stat: 5d6 ⇒ (5, 2, 5, 5, 5) = 22 15
Moving 3 over from the 13 to the 15 gets me to 18, 14, 14, 10, 14,14. I wasn’t quite sure from the written rules if I could shift 1 point to the 15 and 2 to a 14 getting me 2 16s 3 14s and 1 10 but if I can do that I’d like to.
Super intrested, I think you mean we select class before seeing rolls, if that’s the case I’m going with skald str: 3d6 + 6 ⇒ (5, 1, 1) + 6 = 13
Consistently pretty good! Moving forward with the skald for now
Alright so my initial thoughts here are Background: feels very Folk Hero to me, Robinhood-esque
I am gonna leave it up to the cards wholely, so let's see! Common Deck, Background Suit: 1d4 ⇒ 3
Common Deck, Class Suit: 1d4 ⇒ 2
Common Deck, Homeland Suit: 1d4 ⇒ 1
High Deck, Dark Gift: 1d20 ⇒ 19
Combined Deck, Flaw: 1d30 ⇒ 25
Combined Deck, Ideal: 1d30 ⇒ 5
Here's the write-up for Ekundyo, I did change his Dog to a wolf, if that's not okay it will be rather easy to change it back! Rostlander seemed like the most appropriate campaign trait but it doesn't fully fit. for equipment, I added the bare minimum cause you had said that it'll be custom for each character. Ekundayo
Track +2: A ranger adds half his level (minimum 1) to Survival skill checks made to follow tracks. Wild Empathy +3: A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Favored Terrain (Forest +2): At 3rd level, a ranger may select a type of terrain from Table: Ranger Favored Terrains. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). Hunters Bond (Animal Companion (Wolf)): The second option is to form a close bond with an animal companion. A ranger who selects an animal companion can choose from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper or constrictor), or wolf. If the campaign takes place wholly or partly in an aquatic environment, the ranger may choose a shark instead. This animal is a loyal companion that accompanies the ranger on his adventures as appropriate for its kind. A ranger’s animal companion shares his favored enemy and favored terrain bonuses. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the ranger’s effective druid level is equal to his ranger level –3. Spells (1/0/0/0)
Wolf
Share Spells: The druid may cast a spell with a target of “You” on her animal companion (as a touch range spell) instead of on herself. A druid may cast spells on her animal companion even if the spells normally do not affect creatures of the companion’s type (animal). Spells cast in this way must come from a class that grants an animal companion. This ability does not allow the animal to share abilities that are not spells, even if they function like spells. Tricks: Attack x2, Bury, Seek, Heal, Defend, Speak (Questions: Where (Point nose at where), Danger? (Affirmative or negative |