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D.A._Sakuyamon

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Okay because I want to get the rest of these tokens sorted. I would like you all to post an image of your character for the D&D Sessions, or if you're too lazy give me some info and I'll try and find you an image suitable for your character. I'm also going to get some Enemies and some NPCs as well.

 

[spoiler='Arin Character Sheet'] Arin Longblade the Independent

Male Werewolf-Worgen Barbarian 20 / Fighter 10

Chaotic Good 

Representing Tormented

 

Strength 29 (+9)
Dexterity 18 (+4)
Constitution 19 (+4)
Intelligence 12 (+1)
Wisdom 9 (-1)
Charisma 13 (+1)

 

Size: Medium
Height: 6' 5"
Weight: 280 lb
Skin: Tan
Eyes: Red
Hair: Blond Wavy; Average Beard

 

Total Hit Points: 252 [includes 20 for lycanthropy]
Speed: 40 feet [armor] [barbarian] [quick]
Armor Class: 18 = 10 +4 [scale] +1 [light steel] +3 [dexterity in armor]
Touch AC: 13
Flat-footed: 18 [uncanny dodge]

 

Initiative modifier: +4 = +4 [dexterity]
Fortitude save: +24 = 15 [base] +5 [epic] +4 [constitution]
Reflex save: +18 = 9 [base] +5 [epic] +4 [dexterity]
Will save: +15 = 9 [base] +5 [epic] -1 [wisdom] +2 [iron will]

Attack (handheld): +35/+30/+25/+20 = 21 [base] +5 [epic] +9 [strength]

Weapon Finesse: +30/+25/+20/+15 = 21 [base] +5 [epic] +4 [dexterity]
Attack (unarmed): +35/+30/+25/+20 = 21 [base] +5 [epic] +9 [strength]
Attack (missile): +30/+25/+20/+15 = 21 [base] +5 [epic] +4 [dexterity]
Grapple check: +35/+30/+25/+20 = 21 [base] +5 [epic] +9 [strength]

 

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag: 466 lb. or less
467-933 lb.
934-1400 lb.
1400 lb.
2800 lb.
7000 lb.

 

Languages: Common Lupin Catfolk Undercommon Wolf (? 4.5 more)

 

Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
Greatsword [2d6, crit 19-20/x2, 8 lb., two-handed, slashing]
Composite Longbow [1d8, crit x3, range incr. 100 ft., 3 lb, piercing]
Scale mail [medium; +4 AC; max dex +3; check penalty -4; 30 lb.]
Light Steel Shield [+1 AC; check penalty -1; hardness 10; hp 10; 6 lb.]

 

Feats:
Acrobatic
Animal Affinity
Combat Reflexes
Dodge
Mobility
Spring Attack
Improved Critical x5 Weapon(s):
Improved Unarmed Strike
Iron Will
Power Attack
Cleave
Great Cleave
Improved Bull Rush
Skill Focus (Climb)
Skill Focus (Jump)
Multiattack [creature feat]
Track
Two-Weapon Fighting
Improved Two-Weapon Fighting
Weapon Finesse

 

Traits:
Quick
Skill Name Key
Ability Skill
Modifier Ability
Modifier Ranks Misc.
Modifier
Appraise Int 1 = +1 
Balance Dex* 9 = +4 +5
Bluff Cha 1 = +1 
Climb Str* 32 = +9 +20 +3 [skill focus]
Concentration Con 4 = +4 
Craft_1 Int 1 = +1 
Craft_2 Int 1 = +1 
Craft_3 Int 1 = +1 
Diplomacy Cha 1 = +1 
Disguise Cha 1 = +1 
Escape Artist Dex* 4 = +4 
Forgery Int 1 = +1 
Gather Information Cha 3 = +1  +2 [know local]
Handle Animal Cha 28 = +1 +25 +2 [animal affinity]
Heal Wis -1 = -1 
Hide Dex* 4 = +4 
Intimidate Cha 1 = +1 
Jump Str* 51 = +9 +33 +2 [acrobatic] +3 [skill focus] +4 [speed 40]
Knowledge (local) Int 8.5 = +1 +7.5
Listen Wis 14 = -1 +15
Move Silently Dex* 4 = +4 
Perform_1 Cha 1 = +1 
Perform_2 Cha 1 = +1 
Perform_3 Cha 1 = +1 
Perform_4 Cha 1 = +1 
Perform_5 Cha 1 = +1 
Ride Dex 8 = +4  +2 [handle animal] +2 [animal affinity]
Search Int 1 = +1 
Sense Motive Wis -1 = -1 
Spot Wis -1 = -1 
Survival Wis 15 = -1 +16
Swim Str** 9 = +9 
Tumble Dex* 8 = +4  +2 [jump] +2 [acrobatic]
Use Rope Dex 4 = +4 
Control Shape Wis -1 = -1 +0
* = check penalty for wearing armor
This character also has 7.5 ranks in Speak Languages.

 

Worgen:
• Unfamiliar race. Adjustments already included.

• +8 strength

• +4 dexterity
• +4 constitution
• -2 intelligence
• +6 wisdom
• +2 charisma
• Edit sheet & write details here as needed.

• Be sure to know bonuses to skills, special abilities, low-light / dark vision, and any natural armor class bonus.

 

Werewolf:
• Lycanthropes gain the shapechanger subtype

• Lycanthropes add HP, attack bonuses, and saves for the base creature and the base animal.

• Lycanthropy imparts +2 wisdom (already included)

• Changing form is a standard action.

• Communicates with normal and dire forms of the base animal.

• Low-light vision and scent.

• Free "Iron Will" feat.

• There are (2+intelligence modifier, minimum 1) skill points for each HD of the base animal.

• Keeps racial bonuses to skills for both creature and base animal.

• Keeps base animal's feats, though if humanoid form does not qualify, may not use in humanoid form.

• Feats are awarded combining the animal and base creature's levels.

• Natural armor class bonus increases by +2 in humanoid form.

• Natural armor class in hybrid form is human or animal, whichever is better.

• Size in hybrid form is the larger of the base creature and base animal.

• Has the base creature's speed in hybrid form.

• Hybrid form has a bite and two claw attacks.

• Hybrid form can cast spells so long as they do not have a verbal component.

• Animal form can cast spells so long as they do not have a verbal or somatic component. (Ask your referee about material components.)

• Natural lycanthropes in hybrid and animal form have damage reduction 10/silver.

• Afflicted lycanthropes in hybrid and animal form have damage reduction 5/silver.

• The wolf's move is 40 feet.

• Transforming to werewolf or hybrid gives +2 strength, +4 dexterity, +4 constitution.

• Increased strength gives +1 to hit and damage and on grapples, as well as strength checks.

• Increased dexterity gives +2 on initiative and reflex saves, as well as dexterity checks.

• Increased constitution gives +2 on fortitude saves, as well as constitution checks.

• In wolf form, can try to trip on a successful bite.

• Two claw attacks 1d4+strength bonus, and one bite at -5 for 1d6+half strength bonus

• Hide, listen, move silently, search, spot, survival are class skills.

• Free "Track" feat according to system reference documents. +4 when able to use scent.

 

Barbarian:
• Illiteracy (2 skill points to learn to read)

• Rage

• Fast Movement (already included)

• Uncanny Dodge (level 2)

• Trap Sense (level 3)

• Improved Uncanny Dodge (level 5)

• Damage Reduction 1/- (level 7)

• Damage Reduction 2/- (level 10)

• Greater Rage (level 11)

• Damage Reduction 3/- (level 13)

• Indominitable Will (level 14)

• Damage Reduction 4/- (level 16)

• Tireless Rage (level 17)

• Damage Reduction 5/- (level 19)

• Mighty Rage (level 20)

 

Fighter:
• Bonus Feats (already included)

This barbarian can read/write.


Class HP rolled
Level 1: Barbarian 11
Level 2: Barbarian 6
Level 3: Barbarian 0
Level 4: Barbarian 5 +1 to strength
Level 5: Barbarian 2
Level 6: Barbarian 5
Level 7: Barbarian 1
Level 8: Barbarian 5 +1 to strength
Level 9: Barbarian 1
Level 10: Barbarian 0
Level 11: Barbarian 4
Level 12: Barbarian 10 +1 to constitution
Level 13: Barbarian 7
Level 14: Barbarian 2
Level 15: Barbarian 0
Level 16: Barbarian 0 +1 to wisdom
Level 17: Barbarian 4
Level 18: Barbarian 0
Level 19: Barbarian 11
Level 20: Barbarian 7 +1 to strength
Level 21: Fighter 3
Level 22: Fighter 0
Level 23: Fighter 4
Level 24: Fighter 1 +1 to strength
Level 25: Fighter 9
Level 26: Fighter 2
Level 27: Fighter 2
Level 28: Fighter 6 +1 to strength
Level 29: Fighter 2
Level 30: Fighter 2
  
Arin Longblade's Equipment:
48 lb
15 lb
2 lb

_____
65 lb Weapons / Armor / Shield (from above)
Arrows (quiver of 20) x5
Backpack

Total

More about Arin Longblade: TBW [/spoiler] 

 

v4zfjr.pnge0lrww.png

 

Examples of NPC and FOEs

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Welp, here's mine. [spoiler=Selinis Ozola]

Selinis Ozola the Clever

Female Mind Flayer Wizard 1
Chaotic Neutral
Representing D.A.

 

 

Strength 14 (+2) Dexterity 14 (+2) Constitution 12 (+1) Intelligence 22 (+6) Wisdom 16 (+3) Charisma 10 (+0) Size: Medium Height: 6' 11" Weight: 120 lb Skin: Blue Eyes: Silver Hair:  

 

 

Total Hit Points: 5

Speed: 30 feet

Armor Class: 12 = 10 +2 [dexterity]

  • Touch AC: 12
    Flat-footed: 10

 

Initiative modifier: +2 = +2 [dexterity] Fortitude save: +1 = 0 [base] +1 [constitution] Reflex save: +2 = 0 [base] +2 [dexterity] Will save: +5 = 2 [base] +3 [wisdom] Attack (handheld): +2 = 0 [base] +2 [strength] Attack (unarmed): +2 = 0 [base] +2 [strength] Attack (missile): +2 = 0 [base] +2 [dexterity] Grapple check: +2 = 0 [base] +2 [strength]

 

 

Light load:58 lb. or less
Medium load:59-116 lb.
Heavy load:117-175 lb.
Lift over head:175 lb.
Lift off ground:350 lb.
Push or drag: 875 lb.

 

 

 

Languages: Abyssal Common Draconic Dwarven Elven Gnome Undercommon (? 0.5 more)

 

Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]

No familiar yet

 

Feats:

Skill Focus (Concentration)  

 

Scribe Scroll[free to wizard]

 

Improved Grapple (Ex): To use this ability, a mind flayer must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head. A mind flayer can grab a Huge or larger creature, but only if it can somehow reach the foe's head. If a mind flayer begins its turn with at least one tentacle attached, it can try to attach its remaining tentacle with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacles that was attached at the beginning of the opponent's turn.

 

Traits:

 

 

Skill Name KeyAbility SkillModifier AbilityModifier Ranks Misc.Modifier

Appraise Int 6 = +6    

Balance Dex* 3 = +2 +1  

Bluff Cha 0 = +0    

Climb Str* 2 = +2    

Concentration Con 8 = +1 +4 +3 [skill focus]

Craft_1 Int 6 = +6    

Craft_2 Int 6 = +6    

Craft_3 Int 6 = +6    

Diplomacy Cha 1 = +0 +1  

Disguise Cha 0 = +0    

Escape Artist Dex* 2 = +2    

Forgery Int 7 = +6 +1  

Gather Information Cha 0 = +0    

Heal Wis 3 = +3     Hide Dex* 2 = +2    

Intimidate Cha 0 = +0    

Jump Str* 3 = +2 +1  

Knowledge (arcana) Int 8 = +6 +2  

Knowledge (architecture) Int 8 = +6 +2  

Knowledge (dungeoneering) Int 8 = +6 +2  

Knowledge (local) Int 8 = +6 +2  

Knowledge (religion) Int 7 = +6 +1  

Listen Wis 3 = +3    

Move Silently Dex* 2 = +2    

Perform_1 Cha 0 = +0    

Perform_2 Cha 0 = +0    

Perform_3 Cha 0 = +0    

Perform_4 Cha 0 = +0    

Perform_5 Cha 0 = +0    

Ride Dex 2 = +2    

Search Int 6 = +6    

Sense Motive Wis 3 = +3    

Spellcraft Int 8 = +6 +2  

Spot Wis 3 = +3    

Survival Wis 3 = +3    

Swim Str** 2 = +2    

Use Rope Dex 2 = +2    

Autohypnosis Wis 7 = +3 +4  

Knowledge

(psionics) Int 10 = +6 +4  

 

* = check penalty for wearing armor

This character also has 0.5 ranks in Speak Languages.

 

Zero-level Wizard spells: 3 per day

spellbar.gif

First-level Wizard spells: 3 (1+2) per day

spellbar.gifMind Flayer:spellbar.gif

  • Unfamiliar race. Adjustments already included.

 

  • -2 strength

 

  • +0 dexterity

 

  • -4 constitution

 

  • +4 intelligence

 

  • +2 wisdom

 

  • +2 charisma

 

  • Darkvision 60 feet.

 

 

  • Natural Weapons: 4 tentacles (1d4)


Wizard

  • Familiar / Alertness, etc.

 

  • Bonus Feats (already included)

 

  • High intelligence gains bonus spells daily

 

 

    Class HP rolled   Level 1: Wizard 4  

 

 

 

portrait.gifinsignia.gif

Selinis Ozola's Equipment:

4 lb Weapons / Armor / Shield (from above)

2 lb Backpack
1 lb Case (for map or scroll)
Flint and steel
Ink vial
Ink pen
1 lb Lamp (common)
Paper sheets x5
Parchment sheets x3
1 lb Pouch x2
3 lb Rations (1 day) x3
1 lb Sealing wax
1 lb Soap
1 lb Spyglass
1 lb Vial (for ink or potions) x2
8 lb Waterskins x2
2 lb Spell component pouch
3 lb Spellbook x1

Total29 lb 

 

More about Selinis Ozola: TBE

[/spoiler]

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Welp, here's mine. [spoiler=Selinis Ozola]

Selinis Ozola the Clever

Female Mind Flayer Wizard 1
Chaotic Neutral
Representing D.A.

 

 

Strength 14 (+2) Dexterity 14 (+2) Constitution 12 (+1) Intelligence 22 (+6) Wisdom 16 (+3) Charisma 10 (+0) Size: Medium Height: 6' 11" Weight: 120 lb Skin: Blue Eyes: Silver Hair:  

 

 

Total Hit Points: 5

Speed: 30 feet

Armor Class: 12 = 10 +2 [dexterity]

  • Touch AC: 12
    Flat-footed: 10

 

Initiative modifier: +2 = +2 [dexterity] Fortitude save: +1 = 0 [base] +1 [constitution] Reflex save: +2 = 0 [base] +2 [dexterity] Will save: +5 = 2 [base] +3 [wisdom] Attack (handheld): +2 = 0 [base] +2 [strength] Attack (unarmed): +2 = 0 [base] +2 [strength] Attack (missile): +2 = 0 [base] +2 [dexterity] Grapple check: +2 = 0 [base] +2 [strength]

 

 

Light load:58 lb. or less
Medium load:59-116 lb.
Heavy load:117-175 lb.
Lift over head:175 lb.
Lift off ground:350 lb.
Push or drag: 875 lb.

 

 

 

Languages: Abyssal Common Draconic Dwarven Elven Gnome Undercommon (? 0.5 more)

 

Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]

No familiar yet

 

Feats:

Skill Focus (Concentration)  

 

Scribe Scroll[free to wizard]

 

Improved Grapple (Ex): To use this ability, a mind flayer must hit a Small, Medium, or Large creature with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and attaches the tentacle to the opponent's head. A mind flayer can grab a Huge or larger creature, but only if it can somehow reach the foe's head. If a mind flayer begins its turn with at least one tentacle attached, it can try to attach its remaining tentacle with a single grapple check. The opponent can escape with a single successful grapple check or Escape Artist check, but the mind flayer gets a +2 circumstance bonus for every tentacles that was attached at the beginning of the opponent's turn.

 

Traits:

 

 

Skill Name KeyAbility SkillModifier AbilityModifier Ranks Misc.Modifier

Appraise Int 6 = +6    

Balance Dex* 3 = +2 +1  

Bluff Cha 0 = +0    

Climb Str* 2 = +2    

Concentration Con 8 = +1 +4 +3 [skill focus]

Craft_1 Int 6 = +6    

Craft_2 Int 6 = +6    

Craft_3 Int 6 = +6    

Diplomacy Cha 1 = +0 +1  

Disguise Cha 0 = +0    

Escape Artist Dex* 2 = +2    

Forgery Int 7 = +6 +1  

Gather Information Cha 0 = +0    

Heal Wis 3 = +3     Hide Dex* 2 = +2    

Intimidate Cha 0 = +0    

Jump Str* 3 = +2 +1  

Knowledge (arcana) Int 8 = +6 +2  

Knowledge (architecture) Int 8 = +6 +2  

Knowledge (dungeoneering) Int 8 = +6 +2  

Knowledge (local) Int 8 = +6 +2  

Knowledge (religion) Int 7 = +6 +1  

Listen Wis 3 = +3    

Move Silently Dex* 2 = +2    

Perform_1 Cha 0 = +0    

Perform_2 Cha 0 = +0    

Perform_3 Cha 0 = +0    

Perform_4 Cha 0 = +0    

Perform_5 Cha 0 = +0    

Ride Dex 2 = +2    

Search Int 6 = +6    

Sense Motive Wis 3 = +3    

Spellcraft Int 8 = +6 +2  

Spot Wis 3 = +3    

Survival Wis 3 = +3    

Swim Str** 2 = +2    

Use Rope Dex 2 = +2    

Autohypnosis Wis 7 = +3 +4  

Knowledge

(psionics) Int 10 = +6 +4  

 

* = check penalty for wearing armor

This character also has 0.5 ranks in Speak Languages.

 

Zero-level Wizard spells: 3 per day

spellbar.gif

First-level Wizard spells: 3 (1+2) per day

spellbar.gifMind Flayer:spellbar.gif

  • Unfamiliar race. Adjustments already included.

 

  • -2 strength

 

  • +0 dexterity

 

  • -4 constitution

 

  • +4 intelligence

 

  • +2 wisdom

 

  • +2 charisma

 

  • Darkvision 60 feet.

 

 

  • Natural Weapons: 4 tentacles (1d4)


Wizard

  • Familiar / Alertness, etc.

 

  • Bonus Feats (already included)

 

  • High intelligence gains bonus spells daily

 

 

    Class HP rolled   Level 1: Wizard 4  

 

 

 

portrait.gifinsignia.gif

Selinis Ozola's Equipment:

4 lb Weapons / Armor / Shield (from above)

2 lb Backpack
1 lb Case (for map or scroll)
Flint and steel
Ink vial
Ink pen
1 lb Lamp (common)
Paper sheets x5
Parchment sheets x3
1 lb Pouch x2
3 lb Rations (1 day) x3
1 lb Sealing wax
1 lb Soap
1 lb Spyglass
1 lb Vial (for ink or potions) x2
8 lb Waterskins x2
2 lb Spell component pouch
3 lb Spellbook x1

Total29 lb 

 

More about Selinis Ozola: TBE

[/spoiler]

Bear in mind, not everyone would let you play something like a Mind Flayer/invovling psionics. If you're like me, psionics is as foreign as Latin. (Also, to be a stickler, Mind Flayers/Illithid are always lawful evil, and attacked on sight.)

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Bear in mind, not everyone would let you play something like a Mind Flayer/invovling psionics. If you're like me, psionics is as foreign as Latin. (Also, to be a stickler, Mind Flayers/Illithid are always lawful evil, and attacked on sight.)

 

The only psionics I'll be working with is the auto hypnosis skill and the racial abilities for mind flayers. I'v no interest in using the class. As for mindflayers needing to always be Lawful/evil, nothing I'v read about them has stated it. Just that that's the most likely one to chose.

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The only psionics I'll be working with is the auto hypnosis skill and the racial abilities for mind flayers. I'v no interest in using the class. As for mindflayers needing to always be Lawful/evil, nothing I'v read about them has stated it. Just that that's the most likely one to chose.

Then you didn't dig around much. THey are born of evil, and are immediately attacked on sight. And psionics isn't a "class", it's exactly that: stuff that mind flayers and the like do that's completely extra. Trust me dude, I've been playing for 13 years. A lot of DM's will reject that character.

 

Also this: Their skin is purplish blue to gray-green and covered in mucus, and is very sensitive to sunlight. Though sunlight does not actually harm them, they loathe it with incredible ferocity.

 

And this: Illithids seek to rebuild their former empire wherein all other species were their slaves, so they view any sentient creature as worthy only of being their slaves or their food. They are pragmatic, however, and will trade with other races, such as dark elves and gray dwarves, who are too strong to be conquered. They also trade with the Neogi in order to obtain slaves.

 

Their diet also consists of sentient brains.

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Then you didn't dig around much. THey are born of evil, and are immediately attacked on sight. And psionics isn't a "class", it's exactly that: stuff that mind flayers and the like do that's completely extra. Trust me dude, I've been playing for 13 years. A lot of DM's will reject that character.

 

Also this: Their skin is purplish blue to gray-green and covered in mucus, and is very sensitive to sunlight. Though sunlight does not actually harm them, they loathe it with incredible ferocity.

 

And this: Illithids seek to rebuild their former empire wherein all other species were their slaves, so they view any sentient creature as worthy only of being their slaves or their food. They are pragmatic, however, and will trade with other races, such as dark elves and gray dwarves, who are too strong to be conquered. They also trade with the Neogi in order to obtain slaves.

 

Their diet also consists of sentient brains.

 

Yes they are born of evil but there can be failures. What was the point in telling me they eat brains? ?.? I already knew that.

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Yes they are born of evil but there can be failures. What was the point in telling me they eat brains? ?.? I already knew that.

Because you're challenging my 13 years of game playing by trying to play something THAT CANNOT WORK. Being out int eh sun weakens you and is your natural enemy, not to mention everyone and their grandma will try to kill you. And the fact that even if you somehow become un-connected to the Elder Brains and are allowed to be "neutral", you still have a retarded superiority complex, AKA wanting to enslave anything with sentience.

 

If you're not going to heed my 13 years of experience, I dunno why the hell you wanted me to help you to begin with.

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Because you're challenging my 13 years of game playing by trying to play something THAT CANNOT WORK. Being out int eh sun weakens you and is your natural enemy, not to mention everyone and their grandma will try to kill you. And the fact that even if you somehow become un-connected to the Elder Brains and are allowed to be "neutral", you still have a retarded superiority complex, AKA wanting to enslave anything with sentience.

 

If you're not going to heed my 13 years of experience, I dunno why the hell you wanted me to help you to begin with.

Why do I care if people attack me. if i die I die. -Shrugs-

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That it the stupidest fucking philosophy I have ever heard, especially since there is no respawning in D&D. THen why make the character to begin with, if you're going to die within five minutes of a five hour session?

 

Because if you don't die within the first 5 minutes, then you have a sh*tty DM.

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What wrong with a person wanting to play a character they want to play?

BECAUSE MINDFLAYERS DONT EXIST INT EH OUTSIDE WORLD FOR A GOD DAMN FUCKING REASON. Why the hell do I need to keep repeating myself? First off: A mindflayer/caster class is supposed to be smart. Any Mindflayer with half a fucking brain won't leave the Underdark because their natural enemy is the sun. PLus all those other reasons I keep trying to list.

 

 

I guess my 13 years means nothing to a newfag, if yuo won't listen I'm out. Peace.

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BECAUSE MINDFLAYERS DONT EXIST INT EH OUTSIDE WORLD FOR A GOD DAMN FUCKING REASON. Why the hell do I need to keep repeating myself? First off: A mindflayer/caster class is supposed to be smart. Any Mindflayer with half a fucking brain won't leave the Underdark because their natural enemy is the sun. PLus all those other reasons I keep trying to list.

 

 

I guess my 13 years means nothing to a newfag, if yuo won't listen I'm out. Peace.

 

No need to get all pissy. Your only one person, if more people agree with you then I'll concede. it's as simple as that.

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You could just set the world up to be always dark and cloudy due to darkness plaguing the land or something. And have the Mind Flayers up in arms because they refuse to accept any other darkness besides their own. Just an idea.

 

No need to get all pissy. Your only one person, if more people agree with you then I'll concede. it's as simple as that.

 

I'll be neutral here and say you are both being ill-mannered. Maxxion, you're snapping because someone who is new to the game doesn't understand the reasoning behind their character idea being illogical, and DA, you're simply saying that Maxxion's experience means nothing to your opinion. To be honest, I'm rather disappointed. I came here to discuss D&D and possibly play a game, not to hear both an arrogant, short-tempered veteran argue with an ignorant, carefree new player.

 

Get your sh*t together or I'm calling the mods to lock this thread.

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You could just set the world up to be always dark and cloudy due to darkness plaguing the land or something. And have the Mind Flayers up in arms because they refuse to accept any other darkness besides their own. Just an idea.

 

 

I'll be neutral here and say you are both being ill-mannered. Maxxion, you're snapping because someone who is new to the game doesn't understand the reasoning behind their character idea being illogical, and DA, you're simply saying that Maxxion's experience means nothing to your opinion. To be honest, I'm rather disappointed. I came here to discuss D&D and possibly play a game, not to hear both an arrogant, short-tempered veteran argue with an ignorant, carefree new player.

 

Get your sh*t together or I'm calling the mods to lock this thread.

But I keep TELLING him why it won't work and he's just discounting whatever I say, I've never talked to such a dense motherfucker in my life.

 

 

Alright, I'm giving you a warning, stop your unnecessary insulting or I'm going to report you. Just be calm dude. No need to get all hot headed.

 

 

Oh no, a report D: I'm so blodoy scared. Pull your head out of your own ass and listen to somebody who knows how stuff works for once, maybe I won't get so hot-headed and insult your apparently low intelligence.

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But I keep TELLING him why it won't work and he's just discounting whatever I say, I've never talked to such a dense motherfucker in my life.

 

Makes no difference. Just stop arguing and make this thread less cringe-worthy to come back to. I'm done here.

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But I keep TELLING him why it won't work and he's just discounting whatever I say, I've never talked to such a dense motherfucker in my life.

 

 

 

 

Oh no, a report D: I'm so blodoy scared. Pull your head out of your own ass and listen to somebody who knows how stuff works for once, maybe I won't get so hot-headed and insult your apparently low intelligence.

I'm not going to report you cause I disagree with you but rather because your insulting me unnecessarily. Just doing my job as the admin of this club.

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