What Kind of D&D Character Would You Be?
You also have about 14 HP. Good luck if you roll badly on negotiating.
i think i know this - HP is hit points right? do i have very many hit points?
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Ability Scores:
Strength- 11
Dexterity- 10
Constitution- 11
Intelligence- 14
Wisdom- 10
Charisma- 12
all of my numbers are pretty low, but i am at a 6th level (highest on the thread i think, *cough*), so i hope that makes up for some of it. i have no idea what this stuff means, obviously.
Neutral Good Human Wizard (7th Level)
Shouldn't that read "in geek"?
(Since stats are rolled on three six-sided dice, they run in a range from 3 to 18, with an average of 10-11. Your stats are pretty average, except for your high Intelligence score, which will give you a 10% bonus to all earned experience points.)
i hate you for having a higher level (what does the level mean?)
j/k thanks for the explanation. and for improving my joke
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A Neutral-Good Human Ranger or Half-Elf Ranger/Thief have always been my favorite AD&D characters (1st & 2nd editions only). I guess I like the "Robin Hood" aspects of such a character. Stats were usually rolled on 3d4+6, giving an attribute range from 9 through 18, with 13.5 as the average value - thus making for a slightly stronger-than-normal character. It took seven years of real-time to raise one up to 16th level. While I no longer have the character sheets, this is a fair approximation of my favorite AD&D character:
Kelevan Torisec - Male Half-Elf Neutral-Good Ranger/Thief
STR: 18/88
DEX: 17
CON: 14
INT: 10
WIS: 13
CHA: 14
hp: 79
Armor: Leather or Studded Leather
Favored melee weapon was the Zwei-hander, or two-handed sword, with longsword and dagger for close-in work. Class specialization in the longbow allowed my group to get off the first shots from range - sometimes before the spellcasters had even remembered where their spell components were hidden.
His history paralleled that of Sir Robin of Loxley - Son of landed gentry, driven off the land by corrupt bureaucrats, raised in the forest, educated by both druids and scoundrels, with a strong empathy for the down-trodden poor.
I stopped playing AD&D when they went to 3rd edition. Something about it made each character seem like a video-game avatar, rather than an extension of my personality. Traveller is now my game, and my son has just invited me to GM for him and his friends from university over the summer.
It's going to be great!
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You also have about 14 HP. Good luck if you roll badly on negotiating.
i think i know this - HP is hit points right? do i have very many hit points?
You've got about 19. Keep in mind that I'm averaging (2.5 hp per level over 1 + 4 at first level for wizards).
Con adds 1 per level for every 2 points above 10 (12 gives +1, 14 gives +2. etc).
Of course, this also assumes you don't take toughness (wizards have three feats at level 3, four at 6, +1 if you're human), which adds 3 hitpoints. It's not uncommon for wizards to take this feat (they get... 4 more feats than most other classes by level 20).
Actually, I prefer to play monks. They get all kinds of crazy abilities. One of my DMs had a character in another game that was so overpowered, he was able to dump 20 levels worth of exp into a particular class. He decided to go with monk and, after actually looking it up, said, "Oh. So this explains most of the crazy stuff he can do."
So... anyone up for a Skype game of D&D with these characters?
Edit: I'd also like to point out that if you've got less than, say, 15 str, you're going to need a pack mule (wizards are generaly OK with less, since armor is the main worry when it comes to carrying capacity).
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"Let reason be your only sovereign." ~Wizard's Sixth Rule
I'm working my way up to Attending Crazy Taoist. For now, just call me Dr. Crazy Taoist.
You've got about 19. Keep in mind that I'm averaging (2.5 hp per level over 1 + 4 at first level for wizards).
Con adds 1 per level for every 2 points above 10 (12 gives +1, 14 gives +2. etc).
Of course, this also assumes you don't take toughness (wizards have three feats at level 3, four at 6, +1 if you're human), which adds 3 hitpoints. It's not uncommon for wizards to take this feat (they get... 4 more feats than most other classes by level 20).
Actually, I prefer to play monks. They get all kinds of crazy abilities. One of my DMs had a character in another game that was so overpowered, he was able to dump 20 levels worth of exp into a particular class. He decided to go with monk and, after actually looking it up, said, "Oh. So this explains most of the crazy stuff he can do."
So... anyone up for a Skype game of D&D with these characters?
Edit: I'd also like to point out that if you've got less than, say, 15 str, you're going to need a pack mule (wizards are generaly OK with less, since armor is the main worry when it comes to carrying capacity).
wow, thanks for the explanation!
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You also have about 14 HP. Good luck if you roll badly on negotiating.
The right mind affecting spells can help with that plus I always have an invisibility spell on stand by
You Are A:
True Neutral Human Cleric (2nd Level)
Ability Scores:
Strength- 9
Dexterity- 8
Constitution- 9
Intelligence- 16
Wisdom- 12
Charisma- 9
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:
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.
***This is interesting because whenever I play games like this, I almost always pick this exact character!***
A cleric with 12 wisdom?
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"Let reason be your only sovereign." ~Wizard's Sixth Rule
I'm working my way up to Attending Crazy Taoist. For now, just call me Dr. Crazy Taoist.
True Neutral Human Wizard (4th Level)
Ability Scores:
Strength- 12
Dexterity- 13
Constitution- 12
Intelligence- 15
Wisdom- 13
Charisma- 13
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.
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"A flower falls, even though we love it; and a weed grows, even though we do not love it."
