Author Topic: What D&D Character Are You?  (Read 2155 times)

Nairan

  • Hydlaa Resident
  • *
  • Posts: 164
    • View Profile
Re: What D&D Character Are You?
« Reply #15 on: February 07, 2010, 04:20:49 am »
You Are A:

True Neutral Human Bard/Wizard (2nd/2nd Level)


Ability Scores:
Strength- 13
Dexterity- 13
Constitution- 14
Intelligence- 15
Wisdom- 14
Charisma- 14

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:
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:
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.


Web page and journal code: Copy and paste the following:

I Am A: True Neutral Human Bard/Wizard (2nd/2nd Level)


Ability Scores:

Strength-13

Dexterity-13

Constitution-14

Intelligence-15

Wisdom-14

Charisma-14


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:
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:
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.


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:zybstrski@excite.com'>(e-mail)[/url]



tereay

  • Traveller
  • *
  • Posts: 18
    • View Profile
    • PlaneShift:Deutsch
Re: What D&D Character Are You?
« Reply #16 on: February 10, 2010, 05:36:10 am »
I Am A: Chaotic Good Human Wizard (3rd Level)


Ability Scores:

Strength-12

Dexterity-15

Constitution-11

Intelligence-14

Wisdom-13

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:
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.

offizielle deutsche PlaneShift Community

Anumesa

  • Guest
Re: What D&D Character Are You?
« Reply #17 on: February 10, 2010, 06:56:10 am »
You Are A:


True Neutral Human Ranger (3rd Level)



Ability Scores:
Strength- 15
Dexterity- 12
Constitution- 13
Intelligence- 15
Wisdom- 19
Charisma- 16

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:
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.

Parallo

  • Forum Addict
  • *
  • Posts: 2035
  • Ꞇíꞃ Luıᵹ̇ꝺeaċ
    • View Profile
Re: What D&D Character Are You?
« Reply #18 on: February 18, 2010, 04:11:37 pm »
Chaotic Good Human Cleric (1st Level)

Thats odd.
I suggest the statue of Laanx gets turned into a statue of Parallo <3. An NPC could never replace the huge hole he left in my heart when he died  :'(

Rigwyn

  • Guest
Re: What D&D Character Are You?
« Reply #19 on: February 19, 2010, 05:06:36 pm »
True Neutral Human Sorcerer (6th Level)

Ability Scores:
Strength- 11
Dexterity- 10
Constitution- 10
Intelligence- 19
Wisdom- 17
Charisma- 12

Tadano Hitoshi

  • Hydlaa Resident
  • *
  • Posts: 146
    • View Profile
Re: What D&D Character Are You?
« Reply #20 on: February 22, 2010, 03:33:06 am »
I Am A: Neutral Good Human Bard (5th Level)


Ability Scores:

Strength-12

Dexterity-14

Constitution-11

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.


Class:
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.


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:zybstrski@excite.com'>(e-mail)[/url]



Marqsaynt

  • Hydlaa Citizen
  • *
  • Posts: 335
    • View Profile
Re: What D&D Character Are You?
« Reply #21 on: February 22, 2010, 04:26:43 am »
Figured the results would be more interesting if I took the "test" as my PS character. ;)

Neutral Evil Human Ranger/Rogue (3rd/2nd Level)



Ability Scores:
Strength- 16
Dexterity- 17
Constitution- 18
Intelligence- 14
Wisdom- 15
Charisma- 17

Alignment:
Neutral Evil- A neutral evil villain does whatever he can get away with. He is out for himself, pure and simple. He sheds no tears for those he kills, whether for profit, sport, or convenience. He has no love of order and holds no illusion that following laws, traditions, or codes would make him any better or more noble. On the other hand, he doesn�t have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil is the best alignment you can be because you can advance yourself without regard for others. However, neutral evil can be a dangerous alignment because it represents pure evil without honor and without variation.

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:
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.

Garomort

  • Traveller
  • *
  • Posts: 10
    • View Profile
Re: What D&D Character Are You?
« Reply #22 on: February 22, 2010, 03:51:57 pm »
Figured the results would be more interesting if I took the "test" as my PS character. ;)

Wouldn't that make him at least levels 6/7 though...considering his age  ;D
Besmircher

Marqsaynt

  • Hydlaa Citizen
  • *
  • Posts: 335
    • View Profile
Re: What D&D Character Are You?
« Reply #23 on: February 23, 2010, 08:23:05 am »
Figured the results would be more interesting if I took the "test" as my PS character. ;)

Wouldn't that make him at least levels 6/7 though...considering his age  ;D

Exactly how old do you think Marq is supposed to be?! :lol: He's not that old but I figure diaboli live fast and die young.

Anyway, was bored and halfway curious to see how the results compared so, I took the test again. Apparently a character based on me would lack conviction.*shrugs indifferently* Seems I'd still be a bit of a rogue though. ;)


True Neutral Human Cleric/Rogue (2nd/1st Level)


Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 12
Intelligence- 15
Wisdom- 11
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.

Primary Class:
Clerics- 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.

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.

Shadow1490

  • Hydlaa Resident
  • *
  • Posts: 73
    • View Profile
Re: What D&D Character Are You?
« Reply #24 on: February 23, 2010, 10:12:15 am »
True Neutral Half-Elf Sorcerer/Rogue (1st/1st Level)



Ability Scores:
Strength- 15
Dexterity- 18
Constitution- 14
Intelligence- 18
Wisdom- 17
Charisma- 16

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:
Half-Elves have the curiosity and ambition for their human parent and the refined senses and love of nature of their elven parent, although they are outsiders among both cultures. To humans, half-elves are paler, fairer and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180.

Primary 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.

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.
Optimists are just cynics waiting to happen.

Falcon Avian

  • Hydlaa Notable
  • *
  • Posts: 578
    • View Profile
Re: What D&D Character Are You?
« Reply #25 on: February 24, 2010, 04:14:54 am »
Chaotic Neutral Human Sorcerer (1st Level)


Ability Scores:
Strength- 12
Dexterity- 13
Constitution- 10
Intelligence- 11
Wisdom- 16
Charisma- 10

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:
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.

I think I made a mistake since this doesn't sound like me at all :S


I have an ego so large it has it's own gravity. So in short, yes, everything does revolve around me.

Akkaido Kivikar

  • Hydlaa Notable
  • *
  • Posts: 726
    • View Profile
Re: What D&D Character Are You?
« Reply #26 on: February 24, 2010, 05:11:52 am »
I Am A: Lawful Good Human Paladin (6th Level)


Ability Scores:

Strength-18

Dexterity-17

Constitution-15

Intelligence-15

Wisdom-14

Charisma-13


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:
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.


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:zybstrski@excite.com'>(e-mail)[/url]


Ench

  • Traveller
  • *
  • Posts: 19
    • View Profile
Re: What D&D Character Are You?
« Reply #27 on: February 24, 2010, 07:03:20 am »
I Am A: Lawful Good Human /Cleric (3rd/2nd Level)


Ability Scores:

Strength-16

Dexterity-15

Constitution-17

Intelligence-15

Wisdom-14

Charisma-13


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:
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:
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.


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:zybstrski@excite.com'>(e-mail)[/url]


Dermathil

  • Hydlaa Resident
  • *
  • Posts: 94
    • View Profile
Re: What D&D Character Are You?
« Reply #28 on: March 01, 2010, 04:54:51 pm »
This is how Dermathil would be classed. I surely did some mistakes, for why is he not looking forward self-interest (He sells books, so he wants profit!), and why am I not a Wizard (Books again, yet Sorcerers don't use books. Ever.) :sorcerer:

You Are A:

Lawful Good Human Sorcerer (3rd Level)


Ability Scores:
Strength- 12
Dexterity- 14
Constitution- 12
Intelligence- 14
Wisdom- 13
Charisma- 13

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- 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 ---- XXXXXXXXXXXXXXXXXXXX ( 20 )
Chaotic Good ---- XXXXXXXXXXXXXXXX ( 16 )
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXX ( 20 )
True Neutral ---- XXXXXXXXXXXXXXXXXXX ( 19 )
Chaotic Neutral - XXXXXXXXXXXXXXX ( 15 )
Lawful Evil ----- XXXXXXXXXXX ( 11 )
Neutral Evil ---- XXXXXXXXXX ( 10 )
Chaotic Evil ---- XXXXXX ( 6 )

Law & Chaos:
Law ----- XXXXXXXXXX ( 10 )
Neutral - XXXXXXXXX ( 9 )
Chaos --- XXXXX ( 5 )

Good & Evil:
Good ---- XXXXXXXXXXX ( 11 )
Neutral - XXXXXXXXXX ( 10 )
Evil ---- X ( 1 )

Race:
Human ---- XXXXXXXXXXXXXX ( 14 )
Dwarf ---- XXXXXX ( 6 )
Elf ------ XXXXXXXX ( 8 )
Gnome ---- XXXXXXXX ( 8 )
Halfling - XXXXXXXX ( 8 )
Half-Elf - XXXXXXXXXXXXX ( 13 )
Half-Orc - XXXX ( 4 )

Class:
Barbarian - ( -23 )
Bard ------ ( -23 )
Cleric ---- ( 0 )
Druid ----- ( -25 )
Fighter --- XX ( 2 )
Monk ------ ( -2 )
Paladin --- ( 0 )
Ranger ---- ( -6 )
Rogue ----- XXXX ( 4 )
Sorcerer -- XXXXXX ( 6 )
Wizard ---- XXXX ( 4 )

P.S: this emoticon is called "Sorcerer" :sorcerer: ...
« Last Edit: March 01, 2010, 09:45:31 pm by neko kyouran »

Proud owner and founder of the Khazadi Bookshop.

Rowanas

  • Traveller
  • *
  • Posts: 20
    • View Profile
Re: What D&D Character Are You?
« Reply #29 on: March 02, 2010, 04:57:26 pm »
I Am A: Chaotic Evil Human Wizard (3rd Level)


Ability Scores:

Strength-10

Dexterity-14

Constitution-13

Intelligence-15

Wisdom-11

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 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 ----- XXXXXXXXX (9)
Neutral Good ---- XXXXXXXXXXXXXXX (15)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXX (12)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Evil ----- XXXXXXXXXXXXXXXXX (17)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)

Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXXXXXXXXX (13)

Good & Evil:
Good ---- XXXXX (5)
Neutral - XXXXXXXX (8)
Evil ---- XXXXXXXXXXXXX (13)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XX (2)

Class:
Barbarian - XXXX (4)
Bard ------ (0)
Cleric ---- (-6)
Druid ----- (-21)
Fighter --- (-4)
Monk ------ (-23)
Paladin --- (-27)
Ranger ---- (-2)
Rogue ----- XXXX (4)
Sorcerer -- XXXX (4)
Wizard ---- XXXXXXXX (8)

Hmmm. Chaotic evil... this is why the DnD alignment fails. I never break promises and my friends are more important than gold to me. Just also happens that everyone and anyone else can disappear off the face of the earth for all I care.