Who you are in D&D
- Inajira

- Premium Member

- Posts: 372
- Thank Yous: 22
17 years 11 months ago #2504
by Inajira (Inajira)
Angus Grumblegut
Replied by Inajira (Inajira) on topic Who you are in D&D
Chaotic Precious Human Dragon Uppercutter (78.37th Level)
Ability Scores:
Strength- 235
Dexterity- 163
Constitution- 1000 (Just ask the ladies...)
Intelligence- 4
Wisdom- 3
Charisma- 378
Alignment:
Chaotic Precious- A Chaotic Precious character has a tendency to break the rules, however in a most adorable fashion. They are known for "Glomping" people at a moments notice, and generally get away with it. The only time a Chaotic Precious person does not get away with "Glomping" is when they are wider then they are tall (read: Overweight) or have a rank 12 "Noxious Fumes" spell cast on them (read: Smell terrible).
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. They also like to eat porridge and smooch girls.
Class:
Dragon Uppercutter- A Dragon Uppercutter's name is misleading. They do not in fact go around uppercutting dragon's, however what they do is an ancient and mystic art that only the most famed of monks can perform. First they don a red headband and channell all the mystic arts into their fist. With a mighty cry of "Shoryuken!!!!!" the energy is released in the form of a mighty uppercut that rises with the fury of the gods themselves! This energy can also be formed into a ball of fire referred to as the "Hadouken", however when it is used repeatedly it is irritating to your opponent; thus great wisdom must be used with the "Hadouken".
Ability Scores:
Strength- 235
Dexterity- 163
Constitution- 1000 (Just ask the ladies...)
Intelligence- 4
Wisdom- 3
Charisma- 378
Alignment:
Chaotic Precious- A Chaotic Precious character has a tendency to break the rules, however in a most adorable fashion. They are known for "Glomping" people at a moments notice, and generally get away with it. The only time a Chaotic Precious person does not get away with "Glomping" is when they are wider then they are tall (read: Overweight) or have a rank 12 "Noxious Fumes" spell cast on them (read: Smell terrible).
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. They also like to eat porridge and smooch girls.
Class:
Dragon Uppercutter- A Dragon Uppercutter's name is misleading. They do not in fact go around uppercutting dragon's, however what they do is an ancient and mystic art that only the most famed of monks can perform. First they don a red headband and channell all the mystic arts into their fist. With a mighty cry of "Shoryuken!!!!!" the energy is released in the form of a mighty uppercut that rises with the fury of the gods themselves! This energy can also be formed into a ball of fire referred to as the "Hadouken", however when it is used repeatedly it is irritating to your opponent; thus great wisdom must be used with the "Hadouken".
Angus Grumblegut
- JoDios

- Elite Member

- That guy with the muffin hat.
- Posts: 717
- Thank Yous: 0
17 years 11 months ago #2506
by JoDios (JoDios)
OOG: Jo
Replied by JoDios (JoDios) on topic Who you are in D&D
Neutral Good Human Bard (3rd Level)
Ability Scores:
Strength- 10
Dexterity- 12
Constitution- 11
Intelligence- 13
Wisdom- 12
Charisma- 10
Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment because because it advances mediocrity by limiting the actions of the truly capable.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Bards- Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched. A high Charisma score allows a bard to cast high-level spells.
Ability Scores:
Strength- 10
Dexterity- 12
Constitution- 11
Intelligence- 13
Wisdom- 12
Charisma- 10
Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment because because it advances mediocrity by limiting the actions of the truly capable.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Bards- Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched. A high Charisma score allows a bard to cast high-level spells.
OOG: Jo
- Quin

- Premium Member

- Captain Cupcake
- Posts: 435
- Thank Yous: 15
17 years 11 months ago #2507
by Quin (Quin)
Quin K.
It isn't enough to talk about peace, one must believe it.
And it isn't enough to believe in it, one must work for it.
Emily (MM/RPM)
Replied by Quin (Quin) on topic Who you are in D&D
Neutral Good Human Bard!?
Ability Scores:
Strength- 13
Dexterity- 15
Constitution- 16
Intelligence- 12
Wisdom- 11
Charisma- 14
I don't know if this is correct, but that was frikin' hilarious Wally.
Ability Scores:
Strength- 13
Dexterity- 15
Constitution- 16
Intelligence- 12
Wisdom- 11
Charisma- 14
I don't know if this is correct, but that was frikin' hilarious Wally.
Quin K.
It isn't enough to talk about peace, one must believe it.
And it isn't enough to believe in it, one must work for it.
Emily (MM/RPM)
- McDermitt

- Elite Member

- Youve not even begun to taste my might!
- Posts: 613
- Thank Yous: 30
17 years 11 months ago #2509
by McDermitt (Matt Quagz)
Replied by McDermitt (Matt Quagz) on topic Who you are in D&D
Lawful Evil Human Sorcerer (200th Level)
Ability Scores:
Strength- 18
Dexterity- 18
Constitution- 14
Intelligence- 95
Wisdom- 15
Charisma- 18
Alignment:
Lawful Evil- A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains. Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master. Lawful evil is sometimes called diabolical, because devils are the epitome of lawful evil. Lawful evil is the best alignment you can be because it combines honor and dedicated self-interest. However, lawful evil can be a dangerous alignment because it represents methodical, intentional, and frequently successful evil.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Ability Scores:
Strength- 18
Dexterity- 18
Constitution- 14
Intelligence- 95
Wisdom- 15
Charisma- 18
Alignment:
Lawful Evil- A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains. Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master. Lawful evil is sometimes called diabolical, because devils are the epitome of lawful evil. Lawful evil is the best alignment you can be because it combines honor and dedicated self-interest. However, lawful evil can be a dangerous alignment because it represents methodical, intentional, and frequently successful evil.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
17 years 11 months ago - 17 years 11 months ago #2511
by Unnamed user
Replied by Unnamed user on topic Who you are in D&D
Those who know me will agree with this and it got me pretty well on target. Also my closest alignment was chaotic evil, my chaos was twice my law or neutral and I was very close to half elf.
Chaotic Neutral Human Druid (3rd Level)
Ability Scores:
Strength- 14
Dexterity- 16
Constitution- 16
Intelligence- 14
Wisdom- 16
Charisma- 13<-no idea where this came from clearly much lower.
Alignment:
Chaotic Neutral- A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment because it seeks to eliminate all authority, harmony, and order in society.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Druids- Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.
Tim aside from your con and your race should be dark elf all else was def on target.
Chaotic Neutral Human Druid (3rd Level)
Ability Scores:
Strength- 14
Dexterity- 16
Constitution- 16
Intelligence- 14
Wisdom- 16
Charisma- 13<-no idea where this came from clearly much lower.
Alignment:
Chaotic Neutral- A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment because it seeks to eliminate all authority, harmony, and order in society.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Druids- Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.
Tim aside from your con and your race should be dark elf all else was def on target.
Last edit: 17 years 11 months ago by Unnamed user.
- Daedri

- Senior Member

- Posts: 227
- Thank Yous: 1
17 years 11 months ago #2512
by Daedri (Daedri)
Daedri Elensar
Shipwright to the People
Craig Odell
Replied by Daedri (Daedri) on topic Who you are in D&D
[Answering all those little questions with any thought takes far too long, heres some BS]
Christopher Wallace
Chatoic Neutral Human from Brooklyn , MC/Crack Dealer
STR: 22
DEX: 10
CON: 22
INT: 16
WIS: 20
CHA: 26
Human from Brooklyn [as human] The exception that a human from brooklyn has is that before any charisma based checks or bardic checks they must first state at the top of their lungs "Where Brooklyn at?!" if there is no response the attempt fails
Class: MC: Spit a tight flow, examples; "Way back red and black like lumberjacks with the hat to match" , "No info for the DEA, federal agents mad cus im flagrant tap my cell and I phone in the basement, my team supreme stay clean, triple beam lyrical dream I be that, cant you see that, all events bent, gats in holsters , girls on shoulders..."
Crack Dealer: prerequisites [Must have shot dread in the head, must have acquired the bread and the lamb spread]
In addition to providing a sizeable income, you must spend at least three hours every day to F*%^ it, buy the coke cook the coke and then cut it.
Special traits: Armed and dangerous; Aint too many, Can Bang wit us. These feats are all prereqs for being a Notorious Thug
As a Notorious Thug you regenerate any and all lethal or nonlethal damage you take per round, you cannot be killed except by two successful wish/prayer attempts one immediately following the other. You must however play dead once every 24 years while still collecting money and rep. You may return upon the agreement of yourself and the DM.
Christopher Wallace
Chatoic Neutral Human from Brooklyn , MC/Crack Dealer
STR: 22
DEX: 10
CON: 22
INT: 16
WIS: 20
CHA: 26
Human from Brooklyn [as human] The exception that a human from brooklyn has is that before any charisma based checks or bardic checks they must first state at the top of their lungs "Where Brooklyn at?!" if there is no response the attempt fails
Class: MC: Spit a tight flow, examples; "Way back red and black like lumberjacks with the hat to match" , "No info for the DEA, federal agents mad cus im flagrant tap my cell and I phone in the basement, my team supreme stay clean, triple beam lyrical dream I be that, cant you see that, all events bent, gats in holsters , girls on shoulders..."
Crack Dealer: prerequisites [Must have shot dread in the head, must have acquired the bread and the lamb spread]
In addition to providing a sizeable income, you must spend at least three hours every day to F*%^ it, buy the coke cook the coke and then cut it.
Special traits: Armed and dangerous; Aint too many, Can Bang wit us. These feats are all prereqs for being a Notorious Thug
As a Notorious Thug you regenerate any and all lethal or nonlethal damage you take per round, you cannot be killed except by two successful wish/prayer attempts one immediately following the other. You must however play dead once every 24 years while still collecting money and rep. You may return upon the agreement of yourself and the DM.
Daedri Elensar
Shipwright to the People
Craig Odell
Moderators: Lois Heimdell (LoisMaxwell)
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