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Marley117
08-17-2009, 10:53 AM
I found this quiz a while ago. It is really long, but a lot of fun. Gives you Race, Class, Level, Attirbutes, Alignment, everything.

So I thought it'd be fun to see what the P&PG DnD group looked like :P

http://www.easydamus.com/character.html

Neutral Good Human Ranger (3rd Level)



Ability Scores:
Strength- 15
Dexterity- 18
Constitution- 14
Intelligence- 15
Wisdom- 14
Charisma- 16
Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment because it advances mediocrity by limiting the actions of the truly capable.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:
Rangers- 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.

MarshamSane
08-17-2009, 11:51 AM
am I really this amazing?





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



Ability Scores:
Strength- 12
Dexterity- 16
Constitution- 16
Intelligence- 18
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:
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.

James Ruglia
08-17-2009, 01:24 PM
Lawful Good Human Paladin/Cleric (2nd/2nd Level)
-According to the detailed information, "Monk" tied with those two as well.

Ability Scores:
Strength- 18
Dexterity- 13
Constitution- 16
Intelligence- 14
Wisdom- 15
Charisma- 14

Alignment:
Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment because it restricts freedom and criminalizes self-interest.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Primary Class:
Paladins- Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.

Secondary Class:
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.


I'm thoroughly impressed and pleased with this. It's exactly the way I am/try to be.

MarshamSane
08-17-2009, 02:12 PM
to be fair, I tied true neutral/neutral evil.

Marley117
08-17-2009, 02:18 PM
I tied Human and Half Elf lol. Seems like so far we would be a damn good group. A caster/ jack-of-all-trades, a woodsy fighter, and a mega healer/tank :P

MarshamSane
08-17-2009, 02:32 PM
I'd play it.

MuslixtheMighty
08-17-2009, 06:35 PM
You Are A Lawful Good Half-Orc Paladin/Sorcerer (2nd/1st Level)

Ability Scores:
Strength- 14
Dexterity- 12
Constitution- 15
Intelligence- 13
Wisdom- 12
Charisma- 13
Alignment:
Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment because it restricts freedom and criminalizes self-interest.

Race:
Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They regard scars as tokens of pride and things of beauty. They rarely reach 75 years of age.

Primary Class:
Paladins- Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.

Secondary Class:
Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.

MarshamSane
08-17-2009, 06:43 PM
and another splash spellcaster!

Marley117
08-17-2009, 06:44 PM
....You make sense!

And with a 13 Cha...you are such a deadly Sorcerer -snickers-

MarshamSane
08-17-2009, 07:01 PM
not everyone is super well statted.

Marley117
08-18-2009, 01:35 PM
I know. I was just laughing at the Half-orc part..and a sorcerer. Fun and interesting character :)

MarshamSane
08-18-2009, 03:45 PM
suppose so.

James Ruglia
08-19-2009, 12:18 PM
We've got to start a game with this, people!

Marley117
08-19-2009, 01:17 PM
That's what I was thinking. It would be really fun/funny to play....maybe we can

Lucifer_Draconus
08-19-2009, 03:45 PM
I Am A: Neutral Good Human Bard/Rogue (2nd/2nd Level)
Ability Scores:
Strength-11
Dexterity-12
Constitution-13
Intelligence-11
Wisdom-12
Charisma-9
Alignment:Neutral Good. A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment because it advances mediocrity by limiting the actions of the truly capable.
Race:Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Primary Class: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: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.
http://www.easydamus.com/character.html . Kind of Dungeons and Dragons Character Would You Be? courtesy of Easydamus mailto:zybstrski@excite.com (zybstrski@excite.com)

MarshamSane
08-19-2009, 09:05 PM
I'm totally down to Play this char, but we don't go0t a DM.

James Ruglia
08-19-2009, 11:41 PM
Maybe someone will eventually ring up as one on that quiz.

MarshamSane
08-20-2009, 08:11 AM
we need to put out a want add for a DM for these guys.

Marley117
08-20-2009, 09:38 PM
Yea. Though....how would we work the multiclassing?

Arkhemedes
08-20-2009, 10:05 PM
Well, I didn't save it to post. But my answer to the quiz, I think was fairly accurate. I came up being a true neutral 6th level bard, and aside from the fact that I don't play any instruments, it was pretty much what I would have given myself.

MarshamSane
08-21-2009, 12:20 AM
What do you mean how would we handle the multi-classing?

Sascha
08-21-2009, 12:29 AM
Level 4 Chaotic Neutral Human Bard, here.


Well, I didn't save it to post. But my answer to the quiz, I think was fairly accurate. I came up being a true neutral 6th level bard, and aside from the fact that I don't play any instruments, it was pretty much what I would have given myself.
Not all bards are musicians; there's this guy who's known for his plays and bonnets. Bill something. Bah, it'll come to me.

Azar
08-21-2009, 12:41 AM
Ok I redid it and I knew I messed up, I am actually a Lawful Neutral Dwarven Cleric (1st Level), I am young, lol. This is much better, a few questions didn't make sense at first and I took my time on it.

Ianos
08-21-2009, 07:05 AM
Neutral Good Human Druid (5th Level) but I do like nature a lot more than the city :)

MarshamSane
08-21-2009, 08:51 AM
Level 4 Chaotic Neutral Human Bard, here.


Not all bards are musicians; there's this guy who's known for his plays and bonnets. Bill something. Bah, it'll come to me.

Aside from bonnets being something you wear, LOL.

I believe he was known as playmaster Willy S.

Marley117
08-21-2009, 09:13 AM
Musical bonnets ;)

Something akin to musical chairs I suppose.
I'm glad to see this is a hit. Hmmmm we still need a GM. I wish that was a thing that could come up as a result on the quiz lol.

MarshamSane
08-21-2009, 09:23 AM
if we can't find a DM I might run it as a bi-weekly tuesday game. My other nights are quite packed between 40K tourneys, 3.5 games, and 2 CP2020 games.

Sascha
08-21-2009, 11:43 AM
Aside from bonnets being something you wear, LOL.

I believe he was known as playmaster Willy S.
No, it was Gunderson. He'd perform one-acts while making ladies' hats. Worked down in accounting. But yours works, too.



(Wondered how long it would be before someone bit that one ^_^)

MarshamSane
08-21-2009, 11:51 AM
(woulda nibbled earlier, but I wasn't on.)

Oh Gunderson. that sly bastard, bet he bakes cakes while doing yoga too, tallented wanker.

Emoria
08-21-2009, 11:57 PM
Neutral Good Human Druid/Ranger (2nd/1st Level)



Ability Scores:
Strength- 8
Dexterity- 13
Constitution- 14
Intelligence- 15
Wisdom- 16
Charisma- 12


I like this dude, I am totally in freakin love with him and want to play now.... we need a DM. One of us should post in the D&D forums for a DM.... BTW isnt this set up alot like just lv 3 druid? I mean Level 3 Druid using the Unearthed Arcana gets all this so I would just use that instead of Druid 2 Ranger 1

MarshamSane
08-22-2009, 11:39 AM
I like this dude, I am totally in freakin love with him and want to play now.... we need a DM. One of us should post in the D&D forums for a DM.... BTW isnt this set up alot like just lv 3 druid? I mean Level 3 Druid using the Unearthed Arcana gets all this so I would just use that instead of Druid 2 Ranger 1



you're missing the point, we're playing the character it told us we were, not a character the level, then optimize him.

Deadone
08-22-2009, 12:18 PM
Neutral Good Human Cleric (5th Level)



Ability Scores:
Strength- 15
Dexterity- 12
Constitution- 14
Intelligence- 12
Wisdom- 16
Charisma- 10
Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment because it advances mediocrity by limiting the actions of the truly capable.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:
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.

Marley117
08-22-2009, 07:06 PM
I have been trying to figure out how they base the level thing. Any body have any ideas? Like the way we answer questions?

My theory is it is how strongly you related to that particular class. Say I chose EVERY answer as a Ranger...then I would be higher level. Thoughts?

Arkhemedes
08-22-2009, 08:21 PM
It seems to me that the level is based on the person's age as well as the question on how much you've experienced in your life. I appear to the oldest one here so far and so far I have the highest level I believe.

Arch Lich Thoth-Amon
08-22-2009, 09:58 PM
True Neutral Halfling Ranger (6th Level)



Ability Scores:
Strength- 15
Dexterity- 17
Constitution- 16
Intelligence- 14
Wisdom- 18
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:
Halflings are clever, capable and resourceful survivors. They are notoriously curious and show a daring that many larger people can't match. They can be lured by wealth but tend to spend rather than hoard. They prefer practical clothing and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall and commonly live to see 150.

Class:
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 ----- XXXXXXXXX (9)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXX (22)
Lawful Evil ----- XXXXXXX (7)
Neutral Evil ---- XXXXXXXXXXXXXXXX (16)
Chaotic Evil ---- XXXXXXXXXXXXX (13)

Law & Chaos:
Law ----- XXX (3)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXXXXXX (9)

Good & Evil:
Good ---- XXXXXX (6)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- XXXX (4)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXXXXXX (14)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XX (2)

Class:
Barbarian - (-6)
Bard ------ XX (2)
Cleric ---- (-4)
Druid ----- (0)
Fighter --- (-4)
Monk ------ (-11)
Paladin --- (-25)
Ranger ---- XXXXXX (6)
Rogue ----- (-4)
Sorcerer -- XXXX (4)
Wizard ---- (0)

Halfling is interesting, and the Ranger does make sense. As you can see, Sorcerer would be my next class. In real life, i would go Ranger cross classing to spell caster later on. Therefore, my career chart would go like this: Ranger--> Druid--> Sorcerer, my next alignment drop would be to CN, see above.

rylie
08-23-2009, 09:23 AM
We have a rogue now!

Chaotic Evil Human Rogue (4th Level)



Ability Scores:
Strength- 14
Dexterity- 13
Constitution- 12
Intelligence- 18
Wisdom- 16
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:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:
Rogues- Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes 'fake it' well enough to cast spells from scrolls, activate wands, and use just about any other magic item.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXX (11)
Neutral Good ---- XXXXXXXXXXXXXX (14)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Lawful Neutral -- XXXXXXXXXXXXXX (14)
True Neutral ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXX (23)
Lawful Evil ----- XXXXXXXXXXXXXXXXXXX (19)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)

Law & Chaos:
Law ----- XXXXXX (6)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXXXXXXXXXX (15)

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

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

Class:
Barbarian - (-4)
Bard ------ (-4)
Cleric ---- (-2)
Druid ----- (-17)
Fighter --- (0)
Monk ------ (-23)
Paladin --- (-29)
Ranger ---- (0)
Rogue ----- XXXXXXXXXX (10)
Sorcerer -- XXXX (4)
Wizard ---- XX (2)

Arkhemedes
08-23-2009, 09:46 AM
Wow Rylie, that's a little disturbing actually. Not only are you a rogue but you're chaotic evil. I guess we're going to have to watch our backs when you're around. :p

Arch Lich Thoth-Amon
08-23-2009, 10:39 AM
Played with two CE people-not characters-in past DnD campaigns. It was a very cool experience. Both these folks were cool, but we all knew that if we were all thrown into DnD land, we had better watch our backs, which BTW, is always sound wisdom, anyway.

Marley117
08-23-2009, 08:28 PM
Wow...we are really going to have a diverse bunch. Instead of like a group, we are going to have a town :P

That would be cool! Have a DM run a town..set up stuff for us to do..hmm..

nijineko
08-23-2009, 10:54 PM
Lawful Good Human Cleric (5th Level)

Ability Scores:
Strength- 12
Dexterity- 13
Constitution- 14
Intelligence- 16
Wisdom- 16
Charisma- 12

Alignment:
Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment because it restricts freedom and criminalizes self-interest. <-- can't agree with this last statement, not if it is done right. --

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 ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (34)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (31)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXX (11)
Lawful Evil ----- XXXXXXXXXXXXXX (14)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXX (3)

Law & Chaos:
Law ----- XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXX (10)
Chaos --- XX (2)

Good & Evil:
Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Neutral - XXXXXXXXX (9)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XXXX (4)

Class:
Barbarian - (-31)
Bard ------ (-19)
Cleric ---- XXXXXXXX (8)
Druid ----- (-21)
Fighter --- (-2)
Monk ------ XX (2)
Paladin --- (0)
Ranger ---- XX (2)
Rogue ----- (-6)
Sorcerer -- XX (2)
Wizard ---- XX (2)


hahahahahah. if i was in better shape, i might have made a more martial class. ^^ i'm amused at all the negatives. no real surprises though. i only wish they had included psionics, cause you can be sure i would have made that! i had to skip one of the questions, because i've never had alcohol in my life, so i have no clue what tolerance i may or may not have. ^^

Pellinore
08-25-2009, 11:09 PM
You Are A:


True Neutral Human Druid/Bard (3rd/2nd Level)



Ability Scores:
Strength- 14
Dexterity- 11
Constitution- 12
Intelligence- 13
Wisdom- 14
Charisma- 10

Crossroads_Wanderer
08-26-2009, 03:20 PM
Neutral Good Human Druid/Sorcerer (1st/1st Level)



Ability Scores:
Strength- 12
Dexterity- 11
Constitution- 13
Intelligence- 17
Wisdom- 17
Charisma- 12

Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment because it advances mediocrity by limiting the actions of the truly capable.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Primary Class:
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 ----- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXXXXX (10)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXX (4)

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

Good & Evil:
Good ---- XXXXXXXXXXXXXXX (15)
Neutral - XXXXXXXXXXXX (12)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXX (8)
Half-Orc - (0)

Class:
Barbarian - (-8)
Bard ------ (-2)
Cleric ---- (0)
Druid ----- XXXX (4)
Fighter --- (0)
Monk ------ (-15)
Paladin --- (-19)
Ranger ---- (-2)
Rogue ----- (-8)
Sorcerer -- XXXX (4)
Wizard ---- XXXX (4)

I think it got the sorcerer part wrong - I'd definitely be more of a wizard. But it also looks like it chose randomly between the two of them as I got equal points in each. My charisma just isn't high enough to be a sorcerer though! :P

cplmac
08-28-2009, 07:45 PM
Well, I took the quiz and this is the results that I was given.


You Are A:



Lawful Good Gnome Fighter/Paladin (3rd/3rd Level)



Ability Scores:
Strength- 16
Dexterity- 17
Constitution- 18
Intelligence- 14
Wisdom- 15
Charisma- 13
Alignment:
Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment because it restricts freedom and criminalizes self-interest.

Race:
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3.5 feet tall and live about 350 to 500 years.

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:
Paladins- Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.

Marley117
08-28-2009, 09:04 PM
We still need a DM. These characters are coming out really cool though. We are a diverse bunch.

traesin
09-01-2009, 05:19 AM
Well I'm a 5th lvl NG human Ranger,
Str-14
Dex-13
Con-12
Int-14
Wis-16
Chr-15

For me that's pretty acurate. My user name is based off a Ranger character.

Ph0EnyX37
09-09-2009, 01:45 PM
Interesting.
Chaotic Good Elf Wizard (4th Level)



Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 12
Intelligence- 19
Wisdom- 14
Charisma- 14

WhiteTiger
09-09-2009, 01:49 PM
Neutral Good Human Druid/Sorcerer (1st/1st Level)




Ability Scores:
Strength- 12
Dexterity- 11
Constitution- 13
Intelligence- 17
Wisdom- 17
Charisma- 12

Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment because it advances mediocrity by limiting the actions of the truly capable.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Primary Class:
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 ----- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXXXXX (10)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXX (4)

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

Good & Evil:
Good ---- XXXXXXXXXXXXXXX (15)
Neutral - XXXXXXXXXXXX (12)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXX (8)
Half-Orc - (0)

Class:
Barbarian - (-8)
Bard ------ (-2)
Cleric ---- (0)
Druid ----- XXXX (4)
Fighter --- (0)
Monk ------ (-15)
Paladin --- (-19)
Ranger ---- (-2)
Rogue ----- (-8)
Sorcerer -- XXXX (4)
Wizard ---- XXXX (4)

I think it got the sorcerer part wrong - I'd definitely be more of a wizard. But it also looks like it chose randomly between the two of them as I got equal points in each. My charisma just isn't high enough to be a sorcerer though! :P


I smell an Arcane Heirophant with that build. :D

Thorn
09-10-2009, 02:21 PM
Mostly eladrin wizards 1gnome illusionist, eladrin cleric,invoker,elf ranger.

Handsomethrowrug
09-14-2009, 07:38 PM
The druid part really surprised me. Everything else is pretty much right.





You Are A:


Neutral Good Human Druid (3rd Level)



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

Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment because it advances mediocrity by limiting the actions of the truly capable.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

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 ----- XXXXXXXXXXXXXXXXXXXXX (21)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXX (13)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXXXX (5)

Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXX (4)

Good & Evil:
Good ---- XXXXXXXXXXXXXX (14)
Neutral - XXXXXXXXX (9)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXXX (12)
Half-Orc - XXXX (4)

Class:
Barbarian - XX (2)
Bard ------ (0)
Cleric ---- (-6)
Druid ----- XXXX (4)
Fighter --- (-2)
Monk ------ (-15)
Paladin --- (-23)
Ranger ---- (-2)
Rogue ----- (-4)
Sorcerer -- XX (2)
Wizard ---- XX (2)

Marley117
09-14-2009, 09:26 PM
Everything with this quiz seems to be pretty accurate though. It is really well done! We need to find a GM!!!!Er....DM!!!

Crossroads_Wanderer
09-15-2009, 10:52 AM
This would be a crazy huge party, but I think it would be a lot of fun if we could get this together. :)

Marley117
09-15-2009, 02:28 PM
I had a kind of off the wall thought. Instead of having it like a party, make it like a city kinda. DM runs an entire town, instead of just dungeon or whatever, and we al just live and react in it. Our actions would change the city ( and surrounding area for us Rangers an Druids) and could set up so many story hooks just by us talking and interacting and doing stuff.

Course it would need more than one thread, and it would probably need more than one DM lol.

michael
09-25-2009, 01:40 PM
Has anyone ever been rated as a god through this quiz?

WhiskeyFur
10-08-2009, 03:53 PM
It seems to me that the level is based on the person's age as well as the question on how much you've experienced in your life. I appear to the oldest one here so far and so far I have the highest level I believe.

Guess I tied with you, but alot of that also has to do with me being military for a decade. one point shy of lawful good, and one point shy of human.

Lawful Neutral Halfling Wizard/Sorcerer (3rd/2nd Level)

Ability Scores:
Strength- 12
Dexterity- 13
Constitution- 15
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:
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:
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.

Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Neutral Good ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXX (7)
Chaotic Evil ---- XXX (3)

Alignment:
Law & Chaos:
Law ----- XXXXXXXXXXXXX (13)
Neutral - XXXXXXX (7)
Chaos --- XXX (3)

Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXXXX (14)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XX (2)

Class:
Barbarian - (-29)
Bard ------ (-27)
Cleric ---- (-6)
Druid ----- XXXX (4)
Fighter --- (0)
Monk ------ XX (2)
Paladin --- (-17)
Ranger ---- XX (2)
Rogue ----- (-4)
Sorcerer -- XXXXXX (6)
Wizard ---- XXXXXX (6)

Tibrand
10-16-2009, 08:00 PM
Lawful Neutral Human Cleric/Rogue (2nd/2nd Level)



Ability Scores:
Strength- 11
Dexterity- 13
Constitution- 13
Intelligence- 14
Wisdom- 16
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:
Clerics- Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric's Wisdom score should be high, since this determines the maximum spell level that he can cast.

Secondary Class:
Rogues- Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes 'fake it' well enough to cast spells from scrolls, activate wands, and use just about any other magic item.


Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXX (14)
Neutral Good ---- XXXXXXXXXXX (11)
Chaotic Good ---- XXXXXXXX (8)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXX (24)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil ----- XXXXXXXXXXXXXXXXX (17)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XXXXXXXXXXX (11)

Law & Chaos:
Law ----- XXXXXXXXXX (10)
Neutral - XXXXXXX (7)
Chaos --- XXXX (4)

Good & Evil:
Good ---- XXXX (4)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- XXXXXXX (7)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXX (4)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XXXXXX (6)

Class:
Barbarian - (-21)
Bard ------ (-21)
Cleric ---- XXXXXX (6)
Druid ----- (-4)
Fighter --- (-2)
Monk ------ (-6)
Paladin --- (-29)
Ranger ---- XX (2)
Rogue ----- XXXXXX (6)
Sorcerer -- XXXX (4)
Wizard ---- XX (2)

Dr.Dead
11-11-2009, 10:41 PM
Str:18
Dex:20
Con:17
Int:16
Wis:17
Cris:16

Elven ranger at 11th level sorry i cant remember more than that i have not played a character for 2 years because I've been DM for 2 years. But that is the best character I've ever had but after this quest is done I'll get to play him again.

templeorder
11-11-2009, 11:04 PM
Chaotic Good Human Wizard/Sorcerer (3rd/3rd Level)
Ability Scores:
Strength-13
Dexterity-12
Constitution-14
Intelligence-13
Wisdom-14
Charisma-15

Arkhemedes
11-12-2009, 07:52 AM
11th?!?! How in the world did Dr. Dead get 11th level? I'd like to see the breakdown on that.

WhiskeyFur
11-12-2009, 10:51 AM
If you look at the original post Dr.Dead, it's a survey that generates a character off of your answers. The only way you could be 11th is if you answered that you were over a hundred years old in real life.

Marley117
11-12-2009, 11:26 AM
Yea this isn't your character....this is YOU in DnD. It's funny...and really long quiz.

Datenshi_noh_Kai
12-04-2009, 05:26 PM
Chaotic Good Human Wizard/Fighter (2nd/2nd Level)



Ability Scores:
Strength- 15
Dexterity- 13
Constitution- 12
Intelligence- 18
Wisdom- 17
Charisma- 14

Kinie
12-13-2009, 06:25 PM
You Are A:


True Neutral Human Bard (4th Level)



Ability Scores:
Strength- 14
Dexterity- 13
Constitution- 15
Intelligence- 16
Wisdom- 16
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:
Bards- Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched. A high Charisma score allows a bard to cast high-level spells.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXX (16)
Neutral Good ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Good ---- XXXXXXXXXXXXXX (14)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXX (14)
Lawful Evil ----- XXXXXX (6)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXX (4)

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

Good & Evil:
Good ---- XXXXXXXXXX (10)
Neutral - XXXXXXXXXX (10)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXX (7)
Half-Orc - XXXX (4)

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

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

It'd certainly be an interesting role for me to play and it might make sense for me to go fully Bard, assuming I can get my Charisma up through levels/items. It is fairly accurate though; I like Gish-type builds and would aspire to be one, and the easiest way to do that is with a Bard (assuming we're talking 3.5 rules).

Swordnboard
12-14-2009, 10:22 AM
I Am A: True Neutral Human Cleric (4th Level)

Ability Scores
Strength-11
Dexterity-13
Constitution-15
Intelligence-19
Wisdom-17
Charisma-15



===

Fun! I guess I'd make a loremaster type...

Thanks for the link!!
It makes organic characters, which is interesting to me.

Sascha
12-14-2009, 10:53 AM
It makes organic characters, which is interesting to me.
I knew it was missing something ... Warforged!

WhiskeyFur
12-14-2009, 03:11 PM
I just redid my survey, just out of curiousity and it's definately changed.

It claims LN 3rd Druid, 2nd sorcerer, but looking at the scores at the bottom...

Druid ----- XXXX (4)
Monk ------ XX (2)
Ranger ---- XXXX (4)
Sorcerer -- XXXX (4)
Wizard ---- XXXX (4)
No good at any one area, but an even mix across the board? Now that would be interesting from an RP perspective as that's probably not even playable combat wise. The only saving grace was the con of 17 and int of 16.

Pieh
12-14-2009, 03:47 PM
You Are A:


Neutral Good Human Cleric/Sorcerer (2nd/2nd Level)



Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 15
Intelligence- 14
Wisdom- 15
Charisma- 14
Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment because it advances mediocrity by limiting the actions of the truly capable.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Primary Class:
Clerics- Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric's Wisdom score should be high, since this determines the maximum spell level that he can cast.

Secondary Class:
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.

-

Interesting. Good link, Marley.

shadowfalcon76
12-14-2009, 05:11 PM
Here's what I got:

You Are A:


True Neutral Human Bard/Sorcerer (3rd/2nd Level)



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

Alignment:
True Neutral- A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment because it represents apathy, indifference, and a lack of conviction.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Primary Class:
Bards- Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched. A high Charisma score allows a bard to cast high-level spells.

Secondary Class:
Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.


Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXX (17)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXX (21)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXXX (6)

Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXX (5)

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

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

Class:
Barbarian - (-6)
Bard ------ XXXX (4)
Cleric ---- XXXX (4)
Druid ----- (-6)
Fighter --- (0)
Monk ------ (-23)
Paladin --- (-19)
Ranger ---- (-2)
Rogue ----- (-2)
Sorcerer -- XXXX (4)
Wizard ---- XXXX (4)

What caught my eye was that my results showed an equal measure of Cleric, Wizard, Bard, and Sorcerer, but I guess my desire to be more free spirited kinda gave Bard and Sorcerer that slight edge over Cleric and Wizard. Just as well, for me anyways. I'd certainly have to work on my Charisma score a *lot* more if I were to continue on this path, though.

Elf Lover
06-06-2010, 03:14 AM
Man I wanted to get the elf...I was close.


Lawful Good Human Paladin (4th Level)




Ability Scores:
Strength- 13
Dexterity- 13
Constitution- 16
Intelligence- 12
Wisdom- 19
Charisma- 17

Alignment:
Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment because it restricts freedom and criminalizes self-interest.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:
Paladins- Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.





Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXX (24)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXXX (6)

Law & Chaos:
Law ----- XXXXXXXXXXXX (12)
Neutral - XXXXXXXX (8)
Chaos --- XXXXX (5)

Good & Evil:
Good ---- XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXXXX (12)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXXX (12)
Half-Orc - XX (2)

Class:
Barbarian - (-17)
Bard ------ (-27)
Cleric ---- XX (2)
Druid ----- (-13)
Fighter --- (-8)
Monk ------ (0)
Paladin --- XXXXXX (6)
Ranger ---- XXXX (4)
Rogue ----- (-6)
Sorcerer -- (-2)
Wizard ---- (-2)

Lord.Sorasen
06-10-2010, 04:13 AM
Wow, I must be much younger than others here, I'm pathetically weak.

I am a Neutral Good Human Bard (2nd Level)


Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 11
Intelligence- 11
Wisdom- 16
Charisma- 13

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXX (4)

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

Good & Evil:
Good ---- XXXXXXXXXXXXXXXXX (17)
Neutral - XXXXXXXXXXX (11)
Evil ---- (0)

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

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


This is probably a character I wouldn't want to roleplay... oh well, haha.

Rastfar
06-11-2010, 10:24 PM
True Neutral Gnome Fighter/Wizard (3rd/2nd Level)


Ability Scores:
Strength- 15
Dexterity- 16
Constitution- 16
Intelligence- 16
Wisdom- 18
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:
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3.5 feet tall and live about 350 to 500 years.

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:
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 ----- XXXXXXXXXXXXXXXXXXX (19)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXX (21)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXXXXXX (10)
Neutral Evil ---- XXXXXXXXXXXX (12)
Chaotic Evil ---- XXXXXXXX (8)

Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXX (6)

Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- XX (2)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXXXXXXXXXX (16)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - (0)

Class:
Barbarian - (-2)
Bard ------ XX (2)
Cleric ---- (-6)
Druid ----- XX (2)
Fighter --- XX (2)
Monk ------ (-19)
Paladin --- (-21)
Ranger ---- XX (2)
Rogue ----- (-2)
Sorcerer -- (-2)
Wizard ---- XX (2)

__________________________________________________ _____________

Given the clas scores I wonder why it chose Fighter and Wizard....? Is it somehow dictated by race?

Additionally, I find it interesting the number of individuals who are deemed as 'Neutral' in alignment.

dwightemarsh
06-14-2010, 05:37 PM
Man, my build is boring compared to the rest of you guys.

Lawful Good Human Cleric (6th Level)



Ability Scores:
Strength- 13
Dexterity- 15
Constitution- 13
Intelligence- 17
Wisdom- 17
Charisma- 14

Ah well. The most interesting parts of a character is how it is played, not the feats and class abilities that he has.

Geode
06-15-2010, 03:41 AM
Hm... looks like I need to level up a bit... I was scared that I was going to be Chaotic Stupid because of some of those questions! Ugh! What a pointless Dual-class! Wizard/sorcerer my butt!


True Neutral Elf Wizard/Sorcerer (1st/1st Level)




Ability Scores:
Strength- 10
Dexterity- 13
Constitution- 12
Intelligence- 19
Wisdom- 16
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.

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.

Crossroads_Wanderer
06-16-2010, 05:35 PM
Ugh! What a pointless Dual-class! Wizard/sorcerer my butt!


It's not pointless when you've got twice as many spells of the same level that everyone else is casting at both low and high levels. At least, if it's 3rd edition. In between is a little difficult, if you level up evenly, but that's where you can choose to advance one of them more than the other, without the xp penalty, because one of them is your favored class. :D

Lord.Sorasen
06-24-2010, 03:38 AM
Furthermore, if you wanted to you could take the ultimate Magus (http://www.wizards.com/default.asp?x=dnd/ex/20061010a&page=3) route later down the road.

Death Rattle
06-24-2010, 04:21 AM
You Are A:


Lawful Good Human Fighter/Cleric (1st/1st Level)



Ability Scores:
Strength- 13
Dexterity- 15
Constitution- 15
Intelligence- 11
Wisdom- 13
Charisma- 10
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:
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.



Odly enough, my scores for Paladin, Fighter, and Cleric were tied, wondering why it chose one over the other.

Geode
06-25-2010, 04:01 PM
O_O I stand corrected!

Metal Soldier
07-04-2010, 01:41 AM
Interesting. It makes sense to a degree.
Lawful Good Human Wizard/Sorcerer (2nd/2nd Level)



Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 15
Intelligence- 17
Wisdom- 14
Charisma- 16
Alignment:
Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment because it restricts freedom and criminalizes self-interest.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Primary Class:
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.

ragnarokilo
07-04-2010, 10:34 PM
Chaotic Good Human Bard/Wizard (2nd/2nd Level)


Ability Scores:
Strength- 10
Dexterity- 11
Constitution- 14
Intelligence- 14
Wisdom- 12
Charisma- 13

Alignment:
Chaotic Good- A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment because it disrupts the order of society and punishes those who do well for themselves.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

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.

Valkorn
07-05-2010, 12:29 PM
Neutral Good Human Druid (1st Level)



Ability Scores:
Strength- 10
Dexterity- 14
Constitution- 11
Intelligence- 13
Wisdom- 13
Charisma- 11
Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment because it advances mediocrity by limiting the actions of the truly capable.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:
Druids- Druids gain power not by ruling nature but by being at one with it. They hate the unnatural, including aberrations or undead, and destroy them where possible. Druids receive divine spells from nature, not the gods, and can gain an array of powers as they gain experience, including the ability to take the shapes of animals. The weapons and armor of a druid are restricted by their traditional oaths, not simply training. A druid's Wisdom score should be high, as this determines the maximum spell level that they can cast.

Not what I expected heh.

DM_Running_Farland_3.5
07-05-2010, 10:32 PM
Lawful Good Human Paladin/Cleric (3rd/2nd Level)


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

My players will think this is hilarious. I love me some Lawful Good Clerics (and Paladins, and Monks).

BIGKILLA
07-06-2010, 03:20 AM
Chaotic Neutral Half-Orc Druid (5th Level)



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

Alignment:
Chaotic Neutral- A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment because it seeks to eliminate all authority, harmony, and order in society.

Race:
Half-Orcs are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They regard scars as tokens of pride and things of beauty. They rarely reach 75 years of age.

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.

Locien
07-15-2010, 03:28 AM
Ah, well, why don't I try this?I seem to be a bit physically inclined for a wizard, but a hardier wizard really isn't a problem.
Neutral Good Human Wizard (2nd Level)



Ability Scores:
Strength- 13
Dexterity- 13
Constitution- 16
Intelligence- 16
Wisdom- 12
Charisma- 10
Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment because it advances mediocrity by limiting the actions of the truly capable.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:
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 ----- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)
Lawful Evil ----- XXXXXXXXXX (10)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXXXX (5)

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

Good & Evil:
Good ---- XXXXXXXXXXXXXXX (15)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXX (4)

Class:
Barbarian - (-2)
Bard ------ XX (2)
Cleric ---- (-2)
Druid ----- (-4)
Fighter --- (-2)
Monk ------ (-21)
Paladin --- (-19)
Ranger ---- (-4)
Rogue ----- (-2)
Sorcerer -- XX (2)
Wizard ---- XXXXXXXXXX (10)

Weibrath
08-29-2010, 10:49 PM
True Neutral Human Sorcerer (4th Level)



Ability Scores:
Strength- 11
Dexterity- 9
Constitution- 13
Intelligence- 12
Wisdom- 12
Charisma- 12
Alignment:
True Neutral- A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment because it represents apathy, indifference, and a lack of conviction.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:
Sorcerers- 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.

IvanMike
08-30-2010, 09:09 PM
True Neutral Human Wizard (5th Level)



Ability Scores:
Strength- 13
Dexterity- 12
Constitution- 11
Intelligence- 14
Wisdom- 13
Charisma- 12
Alignment:
True Neutral- A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment because it represents apathy, indifference, and a lack of conviction.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

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.

Death Rattle
08-31-2010, 03:22 PM
You Are A:


Lawful Good Human Fighter/Monk (2nd/1st Level)



Ability Scores:
Strength- 15
Dexterity- 13
Constitution- 16
Intelligence- 14
Wisdom- 19
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:
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:
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.

BlueCloud2k2
08-31-2010, 04:31 PM
Hrm. Interesting.

Chaotic Neutral Human Bard (3rd Level)



Ability Scores:
Strength- 10
Dexterity- 10
Constitution- 13
Intelligence- 14
Wisdom- 12
Charisma- 11
Alignment:
Chaotic Neutral- A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment because it seeks to eliminate all authority, harmony, and order in society.

Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.

Class:
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.

OmniscientlyMe
09-16-2010, 02:24 PM
You Are A:


Lawful Neutral Human Wizard (4th Level)



Ability Scores:
Strength- 12
Dexterity- 14
Constitution- 13
Intelligence- 20
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.

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'm apparently a godlike mage. :)
Was one point away from both True Neutral and Chaotic Neutral. One point away from Elf and two from Half-Elf.