Welcome to Gaia! ::

Reply Guild Of Doom
D&D/D20 Modern/D20 Future/BESM D20/ Mutants&Masterminds pros Goto Page: 1 2 [>] [»|]

Quick Reply

Enter both words below, separated by a space:

Can't read the text? Click here

Submit

Grokk Oniryuu
Captain

Godly Pal

13,875 Points
  • Demonic Associate 100
  • Tycoon 200
  • The Key to Victory 50
PostPosted: Tue Mar 18, 2008 2:37 pm


This is where I will be posting Character/Race Profiles for these genres of D20 dice roleplays...
Mecha and many other things will also be posted...
PostPosted: Tue Apr 01, 2008 3:50 pm


RP SKELETON=

Name:
Age:
Race:
Align:
Class:
Level:
Deity:

Str:
Dex:
Con:
Int:
Wis:
Cha:

AC:
Init:

Fort save:
Ref save:
Will save:

Melee attack:
Ranged attack:

Melee Weapon:
(please include weapon damage, critical information, and special attributes)

Ranged Weapon:
(please include weapon damage, critical information, ranged distance, and special attributes)

Inventory:
(please also list how many of something you have.)

Armor:
(please list what armor [this includes shields] that your character is wearing. Include any bonuses and special information)

Skills:

Feats:

Spells:
(if applicable. Please also list what the spell does, the bonus/damage time it lasts and how many times per day you can cast it. If it has components, please list those as well.)


Special Abilities:
(please list bonuses abilities give, how many times per day it can be used and damage [if any] that it does)

Background:
(if you have one)

Special:
(anything else you want to tell me about your character or items)

Grokk Oniryuu
Captain

Godly Pal

13,875 Points
  • Demonic Associate 100
  • Tycoon 200
  • The Key to Victory 50

Grokk Oniryuu
Captain

Godly Pal

13,875 Points
  • Demonic Associate 100
  • Tycoon 200
  • The Key to Victory 50
PostPosted: Tue Apr 01, 2008 9:09 pm


Name: Kuraishi
Age: 17
Race: Shi Oni-Ryuu (Corrupted, Half Red Dragon, Space Troll ,Beast of Xvim)
Align: Neutral Evil
Class: Duskblade/Hexblade.
Level: 17/12.
Deity: Atheist.

Str: 32 (+11)
Dex: 16 (+3)
Con: 28 (+9)
Int: 15 (+2)
Wis: 10 (+0)
Cha: 14(+2)

AC: 38 (+13 Natural, +5 Breatplate, +8 Force,+3 Dex, -1 size.)
Init: +7

Fort save: +23
Ref save: +11
Will save: +18

Melee attack: +39/+34/+29/+24/+19/+14
Ranged attack: +31/+26/+21/+16/+11/+6

Melee Weapon: +15 Doom Katana, 2d8+15+1vile, 17-20.
(Celestials must succeed a DC 20 fortitude save or be destroyed. all creatures unless immune to disease must succeed at a DC14 fortitude save or become infected with warp touch. Gains an additional +2 Enhancement Bonus vs. constructs and if a critical hit is dealt to a construct the construct is destroyed.
When a natural 20 occurs to any creature with a head it instantly lops off the head of the creature that has one. If a critical hit is dealt to any outsider it deals x4 damage instead of x2. Incapable of becoming rusted or warped due to age.),
Claw, 2d6+3 vile, 20.
Bite, 2d8+3 vile, 20.

Ranged Weapon: None...


Inventory: Type 4 Belt Pouch of holding, Tent, Standard Adventurer's kit, Belt of
Vile Weapons.

Armor: Kuraishi Custom Armor (+6 Demon-Might/Poison-Spike/Deep/Rhinoceros Dragon Hide Breastplate.
Gives +1 to AC vs. good aligned creatures, +2 vs. good aligned outsiders.
DC16 poison, onto command word responsive armor spikes.
It gives him an additional 2d6 damage when he hits with a successful charge attack. Allows him to be treated as unarmored for purposes of swim checks, as well as the ability to breathe underwater, and speak the language of any water-breathing creature that has a language.), +8 bracers of armor.

Skills: Concentration 32 ranks, Knowledge(Arcana) 32 ranks, Spellcraft 32 ranks,
Sense Motive 20 ranks, Bluff 12 ranks.

Feats: Exotic Weapon Proficiency (Katana), Weapon Focus (Katana), Improved Critical (Katana), Power Critical (Katana), Combat Casting, Improved Initiative, Dodge, Mobility, Combat Expertice, Whirlwind attack, Combat Reflexes.

Spells:
5/day= dancing lights, detect magic, flare, ghost sound, read magic.
6/day:0- acid splash, disrupt undead, ray of frost, touch of fatigue.
11/day:1- Bigby's tripping hand, Shield, burning hands, Cause fear, Chill touch, Jump, Kelgore's Firebolt, Lesser Deflect, Magic Weapon, Oscuring Mist, Ray of enfeeblement, Resist Energy, Rouse, shocking Grasp, Stand, swift expiditious retreat, true strike,Sleep, Unseen Servant, Mount, Charm Person, Mage Armor.
10/day:2- Animalistic Power, Bears Endurance, Bulls Strength, Deflect, Dimension hop, See invisibility, Stretch Weapon, Sure Strike, Swift Fly Swift invisibility, Rage, Spider Climb, Summon Swarm, Alter Self.
9/day:3- Dispelling Touch, Doom Scarabs, Greater Magic Weapon,Halt, Keen Edge, Protection from Energy, Regroup, Vampiric Touch, Hound of Doom, Repel Vermin, Wind Wall.
6/day:4- Fire Shield, Toxic Weapon, Dimendion Door, Phantasmal Killer, Channeled Pyroburst.
2/day:5- Disintegrate.

Special Abilities:
Breath Weapon: 6d8 damage cone of fire usable 1/day, Reflex save DC 27 gives half damage.
Feed: For every 8 HD of creatures consumed he gains 1 extra HD.
Immunities: Sleep, Paralysis, Fear, Poison, Fire, Acid.
Regeneration:5.
Fast Healing:3.
Frightful Presence: Fear effect activated by boistrous vocalizations, opponent must make a will save DC 19 or become shaken.
Dark Vision:120 feet.
Low-light Vision: see in low-light condition twice as far as a human.
Disruptive Attack: Add 1/2 racial HD vile damage to natural weapon attacks.
Damage Reduction: 5/magic.
Smite Good: Add racial HD to be a bonust to an attack to a good aligned creature. the attack must be declared and is usable 1/day.
Resistance to Cold: 20
Rend: If both claw attacks hit in a full attack action deal 4d6+15+6 vile.

Background: He was created by a Red Dragon, and a Troll, then was born in a cauldron of ability enhancing alchemical ooze, and offered to the minor god Xvim as a cruel joke by his parents.
He was then at the age of two years old sent to live out his life on his own, due to his parents suspicions of him growing up to be an incredibly powerful creature, he learned that the world is cruel, and he should thusly be more cruel than they are to him.
Unbeknownst to his parents Xvim helped their child a little more than he would regularly help any creature, as a joke he sent to play on the parents of the creature offered up.

Special:
60 ft. Darkvision+Low-light vision.
PostPosted: Mon Apr 07, 2008 1:26 pm


Standard points=25.

Point Cost/Ability Score.
0-8
1-9
2-10
3-11
4-12
5-13
6-14
8-15
10-16
13-17
16-18

Grokk Oniryuu
Captain

Godly Pal

13,875 Points
  • Demonic Associate 100
  • Tycoon 200
  • The Key to Victory 50

Terial Darkmoon

Dangerous Seeker

PostPosted: Tue Apr 08, 2008 1:23 pm


Name:Terial Darkmoon
Age: 25
Race: Daedra (Arch)
Align: Neutral evil
Class: Death Knight/Fighter
Level: 15 Death Knight/ 10 Fighter
Deity: Atheist


Str: 30 (+10)
Dex: 24 (+5)
Con: 20 (+3)
Int: 25 (+5)
Wis: 16 (+2)
Cha: 17 (+3)
AC: 31 (+10 natural, +4 Plate, +2 Aura, +5 Dex, 0 size.)
Init: +5

Fort save: +17
Ref save: +15
Will save: +16

Melee attack: +32/+18/+10
Ranged attack: N/A

Melee Weapon:

Hellfire: +6 Demonic Greatsword, 210/2d8, (2) Keen, 15-20/x4 Crit.
Hellfire holds in and of itself, Terial's daedric power. Hence, upon crit, the target must make a DC roll of 17 or higher (Will), or be struck with unholy fire, which deals 1d8/2d10.

Bloodsworn: +4 Greatspear (exotic), 1d8/2d6, (1) Keen, Vampiric, 17-20/x2 Crit.
Bloodsworn is Terial's unholy spear, which holds a blood stone in the center, imbued with draining power. It staff is made of Darkwood, and the blade of it is Onyx (Black gem with the same components as Adamantine.) The spear also holds one more power, when upon a critical hit, the target must roll a DC 15 or higher (Fortitude/Reflex) Or have that wound drained of its blood, dealing 1d6 damage every 2 turns.



Inventory:
Camp(3)
Rations ::Food:: (10)
Rations ::Water:: (20)
Mithril chain, 20 ft. (1)
Death Knight's pendant (1):Gives a +1 to all Death Knight spells/skills.
Ring of Unholy Serenity (1): Gives a +3 to spell resistance, and a +5 to all unholy attacks.

Armor:
+5 Platemail of the Death Knight. (Gives a +2 on all Death Knight skills, and is considered light armor due to its unusual lightlyness upon the Death Knight.) ::Note- Death Knight items/armor are DEATH KNIGHTS ONLY, please take heed to all who read this profile.::

Skills: Concentration 25, Jump 15, Tumble 10, Sneak/hide 15/15, Knowledge (Death Knight Tradition) 15, Knowledge (Unholy/Daedric) 20, Search 5, Spot 5, Knowledge (Arcana) 10.

Feats: Acrobatic, Agile, Armor Proficiency (All), Combat Casting, Combat expertise, Combat Reflexes, Dodge, Improved Disarm, Endurance, Die Hard, Run,Weapon Focus (Greatsword)::Greater::, Toughness (2).

Spells:
1st Lvl Death Knight Spells-
Mantle of Evil: You gain SR 12+ caster level against spells with the good descriptor.

Moment of Clarity: Subject gains secnod save against mind-affecting spell or ability.

Protection of The Lich King: Allies gain +1 to AC, saves.

Fell the Greatest Foe: Deal extra damage to creatures larger than you.

Knight's Move: You instantly move to flank a subject.

2nd Lvl Death Knight Spells-
Draconic Might: Gain +5 to Str, Con, Cha;+4 natural armor, immunity to magic sleep effects.

Accelerated Movement: Balance, Climb, or move silently at normal speed with no penalty on skill check.

Orb of Fire, Lesser: Ranged touch attack deals 1d8 fire damage + 1d8/2 levels beyond 1st. (Max 5d6.)

Orb of Cold, lesser: Ranged touch attack deals 1d8 cold damage + 1d8/2 leves beyond 1st. (Max 5d8.)

3rd Lvl Death Knight Spells-
Wall of Smoke: Wall of black smoke obscures vision and nauseates those
who pass through.

Ray of Flame: Ray deals 1d6/2 levels of fire damage, ignites subject.

Ice Dagger: Grenadelike weapon deals subject 124/level cold damage, plus area damage.

Create Magic Tattoo: Subject receives a magic tattoo with various effects.

Aiming at the Target: +10 bonus on Concentration checks for a previously cast spell.

Combust: Subject takes 1d8/level fire damage and might catch fire.

4th Level Death Knight spells-
Pentagram Summon: Conjures a pentagram, 10 foot in diameter, which glows either Red, blue, black, or yellow, depending upon the caster.

Pentagram Burst: Pentagram bursts up in either Fire, Cold, Sonic, or Elecricity, dealing 1d8/+1 per Death Knight level, and depending upon element, can either ignite, freeze, stun, or paralyze an opponent for 1d6 turns, and 1d6 damage for that many turns.

Pentagram Blast: Unleashes a blast from within the caster, taking 3d8 damage from the caster, but deals a 3d10 3d8 damage to whoever is struck by it, dealing either Fire or Cold damage for an extra 1d6.
::Note:: For the Pentagram Blast, the caster must invoke the saying, "Unleash the anger from the soul" for the blast to work correctly, otherwise the damage is reversed onto the caster.

Pentagram Missile Fury: Pentagram's diameter is condensed to the shoulder-width of the caster, and once casted, depending upon Death Knight level, Int bonus, and Will save, the caster will unleash that number (Lvl, int bonus, will save) combined into fiery missiles in all directions, dealing 2d6/1d8 to whomever is struck.
::Note:: Opponents must roll a DC 17 reflex not to be struck by the missiles, and a spot check every time after a missile is dodged, or be struck the next one in their direction. Another note, if the caster fails to perform the spell correctly, then the caster takes a 1d100/2d8/1d6 damage roll, make a DC 35 will save, or be killed instantly.


Special Abilities:
Race Abilities-
-Immunity to all fire attacks, and immunity to sleep effects.
-(Arch) Daedra's are given a +2 to strength, int, and dex, but a -2 to Cha.
-+2 to all fire attacks dealt.
- -2 to all ice attack recieved.
- +2 to will save, but a -1 to reflex saves.
-Languages: Elven, common, undercommon, draconic, dwarven, giant, and demonic.
-Daedric Aura: Gives the daedra an aura that can cause instant fear if within 5 feet of target, target must roll a DC save of 15 or run in fear. Aura also gives a +1 to all fire attacks.
-Low light vision.
-Aura sight: A daedra's eyes can make it, when the words "Daedric Sight" are spoken, the daedra's eyes become as if he was in his full daedric form, giving him the ability to see aura's depending upon someone's alignment/emotion at the time.

Alignment colors for Aura Sight:
Lawful good(Holy)- Milky white.
Chaotic good- grey.
Neutral good- dark grey.
Neutral- Blue.
Neutral evil- red.
Lawful evil- Light red
Chaotic evil(Unholy)- blood red

Emotion colors for Aura Sight:
Happy- Light purple
Sad- Dark blue
Anger- dark red
confused- Green.
afraid- deep purple.
Content- yellow.
Neutral- black
Love- Pink

Class Abilities (Death Knight)-
-+2 to all evil alignment attacks.
- -1 to all holy.
-+1 to will save, - 1 to Fort save.
- Death Touch: Once every three days, a Death Knight can unleash an attack which drains 30 health from the Death Knight, but will strike the opponent with a massive amount of force, possibly killing the opponent.
::Note:: This attack is considered a touch attack, target must be within reach of Death Knight, and if the target fails to make a DC 15 fort, and a DC 30 will, the attack will be considered instant death.

::Note:: If the target succeeds one roll, but fails the other, the target will be dealt 3d10/1d12/5d6/2d8, Plus 1d6 fire, 2d4 cold, and 1d8 sonic. If the attack is completely saved, the target will only be knocked back 5ft/level, and be dealt 1d10/1d8 damage.

Background: Terial is known as the Death Knight Captain, one of the last remaining three Death Knights. His Occupation towards most rural area's is a wanderer, and in many places people have reported signs of a cloaked man wandering about blankly. In the bigger cities, Terial is hired as a mercenary, to either protect, or kill someone.

Special: Terial is generally a quiet guy, no one really knows much about him, and even fewer people barely know his name. He's commonly known as the Sheperd of Destruction, to those who have seen his fury at least.

Terial has a short fuse, and when he gets mad enough, his more daedric side can assume status. When this happens, Terial's AC drops to only 15, but ALL of his attacks, spells, and skills are given a +10.
PostPosted: Tue Apr 15, 2008 5:09 pm


RP GROKK

Name:Grokk Oniryuu
Age: 869,668
Race: Mega-Fiend/Deity (Divine Rank 20)
Align: NE
Class: Outsider/Duskblade
Level: 610/10
Deity: Grokk

Str: 451(+220)
Dex: 119(+52)
Con: 370(+180)
Int: 14(+2)
Wis: 112(+51)
Cha: 116(+53)

AC: 568 (-2 Size, +392 Natural, +8 Force, +51 insight, +52 Dex, +4 Mage Armor, +53 deflection.)
Initiative: +56

Fort save: +660
Ref save: +472
Will save: +481

Melee attack: +840
Ranged attack: +672

Melee Weapon: Unarmed Strike. 4d6+220. 19-20. Rot, Poison, Disease, Stun, Keen, Vorpal.
(please include weapon damage, critical information, and special attributes)
Melee Weapon: Doom Weapon. 4d8+220. 19-20/x4. Keen, Vorpal, Wounding, Poison.
(please include weapon damage, critical information, and special attributes)

Ranged Weapon: Gaze Attack.(Charm Person/Hypnosis/Stun). 30ft.

Ranged Weapon: Breath Weapon. 15d6 acid/fire or lightning. 30-60ft.

Ranged Weapon: Frightful Presence. Fear Effect, 30 ft. causes creatures within 30ft radius to cower, will save causes them to be shaken.

Inventory: Two type eleven bags of holding, Gloomy Cape of Doom.

Armor: +8 Poison Spiked Bracers of Armor. (poisonous spikes jut from these bracers when willed to do so by wielder)
(please list what armor [this includes shields] that your character is wearing. Include any bonuses and special information)

Skills: Balance+4, Bluff +17, Concentration+31, Craft +42, Diplomacy+14, Disguise +11, Heal+41, Intimidate +47, Knowledge(The Planes) +21, Perform(oratory)+31, Listen +300, Search +130, Sense Motive +82, Spell craft +211, Spot + 340, Survival +141.

Feats: Cleave, Power Attack, Improved initiative, Death Blow, Awesome Blow, Improved Bull rush, Improved Unarmed Strike, Versatile Strike...

Spells: War Domain, Death Domain, Fire Domain, Destruction Domain, Chaos Domain, Protection Domain, Healing Domain, Strength Domain.(these spells may be used at will along with their supernatural abilities.)
(if applicable. Please also list what the spell does, the bonus/damage time it lasts and how many times per day you can cast it. If it has components, please list those as well.)


Special Abilities: Fear Aura/ Frightful Presence, Feed( For every 8HD eaten Grokk gains 1 more HD), Carapace (Reflective skin causes all rays, lines, missiles or cones to be deflected, has a 30% chance of reflecting back at the attacker.), Regeneration 400, Fast Healing 15, Damage Reduction 20/-, Augmented Critical, Stun(claws/any unarmed strike), Poison(bite/ tail), Disease(bite/claws), Swallow Whole, Change Shape(can alter his form to change into any living creature), Item Master(has the ability to use any magical item), Scent, Mage Armor (as the spell), Rush(although sometimes slow moving, he may move past 125 feet per 10 seconds as a regular walking speed), Spell Like Abilities(may use any of his domain spells as well as a variety of others from a special spell list),
Spell Resistance 422, Over-sized Weapon,Improved Grab, Rot, Immune to disease and poison, stunning, sleep, paralysis, death effects, sonic, disintegration, electricity, cold, acid, imprison/banishment, poly morphing,petrification, or any other attack that alters its form, mind affecting effects, energy drain, ability drain, ability damage, sleeping, eating, breathing, fire, scrying, critical hits, sub dual damage, necromantic effects, death from massive damage.
Deity Traits( Divine Ranks/ Deity Traits )

(please list bonuses abilities give, how many times per day it can be used and damage [if any] that it does)

Background: Was Created by good and evil primordial Deities, he acts as a balance, often referred to as a "Master". He self inhibits himself and often likes to have fun with the mortal world. He's tied to a mortal coil, and may often choose to show his human form. He has numerous abilities, but very often chooses to stick with only a few.
He keeps peaceful and watches when battle takes place unless he feels like emulating another beings fighting style.


Special: Unfinished...

Grokk Oniryuu
Captain

Godly Pal

13,875 Points
  • Demonic Associate 100
  • Tycoon 200
  • The Key to Victory 50

Grokk Oniryuu
Captain

Godly Pal

13,875 Points
  • Demonic Associate 100
  • Tycoon 200
  • The Key to Victory 50
PostPosted: Mon May 25, 2009 8:40 pm


These are a sequence of characters that I'm using for another comic I'll be writing and making in another world from my gag comic. These are just notes for me to use.

Rikai Akkiryuu
A.M.x4/C.A.x8/C.S.x8/H.B.x8/K.F.K.x4/M.A.x8/M.O.E.x8/P.H.x4/Speedsterx4/W.M.x8 +Daemon/Dragon Warriorx4 N.P.C. class PL800 (Young Deity, Strongest over all in the current school, trying to be completely under the radar)

Yuriban Marusuke
A.M.x2/B.S./C.A./Gadgeteerx2/K.F.K./M.S. PL100 (Third up but keeps it a secret, smartest student in the school, if the curriculum wasn't combat oriented as well as academically oriented, she'd have graduated already.)

Rei Musha (Top Female School Gang Leader)
C.A./K.F.K./P.H./W.M. PL 42

Hebishi Onitenma (Top Male School Gang Leader, not by choice, is actually quite weak compared to the rebellious sect, which remains unknown until later on. Fights Rikai as much as he can to win Rei Musha's affection, but the adverse seems to take effect, when he actually is making a very appropriate course of action. He improves daily.)
C.A./M.A./P.H./W.M. PL42


Kougeki Hana(Male School Gang Leader Right Hand Man)
C.A./H.B./M.A./W.M. PL40

Kurohyou Tora(Male School Gang Leader Lefty)
C.A./M.A./Speedster/W.M. PL40

Tsuki Hana(Female School Gang Leader Lefty)
C.A./M.A./W.M. PL30

Shima Kirai(Female School Gang Leader Right Hand Woman, prefers to feign weakness in order to not be forceful, hates being too harsh, or extreme in any way, but will hold her ground, that's why she's the right hand. Is actually Stronger than Rei in terms of combat prowess.)
C.A./M.A./P.H./Speedster/W.M. PL50


20 Female Gang Underlings
20 Male Gang Underlings


Nanashi Haritsuke (Top Rebellious Sect Of The School Gang Underground Leaders. Second strongest student in the entire school. Is acknowledged as the strongest person in the school, but doesn't know he's been replaced.)
C.A.x2/M.A.x4/W.M.x2/P.H.x4 +Gang Leader/Daemon Warrior N.P.C. class. PL128

Kurogane Tenma (Second up Rebellious Sect Underground Leader)
C.A./M.A./P.H./W.M. +Gang Leader/Daemon Warrior N.P.C. Class PL 58

Futeki Fuka ( Third and Fourth up, fourth for the entirety of the rebellious but third for the male side)
C.A./M.A./P.H./W.M. +Gang Leader N.P.C. Class. PL 43

Yami Bengoshikyo (Top Female rebellious sect Underground leader third from actual top)
C.A.x2/M.A./P.H.x2/W.M. +Gang Leader N.P.C. Class PL63

Ai Kirai (Fifth up in the rebellious sect, but second on the female side. Has trouble not using full power.)
C.A./M.A./P.H./Speedster/W.M. PL50

Kyuuketsuki Tenma (Tends to keep under the radar, but often spies on Shima and Tsuki)
C.A./M.A./P.H./Speedster/W.M. PL50



Sensei Tetsugaku Tensai (1st year homeroom teacher)
C.A./Gadgeteer/K.F.K./M.S./Mystic/P.H./Psionic +Child Thug N.P.C. Class
PL71

Sensei Butsuri Tensai (2nd year homeroom teacher)
A.M./B.S.x2/C.A./Gadgeteerx2/K.F.K. PL80

Sensei Chimeiteki Tensai (3rd and 4th year homeroom teacher)
A.M.x3/Puppeteerx4 PL88

Omonaru Kyoufu Amatsumikoshi (Principal)
A.M.x2/C.A.x2/H.B.x11/K.F.K./P.H.x2/Speedster/W.M. PL220
PostPosted: Thu Dec 17, 2009 2:54 pm


Name: Mong Ra
Age: The flavor of frosted rainbows.
Race: Draufeingond.(Dracolich Daemon)
Alignment: Chaotic Neutral.
Class: Outsider/Martial Artist/Mecha Pilot.
Level: 146/2/1.
Deity: Grokk Oniryuu.

Str:
Dex:
Con:
Int:
Wis:
Cha:

AC:
Init:

Fort save:
Ref save:
Will save:

Melee attack:
Ranged attack:

Melee Weapon:
2+4 Bladed Gauntlets.
+6 Adamantine Gargantuan Mace.

Ranged Weapon: +4 Spear.


Inventory: Bag of holding XXCVIII.


Armor: +4 Spiked Magic Full Plate.

Skills: (Again I'm in an area that will make it hard to do this in, since I forgot my books at home.)

Feats: (It's still BESM D20 based so I'll write them all in later.)

Spells: Balor/Pit Fiend/Titan Spell-like abilities.

Grokk Oniryuu
Captain

Godly Pal

13,875 Points
  • Demonic Associate 100
  • Tycoon 200
  • The Key to Victory 50
Grokk Oniryuu rolled 18 6-sided dice: 2, 3, 4, 6, 2, 3, 4, 6, 6, 6, 6, 3, 5, 1, 1, 2, 5, 5 Total: 70 (18-108)

Grokk Oniryuu
Captain

Godly Pal

13,875 Points
  • Demonic Associate 100
  • Tycoon 200
  • The Key to Victory 50
PostPosted: Wed Jan 20, 2010 3:59 am


Just rolling dice for the fun of it...
Grokk Oniryuu rolled 17 6-sided dice: 6, 2, 4, 5, 5, 6, 6, 2, 1, 2, 4, 3, 2, 3, 2, 4, 5 Total: 62 (17-102)
PostPosted: Wed Jan 20, 2010 4:01 am


Again with it. Hope this roll is better.

Grokk Oniryuu
Captain

Godly Pal

13,875 Points
  • Demonic Associate 100
  • Tycoon 200
  • The Key to Victory 50
Grokk Oniryuu rolled 18 6-sided dice: 1, 1, 3, 2, 5, 5, 3, 5, 1, 2, 3, 2, 4, 6, 2, 1, 4, 4 Total: 54 (18-108)

Grokk Oniryuu
Captain

Godly Pal

13,875 Points
  • Demonic Associate 100
  • Tycoon 200
  • The Key to Victory 50
PostPosted: Wed Jan 20, 2010 4:02 am


Re-rolling the 1's and 2's..
Grokk Oniryuu rolled 8 6-sided dice: 1, 6, 1, 5, 6, 4, 2, 4 Total: 29 (8-48)
PostPosted: Wed Jan 20, 2010 4:03 am


This should do it.

Grokk Oniryuu
Captain

Godly Pal

13,875 Points
  • Demonic Associate 100
  • Tycoon 200
  • The Key to Victory 50
Grokk Oniryuu rolled 3 6-sided dice: 1, 1, 4 Total: 6 (3-18)

Grokk Oniryuu
Captain

Godly Pal

13,875 Points
  • Demonic Associate 100
  • Tycoon 200
  • The Key to Victory 50
PostPosted: Wed Jan 20, 2010 4:04 am


Close but no cigar.
PostPosted: Wed Jan 20, 2010 4:05 am


Man the dice roll feature on here hates me...

Grokk Oniryuu
Captain

Godly Pal

13,875 Points
  • Demonic Associate 100
  • Tycoon 200
  • The Key to Victory 50
Grokk Oniryuu generated a random number between 9 and 18 ... 14!

Grokk Oniryuu
Captain

Godly Pal

13,875 Points
  • Demonic Associate 100
  • Tycoon 200
  • The Key to Victory 50
PostPosted: Wed Jan 20, 2010 4:06 am


This is likely to be easier.
Reply
Guild Of Doom

Goto Page: 1 2 [>] [»|]
 
Manage Your Items
Other Stuff
Get GCash
Offers
Get Items
More Items
Where Everyone Hangs Out
Other Community Areas
Virtual Spaces
Fun Stuff
Gaia's Games
Mini-Games
Play with GCash
Play with Platinum