Aluminum PC, bay-bee

Emiricol

Registered User
Tom Cashel, ever the font of interesting ideas, got me thinking about 3d6 PCs. Limiting, right?

So. Since I am passing time, here's what this thread is for:

Roll stats in order (str/dex/con/int/wis/cha) then without modifying the stats at all, turn it into a level 3 PC. Any PHB race, or if you like, one of the 3.5 MM races that list stat mods for PCs of that race. Feats from PHB, DMG, and WotC splat books, skills from same.

I'll probably post mine in a stat block, but whatever you like.
 

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Bob, Male Human Rog3: Medium Humanoid ; HD 3d6 (Rogue) ; hp 16; Init + 6; Spd 30; AC 18 (Flatfooted: 16 Touch: 12); Atk +2 base melee, +4 base ranged; +5 ( 1d6, Sword, short, Masterwork ); AL N; SV Fort + 1, Ref + 7, Will + 0; STR 10, DEX 14, CON 10, INT 15, WIS 8, CHA 10.

Skills: Balance + 4, Bluff + 6, Climb + 6, Diplomacy + 2, Disable Device + 10, Hide + 8, Intimidate + 2, Jump + 2, Listen + 5, Move Silently + 8, Open Lock + 10, Search + 8, Sense Motive + 5, Spot + 5, Tumble + 8.

Feats: Improved Initiative, Lightning Reflexes, Weapon Finesse: Sword, short.

Possessions:
Weapons:
Sword, short, Masterwork.
Armor: Mithral Shirt.
Shields: Darkwood Shield.
Goods: Thieves' tools, Masterwork; Horse, light; Saddlebags; Saddle, riding; Bit and bridle; Feed (per day).
Magic: Wondrous: Dust of tracelessness; Wondrous: Everburning torch.
 

Uberk Holderhek, male dwarf Wiz3: Medium-size Humanoid (dwarf); HD 3d4+0; hp 9; Init +2; Spd 20 ft; AC 13 (+2 Dex, +1 Dodge) Touch 13/FF 10; Melee Quarterstaff +1 (1d6+1/crit x2); Melee Silver Dagger +1 (1d4+1/crit 19-20/x2); Ranged LCrossbow +3 (1d8+0/crit 19-20/x2); SA favored enemies; SQ dwarven traits; AL LN; SV Fort +0, Ref +2, Will +3; Str 9, Dex 14, Con 10, Int 14, Wis 11, Cha 9.

Skills: Appraise +3/+5, Concentration +4, Knowledge (Arcana) +6, Profession (Scribe) +4, Spellcraft +6
Feats: Scribe Scroll (class), Brew Potion, Dodge
SA: Favored Enemies (+1 Atk vs Orcs, Goblinoids); Summon Familiar; Scribe Scroll
SQ: 60 foot darkvision, stonecunning, +2 save vs. poison, +2 save vs. spells or spell-like abilities, +1 attack vs. goblinoids or orcs, +4 dodge vs. giants, +2 appraise with stone or metal objects, +2 craft with stone or metal, Weapon Familiarity (dwarven wpns are Martial), +3 on all Appraise checks

Equipment: Familiar: Raven (Lang. Dwarf); MW L. Crossbow, 30 bolts, Quarterstaff, Backpack, Mule w/packsaddle, L. Riding Horse w/saddle, bit & bridle, Travellers outfit, beltpouch (150gp), spell component pouch, scroll case, writing kit (paper, ink, quill), 3x Iron Rations, 3x Water Skins, spellbook, Silver Dagger MW
Magic Items: Wands (Enlarge Person), Scrolls (Burning Hands x8, Endure Elements x4, Sleep x4, See Invisibility, Knock, Invisibility x2), Potions (Bull's Strength x2)

Spells Known: 0-level:All / 1-level:Burning Hands, Charm Person, Endure Elements, Enlarge Person, Mage Armor, Magic Missile, Sleep / 2-level:Summon Swarm, Web
Memorized (per day 4/2+1/1+1): O-level:Daze, Detect Magic, Message, Prestidigitation / 1-level:Charm Person, Mage Armor, Sleep / 2-level:Summon Swarm, Web
 

Jack Mackay, Male Human Ftr2/Rog1: Medium Humanoid ; HD 2d10 (Fighter) + 1d6 (Rogue); hp 18; Init +0; Spd 30; AC 14 (Flatfooted: 10 Touch: 14); Atk +2 base melee, +4 base ranged; SA sneak attack +1d6; SQ Trapfinding; AL N; SV Fort +3, Ref +4, Will -1; STR 11, DEX 14, CON 10, INT 10, WIS 8, CHA 12.

Skills: Appraise +4, Bluff +11, Hide +6, Intimidate +12, Listen +3, Move Silently +6, Search +4, Spot +3.

Feats: Combat Expertise, Improved Feint, Persuasive, Skill Focus (Bluff), Skill Focus (Intimidate).

Equipment:

Jack is a thug and a mercenary, pure and simple. He joined the military to escape the consequences of a series of petty crimes. He has risen to the rank of Sergeant, more through the force of his bullying and underhanded brawling than any true leadership qualities. He stays in the army, because it provides steady meals and a good share of the plunder.
 
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Just rolled up some stats real quick (don't have the time to create a character) but I guess I was pretty lucky on some rolls!

Code:
[color=white]
	A	B	C	D	E	F	G	H	I	J
Str	18	9	6	9	14	15	9	7	10	14
Dex	16	11	13	12	13	11	13	9	12	13
Con	8	12	15	13	14	8	7	15	4	11
Int	10	8	15	12	13	7	13	14	12	8
Wis	8	9	11	9	7	11	10	11	8	11
Cha	14	12	11	11	12	9	15	14	5	8
[/color]

A would be a swashbuckling fighter perhaps
B a lousy rogue
C wizard
D a very ordinary rogue
E probably a fighter
F Fighter
G Rogue
H Wizard
I the Crappiest rogue yet
J Alas another fighter

TS
 

See, what you do is, you find your lowest stat, and then you find a MM 3.5 race that has a penalty to that stat, but gives you some huge bonus to other stat(s). Then you have a 3 somewhere, but a 20+ somewhere else, and life is good.

Example: if you already have low Int/Cha, why not be a Minotaur? +8 Strength, +4 Constitution, –4 Intelligence (minimum 3), –2 Charisma. Whee!
 



Even waaay back in 1E days I never *used* 3d6 this way, I did 46d-drop-lowest, in order, swap one stat for one other.

These days I usually just pointbuy, but this is fun :)
 

Dorreen Bairun: Male Human Ftr 2 (use the commander variant class from Dragon310 (yes, that is cheating)) Rog 1 Medium Humanoid; 2d10+1d6+6 (25 HP), Init +0, Spd 30, AC 16 (flatfooted 16, touch 10), Atk +3 melee, +2 ranged, SA: Sneak Attack +1d6, Helpful Hints, Rousing Speach, AL: LG, SV Fort +5, Ref +2, Wil +3, STR: 13, Dex: 10, Con: 15, Int: 14, Wis: 16, Cha: 13

Skills: Diplomacy (+7), Bluff (+7), Intimidate (+7), Sense motive (+9), Profession (seige enginere)(+9), Spot (+9)

Feats: Weapon Focus Longsword, Skill Focus Bluff, Expertise

Dorreen is the leading member of a small town militia, and in his 35 years he has seen many battles, and fought valiantly in all of them. He does everything he can to ensure victory, and will never allow one of his men to fall under danger if it can be helped. He is an excellent leader, and he is also quite skilled and fighting smart rather than fighting brutally.
 

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