 1413
4d6 ⇒ (5, 1, 1, 3) = 109
Undine

Undine it is. I'll have description up soon.


Character #1

Ability scores:
4d6 ⇒ (6, 5, 5, 5) = 21 16
4d6 ⇒ (6, 5, 2, 2) = 15 13
4d6 ⇒ (4, 1, 5, 6) = 16 15
4d6 ⇒ (6, 5, 2, 1) = 14 13
4d6 ⇒ (4, 1, 4, 5) = 14 13
4d6 ⇒ (1, 1, 2, 6) = 10 9

Race: 1d36 ⇒ 22 Nagaji

Class: 1d21 ⇒ 5 Cleric

====================

Character #2

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

Race: 1d36 ⇒ 31 Tengu

Class: 1d21 ⇒ 3 Bard

====================

Character #3

Ability scores:
4d6 ⇒ (1, 2, 5, 2) = 10 9
4d6 ⇒ (2, 5, 4, 4) = 15 13
4d6 ⇒ (5, 5, 1, 2) = 13 12
4d6 ⇒ (1, 4, 2, 3) = 10 9
4d6 ⇒ (6, 6, 3, 3) = 18 15
4d6 ⇒ (4, 4, 6, 4) = 18 14

Race: 1d36 ⇒ 32 Tiefling

Class: 1d21 ⇒ 21 Wizard

====================

Character #2 Re-roll

Ability scores:
4d6 ⇒ (3, 6, 4, 3) = 16 13
4d6 ⇒ (1, 2, 4, 4) = 11 10
4d6 ⇒ (6, 3, 5, 3) = 17 14
4d6 ⇒ (5, 2, 6, 4) = 17 15
4d6 ⇒ (4, 3, 4, 2) = 13 11
4d6 ⇒ (1, 5, 1, 5) = 12 11

====================

I'm going to try out a Nagaji Cleric.

1 Lawful Good
2 Lawful Neutral
3 Chaotic Good
4 Chaotic Neutral
5 True Neutral
6 Neutral Good

1d6 ⇒ 5

True Neutral it is.

Shadow Lodge

Hmm LN or NG
1d2 ⇒ 2
NG it is


Character Concept

Spoiler:
Unnamed Hero
Male Nagaji Cleric of Groetus 2
N Medium humanoid (reptilian)
Init +3; Senses low-light vision; Perception +5
--------------------
Defense
--------------------
AC 18, touch 12, flat-footed 16 (+5 armor, +1 Dex, +1 natural, +1 dodge)
hp 20 (2d8+4)
Fort +4, Ref +1, Will +6; +2 vs. mind-affecting effects and poison
--------------------
Offense
--------------------
Speed 20 ft.
Melee heavy flail +3 (1d10+3/19-20)
Special Attacks channel negative energy 6/day (DC 15, 1d6), destructive smite (+1, 6/day)
Domain Spell-Like Abilities (CL 2nd; concentration +5)
. . 6/day—vision of madness (+/-1)
Cleric Spells Prepared (CL 2nd; concentration +5):
1st—cure light wounds, divine favor, protection from evil, true strike [D]
0 (at will)—detect magic, guidance, resistance, stabilize
[D] Domain spell; Domains Destruction, Madness
--------------------
Statistics
--------------------
Str 15, Dex 13, Con 13, Int 7, Wis 16, Cha 17
Base Atk +1; CMB +3; CMD 15
Feats Dodge, Selective Channeling
Traits reactionary, sacred conduit
Skills Knowledge (religion) +2, Perception +5, Spellcraft +2; Racial Modifiers +2 Perception
Languages Common, Draconic
SQ aura, domains (destruction, madness), resistant, serpent's sense
Other Gear scale mail, heavy flail, 135 gp
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Cleric Channel Negative Energy 1d6 (6/day) (DC 15) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Destruction) Granted Powers: You revel in ruin and devastation, and can deliver particularly destructive attacks.
Cleric Domain (Madness) Granted Powers: You embrace the madness that lurks deep in your heart, and can unleash it to drive your foes insane or to sacrifice certain abilities to hone others.
Destructive Smite +1 (6/day) (Su) Make a melee attack with morale bonus to damage.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Resistant (Ex) +2 racial bonus to saves vs. mind-affecting effects and poison.
Selective Channeling Exclude targets from the area of your Channel Energy.
Serpent's Sense (Ex) +2 racial bonus on Handle Animal checks against reptiles.
Vision of Madness (6/day) (Sp) With a melee touch attack, target gains +1 on attack rolls, saving throws, or skill checks and -1 on the others.


4d6 ⇒ (1, 4, 2, 4) = 11 10
4d6 ⇒ (2, 6, 5, 3) = 16 14
4d6 ⇒ (4, 5, 5, 4) = 18 14
4d6 ⇒ (2, 3, 1, 2) = 8 7
4d6 ⇒ (4, 6, 1, 1) = 12 11
4d6 ⇒ (6, 6, 3, 1) = 16 14

Race: 1d36 ⇒ 4 Dhampir

Class: 1d21 ⇒ 4 Cavalier

Not gonna happen

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

4d6 ⇒ (5, 4, 3, 5) = 17 14
4d6 ⇒ (2, 6, 2, 4) = 14 12
4d6 ⇒ (2, 4, 4, 6) = 16 14
4d6 ⇒ (3, 4, 6, 1) = 14 13
4d6 ⇒ (3, 6, 4, 3) = 16 13
4d6 ⇒ (6, 5, 4, 4) = 19 15

Race: 1d36 ⇒ 14 Half Orc

Class: 1d21 ⇒ 17 Samurai

That is doable.

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

4d6 ⇒ (3, 2, 6, 5) = 16 14
4d6 ⇒ (3, 6, 2, 6) = 17 15
4d6 ⇒ (6, 4, 6, 5) = 21 17
4d6 ⇒ (4, 6, 1, 2) = 13 12
4d6 ⇒ (6, 6, 1, 5) = 18 17
4d6 ⇒ (5, 1, 6, 5) = 17 16

Race: 1d36 ⇒ 18 Ifrit

Class: 1d21 ⇒ 5 Cleric

Now that is very interesting.

I will think on it. Either the samurai or the cleric, leaning toward cleric.


Question to Voice of Awesomeness:

Can I use Serpent Runner and use it for Magus Spell Combat even though this is not a Shattered Star Campaign or I am guessing our characters will not be in the Pathfinder Society?

You’ve participated in the mock gladiatorial battles and athletic feats at the Serpent’s Run, Magnimar’s grand hippodrome, but the safe nature of those games leaves you bored. Seeking greater thrills and tests of your abilities, you’ve pledged your arms and skill to the local Pathfinder lodge. Choose one of the following benefits to represent the techniques you learned from your time at the Serpent’s Run:

When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1.

Máv̱ros Fteró:

CG Medium Humanoid (Strix)
Magus
Init +2, Perception +5
---------------------
DEFENSE
---------------------
AC 16, Touch 12, Flat-footed 14
HP 18 (2d8+2)
Fort +3 Ref +3 Will +3

--------------------
OFFENSE
--------------------
Speed 30 ft, FL 60' (avg)

Bastard Sword - ATK: +5, DAM: 1d10+3/4, R: 5', T: Slash, Threat: 19-20, x2, Special: Magus

----------------------
STATISTICS
-----------------------
STR 17, DEX 14, CON 11, INT 13, WIS 11, CHA 6
Base Attack +1 CMB +4 CMD 16

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

Strix - Alternate Racial Changes

Dayguard: Familiar with watching over its tribe during the day, the strix gains a +2 racial bonus on Perception checks and treats Perception as a class skill. This racial trait replaces nocturnal.

Nimble: The strix receives a +1 racial bonus on Reflex saves. This replaces the suspicious racial trait.

Magus

---------------------
Traits
---------------------

Bladed Magic - You have an innate talent for using magical weaponry and those weapons capable of becoming magical.

Benefits: You gain a +1 trait bonus on Craft checks made to craft magic or masterwork weapons. In addition, when you use your arcane pool class ability to grant a weapon an enhancement bonus, that bonus lasts for 2 minutes instead of 1.

Serpent Runner - You’ve participated in the mock gladiatorial battles and athletic feats at the Serpent’s Run, Magnimar’s grand hippodrome.

Benefit:

When fighting with two weapons, the penalty imposed on your primary weapon is reduced by 1.

-------------------
Feats
-------------------
1. Exotic Weapon Proficiency - Bastard Sword

2. Weapon Focus - Bastard Sword - +1 ATK

-----------------
Skills
------------------
Fly +7 (r2, +2 Dex, Cs +3), Knowledge (Arcana) +5 (r1, +1 Int, +3 Cs), Perception +7 (r2, +0 Wis, +3 CS, +2 R), Spellcraft +5 (r1, +1 Int, +3 Cs).

------------------
Gear
------------------
200 gps - 100 gps > Chain Shirt (25 lbs), 35 gps > Bastard Sword (6 lbs), 22 gps > Magi Kit (31 lbs) > Traveler Spellbook (free), Adventuring Outfit (free)

Back story:

Under Construction

Other Race/Character Possibilities:

Roll 2

Stats: 4d6 ⇒ (4, 2, 3, 2) = 11
Stats: 4d6 ⇒ (4, 1, 3, 4) = 12
Stats: 4d6 ⇒ (5, 2, 5, 3) = 15
Stats: 4d6 ⇒ (5, 1, 5, 2) = 13
Stats: 4d6 ⇒ (4, 4, 3, 4) = 15
Stats: 4d6 ⇒ (3, 5, 6, 3) = 17

Race: 1d36 ⇒ 18

Class: 1d21 ⇒ 9

Roll 3

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

Race: 1d36 ⇒ 4

Class: 1d21 ⇒ 1

Although most of the stats are better, I favor the Strix Magus more.


Why the hell not, let's give it a shot.

Set 1, Samsaran wizard:

4d6 ⇒ (6, 5, 3, 3) = 17 14
4d6 ⇒ (5, 3, 3, 5) = 16 13
4d6 ⇒ (5, 6, 2, 4) = 17 15
4d6 ⇒ (1, 3, 4, 4) = 12 11
4d6 ⇒ (3, 6, 1, 2) = 12 11
4d6 ⇒ (6, 6, 6, 2) = 20 18

Race: 1d36 ⇒ 26

Class: 1d21 ⇒ 21

Set 2, Kobold paladin:

4d6 ⇒ (4, 1, 1, 5) = 11 10
4d6 ⇒ (6, 5, 2, 6) = 19 17
4d6 ⇒ (5, 6, 5, 6) = 22 17
4d6 ⇒ (5, 6, 4, 1) = 16 15
4d6 ⇒ (5, 3, 6, 2) = 16 14
4d6 ⇒ (2, 2, 4, 3) = 11 9

Race: 1d36 ⇒ 20

Class: 1d21 ⇒ 14

Set 3, Dwarf rogue:

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

Race: 1d36 ⇒ 7

Class: 1d21 ⇒ 16

I... honestly don't know what to go with. I mean, on the one hand, I could make a damn solid samsaran wizard. But a kobold paladin...


OK, so:
Male undine
Water Mephit line.
He's taking skill focus knowledge planes, then sorcerer arcane bloodline for a familiar, then improved familiar water mephit. I think it will be cool.
10con
10str
17dex
14cha
13int
11wis
His skin is very dark blue and he has small horns and a tail, so he's often mistaken for a tiefling. This makes him very angry. He uses shuriken which vaguely resemble sea stars as his primary weapon.

How much of a character sheet do you need?
Will you be choosing characters for the campaign, or will everyone be in, in like teams?
That would he kind of cool. Like one big organization that sends people in groups on adventures.
But if you are picking a finite amount of people, how much of a character sheet do you need to make the choice?


Strix Paladin:

Race: 1d36 ⇒ 27
Class: 1d21 ⇒ 14
Stats: 4d6 ⇒ (1, 3, 5, 2) = 11 10
Stats: 4d6 ⇒ (6, 3, 6, 2) = 17 15
Stats: 4d6 ⇒ (1, 5, 5, 2) = 13 12
Stats: 4d6 ⇒ (5, 3, 6, 5) = 19 16
Stats: 4d6 ⇒ (1, 3, 2, 2) = 8 7
Stats: 4d6 ⇒ (6, 6, 4, 4) = 20 16

Nagaji Oracle:

Race: 1d36 ⇒ 22
Class: 1d21 ⇒ 13
Stats: 4d6 ⇒ (1, 1, 2, 5) = 9 8
Stats: 4d6 ⇒ (6, 3, 1, 2) = 12 11
Stats: 4d6 ⇒ (5, 5, 1, 3) = 14 13
Stats: 4d6 ⇒ (4, 4, 6, 3) = 17 14
Stats: 4d6 ⇒ (4, 5, 5, 3) = 17 14
Stats: 4d6 ⇒ (5, 5, 5, 6) = 21 16

Elf Bard:

Race: 1d36 ⇒ 8
Class: 1d21 ⇒ 3
Stats: 4d6 ⇒ (3, 1, 5, 4) = 13 12
Stats: 4d6 ⇒ (2, 6, 3, 2) = 13 11
Stats: 4d6 ⇒ (5, 2, 5, 2) = 14 12
Stats: 4d6 ⇒ (5, 6, 2, 1) = 14 13
Stats: 4d6 ⇒ (5, 5, 5, 1) = 16 15
Stats: 4d6 ⇒ (6, 5, 5, 2) = 18 16

Paladin or Oracle, more likely the paladin.


As much as I would dearly love to take everybody, that's just going to be far too insane.

At the moment, I am thinking of 5-7 players, though I might just take four. Really depends.

A full character sheet will be needed to be chosen, but a full background will not. I would like a least a paragraph or two detailing some basics, but only write out a super long one if you feel you must. I may or may not read the really long ones, at least while still choosing my PCs. If I happen to choose a player who decided to write a small novel, I will then likely read that all after.

@ Anderlorn, yea, that's fine. However, I *might* come up with something to offset it, so if you aren't being all Magusy, its worse. That fair?

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