
DM Barbarian Taco |

Okay folks I have sat down and looking over my adventures and my time have come to the conclusion I have time to DM. But what to DM. Well that my friends is an oldie but a goodie. The Temple of Elemental Evil!. I will conduct a search for brave adventurers to delve into one of the top adventures of all time! So here is some of the character creation stuff.
Statistics: Not a huge fan of point buy, so I'll go with rolls. Roll 4d6 1s and 2s do not count, so you reroll them. You take the top three. Should give you no stats above 18 and none below 9 before racial mods.
Classes:Core,APG,No Occult,No Vigilantes,No Gunslingers or guns,Magus is fine, no Synthisist summoners,No Samurai or Ninja, No anti paladins.No 3pp.
Races:Core, plus The four elemental races.
Traits: 2 only.
Gods: pathfinder gods. Hommlet has a Temple to Iomedae. With The Green Faith and Erastil predominates the area
Background skills are a must.
Hommlet is a sleepy rural town, north of it is Nulb a river pirate area(Hanspur,Besmara,Calistra, Norberger all like it here) The main city I am going with is Verbabonc(Not that important as you will detail it More.)
Have an alignment but please have some code to let you and me judge it better.
Those wanting to start at level two let me know ill give you a quirk or flaw

hustonj |
5d6 - 1 - 3 ⇒ (1, 5, 5, 3, 6) - 1 - 3 = 16
6d6 - 1 - 1 - 3 ⇒ (3, 5, 1, 1, 5, 3) - 1 - 1 - 3 = 13
4d6 - 3 ⇒ (4, 5, 6, 3) - 3 = 15
5d6 - 1 - 3 ⇒ (3, 3, 1, 6, 5) - 1 - 3 = 14
12d6 - 1 - 1 - 1 - 2 - 2 - 2 - 2 - 2 - 3 ⇒ (1, 2, 6, 2, 2, 3, 3, 2, 1, 1, 2, 5) - 1 - 1 - 1 - 2 - 2 - 2 - 2 - 2 - 3 = 14
Wow. 12 dice to get 4 at 3 or higher?
16, 15, 14, 14, 14, 13. Very solid set of numbers, but could be low for this method. Far from the worst possible under it, though!
I'll need to double check what options are available in that book limit after I get home tonight. I don't know if my first thoughts are legal in that set.

Phntm888 |
Stat 1: 4d6 ⇒ (6, 2, 3, 2) = 13 Reroll 2
Stat 2: 4d6 ⇒ (6, 1, 4, 3) = 14 Reroll 1
Stat 3: 4d6 ⇒ (6, 6, 6, 2) = 20 Reroll 1
Stat 4: 4d6 ⇒ (6, 5, 1, 2) = 14 Reroll 2
Stat 5: 4d6 ⇒ (4, 4, 5, 3) = 16 Reroll 0
Stat 6: 4d6 ⇒ (4, 3, 1, 1) = 9 Reroll 2
Stat 1 Rerolls: 2d6 ⇒ (2, 6) = 8 Reroll 1
Stat 2 Rerolls: 1d6 ⇒ 2 Reroll 1
Stat 3 Rerolls: 1d6 ⇒ 5 Reroll 0
Stat 4 Rerolls: 2d6 ⇒ (2, 2) = 4 Reroll 2
Stat 6 Rerolls: 2d6 ⇒ (2, 6) = 8 Reroll 1
Stat 1 Re-reroll: 1d6 ⇒ 3 Reroll 0
Stat 2 Re-reroll: 1d6 ⇒ 2 Reroll 1
Stat 4 Re-reroll: 2d6 ⇒ (1, 6) = 7 Reroll 1
Stat 6 Re-reroll: 1d6 ⇒ 3 Reroll 0
Stat 2 Re-re-reroll: 1d6 ⇒ 5
Stat 4 Re-re-reroll: 1d6 ⇒ 6
Stat 1: 6, 3, 6, 3 = 15
Stat 2: 6, 4, 3, 5 = 15
Stat 3: 6, 6, 6, 5 = 18
Stat 4: 6, 5, 6, 6 = 18
Stat 5: 4, 4, 5, 3 = 13
Stat 6: 4, 3, 6, 3 = 13
18, 18, 15, 15, 13, 13
Yeah, that's a pretty good set of numbers.
Thoughts on Unchained Classes? If we choose an archetype, should we limit it to the books mentioned, or can we consider archetypes from other books?
Starting Wealth Maximum, average, roll?

Phntm888 |
Okay, thanks. I've got a great set of stats, so I was kind of thinking I'd go for something that requires a wide spread of abilities, like Monk or Rogue. Course, with those stats, I can also make a Fighter who is capable of doing something besides "hit guy with sword", so that might be an option, as well.

Jovich |

I will put something together tonight.
Stat 1 : 4d6 ⇒ (2, 3, 2, 4) = 114*
Stat 2 : 4d6 ⇒ (3, 3, 5, 3) = 1411
Stat 3 : 4d6 ⇒ (3, 1, 4, 6) = 1410*
Stat 4 : 4d6 ⇒ (1, 1, 3, 2) = 73*
Stat 5 : 4d6 ⇒ (1, 1, 3, 2) = 73*
Stat 6 : 4d6 ⇒ (4, 4, 2, 4) = 1412*
Stat Reroll 1 : 2d6 ⇒ (1, 5) = 69*
Stat Reroll 3 : 1d6 ⇒ 313
Stat Reroll 4 : 3d6 ⇒ (2, 1, 3) = 66*
Stat Reroll 5 : 3d6 ⇒ (5, 5, 4) = 1414
Stat Reroll 6 : 1d6 ⇒ 513
Stat Reroll, Reroll 1 : 1d6 ⇒ 29*
Stat Reroll, Reroll 4 : 2d6 ⇒ (6, 6) = 1215
Stat Reroll, Reroll, Reroll 1 : 1d6 ⇒ 29*
Stat Reroll, Reroll, Reroll, Reroll 1 : 1d6 ⇒ 312
WOW those are some really bad rolls with 4d6 and reroll 1s and 2s
11,13,13,14,15,12
BUt it is a 21 point buy

Aramil Lleuad |
Stat 1: 4d6 ⇒ (6, 6, 1, 3) = 16 Reroll 1
Stat 2: 4d6 ⇒ (4, 4, 6, 6) = 20 Reroll 0
Stat 3: 4d6 ⇒ (6, 6, 4, 5) = 21 Reroll 0
Stat 4: 4d6 ⇒ (3, 2, 6, 2) = 13 Reroll 2
Stat 5: 4d6 ⇒ (6, 4, 3, 2) = 15 Reroll 1
Stat 6: 4d6 ⇒ (4, 3, 2, 5) = 14 Reroll 1
Reroll 1: 1d6 ⇒ 5
Reroll 2: 2d6 ⇒ (6, 1) = 7 Reroll 1
Reroll 3: 1d6 ⇒ 2 Reroll 1
Reroll 4: 1d6 ⇒ 4
Reroll 5: 1d6 ⇒ 4
Reroll 6: 1d6 ⇒ 6
20, 20, 21, 20, 17, 16, pretty good numbers! I was thinking on going Cleric or Druid, but, I'll read through some material tonight to think long and hard about it.

Phntm888 |
Okay, I have decided I am making an Unchained Rogue with the Planar Sneak archetype, since I think it appropriate for the Temple of Elemental Evil. If you would prefer I not use the archetype, that's fine, and I'll either choose a different one or drop it entirely.
Starting Wealth: 4d6 ⇒ (5, 6, 1, 3) = 15 x 10 = 150, average is 140. 150 gp starting it is.

wanderer82 |

7d6 ⇒ (2, 1, 5, 2, 6, 4, 5) = 25 = 16
6d6 ⇒ (1, 3, 4, 3, 1, 3) = 15 = 10
6d6 ⇒ (5, 1, 2, 4, 6, 6) = 24 = 17
7d6 ⇒ (5, 5, 2, 5, 2, 2, 6) = 27 = 16
5d6 ⇒ (5, 4, 1, 5, 3) = 18 = 14
5d6 ⇒ (2, 2, 6, 6, 6) = 22 = 18
Well, certainly a good spread, and even a "flaw" stat, if 10 can be considered such. Now, what to submit for this classic!?

hustonj |
** spoiler omitted **
20, 20, 21, 20, 17, 16, pretty good numbers! I was thinking on going Cleric or Druid, but, I'll read through some material tonight to think long and hard about it.
He said reroll 1s and 2s (so effectively we are rolling 6 1d4+2 rolls) and keep only the high 3 dice. You kept all 4 dice.
Looks like 17, 16, 17, 16, 16, 13. Still above average even for this method.

Valjoen_KC |

Stat1: 5d6 - 2 - 3 ⇒ (3, 5, 2, 6, 5) - 2 - 3 = 16
Stat2: 6d6 - 1 - 1 - 3 ⇒ (4, 6, 3, 1, 1, 4) - 1 - 1 - 3 = 14
Stat3: 6d6 - 1 - 1 - 3 ⇒ (4, 4, 3, 1, 1, 3) - 1 - 1 - 3 = 11
Stat4: 5d6 - 1 - 2 ⇒ (6, 1, 5, 2, 6) - 1 - 2 = 17
Stat5: 6d6 - 1 - 1 - 4 ⇒ (1, 6, 5, 4, 1, 5) - 1 - 1 - 4 = 16
Stat6: 4d6 - 3 ⇒ (6, 3, 5, 6) - 3 = 17
Stat Array: 11, 14, 16, 16, 17, 17
I can work with that!
Gold: 4d6 ⇒ (5, 2, 2, 2) = 11 Guess I'm taking the average gold.

Jaspen |

Let's see what the dice gods had in mind for us:
Stat 1: 4d6 ⇒ (1, 3, 5, 2) = 11 Two to reroll
Stat 2: 4d6 ⇒ (4, 6, 2, 5) = 17 One to reroll
Stat 3: 4d6 ⇒ (6, 2, 4, 6) = 18 One to reroll
Stat 4: 4d6 ⇒ (1, 2, 5, 5) = 13 Two to reroll
Stat 5: 4d6 ⇒ (4, 3, 5, 2) = 14 One to reroll
Stat 6: 4d6 ⇒ (6, 5, 3, 1) = 15 One to reroll
Rerolling phase 1:
Stat 1: 2d6 ⇒ (5, 6) = 11
Stat 2: 1d6 ⇒ 6
Stat 3: 1d6 ⇒ 2 One to reroll
Stat 4: 2d6 ⇒ (5, 6) = 11
Stat 5: 1d6 ⇒ 1 One to reroll
Stat 6: 1d6 ⇒ 2 One to reroll
Rerolling phase 2:
Stat 3: 1d6 ⇒ 4
Stat 5: 1d6 ⇒ 2 One to reroll
Stat 6: 1d6 ⇒ 2 One to reroll
Rerolling phase 3, what are odds:
Stat 5: 1d6 ⇒ 1 One to reroll
Stat 6: 1d6 ⇒ 4
Rerolling phase 4, this is getting ridiculous:
Stat 5: 1d6 ⇒ 3
Doing the counting
Stat 1: 16
Stat 2: 17
Stat 3: 16
Stat 4: 16
Stat 5: 12 <- the dump stat
Stat 6: 15
I'm thinking of trying a monk for this campaign.

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4d6 ⇒ (6, 1, 4, 4) = 15
4d6 ⇒ (6, 5, 2, 2) = 15
4d6 ⇒ (1, 1, 3, 1) = 6
4d6 ⇒ (1, 1, 1, 3) = 6
4d6 ⇒ (2, 2, 1, 5) = 10
4d6 ⇒ (2, 6, 6, 6) = 20
1d6 ⇒ 3
2d6 ⇒ (1, 1) = 2
3d6 ⇒ (2, 5, 5) = 12
3d6 ⇒ (4, 4, 4) = 12
4d6 ⇒ (2, 6, 6, 2) = 16
1d6 ⇒ 4
2 2d6 ⇒ (1, 3) = 4
3 1d6 ⇒ 5
5 2d6 ⇒ (3, 5) = 8
2 1d6 ⇒ 1
2 1d6 ⇒ 3
2 1d6 ⇒ 6
Stats
1 15
2 17
3 15
4 11
5 17
6 18
I will be submitting a nature fang druid LN he will be a sword and board TWF character build and written to play like natures paladin though his code will align with the natural world more than strict adherence to laws.

hustonj |
I am okay with archetypes from a variety of books as long as they dont give you guns or occult abilities I am fine. Some for feats that do the same.
Also if this goes well I'll have a follow up set of adventures!
Cool!
I am looking at building a seriously armored fighter (Armor Master archetype from Ultimate Combat), and was looking at using the Advanced Armor Training options (Source: Armor Master's Handbook, in the SRD) to push that capability further than I can out of the core book.
The mechanical goal is to see how much protection I can squeeze out of a fighter's equipment. That only matters if I can put and keep the character in the middle of the action.
Fighter starting Gold (175 average): 5d6 ⇒ (1, 3, 5, 5, 5) = 19 for 190 GP. Just above average.

DM Barbarian Taco |

The adventure should bring you all to 8th level and if it goes well it could spring into some epic level gaming [Giants to Spider Queen sorta play]
Backgrounds are a must both the skills ie the 2 points per level. As well as a nice detailed background to help me get your character into the story. So I can add elements and what not to it so it's more then just a standard module run.
Will hopefully post a questionnaire to help you out with outline excetra. Notable things I can remember off the top of my head are Hommlet is a small rural town of farmers, Nulb is a hive of scum and villainy

hustonj |
There are a variety of villages in Verbobonc close by, including settlements in the Kron Hills. Heck, Hommlet is in the Kron Hills and Verbobonc. The capital, Verbobonc isn't that much further away. The Olven nation of Celene is also close by. The Gnarley Forest (and the Welkwood, too) is even closer than everything but the Verbobonc villages. On the other side of the Gnarley is the Free City of Dyvers, a metropolitan trading city, but it is further away than everything discussed so far. South of the Welkwood is the Wild Coast, speaking of hives of scum and villainy. It is an area of warlords, who regularly deal with incursions from an Orcish Empire to their South.
The World of Greyhawk as a whole is VERY human.
Celene is nearly exclusively Olven.
The Gnarley is almost devoid of Olves (even half-olves), because the natives think Celene is trying to claim it and force them out . . .. Then again, they feel that way about ALL of their neighbors. Fiercely independent, these woodsmen.
Dyvers has a large Dwurven population (originally refugees) who run the city judicial system and law enforcement in order to contribute and not be beggars.
The Kron Hills are the best local source for Dwurves and Gnomes.
Hobbinz aren't really concentrated anywhere in this area, but they seem to always have a few around anywhere there are enough humans.
The Wild Coast is the closest large concentration of Half-Orcs and other "evil" races.
Yeah. I'm an old Greyhawk nerd. I had to google for a map, but the rest of the above is from memory.
For a quick reference to old canon material:

Oniwaban |

4d6 ⇒ (5, 1, 3, 3) = 12
4d6 ⇒ (2, 2, 1, 5) = 10
4d6 ⇒ (1, 5, 5, 3) = 14
4d6 ⇒ (5, 1, 5, 2) = 13
4d6 ⇒ (6, 6, 2, 6) = 20
4d6 ⇒ (2, 4, 3, 4) = 13
Rerolls:
9d6 ⇒ (3, 1, 6, 4, 4, 3, 6, 3, 2) = 32
2d6 ⇒ (1, 5) = 6
1d6 ⇒ 4
Totals:
5+3+3 = 11
6+4+5 = 15
4+5+5 = 14
5+5+3 = 13
6+6+6 = 18
5+4+4 = 13
Alright, so... 11, 15, 14, 13, 18, 13
That's pretty good. I'll work on it.

DM Barbarian Taco |

Okay, so the spoiler is a bit of an outline/questionnaire about your character. Not necessarily what I am looking for in your backgrounds. I want to weave in some cool side quests and linkages to your characters backgrounds and goals.
Did you live in the rural areas, or grow up in small, medium, or large town? Or, did you move from place to place a lot?
Are you from the local area where the adventure begins, or a foreign land?
Who was your father, and what did he do for a living?
Who was your mother, and what did she do for a living?
Do you have any siblings?
Do you have any extended family, (i. e. cousins, aunts, grandparents, etc.)?
Was your family religious?
What was your education like?
What were your friends like?
Who was your first love, and what happened to them?
What was the happiest moment of your childhood?
What was the scariest moment of your childhood?
What was the saddest?
Why did you become the class you are? Family tradition? Just fell into it?
Who taught you your class's skills?
What's your relationship with your family now?
If your character wasn't adventuring, what would they be doing instead?
What does your character think of the Gods? Are they religious, fearful of them? Do they even believe in them?
If you could pick one emotion to describe your character, what would it be?
What terrifies your character?
What emboldens your character?
Do they have any goals? If so, what?
Why do they adventure?
What role do they fill in the group?
How does your character get along with members of a group?
How do they feel about other races, like humans, dwarves, halflings, elves, etc.?
How do they feel about "evil" races like goblins, kobolds, orcs, and gnolls?
How does your character feel about magic?
How does your character dress?
What does your character look like? Do you have distinguishing birth marks, deformities, hair color?
Do they have any personality quirks?
An orphanage is on fire and the children are trapped inside, what does your character do?
The home of the local money lender, who just foreclosed on an orphanage, is on fire and he's trapped inside. What does your character do?

Buckshot Bob |

Stat #1: 4d6 ⇒ (6, 1, 6, 3) = 16
Stat #2: 4d6 ⇒ (5, 1, 2, 5) = 13
Stat #3: 4d6 ⇒ (3, 3, 4, 1) = 11
Stat #4: 4d6 ⇒ (1, 1, 5, 5) = 12
Stat #5: 4d6 ⇒ (5, 5, 3, 2) = 15
Stat #6: 4d6 ⇒ (2, 4, 2, 2) = 10
Stat #1: 1d6 ⇒ 3
Stat #2: 2d6 ⇒ (5, 2) = 7
Stat #3: 1d6 ⇒ 2
Stat #4: 2d6 ⇒ (3, 5) = 8
Stat #5: 1d6 ⇒ 4
Stat #6: 3d6 ⇒ (4, 6, 3) = 13
Stat #2: 1d6 ⇒ 5
Stat #3: 1d6 ⇒ 2
Stat #3: 1d6 ⇒ 2
Stat #3: 1d6 ⇒ 3
Stat #1 6,6,3,3 = 15
Stat #2 5,5,5,5 = 15
Stat #3 3,3,4,3 = 10
Stat #4 5,5,3,5 = 15
Stat #5 5,5,3,4 = 14
Stat #6 4,4,6,3 = 14

TheWaskally |

Initial Rolls
4d6 (1): 4d6 ⇒ (5, 1, 2, 4) = 12
4d6 (2): 4d6 ⇒ (5, 4, 6, 2) = 17
4d6 (3): 4d6 ⇒ (5, 2, 6, 6) = 19
4d6 (4): 4d6 ⇒ (5, 4, 1, 3) = 13
4d6 (5): 4d6 ⇒ (1, 3, 5, 4) = 13
4d6 (6): 4d6 ⇒ (6, 1, 6, 6) = 19
Rerolls
2d6 (1): 2d6 ⇒ (5, 3) = 8
1d6 (2): 1d6 ⇒ 5
1d6 (3): 1d6 ⇒ 1
1d6 (4): 1d6 ⇒ 4
1d6 (3): 1d6 ⇒ 3
Verdict of the Dice Gods
14,16,17,13,13,18...Wow.

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Roll 1: 4d6 ⇒ (5, 1, 3, 3) = 12
Roll 2: 4d6 ⇒ (1, 5, 2, 3) = 11
Roll 3: 4d6 ⇒ (4, 5, 6, 1) = 16
Roll 4: 4d6 ⇒ (5, 2, 3, 5) = 15
Roll 5: 4d6 ⇒ (1, 2, 6, 1) = 10
Roll 6: 4d6 ⇒ (6, 2, 2, 3) = 13
Roll 1: 1d6 ⇒ 3
Roll 2: 2d6 ⇒ (4, 1) = 5
Roll 3: 1d6 ⇒ 3
Roll 4: 1d6 ⇒ 4
Roll 5: 3d6 ⇒ (2, 3, 4) = 9
Roll 6: 2d6 ⇒ (5, 3) = 8
Roll 1: 0d6 ⇒ (-) = 0
Roll 2: 1d6 ⇒ 1
Roll 3: 1d6 ⇒ 3
Roll 4: 1d6 ⇒ 6
Roll 5: 1d6 ⇒ 4
Roll 6: 2d6 ⇒ (1, 6) = 7
Roll 1: 0d6 ⇒ (-) = 0
Roll 2: 1d6 ⇒ 2
Roll 3: 0d6 ⇒ (-) = 0
Roll 4: 0d6 ⇒ (-) = 0
Roll 5: 0d6 ⇒ (-) = 0
Roll 6: 1d6 ⇒ 2
Roll 1: 0d6 ⇒ (-) = 0
Roll 2: 1d6 ⇒ 1
Roll 3: 0d6 ⇒ (-) = 0
Roll 4: 0d6 ⇒ (-) = 0
Roll 5: 0d6 ⇒ (-) = 0
Roll 6: 1d6 ⇒ 6
Roll 1: 0d6 ⇒ (-) = 0
Roll 2: 1d6 ⇒ 4
Roll 3: 0d6 ⇒ (-) = 0
Roll 4: 0d6 ⇒ (-) = 0
Roll 5: 0d6 ⇒ (-) = 0
Roll 6: 0d6 ⇒ (-) = 0
1 = 11
2 = 13
3 = 14
4 = 14
5 = 14
6 = 18

Me'mori |

4d6 ⇒ (5, 2, 6, 6) = 19 Reroll: 1d6 ⇒ 1: (17)
4d6 ⇒ (2, 4, 5, 6) = 17 Reroll: 1d6 ⇒ 6: (17)
4d6 ⇒ (1, 6, 4, 5) = 16 Reroll: 1d6 ⇒ 5: (16)
4d6 ⇒ (6, 1, 2, 4) = 13 Reroll: 2d6 ⇒ (2, 4) = 6: (14)
4d6 ⇒ (2, 6, 6, 3) = 17 Reroll: 1d6 ⇒ 1: (15)
4d6 ⇒ (1, 4, 2, 4) = 11 Reroll: 2d6 ⇒ (6, 6) = 12: (16)
• 17, 16, 19*, 15, 16, 14 • (* +2 into Con)
Half-Orc Barbarian(Savage Barbarian)/Monk(Martial Artist)
"There was the potential for technique beneath that all of that savagery and rage... Mastering that would be a long road."
Did you grow up poor, middle-class, or upper-class and wealthy?
• Poor.
Did you live in the rural areas, or grow up in small, medium, or large town? Or, did you move from place to place a lot?
• Half-Orcs are often shunned, and part of the wisdom gained was that a moving target was harder to hit.
Are you from the local area where the adventure begins, or a foreign land?
• Foreigner. Chance and travel are fair for some, but finding the right place require focus.
Who was your father, and what did he do for a living?
• Human. Warrior. Hired out as a guard for caravans, travelled regularly.
Who was your mother, and what did she do for a living?
• Orc. Raider. Father was a battlefield conquest, claimed and tamed.
Do you have any siblings?
• None. His "auspicious birth" was followed by the scatter and slaughter of the raider band.
Do you have any extended family, (i. e. cousins, aunts, grandparents, etc.)?
• Probably. Whether or not they would accept him is something else entirely.
Was your family religious?
• Prayers were offered to Rovagug, but Calistria was always in his heart when praying.
What was your education like?
• Piecemeal and infrequent. Stolen books only gained value once he was taught how to read.
What were your friends like?
• Few and far between. Many were scared of the "evil beast", and the ones that were not usually bowed to peer pressure. As an apprentice, some of the mistrust lessened, and some came closer. Nearly all were focused, students, and shared a common intensity.
Who was your first love, and what happened to them?
• Of loves, there were none. Unrequited longings and temple visits were all the intimacy he had, and rules were observed for the latter. Books however... Those were to be treasured.
What was the happiest moment of your childhood?
• Realizing that for the first time, things were a little more secure when he was taken on as an apprentice.
What was the scariest moment of your childhood?
• The night the raiders were scattered. The uncertainty of not seeing another day still lingers.
What was the saddest?
• Having to accept that the (fading)memories, however fond, are gone and cannot be replaced.
Why did you become the class you are? Family tradition? Just fell into it?
• (Just fell into it) Every direction needs a focus, and the strongest will can forge miracles.
Who taught you your class's skills?
• Some of the things that were not self-taught, his Master instructed him as they traveled.
What's your relationship with your family now?
• Father is... not the same. He is making a life for himself, but there is something in his manner that seems like he would rather not be here sometimes.
If your character wasn't adventuring, what would they be doing instead?
• Raiding.
What does your character think of the Gods? Are they religious, fearful of them? Do they even believe in them?
• There is belief, but it is tempered with the understanding that blessings and regard have to be earned.
If you could pick one emotion to describe your character, what would it be?
• Drive.
What terrifies your character?
• Helplessness. Knowing that for all their progress, for all their gains, there is something out there that is unaffected and does not care about his accomplishments.
What emboldens your character?
• Focus. He has discovered a direction, and intends to see how far that direction will go.
Do they have any goals? If so, what?
• Survive. Improve. Refine.
Why do they adventure?
• Many would not accept a half-orc, and even if he were, he has seen the regard that many give. It is much better to thrive on his terms than live under someone else's.
What role do they fill in the group?
• Flexible Support. He is skilled enough to be where needed, and strong enough to not break if harm comes calling.
How does your character get along with members of a group?
• Laughter the easiest way to find familiarity, and he would likely be the one with a quiet word or comment to nudge towards laughter or thoughtfulness as needed.
How do they feel about other races, like humans, dwarves, halflings, elves, etc.?
• There are many aspects of their culture that he does not feel he needs to understand, but accepts, as it is likely ingrained tradition.
How do they feel about "evil" races like goblins, kobolds, orcs, and gnolls?
• As the child of an "evil" union, there is undoubtedly some conflict, finding himself squarely in the middle, and belonging to none.
How does your character feel about magic?
• Magic is a fact of the world and another tool if used correctly.
How does your character dress?
• Simple. It is sufficient. No need to stand out, as time will tell whether or not he will stand out all on his own.
What does your character look like? Do you have distinguishing birth marks, deformities, hair color?
• Muscled and garbed, despite the simplicity of his clothing, his composure and grooming are almost immaculate. Dark hair is pulled back and tied, while skin that is the color of dusk in the forest carries a few scars, but none distinctly fearsome.
Do they have any personality quirks?
• They are quiet. When the opportunity presents, they will read.
An orphanage is on fire and the children are trapped inside, what does your character do?
• Find a way to help them escape before they are burned alive. Saving them is the right thing to do, and could go a long way to be positively regarded.
The home of the local money lender, who just foreclosed on an orphanage, is on fire and he's trapped inside. What does your character do?
• Find a way to help them escape before they are burned alive. Saving them is the right thing to do, and could go a long way to be positively regarded.
Some rough fluff. Crunch to follow.

hustonj |
Pot - N half-orc Fighter (Armor-Master)
Pot is used to being treated like the hired help's bastard. He has resisted abusing others the same way he himself is abused, because that seems wrong to him, but Badwall taught him that there's no reason to help someone without promised payment, or some expectation of a reward of some kind. As a result, he's Neutral on the Good/Evil alignment axis. He's worried about himself, and his own. Right now, he doesn't have a "his own," though.
As many half-orcs do, he quickly grew larger than the other children around him. Once he was big enough, Darnt, a minor crime boss, purchased him from Larken, the owner of "Shelly's." Darnt had the youth trained to work on a protection racket crew, where Pot learned how to strike fear in people without breaking too much, because breaking too much meant less profit, and then meant punishment for Pot. Pot was still young, though, and not only hadn't finished filling out, but needed constant guidance to keep him on task.
As Pot filled out, his form drew the attention of the major players in Badwall. The Redswords claimed him as part of one of the meetings at the Black Blade. The Redswords taught him how to fight like a professional soldier, and put him in real armor and gave him real weapons. They made him into an instrument of destruction, not just intimidation. But they still just called him Pot. They still treated him like an ugly tool that's too useful to get rid of, but you don't want out to be seen.
As part of another Black Blades arrangement, the now well-trained Pot was assigned as a foot soldier during a raid on Safeton to capture people to sell to the Pomarj as slaves. After all, selling the Pomarj slaves kept the Pomarj from raiding Badwall for slaves . . .. The timing was extraordinarily bad, though, as Greyahwk City Marines were in Safeton when the raiding party arrived. Many of the Badwall raiding team died. Others were captured, tried, and killed for their part as slavers. Pot managed to evade both death on the battlefield and capture. But he found himself in a short-term hostile environment , with no ready allies. He started moving away from the coast, eventually working his way through the old forests and into the Kron Hills. He performed some minor tasks as he went, keeping money in his pockets and food in his belly.
The story opens with the wandering half-orc mercenary entering Hommlet, looking for work, or even just a pointer to a place where he can find some worth having.
Speed 20'
BAB+1, Melee+5, Ranged+3, CMB+5 (Str+4, Dex+2)
Standard Action attacks
Trident +5 for 1d8+4 @ x2 (10') P - brace
Flail +5 for 1d8+4 @ x2 B - disarm, trip
Whip +5 for 1d3+4 nonlethal @ x2 S - reach, disarm, trip - any armor bonus or a natural armor bonus of at least 3 eliminates all damage from a whip
Longbow +3 for 1d8 @ x3 P (110') - 40 arrows
Full Round attacks
none
Power Attack -1 Attack for +2 Damage (+3 two-handed)
HP 13/13 (1x10 + 1xCon+2 + 1xFavoredClass)
AC 21 (No Shield 18), T12, F16, CMD17 (Armor+5, Shield+2, Defender of the Society+1, Shield Focus+1, Dex+2, Str+4, BAB+1)
Fort +4 (Base+2, Con+2)
Ref +2 (Base+0, Dex+2)
Will +2 (Base+0, Wis+2)
Bonus Skill Attribute+Ranks+Class+Specified(+Conditional)
+ 2-Acrobatics 2+0+0- AC Penalty
+ 2 Appraise 2+0+0
+ 1 Bluff 1+0+0
+ 8-Climb 4+1+3- AC Penalty
+ 2 Craft 2+0+0
+ 1 Diplomacy 1+0+0
+ 1 Disguise 1+0+0
+ 2-Escape Artist 2+0+0- AC Penalty
+ 2-Fly 2+0+0- AC Penalty
+ 5 Handle Animal 1+1+3 [Background]
+ 2 Heal 2+0+0
+ 8 Intimidate 1+1+3+1 Brute+2 Intimidating
+ 5 Knowledge (Local) 2+1+0+2 City-Raised
+ 2 Perception 2+0+0
+ 1 Perform (any) 1+0+0
+ 6 Profession (Mercenary) 2+1+3 [Background]
+ 2-Ride 2+0+0- AC Penalty
+ 2 Sense Motive 2+0+0
+ 2 Stealth 2+0+0- AC Penalty
+ 2 Survival 2+0+0
+ 8-Swim 4+1+3- AC Penalty
AC Penalty -4
Langauges Known: Common, Orc, Abyssal, Draconic
1 Shield Focus
F Power Attack
** Traits **
Combat: Defender of the Society: You gain a +1 trait bonus to Armor Class when wearing medium or heavy armor.
Race: Brute: You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
x50 Scale Mail (+5/+3/-4/25%/20'/30#)
xx7 Shield, Heavy, Wooden (+2/-2/15%/10#)
xx1 Whip (1d3/x2/2#/S/disarm, nonlethal, reach, trip)
xx8 Flail (1d8/x2//5#/B/disarm, trip)
x15 Trident (1d8/x2/10'/4#/P/brace)
x75 Longbow (1d8/x3/110'/3#/P)
xx2 Arrows (6#, 40)
xx9 Kit, Fighter's (29#, a backpack, a bedroll, a belt pouch, a flint and steel, an iron pot, a mess kit, rope, soap, torches (10), trail rations (5 days), and a waterskin)
xx5 Kit, Gear Maintenance (2#, metal polish, a small file, a leather paring knife, conditioning oil for leather, two soft cloths, extra leather straps, a sewing needle, and a few buttons)
172 spent for 91#
18 gold on hand
up to 100# Light (by armor - +3/-4/20'/x4)
up to 200# Medium (+3/-3/20'/x4)
up to 300# Heavy (+1/-6/20'/x3)
Hit Die: d10.
Starting Wealth: 5d6 x 10 gp (average 175 gp).
Class Skills The Fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).
Skill Points at each Level: 2 + Int modifier.
Level BAB Fort Ref Will Special
1st +1 +2 +0 +0 Bonus feat
2nd +2 +3 +0 +0 Bonus feat, deflective shield +1
3rd +3 +3 +1 +1 Armor training 1
4th +4 +4 +1 +1 Bonus feat
5th +5 +4 +1 +1 Weapon training 1
6th +6/+1 +5 +2 +2 Bonus feat, deflective shield +2
7th +7/+2 +5 +2 +2 Armor training 2
8th +8/+3 +6 +2 +2 Bonus feat
9th +9/+4 +6 +3 +3 Weapon training 2
10th +10/+5 +7 +3 +3 Bonus feat, deflective shield +3
11th +11/+6/+1 +7 +3 +3 Armor training 3
12th +12/+7/+2 +8 +4 +4 Bonus feat
13th +13/+8/+3 +8 +4 +4 Weapon training 3
14th +14/+9/+4 +9 +4 +4 Bonus feat, deflective shield +4
15th +15/+10/+5 +9 +5 +5 Armor training 4
16th +16/+11/+6/+1 +10 +5 +5 Bonus feat
17th +17/+12/+7/+2 +10 +5 +5 Weapon training 4
18th +18/+13/+8/+3 +11 +6 +6 Bonus feat, deflective shield +5
19th +19/+14/+9/+4 +11 +6 +6 Armor mastery
20th +20/+15/+10/+5 +12 +6 +6 Bonus feat, weapon mastery, deflective shield +6
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).
Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level.
Deflective Shield (Ex): At 2nd level, an armor master specializes in using his shield to deflect attacks. He gains a +1 bonus to his touch AC, and this bonus increases for every four levels beyond 2nd (to a maximum of +6 at 20th level); however, this bonus cannot exceed the sum of the armor and enhancement bonus to AC provided by the shield that the armor master is currently carrying. This ability replaces bravery.
Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed.
In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor.
[i]Advanced Armor Training (Ex)[i]: Highly skilled and tenacious fighters can gain advanced armor training, learning techniques and applications of the armor training class feature that give them special benefits in exchange for reducing their ability to mitigate their armor’s armor check penalty and improve its maximum Dexterity bonus. Beginning at 7th level, instead of increasing the benefits provided by armor training (reducing his armor’s check penalty by 1 and increasing its maximum Dexterity bonus by 1), a fighter can choose an advanced armor training option. If the fighter does so, he still gains the ability to move at his normal speed while wearing medium armor at 3rd level, and while wearing heavy armor at 7th level.
Advanced armor training options function only when the fighter is wearing appropriate armor or using a shield, unless otherwise noted. A fighter with an archetype that replaces armor training cannot select advanced armor training options.
Armored Defense (Ex): At 5th level, an armor master gains DR 1/— when wearing light armor, DR 2/— when wearing medium armor, and DR 3/— when wearing heavy armor. At 19th level, this damage reduction increases to DR 4/— when wearing light armor, DR 8/— when wearing medium armor, and DR 12/— when wearing heavy armor. This damage reduction stacks with that provided by adamantine armor, but not with other forms of damage reduction. This damage reduction does not apply if the armor master is stunned, unconscious, or helpless. This ability replaces weapon training 1 and 3, and armor mastery.
Fortification (Ex): At 9th level, an armor master can use his armor to shield critical areas from injury. He treats any armor he wears as if it had the light fortification special ability. At 13th level, his armor gains the moderate fortification special ability. This fortification does not stack in any way with armor that has these special abilities. In these cases the armor master takes the better of the two fortifications. This ability replaces weapon training 2 and 4.
Indestructible (Ex): At 20th level, an armor master gains complete immunity to critical hits and sneak attacks while he is wearing armor. In addition, unless his armor has the fragile armor quality, it cannot be sundered while he is wearing it. This ability replaces weapon mastery.
Medium: Half-orcs are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-orcs have a base speed of 30 feet.
Darkvision: Half-orcs can see in the dark up to 60 feet. ** See Acute Darkviion below
Intimidating: Half-orcs receive a +2 racial bonus on Intimidate checks due to their fearsome nature.
Orc Blood: Half-orcs count as both humans and orcs for any effect related to race.
Acute Darkvision: Some half-orcs have exceptionally sharp darkvision, gaining darkvision 90 feet. This racial trait replaces orc ferocity.
City-Raised: Half-orcs with this trait know little of their orc ancestry and were raised among humans and other half-orcs in a large city. City-raised half-orcs are proficient with whips and longswords, and receive a +2 racial bonus on Knowledge (local) checks. This racial trait replaces weapon familiarity.
Languages: Half-orcs begin play speaking Common and Orc. Half-orcs with high Intelligence scores can choose from the following: Abyssal, Draconic, Giant, Gnoll, and Goblin.
Roll Race
16 +2 S 18 +4
14 +0 D 14 +2
15 +0 C 15 +2
14 +0 I 14 +2
14 +0 W14 +2
13 +0 H 13 +1

Nex Lupe |

The story contains a lot of the info from the questions but I filled them out because they may be easier to use when writing stuff for the story. I left the exact place he lived vague. If nex is selected you can put him is any town you think is best.
Also, it's rare to get stats to support a character like this so I hope you like it. Fingers crossed. Any questions feel free to ask.
So was Nex’s life growing up, a week in town, a month with the circle. There was no fixed time in either place. Nex came and went. Every couple weeks he, his mother and his father would spend the weekend together in the woods. At the end of their time together his mother would return to her duties at the Circle and his father to his small command. As a child, the parting was hard but adjusted as he got older. As an adult, they maintain this tradition. In the rare instances when Nex and his mother are in town they will go to the poorer areas and bring goodberries for as many people as their power will allow. It’s a small gesture they hope it helps.
When on patrol Nex dons his leathers, calls for Amarok and they leave town. Nex searches for those forces which bring imbalance to the area poachers, diseased animals, monsters and the like. Though on a recent excursion he and Amarok almost lost their lives when they encountered a small pack of rabid wolves. Nex had to retreat and find a place to safely hold them off until they tired. There were very few options because a single bite meant the death of either him or his companion.
Did you grow up poor, middle-class, or upper-class and wealthy?
Father was lower middle class but with few expenses living in a barracks, so he could provide well for his station. The druid circle lives well but does not fit into a wealth-based class system. Though they likely have magic relics of significant value, though they would never sell them.
Did you live in the rural areas, or grow up in small, medium, or large town? Or, did you move from place to place a lot?
Small town and rural area.
Are you from the local area where the adventure begins or a foreign land?
Near the local area.
Who was your father, and what did he do for a living?
Dekon Nex - Militia Low ranking officer.
Who was your mother, and what did she do for a living?
Maynel Lupe – Head of the Druid Circle.
Do you have any siblings?
All the children of the Druid's Circle. Children are like strawberries they all sprout from the same vines.
Do you have any extended family, (i. e. cousins, aunts, grandparents, etc.)?
Dekon’s mother, though is father passed away of natural causes three years ago.
Was your family religious?
Father nominally and mother extremely devoted to the green faith.
What was your education like?
Half reservist training, half druid knowledge tracking, magic etc.
What were your friends like?
There were very few in the militia as Nex started so young he was to advanced train with people his age so he has some paternal relationship wit the master of arms and some officers. The rest are druids, rangers, and hunters in service of the green faith. They ranger from raucous to monastic.
Who was your first love, and what happened to them?
Nex has not been in love, though he has had romantic relationship none have stuck. (I tend to find stories of in periled love ones are high risk of being cliché. This is the same reason Nex has two living parents)
What was the happiest moment of your childhood?
Learning good berry after he had learned to create water. Now with little effort, Nex could save people's lives.
What was the scariest moment of your childhood?
Nex started solo ranging missions rather young and without telling either the druids or the militia. He would clear the area around the down of dangerous creatures. On that night he encountered a pack of rabid wolves that he could not fight for risk of his companion so he had to flee and find a bottleneck where he could defend against them without risking his companion.
What was the saddest?
Keta was his Druidic 'sister' she was to raise a fox given the choice from several in a litter she picked the sickest and the weakest. Two years she nursed and raised the tiny little fox. Its energy hand picked up it was growing well, though still small. Chip the fox and Amarok were playing. Amarok had nipped Chip's ear ever so slightly, but the poor foxes immune system was weak the wound festered the infection spread to the blood Keta held the fox and wept but it was clearly suffering. Nex's mother said it would be merciful to put the fox down, so he pulled Chip from Keta who held so tightly it was as if grief had coalesced into muscle fibre. He left with Chip...
Why did you become the class you are? Family tradition? Just fell into it?
He was raised in a hybrid tradition of knight and druid.
Who taught you your class's skills?
Mother and Father.
What's your relationship with your family now?
Good. Nex's parents have never lived together but are still in a relationship. The family spends two weekends a month together and Nex was allowed to go between the barracks and the Circle as he pleased.
If your character wasn't adventuring, what would they be doing instead?
Ranging in the area, clearing out imbalances like poachers and sick animals, and guarding the town when needed.
What does your character think of the Gods? Are they religious, fearful of them? Do they even believe in them?
The is a devote worshiper of nature and nature gods, be he spend half his life in civilization, so he knows and respects those gods.
If you could pick one emotion to describe your character, what would it be?
What terrifies your character?
Failure to preform one’s duty. Lawlessness.
What emboldens your character?
Do they have any goals? If so, what?
Why do they adventure?
Don’t know yet. Likely to fulfil some duty.
What role do they fill in the group?
Mechanically, survivalist, controller, and defender. Story-wise Nex is mostly an arbitrator and knight who tries to guide morality by example. The difference between him and a paladin is that the morals of nature are dedicated by the concepts of balance and fairness, not a moral good as defined by a deity.
How does your character get along with members of a group?
Generally well, but he is not afraid to enter conflict when behaviour exceeds what he sees as natural and necessary. This could be an unjust killing or it cold be spending too much money is a small town in a way that the economy could be disrupted.
How do they feel about other races, like humans, dwarves, halflings, elves, etc.?
They are natural, so they are fine. Something like Derro may be a problem as they have been corrupted by unnatural means.
How do they feel about "evil" races like goblins, kobolds, orcs, and gnolls?
Again, Nex is unlikely to see things as strictly evil these races are forces that cause people to be alert and cautious.
How does your character feel about magic?
Strongly pro-magic as it as part of the fabric of the world. It can be misused, as in necromancy, some enchantment (that which can remove free will) and that which is used toward imbalance.
How does your character dress?
Earth tones, leather armor, waxed cotton patchwork cloak, wooden shield and scimitar. The clothing is both practical and intentionally nondescript.
What does your character look like? Do you have distinguishing birth marks, deformities, hair color?
Scars from battle, but none are disfiguring. Nothing so bad that it would distinguish him from guard, bouncer or even farmer.
Do they have any personality quirks?
Ritual is very important to Nex. This arises from the structure of the circle and the military.
An orphanage is on fire and the children are trapped inside, what does your character do?
Nex’s instinct would be to run in a save children, however he would pause asses how close the next builds are, are they close enough to burn, how populated are they? Then he and his animal companion would act to protect as many people as possible prioritizing children over adults.
The home of the local money lender, who just foreclosed on an orphanage, is on fire and he's trapped inside. What does your character do?
Nothing the money lender did is undone by his death, therefore, the only chance for balance is in the money lenders life. You must save the money lender.
wealth: 2d6 ⇒ (6, 3) = 9

trawets71 |

4d6: 4d6 ⇒ (1, 5, 6, 4) = 16 6,5,6,4 17
4d6: 4d6 ⇒ (2, 2, 2, 5) = 11 4,3,6,5 15
4d6: 4d6 ⇒ (5, 3, 5, 4) = 17 5,3,5,4 14
4d6: 4d6 ⇒ (5, 4, 4, 1) = 14 5,4,4,3 13
4d6: 4d6 ⇒ (2, 1, 4, 2) = 9 3,5,4,3 12
4d6: 4d6 ⇒ (6, 6, 4, 2) = 18 6,6,4,6 18
ReRolls: 9d6 ⇒ (6, 2, 3, 6, 3, 3, 5, 1, 6) = 35
ReReRolls: 2d6 ⇒ (4, 3) = 7
I'll see what I can come up with with these.

![]() |

Potentially interested. Going to roll stats and see if I can work something up by Monday/Tuesday.
4d6: 4d6 ⇒ (4, 1, 2, 5) = 12
4d6: 4d6 ⇒ (5, 4, 1, 1) = 11
4d6: 4d6 ⇒ (3, 2, 5, 6) = 16
4d6: 4d6 ⇒ (3, 4, 4, 1) = 12
4d6: 4d6 ⇒ (2, 1, 5, 5) = 13
Rerolls: 10d6 ⇒ (4, 5, 1, 6, 1, 5, 3, 4, 2, 4) = 35
Re-rerolls: 3d6 ⇒ (6, 3, 1) = 10
Re-rerolls: 1d6 ⇒ 5
4,3,4,5 > 13
4,5,6,6 > 17
5,4,3,5 > 14
3,5,6,3 > 14
3,4,4,4 > 12
5,5,5,4 > 15
17,15,14,14,13,12
Interesting stats, will see what I can do with them.

DBH |

I must admit after years of point buy I do feel a touch of nostalgia using rolls for character generation again.
Stats roll 1: 4d6 ⇒ (3, 3, 3, 3) = 12
Stats roll 2: 4d6 ⇒ (4, 3, 1, 1) = 9
Stats roll 3: 4d6 ⇒ (4, 3, 3, 2) = 12
Stats roll 4: 4d6 ⇒ (2, 5, 6, 2) = 15
Stats roll 5: 4d6 ⇒ (1, 1, 2, 2) = 6
Stats roll 6: 4d6 ⇒ (5, 5, 3, 4) = 17
Stats roll 2 rerolls: 2d6 ⇒ (4, 5) = 9
Stats roll 3 rerolls: 1d6 ⇒ 3
Stats roll 4 rerolls: 2d6 ⇒ (3, 1) = 4
Stats roll 5 rerolls: 4d6 ⇒ (4, 4, 6, 6) = 20
Stats roll 4 rerolls: 1d6 ⇒ 5
And then I remember why points buy is so good. :)
1. 9. 2. 13. 3. 11. 4. 16. 5. 16. 6 14.
I'll go for a Female Human Wizard, filling the Knowbot and blaster roles.
Starting wealth: 2d6 ⇒ (1, 5) = 6 And I'll go with the average.

zefig |

Let's try these rolls
1: 4d6 ⇒ (4, 2, 4, 4) = 14 = 12 with one reroll
2: 4d6 ⇒ (3, 1, 2, 3) = 9 = 6 and 2 rerolls
3: 4d6 ⇒ (1, 1, 6, 5) = 13 = 11 and 2 rerolls
4: 4d6 ⇒ (3, 3, 3, 3) = 12 = 9
5: 4d6 ⇒ (3, 4, 5, 6) = 18 = 15
6: 4d6 ⇒ (6, 2, 3, 3) = 14 = 12 and one reroll
1: 1d6 ⇒ 614
2: 2d6 ⇒ (3, 5) = 811
3: 2d6 ⇒ (3, 5) = 816
6: 1d6 ⇒ 2 reroll
6: 1d6 ⇒ 6 15
14, 11, 16, 9, 15, 15
That's pretty low for this method. Let's see what I can do with it. Perhaps a bard?

Nairb the Grey |

Dotting and rolling to see what I would get to work with.
Throw!: 4d6 - 1 ⇒ (5, 6, 5, 1) - 1 = 16
Throw!: 4d6 - 1 ⇒ (6, 5, 1, 6) - 1 = 17
Throw!: 4d6 - 3 ⇒ (3, 5, 5, 6) - 3 = 16
Throw!: 5d6 - 2 - 3 ⇒ (3, 5, 5, 2, 5) - 2 - 3 = 15
Throw!: 5d6 - 2 - 3 ⇒ (2, 3, 3, 6, 3) - 2 - 3 = 12
Throw!: 9d6 - 2 - 2 - 2 - 1 - 3 - 2 ⇒ (2, 3, 2, 2, 1, 2, 6, 4, 3) - 2 - 2 - 2 - 1 - 3 - 2 = 13
16, 17, 16, 15, 12, 13
I like the array. Let me think about what to do with it and I'll be back.

zefig |

Let's try these rolls
** spoiler omitted **14, 11, 16, 9, 15, 15
That's pretty low for this method. Let's see what I can do with it. Perhaps a bard?
I have it! I'm going to make an Undine Ravener Hunter Inquisitor with the Wind mystery, who has left their traditional home due to the call of the winds. I'll be going archer inquisitor.
Starting gold 4d6 ⇒ (2, 1, 3, 5) = 11 140 gold it is!

Nex Lupe |

Background and Build
hustonj Pot N half-orc Fighter (Armor-Master)
Grandlounge Nex Lupe Nature Fang Druid
Buckshot Bob Antal Firebug Sorcerer
Background or Build
Me'mori Half-Orc Barbarian(Savage Barbarian)/Monk(Martial Artist)
Jace Nailo Keva Windrider Sorcerer
I will try to keep this updated. If I missed you leave a post I will get you the next go around. Please tell me if I made a mistake.

Nex Lupe |

What are the roles you are look for?
Nex is a Druid control caster and using an animal companion to improve that. A tracker and survivalist. A second line striker, back up healer, and back up tank. I guess this a pretty standard place for druid to be.
As traditional roles go he is a Druid. That can help off set traditional paladin, control caster, healer and ranger roles.