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Str: 14
Dex: 6
Con: 17
Int: 9
Wis: 9
Cha: 8
Culture: Jutlander or Krycean
Class: Barbarian
He may not be able to dodge a blow, but he can take a hit!
Rolls
Innate Talent - (1d6)
(2) = 2
Str, Dex, Con, Int, Wis, Cha - (3d6, 6d6h3, 3d6, 3d6, 3d6, 3d6)
3d6 : (662) = 14
6d6h3 : (252466) = 17
3d6 : (411) = 6
3d6 : (144) = 9
3d6 : (612) = 9
3d6 : (422) = 8
Starting HP - (1d8)
(4) = 4
Starting Gold (x10) - (3d6)
(554) = 14
Cowley strikes first strikes hard no mercy.
BOOM! High DEX PC on the scene.
Rolls
Str, Dex, Con, Int, Wis, Cha - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (265) = 13
3d6 : (614) = 11
3d6 : (661) = 13
3d6 : (354) = 12
3d6 : (336) = 12
3d6 : (235) = 10
Rolling. Hoping for nothing average.
Rolls
Str, Dex, Con, Int, Wis, Cha - (3d6, 3d6, 3d6, 3d6, 3d6, 3d6)
3d6 : (265) = 13
3d6 : (614) = 11
3d6 : (661) = 13
3d6 : (354) = 12
3d6 : (336) = 12
3d6 : (235) = 10
Rolling innate ability and the dice for that.
Rolls
Innate ability - (1d6)
(4) = 4
Innate score - (6d6h3)
(351151) = 13
Your chassis has no liabilities though - no negative Mods.
If you select from the Origin Area Advantage list for Folk, you'll be able to get a couple of those numbers up slightly. If not, they are good to go as-is.
Raw numbers. Everyone is earning their own way here in game play - no riding coat tails of Santa Claus giving gifts of OP high Scores! haha
I know your style of play, guy - you can take any score set and make a big impact Character in the story from the first scene.
I'm curious to hear what direction you go on Folk / Class. With those scores, you have the pick of anything.
Okay, here we go! Using the order STR, DEX, CON, INT, WIS, CHA.
Innate Ability: INT
STR: 13
DEX: 15
CON: 7
INT: 17
WIS: 10
CHA: 11
I came into this wanting to play a fighter. My last two characters I made in a DMJ game were smart and dexterous, so I'd like to try to get on the swole patrol for a change. But DAMN that Con is low ... so maybe I'll swap INT and CON. So, I'll be a hearty and dumb fighter.
Going to choose Nicean as my folk and Fighter as my class. With the Origin Area Advantage, he gains a +2 to his lowest stat, INT. I guess he read up on some Nicean philosophy and mathematics to open up his mind a little. He also gains +1 to his prerequisite (prime requisite?) ability score, which for fighters is STR. No doubt from pulling the oars on those Nicean attack ships, a full-body exercise.
FINAL RESULTS
STR: 14 (OAA +1)
DEX: 15
CON: 17
INT: 9 (OAA +2)
WIS: 10
CHA: 11
Starting Gold: 60gp. He's a poor bastard. Clearly his Mercenary company was stingy with the pay. No wonder he left to forge his own destiny.
Starting HP: 10
Alignment: Neutral
Languages: Auran and Nicean.
Rolls
Inate Ability - (1d6)
(4) = 4
STR, INT, WIS, DEX, CON, CHR - (3d6, 3d6, 3d6, 6d6h3, 3d6, 3d6)
3d6 : (364) = 13
3d6 : (654) = 15
3d6 : (223) = 7
6d6h3 : (635563) = 17
3d6 : (361) = 10
3d6 : (164) = 11
Starting Gold - (3d6)
(141) = 6
The order I published in CharGen Step 1 (and preceding list of Ability Scores) is a different sequence than the Character Sheet.
So Len, if we go by that list order, scores would be different.
Sorry, bro. I think we have to, to be consistent. Cowley and CB did it that way, as I read it.
My bad. Apologies
I’ll write that in CharGen formality later.
Rolls
Innate genius - (1d6)
(2) = 2
Str - (3d6)
(634) = 13
Dex - (6d6h3)
(112364) = 13
Con - (3d6)
(116) = 8
Int - (3d6)
(612) = 9
Wis - (3d6)
(641) = 11
Cha - (3d6)
(461) = 11
I'll choose one of the 'Origin Area Advantage' folk to bump that Con to 10 and and Wis to 14.
Final scores will be:
Str 13, Dex 11, Con 10, Int 9, Wis 14, Cha 11
Details to come!
STR: 13
DEX: 11
CON: 13
INT: 13
WIS: 12
CHA: 10
I have little idea of what I want my character to be. And entertainingly, these stats lend themselves to so many options. After reading through the Folk options, I'm leaning toward Tirenean, Dwarven, or Jutlandic. The fun thing with Tirenean is they get the stat boost that opens up pretty much every single class option.
Swapping STR and DEX. Taking the Origin Area Advantage to CHA and CHA again.
Tirenean Bard
STR: 11
DEX: 13
CON: 13
INT: 13
WIS: 12
CHA: 13
Question about Origin Area Advantage: is prerequisite ability score and prime requisite ability score the same thing?
Question about hit points: The core book offers two options for starting HP: rolling and taking the max. Which would you like us to do?
Question about Origin Area Advantage: is prerequisite ability score and prime requisite ability score the same thing?
Question about hit points: The core book offers two options for starting HP: rolling and taking the max. Which would you like us to do?
Ha! Ya, I messed up on that. Prime Requisite is what I meant. Changed it on the CharGen.
And lastly - yes, as Cowley says I threw it in a quick mention on the fly but just got a chance to add it to CharGen official thread: HP is MAX at Level 1. After that - ROLLIN'!!!!
Rolling blind on the fly, after a quick stop by the CharGen rules thread. I will make a pit stop at RPGNET next. The ACKS .pdfs are on sale this weekend for DMs Day.
Genius: DEX
STR 13
DEX* 18
CON 12
INT 11
WIS 12
CHA 11
Folk: Tirenean
Class: Explorer
Proficiencies: Adventuring, Precise Shooting, Tracking
Gold: 100
Switching out WIS and STR. Adding +2 to CHA and +1 to DEX
Rolls
Genius - (1d6)
(2) = 2
Stats - (3d6, 6d6H3, 3d6, 3d6, 3d6, 3d6)
3d6 : (246) = 12
6d6H3 : (652635) = 17
3d6 : (453) = 12
3d6 : (434) = 11
3d6 : (463) = 13
3d6 : (414) = 9
Starting Coin - (3d6)
(613) = 10
Net gives +2 to wrestle. With a spear, two weapon fighting gives a additional +1 atk. I could also use my class proficiency to take weapon finesse so those attacks are with DEX, giving an additional +1.
Similarly, could do this style with a range focus. Using bolas instead of a net and hurling javelins/spears. Taking the skirmisher proficiency lets him keep backing out of melee, tripping them up with the bolas, then pelting with spears when they are down. This works out pretty well with the spear then too, as he could fight with spear from second rank while the meatheads hold the frontline. (Would two weapon fighting work from second rank?)
I am also thinking that this character would have only dabbled in the arena, finding that they were of more use on the wings helping to treat the wounds of the combatants with Healing proficiency. What do you guys think? I might make that two ranks of healing to gain cure light wounds, supplementing our cleric.
I am also thinking that this character would have only dabbled in the arena, finding that they were of more use on the wings helping to treat the wounds of the combatants with Healing proficiency. What do you guys think? I might make that two ranks of healing to gain cure light wounds, supplementing our cleric.
Ultimately I think you should take whatever you think will be fun and fit your idea of the character.
Nicean Mage (Name / gender yet to be determined)
Stats Final (wow)
STR 13
DEX 15
CON 15
INT 18
WIS 14
CHA 13
1st Spell (to be chosen by GM)
2nd Spell: Detect Magic
3rd Spell: Shield
4th Spell: Magic Mouth
Starting Gold: 10x10=100
Ok, the rest will be filled out on the character sheet...Unless I am overlooking another roll.
Rolls
Innate Genius - (1d6)
(3) = 3
STR: - (3d6)
(355) = 13
INT: - (3d6)
(636) = 15
WIS: - (3D6)
(656) = 17
DEX: - (3D6)
(645) = 15
CON: - (3D6)
(516) = 12
CHR: - (3D6)
(265) = 13
Wisdom Rerole for Innate Genius - (6d6h3)
(321463) = 13
2nd Spell - (1d12)
(2) = 2
3rd Spell - (1d12)
(10) = 10
4th Spell - (1d12)
(7) = 7
Starting Coin - (3d6x10)
(316) + 10 = 20
Duh! I'm supposed to be rolling 3d6
Rolls
Present - (6d6H3)
(625115) = 16
Real roll - (3d6)
(515) = 11
Rolled 6, 6, 6 = 18x10 = 180gp! All that work on the sidelines tending to wounds really paid off!
Rolls
Starting wealth - (3d6x10)
(666) + 10 = 28
Looking forward to proficiencies, I'm thinking Xenophon's common proficiency will be Seafaring, which goes along nicely with a Nicean sellsword whose company sailed off to distant lands to fight for foreign gold. Might be helpful if the adventure takes us on the water. His fighter proficiency will probably be Fighting Style - Weapon and Shield.
Rolls
innate genius 2 - (3d6)
(561) = 12
wealth x10 - (3d6)
(614) = 11