[DnD] Another World... / Outcasts (Title in Progress)

Status
Not open for further replies.
Wait, how are you a Neutral Good Paladin?
Paladins are restricted to LG.
There are different kinds of paladins that aren't nessesscerily the LG everyone knows them as. Such as Paladins of Freedom...that I would actually see Koori as anyways.
 
Neutral Good Human Bard/Wizard (1st/1st Level)


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


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 when 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:
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.

Secondary 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.


o.o;
 
  • Love
Reactions: Space Cowboy
There are different kinds of paladins that aren't nessesscerily the LG everyone knows them as. Such as Paladins of Freedom...that I would actually see Koori as anyways.
Not in the core rulebooks, though, which is what this test seems to be going off of.
I always found the alignment restrictions for Paladins silly--they're champions of an ideal or a deity, not lawful goodnes. The only alignment restrictions Paladins have in my game is that they have to be the same alignment as their deity (no one step away rule). I also adapted Blackguard to be a core class instead of a prestige for champions of evil deities (although I've never had to use it).
 
  • Like
Reactions: Old Man Seiji
This ain't DnD, but I'm heavily basing the setting, the magic, and a lot of what you can do on standard DnD settings and fanfare!

That said, yeah, most of the time you hear about them Lawful Good Paladins, etc..

Well... House Rules, son!

Koori's probably going to be a Paladin of ideals, rather than a god which, you know, I'll let be. Maybe she gets this Joan of Arc shit going on, or a deity believes Koori is beat boxxin' on things that they can get down on, so delivers divine providince, so on and so forth.

WHO KNOWS.

We'll I'll figure it out! :D
 
  • Like
Reactions: Peter Feels
Just let me know where the starting box is and what it looks like. Ne'e'eiigh.
 
I don't want to hold this off too long, but I'm probably not going to start this until after the New Year. I know a few people have expressed as much of a desire, and honestly, I think it's a fair idea.

BUT, can't beat a guy for writing down his idea and seeing who else wants to bite, eh?

I now know I can work on a General OOC now, post it, and get my game going within a week of it. So awesomesauce!
 
Uhhhh

Neutral Good Human Ranger (3rd Level)

Ability Scores:
Strength- 14
Dexterity- 18
Constitution- 16
Intelligence- 16
Wisdom- 15
Charisma- 19


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 when 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:
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.
 
True Neutral Human Ranger (4th Level)



Ability Scores:
Strength- 14
Dexterity- 14
Constitution- 15
Intelligence- 13
Wisdom- 13
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 when 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:
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.

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXX (21)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXX (5)

Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXXXXXX (11)
Chaos --- XXXXX (5)

Good & Evil:
Good ---- XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XX (2)

Class:
Barbarian - XXXX (4)
Bard ------ XXXXXXXX (8)
Cleric ---- XXXXXX (6)
Druid ----- XXXXXXXXXXXX (12)
Fighter --- XXXXXXXXXXXX (12)
Monk ------ XXXXXXXX (8)
Paladin --- XXXXXXXXXXXXXX (14)
Ranger ---- XXXXXXXXXXXXXXXX (16)
Rogue ----- XXXXXX (6)
Sorcerer -- XXXXXXXXXXXX (12)
Wizard ---- XXXXXXXXXXXX (12)


I have to say...I am disgusted that I received an 8 for a Dwarf, AND an Elf. Elves are worthless, androgynous, tree hugging hippies, arrogant, and just scream douchebag. #Fantasyracisim

But yes. This interests me.
 
  • Thank You
Reactions: Space Cowboy
Take the quiz @Grumpy

We need another ranger/paladin.
 
  • Like
Reactions: Old Man Seiji
Love all the quiz posts. Thanks for the constant bumps!

I also love all the Ranger/Paladin/Sorcerer responses. We won't be wanting for boom-boom and religious intolerance, that's for sure!

Oh yeah, and we won't get lost!
 
Neutral Good Human Ranger (3rd Level)



Ability Scores:
Strength- 12
Dexterity- 12
Constitution- 11
Intelligence- 17
Wisdom- 15
Charisma- 11


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 when 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:
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.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXX (19)
Neutral Good ---- XXXXXXXXXXXXXXXX (16)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXXX (17)
True Neutral ---- XXXXXXXXXXXXXX (14)
Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXXX (6)
Chaotic Evil ---- XXXXXXXXX (9)

Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXX (5)
Chaos --- XXXXXXXX (8)

Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXX (9)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXX (7)
Half-Orc - XXXX (4)

Class:
Barbarian - XXXXXX (6)
Bard ------ XXXXXXXXXX (10)
Cleric ---- XX (2)
Druid ----- XXXXXXXXXXXXXX (14)
Fighter --- XXXXXXXXXX (10)
Monk ------ XXXXXXXXXX (10)
Paladin --- XXXXXXXXXX (10)
Ranger ---- XXXXXXXXXXXXXXXX (16)
Rogue ----- XXXXXX (6)
Sorcerer -- XXXXXXXXXXXX (12)
Wizard ---- XXXXXXXXXXXXXX (14)

by Neppyman
 
I Am A: Neutral Good Human (5th Level)
Ability Scores:
Strength-18
Dexterity-20
Constitution-16
Intelligence-20
Wisdom-19
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 when 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:Monks- are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.



Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (33)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (34)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXX (24)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXXXXXXXXXXXX (17)
Neutral Evil ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Evil ---- XXXXXXXXX (9)

Law & Chaos:
Law ----- XXXXXXXXXXXXXX (14)
Neutral - XXXXXXXXXXXXXXX (15)
Chaos --- XXXXXX (6)

Good & Evil:
Good ---- XXXXXXXXXXXXXXXXXXX (19)
Neutral - XXXXXXXXXX (10)
Evil ---- XXX (3)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XXXX (4)

Class:
Barbarian - XXXXXXXX (8)
Bard ------ XXXXXXXXXX (10)
Cleric ---- XXXXXXXX (8)
Druid ----- XXXXXXXXXX (10)
Fighter --- XXXXXXXXXX (10)
Monk ------ XXXXXXXXXXXXXXXXXX (18)
Paladin --- XXXXXXXXXXXX (12)
Ranger ---- XXXXXX (6)
Rogue ----- XXXXXX (6)
Sorcerer -- XXXXXXXXXXXX (12)
Wizard ---- XXXXXXXXXX (10)
 
Last edited by a moderator:
Status
Not open for further replies.