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  1. In Memory of LAJ_FETT: Please share your remembrances and condolences HERE

OOC General D20 and Tabletop RPG Discussion Thread

Discussion in 'Role Playing Resource' started by LightWarden, Mar 5, 2005.

  1. LightWarden

    LightWarden Jedi Grand Master star 4

    Registered:
    Oct 11, 2001
    I'm familiar with Insider, I just don't have the urge/means to pay for things on a monthly basis.

    Also, since no one else is posting things, feel free to post character builds or whatever.

    And for creating character tokens, I use the token tool and round backings. Size doesn't matter, since I can scale the grid and tokens up or down.
     
  2. guitar_hero

    guitar_hero Jedi Knight star 1

    Registered:
    May 3, 2008
    Found a gallery of some good art here. Check it out.
     
  3. DarthXan318

    DarthXan318 Manager Emeritus star 6 VIP - Former Mod/RSA

    Registered:
    Sep 12, 2002
    After some photoshopping, I have a token!
     
  4. LightWarden

    LightWarden Jedi Grand Master star 4

    Registered:
    Oct 11, 2001
    So, when I say "post character builds", you say "ok!"

    18, 13, 18, 16, 10, 11
    Name: Hilde Korvath
    "True warriors never die"
    Race: Shield Dwarf
    Class: Crusader (ToB) 10
    Hit Dice: 10d10+60= 157

    Initiative: +0
    Speed: 20 ft

    AC: 10+8 armor +2 enhancement + 2 shield +2 enhancement +1 natural +1 deflection = 26
    Touch AC: 11
    Flat-Footed AC: 26

    Base Attack: +10
    Grapple: +15
    Attacks: +18/+12 Dwarven Waraxe (1d10+7 20/x3)
    Damage:
    Face/Reach: 5x5, 5 ft
    Special Attacks: Furious Counterstrike, Smite 1/day
    Special Qualities: Darkvision 60 ft, Mettle, Indomitable Soul, Stability, Steely Resolve 15, Stonecunning, Zealous Surge,
    Saves: Fort -15, Ref -5, Will -11
    Abilities: Str-20, Dex - 10, Con -22, Int -12, Wis -16, Cha -14

    Skills: Acrobatics + 11, Athletics +16, Concentration +17, Diplomacy +13, Intimidate +13

    Feats: Adaptive Style (ToB), Die Hard*, Endurance, Extra Granted Maneuver (ToB), Steadfast Determination (PHBII), Tireless (PGtF), Vital Recovery (ToB)
    Languages: Common, Dwarven, Terran
    Alignment: LG
    Deity: Clanggedin Silverbeard
    Gender: Female
    Age: 78
    Height: 4'8"
    Weight: 160 lbs

    Equipment:
    +2 Everbright Adamantine Dwarven Waraxe (13,000 gp) (MIC)
    -Crystal of Return, Lesser (1,000 gp) (MIC)
    Gauntlets of Ogre Strength (4,000 gp)
    +2 Blueshine Platemail (6,500 gp) (MIC)
    Ring of Sustenance (2,500 gp)
    Cloak of Resistance +2 (4,000 gp)
    +2 Large Steel Shield (4,000 gp)
    -Crystal of Arrow Deflection, lesser (2,500 gp) (MIC)
    Steadfast boots (1,400 gp) (MIC)
    Restful crystal (500 gp) (MIC)
    Magic Bedroll (500 gp) (MIC)
    Healing Belt (750 gp) (MIC)
    Amulet of Natural Armor +1 (2,000 gp)
    Ring of Protection +1 (2,000 gp)
    Handy Haversack (2,500 gp)

    1,850 gp

    Weight: Light load

    Maneuvers (ToB):
    1st: Crusader?s Strike, Leading the Attack
    2nd: Mountain Hammer, Battle Leader's Charge
    3rd: Revitalizing Strike, White Raven Tactics
    4th: Bone-splitting Strike
    5th: Radiant Charge, Flanking Maneuver
    Stances (ToB): Leading the Charge, Martial Spirit, Roots of the Mountain

    Appearance: Exceptionally tall by dwarven standards, Hilde is still rather short by humanoid standards, though she possesses a strong, broad frame encased head to toe in finely-crafted platemail. She stands without wavering, as if rooted to the ground, back straight and aquamarine eyes gazing unflinchingly towards the horizon. Her light-brown hair hangs in a half-dozen thick braids that spill out from beneath her helmet- their number rises and falls depending on how she feels about her progress.

    Personality: "Who am I? Listen up, I'll only say this once. Between the realms of heaven and earth, a great warrior will open a path through battle. I have a warrior's soul and a strong back, the knowledge of my limits and the strength to surpass them. If there is a barrier, I will break through it. If there is a challenge, I will triumph. No matter the enemy, no matter the power, as long as my blood still burns with a warrior's fiery spirit, there is nothing that I cannot overcome. I will sever the bonds of fate, I will shape my destiny with my own two hands, I will carve my way to the summit and shout my name from the top of the world. Who am I? A warrior has the strength of the mountains, magma surging forward to blaze a new route and howl its challenge at the distant moon. The fighting soldier of tenacity, who won't even yield to himself. Who am I? I am Hilde Korvath, warrior-born; either come at me with all your strength, or let us combine our power and open a pathway to heaven!"
     
  5. CmdrMitthrawnuruodo

    CmdrMitthrawnuruodo Force Ghost star 6

    Registered:
    Jul 1, 2000
    Huh?


    LW is talking to himself again. ]-}
     
  6. LightWarden

    LightWarden Jedi Grand Master star 4

    Registered:
    Oct 11, 2001
    Am not.

    No need for stupid munchkin stuff, but any other tabletop character you have lying around is fine.
     
  7. Saintheart

    Saintheart Jedi Grand Master star 6

    Registered:
    Dec 16, 2000
    Time for me to get down and start on that old-school OA Samurai/Iaijutsu Master... :D
     
  8. Saintheart

    Saintheart Jedi Grand Master star 6

    Registered:
    Dec 16, 2000
    And here he is!


    16, 16, 14, 15, 10, 13
    Name: Kensukiro Takatamoshi (Romanised as ?Kensu?)
    Race: Human
    Class: Samurai of the Crane Clan 7/Iaijutsu Master 3 (Drawn from "Oriental Adventures")
    Hit Dice: 1d10 +3 [Con]
    Hitpoints: 1d10x10 + 30 = 100

    Initiative: +10 = +4 [Dex] +4 [Feat] +2 [Lightning Blade Feat]
    Speed: 40 feet = 30 feet [Base] + 10 feet [Boots of Striding]

    AC: = 10 + 4 [dexterity] + 1 [Amulet] + 2 [Bracers] + 1 [Ring] + 2 [Canny Defence] = 20
    Touch AC: 14
    Flat-Footed AC: 14

    Base Attack: +10/+5
    Grapple: +14 [base + Str]
    Attacks/Damage:
    --Ancestral Keen, Wounding +1 Katana +15/+10 [1d10+4, 1d10+6 if two-handed, crit 17-20/x2, 6 lb., medium, slashing]
    ---NB: Wounding: -1 HP per round to opponent on each successful hit with this weapon.
    --Wakizashi +14/+9 [1d6+3, crit 19-20/x2, 3 lb., small, slashing]
    Face/Reach: 5x5, 5 ft
    Special Attacks: See Iaijutsu Focus Skill.
    Special Qualities:
    --Bushido Code of Conduct: must act with honour at all times.
    --Ancestral Daisho: may unlock further powers from this weapon given time and correct conditions. Loss of weapons is great dishonour to the samurai.
    Saves:
    --Fortitude: 10 = 6 [base] +3 [constitution] +1 [Cloak]
    --Reflex: 12 = 5 [base] +4 [dexterity] +2 [Feat] +1 [Cloak]
    --Will: 7 = 6 [base] +0 [wisdom] +1 [Cloak]

    Abilities: [Base Score] + [Modifier]
    --Strength: 16 + 2 [Obi] = 18 (+4)
    --Dexterity: 16 + 2 [Gloves] = 18 (+4)
    --Constitution: 16 (+3)
    --Intelligence: 14 (+2)
    --Wisdom: 10 (+0)
    --Charisma: 14 (+2)

    Skills: (Ability modifier) + (Rank modifier) + (Misc modifier) = Total modifier
    --Jump (Str): 4 + 13 + 5 (Boots) = 22
    --Climb (Str): 4 + 13 = 17
    --Intimidate (Cha): 2 + 9 = 11
    --Iaijutsu Focus (Cha): 2 + 13 = 15 (add extra damage as follows if immediately hit a flatfooted opponent after a draw) -- 10-14 +1d6; 15-19 +2d6; 20-24 +3d6; 25-29 +4d6; 30-34 +5d6; 35-39 +6d6; 40-44 +7d6; 45-49 +8d6; 50+ +9d6 (maximum)
    --Perform (stringed instrument) (Cha): 2 + 10 = 12

    Feats:
    --Dodge: +1 to AC vs. nominated opponent
    --Improved Initiative: +4 to Initiative
    --Lightning Blade: Add Cha modifier to Dex for initiative.
    --Quick Draw: Draw weapon as a free action.
    --Lightning Reflexes: +2 to Reflex saving throws
    --Weapon Finesse: Apply Dex bonus to all attack rolls with katana only.
    --Weapon Focus (katana): +1 to all attack rolls with katana.
    --Canny Defence: Add Int bonus to Dex bonus when unarmored.
    --Mobility: +4 Dodge bonus vs. attacks of opportunity moving through threatened areas.
    --Spring Attack: Able to move before and after an attack up to maximum movement score.
    --Combat Expertise: Can take up to -5 to attack rolls and apply same amount to AC (Dodge bonus).

    Languages: Common
    Alignment: Lawful Neutral
    Deity: His ancestors, and Shintao.
    Gender: Male
    Age: 34
    Height: 5'5"
    Weight: 110 lbs

    Equipment:
    --Ancestral Daisho:
    ---Masterwork Wakizashi
    ---+1 Keen, Wounding Katana (18,000 gp)
    --Sandals (Boots) of Striding and Springing (2,500 gp) (OA)
    --Amulet of Natural Armor +1 (2,000 gp)
    --Ring of Protection +1 (2,000 gp)
    --Bracers of Armor +2 (4,000 gp)
    --Handy Haversack (2,000 gp)
    --Gloves of Dexterity +2 (4,000 gp)
    --Cloak of Resistance +1 (1,000 gp)
    --Kimono of Storing (4,000 gp) (OA): Item can be stored/retrieved as free action.
    --Obi (Belt) of Giant Strength +2 (4,000) (OA)
    --Ring of Sustenance (2,500 gp)
    --Magic Bedroll (500 gp)
    --Healing Belt (750 gp)

    --Ornamental Fan.
    --Kuitar (masterwork stringed instrument)
    --Wears normal kimono-style robes.

    1,750 gold left.

    Weight: Light Load.

    Appearance: He falls in the shorter range of heights for humans. His skin is an olive complexion, his eyes as jet black as his hair. Though his hairline is receding prematurely. His hair is long, falling to the shoulders, but is invariably tied back into an ornamental bun behind a white headband with a crane?s design inscribed on the forehead. He dresses in a formal light blue kimono and simple travelling sandals. He speaks Common with a strong Eastern ac
     
  9. LightWarden

    LightWarden Jedi Grand Master star 4

    Registered:
    Oct 11, 2001
    The Iaijutsu Focus skill is even funnier when you take a feat as a rogue (or ninja) that designates it as a class skill, and pick up the "Flick of the Wrist" feat that makes your opponent flat-footed when you quick-draw a light weapon such as a shortsword. Iaijutsu focus only works on flat-footed targets, and so does sneak attack. Come to think of it, a war-fan is a light weapon as well.

    How'd you calculate your HP? I built Hilde under all the house rules we were using for Tide of Flames (which is pretty much 3.8e), so using those, you'd have 30+9x7.5+30=127.5 HP if you wanted to make a better comparison. Of course, you'd also have 2 extra stat points and 2 extra feats as well.

    As far as feats go, you'd probably be better getting Improved Critical for your weapon instead of the Keen enhancement.

    Lightning Blade and Canny Defense are class features, not feats. They go under Special Qualities.

    Your skill count is screwy. Both Samurai and Iaijutsu Master have 4+Int Skill points per level, you have an Int of 14, and you're a human, so that's a total of 7 skills you could max out (91 skill points total).

    The Wounding property deals Constitution damage in 3.5e. Speaking of damage, it should be 1d10+5 damage if you have a +1 weapon and 18 strength.

    Going for bracers of armor with a bonus of +4 or less usually means you're better off making friends with someone who knows Mage Armor, but if you're a lone traveler you need to make due. Actually, you'd be better off just wearing a mithral vest, since the +2 Int bonus from not wearing armor doesn't even overcome the +4 armor bonus from an unenchanted chain shirt, let alone the additional bonus if you enchanted it using the money you would have spent on bracers of armor. But if it's a style thing, that's your call. Usually, it's if your Dexterity + other unarmored bonuses beat 10, it's better to go with bracers.
     
  10. Saintheart

    Saintheart Jedi Grand Master star 6

    Registered:
    Dec 16, 2000
    The inclusion of the ornamental fan is more a style addition than anything else; comes from a scene in "Last Samurai" where a character is going through practice "cuts" with the fan, then does the same cuts with his blade. It's a training device. :)

    I calculated hitpoints strictly on my (questionable) interpretation of the 3.5 rules just to see how the character would stack up "raw". I'll put the character together again shortly using house rules to see how it goes. Two more stat rises and two extra feats? Well, now, that will give this just a lil' more zap. :D Improved Critical originally didn't make the cut, so to speak, because I was trying to pick up as many essential "don't get hit" feats as possible, but if the bonuses stacked Improved Critical would've been my next feat selection at Level 11. But given there's now two extra I can throw in there, Improved Critical goes in and keen comes out in substitution for some other ability, though I'm not certain which one as yet, or whether it should just be a flat +2 Wounder...

    On that point and the weapon damage, yeah, I'll have to go back and alter those aspects. It's annoying to see how many changes they made to magic items in particular because they were too powerful: two relevant changes, just with this character... :(

    I did think about sticking this guy in armor, but as you said, it's mostly a style thing for why I chose not to do so. I also was trying to keep his feel as "eastern" as possible, ergo chain mail doesn't really, well, suit ... although I guess there are probably equivalents in OA, I've been too lazy to date to go and search them out :D I also figured I could make up some of the deficit with the Expertise feat and Dodge, which if applied theoretically gets his AC almost to Hilde's base AC :p
     
  11. Saintheart

    Saintheart Jedi Grand Master star 6

    Registered:
    Dec 16, 2000
    So here he comes, revised and under house rules. :)


    16, 16, 14, 15, 10, 13
    Name: Kensukiro Takatamoshi (Romanised as ?Kensu?)
    Race: Human
    Class: Samurai of the Crane Clan 7/Iaijutsu Master 3 (Drawn from "Oriental Adventures")
    Hit Dice: 1d10 +3 [Con]
    Hitpoints: 3x1d10+3 + 75% of 1d10+3 x 10 = 127

    Initiative: +11 = +5 [Dex] +4 [Feat] +2 [Lightning Blade Feat]
    Speed: 40 feet = 30 feet [Base] + 10 feet [Boots of Striding]

    AC: = 10 + 5 [dexterity] + 1 [Amulet] + 2 [Bracers] + 1 [Ring] + 2 [Canny Defence] = 21
    Touch AC: 15
    Flat-Footed AC: 14

    Base Attack: +10/+5
    Grapple: +14 [base + Str]
    Attacks/Damage:
    --Ancestral Thundering Bane +1 Katana +16/+11 [1d10+5, 1d10+7 if two-handed, crit 17-20/x2, 6 lb., medium, slashing]
    ---Thundering: On critical hit, add 1d8 sonic damage. Target must make Fort save (DC 14) or be deafened permanently.
    ---Bane (Humanoid - human subtype): Katana functions as +3 katana vs humans, and does an extra 2d6 damage on hits.
    --Wakizashi +14/+9 [1d6+3, crit 19-20/x2, 3 lb., small, slashing]
    Face/Reach: 5x5, 5 ft
    Special Attacks: See Iaijutsu Focus Skill.
    Special Qualities:
    --Bushido Code of Conduct: must act with honour at all times.
    --Ancestral Daisho: may unlock further powers from this weapon given time and correct conditions. Loss of weapons is great dishonour to the samurai.
    --Lightning Blade: Add Cha modifier to Dex for initiative.
    --Canny Defence: Add Int bonus to Dex bonus when unarmored.
    --Weapon Finesse: Apply Dex bonus to all attack rolls with katana only. (Iaijutsu Master special quality)
    Saves:
    --Fortitude: 10 = 6 [base] +3 [constitution] +1 [Cloak]
    --Reflex: 13 = 5 [base] +5 [dexterity] +2 [Feat] +1 [Cloak]
    --Will: 7 = 6 [base] +0 [wisdom] +1 [Cloak]

    Abilities: [Base Score] + [Modifier]
    --Strength: 16 + 2 [Obi] = 18 (+4)
    --Dexterity: 18 + 2 [Gloves] = 20 (+5)
    --Constitution: 16 (+3)
    --Intelligence: 14 (+2)
    --Wisdom: 10 (+0)
    --Charisma: 14 (+2)

    Skills: (Ability modifier) + (Rank modifier) + (Misc modifier) = Total modifier
    --Athletics (Str): 4 + 13 + 5 (Boots) = 22
    --Acrobatics (Dex): 5 + 13 = 18
    --Intimidate (Cha): 2 + 13 = 15
    --Perform (stringed instrument) (Cha): 2 + 13 = 15
    --Stealth (Dex): 5 + 13 = 18
    --Profession (Weaponsmith) (Wis): 0 + 13 = 13
    --Iaijutsu Focus (Cha): 2 + 13 = 15 (add extra damage as follows if immediately hit a flatfooted opponent after a draw) -- 10-14 +1d6; 15-19 +2d6; 20-24 +3d6; 25-29 +4d6; 30-34 +5d6; 35-39 +6d6; 40-44 +7d6; 45-49 +8d6; 50+ +9d6 (maximum)

    Feats:
    --Dodge: +1 to AC vs. nominated opponent
    --Improved Initiative: +4 to Initiative
    --Improved Critical (Katana): Doubles critical threat range of katana
    --Quick Draw: Draw weapon as a free action.
    --Lightning Reflexes: +2 to Reflex saving throws
    --Weapon Focus (katana): +1 to all attack rolls with katana.
    --Mobility: +4 Dodge bonus vs. attacks of opportunity moving through threatened areas.
    --Spring Attack: Able to move before and after an attack up to maximum movement score.
    --Combat Expertise: Can take up to -5 to attack rolls and apply same amount to AC (Dodge bonus).
    --Superior Expertise: Can take up to Base Attack bonus from attack rolls and apply same to AC (Dodge bonus) (OA)

    Languages: Common
    Alignment: Lawful Neutral
    Deity: His ancestors, and Shintao.
    Gender: Male
    Age: 34
    Height: 5'5"
    Weight: 110 lbs

    Equipment:
    --Ancestral Daisho:
    ---Masterwork Wakizashi
    ---+1, Thundering, Bane Katana (18,000 gp)
    --Sandals (Boots) of Striding and Springing (2,500 gp) (OA)
    --Amulet of Natural Armor +1 (2,000 gp)
    --Ring of Protection +1 (2,000 gp)
    --Bracers of Armor +2 (4,000 gp)
    --Handy Haversack (2,000 gp)
    --Gloves of Dexterity +2 (4,000 gp)
    --Cloak of Resistance +1 (1,000 gp)
    --Kimono of Storing (4,000 gp) (OA): Item can be stored/retrieved as free action.
    --Obi (Belt) of Giant Strength +2 (4,000) (OA)
    --Ring of Sustenance (2,500 gp)
    --Magic Bedroll (500 gp)

    --Ornamental Fan.
    --Kuitar (masterwork stringed instrument)
    --Wears kimono-style ro
     
  12. Saintheart

    Saintheart Jedi Grand Master star 6

    Registered:
    Dec 16, 2000
    Want to know what D&D character you are?

    Here's how I came out. I'm not too impressed with the build, to be honest, but well, that's what you get from the dice... :D

    True Neutral Human Wizard (5th Level)


    Ability Scores:
    Strength- 13
    Dexterity- 13
    Constitution- 13
    Intelligence- 16
    Wisdom- 15
    Charisma- 12

    Alignment:
    True Neutral- A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment because it represents apathy, indifference, and a lack of conviction.

    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:
    Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
     
  13. Imperial_Hammer

    Imperial_Hammer Manager Emeritus: RPFs star 5 VIP - Former Mod/RSA

    Registered:
    Sep 25, 2004
    Lawful Neutral Human Cleric (4th Level)

    Ability Scores:
    Strength- 9
    Dexterity- 11
    Constitution- 10
    Intelligence- 13
    Wisdom- 16
    Charisma- 15

    Alignment:
    Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment because it seeks to eliminate all freedom, choice, and diversity 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:
    Clerics- Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric's Wisdom score should be high, since this determines the maximum spell level that he can cast.



    Oh, and using this resource for games could make for a very interesting experience. Playing characters that in some way like yourself is a unique concept. I'd enjoy playing a character based on the result of this test...

    -I_H
     
  14. Ramza

    Ramza Administrator Emeritus star 9 VIP - Former Mod/RSA

    Registered:
    Jul 13, 2008
    You Are A:

    Lawful Neutral Human Wizard (2nd Level)

    Ability Scores:
    Strength- 12
    Dexterity- 9
    Constitution- 10
    Intelligence- 17
    Wisdom- 10
    Charisma- 16

    Alignment:
    Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment because it seeks to eliminate all freedom, choice, and diversity 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:
    Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.



    CURSES! I usually play Unaligned/TN Wizards (Depending on your edition preferences)... Oh well.
     
  15. DarthXan318

    DarthXan318 Manager Emeritus star 6 VIP - Former Mod/RSA

    Registered:
    Sep 12, 2002
    I've seen this before! I'm definitely sure I've taken it ... let me see if I can dig up my results ...

    ... scratch that, I'll just retake.


    Chaotic Good Human Sorcerer (2nd Level)

    Ability Scores:
    Strength- 11
    Dexterity- 13
    Constitution- 14
    Intelligence- 16
    Wisdom- 11
    Charisma- 12

    Alignment:
    Chaotic Good- A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment because it disrupts the order of society and punishes those who do well for themselves.

    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.


    I think that's what I got last time - possibly with different attributes? But definitely a CG human sorcerer.
     
  16. Ramza

    Ramza Administrator Emeritus star 9 VIP - Former Mod/RSA

    Registered:
    Jul 13, 2008
    With a 12 CHA? That can't possibly end well...o_O
     
  17. Saintheart

    Saintheart Jedi Grand Master star 6

    Registered:
    Dec 16, 2000
    Hmm. I seem to be the only Level 5'er around these parts. Interesting. Wonder if that stat's related to age?
     
  18. DarthXan318

    DarthXan318 Manager Emeritus star 6 VIP - Former Mod/RSA

    Registered:
    Sep 12, 2002
    Yeahhh, I get that feeling too. :p


    Sounds like it, Saint. Age has to have some benefits, I guess... :D
     
  19. Sith-I-5

    Sith-I-5 Force Ghost star 6

    Registered:
    Aug 14, 2002
    Neutral Good Human Fighter/Sorcerer (3rd/2nd Level)


    Ability Scores:
    Strength- 11
    Dexterity- 12
    Constitution- 12
    Intelligence- 13
    Wisdom- 15
    Charisma- 12


    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 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.

    Primary Class:
    Fighters- Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.

    Secondary 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.
     
  20. Dinkus_Mayhem

    Dinkus_Mayhem Jedi Master star 3

    Registered:
    May 4, 2006
    Interesting, I had myself figured out way wrong. I figured I would be a monk or bard, maybe even a cleric.

    [face_thinking]

    True Neutral Human Druid/Sorcerer (3rd/2nd Level)


    Ability Scores:
    Strength- 14
    Dexterity- 15
    Constitution- 13
    Intelligence- 12
    Wisdom- 15
    Charisma- 12

    Alignment:
    True Neutral-
    A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment because it represents apathy, indifference, and a lack of conviction.

    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.

    Primary 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.

    Secondary 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.
     
  21. Ramza

    Ramza Administrator Emeritus star 9 VIP - Former Mod/RSA

    Registered:
    Jul 13, 2008
    As interesting as LW's idea was, I've begun to notice these builds are frequently unplayable...
     
  22. LightWarden

    LightWarden Jedi Grand Master star 4

    Registered:
    Oct 11, 2001
    Hey, I had nothing to do with this one. And it's only been about half of the characters that can't actually function very well, and oddly enough, all of them are sorcerers with piddling charisma.

    I wonder how many people have played 4e yet?
     
  23. Ramza

    Ramza Administrator Emeritus star 9 VIP - Former Mod/RSA

    Registered:
    Jul 13, 2008
    I like it, actually.

    Albeit I miss the Bard a lot. It was my favorite class by far and away.

    And I was referring to what you mentioned about playing characters using the results, not the actual quiz.
     
  24. Saintheart

    Saintheart Jedi Grand Master star 6

    Registered:
    Dec 16, 2000
    That was actually Imperial_Hammer who made that suggestion, ramza. :D Although I accept it's a bit difficult to tell the difference between the oldbies at times :p
     
  25. LightWarden

    LightWarden Jedi Grand Master star 4

    Registered:
    Oct 11, 2001
    Why is it that so few people like paladins and bards? They're awesome, and full of rocking abilities.