
LoreKeeper |

I'mma go roll a monk that follows the vow of poverty. Behold!
STR 3d6 ⇒ (6, 6, 4) = 16
DEX 3d6 ⇒ (6, 6, 2) = 14
CON 3d6 ⇒ (2, 5, 1) = 8
INT 3d6 ⇒ (1, 4, 4) = 9
WIS 3d6 ⇒ (1, 4, 5) = 10
CHA 3d6 ⇒ (6, 4, 6) = 16
Ugh! Good fighting stats except for that painful constitution. High charisma... hmm... maybe a dwarven monk. Or a bard with a (scorpion) whip. And toughness.

Isuru |

I haven't done this for over a decade, back during 2e. The memories, good times. Let's see what the digital bones grant me.
STR 3d6 ⇒ (4, 6, 6) = 16
DEX 3d6 ⇒ (3, 1, 5) = 9
CON 3d6 ⇒ (2, 2, 6) = 10
INT 3d6 ⇒ (5, 6, 3) = 14
WIS 3d6 ⇒ (4, 5, 2) = 11
CHA 3d6 ⇒ (2, 2, 5) = 9
Not bad. Looks like a smarter than average, very strong fighter type if I focus on the high strength. If I go human, boosting Int, I might have the makings of a magus.

loaba |

STR 3d6
DEX 3d6
CON 3d6
INT 3d6
WIS 3d6
CHA 3d6A sorcerer as slow as molasses. I'm probably Sloth bloodline.
Those are magnificent scores otherwise and you can always apply a +2 to DEX with your racial bonus.
I wonder if there is a way to make 3d6 more attractive in the eyes of players, while still keeping within the spirit of the style? Would it be wrong to say any rolled value lower than 7 is automatically raised to 7?

Gruuuu |

donato wrote:STR 3d6
DEX 3d6
CON 3d6
INT 3d6
WIS 3d6
CHA 3d6A sorcerer as slow as molasses. I'm probably Sloth bloodline.
Those are magnificent scores otherwise and you can always apply a +2 to DEX with your racial bonus.
I wonder if there is a way to make 3d6 more attractive in the eyes of players, while still keeping within the spirit of the style? Would it be wrong to say any rolled value lower than 7 is automatically raised to 7?
NO
The dice gods have spoken.fa real do, that's why people came up with 4d6 drop lowest.
STR 9d2 ⇒ (2, 2, 2, 2, 2, 1, 2, 1, 1) = 15
DEX 9d2 ⇒ (2, 2, 1, 2, 1, 2, 2, 1, 2) = 15
CON 9d2 ⇒ (1, 1, 2, 2, 1, 1, 1, 2, 2) = 13
INT 9d2 ⇒ (1, 2, 2, 1, 2, 1, 2, 1, 2) = 14
WIS 9d2 ⇒ (2, 2, 1, 1, 2, 1, 2, 1, 2) = 14
CHA 9d2 ⇒ (2, 1, 2, 2, 2, 2, 1, 1, 2) = 15
YAHTZEE!

loaba |

NO
The dice gods have spoken.fa real do, that's why people came up with 4d6 drop lowest.
You're not the first person I've seen who has expressed that opinion. You're saying the dice yield anything between 3 and 18 and you take what you get. I respect that.
9d2 means you have a even chance of getting anything between a 9 and 18. That's fundamentally different from the bell curve of 3d6 (which means you should roll a lot more 9s, 10s, 11s and 12s. I've been exploring the 1d12+6. This maintains the core minimum 7 and maximum of 18. Again though, no bell curve.

Power Word Unzip |

STR 3d6
DEX 3d6
CON 3d6
INT 3d6
WIS 3d6
CHA 3d6Man... The world is my oyster! Just your friendly gnome Life Oracle.... too bad he speaks celestial when he's stressed.
Let's see if I got this BBCode right...
Str 3d6 ⇒ (4, 6, 4) = 14
Dex 3d6 ⇒ (3, 4, 3) = 10
Con 3d6 ⇒ (6, 4, 3) = 13
Int 3d6 ⇒ (3, 5, 5) = 13
Wis 3d6 ⇒ (5, 4, 6) = 15
Cha 3d6 ⇒ (1, 4, 6) = 11
SWM, Cheliaxian, Cleric of Asmodeus, specializing in creative applications and hand-to-hand combat, seeks law-abiding party of adventurers who don't mind getting their hands dirty to keep order and establishment in place. Will provide all ministrations as needed to anyone who doesn't piss me off. Groups with Cayden Cailean worshipers need not apply. Cover sheet should include summary of party resume and references where applicable.

Wander Weir |

Wander Weir wrote:Wow, that's looking like a Raistlin type of wizard. So I suppose I'd make a human wizard, increase the intelligence to 17 and later bump it up to 18.That would make a good Cloistered Cleric archtype!
Perhaps it would. I haven't looked at the archetype yet.

Jam412 |

Str 3d6 ⇒ (2, 6, 4) = 12
Dex 3d6 ⇒ (5, 5, 5) = 15
Con 3d6 ⇒ (1, 5, 2) = 8
Int 3d6 ⇒ (6, 3, 1) = 10
Wis 3d6 ⇒ (5, 3, 4) = 12
Cha 3d6 ⇒ (2, 5, 2) = 9
Human archery-ranger?
Maybe Elven rouge.. would have to stay away from the front lines for sure.

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I did two, the first at home with the following:
Str 13
Dex 14
Con 11
Int 13
Wis 9
Chr 15
So Halfling Rogue or Sorcerer is looking good to me on that one, and at 18 point buy, very workable.
Str 3d6 ⇒ (6, 6, 5) = 17
Dex 3d6 ⇒ (4, 1, 1) = 6
Con 3d6 ⇒ (3, 1, 5) = 9
Int 3d6 ⇒ (4, 6, 4) = 14
Wis 3d6 ⇒ (6, 5, 1) = 12
Chr 3d6 ⇒ (3, 1, 6) = 10
That second is made of Dwarven Fighter, actually. And could be a lot of fun as such

Jam412 |

Luncelot wrote:That is super-sucky. Any player has the balls to roll with that array, they get something for their trouble.STR 5
DEX 8
CON 5
INT 9
WIS 10
CHA 6Uhm....human...dead body on side of road.
A new character halfway through the session? :-)

loaba |

loaba wrote:A new character halfway through the session? :-)Luncelot wrote:That is super-sucky. Any player has the balls to roll with that array, they get something for their trouble.STR 5
DEX 8
CON 5
INT 9
WIS 10
CHA 6Uhm....human...dead body on side of road.
Another chance to roll... They get full XP, right?

KaeYoss |

KaeYoss wrote:Looks like you'll be stuck playing yet another lousy rhakshasa antipaladin-ninja gestalt. Well, what do you want? Sometimes you just get unlucky.Okay.
Str: 18
Dex: 18
Con: 18
Int: 18
Wis: 18
Cha: 18Wow, that was lucky. I totally rolled them here and just reported the results.
Nah. Succubus vampire anti-paladin/ninja for me.

Sissyl |

STR 3d6
DEX 3d6
CON 3d6
INT 3d6
WIS 3d6
CHA 3d6Uhm....human...dead body on side of road.
Ouch. Ouch. Ouch.
The gods of the dice did not so much not favour you as actively despise you?
If I got this array, I WOULD play that character. Preferably a half-orc, to "improve" the physical stats...

Wander Weir |

Luncelot wrote:
STR = 5
DEX = 8
CON = 5
INT = 9
WIS = 10
CHA =6Uhm....human...dead body on side of road.
Ouch. Ouch. Ouch.
The gods of the dice did not so much not favour you as actively despise you?
If I got this array, I WOULD play that character. Preferably a half-orc, to "improve" the physical stats...
So would I, if only to see how long I could keep him alive. I'd just spend the entire campaign trying to aid people. It's too bad the 10 is in Wis instead of Cha.

Luncelot |

Sissyl wrote:So would I, if only to see how long I could keep him alive. I'd just spend the entire campaign trying to aid people. It's too bad the 10 is in Wis instead of Cha.Luncelot wrote:
STR = 5
DEX = 8
CON = 5
INT = 9
WIS = 10
CHA =6Uhm....human...dead body on side of road.
Ouch. Ouch. Ouch.
The gods of the dice did not so much not favour you as actively despise you?
If I got this array, I WOULD play that character. Preferably a half-orc, to "improve" the physical stats...
Dice gods...why do you no love me...was the sacrifice I made last game night not to your liking *drops to knees and parys to the giant d20 in the sky*
Well if I was going to play this array I was thinking of play a angry old man sort of character. Dwarf most likely, a sickly angry dwarf cleric.
STR = 5
DEX = 8
CON = 7
INT = 9
WIS = 12
CHA = 4
Dear lord I don't think he would last long at all.

Dreaming Psion |

Ooooh, my turn, I want to give it a try
3d6 ⇒ (4, 3, 6) = 13
3d6 ⇒ (5, 1, 4) = 10
3d6 ⇒ (1, 4, 6) = 11
3d6 ⇒ (1, 1, 4) = 6
3d6 ⇒ (2, 4, 2) = 8
3d6 ⇒ (6, 5, 3) = 14
Hmm, dumb as mud but charismatic like hell and not too bad physically. Think I'll go with a human paladin (+2 to Cha) who hangs around with an evil party that tells him "look, there's an evil doer over there!" when they want to torture somebody.
Either that or a bard (celebrity bard) pop singer or bard (demagogue) politician. Don't need too many wits for either of those occupations!

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Str: 3d6 ⇒ (3, 5, 3) = 11
Dex: 3d6 ⇒ (2, 6, 4) = 12
Con: 3d6 ⇒ (1, 4, 6) = 11
Int: 3d6 ⇒ (4, 6, 4) = 14
Wis: 3d6 ⇒ (3, 4, 6) = 13
Cha: 3d6 ⇒ (4, 4, 2) = 10
I think this calls for a first edition half-elf fighter/cleric/magic-user/thief. He shall dress in clothes cut to resemble wall-paper, as he certainly isn't gonna stand out in a crowd. :D

Dennis Harry |
I have not done this since I first started playing.
Here goes:
Strength 3d6 ⇒ (1, 6, 5) = 12
Dexterity 3d6 ⇒ (5, 4, 2) = 11
Constitution 3d6 ⇒ (5, 6, 3) = 14
Intelligence 3d6 ⇒ (5, 3, 1) = 9
Wisdom 3d6 ⇒ (2, 4, 3) = 9
Charisma 3d6 ⇒ (6, 6, 6) = 18
Based on stats I would say this is a pretty solid Sorcerer. I would probably try him as a Paladin just for fun. Low int and low wis would be a pretty interesting rp experience.

Tilnar |

Sure, let's give it a whirl...
Str: 3d6 ⇒ (5, 4, 6) = 15
Dex: 3d6 ⇒ (2, 5, 6) = 13
Con: 3d6 ⇒ (4, 5, 3) = 12 [+2 Racial = 14]
Int: 3d6 ⇒ (2, 5, 2) = 9
Wis: 3d6 ⇒ (4, 1, 4) = 9 [+2 Racial = 11]
Cha: 3d6 ⇒ (6, 2, 2) = 10 [-2 Racial = 8]
Wow, not half bad. I'm kinda lucky, there. Net positive modifier and a 10 point buy...
For the sake of being fun and making use of those stats, let's go Dwarven... So, yeah, meet Ognar, the (Skirmisher) Ranger.
Ognar was raised in the deepest parts of his clan stronghold -- where the mines start to reach the Deeps - and so he's been trained to fight Drow and Aberrations instead of giants and orcs. (Deep Warrior/Ancient Enmity/Magic Resitant instead of Defensive Training/Hatred/Hardy).
So let's bump him to L2 so we can see the fun of his 2-weapon fighting... Spending the 1000gp for L2, we get:
OGNAR (CR 1)
Male Dwarf Ranger 2
NG Medium humanoid (dwarf)
Init +1; Senses Darkvision (60 ft.), Perception +0,
DEFENSE
-------
AC 17, touch 11, flat-footed 16 (+1 Dex, +6 Masterwork Breastplate, )
hp 20 (2d10)+4
Fort +5, Ref +4, Will +0
Spell Resistance 7
OFFENSE
--------
Speed 20 ft.
Melee: mwork waraxe (dwarven) +5 (1d10+2/x3) and handaxe +4 (1d6+1/x3)
Power Attack: mwork waraxe (dwarven) +4 (1d10+4/x3) and handaxe +3 (1d6+2/x3)
Ranged shortbow (composite/strength rating+2) +3 (1d6+2/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Ancient Enmity, Favored Enemy (Humanoid (Elf)) +2
STATISTICS
-----------
Str 15, Dex 13, Con 14, Int 9, Wis 11, Cha 8
Base Atk +2; CMB +4; CMD 15 (19 vs bullrush) (19 vs trip)
Feats Armor Proficiency, Light, Armor Proficiency, Medium, Martial Weapon Proficiency Output, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Two-Weapon Fighting
Skills Acrobatics -2, Acrobatics (Jump) -6, Appraise -1, Appraise (Precious metals and gemstones) +1, Bluff -1, Climb +3, Craft (Untrained) -1, Diplomacy -1, Disguise -1, Escape Artist -2, Fly -2, Handle Animal +3, Heal +4, Intimidate -1, Knowledge (Dungeoneering) +3, Perception (Notice unusual stonework) +2, Perform (Untrained) -1, Ride -2, Stealth +2, Survival +4, Survival (Follow or identify tracks) +5, Swim -1,
Languages Common, Dwarven
Special Qualities Greed, Hunter's Tricks, Magic Resistant, Stability, Steady, Stonecunning, Track +1, Weapon Familiarity, Wild Empathy +1,
Possessions handaxe; handaxe; masterwork breastplate; masterwork waraxe (dwarven); Shortbow (Composite/Strength Rating+2) ;

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3d6 ⇒ (3, 4, 5) = 12
3d6 ⇒ (5, 4, 2) = 11
3d6 ⇒ (1, 2, 2) = 5
3d6 ⇒ (6, 2, 2) = 10
3d6 ⇒ (3, 5, 2) = 10
3d6 ⇒ (2, 2, 2) = 6
Human fighter/barbarian i guess. You dont really have to be special to take a beating... Afterall, who needs looks when you can grab toughness feat.
Str10
Dx11
Cn14
Int06
Ws10
Ch05
During all his life Tobias was never good at nothing or for anything. He got his assignment in the City Watch thanks to his father, a well know officer in the organization and barely managed to hold on to his position. After years of abuse, always getting the worst jobs, Tobias exploded in a fit of rage during a bar brawl he was supposed to contain. It took 3 of his collegues to keep him from killing the drunk custumers.
It cost him his job but since then Tobias has learned how to control his fury and use it in combat. He now makes a living as a adventurer.

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Lets see what I get
.
..
...
....
.....
STR: 3d6 ⇒ (2, 4, 4) = 10
DEX: 3d6 ⇒ (6, 4, 5) = 15
CON: 3d6 ⇒ (3, 5, 2) = 10 -2 (Elf) 8
INT: 3d6 ⇒ (6, 2, 5) = 13 +2 (Elf) 15
WIS: 3d6 ⇒ (5, 2, 4) = 11
CHA: 3d6 ⇒ (3, 3, 6) = 12
Looks like a decent rogue for me. 13 point buy, not to shabby. Make him a Elf and possibly go Arcane Trickster or Magus even.
Here he is.
Male Elf Rogue 1
NN Medium Humanoid (Elf)
Hero Points 1
Init +5; Senses Low-Light Vision; Perception +6
--------------------
DEFENSE
--------------------
AC 15, touch 13, flat-footed 12. . (+2 armor, +3 Dex)
hp 8 (1d8-1)
Fort -1, Ref +5, Will +0
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +3 (1d4/19-20/x2) and
. . Rapier +3 (1d6/18-20/x2)
Ranged Longbow +3 (1d8/20/x3)
Special Attacks Sneak Attack +1d6
--------------------
STATISTICS
--------------------
Str 10, Dex 17, Con 8, Int 15, Wis 11, Cha 12
Base Atk +0; CMB +0; CMD 13
Feats Elven Weapon Proficiencies, Rogue Weapon Proficiencies, Weapon Finesse
Traits Arcane Dabbler: Mage Hand (1/day) (Sp), Reactionary
Skills Acrobatics +7, Bluff +5, Disable Device +8, Escape Artist +7, Knowledge: Dungeoneering +6, Perception +6, Sense Motive +4, Sleight of Hand +7, Stealth +7, Survival +1
Languages Common, Elven, Gnome, Orc
SQ Elven Magic, Hero Points (1), Trapfinding +1
Combat Gear Arrows (40), Dagger, Leather, Longbow, Rapier; Other Gear Backpack (empty), Bag, Waterproof (empty), Blanket, Candle (4), Chalk, 1 piece (2), Charcoal Stick (2), Flint and steel, Lamp, common, Oil (1-pint flask) (4), Pouch, belt (empty), Pouch, belt (empty), Sack (empty), Sack (empty), Thieves' tools, Torch (2), Whetstone
--------------------
SPECIAL ABILITIES
--------------------
Elven Immunities +2 save bonus vs Enchantments.
Elven Immunities - Sleep You are immune to Sleep effects.
Elven Magic +2 racial bonus on caster checks to overcome spell resistance. +2 to spellcraft checks to determine the properties of a magic item.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Sneak Attack +1d6 +1d6 damage if you flank your target or your target is flat-footed.
Trapfinding +1 +1 to find or disable traps.

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3d6
3d6
3d6
3d6
3d6
3d6Human fighter/barbarian i guess. You dont really have to be special to take a beating... Afterall, who needs looks when you can grab toughness feat.
** spoiler omitted **
Hey! No rearranging! That's a CON 5, CHA 6 character you're working with, get used to it! ;)

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Gotta try again, Leimazel needs a party.
STR: 3d6 ⇒ (1, 1, 2) = 4
DEX: 3d6 ⇒ (6, 4, 4) = 14
CON: 3d6 ⇒ (3, 1, 1) = 5
INT: 3d6 ⇒ (5, 1, 6) = 12
WIS: 3d6 ⇒ (3, 6, 1) = 10
CHA: 3d6 ⇒ (1, 4, 4) = 9
Okay, that's a -15 point buy, excellent. But honestly? Not too bad. It's a decent trapsmith rogue skill monkey. DO I DARE MAKE IT AN ELF? Nah. Dwarf, with Skill Focus: Disable Device. Get the super-stonecunning feats eventually.
Told you I'm bad with dice.

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Str 3d6 ⇒ (3, 3, 1) = 7
Dex 3d6 ⇒ (5, 1, 2) = 8
Con 3d6 ⇒ (1, 2, 6) = 9
Int 3d6 ⇒ (1, 3, 5) = 9
Wis 3d6 ⇒ (6, 2, 5) = 13
Chr 3d6 ⇒ (3, 6, 2) = 11
Uh...Dwarf Cleric and pray for an early death? Damn those suck.
Str 3d6 ⇒ (2, 1, 4) = 7
Dex 3d6 ⇒ (1, 6, 2) = 9
Con 3d6 ⇒ (4, 2, 6) = 12
Int 3d6 ⇒ (4, 2, 3) = 9
Wis 3d6 ⇒ (6, 4, 4) = 14
Chr 3d6 ⇒ (4, 4, 1) = 9
And...ditto? I mean, a bit less suckage, but still just bad.
Str 3d6 ⇒ (4, 1, 4) = 9
Dex 3d6 ⇒ (5, 3, 6) = 14
Con 3d6 ⇒ (6, 2, 1) = 9
Int 3d6 ⇒ (5, 6, 4) = 15
Wis 3d6 ⇒ (2, 6, 1) = 9
Chr 3d6 ⇒ (2, 4, 1) = 7
And another Dwarf...but this one a skilled Rogue I'd actually probably enjoy.

Wander Weir |

I'm in the mood to try for a second character myself. My first was a rather wise wizard who practically needed to have someone carry him from one place to another. What will this second be?
STR: 3d6 ⇒ (1, 5, 6) = 12
DEX: 3d6 ⇒ (5, 3, 1) = 9
CON: 3d6 ⇒ (2, 4, 5) = 11
INT: 3d6 ⇒ (1, 4, 5) = 10
WIS: 3d6 ⇒ (6, 3, 6) = 15
CHR: 3d6 ⇒ (6, 1, 1) = 8
Ah a cleric! Who doesn't much care for channeling energy. Not all that bad, actually. I'd be tempted to make him a badly scarred dwarf with an especially bad attitude.

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Str: 3d6 ⇒ (6, 4, 5) = 15
Dex: 3d6 ⇒ (6, 6, 6) = 18
Con: 3d6 ⇒ (4, 5, 6) = 15
Int: 3d6 ⇒ (3, 6, 1) = 10
Wis: 3d6 ⇒ (2, 5, 3) = 10
Cha: 3d6 ⇒ (3, 4, 5) = 12
Wow! Those are actually awesome stats!
Archer? Or hard hitting melee rogue? I think I'd go with a fighter archer, and just load up on awesome feats.

Chadlee Windham |
Here goes nothing...
STR 3d6 ⇒ (2, 3, 6) = 11
DEX 3d6 ⇒ (4, 2, 5) = 11
CON 3d6 ⇒ (2, 1, 2) = 5
INT 3d6 ⇒ (5, 3, 4) = 12
WIS 3d6 ⇒ (2, 1, 2) = 5
CHA 3d6 ⇒ (2, 5, 4) = 11
The dice gods give you Harold the Blunderer.
Human rogue, renowned for his tendency to rob from doughnut shops frequented by local law enforcement.
His typical forays into the neighborhood occur shortly after he awakens, unfortunately coinciding with the morning breaktime for the city guards.
Life is not good...
I think his racial bonus should go into CHA.

Sissyl |

Gotta try again, Leimazel needs a party.
STR: 3d6
DEX: 3d6
CON: 3d6
INT: 3d6
WIS: 3d6
CHA: 3d6Okay, that's a -15 point buy, excellent. But honestly? Not too bad. It's a decent trapsmith rogue skill monkey. DO I DARE MAKE IT AN ELF? Nah. Dwarf, with Skill Focus: Disable Device. Get the super-stonecunning feats eventually.
Told you I'm bad with dice.
... except he can give up on actually laying traps, and disabling them, since he's massively overburdened by even carrying a set of thieves' tools...

Berik |
Let's give this a go...
Str: 3d6 ⇒ (4, 6, 4) = 14
Dex: 3d6 ⇒ (3, 2, 3) = 8
Con: 3d6 ⇒ (5, 3, 1) = 9
Int: 3d6 ⇒ (6, 4, 3) = 13
Wis: 3d6 ⇒ (2, 4, 1) = 7
Cha: 3d6 ⇒ (5, 6, 4) = 15
hmmmmm... Not real sure... Maybe I'll go with a gnome sorceror... I've never actually played a sorceror before to my recollection, so might be a plan!