11-14-2007, 01:21 PM | #21 |
Bitches love the crown
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IC
Class: IC IC - A warrior that has toned his physical self to nigh perfection. Anything a human body can do, IC can do ten times better, easily too. However no magicaly abilities exist within him. I guess you could put warrior, but that doesn't quite represent everything. I wouldn't put ninja, cuz he does no jutsu either. He barely uses stealth either as well. |
11-14-2007, 02:17 PM | #22 |
We make good team!
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Class: Tank Warrior
A Tank Warrior is a tank in almost every sense of the word. The majority of his skill in combat revolves around drawing fire to protect his allies and dealing respectable physical damage at the same time. Driven by a sense of duty and justice, Tank Warriors are most commonly of the Lawful Good alignment, though deviations occur. A Tank Warrior is at his most potent when in a small party: while his purpose is to shield comrades from harm, he can only handle so many at a time. -Tank Warriors' physical strength, dexterity, and endurance are superior to those of other fighter classes. -Tank Warriors have no affinity for magic, and cannot learn spells of any kind. They also have difficulty with opposed spellcasters, as fireballs and lightning bolts are rather difficult to parry or block with anything but magic. -Tank Warriors are very proficient with heavy armor and large weapons. -A particularly skilled Tank Warrior will often receive selective stat bonuses in critical situations involving the safety of an ally. A Tank Warrior's favored weapons are swords and spears, one- or two-handed both, and can wear up to medium and even certain types of heavy armor with no penalty.
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Don't say goodbye 'Cause I don't want to hear those words tonight 'Cause maybe it's not the end for you and I And although we knew This time would come for me and you Don't say anything tonight if you're gonna say goodbye (Skillet - Say Goodbye)
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11-14-2007, 02:23 PM | #23 | |
Vigilo - Confido
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Melfice Markus Silesius... or was is Melfice Marcus Silesius.
Holy crap, I need to write this down somewhere. >_< Anyway: Melfice Markus Silesius Knight/Grand Strategist Knight: Your standard bread-and-butter knight. Melfice has been trained in multiple types of weaponry, however. From zweihänders and broadsword to more "exotic" blades as katana and rapiers. He is also slightly proficient in polearms. He wears either an ornate light plate armour or a light chainmail suit with his regular clothing over it, added to which is some ornamental plating. Grand Strategist: From child years on Melfice was brilliant at strategic games. Joining the Royal Legions, he was trained to be a common soldier, rose up the ranks, got training as a Knight and then, before finishing his training, made the step towards a strategist because he found it more interesting than the straight-forward killing. As he became more known on the field of battle, he got to be promoted to Grand Strategist for the entire Legion. With his new title also came the title of Knight, which he had previously abandoned in favour or strategy. ____ I hope this is sufficient?
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11-14-2007, 02:33 PM | #24 |
for all seasons
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Relentless cost-cutting for the sake of meeting quarterly performance goals have forced me to outsource the writing of my character sheet to whomever wants the job.
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check out my buttspresso
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11-14-2007, 05:47 PM | #25 |
Sent to the cornfield
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BHS
Class: BHS Abilities: *Hatred of Barrels sends him into barbaric frenzy when he needs to destroy them. *Wears a stylish array of pants which provide him with protection and storage space and thus are able to compete with barrels while also being totally swank. *Has a mastery of sophistry and thus is able to argue ridiculous things (like pants are better than barrels) to the point of victory. |
11-14-2007, 07:46 PM | #26 |
I have a caffeine addiction.
Join Date: Jun 2007
Location: Japan
Posts: 563
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My stupid class
Gripper
It's a sub-category of the Street Racer classes found in Japan. Very similar to the Drifter in that a Gripper usually drives an AWD car and take sharp corners and hairpin turns at high speeds but with enough control that traction is not lost. Such driving techiniques are shared in common professional Circuit Racing, but the cornering techniques must be learned through use of vehicle, and such cornering techniques are generally faster at the Gripper level than the normal. Grippers are distinct in their use of not swinging the tail-end of their cars while taking corners, choosing to preserve the grip and in essence the speed rather than loose control for show. To get the full thrill and use of Grip running in touges, a Gripper must be proficient at in use of the following: - If using a N/A car, downshifting at the right point in the turn not to loose traction, but to regain speed. - If using a turbo engine, keeping in higher gears to allow the car to not loose traction around corners, downshifting only when needed. - When using an AWD car, purchasing of a power controlling device to stimulate how much power is going to the front tires in order to get a better feel for roads. - Seeing ahead with side-windows instead of just the windshield in order to take into full account the roads around you. - Use of good 'average' traction racing tires that have a good lifespan so that they can keep their grip for a good amount of time. Grippers are sometimes regarded to be as crazy as drifters due to their ability to disregard normal cornering rules in regards to sharp turns. They have a heightened sense of things, and spend a majority of their [street] racing career on a specific touge of their choice in order to hone their skills and get used to their car. It is a myth that Grippers don't really know how to drift, but in actuality in order to do a successful Grip Race through a touge, one must understand the physics of drifting in order to grasp that instead of putting on a show, you are using a drifter's techniques to finish first. Grippers tend to be the quite types, don't talk too much about their skills, but are probably the leaders of a touge-running team. Their vehicle choice is subject of debate, but it still stands that even the best Grippers would revert to using a hachi-roku (Toyota AE86 Sprinter Trueno GT-APex). Vehicles most used by Grippers who are team leaders include: BNR-32 Skyline Twin Turbo BNR-34 Skyline Twin Turbo Lancer Evolution (III through IX) Impreza WRX Sti (1993-2002) AE86 BMW M3 RX-8 RX-7 FD3S Twin Turbo
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"If I had a reason for everything I did, I'd be crazy." |
11-14-2007, 07:59 PM | #27 |
Argus Agony
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POS Industries
CLASS: Hater DESCRIPTION: Not only hates the player, but also hates the game.
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Either you're dead or my watch has stopped. |
11-14-2007, 08:05 PM | #28 | |
I have a caffeine addiction.
Join Date: Jun 2007
Location: Japan
Posts: 563
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Quote:
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"If I had a reason for everything I did, I'd be crazy." |
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11-14-2007, 08:06 PM | #29 |
...Really?
Join Date: Jun 2007
Location: in Theory. Everything works here
Posts: 3,961
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Class
fanboy/biserkermage
Fanboy:
Biserkermage:
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I have a Pesterchum its DangerousDoc I am ether fading out of Time, Space, or Reality...Or Simply my Typewriter is running out of ink |
11-14-2007, 08:37 PM | #30 | |
YYYEEEEEAAAAAAHHH
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Fifthfiend, Mega-Ass Hit Die: d8 Saves: Good Fort, Good Will, Bad Ref Requirements: Must be a Fifthfiend, Chaotic Evil Skill Points: Fifthfiend gains (4+Int mod) skill points, times four at 1st level. Fifthfiend's class skills are Being an Asshole, Making Jokes, Spot (Tydeus's Penis), and Use Banning Device Class Feature 1: NPF Member, Asshole 2: Douche 3: Funny, Witty Return 4: Asshole Attack 5: Favored Enemy (Anonymous) 6: Banhammer 7: Contingency (Shotgun and Plane Tickets) 8: Mesden's Song 9: Improved Witty Return 10: Modhood, God of Assholes Class Feature Descriptions NPF Member- As an NPF member, at level one, Fifthfiend gains all privileges of membership, and is bound to the Rules of Conduct. Asshole- At level one, Fifthfiend is recognzied as an Asshole. He gains a +2 bonus on Being An Asshole skill checks. Douche- At second level, the Douches recognize him as a fellow Douchebag. He gains a +4 modifier on Diplomacy, Bluff, and Intimidate checks when dealing with fellow Douches. Funny- At third level, Fifthfiend finds that he has the ability to be marginally funny. He gains the feat Funny Guy, even if he does not meet the prerequisites. Witty Return- Starting at third level, if Fifthfiend is flamed, trolled, or otherwise insulted, Fifthfiend may make a Will save. If he makes it, gains a +5 bonus on his next attack roll against that opponent. Asshole Attack- At fourth level, Fifthfiend may hit foes with the power of pure Asshole. Fifthfiend must declare he is using an Asshole Attack before attacking. If a melee attack with the Asshole Attack power behind it hits, it deals an extra 1d10 points of damage. Fifthfiend may use this ability 1+(Wis Mod) times per day. Favored Enemy (Anonymous)- At fifth level, Fifthfiend gains the Favored Enemy class feature, as the Ranger class feature. He must pick Anonymous. He gains a +2 modifier on all attack roles when fighting Anonymous. Banhammer- At sixth level, Fifthfiend gains Exotic Weapon Proficiency (Banhammer). Contingency (Shotgun and Plane Tickets)- At seventh level, Fifthfiend becomes slightly paranoid. He always keeps a shotgun near him, and plane tickets nearby, in case of rabid NPFers. When in his home, or near his computer, Fifthfiend may never be caught flat-footed. Mesden's Song- At eighth level, Mesden writes a song declaring widely just how much of an asshole you are. You gain a +4 bonus on Being An Asshole skill checks. This bonus stacks with any other bonuses, including the Asshole class feature bonus, for a base bonus of +6. Improved Witty Return- Fifthfiend improves greatly in the art of Witty Returns. The bonus from a successful Will save increases +10, as the Witty Return class feature. God of Assholes- Fifthfiend attains status as the Ultimate Asshole. He gains a +14 bonus on Being An Asshole skill checks. This stacks with other bonuses, for a base bonus of +20. Modhood- Fifthfiend becomes a Mod. He gains the Mod template. --- Mod [Template] Mod is a template that can be applied to any living creature. It grants the following benefits: Type- The base creature's type changes to Aberration. Stats- The base creature gains a +2 bonus to all ability scores. Spell-like Abilities- At will- Ban, Perma-ban, Thread Messing, Forum Messing. Respect- All mods get +2 circumstance bonus on Bluff, Diplomacy, and Intimidate checks when dealing with other forum members. Screwed Up- Any attempts to read a Mods mind, or otherwise affect it, automatically fail. Furthermore, the caster of the effect must make a DC 20 Will save or permenantly go insane, as the Insanity spell. Because they're just that messed up. --- Whew. Finally done. |
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