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Unread 05-30-2010, 02:49 AM   #1
Hanuman
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Default What Kind of D&D Character Would You Be?

Take the test, find out!


Mine!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)
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Unread 05-30-2010, 03:01 AM   #2
Green Spanner
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Default

Lawful Neutral Human WizardLawful 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)
__________________
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Unread 05-30-2010, 03:10 AM   #3
synkr0nized
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Default Best check yo'self.

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.
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Unread 05-30-2010, 03:19 AM   #4
Rejected Again
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Rather spot on.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.
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Last edited by Rejected Again; 05-30-2010 at 03:21 AM.
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Unread 05-30-2010, 03:23 AM   #5
Julford Hajime
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Default

Well, I don't know how I feel about the TN instead of NG, but I guess I try harder to see both sides than anything else.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.
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Unread 05-30-2010, 03:37 AM   #6
mauve
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Default

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????

Lawful Good Elf Ranger/Cleric. I can shoot arrows AND kill zombies. Or heal people or something. I dunno.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.
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Last edited by mauve; 05-30-2010 at 03:40 AM.
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Unread 05-30-2010, 04:04 AM   #7
Hanuman
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Good to see you still around, synk =]
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Unread 05-30-2010, 04:13 AM   #8
Art of Hilt
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True Neutral Human Sorcerer
Alternatively, Chaotic Neutral Halfing Sorcerer, which sounds a lot more fun.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)
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But I don’t know what to do with those tossed salads and scrambled eggs.
They're calling again.
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Unread 05-30-2010, 04:17 AM   #9
Wigmund
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Hmm, wasn't expecting this.
Lawful Good Human Wizard (3rd Level)
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.
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Last edited by Wigmund; 05-30-2010 at 04:19 AM.
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Unread 05-30-2010, 04:36 AM   #10
Lyaer
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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.

True Neutral Elf Wizard (2nd Level)

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)
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