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glitterboypilot rolled 20 6-sided dice:
3, 2, 3, 5, 1, 5, 5, 2, 4, 5, 3, 5, 4, 1, 5, 6, 6, 6, 4, 4
Total: 79 (20-120)
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Posted: Thu Sep 20, 2012 11:06 am
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glitterboypilot rolled 8 6-sided dice:
4, 2, 2, 3, 2, 2, 4, 4
Total: 23 (8-48)
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Posted: Thu Sep 20, 2012 11:07 am
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glitterboypilot rolled 20 6-sided dice:
4, 5, 1, 1, 1, 3, 1, 5, 6, 4, 2, 2, 3, 4, 5, 2, 1, 5, 1, 6
Total: 62 (20-120)
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Posted: Thu Sep 20, 2012 11:09 am
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glitterboypilot rolled 4 6-sided dice:
2, 6, 4, 5
Total: 17 (4-24)
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Posted: Thu Sep 20, 2012 11:11 am
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glitterboypilot rolled 4 6-sided dice:
4, 4, 6, 4
Total: 18 (4-24)
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Posted: Thu Sep 20, 2012 11:12 am
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Posted: Thu Sep 20, 2012 12:27 pm
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Posted: Sat Sep 22, 2012 6:51 pm
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Posted: Sat Sep 22, 2012 7:00 pm
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Posted: Sat Sep 22, 2012 7:47 pm
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Posted: Sat Sep 22, 2012 7:59 pm
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Posted: Sat Sep 22, 2012 8:15 pm
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Alzzak purest_heart iLL iNTENT I might be interested. Are you allowing monstrous characters? Controlled Freedom. That's my style. Still trying to figure out how to play an awakened slab of tofu though... lol Animated object!! lol xp
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Posted: Sat Sep 22, 2012 8:45 pm
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I would be interested in playing an Armand, pg 10 of Monster Manual 3. They're basically a small race of nomadic armadillo people, who follow monastic principles. I'd want to make him a monk of some sort.
I see that the starting ECL ranges between 1 to 3. As it stands, the Armand has an ECL of +3, which puts it on par with a level 3 character. However, I would be interested in applying some nerfs to lower the ECL, so I could start with a few class levels, if you would allow it.
I played one before in a previous game (and ended up loving the character, but sadly the campaign ended before really going anywhere) and below are the changes my previous DM and I agreed on:
Standard Armand: ECL +3 +6 Dex, +6 Con Small Size Speed: 20ft / Burrow 10ft +4 Natural Armor 2 Claw Attacks (1d4) Darkvision 60ft +4 Racial bonus on Survival Checks Stability (+4 vs Trip and Bull Rush) Defensive Stance: As a move action, an armand can take a defensive stance, gaining phenomenal precision and durability, but cannot move while in this stance. The creature gains a +2 on attack rolls, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC until it moves.
and with the changes:
Amended Armand: ECL +1 +2 Dex, +2 Con, -2 Cha Medium Size Speed: 30ft / Burrow 10ft +4 Natural Armor 2 Claw Attacks (1d6) +4 Racial bonus on Survival Checks Stability (+4 vs Trip and Bull Rush)
The ability bonuses were lowered dramatically, and a penalty was added to Charisma. The Defensive Stance ability was removed, and the size was increased from small to medium, removing the size bonuses and penalties. (No +1 to AC and attack rolls, no +4 bonus on Hide checks, -4 penalty to grapple checks removed, speed increased from 20ft to 30ft, and claw damaged raised from 1d4 to 1d6.) The DM felt that the benefits to being small greatly outweighed the penalties, hence the change in size.
If you feel these changes are fair, I'll start rolling up a character. (I was thinking ECL 3? +1 From the racial ECL, and 2 levels of monk?) On the other hand, if you wanted to keep things simple, I could just use the base armand and take no class levels. He'd be incredibly tanky for level 3, but on the other hand, his damage output will be nil (a measly 2d4 with a full attack with his claws.)
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