| Jereru |
| 1 person marked this as a favorite. |
Alright, let's have a look:
4d6 ⇒ (1, 6, 6, 1) = 14 - 13
4d6 ⇒ (5, 4, 4, 6) = 19 - 15
4d6 ⇒ (1, 3, 1, 3) = 8 - 7
4d6 ⇒ (6, 3, 5, 6) = 20 - 17
4d6 ⇒ (1, 6, 2, 2) = 11 - 10
4d6 ⇒ (1, 2, 1, 5) = 9 - 8
Reroll a 1 on 1st stat: 1d6 ⇒ 5
Reroll a 1 on 3rd stat: 1d6 ⇒ 4
That would net:
17
15
10
17
10
8
Not bad, but I think I'm picking the point buy. Those odd numbers are killing me and my OCD xD
I'll be presenting a ranged warpriest, a build that I usually submit with but rarely get to play. Probably half-orc.
| Bharaz Silverhelm |
Ability Scores 4d6, drop the lowest (you may reroll 2 d6 from the entire set; please specify which before using these rerolls). If you do not like your set, you have 18 points to spend on ability scores on a 1-to-1 basis (NOT pathfinder point buy). All stats base 10, you may reduce 1 score to a minimum of 7 for additional points.
4d6 - 4 ⇒ (5, 4, 4, 5) - 4 = 14
4d6 - 2 ⇒ (5, 2, 5, 6) - 2 = 16
4d6 - 1 ⇒ (1, 6, 1, 5) - 1 = 12
4d6 - 1 ⇒ (1, 3, 6, 5) - 1 = 14
4d6 - 2 ⇒ (2, 3, 5, 5) - 2 = 13
4d6 - 3 ⇒ (5, 3, 5, 6) - 3 = 16
reroll 3rd roll: 6 + 5 + 1d6 ⇒ 6 + 5 + (6) = 17
reroll 4th roll: 5 + 6 + 1d6 ⇒ 5 + 6 + (5) = 16
17/16/16/16/14/13
Looks like real luck here! Maybe a Dwarven warpriest of Clangeddin Silverbeard or Moradin... Weapon of the Chosen build.
| Herkymr the Silly |
Question...do you allow the alternate teifling heritages?
The ONi-spawn to be specific. tiefling alternate heritages (near bottom of page)
| hustonj |
The only thing wrong with pure Fighter for what I have in my head is the skills. A quick glance through Swashbuckler, and you know, I see where some of the abilities require an empty hand, but there's no hard requirement for a single-blade swashbuckler. Unless I just missed it.
Guess I'll give that a look, now.
Finding "the right" mechanical bit is turning into more work than I expected.
Edit:
Swashbuckler's too Feat Starved for what I'm after. Even with the Elephant in the Room modifications. <shrug>
I'm aware of the archetypes. I have considered a couple, but the Weapon and Armor Training are hard to give up if you know how to use them. I do appreciate the attempt to help, though. Honest.
| Tern Bismeth |
I would totally make a dexterity dragonheir if I didn't want to give up so many skills after what the dm wrote. Also, fighter skills kind of suck. Perception, sense motive, acrobatics, UMD (Dragonheir gets this.) are nowhere to be seen. Sure you can pick something up with archtypes or traits, but the limited class features and skills are brutal.
Still half tempted to go dragonheir.
| Herkymr the Silly |
Looking at a oni-spawned tiefling shaman of flames
oni-spawn heritage near bottom of page.
| Selia D`Averam |
Selia is mostly done - maybe a few slight tweaks, but the basics are here. Replaced the profile with the new crunch, here is her story.
Appearance: Selia is a rather well-dressed lady with dark-hair and high cheekbones. She carries herself very properly, almost with an air of superiority - she really appears to be quite a deva.
Personality: Despite her appearance, Selia is actually very down-to-earth, gentle and kind. She likes to bring smiles to the faces of the young and old alike, and she is a devout worshipper of Desna. She is always quick with a song or tale of heroics, and eager to lend a hand to those in trouble. She can get very protective, and while trained in a number of weapons, she is much more likely to resort to her fists, feet, and any old object lying around when the need arises. She detests killing anyone, and will always look for a more diplomatic solution… but she is also very aware that this doesn’t always work.
Background:
Selia has few memories of her parents, but the memories she has are generally good ones. Her father was a blacksmith and worked hard, He was often sought out for his expertise in light-weight armors, and would occasionally take contracts far and wide, so he travelled often. One one of his many travels, he met and fell in love with a Celestial being who later was to become Selia’s mother. Her main memories of her mother revolved around her beautiful singing voice, as she would often sing young Selia to sleep.
Unfortunately, not long after her birth, Selia’s mother was called home to her heavenly plane, and her father had his hands full. Travelling was difficult with a child, and the Time of Troubles meant his services were high in demand. To make things easier on her father, Selia found an opportunity to train with the monks of the Edificant Library, deep in the Snowflake Mountains, and begged her father to let her go there. Eventually he agreed, and he packed up his belongings in order to take her there. Last she heard, he was in Waterdeep.
While Selia loved training at the Library, her heart wanted to be on the road, travelling like her father, and she had a great love of singing and playing a variety of percussion instruments - neither of which was greatly appreciated by the quiet, studious monks. After some time, they encouraged her to try moving her studies to one of the bardic colleges, and she readily agreed. Arrangements were made, and she then travelled to Fochlucan, just outside of Silverymoon, to begin her training as a bard.
Recently, while performing in a small town not far from Silverymoon called Winters Edge, she made a bit of a name for herself. While giving an afternoon singing performance for the locals, mostly farmers and tradespeople, they were suddenly attacked by a band of orc thugs. The townsfolk are a hearty lot, but they were caught unprepared and without weapons or any other defense. Selia ran to the middle of the fray, and began singing at the top of her lungs! Weaving a bit of magic, and much of herself, into the music, she was able to catch the attention of the orcs, fascinating them and even lulling some of them to sleep - in any case, keeping the occupied enough for the stronger of the townsfolk to get the others to safety, and gather up some arms. By the time the orcs realized the gambit, the farmers were prepared to mount a decent defense, which encouraged the orcs to abandon their raid and leave, looking for easier prey elsewhere. In gratitude, the village has been providing Selia a place to rest and recuperate, where she was when she received a surprising letter....
nightdeath
|
I love Faerun.
Will come out with someone Who plies their travels along the Sword coast hailing from The Moonshae Isles
Throwing my hat into this ring.
Stat Rolls
1) 4d6 ⇒ (4, 5, 6, 4) = 19 15
2) 4d6 ⇒ (3, 2, 6, 1) = 12 11
3) 4d6 ⇒ (1, 5, 6, 5) = 17 16
4) 4d6 ⇒ (6, 5, 1, 2) = 14 13
5) 4d6 ⇒ (6, 6, 4, 3) = 19 16
6) 4d6 ⇒ (6, 3, 4, 6) = 19 16
Reroll on Set 22d6 ⇒ (2, 6) = 8
1) 15
2) 15
3) 16
3) 13
4) 16
6) 16
Very good looking array.
Presenting a Druid. Looking at Nature Priest/Shifter.
May I ask if the Deities would be the Pathfinder pantheon or the Faerun Deities?
Dark Grey eyes peer from beneath shaggy locks as the fur swathed man lumbers up, his outfit not hiding the mottled scales that makes up part of his armor.
A long bow remains slung over his shoulder as he walks with the aid of a very well made wooden staff. A symbol of the Earthmother hangs about his neck and it's clear he his attire marks him as a rather seasoned traveller of sorts or a poor one.
A rather large man standing at 6ft nearing 7ft, his bulk brings to mind one suited for endurance and power but not of speed. His smile though is a gentle as a summer breeze and able to put one at ease despite the imposing figure he presents.
Having a heart bigger then his physical body, Dalgar Carver is gentle though as firm as the earth that supports his bulk.
The Half Elf is a quiet man though his willingness to get down and dirty with farmers and common laborers will likely endear him to such. Despite his rather fierce looks, the man himself possesses a sweet temper though his face is the first to betray his emotions when he sees someone simply disrespecting nature at its very core and abusing it.
Dalgar Carver came to attention rather easily being a half elf. A liaison born from the unity of a ffolk druid and a Llewyrr elf warrior. His achievements were mostly small as he was part of a patrol that took part in skirmishes against evil lycanthropes back in the Moonshaes Isles. He was credited with great honor for having evaded their hunt when his patrol unit was ambushed and captured. Despite not being able to save a majority of them from being sacrificed to the beast god, his timely warning to the nearest garrison enabled them to muster forth and raided the encampment. It is also rumored that Dalgar Carver lead the contingent after 'accidently' knocking the commander unconscious in a bid to convince to him to rescue his team. Rumors that the Garrison Commander denies vehemently.
| Phntm888 |
Hmmm...rolling some dice, huh? I do like me some dice rolling.
Stat 1: 4d6 ⇒ (5, 6, 5, 6) = 22 -> 17
Stat 2: 4d6 ⇒ (6, 4, 5, 3) = 18 -> 15
Stat 3: 4d6 ⇒ (2, 1, 4, 6) = 13 -> 12
Stat 4: 4d6 ⇒ (4, 5, 3, 1) = 13 -> 12
Stat 5: 4d6 ⇒ (3, 1, 1, 5) = 10 -> 9
Stat 6: 4d6 ⇒ (6, 1, 3, 3) = 13 -> 12
Reroll the two 1's in Stat 5.
Reroll: 1d6 ⇒ 1
Reroll: 1d6 ⇒ 5
That's 17, 15, 13, 12, 12, 12.
To the drawing board!
| T'zirik |
His father has put a price on his head of 1k gp if brought back alive for “justice.” T’zirik has fled the city and headed to Lundeth north of the Farsea Swamps in hopes of leaving his past behind. Instead of taking a direct path he hoped to evade his father’s men by heading south and then west, stopping at the small settlements along the way to indulge himself.
While skirting the land between Land’s Mouth and the Giant’s Ruin Mountains he was visited by Kossuth or atleast he believes it was Kossuth himself. His tattoos were on his skin when he awoke and nestled on his chest was Jinx his spirit guide. As he traveled the remainder of the way to Proskur, he was taught to use magic drawn straight from Kossuth himself. Jinx was his conduit to his God. He is still unsure what the phoenix represents but is searching for any information on the legendary bird with hopes of learning about his other holy marking.
During his brief stop in Proskur, an agent of Aden Grimdawn caught up with him and delivered Grimdawn’s letter. Intrigued he has waited for the 15th day of Mirtul. He has already found the Wretched Wench and had multiple conversations with Gedard in hopes of learning more about this Aden. He is wary of the letter being a trap set by his father but curious enough to want to see if it is and just what his father will do to recapture him.
He has a particularly agile and long tail, reaching nearly 8 ft long. He has learned to use it to help pick pockets and other small legerdemain in order to live in comfort at the expense of others. It twitches almost constantly. His eyes are deep read with no pupil and his tongue matches their coloration exactly both these in turn match the color seen in the cracks of his skin. His voice is calm and quiet until enraged at which point it booms forth in commanding/demanding resonance.
Probably just as important as his looks is his need for pleasure and worldly wealth. He becomes depressed and tired when he cannot indulge in the desires of his body whether that be drinking, womanizing, or indulging in some other form of bodily pleasure. This also has left a reputation behind him in the small settlements he has passed through on his escape from Nathlekh. He rarely has less than 500 gp on him just so he can afford what ever he wants to indulge in at the moment. He is quick to observe what is going on around him but rarely calm enough to negotiate without making threats or intimidating those around him. However, he has learned that he can often trade the alchemical concoctions he makes for the pleasures he desires and this is his usual means of subsisting before he resorts to intimidation and usually with better results.
I also made a slight change in skills taking 2 points from diplomacy and placing them in intimidate. Profile reflects this and is upto date.
| Nioku |
This is Jereru's submission, an archer Warpriestess Arsenal Chaplain(ess?) of Valkur, coming straight from the Neverwinter area. Alias still a bit WIP, spells and gear to be selected.
I've maxed her stealth, survival and perception, so she'll be good at some useful skills - which is really a feat for a Warpriest.
| Simeon |
4d6 ⇒ (2, 3, 3, 4) = 12
4d6 ⇒ (2, 3, 1, 3) = 9
4d6 ⇒ (5, 1, 1, 6) = 13
4d6 ⇒ (4, 1, 5, 1) = 11
4d6 ⇒ (5, 4, 5, 4) = 18
4d6 ⇒ (1, 6, 6, 6) = 19
Rerolling the 1 on set 2: 1d6 ⇒ 2, rolling that one again 1d6 ⇒ 1
Well, looks like 10, 8, 12, 10, 14, 18.
Not too bad, though I may just choose the 18 point method.
| wanderer82 |
Well, the board is a flurry with applicants, and questions to support them. Below I hope to get to them all.
Storm Dragon Yes, taking down a serial killer would most definitely count for a "heroic deed of note"
Purple Dragon I am generally opposed to 3rd party material (mainly from a power balance perspective), but after reviewing the Inspiring Commander, I am giving you the go ahead to apply with it.
Kamaloo I have played with the update that Rogue's gain Agile Maneuvers in place of Weapon Finesse. In addition, and I will bold this so all see, any "weapon specific" abilities apply to the corresponding weapon group. So, you could choose "light blades" for finesse training, which would cover dagger, short sword, rapier, etc. The same applies for Weapon Focus, Weapon Spec, Improved Crit, and similar such feats.
SqueezeMeNow By "Protectors of the Red" do you mean a Thayan Knight? So the idea is someone tried to train a tribal barbarian to be one, but failed to break them of their invididual spirit? Sounds intriguing, go ahead.
Herkmyr yes, you may select one of the alternate tiefling heritages.
Pad300 Yes, you may retrain skills in the future, but it will require some in-game time investment.
Archlich yes, an elf investigator would work perfectly.
HustonJ don't get too caught up in my skills reference. again, I recommended that most PCs have some options, not all must. Besides, there are more than one way to skin a cat. So, if you want to build a Fighter, build a fighter.
Nightdeath I will be using the Faerun Deities, as found in the 3rd edition book "Faiths and Pantheons".
In addition, I will get to the DMs that have been sent to me shortly.
| Bharaz Silverhelm |
Background
Born in Citadel Felbarr, Bharaz was but a small child when his parents immigrated to the recently liberating Mithral Hall. A life in the far north was never to be an easy one, though his parents had hoped that Bharaz would follow in their footsteps as being peaceful brewers. In this they were bound to be disappointed, for Bharaz came of age as King Obould Many-arrows horde fell upon Mithral Hall. Refusing to wait helplessly like he did as a child when the Drow invaded, he insisted on taking up his hammer for his homeland. Little did he know what hardships that would entail, as his unit fought in several skirmishes and battle.
The young dwarf nearly died several times, oft-times living when more experienced and skilled warriors fell. It was there, on the battlefield, that he found Hanseath. Formerly a brewer by trade, he was no stranger to brawls, and he had oft given a prayer or offering to The Bearded One. But it was during a skirmish when he found himself disarmed by an orc warrior that he found himself lying on his back, looking up at death. Certain that his life was over he looked up and saw the glare of the sun over the orc's head, and in that moment he was certain that he saw the Golden Tankard of Hanseath. Filled with the Divine Favor of the God, Bharaz dodged the orc's axe and got to his feet. Where once he had fought defensively, only thinking of eventually returning home, the dwarf instead threw himself into the fray. He survived that day, and the day after, and each one that came. Convinced that he had been given a chance at life by the God, the name Hanseath came to his lips more and more as he battled the orcs. This continued up until the point where his devotion began manifesting as miracles. Without realizing it, he had become a warpriest of his God.
The war eventually came to a close, with the Treaty of Garumn's Gorge in 1372. The dwarves, for the most part, returned to the city with their heads held up high and with joy in their hearts, for they had survived! But to Bharaz, he felt naught but conflicted. He was certain that the peace was a false one and that it was unholy in the eyes of his God. For did Hanseath not teach his followers to wage war against goblinoids, orcs, giants, and drow? While he knew the practical reality of it, the treaty did not sit well with him. Worse for him was his inability to readjust to regular life. To go from the thrill of combat to the day to day life of brewing left him feeling restless and irritable, which he recognized was not like himself. He thus decided to leave his home, for the first time. To travel into the outside world and to see it for himself. He had no specific goal in mind, except to find himself and to figure out what it was that he wanted.
Appearance
The first thing that anyone will notice about Bharaz is the tattoo on his face. The entire right side is covered with an intricate golden beer stein, which displays to the world his dedication to Hanseath. Aside from that, he is fairly tall for a dwarf, broad shoulders and with a smile nearly always on his face. He is most often seen in his suit of plate armor, which he has worn through the war against Obould's kingdom. It is a functional suit of armor, complete with fur trim designed to keep him warm during cold northern nights.
Personality
Bharaz is a dwarf with a ready smile and life, with a zest for life. He tends to think in a fairly linear manner, where every problem has a solution and where nearly every problem can be solved with the right application of force.
Extra
* Alignment: Chaotic Good
* Spellcasting: Done via a mug that hangs from his belt. Every spell he casts fills the mug with alcohol, which must be drunk for the spell to take effect. Due to this design, he won't be taking any spells that are beyond touch. Focus is on buffs and heals.
* Party Role: Close combat DPS (vital strike build), tanking, healing
| trawets71 |
Here is my evoker (admixture) wizard Trawets Aarock. I will have to flesh out the familiar and languages and will do so if chosen. This is what I believe my very first RPG character would look like today as he was a 2nd Ed character.
| Tern Bismeth |
Ummmm, it's his backstory but more of a teaser? I decided to go with something a bit different since I didn't like the idea of failed indoctrination with a good character. Felt like he'd be more neutral, so I went with a better fit for a good character.
His mind swimming in a haze of black and pain Ozwald couldn't focus his thoughts. He couldn't think, so instead he remembered. He dreamed.
Ozwald remembered when he had first met the kid. Too tall to be anything but a barbarian. Strong as an ox but still lean. Supple build with soft dirty hair. Probably hadn't had a proper meal in months. He had offered him a meal to try and suss him out. Name was Tern. Didn't talk much, but he had a good feeling from him. Took him under his wing and got him a few jobs. Worked out well, and he probably should have let it be at that.
He was vaguely aware of being jostled, but mostly of the ringing pain it brought to his head.
He had seen the lad's tatto, had been the reason his tribe had cast him out. Silly boy didn't know what he had. It didn't work like the tattoo of a thayan knight, but it looked similar. Which is all you needed really. If you could squint. Ozwald had decided to squint. He set the kid up with a proper soldier to train him in armor. Had him work on the docks lifting heavy crates and exercising to beef him up. In just a few months the lad looked the part, mostly, had to drill the softness out of him. At least teach him how to look intimidating.
He saw a glimpse of color, but couldn't focus. He realized he could only open one eye. Everything was still blurry. He briefly felt the cold wet of raindrops on a swollen cheek. As more recent memories came to him he could guess why.
Everything had been working out well. The kid was an easy sell as a bodyguard. Big, strong, and outfitted with a solid steel shell of plate armor. That tatoo as well! He had shorn his hair on one side, brushed the hair over the other to really sell the tattoo. One look and clients wanted him. Cushy jobs too. Ozwald and the kid both ate so well. He still called him kid, and the lad never seemed to mind. Everything had been working out well.
Now he could think. He could feel. He was being carried. There had been so many of them. They had grabbed him and started hitting him over the head. The kid... oh gods he had tried to fight them. He wanted to weep, morn the sweet foolish lad who had gotten caught in his schemes. You never tried to borrow the fame of the likes of the red. His insides hurt so bad. He felt the rain washing over him cool, so cold, and only the warm blood leaking from him contrasted it. He felt warm blood dribble on his face as well. He strained to see through the murk, realize his situation.
Soft brown locks, damp and clinging to fair features. A torn scalp dripping blood. Even in the dark those fair green eyes stood out. "Ozwald... please..." he heard, almost a whimper, "Don't leave me." His vision coming into focus he looked up and down the kid. It was the kid! His armor was a marred wreck. Plates smashed, even carved out of place to reveal shredded metal. Wounds, blood, how much was his he couldn't tell. His breathing was heavy, but he was alive. Clutching his haggard and broken mentor in his arms. He was vaguely aware of lamplight siloheutting the lad. Figures, probably the guard, descending upon them. Gods he was cold.
He had done it though! Survived against a score of men?! "Ah kid..." he managed. His voice was more of a gurlged rasp, and he found himself trying to swallow before choking on blood. "You're the real deal. Only time... only time in my life... I ever found it." The fact Ozwald died with a smile on his lips was lost on the young man.
edit: This was just a quick rough I jotted out while I had a good thought in my head. Please don't judge me for it! I will shore it up as I go.
edit2: I should be able to finish shopping tomorrow and get description/party role/everything else done tommorow.
Zahir ibn Mahmoud ibn Jothan
RPG Superstar 2014 Top 16
|
Stat: 4d6 ⇒ (1, 4, 2, 6) = 13
Stat: 4d6 ⇒ (5, 2, 3, 5) = 15
Stat: 4d6 ⇒ (3, 4, 1, 2) = 10
Stat: 4d6 ⇒ (1, 5, 5, 5) = 16
Stat: 4d6 ⇒ (2, 4, 4, 5) = 15
Stat: 4d6 ⇒ (1, 2, 2, 1) = 6
Reroll the two 1s in the last stat...
Stat: 1d6 ⇒ 6
Stat: 1d6 ⇒ 4
Leaves an array of...
12
13
9
15
13
12
GM: would you accept a Faerie Dragon, using the Monsters as PCs rules with the intent of being an Arcane Trickster, and if so, what racial stat adjustment would you rule is appropriate?
| hustonj |
HustonJ don't get too caught up in my skills reference. again, I recommended that most PCs have some options, not all must. Besides, there are more than one way to skin a cat. So, if you want to build a Fighter, build a fighter.
Well, thank you for that.
At this point, I AM building him as a Fighter. Core Fighter. Versatility on a battlefield is his key strength.
The skill versatility I was looking for has far more to do with my thoughts about who the character is than anything else, but I think I have managed to cover that at least close to well enough.
Kinda waffling about Favored Class bonus going to HP or ranks in Heal, honestly. There's usually enough magic around to put them in HP, but, like I said, waffling.
Description and most of the gear purchase left at this point. The other writing could always use some rework/expansion and/or editing. At this rate, I should have the submission complete Wednesday evening. Maybe sooner.
Blade of the Purple Knights and veteran of the Goblin War. Not bad for a peasant farmer's son.
| Tern Bismeth |
| 1 person marked this as a favorite. |
@Hustonj Heal can be so many hit points with the right feats and such. Have a look at this for inspiration?
I'm all for hit points, but heal can be worth a cement truck of them.
Oh, and also there is the best shit post of all time.
nightdeath
|
| SmooshieBanana |
Near Completed/Completed:
Captain Generica - Toblacane Alemardo - Human - Whirling Dervish Swashbuckler
Grumbaki - Bharaz Silverhelm - Dwarf - Arsenal Champion Warpriest
Herkymr the Silly - T'zirik - Oni-Spawned Tiefling - Shaman
Jereru - Nioku - Half-Orc - Arsenal Chaplain Warpriestess
Kamaloo - Rajiv Rao - Beastblood Tiefling - Unchained Rogue
Nightdeath - Dalgar Carver - Half-elf - Nature Priest Druid/Shifter
Selia - Selia D'Averam - Aasimar - Bard/Monk
Smooshiebanana - Pelipe Lightdriver - Human - Blood (Shapechanger) Arcanist
SqueezeMeNow - Tern Bismeth - Half-elf - Armored Hulk Barbarian
Storm Dragon - (Name In progress) - Nightskulk - Investigator (Empiricist/Forensic Physician)
TheNine - Cerian Screamingtrees - Elf - Ranger/Rogue
trawets71 - Trawets Aarock - Human - Wizard
In Progress
hustonj - Fighter
Malinda Marne - Halfling Unicorn Sorceress VMC Cleric
Plastic Dragon - inspiring commander cavalier
The Archlich - Elf investigator
| Laird_Thorne |
Let's see how the roller is today....
Stat 1: 4d6 ⇒ (6, 6, 5, 2) = 19 = 17
Stat 2: 4d6 ⇒ (5, 4, 5, 4) = 18 = 14
Stat 3: 4d6 ⇒ (6, 5, 2, 2) = 15 = 13
Stat 4: 4d6 ⇒ (5, 2, 5, 3) = 15 = 13
Stat 5: 4d6 ⇒ (5, 6, 3, 4) = 18 = 15
Stat 6: 4d6 ⇒ (3, 5, 4, 1) = 13 = 12
Not too bad... :) Let's see... reroll the 4th die in stat 6 and the 2nd die in stat 4
Stat 4 reroll: 1d6 ⇒ 2
Stat 6 reroll: 1d6 ⇒ 5
No help for stat 4, but stat 6 becomes a 14...
So: 17, 14, 13, 13, 15, 14
i think that will work for about anything..... lol
| wanderer82 |
| 1 person marked this as a favorite. |
SmooshieBanana Thank you for compiling an applicant list, it's crazy to see how many complete characters there already are!
Zahir I am sorry, but I am not interested in any monstrous PCs for this game.
Kamaloo Apologies, it's Deft Maneuvers, and the details are all on page 34 of Elephant in the Room.
Pad300 For consumable magic items (potions, scrolls, etc) you can create, you may spend up to 20% of your starting gold on crafting those. For permanent magic items, you can create 1 + 1 per level starting from the level at which the item creation feat was gained.