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Southern Cross Nemesis Vice Captain
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Posted: Sun May 19, 2013 1:24 pm
Soap Disco oh, and are we rerolling 1's or keep them I will allow rerolls, once
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Posted: Sun May 19, 2013 1:30 pm
I think that is all the questions, I will be back on around 3pm[eastern] tomorrow.
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Southern Cross Nemesis Vice Captain
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The Number Three rolled 12 6-sided dice:
6, 6, 3, 4, 3, 5, 2, 4, 1, 3, 6, 6
Total: 49 (12-72)
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Posted: Sun May 19, 2013 2:29 pm
Rolling 6 2d6+6
EDIT:
Stats 1. 6,6 = 18 2. 3,4 = 13 3. 3,5 = 14 4. 2,4 = 12 5. 2,3 = 11 6. 6,6 = 18
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The Number Three rolled 1 6-sided dice:
2
Total: 2 (1-6)
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Posted: Sun May 19, 2013 2:32 pm
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Posted: Sun May 19, 2013 3:20 pm
Southern Cross Nemesis Dion Necurat So humans are barred from magic-based classes, but can get guns. When you say magic, do you mean only arcane, or do divine classes also fit the bill? all magic, humans are denied access to, Divine and arcane. But they do have access to alchemic options; pharmacy and chemistry being a prime examples of this in modern day. Where divine and arcane magic is normally just slide of hand and tricks of the eye. Well damn, there goes my control bard idea... xd I'm thinkin' Mysterious Stranger, and I'll use the 32-point buy for that. Does this include the ability bump at level 4?
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Posted: Sun May 19, 2013 4:25 pm
Southern Cross Nemesis Mongooseh Hmmm Races are open? Do you mind if I make my own construct race using this? http://www.d20pfsrd.com/gamemastering/arg-creating-new-races#TOC-Step-2:-Racial-Qualities Si, yes, you can and I will set the racial point limit at 23. Ta' very much luv. Incoming construct gun tank.
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Mongooseh rolled 12 6-sided dice:
1, 2, 2, 2, 4, 6, 2, 5, 2, 5, 1, 5
Total: 37 (12-72)
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Posted: Sun May 19, 2013 4:26 pm
My 2d6+6
15,2+6=13 2,2+6=10 4,6+6=16 2,5+6=13 2,5+6=13 2,5+6=13
Too many thirteens for me to handle. And the ability score tells me this is under the 32 point buy by 10 but whatever I can deal with it.
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Mongooseh rolled 1 6-sided dice:
5
Total: 5 (1-6)
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Posted: Sun May 19, 2013 4:28 pm
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Mongooseh rolled 1 6-sided dice:
2
Total: 2 (1-6)
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Posted: Sun May 19, 2013 4:30 pm
didnt notice the last one on the end
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Cute Things In Jars rolled 2 6-sided dice:
1, 3
Total: 4 (2-12)
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Posted: Sun May 19, 2013 4:34 pm
Soap Disco 6 rolls of 2d6+6, 12 dice total Stat 1: 2, 5 +6 = 13 Stat 2: 3, 2 +6 = 11 Stat 3: 4, 4 +6 = 14 Stat 4: 4, 5 +6 = 15 Stat 5: 1, 6 +6 = 13 Stat 6: 3, 6 +6 = 16 my one reroll of 2 1's
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Posted: Sun May 19, 2013 5:40 pm
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Posted: Sun May 19, 2013 9:18 pm
Pecha, Elf NinjaTell me if there's anything I need to change. I use a lot of splash weapons with ninja and I took alchemical fire and pellet bombs. I'm not sure if you want to keep those exclusive to alchemists, but I got them. Just let me know if I need to change anything.
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Posted: Mon May 20, 2013 6:14 am
Just wondering how prevalent magical weapons will be since the race I created spent a lot of points to get damage reduction and if every enemy we're facing will have magic weapons I would like to respend because it'll be useless.
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Posted: Mon May 20, 2013 1:30 pm
Mongooseh Just wondering how prevalent magical weapons will be since the race I created spent a lot of points to get damage reduction and if every enemy we're facing will have magic weapons I would like to respend because it'll be useless. Given gunslinger, I take it you want to side with the humans? If so, then chances are good for magic weapons to be used against you. Not so much at first, but they will come.
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Southern Cross Nemesis Vice Captain
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Southern Cross Nemesis Vice Captain
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Posted: Mon May 20, 2013 1:44 pm
Soap Disco Pecha, Elf NinjaTell me if there's anything I need to change. I use a lot of splash weapons with ninja and I took alchemical fire and pellet bombs. I'm not sure if you want to keep those exclusive to alchemists, but I got them. Just let me know if I need to change anything. Last I checked, Alchemy was also a sub-skill of Craft. Humans just took it to the next level. [Wanting to find new ways to kill/heal/to live, will do that.]
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