[Quiz]What sort of D&D character would you be?
0
I Am A: Lawful Good Human Wizard (2nd Level)
Ability Scores:
Strength-15
Dexterity-15
Constitution-14
Intelligence-15
Wisdom-16
Charisma-14
Ability Scores:
Strength-15
Dexterity-15
Constitution-14
Intelligence-15
Wisdom-16
Charisma-14
0
Neutral Good Human Ranger/Sorcerer (1st/1st Level)
Ability Scores:
Strength- 16
Dexterity- 15
Constitution- 16
Intelligence- 15
Wisdom- 9
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:
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.
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXX (15)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXX (12)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXXXXXXXXX (14)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXX (18)
Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXXXXX (8)
Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXX (8)
Evil ---- XXXXXXXXXX (10)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXX (4)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XXXXXXXXXX (10)
Class:
Barbarian - (-2)
Bard ------ (-4)
Cleric ---- (-2)
Druid ----- XX (2)
Fighter --- XX (2)
Monk ------ (-23)
Paladin --- (-17)
Ranger ---- XXXX (4)
Rogue ----- (-6)
Sorcerer -- XXXX (4)
Wizard ---- (0)
ahahahaha~ such weak stats of mine~
Ability Scores:
Strength- 16
Dexterity- 15
Constitution- 16
Intelligence- 15
Wisdom- 9
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:
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.
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXX (15)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXX (12)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXXXXXXXXX (14)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXX (18)
Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXXXXX (8)
Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXX (8)
Evil ---- XXXXXXXXXX (10)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXX (4)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XXXXXXXXXX (10)
Class:
Barbarian - (-2)
Bard ------ (-4)
Cleric ---- (-2)
Druid ----- XX (2)
Fighter --- XX (2)
Monk ------ (-23)
Paladin --- (-17)
Ranger ---- XXXX (4)
Rogue ----- (-6)
Sorcerer -- XXXX (4)
Wizard ---- (0)
ahahahaha~ such weak stats of mine~
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Nate River wrote...
Uzumaki101 wrote...
Waar wrote...
too many questions.Knowing you, I think 'Chaotic' will come out.
Just a guess^^
:arrow:
why the hell am i the only one listed as evil? just because i caused Light to go nuts? :(
Uh....you're not. I am too. I'm having trouble believing some people's stat results. I'm not sure all of you answered completely honestly.
0
Chaotic Neutral Human Wizard (3rd Level)
Ability Scores:
Strength- 8
Dexterity- 10
Constitution- 10
Intelligence- 17
Wisdom- 17
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.
Ability Scores:
Strength- 8
Dexterity- 10
Constitution- 10
Intelligence- 17
Wisdom- 17
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.
0
Waar
FAKKU Moderator
fine Ill do one in the morning, i do want to see how I turn out on the alignment scale.
0
Waar wrote...
fine Ill do one in the morning, i do want to see how I turn out on the alignment scale.Good. Just don't fuck it up so bad you get something like Sith. We all know you could somehow do it. ;)
0
Sadly, this seems about right, i answered as honestly as i could.
You Are A:
True Neutral Human Rogue (3rd Level)
Ability Scores:
Strength- 14
Dexterity- 13
Constitution- 13
Intelligence- 16
Wisdom- 16
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:
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.
You Are A:
True Neutral Human Rogue (3rd Level)
Ability Scores:
Strength- 14
Dexterity- 13
Constitution- 13
Intelligence- 16
Wisdom- 16
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:
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.
0
an1m3_43v3r wrote...
Mines in the Spoiler tagsSpoiler:
That's a really terrible class combination.
0
Chaotic Good Halfling Barbarian/Rogue (2nd/1st Level)
Ability Scores:
Strength- 14
Dexterity- 13
Constitution- 12
Intelligence- 15
Wisdom- 13
Charisma- 14
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:
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.
Primary Class:
Barbarians- Barbarians are brave, even reckless, and their warrior skills make them well suited to adventure. Instead of training and discipline, barbarians have a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger has also given barbarians a sort of 'sixth sense,' the preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.
Secondary 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.
Whatever the hell all that means.
Ability Scores:
Strength- 14
Dexterity- 13
Constitution- 12
Intelligence- 15
Wisdom- 13
Charisma- 14
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:
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.
Primary Class:
Barbarians- Barbarians are brave, even reckless, and their warrior skills make them well suited to adventure. Instead of training and discipline, barbarians have a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger has also given barbarians a sort of 'sixth sense,' the preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.
Secondary 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.
Whatever the hell all that means.
0
True.dat. Fit's pretty much actually what I played in NWN 2
You Are A:
Lawful Good Human Wizard (3rd Level)
Ability Scores:
Strength- 12
Dexterity- 12
Constitution- 13
Intelligence- 15
Wisdom- 14
Charisma- 12
You Are A:
Lawful Good Human Wizard (3rd Level)
Ability Scores:
Strength- 12
Dexterity- 12
Constitution- 13
Intelligence- 15
Wisdom- 14
Charisma- 12
Spoiler:
0
Close to the characters i play in "baldur's gate 2".
But normaly i do a fighter (for specialization)/Sorcerer for some spells. lol
but well the character is not weak... :D
You Are A:
True Neutral Human Druid/Sorcerer (2nd/2nd Level)
Ability Scores:
Strength- 15
Dexterity- 12
Constitution- 15
Intelligence- 14
Wisdom- 14
Charisma- 12
Description stuff:
Detailed Results:
But normaly i do a fighter (for specialization)/Sorcerer for some spells. lol
but well the character is not weak... :D
You Are A:
True Neutral Human Druid/Sorcerer (2nd/2nd Level)
Ability Scores:
Strength- 15
Dexterity- 12
Constitution- 15
Intelligence- 14
Wisdom- 14
Charisma- 12
Description stuff:
Spoiler:
Detailed Results:
Spoiler:
0
I've played this kind of character on my first try of Baldur's Gate and Neverwinter Nights...
And I guess, it's portraying my true self quite good...
And I guess, it's portraying my true self quite good...
Spoiler:
0
I Am A: Neutral Good Human Fighter/Ranger (1st/1st Level)
Ability Scores:
Strength-17
Dexterity-19
Constitution-15
Intelligence-13
Wisdom-16
Charisma-15
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:
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 ----- XXXXXXXXXXXXXXXXXXXX (20)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXXXX (12)
Lawful Neutral -- XXXXXXXXXXXXXXXXX (17)
True Neutral ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Neutral - XXXXXXXXX (9)
Lawful Evil ----- XXXXXXXXXXXXXX (14)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XXXXXX (6)
Law & Chaos:
Law ----- XXXXXXXXXX (10)
Neutral - XXXXXXXXXX (10)
Chaos --- XX (2)
Good & Evil:
Good ---- XXXXXXXXXX (10)
Neutral - XXXXXXX (7)
Evil ---- XXXX (4)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (8 )
Elf ------ XXXXXXXX (8 )
Gnome ---- XXXXXXXX (8 )
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XX (2)
Class:
Barbarian - (-2)
Bard ------ XX (2)
Cleric ---- (-4)
Druid ----- (-2)
Fighter --- XXXX (4)
Monk ------ (-21)
Paladin --- (-17)
Ranger ---- XXXX (4)
Rogue ----- (-2)
Sorcerer -- XX (2)
Wizard ---- (-6)
Ability Scores:
Strength-17
Dexterity-19
Constitution-15
Intelligence-13
Wisdom-16
Charisma-15
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:
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 ----- XXXXXXXXXXXXXXXXXXXX (20)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXXXX (12)
Lawful Neutral -- XXXXXXXXXXXXXXXXX (17)
True Neutral ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Neutral - XXXXXXXXX (9)
Lawful Evil ----- XXXXXXXXXXXXXX (14)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XXXXXX (6)
Law & Chaos:
Law ----- XXXXXXXXXX (10)
Neutral - XXXXXXXXXX (10)
Chaos --- XX (2)
Good & Evil:
Good ---- XXXXXXXXXX (10)
Neutral - XXXXXXX (7)
Evil ---- XXXX (4)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (8 )
Elf ------ XXXXXXXX (8 )
Gnome ---- XXXXXXXX (8 )
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XX (2)
Class:
Barbarian - (-2)
Bard ------ XX (2)
Cleric ---- (-4)
Druid ----- (-2)
Fighter --- XXXX (4)
Monk ------ (-21)
Paladin --- (-17)
Ranger ---- XXXX (4)
Rogue ----- (-2)
Sorcerer -- XX (2)
Wizard ---- (-6)
0
You Are A:
True Neutral Human Fighter (1st Level)
Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 14
Intelligence- 13
Wisdom- 15
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:
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.
Damn, I'm one of those neutral bastards =(
True Neutral Human Fighter (1st Level)
Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 14
Intelligence- 13
Wisdom- 15
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:
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.
Damn, I'm one of those neutral bastards =(
0
Neutral Good Human Druid/Sorcerer (1st/1st Level)
Ability Scores:
Strength- 12
Dexterity- 15
Constitution- 15
Intelligence- 17
Wisdom- 16
Charisma- 11
This is such a wierd class combonation. And speaking in D&D terms, absolutely worthless. Druid up to 20 levels can wreck just about anything. They're amazing. :shock:
At the very least, my skill set for spellcasting should be good. +2 dex, +2 Con, +3 int. hell yeah.
Ability Scores:
Strength- 12
Dexterity- 15
Constitution- 15
Intelligence- 17
Wisdom- 16
Charisma- 11
This is such a wierd class combonation. And speaking in D&D terms, absolutely worthless. Druid up to 20 levels can wreck just about anything. They're amazing. :shock:
At the very least, my skill set for spellcasting should be good. +2 dex, +2 Con, +3 int. hell yeah.
0
Instead of starting a new topic I've decided to upnecro this fanthread and ask it to be moved to Games section if need be.
Anyone in for some nerd nostalgia? After all the years and life experiences you've been through, try fitting your personality into a shitty blacknwhite d&d alignment system. It's awesome.
Anyone in for some nerd nostalgia? After all the years and life experiences you've been through, try fitting your personality into a shitty blacknwhite d&d alignment system. It's awesome.
0
iMuse
Kuroneko is mine
Dont know what this means but the quiz took forever...
True Neutral Human Bard (1st Level)
Ability Scores:
Strength- 14
Dexterity- 17
Constitution- 14
Intelligence- 15
Wisdom- 14
Charisma- 15
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 when 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:
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 ----- XXXXXXXXXXXXXX (14)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXXXXX (16)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Evil ----- XXXXXXXXXXXXXXXXXXX (19)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXX (21)
Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXXXXXXX (10)
Good & Evil:
Good ---- XXXXXX (6)
Neutral - XXXXXXXXXXX (11)
Evil ---- XXXXXXXXXXX (11)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXX (4)
Class:
Barbarian - XXXX (4)
Bard ------ XXXXXX (6)
Cleric ---- (-6)
Druid ----- (-8)
Fighter --- XX (2)
Monk ------ (-23)
Paladin --- (-23)
Ranger ---- XX (2)
Rogue ----- XXXX (4)
Sorcerer -- XXXX (4)
Wizard ---- (-4)
True Neutral Human Bard (1st Level)
Ability Scores:
Strength- 14
Dexterity- 17
Constitution- 14
Intelligence- 15
Wisdom- 14
Charisma- 15
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 when 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:
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 ----- XXXXXXXXXXXXXX (14)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXXXXX (16)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Evil ----- XXXXXXXXXXXXXXXXXXX (19)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXX (21)
Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXXXXXXX (10)
Good & Evil:
Good ---- XXXXXX (6)
Neutral - XXXXXXXXXXX (11)
Evil ---- XXXXXXXXXXX (11)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXX (4)
Class:
Barbarian - XXXX (4)
Bard ------ XXXXXX (6)
Cleric ---- (-6)
Druid ----- (-8)
Fighter --- XX (2)
Monk ------ (-23)
Paladin --- (-23)
Ranger ---- XX (2)
Rogue ----- XXXX (4)
Sorcerer -- XXXX (4)
Wizard ---- (-4)