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D&D quiz

Started by Nasanna, March 31, 2009, 04:42:40 PM

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dharq

Neutral Good Human Wizard/Cleric (2nd/2nd Level)


Ability Scores:
Strength- 13
Dexterity- 12
Constitution- 14
Intelligence- 18
Wisdom- 12
Charisma- 15

All I can think to say when surrounded a group of nature-lovin hippies like you all is.... God Bless Technology!  :D

Seriously though, what's w/ all the tree huggin in this thread? Druids and rangers running amok!


LastDyingBreath

koth you cheat on your damn dice rolls.

twilight rangers represent!  my 3.5e character was a ranger 4/barbarian 2/ fighter 4, and was massive amounts of all-natural ragin' ass-kickin'.

dharq

I wouldn't say he cheated.. more like roll 5d6 ten times and choose the best 6 scores to use for each stat. :D


Jilinna

I Am A: Neutral Good Human Bard (1st Level)


Ability Scores:

Strength-13

Dexterity-16

Constitution-13

Intelligence-13

Wisdom-14

Charisma-15


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.


Class:
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.

hehe that was a lot of fun :D but pretty long  :'(
Music is a moral law. It gives a soul to the universe, wings to the mind, flight to the imagination, a charm to sadness and a gaiety and life to everything. It is the essence of order and leads to all that is good, true and beautiful.
-PLATO


Julliette

Lawful Good Elf Paladin (3rd Level)

Strength-11
Dexterity-14
Constitution-13
Intelligence-15
Wisdom-13
Charisma-10

I've never played D&D (only watched once for nine consecutive hours but got so bored I started base jumping on the furniture), but it doesn't appear that I am a very good character, huh?

Haderach

you could use more strength


"Lord of Snaxxramas"
"Who need's a real doctor when you have my machines and their scary needles?" Dr.Zed from Borderlands

Kothnok

> it doesn't appear that I am a very good character, huh?

As someone who has played some form of D&D for nearly twenty five years (ugh... has it really been that long? .... ) I can tell you that nearly all of my fond memories of the game deal with the character quirks and/or failures and they mostly depend on the person playing.  I've played a paladin with similar stats to what was generated for me here (named Navar fwiw) and he's nowhere near as memorable as some of the others I've played or had the pleasure of playing with.

Aurrick, a knight played by one of my friends, had an intelligence score of 8.  We constantly made fun of him because the horses he rode typically outsmarted him with an INT score of 9.  He was a fun char to play with and was quite memorable because he'd always try to drag his horse wherever he went -- in caves, in swamps, into hotels and castles.  He even wasted a wish to resurrect his horse when it died.  Those are characters worth playing, imo.  Fond memories that will last for a very long time. 

Conan, my barbarian with meh stats was the luckiest damn char I ever had.  I rolled more natural 20's with him whenever he needed it.  "A lightning bolt hits you and will kill you unless you roll high on your save... 20... well, the force of it knocks you off the 200 foot tower, roll to grab the edge before you fall... 20... the blue dragon tries to yank you off and force you to plummet to your death unless... 20...  >:( GDI! stop doing that!!" heh  My brother, the GM,  admitted he was trying to kill off that char just because he got sick of how often he rolled 20's.  :laugh:

No matter how often you refill the gene pool, there's always a shallow end.

Darkonn

Neutral Good Human Ranger/Sorcerer (3rd/3rd Level)

Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 13
Intelligence- 16
Wisdom- 14
Charisma- 15

"Rangers- Rangers are skilled stalkers and hunters who make their home in the woods." --- heh, heh...figures!!! :)

Donnelly

Lawful Good Human Ranger (4th Level)


Ability Scores:
Strength- 13
Dexterity- 17
Constitution- 15
Intelligence- 15
Wisdom- 19
Charisma- 15

Krin

True Neutral Human Druid (3rd Level)

Ability Scores:
Strength- 14
Dexterity- 14
Constitution- 13
Intelligence- 15
Wisdom- 13
Charisma- 13
In riding a horse we borrow freedom - Unknown

Darkstar

Too many goodie tooshooes runing around!  8)

My favorite character was Zandor, a little quirky Wild elf bladesinger (edition 2)

Had so many memoriable moments and fights with him.  He always somehow survived every situation he was thurst into lol.  Best moment was at the end of a long campaign, he took his bow and shot a staff of sealing (rod of seven parts if anyone knows their D&D stuffs) at the dude to end the fight since 3/4 of the party had already been disintegrated, defeating him.  Eat that hunters! hehe :P

JohnnieRat

I Am A: True Neutral Human Fighter/Sorcerer (2nd/2nd Level)


Ability Scores:

Strength-18

Dexterity-17

Constitution-17

Intelligence-11

Wisdom-14

Charisma-17


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:
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 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.

Cronican

I Am A: Neutral Good Human Bard/Sorcerer (3rd/2nd Level)


Ability Scores:

Strength-15

Dexterity-13

Constitution-15

Intelligence-13

Wisdom-14

Charisma-16

Artrubian

True Neutral Human Ranger (3rd Level)


Ability Scores:
Strength- 17
Dexterity- 16
Constitution- 15
Intelligence- 16
Wisdom- 10
Charisma- 13

Better than Evil Pond Skum