Rolling the Dice! Thank you, Freehold DM


3.5/d20/OGL

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Freehold DM wrote:
Oh hells yeah. Point buy almost ruined the game I'm in currently. I was the only one to roll dice for everything- even alignment, race and class- and ended up with a very interesting character for it. The rest of the PCs were so enamoured of what happened that they looked at die rolling in a new light.

This quote from the Ability Stats: evens vs. odds thread, inspired me so much, that I started a pbp adventure offering a randomized character generation mechanic and it's really got some excitement abrewin'

One thing I added was that once they've rolled for their stats, they roll a d6 to pick which stat will receive their highest roll. This is before they roll for race or class.

I hope no one is too disappointed if they roll up something as normal as a Neutral Good Human Fighter with a Military Background, and a High Str or Con.

Dark Archive RPG Superstar 2013 Top 32

Sovereign wrote:
...I started a pbp adventure offering a randomized character generation mechanic and it's really got some excitement abrewin'

You did? I don't see it here. Are you listing it at another site?


Sovereign wrote:
Freehold DM wrote:
Oh hells yeah. Point buy almost ruined the game I'm in currently. I was the only one to roll dice for everything- even alignment, race and class- and ended up with a very interesting character for it. The rest of the PCs were so enamoured of what happened that they looked at die rolling in a new light.

This quote from the Ability Stats: evens vs. odds thread, inspired me so much, that I started a pbp adventure offering a randomized character generation mechanic and it's really got some excitement abrewin'

One thing I added was that once they've rolled for their stats, they roll a d6 to pick which stat will receive their highest roll. This is before they roll for race or class.

I hope no one is too disappointed if they roll up something as normal as a Neutral Good Human Fighter with a Military Background, and a High Str or Con.

Count me in this sounds neat


Fatespinner wrote:
Sovereign wrote:
...I started a pbp adventure offering a randomized character generation mechanic and it's really got some excitement abrewin'
You did? I don't see it here. Are you listing it at another site?

Oop, remiss of me. I've posted it at myth-weavers.com, here's the Link.

I'd be happy to have my DM's in the game. If you're interested on checking it out I'll save spots for you.

It's not a site I can usually get to during the day...due to firewall issues, but it's a neat site.

Dark Archive RPG Superstar 2013 Top 32

Sovereign wrote:
It's not a site I can usually get to during the day...due to firewall issues, but it's a neat site.

Tragically, this is a problem that I share and my at-home time is largely consumed by my parental and marital obligations. If you decide to host it (or any other game) here on Paizo, however, I would gladly join.


Thought I'd share the randomizing lists I put together,
in case anyone else wanted to inflict this on their players...
It's mostly cobbled together from concepts for random NPCs in the DMG & Character Background stuff from d20srd.org... with modifications here and there.

STRONG SUIT roll 1d6
You must assign this Stat your highest roll, no matter the class or race.
1 Strength (Str)
2 Dexterity (Dex)
3 Constitution (Con)
4 Intelligence (Int)
5 Wisdom (Wis)
6 Charisma (Cha)

ALIGNMENT roll 1d12
Adjust minimally if incompatible with class
1-2 Lawful Good
3-6 Neutral Good
7-9 Chaotic Good
10 Neutral
11 Lawful Neutral
12 Chaotic Neutral

RACE Roll 1d100
If the SRD Monster listing for your race has a subrace, you can pick from one of those.
1-30 Humans
31-45 Dwarves
46-60 Elves
61-65 Gnomes
66-80 Half-Elves
81-85 Half-Orcs
86-100 Halflings

CLASS Roll 1d100
01-10 Barbarian
11-20 Bard
21-35 Cleric
36-37 Druid
38-52 Fighter
53-54 Monk
55-56 Paladin
57-66 Ranger
67-81 Rogue
82-84 Sorcerer
85-100 Wizard

LUCK Roll 1d8
On top of starting gold.
1 Hard – Minus 50 gp Starting Gold
2-4 Common - nothing
5 Better – 1 Masterwork Item
6 Useful – Wonderous Item under 1000 gp
7 Impressive – +1 Magic Armor or Shield
8 Legendary – +1 Magic Weapon

Now, the PCs will start at 1st level, but we all have a past...so on to Upbringing - which can be the PC's occupation, or maybe just what the PC grew up around:

UPBRINGING Roll 1d10
1 Academic / Magic
Spellcraft, Craft (any), Concentration are class skills +2 ranks if already class skills
2 Aristocratic
Intimidate, Diplomacy, Know (nobility & royalty) are class skills +2 ranks if already class skills
3 Foreigner
Know (geography), Diplomacy, Sense Motive, Know (history) are class skills +2 ranks if already class skills (or take 2 bonus languages in place of the +2 ranks)
4 Government
Know (local), Diplomacy, Intimidate, Sense Motive, Know (history) are class skills +2 ranks if already class skills
5 Maritime
Balance, Jump, Tumble, Bluff, Swim are class skills +2 ranks if already class skills
6 Mercantile
Diplomacy, Sense Motive, Bluff, Intimidate, Know (local) are class skills +2 ranks if already class skills
7 Military
Climb, Jump, Intimidate, Search, Swim are class skills +2 ranks if already class skills
8 Religious
Diplomacy, Sense Motive, Know (religion) are class skills +2 ranks if already class skills
9 Wilderness
Survival, Spot, Listen, Climb, Swim are class skills +2 ranks if already class skills
10 Criminal
Escape Artist, Tumble, Sleight of Hand, Move Silently, Hide are class skills +2 ranks if already class skills

Now...

Stop rolling! Look over what you've got and see what kind of background you can come up with based on the results.


Well here is what i got-

Str-12
Dex-14
Con-17
Int-13
Wis-11
Cha-15

Alignment- Chaotic good
race: halfling
class: Bard
Luck:Legendary-+1 magic weapon
upbringing- Maritime

Well here is what i came up with.

Backround: Lido the halfing was born and raise on a ship with his parents. His family name is Waterleaf, his parent were said to be sailers trying to get away from the city to protect their child, Lido. Others say that they were Pirates! Sailing the sea looking for treasure and taking over ships. Both of thoses were lies though. Both of Lido's parents are adventurers exploring new territory. Lido though was different from his parents, his parent made him like the sea when he did not love it. He loved it, when he was able to go to the villages when they docked their ship and listen to the bards telling the tales of heros. Lido then made a plan to run away, Also so as they sailed away. He would jump overboard and swim back to the village and pretend to be a child ( because of his size.) The plan worked, as he was about to leave. He took his father's sword(short sword) and cross bow. He now looks for the chance to travel and explore more than he has every done before and try to write everything down of his journeys.

This was awesome, i have to do this to my players now, thanks


That's funny, a majority of the people who've done this have rolled up a Maritime upbringing...very wierd.


Interesting system, I might use it in a game at some point. How do you deal with the balance issues that could arise from the 'legendary' luck? It would be somewhat unblancing to have someone have a +1 weapon at first level.


Arctaris wrote:
Interesting system, I might use it in a game at some point. How do you deal with the balance issues that could arise from the 'legendary' luck? It would be somewhat unblancing to have someone have a +1 weapon at first level.

Not really. Most parties come by masterwork gear sometime during their first level, if not an actual +1 weapon (this statement is assuming that the wealth by level guidelines found on DMG pg. 135 are maintained- you can see that by 2nd level the PCs is assumed to have 900gp each, more than enough to buy a masterwork weapon and/or armor {except full plate}).

So, you might have a very brief period where you have a whopping +1 to attack and damage relative to a "normal" PC. Quickly, that becomes just a +1 to damage. Really, if the mage in the party would have otherwise had a few scrolls of magic weapon on hand (or prepared the spell), there's no advantage at all.

Anyway, the only other benefit this gives is the ability to bypass DR of "/magic" type, which is hard to come by before the CR 3-5 range creatures.

And also, by the time they hit 5th level, the extra boost in power or money (if they sold the item, or found another +1 weapon that was now unneeded and sold it) is negligible.

Additionally, this is when characters are at their weakest, so an extra little boost is probably a good thing.

Not that I'm advocating giving every 1st level PC +1 gear, but if one pops up from time to time by the luck of a roll, then it's not really a big deal. All IMHO, of course.


The balance issue comes down the line; say my first level rogue rolls 'legendary' on this table. I have a +1 rapier. This in itself is not overpowered but by the time I reach 3rd level its assumed that I have enough money to get a weapon made +1. I then have enough to get another enhancement added as long as its worth a +1 bonus. I could add Keen and double the threat range of the already 18-20/x2 rapier. Or I get have flaming added, giving a sucessful strike +1d6 fire damage. This creates some balance issues becase by 3rd level you should have enough to give a weapon the +1 trait, which is required to get further enhancements. I generally prefer not to give out anything that is of more than masterwork quality to 1st and 2nd level PCs.


.
.
Tried it out of curiosity.
Here's what I came up with.

Str-11
Dex-14
Con-16
Int-10
Wis-18*
Cha-10

Alignment: CG
Race: Elf
Class: Ranger
Luck: usefull (Mage Hand)
Upbringing: Academic/Magic

Aralans parents enrolled him in their community's magic academy. Aralan himself had little intrest in the arcane outside of the nature studies. He caused a stir at least once a month sneaking away from his classes to practice stalking and archery in the groves outside his village.

Before he was dismissed as unsuited for arcane learning one of the instructors Quarmil the Mad (Mage4/cleric16) Presented him with a Mage Hand. When Quarmil was asked where he had obtained it he calmly replied it was his own. Living up to his title he had cut off his own hand, cast regeneration on the severed stump. After it had grown a new hand he mummified the severed one and crafted the item for Aralan.

Accepting the gift Aralan packed his few belongings and set out with a handfull of other youths to see what adventures the world had for them.


Arctaris wrote:
The balance issue comes down the line; say my first level rogue rolls 'legendary' on this table. I have a +1 rapier. This in itself is not overpowered but by the time I reach 3rd level its assumed that I have enough money to get a weapon made +1. I then have enough to get another enhancement added as long as its worth a +1 bonus. I could add Keen and double the threat range of the already 18-20/x2 rapier. Or I get have flaming added, giving a sucessful strike +1d6 fire damage. This creates some balance issues becase by 3rd level you should have enough to give a weapon the +1 trait, which is required to get further enhancements. I generally prefer not to give out anything that is of more than masterwork quality to 1st and 2nd level PCs.

Actually, to add a +1 trait, you'd need to raise the sword to the +2 level, which costs 3,000 gp, not 1,000. So it's about a level up. It's good, but not completely outrageous...


William McDuff wrote:
Arctaris wrote:
The balance issue comes down the line; say my first level rogue rolls 'legendary' on this table. I have a +1 rapier. This in itself is not overpowered but by the time I reach 3rd level its assumed that I have enough money to get a weapon made +1. I then have enough to get another enhancement added as long as its worth a +1 bonus. I could add Keen and double the threat range of the already 18-20/x2 rapier. Or I get have flaming added, giving a sucessful strike +1d6 fire damage. This creates some balance issues becase by 3rd level you should have enough to give a weapon the +1 trait, which is required to get further enhancements. I generally prefer not to give out anything that is of more than masterwork quality to 1st and 2nd level PCs.
Actually, to add a +1 trait, you'd need to raise the sword to the +2 level, which costs 3,000 gp, not 1,000. So it's about a level up. It's good, but not completely outrageous...

Right. You have to pay for an effective total +2 enhancement (meaning a grand sum of 8,000 gold), not just another 2,000 for flaming or keen or whatever. So, if at 3rd level you have ~2,000gp to dedicate to weapon enhancements and you already have a +1 weapon, you're still short ~4,000gp before you can get that next enhancement.


Arctaris wrote:
Interesting system, I might use it in a game at some point. How do you deal with the balance issues that could arise from the 'legendary' luck? It would be somewhat unblancing to have someone have a +1 weapon at first level.

hmm...must admit I didn't forsee it becoming too much of an issue balance-wise. For the most part, I thought that if someone rolled one up I would use it as a story element. The +1 Weapon would be a 'named' weapon, and carry a DM created history and that I would use as a springboard, catalyst and/or complication for a later adventure. As it is though, none have rolled it, and they'll wish they had as it seems they are fairly light in the martial classes.

Toughest class on the party (from a HD/BAB stand-point) is cleric. The final (5 member) party make up isn't set yet - that will come later tonight - but so far the character pool I'm drawing from includes: 2 wizards, 2 bards, 5 clerics, and 2 rogues. 1 human and 1 elf in the bunch with 2 dwarves, 2 halflings, and the other 5 being half-elves. Wilderness and Maritime backgrounds heavily represented.

Interestingly, all the half-elves rolled up maritime backgrounds - so I altered my setting a bit to depict a strong elvish naval tradition, likely putting the elf lands on islands near the mainland. Just the kind of stuff I hoped the randomness would lead to.


Saern wrote:
Right. You have to pay for an effective total +2 enhancement (meaning a grand sum of 8,000 gold), not just another 2,000 for flaming or keen or whatever. So, if at 3rd level you have ~2,000gp to dedicate to weapon enhancements and you already have a +1 weapon, you're still short ~4,000gp before you can get that next enhancement.

Wow...I've been doing this so wrong. I also thought it was as simple as 2000gp for the enhancement, and then another 2000gp for say: Bane which is a +1 Enhancement Bonus if I remember right.

This is better though, makes that sort of thing as special as it ought to be...


Aaand the final randomly selected party line-up:

A particularly smart Deep Halfling wizard (evoker) shirking her family's mercantile lineage, a physically strong Half-Drow wizard who came of age on a sailing vessel, a very hardy Halfling cleric of The Traveller from a woodland tribe, a clever Half-Elf rogue trying a career change from pirate to anything else, and an astute Half-Elf rogue playing hooky from the proud university of magic his mother forced him to attend.

I'm not an exceptionally cruel DM, but this ought to be interesting. I'm going to use Action Points for their game - to give them a fighting chance when the going gets tough.

Should I also use the Reserve Points option from Unearthed Arcana? Has anyone here used them before?

I'm running them through some modified modules - but the adventures I assume were designed for a rounded party with at least one martial class.

The Exchange

dotting.

The Exchange RPG Superstar 2010 Top 16

Sovereign wrote:
Should I also use the Reserve Points option from Unearthed Arcana? Has anyone here used them before?

I use them* in my 3.5 game. They're tricky for a couple of reasons: (1) There's a difference between "the next combat is in five minutes" versus "the next combat is in a half-hour". Waiting for reserve hit points to transfer over puts the brakes on a high-speed party. This has several ramifications, which I'll leave as an exercise for the reader. (2) PCs can be healing sponges. If someone's nearly dead, they can take an impressive amount of curative mojo to get back to full hit points and reserve points.

* A variant, actually. In my campaign, your character's reserve points are based on his race, rather than his class. One of the racial features of half-orcs is that they recover reserve points twice as fast as other races.

--+--

One observation, for what it's worth: the character backgrounds give the PC skill ranks if the background emphasizes a class skill, not merely skill bonuses. That breaks the ceiling for skill ranks (that is, character level) which in turn allows the PCs access to various feats and prestige classes two level earlier than Pathfinder normally intends.


Chris Mortika wrote:
Sovereign wrote:
Should I also use the Reserve Points option from Unearthed Arcana? Has anyone here used them before?
I use them* in my 3.5 game. [good advice deleted]

Considering his last post was over 3 years ago, I doubt he'll hear you. :-)


strollin' through Paizo.com messageboards
sees thread
reads thread

Holy.

Crap.

How did I miss this for over THREE FRAKKING YEARS?!?!?!?!?


Sovereign wrote:

Thought I'd share the randomizing lists I put together,

in case anyone else wanted to inflict this on their players...
It's mostly cobbled together from concepts for random NPCs in the DMG & Character Background stuff from d20srd.org... with modifications here and there.

STRONG SUIT roll 1d6
You must assign this Stat your highest roll, no matter the class or race.
1 Strength (Str)
2 Dexterity (Dex)
3 Constitution (Con)
4 Intelligence (Int)
5 Wisdom (Wis)
6 Charisma (Cha)

ALIGNMENT roll 1d12
Adjust minimally if incompatible with class
1-2 Lawful Good
3-6 Neutral Good
7-9 Chaotic Good
10 Neutral
11 Lawful Neutral
12 Chaotic Neutral

RACE Roll 1d100
If the SRD Monster listing for your race has a subrace, you can pick from one of those.
1-30 Humans
31-45 Dwarves
46-60 Elves
61-65 Gnomes
66-80 Half-Elves
81-85 Half-Orcs
86-100 Halflings

CLASS Roll 1d100
01-10 Barbarian
11-20 Bard
21-35 Cleric
36-37 Druid
38-52 Fighter
53-54 Monk
55-56 Paladin
57-66 Ranger
67-81 Rogue
82-84 Sorcerer
85-100 Wizard

LUCK Roll 1d8
On top of starting gold.
1 Hard – Minus 50 gp Starting Gold
2-4 Common - nothing
5 Better – 1 Masterwork Item
6 Useful – Wonderous Item under 1000 gp
7 Impressive – +1 Magic Armor or Shield
8 Legendary – +1 Magic Weapon

Now, the PCs will start at 1st level, but we all have a past...so on to Upbringing - which can be the PC's occupation, or maybe just what the PC grew up around:

UPBRINGING Roll 1d10
1 Academic / Magic
Spellcraft, Craft (any), Concentration are class skills +2 ranks if already class skills
2 Aristocratic
Intimidate, Diplomacy, Know (nobility & royalty) are class skills +2 ranks if already...

Soviergn, it's been 3 years, but this is great work. Just great.

The Exchange

Freehold DM wrote:

strollin' through Paizo.com messageboards

sees thread
reads thread

Holy.

Crap.

How did I miss this for over THREE FRAKKING YEARS?!?!?!?!?

Which was the reason for the DOT. I would have just sent a facebook message to you but noooooo, you blog but won't touch FB. Sigh. :P

The Exchange

Sovereign wrote:

STRONG SUIT roll 1d6

You must assign this Stat your highest roll, no matter the class or race.
1 Strength (Str)
2 Dexterity (Dex)
3 Constitution (Con)
4 Intelligence (Int)
5 Wisdom (Wis)
6 Charisma (Cha)

ALIGNMENT roll 1d12
Adjust minimally if incompatible with class
1-2 Lawful Good
3-6 Neutral Good
7-9 Chaotic Good
10 Neutral
11 Lawful Neutral
12 Chaotic Neutral

RACE Roll 1d100
If the SRD Monster listing for your race has a subrace, you can pick from one of those.
1-30 Humans
31-45 Dwarves
46-60 Elves
61-65 Gnomes
66-80 Half-Elves
81-85 Half-Orcs
86-100 Halflings

CLASS Roll 1d100
01-10 Barbarian
11-20 Bard
21-35 Cleric
36-37 Druid
38-52 Fighter
53-54 Monk
55-56 Paladin
57-66 Ranger
67-81 Rogue
82-84 Sorcerer
85-100 Wizard

LUCK Roll 1d8
On top of starting gold.
1 Hard – Minus 50 gp Starting Gold
2-4 Common - nothing
5 Better – 1 Masterwork Item
6 Useful – Wonderous Item under 1000 gp
7 Impressive – +1 Magic Armor or Shield
8 Legendary – +1 Magic Weapon

Now, the PCs will start at 1st level, but we all have a past...so on to Upbringing - which can be the PC's occupation, or maybe just what the PC grew up around:

UPBRINGING Roll 1d10
1 Academic / Magic
Spellcraft, Craft (any), Concentration are class skills +2 ranks if already class skills
2 Aristocratic
Intimidate, Diplomacy, Know (nobility & royalty) are class skills +2 ranks if already class skills
3 Foreigner
Know (geography), Diplomacy, Sense Motive, Know (history) are class skills +2 ranks if already class skills (or take 2 bonus languages in place of the +2 ranks)
4 Government
Know (local), Diplomacy, Intimidate, Sense Motive, Know (history) are class skills +2 ranks if already class skills
5 Maritime
Balance, Jump, Tumble, Bluff, Swim are class skills +2 ranks if already class skills
6 Mercantile
Diplomacy, Sense Motive, Bluff, Intimidate, Know (local) are class skills +2 ranks if already class skills
7 Military
Climb, Jump, Intimidate, Search, Swim are class skills +2 ranks if already class skills
8 Religious
Diplomacy, Sense Motive, Know (religion) are class skills +2 ranks if already class skills
9 Wilderness
Survival, Spot, Listen, Climb, Swim are class skills +2 ranks if already class skills
10 Criminal
Escape Artist, Tumble, Sleight of Hand, Move Silently, Hide are class skills +2 ranks if already class skills

1d6 ⇒ 3 = Stat

1d12 ⇒ 3 = Alignment
1d100 ⇒ 87 = Race
1d100 ⇒ 43 = Class
1d8 ⇒ 3 = Luck
1d10 ⇒ 6 = Upbringing
3d6 ⇒ (5, 2, 3) = 10
3d6 ⇒ (5, 5, 3) = 13
3d6 ⇒ (2, 1, 6) = 9
3d6 ⇒ (2, 4, 6) = 12
3d6 ⇒ (1, 5, 5) = 11
3d6 ⇒ (6, 5, 1) = 12
Lets see what I get?

The Exchange

Crimson Jester wrote:


1d6 &#8658; 3 = Stat
1d12 &#8658; 3 = Alignment
1d100 &#8658; 87 = Race
1d100 &#8658; 43 = Class
1d8 &#8658; 3 = Luck
1d10 &#8658; 6 = Upbringing
3d6 &#8658; (5, 2, 3) = 10
3d6 &#8658; (5, 5, 3) = 13
3d6 &#8658; (2, 1, 6) = 9
3d6 &#8658; (2, 4, 6) = 12
3d6 &#8658; (1, 5, 5) = 11
3d6 &#8658; (6, 5, 1) = 12
Lets see what I get?

Con must be highest.

Neutral Good
Halfling
Fighter
Common Luck
Mercantile back ground:Balance, Jump, Tumble, Bluff, Swim are class skills +2 ranks if already class skills
13 Con
12 Str
12 Dex
11 Int
09 Wis
10 Cha


1d6 = 6 = Stat: Charisma

Your dump stat is my crown!

1d12 = 12 = Alignment: Chaotic Neutral

With charisma as a highest stat, I like where this is going...

1d100 = 43 = Race: Dwarf

WHAT?!?!?!?

1d100 = 80 = Class: Rogue

DOUBLE WHAT?!?!??!?!

1d8 = 8 = Luck: Legendary

Man, let's hope the dice keep rolling well...

1d10 = 9 = Upbringing: Wilderness

Hmm...a charismatic dwarf living in the wilderness...would be great if he was a druid, but he's a rogue..perhaps a highwayman of sorts? An outcast from his clan? Let's see what the dice offer...

3d6 = 11
3d6 =5
3d6 = 11
3d6 = 15
3d6 = 9
3d6 = 8

G#*+%!it. A freakin' FIVE. And while the 15 is great, the penalty on that drops it to a +1. The overall bonus on my character is less than 1(people who prefer point buy ALWAYS seem to forget this crucial rolling rule!), so I think that entitles me to a re-roll...

3d6 &#8658; (6, 5, 5) = 16
3d6 &#8658; (1, 2, 2) = 5
3d6 &#8658; (1, 6, 4) = 11
3d6 &#8658; (1, 6, 3) = 10
3d6 &#8658; (6, 5, 1) = 12
3d6 &#8658; (3, 1, 6) = 10

G~~+#~mit- a freaking five AGAIN!??!?! And the net bonus is +1 thanks to that 12- so I'm stuck with this. Still..

Str: 10
Dex: 12
Con: 13(with bonus)
Int: 5
Wis: 10
Cha: 14(with penalty)

Okay, so he's an idiot. However, he's charismatic as hell, and can benefit from most armor he wears. With an int of 5, he's only going to be good at one thing- maybe diplomacy? Ah well. Dwarven Highwayman it is. Great at talking, poor at everything else, moderate in combat.


1d6 &#8658; 5 Strong Suit

The Wisdom of Solomon for this character...

1d12 &#8658; 6 Alignment

Neutral Good. Maybe I'll end up with a Shazam/Captain Marvel after all...

1d100 &#8658; 1 Race

Human. Plain vanilla ice cream.

1d100 &#8658; 28 Class

Cleric. Well, Wisdom IS the highest stat...

1d8 &#8658; 7 Luck

Good- +1 Armor for the cleric.

1d10 &#8658; 1 Upbringing

1 Academic / Magic
Spellcraft, Craft (any), Concentration are class skills +2 ranks if already class skills

Okay...Perhaps a priest of the god of magic?

3d6 &#8658; (4, 6, 2) = 12
3d6 &#8658; (3, 1, 4) = 8
3d6 &#8658; (2, 2, 5) = 9
3d6 &#8658; (6, 2, 5) = 13
3d6 &#8658; (5, 1, 2) = 8
3d6 &#8658; (3, 6, 1) = 10

Yeesh. Another bad stat day. I think I get a re-roll because the net bonus is -1. Let's do this!

3d6 &#8658; (5, 4, 6) = 15
3d6 &#8658; (2, 3, 1) = 6
3d6 &#8658; (4, 2, 2) = 8
3d6 &#8658; (5, 6, 2) = 13
3d6 &#8658; (5, 5, 1) = 11
3d6 &#8658; (2, 3, 6) = 11

A wash in terms of stats...I'm thinking I get another re-roll as the net bonus is 0. Here we go again..

3d6 &#8658; (2, 3, 2) = 7
3d6 &#8658; (4, 4, 3) = 11
3d6 &#8658; (4, 3, 1) = 8
3d6 &#8658; (1, 4, 1) = 6
3d6 &#8658; (2, 2, 6) = 10
3d6 &#8658; (6, 1, 6) = 13

Err...Nope. I think that's a -2 net bonus.

3d6 &#8658; (6, 5, 6) = 17
3d6 &#8658; (5, 5, 4) = 14
3d6 &#8658; (1, 5, 4) = 10
3d6 &#8658; (6, 4, 3) = 13
3d6 &#8658; (6, 4, 3) = 13
3d6 &#8658; (5, 3, 3) = 11

Okay! Something ABOVE a zero! Let's place those stats..

Str 13
Dex 11
Con 13
Int 10
Wis 17
Cha 14

Hey! Not bad! This guy could really be a Captain Marvel type that, while not smart enough to be a wizard, is still adept as a priest of the god of magic. I could see him shouting "SHAZAM" as he casts Bull's Strength and other such spells to boost his stats from merely above average to truly formidable!

The Exchange RPG Superstar 2010 Top 16

STRONG SUIT roll 1d6
You must assign this Stat your highest roll, no matter the class or race.
1d6 ⇒ 6
6 Charisma (Cha)

ALIGNMENT roll 1d12
Adjust minimally if incompatible with class
1d12 ⇒ 4
3-6 Neutral Good

RACE Roll 1d100
If the SRD Monster listing for your race has a subrace, you can pick from one of those.
1d100 ⇒ 34
31-45 Dwarves

Hmmm. Dwarves take a hit in Charisma, so this might be tricky.

CLASS Roll 1d100
1d100 ⇒ 3
01-10 Barbarian

LUCK Roll 1d8
On top of starting gold.
1d8 ⇒ 2
2-4 Common - nothing

UPBRINGING Roll 1d10
1d10 ⇒ 5
5 Maritime
Bluff is class skill; +2 ranks to Acrobatics, Swim

Like many others. We'll make him a Viking bearsark. A curiously good-aligned Viking bearsark.

Attributes:
3d6 ⇒ (1, 6, 6) = 13
3d6 ⇒ (1, 4, 5) = 10
3d6 ⇒ (5, 5, 3) = 13
3d6 ⇒ (2, 4, 1) = 7
3d6 ⇒ (6, 3, 3) = 12
3d6 ⇒ (3, 4, 6) = 13

And now we're stuck. There's no way to make Charisma my bearsark's top attribute: racial modifiers will bring a 13 down to an 11. But if we are content to make it the character's highest roll, then we can get:

Moldof Harðráði, 1st Level Barbarian, Dwarf
STR 13 DEX 12 CON 15 INT 10 WIS 9 CHA 11
14 hp
Acrobatics +6, Intimidate +4, Survival +3, Swim +7

Thanks, Sovereign. This was fun.


Chris Mortika wrote:

STRONG SUIT roll 1d6

You must assign this Stat your highest roll, no matter the class or race.
1d6
6 Charisma (Cha)

ALIGNMENT roll 1d12
Adjust minimally if incompatible with class
1d12
3-6 Neutral Good

RACE Roll 1d100
If the SRD Monster listing for your race has a subrace, you can pick from one of those.
1d100
31-45 Dwarves

Hmmm. Dwarves take a hit in Charisma, so this might be tricky.

CLASS Roll 1d100
1d100
01-10 Barbarian

LUCK Roll 1d8
On top of starting gold.
1d8
2-4 Common - nothing

UPBRINGING Roll 1d10
1d10
5 Maritime
Bluff is class skill; +2 ranks to Acrobatics, Swim

Like many others. We'll make him a Viking bearsark. A curiously good-aligned Viking bearsark.

Attributes:
3d6
3d6
3d6
3d6
3d6
3d6

And now we're stuck. There's no way to make Charisma my bearsark's top attribute: racial modifiers will bring a 13 down to an 11. But if we are content to make it the character's highest roll, then we can get:

Moldof Harðráði, 1st Level Barbarian, Dwarf
STR 13 DEX 12 CON 15 INT 10 WIS 9 CHA 11
14 hp
Acrobatics +6, Intimidate +4, Survival +3, Swim +7

Thanks, Freehold DM. This was fun.

AAH! Bearshark! AAH! Also, fixed, and you are very welcome. ;-)


I love this kind of thing! Sadly, none of the rest of my group(s) does, so I can't actually use it. But I'm going to give it a go, just because I can.

STRONG SUIT roll 1d6
1d6 ⇒ 4
Intelligence. Okay, that's cool.

ALIGNMENT roll 1d12
1d12 ⇒ 12
Ooh, chaotic neutral. I never play chaotic neutral characters because I generally dislike them. I don't even allow them in my campaigns when I'm running them. So this would be interesting.

RACE Roll 1d100
1d100 ⇒ 6
Ah, a human. Kind of dull for the purposes of this but I'll take it.

CLASS Roll 1d100
1d100 ⇒ 82
A sorcerer. Man, just one point away from a rogue with the Int strong suit.

LUCK Roll 1d8
1d8 ⇒ 6
Useful. That's definitely decent.

UPBRINGING Roll 1d10
1d10 ⇒ 7
And we were brought up in the military.

Now, of course, there's the actual stat rolls, which I saved for last.

1st Stat roll: 4d6 ⇒ (1, 2, 1, 4) = 8
Ouch, a 7.

2nd Stat roll: 4d6 ⇒ (6, 6, 4, 3) = 19
Okay, 16 is much better.

3rd Stat roll: 4d6 ⇒ (5, 3, 2, 3) = 13
11, I'll take it.

4th Stat roll: 4d6 ⇒ (3, 6, 1, 1) = 11
10. Not looking that good...

5th Stat roll: 4d6 ⇒ (1, 1, 3, 6) = 11
Uh-oh. Another 10.

6th Stat rolls: 4d6 ⇒ (5, 5, 6, 3) = 19
And another 16, making the sorcerer character actually feasible. So if I just leave things as they were rolled, except for pulling out the 2nd stat roll for the Strong suit and bumping the 3rd and 4th up, I end up with:

Str 7, Dex 11, Con 10, Int 16, Wis 10, Chr 16. Pretty respectable. I could add the Human +2 to Chr for more power or maybe Con to bring his hit points up. Either way would be pretty useful.

So this guy was brought up in a military household but was such a weakling he disgusted his father and was kicked out/ disinherited and forced to survive on his own. Being bright and charismatic helped him from dying out in the elements and at some point along the line he discovered other "talents." Intrigued, he decides to strike out into the world with a group of like-minded (but perhaps not so smart) other young people to develop his skills, just for the hell of it. He probably has a streak of superiority amongst his group but he's so charming that he gets away with it, and he puts up with them because really, he needs someone to do all the hard work.

I'm going to have to try and play this guy sometime. He's currently a 17 point buy. In a 20 point buy game I could bring his strength up to a -9 and he'd be quite playable.


Wander Weir wrote:
I love this kind of thing! Sadly, none of the rest of my group(s) does, so I can't actually use it.

I don't care for randomly generating D&D characters, but I loved randomly generating V&V characters, back in the day. I can't explain it...


Let's see what we get today...

1d6 &#8658; 3 Strong Suit Constitution

Okay. A tank in the making, perhaps?

1d12 &#8658; 4 Alignment

Neutral-Goodness.

1d100 &#8658; 15 Race

Human again.

1d100 &#8658; 31 Class

Cleric again!

1d8 &#8658; 8 Luck

And really really lucky again! Did I make the same character once more?

1d10 &#8658; 5 Upbringing

Maritime. Okay, a priest of the god of the sea?

3d6 &#8658; (3, 5, 4) = 12
3d6 &#8658; (6, 1, 2) = 9
3d6 &#8658; (6, 4, 6) = 16
3d6 &#8658; (4, 2, 2) = 8
3d6 &#8658; (5, 4, 4) = 13
3d6 &#8658; (1, 3, 3) = 7

Okay, a mixed bag in terms of stats, and once again I am stuck with em because of what I rolled- net bonus of +1 I believe. Okay, let's assign...

Str 9
Dex 10(+2 to the stat)
Con 16
Int 7
Wis 13
Cha 12

Okay, perhaps this is a winsome lass who sings on deck and keeps spirits high, but is not a bard but a cleric of the sea goddess, who also tends to hurts. I could see her being a support character.

Liberty's Edge

Appropos of nothing, but on the topic of randomly generated characters, I'll be trying something new for my upcoming game. Players will roll 3 sets of stats using 2d6+6, straight down the line (first roll is strength, second roll is dexterity, etc). They can then choose which array they want to use for their pc.

So far, only one player has made his character, and he got one array that perfectly fit the class he wanted, so I can't tell exactly how horrible my idea is yet.

Str 2d6 + 6 ⇒ (5, 2) + 6 = 132d6 + 6 ⇒ (5, 5) + 6 = 162d6 + 6 ⇒ (3, 6) + 6 = 15
Dex 2d6 + 6 ⇒ (2, 5) + 6 = 132d6 + 6 ⇒ (1, 4) + 6 = 112d6 + 6 ⇒ (3, 4) + 6 = 13
Con 2d6 + 6 ⇒ (4, 1) + 6 = 112d6 + 6 ⇒ (1, 4) + 6 = 112d6 + 6 ⇒ (2, 1) + 6 = 9
Int 2d6 + 6 ⇒ (1, 1) + 6 = 82d6 + 6 ⇒ (1, 1) + 6 = 82d6 + 6 ⇒ (3, 1) + 6 = 10
Wis 2d6 + 6 ⇒ (1, 5) + 6 = 122d6 + 6 ⇒ (5, 3) + 6 = 142d6 + 6 ⇒ (4, 6) + 6 = 16
Cha 2d6 + 6 ⇒ (3, 4) + 6 = 132d6 + 6 ⇒ (3, 4) + 6 = 132d6 + 6 ⇒ (5, 4) + 6 = 15

Okay, the formatting is a little off, but you get the idea. With this set, you're screwed if you wanted to play a wizard or barbarian, and that first array is bollox (I'd probably reroll it for violating the "must have higher than a 13" rule), but I could see a not terrible warrior with the middle array, or a decent sorcerer or divine caster with the last array.

What do you think?


Jagyr Ebonwood wrote:

Appropos of nothing, but on the topic of randomly generated characters, I'll be trying something new for my upcoming game. Players will roll 3 sets of stats using 2d6+6, straight down the line (first roll is strength, second roll is dexterity, etc). They can then choose which array they want to use for their pc.

So far, only one player has made his character, and he got one array that perfectly fit the class he wanted, so I can't tell exactly how horrible my idea is yet.

Str 2d6+6; 2d6+6; 2d6+6
Dex 2d6+6; 2d6+6; 2d6+6
Con 2d6+6; 2d6+6; 2d6+6
Int 2d6+6; 2d6+6; 2d6+6
Wis 2d6+6; 2d6+6; 2d6+6
Cha 2d6+6; 2d6+6; 2d6+6

Okay, the formatting is a little off, but you get the idea. With this set, you're screwed if you wanted to play a wizard or barbarian, and that first array is bollox (I'd probably reroll it for violating the "must have higher than a 13" rule), but I could see a not terrible warrior with the middle array, or a decent sorcerer or divine caster with the last array.

What do you think?

Actually, I have no problem with 2d6 + 6. A good friend of mine SWEARS by this method, and it results in nothing below an 8, which is excellent. Just remember the net bonus rule for rolling up a character and you'll be okay...I know at least one serious DM who has a net bonus rule of +2.


Gonna use this thread to create a few NPCs for my Darklight Sisterhood game!!!!

1d6 ⇒ 5 Strong Suit- Wisdom..Future Cleric?
1d12 ⇒ 4 Alignment- Neutral Good. NOT sure if this will work out as this is a mostly evil game. I'm not going to sit here re-rolling all night, so I'll go with Neutral Evil.
1d100 ⇒ 4 Race- Human. Very well.
1d100 ⇒ 99 Class- Wizard! Okay, guess I know where all those 9s I rolled are going!
1d8 ⇒ 5 Luck- 1 Masterwork Item. Wonder what its gonna be? Maybe a crossbow?
1d10 ⇒ 3 Upbringing Foreigner
Know (geography), Diplomacy, Sense Motive, Know (history) are class skills +2 ranks if already class skills (or take 2 bonus languages in place of the +2 ranks)
Hmm...A foriegner in the Darklight Sisterhood? Should I go the cheesy route and make her from Tian?

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

Sooo...

Human Female(has to be female) Wizard 1
Str: 9
Dex: 11
Con: 9
Int: 14
Wis: 14
Cha: 9

RAGING STEREOTYPE!!!!

[EDIT] Need to add stuff from the GMG to make her come to life!

Goal1d100 ⇒ 62- Avoid bankruptcy. Maybe her family is in it's twilight years?
Physical Characteristics1d100 ⇒ 14- Calloused hands. Maybe she's the first generation to really work for a living?
Personality Characteristics1d100 ⇒ 3- Likes to act mysteriously. Hmm...Maybe she plays up the wizard angle unsuccessfully, as her family is poor and just barely getting by?


1d6 ⇒ 2 Strong Suit -Dexterity. Rogue, here we come!
1d12 ⇒ 10 Alignment- Neutral. Sounds good.
1d100 ⇒ 47 Race- Elf. Sounds great!
1d100 ⇒ 74 Class- Rogue. Sounds PERFECT!!
1d8 ⇒ 2 Luck- No better or worse than any other.
1d10 ⇒ 3 Upbringing- Foriegner...again. Oh well, she can be from far off Kyonin.
3d6 ⇒ (2, 5, 2) = 9
3d6 ⇒ (6, 3, 4) = 13
3d6 ⇒ (2, 1, 6) = 9
3d6 ⇒ (6, 5, 5) = 16
3d6 ⇒ (1, 4, 1) = 6
3d6 ⇒ (3, 2, 4) = 9
Soooo..

Female Elven Rogue 1
Str: 9
Dex: 18(with bonus)
Con: 11(with penalty)
Int: 8 (with bonus)
Wis: 9
Cha: 9

I'm thinking she's a complete kleptomaniac.

[EDIT] Need to add stuff from the GMG to make her come to life!

Goal1d100 ⇒ 84- Cross an ocean. If she's from Kyonin she's already done that!!
Physical Characteristics1d100 ⇒ 91Missing a leg?!?!?!?! I'll have to work with that one. Maybe she's in debt from having a regeneration spell cast upon her?
Personality Characteristics1d100 ⇒ 29Likes counting things and having fun with numbers. Like figuring out how much money she'll make from a score and see how much farther she has to go to pay off her debt.


1d6 ⇒ 3 Strong Suit- Consitution. Uh oh...
1d12 ⇒ 5 Alignment- Neutral Good. Again switching to Neutral Evil.
1d100 ⇒ 82 Race - Half-Orc! Woo-hoo!! Interesting.
1d100 ⇒ 50 Class - Fighter. Maybe I can break my own rules here- she's supposed to be either a rogue or a wizard.
1d8 ⇒ 2 Luck - Nothing. Oh well..
1d10 ⇒ 8 Upbringing- 8 Religious
Diplomacy, Sense Motive, Know (religion) are class skills +2 ranks if

already class skills - Perhaps an apprentice Hellknight?
3d6 ⇒ (3, 5, 1) = 9
3d6 ⇒ (1, 1, 6) = 8
3d6 ⇒ (1, 4, 1) = 6
3d6 ⇒ (3, 1, 6) = 10
3d6 ⇒ (4, 6, 1) = 11
3d6 ⇒ (6, 2, 4) = 12

Gonna roll again here...
3d6 ⇒ (2, 5, 1) = 8
3d6 ⇒ (4, 5, 4) = 13
3d6 ⇒ (1, 6, 4) = 11
3d6 ⇒ (4, 1, 5) = 10
3d6 ⇒ (1, 5, 2) = 8
3d6 ⇒ (2, 1, 4) = 7

*sigh* And again...

3d6 ⇒ (6, 2, 3) = 11
3d6 ⇒ (6, 5, 2) = 13
3d6 ⇒ (5, 4, 6) = 15
3d6 ⇒ (2, 2, 4) = 8
3d6 ⇒ (2, 3, 1) = 6
3d6 ⇒ (5, 6, 4) = 15

Okay! Not the best, but numbers I can work with.

1d100 ⇒ 97Physical - 97 Terrible facial disease: Yikes..Guess I know where I'm putting that 6...
1d100 ⇒ 72Background -
72 Suffering from some terminal illness Oh my. This makes her into a tragic figure....
1d100 ⇒ 88Goal- Is a little unhinged when the moon is full
Maybe she sees the Goddess of Death in the moon? Maybe she's suffering from some moon-related disease? Cursed by the full moon? I dunno. But she's interesting.

Soooo...

Female Half Orc Neutral Evil Fighter 1
Str: 15
Dex: 11
Con: 15
Int: 8
Wis: 13
Cha: 8(With Bonus)

I'm thinking she's the shrinking violent of the group. No, that's not a typo.


1d6 ⇒ 4 Strong Suit -Intelligence. Another wizard in the making?
1d12 ⇒ 11 Alignment- Lawful Neutral?! Interesting...
1d100 ⇒ 50 Race- Another Elf?
1d100 ⇒ 64 Class- And a RANGER to boot? Hm.
1d8 ⇒ 6 Luck- Useful- Wondrous Item worth less than 1000 gold. Hmm....
1d10 ⇒ 4 Upbringing- Government? Hm. Maybe she works with that earlier Rogue?
3d6 ⇒ (5, 3, 2) = 10
3d6 ⇒ (2, 4, 3) = 9
3d6 ⇒ (1, 6, 5) = 12
3d6 ⇒ (3, 5, 3) = 11
3d6 ⇒ (2, 5, 1) = 8
3d6 ⇒ (1, 4, 1) = 6
Nope. Gotta re-roll.
3d6 ⇒ (2, 2, 4) = 8
3d6 ⇒ (2, 6, 4) = 12
3d6 ⇒ (2, 4, 6) = 12
3d6 ⇒ (5, 3, 1) = 9
3d6 ⇒ (6, 4, 1) = 11
3d6 ⇒ (3, 6, 5) = 14
Hokay, workable.
1d100 ⇒ 87 Goal- See an ANGEL? Weirdo.
1d100 ⇒ 33 Physical Characteristics- Bites her nails? Okay.
1d100 ⇒ 14 Personality Characteristics-Very mellow; advises people to take a philosophical approach to both success and failure- all while biting her nails? What a weirdo.
1d100 ⇒ 5 Background- Former Criminal? That's really interesting.

Sooo....

Female Lawful Neutral Elven Ranger(maybe) 1
Str: 8
Dex: 14(with modifier)
Con: 10(with modifier)
Int: 16(with modifier)
Wis: 11
Cha: 9
I could see her as a psuedo-assassin. Why does she want to see an angel? Maybe if I make her more Lawful Evil, she may want to SEE an angel of someone she killed? Well, alignment and sanity don't necessarily go hand in hand, maybe she's a crazed killer who kills people she sees as being evil or wrong in some way and wants to see them turned into angels? I dunno. Weird girl. Totally see her as the quiet insane type.


1d6 ⇒ 2 Strong Suit - Dexterity. Darklight Sisterhood needs moar rouges!!!
1d12 ⇒ 2 Alignment- Lawful GOOD?!?! No way! Not in this game. Lawful Evil maybe? Or another Lawful Neutral? Let's see what else we got.
1d100 ⇒ 94 Race- A HALFLING?!?! Interesting.
1d100 ⇒ 5 Class- A HALFLING BARBARIAN?!?!?!? Wow. This is gonna be weird.
1d8 ⇒ 6 Luck- Another cheap wondrous item. Okay.
1d10 ⇒ 2 Upbringing- Aristocratic?!? What an oddball.
1d100 ⇒ 23 Goal- Okay, I can't see 23 right now..I'll just use the one before it, she wants to move out of her parents house.
1d100 ⇒ 21 Physical Characteristics- Sneezes alot. Okay, there's an anime character in there...Old Dragonball(not Z) character who would change personalities upon sneezing..one was a normal girl, the other was a gun crazy mercenary. Love Dragonball, cracked me up royal.
1d100 ⇒ 19 Personality Characteristics- A sneezy halfling barbarian that gives people treats. WAAAAAAAY too much anime over here.
1d100 ⇒ 33 Background- Ran away from a duel? Weird.....

3d6 ⇒ (3, 3, 3) = 9
3d6 ⇒ (1, 2, 3) = 6
3d6 ⇒ (5, 2, 2) = 9
3d6 ⇒ (3, 5, 4) = 12
3d6 ⇒ (3, 2, 4) = 9
3d6 ⇒ (1, 2, 6) = 9
Well, can't do that set. Let's try another.
3d6 ⇒ (1, 5, 5) = 11
3d6 ⇒ (6, 3, 4) = 13
3d6 ⇒ (2, 3, 2) = 7
3d6 ⇒ (3, 2, 6) = 11
3d6 ⇒ (5, 2, 3) = 10
3d6 ⇒ (2, 3, 6) = 11
Nope.
3d6 ⇒ (2, 3, 1) = 6
3d6 ⇒ (1, 3, 1) = 5
3d6 ⇒ (6, 6, 4) = 16
3d6 ⇒ (2, 3, 2) = 7
3d6 ⇒ (2, 1, 1) = 4
3d6 ⇒ (6, 3, 4) = 13
Even worse, if possible.
3d6 ⇒ (3, 4, 5) = 12
3d6 ⇒ (5, 6, 4) = 15
3d6 ⇒ (1, 6, 4) = 11
3d6 ⇒ (2, 6, 1) = 9
3d6 ⇒ (4, 6, 2) = 12
3d6 ⇒ (2, 1, 5) = 8
Okay. I can live with this.

Sooo...

Female Halfling Lawful Evil Rogue 1(can't have her be a barbarian due to alignment issues, and Rogue just makes more sense here)

Str: 6(with modifier)
Dex: 17(with modifier)
Con: 11
Int: 9
Wis: 12
Cha: 14(with modifier)

I could see her as a thief who is more of an classic adorable klepto- can't help but to steal cute things and give them to her friends. Running a weird psuedo cute stuff black market. Yeah...

Dark Archive

After reading this thread, Freehold, you inspire me to just try this, even once. So, here goes - hope you can use this NPC character in your game ( And I'll modify for evil alignment if necessary...). I just don't have the GMG on me for the last four pieces.

Here goes.

1d6 ⇒ 3 Strong Suit : Consitution. Ooh.
1d12 ⇒ 8 Alignment : Chaotic Good.. ... Yeah. Let's make that (Chaotic Neutral).
1d100 ⇒ 97 Race : Halfling. Looks like a new combination.
1d100 ⇒ 83 Class : Sorceror. Really tough sorc - huh.
1d8 ⇒ 5 Luck : Better – 1 Masterwork Item. Seems like it might be a weapon, maybe a sling...
1d10 ⇒ 10 Upbringing : Criminal
Escape Artist, Tumble, Sleight of Hand, Move Silently, Hide are class skills +2 ranks if already class skills; hahaha, I like how he turned out already.

1d100 ⇒ 67 Goal :
1d100 ⇒ 4 Physical Characteristics :
1d100 ⇒ 63 Personality Characteristics :
1d100 ⇒ 52 Background :

3d6 ⇒ (6, 5, 5) = 16
3d6 ⇒ (3, 3, 4) = 10
3d6 ⇒ (3, 1, 2) = 6
3d6 ⇒ (1, 2, 1) = 4
3d6 ⇒ (3, 4, 6) = 13
3d6 ⇒ (6, 1, 4) = 11
Results in a -1 modifier. One more time.
EDIT: Removed 4 failed sets, all with negative or no modifier net.
EDIT 2: Removed another 4-6 more sets of negative numbers. The dice hate me tonight.
Final Stat Roll ( no matter the result.)
3d6 ⇒ (4, 2, 2) = 8
3d6 ⇒ (1, 1, 5) = 7
3d6 ⇒ (1, 2, 6) = 9
3d6 ⇒ (5, 6, 3) = 14
3d6 ⇒ (3, 4, 6) = 13
3d6 ⇒ (4, 5, 3) = 12

So Stats aligned:
STR 6
DEX 14
CON 14
INT 7
WIS 9
CHA 13

Probably just a hedge sorceror. Nothing big, just some dude who inherited magic (since I don't have access to the GMG at the moment, I can only assume.)

Liberty's Edge

Freehold DM wrote:

strollin' through Paizo.com messageboards

sees thread
reads thread

Holy.

Crap.

How did I miss this for over THREE FRAKKING YEARS?!?!?!?!?

Well, when you need XXL Durex, some things probably just seem trivial...


Hokay, want to crank out a few more NPCs before the day is out.

1d6 ⇒ 5 Strong Suit Ah..Wisdom! Makin' them Will saves easy...
1d12 ⇒ 11 Alignment Another Lawful Neutral. Huh.
1d100 ⇒ 67 Race Half Elven, hmm?
1d100 ⇒ 94 Class Half Elven WIZARD...Okay, with that high Wisdom, maybe she'll make a good Enchantress?
1d8 ⇒ 4 Luck - Nothin' special.
1d10 ⇒ 5 Upbringing- Maritime?! Ah, that takes me back to my VERY first issue of Dragon, which had an article on Sea Magic...maybe she can be the getaway girl?
1d100 ⇒ 36 Goal- Overcome a significant personal vice?!?! Hmm..This one gets more interesting by the moment. Maybe she's addicted to certain spells?
1d100 ⇒ 39 Physical Characteristics- One pierced ear. Hmm.
1d100 ⇒ 99 Personality Characteristics- Compulsively wipes or cleans things! Perfect! She's trying to get over her clean-freakishness.
1d100 ⇒ 54 Background- And she's an escaped slave too! I LOVE IT! She could have been forced to keep things clean and is now trying to get out of the habit of being a clean freak? Maybe.

3d6 ⇒ (2, 6, 3) = 11
3d6 ⇒ (5, 6, 5) = 16
3d6 ⇒ (5, 3, 1) = 9
3d6 ⇒ (5, 1, 6) = 12
3d6 ⇒ (1, 4, 5) = 10
3d6 ⇒ (3, 5, 3) = 11

Finally, no need to re-roll!!!

Soooooooooooooo...
Lawful Neutral Female Half Elven Wizard 1
Str: 9
Dex: 11
Con: 11
Int: 14(with modifier)
Wis: 16
Cha: 10

Definitely thinking she'll be an enchantress.


1d6 ⇒ 3 Strong Suit- Constitution, huh? Someone's gonna be doughty...
1d12 ⇒ 3 Alignment- Neutral Good? More like Neutral Evil...
1d100 ⇒ 4 Race- Human! I AM HUMAN!!!!
1d100 ⇒ 56 Class- A PALADIN?!? HAHAHAHAHAHAHAAH! I think not.
1d8 ⇒ 6 Luck- A Wonderous Item below 1000 GP. Hm.
1d10 ⇒ 6 Upbringing- Mercantile? The first time I've rolled that, I think.
1d100 ⇒ 16 Goal- Get a different, and better, reputation, huh? Maybe she's been a dirty girl...?
1d100 ⇒ 64 Physical Characteristics- Terrible Facial Disease? We've already got one of those. An honest home re-roll gets me a 63- She shaves her head!!?
1d100 ⇒ 97 Personality Characteristics- Has an imaginary ethereal friend? I'm liking where this is going!!!!!
1d100 ⇒ 56 Background- Falsely convicted, and then escaped from jail! This girl is GREAT!!!

3d6 ⇒ (1, 3, 2) = 6
3d6 ⇒ (1, 2, 6) = 9
3d6 ⇒ (2, 4, 5) = 11
3d6 ⇒ (1, 4, 3) = 8
3d6 ⇒ (1, 3, 2) = 6
3d6 ⇒ (6, 3, 1) = 10
But...not with THESE stats. Re-rollin.
3d6 ⇒ (2, 6, 3) = 11
3d6 ⇒ (6, 2, 3) = 11
3d6 ⇒ (3, 6, 3) = 12
3d6 ⇒ (5, 3, 4) = 12
3d6 ⇒ (1, 4, 2) = 7
3d6 ⇒ (6, 6, 6) = 18
WOW, what a re-roll, and talk about pseudo min maxing! I think I'll make her...

Female Human Rogue 1
Str: 11
Dex: 14(with modifier)
Con: 18
Int: 7
Wis: 12
Cha: 11

I'm thinking she's a little stupid(okay, a LOT stupid) but can get by as a raw thief if she doesn't do anything too ostentatious , even if she does talk to her imaginary friend a lot. Maybe it's something she did to get by while she was in prison.


1d6 ⇒ 2 Strong Suit- Dex? Another Rogue!!
1d12 ⇒ 10 Alignment- True Neutral.
1d100 ⇒ 75 Race- Man, this is a Half Elven evening!
1d100 ⇒ 98 Class- And a Wizarding evening!
1d8 ⇒ 7 Luck- And a lucky evening! +1 Armor or shield!
1d10 ⇒ 1 Upbringing- Academic/Magic- And a convinient evening!
1d100 ⇒ 80 Goal- She wishes to live in the family estate despite the dangers present. Perhaps she is a wanna-be exorcist?
1d100 ⇒ 5 Physical Characteristics- Stubby fingers? Meh.
1d100 ⇒ 83 Personality Characteristics- Grows more and more relaxed the worse things get, conversely on edge and nervous when things go well. Okay, either her home is haunted by a poltergeist(She pretends not to notice when things are being thrown around because she knows that would only encourage the creature), or she's perhaps a bit supersitious and doesn't like it when things go well. Hm. I'm going with the first one.
1d100 ⇒ 53 Background- Escaped slave? We already have one of those. An honest home roll reveals she was raised by another race- Maybe Gnomes, who have a tie with things from beyond this world?

3d6 ⇒ (1, 5, 6) = 12
3d6 ⇒ (4, 4, 3) = 11
3d6 ⇒ (5, 5, 4) = 14
3d6 ⇒ (6, 1, 3) = 10
3d6 ⇒ (6, 5, 4) = 15
3d6 ⇒ (5, 2, 1) = 8
Aaaand I gotta take these stats.

Soooo....
Str: 8
Dex: 15
Con: 12
Int: 16(with modifier)
Wis: 10
Cha: 11

I'm thinking she's an apprentice exorcist who prefers to get rid of ghosts through arcane magic instead of divine.


Working online tonight. That means MOAR NPCS FOR NEXT SUNDAY!!!!

1d6 ⇒ 1 Strong Suit- Oh, STRENGTH! First time I got that one.
1d12 ⇒ 2 Alignment- Lawful Good? No, Lawful Evil. Maybe a Might Makes Right type?
1d100 ⇒ 13 Race- More human than human!
1d100 ⇒ 87 Class- A super-strong WIZARD? This is gonna be FUN!!
1d8 ⇒ 4 Luck- Nothing special. sad trombone
1d10 ⇒ 3 Upbringing- *sigh* Another foriegner...
1d100 ⇒ 69 Goal- She wants to start her own business. How enterprising!
1d100 ⇒ 85 Physical Characteristics- Thin-lipped. Okay, maybe low Charisma...
1d100 ⇒ 97 Personality Characteristics- We already got someone with an imaginary friend. An honest at-home roll reveals 43- She can't keep a secret. Maybe she wants to start a confidence business or something?
1d100 ⇒ 1 Background- And she's a military veteran! That's awful, hope she didn't work in intelligence!

3d6 ⇒ (3, 6, 6) = 15
3d6 ⇒ (2, 1, 1) = 4
3d6 ⇒ (2, 3, 4) = 9
3d6 ⇒ (5, 6, 1) = 12
3d6 ⇒ (4, 5, 6) = 15
3d6 ⇒ (5, 6, 6) = 17
Holy crap. I have to KEEP these scores. Wow.
Sooooooooooooooo...

Human Female Lawful Evil Wizard 1
Str: 19(with bonus. Yeah, I put it there)
Dex: 15
Con: 9
Int: 15
Wis: 12
Cha: 4(YIKES!)

I'm going with the idea of her being a singularly unattractive woman, often mistaken for a man with a hairy upper lip who works in intelligence but was kicked out for selling secrets(or perhaps tried to blackmail the wrong person). I'll make her a diviner. With a 19 strength. Yikes.


1d6 ⇒ 3 Strong Suit Wow, another Con monster. Hm.
1d12 ⇒ 8 Alignment- Chaotic Good? More like Chaotic EEEEEEEEEEEVIL!
1d100 ⇒ 28 Race- I'm only human...
1d100 ⇒ 30 Class- A CLERIC? This one bears watching
1d8 ⇒ 7 Luck- And a lucky cleric! +1 Armor is like candy for these guys!
1d10 ⇒ 7 Upbringing- Military Cleric? MEDIC!!
1d100 ⇒ 58 Goal- Complete some creative work. Maybe she's a cloistered cleric? Or was cloistered until recently?
1d100 ⇒ 76 Physical Characteristics- And she's homely. How is she homely when the girl next to her is HIDEOUS?!?!
1d100 ⇒ 68 Personality Characteristics- Gets angrier and more determined with each setback, huh? Maybe she's a hothead?
1d100 ⇒ 41 Background- And she's an orphan. Maybe she's the ugly kid that ended up running errands around the base and became a medic to work out her feelings of lonliness? I dunno.

3d6 ⇒ (6, 4, 6) = 16
3d6 ⇒ (6, 6, 1) = 13
3d6 ⇒ (4, 5, 2) = 11
3d6 ⇒ (2, 2, 4) = 8
3d6 ⇒ (4, 2, 2) = 8
3d6 ⇒ (6, 5, 4) = 15
Aaand I gotta take this set. So.....

Female Human Chaotic Evil Cleric(!) 1
Str: 11
Dex: 8
Con: 16
Int: 8
Wis: 17(with bonus)
Cha: 13


1d6 ⇒ 1 Strong Suit
1d12 ⇒ 12 Alignment
1d100 ⇒ 36 Race
1d100 ⇒ 91 Class
1d8 ⇒ 8 Luck
1d10 ⇒ 3 Upbringing
1d100 ⇒ 47 Goal
1d100 ⇒ 76 Physical Characteristics
1d100 ⇒ 92 Personality Characteristics
1d100 ⇒ 9 Background

3d6 ⇒ (5, 3, 5) = 13
3d6 ⇒ (4, 4, 4) = 12
3d6 ⇒ (2, 1, 4) = 7
3d6 ⇒ (5, 6, 1) = 12
3d6 ⇒ (5, 3, 1) = 9
3d6 ⇒ (6, 5, 5) = 16


Freehold DM wrote:

1d6 Strong Suit

1d12 Alignment
1d100 Race
1d100 Class
1d8 Luck
1d10 Upbringing
1d100 Goal
1d100 Physical Characteristics
1d100 Personality Characteristics
1d100 Background

3d6
3d6
3d6
3d6
3d6
3d6

AUUUGHH! STUPID INTERNET EXPLORER!!

I lost everything I was writing. I'll have to create a new character entirely....which isn't much of a loss.


1d6 ⇒ 4 Strong Suit- Oh, intelligence, good.
1d12 ⇒ 9 Alignment- Another Chaotic Evil..hmm....
1d100 ⇒ 6 Race- Human. *sigh*
1d100 ⇒ 79 Class- An intelligent rogue...unfortunately a rarity.
1d8 ⇒ 6 Luck- A lucky intelligent rogue! She's got a good minor wondrous item.
1d10 ⇒ 4 Upbringing- And GOVERNMENT as a background! Evil CIA spook!
1d100 ⇒ 24 Goal- Get in better shape and learn to fight!
1d100 ⇒ 13 Physical Characteristics- Dirty hands? Hmm.. Talk about a government brat. I'm thinking she's like Azula from Avatar: The Last Airbender here, only she's not a wizard...
1d100 ⇒ 17 Personality Characteristics- Gives people nicknames as terms of endearment? Okay, maybe Tylee? No, she's too smart. Mai?
1d100 ⇒ 78 Background- She lost a magic item with potent abilities!!! Interesting!

3d6 ⇒ (5, 4, 3) = 12
3d6 ⇒ (3, 3, 6) = 12
3d6 ⇒ (5, 2, 3) = 10
3d6 ⇒ (6, 3, 6) = 15
3d6 ⇒ (2, 2, 5) = 9
3d6 ⇒ (5, 6, 4) = 15

And good stats to boot. Okay...

Str: 12
Dex: 17(with modifier)
Con: 12
Int: 15
Wis: 9
Cha: 10

Evil as hell, but absent-minded. Hmm....


1d6 ⇒ 4 Strong Suit
1d12 ⇒ 11 Alignment
1d100 ⇒ 37 Race
1d100 ⇒ 15 Class
1d8 ⇒ 5 Luck
1d10 ⇒ 3 Upbringing
1d100 ⇒ 71 Goal
1d100 ⇒ 31 Physical Characteristics
1d100 ⇒ 32 Personality Characteristics
1d100 ⇒ 28 Background

3d6 ⇒ (2, 5, 6) = 13
3d6 ⇒ (3, 3, 4) = 10
3d6 ⇒ (6, 6, 1) = 13
3d6 ⇒ (6, 3, 5) = 14
3d6 ⇒ (3, 3, 2) = 8
3d6 ⇒ (5, 4, 6) = 15

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