Toss the Dice(A randomized dungeon crawl)

Game Master Monkeygod


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It's fair since it does not really apply but you are permitting the trait. However, if implemented, what are your requirements to be Magusy ... lol


Basically if you are, for some reason, dual wielding normally, sans using Spell Combat, and are not wielding a light or one-handed melee weapon, you either won't gain the benefit at all, or might even suffer an extra penalty.


Very interested in joining, this is a cool little experiment.

Statistic: 4d6 ⇒ (5, 2, 6, 5) = 18 16
Statistic: 4d6 ⇒ (6, 2, 4, 1) = 13 12
Statistic: 4d6 ⇒ (6, 5, 2, 4) = 17 15
Statistic: 4d6 ⇒ (1, 1, 1, 5) = 8 7
Statistic: 4d6 ⇒ (1, 6, 6, 6) = 19 18
Statistic: 4d6 ⇒ (3, 3, 1, 2) = 9 8

Oh boy howdy, I'll gladly take those!

Race: 1d36 ⇒ 13
Race: 1d36 ⇒ 21
Race: 1d36 ⇒ 8

So, Half-Elf, Merfolk, or Elf...Hmm, Merfolk could be kinda awesome if I can find a way to work around that land movement speed.

Classes: 1d21 ⇒ 14
Classes: 1d21 ⇒ 5
Classes: 1d21 ⇒ 13

Wow, Paladin, Oracle, or Cleric...I'm playing a divine character, apparently.

So, we can arrange our stats to personal taste? Rock on, I'll get crackin' on a thing.

Dark Archive

Looking at the Cavalier, what's the environment going to be like for Mounts? Is it worth minimising reliance on the mount if we're on traditional dungeon crawl mode?

Thanks.


Raaargh

Spoiler:

Male orc druid 2
LN Medium humanoid (orc)
Init +1; Senses darkvision 60 ft., Perception +7
DEFENSE
AC 11, touch 11, flat-footed 10 (+1 Dex)
hp 24 (2d8+8)
Fort +7, Ref +1, Will +5

Weaknesses Light Sensitivity,
OFFENSE
Speed 30 ft., Woodland Stride
Melee bite +7 (1d4+6)
Special Attacks Spontaneous Casting
Druid Spells Prepared (CL 2nd, concentration +4):
1st—cure light wounds (2), magic fang
0 (at will)—create water, know direction, purify food and drink (DC 12), stabilize
STATISTICS
Str 22, Dex 12, Con 18, Int 7, Wis 15, Cha 9
Base Atk +1; CMB +7; CMD 18
Feats Furious Focus, Power Attack
Skills Acrobatics +1, Appraise -2, Bluff -1, Climb +6, Craft (Untrained) -2, Diplomacy -1, Disguise -1, Escape Artist +1, Fly +1, Heal +2, Intimidate -1, Perception +7, Perform (Untrained) -1, Ride +1, Sense Motive +2, Stealth +1, Survival +9, Survival (Find Food) +11, Swim +6
Languages Druidic
SQ animal companion, bonus druid animal companion damage (2x), darkvision, darkvision, dayrunner, feral, ferocity, nature sense, orisons, weapon and armor proficiency, wild empathy +1, woodland stride,
Gear
SPECIAL ABILITIES
Animal Companion (Ex)
Bonus Druid Animal Companion Damage (2x) Druid: Add +1/2 to the damage dealt by the druid's animal companion's natural attacks.
Child of Nature (Gozreh) (Survival) You have been blessed by Gozreh to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Dayrunner (Ex) Take a -2 penalty on all ranged attack rolls.
Feral (Ex) Get Survival as a class skill; +1 to melee weapon attack and damage when at negative hit points.
Ferocity (Ex) When below 0 hp can still fight; staggered, loses 1 hp/round.
Light Sensitivity (Ex) You are dazzled in areas of bright sunlight or within the radius of a daylight spell.
Nature Sense (Ex) You gain a +2 bonus on Knowledge (Nature) and Survival skill checks.
Orisons You can prepare a number of orisons, or 0-level spells. These spells are cast like any other spells, but they are not expended when used and may be used again.
Spontaneous Casting You can channel stored spell energy into summoning spells that you haven't prepares ahead of time. You can "lose" any prepared spell in order to cast any Summon Nature's Ally spell of the same spell level or lower
Tusked Huge, sharp tusks bulge from your mouth, and you receive a bite attack (1d4 damage for Medium characters). If used as part of a full attack action, the bite attack is made at your full base attack bonus -5.
Weapon and Armor Proficiency Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below). Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. (A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. See the ironwood spell description) Druids are proficient with shields (except tower shields) but must use only wooden ones. A druid who wears prohibited armor or carries a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+1 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Woodland Stride (Ex) You may move through any sort of magical undergrowth (such as natural thorns, briars, overgrown areas, and similar terrains) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.


Urgh
Spoiler:

Tyrannosaurus
N Medium animal
Init +3; Senses low-light vision, scent, Perception +8
DEFENSE
AC 17, touch 13, flat-footed 14 (+3 Dex, +4 natural)
hp 17 (3d8)
Fort +3, Ref +6, Will +3

OFFENSE
Speed 30 ft.
Melee bite +4 (1d8+3)
STATISTICS
Str 14, Dex 16, Con 10, Int 2, Wis 15, Cha 10
Base Atk +2; CMB +4; CMD 17
Feats Furious Focus, Power Attack
Skills Acrobatics +3, Appraise -4, Bluff +0, Climb +2, Craft (Untrained) -4, Diplomacy +0, Disguise +0, Escape Artist +3, Fly +3, Heal +2, Intimidate +0, Perception +8, Perform (Untrained) +0, Ride +3, Sense Motive +2, Stealth +3, Survival +2, Swim +2
SQ combat training, bonus tricks 1, link, low-light vision, scent, share spells,
Animal Tricks Combat Training, Attack, Come, Defend, Down, Guard, Heel
Gear
SPECIAL ABILITIES
Combat Training An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes 6 weeks. You may also "upgrade" an animal trained for riding to one trained for combat by spending 3 weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal's previous purpose and any tricks it once knew. Many horses and riding dogs are trained in this way.
Attack The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
Bonus Druid Animal Companion Damage (2x) Add +1/2 to the damage dealt by the druid's animal companion's natural attacks.
Bonus Tricks 1
Come The animal comes to you, even if it normally would not do so.
Defend The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend another specific character.
Down The animal breaks off from combat or otherwise backs down. An animal that doesn't know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
Guard The animal stays in place and prevents others from approaching.
Heel The animal follows you closely, even to places where it normally wouldn't go.
Link (Ex) A master can handle her animal companion as a free action, or push it as a move action, even if she doesn't have any ranks in the Handle Animal skill. The master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.
Low-Light Vision (Ex) You can see x2 as far as humans in low illumination. Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-Light Vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to her as a source of light. Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.
Scent (Ex) You can detect approaching enemies, sniff out hidden foes, and track by sense of smell. You can identify familiar odors just as humans do familiar sights. You can detect opponents within 30 feet by sense of smell. If the opponent is upwind, the range increases to 60 feet; if downwind, it drops to 15 feet. Strong scents, such as smoke or rotting garbage, can be detected at twice the ranges noted above. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. When you detect a scent, the exact location of the source is not revealed--only its presence somewhere within range. You can take a move action to note the direction of the scent. When you are within 5 feet of the source, you pinpoint the source's location. You can follow tracks by smell, making a Wisdom (or Survival) check to find or follow a track. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). This DC increases or decreases depending on how strong the quarry's odor is, the number of creatures, and the age of the trail. For each hour that the trail is cold, the DC increases by 2. The ability otherwise follows the rules for the Survival skill. When tracking by scent you ignore the effects of surface conditions and poor visibility.
Share Spells (Ex) The master may cast a spell with a target of "You" on her animal companion (as a spell with a range of touch) instead of on herself. A master may cast spells on her animal companion even if the spells normally do not affect creatures of the companion's type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells.


Background
Spoiler:

Raaargh started his life quite bad. He was used as a bait for dinosaur hunting, by her mother. Too bad the dinosaurs wanted much more meat than a little child, and so they ate the mother. The child, alone, raised himself like a dinosaur, because he felt a debt with them. The dinosaurs, even by lacking intelligence, accepted Raaargh, because he was able to bite as hard as them (no kidding, look at statistics!). They grew together as a family. A roaring family.

Background (narrated by Raaargh)
Spoiler:

Raaargh rum rum guh nuh. Raaargh kooo noo kon Urgh, Ard gart. Cah k-Urgh hud munn cat cat Raargh, Ard cat cat. Raaargh, koko, dank Raaargh nu-Urgh, na Raaargh goo das k-Urgh. K-Urgh, ghoon no, ur Raaargh, na co rad grool rad k-Urgh. Dad Urgh-Raaargh ku. Grall Urgh-Raaargh!

GM question(s)
Spoiler:

If I'll play this character, could I remove Druidic from languages? That would be great to play! And may other players use Wild Empathy on me?


Let's see what the dice have to tell me :

Set 1:

Stat 1: 4d6 ⇒ (5, 3, 4, 2) = 14 = 12
Stat 2: 4d6 ⇒ (1, 2, 1, 3) = 7 = 6
Stat 3: 4d6 ⇒ (6, 1, 2, 3) = 12 = 11
Stat 4: 4d6 ⇒ (3, 6, 5, 5) = 19 = 16
Stat 5: 4d6 ⇒ (3, 6, 4, 2) = 15 = 13
Stat 6: 4d6 ⇒ (6, 6, 3, 4) = 19 = 16

Race: 1d36 ⇒ 25 = Ratfolk

Class: 1d21 ⇒ 2 = Barbarian

Set 2:

Stat 1: 4d6 ⇒ (5, 4, 6, 6) = 21 = 17
Stat 2: 4d6 ⇒ (3, 1, 1, 5) = 10 = 9
Stat 3: 4d6 ⇒ (2, 4, 1, 1) = 8 = 7
Stat 4: 4d6 ⇒ (5, 2, 4, 4) = 15 = 13
Stat 5: 4d6 ⇒ (3, 2, 2, 1) = 8 = 7
Stat 6: 4d6 ⇒ (2, 3, 5, 3) = 13 = 11

--> total of -1 so reroll :

Stat 1: 4d6 ⇒ (3, 1, 5, 2) = 11 = 10
Stat 2: 4d6 ⇒ (6, 6, 4, 2) = 18 = 16
Stat 3: 4d6 ⇒ (2, 2, 1, 6) = 11 = 10
Stat 4: 4d6 ⇒ (6, 6, 5, 6) = 23 = 18
Stat 5: 4d6 ⇒ (1, 1, 6, 3) = 11 = 10
Stat 6: 4d6 ⇒ (5, 5, 2, 3) = 15 = 13

Race: 1d36 ⇒ 23 = Orc

Class: 1d21 ⇒ 16 = Rogue

Set 3:

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

Race: 1d36 ⇒ 31 = Tengu

Class: 1d21 ⇒ 9 = Inquisitor

I'm thinking I'm going for the second and see what I can build.

Haven't checked my Ultimate Campaign anymore, but I don't think there are backgrounds in there for things like Tengu, Orcs or Ratfolk. Which one do I choose then? (Because I was thinking of going as random as possible)

Dark Archive

I used the human one for Aasimar.


Voice of Awesomeness wrote:
Basically if you are, for some reason, dual wielding normally, sans using Spell Combat, and are not wielding a light or one-handed melee weapon, you either won't gain the benefit at all, or might even suffer an extra penalty.

What I plan on doing, is using a bastard sword in the following ways,

1. Melee attack, or Spell
2. Spell Combat - Attack melee weapon with the main hand and attack with the off hand.
3. Spellstrike - Cast a spell, then cast it through the sword while using both hands for the 1.5 damage.

Is that "Magusy" enough? ... :-)

I do not plan on using two weapons, I learned Magus' BaB is a real hindrance in two-weapon fighting even when using the Spellblade archetype, or I am just not as lucky as some ... LOL

Dark Archive

More or less completed, though need to check over properly and do gear:

Cedany: Aasimaar Cavalier:

Cedany Meadows
Angel-Blooded Aasimar Cavalier (Strategist, Order of the Dragon)
Medium Outsider (Native)

STR 18 (inc +2 race)
DEX 15
CON 15
INT 13
WIS 10
CHA 15 (inc +2 race)

Speed: 30ft
Attack: +6 Melee / +4 Ranged
AC: 11
Saves: +5 Fort / +2 Ref / +0 Will
HP: 24

Skills 4+Int Mod
Languages: Common, Celestial, Draconic.
Class Skills:Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Intimidate (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Swim (Str) + Order skills: Perception & Survival

Bluff: +7 (2rank +3Class +2Cha)
Climb +8 (1rank +3Class +4Str
Diplomacy: +7 (2rank +3Class +2Cha)
Handle Animal +7 (2rank +3Class +2Cha)
Heal +6 (1rank +3Class +2Trait)
Intimidate +6 (1rank +3Class +2Cha)
Ride +7 (2rank +3Class +2Dex)
Survival +4 (1rank +3Class)

Racial Abilities/Traits
Skilled: Heal & Knowledge (Planes) +2
Alter Self 1/day as a spell like ability.
Celestial Resistance: Acid Resistance 5, Cold Resistance 5, Electricity Resistance 5
Darkvision 60ft
Tactician Trait: +1 Init & 1/day get +2 trait bonus on an AoO Attack roll.
Charming Trait: +1 Bluff/Diplomacy to characters that could be sexually attracted.

Class Abilities
Proficiency: All Simple & Martial Weapons and All Armour (except tower shields)
Challenge Swift Action to challenge 1 target within sight. + Cavalier level to damage vis the target. 1/day/3 levels after 1st. -2 AC vs all except target.
Allies also get +1 on their attack rolls while I threaten target (+1/4 levels).
Aid Allies: Aid Another gives target +3 bonus Armor class, Attack roll, Save or skill checks.
Tactician: Gain Teamwork Feat (Precise Strike). May take standard action to grant this feat to all allies within 30ft. for 3 rds + 1/2levels. 1/day, extra users at 4th and every 4th level.

Feats
Angelic Blood: +2 to saves vs effects with evil descriptor & Con checks to stabilize. When take bleed or blood drain dmg undead and evil subtype creature suffer 1 dmg.
Saving Shield: Immediate Action when an enemy attacks an adjacent ally +2 Shield bonus to AC.

A Brief Background
Cedany was born in the village of Andover, her family Master Horse Breeders, though her mother died when she was very small, leaving Andoval Meadows, her father to raise his three children alone. Cedany was always a little bit special, her skin was pale despite the sun and her eyes seemed to glow with an inner light, despite her family possessing duskier skin.

Unfortunately a few days before her fourteenth birthday Andover was devestated in a great storm, that hit her family's farm hard, destroying almost their entire herd.
Cedany had some talent at arms and to reduce the number of mouths to feed was apprenticed to the Dragons Claw mercenary group (which operated on semi-permanent retainer to the local lord). She excelled in this work and caught the eye of the son of the Captain leading the group and they became fast friends and eventually lovers.

Eventually Cedany and Argus announced their relationship and his father was furious, ending Cedany's contract with the Dragons Claw and forbidding her from seeing Argus again. Torn and confused by his reaction, as she got on well with her commander normally she left and joined up with the xxxxx adventuring group.


Roll Set 1

Curiosity...

Race: 1d36 ⇒ 31 - Tengu

Class: 1d21 ⇒ 7 - Fighter

...that could make an interesting character.

Now let's take a look at ability scores...

Ability Score 1: 4d6 ⇒ (6, 1, 3, 1) = 11 -End Result 1: 11 - 1 = 10 (0)
Ability Score 2: 4d6 ⇒ (4, 2, 4, 6) = 16 -End Result 2: 16 - 2 = 14 (+2)
Ability Score 3: 4d6 ⇒ (3, 5, 4, 2) = 14 -End Result 3: 14 - 2 = 12 (+1)
Ability Score 4: 4d6 ⇒ (3, 1, 3, 6) = 13 -End Result 4: 13 - 1 = 12 (+1)
Ability Score 5: 4d6 ⇒ (1, 3, 6, 2) = 12 -End Result 5: 12 - 1 = 11 (0)
Ability Score 6: 4d6 ⇒ (4, 4, 6, 3) = 17 -End Result 6: 17 - 3 = 14 (+2)

...and of course this one gets the best stats...

...and I managed to roll a 15 point-buy exactly...

Roll Set 2

Let's give the second roll a shot...

Race: 1d36 ⇒ 32 - Tiefling

Class: 1d21 ⇒ 10 - Magus

...that could be interesting as well.

Now let's take a look at the ability scores...

Ability Score 1: 4d6 ⇒ (3, 3, 4, 3) = 13 -End Result 1: 13 - 3 = 10 (0)
Ability Score 2: 4d6 ⇒ (5, 6, 4, 4) = 19 -End Result 2: 19 - 4 = 15 (+2)
Ability Score 3: 4d6 ⇒ (1, 2, 4, 1) = 8 -End Result 3: 8 - 1 = 7 (-2)
Ability Score 4: 4d6 ⇒ (6, 6, 2, 3) = 17 -End Result 4: 17 - 2 = 15 (+2)
Ability Score 5: 4d6 ⇒ (2, 3, 5, 3) = 13 -End Result 5: 13 - 2 = 11 (0)
Ability Score 6: 4d6 ⇒ (6, 4, 1, 1) = 12 -End Result 6: 12 - 1 = 11 (0)

Free Reroll

Ability Score 1: 4d6 ⇒ (1, 3, 2, 5) = 11 -End Result 1: 11 - 1 = 10 (0)
Ability Score 2: 4d6 ⇒ (6, 4, 6, 2) = 18 -End Result 2: 18 - 2 = 16 (+3)
Ability Score 3: 4d6 ⇒ (6, 5, 2, 3) = 16 -End Result 3: 16 - 2 = 14 (+2)
Ability Score 4: 4d6 ⇒ (5, 6, 4, 2) = 17 -End Result 4: 17 - 2 = 15 (+2)
Ability Score 5: 4d6 ⇒ (2, 3, 3, 4) = 12 -End Result 5: 12 - 2 = 10 (0)
Ability Score 6: 4d6 ⇒ (6, 3, 1, 1) = 11 -End Result 6: 11 - 1 = 10 (0)

...quite a bit better...

Roll Set 3

Let's take a look at the last set...

Race: 1d36 ⇒ 18 - Ifrit

Class: 1d21 ⇒ 6 - Druid

...an Ifrit Druid...he just wants to watch civilization burn?

Ability Score 1: 4d6 ⇒ (3, 2, 1, 6) = 12 -End Result 1: 12 - 1 = 11 (0)
Ability Score 2: 4d6 ⇒ (1, 3, 3, 6) = 13 -End Result 2: 13 - 1 = 12 (+1)
Ability Score 3: 4d6 ⇒ (2, 1, 5, 6) = 14 -End Result 3: 14 - 1 = 13 (+1)
Ability Score 4: 4d6 ⇒ (5, 5, 3, 6) = 19 -End Result 4: 19 - 3 = 16 (+3)
Ability Score 5: 4d6 ⇒ (2, 6, 5, 5) = 18 -End Result 5: 18 - 2 = 16 (+3)
Ability Score 6: 4d6 ⇒ (4, 3, 6, 6) = 19 -End Result 6: 19 - 3 = 16 (+3)


Do you have an idea of where this will take place or will you be basing it after our characters?

Shadow Lodge

3 16s nice,


Indeed, it's a shame that Ifrits take a hit to Wisdom though considering the chosen class is Druid.


Right, right, which leaves you with a max of 14 in your casting stat, but Druids make good melee, you could put the other 16s in str and either dex or con, focus on wild shape when you get it, and get a headband of wisdom when you can get your hands on one, if we are both selected I will secede the first/best of such to you as you will need it more (I will be looking for a belt of con :P)
Now dhampirs, I was bummed about that race as a Druid, but now I'm thinking, be pretty cool,
And I found out that there are a few alternate racial stats that give bonuses to wisdom, didn't know that
Going ancient blooded, so I can get 19 str 20 wis
Other stats are sub par, but not crippling so definitely playable
I'm at work now, so I'll run it through a generator when I get home
When I get it generated I'll put it on this profile till I'm selected (if I'm not selected it'll stay there)


Set 1:

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

race: 1d36 ⇒ 28
Class: 1d21 ⇒ 4

Reroll Stat 1
Stat: 4d6 ⇒ (6, 3, 5, 1) = 15
Stat: 4d6 ⇒ (2, 2, 1, 4) = 9
Stat: 4d6 ⇒ (1, 6, 1, 5) = 13
Stat: 4d6 ⇒ (1, 6, 6, 5) = 18
Stat: 4d6 ⇒ (6, 4, 1, 1) = 12
Stat: 4d6 ⇒ (6, 3, 5, 3) = 17

Set 2:

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

race: 1d36 ⇒ 12
Class: 1d21 ⇒ 14

Set 3:

Stat: 4d6 ⇒ (2, 6, 2, 2) = 12 10
Stat: 4d6 ⇒ (5, 5, 3, 3) = 16 13
Stat: 4d6 ⇒ (6, 1, 5, 2) = 14 13
Stat: 4d6 ⇒ (4, 4, 3, 4) = 15 12
Stat: 4d6 ⇒ (4, 1, 1, 3) = 9 8
Stat: 4d6 ⇒ (6, 5, 1, 5) = 17 16

race: 1d36 ⇒ 32
Class: 1d21 ⇒ 7

Going with set 3, Tiefling Free Hand Fighter

STR 10
DEX 18
CON 13
INT 15
WIS 12
CHR 6


Let's do a random background...defaulting to Human chart since he is an Ifrit...

Homeland: 1d100 ⇒ 31 - Town or Village: You gain access to the Militia Veteran regional trait.
Parents: 1d100 ⇒ 49 - Both of your parents are alive.
Siblings: 1d100 ⇒ 96 - No siblings.

Ciscumstance of Birth: 1d100 ⇒ 38 - Lower-Class Birth: You were born among peasants or slum denizens. You grew up working the land around a village or manor, practicing a rudimentary trade, or begging in a settlement. You gain access to the Poverty-Stricken social trait. Roll 2d20 on the Parents' Profession table to determine your parents' occupation, instead of rolling d%.
Parents' Profession: 2d20 ⇒ (4, 10) = 14 - You gain access to the Poverty-Stricken social trait.

Major Childhood Event: 1d100 ⇒ 25 - Death in the family: Yo uwere profoundly affected by the death of the relative closest to you - a parent, grandparent, favorite sibling, aunt, uncle, or cousin. This death affected you profoundly, and you've never been able to let go of it. You gain access to the Reactionary combat trait and the Deny the Reaper story feat.

Druid Background: 1d100 ⇒ 42 - Druid Circle: You discovered, or were initiated into, a circle of druids that protects an expanse of wilderness. The druids taught you of their duty to nature and the powers that the natural world granted them. Soon you learned enough to join the circle as an initiate. You gain access to the Mentored social trait.

Influential Associated: 1d100 ⇒ 98 - Well-Connected Friend: In your circle of disparate associates, there was someone everyone knew. This person collected friends like trophies, and she had contacts in every social or professional circle. Through this connection, you continue to meet and associate with a wide variety of people in every walk of life. You gain access to the Well-Informed halfling race trait (which you may take regardless of your race).

Conflict: 1d12 ⇒ 3 - Told a lie: You deliberately made someone believe something that was not true to furtehr your own goals.
Conflict Subject: 1d20 ⇒ 7 - Leader
Conflict Motivation: 1d8 ⇒ 1 - Justice
Conflict Resolution: - Mixed Feelings (0 CP): Sometimes you regrest the conflict, but other times you feel as if you ddin't have a choice in the matter or that you made the right decision. Most of the the time, you just avoid thinking about the conflict. Only you and maybe a select few people know of your involvement.

Alignment: (2 CP) Neutral Good

Deity and Religious Philosophy: - Gozreh: Child of Nature.

Romantic Relationships: 1d20 ⇒ 19 - No Experience: You have never experience any kind of romantic connection whatsoever.

To be applied in the order of the list of chosen players.
Relationship with Fellow Adventurers 1: 1d100 ⇒ 78 - Veterans of a skirmish or war.
Relationship with Fellow Adventurers 2: 1d100 ⇒ 42 - Friendly competitors.
Relationship with Fellow Adventurers 3: 1d100 ⇒ 68 - Servants or apprentices to the same master.
Relationship with Fellow Adventurers 4: 1d100 ⇒ 89 - Best friends.
Relationship with Fellow Adventurers 5: 1d100 ⇒ 65 - Criminal connections.
Relationship with Fellow Adventurers 6: 1d100 ⇒ 48 - Romantic competiros, current or former.
Relationship with Fellow Adventurers 7: 1d100 ⇒ 98 - From the same hometown or region.

Character Drawback: 1d100 ⇒ 63 - Reputation or Fame: You've worked ahrd to establish your identity and reputation, and someone who slanders or insluts you must answer for it. You strive to promote your identity to the point where everyone knows your reputation. You gain access to the Vain drawback.


I rolled a pretty cool background on the generator but I need to polish it up a bit. I will post fluff in a little while; here is the crunch in the meantime. With such a great set of stats, I think I can pull this off.

Dahlia Blaze
Female Ifrit Cleric (Evangelist) of Sarenrae 2

Spoiler:
CG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 20 (2d8+4)
Fort +5, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) and
longspear +4 (1d8+4/×3)
Ranged sling +3 (1d4+3)
Special Attacks fascinate, inspire courage +1, sermonic performance, countersong
Spell-Like Abilities (CL 2nd; concentration +6)
1/day—efreeti magic
Domain Spell-Like Abilities (CL 2nd; concentration +4)
5/day—fire bolt (1d6+1 fire)
Cleric (Evangelist) Spells Prepared (CL 2nd; concentration +4):
1st—burning hands [D] (DC 13), cure light wounds x3
0 (at will)—create water, detect magic, mending, stabilize
[D] Domain spell; Domain Fire
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 15, Int 14, Wis 15, Cha 19
Base Atk +1; CMB +4; CMD 16
Feats Combat Reflexes, Power Attack
Traits conspiracy hunter, maestro of the society
Skills Diplomacy +9, Knowledge (religion) +7, Perception +8, Perform (oratory) +9, Spellcraft +7
Languages Common, Dwarven, Elven, Ignan
SQ aura, domains (fire), hypnotic, public speaker, spontaneous casting, wildfire heart
Other Gear lamellar (leather) armor, dagger, longspear, sling, backpack, banner, simple, bedroll, belt pouch, blanket, gear maintenance kit, grappling hook, grooming kit, silver holy symbol (Sarenrae), scroll case, silk rope (50 ft.), wrist sheath, 84 gp, 4 sp
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bardic Performance: Fascinate (1 targets, DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric (Evangelist) Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
Fire Bolt 1d6+1 fire (5/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Hypnotic (1/day) +1 to DC of spells that fascinate. May make creature reroll against such 1/day.
Maestro of the Society +3 rounds of Bardic Performance a day.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Public Speaker (-6 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier
Sermonic Performance (standard action, 13 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above: 1st--command (DC 13) 2nd--enthrall (DC 14)
Wildfire Heart +4 racial bonus on initiative

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 Publishing, LLC®, and are used under license.


Ability Score: 4d6 ⇒ (5, 4, 3, 1) = 13 -> 12
Ability Score: 4d6 ⇒ (4, 6, 4, 1) = 15 -> 14
Ability Score: 4d6 ⇒ (2, 6, 4, 5) = 17 -> 15
Ability Score: 4d6 ⇒ (3, 5, 4, 6) = 18 -> 15
Ability Score: 4d6 ⇒ (2, 6, 2, 4) = 14 -> 12
Ability Score: 4d6 ⇒ (6, 5, 3, 5) = 19 -> 16

Race: 1d36 ⇒ 35 -> Vishkanya

Class: 1d21 ⇒ 10 -> Magus

Alignment: 1d6 ⇒ 3 -> Chaotic Good

Ability Score: 4d6 ⇒ (1, 3, 5, 5) = 14 -> 11
Ability Score: 4d6 ⇒ (6, 5, 2, 6) = 19 -> 16
Ability Score: 4d6 ⇒ (3, 3, 6, 4) = 16 -> 15
Ability Score: 4d6 ⇒ (2, 6, 2, 3) = 13 -> 12
Ability Score: 4d6 ⇒ (1, 3, 3, 3) = 10 -> 9
Ability Score: 4d6 ⇒ (4, 2, 1, 6) = 13 -> 9

Race: 1d36 ⇒ 9 -> Gillman

Class: 1d21 ⇒ 8 -> Gunslinger


Niusha, Tiefling Free Hand Fighter :

N Medium Outsider, Native(Tiefling)
Free Hand Fighter 2
Init +4, Perception +1, Dark Vision 60

---------------------
DEFENSE
---------------------

AC 19, Touch 15, Flat-footed 14
HP 12 (1d10+2)
Fort +4 Ref +4 Will +1

--------------------
OFFENSE
--------------------

Speed 30 ft.
Melee Scimitar +6(1d6+4/18-20x2)
Ranged Chakram +6(1d8)

----------------------
STATISTICS
-----------------------

STR 10,DEX 18, CON 13,INT 15, WIS 12,CHR 6
Base Attack +2 CMB +2 CMD 14

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

Deceptive Strike

At 2nd level, a free hand fighter gains a +1 bonus to CMB and CMD on disarm checks and on Bluff checks to feint or create a diversion to hide. This bonus increases by +1 for every four levels after 2nd.
This ability replaces Bravery.

Weapon and Armor Proficiency: A fighter is proficient with all simple and martial weapons and with all armor (heavy, light, and medium) and shields (including tower shields).

Fiendish Resistance:: Tieflings have cold resistance 5, electricity resistance 5, and fire resistance 5.

Skilled:
Tieflings gain a +2 racial bonus on Bluff and Stealth checks.

Spell-like ability:
Tieflings can use darkness once per day as a spell-like ability. The caster level for this ability equals the tiefling's class level.

Prehensile Tail
Many tieflings have tails, but some have long, flexible tails that can be used to carry items. While they cannot wield weapons with their tails, they can use them to retrieve small, stowed objects carried on their persons as a swift action. This racial trait replaces fiendish sorcery.

Darkvision
Tieflings can see perfectly in the dark for up to 60 feet.

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

Axe to Grind: There is a fire in your heart that can't be quenched. You gain a +1 trait bonus on damage against foes who are threatened by only you.

Unscathed: You are amazingly resistant to energy attacks because of either your upbringing or magical experimentation. Each type of energy resistance you have (if any) increases by 2 points.
-------------------
Feats
-------------------

Quick Draw
You can draw a weapon as a free action instead of as a move action.

Dodge
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Weapon Finesse
With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Dervish Dance
When wielding a scimitar with one hand, you can use your Dexterity modifier instead of your Strength modifier on melee attack and damage rolls. You treat the scimitar as a one-handed piercing weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike ability). The scimitar must be for a creature of your size. You cannot use this feat if you are carrying a weapon or shield in your off hand.

-----------------
Skills
------------------

Perform (Dance) 0 (+2 ranks, -2 chr)
Knowledge (dungeoneering) +7 (2 ranks, 2INT, 3 Class)
Climb +5 (2 rank, 3 class)
Swim +4 (1 Rank, 3 class)
Survival +5 (1 rank, 1 Wis, 3 class)

------------------
Gear
------------------

Chain shirt (100gp), Scimitar (15gp) Chakramx10 (10gp) Fighter's Kit (9gp)Potion of CLW (50gp) 16gp


Wow. Hardly any skills people thus far.
Undine ninja may have a place after all. ^_^
I think he will be fun.
I have a personality in mind, an image in my head, and a vague idea of stats and options present and future.
Now I just need to actually put the sheet together. >_<


So I'm looking at a Ifrit Desert Druid with a Nature Bond to the Fire Domain or one of it's Subdomains. He'll pretty much be focused on Fiery Attacks and later embrace his wild shape ability to turn into a Fire Elemental. Until then, he'll be using a lot of his Fire Bolt Domain ability along with the Produce Flame spell I think.


Let us see what I get for basics,

ninja monkey (Timesplitters anyone?):

4d6 ⇒ (3, 5, 1, 3) = 1211
4d6 ⇒ (3, 3, 4, 5) = 1512
4d6 ⇒ (1, 3, 6, 1) = 1110
4d6 ⇒ (2, 3, 2, 5) = 1210
4d6 ⇒ (4, 5, 1, 6) = 1615
4d6 ⇒ (4, 3, 6, 1) = 1413

1d36 ⇒ 26samsaran
1d21 ⇒ 12ninja

Silver tongued snake:

4d6 ⇒ (2, 1, 5, 4) = 1211
4d6 ⇒ (6, 6, 1, 2) = 1514
4d6 ⇒ (6, 1, 2, 6) = 1514
4d6 ⇒ (3, 6, 1, 3) = 1312
4d6 ⇒ (5, 5, 1, 3) = 1413
4d6 ⇒ (4, 4, 4, 6) = 1814

1d36 ⇒ 22Nagaji
1d21 ⇒ 3bard

strict frogman:

4d6 ⇒ (6, 3, 5, 4) = 1814
4d6 ⇒ (1, 3, 2, 2) = 87
4d6 ⇒ (2, 4, 1, 3) = 109
4d6 ⇒ (3, 5, 2, 4) = 1412
4d6 ⇒ (4, 4, 3, 2) = 1311
4d6 ⇒ (3, 2, 2, 6) = 1311

1d36 ⇒ 9gillman
1d21 ⇒ 9inquisitor

I guess I can try the silver tongued snake. Couldn't think of any references for the frogman though which was sad but oh well.

I'll roll up some background after school. For now I need to figure a character and why they would be a bard.

Dark Archive

I cannot refuse to generate a random character. Here goes:)

Character 1:

Ability scores:
Stat1: 4d6 ⇒ (4, 5, 3, 6) = 18 15
Stat1: 4d6 ⇒ (4, 4, 4, 4) = 16 12
Stat1: 4d6 ⇒ (4, 5, 5, 3) = 17 14
Stat1: 4d6 ⇒ (6, 1, 3, 5) = 15 14
Stat1: 4d6 ⇒ (1, 1, 3, 2) = 7 6
Stat1: 4d6 ⇒ (1, 3, 6, 1) = 11 10
Net Bonus of 5

Race: 1d36 ⇒ 10 Gnome

class: 1d21 ⇒ 6 Druid


Gnome Druid with a net bonus of +5

Character 2:

Ability scores:
Stat1: 4d6 ⇒ (1, 4, 1, 2) = 8 7
Stat1: 4d6 ⇒ (4, 6, 3, 6) = 19 9
Stat1: 4d6 ⇒ (5, 1, 1, 1) = 8 13
Stat1: 4d6 ⇒ (2, 3, 2, 4) = 11 12
Stat1: 4d6 ⇒ (3, 4, 4, 5) = 16 13
Stat1: 4d6 ⇒ (6, 2, 5, 5) = 18 8
Net Bonus of -1

Race: 1d36 ⇒ 31Tengu

class: 1d21 ⇒ 19 Summoner

Tengu Summoner with net bonus of -1

Character 3:

Ability scores:
Stat1: 4d6 ⇒ (4, 3, 1, 5) = 13 12
Stat1: 4d6 ⇒ (3, 2, 5, 1) = 11 10
Stat1: 4d6 ⇒ (6, 5, 6, 3) = 20 17
Stat1: 4d6 ⇒ (4, 3, 4, 4) = 15 12
Stat1: 4d6 ⇒ (5, 3, 1, 1) = 10 9
Stat1: 4d6 ⇒ (4, 4, 3, 5) = 16 13
Net Bonus of 5

Race: 1d36 ⇒ 36 Wayang

class: 1d21 ⇒ 20 Witch

Wayang Witch with net bonus of 5

Reroll of Character 2:

Ability scores:
Stat1: 4d6 ⇒ (2, 4, 2, 4) = 12 10
Stat1: 4d6 ⇒ (1, 4, 6, 3) = 14 13
Stat1: 4d6 ⇒ (1, 2, 2, 1) = 6 5
Stat1: 4d6 ⇒ (5, 6, 5, 3) = 19 16
Stat1: 4d6 ⇒ (4, 2, 1, 2) = 9 8
Stat1: 4d6 ⇒ (3, 3, 1, 2) = 9 8
Net Bonus of -1

Race: 1d36 ⇒ 5Drow

class: 1d21 ⇒ 12 Wizard


Drow Wizard with net bonus of -1

Second Reroll of Character 2:

Ability scores:
Stat1: 4d6 ⇒ (6, 1, 4, 1) = 12 11
Stat1: 4d6 ⇒ (3, 2, 2, 1) = 8 7
Stat1: 4d6 ⇒ (3, 5, 5, 5) = 18 15
Stat1: 4d6 ⇒ (3, 1, 1, 1) = 6 5
Stat1: 4d6 ⇒ (2, 1, 6, 1) = 10 9
Stat1: 4d6 ⇒ (3, 5, 3, 2) = 13 11
Net Bonus of -2 and the worst yet

Race: 1d36 ⇒ 20Kobold

class: 1d21 ⇒ 14 Paladin


Kobold Paladin with net bonus of -2

Third Reroll of Character 2:

Ability scores:
Stat1: 4d6 ⇒ (2, 1, 1, 4) = 8 7
Stat1: 4d6 ⇒ (5, 6, 3, 5) = 1916
Stat1: 4d6 ⇒ (5, 4, 2, 6) = 17 15
Stat1: 4d6 ⇒ (4, 5, 3, 5) = 17 14
Stat1: 4d6 ⇒ (1, 6, 3, 4) = 14 13
Stat1: 4d6 ⇒ (6, 4, 1, 3) = 14 13
Net Bonus of +7

Race: 1d36 ⇒ 6Gnome

class: 1d21 ⇒ 19 Summoner

Gnome Summoner with net bonus of +7 and my pick!

Dark Archive

Undine Sorcerer:

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

race: 1d36 ⇒ 33 Undine
class: 1d21 ⇒ 18 Sorcerer

Half Elf Oracle:

4d6 ⇒ (4, 3, 5, 4) = 16 13
4d6 ⇒ (2, 2, 5, 6) = 15 13
4d6 ⇒ (2, 3, 4, 1) = 10 9
4d6 ⇒ (1, 3, 5, 4) = 13 12
4d6 ⇒ (3, 5, 3, 6) = 17 14
4d6 ⇒ (5, 3, 6, 2) = 16 14
Total: +6
race: 1d36 ⇒ 13 Half-Elf
class: 1d21 ⇒ 13 Oracle

Undine Witch:

4d6 ⇒ (4, 6, 6, 3) = 19 16
4d6 ⇒ (1, 5, 2, 4) = 12 11
4d6 ⇒ (6, 3, 5, 5) = 19 16
4d6 ⇒ (4, 3, 4, 2) = 13 11
4d6 ⇒ (5, 4, 3, 6) = 18 15
4d6 ⇒ (3, 4, 2, 4) = 13 11
Total: +8
race: 1d36 ⇒ 33 Undine
class: 1d21 ⇒ 20 Witch


I think I'll bow out, just to narrow down the playing field a bit... but next time one of these comes up, I'm definitely tossing my hat into the ring!


1) Samsaran Cleric:

Stat 1: : 4d6 ⇒ (6, 6, 1, 2) = 15 ⇒ 14 (+2)
Stat 2: : 4d6 ⇒ (3, 1, 6, 5) = 15 ⇒ 14 (+2)
Stat 3: : 4d6 ⇒ (1, 6, 4, 3) = 14 ⇒ 13 (+1)
Stat 4: : 4d6 ⇒ (4, 3, 6, 4) = 17 ⇒ 14 (+2)
Stat 5: : 4d6 ⇒ (6, 1, 3, 4) = 14 ⇒ 13 (+1)
Stat 6: : 4d6 ⇒ (5, 3, 2, 5) = 15 ⇒ 13 (+1)
Race:: 1d36 ⇒ 26 ⇒ Samsaran
Class:: 1d21 ⇒ 5 ⇒ Cleric

2) Kobold Fighter:

Stat 1: : 4d6 ⇒ (3, 6, 5, 1) = 15 ⇒ 14 (+2)
Stat 2: : 4d6 ⇒ (4, 1, 3, 5) = 13 ⇒ 12 (+1)
Stat 3: : 4d6 ⇒ (3, 2, 5, 3) = 13 ⇒ 11 (+0)
Stat 4: : 4d6 ⇒ (4, 5, 1, 3) = 13 ⇒ 12 (+1)
Stat 5: : 4d6 ⇒ (4, 1, 4, 3) = 12 ⇒ 11 (+0)
Stat 6: : 4d6 ⇒ (1, 4, 2, 6) = 13 ⇒ 12 (+1)
Race:: 1d36 ⇒ 20 ⇒ Kobold
Class:: 1d21 ⇒ 7 ⇒ Fighter

3) Strix Samurai:

Stat 1: : 4d6 ⇒ (2, 4, 4, 4) = 14 ⇒ 12 (+1)
Stat 2: : 4d6 ⇒ (6, 5, 1, 6) = 18 ⇒ 17 (+3)
Stat 3: : 4d6 ⇒ (5, 4, 5, 4) = 18 ⇒ 14 (+2)
Stat 4: : 4d6 ⇒ (3, 3, 5, 3) = 14 ⇒ 11 (+0)
Stat 5: : 4d6 ⇒ (5, 6, 4, 1) = 16 ⇒ 15 (+2)
Stat 6: : 4d6 ⇒ (3, 1, 1, 2) = 7 ⇒ 6 (-2)
Race:: 1d36 ⇒ 27 ⇒ Strix
Class:: 1d21 ⇒ 17 ⇒ Samurai

My Choice: 1d3 ⇒ 2

Scarab Sages

Okay, I said I'd do backgrounds in the morning, but didn't get time for that. Plus, I think I've settled on the Undine Rogue after all. That's the only one I've come up with any personality or background ideas for. So, introducing...


Syntriani, Undine Rogue (Bandit, Knife Master)

Edit: Stat block and short background blurb is in the alias profile.

Silver Crusade

Dot. I have to sleep now.


Would those who have settled on a character concept please make a post with that choice so I can see what I've got so far for possible players.


Ssithrit, Nagaji Cleric of Groetus
Reporting in. Background to follow. Character stats: here


Nagaji ranger?:

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

tengu rogue?:

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

hobgobbo gunslinger?:

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

not sure if i will have time, if not, it was fun rolling anyway!
don't wait up for me, i doubt i will have a character made before next weekend.


Cedany, Aasimar Cavalier.


Nagaji Bard. Will wait on an avatar until I get selected, so when finished I'll post the sheet under this profile.


Dahlia Blaze
Female Ifrit Cleric (Evangelist) of Sarenrae 2

Spoiler:
CG Medium outsider (native)
Init +6; Senses darkvision 60 ft.; Perception +8
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 20 (2d8+4)
Fort +5, Ref +2, Will +5
--------------------
Offense
--------------------
Speed 30 ft.
Melee dagger +4 (1d4+3/19-20) and
longspear +4 (1d8+4/×3)
Ranged sling +3 (1d4+3)
Special Attacks fascinate, inspire courage +1, sermonic performance, countersong
Spell-Like Abilities (CL 2nd; concentration +6)
1/day—efreeti magic
Domain Spell-Like Abilities (CL 2nd; concentration +4)
5/day—fire bolt (1d6+1 fire)
Cleric (Evangelist) Spells Prepared (CL 2nd; concentration +4):
1st—burning hands [D] (DC 13), cure light wounds x3
0 (at will)—create water, detect magic, mending, stabilize
[D] Domain spell; Domain Fire
--------------------
Statistics
--------------------
Str 16, Dex 14, Con 15, Int 14, Wis 15, Cha 19
Base Atk +1; CMB +4; CMD 16
Feats Combat Reflexes, Power Attack
Traits conspiracy hunter, maestro of the society
Skills Diplomacy +9, Knowledge (religion) +7, Perception +8, Perform (oratory) +9, Spellcraft +7
Languages Common, Dwarven, Elven, Ignan
SQ aura, domains (fire), hypnotic, public speaker, spontaneous casting, wildfire heart
Other Gear lamellar (leather) armor, dagger, longspear, sling, backpack, banner, simple, bedroll, belt pouch, blanket, gear maintenance kit, grappling hook, grooming kit, silver holy symbol (Sarenrae), scroll case, silk rope (50 ft.), wrist sheath, 84 gp, 4 sp
--------------------
Special Abilities
--------------------
Aura (Ex) The Cleric has an aura corresponding to his deity's alignment.
Bardic Performance: Fascinate (1 targets, DC 15) (Su) One or more creatures becomes fascinated with you.
Bardic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls.
Cleric (Evangelist) Domain (Fire) Granted Powers: You can call forth fire, command creatures of the inferno, and your flesh does not burn.
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Efreeti Magic (1/day) (Sp) Cast enlarge person or reduce person 1/day.
Fire Bolt 1d6+1 fire (5/day) (Sp) As a standard action, ranged touch attack deals fire dam to foe in 30 ft.
Hypnotic (1/day) +1 to DC of spells that fascinate. May make creature reroll against such 1/day.
Maestro of the Society +3 rounds of Bardic Performance a day.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Public Speaker (-6 DC to hear) An evangelist gains Perform as a class skill. In addition, she is trained to project her voice with great skill and effect; the DC to hear her speak in difficult conditions is reduced by an amount equal to her class level plus her Charisma modifier
Sermonic Performance (standard action, 13 rounds/day) An evangelist gains the ability to deliver a select number of supernatural and spell-like performances through the force and power of her divinely inspired preaching and exhortation. This ability is similar in all respects to bardic performance as us
Sermonic Performance: Counterspell (Su) Counter magical effects that depend on sound.
Spontaneous Casting An evangelist does not gain the ability to spontaneously cast cure or inflict spells by sacrificing prepared spells. However, an evangelist can spontaneously cast the following spells by sacrificing a prepared spell of the noted level or above: 1st--command (DC 13) 2nd--enthrall (DC 14)
Wildfire Heart +4 racial bonus on initiative
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 Publishing, LLC®, and are used under license.

Background to follow. Will make a profile if selected.


Oh, that reminds me:

A profile is not needed in order to be selected.

I know some GMs require them, but I also know plenty of players(myself included occasionally) don't like making up a profile, only to not be selected. So don't worry about making one, unless you actually want to.

@Tenro:

The recruitment for this is staying open till at least the 17th, though I might stop new submissions earlier. I will not be selecting my players until then however.


Here is the submission of Trawets71.

Never played a summoner before so if there are any glaring mistakes please let me know.


Checking my Orc Rogue's background :

I have based it on half-orc (as this is closest to what it could be):
Orc Homeland: 1d100 ⇒ 65 --> Human Homeland
Human Homeland: 1d100 ⇒ 96 --> Unusual Homeland
Unusual Homeland: 1d100 ⇒ 55 --> City or Metropolis
Orc Parent(s): 1d100 ⇒ 2 --> Both of my parents are alive
Siblings: 1d100 ⇒ 80 --> 1 half-orc sibling
Sibling Age: 1d100 ⇒ 37--> older Gender: 1d100 ⇒ 99 Male

Circumstance of Birth: 1d100 ⇒ 55 --> Middle Class
Parents Profession: 1d100 ⇒ 89 --> Merchants

Major Childhood Event: 1d100 ⇒ 47 --> Troubled First Love

Rogue Background: 1d100 ⇒ 93 --> Scout
Associates: 1d100 ⇒ 26 --> The Lover

Conflicts: 1d20 ⇒ 19 --> Killed someone [8 cp]
Subject: 1d20 ⇒ 17 --> Gangster or Underworld figure
Motivation: 1d10 ⇒ 3 --> Pressured or Manipulated [2 CP]
No Guilt + 2 CP = 12 --> Neutral (6 in each track)
Deity --> Gozreh
Romantic Relationships: 1d12 ⇒ 5 --> A Few significant Relationships

That's one weird background. Orc with both his parents alive, who are middle class merchants in a city or metropolis ...


Voice of Awesomeness wrote:

Oh, that reminds me:

A profile is not needed in order to be selected.

I know some GMs require them, but I also know plenty of players(myself included occasionally) don't like making up a profile, only to not be selected. So don't worry about making one, unless you actually want to.

@Tenro:

The recruitment for this is staying open till at least the 17th, though I might stop new submissions earlier. I will not be selecting my players until then however.

I just reused a profile from a game that died, I try to minimise the profiles i've got.


Almost done my gnome cavalier

Poppy Pomagranite and her dog Spot


This is Rhanloi Ehlyss' Wayang Inquisitor! I need to get gear and update combat stats, but the other crunch is done. I have a great intro story that makes sense why he is what he is and why he is in the Material Plane with a group of adventurers! Will write it up tonight after work =)

Just a thought, GM - you could always list all of the characters and randomly select them...just sayin' =)


This is mcridill's tiefling free hand fighter crunch is in previous post and profile.

Backstory:
Niusha always had a fire burning in heart and was restleess often getting into trouble. Niusha, while physically attractive, has an off putting personality. She see herself superior than other lesser people. Her parents tried to teach her grace and elegance through dancing. Her dances are fluid and graceful enough but they seem to lack a certain charm and seem like she is only doing for herself. Her Parents were further dismayed when Niusha mixed her dancing with martial prowess causing her to get into even more fights. Tired of her family trying to control her she left and used what she learned to started adventuring. finally finding a way to make use of all restless energy inside her.


So you do want full crunch?
Posting placeholder for Undine Ninja, water Mephit line. Often mistaken for a tiefling.

Silver Crusade

Stats:

dropped: 4d6 ⇒ (1, 1, 3, 2) = 7
DEX: 4d6 ⇒ (1, 3, 2, 3) = 9
WIS: 4d6 ⇒ (3, 3, 2, 4) = 12
STR: 4d6 ⇒ (2, 2, 1, 2) = 7
CON: 4d6 ⇒ (1, 2, 2, 5) = 10
INT: 4d6 ⇒ (4, 4, 4, 3) = 15
CHA: 4d6 ⇒ (5, 5, 4, 3) = 17

Race: 1d36 ⇒ 10 Gnome
Class: 1d21 ⇒ 13 Oracle

EDIT: Possessed Oracle, Outer Rifts Mystery (both chosen semi-randomly)


i too cannot resist making up a character in such a fashion.

attempt #1, goblin cleric:

race: 1d36 ⇒ 11 = goblin
class: 1d21 ⇒ 5 = cleric
stats: 4d6 ⇒ (3, 5, 5, 3) = 16 = 13 (+1)
stats: 4d6 ⇒ (3, 2, 3, 2) = 10 = 8 (-1)
stats: 4d6 ⇒ (3, 1, 6, 6) = 16 = 15 (+2)
stats: 4d6 ⇒ (2, 1, 1, 5) = 9 = 8 (-1)
stats: 4d6 ⇒ (3, 6, 6, 1) = 16 = 15 (+2)
stats: 4d6 ⇒ (4, 2, 6, 1) = 13 = 12 (+1)

attempt #2, merfolk gunslinger:

not keen on merfolk, not gonna bother decoding further
race: 1d36 ⇒ 21
class: 1d21 ⇒ 8
stats: 4d6 ⇒ (4, 3, 5, 6) = 18
stats: 4d6 ⇒ (1, 6, 6, 2) = 15
stats: 4d6 ⇒ (1, 5, 5, 2) = 13
stats: 4d6 ⇒ (4, 6, 4, 3) = 17
stats: 4d6 ⇒ (3, 2, 6, 5) = 16
stats: 4d6 ⇒ (1, 1, 6, 5) = 13

attempt #3, Dhampir Witch:

race: 1d36 ⇒ 4
class: 1d21 ⇒ 20
stats: 4d6 ⇒ (2, 3, 5, 4) = 14 = 12 (+1)
stats: 4d6 ⇒ (4, 2, 2, 5) = 13 = 11 (+0)
stats: 4d6 ⇒ (4, 4, 3, 4) = 15 = 12 (+1)
stats: 4d6 ⇒ (4, 6, 3, 6) = 19 = 16 (+3)
stats: 4d6 ⇒ (6, 3, 3, 4) = 16 = 13 (+1)
stats: 4d6 ⇒ (6, 6, 5, 2) = 19 = 17 (+3)

well thats a pretty strong stat block, and also the most interesting race/class combo i reckon. something i would never choose, which is the perfect reason to use it in this game!

alignment
lawful, neutral, chaotic: 1d3 ⇒ 2
good, neutral: 1d2 ⇒ 2


oh if anyone is interested, here is a way to get a random name.

http://www.behindthename.com/random/


Backstory of Edwin Bellmort the Druid:

Before Edwin was born there was a beautiful elven maiden by the name of Ayaa, she lived in a small village in the forest, in her small village she was loved and respected by many and many sought her out for guidance. She was married to a Ranger by the name of Ryyner, and there were talk of them settling down and having a child things looked as though they were going well... unfortunately Ayaa caught the eye of a dark and evil creature, Ivan the Black, a vampire, he lusted after her and decided that he must have her, so one night when she was doing her nightly dedications to nature, he struck and raped her, and left her there, weak and weary... carrying his unborn, undead seed, she soon recuperated but the event left her permanently drained and the strain of birth was too much for her, she died giving birth to Edwin. Her husband Ryyner took it upon himself to raise the child as his own, teaching the child the way of the forest, to commune with nature, Edwin decided to walk in his mothers footsteps and become a druid to honor her memory, he has dedicated himself to strengthening himself in order to face his rapist father and make him answer for what he's done this is where his story, truly begins *fade to white*

TLDR, Rapit vampire "father" elf mom dies in childbirth, kid swears revenge but has to get stronger first,


Yikes, my gentleman sorceror has some really good competition!


heres my Dhampir Witch stat block

Spoiler:

Brita Bystrom
Dhampir Witch 2
N Medium humanoid (dhampir)
Init +8; Senses darkvision 60 ft., low-light vision; Perception +5
--------------------
Defense
--------------------
AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 18 (2d6+6)
Fort +2, Ref +2, Will +4; +2 bonus vs. disease and mind-affecting
Defensive Abilities negative energy affinity; Resist undead resistance
Weakness light sensitivity
--------------------
Offense
--------------------
Speed 30 ft.
Melee spear +1 (1d8/×3)
Special Attacks hexes (cackle, evil eye)
Dhampir Spell-Like Abilities (CL 1st; concentration +3)
. . 3/day—detect undead
Witch Spells Prepared (CL 2nd; concentration +5):
. . 1st—charm person (DC 14), lock gaze (DC 14), summon monster i
. . 0 (at will)—dancing lights, detect magic, guidance, read magic
--------------------
Statistics
--------------------
Str 11, Dex 14, Con 14, Int 17, Wis 13, Cha 14
Base Atk +1; CMB +1; CMD 13
Feats Improved Initiative
Traits dangerously curious, reactionary
Skills Bluff +4, Fly +6, Intimidate +6, Knowledge (arcana) +7, Knowledge (history) +7, Knowledge (planes) +7, Perception +5, Spellcraft +7, Use Magic Device +8; Racial Modifiers +2 Bluff, +2 Perception
Languages Common, Osiriani, Undercommon, Varisian
SQ patron spells (time), resist level drain
Other Gear spear, backpack, bedroll, blanket, silk rope (50 ft.), 185 gp, 4 sp
--------------------
Special Abilities
--------------------
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -2 (6 round(s, DC 14), DC 14) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +3 to sight-based Perception checks in shadows You gain the Alertness feat while your familiar is within arm's reach.
Light Sensitivity (Ex) Dazzled as long as remain in bright light.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Negative Energy Affinity (Ex) You are alive, but react to positive/negative energy as though you were undead.
Resist Level Drain (Ex) Negative levels don't impose penalties or become permanent, but still kill if exceed HD.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Undead Resistance +2 save vs. disease, mind affecting effects.


The Drow wizard of sedoriku.

Still have yet to outfit him but otherwise here he is.

Background, whoo:

Qiu is Drow. Qiu knows little about The Drow, and nothing about Their society. In fact, Qiu doesn't even know the correct name.

Most of this starts when Qiu's father, a wizard of some ability, kidnapped him and his older sister and subsequently fled to Tian Xia. The father being a paragon of Drow virtue soon got incarcerated, escaped, incarcerated in a re-done facility, and so on. Qiu and his sister, in an odd coincidence, were raised by a wizard, who maked quite a bit of money on arcane escape-proofing the local prison.

Qiu has subsequently followed in his fathers' footsteps and gone into wizardry, and found a living helping caravans over the crown of the world. On the most recent of these trips he ended up quiting the caravan to travel with a dungeon-delving group and hopefully find more about Them. This adventure garnered him: a fear of spiders, an abhorrence of trail rations, a dearth of new information about Them, a hefty fine back home, and enough money to convince him it was all worth it.

Stats:

Male Drow (surface infiltrator) Wizard (Shadow caster, Void Specialty) 2
LN Medium humanoid (elf)
Init: +4; Senses: Low-light vision, Perception +4
--------------------
Defense
--------------------
AC , touch 12, flat-footed (+ armor, +2 Dex)
hp 12 (1d6)
Fort +0, Ref +2, Will +3 +2 vs. enchantment effects
Defensive abilities: Immune sleep, SR 8
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1
Ranged +3 (1d8, light crossbow)
--------------------
Statistics
--------------------
Str 11, Dex 15, Con 11, Int 17, Wis 12, Cha 15
Base Atk +1; CMB +1; CMD 14
Feats: Spell Focus (conjuration)
Traits: Reactionary, Avid Reader (Dungeoneering)
Skills (10): Knowledge (Arcana, Dungeoneering, Nature) +8, Spellcraft +8, Perception +4, Knowledge (Planes) +7
Languages: Undercommon, Elven, Common, Tien, Draconic, Shadowtongue.
Possessions:
--------------------
Special Abilities: Weapon Familiarity: (hand crossbow, rapier, and shortsword), Elven Immunities, Spell Resistance: (6+Character level) Keen Senses, Spell-Like Abilities: (dancing lights, darkness, and faerie fire), Poison Use, Low-light vision (Surface Infilitrator), Void Awareness, Reveal weakness, Cantrips, Shadow spells.

--------------------
Spells
--------------------
Cantrips: All wizard(-mending) + guidance
1st: Color Spray, Shield, Summon Monster I, Enlarge person, Grease, Mage armor, Gravity Bow, Summon minor monster, Keen Senses (Specialty)
SLAs: Dancing lights, 1/day (CL 2); Darkness, 1/day (CL 2); Faerie Fire, 1/day (CL 2)

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