Die Roll Thread

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Die Roll Thread

Postby Xy-Djehuti'Snafu » Wed Oct 07, 2015 9:09 am

Die Roll Thread
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Re: Die Roll Thread

Postby Predat » Mon Jun 12, 2017 6:30 pm

Fortune and Glory Roll: 1d10 = 10

Fortune Favors the Bold: 1d4 = 4

One Lucky S.O.B.: +3 bonus to all saves
Predat Tor

Natural A.R.: 12
Horror Factor: 13 (19 with the Ghost Armor of Kulbankirk)
H.P.: 59
S.D.C.: 154 / 154


Soundtrack:
Riders on the Storm
House of the Rising Sun
Light My Fire
All by the Lizard King himself!
:cheers:
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Re: Die Roll Thread

Postby Thorgrim » Sat Jun 17, 2017 1:40 pm

EP marketplace / 2 EP for Secondary Skill download -Gymnastics

Adding to SDC: 2d6 = 8
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Re: Die Roll Thread

Postby Tolliver Trask » Mon Jun 19, 2017 8:15 pm

Attribute Boost P.S. (applicable to attributes 16+, +1D6) 1d6 = 1
Attribute Boost P.E. (applicable to attributes 16+, +1D6) 1d6 = 2
3 Roll on the Fortune and Glory Table

1. 1d10 = 5: Smart & Learned.
1d6 = 4: Receive one Upgrade to an Existing Combat Skill One Level (HTH)
2. 1d10 = 6: Spiritual and Determined.
1d4 = 2: Inner Strength: Receive the minor psionic ability of Sixth Sense at no cost. (This does not make the character psionic)
3. 1d10 = 2
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Re: Die Roll Thread

Postby Tolliver Trask » Thu Aug 31, 2017 3:00 pm

F&G Roll
1d10 = 4 Agile & Dextrous.
1d4 = 3 +3 Initiative

1d10 = 8 Wealthy and Connected
1d4 = 2 Your Rich Dead Uncle Dream: receive 100,000 Eastern Gold Coins
Trask
P.P.E.: 10/10
I.S.P.: 32/32
H.P.: 31/31
S.D.C.: 48/48
Armor
Armor
Mjorgullan Mail
• A.R.: 17
• S.D.C.: 360/341
• Modifiers: None.
• Features: Leggings; knee, shoulder, and elbow guards; helmet; coif; hauberk; arm bands; gloves; surcoat.
• Regenerating Armor (10 S.D.C./Hr)
• Wearer is Impervious to Fire
• +3 on all saves


Tower Shield of the Hex
• Damage: A shield-bash does 2D4+4 damage
• S.D.C.: 200/174
• Modifiers: +4 to parry
• Weighs 16 lbs
• Features: Subtract 5% of the damage that would normally be inflicted by a weapon when parried by a shield


Soupcon
Enchanted Kettle Hat
Magic Features
• Indestructible
• Wearer is resistant to Cold
• When used as a pot, water and anything at all edible will result in a delicious and nourishing soup once brought to a boil.
Weapons
Weapons
Longsword of the Hex
Leather Knife Bandoleer
• Sheath 1: Throwing Knife
• Sheath 2: Throwing Knife
• Sheath 3: Throwing Knife
• Sheath 4: Dwarven Throwing Knife
• Sheath 5: Dwarven Throwing Knife
• Sheath 6: Dwarven Throwing Knife
• Sheath 7: Kobold Dagger
• Sheath 8: Dwarven Dagger
• Back Sheath 1: Dwarven Cinquedea
• Back Sheath 2: Enchanted Stiletto

Ranir's Heavy Crossbow 24/24 Crossbow Bolts.
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Re: Die Roll Thread

Postby Predat » Wed Sep 20, 2017 8:34 pm

F&G Roll
1d10 = 9 Charming and Well-Traveled

1d4 = 3 Favorable Contact (any location in PFRPG)
Predat Tor

Natural A.R.: 12
Horror Factor: 13 (19 with the Ghost Armor of Kulbankirk)
H.P.: 59
S.D.C.: 154 / 154


Soundtrack:
Riders on the Storm
House of the Rising Sun
Light My Fire
All by the Lizard King himself!
:cheers:
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Re: Die Roll Thread

Postby Silhouette » Wed Oct 04, 2017 12:21 am

Lvl up for Silhouette to 7:

HP: 1d6 = 6
ppe: 2d4+2 = 9
ISP: 1d6 = 2
Silhouette
P.P.E.: 26/140 | I.S.P.: 7/55 | H.P.: 30/30 | S.D.C.:35/37
Conditions: Recognize various magics(see special abilities)
Armor: na | Modifiers: na
Weapon: Lucky-Unlucky dagger in belt sheath; Dwarven daggers x 2 in boots
(Not present)Bow, Short | Range: 380' | Damage: 1d6 | RoF: APR | Quiver: 20/20 Arrows

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Silhouette
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Re: Die Roll Thread

Postby Tyral » Wed Oct 04, 2017 9:35 pm

Tyral Level Up Rolls [Lvl 8]

PPE: 3d6 = 5
HP: 1d6 = 6
Tyral Oslarelar
• SDC: 43 / 43
• HP: 42 / 42
• PPE: 213/213


Worn: Environmental Robe [Grey with Dark Green trim], Ironhide Ring [AR of 14], Guild Rings of the Merchant Adventurer [Tongues/Vision Augmentation]
Weapons: Dwarven Quarterstaff [2d6, +2 Parry]

& Brago the Northern Timber Wolf
• SDC: 74 / 74
• HP: 41 / 41
• PPE: 21 / 21


Abilities: Empathic/Telepathic Link with Tyral: 600', Speech, Nightvision: 40', Perception +1, Heals at 3x natural rate, Impervious to Natural Fire (½ Damage from Magic Fire), See certain invisible beings: 600', Track by Smell 90% (Can Smell Prey 1 Mile away)
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Re: Die Roll Thread

Postby Durak » Sat Oct 14, 2017 10:59 am

Fortune and Glory roll 1d10 = 1 A mighty weapon
1d4 = 3 Bulls-eye: Double the range of any ranged weapon your character currently possesses due to extensive customization
Haarlbax range doubled from 120' to 240'
HP 32
SDC 46
Cloak of protection AR13 SDC 200

Constant Effects: Nightvision 90ft, Tongues: Gives the wearer the ability to understand and speak any language at 98%, Truesight: The wearer of this ring sees through magical and psionic illusions, and drug induced hallucinations (half the usual penalties). In addition, the wearer is not hindered by magical or non-magical darkness, and can see the invisible.
+2 to all saving throws

Description: Tall for a Dwarf, with a mottled red/brown beard. His shoulders are generally down as he tries not to attract attention to himself
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Re: Die Roll Thread

Postby Predat » Sat Oct 14, 2017 1:59 pm

Predat ME: 1d6 = 5

Predat F&G: 1d10 = 5 Smart and Learned: 1d6 = 1 (Receive one New Secondary Skill (Lore: Sea))
Predat Tor

Natural A.R.: 12
Horror Factor: 13 (19 with the Ghost Armor of Kulbankirk)
H.P.: 59
S.D.C.: 154 / 154


Soundtrack:
Riders on the Storm
House of the Rising Sun
Light My Fire
All by the Lizard King himself!
:cheers:
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Predat
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Re: Die Roll Thread

Postby Consumer » Tue Oct 17, 2017 5:58 pm

Fortune and Glory Roll: 1d10 = 4 Agile and Dexterous
1d4 = 4 Ambidextrous.
Already have it, so rerolling.
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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Re: Die Roll Thread

Postby Consumer » Tue Oct 17, 2017 6:08 pm

Fortune and Glory Roll: 1d10 = 10 Fortune Favors the Bold
1d4 = 4: One Lucky S.O.B.: +3 bonus to all saves
"Death is the only true constant, for everything dies, but not everything truly lives."
GM of the Galactic Rogues (PW), The Templar, and AGM for Eurasia (Acting GM at the moment.)

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