What Kind of D&D Character Would You Be?

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What Kind of D&D Character Would You Be?

Postby Naethyn » Thu Apr 03, 2008 7:32 am

http://easydamus.com/character.html

Naethyn

Lawful Neutral Human Cleric (4th Level)

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

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:
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.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXX (18)
Neutral Good ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Good ---- XXXXXXXXXXX (11)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXX (22)
Lawful Evil ----- XXXXXXXXXXXXXXX (15)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XXXXXXXX (8)

Law & Chaos:
Law ----- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXX (4)

Good & Evil:
Good ---- XXXXXXX (7)
Neutral - XXXXXXXXXXXXXXXXXX (18)
Evil ---- XXXX (4)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XX (2)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXX (4)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXXXXXX (13)
Half-Orc - XXXX (4)

Class:
Barbarian - (-25)
Bard ------ (-19)
Cleric ---- XXXX (4)
Druid ----- (0)
Fighter --- XX (2)
Monk ------ (-4)
Paladin --- (-19)
Ranger ---- (-2)
Rogue ----- (-2)
Sorcerer -- XX (2)
Wizard ---- (0)
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Re: What Kind of D&D Character Would You Be?

Postby Gypsiyee » Thu Apr 03, 2008 11:30 am

Definitely one of your geeker moments Naethyn..! but i'm horribly bored at work, so I'll bite.

I Am A: Lawful Good Human Ranger/Sorcerer (2nd/2nd Level)

Ability Scores:
Strength-10
Dexterity-12
Constitution-11
Intelligence-16
Wisdom-15
Charisma-15

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: 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 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 ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXXXXXX (16)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXXXXX (12)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXX (5)

Law & Chaos:
Law ----- XXXXXXXXXXX (11)
Neutral - XXXXXXXXX (9)
Chaos --- XXXX (4)

Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXXX (11)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXX (4)

Class:
Barbarian - (-23)
Bard ------ (-21)
Cleric ---- (-6)
Druid ----- (-23)
Fighter --- (0)
Monk ------ XX (2)
Paladin --- XX (2)
Ranger ---- XXXX (4)
Rogue ----- (0)
Sorcerer -- XXXX (4)
Wizard ---- (-2)
"I think you may be confusing government running amok with government doing stuff you don't like. See, you're in the minority now. It's supposed to taste like a shit taco." - Jon Stewart
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Re: What Kind of D&D Character Would You Be?

Postby Tikker » Thu Apr 03, 2008 1:12 pm

weaksauce


Neutral Evil Human Ranger (4th Level)


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

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.

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.


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

<b>I Am A:</b> Neutral Evil Human Ranger (4th Level)
<br><br><u>Ability Scores:</u><br>
<b>Strength-</b>14<br>
<b>Dexterity-</b>17<br>
<b>Constitution-</b>15<br>
<b>Intelligence-</b>16<br>
<b>Wisdom-</b>14<br>
<b>Charisma-</b>16
<br><br><u>Alignment:</u><br><b>Neutral Evil</b> 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.<br>
<br><u>Race:</u><br><b>Humans</b> 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.
<br><br><u>Class:</u><br><b>Rangers</b> 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.
<br><br>Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?</a>, courtesy of Easydamus <a href='mailto:zybstrski@excite.com'>(e-mail)</a><br><br>


Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXX (9)
Neutral Good ---- XXXXXXXXXXXXXX (14)
Chaotic Good ---- XXXXXXXXXXXXXX (14)
Lawful Neutral -- XXXXXXXXXXXXXX (14)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXXXXXXXXXXX (15)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXX (20)

Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXXXX (9)

Good & Evil:
Good ---- XXXXX (5)
Neutral - XXXXXXXXXX (10)
Evil ---- XXXXXXXXXXX (11)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXX (8)
Half-Orc - XX (2)

Class:
Barbarian - (-6)
Bard ------ (0)
Cleric ---- (-4)
Druid ----- XX (2)
Fighter --- XX (2)
Monk ------ (-23)
Paladin --- (-19)
Ranger ---- XXXXXXXXXX (10)
Rogue ----- (-2)
Sorcerer -- (0)
Wizard ---- (-2)
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Re: What Kind of D&D Character Would You Be?

Postby Harrison » Thu Apr 03, 2008 2:31 pm

True Neutral Human Ranger (3rd Level)


Ability Scores:
Strength- 15
Dexterity- 17
Constitution- 17
Intelligence- 19
Wisdom- 18
Charisma- 17

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.
How do you like this spoiler, motherfucker? -Lyion
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Re: What Kind of D&D Character Would You Be?

Postby Sithos » Thu Apr 03, 2008 2:51 pm

Neutral Good Elf Sorcerer (6th Level)


Ability Scores:
Strength- 13
Dexterity- 15
Constitution- 17
Intelligence- 18
Wisdom- 18
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:
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:
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 ----- XXXXXXXXXXXXXXXXXX (18)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXXXXXX (14)
Lawful Neutral -- XXXXXXXXXXXXXXX (15)
True Neutral ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Neutral - XXXXXXXXXXX (11)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXXXXXX (7)

Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXXXX (9)
Chaos --- XXX (3)

Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXX (8)
Evil ---- XXXX (4)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXXXXXX (14)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XX (2)

Class:
Barbarian - (-4)
Bard ------ XX (2)
Cleric ---- XX (2)
Druid ----- (-6)
Fighter --- XX (2)
Monk ------ (-23)
Paladin --- (-25)
Ranger ---- (-2)
Rogue ----- XX (2)
Sorcerer -- XXXXXX (6)
Wizard ---- XXXX (4)
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Re: What Kind of D&D Character Would You Be?

Postby Durothil Skyreaver » Thu Apr 03, 2008 3:20 pm

True Neutral Human Druid/Rogue (2nd/2nd Level)


Ability Scores:
Strength- 16
Dexterity- 16
Constitution- 14
Intelligence- 13
Wisdom- 18
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 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- 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:
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.
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Re: What Kind of D&D Character Would You Be?

Postby ClakarEQ » Thu Apr 03, 2008 3:26 pm

You Are A:


Lawful Good Human Cleric (5th Level)


Ability Scores:
Strength- 13
Dexterity- 16
Constitution- 14
Intelligence- 15
Wisdom- 16
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.

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.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXX (21)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXXXXX (12)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXXX (6)

Law & Chaos:
Law ----- XXXXXXXXXXX (11)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXX (5)

Good & Evil:
Good ---- XXXXXXXXXXXXXXXXX (17)
Neutral - XXXXXXXXXX (10)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXXX (12)
Half-Orc - XXXXXX (6)

Class:
Barbarian - (-23)
Bard ------ (-27)
Cleric ---- XXXXXXXX (8)
Druid ----- (-15)
Fighter --- XX (2)
Monk ------ (-4)
Paladin --- (0)
Ranger ---- XX (2)
Rogue ----- (-10)
Sorcerer -- XXXX (4)
Wizard ---- (0)
Last edited by ClakarEQ on Fri Apr 04, 2008 7:36 am, edited 1 time in total.
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Re: What Kind of D&D Character Would You Be?

Postby Naethyn » Thu Apr 03, 2008 3:40 pm

Haha tikker is a ranger.
Maeya wrote:And then your head just aches from having your hair pulled so tight for so long...
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Re: What Kind of D&D Character Would You Be?

Postby KaiineTN » Thu Apr 03, 2008 3:40 pm

You Are A:


True Neutral Halfling Druid/Sorcerer (2nd/1st Level)


Ability Scores:
Strength- 12
Dexterity- 12
Constitution- 14
Intelligence- 12
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:
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:
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.

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 ----- XXXXXXXXXXXXXXXX (16)
Neutral Good ---- XXXXXXXXXXXXXXXX (16)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXXXXX (17)
True Neutral ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXX (8)
Chaotic Evil ---- XXXXXXX (7)

Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXX (7)
Chaos --- XXXXXX (6)

Good & Evil:
Good ---- XXXXXXXXX (9)
Neutral - XXXXXXXXXX (10)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXXXX (14)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXX (4)

Class:
Barbarian - (-4)
Bard ------ XX (2)
Cleric ---- (-6)
Druid ----- XX (2)
Fighter --- (-2)
Monk ------ (-13)
Paladin --- (-19)
Ranger ---- (-4)
Rogue ----- (0)
Sorcerer -- XX (2)
Wizard ---- (0)
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Re: What Kind of D&D Character Would You Be?

Postby Lionking » Thu Apr 03, 2008 4:29 pm

You Are A:

Lawful Neutral Human Cleric (5th Level)


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

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXX (21)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXX (13)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (31)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXX (23)
Lawful Evil ----- XXXXXXXXXXXXXX (14)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXXX (6)

Law & Chaos:
Law ----- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXX (9)
Chaos --- XXXX (4)

Good & Evil:
Good ---- XXXXXXXXX (9)
Neutral - XXXXXXXXXXXXXXXXXXX (19)
Evil ---- XX (2)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXX (4)

Class:
Barbarian - (-23)
Bard ------ (-19)
Cleric ---- XXXXXX (6)
Druid ----- (-2)
Fighter --- XX (2)
Monk ------ XXXX (4)
Paladin --- (-19)
Ranger ---- (-4)
Rogue ----- (-4)
Sorcerer -- (0)
Wizard ---- (-4)
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Re: What Kind of D&D Character Would You Be?

Postby Harrison » Thu Apr 03, 2008 5:10 pm

I should have gotten Chaotic Good. True Neutral isn't as accurate. But I can see how it would choose that of late.
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Re: What Kind of D&D Character Would You Be?

Postby Arlos » Fri Apr 04, 2008 2:49 am

heh, you can tell who fudged on their stat generating questions.

You Are A:

Neutral Good Elf Wizard (5th Level)


Ability Scores:
Strength- 12
Dexterity- 12
Constitution- 15
Intelligence- 17
Wisdom- 14
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:
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.


Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXX (17)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXX (14)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXX (6)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXXXXX (8)

Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXX (6)

Good & Evil:
Good ---- XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXX (10)
Evil ---- XX (2)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXXXXXXXX (16)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XX (2)

Class:
Barbarian - (-6)
Bard ------ XX (2)
Cleric ---- (-8)
Druid ----- XXXX (4)
Fighter --- (-2)
Monk ------ (-23)
Paladin --- (-21)
Ranger ---- XX (2)
Rogue ----- (-2)
Sorcerer -- XXXX (4)
Wizard ---- XXXXXXXX (8)
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Re: What Kind of D&D Character Would You Be?

Postby Tikker » Fri Apr 04, 2008 1:23 pm

Naethyn wrote:Haha tikker is a ranger.



why not?

my original EQ char was a ranger, and the char I played in UO was a ranger type ;)
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Re: What Kind of D&D Character Would You Be?

Postby Naethyn » Fri Apr 04, 2008 1:24 pm

Everyone knows rangers like it in the butt.... look at Xavier.
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Re: What Kind of D&D Character Would You Be?

Postby Harrison » Fri Apr 04, 2008 1:25 pm

FU
How do you like this spoiler, motherfucker? -Lyion
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Re: What Kind of D&D Character Would You Be?

Postby Ierian » Fri Apr 04, 2008 2:29 pm

You Are A:


True Neutral Human Sorcerer (6th Level)


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

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.


--------------------------------------------------------------------------------

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


<b>I Am A:</b> True Neutral Human Sorcerer (6th Level)
<br><br><u>Ability Scores:</u><br>
<b>Strength-</b>13<br>
<b>Dexterity-</b>12<br>
<b>Constitution-</b>14<br>
<b>Intelligence-</b>13<br>
<b>Wisdom-</b>14<br>
<b>Charisma-</b>14
<br><br><u>Alignment:</u><br><b>True Neutral</b> 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.<br>
<br><u>Race:</u><br><b>Humans</b> 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.
<br><br><u>Class:</u><br><b>Sorcerers</b> 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.
<br><br>Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?</a>, courtesy of Easydamus <a href='mailto:zybstrski@excite.com'>(e-mail)</a><br><br>



--------------------------------------------------------------------------------


Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXX (19)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXX (10)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (31)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Evil ----- XXXXXXXXXXXXXX (14)
Neutral Evil ---- XXXXXXXXXXXXXXX (15)
Chaotic Evil ---- XXXXX (5)

Law & Chaos:
Law ----- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXXXXX (13)
Chaos --- XXX (3)

Good & Evil:
Good ---- XXXXXXX (7)
Neutral - XXXXXXXXXXXXXXXXXX (18)
Evil ---- XX (2)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXX (4)

Class:
Barbarian - (-6)
Bard ------ (-8)
Cleric ---- (0)
Druid ----- (-2)
Fighter --- (0)
Monk ------ (-21)
Paladin --- (-23)
Ranger ---- XXXX (4)
Rogue ----- XXXXXX (6)
Sorcerer -- XXXXXXXX (8)
Wizard ---- (0)
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Re: What Kind of D&D Character Would You Be?

Postby brinstar » Fri Apr 04, 2008 8:58 pm

first bard!

You Are A:


True Neutral Human Bard (3rd Level)


Ability Scores:
Strength- 11
Dexterity- 15
Constitution- 12
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:
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.
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Re: What Kind of D&D Character Would You Be?

Postby Menlaan » Sat Apr 05, 2008 6:54 pm

True Neutral Human Ranger/Sorcerer (2nd/2nd Level)

Ability Scores:
Strength- 11
Dexterity- 15
Constitution- 14
Intelligence- 17
Wisdom- 14
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.

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.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXX (14)
Neutral Good ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Good ---- XXXXXXXXXXXXXXXX (16)
Lawful Neutral -- XXXXXXXXXXXXXX (14)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXX (7)
Neutral Evil ---- XXXXXXXXXXXX (12)
Chaotic Evil ---- XXXXXXXXX (9)

Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXX (6)

Good & Evil:
Good ---- XXXXXXXXXX (10)
Neutral - XXXXXXXXXX (10)
Evil ---- XXX (3)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XX (2)

Class:
Barbarian - (-4)
Bard ------ (0)
Cleric ---- XX (2)
Druid ----- (-8)
Fighter --- XX (2)
Monk ------ (-25)
Paladin --- (-15)
Ranger ---- XXXX (4)
Rogue ----- (-4)
Sorcerer -- XXXX (4)
Wizard ---- XX (2)
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Re: What Kind of D&D Character Would You Be?

Postby Kramer » Mon Apr 07, 2008 12:37 pm

Neutral Good Human Druid (5th Level)


Ability Scores:
Strength- 14
Dexterity- 15
Constitution- 15
Intelligence- 14
Wisdom- 13
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:
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 ----- XXXXXXXXXXXXXXXXXXXXXX (22)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXXXX (7)

Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXXX (8)
Chaos --- XXXXXX (6)

Good & Evil:
Good ---- XXXXXXXXXXXXXX (14)
Neutral - XXXXXXXXXX (10)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXX (8)
Half-Orc - XXXXXX (6)

Class:
Barbarian - (-6)
Bard ------ (0)
Cleric ---- (-2)
Druid ----- XXXX (4)
Fighter --- (0)
Monk ------ (-13)
Paladin --- (-17)
Ranger ---- XX (2)
Rogue ----- (-2)
Sorcerer -- (-4)
Wizard ---- (-4)
Mindia is seriously the greatest troll that has ever lived.
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    Re: What Kind of D&D Character Would You Be?

    Postby Narrock » Mon Apr 07, 2008 5:14 pm

    You Are A:


    Lawful Neutral Human Druid/Ranger (3rd/2nd Level)


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

    Secondary 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.
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    Re: What Kind of D&D Character Would You Be?

    Postby Eziekial » Mon Apr 07, 2008 7:44 pm

    neutral good fighter/ranger lvl 3/2 (or something like that).
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    Re: What Kind of D&D Character Would You Be?

    Postby Kramer » Tue Apr 08, 2008 1:24 pm

    The group could be:

    Kramer - Druid
    Zeke - Fighter
    Tikker - Ranger
    Brin - Bard
    Arlos - Wiz
    Naethyn - Cleric
    Mindia is seriously the greatest troll that has ever lived.
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      Re: What Kind of D&D Character Would You Be?

      Postby 10sun » Tue Apr 08, 2008 6:24 pm

      No enchanter / sorcerer, you fail.
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      Re: What Kind of D&D Character Would You Be?

      Postby Evermore » Wed Apr 09, 2008 5:44 am

      You Are A:


      True Neutral Human Fighter/Sorcerer (3rd/3rd Level)


      Ability Scores:
      Strength- 13
      Dexterity- 18
      Constitution- 15
      Intelligence- 19
      Wisdom- 18
      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 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:
      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.


      --------------------------------------------------------------------------------

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


      <b>I Am A:</b> True Neutral Human Fighter/Sorcerer (3rd/3rd Level)
      <br><br><u>Ability Scores:</u><br>
      <b>Strength-</b>13<br>
      <b>Dexterity-</b>18<br>
      <b>Constitution-</b>15<br>
      <b>Intelligence-</b>19<br>
      <b>Wisdom-</b>18<br>
      <b>Charisma-</b>15
      <br><br><u>Alignment:</u><br><b>True Neutral</b> 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.<br>
      <br><u>Race:</u><br><b>Humans</b> 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.
      <br><br><u>Primary Class:</u><br><b>Fighters</b> 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.
      <br><br><u>Secondary Class:</u><br><b>Sorcerers</b> 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.
      <br><br>Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?</a>, courtesy of Easydamus <a href='mailto:zybstrski@excite.com'>(e-mail)</a><br><br>



      --------------------------------------------------------------------------------


      Detailed Results:

      Alignment:
      Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXX (23)
      Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
      Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
      Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXX (24)
      True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
      Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXX (22)
      Lawful Evil ----- XXXXXXXXXX (10)
      Neutral Evil ---- XXXXXXXXXXXX (12)
      Chaotic Evil ---- XXXXXXXX (8)

      Law & Chaos:
      Law ----- XXXXXXXXX (9)
      Neutral - XXXXXXXXXXX (11)
      Chaos --- XXXXXXX (7)

      Good & Evil:
      Good ---- XXXXXXXXXXXXXX (14)
      Neutral - XXXXXXXXXXXXXXX (15)
      Evil ---- X (1)

      Race:
      Human ---- XXXXXXXXXXXXXX (14)
      Dwarf ---- XXXXXXXX (8)
      Elf ------ XXXXXX (6)
      Gnome ---- XXXXXXXX (8)
      Halfling - XXXXXXXX (8)
      Half-Elf - XXXXXXXXXX (10)
      Half-Orc - XXXX (4)

      Class:
      Barbarian - (0)
      Bard ------ (-2)
      Cleric ---- (-2)
      Druid ----- (-4)
      Fighter --- XXXX (4)
      Monk ------ (-21)
      Paladin --- (-19)
      Ranger ---- (-4)
      Rogue ----- (0)
      Sorcerer -- XXXX (4)
      Wizard ---- XX (2)
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      Re: What Kind of D&D Character Would You Be?

      Postby Griever » Wed Apr 09, 2008 6:38 am

      You Are A:


      Lawful Neutral Human Monk/Sorcerer (2nd/1st Level)


      Ability Scores:
      Strength- 14
      Dexterity- 14
      Constitution- 17
      Intelligence- 14
      Wisdom- 14
      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.

      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 ----- XXXXXXXXXXXXXXXXXXXXXXXX (24)
      Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
      Chaotic Good ---- XXXXXXXXXXXXXXX (15)
      Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXX (24)
      True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
      Chaotic Neutral - XXXXXXXXXXXXXXX (15)
      Lawful Evil ----- XXXXXXXXXX (10)
      Neutral Evil ---- XXXXXXXXX (9)
      Chaotic Evil ---- X (1)

      Law & Chaos:
      Law ----- XXXXXXXXXX (10)
      Neutral - XXXXXXXXX (9)
      Chaos --- X (1)

      Good & Evil:
      Good ---- XXXXXXXXXXXXXX (14)
      Neutral - XXXXXXXXXXXXXX (14)
      Evil ---- (0)

      Race:
      Human ---- XXXXXXXXXXXXXX (14)
      Dwarf ---- XXXXXXXXXX (10)
      Elf ------ XXXX (4)
      Gnome ---- XXXXXXXXXX (10)
      Halfling - XXXXXXXXXX (10)
      Half-Elf - XXXXXXXXX (9)
      Half-Orc - XX (2)

      Class:
      Barbarian - (-25)
      Bard ------ (-19)
      Cleric ---- XX (2)
      Druid ----- XXXX (4)
      Fighter --- XX (2)
      Monk ------ XXXX (4)
      Paladin --- (-21)
      Ranger ---- (-2)
      Rogue ----- (-6)
      Sorcerer -- XXXX (4)
      Wizard ---- (-6)
      Griever
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      Posts: 1283
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