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View Full Version : Timmy,Johny and Spike in D&D



Kornilios
2011-07-27, 02:39 PM
I was wondering what kind of class would Timmy,Johny and Spike would be playing in a D&D campaign.My opinion is:
1)Timmy:a barbarian or fighter ubercharger(Leap atk,pounce,shock trooper etc)
Character who makes a big amount of dmg.No really usefull out of combat
2)Johny:arcane trickster,fochlucan lyrist
Characters that mixing more than one core class,doesn't look so great with the first view when red,but with the correct choises makes characters with great powers.
3)Spike:druid(planar shephered especially),Incantatrix wizard,ordained champion cleric(with use of DMM)
Characters that are rediculus OP.Usually stop the game from being fun,they can kill almost anything.Can win any battle with RAW rules.

So what are you thinking?Ideas of other classes that match for Timmy/Johny/Spike?

sonofzeal
2011-07-27, 02:46 PM
Timmy: Monk ("My fists deal 2d10 base damage! Suck on that, Greatswords!")

Johnny: Focused Specialist Conjurer ("*quietly casts Solid Fog to prevent Timmy from getting mobbed*")

Spike: Kobold Paladin ("Okay, so first I make a DC 25 Knowledge check....")

Rogue Shadows
2011-07-27, 02:52 PM
What? No. Spike is Pun-pun. Spike doesn't even play D&D unless the DM lets him roll up Pun-Pun. Lord help the DM that has two Spikes at the table.

Spike players might roll up what's above, but Spike himself? Pun-pun.

Timmy could a monk. I could also see him as an Evocationist-specialized wizard (or more likely a Sorcerer), a Warblade (or any Martial class), or a Druid (for the chance to shapeshift into a dinosaur or, more likely, a Craw Wurm).

(Yes, he would provide stats for a Craw Wurm for the DM. They would be surprisingly balanced for their CR).

Johnny rolls up anything as long as he can get his combo going. Half-ogre/spiked chain is a basic idea.

Vorthos rolls up anything at all, but prefers the classes with more "flavor." So less Fighters and Wizards, more Paladins and Shadowcasters. Vorthos loves Binders and Incarnum both. Expect ten pages of backstory at least, though. Vorthos almost certainly bought the Hero Builder's Guidebook before buying the Player's Handbook.

Melvin...doesn't play D&D, because he doesn't really exist. If he did, however, he'd make a character focused around one trick and then try to apply that one trick to all situations, even ones where it's not useful.

Melvin: "I power attack!"
DM: "...the treasure horde?"

Kurald Galain
2011-07-27, 02:58 PM
I was wondering what kind of class would Timmy,Johny and Spike would be playing in a D&D campaign.
Yes, that's pretty appropriate.

Timmy could also be a rogue with lots of backstab dice, or a mage with large fireballs. Basically, he wants flashy effects, big numbers, and the chance to slash a dragon in half.

Johnny could also be any Tome of Battle class or any primary spellcaster, including Truenamer. Basically, he wants weird options and odd combos, and the chance to pull off something the DM has never even considered.

Spike could be any of the "big builds" posted on the 'net, such as the King of Smack, the IO7FC, or indeed Pun-Pun. He wants to win.

(edit) in the classic D&D Archetypes, Timmy is a real man, Vorthos is the real roleplayer (thespian), Johnny is the real roleplayer (brain), Spike is the munchkin, and Melvin is the guy who doesn't play, but hangs out on CharOp and designs weird builds like the Jumplomancer.

Terazul
2011-07-27, 03:00 PM
What? No. Spike is Pun-pun. Spike doesn't even play D&D unless the DM lets him roll up Pun-Pun. Lord help the DM that has two Spikes at the table.

You know the Kobold Paladin is Pun-Pun, right? :smalltongue:

Rogue Shadows
2011-07-27, 03:01 PM
You know the Kobold Paladin is Pun-Pun, right? :smalltongue:

I did not.

Ksheep
2011-07-27, 03:05 PM
Lord help the DM that has two Spikes at the table.

If there WERE two Spikes (assuming they actually decided to work together), they'd probably be the Word and the Wish.

Douglas
2011-07-27, 03:10 PM
I did not.
Kobold: qualifies as a Scaled One, thereby allowing Manipulate Form (the linchpin of Pun-pun) to work
Paladin: gets Pazuzu to take special effort to make his Wish come out the way the paladin wants - the first time, at least, but for Pun-pun that's all you need
DC 25 knowledge check: learns about Pazuzu in character, more specifically that saying his name three times can summon him to grant you a wish (at the cost of alignment shift towards CE)

It's the standard level 1 Pun-pun build.