Help ATS with a contribution via PayPal:
learn more

Calling all OG Nurds!

page: 1
7
<<   2 >>

log in

join

posted on Jul, 15 2011 @ 06:38 PM
link   
Here's a sweet test:

easydamus.com...

Turns out I'm a:

"Neutral Good Elf Wizard (5th Level)



Ability Scores:
Strength- 16
Dexterity- 15
Constitution- 16
Intelligence- 18
Wisdom- 12
Charisma- 16

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:
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful.

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."

Considering that I usually rolled barbarian types, I'm a bit shocked.

What's yer D&D alter ego?




posted on Jul, 15 2011 @ 06:52 PM
link   
reply to post by mistermonculous
 


Awesome find man. I dont have time to do the survey at the moment since I'm at work but I'll do it and post my results when I get home.

Got to love D&D. I play two game I have an Elven Ranger (Chaotic Good, 3.5 ed) and a Human Avenger (Unaligned, 4.0 ed).

S&F for you!
edit on 15-7-2011 by Openeye because: (no reason given)



posted on Jul, 15 2011 @ 07:11 PM
link   
I Am A: Neutral Good Halfling Druid (5th Level)
Ability Scores:
Strength-15
Dexterity-17
Constitution-13
Intelligence-15
Wisdom-14
Charisma-17
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:Halflings are clever, capable and resourceful survivors. They are notoriously curious and show a daring that many larger people can't match. They can be lured by wealth but tend to spend rather than hoard. They prefer practical clothing and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall and commonly live to see 150.
Class
ruids 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.



posted on Jul, 15 2011 @ 07:17 PM
link   
You Are A:


Chaotic Neutral Human Druid (5th Level)


Ability Scores:
Strength- 12
Dexterity- 11
Constitution- 13
Intelligence- 16
Wisdom- 14
Charisma- 9

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.



posted on Jul, 15 2011 @ 08:13 PM
link   
Neutral Good Human Sorcerer (4th Level)


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

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.



posted on Jul, 15 2011 @ 11:04 PM
link   
Lawful Good Human Ranger/Sorcerer (3rd/3rd Level)

Ability Scores:

Strength- 15

Dexterity- 16

Constitution- 15

Intelligence- 13

Wisdom- 15

Charisma- 14

Boy that's weird. I always played rangers back in the day.


Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.



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.
edit on 15-7-2011 by Frater210 because: More text


edit on 15-7-2011 by Frater210 because: Ia!



posted on Jul, 15 2011 @ 11:34 PM
link   
reply to post by mistermonculous
 


HA! Me and four friends just rolled up some D&D characters for tomorrow's table top session's first adventure. I swear. Freaky. I accept your test! Be back with my score.

"Dungeon Master" is what it should read, by the way.

MM



posted on Jul, 16 2011 @ 12:00 AM
link   
reply to post by mistermonculous
 


True Neutral Human Bard (5th Level)



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

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:
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.

TRUE NEUTRAL!? Thats messed up...

Bard? Figures.


Human? Ok...

At least I'm 5th level.

MM



posted on Jul, 16 2011 @ 12:01 AM
link   
Looking at the posts thus far, we would make a kick butt party.

Really.

MM



posted on Jul, 16 2011 @ 12:05 AM
link   
True Neutral Human Druid (4th Level)

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

....Facebook said I was "chaotic good". Just the old run of the mill i suppose.
edit on 16-7-2011 by Bibliomaniac because: (no reason given)



posted on Jul, 16 2011 @ 01:04 AM
link   
reply to post by Mr Mask
 


Whoa.

I can't believe you pulled the Bard.

It must be some sort of forest scenario; we have an awful lot of Druidry (Dwuidwy).



posted on Jul, 16 2011 @ 01:33 AM
link   
True Neutral Human Sorcerer (4th Level)



Ability Scores:
Strength- 13
Dexterity- 17
Constitution- 14
Intelligence- 17
Wisdom- 16
Charisma- 14

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:
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.




Figured I'd been neutral evil.
edit on 16-7-2011 by Lysergic because: (no reason given)



posted on Jul, 16 2011 @ 04:07 AM
link   
I had a halfling druid named Woodchuck Chuck for a one-off session. He was kind of just a pocket healer. Literally.

At one point, while in woodchuck form, he was chucked at an enemy's head as a distraction.

Failsauce, minus 5 pts dmg.

Thanks for throwing down, guys!



posted on Jul, 16 2011 @ 12:13 PM
link   

Originally posted by Lysergic

Figured I'd been neutral evil.


I woulda guessed you that as well. But nope! Welcome to the true neutral camp!

But hey, look on the bright side, you got a 17 Int! Heck, you know how many free proficiencies you get!? Not bad.

Anyways, true neutral ain't so bad. At least we can't be sucked into splitting treasure or defending stupid peasants just cus some Lawful Good cleric or paladin is "still alive" in the party.

And we get to run away while the rest of the party stays to die in the name of "goodness".

Win win.

MM



posted on Jul, 16 2011 @ 12:18 PM
link   
reply to post by Frater210
 


As stupid as Bards are, I guess I understand why I got it...bah!

As for druids...screw them! As a Dungeon Master of 2nd edition, these druids get out of hand WAY TOO FAST. Ever try to kill one after they reach 9th level? Yeah, forget it...just let them win. They are just gunna change into a bear (healing almost all damage), kick butt as a bear, then change into a crocodile (healing almost all damage again) and kick butt as a croc.

Then throw some sticks down and turn them into 30+ snakes, some poisonous, and command those to kill everything...BAH BAH BAH!

Needless to say, Druids are forbidden in my realms.

MM



posted on Jul, 16 2011 @ 12:53 PM
link   
reply to post by Mr Mask
 


Man, this is bringing back memories. I can remember being twelve and waking up on Saturday mornings chanting internally, 'Must get the Druid to 9th level'. They are pretty indestructible at that point.

Also, I had a cleric named Harry the Evangelist that was a big hit in city adventures. He got stoned a lot.

And, hey, c'mon, I'm Lawful Good, somebody's gotta do it. Imagine the D&D multiverse with out us. Especially with Bards running around.



posted on Jul, 16 2011 @ 03:55 PM
link   
reply to post by Mr Mask
 



edit on 16-7-2011 by Lysergic because: (no reason given)



posted on Jul, 16 2011 @ 06:27 PM
link   
I really want to play. I have for a long time now.

How can we make this work?

If we used the Arduin criticals chart the games could possibly be short and hilarious.

MM, could DM.



posted on Jul, 16 2011 @ 09:47 PM
link   

Originally posted by Frater210
I really want to play. I have for a long time now.

How can we make this work?

If we used the Arduin criticals chart the games could possibly be short and hilarious.

MM, could DM.


First, I'd like to announce that today I killed an entire party, full wipe, in a first session. It wasn't my fault, they could have parlayed and the dwarf knew it! They were wounded and not in the position to be rushing eight goblins who were obviously not wanting to enter a battle with a well armed group of bigguns.

Anyways- that aside. I have spent considerable times looking up ways to run an online AD&D 2nd E game (its all I will play unless you like Paranoia or Call of Cthulhu)- and it seems complicated. A lot of tools for maps and voice chat, but no simple package that covers it all.

I always wanted to DM a game online, get a party together like once a month or something- just a fun little 4-5 hour dungeon crawl or something. I would just need help understanding "how" the technology works.

Food for thought Id say.

MM



posted on Jul, 18 2011 @ 05:02 PM
link   
My favourite class in AD&D 3rd is the Monk, so we will see if that's what I get... Based on my personality, though, I suspect I'll get a lawful good elven wizard :p

I'll edit in a few minutes when I'm done the survey


You Are A:


True Neutral Human Cleric (4th Level)


Ability Scores:
Strength- 13
Dexterity- 12
Constitution- 12
Intelligence- 17
Wisdom- 17
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:
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.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXX (23)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXX (23)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXX (12)
Chaotic Evil ---- XXXXXX (6)

Law & Chaos:
Law ----- XXXXXXXXXX (10)
Neutral - XXXXXXXXXXX (11)
Chaos --- XXXXX (5)

Good & Evil:
Good ---- XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXX (6)
Halfling - XXXX (4)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XXXX (4)

Class:
Barbarian - (-4)
Bard ------ (-6)
Cleric ---- XXXXXXXXXX (10)
Druid ----- XX (2)
Fighter --- (-6)
Monk ------ (-17)
Paladin --- (-23)
Ranger ---- (-2)
Rogue ----- (0)
Sorcerer -- (-2)
Wizard ---- XXXXXX (6)

Guess I wouldn't make a very good monk! :p
edit on 18-7-2011 by DragonsDemesne because: took survey









 
7
<<   2 >>

log in

join