| Plastic Dragon |
| 1 person marked this as a favorite. |
Dragonslayers Wanted!
Founded by a famous dragonslayer, the small town of Belhaim has become a sleepy rural community just off the beaten path, a settlement where everyone knows everyone and strangers are the talk of the town.
But when Belhaim's peace and quiet is shattered by the sudden collapse of the last standing tower of its founder's castle, things quickly bloom out of control. Why were there bodies of kobolds amid the rubble? What's the sinister secret behind the strange sounds of flapping wings in the night? And what's happened to local wizard Balthus Hunclay, who's not answering knocks on his door? The collapsed tower had long been an eyesore to the cantankerous old man—could he have had something to do with its destruction? And what of the rumors of strange stirrings in nearby Dragonfen?
Has Belhaim's ancient draconic nemesis returned?
********
Looking for 4 - 6 characters built with a more-or-less Classic fantasy feel.
What does that mean?
It means that I’d prefer Core or Base classes along with Core races. What it doesn’t mean is that I’m going to require all submissions to stick to those requirements. I’m not trying to stifle creativity. Just looking for a certain thematic bent to the game.
Core classes and race entries are far more likely to be chosen by me than those that are built outside of those parameters. Any character chosen beyond those circumstances will be on a case by case basis, and I reserve the right to such decisions, should they happen. Suffice it to say, any characters chosen outside of this criteria will, in my mind, have earned consideration.
Stats will be 4d6 each, drop the lowest result, arrange as you like. Full Hp at first level, Average starting wealth. (1)Trait, with the option to earn another for characters that complete their first level. (I find that helps with player retention) Background Skills and Elephant in the Room Feat rules will be in play. Archetypes would be considered on a case-to-case basis, but no guarantee.
********
Character Creation Breakdown:
Starting Level: 1st Level
Ability Scores: 4d6 (drop the lowest die roll) x 6 OR 20 point buy (You can decide after you roll.)
Preferred Races:
Core, though alternate racial traits will be allowed.
Alignment:
Any Non-Evil.
Preferred Classes:
Any Core Paizo, (including Unchained versions), Only 1 Archetype allowed per character.
Skills:
Background skills
Feats:
Elephant in the Room
Traits:
One at first level, no Flaws (May earn another Trait by reaching 2nd level)
Starting Wealth: Class average wealth for Level 1
Hit Points: Max at first level, Rolled or Half HD +1 (whichever is better)
Background:
(2 paragraphs) None of the characters will be natives of Belhaim, and will be part of a small caravan to the town, possibly acting as guards ( or their own reasons ) for what turned out to be a rather uneventful, boring trip.
Posting Expectations:
I’d hope for one post each weekday and one on the weekend, though in reality I’ll ask for a minimum of four posts a week.
********
I will be aiming for a reasonably balanced group…though we’ll see how that works out. Sometimes it just doesn't. We'll make do. Depending on the mix and number of applications I’ll leave this recruitment open until November 1st at 11:59pm EST.
| Grumbaki |
4d6 ⇒ (4, 5, 4, 2) = 15 13
4d6 ⇒ (4, 3, 3, 1) = 11 10
4d6 ⇒ (1, 2, 1, 5) = 9 8
4d6 ⇒ (2, 2, 2, 1) = 7 6
4d6 ⇒ (4, 2, 2, 5) = 13 11
4d6 ⇒ (1, 5, 1, 1) = 8 7
-2 point buy or 20. Hmm…I think I’ll go with the 20. Very glad you gave the option. :)
Making a dwarven two handed fighter from the APG. So still very close to core.
| dickie |
Assuming you are okay with someone who has knowledge of the adventure (but can for sure keep player and character knowledge seperate!) I am dotting and rolling to see how that goes.
Stats: 4d6 ⇒ (3, 6, 6, 3) = 18 15
Stats: 4d6 ⇒ (6, 5, 6, 3) = 20 17
Stats: 4d6 ⇒ (4, 3, 5, 4) = 16 13
Stats: 4d6 ⇒ (1, 3, 6, 5) = 15 14
Stats: 4d6 ⇒ (4, 6, 5, 6) = 21 17
Stats: 4d6 ⇒ (3, 6, 6, 1) = 16 15
Man, those scores are pretty sweet. Like, paladin or monk potential sweet...
That said, a classic wizard is really what I want to play in this module, and these score can do that too, ao probably throwing an elven or human wizard together.
| Andostre |
4d6 ⇒ (3, 2, 3, 3) = 11 --> 8
4d6 ⇒ (2, 1, 6, 4) = 13 --> 12
4d6 ⇒ (3, 2, 3, 3) = 11 --> 8
4d6 ⇒ (6, 5, 6, 6) = 23 --> 18
4d6 ⇒ (1, 1, 3, 2) = 7 --> 6
4d6 ⇒ (5, 6, 1, 3) = 15 --> 14
Incredible. A 6 isn't even on the point buy chart on d20PFSRD. In point buy terms, this totals 20, minus whatever a 6 ability score would take away. Since a 7 is -4, those stats probably total 16 or 14 point buy points.
I'm going to think a minute about creating an interesting character with such extreme abilities, or if I want to come back and use point buy 20.
| dickie |
| 1 person marked this as a favorite. |
4d6 --> 8
4d6 --> 12
4d6 --> 8
4d6 --> 18
4d6 --> 6
4d6 --> 14Incredible. A 6 isn't even on the point buy chart on d20PFSRD. In point buy terms, this totals 20, minus whatever a 6 ability score would take away. Since a 7 is -4, those stats probably total 16 or 14 point buy points.
I'm going to think a minute about creating an interesting character with such extreme abilities, or if I want to come back and use point buy 20.
Maybe you should be doing a classic wizard. That's some Raistlin coughing up blood stats right there lol.
| Isteván |
Luckily (?) I only have the Core Rulebook, but it's also been a while since I've played PF1, so let's see how much time I have to put together a character today...
4d6 ⇒ (1, 2, 3, 3) = 9 8
4d6 ⇒ (6, 6, 5, 4) = 21 17
4d6 ⇒ (5, 3, 5, 6) = 19 16
4d6 ⇒ (3, 1, 5, 6) = 15 14
4d6 ⇒ (3, 4, 3, 3) = 13 10
4d6 ⇒ (1, 6, 2, 6) = 15 14
Well... that's pretty good
Speaking of "classic," I might go Elven Ranger
| Gazul Ironfist |
Grumbaki here. Not going to lie, somewhat jealous with a free of these 40+ rolls! But I think that I’ve got a solid character made.
Gazul Ironfist hails from Janderhoff, a dwarven city renowned for its masterful smiths and artisans. From a young age, he apprenticed under his father, learning to shape steel and forge weapons. But Janderhoff is a city of fierce competition, where even the most skilled smiths must fight for recognition and livelihood. Unable to secure a permanent workshop of his own, Gazul turned to the road, offering his services to caravans that crisscross the Five Kings Mountains. It was his hope that he could earn the coin needed to one day return home and open his own workshop. And perhaps by then he would have honed his skills enough to deserve it.
Life has made Gazul practical, disciplined, and watchful. Physically powerful from countless hours at the forge, he is no less sturdy mentally. For while he is by no means warm or friendly, he is unfailingly polite and honest in his dealings. Subterfuge and underhanded dealings are despised traits. The collapse of Belhaim’s ancient tower and rumors of dragons stir both curiosity and caution in him, and he cannot help but wonder if this quiet town might offer both challenge and opportunity for a smith and warrior of his skill.
| Billybrainpan |
Hmmm, dragon slayers you say!
Rolling for ability scores
4d6 ⇒ (4, 5, 3, 6) = 18 = 16
4d6 ⇒ (4, 2, 2, 1) = 9 = 8
4d6 ⇒ (1, 5, 3, 1) = 10 = 9
4d6 ⇒ (5, 1, 3, 3) = 12 = 11
4d6 ⇒ (4, 5, 3, 3) = 15 = 12
4d6 ⇒ (1, 6, 6, 1) = 14 = 13
Well I will be goin point buy.
I’ve been excited about making a rage prophet but if we’re thinking more classic this might not be the game for that. I’ll have to think on a cool dragon slayer idea.
| RIZZENMAGNUS |
RIZZENMAGNUS wrote:Now there's your Raistlin!4d6 8
4d6 18
4d6 11
4d6 11
4d6 4
4d6 9Ive made some bad rolls...
But i dont think ive ever seen stat rolls this bad.
A fricken 4!
Raistlin wasnt that bad. I think in old adnd, his stats were like 9 str, 8 con, 13 dex, 18 int, 15 or 16 wis and a 11 cha
| Grumbaki |
| 1 person marked this as a favorite. |
Isteván wrote:Raistlin wasnt that bad. I think in old adnd, his stats were like 9 str, 8 con, 13 dex, 18 int, 15 or 16 wis and a 11 chaRIZZENMAGNUS wrote:Now there's your Raistlin!4d6 8
4d6 18
4d6 11
4d6 11
4d6 4
4d6 9Ive made some bad rolls...
But i dont think ive ever seen stat rolls this bad.
A fricken 4!
Assuming you are okay with someone who has knowledge of the adventure (but can for sure keep player and character knowledge seperate!) I am dotting and rolling to see how that goes.
[Dice=Stats]4d6 15
[Dice=Stats]4d6 17
[Dice=Stats]4d6 13
[Dice=Stats]4d6 14
[Dice=Stats]4d6 17
[Dice=Stats]4d6 15Man, those scores are pretty sweet. Like, paladin or monk potential sweet...
That said, a classic wizard is really what I want to play in this module, and these score can do that too, ao probably throwing an elven or human wizard together.
Now I want to see two casters in the group. One with the first stat array:
Str (15) Dex (15) Con (14) Int (13) Wis (17) Cha (19)
Strong. Fit. Handsome. Intelligent. The kind of sorcerer all the apprentices want to be like.
And then the second…
Str (9) Dex (4) Con (11) Int (20) Wis (11) Cha (8)
Physically? A cripple. Ugly. Ungainly. Weak. But a damn genius. The very pinnacle of what human intelligence could be.
A party with those two would have such great interactions. :D
(Note: make whatever you want, just chatting)
| RIZZENMAGNUS |
4d6 8
4d6 18
4d6 11
4d6 11
4d6 4
4d6 9Ive made some bad rolls...
But i dont think ive ever seen stat rolls this bad.
A fricken 4!
Let's see here.... spitballing
Not applying racial bonuses yet
Bard/sorcerer
Str 4
Dex 9
Con 8
Int 11
Wis 11
Cha 18
Wizard, raistlin inspired
Str 8
Dex 11
Con 4
Int 18
Wis 11
Cha 9
Wizard, with touch of idiocy
Str 11
Dex. 9
Con. 11
Int. 18
Wis. 4
Cha. 8
Fighter, the glass tank
Str. 18
Dex 9
Con. 4
Int 11
Wis. 11
Cha 8
Barbarian that can run all day
Str 11
Dex 9
Con 18
Int 8
Wis 11
Cha 4
| KoolKobold |
Stat 1: 4d6 ⇒ (1, 3, 5, 5) = 14 13
Stat 2: 4d6 ⇒ (2, 6, 2, 6) = 16 14
Stat 3: 4d6 ⇒ (1, 4, 6, 2) = 13 12
Stat 4: 4d6 ⇒ (5, 3, 1, 2) = 11 10
Stat 5: 4d6 ⇒ (2, 3, 5, 4) = 14 12
Stat 6: 4d6 ⇒ (3, 1, 6, 5) = 15 14
solid all around! I’ll be making a barbarian. DM, are alternate racial traits allowed? specifically asking for the sacred tattoo alternate racial trait for half-orcs.
Degnax
|
ability score roll: 4d6 ⇒ (6, 4, 4, 1) = 15-1=14
ability score roll: 4d6 ⇒ (1, 5, 6, 2) = 14-1=13
ability score roll: 4d6 ⇒ (5, 6, 6, 6) = 23-5=18
ability score roll: 4d6 ⇒ (5, 4, 1, 2) = 12-1=11
ability score roll: 4d6 ⇒ (5, 6, 5, 4) = 20-4=16
ability score roll: 4d6 ⇒ (6, 3, 3, 6) = 18-3=15
solid dice rolls might go for a rogue or a Bard, haven't seen a whole lot of skill classes. Are unchained classes allowed? might look at a Gnome or halfling unchained rogue if its allowed
| Edric of Many Fathers |
And here is my full submission to this campaign.
LG Medium Humanoid (Human)
Init +4; Senses Perception +2
------------------------------
DEFENSE
------------------------------
AC 18, touch 10, flat-footed 18 (+6 armor, +2 shield, +0 dex)
HP 13/13
Fort +4, Ref +0, Will +3
------------------------------
OFFENSE
------------------------------
Speed 20 ft.
Melee Morningstar +5 (1d8+4/x2)
------------------------------
STATISTICS
------------------------------
Str 18, Dex 10, Con 14, Int 8, Wis 12, Cha 14
Base Atk +4; CMB +4; CMD 14
Traits
Feats
Improved Initiative
Extra Lay on Hands
Skills (2 points: 2 class, 1 race, -1 Int)
ACP -7
Acrobatics: -7
Appraise: -1
Bluff: +2
Climb: -2
Diplomacy: +6
Disguise: +2
Escape Artist: -7
Fly: -7
Handle Animal: +2
Intimidate: +2
Knowledge: -1
Perception: +2
Perform: +2
Ride: -7
Sense Motive: +1
Stealth: -7
Survival: +2
LanguagesCommon
Aura of Good
The power of a paladin's aura of good (see the detect good spell) is equal to her paladin level.
Detect Evil
(Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil
(Su): Once per day, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per day, as indicated on Table: Paladin, to a maximum of seven times per day at 19th level.
Longsword
Four Mirror Armor
Heavy Steel Shield
Backpack
Bedroll
Belt Pouch
Candles (10)
Flint and Steel
Iron Pot
Mess Kit
Rope
Soap
Spell Component Pouch
Torches (10)
Trail Rations (5 days)
Waterskin
Holy symbol of Iomedae
------------------------------
Carrying Capacity
Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Current Load Carried 64 lb.
Money 0 GP 0 SP 0 CP
Some might consider it a coping mechanism for Edric to call himself Edric of Many Fathers, after his actual parents abandoned him at the step of a chapel housing an order of Iomedaean paladins. However, he simply considered that the truth, choosing to give greater consideration towards those that were there for him instead of those that weren't. The paladins at the chapel cared for him as one of their own and raised him to be a man that was strong and honorable. How could Edric not see them as being fathers to him when they did the duty that his parents couldn't or wouldn't perform? Whenever he looked back to the day his training had finished and he became an official member of his ordered, he remembered the smiles of his fellows and saw the smiles of fathers.
But no matter how loving the father may be, a son cannot remain among them forever, yet must become his own man. And so Edric set out, towards the nearest settlement, in hopes of adventure, or some other enterprise where he might prove his worth. Along the way, he came across a caravan headed towards a town named Belhaim. From what he was told, no one expected that the caravan would come into danger, but he still volunteered his sword towards their protection. Even if the caravan itself hadn't needed his services, perhaps they might be needed now that he was closer to civilization.
| Thennor |
Luckily (?) I only have the Core Rulebook, but it's also been a while since I've played PF1, so let's see how much time I have to put together a character today...
4d6 8
4d6 17
4d6 16
4d6 14
4d6 10
4d6 14Well... that's pretty good
Speaking of "classic," I might go Elven Ranger
Istevan here -- this is Thennor, Divine Marksman Ranger.
I'll work up a bio and description tomorrow, but basically I'm taking the "dragon hunters wanted" a bit literally.Let me know if I've missed anything or if you have any recommendations -- as mentioned, it's been a little bit since I've player PF1.
| DeathQuaker RPG Superstar 2015 Top 8 |
Interested.
Due a few kerfuffles, albeit rare, I feel it best to post this:
I am an experienced poster who generally can post once a day to every two days. I will communicate when I can't post or if I have concerns that can be easily resolved through civil discussion. I can point to prior GMs and players who can vouch for me as a player if needed.
I've also gotten into disagreements with some GMs--and chose to leave games as a result--over one of two issues:
1. I advocate for and expect player agency; save for obvious circumstances (e.g., consented-to botting, GMs performing standard issue Perception or Sense Motive checks for PCs, GMs summarizing combat actions already made, mind control), players should describe their own PCs' actions, feelings, and reactions, and neither GMs nor other players should write those things for them.
2. Given we are in a public global forum full of strangers and I do not know any of the players personally, I do not wish my PCs to engage in scenarios involving flirtation, propositions, romance, affectionate or intimate touching, sex, abuse, or harassment. If someone for narrative reasons wants to go in that direction, I expect the player/GM to reach out to me about it first out of character and gain my consent and agreement to the interaction first before posting it in game.
I will leave any game in which the players and GM do not respect the above boundaries.
If anything within the spoiler appears to be problematic or indicates to you I am not the right applicant for your game, please let me know and I will withdraw my application, no arguments and no questions asked.
Die rolls:
4d6 ⇒ (5, 4, 3, 3) = 15 12
4d6 ⇒ (2, 1, 1, 6) = 10 9
4d6 ⇒ (4, 4, 6, 6) = 20 16
4d6 ⇒ (3, 2, 2, 2) = 9 7
4d6 ⇒ (4, 5, 6, 2) = 17 15
4d6 ⇒ (6, 6, 3, 6) = 21 18
That is a fascinating array. While I could probably do something more well rounded w/ point buy, let's stick with it and see what happens.
| Elinnea |
4d6 ⇒ (1, 1, 6, 2) = 10 > 9
4d6 ⇒ (4, 2, 3, 1) = 10 > 9
4d6 ⇒ (2, 2, 3, 2) = 9 > 7
4d6 ⇒ (2, 1, 2, 1) = 6 > 5
4d6 ⇒ (2, 4, 1, 6) = 13 > 12
4d6 ⇒ (2, 2, 6, 5) = 15 > 13
That is absolutely appalling! I can't even think of a way to make that work as a joke character, haha. 20 point buy it is.
I'm thinking bard or cleric or possibly paladin. Or maybe druid. Something a bit caster-ly at any rate.
| Ouachitonian |
4d6 ⇒ (5, 1, 3, 3) = 12-1=11
4d6 ⇒ (5, 5, 1, 5) = 16-1=15
4d6 ⇒ (3, 1, 5, 4) = 13-1=12
4d6 ⇒ (5, 2, 2, 2) = 11-2=9
4d6 ⇒ (5, 6, 2, 3) = 16-2=14
4d6 ⇒ (6, 4, 1, 2) = 13-1=12
Not bad. Everyone needs a flaw. Might or might not find something to do with that.
GM, just so I'm sure, I've run this one myself, though it's been 2-3 years. Are you ok with me playing as long as I can separate IC/OOC knowledge, etc?
| eriktd |
I've written up my character for this recruitment: Theophania Song, a human cleric of Shelyn. Kind of unorthodox for a dragonslaying party, I know, but it seemed like it would be fun!
| Hulgra the Hillman |
This is Billybrainpan with my submission.
Given the prompt of classic i've gone with ye old greataxe wielding half-orc barbarian. The twist is he has left his clan in shame because he can't access the battle rage that's expected of him. Instead he hangs out with an ape named Tum Tum.
rolling for animal companions 2nd HD
1d8 ⇒ 2 - taking average
he keeps his hair rough cropped, so he doesn't have to deal with it. his stubble too is kept short enough it doesn't cause inconvenience. he is well muscled, with a few scars crossing his grey green skin. He has wide brown eyes and heavy brows. he wears old skins mixed with relatively new woolen traveling clothes. His scale mail is new but rusting quickly. he carries a heavy double bit axe over his shoulder.
Tum Tum is heavyset ape with black fur greying around the face. he has a big round belly and is strapped with leather armor. His eyes seem far to deep and black for a normal ape.
The two were swiftly enamored with the world outside the jungle. Hulgra has poor understanding of manners and societal expectations but is eager to learn (except sometimes the rules are stupid and don’t make sense). His worldview is a simple survival of the fittest mindset. In the jungle Hulgra was weak, it would seem out in the world he is quite strong. It has however come to Hulgra’s attention that perhaps “fittest” looks a little different in the wider world than amongst his war loving kin.
Despite a lack of hygiene, respect, and civilized sense of shame Hulgra and Tum Tum have found mercenary work easily enough. The concept of money is still a bit odd but a small man gave him a big axe and a shiny shirt for a sack of the silly bits of metal so things are looking up for Hulgra. Mostly folk tell him where to go and who to swing the axe at and as long as Tum Tum doesn’t bite anyone he wasn’t meant to before they get payed the world spins on just dandy.
Half-orc barbarian (mad dog) 1
CN Medium humanoid (human, orc)
Init +2 Senses Perception +6; darkvision 60 ft.
----------------
DEFENSE
----------------
AC 17 (10 + 2 dex + 5 armor)
T 12
FF 15
hp
Fort +5
Ref +3
Will +3
----------------
OFFENSE
----------------
Spd 40 ft. (30 ft.)
Melee
Greataxe +5 1d12+6
x3
Bite +5(+0) 1d4+4
x2
Range
Sling +3 1d4+4
x2 50 ft.
Space 5 ft.; Reach 5 ft.
----------------
STATISTICS
----------------
Str 19
Dex 14
Con 14
Int 7
Wis 14
Cha 7
Base Atk +1
CMB +5
CMD 17
Feats
furious focus
Traits
tusked
Skills
Skills
Handle animal +2
Knowledge (geography) +2
Perception +6
Survival +6
Equipment
Great axe
Sling
20 sling bullets
Scale mail
Bedroll
Backpack
Waterskin
Flint and steel
Traveler’s clothes
7 sp
----------------
SPECIAL ABILITIES
----------------
Class
Fast movement
Animal companion
Race
Shaman enhancement
Sacred tattoo
Ape Companion (aberrant) 1
N medium animal
Init +3 Senses Perception +5; darkvision 60 ft., low-light vision, scent
----------------
DEFENSE
----------------
AC 20 (10 + 1 dodge + 1 natural + 3 dex + 5 armor)
T 13
FF 16
hp 13
Fort +3
Ref +6
Will +1
----------------
OFFENSE
----------------
Spd 30 ft. (20 ft.), climb 30 ft.
Melee
Bite +2 1d4+1
x2
2 claws +2 1d4+1
x2
Space 5 ft.; Reach 5 ft.
----------------
STATISTICS
----------------
Str 15
Dex 17
Con 10
Int 2
Wis 12
Cha 7
Base Atk +1
CMB +2
CMD 15
Feats
Dodge
Skills
Acrobatics +7
Climb +9
Perception +5
Equipment
Leather armor
Armored kilt
----------------
SPECIAL ABILITIES
----------------
Link
Not quite animal
Aberrant sight
| SqueezeMeNow |
May as well roll the bones and see if anything is inspired. I do like the classics.
Roll: 4d6 ⇒ (1, 4, 4, 1) = 10 9
Roll: 4d6 ⇒ (6, 4, 1, 6) = 17 16
Roll: 4d6 ⇒ (6, 1, 5, 4) = 16 15
Roll: 4d6 ⇒ (1, 4, 6, 1) = 12 11
Roll: 4d6 ⇒ (4, 5, 3, 5) = 17 14
Roll: 4d6 ⇒ (2, 2, 6, 5) = 15 13
That is an interesting spread.
Crisischild
|
Let's goooo
4d6 ⇒ (2, 5, 2, 4) = 13 11
4d6 ⇒ (2, 6, 1, 6) = 15 14
4d6 ⇒ (4, 2, 2, 5) = 13 11
4d6 ⇒ (3, 3, 2, 1) = 9 8
4d6 ⇒ (5, 1, 4, 6) = 16 15
4d6 ⇒ (3, 1, 3, 5) = 12 11
Lame. Was hoping for enough stats to do a monk sorcerer dragon disciple. I think I'll submit her anyways. Cuz dragons are cool, and the game even has dragon in the title.
| RIZZENMAGNUS |
4d6 > 9
4d6 > 9
4d6 > 7
4d6 > 5
4d6 > 12
4d6 > 13That is absolutely appalling! I can't even think of a way to make that work as a joke character, haha. 20 point buy it is.
I'm thinking bard or cleric or possibly paladin. Or maybe druid. Something a bit caster-ly at any rate.
I take back my comment about a poor roll...
| Grumbaki |
Let's goooo
[Dice=]4d6 11
[Dice=]4d6 14
[Dice=]4d6 11
[Dice=]4d6 8
[Dice=]4d6 15
[Dice=]4d6 11Lame. Was hoping for enough stats to do a monk sorcerer dragon disciple.
Love the concept! Could maybe do it with a 20py buy?
Str (16) Dex (14) Con (12) Int (7) Wis (10) Cha (15+2=17)
* Skilled as a human with FCB could get you +2 skill points per level. Class is minimum 1. So the paladin usually gets just 2. You drop to 1 with Int 7, and then end up with 3 skill points.
* As a bonus feat could take toughness to offset the Con12. Makes it like having Con14
* Enlightened Paladin (4)
- Temple Sword. Cha to AC up to level and Cha to saves
* Sorcerer (1)
- For dragon disciple
* Dragon Disciple (2)
* Lvl 4 bump Cha to 18 (now +4 AC and saves)
*Arcane armor training with a mithral shirt for 0% spell chance failure.
Went with enlightened Paladin as it is the monk flavored Paladin archetype. Comes with improved unarmed attack that scales and monk-esque abilities. Alternatively a scaled fist monk could work, but it wouldn’t be able to use the mithral chain shirt. It would, however, get flurry of blows until you can start using claws (and eventually a bite at lvl7)
| Oceanshieldwolf |
I just like to roll (digital) dice:
4d6, drop lowest: 4d6 ⇒ (6, 3, 6, 5) = 20 = 17
4d6, drop lowest: 4d6 ⇒ (2, 6, 5, 3) = 16 = 14
4d6, drop lowest: 4d6 ⇒ (2, 1, 2, 6) = 11 = 10
4d6, drop lowest: 4d6 ⇒ (3, 1, 1, 2) = 7 = 6
4d6, drop lowest: 4d6 ⇒ (2, 4, 1, 1) = 8 = 7
4d6, drop lowest: 4d6 ⇒ (3, 2, 6, 6) = 17 = 15
Well, that would make a fantastic Fighter with some serious social awareness issues (6 Int, 7 Wis, 10 Cha).
| Veniir |
So, since we're going Core, I'll get one of the classics! Just like my first character ever, a rogue! Full with trapfinding and all. Also, since the adventuring doesn't go in huge levels, the rogue's weaknesses don't really arise as much.
Before level 3, however, his damage is somewhat gimped due to his negative strength, so he'll focus on Aid Another until then using his Helpful trait. But after, he'll soar!
STR 6, DEX 19, CON 12, INT 14, WIS 10, CHA 14
Male Halfling
Small Size
CG uRogue 1
BaB +0
Init +4; Senses: Perception +6, Sense Motive +0, Lowlight vision
CMB -3 (0BaB -2str -1 size)
CMD 11 (0BaB -2str +4dex -1 size)
Favored Class Rogue
FC bonus: +1 Skill point
Defense
AC 17, touch 15 flat-footed 13 (+2 Armor +4 Dex +1 size)
HP 9 (8 + 1 (1*1 con))
Fort +2 (+0 base +1 Con +1 racial)
Ref +7 (+2 base +4 Dex +1 racial)
Will +1 (+0 base +0 Wis +1 racial) (add 2 vs fear)
Offense
Speed 20 ft
Melee dagger +5 (1d3-2/19-20x2 piercing)
Melee full attack dagger +3/+3 (1d3-2/19-20x2 piercing) (1d3-2/19-20x2 piercing)
Ranged light crossbow +5 (1d6/20x2 piercing)
Sneak attack 1d6
Space 5 ft, Reach 5 ft
Other abilities and SQ
Finesse Training (Ex):
At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Trapfinding:
A rogue adds 1/2 her level on Perception checks to locate traps and on Disable Device checks (minimum +1). A rogue can use Disable Device to disarm magic traps.
Helpful trait:
Whenever you successfully perform an aid another action, you grant your ally a +4 bonus instead of the normal +2.
Traits:
Helpful
Feats:
Lvl 1 - Two-weapon fighting
Finesse Training - Weapon Finesse
Skills:
Acrobatics +10 (1 Ranks +4 Dex +3 CS +2 racial)
Bluff +6 (1 Ranks +2 Cha +3 CS)
Climb +4 (1 Ranks -2 Str +3 CS +2 racial)
Diplomacy +6 (1 Ranks +2 Cha +3 CS)
Disable Device +8 (1 Ranks +4 Dex +3 CS) (add 1 against traps)
Escape Artist +8 (1 Ranks +4 Dex +3 CS)
Intimidate +6 (1 Ranks +2 Cha +3 CS)
Knowledge (local) +6 (1 Ranks +2 Int +3 CS)
Perception +6 (1 Ranks +0 Wis +3 CS +2 racial) (add 1 against traps)
Stealth +12 (1 Ranks +4 Dex +3 CS +4 size)
UMD +6 (1 Ranks +2 Cha +3 CS)
Background skills:
Perform (flute) +6 (1 Ranks +2 Cha +3 CS)
Slight of Hand +8 (1 Ranks +4 Dex +3 CS)
Languages: Common, Halfling, Gnome, Goblin
Equipment:
Wealth: 41gp 8sp
Common items
Dagger x2, Leather armor
Backpack, Bedroll, Crowbar, Winter blanket, Belt pouch, Grappling hook, Trail rations x10, Hemp rope, Sewing needle, Soap, Waterskin, Thieves' tools, Flute, Hooded lantern, Oil (1 pint)
Alchemical items
Acid x2, Sunrod x5
Magic items
Wands
Ukter Quickmug was born in a family of traveling merchants. Wanderlust was one of the first feelings he learned, and the joy of life was never lost to him. Being small in a world of human-sized people, however, brings many opportunities, most of which involve taking things that aren't, strictly speaking, his. These new habits, however, created a rift between him and his famliy.
Choosing a fun life, he decided he was old enough to leave and left to find his own path. Having no particular plan for life, he lived village to village, caravan to caravan. This went on until he talked himself onto a caravan to little town of Belhaim...
rdknight
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RIZZENMAGNUS wrote:Me too! Some people have all the luck. :(rdknight wrote:cries in silent jealousyLet's see what I'll have to work with...
4d6
4d6
4d6
4d6
4d6
4d6
Well that's pretty amazing! I'll have to think about this, lots of possible options.
It's the best set of rolls I have ever had for anything in any game I've ever played over many years.
I just can't account for it. ¯\_(ツ)_/¯
| Amrial |
4d6 > 9
4d6 > 9
4d6 > 7
4d6 > 5
4d6 > 12
4d6 > 13That is absolutely appalling! I can't even think of a way to make that work as a joke character, haha. 20 point buy it is.
I'm thinking bard or cleric or possibly paladin. Or maybe druid. Something a bit caster-ly at any rate.
I recovered from the shock of those rolls and created Amrial the elf bard. She focuses on support through buffing and occasional emergency heals, knowing all the knowledges she can get, and archery in combat. She can act as a face in a pinch.
Character-wise she is from Kyonin but is currently traveling on a quest to collect tales from short-lived folk before they pass away, and her bardic performance is in the form of oratory. She enjoys talking with people and goes out of her way to come across as approachable, for example by wearing eyeglasses to reduce the impact of her large and intense black eyes, which some non-elves find offputting. Amrial was traveling with the caravan to Belhaim as an excuse to talk to people along the way and learn more about this region.
Crunchy details are in the profile.