WhtKnt |
FINAL SUBMISSION, NOW WITH EQUIPMENT!
Human unchained monk 2 (Pathfinder Unchained 14)
LG Medium humanoid (human)
Init +3; Senses Perception +9
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Defense
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AC 17, touch 17, flat-footed 14 (+3 Dex, +4 Wis)
hp 25 (2d10+9)
Fort +5, Ref +6, Will +4
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee unarmed strike +5/+5 (1d6+2)
Ranged heavy crossbow +5 (1d10/19-20)
Special Attacks flurry of blows (unchained), stunning fist (2/day, DC 15)
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Statistics
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Str 15, Dex 17, Con 15, Int 14, Wis 18, Cha 14
Base Atk +2; CMB +4 (+6 grapple); CMD 21 (23 vs. grapple)
Feats Deflect Arrows, Improved Grapple, Improved Unarmed Strike, Stunning Fist, Toughness, Weapon Focus (unarmed strike)
Skills Acrobatics +8, Climb +7, Knowledge (history) +6, Knowledge (religion) +6, Perception +9, Sense Motive +9, Stealth +8, Swim +7
Languages Common, Draconic, Tien
Other Gear crossbow bolts (30), heavy crossbow, backpack, bedroll, belt pouch, mess kit[UE], trail rations (10), waterskin (2), 16 gp, 7 sp
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Special Abilities
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Deflect Arrows (1/round) While have an empty hand, negate one ranged weapon hit you are aware of (unless from a massive weapon).
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Flurry of Blows (Unchained) (Ex) As full-rd action, gain extra attacks with unarmed strike/monk weapons.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Stunning Fist (2/day, DC 15) You can stun an opponent with an unarmed attack.
Critzible |
@WhtKnt Okay so bad news you rolled high enough on the chart to get two QuirksFlatulent(-2 Charisma Checks and Skills) and Strange Body Odor, I am gonna say A faint smell of wet garbage on a hot summer day(-2 to Charisma Checks and Skills) which gives you a grand total of -4 to all Charisma-based Skills and Checks
@Hustonj You, unfortunately, suffered a similar fate with Two Quirks. One is Major..I am sorry you are missing a leg(1/2 movement without a peg leg -2 on all Dexterity-based skills, but +2 on all Strength-based Skills thanks to having to compensate for one leg. and +1 Strength) The second one is not as bad you got a Lisp (Casting time takes an extra round)
wanderer82 |
Okay, after seeing some of the other proposed characters, I think I will stick with my first idea - Human Paladin. The goal to become a great, heroic noble but starting from the humble origins of a peasant hero.
level 2?: 1d100 ⇒ 67
Ok, so I think you said I can accept a quirk to get level 2. So let's see how this goes....
quirk roll 1: 1d100 ⇒ 49
quirk roll 3: 1d100 ⇒ 95
quirk roll 3: 1d100 ⇒ 34
quirk roll 4: 1d100 ⇒ 72
Starting Wealth: 5d6 ⇒ (1, 6, 5, 3, 4) = 19 x 10 = 190 gp
Daniel Stewart |
I want to roll up a character just to see what flaws he gets..lol
Hi to all the regulars out there!!!
4d6 ⇒ (1, 4, 6, 5) = 16 re-roll 1 1d6 ⇒ 6 17
4d6 ⇒ (1, 3, 6, 5) = 15 re-roll 1 1d6 ⇒ 1 14
4d6 ⇒ (2, 4, 4, 3) = 13 re-roll 1 and 22d6 ⇒ (3, 5) = 8 13
4d6 ⇒ (5, 5, 6, 1) = 17 re-roll 1 1d6 ⇒ 5 17
4d6 ⇒ (5, 6, 4, 4) = 19 15
4d6 ⇒ (1, 5, 2, 5) = 13 re-roll 1 1d6 ⇒ 4 14
So 17, 14, 13, 17, 15, 14
Not too bad...will have to think of what we might need...
As for a quirk
Roll: 1d100 ⇒ 94
EmissaryOfTheNorth |
Quick warning: I have decided to go for a bard instead of a cleric.
The reasons behind my change of heart are simple. First, every classical party needs some good old style background music. And second, I wanted to be a support, byffer and secondary melee.
I am already working on the background so it acomodates my character's complete and utter honesty... But I'd like to ask for another Quirk because they are great and help with inspiration.
Quirk roll: 1d100 ⇒ 92
In case you need another one: 1d100 ⇒ 74
Kevin O'Rourke 440 |
Wealth: 3d6 ⇒ (3, 5, 2) = 10
Julius Flint. NG Human Investigator. Locksmith turned adventurer.
Julius Flint has worked for ‘Jimmy Locksmith’ for three years now training hard and hoping to secure a more permanent higher up position in the company. You might have to wait a while but sooner or later a position would open up. Sometimes people retired, sometimes they quite while they were ahead or sometimes they tangled with the wrong trap in a chest or lockbox that was brought through the door. Jimmy had started off as a simple locksmith but found his stride in being daring enough to tackle some of the locked chests adventurer’s brought his way… it was dangerous and he’d had some close calls but he’d made himself a fortune by most people’s standards.
But Julius’ future working for Jimmy came to a close when Jimmy promoted a friend of Julius’ the younger brother of a woman he was courting over Julius. Now as to whether Julius would have faired better against the trap that left Matthew a splatter against the wall, well who knew. He had already been packing his bags when his friend died.
He’s tackled traps and locks… a few goblins couldn’t be that bad. Why settle for the tablescraps of adventurer’s when you could sit at the table...
Human Investigator, NG
Str 14, Dex 16+2, Con 14, Int 17, Wis 14, Cha 13
HP: 11, AC: 17, FF: 13, Touch: 14, Fort: +2, Ref: +6, Will: +4
Cold Iron Dagger: +2, 1d4+2, 19-29/x2
Feats: Skill Focus (Perception), Skill Focus (Disable Device)-From Focused Study Alternate Racial
Traits: Armor Expert (Combat), Spirits in the Stones (Race)
6+3+1
Acrobatics 11=1+4+3+3, Bluff, Cimb, Diplomacy, Disable Device 11= 1+4+3+3, Disguise, Escape Artist, Heal, Intimidate, Knowledge (Arcana 7=1+3+3, Dungeoneering 7=1+3+3, Local 7=1+3+3, Planes , Religion 7=1+3+3), Perception 9=1+2+3+3, Sense Motive, Spellcraft 7=1+3+3, Stealth 8=1+4+3, Use Magic Device
Background Skills
Appraise, Craft, Knowledge ( Engineering, Geography, History 7=1+3+3, Nobility), Linguistics 7=1+3+3, Perform, Profession, Sleight of Hand
Languages: Common, Celestial, Infernal, Abyssal, Aquan
Gear: Studded Leather Armor, Cold Iron Dagger, Thieves Tools, Investigators Kit, 1gp
Formulae Book
1st-Cure Light Wounds, Heightened Senses, Shield, Identify
Spirits in the Stone (Human)
You have an almost instinctive ability to sense danger and peril in ruined structures.
Benefit Whenever you’re in ruins, you gain a +2 trait bonus on Initiative checks and a +1 trait bonus on saving throws against traps and natural hazards.
That Sean fellow |
Please note that I will make a proper alias if I get selected. I've got too many floating around (I wish we could delete them) to be frivolous.
Same, will make an alias if chosen.
@Critzible I don't know much about the adventure save that it's one of the all time classics. So to get chosen, how much back story/history do you need form us for our characters? Will they be important to the adventure?
WhtKnt |
I won't speak for Critzible, but yes, it is a classic. It can be a bit of a dungeon grind, but I think that if everyone has a good background, the opportunities for role-playing are multiplied. I'll be tacking mine on as soon as I smooth out the rough edges.
@Critzible: In the interest of complete disclosure, yes, I have both played and run ToEE on a number of occasions, but I am very good at separating player and character knowledge and, to be honest, it's been many a year since I've looked at it. Plus, I expect that you will add a few personal touches to spice it up, so I'm not too worried about remembering too much.
Daniel Stewart |
Ok...here is the crunch for my submission....I did roll for a quirk above (94)
Alexi
Male human unchained rogue 2 (Pathfinder Unchained 20)
NG Medium humanoid (human)
Init +6; Senses Perception +6
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 19 (2d8+6)
Fort +2, Ref +7, Will +1
Defensive Abilities evasion
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Offense
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Speed 30 ft.
Melee rapier +5 (1d6+2/18-20)
Ranged composite shortbow +5 (1d6+2/×3)
Special Attacks sneak attack (unchained) +1d6
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Statistics
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Str 15, Dex 19, Con 14, Int 17, Wis 13, Cha 14
Base Atk +1; CMB +3; CMD 17
Feats Point-Blank Shot, Precise Shot, Weapon Finesse
Traits acrobat, reactionary
Skills Acrobatics +9, Appraise +7, Bluff +7, Climb +6 (4 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Diplomacy +7, Disable Device +9, Escape Artist +8, Knowledge (local) +8, Linguistics +7, Perception +6, Sense Motive +6, Sleight of Hand +8, Stealth +8, Swim +6, Use Magic Device +7
Languages Common, Dwarven
SQ rogue talent (darkvision[UC]), trapfinding +1
Combat Gear caltrops; Other Gear studded leather, composite shortbow (+2 Str), rapier, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit[UE], mirror, piton (10), soap, thieves' tools, trail rations (5), waterskin
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Special Abilities
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Darkvision (Su) 1 Ki: gain darkvision 60 ft. for 1 hr.
Evasion (Ex) If succeed on Reflex save for half dam, take none instead.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Me'mori |
14d6 ⇒ (2, 1, 6, 6) = 15
24d6 ⇒ (4, 5, 5, 5) = 19
34d6 ⇒ (4, 5, 1, 4) = 14
44d6 ⇒ (3, 5, 5, 4) = 17
54d6 ⇒ (2, 4, 6, 5) = 17
64d6 ⇒ (2, 1, 2, 1) = 6
1 1?: 1d6 ⇒ 1
3 1?: 1d6 ⇒ 6
6 Two?: 2d6 ⇒ (5, 3) = 8
1st level Quirk: 1d100 ⇒ 89
Result: 15, 15, 15(17), 10, 15, 14
Shield Proficiency, Shield Focus, Toughness
_____________________________________
Human. Female. Fighter(Shielded).
"Y'know, there's something about picking up a slab of iron the same size as some of the smaller men, that'll suddenly turn 'em into the shyest of ladies!", she said loudly, gesturing to the raucous of common room as a whole with her tankard, and laughing at the looks she got in return.
She was sitting at the table in the inn, boots propped up on the edge of the table, tankard in her hand, and this huge door of a shield leaning on the wall behind her. Her armor was discarded atop her pack, the tunic not enough to cover the mass of her body, large from the weight she carried. Supper had been eaten, and she was enjoying the ale that this tavern happened to have, taunting the local men with her brash confidence. She loved how they did not know what to make of her, and she thrived on it.
The serving girl giggled politely and went to go take another order, as the large woman eyed a couple of individuals who looked just about ready to tell a "woman like her" in a "place like this" how she should or should not have been acting. So she kept her eyes on that table, the three of them, her laughter fading even though the grin did not. First one, then the second, then the third met her gaze and looked away... Her grin just barely feral.
They tried to tell her that she should not take up arms.
They tried to tell her that her shield was not a "woman's equipment".
They tried to tell her that it was not just done.
Call her "Jairdan", or call her "Wynne", she was not going to be satisfied until three words preceded either of those names: "The Legend of...".
That Sean fellow |
Here's my submission. Bjorn Ironhide. Dwarven Battlerager. Thrown out of the militia for having too much of a temper he's in search of redemption and to bring honour to his clan, constantly fighting the rage inside him or turning it on monsters who deserve it.
I'll make an alias if I get chosen.
Bjorn Ironhide
Male dwarf unchained barbarian 1 (Pathfinder Unchained 8)
CG Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +7 (+9 to notice unusual stonework)
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Defense
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AC 15, touch 13, flat-footed 12 (+2 armor, +3 Dex)
hp 18 (1d12+6)
Fort +8, Ref +3, Will +3; +2 vs. poison, spells, and spell-like abilities
Defensive Abilities defensive training
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Offense
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Speed 30 ft.
Melee dwarven dorn-dergar +4 (1d10+4)
Ranged throwing axe +4 (1d6+3)
Space 5 ft.; Reach 5 ft. (10 ft. with dwarven dorn-dergar)
Special Attacks rage (9 rounds/day), hatred
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Statistics
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Str 17, Dex 17, Con 20, Int 15, Wis 17, Cha 9
Base Atk +1; CMB +4; CMD 17 (21 vs. bull rush, 21 vs. trip)
Feats Power Attack
Traits eye of the father, resilient
Skills Acrobatics +7, Appraise +2 (+4 to assess nonmagical metals or gemstones), Climb +7, Craft (blacksmith) +5, Handle Animal +3, Intimidate +3, Perception +7 (+9 to notice unusual stonework), Survival +7, Swim +7; Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework
Languages Common, Dwarven, Giant, Undercommon
SQ fast movement
Other Gear lamellar cuirass[UC], dwarven dorn-dergar, throwing axe, backpack, basic maps (major landmarks only), belt pouch, flint and steel, knife, utility (0.5 lb), mess kit[UE], waterskin (2), 9 gp
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Special Abilities
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Darkvision (60 feet) You can see in the dark (black and white only).
Defensive Training +4 Gain a dodge bonus to AC vs. monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Greed +2 to Appraise to determine price of nonmagic goods with precious metals or gemstones.
Hatred +1 Gain a racial bonus to attacks vs. Goblinoids/Orcs.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Rage (Unchained, 9 rounds/day) (Ex) As a free action, gain temp hp, bonus to melee att/dam, thrown dam, will saves, but AC penalty and limited actions. 1 min fatigue when ended.
Stonecunning +2 +2 bonus to Perception vs. unusual stonework. Free check within 10 feet.
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WhtKnt |
For those who care, here is Mei's background.
At the age of 14, she left her home to lighten the burden on her parents and remaining siblings (her older brother and sister were already on their own) and went to a monastery in the Lortmil Mountains where she would spend the next six years of her life. The goodbyes were bittersweet, but Mei knew that she would again see her family one day.
Life in the monastery was hard; back-breaking work combined with strong discipline, but Mei endured. As she became older, the work became less and less taxing and her mind was freed to further the mental disciplines being taught to her by the monks. They taught her respect for herself and those around her, self-defense, and several other valuable lessons. At the age of twenty, she was ready to leave the monastery and find her own path.
She returned to Mitrik and her parents and younger brother (the only one who remained). After spending a short time with them, she felt the calling of wanderlust and ventured out to see the world. Her wanderings carried her as far as the great Free City of Greyhawk and the Nyr Dyv. She was on her way home to visit her parents again when she stopped for a brief layover in a tiny village called Hommlet...
Me'mori |
CONDENSATION! (Named characters bolded)
Ancient Dragon Master - Human Ranger
Alias ad Tempus - Elven Magus?
WhtKnt - Ling Mei - Human Monk
EmissaryOfTheNorth - Dwarven Bard
Helikon - Lucian of Arc Royal - Tiefling Arcanist
Phantm888 - Paladin of Sarenrae
That Sean fellow - Bjorn Iornhide - Unchained Barbarian
wanderer82 - Dante Marchioni - Human Paladin
Kevin O'Rourke 440 - Julius Flint - Human Investigator
Daniel Stewart - Alexi - Unchained Rogue
Me'mori - Jairdan Wynne - Fighter(Tower Shield Specialist)
Dreaming Warforged - Cleric
Interest:
MeanDM - Elven Rogue?
Withdrawn:
- hustonj
(shameless brownie point grab)
Critzible |
@Phntm888 You got a Stutter
@Emissary An extremely cowardly person (its triggered by stress, must make a will save or switch personas)
@AliasYou get a Psychotic Aversion to a Class, roll a d20 to see what class you will avoid doing anything with if at all possible!
@Ancient DragonA favorite of mine you get Inappropriate Sense of Humor(ie play practical jokes on the wrong people, tell bad jokes, laugh at peoples misfortunes, hurl insults at the wrong time)
@DanielSorry but no bonus level you can roll for an item of minor magic
Alias ad Tempus |
@AliasYou get a Psychotic Aversion to a Class, roll a d20 to see what class you will avoid doing anything with if at all possible!
Great! Here goes: Psychotic Aversion: 1d20 ⇒ 10
I am loving this creation process! The random quirks and flaws really push to create original unique and unusual characters. Great idea @Critzible!
For the item:
Body Slot: 1d100 ⇒ 90
Item: 1d100 ⇒ 13
Daniel Stewart |
Ok, I will remove the one level. Do I roll for a magical item?
1d100 ⇒ 17
Alexi
Male human unchained rogue 1 (Pathfinder Unchained 20)
NG Medium humanoid (human)
Init +6; Senses Perception +5
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Defense
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AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 11 (1d8+3)
Fort +2, Ref +6, Will +1
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Offense
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Speed 30 ft.
Melee rapier +4 (1d6+2/18-20)
Ranged composite shortbow +4 (1d6+2/×3)
Special Attacks sneak attack (unchained) +1d6
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Statistics
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Str 15, Dex 19, Con 14, Int 17, Wis 13, Cha 14
Base Atk +0; CMB +2; CMD 16
Feats Point-Blank Shot, Precise Shot, Weapon Finesse
Traits acrobat, reactionary
Skills Acrobatics +8, Bluff +6, Climb +5 (3 instead of -5 penalty when using the Climb skill to attempt an accelerated climb), Diplomacy +6, Disable Device +8, Escape Artist +7, Knowledge (local) +7, Linguistics +7, Perception +5, Sense Motive +5, Sleight of Hand +7, Stealth +7, Swim +5, Use Magic Device +6
Languages Common, Dwarven, Elven, Goblin, Halfling
SQ trapfinding +1
Combat Gear caltrops; Other Gear studded leather, composite shortbow (+2 Str), rapier, backpack, bedroll, belt pouch, chalk (10), flint and steel, grappling hook, hemp rope (50 ft.), mess kit[UE], mirror, piton (10), soap, thieves' tools, trail rations (5), waterskin
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Special Abilities
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Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Sneak Attack (Unchained) +1d6 Attacks deal extra dam if flank foe or if foe is flat-footed.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.