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What D&D character are you?
I Am A: Lawful Neutral Human Wizard/Sorcerer (2nd/1st Level)
Ability Scores: Strength-11 Dexterity-10 Constitution-14 Intelligence-13 Wisdom-15 Charisma-14 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: Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells. Secondary Class: Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast. Find out: http://www.easydamus.com/character.html I think I should've been a Cleric/Sorcerer instead. |
Never actually played the game.. got invited to a few times though.
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You Are A:
True Neutral Elf Sorcerer (2nd Level) Ability Scores: Strength- 12 Dexterity- 15 Constitution- 13 Intelligence- 18 Wisdom- 16 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: 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 ----- XXXXXXXXXXX (11) Neutral Good ---- XXXXXXXXXXXXXXXXX (17) Chaotic Good ---- XXXXXXXXXXXXXXX (15) Lawful Neutral -- XXXXXXXXXXXXXXXXX (17) True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23) Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21) Lawful Evil ----- XXXXXXXXXXXXXX (14) Neutral Evil ---- XXXXXXXXXXXXXXXXXXXX (20) Chaotic Evil ---- XXXXXXXXXXXXXXXXXX (18) Law & Chaos: Law ----- XXXXX (5) Neutral - XXXXXXXXXXX (11) Chaos --- XXXXXXXXX (9) Good & Evil: Good ---- XXXXXX (6) Neutral - XXXXXXXXXXXX (12) Evil ---- XXXXXXXXX (9) Race: Human ---- XXXXXXXXXXXXX (13) Dwarf ---- XXXXXX (6) Elf ------ XXXXXXXXXXXXXXXX (16) Gnome ---- XXXXXX (6) Halfling - XXXXXXXX (8) Half-Elf - XXXXXXXXXX (10) Half-Orc - XXXX (4) Class: Barbarian - (-6) Bard ------ XX (2) Cleric ---- (-2) Druid ----- (-4) Fighter --- (0) Monk ------ (-21) Paladin --- (-27) Ranger ---- XX (2) Rogue ----- XXXX (4) Sorcerer -- XXXXXXXX (8) Wizard ---- XX (2) |
That took a shitload of time.
You Are A: Neutral Good Elf Druid/Sorcerer (1st/1st Level) Ability Scores: Strength- 10 Dexterity- 13 Constitution- 12 Intelligence- 16 Wisdom- 12 Charisma- 14 Alignment: Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment because 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. 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 ----- XXXXXXXXXXXXXXXXXXXXX (21) Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28) Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21) Lawful Neutral -- XXXXXXXXXXXXXXXXX (17) True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24) Chaotic Neutral - XXXXXXXXXXXXXXXXX (17) Lawful Evil ----- XXXXXX (6) Neutral Evil ---- XXXXXXXXXXXXX (13) Chaotic Evil ---- XXXXXX (6) Law & Chaos: Law ----- XXXXX (5) Neutral - XXXXXXXXXXXX (12) Chaos --- XXXXX (5) Good & Evil: Good ---- XXXXXXXXXXXXXXXX (16) Neutral - XXXXXXXXXXXX (12) Evil ---- X (1) Race: Human ---- XXXXXXXXXXXXX (13) Dwarf ---- XXXXXXXX (8) Elf ------ XXXXXXXXXXXXXX (14) Gnome ---- XXXX (4) Halfling - XXXXXX (6) Half-Elf - XXXXXXXXXXXX (12) Half-Orc - XXXXXX (6) Class: Barbarian - (-6) Bard ------ (0) Cleric ---- (-8) Druid ----- XXXX (4) Fighter --- (-2) Monk ------ (-19) Paladin --- (-23) Ranger ---- XXXX (4) Rogue ----- (0) Sorcerer -- XXXX (4) Wizard ---- XXXX (4) |
You Are A:
Lawful Good Human Fighter/Sorcerer (1st/1st Level) Ability Scores: Strength- 13 Dexterity- 17 Constitution- 13 Intelligence- 12 Wisdom- 12 Charisma- 11 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: Fighters- Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character. Secondary Class: Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast. Detailed Results: Alignment: Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (35) Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24) Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18) Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (32) True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21) Chaotic Neutral - XXXXXXXXXXXXXXX (15) Lawful Evil ----- XXXXXXXXXXXXXXXXXXX (19) Neutral Evil ---- XXXXXXXX (8) Chaotic Evil ---- XX (2) Law & Chaos: Law ----- XXXXXXXXXXXXXXXXXXX (19) Neutral - XXXXXXXX (8) Chaos --- XX (2) Good & Evil: Good ---- XXXXXXXXXXXXXXXX (16) Neutral - XXXXXXXXXXXXX (13) Evil ---- (0) Race: Human ---- XXXXXXXXXXXXXX (14) Dwarf ---- XXXXXX (6) Elf ------ XXXXXX (6) Gnome ---- XXXXXXXX (8) Halfling - XXXXXXXXXXXXXX (14) Half-Elf - XXXXXXXXXXXX (12) Half-Orc - (0) Class: Barbarian - (-27) Bard ------ (-21) Cleric ---- (0) Druid ----- (-17) Fighter --- XXXX (4) Monk ------ XX (2) Paladin --- (0) Ranger ---- (-2) Rogue ----- (-4) Sorcerer -- XXXX (4) Wizard ---- (-2) |
True Neutral Elf Sorcerer (3rd Level)
Ability Scores: Strength- 17 Dexterity- 19 Constitution- 17 Intelligence- 18 Wisdom- 19 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: 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 ---- XXXXXXXXXXXXXXXXXXXXX (21) Chaotic Good ---- XXXXXXXXXXXXXXXX (16) Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22) True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25) Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20) Lawful Evil ----- XXXXXXXXXXXXX (13) Neutral Evil ---- XXXXXXXXXXXXXXXX (16) Chaotic Evil ---- XXXXXXXXXXX (11) Law & Chaos: Law ----- XXXXXXXXX (9) Neutral - XXXXXXXXXXXX (12) Chaos --- XXXXXXX (7) Good & Evil: Good ---- XXXXXXXXX (9) Neutral - XXXXXXXXXXXXX (13) Evil ---- XXXX (4) Race: Human ---- XXXXXXXXXXXXX (13) Dwarf ---- XXXXXXXX (8) Elf ------ XXXXXXXXXXXXXX (14) Gnome ---- XX (2) Halfling - XXXXXX (6) Half-Elf - XXXXXXXXX (9) Half-Orc - XXXXXX (6) Class: Barbarian - (-4) Bard ------ (-2) Cleric ---- XX (2) Druid ----- (-4) Fighter --- (-2) Monk ------ (-19) Paladin --- (-25) Ranger ---- (-2) Rogue ----- (0) Sorcerer -- XXXXXXXXXX (10) Wizard ---- XXXX (4) |
Chaotic Evil Elf Wizard (3rd Level)
Ability Scores: Strength- 13 Dexterity- 16 Constitution- 14 Intelligence- 19 Wisdom- 19 Charisma- 14 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: 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 ----- X (1) Neutral Good ---- XXXXXXXXXXX (11) Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19) Lawful Neutral -- XXXXXXXXXXXXX (13) True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23) Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (31) Lawful Evil ----- XXXXXXXXXXXXXXXXXXXXX (21) Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (31) Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (39) Law & Chaos: Law ----- X (1) Neutral - XXXXXXXXXXX (11) Chaos --- XXXXXXXXXXXXXXXXXXX (19) Good & Evil: Good ---- (0) Neutral - XXXXXXXXXXXX (12) Evil ---- XXXXXXXXXXXXXXXXXXXX (20) Race: Human ---- XXXXXXXXXXXXX (13) Dwarf ---- XXXXXX (6) Elf ------ XXXXXXXXXXXXXXXXXX (18) Gnome ---- XXXX (4) Halfling - XXXXXX (6) Half-Elf - XXXXXXXXXX (10) Half-Orc - XXXX (4) Class: Barbarian - (-4) Bard ------ (-2) Cleric ---- (-6) Druid ----- (-21) Fighter --- (-4) Monk ------ (-17) Paladin --- (-25) Ranger ---- (0) Rogue ----- XXXX (4) Sorcerer -- XXXX (4) Wizard ---- XXXXXXXX (8) |
You Are A:
True Neutral Human Druid/Sorcerer (2nd/1st Level) Ability Scores: Strength- 18 Dexterity- 19 Constitution- 16 Intelligence- 19 Wisdom- 19 Charisma- 19 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: Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast. -------------------------------------------------------------------------------- Detailed Results: Alignment: Lawful Good ----- XXXXXXXXXX (10) Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21) Chaotic Good ---- XXXXXXXXXXXXXXX (15) Lawful Neutral -- XXXXXXXXXXXXX (13) True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24) Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18) Lawful Evil ----- XXXXXXXX (8) Neutral Evil ---- XXXXXXXXXXXXXXXXXXX (19) Chaotic Evil ---- XXXXXXXXXXXXX (13) Law & Chaos: Law ----- XX (2) Neutral - XXXXXXXXXXXXX (13) Chaos --- XXXXXXX (7) Good & Evil: Good ---- XXXXXXXX (8) Neutral - XXXXXXXXXXX (11) Evil ---- XXXXXX (6) Race: Human ---- XXXXXXXXXXXXXXX (15) Dwarf ---- XXXX (4) Elf ------ XXXXXX (6) Gnome ---- XXXXXX (6) Halfling - XXXXXXXXXX (10) Half-Elf - XXXXXXX (7) Half-Orc - XX (2) Class: Barbarian - (-2) Bard ------ (0) Cleric ---- (-4) Druid ----- XXXX (4) Fighter --- (-6) Monk ------ (-19) Paladin --- (-21) Ranger ---- XX (2) Rogue ----- (-4) Sorcerer -- XXXX (4) Wizard ---- XXXX (4) |
And it just so happens you're the only one who's evil. >=(
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Neutral Good Human Ranger (4th Level)
Ability Scores: Strength- 14 Dexterity- 13 Constitution- 11 Intelligence- 16 Wisdom- 16 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 because it advances mediocrity by limiting the actions of the truly capable. Race: Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. Class: Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast. Detailed Results: Alignment: Lawful Good ----- XXXXXXXXXXXXXXXXXXX (19) Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29) Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXX (22) Lawful Neutral -- XXXXXXXXXXX (11) True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21) Chaotic Neutral - XXXXXXXXXXXXXX (14) Lawful Evil ----- XXXXX (5) Neutral Evil ---- XXXXXXXXXXXXXXX (15) Chaotic Evil ---- XXXXXXXX (8) Law & Chaos: Law ----- XXX (3) Neutral - XXXXXXXXXXXXX (13) Chaos --- XXXXXX (6) Good & Evil: Good ---- XXXXXXXXXXXXXXXX (16) Neutral - XXXXXXXX (8) Evil ---- XX (2) Race: Human ---- XXXXXXXXXXXXXX (14) Dwarf ---- XXXX (4) Elf ------ XXXXXXXX (8) Gnome ---- XXXXXXXXXX (10) Halfling - XXXXXXXXXXXXXX (14) Half-Elf - XXXXXXXXXXX (11) Half-Orc - XX (2) Class: Barbarian - (-6) Bard ------ XX (2) Cleric ---- XX (2) Druid ----- (0) Fighter --- (-4) Monk ------ (-19) Paladin --- (-23) Ranger ---- XXXXXX (6) Rogue ----- (-4) Sorcerer -- XX (2) Wizard ---- XX (2) This is it. The nerdiest thing I've done today. |
True Neutral Elf Wizard (2nd Level)
Ability Scores: Strength- 12 Dexterity- 13 Constitution- 13 Intelligence- 17 Wisdom- 18 Charisma- 12 Alignment: True Neutral- A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment because it represents apathy, indifference, and a lack of conviction. Race: Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful. Class: Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells. Detailed Results: Alignment: Lawful Good ----- XXXXXXXXXXXXXXX (15) Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20) Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19) Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19) True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24) Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXX (23) Lawful Evil ----- XXXXXXXXXX (10) Neutral Evil ---- XXXXXXXXXXXXXXX (15) Chaotic Evil ---- XXXXXXXXXXXXXX (14) Law & Chaos: Law ----- XXXXXX (6) Neutral - XXXXXXXXXXX (11) Chaos --- XXXXXXXXXX (10) Good & Evil: Good ---- XXXXXXXXX (9) Neutral - XXXXXXXXXXXXX (13) Evil ---- XXXX (4) Race: Human ---- XXXXXXXXXXXXX (13) Dwarf ---- XXXXXXXXXX (10) Elf ------ XXXXXXXXXXXXXX (14) Gnome ---- XXXXXX (6) Halfling - XXXX (4) Half-Elf - XXXXXXXXX (9) Half-Orc - XXXX (4) Class: Barbarian - (-6) Bard ------ (-6) Cleric ---- (-4) Druid ----- (-2) Fighter --- (-2) Monk ------ (-19) Paladin --- (-19) Ranger ---- XX (2) Rogue ----- (0) Sorcerer -- XXXXXX (6) Wizard ---- XXXXXXXX (8) |
You Are A:
True Neutral Human Bard/Wizard (2nd/1st Level) Ability Scores: Strength- 13 Dexterity- 16 Constitution- 13 Intelligence- 14 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. I lost the detailed info though. |
Current stats:
Lawful Good: Tyrannicide (Human Fighter/Sorcerer) Lawful Neutral: KagomJack (Human Wizard/Sorcerer) Lawful Evil: Neutral Good: Grаν¡tоnЅurgе (Elf Druid/Sorcerer), Vault Dweller (Human Ranger) True Neutral: !King_Amazon! (Elf Sorcerer), micdawg12 (Elf Sorcerer), PureRebel (Human Druid/Sorcerer), Yawgmoth (Elf Wizard), Vollstrecker (Human Bard/Wizard) Neutral Evil: Chaotic Good: Chaotic Neutral: Chaotic Evil: Chruser (Elf Wizard) |
True Neutral Human Cleric (3rd Level)
Ability Scores: Strength- 13 Dexterity- 16 Constitution- 13 Intelligence- 12 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. 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. Alignment: Lawful Good ----- XXXXXXXXXXXX (12) Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20) Chaotic Good ---- XXXXXXXXXXXXXX (14) Lawful Neutral -- XXXXXXXXXXXXXX (14) True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22) Chaotic Neutral - XXXXXXXXXXXXXXXX (16) Lawful Evil ----- XXXXXXXXXXXXX (13) Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXX (21) Chaotic Evil ---- XXXXXXXXXXXXXXX (15) Law & Chaos: Law ----- XXXXX (5) Neutral - XXXXXXXXXXXXX (13) Chaos --- XXXXXXX (7) Good & Evil: Good ---- XXXXXXX (7) Neutral - XXXXXXXXX (9) Evil ---- XXXXXXXX (8) Race: Human ---- XXXXXXXXXXXXXX (14) Dwarf ---- XXXXXXXXXX (10) Elf ------ XXXXXX (6) Gnome ---- XXXXXXXX (8) Halfling - XXXXXX (6) Half-Elf - XXXXXXXXX (9) Half-Orc - XXXXXX (6) Class: Barbarian - XX (2) Bard ------ XXXX (4) Cleric ---- XXXXXX (6) Druid ----- (-2) Fighter --- (0) Monk ------ (-21) Paladin --- (-23) Ranger ---- XX (2) Rogue ----- (-8) Sorcerer -- XX (2) Wizard ---- (-4) |
Clerics can kill undead. Clerics are awesome.
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True Neutral Human Wizard/Sorcerer (1st/1st Level)
Ability Scores: Strength- 13 Dexterity- 13 Constitution- 12 Intelligence- 16 Wisdom- 13 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: Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells. Secondary Class: Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast. Detailed Results: Alignment: Lawful Good ----- XXXXXXXXXXXXX (13) Neutral Good ---- XXXXXXXXXXXXXXX (15) Chaotic Good ---- XXXXXXXXXXXX (12) Lawful Neutral -- XXXXXXXXXXXXXXXXX (17) True Neutral ---- XXXXXXXXXXXXXXXXXXX (19) Chaotic Neutral - XXXXXXXXXXXXXXXX (16) Lawful Evil ----- XXXXXXXXXXXXXXXX (16) Neutral Evil ---- XXXXXXXXXXXXXXXXXX (18) Chaotic Evil ---- XXXXXXXXXXXXXXX (15) Law & Chaos: Law ----- XXXXXXX (7) Neutral - XXXXXXXXX (9) Chaos --- XXXXXX (6) Good & Evil: Good ---- XXXXXX (6) Neutral - XXXXXXXXXX (10) Evil ---- XXXXXXXXX (9) Race: Human ---- XXXXXXXXXXXXX (13) Dwarf ---- XXXXXX (6) Elf ------ XXXXXXXXXXXX (12) Gnome ---- XXXXXXXX (8) Halfling - XXXXXXXX (8) Half-Elf - XXXXXXXXXXX (11) Half-Orc - XXXX (4) Class: Barbarian - (-6) Bard ------ (0) Cleric ---- (-4) Druid ----- (-2) Fighter --- (-4) Monk ------ (-25) Paladin --- (-19) Ranger ---- XXXX (4) Rogue ----- XX (2) Sorcerer -- XXXXXX (6) Wizard ---- XXXXXX (6) --- Leaning more towards evil in a couple of places. H'interestink. |
Yes, it is, dark master Lenny.
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Why are evil characters so rare? They are relevant to my interests.
Also, PureRebel, as far as I recall, you can't have 19 INT as a human without tomes or temporary potions/spells. |
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