Wrath of the Wicked (Inactive)

Game Master The Dragon


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I like the variant multi-class add-in

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

15,15,14,14,12,11

4d6 - 2 ⇒ (2, 2, 6, 6) - 2 = 14
4d6 - 4 ⇒ (5, 6, 5, 4) - 4 = 16
4d6 - 1 ⇒ (1, 6, 5, 3) - 1 = 14
4d6 - 1 ⇒ (4, 2, 3, 1) - 1 = 9
4d6 - 3 ⇒ (6, 4, 6, 3) - 3 = 16
4d6 - 1 ⇒ (3, 2, 2, 1) - 1 = 7

16,16,14,14,9,7

Interesting couple of arrays. Both pretty good.


Sorry Dragon! I think you didn't see the questions, so just bringing them up again, my friend:

@Dragon:
1 - Can we ignore Hero Points and get another feat instead?
2 - Can I take a Regional Trait and adapt it for the environment?
3 - Can we get a drawback for a third trait?
4 - Are we using Background skills?


Yeah, missed them, sorry. -.-'

1 - There are no hero points, and thus no anti-hero feats in play.
2 - Probably, depending on the trait.
3 - No drawbacks.
4 - No background skills either.


In my case (for the Regional trait) I'd like to pick:

Dominator (Belkzen) The blood of dominance runs thick in the savage home of orcs, and your prowess in fighting is a thing of cruel artistry. You receive a +2 trait bonus on all attempts to demoralize an opponent in combat using your Intimidate skill.

My character is a Half-Orc bully, who uses intimidation to get things his way.


Can I pick Oracle as my variant multiclass for my Oracle? I'm having real trouble figuring out which VMC I want... Maybe I'll go Bard, though sadly oracles do not get preform as a class skill, so I would have to pick up that somehow. Cleric is another option I'm considering, though that would basically be just for the domain power since you never get channeling higher than 1d6 and it'd going to be just negative energy, unless you allow it to work with divine metamagic from 3.5 I suppose? That's probably way too good though. You say we get the first benefit of VMC at first level. I assume that is the 3rd level ability and not actually the first level ability that a lot of classes actually get.


Sure. For regional orcs, they're mostly out west, fairly close to the city. Out in the Ridgewilds, mostly in the northern, rocky bits of it.

That place has goblins and ogres as well.


Thanks Dragon! For the Variant Multiclasses, there are third parties for other classes (such as Bloodrager) - I assume these are out? :)


Yes, only the paizo ones.


Alright, I think I have the basic idea of my build down! I intend to use Oracle as my multiclass, with Wasting for my curse, and Resist Life from the Bones mystery as my revelation.

So, basically, I'm making a pseudo-undead druid who is completely unable to heal himself.

For my Nature Bond, I'm leaning towards taking a domain, but out of the ones that are available to druids, I can't think of which one best fits the concept. Any suggestions would be appreciated!


Thematically, I'd say the Vulture domain.


Ooh, good idea. Sadly, I'd never get Agent of Rebirth, since it's an 8th level ability, but the theme is good, and I like the spells.


The Dragon wrote:
'Glory in battle' seems off. I don't see a reason why the class/VMC combination wouldn't work, but the fluff doesn't fit with the game at all - unless you write an interesting version that really jives. Not going to say no, but if you write Soldier mcKnight, I'm pretty unlikely to pick you up.

Well, the general idea is this;

Loose Character Idea:
Basically the character is a Transgender woman attempting to get the cash together for an Elixir of Sex Shifting and signed on to the Guild as a combined Heavy and Healer since she can cast Positive Energy based spells. She's useful to the Guild - the Guild will get her the cash she needs to buy what she wants, and the contacts to do it. And the Guild is useful to her - she's not just another sword in a Merc guild, she's going to be the problem solver.

Her idea of personal Glory will basically mean she wants a reputation as the biggest, badest person around, and possibly some control of the Guild itself. She's also more likely to look for violent solutions, but that's all part of the fun.

As I read Gorum, I don't have to go around picking fights with everyone - sneaking and stealth are allowed. It's cowardice that invokes his ire, not using solid tactics. One of his domains is Tactics, after all, and Bandits and Mercenaries are list in his worshippers.

So, basically, it'll depend on if you read Gorum the same way I do or if I should shift to another God. And if the character strikes you as suited to what you have in mind. If not, I'll scrap it for another game and think up something else.


@Dragon
Did you see my response about the Ghoran' race?
Want to k ow if I should start with fluff to the race to fit your setting first or using what is provided and rolling out a backstory from that.


Made the few changes to the crunch based on what the GM didn't allow. Helps as much as it hurts ^^. Sleep Immunities can be great.

Updated Crunch:

Jevan T'soryn
Male Alchemist (Preservationist)
CE Medium humanoid (Drow Elf)
Init +4; Senses Low-Light Vision
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 8 (1d8)
Fort +2, Ref +6, Will -1
--------------------
Offense
--------------------
Speed 30 ft.
Ranged Bomb +5/+7 1d6+4 (Without Mutagen/With Mutagen)
--------------------
Statistics
--------------------
Str 9, Dex 18, Con 10, Int 18, Wis 9, Cha 10
Base Atk +0; CMB -1; CMD 13/9Fl
Feats Extra Bombs
Traits Alabaster Odalisque (Jalmery) (Bluff/UMD), Secret-Keeper
Skills Bluff +7, Craft (Alchemy) +8, Disable Device +7, Know (Nature) +8, Perception +3, Profession (Courtesan) +3, Sleight of Hand +7, Spellcraft +8, UMD +5
Languages Abyssal, Common, Draconic, Drow Sign Language, Elven, Undercommon
Combat Gear Studded Leather
Other Gear Backpack, Bedroll, Courtesan's Kit, Pickpocket's Outfit, Thieves' tools, waterskin
-------------------
Special Abilities
--------------------
Alabaster Odalisque (Jalmery; Bluff, UMD) 1/day
Alchemy +1
Bomb 1d6+4 7/day DC14
Drow Immunities Sleep
Elven Immunities +2 against enchantment
Low Light Vision
Mutagen (+4 Dex, -2 Will, +2 NA)
Poison Use
Secret-Keeper
Spell Resistance 7
Surfuce Infiltrator
Throw Anything
---------------------------
Extracts/Spell Like Abilities
---------------------------
Lvl 1: Comprehend Languages, Cure Light Wounds, Enlarge Person, Reduce Person, Shield, Touch of the Sea
Dancing Lights 1/day
Darkness 1/day
Faerie Fire 1/day
Summon Monster 1 1/day


So, a friend of mine is absolutely mortified by the fact that I'm taking Resist Life, and has told me to ask if you will allow me to take the curse of Black Blood from my Variant Multiclass as oracle. Would you be okay with that?


Newbonomicon wrote:
So, a friend of mine is absolutely mortified by the fact that I'm taking Resist Life, and has told me to ask if you will allow me to take the curse of Black Blood from my Variant Multiclass as oracle. Would you be okay with that?

You're not in as much trouble as you think - I count at least two applicants so far who're going to have ready access to negative energy. You're probably going to wind pu the guy most easily healed.

You won't be able to heal yourself, but druids have plenty of other stuff availible for them to do, and wizards, sorcerers barbarians etc. can't self-heal either.

Anyway, no on black-blooded. Not about power level so much as it's about me wanting to cut down on third-party and stay with things I'm familiar with.

oyzar wrote:
Can I pick Oracle as my variant multiclass for my Oracle? I'm having real trouble figuring out which VMC I want... Maybe I'll go Bard, though sadly oracles do not get preform as a class skill, so I would have to pick up that somehow. Cleric is another option I'm considering, though that would basically be just for the domain power since you never get channeling higher than 1d6 and it'd going to be just negative energy, unless you allow it to work with divine metamagic from 3.5 I suppose? That's probably way too good though. You say we get the first benefit of VMC at first level. I assume that is the 3rd level ability and not actually the first level ability that a lot of classes actually get.

Hmm. I believe the VMC rules say no to that - It'd be like multiclassing between oracle and an oracle archetype.

As for DMM, that one is allowed, as are the other divine feats. It's a known gamebreaker, so it has houserules attached to it:

You must possess the metamagic feat before you can use it with DMM, and must take DMM once for each seperate metamagic feat you want to use it with.
To keep it somewhat reasonable, feats of more than +3 spell level adjustment cannot be DMM'd.
It does not function with arcane spells.

Regarding divine feats, The Archlich in particular might want to take a look at Divine Might(Complete Divine) and Law Devotion (Complete Champion). Pretty good stuff, and seems to fit with his concept.


Jevar T'soryn wrote:

Made the few changes to the crunch based on what the GM didn't allow. Helps as much as it hurts ^^. Sleep Immunities can be great.

** spoiler omitted **

Looks good.

JonGarrett wrote:
The Dragon wrote:
'Glory in battle' seems off. I don't see a reason why the class/VMC combination wouldn't work, but the fluff doesn't fit with the game at all - unless you write an interesting version that really jives. Not going to say no, but if you write Soldier mcKnight, I'm pretty unlikely to pick you up.

Well, the general idea is this;

** spoiler omitted **

So, basically, it'll depend on if you read Gorum the same way I do or if I should shift to another God. And if the character strikes you as suited to what you have in mind. If not, I'll scrap it for another game and think up something else.

Hmm. Okay, I like this, no worries.

Movin wrote:

@Dragon

Did you see my response about the Ghoran' race?
Want to k ow if I should start with fluff to the race to fit your setting first or using what is provided and rolling out a backstory from that.

That's some pretty good fluff you have going there - it makes sense. What I was looking for was actually more that I have no idea of what they look like, which irks me a bit.


This looks to be the picture from the Inner sea bestiary.
That weird looking Tattoo on its belly is in fact the mechanism for its Seed class feature. In order to affect that trick they basically remove most of the important parts in their torso to make a ghetto plant clone.

They are very obviously inhuman, though a high enough bluff could perhaps make ones appearance looks to be a high quality costume.
Without magic assistance to hide my appearance I'm make the assumption that disguises are nearly impossible to pull off.
Would such a trait be terribly crippling for the adventures you have in mind?


If you're seen doing something you're not supposed to, people will be pretty sure who you are, and it'll close off certain ways of solving certain problems for you. You might wind up having to wait in the stagecoach while the rest of the party infiltrates the royal banquet, for example. Or maybe the party will have to create a plan that doesn't involve attending the banquet at all. That sort of thing.

That at said, it won't lock you out of participating in adventures, so no worries there.


Black Blooded isn't third-party. It's a replacement curse that oracles get by taking an archetype. That said, I can live with no Black Blood, and my friend's issue was less that I wouldn't be able to heal myself, and more that I'd be wasting my only revelation on one that doesn't give me any sort of benefit.


Newbonomicon wrote:
Black Blooded isn't third-party. It's a replacement curse that oracles get by taking an archetype. That said, I can live with no Black Blood, and my friend's issue was less that I wouldn't be able to heal myself, and more that I'd be wasting my only revelation on one that doesn't give me any sort of benefit.

There's a feat chain in Libris Mortis that does more or less the same thing as the revelation - if you grabbed that, you could take another (better) revelation instead.

If you don't have the book, I could pm you the text of the feat chain, if you want.


Alright, sure, PM it to me.


Then I'll go with cleric for my VMC :). Those "houserules" is how I thought it worked and my character is divine anyway. Too bad the last ability doesn't do anything, but that's more than made up for by the fact that the other are amazing. I'll probably go with the trickery domain, thought I need to find an appropriate deity. For the spirit guide archtype, are there any spirits you would prohibit my character from picking? Would you allow "arcane enlightenment" from lore to actually work(using wisdom of course), that has been FAQed to death. I'm also thinking of using nature spirit and of course heavens, though of course the more options the better ;). For race I think I'm going gnome.

I'm considering picking up the gnome racials based off favored terrain. What terrains are relevant for this campaign? Will it be mostly in urban environment or vary wildly? I might even pick two different ones, urban and forest for example.


Ooh, these are great! Thanks!


oyzar wrote:

Then I'll go with cleric for my VMC :). Those "houserules" is how I thought it worked and my character is divine anyway. Too bad the last ability doesn't do anything, but that's more than made up for by the fact that the other are amazing. I'll probably go with the trickery domain, thought I need to find an appropriate deity. For the spirit guide archtype, are there any spirits you would prohibit my character from picking? Would you allow "arcane enlightenment" from lore to actually work(using wisdom of course), that has been FAQed to death. I'm also thinking of using nature spirit and of course heavens, though of course the more options the better ;). For race I think I'm going gnome.

I'm considering picking up the gnome racials based off favored terrain. What terrains are relevant for this campaign? Will it be mostly in urban environment or vary wildly? I might even pick two different ones, urban and forest for example.

Not quite sure what you're asking for here.

Let's see, looking stuff up.

Okay, so Lore Spirit has an Arcane Enlightenment, which adds stuff to the shaman list, using Cha for number, minimum int for determining how high-level, and Wis for DC of the resulting spells. So far no problem.

Spirit guide archetype then lets oracles, who are spontaneous casters, access the Lore Spirit and grab a hex off of it in the proccess. The writers of the hex didn't consider the Spirit Guide archetype, and the resulting situation is awkward.

The extremely nice version is Wis mod wizard spells added to spells know, changeable each day. One might argue that this:

Quote:
At 4th level, she adds the bonded spirit's spirit magic spells to her oracle spells known for that day, but only of spell levels she can cast.

Has some impact on the result, but I'm inclined to disagree - Arcane Enlightenment spells are not Lore Spirit spirit magic spells.

The other extreme is that since oracles don't prepare spells, they can't benefits from abilities which lets them expand the list of spells they can prepare.

Hmm. Here's what we'll go with - if you can find a way to prepare spells with your oracle slots, then you can use that to prepare the spells from the hex.

I seem to remember that a feat which does that exists somewhere - designed to allow sorcerers and their ilk to get around the increased casting time, but in this case it'd allow you to circumvent your RAW problem.

If you can find something like that, you're in business. Otherwise, no dice.

oyzar wrote:
I'm considering picking up the gnome racials based off favored terrain. What terrains are relevant for this campaign? Will it be mostly in urban environment or vary wildly? I might even pick two different ones, urban and forest for example.

Mostly urban, but there might be forrays into the environment, depending on what you decide to do. A lot of this will be sandboxy after all, not like most APs.

Nearby terrains include (not guaranteeing you'll go to any of them, but they're there for exploration or exploitation, if you want): Forest, Mountain, Underground and Swamp. Up the mountains there's Cold, and on the other side of the mountain pass there's a vast hot Desert. The sea isn't that far either, and there's a large dam up above the city, so Aquatic might end up being relevant, too.

Also, the Guild often uses a network of natural tunnels/sewers under the city. There are underground rivers there, which they use to ferry barges and stuff around. This is the faster option, but it's not without dangers - the city sits on the edge of some cliffs, so the wrong tunnel might send you out and down the waterfalls. More than a couple precious shipments have been lost that way. There are also tunnels without water, which are safer, but don't lead everywhere.

Urban is going to be the big one, obviously.

Newbonomicon wrote:
Ooh, these are great! Thanks!

You're welcome :)


Hrmmm.. lets see, few other questions.

With most of the presented melee characters having an intimidation focus I'd like to capitalize on that.
Would you have any issue with my Eidolon (Who I'm currently imagining as a Carnivorous tree, type undetermined) taking the Scent of fear feat?

Are there any particularly common trees native to the city I'm having this thought of getting the Tree monster a high enough disguise check to masquerade as a normal tree by holding very still. The Freeze monster ability would be perfect but isn't something I can get normally.

I'd be interested in some manner of feat to let my Ghoran summon more plant creatures. The normal SNA summon list is sady lacking in that department.
Greenbound summons from 3.5 would be an interesting (if ridiculously potent) option.
I can't find much that lets me do such a thing normally though.
Something in the vein of the Expanded summon monster feat that put plant mosters in the SNA list would be cool.

I was thinking this character could serve as a transporter for the Swampy terrain below the city. Assuming the scent combo above is on the table the character would also serve as an excellent tracker for the smugglers.
Doubtless cargo goes missing in the city and sometimes it wanders into the swamp. Someone needs to find it.
Would that be a workable occupation for someone in the smugglers guild?


Scent of fear is cool. I remember doing a similar thing with an archer, bleeding arrows, and a couple barbarians in a campaign a while back.

There's not a lot of trees around in the city. There's some parks and stuff, but in general, trees take up too much space which could be used for buildings. Insofar they're there, it's mostly beech trees. The region has birch, oak, and various pines as well, but they're not used inside the city as much.

As for Greenbound... I like it, but it's too powerful. Remastered Greenbound template, for any who wants to use that feat:

Plant Type
At will: Pass without Trace, Speak with Plants
Fast healing 2
+2 Nat AC
Con +2
Resist Cold & Electricity 5
+8 to stealth in foresty areas

Meant to be about on par with Augment Summoning, trading in offensive power for a more varied defense.

Normal restrictions on Greenbound summoning applies, of course, so it's not, in general, availible to Summoners.


Yeah, I find Scent of fear to be really amusing.
A shame 'Shrub' isn't an option for the plant forms my Eidolon would be able to take.

Well, I know what my first feat will be then.

I'll assume that using the Greenbound feat precludes me from using the Augment summoning feat on the same creatures?


Yes. :)


I am definitely interested. I have never done E6 or used variant multiclassing before but I am definitely intrigued by both systems. For a class, I am going with a slayer. For race are you fine with a Dayborn Dhampir?

Rolls 1:

Stat1: 4d6 ⇒ (3, 1, 3, 2) = 98
Stat1: 4d6 ⇒ (3, 3, 5, 3) = 1411
Stat1: 4d6 ⇒ (6, 5, 5, 2) = 1816
Stat1: 4d6 ⇒ (3, 6, 5, 2) = 1614
Stat1: 4d6 ⇒ (3, 6, 3, 3) = 1512
Stat1: 4d6 ⇒ (2, 6, 5, 5) = 1816

Rolls 2:

Stat2: 4d6 ⇒ (1, 5, 1, 3) = 109
Stat2: 4d6 ⇒ (1, 3, 6, 6) = 1615
Stat2: 4d6 ⇒ (2, 1, 5, 4) = 1211
Stat2: 4d6 ⇒ (4, 6, 1, 6) = 1716
Stat2: 4d6 ⇒ (6, 2, 1, 2) = 1110
Stat2: 4d6 ⇒ (3, 2, 1, 4) = 109

I think the second block is re-rollable


Dayborn dhampir are A-OK.

And yes, the second set can be re-rolled.


Awesome, might as well try a re roll and hope for the best. I should have something sometime tonight or tomorrow. Backstory and that sort of thing might take a bit longer.

Reroll:

Stat1: 4d6 ⇒ (1, 6, 4, 2) = 1312
Stat1: 4d6 ⇒ (1, 4, 6, 6) = 1716
Stat1: 4d6 ⇒ (2, 6, 3, 4) = 1513
Stat1: 4d6 ⇒ (1, 1, 1, 4) = 76
Stat1: 4d6 ⇒ (5, 2, 2, 5) = 1412
Stat1: 4d6 ⇒ (4, 6, 3, 4) = 1714

This one was meh, going to go with the first set of rolls. We can rearrange them correct?


Yes, you can.


Brief question - is Extra Challenge allowed? I was considering taking it either at first or third when I spotted it was Third Party, so I figure I should see if it's even an option. It does exactly what it says on the tin, and allow more challenges. If not, not a problem...I'm not short on feats I wanna take for this one.


No Extra Challenge, sadly.


Cool. One less choice to make.


Here is the crunch for my character

Rahdon Aldgard:

Rahdon Aldgard
Chaotic Neutral Medium Dayborn Dhampir
Class Slayer 1
Init +4
--------------------
DEFENSE
--------------------
AC 17, touch 14, flat-footed 13
HP 10
Fort +1, Ref +6, Will +3
--------------------
OFFENSE
--------------------
Speed 30 ft.
Melee Rapier 1d20+5, 1d6+2
Dagger 1d20+5, 1d4+2
Ranged Longbow 1d20+5, 1d8
--------------------
STATISTICS
--------------------
Str 14, Dex 18, Con 9, Int 12, Wis 16, Cha 10
Base Attack +1; CMB +3; CMD 16
Feats Weapon Finesse
Armor Check Penalty -1
Favored Class +1 Health
Skills Acrobatics +7(1), Bluff +6(1), Climb +1(0), Craft -1(0), Disguise +4(1), Heal +3(0), Intimidate +4(1), Knowledge(Dungeoneering) +1(0), Knowledge(Geography) +1(0), Knowledge(Local) +1(0), Perception +9(1), Ride +3(0), Sense Motive +7(1), Stealth+7(1), Survival +3(0), Swim +1(0)
Languages Common, Elvish
Equipment Studded Leather Armor, Backpack, Bedroll, Belt pouch, Grappling Hook, Thieves Tools, Waterskin
Cash 9 gp
Encumbrance 40.5
--------------------
SPECIAL ABILITIES
--------------------
Darkvision 60ft
Studied Target - +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it


I'll confess some interest, never managed to get into an E6 game but the concept is interesting. I'd like to query on a 3.5 class i've been eyeing but never got to build and play.

Would you allow a (PF) Kobold, (3.5)Dragonfire Adept?


Artemis Moonstar wrote:

I'll confess some interest, never managed to get into an E6 game but the concept is interesting. I'd like to query on a 3.5 class i've been eyeing but never got to build and play.

Would you allow a (PF) Kobold, (3.5)Dragonfire Adept?

Sure.


It looks like this group is lacking a big angry guy who is good at punching. I'd like to be that guy.

@Dragon how do you feel about a brawler /barbarian? I see him as the typical thug henchmen, not a leader in any sense of the word but willing to ride the coattails of others to get to the top. Plus, he's not afraid to get his hands dirty


I'm sorry, I may have missed it - do we have a date to be done?


Brawlers and barbarians are fine and dandy.

Not set a done date yet - wanted to see what sort of interest this garnered first. I'm thinking of starting sometime late next week, right now.


Looks like it might be useful to have a list of concepts so far.
Sorry if I missed anyone.

Newbonomicron- unnamed, Undead-ish druid
Vincet flemming- Jevar T'soryn, Drow pokemon master preservationist alchemist
Archlich- Abbo, Hobgoblin antipaladin
Movin- Unnamed Plant Lorax Summoner
Jongarret- Unnamed Warpriest
Alfrazar- Rahdon Aldgard, Dhamphir (Slayer)
Bantamweight- Unnamed, Punch-o-mancer barbarian/brawler thing.


I wholeheartedly approve of the term "punch o mancer"


I still have to decide on a variant multiclass. I haven't used it before so, I'm unsure of what to pick. I am open to suggestions however.


Im looking to submit some kind of hard core master caster due to the evident lack of arcane magic in the submissions.


Lothryin Harad wrote:
Im looking to submit some kind of hard core master caster due to the evident lack of arcane magic in the submissions.

Do feel free.

Alfrazar wrote:
I still have to decide on a variant multiclass. I haven't used it before so, I'm unsure of what to pick. I am open to suggestions however.

Wel, there's rogue, for one thing. There's a whole laundry list of stuff that'd work well with slayer. Basically all of them, just a question of which one you'd like.


I've actually got all the crunch worked out for my character, and I'll post him as soon as I think of a name and properly write out his backstory.


4d6 ⇒ (2, 6, 3, 1) = 12 11
4d6 ⇒ (1, 1, 2, 6) = 10 09
4d6 ⇒ (6, 2, 6, 5) = 19 17
4d6 ⇒ (3, 2, 2, 5) = 12 10
4d6 ⇒ (4, 2, 4, 3) = 13 11
4d6 ⇒ (5, 4, 2, 5) = 16 14

4d6 ⇒ (2, 5, 6, 2) = 15 13
4d6 ⇒ (2, 2, 6, 1) = 11 10
4d6 ⇒ (4, 1, 4, 3) = 12 11
4d6 ⇒ (5, 5, 4, 2) = 16 14
4d6 ⇒ (3, 1, 3, 3) = 10 09
4d6 ⇒ (3, 6, 4, 2) = 15 13

I'm potentially interested. I'll have to see what can be done with these stats, but, yeah, potentially interested.

EDIT: Reroll bottom row? Yes, please!

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


Not even a tiny bit envious of those rolls...

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