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View Full Version : What Kind of D&D Character Would You Be?


Hanuman
05-30-2010, 02:49 AM
Take the test, find out! (http://easydamus.com/character.html)


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

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

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

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXX (21)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXX (23)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXX (23)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXX (8)
Chaotic Evil ---- XXXXXXXXXXX (11)

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

Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- XX (2)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXXXXXXXXXX (14)
Half-Elf - XXXXXXXX (8)
Half-Orc - XX (2)

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

Green Spanner
05-30-2010, 03:01 AM
Lawful Neutral Human Wizard (3rd Level)


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

Alignment:
Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment because it seeks to eliminate all freedom, choice, and diversity in society.

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

Class:
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 ----- XXXXXXXXXXXXXXXXXXXX (20)
Neutral Good ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXX (23)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXXX (10)
Neutral Evil ---- XXXXXXX (7)
Chaotic Evil ---- XXXXXXX (7)

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

Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXXXXXXXX (14)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - (0)

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

synkr0nized
05-30-2010, 03:10 AM
TRUE NEUTRAL SORCERER

Watch as I judge you all, good or bad, chaotic or lawful, with arcane magicks.

Strength- 12
Dexterity- 17
Constitution- 12
Intelligence- 15
Wisdom- 12
Charisma- 15
whatever that all means; I'm pretty sure I could game this to get max scores in what I wanted.

Rejected Again
05-30-2010, 03:19 AM
Neutral Good Human Ranger (4th Level)
Ability Scores:
Strength- 14
Dexterity- 13
Constitution-17
Intelligence- 12
Wisdom- 14
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.

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.
Except the dex score that is.

Julford Hajime
05-30-2010, 03:23 AM
Ability Scores:
Strength- 14
Dexterity- 10
Constitution- 9
Intelligence- 13
Wisdom- 17
Charisma- 11

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

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

Class:
Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXX (17)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Good ---- XXXXXXXXXXXXX (13)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XXXX (4)

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

Good & Evil:
Good ---- XXXXXXXXXX (10)
Neutral - XXXXXXXXXXXXXXX (15)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXX (4)
Gnome ---- XXXX (4)
Halfling - XXXX (4)
Half-Elf - XXXXX (5)
Half-Orc - XXXXXXXXXXXX (12)

Class:
Barbarian - (0)
Bard ------ XX (2)
Cleric ---- (-4)
Druid ----- (-2)
Fighter --- (0)
Monk ------ (-25)
Paladin --- (-21)
Ranger ---- XX (2)
Rogue ----- (0)
Sorcerer -- XX (2)
Wizard ---- XXXX (4)

Man, I don't fit in with ANY classes. Monks and Paladins want me out of their sight ASAP, apparently.

mauve
05-30-2010, 03:37 AM
Weird. When I took this quiz a few years ago, I was True Neutral. How the hell has hanging out here made me go Lawful Good???? :raise:

You Are A:

Lawful Good Elf Ranger/Cleric (2nd/1st Level)


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

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

Race:
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:
Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.

Secondary Class:
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 ----- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXX (23)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXX (5)

Law & Chaos:
Law ----- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXX (4)

Good & Evil:
Good ---- XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXXX (11)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXXXXXX (14)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XX (2)

Class:
Barbarian - (-27)
Bard ------ (-19)
Cleric ---- XXXX (4)
Druid ----- (-19)
Fighter --- (-2)
Monk ------ (0)
Paladin --- (-2)
Ranger ---- XXXX (4)
Rogue ----- (-4)
Sorcerer -- (-2)
Wizard ---- XXXX (4)


Well, apparently I'm only two points away from Neutral Good or Lawful Neutral. I guess that makes me feel better.

Hanuman
05-30-2010, 04:04 AM
Good to see you still around, synk =]

Art of Hilt
05-30-2010, 04:13 AM
Ability Scores:
Strength- 12
Dexterity- 14
Constitution- 13
Intelligence- 15
Wisdom- 13
Charisma- 10

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXX (18)
Neutral Good ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXX (23)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXXXXXXX (10)

Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXXX (8)
Chaos --- XXXXXXXX (8)

Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXXXXXX (15)
Evil ---- XX (2)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXXXX (14)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XX (2)

Class:
Barbarian - (0)
Bard ------ XX (2)
Cleric ---- (-8)
Druid ----- (-4)
Fighter --- (-2)
Monk ------ (-19)
Paladin --- (-21)
Ranger ---- (0)
Rogue ----- XX (2)
Sorcerer -- XXXXXX (6)
Wizard ---- XX (2)

Wigmund
05-30-2010, 04:17 AM
Lawful Good Human Wizard (3rd Level)

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

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXX (21)
True Neutral ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Neutral - XXXXXXXXXXXXX (13)
Lawful Evil ----- XXXXXXXXXXXX (12)
Neutral Evil ---- XXXXXXXX (8)
Chaotic Evil ---- XXXX (4)

Law & Chaos:
Law ----- XXXXXXXXXXXX (12)
Neutral - XXXXXXXX (8)
Chaos --- XXXX (4)

Good & Evil:
Good ---- XXXXXXXXXXXXXXXX (16)
Neutral - XXXXXXXXX (9)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXXXX (13)
Half-Orc - XXXX (4)

Class:
Barbarian - (-27)
Bard ------ (-23)
Cleric ---- (-6)
Druid ----- (-19)
Fighter --- (0)
Monk ------ (-2)
Paladin --- XX (2)
Ranger ---- (0)
Rogue ----- (0)
Sorcerer -- XXXX (4)
Wizard ---- XXXXXXXX (8)

Not a bad ability score array though. But I really didn't expect to be Lawful Good...Neutral Good at most.

Lyaer
05-30-2010, 04:36 AM
Aww. Boring ol' Elf Wizard. Seems like it's really easy to get neutrals on this one. Usually I'm more goodish. Oh. But I am. They're tied. Interesting.



Ability Scores:
Strength- 9
Dexterity- 10
Constitution- 10
Intelligence- 16
Wisdom- 8
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:
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful.

Class:
Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.


Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXX (15)
Neutral Good ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXX (15)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)
Lawful Evil ----- XXXXXXX (7)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXXXXXX (9)

Law & Chaos:
Law ----- XXXXX (5)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXX (7)

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

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXXXXXXXX (16)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - (0)

Class:
Barbarian - (-6)
Bard ------ XX (2)
Cleric ---- (-6)
Druid ----- XXXX (4)
Fighter --- (-2)
Monk ------ (-15)
Paladin --- (-21)
Ranger ---- (-2)
Rogue ----- (0)
Sorcerer -- (-2)
Wizard ---- XXXXXX (6)

greed
05-30-2010, 04:40 AM
True Neutral Elven Wizard


I'm Vaarsuvius without the androgyny apparently.

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

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

Race:
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful.

Class:
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.

Also I'm 3rd level.

Wigmund
05-30-2010, 04:52 AM
Lots of wizards and other casters here.

Amake
05-30-2010, 04:53 AM
Neutral Good Human Druid; awesome physical and mediocre mental abilities across the board. I got just as many points in Chaotic Good as NG, but if memory serves druids have to be Neutral so I can live with that. Also interesting: Identical scores in TN, CN, NE and CE. I'm human by a majority of, if counting half the points in the half-human races, 75%. But I'm just barely a druid. Probably cause I find animals delicious.

Some of those questions required some liberal interpretation of things like family, hometown and wealth. When you have to choose between money and power, it makes me doubt I live in the same world as most folks. >_>

Krylo
05-30-2010, 05:04 AM
Chaotic Neutral Human Sorcerer/Rogue (2nd/1st Level)



Ability Scores:
Strength- 14
Dexterity- 16
Constitution- 17
Intelligence- 19
Wisdom- 17
Charisma- 16
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.

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

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

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXX (12)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Neutral -- XXXXXXXXXXXXX (13)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXX (22)
Lawful Evil ----- XXXXXXX (7)
Neutral Evil ---- XXXXXXXXXXXXXXX (15)
Chaotic Evil ---- XXXXXXXXXXXXXXXX (16)

Law & Chaos:
Law ----- XX (2)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXXXXXXX (11)

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

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XX (2)

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

Si Civa
05-30-2010, 05:57 AM
Chaotic Neutral Human* Druid (2nd Level)
Or tree hugger Elf because of the points.

Ability Scores:
Strength- 13
Dexterity- 13
Constitution- 14
Intelligence- 16
Wisdom- 13
Charisma- 10

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

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

Class:
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 ----- XXXXXXXXXXX (11)
Neutral Good ---- XXXXXXXXXXXXXXXX (16)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Neutral -- XXXXXXXXXXXXXXXXX (17)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Lawful Evil ----- XXXXX (5)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXXXXXXXXXXXX (15)

Law & Chaos:
Law ----- XXX (3)
Neutral - XXXXXXXX (8)
Chaos --- XXXXXXXXXXXXX (13)

Good & Evil:
Good ---- XXXXXXXX (8)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- XX (2)

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

Class:
Barbarian - XX (2)
Bard ------ (-2)
Cleric ---- (-6)
Druid ----- XXXXXX (6)
Fighter --- (-2)
Monk ------ (-17)
Paladin --- (-25)
Ranger ---- (0)
Rogue ----- (-2)
Sorcerer -- (0)
Wizard ---- XXXX (4)

Odjn
05-30-2010, 07:22 AM
Neutral Good Human Bard (3rd Level)



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

A Zarkin' Frood
05-30-2010, 08:13 AM
Already did that test once and It turned out it was a pretty useless character.

New guy?
Chaotic Neutral Human Ranger/Sorcerer

Strength 10
Dexterity 10
Constitution 11
Intelligence 14
Wisdom 13
Charisma 10

Oh oh oh, that's useless too, isn't it?
The only thing that changed was the class, from sorcerer to ranger/sorcerer.
Not sure about the stats, but they may be pretty similar.

I'd love to go all sorcerer and say screw my stats, I can do anything.
Just because I have no charisma doesn't mean I can't set you on fire with my magic.

EDIT: Yeah, I'm also pretty close to true neutral. Next would be Chaotic good.
My tendencies in all three alignments go rather towards chaos than law. Fuck stupid man-made rules ROAR.
I'd almost be a gnome. Good that didn't happen. I'm a fantasy racist. The only thing worse than a gnome is an elf.
I got six points in wizard, sorcerer and ranger each. 2 in barbarian and negative numbers in the rest.

I have no self-conficence which is why I don't have 18 points in every stats, or 21. I never played D&D, so let's just say highest possible level 1 stats.

bluestarultor
05-30-2010, 09:35 AM
You Are A:

Neutral Good Human Cleric (4th Level)


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

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.


Sounds about right to me.



Edit: The extended part:

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXX (20)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXX (3)

Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXXXXX (10)
Chaos --- XXX (3)

Good & Evil:
Good ---- XXXXXXXXXXXXXXXXX (17)
Neutral - XXXXXXXXXXXX (12)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - (0)

Class:
Barbarian - (-4)
Bard ------ (-6)
Cleric ---- XXXXXX (6)
Druid ----- XX (2)
Fighter --- (-4)
Monk ------ (-23)
Paladin --- (-17)
Ranger ---- XX (2)
Rogue ----- (-4)
Sorcerer -- XXXX (4)
Wizard ---- XX (2)

BitVyper
05-30-2010, 09:44 AM
Chaotic Neutral Human Ranger (4th Level)

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

Shyria Dracnoir
05-30-2010, 11:21 AM
You Are A:

Lawful Good Human Wizard (2nd Level)


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

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.

Terex4
05-30-2010, 11:33 AM
I thought for sure I was getting rogue.

Chaotic Neutral Human Sorcerer (3rd Level)

Ability Scores:
Strength- 12
Dexterity- 16
Constitution- 11
Intelligence- 14
Wisdom- 16
Charisma- 14

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

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

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

Tev
05-30-2010, 11:45 AM
Tev is a Ranger/Cleric!

You Are A:

Neutral Good Human Ranger/Cleric (2nd/1st Level)


Ability Scores:
Strength- 14
Dexterity- 14
Constitution- 16
Intelligence- 13
Wisdom- 18
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:
Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.

Secondary Class:
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.

Daimo Mac, The Blue Light of Hope
05-30-2010, 11:53 AM
True Neutral Human Druid/Bard (1st/1st Level)

Ability Scores:
Strength- 10
Dexterity- 10
Constitution- 10
Intelligence- 13
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.

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:
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.


Dun dun dun!!!

synkr0nized
05-30-2010, 12:33 PM
Good to see you still around, synk =]

??

BloodyMage
05-30-2010, 12:48 PM
Lawful Good Human Cleric (3rd Level)


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

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

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

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 ----- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXX (13)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXX (4)

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

Good & Evil:
Good ---- XXXXXXXXXXXXXXX (15)
Neutral - XXXXXXXXXX (10)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXXXX (14)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - (0)

Class:
Barbarian - (-21)
Bard ------ (-17)
Cleric ---- XXXXXXXX (8)
Druid ----- (-25)
Fighter --- (-6)
Monk ------ (-2)
Paladin --- XXXXXX (6)
Ranger ---- (-4)
Rogue ----- (-8)
Sorcerer -- XX (2)
Wizard ---- XXXX (4)

Melfice
05-30-2010, 12:53 PM
Not sure on the exact scores, but overall the same result as the other times I've taken this test.

Lawful Neutral Human Sorcerer (3rd Level)


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

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:
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 ----- XXXXXXXXXXXXXXXXXXXXXXX (23)
Neutral Good ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXX (23)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXX (7)
Chaotic Evil ---- XXXXXXX (7)

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

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

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXX (4)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXX (7)
Half-Orc - XXXXXXXX (8)

Class:
Barbarian - (-25)
Bard ------ (-19)
Cleric ---- (-6)
Druid ----- (0)
Fighter --- XX (2)
Monk ------ XX (2)
Paladin --- (-19)
Ranger ---- (-2)
Rogue ----- (-2)
Sorcerer -- XXXX (4)
Wizard ---- XX (2)

Sage Harpuia
05-30-2010, 04:17 PM
I think I did this before for character ideas for a DnD game that fell through in typical fashion.





Neutral Good Elf Wizard (1st Level)

Ability Scores:
Strength- 9
Dexterity- 10
Constitution- 10
Intelligence- 13
Wisdom- 11
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:
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful.

Class:
Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXX (13)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXXX (14)
Lawful Neutral -- XXXXXXXXXXX (11)
True Neutral ---- XXXXXXXXXXXXXXXX (16)
Chaotic Neutral - XXXXXXXXXXXX (12)
Lawful Evil ----- XXXXXXXXXX (10)
Neutral Evil ---- XXXXXXXXXXXXXXX (15)
Chaotic Evil ---- XXXXXXXXXXX (11)

Law & Chaos:
Law ----- XXXXX (5)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXX (6)

Good & Evil:
Good ---- XXXXXXXX (8)
Neutral - XXXXXX (6)
Evil ---- XXXXX (5)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXXXXXX (14)
Gnome ---- XXXX (4)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXXXXX (12)
Half-Orc - XXXXXX (6)

Class:
Barbarian - (-4)
Bard ------ (-2)
Cleric ---- XX (2)
Druid ----- (-6)
Fighter --- XX (2)
Monk ------ (-17)
Paladin --- (-23)
Ranger ---- (-4)
Rogue ----- (-2)
Sorcerer -- XX (2)
Wizard ---- XXXXXXXXXX (10)

Menarker
05-30-2010, 11:48 PM
I Am A: True Neutral Human Sorcerer (2nd Level)
Ability Scores:
Strength-14
Dexterity-14
Constitution-14
Intelligence-12
Wisdom-13
Charisma-9

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


Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXX (16)
Neutral Good ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Good ---- XXXXXXXXXXXXXXXX (16)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXXXXX (12)
Chaotic Evil ---- XXXXXXXXX (9)

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

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

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

Class:
Barbarian - (-8)
Bard ------ XX (2)
Cleric ---- (-2)
Druid ----- (-2)
Fighter --- XXXX (4)
Monk ------ (-15)
Paladin --- (-21)
Ranger ---- (-4)
Rogue ----- (-2)
Sorcerer -- XXXXXX (6)
Wizard ---- (0)

Hanuman
05-31-2010, 02:52 AM
Awwww Menarker that's no fair! Technically sorcerers with 9 cha can't cast spells =/
You coming out to a show some time? Mad Skillz is having workshops before the fire shows, might get you prepped up to do fire the night you go, and I got fuel and tools you can borrow.

POS Industries
05-31-2010, 03:15 AM
I Am A: Chaotic Neutral Human Bard (3rd Level)

Ability Scores:

Strength-13

Dexterity-15

Constitution-12

Intelligence-16

Wisdom-12

Charisma-13


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 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 ----- XXXXXXXXXXXXXXXXXXX (19)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXXXXXXX (10)

Law & Chaos:
Law ----- XXXXXX (6)
Neutral - XXXXXXX (7)
Chaos --- XXXXXXXX (8)

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

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

Class:
Barbarian - (-4)
Bard ------ XXXXXX (6)
Cleric ---- (-8)
Druid ----- (0)
Fighter --- (-2)
Monk ------ (-21)
Paladin --- (-15)
Ranger ---- (-2)
Rogue ----- (-2)
Sorcerer -- XXXX (4)
Wizard ---- XX (2)

My good and neutral scores were tied, oddly enough, so take that however you will.

Corel
05-31-2010, 06:16 AM
A Neutral Good character? By jove Nikose was right!

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

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:
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.

Ecks
05-31-2010, 08:00 PM
Chaotic Good Elf Sorceror. Because that's the last character I rolled.

EDIT:True Neutral Human Sorcerer (2nd Level)


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

Doc ock rokc
05-31-2010, 09:43 PM
Neutral Good Elf Wizard (3rd Level)


Ability Scores:
Strength- 10
Dexterity- 17
Constitution- 12
Intelligence- 16
Wisdom- 16
Charisma- 11

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

Race:
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful.

Class:
Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.

akaSM
06-01-2010, 03:34 AM
True Neutral Human Druid (3rd Level)


Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 15
Intelligence- 17
Wisdom- 19
Charisma- 15

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

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

Class:
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 ----- XXXXXXXXXXXXXXXXXXXXXXX (23)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXX (24)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXX (12)
Chaotic Evil ---- XXXXXXXXX (9)

Law & Chaos:
Law ----- XXXXXXXXX (9)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXXX (7)

Good & Evil:
Good ---- XXXXXXXXXXXXXX (14)
Neutral - XXXXXXXXXXXXXXXXX (17)
Evil ---- XX (2)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - (0)

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

Magic_Marker
06-01-2010, 09:32 AM
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:
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:
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.

Seil
06-01-2010, 11:41 AM
Neutral Good Human Fighter/Bard.

Eldezar
06-02-2010, 03:24 PM
This seems very representative.

I Am A: Chaotic Neutral Human Ranger (3rd Level)
Ability Scores:
Strength-13
Dexterity-15
Constitution-14
Intelligence-15
Wisdom-18
Charisma-13
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: 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 ----- XXXXXXXXXXX (11)
Neutral Good ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXX (11)
True Neutral ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXX (19)

Law & Chaos:
Law ----- XXX (3)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXXXXXX (11)

Good & Evil:
Good ---- XXXXXXXX (8)
Neutral - XXXXXXXX (8)
Evil ---- XXXXXXXX (8)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXXXXXXXX (10)

Class:
Barbarian - (-6)
Bard ------ XXXX (4)
Cleric ---- (-8)
Druid ----- (-2)
Fighter --- (0)
Monk ------ (-19)
Paladin --- (-23)
Ranger ---- XXXXXXXX (8)
Rogue ----- XX (2)
Sorcerer -- XX (2)
Wizard ---- (0)

The Argent Lord
06-02-2010, 04:16 PM
True Neutral Elf Bard/Wizard (1st/1st Level)


Ability Scores:
Strength- 11
Dexterity- 14
Constitution- 14
Intelligence- 19
Wisdom- 15
Charisma- 13

Flarecobra
06-02-2010, 04:39 PM
Anyone get over lev. 4?

Neutral Good Human Fighter (4th Level)


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

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

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

Class:
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.

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


Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXX (21)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXXXXXX (16)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXX (16)
Chaotic Neutral - XXXXXXXXXXX (11)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXXXXXXX (8)

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

Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXX (7)
Evil ---- XXXX (4)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXX (4)

Class:
Barbarian - (-4)
Bard ------ XX (2)
Cleric ---- (-4)
Druid ----- (-2)
Fighter --- XXXX (4)
Monk ------ (-21)
Paladin --- (-17)
Ranger ---- (-2)
Rogue ----- XX (2)
Sorcerer -- XX (2)
Wizard ---- (-2)

Wizardcat
06-02-2010, 04:49 PM
You Are A:

True Neutral Human Wizard (1st Level)


Ability Scores:
Strength- 11
Dexterity- 10
Constitution- 10
Intelligence- 19
Wisdom- 10
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.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXX (12)
Neutral Good ---- XXXXXXXXXXXXXXX (15)
Chaotic Good ---- XXXXXXXXXXXX (12)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XXXXXXXXXXX (11)

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

Good & Evil:
Good ---- XXXXXX (6)
Neutral - XXXXXXXXXX (10)
Evil ---- XXXXX (5)

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

Class:
Barbarian - (-6)
Bard ------ (-2)
Cleric ---- (-2)
Druid ----- (-6)
Fighter --- (-2)
Monk ------ (-21)
Paladin --- (-23)
Ranger ---- (-2)
Rogue ----- XXXXXX (6)
Sorcerer -- XXXXXX (6)
Wizard ---- XXXXXXXXXX (10)

So very squishy. Looks about right.

Hanuman
06-02-2010, 07:51 PM
Anyone get over lev. 4?
From first glance I'd guess the level is tied to that "how much experience have you had in relation to your age" question, not much being lvl 1, medium being 2 and a lot being 3.

bluestarultor
06-02-2010, 08:00 PM
You Are A:

True Neutral Human Wizard (1st Level)


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

So very squishy. Looks about right.

Is it even possible to have a stat over 18 at level 1? I thought 18 was the max unmodified starting value.

Eldezar
06-02-2010, 10:42 PM
Is it even possible to have a stat over 18 at level 1? I thought 18 was the max unmodified starting value.

The only way I think this can legally be done without house rules would be with a feat, but to my knowledge and through a quick read of the SRD there is not a single core nor unearthed arcana variant to add a full +1 to an ability. They are always things like "+1 to strength-based checks" rather than "+1 to strength."

In a way it is legally supported by the guidelines for ability scores. If all of your modifiers combined are under a certain limit depending on the type of rolling then you are granted a re-roll. This can be slightly modified to simply say you can reassign some of your stats to go over the limit. Especially considering he is literally average in everything save charisma being slightly above, then it justifies that he spent his time doing something, so why not study?

Hanuman
06-03-2010, 01:12 AM
Is it even possible to have a stat over 18 at level 1? I thought 18 was the max unmodified starting value.
There are plenty of ways, but by core only RAW and as a human no it's not possible.

ThatPoorMessenger
06-03-2010, 05:53 AM
Damnit, why am I always the neutral-good guy on these?

Neutral Good Human Druid/Wizard 1st/1st level)
Law and Chaos
Law (8)
Neutral (11)
Chaos (7)

Ability Scores:
Strength- 14
Dexterity- 12
Constitution- 15
Intelligence- 18
Wisdom- 11
Charisma- 15

Good and Evil
Good (15)
Neutral (8)
Evil (3)

Race
Human (13)
Dwarf (4)
Elf (12)
Gnome (8)
Halfling (10)
Half-elf (13)
Half-orc (0)

Class
Barbarian (-2)
Bard (-2)
Cleric (-4)
Druid (6)
Fighter (-2)
Monk (-21)
Paladin (-23)
Ranger (4)
Rogue (-6)
Sorceror (2)
Wizard (6)

Token
06-04-2010, 06:25 AM
How in the hell are none of you guys evil? O_o

Amake
06-04-2010, 06:30 AM
At least nine out of ten people are basically good, according to Paul Feldman. Sounds about right.

Anyone get over lev. 4?
If memory serves I got level 10. But I am very, very old.

It should be noted level 5 marks the upper, Batman-like limits of human potential. Above that you're reaching Achilles-levels of mythical heroism.

ThatPoorMessenger
06-04-2010, 08:26 AM
How in the hell are none of you guys evil? O_oI actually changed it since I think people wouldn't believe I got 16good and 1evil...but to actually answer your question: The world is actually a very nice place, despite the media.

Edit: If memory serves I got level 10. But I am very, very old. Was playing about with this and yes, you gain levels for being older, nothing else effects it.

7days
06-04-2010, 09:41 AM
Well this is probably not the best way to introduce myself to the forum, but here's what I got.
Neutral Evil Elf Wizard/Sorcerer (2nd/2nd Level)
Ability Scores
Strength-10
Dexterity-11
Constitution-11
Intelligence-18
Wisdom-14
Charisma-14
Yah, kinda surprised myself. I was honest, at least (at least as honest as a NE can be). But anyways there yah go.

ThatPoorMessenger
06-04-2010, 09:51 AM
Well this is probably not the best way to introduce myself to the forum, but here's what I got.It's better than tracking down and shooting one of the mods.
Also: Why do so many people come out as sorcerors...

7days
06-04-2010, 10:12 AM
Probably all those questions about using your personal charisma for power...

ThatPoorMessenger
06-04-2010, 10:16 AM
Probably all those questions about using your personal charisma for power...Oh. :sweatdrop

Token
06-04-2010, 10:53 AM
You Are A:


Chaotic Evil Elf Bard/Wizard (2nd/1st Level)



Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 12
Intelligence- 15
Wisdom- 17
Charisma- 16

Alignment:
Chaotic Evil- A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. Chaotic evil is sometimes called demonic because demons are the epitome of chaotic evil. Chaotic evil is the best alignment you can be because combines self-interest and pure freedom. However, chaotic evil can be a dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.

Race:
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful.

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.

Alignment:
Lawful Good ----- XXXX (4)
Neutral Good ---- XXXXXXXXXX (10)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXX (14)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Lawful Evil ----- XXXXXXXXXXXXXXXXXX (18)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)

Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXXXXXXXXXXX (15)

Good & Evil:
Good ---- (0)
Neutral - XXXXXXXXXX (10)
Evil ---- XXXXXXXXXXXXXX (14)

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

Class:
Barbarian - (-2)
Bard ------ XXXXXXXX (8)
Cleric ---- (-6)
Druid ----- (-25)
Fighter --- (-4)
Monk ------ (-19)
Paladin --- (-25)
Ranger ---- (-4)
Rogue ----- (0)
Sorcerer -- XXXXXX (6)
Wizard ---- XXXXXXXX (8)

Huh. Apparently I'm evil. Didn't see that coming. Especially not chaotic. Neutral evil, maybe...

7days
06-04-2010, 11:03 AM
Don't feel bad Token, at least you're in touch with your Id. Between you and me, the only two who are unfettered by "society" and "morality", we can rule these fools. RULE THEM!

ThatPoorMessenger
06-04-2010, 11:04 AM
Good & Evil:
Good ---- (0)
Neutral - XXXXXXXXXX (10)
Evil ---- XXXXXXXXXXXXXX (14)Umm, ok...wow.

Token
06-04-2010, 11:07 AM
Umm, ok...wow.

I have no clue how that happened.

7days
06-04-2010, 11:09 AM
It's interesting that the two evil people also were elves. "We are a race of total bastards" indeed.

ThatPoorMessenger
06-04-2010, 11:21 AM
Don't feel bad Token, at least you're in touch with your Id. Between you and me, the only two who are unfettered by "society" and "morality", we can rule these fools. RULE THEM!
...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. We have nothing to fear.

krogothwolf
06-04-2010, 11:25 AM
Chaotic Neutral Human Fighter/Sorcerer (2nd/2nd Level)


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

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.

Primary Class:
Fighters- Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.

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

Alignment:
Lawful Good ----- XXXXXXXXXXX (11)
Neutral Good ---- XXXXXXXXXXX (11)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXX (16)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXX (23)
Lawful Evil ----- XXXXXXXXXXXXXXXX (16)
Neutral Evil ---- XXXXXXXXXXXXXXXX (16)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXXX (23)

Law & Chaos:
Law ----- XXXXXX (6)
Neutral - XXXXXX (6)
Chaos --- XXXXXXXXXXXXX (13)

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

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXX (4)
Gnome ---- XXXXXXXX (8)
Halfling - XX (2)
Half-Elf - XXXXXX (6)
Half-Orc - XXXXXXXXXX (10)

Class:
Barbarian - (-4)
Bard ------ (-4)
Cleric ---- (-2)
Druid ----- (-6)
Fighter --- XXXXXX (6)
Monk ------ (-25)
Paladin --- (-17)
Ranger ---- (-4)
Rogue ----- XXXX (4)
Sorcerer -- XXXXXX (6)
Wizard ---- XXXX (4)

I'm borderline Neutral/Evil Yay! Go Team Evil!

7days
06-04-2010, 11:28 AM
Dang it, you toppled my evil empire before it began. Whatever happened to the days when an overlord could build up a terrifying alliance of like minded, ruthless villians and actually start a decent scheme before the plucky underdog heroes foiled him. I was preparing a monologue and everything. Then you came along with your "quotes" exposing the soft underbelly of my plot. You will rue this day, Thatpoormessenger. RUE THE DAY YOU CROSSED... see my heart's not even in it now.

ThatPoorMessenger
06-04-2010, 11:41 AM
Dang it, you toppled my evil empire before it began. Whatever happened to the days when an overlord could build up a terrifying alliance of like minded, ruthless villians and actually start a decent scheme before the plucky underdog heroes foiled him. I was preparing a monologue and everything. Then you came along with your "quotes" exposing the soft underbelly of my plot. You will rue this day, Thatpoormessenger. RUE THE DAY YOU CROSSED... see my heart's not even in it now.It's more likely than you think.

Token
06-04-2010, 02:44 PM
Sorry Sevsey. Even if I was trying to play against my alignment, a partnership is too much work. It implies that we reach roughly the same level of power, which means we'd have to split the world. Then of course, I'd have to waste my time murdering someone who might be able to put up a fight, the sheep would make you into a martyr, and wvery two-bit hero would assume that since I reached power with a partner, I must be weak... Nah, much better to kill you now.

ThatPoorMessenger
06-04-2010, 02:48 PM
and very two-bit hero would assume that since I reached power with a partner, I must be weak...Luckily, I would assume you are a skilled manipulator to get off with so much power. Then it's all a matter of Red Mage style: breaking the world's laws.
Nah, much better to kill you now. No, kill him later, consolidate power. When the time is right, Skywalker - crap, wrong larping.

Rejected Again
06-04-2010, 03:07 PM
Procrastination is the worst part of Evil.

ThatPoorMessenger
06-04-2010, 03:09 PM
Procrastination is the worst part of Evil.Yes, I stole the joke, I can't remember where from though.

7days
06-04-2010, 03:09 PM
Nah, much better to kill you now.

But to kill me you'd have to find me!

*smoke bomb*

...Uh, yeah, if you could just look the other way for a sec so I can make my exit, I really didn't think this plan through all that well.

krogothwolf
06-04-2010, 04:02 PM
Sorry Sevsey. Even if I was trying to play against my alignment, a partnership is too much work. It implies that we reach roughly the same level of power, which means we'd have to split the world. Then of course, I'd have to waste my time murdering someone who might be able to put up a fight, the sheep would make you into a martyr, and wvery two-bit hero would assume that since I reached power with a partner, I must be weak... Nah, much better to kill you now.

Honestly, you should just be making every two-bit hero chase after him instead so you could commit your dastardly while leaving all trails pointing to him.

ThatPoorMessenger
06-04-2010, 04:08 PM
Honestly, you should just be making every two-bit hero chase after him instead so you could commit your dastardly while leaving all trails pointing to him. I tell ya, these chaotic evils...

krogothwolf
06-04-2010, 04:15 PM
I tell ya, these chaotic evils...

It's only logical. That way everyone assumes it's this one big bad and go chasing after him. Unless you really actually want to make a name for yourself you, you make everything seem to be the enemy. You pay beggers to spread the name of the other guy as the one commiting the crime(then kill them to retrieve the money, everyone will assume it's the other guy trying to silence them.)

Token
06-04-2010, 04:41 PM
Honestly, you should just be making every two-bit hero chase after him instead so you could commit your dastardly while leaving all trails pointing to him.

That's a bit too Vetinari for my tastes. And since D&D is a fantasy realm, there is a chance that Vetinari would hunt me down for cramping his style. 'Sides, I'm allegedly Chaotic Evil.

ThatPoorMessenger
06-04-2010, 04:42 PM
It's only logical.Indeed, it is, but they seem to not plan ahead. :rolleyes:

Eldezar
06-04-2010, 05:03 PM
I started playing with it and it was funny how it went from lawful evil human monk (10) to chaotic evil human fighter/ranger (5/5) by changing the answer to one question.

ThatPoorMessenger
06-04-2010, 05:05 PM
I started playing with it and it was funny how it went from lawful evil human monk (10) to chaotic evil human fighter/ranger (5/5) by changing the answer to one question.Monk's are attached to lawfulness, along with Paladins in that survey I believe. Being otuside the neccessary alignment is stated to reduce your score for said class by 21, I think.

krogothwolf
06-04-2010, 05:14 PM
I started playing with it and it was funny how it went from lawful evil human monk (10) to chaotic evil human fighter/ranger (5/5) by changing the answer to one question.

That means you're over 88 years old to be level 10! YOU ONE CRAZY MONK!

ThatPoorMessenger
06-04-2010, 05:18 PM
That means you're over 88 years old to be level 10! YOU ONE CRAZY MONK!He's lying for extra levels! :rolleyes:

Eldezar
06-04-2010, 05:22 PM
Monk's are attached to lawfulness, along with Paladins in that survey I believe. Being otuside the neccessary alignment is stated to reduce your score for said class by 21, I think.

It wasn't a law question.

126. What's the best path to wealth?


It's a matter of luck and being in the right place at the right time.
Staying flexible so you can take advantage of good opportunities.
Following a long-term plan that incorporates a comfortable level of risk.
Hard work and perseverance.

The class change is understandable, and it would have to require an alignment change to be a Monk, but the question itself has little to nothing to do with alignment. (bullet 4 made a monk, bullet 2 made fighter/ranger)

EDIT:

That means you're over 88 years old to be level 10! YOU ONE CRAZY MONK!

Like I said, I was playing with it. My actual stats are on the previous page.

EDIT 2: If you view 40 posts per page.

ThatPoorMessenger
06-04-2010, 05:26 PM
The class change is understandable, and it would have to require an alignment change to be a Monk, but the question itself has little to nothing to do with alignment. (bullet 4 made a monk, bullet 2 made fighter/ranger) Bullet 2 is closer to chaos, as it revolves around being capable of change and a lack of focus, by contrast, bullet 4 is about staying focussed and following a set path. Law and Chaos would be better coined as Order and Chaos, but that doesn't even coin the whole lot of it.
Law as an alignment is more about focus, determination and loyalty however, whilst Chaos is about being flexible, adaptable, and generally diving into things.

Eldezar
06-04-2010, 05:28 PM
Bullet 2 is closer to chaos, as it revolves around being capable of change and a lack of focus, by contrast, bullet 4 is about staying focussed and following a set path. Law and Chaos would be better coined as Order and Chaos, but that doesn't even coin the whole lot of it.
Law as an alignment is more about focus, determination and loyalty however, whilst Chaos is about being flexible, adaptable, and generally diving into things.

Which is why I said little to nothing.

krogothwolf
06-04-2010, 05:28 PM
Like I said, I was playing with it. My actual stats are on the previous page.

EDIT 2: If you view 40 posts per page.

I know what you're actually stats are, it's just hilarious thinking of an 88+ year old lawful evil monk kicking ass. Seriously, That'd be freaking awesome

ThatPoorMessenger
06-04-2010, 05:29 PM
Which is why I said little to nothing.True, no denying that. I just felt like rambling about the system out of compulsion to post. :(

Eldezar
06-04-2010, 05:30 PM
I know what you're actually stats are, it's just hilarious thinking of an 88+ year old lawful evil monk kicking ass. Seriously, That'd be freaking awesome

I don't think the test considers old and venerable ages either, though for Monks you wouldn't lose any stats at a certain level anyways.

ThatPoorMessenger
06-04-2010, 05:34 PM
I know what you're actually stats are, it's just hilarious thinking of an 88+ year old lawful evil monk kicking ass. Seriously, That'd be freaking awesomeWhat to do when you're a martial arts film star who should've retired years ago?

Eldezar
06-04-2010, 05:36 PM
Do a remake of a movie that had a martial arts film star who is already retired?

ThatPoorMessenger
06-04-2010, 05:38 PM
Do a remake of a movie that had a martial arts film star who is already retired?I'd prefer to see an evil monk going around...would certainly break the stereotype of such films.

Aldurin
06-07-2010, 07:45 PM
True Neutral Human Cleric/Sorcerer (1st/1st Level)

<b>I Am A:</b> True Neutral Human Cleric/Sorcerer (1st/1st Level)
Ability Scores:
Strength- 16
Dexterity- 17
Constitution- 16
Intelligence- 19
Wisdom- 19
Charisma- 15
Alignment:
True Neutral- A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment because it represents apathy, indifference, and a lack of conviction.

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

Primary Class:
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.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXX (10)
Neutral Good ---- XXXXXXXXXXXXXX (14)
Chaotic Good ---- XXXXXXXXXXXXX (13)
Lawful Neutral -- XXXXXXXXXXXXXXXXX (17)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXXXXX (12)
Chaotic Evil ---- XXXXXXXXXXX (11)

Law & Chaos:
Law ----- XXXXX (5)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXXX (8)

Good & Evil:
Good ---- XXXXX (5)
Neutral - XXXXXXXXXXXX (12)
Evil ---- XXX (3)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXX (6)
Halfling - XXXX (4)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XXXX (4)

Class:
Barbarian - (-2)
Bard ------ (0)
Cleric ---- XXXX (4)
Druid ----- (-4)
Fighter --- (-2)
Monk ------ (-21)
Paladin --- (-19)
Ranger ---- (-4)
Rogue ----- (0)
Sorcerer -- XXXX (4)
Wizard ---- XX (2)

I still think I should have been an elf. But the idea of being able to cast awesome shit on other people is pleasing, especially since my knowledge of unarmed/katana combat would let me slip in extra combat ability.

And true neutral is awesome, I can do whatever I want and stuff. The cleric is okay except wasting spell space to heal and boost others, that should all be for myself.

With this power, I could be unstoppable against any mage or warrior who dare attack me.

And the -21 for Monk class shows just how lame those guys are.

Cloud Strife
06-07-2010, 09:03 PM
Ability Scores:
Strength- 13
Dexterity- 16
Constitution- 15
Intelligence- 13
Wisdom- 14
Charisma- 12

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

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

Class:
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.

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXX (5)

Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXXXX (9)
Chaos --- XXXX (4)

Good & Evil:
Good ---- XXXXXXXXXXXXXXXX (16)
Neutral - XXXXXXXXXXX (11)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - (0)

Class:
Barbarian - (0)
Bard ------ XX (2)
Cleric ---- XX (2)
Druid ----- XX (2)
Fighter --- (-4)
Monk ------ (-21)
Paladin --- (-19)
Ranger ---- XXXXXXXX (8)
Rogue ----- (-10)
Sorcerer -- (0)
Wizard ---- (-2)

Interesting... it's changed from elf... I used to always get elf on this test.

walkertexasdruid
06-14-2010, 09:49 PM
Lawful good human cleric, which is wierd because I usually play as a chaotic good hafling rougue

Grimpond
06-14-2010, 10:54 PM
I Am A: Lawful Good Gnome (2nd Level)

Ability Scores:

Strength-16
Dexterity-12
Constitution-16
Intelligence-14
Wisdom-11
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:
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.

Class:
Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.

Funka Genocide
06-18-2010, 02:52 PM
You Are A:


Chaotic Neutral Human Wizard/Sorcerer (2nd/2nd Level)


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

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.

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.


.................................................. ..............

Eh, seems kind of dumb. I'd probably make a better fighter than a sorcerer in all actuality. My Charisma is way too low. Plus my high intellect would be wasted, just like real life!

CelesJessa
06-18-2010, 03:54 PM
Lawful Neutral Human Sorcerer (4th Level)


Ability Scores:
Strength- 10
Dexterity- 14
Constitution- 12
Intelligence- 14
Wisdom- 14
Charisma- 16


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:
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.

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Dang, when I play these kinds of games I hate being the magic-caster.