Empire of Sand [OOC]

Yellow Sign said:
Thordain, I just got your stats from the Dice Roller. Thats a hopeless character if I every saw one. You can go ahead a roll them again without having to use your one free reroll.
Yeah those ability scores meet BOTH of the official "reroll" criteria on pg. 8 of the PH. ;)
 

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Sweet! Thanks, Yellow Sign! I e-mailed my rolls to you but this is what they were:

Toric_Arthendain requested that 7 rolls of 4 6-sided dice be rolled. The lowest die for each roll won't be counted.

Roll them bones ... your dice are

Roll 1: [1], 1, 6, 5 = 12.
Roll 2: 4, 6, [3], 6 = 16.
Roll 3: [2], 2, 3, 4 = 9.
Roll 4: 4, [1], 2, 5 = 11.
Roll 5: 2, 5, [1], 3 = 10.
Roll 6: [1], 4, 5, 5 = 14.
Roll 7: [5], 5, 6, 6 = 17.

Obviously I'll drop the 9 and have stats of 17, 16, 14, 12, 11, 10. Character will be coming but not until tomorrow as I don't have access to my books at the moment (at work).

Toric
 
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Toric you probably want to edit your email address out of there so Web crawlers don't pick it up and add you to even more spam mailing lists then you are already on. :)

Further refining my character choice, I think I will be going with a female Mulhorondi (human) Wizard.

Thordain, slavery is an integral part of Mulhorondi culture, so maybe you could tie that into your background. As perhaps an escaped slave who was brought to the area as a child or even as a slave (in status) of one of the other PCs. That may allow you better movement in society if one of the PCs can say "hands of my property!" if someone complains about you.

Yellow Sign, any themes we should be aware of when writing up background, etc.? What is the role play challenge vs. combat challenge mixture of your game? (so we can keep that in mind when building our PCs).
 

Alright, time to roll ability scores. Let's see what we've got here...

Roll 1: 4, 6, 3, [2] = 13.
Roll 2: [1], 5, 2, 2 = 9.
Roll 3: [2], 3, 4, 5 = 12.
Roll 4: 3, 3, [2], 5 = 11.
Roll 5: [1], 3, 1, 6 = 10.
Roll 6: [5], 6, 5, 6 = 17.
Roll 7: [1], 3, 2, 5 = 10.

Hmm...except for that 17 this is pretty average. I think I'll try this again and hope I don't get buggered. *crosses fingers*

Roll 1: [1], 4, 2, 5 = 11.
Roll 2: 5, 3, 4, [1] = 12.
Roll 3: 6, [1], 4, 6 = 16.
Roll 4: [3], 6, 4, 3 = 13.
Roll 5: 2, [1], 5, 4 = 11.
Roll 6: 4, [2], 5, 4 = 13.
Roll 7: [1], 4, 5, 5 = 14.

Alright, that's a bit better. I'll be going with my original concept of a male human (Mulhorandi) rogue. Stats up in a few...
 


Ihamsa

Ihamsa, male human Rog2; CR 2; ECL 2; HD 2d6+2; hp 12; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft; AC 15 (+3 Dex, +2 armour), 13 touch, 12 flat-footed; Atk +2 melee (1d6+1, 18-20/x2 rapier) or +4 ranged (1d6, x3 shortbow); SA sneak attack +1d6; SQ evasion; AL CG; SV Fort +1, Ref +6, Will +0; Str 12, Dex 16, Con 13, Int 14, Wis 11, Cha 13. 5 ft 5 in, 119 lbs.

Skills: Balance +5 (0), Bluff +4 (3), Diplomacy +4 (3), Disable Device +7 (5), Gather Information +5 (3), Hide +8 (5), Jump +3 (0), Listen +7 (5), Move Silently +8 (5), Open Lock +8 (5), Pick Pocket +6 (3), Search +7 (5), Sense Motive +3 (3), Spot +7 (5), Tumble +8 (5)

Feats: Alertness, Improved Initiative

Languages: Common, Mulhorandi, Elven, Dwarven

Equipment: Rapier, shortbow, 20 arrows, leather armour, thieves' tools, backpack, waterskin, 1 day's rations, bedroll, sack w/ 15 gp, flint & steel, 2 torches, potion of lesser restoration. (39.5 lbs, Light load)

Physical Description: Ihamsa is a short, slender man with bronze skin and brown eyes. His head is shaved, as is his handsome face. Ihamsa wears loose-fitting, desert coloured clothing, and carries a rapier at his waist and a shortbow over his shoulder. Ihamsa's fingernails have been chewed away to almost nothing, as a result of the rogue's constant nibbling.

Personality: Jumpy and skittish in the extreme, Ihamsa bites his fingernails compulsively and keeps a constant look out over his shoulder, as if he expects to be attacked at any moment. He lacks the usual Mulhorandi arrogance and disdain for outsiders. Despite being a slave, Ihamsa is actually quite a free spirit, constantly testing the limits of his owner's patience. His opinion of the law and for the priesthood is rather low, but he feigns to respect them because he fears the punishment he would receive should he voice his opinion.

Background will come later.
 
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Nazra, Male Mulhorandi Human Ftr2: Medium Humanoid ; HD 2d10+2 (Fighter); hp 17; Init +7; Spd 30; AC 17; Atk +5 base melee, +5 base ranged; +5 (1d8+3, Khopesh); +5 (1d4, Sling); +5 (1d4+3, Dagger); AL CG; SV Fort +4, Ref +3, Will +0; STR 16, DEX 17, CON 12, INT 14, WIS 11, CHA 10.

Skills: Balance +3, Climb +2, Handle Animal +1, Jump +2, Listen +1, Ride +5, Search +3, Speak Language +1, Spot +1, Tumble +3.

Feats: Dodge, Expertise, Improved Initiative, Improved Trip.

Languages: Common, Mulhorandi, Dwarven, Elven

Possessions:
Weapons: Khopesh; Sling; Bullets, sling (20); Dagger; Dagger.
Armor: Studded Leather.
Shields: Buckler.
Goods: Backpack; Bedroll; Flint and steel; Lantern, hooded; 3 flasks Oil (pint); Pouch, belt; 4 days Rations, trail; Rope, silk (50 ft.); Whetstone; 2 Waterskins; Traveler's outfit.
89 gp, 3 sp, 8 cp

Nazra is a warrior, maybe a mercenary or a bodyguard to some noble. He grew up in Skuld and has seen very little of the wide world outside the great city. His fighting skills are geared towards quickness and defense. His face is scarred, not hideously, but enough to cause most people to look twice or occassionally even stare. The scars are on the left side of his face, around his eye, down his cheek ending at the top of his neck. They are obviously burn scars, given to Nazra during a particularly unpleasant interrogation session. Nazra rarely speaks of how he received the scars and he is quite self-concious about them.

Edited - Got rid of Chain Shirt due to heat problems, bought Studded Leather. Updated gold total.
 
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Knight Otu requested that 7 rolls of 4 6-sided dice be rolled. The lowest die for each roll won't be counted.

Roll them bones ... your dice are

Roll 1: 3, [2], 4, 3 = 10.
Roll 2: 3, 4, [2], 5 = 12.
Roll 3: 3, 6, [2], 4 = 13.
Roll 4: 4, 6, [3], 6 = 16.
Roll 5: 2, [1], 4, 5 = 11.
Roll 6: [2], 3, 6, 2 = 11.
Roll 7: [3], 4, 3, 5 = 12.


I think I'll keep those stats, but now I'm unsure about character concept. :p
I originally had a mercenary character in mind, but seeing that we already have such a character, I'm inclined to go with something different. Maybe a paladin would work.
 

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