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I've had some medical problems since December last year, but most of those are resolved and now I have the time to restart my games and start some new ones. I am considering running a 1st level game set in my homebrew world as the first of those games.
As the thread subject says, this is to be high fantasy game, with strong steampunk and post-apocalyptic elements. The continent on which the game will be set is kinda Scarred Lands/Iron Kingdoms/Eberron in vibe. I will start with the character creation rules and then proceed to the world description.
1) Character Creation
- roll 4d6 drop the lowest 8 times and choose best 6 rolls.
- roll d20. If you get 1, you can choose to play an advanced race, instead of the regular one.
- choose 2 traits from any Paizo source.
- all characters get 1 additional bonus feat at 1st level.
- all Paizo races, classes, feats etc. are allowed in the game, as well as all Open Design stuff and Machinist from LPJ Desing and Ardwright from this forum. Other races, classes etc. may be allowed from case to case basis.
- some races are changed in certain ways. This information will be presented when required, depending on the player interest. I will provide some basic info on the Core races and the races of the continent where the game will be set.
More posts to follow.

joriandrake |
4d6 ⇒ (6, 1, 4, 5) = 16
4d6 ⇒ (6, 2, 5, 3) = 16
4d6 ⇒ (6, 3, 3, 3) = 15
4d6 ⇒ (6, 6, 5, 5) = 22
4d6 ⇒ (5, 5, 5, 5) = 20
4d6 ⇒ (5, 1, 1, 2) = 9
4d6 ⇒ (5, 3, 4, 4) = 16
4d6 ⇒ (4, 4, 5, 2) = 15
1d20 ⇒ 15 race roll
results:
6, 4, 5 = 15
6, 5, 3 = 15
6, 6, 5 = 17
5, 5, 5 = 15
5, 4, 4 = 13
4, 4, 5 = 13
Interesting, I am thinking in something with heavy steampunk feel, maybe something that is a bit "reskinned" if I join, like a summoner for clockwork/Steamcreature pets who is an inventor, or a sorcerer/dragon disciple which would basically get its increased strength and such from implants and a mechanical arm/fist
What level are the guns on in the setting? "Guns Everywhere" or lower?
how are humans or half-elves changed? is there a race that equals warforged?

sunshadow21 |

4d6 ⇒ (1, 6, 4, 1) = 12 = 11
4d6 ⇒ (6, 6, 6, 1) = 19 = 18
4d6 ⇒ (2, 2, 6, 2) = 12 = 10
4d6 ⇒ (6, 2, 4, 4) = 16 = 14
4d6 ⇒ (1, 2, 5, 6) = 14 = 13
4d6 ⇒ (2, 3, 5, 4) = 14 = 12
1d20 ⇒ 7
An interesting roll; I'll have to play around with different race and class combos a bit to see what I can make work. While I disliked certain aspects of Eberron, it's still one of the more interesting worlds to me in the basic concept.

Mark Thomas 66 RPG Superstar 2009 Top 16 |

Interested if you go for it. Maybe an urban ranger/ monster hunter type. Experimental Gunsmith (Gunslinger) archetype is pretty cool for a steampunk setting, except I don't really want to play a gnome.
4d6 ⇒ (3, 4, 6, 6) = 19
4d6 ⇒ (5, 6, 5, 3) = 19
4d6 ⇒ (3, 5, 6, 5) = 19
4d6 ⇒ (4, 3, 1, 4) = 12
4d6 ⇒ (4, 1, 1, 1) = 7
4d6 ⇒ (5, 3, 6, 4) = 18
4d6 ⇒ (1, 3, 6, 3) = 13
4d6 ⇒ (3, 6, 6, 6) = 21
Wow! that's 16,16,16,15,12,18
1d20 ⇒ 18

Corlin Burn |
Brand new and looking to get some experience as I am running my first Pathfinder game table top in a steampunk setting.
For this game, I am looking to run a rogue. Half-elf street urchin who got a lucky break to learn the trade for real, or whatever works for the game. I am flexible.
1= 6,2,5,2= 13
2= 4,4,3,2= 11
3= 6,6,4,3= 16
4= 4,4,4,2= 12
5= 6,5,5,4= 16
6= 6,4,3,2= 13
7= 5,4,3,2= 12
8= 4,3,3,2= 10
11 on the d20
Best scores: 16, 16, 13, 13, 12, 12
I will post more once I have confirmation.

Azrael Dukshi |

Mmm. Sounds interesting. Let me roll real quick here.
4d6 ⇒ (3, 4, 2, 4) = 13
4d6 ⇒ (3, 3, 1, 1) = 8
4d6 ⇒ (5, 6, 6, 2) = 19
4d6 ⇒ (5, 6, 1, 2) = 14
4d6 ⇒ (3, 6, 1, 4) = 14
4d6 ⇒ (5, 5, 4, 2) = 16
4d6 ⇒ (5, 3, 2, 4) = 14
4d6 ⇒ (1, 6, 2, 5) = 14
1d20 ⇒ 3
So that's 17, 14, 13, 13, 13, 12. No Advanced race. Probably best for an arcane spellcaster - perhaps a summoner. I haven't played one of those before.

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Before I continue with world and races description, let me address the questions about firearms and some other stuff.
- Firearms are widely available on the continent of Pentia, where the game will be set, although expensive. Firearms of human make are prevalent, and those are considered to be equivalent to Early Firearms. The guns of dwarven make are considered Advanced Firearms and are much more expensive.
Half-Elves are very rare and they are advanced race. They combine human adaptability with elven racial traits.

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Game World:
The game is set on the world of Gaia, the fourth planet of the 14-planet system, orbiting around the giant yellow star called Sol. Gaia is about 4 times as large as our Earth, with roughly equal ratio of land and sea. The gravity of Gaia is equal to the Earth's gravity for various reasons. Amongst them is that the core of Gaia is essentially filled with an energy matrix which contains a prison with the body of Mad God Chton, also called Shadow. Chton is a twin brother of the sun-god Sol and his body is in fact a black hole in the heart of the planet.
The Long War:
The Long War ended 91 years ago. It was started when a mad inquisitor called the Judge managed to open a portal to Chton's nightmares. Via that portal, the trapped god could influence other mortals and give them a small measure of his power. His ultimate goal was to free himself from his prison and devour the celestial body of his brother Sol. This war lasted for 10000 years and it was ended when the Dark Portal on the North Pole of Gaia was closed. Although the main battlefield was the northern continent of Norgir, it was felt on most of Gaia.
The greatest enemy of Chtonspawned forces was the Holy Imperium - a Sun-worshiping center of humanity, located at the south of Norgir. Imperium existed for 2000 years before the Long War even started and the Chton's Scions considered it to be the greatest threat to their Father.
Scions:
Chton's power is and was limited by his prison. He could not grant spells to his priests, except at the height of the Long War, when Black Monoliths were built to channel his power from the prison at the planet's core. He could not create anything, so he was limited to corruption and destruction. But he could choose disciples to whom he would grant a miniscule portion of himself, which would in turn grant them abilities and powers beyond those of ordinary mortals. The amount of power they could embrace was limited by their own inborn strengths though, so not all of them were of equal power. The Shadowspawn called those bearers of Chton's powers his Scions. All but two of them perished during the war. Those that remained are Zul the Iron King and Unnamed.
Dragons:
The dragons of Gaia are not as on other world. Each of them is a unique creature, no matter the color of its scales. The oldest of them are equal to demigods in power.
The Raising of Pentia
The greatest and most powerful of Chton's Scions is the Unnamed - one of the oldest dragons in the world. Chton whispered to him while he slept and the Great Wyrm traded his name for the power of the Mad God. Unnamed fully realized that the Imperium presents the greatest threat to the planned invasion of the Shadospawn from the north, so he decided to devastate the Imperium before the Holy Imperator Alexander realized what is happening. So, he used his power to raise a huge land mass from the ocean ground. Resulting tidal wave devastated Imperium's coastline, including the Capitol, and the Chton's forces gained an entire subcontinent to stage more attacks from.
Unnamed quickly commanded the cultists to start with the breeding programs that led to the creation of orgar from orcs and goliaths, as well as other slave races to fulfill many functions in the ever-growing dark empire of Chton's Scions.

Max Hellspont |

This sounds awesome. Love the idea of steampunk/post-apocalyptic setting (Eberron was my favorite campaign setting in the 3.5 days). Would also enjoy the opportunity to try out the Ardwright conversion of the Artificer.
Ability Score rolls:
4d6 ⇒ (3, 3, 6, 6) = 18 => 15
4d6 ⇒ (6, 3, 1, 2) = 12 => 11
4d6 ⇒ (5, 2, 5, 4) = 16 => 14
4d6 ⇒ (1, 2, 4, 3) = 10 => 9
4d6 ⇒ (6, 4, 3, 2) = 15 => 13
4d6 ⇒ (5, 3, 2, 5) = 15 => 13
4d6 ⇒ (5, 1, 2, 4) = 12 => 11
4d6 ⇒ (5, 4, 3, 1) = 13 => 12
Results: 15, 14, 13, 13, 12, 11
Hmm... Not the strongest scores. Guess he'll hang in the back.
Race roll: 1d20 ⇒ 8

scranford |

4d6 ⇒ (2, 3, 2, 3) = 10 8
4d6 ⇒ (3, 5, 3, 2) = 13 11
4d6 ⇒ (1, 5, 1, 6) = 13 12
4d6 ⇒ (1, 5, 1, 1) = 8 7
4d6 ⇒ (3, 1, 5, 6) = 15 14
4d6 ⇒ (4, 4, 3, 2) = 13 11
4d6 ⇒ (4, 1, 6, 2) = 13 12
4d6 ⇒ (1, 5, 4, 5) = 15 14
14,14,12,12,11,11
Let's see if my work addled brain can come up with something fun and original.

Black Dow |

Dotting for interest - good to have you back fighting fit Nightflier :)
4d6 ⇒ (1, 5, 4, 5) = 15
4d6 ⇒ (1, 6, 3, 6) = 16
4d6 ⇒ (5, 1, 4, 6) = 16
4d6 ⇒ (1, 4, 5, 3) = 13
4d6 ⇒ (2, 6, 5, 4) = 17
4d6 ⇒ (2, 6, 1, 6) = 15
4d6 ⇒ (6, 5, 4, 2) = 17
4d6 ⇒ (1, 2, 4, 6) = 13
1d20 ⇒ 11
Pretty decent all rounder...
14
15
15
15
14
15
Let me play around with some ideas, was thinking of a Cavalier (Musketeer archtype) - no idea on race.

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Breeding Pits:
At the order of the Unnamed, Pentia was transformed in the breeding ground for the armies of the Shadow. At the northernmost tip of the subcontinent a volcano was created, to serve as another portal to the mind of imprisoned god. From this volcano, named Black Gate, clouds of acrid black smoke rose, alongside giant insect-like monsters who swam and flew at the shores of Imperium, to wreck havoc alongside its coastline.
Many new races were created to further Shadow's interests. The most prominent were orgars, an amalgam of basic orc stock and many other strong and sturdy races, such as ogres and goliaths, but this warrior-race was soon replaced by more easily controlled Shadowspawn and their war camps on Norgir were left to be over-run by the forces of Grand Coalition (combined forces of Imperium, Dominion, High Kingdom of the Elves and two dwarven nations).
At that time, roughly 5000 years age, Catfolk were created to serve as the slave race for the Shadow's armies and generals. They were created to be sex slaves and sacrifices in the most depraved rituals of the Shadow's corrupt priesthood (by that time, the Dark Portal to Chton's mind became wide enough to channel great deal of his power, and many other smaller portals were opened, so he gained the ability to grant spells to his mortal servants). That proved to be the beginning of the Shadow's undoing.
Kelumarion the King Over the Mountain, a mighty Empyreal Lord of leonals, descended from the heavens on the wings made of lightning, leading a celestial host of agathions. They have scoured Pentia of Chton's forces, liberating the slave races and giving them rule over the continent. Kelumarion himself engaged the Unnamed in combat. Their titanic struggle shattered the southern part of the subcontinent, creating an archipelago of numerous islands, as well as the region of salt marshes on the shore of Pentia.
Modern Pentia:
All of this happened 5000 years ago. During the last five thousand years, the subcontinent that was once the breeding ground for various Shadowspawn became the place for various cultures to live side by side and to intermingle, creating rich and vibrant melting pot of technology, magic and nature. Slave races and arcane experiments created their own countries and became members of the Grand Coalition, fighting in the Long War until their final vindication - the closing of the Dark Portal. Unfortunately, about 80 years ago, a dark presence rose in the swamps and amongst the scattered islands of Pentia's southern shores, that were named Acheron soon after the liberation of the continent. That dark and malevolent entity had quickly united various tribes of monster and human renegades living in those desolate places, creating a mighty military state out of Acheron's ruins and poisonous swamps. Some said that it was the Unnamed, somehow returned from the dead into some sort of necromantic unlife. They were proven right four years ago, when the huge black dragon took wing against the fleet of Albion ships, burning them all to the sea level. Soon after that, the raids started almost everywhere along the Pentia's coastline.

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4d6 ⇒ (2, 5, 4, 4) = 15=13
4d6 ⇒ (4, 4, 5, 1) = 14=13
4d6 ⇒ (2, 5, 4, 3) = 14=12
4d6 ⇒ (2, 4, 5, 3) = 14=12
4d6 ⇒ (6, 6, 2, 3) = 17=15
4d6 ⇒ (1, 2, 5, 5) = 13=12
4d6 ⇒ (4, 3, 1, 2) = 10=9
4d6 ⇒ (6, 3, 2, 4) = 15=13
So that's 15, 13, 13, 13, 12, 12
a 20 point buy. Fair.
1d20 ⇒ 8
Hmmm, maybe a Dragoon Fighter/Gendarme Cavalier type

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Just how post-apocolyptic is this world? Has civilization been completely flattened?
Some parts of the world are just fine, and untouched by war - but there are large areas that are devastated and beyond any recovery. About half of Pentia is essentially a large wasteland, filled with results of arcane conflict between the forces of the Unnamed and angelic crusade led by leonals. For 5000 years after initial conflict the battles continued. Armies of Shadowspawn used powerful necromantic spells and constructs and the armies of Grand Coalition replied in kind, so that part of the continent is not suited for the living - although, that doesn't mean that nobody lives there. There are a lot of settlements in the Wastes, consisting both of ordinary people - exiles of various races and nations, or people who came to search the Wastes for the artifacts left from the war - and Mongrels, which are essentially mutants, born of magical and alchemical influences on their ancestors.

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I'm intrigued and wish to hear more. I figure that you're probably right about to answer, but just what are all the advanced races?
This might be a good game to play a witch, perhaps one that doesn't realize the suspect nature of it's patron. . .
Advanced races are essentially those races that had Level Adjustment in 3.5 set of rules. For instance, Drow Noble is an example of an Advanced Race. To be able to play AR, you need to roll a natural 1 on d20. I will post more about Advanced Races later tonight.

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"Half-Elves are very rare and they are advanced race. They combine human adaptability with elven racial traits."
what exactly did you mean by this? they get all the benefits from both races?
also: reskin of classes, yes/no?
Classes are unchanged from standard Pathfinder classes. You can also play certain other classes, such as Open Design classes, from Kobold Quarterly or other sources, as well as some homebrew classes. If you want to play some 3PP class, ask me and I'll think about it.
Also, Soulknife is available, but only if you play samsaran.
Now, about Half Elves:
They get:
+4 Charisma; + 2 Strength, +2 Dexterity, + 2 Constitution; - 2 Wisdom.
Bonus feats: Skill Focus, Exotic Weapon Proficiency, Arcane Talent
Everything else as per the Core Rules.
Half Orgar:
+4 Charisma; + 2 Strength, +2 Dexterity, + 2 Constitution; -2 Intelligence
Bonus feats: Skill Focus, Exotic Weapon Proficiency, Razortusk
Additional Racial Traits: Toothy

joriandrake |
My question about reskinning was as in my first post here:
"Interesting, I am thinking in something with heavy steampunk feel, maybe something that is a bit "reskinned" if I join, like a summoner for clockwork/Steamcreature pets who is an inventor, or a sorcerer/dragon disciple which would basically get its increased strength and such from implants and a mechanical arm/fist"
Same powers, but different explanation/visualization

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My question about reskinning was as in my first post here:
"Interesting, I am thinking in something with heavy steampunk feel, maybe something that is a bit "reskinned" if I join, like a summoner for clockwork/Steamcreature pets who is an inventor, or a sorcerer/dragon disciple which would basically get its increased strength and such from implants and a mechanical arm/fist"
Same powers, but different explanation/visualization
We can work with something like that, sure. You can also check out the Machinesmith class.

KRNVR |
Declaring interest
4d6 8 times:
4d6 ⇒ (5, 4, 2, 2) = 13
4d6 ⇒ (6, 5, 3, 3) = 17
4d6 ⇒ (6, 4, 3, 2) = 15
4d6 ⇒ (2, 6, 4, 5) = 17
4d6 ⇒ (3, 3, 4, 3) = 13
4d6 ⇒ (5, 3, 3, 1) = 12
4d6 ⇒ (4, 5, 5, 5) = 19
4d6 ⇒ (1, 6, 6, 4) = 17
d20 for advanced races access:
1d20 ⇒ 16
Stats are
11
13
14
15
15
16
I'll be lurking and reading all the background so as to build to fit.

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Pentia:
Subcontinent of Pentia is roughly circular in shape, with a diameter of 5000 miles. The center of the continent is mostly devastated by the war, but the Wastes are still battleground for the Pentia's countries, because of the wealth of both mundane and arcane minerals that can be found there.
Numidia:
At the northern tip of Pentia lies the country of Numidia. Holy Kingdom of Numidia was founded after Agathion Crusade, to be safe heaven for the Shadow's slaves. About half of its population consists of various Catfolk races, such as ordinary Catfolk, Tabaxy, Litorians, but also Asimar with Agathion bloodlines and Tieflings with Rakshasa bloodlines.
One of the founding laws of Numidia is that no member of a slave race can ever be turned away from its borders, if not proven guilty of some crime, so the rest of Numidia's population consists of various "furry" races, from Gnolls to Ratlings. Slavery is illegal in Numida and worshiping of Mitra is the state religion. The society is divided in castes, with the Warrior Caste at the top. Most members of the Warrior Caste are Catfolk, with unusually high number of paladins among them. Interesting fact is that there is also large number of Kercpa in the Warrior Caste. Most of them are rangers and scouts, patrolling the Waste border, constantly on the watch for the incursions of savage Ratling tribes and Mongrelfolk.
Numidia keeps two holy legions in the Vigil fortress, on the border of Wastes and Acheron, to help the fight against the undead abominations.

wolfman1911 |

I'll roll now and see what I get.
1d20 ⇒ 10
4d6 ⇒ (4, 3, 5, 4) = 16 13
4d6 ⇒ (5, 6, 3, 1) = 15 14
4d6 ⇒ (1, 2, 4, 2) = 9 8
4d6 ⇒ (6, 1, 1, 5) = 13 12
4d6 ⇒ (4, 3, 2, 5) = 14 12
4d6 ⇒ (3, 5, 4, 6) = 18 15
4d6 ⇒ (5, 5, 5, 3) = 18 15
4d6 ⇒ (1, 2, 1, 3) = 7 6
So my rolls are: 15, 15, 14, 13, 12, 12
That's not bad, though I was hoping for one higher than 15. . .

Ryu Kaijitsu |

joriandrake wrote:Machinesmith? okay, will read it then, where is it described?Machinesmith
I can't find it anywhere on the net, although I do like the class background/description

Ryu Kaijitsu |

So, unless you post the class details here I won't know what it is like, or use it if it would be my choice. I contacted one of the authors and he said it won't go for public access, but this is a campaign where it is supposed to be an option.
Btw, please tell us what level the character should be made for. I can't see that mentioned.

Sigz |

4d6 ⇒ (4, 3, 4, 5) = 16 = 13
4d6 ⇒ (6, 2, 4, 2) = 14 = 12
4d6 ⇒ (2, 5, 3, 3) = 13 = 11
4d6 ⇒ (5, 3, 1, 5) = 14 = 13
4d6 ⇒ (5, 2, 3, 6) = 16 = 14
4d6 ⇒ (5, 6, 3, 2) = 16 = 14
4d6 ⇒ (4, 6, 6, 1) = 17 = 16
4d6 ⇒ (6, 1, 1, 4) = 12 = 11
For 13, 12, 13, 14, 14, 16. More than doable.
Never hoped for a 1 on a d20 before here goes;
1d20 ⇒ 15
Oh well, and me who wanted to play a half construct out of the ARG. Could it be constructed from 10 or less points? I really like the flavor of a half-man half-clockwork machine.
Anyway, going to go back and read over the campaign info before deciding but definitely a mage of some sort.

Azten |

4d6 ⇒ (2, 6, 3, 6) = 17 = 15
4d6 ⇒ (1, 2, 6, 6) = 15 = 14
4d6 ⇒ (1, 6, 3, 4) = 14 = 13
4d6 ⇒ (6, 1, 6, 1) = 14 = 13
4d6 ⇒ (4, 3, 4, 3) = 14 = 11
4d6 ⇒ (2, 6, 6, 3) = 17 = 15
4d6 ⇒ (3, 4, 1, 6) = 14 = 13
4d6 ⇒ (6, 6, 4, 2) = 18 = 16
16, 15, 15, 14, 13, 13
1d20 ⇒ 20 The one time I actually want a one...
Oh well. Are all psionic classes allowed, or just the Soulknife? Do you have to be a Samsaran in order to be Psionic?
EDIT: If possible, I would prefer to play a character, possibly a Catfolk, with levels in the homebrew Strider class and some of the wonderful homebrew Vows.

Sigz |

It's official, I'd like to play a half-construct (or just human if that's a no-go) Wizard (Spellslinger if allowed).
Jorid was a boy like any other boy till the accident. He was healthy and strong, liked to run and play games, fish in the rivers and climb in the trees with the other children in the village. Jorid's village was a mining town, not an overtly large or productive one at that, it sprang up around a promising coal mine some 20 years ago but it had always struggled to meet it's quotas and as a result it degraded with the powers that be's lack of interest to supply new parts for repair. It's houses showed signs of poor maintenance, it's machines dis-repair. It was cowered in soot and grime with black smoke covering the town in still winds. The place was bleak, but it was home.
After his accident, an explosion resulting in destroying an arm and a leg, totaling the right side of his face and causing some of his insides to cease functioning properly and he was scarce thought to live, Jorid was put to work in the Machineshop with the towns mechanic/blacksmith. The mechanic was a man named Orrin who, together with Jorid, worked to make Jorid more useful around the shop, constructing first a crude clockwork leg and then an arm with a pincer so he could at least hobble around and fetch things. As the years passed the construction took on a more solid and functional shape though Jorid could never climb trees or safely swim in the rivers again, it did however give Jorid a burning interest in the in machines and the arcane.
Studying at the machineshop as much as he could Jorid mastered a few arcane spells as well as the basics of alchemy and mechanics under Orrin's tutelage, he learned how to mix the black powder that had taken his limbs as safely as possible and he learned how to pack it for explosions and for use with guns. Of all that Jorid grew most fascinated with the black powder and it's potential, spending hours a-day mixing the powder and firing his gun.
Eventually he grew to realize he would have to move on if he was to learn any more. He had to find a way to put his knowledge to practical use besides making mine explosives and maintaining the elevator and coal carts, he had to gain experience if he was to unlock more secrets. And so, he set out into the world to gain it.

sunshadow21 |

Male Elf Druid (Treesinger) 1
NG Medium Humanoid (Elf)
Init +2; Senses Low-Light Vision; Perception +10
--------------------
DEFENSE
--------------------
AC 14, touch 12, flat-footed 12 (+2 armor, +2 Dex)
hp 8 (1d8)
Fort +2, Ref +2, Will +6
Immune sleep; Resist Elven Immunities
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Dagger +1 (1d4+1/19-20/x2) and
Longsword +1 (1d8+1/19-20/x2) and
Unarmed Strike +1 (1d3+1/20/x2)
Ranged Shortbow +2 (1d6/20/x3)
Druid (Treesinger) Spells Prepared (CL 1, 1 melee touch, 2 ranged touch):
0 (at will) Purify Food and Drink (DC 14), Light, Guidance
--------------------
STATISTICS
--------------------
Str 12, Dex 15, Con 11, Int 16, Wis 18, Cha 11
Base Atk +0; CMB +1; CMD 13
Feats Combat Casting, Druid Weapon Proficiencies, Elven Weapon Proficiencies, Point Blank Shot
Traits Birthmark, Focused Mind
Skills Craft (Sculpture) +5, Heal +8, Knowledge (Geography) +7, Knowledge (Nature) +9, Perception +10,
Spellcraft +7, Stealth +3, Survival +10 Modifiers Silent Hunter
Languages Celestial, Common, Druidic, Elven, Orc, Sylvan
SQ Animal Companion Link (Ex), Green Empathy +1 (Ex), Share Spells with Companion (Ex),
Spontaneous Casting, Weapon Cord
Combat Gear Arrows (60), Dagger, Leather, Longsword, Shortbow; Other Gear Backpack, Masterwork
(empty), Bag, Waterproof (empty), Bedroll, Blanket, Case, map or scroll (empty), Chalk, 1 piece (10),
Charcoal Stick (2), Flint and steel, Hammock, Pouch, belt (empty), Pouch, belt (empty), Waterskin,
Weapon Cord, Whistle, Signal
Background would basically be an elf seeking to restore the land to it's previous health. Specifics as to why are awaiting further history and geography details. Personality is quiet and focused.

fnord72 |
Sounds like an interesting game, brings back memories of gamma world.
4d6 ⇒ (5, 4, 5, 3) = 17 14
4d6 ⇒ (3, 2, 4, 6) = 15 13
4d6 ⇒ (6, 4, 3, 1) = 14 13
4d6 ⇒ (5, 3, 4, 4) = 16 13
4d6 ⇒ (5, 4, 3, 6) = 18 15
4d6 ⇒ (4, 5, 2, 6) = 17 15
4d6 ⇒ (6, 1, 1, 4) = 12 11
4d6 ⇒ (3, 1, 5, 5) = 14 13
Not to bad, a bit above average. 15, 15, 14, 13, 13, 13.
Assuming one player does roll a 1, are you expecting there won't be a significant balance issue?
Assuming I wanted to play an aasimar or tiefling, would you allow the player to selct form the table for optional abilities, or roll?
1d20 ⇒ 8
Right off the bat I'm thinking wizard or cleric, I could go either way, but waiting to see what would be needed more.

jacetms87 |
Stating intrest
6d6 ⇒ (6, 1, 5, 3, 5, 1) = 21 16
6d6 ⇒ (5, 4, 1, 2, 1, 4) = 17 13
6d6 ⇒ (2, 5, 4, 3, 5, 2) = 21 14
6d6 ⇒ (6, 1, 2, 4, 6, 5) = 24 17
6d6 ⇒ (3, 2, 6, 4, 5, 4) = 24 15
6d6 ⇒ (3, 2, 2, 3, 1, 5) = 16 10
6d6 ⇒ (5, 1, 4, 5, 5, 3) = 23 14
6d6 ⇒ (1, 2, 3, 4, 4, 4) = 18 12
1d20 ⇒ 6
16
13
14
17
15
14
I can work with those