Random Pathfinder character, Rod of wonder - Myth-Weavers

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Random Pathfinder character, Rod of wonder

   
Random Pathfinder character, Rod of wonder

Inspired by the Make a Random AD&D character thread.

A mischievious trickster has set a rod of wonder loose amongst the population. Who will it affect, and how?

RaceClassAbility Scores
Dice Roll: 1d7z
d7 Results: 6
(6)
Dice Roll: 1d11z
d11 Results: 1
(1)
1 = Dwarf
2 = Elf
3 = Gnome
4 = Half-Elf
5 = Half-Orc
6 = Halfling
7 = Human


1 = Barbarian
2 = Bard
3 = Cleric
4 = Druid
5 = Fighter
6 = Monk
7 = Paladin
8 = Ranger
9 = Rogue
10 = Sorcerer
11 = Wizard






Dice Roll: 4d6v1z
d6 Results: 6, 2, 2 (Total = 10)
Strength (10)
Dice Roll: 4d6v1z
d6 Results: 1, 1, 3 (Total = 5)
Dexterity (5)
Dice Roll: 4d6v1z
d6 Results: 5, 5, 5 (Total = 15)
Constitution (15)
Dice Roll: 4d6v1z
d6 Results: 5, 4, 3 (Total = 12)
Intelligence (12)
Dice Roll: 4d6v1z
d6 Results: 4, 2, 5 (Total = 11)
Wisdom (11)
Dice Roll: 4d6v1z
d6 Results: 5, 6, 6 (Total = 17)
Charisma (17)






A charismatic, clumsy, tough, halfling barbarian, who summons a gust of wind.
These dice sets were omitted or moved: 1d7z, 1d11z, 4d6v1z, 4d6v1z, 4d6v1z, 4d6v1z, 4d6v1z, 4d6v1z, 1d100z, 1d100z

Very well, I shall give it an attempt.

RaceClassAbility Scores
Dice Roll: 1d7z
d7 Results: 4
(4)
Dice Roll: 1d11z
d11 Results: 1
(1)
1 = Dwarf
2 = Elf
3 = Gnome
4 = Half-Elf
5 = Half-Orc
6 = Halfling
7 = Human


1 = Barbarian
2 = Bard
3 = Cleric
4 = Druid
5 = Fighter
6 = Monk
7 = Paladin
8 = Ranger
9 = Rogue
10 = Sorcerer
11 = Wizard






Dice Roll: 4d6v1z
d6 Results: 2, 4, 3 (Total = 9)
Strength (9)
Dice Roll: 4d6v1z
d6 Results: 5, 3, 3 (Total = 11)
Dexterity (11)
Dice Roll: 4d6v1z
d6 Results: 5, 5, 6 (Total = 16)
Constitution (16)
Dice Roll: 4d6v1z
d6 Results: 5, 3, 1 (Total = 9)
Intelligence (9)
Dice Roll: 4d6v1z
d6 Results: 5, 5, 4 (Total = 14)
Wisdom (14)
Dice Roll: 4d6v1z
d6 Results: 6, 4, 1 (Total = 11)
Charisma (11)






Gatira Whisperwind; a mostly ordinary half-elf characterised by his boundless energy and determination. In early training to be a monk, he unfortunately didn't succeed in developing calm and self-discipline; instead, he's learned to embrace his emotions and channel his inner ki with passion and fury.
He was just minding his own business, browsing wares on market day, when a strange rainbow-coloured rod came flying out of nowhere and bapped his nose!
...His nose, which is itching. Gatira suddenly feels the need to sneeze-
AAAACHOOO!!
Mucus goes everywhere! When Gatira rubs his aching head and slowly opens his eyes, the first thing the half-elf barbarian sees is that he's left some kind of noxious puddle of nose gunk on the ground a fair distance away. Faintly glowing, visible green fumes are drifting up from it. A noble who had the poor luck to be caught in the blast and is now standing in the puddle covered in snot, is starting to look incredibly ill...

RaceClassAbility Scores
Dice Roll: 1d7z
d7 Results: 2
(2)
Dice Roll: 1d11z
d11 Results: 6
(6)
1 = Dwarf
2 = Elf
3 = Gnome
4 = Half-Elf
5 = Half-Orc
6 = Halfling
7 = Human


1 = Barbarian
2 = Bard
3 = Cleric
4 = Druid
5 = Fighter
6 = Monk
7 = Paladin
8 = Ranger
9 = Rogue
10 = Sorcerer
11 = Wizard






Dice Roll: 4d6v1z
d6 Results: 3, 6, 4 (Total = 13)
Strength (13)
Dice Roll: 4d6v1z
d6 Results: 5, 5, 6 (Total = 16)
Dexterity (16)
Dice Roll: 4d6v1z
d6 Results: 6, 5, 5 (Total = 16)
Constitution (16)
Dice Roll: 4d6v1z
d6 Results: 4, 5, 5 (Total = 14)
Intelligence (14)
Dice Roll: 4d6v1z
d6 Results: 1, 1, 4 (Total = 6)
Wisdom (6)
Dice Roll: 4d6v1z
d6 Results: 3, 3, 3 (Total = 9)
Charisma (9)



RaceClassAbility Scores
Dice Roll: 1d7z
d7 Results: 3
(3)
Dice Roll: 1d11z
d11 Results: 7
(7)
1 = Dwarf
2 = Elf
3 = Gnome
4 = Half-Elf
5 = Half-Orc
6 = Halfling
7 = Human


1 = Barbarian
2 = Bard
3 = Cleric
4 = Druid
5 = Fighter
6 = Monk
7 = Paladin
8 = Ranger
9 = Rogue
10 = Sorcerer
11 = Wizard






Dice Roll: 4d6v1z
d6 Results: 2, 3, 1 (Total = 6)
Strength (6)
Dice Roll: 4d6v1z
d6 Results: 3, 5, 4 (Total = 12)
Dexterity (12)
Dice Roll: 4d6v1z
d6 Results: 4, 6, 4 (Total = 14)
Constitution (14)
Dice Roll: 4d6v1z
d6 Results: 3, 5, 5 (Total = 13)
Intelligence (13)
Dice Roll: 4d6v1z
d6 Results: 6, 6, 5 (Total = 17)
Wisdom (17)
Dice Roll: 4d6v1z
d6 Results: 4, 6, 1 (Total = 11)
Charisma (11)




Hans watched over the village gardens. He wasn't the strongest. He was far from handsome. He knew right from wrong.

Any who threatened the summer crops were swiftly burned to ashes where they stood. The fire was the righteous flame. The crops were safe. The village would eat.

Hans watched over the village gardens. He was the most noble of his people.

Hmm, time to see what rolls today...

RaceClassAbility Scores
Dice Roll: 1d7z
d7 Results: 4
(4)
Dice Roll: 1d11z
d11 Results: 3
(3)
1 = Dwarf
2 = Elf
3 = Gnome
4 = Half-Elf
5 = Half-Orc
6 = Halfling
7 = Human


1 = Barbarian
2 = Bard
3 = Cleric
4 = Druid
5 = Fighter
6 = Monk
7 = Paladin
8 = Ranger
9 = Rogue
10 = Sorcerer
11 = Wizard






Dice Roll: 4d6v1z
d6 Results: 5, 6, 4 (Total = 15)
Strength (15)
Dice Roll: 4d6v1z
d6 Results: 5, 4, 5 (Total = 14)
Dexterity (14)
Dice Roll: 4d6v1z
d6 Results: 3, 5, 6 (Total = 14)
Constitution (14)
Dice Roll: 4d6v1z
d6 Results: 6, 5, 6 (Total = 17)
Intelligence (17)
Dice Roll: 4d6v1z
d6 Results: 5, 2, 5 (Total = 12)
Wisdom (12)
Dice Roll: 4d6v1z
d6 Results: 5, 5, 5 (Total = 15)
Charisma (15)




Tarvindral Larenswood, cleric of Sarenrae, picked up the rod.

"Careful, we do not know what it does..." Yendril advised, watching from the shadows.

The half elf shrugged. He was more than capable of dealing with whatever came his way. The goddess had blessed him with exceptional talents.

A sphere of darkness appeared before his eyes, and he dropped the rod, startled. It was swiftly picked up by Yendril the halfling, who vanished as swiftly as he had appeared. The trickster he worked for would be happy with the latest developments.

RaceClassAbility Scores
Dice Roll: 1d7z
d7 Results: 2
(2)
Dice Roll: 1d11z
d11 Results: 10
(10)
1 = Dwarf
2 = Elf
3 = Gnome
4 = Half-Elf
5 = Half-Orc
6 = Halfling
7 = Human
1 = Barbarian
2 = Bard
3 = Cleric
4 = Druid
5 = Fighter
6 = Monk
7 = Paladin
8 = Ranger
9 = Rogue
10 = Sorcerer
11 = Wizard
Dice Roll: 4d6v1z
d6 Results: 4, 3, 6 (Total = 13)
Strength (13)
Dice Roll: 4d6v1z
d6 Results: 3, 2, 4 (Total = 9)
Dexterity (9)
Dice Roll: 4d6v1z
d6 Results: 6, 4, 5 (Total = 15)
Constitution (15)
Dice Roll: 4d6v1z
d6 Results: 6, 4, 5 (Total = 15)
Intelligence (15)
Dice Roll: 4d6v1z
d6 Results: 4, 1, 3 (Total = 8)
Wisdom (8)
Dice Roll: 4d6v1z
d6 Results: 3, 5, 3 (Total = 11)
Charisma (11)




The elven sorcerer, Treebender, tends to his grove of gargantuan Sequioia, rising 3000 feet into the air. On many an occasion, he has been required to cast his only spell, Featherfall, to save those who live in its canopy from certain death.

RaceClassAbility Scores
Dice Roll: 1d7z
d7 Results: 6
(6)
Dice Roll: 1d11z
d11 Results: 1
(1)
1 = Dwarf
2 = Elf
3 = Gnome
4 = Half-Elf
5 = Half-Orc
6 = Halfling
7 = Human


1 = Barbarian
2 = Bard
3 = Cleric
4 = Druid
5 = Fighter
6 = Monk
7 = Paladin
8 = Ranger
9 = Rogue
10 = Sorcerer
11 = Wizard






Dice Roll: 4d6v1z
d6 Results: 5, 6, 2 (Total = 13)
Strength (13)
Dice Roll: 4d6v1z
d6 Results: 6, 4, 5 (Total = 15)
Dexterity (15)
Dice Roll: 4d6v1z
d6 Results: 3, 5, 3 (Total = 11)
Constitution (11)
Dice Roll: 4d6v1z
d6 Results: 2, 3, 6 (Total = 11)
Intelligence (11)
Dice Roll: 4d6v1z
d6 Results: 4, 4, 5 (Total = 13)
Wisdom (13)
Dice Roll: 4d6v1z
d6 Results: 5, 5, 4 (Total = 14)
Charisma (14)




Grontrick's Glade was a peaceful agricultural state. Then, a century ago, it became a travel route for warring crime syndicates from other states. Those syndicates brought their violence into the Glade.

Dudley's great great grandfather was among the first volunteers to join the Glade's militia. Untrained and hastily assembled, the militia has put up a valiant effort against passing criminal enterprises.

Dudley inherited a treasure from one of the militia's first raids against the criminal caravans: A staff. Pointing it toward his enemies dulls their senses enough to give him a slight edge.

The children of the glade can sleep in their civilized beds, tucked in by their doting mothers, full on a meal of their artfully crafted crops. The untrained and wild militia will protect them.

RaceClassAbility Scores
Dice Roll: 1d7z
d7 Results: 7
(7)
Dice Roll: 1d11z
d11 Results: 10
(10)
1 = Dwarf
2 = Elf
3 = Gnome
4 = Half-Elf
5 = Half-Orc
6 = Halfling
7 = Human


1 = Barbarian
2 = Bard
3 = Cleric
4 = Druid
5 = Fighter
6 = Monk
7 = Paladin
8 = Ranger
9 = Rogue
10 = Sorcerer
11 = Wizard






Dice Roll: 4d6v1z
d6 Results: 4, 4, 4 (Total = 12)
Strength (12)
Dice Roll: 4d6v1z
d6 Results: 4, 2, 3 (Total = 9)
Dexterity (9)
Dice Roll: 4d6v1z
d6 Results: 3, 5, 3 (Total = 11)
Constitution (11)
Dice Roll: 4d6v1z
d6 Results: 1, 6, 3 (Total = 10)
Intelligence (10)
Dice Roll: 4d6v1z
d6 Results: 1, 4, 2 (Total = 7)
Wisdom (7)
Dice Roll: 4d6v1z
d6 Results: 4, 4, 2 (Total = 10)
Charisma (10)




Gareth Flintor raised his newly acquired rod, pointing it towards where they suspected the enemy had disappeared.

"Furiour!"

A pale glow outlined a humanoid figure, which raised its claws, as the more martial participants of the group moved towards it, now that they could see the figure. The elf Killian clasped Gareth on the shoulder.

"I had my doubts, but it seems that you do come through for us, after all."

RaceClassAbility Scores
Dice Roll: 1d7z
d7 Results: 3
(3)
Dice Roll: 1d11z
d11 Results: 2
(2)
1 = Dwarf
2 = Elf
3 = Gnome
4 = Half-Elf
5 = Half-Orc
6 = Halfling
7 = Human


1 = Barbarian
2 = Bard
3 = Cleric
4 = Druid
5 = Fighter
6 = Monk
7 = Paladin
8 = Ranger
9 = Rogue
10 = Sorcerer
11 = Wizard






Dice Roll: 4d6v1z
d6 Results: 3, 6, 4 (Total = 13)
Strength (13)
Dice Roll: 4d6v1z
d6 Results: 2, 6, 1 (Total = 9)
Dexterity (9)
Dice Roll: 4d6v1z
d6 Results: 6, 3, 6 (Total = 15)
Constitution (15)
Dice Roll: 4d6v1z
d6 Results: 5, 3, 4 (Total = 12)
Intelligence (12)
Dice Roll: 4d6v1z
d6 Results: 5, 5, 2 (Total = 12)
Wisdom (12)
Dice Roll: 4d6v1z
d6 Results: 3, 6, 5 (Total = 14)
Charisma (14)




"Ah-hah!" Exclaims Gobbit Songwinger, "Beware, for I have a mighty rod of statue creation!" He waves the rod at a passing peddler, expecting it to turn him into stone. Yet, it does nothing, for the effects of the rod are only in his mind.







 

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