Even the game designers get it wrong sometimes.

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Even the game designers get it wrong sometimes.

Postby Bowch » Tue Aug 11, 2009 9:32 pm

"This always works in the movies"
The MM says that staking a vampire kills them, but there are no called shot rules and undead aren't subject to coup-de-grace. So you can't actually stake them.

"We don't need thumbs here in the Abyss"
By the MM errata, all outsiders with an Int of 6 or higher are proficient with all martial weapons. This includes Hellhounds, Howlers, and Nightmares, among other quadrapeds.

"You backwoods Dwarves still dig, what ever for?"
Wall of Iron produces real iron as an instant spell (so it can't be dispelled and is non-magical) and by the price guidelines on PHB 96 & 114 and the Avaibility guidelines on DMG 137, you can hire a wizard to cast a spell that produces roughly 1800 gp worth of iron for only 500 gp in any small town or larger settlement. And yet iron mining supposedly exists in the game world.

"Like, you know, like that.. an stuff... anat, right?"
Simulacrum produces a creature that has among other traits 51-60% of the "speech" of the original. Does that mean that it leaves random words out of ... or do it just use small words when talk?

"All the commoners round here always die off at the same time every year"
The extreme heat/extreme cold rules render much of the real world uninhabitable as everyone in Fairbanks in winter or Phoenix in summer takes enough subdual damage to render them unconscious in just a few hours.

"But I'm as strong as Heracles, made my save, and was carrying a Spade of Digging.."
Regardless of size, strength, tools on hand or reflex save result, anyone caught in the bury zone of an avalanche is pinned and must wait to be rescued rather than being able to dig their own way out.

"So that's what those pointy bits do..."
The 20th level Expert Trapmaker with Search, Profession: Trapmaker, Craft: Trapmaking, Knowledge: Famous Traps and Knowledge: Magical Traps all maxed out at 23 ranks, cannot attempt to find a trap if the Search DC is over 20, but the 1st level rogue with none of those skills can.

"I know he fled into the woods, but first, we'll check at the inn"
A Successful Wilderness lore role to Track lets you track somebody for up to 1 mile indoors, and in fact you get to retry more frequently indoors than outdoors.

"................................ouch."
Since according to PHB 121, free actions can only be performed while taking another action, and since you can only take an action on your initiative, and since by Table 8-4 on PHB 128, "Speak" is a free action: By a strict reading of the rules, you must wait until your next action to cry out in pain after being hit in combat.

"Wall of Orca"
Running away from someone? Need to block a passage? Well, have we got a solution for you! Summon Monster V allows you to summon a celestial orca. The critter has (on average) 85 hit points and it can thrash around and attack anyone trying to get through. Much better than a wall of stone. (And, since it just goes back to its home plane when it "dies," you don't really have to feel all that bad.)

"I'm not exactly feeling myself today, and neither am I"
A small spellcaster with a tiny familiar can use Polymorph Self to turn back into himself. And he can use Share Spells to have his familiar also turn back into "himself" at the same time. There aren't many spells that specifically allow you to break the normal constraints English grammar has on reflexive pronouns.

"Wow, I didn't realize dragons beer-goggled that heavily"
The various "half-" templates can be applied to any corporeal creature (alignment permitting). This includes oozes, plants and even constructs.

"I never Meta-magic I didn't like."
Silent Power Word, Kill.
Still Burning Hands.
How?

"Transmute Rock to Stone"
Type elemental provides immunity only to poisons, sleep, paralysis, stunning and critical hits. So it is still possible for a Gorgon, Medusa, Cockatrice or Basilisk to petrify an Earth Elemental.

"Trees; you can chop 'em down, but you can't change 'em with magic"
As per MM 6, plants are immune to polymorphing. Presumably this includes Polymorph any Object, even though the spell description uses "vegetable" as a classifier.

"So much dropping a GP off the Empire State building"
An arrow fired from a bow or flung via Telekinesis deals 1d6 or more damage, yet the same arrow dropped from a great height can never deal any damage, since it weighs less than one pound (DMG 89, column 2)

"I command you to fall down and crush my enemies"
Conversely, a Greater Earth Elemental that falls 10' does 270d6 points of crushing damage to everything under it (conceivably a 35' x 10' area). Since the first ten feet of a drop is subdual damage, to which elementals are immune, they can make this ten-foot drop without so much as a scratch .

"Azathoth's Gibbering Explained??"
Deities are capable of casting Contact Other Plane to converse with themselves - but they "resent such intrusion" and even have a flat percentage chance of lying to themselves.

"Mad cat!"
A house cat, accoring to the MM, can deal 3 damage with two claws and a bite. (Minimum damage is 1 HP for an attack.) And a peasant has 1d4 HP. So don't tick off kitty!

"It's Big, It's Heavy, It's Wood!"
Since a club costs 0 gp, a Limited Wish spell can create an infinite number of clubs, causing the plane to collapse into a black hole.

"Why yes, I did bring weapons for the entire army"
Since the sling has both cost 0 and weight 0, and you can generally find ordinary stones for free, there is no mechanical reason not to carry a few million around in case you need to arm a peasant uprising.

"Dagger, Greatclub it's about the same"
The MM errata failed to amend the Tarrasque's Swallow Whole ability to mention the usual stipulation that you can only cut your way out with a "light slashing or piercing weapon".

"If the horses ever catch on, we're in trouble"
A whip cannot even deal subdual damage to any creature with a +3 or better natural armor bonus. This includes all horses, which makes you wonder about coachmen and the use of riding crops.

"It's all in the trunk"
Dire Elephants, as described in MotW, have a +23 skill bonus to Climb, and are listed as having speed 40 ft., Climb 10.

"It's Not So Good Up Close When They're Standing Still"
Although it ignores armor (as it normally requires only a ranged touch attack to hit), and is specifically noted as creating a "magical arrow", Melf's Acid Arrow cannot be used to perform a Coup de Grace against an adjacent foe in the manner a normal bow can (PHB 133). For that matter, neither can a sling, although a hand crossbow works just fine.

"Never trust a used weapon salesman"
Despite the really cool part about the ability not allowing a saving throw, that's just clever advertising intended to distract you from the fact that the complete destruction effect of a Mace of Smiting only functions when you deal a critical hit to a construct - which are not subject to the effects of critical hits.

And watch out for those vorpal weapons too, they have to be fabricated using a spell that doesn't exist in 3rd edition.

"Butter-fingered Balors"
Balor's vorpal sword is only a +1 weapon... This means that it's almost entirely useless vs most other demons and devils. Why don't they simply get a +5 keen or defending weapon? Is that so that they don't accidently cut themselves?

"He's just faking it..."
Despite being blind, Grimlocks have a Spot check of +3.

"Class-ical Blunders"
Apprentice-level paladins have lay on hands as a class ability, but have an effective level of 0.

Wizards, druids, and monks do not have Unarmed Strike as a weapon proficiency and the druid loses all abilities for 24 hours if she tries to punch someone, or if she Wild Shapes into an animal and bites them.

A Cleric with the Water Domain can turn Fire Creatures like a normal cleric turns Undead. So Clerics with the Water Domain can turn Red Dragons. In fact, the only dragons that cannot be turned are white, the weakest of all colors.

"Forget stone, build my castle out of dwarves!"
The disintegrate spell cast on an object will destroy 10 cubic feet of matter, no saving throw allowed. The same spell will only affect one dwarf, who the caster must hit first with a touch attack roll, and still gets a saving throw.

"In the eye of the beholder"
Hill Giants are described as "oddly simian", who "seldom wash" and carry "filthy, and stinky" possesions. Cloud Giants are "handsome" and "well-defined" who wear "the finest clothing available." Hill Giants have a charisma of 17; Cloud Giants have a 13.
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Postby Craig S » Tue Aug 11, 2009 11:59 pm

:lol:

Some of them are very funny... But it missed the Elven Wizard who studies for ~100 years and has the same amount of spells and less skill points than the Human Wizard who studied for ~15 years. Who can even choose another meta-magic Feat. And, when they start adventuring together, they learn at the same rate, but the human is more skillful. At least the Elf get's to outlive the Humans great-grandchildren!

Don't tell Aldo Laresh about that Wall of Iron one though! :?
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Postby Stunty » Thu Aug 13, 2009 5:49 pm

Pun-Pun has arbitrarily high statistics, hit dice and divine rank.

Pun-Pun has every published extraordinary, supernatural and spell-like ability, every beneficial feat and is immune to all forms of energy and weapon damage.

Pun-Pun has limitless reach and speed. Pun-Pun can take a limitless number of actions per round and is capable of dealing infinite damage.

Pun-Pun is an ECL 5 kobold.

http://forums.gleemax.com/showthread.php?t=491801
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Postby Craig S » Tue Mar 22, 2011 11:33 pm

Don't know if many have seen this, but it came up in a conversation a while back...

LG Dwarf Fighter, by the way! :D

As people were doing larp characters, I went for Coran, being the only one played for any length of time... LG dwarf monk/cleric.

http://fantasyherald.com/quiz/dand/index.php
Last edited by Craig S on Tue Mar 29, 2011 11:28 am, edited 1 time in total.
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Postby Bowch » Wed Mar 23, 2011 12:35 am

You Are A:

Chaotic Neutral Human Barbarian

Alignment:
Chaotic Neutral characters are unstable, and frequently insane. They believe in disorder first and foremost, and will thus strive for that disorder in everything they do. This means that they will do whatever seems 'fun' or 'novel' at any given time.

Race:
Humans are the 'average' race. They have the shortest life spans, and because of this, they tend to avoid the racial prejudices that other races are known for. They are also very curious and tend to live 'for the moment'.

Primary Class:
Barbarians live outside the 'civilized' They have tribal goverments, and are often nomads. What they may lack in refinement is balanced by there strength of individual character and ability to survive.

Secondary Class:


Detailed Results:

Alignment:
Law and Chaos:
Law ----- XXXXXX (6)
Neutral - XXXX (4)
Chaos --- XXXXXXXXX (9)

Good and Evil:
Good ---- XXXX (4)
Neutral - XXXXX (5)
Evil ---- (-2)

Race:
Human ---- XXXXXXXXXXXX (12)
Half-Elf - XXXXXX (6)
Elf ------ XXXXX (5)
Gnome ---- XXXXXXXX (8)
Halfling - (0)
Dwarf ---- XXXXXXXXXX (10)
Half-Orc - XXXXXXX (7)

Class:
Fighter -- XXXX (4)
Barbarian -XXXXXXXXXX (10)
Ranger --- XXXXXXXXX (9)
Monk ----- XXXX (4)
Paladin -- XXXX (4)
Cleric --- XXXXXX (6)
Mage ----- XXXX (4)
Druid ---- XXXX (4)
Thief ---- (-8)
Bard ----- XX (2)
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Postby Vetch » Wed Mar 23, 2011 1:44 am

Neutral Good Half-Elf Fighter

Alignment:
Neutral Good characters believe in the power of good above all else. They will work to make the world a better place, and will do whatever is necessary to bring that about, whether it goes for or against whatever is considered 'normal'.

Race:
Half-Elves are a cross between a human and an elf. They are smaller, like their elven ancestors, but have a much shorter lifespan. They are sometimes looked down upon as half-breeds, but this is rare. They have both the curious drive of humans and the patience of elves.

Primary Class:
Fighters are the warriors. They use weapons to accomplish their goals. This isn't to say that they aren't intelligent, but that they do, in fact, believe that violence is frequently the answer.

Secondary Class:


Detailed Results:

Alignment:
Law and Chaos:
Law ----- XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXXXXX (13)
Chaos --- XXXXXXXXXXX (11)

Good and Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXX (8 )
Evil ---- XXX (3)

Race:
Human ---- XXXXX (5)
Half-Elf - XXXXXXXX (8 )
Elf ------ XX (2)
Gnome ---- XXX (3)
Halfling - XXXXX (5)
Dwarf ---- (-1)
Half-Orc - XXXX (4)

Class:
Fighter -- XXXXXXXXXXXXX (13)
Barbarian -XXXXX (5)
Ranger --- XXXX (4)
Monk ----- XXXX (4)
Paladin -- XXXXXXXXXXXX (12)
Cleric --- XXXXX (5)
Mage ----- XXXXXXX (7)
Druid ---- X (1)
Thief ---- (-4)
Bard ----- XXXX (4)
"Manta erk ve nas denesepatu un ventu ketalf!"
Every day that the sun doth shine a soul will fall!

Chrome: 'Axel' Vetri Newton - Target practice for the npcs
Odyssey: Fenyang Qauhra third son of hecon, Guard of the red Gate. Member of the Queens guard.
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Postby Jesus79 » Thu Mar 24, 2011 5:08 am

You Are A:


Chaotic Neutral Human Bard

Alignment:
Chaotic Neutral characters are unstable, and frequently insane. They believe in disorder first and foremost, and will thus strive for that disorder in everything they do. This means that they will do whatever seems 'fun' or 'novel' at any given time.

Race:
Humans are the 'average' race. They have the shortest life spans, and because of this, they tend to avoid the racial prejudices that other races are known for. They are also very curious and tend to live 'for the moment'.

Primary Class:
Bards are the entertainers. They sing, dance, and play instruments to make other people happy, and, frequently, make money. They also tend to dabble in magic a bit.

Secondary Class:


Detailed Results:

Alignment:
Law and Chaos:
Law ----- (-3)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXXXXXXXXXXX (16)

Good and Evil:
Good ---- XXXXXX (6)
Neutral - XXXXXXX (7)
Evil ---- XXXXX (5)

Race:
Human ---- XXXXXXXXXXXX (12)
Half-Elf - XXXXXXX (7)
Elf ------ XXXXX (5)
Gnome ---- XXXX (4)
Halfling - (0)
Dwarf ---- XXXXXXXXX (9)
Half-Orc - X (1)

Class:
Fighter -- XXXXXXX (7)
Barbarian -XXXX (4)
Ranger --- X (1)
Monk ----- XXX (3)
Paladin -- XXX (3)
Cleric --- (-2)
Mage ----- (-1)
Druid ---- X (1)
Thief ----XXXX (4)
Bard ----- XXXXXXXXXXXX (12)
Arath
Kol - Ajen "Hunting Beast". Dead
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Patch - Annoying, yet lovable Catfolk
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Virgil De Lacey - Soldier. Member of the Grey Wolves. Dead
Captain Viktor Krueger - Soldier. Lover of beer, battle and women.
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Postby Dix » Thu Mar 24, 2011 12:03 pm

Chaotic Neutral Human Druid Ranger

Alignment:
Chaotic Neutral characters are unstable, and frequently insane. They believe in disorder first and foremost, and will thus strive for that disorder in everything they do. This means that they will do whatever seems 'fun' or 'novel' at any given time.

Race:
Humans are the 'average' race. They have the shortest life spans, and because of this, they tend to avoid the racial prejudices that other races are known for. They are also very curious and tend to live 'for the moment'.

Primary Class:
Druids are a special variety of Cleric who serves the Earth, and can call upon the power in the earth to accomplish their goals. They tend to be somewhat fanatical about defending natural settings.

Secondary Class:
Rangers are the defenders of nature and the elements. They are in tune with the Earth, and work to keep it safe and healthy.

Detailed Results:

Alignment:
Law and Chaos:
Law ----- XXX (3)
Neutral - XXXXXXXX (8)
Chaos --- XXXXXXXXXX (10)

Good and Evil:
Good ---- XXXXX (5)
Neutral - XXXXXX (6)
Evil ---- (-2)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Half-Elf - XXXXXX (6)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXX (7)
Halfling - XXXXX (5)
Dwarf ---- XXXXXXX (7)
Half-Orc - XXX (3)

Class:
Fighter -- XX (2)
Barbarian -XXXXXXXXXX (10)
Ranger --- XXXXXXXX (8)
Monk ----- (0)
Paladin -- XX (2)
Cleric --- XXX (3)
Mage ----- XXXX (4)
Druid ---- XXXXXXXXXX (10)
Thief ---- (-1)
Bard ----- XXXX (4)
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Postby Tom_Duggan » Thu Mar 24, 2011 12:33 pm

Lawful Evil Dwarf Fighter

Alignment:
Lawful Evil characters believe that a nice, orderly system of life is perfect for them to abuse for their own advancement. They will work within 'the system' to get the best that they can for themselves.

Race:
Dwarves are short and stout, and easily recognizable by their well-cared-for beards. They are hard workers, and adept at stonework and engineering. They tend to live apart from other races; generally in deep, underground excavated systems, and as such tend to be distant from other races.

Primary Class:
Fighters are the warriors. They use weapons to accomplish their goals. This isn't to say that they aren't intelligent, but that they do, in fact, believe that violence is frequently the answer.

Secondary Class:


Detailed Results:

Alignment:
Law and Chaos:
Law ----- XXXXX (5)
Neutral - XXX (3)
Chaos --- XXX (3)

Good and Evil:
Good ---- (0)
Neutral - (-1)
Evil ---- XXXXX (5)

Race:
Human ---- XXXXXXXXXXXXXXXXX (17)
Half-Elf - XXX (3)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXXX (9)
Halfling - XXXXX (5)
Dwarf ---- XXXXXXXXXXXXXXXXXX (18)
Half-Orc - XXXXXX (6)

Class:
Fighter -- XXXXXXXXXXXXXX (14)
Barbarian -XXXXXXXXXXXXX (13)
Ranger --- XXX (3)
Monk ----- (-4)
Paladin -- XXXXXXX (7)
Cleric --- (-2)
Mage ----- (0)
Druid ---- XX (2)
Thief ---- (0)
Bard ----- XXXX (4)
Arkfall LRP: Jarvis Bradfield, Medic and Arms Dealer, Buy-n-Bye Trading
Empire LRP: Kye Knife-Born, Bannerman to The Mother Saker
Slayers LRP: Kass, Choosen Champion of Herne, Battle Deamon
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Postby Craig S » Thu Mar 24, 2011 10:08 pm

Tom_Duggan wrote:Lawful Evil Dwarf Fighter

Alignment:
Lawful Evil characters believe that a nice, orderly system of life is perfect for them to abuse for their own advancement. They will work within 'the system' to get the best that they can for themselves.

Good and Evil:
Good ---- (0)
Neutral - (-1)
Evil ---- XXXXX (5)



Would love to know your answers to get that! :) You'd kill them all and loot the bodies? Dark Side! :D
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Postby Tom_Duggan » Fri Mar 25, 2011 9:42 am

Craig S wrote:
Tom_Duggan wrote:Lawful Evil Dwarf Fighter

Alignment:
Lawful Evil characters believe that a nice, orderly system of life is perfect for them to abuse for their own advancement. They will work within 'the system' to get the best that they can for themselves.

Good and Evil:
Good ---- (0)
Neutral - (-1)
Evil ---- XXXXX (5)



Would love to know your answers to get that! :) You'd kill them all and loot the bodies? Dark Side! :D


I invoke my right to refuse to say anything that might incriminate me - I am LAWFUL after all ! :twisted:
Arkfall LRP: Jarvis Bradfield, Medic and Arms Dealer, Buy-n-Bye Trading
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Postby Craig S » Fri Mar 25, 2011 11:00 am

:D
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Postby Stunty » Fri Mar 25, 2011 6:21 pm

I generally don't like these quizzes so on a whim I filled it out in character.

Ragnar is a Chaotic Evil Human Barbarian, who knew?
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Postby Victoria » Fri Mar 25, 2011 11:38 pm

Strangely Kara came out as a Chaotic Good Dwarf Thief :)

Quite a good quiz, thanks for this I may use it in the future.
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Postby John Graham » Sat Mar 26, 2011 8:14 am

This quiz can't be right Lucius comes out as a Lawful Good Human Paladin - lol, I am going to have to ponder this in some detail.

Johnny

Alignment:
Law and Chaos:
Law ----- XXXXXXXX (8)
Neutral - XX (2)
Chaos --- XXXXXX (6)

Good and Evil:
Good ---- XX (2)
Neutral - (0)
Evil ---- (-1)

Race:
Human ---- XXXXXXXXXXX (11)
Half-Elf - XXX (3)
Elf ------ XXXXXX (6)
Gnome ---- XXX (3)
Halfling - XXXXXXXX (8)
Dwarf ---- XXXXXX (6)
Half-Orc - XXXX (4)

Class:
Fighter -- XXXXXXXXXXXXX (13)
Barbarian -XXXXXXXXXXX (11)
Ranger --- XXXXX (5)
Monk ----- XXX (3)
Paladin -- XXXXXXXXXXXXXXXXXXX (19)
Cleric --- (0)
Mage ----- (-2)
Druid ---- XXX (3)
Thief ---- (-4)
Bard ----- XXXXX (5)
Sir Castagir, Knight of Lortivia and Priest of Sorrell
Vecnar the outlaw, Tylean Mage
Darius the innocent, healer of Balor
Invictus, Mercenary, brother of Raistlin the mage, deceased
Robert Vis-Blem, Merchant
Gwarintier "Gwar" The Stormbringer - Fallen Paladin - Deceased
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Postby Stunty » Sat Mar 26, 2011 11:22 pm

Brown Hands are hippies, QED
ARIES
connecting people

unwashed, unhinged, unconquered

Who is the rat who would risk his neck for his brother rat? Shaft!
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Postby Eclectica » Sun Mar 27, 2011 7:46 pm

Eyildr comes out as a...

Chaotic Neutral Dwarf Barbarian

Alignment:
Chaotic Neutral characters are unstable, and frequently insane. They believe in disorder first and foremost, and will thus strive for that disorder in everything they do. This means that they will do whatever seems 'fun' or 'novel' at any given time.

Race:
Dwarves are short and stout, and easily recognizable by their well-cared-for beards. They are hard workers, and adept at stonework and engineering. They tend to live apart from other races; generally in deep, underground excavated systems, and as such tend to be distant from other races.

Primary Class:
Barbarians live outside the 'civilized' They have tribal goverments, and are often nomads. What they may lack in refinement is balanced by there strength of individual character and ability to survive.

Secondary Class:


Detailed Results:

Alignment:
Law and Chaos:
Law ----- (-1)
Neutral - XXX (3)
Chaos --- XXXX (4)

Good and Evil:
Good ---- XX (2)
Neutral - XXXXX (5)
Evil ---- XXXX (4)

Race:
Human ---- XXXXXXX (7)
Half-Elf - XXXXXX (6)
Elf ------ XXXXXXX (7)
Gnome ---- XXXXXXX (7)
Halfling - (-1)
Dwarf ---- XXXXXXXXXXXXXXX (15)
Half-Orc - XXXXXXXXXXX (11)

Class:
Fighter -- XXXXXXXXXXXXXXXXX (17)
Barbarian -XXXXXXXXXXXXXXXXXXXXX (21)
Ranger --- XXXXXXXXXX (10)
Monk ----- XXXX (4)
Paladin -- XXXXX (5)
Cleric --- (-2)
Mage ----- (-6)
Druid ---- XXXX (4)
Thief ---- (-6)
Bard ----- XXXXXX (6)
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Postby Jesus79 » Mon Apr 04, 2011 1:08 pm

Apparently, Ta'Rek is a...

Neutral Good Dwarf Barbarian

Alignment:
Neutral Good characters believe in the power of good above all else. They will work to make the world a better place, and will do whatever is necessary to bring that about, whether it goes for or against whatever is considered 'normal'.

Race:
Dwarves are short and stout, and easily recognizable by their well-cared-for beards. They are hard workers, and adept at stonework and engineering. They tend to live apart from other races; generally in deep, underground excavated systems, and as such tend to be distant from other races.

Primary Class:
Barbarians live outside the 'civilized' They have tribal goverments, and are often nomads. What they may lack in refinement is balanced by there strength of individual character and ability to survive.

Secondary Class:


Detailed Results:

Alignment:
Law and Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXX (7)
Chaos --- XX (2)

Good and Evil:
Good ---- XXXXXXX (7)
Neutral - XXXXX (5)
Evil ---- (-1)

Race:
Human ---- XXXXXXXXXXXX (12)
Half-Elf - (0)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXX (7)
Halfling - (0)
Dwarf ---- XXXXXXXXXXXXXX (14)
Half-Orc - X (1)

Class:
Fighter -- XXXXXXXXXXXXXXXX (16)
Barbarian -XXXXXXXXXXXXXXXXXXXXX (21)
Ranger --- XXXXXXX (7)
Monk ----- XXXXX (5)
Paladin -- XXXXXXXXXXXXXX (14)
Cleric --- XXXXX (5)
Mage ----- (-3)
Druid ---- XXXXX (5)
Thief ---- (-8)
Bard ----- XX (2)
Arath
Kol - Ajen "Hunting Beast". Dead
Teolvar
Patch - Annoying, yet lovable Catfolk
Phoenix
Virgil De Lacey - Soldier. Member of the Grey Wolves. Dead
Captain Viktor Krueger - Soldier. Lover of beer, battle and women.
Legacy
Ta'Rek "One Eye" - Martyr of the Citadel, formerly Sons of Summer. Dead
Hon'ovi Ii'niwa (Strong Like Bu'flo) - Warden of the Citadel, formerly Sons of Summer. Dead
To'Hopka (Wild Beast) - Warden of the Citadel. Paladin. Formerly Sons of Summer.
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Jesus79
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Joined: Tue Jul 08, 2008 1:49 am
Location: Whitehaven


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