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3d6 in Order
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<blockquote data-quote="Hriston" data-source="post: 6808110" data-attributes="member: 6787503"><p>Thanks to everyone who's participated in this thread. Just a reminder, the idea here is to roll up six ability scores, using 3d6 in order, <em>and</em> make a character with them, just like you would if you were using this method to create a character for a game. For example, when I'm rolling up a character to post, I use the first six numbers I get. I don't roll until I get what I want, or until I get something that proves a point. The idea is to work with what you get.</p><p></p><p>This time I mostly got scores closer to the average: 8, 18, 12, 9, 10, 10. There were two ways I could go with this, either High elf Fighter or Tiefling Rogue. I couldn't decide, so I made two characters.</p><p></p><p>1. <strong>Glingil Goldenstar</strong></p><p><u><em>Medium humanoid (high elf), chaotic neutral</em></u></p><p><strong>Height</strong> 5' 7" <strong>Weight</strong> 142 lbs. <strong>Age</strong> 147</p><p></p><p><strong>Armor Class</strong> 16 (leather armor), or 18 (leather armor and shield)</p><p><strong>Hit Points</strong> 11 (1d10 + 1)</p><p><u><strong>Speed</strong> 30 ft.</u></p><p></p><p><u><strong>STR</strong> 8 (-1) <strong>DEX</strong> 20 (+5) <strong>CON</strong> 12 (+1) <strong>INT</strong> 10 (+0) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 10 (+0)</u></p><p></p><p><strong>Saving Throws</strong> Str +1, Con +3</p><p><strong>Skills</strong> Acrobatics +7, Athletics +1, Insight +2, Intimidation +2, Perception +2</p><p><strong>Tools</strong> Dragonchess set, Vehicles (land)</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 12</p><p><strong>Languages</strong> Common, Elvish, Goblin</p><p><u><strong>Challenge</strong> 2 (450 XP)</u></p><p></p><p><strong><em>Fey Ancestry.</em></strong> Glingil has advantage on saving throws against being charmed, and magic can't put him to sleep.</p><p></p><p><strong><em>Fighting Style: Archery.</em></strong> Glingil gains a +2 bonus to attack rolls he makes with ranged weapons (included in his attack).</p><p></p><p><strong><em>Second Wind (1/Rest).</em></strong> On his turn, Glingil can use a bonus action to regain hit points equal to 1d10 + 1.</p><p></p><p><strong><em>Spellcasting.</em></strong> Glingil knows the <em>true strike</em> cantrip. </p><p></p><p><strong><em>Trance.</em></strong> Glingil doesn't need to sleep. Instead, he meditates deeply, remaining semiconscious for 4 hours a day. After resting in this way, he gains the same benefit that a human does from 8 hours of sleep.</p><p></p><p><u>Actions</u></p><p><em><strong>Longbow.</strong> Ranged Weapon Attack:</em> +9 to hit, range 150/600 ft., one target. <em>Hit:</em> 9 (1d8 + 5) piercing damage.</p><p></p><p><em><strong>Rapier.</strong> Melee Weapon Attack:</em> +7 to hit, reach 5 ft., one target. <em>Hit:</em> 9 (1d8 + 5) piercing damage.</p><p></p><p><em><strong>Dagger.</strong> Melee or Ranged Weapon Attack:</em> +7 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> 7 (1d4 + 5) piercing damage.</p><p></p><p><u>Background</u></p><p>Glingil served as a scout for the elven army in its unending war against the rising hobgoblin hordes. He witnessed the deaths of many of his comrades who otherwise may have lived for many centuries. He has since taken up the life of a mercenary bowman.</p><p></p><p><u>Personality Traits</u></p><p>Glingil has lost too many friends, and he's slow to make new ones. Additionally, he can stare down a hell hound without flinching.</p><p></p><p><u>Ideal</u></p><p><strong>Independence.</strong> When people follow orders blindly, they embrace a kind of tyranny.</p><p></p><p><u>Bond</u></p><p>Glingil will never forget the crushing defeat his company suffered or the enemies who dealt it.</p><p></p><p><u>Flaw</u></p><p>Glingil's hatred of his enemies is blind and unreasoning.</p><p></p><p><u>Equipment</u></p><p>leather armor, a longbow and a quiver of 20 arrows, a rapier and a shield, two daggers, an explorer's pack, an insignia of rank, a piece of a banner taken from a fallen enemy, a deck of cards, a set of common clothes, and a belt pouch</p><p></p><p><u>Treasure</u></p><p>10 gp</p><p></p><p></p><p>2. <strong>Gorgo</strong></p><p><em><u>Medium humanoid (tiefling), chaotic neutral</u></em></p><p><strong>Height</strong> 5' 7" <strong>Weight</strong> 160 lbs. <strong>Age</strong> 19</p><p></p><p><strong>Armor Class</strong> 15 (leather armor)</p><p><strong>Hit Points</strong> 9 (1d8 + 1)</p><p><u><strong>Speed</strong> 30 ft.</u></p><p></p><p><u><strong>STR</strong> 8 (-1) <strong>DEX</strong> 18 (+4) <strong>CON</strong> 12 (+1) <strong>INT</strong> 10 (+0) <strong>WIS</strong> 10 (+0) <strong>CHA</strong> 12 (+1)</u></p><p></p><p><strong>Saving Throws</strong> Dex +6, Int +2</p><p><strong>Skills</strong> Deception +5, Intimidation +3, Performance +3, Persuasion +5, Sleight of Hand +6, Stealth +6</p><p><strong>Tools</strong> Disguise kit, Forgery kit, Thieves' tools</p><p><strong>Damage Resistances</strong> fire</p><p><strong>Senses</strong> darkvision 60 ft., passive Perception 10</p><p><strong>Languages</strong> Common, Infernal, Thieves' Cant</p><p><u><strong>Challenge</strong> 1 (200 XP)</u></p><p></p><p><strong><em>Sneak Attack.</em></strong></p><p>Once per turn, Gorgo can deal an extra 1d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon.</p><p></p><p>Gorgo doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and Gorgo doesn’t have disadvantage on the attack roll.</p><p></p><p><strong><em>Spellcasting.</em></strong> Gorgo knows the <em>thaumaturgy</em> cantrip.</p><p></p><p><u>Actions</u></p><p><em><strong>Rapier.</strong> Melee Weapon Attack:</em> +6 to hit, reach 5 ft., one target. <em>Hit:</em> 8 (1d8 + 4) piercing damage.</p><p></p><p><em><strong>Shortbow.</strong> Ranged Weapon Attack:</em> +6 to hit, range 80/320 ft., one target. <em>Hit:</em> 7 (1d6 + 4) piercing damage.</p><p></p><p><em><strong>Dagger.</strong> Melee or Ranged Weapon Attack:</em> +6 to hit, reach 5 ft. or range 20/60 ft., one target. <em>Hit:</em> 6 (1d4 + 4) piercing damage.</p><p></p><p><u>Background</u></p><p>Gorgo has made his living by swindling the gullible out of their hard earned cash. He's run a variety of cons over the years, sleight of hand games being among his favorites. Recently however he's had to go into hiding after he tricked the wrong person, and he now disguises himself as an aged alchemist named Balshazar the Bountiful. Wearing a turban (to hide his horns) and a false beard, he peddles worthless bottles of colored water by convincing people they have magical properties. </p><p></p><p><u>Personality Traits</u></p><p>Gorgo falls in and out of love easily, and is always pursuing someone. Flattery is his preferred trick for getting what he wants.</p><p></p><p><u>Ideal</u></p><p><strong>Independence.</strong> Gorgo is a free spirit - no one tells him what to do.</p><p></p><p><u>Bond</u></p><p>Gorgo fleeced the wrong person and must work to ensure that this individual never crosses paths with him of those he cares about.</p><p></p><p><u>Flaw</u></p><p>Gorgo can't resist a pretty face. </p><p></p><p><u>Equipment</u></p><p>a rapier, a shortbow and a quiver of 20 arrows, a burglar's pack, leather armor, two daggers, thieves' tools, a set of fine clothes, a disguise kit, ten stoppered bottles filled with colored liquid, and a belt pouch</p><p></p><p><u>Treasure</u></p><p>15 gp</p></blockquote><p></p>
[QUOTE="Hriston, post: 6808110, member: 6787503"] Thanks to everyone who's participated in this thread. Just a reminder, the idea here is to roll up six ability scores, using 3d6 in order, [I]and[/I] make a character with them, just like you would if you were using this method to create a character for a game. For example, when I'm rolling up a character to post, I use the first six numbers I get. I don't roll until I get what I want, or until I get something that proves a point. The idea is to work with what you get. This time I mostly got scores closer to the average: 8, 18, 12, 9, 10, 10. There were two ways I could go with this, either High elf Fighter or Tiefling Rogue. I couldn't decide, so I made two characters. 1. [B]Glingil Goldenstar[/B] [U][I]Medium humanoid (high elf), chaotic neutral[/I][/U] [B]Height[/B] 5' 7" [B]Weight[/B] 142 lbs. [B]Age[/B] 147 [B]Armor Class[/B] 16 (leather armor), or 18 (leather armor and shield) [B]Hit Points[/B] 11 (1d10 + 1) [U][B]Speed[/B] 30 ft.[/U] [U][B]STR[/B] 8 (-1) [B]DEX[/B] 20 (+5) [B]CON[/B] 12 (+1) [B]INT[/B] 10 (+0) [B]WIS[/B] 10 (+0) [B]CHA[/B] 10 (+0)[/U] [B]Saving Throws[/B] Str +1, Con +3 [B]Skills[/B] Acrobatics +7, Athletics +1, Insight +2, Intimidation +2, Perception +2 [B]Tools[/B] Dragonchess set, Vehicles (land) [B]Senses[/B] darkvision 60 ft., passive Perception 12 [B]Languages[/B] Common, Elvish, Goblin [U][B]Challenge[/B] 2 (450 XP)[/U] [B][I]Fey Ancestry.[/I][/B] Glingil has advantage on saving throws against being charmed, and magic can't put him to sleep. [B][I]Fighting Style: Archery.[/I][/B] Glingil gains a +2 bonus to attack rolls he makes with ranged weapons (included in his attack). [B][I]Second Wind (1/Rest).[/I][/B] On his turn, Glingil can use a bonus action to regain hit points equal to 1d10 + 1. [B][I]Spellcasting.[/I][/B] Glingil knows the [I]true strike[/I] cantrip. [B][I]Trance.[/I][/B] Glingil doesn't need to sleep. Instead, he meditates deeply, remaining semiconscious for 4 hours a day. After resting in this way, he gains the same benefit that a human does from 8 hours of sleep. [U]Actions[/U] [I][B]Longbow.[/B] Ranged Weapon Attack:[/I] +9 to hit, range 150/600 ft., one target. [I]Hit:[/I] 9 (1d8 + 5) piercing damage. [I][B]Rapier.[/B] Melee Weapon Attack:[/I] +7 to hit, reach 5 ft., one target. [I]Hit:[/I] 9 (1d8 + 5) piercing damage. [I][B]Dagger.[/B] Melee or Ranged Weapon Attack:[/I] +7 to hit, reach 5 ft. or range 20/60 ft., one target. [I]Hit:[/I] 7 (1d4 + 5) piercing damage. [U]Background[/U] Glingil served as a scout for the elven army in its unending war against the rising hobgoblin hordes. He witnessed the deaths of many of his comrades who otherwise may have lived for many centuries. He has since taken up the life of a mercenary bowman. [U]Personality Traits[/U] Glingil has lost too many friends, and he's slow to make new ones. Additionally, he can stare down a hell hound without flinching. [U]Ideal[/U] [B]Independence.[/B] When people follow orders blindly, they embrace a kind of tyranny. [U]Bond[/U] Glingil will never forget the crushing defeat his company suffered or the enemies who dealt it. [U]Flaw[/U] Glingil's hatred of his enemies is blind and unreasoning. [U]Equipment[/U] leather armor, a longbow and a quiver of 20 arrows, a rapier and a shield, two daggers, an explorer's pack, an insignia of rank, a piece of a banner taken from a fallen enemy, a deck of cards, a set of common clothes, and a belt pouch [U]Treasure[/U] 10 gp 2. [B]Gorgo[/B] [I][U]Medium humanoid (tiefling), chaotic neutral[/U][/I] [B]Height[/B] 5' 7" [B]Weight[/B] 160 lbs. [B]Age[/B] 19 [B]Armor Class[/B] 15 (leather armor) [B]Hit Points[/B] 9 (1d8 + 1) [U][B]Speed[/B] 30 ft.[/U] [U][B]STR[/B] 8 (-1) [B]DEX[/B] 18 (+4) [B]CON[/B] 12 (+1) [B]INT[/B] 10 (+0) [B]WIS[/B] 10 (+0) [B]CHA[/B] 12 (+1)[/U] [B]Saving Throws[/B] Dex +6, Int +2 [B]Skills[/B] Deception +5, Intimidation +3, Performance +3, Persuasion +5, Sleight of Hand +6, Stealth +6 [B]Tools[/B] Disguise kit, Forgery kit, Thieves' tools [B]Damage Resistances[/B] fire [B]Senses[/B] darkvision 60 ft., passive Perception 10 [B]Languages[/B] Common, Infernal, Thieves' Cant [U][B]Challenge[/B] 1 (200 XP)[/U] [B][I]Sneak Attack.[/I][/B] Once per turn, Gorgo can deal an extra 1d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon. Gorgo doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and Gorgo doesn’t have disadvantage on the attack roll. [B][I]Spellcasting.[/I][/B] Gorgo knows the [I]thaumaturgy[/I] cantrip. [U]Actions[/U] [I][B]Rapier.[/B] Melee Weapon Attack:[/I] +6 to hit, reach 5 ft., one target. [I]Hit:[/I] 8 (1d8 + 4) piercing damage. [I][B]Shortbow.[/B] Ranged Weapon Attack:[/I] +6 to hit, range 80/320 ft., one target. [I]Hit:[/I] 7 (1d6 + 4) piercing damage. [I][B]Dagger.[/B] Melee or Ranged Weapon Attack:[/I] +6 to hit, reach 5 ft. or range 20/60 ft., one target. [I]Hit:[/I] 6 (1d4 + 4) piercing damage. [U]Background[/U] Gorgo has made his living by swindling the gullible out of their hard earned cash. He's run a variety of cons over the years, sleight of hand games being among his favorites. Recently however he's had to go into hiding after he tricked the wrong person, and he now disguises himself as an aged alchemist named Balshazar the Bountiful. Wearing a turban (to hide his horns) and a false beard, he peddles worthless bottles of colored water by convincing people they have magical properties. [U]Personality Traits[/U] Gorgo falls in and out of love easily, and is always pursuing someone. Flattery is his preferred trick for getting what he wants. [U]Ideal[/U] [B]Independence.[/B] Gorgo is a free spirit - no one tells him what to do. [U]Bond[/U] Gorgo fleeced the wrong person and must work to ensure that this individual never crosses paths with him of those he cares about. [U]Flaw[/U] Gorgo can't resist a pretty face. [U]Equipment[/U] a rapier, a shortbow and a quiver of 20 arrows, a burglar's pack, leather armor, two daggers, thieves' tools, a set of fine clothes, a disguise kit, ten stoppered bottles filled with colored liquid, and a belt pouch [U]Treasure[/U] 15 gp [/QUOTE]
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