Hard Light Productions Forums
Off-Topic Discussion => General Discussion => Topic started by: iamzack on February 01, 2011, 08:56:33 am
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You Are A:
Chaotic Neutral Human Rogue (3rd Level)
Ability Scores:
Strength- 12
Dexterity- 14
Constitution- 13
Intelligence- 16
Wisdom- 14
Charisma- 14
Alignment:
Chaotic Neutral- A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment because it seeks to eliminate all authority, harmony, and order in society.
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:
Rogues- Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes 'fake it' well enough to cast spells from scrolls, activate wands, and use just about any other magic item.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXX (11)
Neutral Good ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Lawful Neutral -- XXXXXXXX (8)
True Neutral ---- XXXXXXXXXXXXXX (14)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Law & Chaos:
Law ----- XX (2)
Neutral - XXXXXXXX (8)
Chaos --- XXXXXXXXXXXXXXX (15)
Good & Evil:
Good ---- XXXXXXXXX (9)
Neutral - XXXXXX (6)
Evil ---- XXXXXXXXX (9)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXXX (12)
Half-Orc - XXXX (4)
Class:
Barbarian - (0)
Bard ------ (-2)
Cleric ---- (-4)
Druid ----- XXXX (4)
Fighter --- (0)
Monk ------ (-21)
Paladin --- (-29)
Ranger ---- (-2)
Rogue ----- XXXXXX (6)
Sorcerer -- XXXX (4)
Wizard ---- XX (2)
LINK! (http://www.easydamus.com/character.html)
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I'll kill you because...
Lawful Good: you look evil, you stinkin' orc!.
Chaotic Good: you are evil.
Neutral Good: you did something evil.
Lawful Neutral: you broke the law.
Neutral: you just tried to kill me.
Chaotic Neutral: its tuesday.
Neutral Evil: I want that nice sword you have.
Chaotic Evil: I'll get this tingly sensation in the back of my spine, OOooooo.
Lawful Evil: your interfering with my conquest of the world.
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Neutral Good Human Druid (1st Level)
Ability Scores:
Strength- 12
Dexterity- 15
Constitution- 14
Intelligence- 15
Wisdom- 12
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 because 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:
Druids- Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXX (21)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXXXXX (8)
Law & Chaos:
Law ----- XXXXXXXXX (9)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXXX (8)
Good & Evil:
Good ---- XXXXXXXXXXXXXXXXXX (18)
Neutral - XXXXXXXXXXXX (12)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - (0)
Class:
Barbarian - (-2)
Bard ------ (-2)
Cleric ---- (-8)
Druid ----- XXXXXX (6)
Fighter --- (0)
Monk ------ (-21)
Paladin --- (-17)
Ranger ---- XXXX (4)
Rogue ----- (-2)
Sorcerer -- XX (2)
Wizard ---- (-2)
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This test isn't too long. I did it in just under half an hour.
I Am A: True Neutral Human Druid (1st Level)
Ability Scores:
Strength- 12
Dexterity- 12
Constitution- 12
Intelligence- 13
Wisdom- 18
Charisma- 11
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 because 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:
Druids- Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXX (18)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (31)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXX (22)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXXXXXXXX (15)
Chaotic Evil ---- XXXXXX (6)
Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXXXXXXXXX (14)
Chaos --- XXXXX (5)
Good & Evil:
Good ---- XXXXXXXXXX (10)
Neutral - XXXXXXXXXXXXXXXXX (17)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXXX (12)
Half-Orc - XXXXXXXX (8)
Class:
Barbarian - (0)
Bard ------ (-2)
Cleric ---- (0)
Druid ----- XXXX (4)
Fighter --- (0)
Monk ------ (-19)
Paladin --- (-19)
Ranger ---- XX (2)
Rogue ----- (-8)
Sorcerer -- (-2)
Wizard ---- XX (2)
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Some questions I found to be hard to answer given choices, such as:
111. If offered enough money, would covertly assassinate the President?
Yes, I've done similar things before.
Yes, if I thought I could get away with it.
No, although a vast sum of money would tempt me.
No, and I'd warn the President of the plot.
It'd depend on the president, IE if it was moron/extremist, then yes, but if its someone pretty moderate, then no.
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many questions are open to interpretation, but i figure if there are circumstances under which you'd do it, then assume those circumstances because it's clearly a question about your loyalty to government and if your loyalty can be swayed...
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Chaotic Good Human Bard (2nd Level)
Ability Scores:
Strength- 13
Dexterity- 16
Constitution- 15
Intelligence- 12
Wisdom- 14
Charisma- 13
Alignment:
Chaotic Good- A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment because it disrupts the order of society and punishes those who do well for themselves.
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:
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.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Lawful Neutral -- XXXXXXXXXXXXXX (14)
True Neutral ---- XXXXXXXXXXXXX (13)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXXXXXXXXX (12)
Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXX (7)
Chaos --- XXXXXXXXX (9)
Good & Evil:
Good ---- XXXXXXXXXXXXXXXXXX (18)
Neutral - XXXXXX (6)
Evil ---- XXX (3)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXX (4)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXX (7)
Half-Orc - XXXX (4)
Class:
Barbarian - (-6)
Bard ------ XXXXXX (6)
Cleric ---- (-4)
Druid ----- (-17)
Fighter --- XXXX (4)
Monk ------ (-23)
Paladin --- (-23)
Ranger ---- (0)
Rogue ----- (0)
Sorcerer -- XX (2)
Wizard ---- (-2)
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Chaotic Evil Human Fighter/Sorcerer (2nd/1st Level)
Ability Scores:
Strength- 13
Dexterity- 10
Constitution- 14
Intelligence- 17
Wisdom- 17
Charisma- 15
Alignment:
Chaotic Evil- A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. Chaotic evil is sometimes called demonic because demons are the epitome of chaotic evil. Chaotic evil is the best alignment you can be because combines self-interest and pure freedom. However, chaotic evil can be a dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.
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:
Fighters- Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.
Secondary Class:
Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXX (10)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXX (11)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXXXXXXXXXX (13)
Good & Evil:
Good ---- XXXXXX (6)
Neutral - XXXXXXX (7)
Evil ---- XXXXXXXXX (9)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXX (4)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXXXXXXXX (10)
Class:
Barbarian - (-2)
Bard ------ (-2)
Cleric ---- XX (2)
Druid ----- (-23)
Fighter --- XXXX (4)
Monk ------ (-27)
Paladin --- (-19)
Ranger ---- (0)
Rogue ----- XX (2)
Sorcerer -- XXXX (4)
Wizard ---- (-2)
Suck it.
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Anyway, finished the thing:
I Am A: Lawful Neutral Human /Sorcerer (1st/1st Level)
Ability Scores:
Strength-12
Dexterity-16
Constitution-12
Intelligence-13
Wisdom-14
Charisma-15
Alignment:
Lawful Neutral A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment because it seeks to eliminate all freedom, choice, and diversity in society.
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:
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.
Secondary Class:
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXX (23)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXX (12)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (31)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXXXXXXXX (15)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXX (4)
Law & Chaos:
Law ----- XXXXXXXXXXXXXX (14)
Neutral - XXXXXXXXX (9)
Chaos --- XXX (3)
Good & Evil:
Good ---- XXXXXXXXX (9)
Neutral - XXXXXXXXXXXXXXXXX (17)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXXX (12)
Half-Orc - XX (2)
Class:
Barbarian - (-27)
Bard ------ (-15)
Cleric ---- (-4)
Druid ----- (-4)
Fighter --- (0)
Monk ------ XXXX (4)
Paladin --- (-19)
Ranger ---- (-6)
Rogue ----- (0)
Sorcerer -- XXXX (4)
Wizard ---- XXXX (4)
I can dig it, well, except for the high gnome score.
unless I'd be the tallest gnome...IN THE WORRLLDD
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I Am A: True Neutral Human Druid/Ranger (1st/1st Level)
Ability Scores:
Strength-14
Dexterity-13
Constitution-15
Intelligence-18
Wisdom-13
Charisma-12
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 because 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.
Primary Class:
Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.
Secondary Class:
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.
Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?[/url], courtesy of Easydamus <a href='mailto:[email protected]'>(e-mail)[/url]
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXX (17)
Neutral Good ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXX (20)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXXXXXX (9)
Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXX (7)
Good & Evil:
Good ---- XXXXXXXXXX (10)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- XX (2)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXXXX (14)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - (-2)
Class:
Barbarian - XX (2)
Bard ------ (0)
Cleric ---- (-8)
Druid ----- XXXX (4)
Fighter --- (-2)
Monk ------ (-21)
Paladin --- (-23)
Ranger ---- XXXX (4)
Rogue ----- (0)
Sorcerer -- XX (2)
Wizard ---- (0)
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I Am A: Lawful Neutral Human Druid/Sorcerer (2nd/2nd Level)
Ability Scores:
Strength-14
Dexterity-14
Constitution-14
Intelligence-18
Wisdom-17
Charisma-13
Alignment:
Lawful Neutral A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment because it seeks to eliminate all freedom, choice, and diversity in society.
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:
Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.
Secondary Class:
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXX (21)
Neutral Good ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXX (23)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXXXXXX (9)
Law & Chaos:
Law ----- XXXXXXXXX (9)
Neutral - XXXXXXX (7)
Chaos --- XXXXXXX (7)
Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- XX (2)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXXXX (13)
Half-Orc - XXXX (4)
Class:
Barbarian - (-25)
Bard ------ (-29)
Cleric ---- (0)
Druid ----- XXXXXX (6)
Fighter --- (0)
Monk ------ XX (2)
Paladin --- (-15)
Ranger ---- (-2)
Rogue ----- (-2)
Sorcerer -- XXXXXX (6)
Wizard ---- (-4)
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http://www.hard-light.net/forums/index.php?topic=74305.msg1468706#new
I just wanna get lots and lots of people to do it b/c the poll data will be totally coooooool :pimp:
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waaaiiiiiii~ :(
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Sorry, too many dicks
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I Am A: Neutral Good Human Ranger (2nd Level)
Ability Scores:
Strength-15
Dexterity-13
Constitution-16
Intelligence-16
Wisdom-15
Charisma-10
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 because 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 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.
Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?[/url], courtesy of Easydamus <a href='mailto:[email protected]'>(e-mail)[/url]
My dexterity is waaay to high 0_o
-
I Am A: Lawful Neutral Human Fighter/Wizard (1st/1st Level)
Ability Scores:
Strength-10
Dexterity-10
Constitution-11
Intelligence-12
Wisdom-11
Charisma-11
Alignment:
Lawful Neutral A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment because it seeks to eliminate all freedom, choice, and diversity in society.
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:
Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.
Secondary Class:
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
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXX (19)
Neutral Good ---- XXXXXXXXXXXXXXX (15)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXX (5)
Chaotic Evil ---- XXXXXXX (7)
Law & Chaos:
Law ----- XXXXXXXXX (9)
Neutral - XXXXX (5)
Chaos --- XXXXXXX (7)
Good & Evil:
Good ---- XXXXXXXXXX (10)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XX (2)
Class:
Barbarian - (-25)
Bard ------ (-21)
Cleric ---- (-8)
Druid ----- XXXX (4)
Fighter --- XXXX (4)
Monk ------ (0)
Paladin --- (-21)
Ranger ---- (0)
Rogue ----- (-2)
Sorcerer -- XX (2)
Wizard ---- XXXX (4)
-
I Am A: True Neutral Elf Ranger (2nd Level)
Ability Scores:
Strength-12
Dexterity-12
Constitution-13
Intelligence-14
Wisdom-12
Charisma-11
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 because it represents apathy, indifference, and a lack of conviction.
Race:
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful.
Class:
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 ----- XXXXXXXXXXXXXXXX (16)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXX (23)
Lawful Evil ----- XXXXX (5)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXXX (6)
Law & Chaos:
Law ----- XXXXX (5)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXX (6)
Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXXXXXXXX (17)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXXXXXX (14)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXX (8)
Half-Orc - (0)
Class:
Barbarian - (-2)
Bard ------ (0)
Cleric ---- (-6)
Druid ----- XX (2)
Fighter --- (0)
Monk ------ (-19)
Paladin --- (-21)
Ranger ---- XXXX (4)
Rogue ----- (-2)
Sorcerer -- (0)
Wizard ---- XX (2)
Oh dear... :lol:
-
I Am A: Neutral Good Elf Ranger (3rd Level)
Ability Scores:
Strength-9
Dexterity-12
Constitution-12
Intelligence-14
Wisdom-14
Charisma-13
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 because it advances mediocrity by limiting the actions of the truly capable.
Race:
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful.
Class:
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 ----- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Good ---- XXXXXXXXXXXXXXXX (16)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXX (20)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Neutral - XXXXXXXXXX (10)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXXXXXX (15)
Chaotic Evil ---- XXX (3)
Law & Chaos:
Law ----- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXXXX (13)
Chaos --- X (1)
Good & Evil:
Good ---- XXXXXXXXXXXXXXX (15)
Neutral - XXXXXXXXX (9)
Evil ---- XX (2)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXXXXXX (14)
Gnome ---- XXXX (4)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XXXXXX (6)
Class:
Barbarian - (-4)
Bard ------ (0)
Cleric ---- (0)
Druid ----- (-4)
Fighter --- (-2)
Monk ------ (-19)
Paladin --- (-19)
Ranger ---- XXXXXXXXXX (10)
Rogue ----- (-6)
Sorcerer -- XX (2)
Wizard ---- (0)
... Bah. I guess that means I should go reroll my NWN2 PC.
-
I Am A: True Neutral Elf Cleric (4th Level)
Ability Scores:
Strength-11
Dexterity-13
Constitution-11
Intelligence-16
Wisdom-14
Charisma-11
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 because it represents apathy, indifference, and a lack of conviction.
Race:
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful.
Class:
Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric's Wisdom score should be high, since this determines the maximum spell level that he can cast.
Hmm. Interesting. I have power over the undead, but I am neither good nor evil. So, I'm a capricious Zombie King? :p
-
Neutral Good Human Wizard/Sorcerer (2nd/1st Level)
Ability Scores:
Strength- 10
Dexterity- 11
Constitution- 12
Intelligence- 14
Wisdom- 13
Charisma- 12
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 because 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:
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.
Secondary Class:
Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
-
Chaotic Evil Human Wizard (3rd Level)
Ability Scores:
Strength- 12
Dexterity- 16
Constitution- 13
Intelligence- 16
Wisdom- 13
Charisma- 13
Alignment:
Chaotic Evil- A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. Chaotic evil is sometimes called demonic because demons are the epitome of chaotic evil. Chaotic evil is the best alignment you can be because combines self-interest and pure freedom. However, chaotic evil can be a dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.
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:
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.
Oh YEAAAAH. Thought i feel more neutral evil, when described like this, it actually sounds better >÷D
-
Chaotic Neutral Halfling Wizard (1st Level)
Ability Scores:
Strength- 9
Dexterity- 10
Constitution- 11
Intelligence- 16
Wisdom- 12
Charisma- 12
Alignment:
Chaotic Neutral- A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment because it seeks to eliminate all authority, harmony, and order in society.
Race:
Halflings are clever, capable and resourceful survivors. They are notoriously curious and show a daring that many larger people can't match. They can be lured by wealth but tend to spend rather than hoard. They prefer practical clothing and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall and commonly live to see 150.
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.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXX (18)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXXXXXX (10)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXXXXXXXX (11)
Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXX (7)
Chaos --- XXXXXXXX (8)
Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXX (11)
Evil ---- XXX (3)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXXXX (14)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - (0)
Class:
Barbarian - (-2)
Bard ------ XX (2)
Cleric ---- (-4)
Druid ----- (-2)
Fighter --- (-4)
Monk ------ (-21)
Paladin --- (-21)
Ranger ---- (-2)
Rogue ----- XX (2)
Sorcerer -- XX (2)
Wizard ---- XXXXXXXX (8)
-
In typical dork fashion, I'm going to criticize my results, as I post them....
Lawful-Neutral, Third-Level Wizard.....I'm not going to say what race, because I hate elves with a fiery passion.
STR - 13
DEX - 14
CON - 11
INT - 16
WIS - 16
CHA - 13
I'm very surprised that those are all above average. My strength should be about an eight or nine, but I suspect some of the endurance questions contributed to both strength and constitution. Still, at least my stats are a good match for my class.
Alignment:
Law & Chaos:
Law ----- XXXXXXXXXXXXXXXXXX (18)
Neutral - XXXXXX (6)
Chaos --- XXX (3)
Good & Evil:
Good ---- XX (2)
Neutral - XXXXXXXXXXXX (12)
Evil ---- XXXXXXXX (8)
Yeah, that's about right. I'm a bit surprised that Evil isn't a little higher, since I tend to ride the line between Lawful Neutral and Lawful Evil, but I think a lot of the responses corresponding to evil also corresponded to chaos (and it wouldn't be the first time somebody's had a hard time separating the two).
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXXXXXXXX (16)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - (0)
I think this section's a bit silly to begin with. Last time I checked, I didn't have pointy ears or a thousand-year life expectancy. Whatever. If I was three feet tall, it'd probably make the quiz go haywire and call me a half-orc. Elf....bah!
Class:
Barbarian - (-25)
Bard ------ (-23)
Cleric ---- (-4)
Druid ----- (-4)
Fighter --- (0)
Monk ------ (0)
Paladin --- (-21)
Ranger ---- (-4)
Rogue ----- XX (2)
Sorcerer -- XXXXXX (6)
Wizard ---- XXXXXXXXXX (10)
I'd have guessed rogue would have been quite a bit more competitive with my wizard score. I also suspect that the only reason sorcerer is so high is on account of technological aptitude being equated to arcane magic use (which seems a stretch at best). The alignment-based classes (that is Barbarian, Bard, and especially Paladin) make sense, since my alignment doesn't sync to any of them, though I'm interested in why Fighter, Monk, Ranger, and Cleric didn't dip (further) into the negatives.
No matter, though. I'm a third-level wizard, and that means I can cast second-level spells, so I'm going to go see how this whole spell-book thing works and enjoy some of the best utility spells and the most broken combat spell that 3.5 D&D has to offer.
(I'm not offering a [/nerd] tag here, because that'd imply that after this post, I'd stop being a nerd.)
-
You Are A:
Chaotic Evil Human Bard/Sorcerer (1st/1st Level)
Ability Scores:
Strength- 10
Dexterity- 11
Constitution- 12
Intelligence- 14
Wisdom- 12
Charisma- 12
Alignment:
Chaotic Evil- A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. Chaotic evil is sometimes called demonic because demons are the epitome of chaotic evil. Chaotic evil is the best alignment you can be because combines self-interest and pure freedom. However, chaotic evil can be a dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.
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:
Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXX (15)
Neutral Good ---- XXXXXXXXXXXXXXX (15)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXXXXXXXXXXXX (19)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXX (21)
Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXXX (8)
Chaos --- XXXXXXXXXX (10)
Good & Evil:
Good ---- XXXXXXX (7)
Neutral - XXXXXXXXXX (10)
Evil ---- XXXXXXXXXXX (11)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXXX (12)
Half-Orc - XXXX (4)
Class:
Barbarian - XX (2)
Bard ------ XXXXXX (6)
Cleric ---- (-2)
Druid ----- (-29)
Fighter --- (-2)
Monk ------ (-25)
Paladin --- (-23)
Ranger ---- (0)
Rogue ----- (0)
Sorcerer -- XXXXXX (6)
Wizard ---- XXXX (4)
-
You Are A:
Lawful Neutral Elf Monk/Sorcerer (2nd/1st Level)
Ability Scores:
Strength- 13
Dexterity- 13
Constitution- 16
Intelligence- 17
Wisdom- 16
Charisma- 11
Alignment:
Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment because it seeks to eliminate all freedom, choice, and diversity in society.
Race:
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful.
Primary Class:
Monks- 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.
Secondary Class:
Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXX (20)
Neutral Good ---- XXXXXXXXXXXXXXX (15)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXX (22)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXX (6)
Chaotic Evil ---- XXXXXXXX (8)
Law & Chaos:
Law ----- XXXXXXXXXX (10)
Neutral - XXXXX (5)
Chaos --- XXXXXXX (7)
Good & Evil:
Good ---- XXXXXXXXXX (10)
Neutral - XXXXXXXXXXXXXXX (15)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXXXXXXXXXX (18)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXX (9)
Half-Orc - (0)
Class:
Barbarian - (-25)
Bard ------ (-25)
Cleric ---- (-2)
Druid ----- (-2)
Fighter --- (0)
Monk ------ XXXXXX (6)
Paladin --- (-21)
Ranger ---- (-4)
Rogue ----- (-2)
Sorcerer -- XXXXXX (6)
Wizard ---- XXXXXX (6)
It grants me 11 in Charisma and tells me I'm a sorcerer? Is this a subtle way to tell me I suck?
-
Neutral Good Human Wizard (2nd Level)
Ability Scores:
Strength- 9
Dexterity- 11
Constitution- 11
Intelligence- 15
Wisdom- 10
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 because 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:
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.
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXX (19)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)
Lawful Evil ----- XXXXXXX (7)
Neutral Evil ---- XXXXXXXX (8)
Chaotic Evil ---- XXXXXX (6)
Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXXX (8)
Chaos --- XXXXXX (6)
Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXXX (11)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXX (6)
Half-Elf - XXXXXX (6)
Half-Orc - XXXXXXXXXX (10)
Class:
Barbarian - (0)
Bard ------ XXXX (4)
Cleric ---- (-6)
Druid ----- (-4)
Fighter --- (0)
Monk ------ (-21)
Paladin --- (-19)
Ranger ---- (-4)
Rogue ----- (-4)
Sorcerer -- XXXX (4)
Wizard ---- XXXXXXXX (8)
-
Unfortunately this test does not embrace the correct system, otherwise I would be a Principled Psi-Hound and higher level than this test allows.
Also the ability characteristic names are all wrong.
-
I Am A: Lawful Good Human Sorcerer (3rd Level) (3rd Level! Booyah! -Ed)
Ability Scores:
Strength-13
Dexterity-17
Constitution-11
Intelligence-14
Wisdom-14
Charisma-12
Alignment:
Lawful Good A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment because it restricts freedom and criminalizes self-interest.
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:
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
--------------------------------------------------------------------------------
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXX (24)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil ----- XXXXXXXXXXXX (12)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXXX (6)
Law & Chaos:
Law ----- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXX (5)
Good & Evil:
Good ---- XXXXXXXXXXXXXXXX (16)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXX (4)
Class:
Barbarian - (-21)
Bard ------ (-25)
Cleric ---- (-4)
Druid ----- (-19)
Fighter --- (-6)
Monk ------ (0)
Paladin --- XX (2)
Ranger ---- XXXXXX (6)
Rogue ----- (-8)
Sorcerer -- XXXXXXXX (8)
Wizard ---- XXXX (4)
I liked this, it was fun. I was thinking for sure that I'd be pegged as a Neutral Good Ranger though. I'm slightly suprised by the actual results.
As well, there were many questions that just didn't feel like I could pick one unreservedly, so I just went with the best match. And why were there three questions asking if we prefer Eastern Religion?
-
You Are A:
True Neutral Human Wizard/Rogue (3rd/2nd Level)
Ability Scores:
Strength- 13
Dexterity- 15
Constitution- 12
Intelligence- 15
Wisdom- 16
Charisma- 13
I Am A: True Neutral Human Wizard/Rogue (3rd/2nd Level)
Ability Scores:
Strength-13
Dexterity-15
Constitution-12
Intelligence-15
Wisdom-16
Charisma-13
Alignment:
True Neutral
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXX (14)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXX (13)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Evil ----- XXXXXX (6)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXX (5)
Law & Chaos:
Law ----- XXXXXX (6)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXX (5)
Good & Evil:
Good ---- XXXXXXXX (8)
Neutral - XXXXXXXXXXXXXXXX (16)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XXXX (4)
Class:
Barbarian - (-6)
Bard ------ (-2)
Cleric ---- (-2)
Druid ----- (0)
Fighter --- (0)
Monk ------ (-21)
Paladin --- (-19)
Ranger ---- (-2)
Rogue ----- XXXX (4)
Sorcerer -- XX (2)
Wizard ---- XXXX (4)
-
I Am A: Lawful Neutral Human Sorcerer (5th Level)
Ability Scores:
Strength-14
Dexterity-14
Constitution-15
Intelligence-13
Wisdom-15
Charisma-11
Alignment:
Lawful Neutral A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment because it seeks to eliminate all freedom, choice, and diversity in society.
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:
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXX (20)
Neutral Good ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXX (7)
Chaotic Evil ---- XXXXXXX (7)
Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXX (7)
Chaos --- XXXXXXX (7)
Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XX (2)
Class:
Barbarian - (-23)
Bard ------ (-21)
Cleric ---- (0)
Druid ----- XX (2)
Fighter --- (-4)
Monk ------ (0)
Paladin --- (-17)
Ranger ---- (0)
Rogue ----- (-6)
Sorcerer -- XXXX (4)
Wizard ---- XX (2)
-
Well it's close. I've always leaned toward Chaotic Neutral and the difference is only 1 point.
I Am A: True Neutral Human Sorcerer (5th Level)
Ability Scores:
Strength-11
Dexterity-13
Constitution-15
Intelligence-18
Wisdom-17
Charisma-12
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 because 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:
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Alignment:
Lawful Good ----- XXXXXXXXXXXXX (13)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXX (22)
Lawful Evil ----- XXXXXXXXXX (10)
Neutral Evil ---- XXXXXXXXXXXXXXX (15)
Chaotic Evil ---- XXXXXXXXXXXXXX (14)
Law & Chaos:
Law ----- XXXXX (5)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXXXXX (9)
Good & Evil:
Good ---- XXXXXXXX (8)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- XXXXX (5)
Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXX (8)
Half-Orc - (0)
Class:
Barbarian - XXXX (4)
Bard ------ (-4)
Cleric ---- (-2)
Druid ----- (0)
Fighter --- (0)
Monk ------ (-29)
Paladin --- (-21)
Ranger ---- XX (2)
Rogue ----- XX (2)
Sorcerer -- XXXXXX (6)
Wizard ---- (0)
-
I Am A: Neutral Good Human Sorcerer (2nd Level)
Ability Scores:
Strength-15
Dexterity-15
Constitution-13
Intelligence-16
Wisdom-16
Charisma-13
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 because 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:
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
-
I Am A: Lawful Neutral Human Wizard (1st Level)
Ability Scores:
Strength-9
Dexterity-12
Constitution-11
Intelligence-16
Wisdom-11
Charisma-12
Alignment:
Lawful Neutral A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment because it seeks to eliminate all freedom, choice, and diversity in society.
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:
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.
...I don't seek "to eliminate all freedom, choice, and diversity in society". :P
-
I Am A: Neutral Good Human Fighter/Sorcerer (2nd/1st Level)
Ability Scores:
Strength-15
Dexterity-13
Constitution-15
Intelligence-17
Wisdom-13
Charisma-13
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 because 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:
Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.
Secondary Class:
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?[/url], courtesy of Easydamus <a href='mailto:[email protected]'>(e-mail)[/url]
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXX (22)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXX (13)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXX (5)
Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXXXX (9)
Chaos --- XXXX (4)
Good & Evil:
Good ---- XXXXXXXXXXXXXXX (15)
Neutral - XXXXXXXXX (9)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXX (8)
Half-Orc - (0)
Class:
Barbarian - (-2)
Bard ------ (0)
Cleric ---- XX (2)
Druid ----- (-4)
Fighter --- XX (2)
Monk ------ (-23)
Paladin --- (-15)
Ranger ---- XX (2)
Rogue ----- (-6)
Sorcerer -- XX (2)
Wizard ---- (0)
-
I Am A: True Neutral Human Druid (3rd Level)
Ability Scores:
Strength-12
Dexterity-14
Constitution-16
Intelligence-14
Wisdom-14
Charisma-13
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 because 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:
Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXX (18)
Neutral Good ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXX (21)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Evil ----- XXXXXXX (7)
Neutral Evil ---- XXXXXXXX (8)
Chaotic Evil ---- XXXXXXX (7)
Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXXX (8)
Chaos --- XXXXXXX (7)
Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXX (8)
Half-Orc - XX (2)
Class:
Barbarian - (-6)
Bard ------ XX (2)
Cleric ---- (-6)
Druid ----- XXXXXXXX (8)
Fighter --- XX (2)
Monk ------ (-21)
Paladin --- (-23)
Ranger ---- XX (2)
Rogue ----- (-2)
Sorcerer -- XXXX (4)
Wizard ---- (-2)
Sounds about right I guess, and as expected, no ones exactly the same.
-
Loads of average-charisma Sorcerers and Bards, I'm seeing. I'm quite enjoying that I'm one of the few who got classed as a spellcaster, who'd actually be able to cast spells.
...
Dammit, now I've got a character concept brewing, and no gaming group with whom to try it. Still, Scorching Ray, Knock, and Invisibility make for quite a cocktail for a sneaky wizard. Toss in the Silent Spell metamagic feat, once your third-level spell slots open up (two more levels!), and you can team up with the party rogue to pretty awesome effect when assassinating skulking about the property of and totally not murderating someone with a load of security.
-
Chaotic Neutral Human Wizard (3rd Level)
Ability Scores:
Strength- 11
Dexterity- 13
Constitution- 12
Intelligence- 14
Wisdom- 11
Charisma- 12
Alignment:
Chaotic Neutral- A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment because it seeks to eliminate all authority, harmony, and order in society.
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:
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.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXX (12)
Neutral Good ---- XXXXXXXXXXXX (12)
Chaotic Good ---- XXXXXXXXXXXXXX (14)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXX (16)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXXXXXXXX (11)
Law & Chaos:
Law ----- XXXXXX (6)
Neutral - XXXXXX (6)
Chaos --- XXXXXXXX (8)
Good & Evil:
Good ---- XXXXXX (6)
Neutral - XXXXXXXXXX (10)
Evil ---- XXX (3)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXX (6)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXX (8)
Half-Orc - XXXXXXXX (8)
Class:
Barbarian - (-2)
Bard ------ XX (2)
Cleric ---- XX (2)
Druid ----- (-4)
Fighter --- (-2)
Monk ------ (-21)
Paladin --- (-25)
Ranger ---- (-2)
Rogue ----- (0)
Sorcerer -- XXXX (4)
Wizard ---- XXXXXX (6)
-
Loads of average-charisma Sorcerers and Bards, I'm seeing. I'm quite enjoying that I'm one of the few who got classed as a spellcaster, who'd actually be able to cast spells.
...
Actually there's only been 2 bards so far (Unless I missed some, sorry). Me and Sayoqod
-
You Are A:
Lawful Good Human Paladin/Sorcerer (1st/1st Level)
Ability Scores:
Strength- 12
Dexterity- 18
Constitution- 13
Intelligence- 13
Wisdom- 15
Charisma- 16
Alignment:
Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment because it restricts freedom and criminalizes self-interest.
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:
Paladins- Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.
Secondary Class:
Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (33)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Neutral - XXXXXXXXXXXXX (13)
Lawful Evil ----- XXXXXXXXXXXXXXXX (16)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- (0)
Law & Chaos:
Law ----- XXXXXXXXXXXXXXXX (16)
Neutral - XXXXXXXXXXXXX (13)
Chaos --- (0)
Good & Evil:
Good ---- XXXXXXXXXXXXXXXXX (17)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XX (2)
Class:
Barbarian - (-27)
Bard ------ (-19)
Cleric ---- (0)
Druid ----- (-27)
Fighter --- XX (2)
Monk ------ (0)
Paladin --- XXXXXX (6)
Ranger ---- (-4)
Rogue ----- (-2)
Sorcerer -- XXXXXX (6)
Wizard ---- XX (2)
Not that surprised. :P Although I've never, ever, played D'nD and don't plan to.
-
Ability Scores:
Strength- 13
Dexterity- 16
Constitution- 13
Intelligence- 12
Wisdom- 13
Charisma- 10
(Omitted alignment/class etc info since it has been posted already)
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXX (14)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXX (13)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXXXXX (12)
Chaotic Evil ---- XXXXXXX (7)
Law & Chaos:
Law ----- XXXXXX (6)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXX (5)
Good & Evil:
Good ---- XXXXXXXX (8)
Neutral - XXXXXXXXXXXXXXXX (16)
Evil ---- XX (2)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXXXX (13)
Half-Orc - (0)
Class:
Barbarian - (-2)
Bard ------ XXXXXX (6)
Cleric ---- (-8)
Druid ----- XX (2)
Fighter --- (-2)
Monk ------ (-21)
Paladin --- (-21)
Ranger ---- (0)
Rogue ----- (-8)
Sorcerer -- XXXX (4)
Wizard ---- XXXXXXXX (8)
Hooray for general apathy? :lol:
-
I am A:
True Neutral Human Wizard/Cleric (2nd/1st Level)
Ability Scores:
Strength- 9
Dexterity- 11
Constitution- 9
Intelligence- 13
Wisdom- 13
Charisma- 11
-
Human Bard? **** that ****.
I'M A DWARF
(http://images3.wikia.nocookie.net/__cb20100304062052/wowwiki/images/a/a1/Magni_Wei.jpg)
-
Loads of average-charisma Sorcerers and Bards, I'm seeing. I'm quite enjoying that I'm one of the few who got classed as a spellcaster, who'd actually be able to cast spells.
...
Dammit, now I've got a character concept brewing, and no gaming group with whom to try it. Still, Scorching Ray, Knock, and Invisibility make for quite a cocktail for a sneaky wizard. Toss in the Silent Spell metamagic feat, once your third-level spell slots open up (two more levels!), and you can team up with the party rogue to pretty awesome effect when assassinating skulking about the property of and totally not murderating someone with a load of security.
Do you mean spellcaster as in Wizard?
-
No, sorcerers, wizards, clerics and druids are all casters, and paladins, bards and rangers are also nominally casters too (though they pretty much suck at it.)
He's commenting that he's one of the few casters with the relevant caster stat for his class (either int, wis or cha) high.
-
There was a time when Rodo had a character on a NWN server, I got killed a lot back those days :p
Anyway I was a Cleric, Lawful Good, but I consider myself to be a good representative of the Chaotic Good type, hence my vote.
EDIT:
Anyway.. finally finished!
¨
Neutral Good Half-Elf Sorcerer (3rd Level)
Ability Scores:
Strength- 12
Dexterity- 17
Constitution- 13
Intelligence- 12
Wisdom- 13
Charisma- 12
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXX (18)
Neutral Good ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXX (14)
True Neutral ---- XXXXXXXXXXXXXXX (15)
Chaotic Neutral - XXXXXXXXXXXXX (13)
Lawful Evil ----- XXXXXXXXXX (10)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXXXXXX (9)
Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXXX (8)
Chaos --- XXXXXX (6)
Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXX (7)
Evil ---- XXX (3)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXXXXX (14)
Half-Orc - XXXX (4)
Class:
Barbarian - XX (2)
Bard ------ (-2)
Cleric ---- (-6)
Druid ----- XXXX (4)
Fighter --- (0)
Monk ------ (-19)
Paladin --- (-23)
Ranger ---- (0)
Rogue ----- (-2)
Sorcerer -- XXXXXX (6)
Wizard ---- (-2)
LOLZ, this test lies!!
-
... and paladins, bards and rangers are also nominally casters too (though they pretty much suck at it.)
Bards are somewhat underrated as casters in 3.5. I'll grant, they'll never win a high-level duel against a wizard, but they get eighth-level spells, including healing magic that's usually reserved for divine casters and some exclusive spells. In fact, almost every sound-based spell or sonic damage spell in the game shows up on the bard spell list and no other. Coupled with the amount of skill points they accrue, it's not a terrible option, if you're considering a multiclass Sorcerer/Rogue and don't want to muck about with actually multiclassing or if the party already has its bases covered, leaving you with the freedom to goof around with a nonessential character.
All that said, the only bard I ever played only actually had one level of bard, and used the magic of prestige class cheese to cast spells as an eighteenth-level sorcerer by the end of the campaign. Why? Because for all of the sound-related spells exclusive to bards, they don't get to cast Wail of the Banshee.
He's commenting that he's one of the few casters with the relevant caster stat for his class (either int, wis or cha) high.
Specifically: Clerics, Druids, Rangers, and Paladins link spellcasting to their wisdom stat; Sorcerers and Bards link spellcasting to their charisma; and Wizards link spellcasting to their intelligence. In order to prepare and cast spells of a particular level, your relevant stat must be ten, plus the level of the spell you wish to prepare/cast. Furthermore, about the only way to make the saving throw to resist your spells more difficult is to raise the stat linked to spellcasting, so keeping it at the bare minimum to cast isn't a terribly good idea. Of course, at the first through third levels, where this test has almost exclusively placed us (save for Flipside, who'd have been able to kick all of our asses in one go, if not for the test deciding to multiclass him), there's not a whole lot of difference between casters attributible to their base stats. The save DC against a first-level bard spell, cast by someone with twelve charisma is twelve. The save DC against a first-level spell cast by a wizard with sixteen intelligence is fourteen. Luck plays a substantial part in a caster's success, until the early levels are behind him. Once you're past that point, though, a bad stat block will really bite you in the ass.
Although I've never, ever, played D'nD and don't plan to.
Did you hear that? That was the sound of the entire internet voting you off. :P
-
There is only one thing I disagree with on here. I'm Lawful Neutral dammit. Also, lawl at -25 to Monk class.
I Am A: Neutral Good Human Wizard (2nd Level)
Ability Scores:
Strength-13
Dexterity-16
Constitution-16
Intelligence-17
Wisdom-13
Charisma-14
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 because 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:
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.
--------------------------------------------------------------------------------
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (31)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (31)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXX (23)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Neutral - XXXXXXXXXXXX (12)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XX (2)
Law & Chaos:
Law ----- XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXXXXX (13)
Chaos --- XX (2)
Good & Evil:
Good ---- XXXXXXXXXXXXXXXXXX (18)
Neutral - XXXXXXXXXX (10)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XX (2)
Class:
Barbarian - (-4)
Bard ------ XX (2)
Cleric ---- XXXX (4)
Druid ----- (-8)
Fighter --- (0)
Monk ------ (-25)
Paladin --- (-13)
Ranger ---- (-4)
Rogue ----- (-4)
Sorcerer -- XXXX (4)
Wizard ---- XXXXXX (6)
-
btw i took the test and i got kobold psion with a sage psicrystal, 18 int, skill focus, four ranks in knowledge (the planes) and a masterwork item of relevance
-
And apparently an abysmally low Cha, since that bluff fails hard.
-
And apparently an abysmally low Cha, since that bluff fails hard.
ah, the naivete of youth
the first step on your path to enlightenment is to get the joke; the first weapon in your quest is the most basic instrument of knowledge
-
Interesting how all the 'Evils' are chaotic. Suggests premeditated answering ;)
-
You Are A:
True Neutral Human Sorcerer (3rd Level)
-
Not far off how I usually play RPGs, usually a neutral good and slightly higher strength, sometimes play elf or half-elf
Lawful Good Human Ranger (3rd Level)
Ability Scores:
Strength- 11
Dexterity- 15
Constitution- 14
Intelligence- 15
Wisdom- 12
Charisma- 12
Alignment:
Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment because it restricts freedom and criminalizes self-interest.
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 ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XX (2)
Law & Chaos:
Law ----- XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXXX (11)
Chaos --- XX (2)
Good & Evil:
Good ---- XXXXXXXXXXXXXXX (15)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XXXX (4)
Class:
Barbarian - (-27)
Bard ------ (-23)
Cleric ---- (-6)
Druid ----- (-17)
Fighter --- XXXX (4)
Monk ------ (0)
Paladin --- (0)
Ranger ---- XXXXXXXX (8)
Rogue ----- (-2)
Sorcerer -- XX (2)
Wizard ---- (-2)
-
Interesting how all the 'Evils' are chaotic. Suggests premeditated answering ;)
If they were premediated, wouldn't that require being lawful evil? :P
-
And apparently an abysmally low Cha, since that bluff fails hard.
ah, the naivete of youth
the first step on your path to enlightenment is to get the joke; the first weapon in your quest is the most basic instrument of knowledge
I got the joke, which is why I responded with a Cha reference, instead of just saying "liar." :P
-
Exactly how much are we supposed to read into everyone's scores on this?
-
Not much, I suspect a lot of people chose answers not because they 100% agreed, but because they were the best choice available ;)
-
Exactly how much are we supposed to read into everyone's scores on this?
I just wanted to see what the alignment distribution would be and I remembered this quiz from three or four years ago.
-
Not much, I suspect a lot of people chose answers not because they 100% agreed, but because they were the best choice available ;)
a couple of questions annoyed me because they forced be to choose between two aspects I strive for or two activity I enjoy as though I completely disliked the other but over-all it was quite interesting
-
Not much, I suspect a lot of people chose answers not because they 100% agreed, but because they were the best choice available ;)
I am more of a chaotic good/nuetral kinda guy.
-
I Am A: Neutral Good Human Ranger (5th Level)
Ability Scores:
Strength-18
Dexterity-16
Constitution-16
Intelligence-17
Wisdom-16
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 because 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 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 ----- XXXXXXXXXXXXXXXXXXXXX (21)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXX (20)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)
Lawful Evil ----- XXXXXXXXXX (10)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXXXX (7)
Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXX (5)
Good & Evil:
Good ---- XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXXXX (12)
Evil ---- XX (2)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXX (4)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXX (4)
Class:
Barbarian - (-2)
Bard ------ (0)
Cleric ---- (-4)
Druid ----- (0)
Fighter --- XXXX (4)
Monk ------ (-23)
Paladin --- (-25)
Ranger ---- XXXXXX (6)
Rogue ----- (0)
Sorcerer -- XXXX (4)
Wizard ---- (-2)
----------------------------------------------------------
Neutral Good Ranger? That wouldn't be too far from the definition of a Finn
And I actually even answered honestly.
Only Strength and Dexterity should be swapped.
-
Strength-18
Dexterity-16
Constitution-16
Intelligence-17
Wisdom-16
Charisma-16
Your character is overpowered 0_o
-
Overpowered :lol:? No, that's just me, I really am like that in real life.
It is a completely different topic what I do with that kind of stats.
-
Not much, I suspect a lot of people chose answers not because they 100% agreed, but because they were the best choice available ;)
a couple of questions annoyed me because they forced be to choose between two aspects I strive for or two activity I enjoy as though I completely disliked the other but over-all it was quite interesting
Exactly, like the whole "Do you prefer Eastern/Western Religion?" question. That's a loaded question if ever I saw one, there are aspects of both I respect, there are aspects of both that scare the everliving **** out of me :( And, at the end of the day, I'm not entirely certain what they are, for example Budhism and Islam are both "Eastern Religions", but they very little in common. I suppose Western religion, strictly speaking is more Pantheonic (Odin, Zeus, Jupiter etc) but there's no real defining factor.
-
Some questions that also bugged me were ones that the answers are steps of what I would do or t answers are both what describe me and/or what I do.
-
Not much, I suspect a lot of people chose answers not because they 100% agreed, but because they were the best choice available ;)
True. I don't drive, and I've never managed to get drunk before.
-
I don't drink, so... :p
-
I don't drink, so... :p
True. I don't drive, and I've never managed to get drunk before.
This dwarf has lost a bit of respect for you two.
-
Some of the questions were so hard cause well, frankly, I agree with none of the options.
Hell, I've never drank alcohol. Period, thus I picked a random choice for drunkness...lol.
Well, True Neutral seems right.
After all, AndrewofDoom calls me morally ambiguous.
------
I am A: True Neutral Elf Wizard (2nd Level)
Ability Scores:
Strength- 9
Dexterity- 13
Constitution- 11
Intelligence- 17
Wisdom- 16
Charisma- 12
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 because it represents apathy, indifference, and a lack of conviction.
Race:
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful.
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.
Alignment:
Lawful Good ----- XXXXXXXXXXX (11)
Neutral Good ---- XXXXXXXXXXX (11)
Chaotic Good ---- XXXXXXX (7)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil ----- XXXXXXXXXXXXXXXX (16)
Neutral Evil ---- XXXXXXXXXXXXXXXX (16)
Chaotic Evil ---- XXXXXXXXXXXX (12)
Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXXX (8)
Chaos --- XXXX (4)
Good & Evil:
Good ---- XXX (3)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- XXXXXXXX (8)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXXXXXX (14)
Gnome ---- XXXX (4)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXXXXX (14)
Half-Orc - XX (2)
Class:
Barbarian - (-2)
Bard ------ (-6)
Cleric ---- (-4)
Druid ----- (-2)
Fighter --- (-2)
Monk ------ (-21)
Paladin --- (-17)
Ranger ---- (-2)
Rogue ----- (0)
Sorcerer -- XXXXXX (6)
Wizard ---- XXXXXXXX (8)
-
I don't drink, so... :p
True. I don't drive, and I've never managed to get drunk before.
This dwarf has lost a bit of respect for you two.
You would. :nod:
You would.
-
This dwarf has lost a bit of respect for you two.
Not enough, they're not getting hammered.
-
I Am A: True Neutral Elf Druid/Ranger (3rd/2nd Level)
Ability Scores:
Strength-14
Dexterity-16
Constitution-14
Intelligence-18
Wisdom-16
Charisma-11
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 because it represents apathy, indifference, and a lack of conviction.
Race:
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful.
Primary Class:
Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.
Secondary Class:
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 ----- XXXXXXXXXXXXXXXXXXXXXX (22)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXX (24)
Lawful Evil ----- XXXXXXX (7)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXXXXXX (9)
Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXXXXX (9)
Good & Evil:
Good ---- XXXXXXXXXXXXXXX (15)
Neutral - XXXXXXXXXXXXXXX (15)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXXXXXX (14)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXX (9)
Half-Orc - (0)
Class:
Barbarian - (-6)
Bard ------ (-4)
Cleric ---- (-2)
Druid ----- XXXX (4)
Fighter --- (-2)
Monk ------ (-17)
Paladin --- (-19)
Ranger ---- XXXX (4)
Rogue ----- (-2)
Sorcerer -- XX (2)
Wizard ---- (0)
-
This test does not apply to me. There were many questions where two or more choices matched me equally.
Nevertheless...
I Am A:
Lawful Neutral Human Wizard (3rd Level)
Ability Scores:
Strength- 11
Dexterity- 13
Constitution- 13
Intelligence- 17
Wisdom- 17
Charisma- 15
Alignment:
Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment because it seeks to eliminate all freedom, choice, and diversity in society.
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:
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.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXX (22)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXX (23)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXXXXXXXXXXXX (17)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXXXXXXXXX (10)
Law & Chaos:
Law ----- XXXXXXXXXXXX (12)
Neutral - XXXXXXXX (8)
Chaos --- XXXXX (5)
Good & Evil:
Good ---- XXXXXXXXXX (10)
Neutral - XXXXXXXXXXX (11)
Evil ---- XXXXX (5)
Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXX (8)
Half-Orc - (-2)
Class:
Barbarian - (-23)
Bard ------ (-25)
Cleric ---- XXXX (4)
Druid ----- (-2)
Fighter --- (-4)
Monk ------ XX (2)
Paladin --- (-23)
Ranger ---- XXXX (4)
Rogue ----- (-6)
Sorcerer -- XXXX (4)
Wizard ---- XXXXXX (6)
-
Lawful Neutral Human Ranger/Sorcerer (1st/1st Level)
Ability Scores:
Strength- 13
Dexterity- 12
Constitution- 12
Intelligence- 14
Wisdom- 13
Charisma- 10
Alignment:
Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment because it seeks to eliminate all freedom, choice, and diversity in society.
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:
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.
Secondary Class:
Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
So...I got a stock-standard alignment...but Level 1? hmmm... :doubt:
Awww...look at myself being all negative... :P Heaps of room to expand out into there...
-
I put on my robe and wizard hat.
True Neutral Human Wizard (4th Level)
Ability Scores:
Strength- 13
Dexterity- 13
Constitution- 14
Intelligence- 16
Wisdom- 16
Charisma- 12
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 because 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:
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.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXX (18)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXXXXXXXXXX (11)
Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXX (7)
Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXX (11)
Evil ---- XXXX (4)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXXXX (12)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXX (7)
Half-Orc - XXXXXX (6)
Class:
Barbarian - (-2)
Bard ------ XX (2)
Cleric ---- (-8)
Druid ----- XX (2)
Fighter --- (0)
Monk ------ (-27)
Paladin --- (-15)
Ranger ---- XX (2)
Rogue ----- (-2)
Sorcerer -- XX (2)
Wizard ---- XXXX (4)
-
those who reply to old iamzack threads should be impaled cut up and burned in that order.
-
:nervous:
I Am A: Neutral Good Human Sorcerer (5th Level)
Ability Scores:
Strength-16
Dexterity-16
Constitution-16
Intelligence-14
Wisdom-13
Charisma-14
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 because 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:
Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?[/url], courtesy of Easydamus <a href='mailto:[email protected]'>(e-mail)[/url]