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Another Personality Quiz (D&D)
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Topic Started: Aug 29 2013, 07:14 AM (300 Views)
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Rasen
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Aug 29 2013, 07:14 AM
Post #1
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Golden Witch
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Coos posted this, so credit to him.
http://www.easydamus.com/character.html
My results True Neutral Human Bard (1st Level)
Ability Scores: Strength- 11 Dexterity- 11 Constitution- 12 Intelligence- 14 Wisdom- 11 Charisma- 10
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 when it represents apathy, indifference, and a lack of conviction.
Race: Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class: Bards- Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched. A high Charisma score allows a bard to cast high-level spells. Detailed Results:
Alignment: Lawful Good ----- XXXXXXXXXXXXXXXXXXXX (20) Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21) Chaotic Good ---- XXXXXXXXXXXXXXXX (16) Lawful Neutral -- XXXXXXXXXXXXXXXXXXXX (20) True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21) Chaotic Neutral - XXXXXXXXXXXXXXXX (16) Lawful Evil ----- XXXXXXXXXX (10) Neutral Evil ---- XXXXXXXXXXX (11) Chaotic Evil ---- XXXXXX (6)
Law & Chaos: Law ----- XXXXXXXX (8) Neutral - XXXXXXXXX (9) Chaos --- XXXX (4)
Good & Evil: Good ---- XXXXXXXXXXXX (12) Neutral - XXXXXXXXXXXX (12) Evil ---- XX (2)
Race: Human ---- XXXXXXXXXXXXXX (14) Dwarf ---- XXXXXX (6) Elf ------ XXXXXXXX (8) Gnome ---- XXXXXXXXXXXX (12) Halfling - XXXXXXXXXXXX (12) Half-Elf - XXXXXXXXXXX (11) Half-Orc - (0)
Class: Barbarian - (-4) Bard ------ XXXXXX (6) Cleric ---- XX (2) Druid ----- XX (2) Fighter --- (0) Monk ------ (-25) Paladin --- (-25) Ranger ---- (-2) Rogue ----- (0) Sorcerer -- XX (2) Wizard ---- XX (2)
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Dragoknighte
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Aug 29 2013, 07:20 AM
Post #2
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Could totally beat Rasen in a fight I Am A: True Neutral Human Wizard (2nd Level) Ability Scores: Strength-11 Dexterity-11 Constitution-13 Intelligence-15 Wisdom-12 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 when 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 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 ---- XXXXXXXXXXXXXXXXXXXX (20) Chaotic Good ---- XXXXXXXXXXXXX (13) Lawful Neutral -- XXXXXXXXXXXXXXXX (16) True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23) Chaotic Neutral - XXXXXXXXXXXXXXXX (16) Lawful Evil ----- XXXXXXXX (8) Neutral Evil ---- XXXXXXXXXXXXXXX (15) Chaotic Evil ---- XXXXXXXX (8)
Law & Chaos: Law ----- XXXXX (5) Neutral - XXXXXXXXXXXX (12) Chaos --- XXXXX (5)
Good & Evil: Good ---- XXXXXXXX (8) Neutral - XXXXXXXXXXX (11) Evil ---- XXX (3)
Race: Human ---- XXXXXXXXXXXXX (13) Dwarf ---- XXXXXXXX (8) Elf ------ XXXXXXXX (8) Gnome ---- XXXXXXXXXXXX (12) Halfling - XXXXXXXX (8) Half-Elf - XXXXXXXXX (9) Half-Orc - XX (2)
Class: Barbarian - (-2) Bard ------ XX (2) Cleric ---- (-6) Druid ----- (-4) Fighter --- (0) Monk ------ (-25) Paladin --- (-15) Ranger ---- (0) Rogue ----- (-2) Sorcerer -- XX (2) Wizard ---- XXXXXXXX (8)
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Hell Coos
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Aug 29 2013, 07:41 AM
Post #3
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Time to act again
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Apparently, I changed an answer... Lawful Good Human Sorcerer (2nd Level)
Ability Scores: Strength- 14 Dexterity- 16 Constitution- 15 Intelligence- 14 Wisdom- 14 Charisma- 15
Alignment: Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when 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: 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 ---- XXXXXXXXXXXXXXXXXX (18) Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18) True Neutral ---- XXXXXXXXXXXXXXX (15) Chaotic Neutral - XXXXXXXXXXXXXXX (15) Lawful Evil ----- XXXXXXXXXXXXXXX (15) Neutral Evil ---- XXXXXXXXXXXX (12) Chaotic Evil ---- XXXXXXXXXXXX (12)
Law & Chaos: Law ----- XXXXXXXXXX (10) Neutral - XXXXXXX (7) Chaos --- XXXXXXX (7)
Good & Evil: Good ---- XXXXXXXXXXX (11) Neutral - XXXXXXXX (8) Evil ---- XXXXX (5)
Race: Human ---- XXXXXXXXXXXXXX (14) Dwarf ---- XXXXXXXXXXXX (12) Elf ------ XXXX (4) Gnome ---- XXXXXXXX (8) Halfling - XXXXXX (6) Half-Elf - XXXXXXXXXXX (11) Half-Orc - XXXX (4)
Class: Barbarian - (-25) Bard ------ (-23) Cleric ---- XX (2) Druid ----- (-21) Fighter --- XX (2) Monk ------ XX (2) Paladin --- (0) Ranger ---- XX (2) Rogue ----- (-6) Sorcerer -- XXXX (4) Wizard ---- (0)
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Mistriousfrog
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Aug 29 2013, 08:16 AM
Post #4
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The God of Conquest
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Somehow I am displeased by this Lawful Neutral Human Cleric (1st Level)
Ability Scores: Strength- 9 Dexterity- 14 Constitution- 14 Intelligence- 16 Wisdom- 17 Charisma- 14
Alignment: Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment when it seeks to eliminate all freedom, choice, and diversity in society.
Race: Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class: Clerics- Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric's Wisdom score should be high, since this determines the maximum spell level that he can cast.
Detailed Results:
Alignment: Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXX (24) Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20) Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18) Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXX (24) True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20) Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18) Lawful Evil ----- XXXXXXXXXXX (11) Neutral Evil ---- XXXXXXX (7) Chaotic Evil ---- XXXXX (5)
Law & Chaos: Law ----- XXXXXXXXXXX (11) Neutral - XXXXXXX (7) Chaos --- XXXXX (5)
Good & Evil: Good ---- XXXXXXXXXXXXX (13) Neutral - XXXXXXXXXXXXX (13) Evil ---- (0)
Race: Human ---- XXXXXXXXXXXXX (13) Dwarf ---- XXXX (4) Elf ------ XXXXXXXXXX (10) Gnome ---- XXXXXXXX (8) Halfling - XXXXXXXXXXXX (12) Half-Elf - XXXXXXXXXXXXX (13) Half-Orc - XX (2)
Class: Barbarian - (-27) Bard ------ (-21) Cleric ---- XXXXXXXX (8) Druid ----- (0) Fighter --- (-4) Monk ------ (-2) Paladin --- (-21) Ranger ---- (0) Rogue ----- (-4) Sorcerer -- XXXX (4) Wizard ---- XXXX (4)
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Mistriousfrog
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Aug 29 2013, 08:47 AM
Post #5
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The God of Conquest
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This explains a few things. The default setting of the test before any questions are answered has a few biases.
Bet you want to be human True Neutral Human Fighter (1st Level)
Ability Scores: Strength- 0 Dexterity- 0 Constitution- 0 Intelligence- 0 Wisdom- 0 Charisma- 0
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 when 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: 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 ----- (0) Neutral Good ---- (0) Chaotic Good ---- (0) Lawful Neutral -- (0) True Neutral ---- (0) Chaotic Neutral - (0) Lawful Evil ----- (0) Neutral Evil ---- (0) Chaotic Evil ---- (0)
Law & Chaos: Law ----- (0) Neutral - (0) Chaos --- (0)
Good & Evil: Good ---- (0) Neutral - (0) Evil ---- (0)
Race: Human ---- XXXXXXXXXXXXX (13) Dwarf ---- (0) Elf ------ (0) Gnome ---- (0) Halfling - (0) Half-Elf - XXXX (4) Half-Orc - (0)
Class: Barbarian - (-10) Bard ------ (-10) Cleric ---- (-10) Druid ----- (-10) Fighter --- (-10) Monk ------ (-31) Paladin --- (-31) Ranger ---- (-10) Rogue ----- (-10) Sorcerer -- (-10) Wizard ---- (-10)
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Aryan Of The Dew
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Aug 29 2013, 07:01 PM
Post #6
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Spoiler: click to toggle You Are A:
Lawful Good Human Paladin/Wizard (2nd/1st Level)
Ability Scores: Strength- 14 Dexterity- 16 Constitution- 15 Intelligence- 14 Wisdom- 16 Charisma- 13
Alignment: Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.
Race: Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Primary Class: Paladins- Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.
Secondary Class: 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.
Web page and journal code: Copy and paste the following:
<b>I Am A:</b> Lawful Good Human Paladin/Wizard (2nd/1st Level) <br><br><u>Ability Scores:</u><br> <b>Strength-</b>14<br> <b>Dexterity-</b>16<br> <b>Constitution-</b>15<br> <b>Intelligence-</b>14<br> <b>Wisdom-</b>16<br> <b>Charisma-</b>13 <br><br><u>Alignment:</u><br><b>Lawful Good</b> 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 when it restricts freedom and criminalizes self-interest.<br> <br><u>Race:</u><br><b>Humans</b> are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like. <br><br><u>Primary Class:</u><br><b>Paladins</b> take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score. <br><br><u>Secondary Class:</u><br><b>Wizards</b> 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. <br><br>Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?</a>, courtesy of Easydamus <a href='mailto:zybstrski@excite.com'>(e-mail)</a><br><br>
Detailed Results:
Alignment: Lawful Good ----- XXXXXXXXXXXXXXXXXXXXX (21) Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20) Chaotic Good ---- XXXXXXXXXXXXXXXXX (17) Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19) True Neutral ---- XXXXXXXXXXXXXXXXXX (18) Chaotic Neutral - XXXXXXXXXXXXXXX (15) Lawful Evil ----- XXXXXXXXXXXX (12) Neutral Evil ---- XXXXXXXXXXX (11) Chaotic Evil ---- XXXXXXXX (8)
Law & Chaos: Law ----- XXXXXXXXXX (10) Neutral - XXXXXXXXX (9) Chaos --- XXXXXX (6)
Good & Evil: Good ---- XXXXXXXXXXX (11) Neutral - XXXXXXXXX (9) Evil ---- XX (2)
Race: Human ---- XXXXXXXXXXXXXX (14) Dwarf ---- XXXXXXXXXX (10) Elf ------ XX (2) Gnome ---- XXXXXXXXXXXX (12) Halfling - XXXXXX (6) Half-Elf - XXXXXXXXXX (10) Half-Orc - XX (2)
Class: Barbarian - (-21) Bard ------ (-19) Cleric ---- (-2) Druid ----- (-21) Fighter --- (0) Monk ------ XX (2) Paladin --- XX (2) Ranger ---- (0) Rogue ----- (-6) Sorcerer -- (0) Wizard ---- XX (2)
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The Four Winds
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Aug 30 2013, 12:40 AM
Post #7
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Friend you can count on.
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This seems oddly fitting I Am A: Neutral Good Human Sorcerer (2nd Level) Ability Scores: Strength-13 Dexterity-15 Constitution-12 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 when 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: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 ---- XXXXXXXXXXXXXXXXXXXXXXXX (24) Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18) Lawful Neutral -- XXXXXXXXXXXXXXXXX (17) True Neutral ---- XXXXXXXXXXXXXXXXXX (18) Chaotic Neutral - XXXXXXXXXXXX (12) Lawful Evil ----- XXXXXXXXXX (10) Neutral Evil ---- XXXXXXXXXXX (11) Chaotic Evil ---- XXXXX (5)
Law & Chaos: Law ----- XXXXXXXXX (9) Neutral - XXXXXXXXXX (10) Chaos --- XXXX (4)
Good & Evil: Good ---- XXXXXXXXXXXXXX (14) Neutral - XXXXXXXX (8) Evil ---- X (1)
Race: Human ---- XXXXXXXXXXXXX (13) Dwarf ---- XXXXXX (6) Elf ------ XXXXXXXX (8) Gnome ---- XXXXXXXX (8) Halfling - XXXXXXXXXX (10) Half-Elf - XXXXXXXXXXX (11) Half-Orc - XXXXXX (6)
Class: Barbarian - (-6) Bard ------ XX (2) Cleric ---- (0) Druid ----- XX (2) Fighter --- (0) Monk ------ (-25) Paladin --- (-23) Ranger ---- (0) Rogue ----- (0) Sorcerer -- XXXXXX (6) Wizard ---- XX (2)
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zorbax
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Aug 30 2013, 01:23 AM
Post #8
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Seems rather fitting...
what i got Neutral Evil Human Rogue (1st Level)
Ability Scores: Strength- 14 Dexterity- 17 Constitution- 17 Intelligence- 18 Wisdom- 14 Charisma- 11
Alignment: Neutral Evil- A neutral evil villain does whatever he can get away with. He is out for himself, pure and simple. He sheds no tears for those he kills, whether for profit, sport, or convenience. He has no love of order and holds no illusion that following laws, traditions, or codes would make him any better or more noble. On the other hand, he doesn�t have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil is the best alignment you can be because you can advance yourself without regard for others. However, neutral evil can be a dangerous alignment because it represents pure evil without honor and without variation.
Race: Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class: 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 ----- XXXXXXXXXX (10) Neutral Good ---- XXXXXXXXXXXXXXXXX (17) Chaotic Good ---- XXXXXXXXXXXXXXX (15) Lawful Neutral -- XXXXXXXXXXXX (12) True Neutral ---- XXXXXXXXXXXXXXXXXXX (19) Chaotic Neutral - XXXXXXXXXXXXXXXXX (17) Lawful Evil ----- XXXXXXXXXXXXXXXXXXXX (20) Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27) Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Law & Chaos: Law ----- XXXXX (5) Neutral - XXXXXXXXXXXX (12) Chaos --- XXXXXXXXXX (10)
Good & Evil: Good ---- XXXXX (5) Neutral - XXXXXXX (7) Evil ---- XXXXXXXXXXXXXXX (15)
Race: Human ---- XXXXXXXXXXXXXX (14) Dwarf ---- XXXXXXXX (8) Elf ------ (0) Gnome ---- XXXXXX (6) Halfling - XXXX (4) Half-Elf - XXXXXXXXX (9) Half-Orc - XXXXXX (6)
Class: Barbarian - (-2) Bard ------ (-2) Cleric ---- (-2) Druid ----- (0) Fighter --- (-4) Monk ------ (-25) Paladin --- (-23) Ranger ---- XXXXXX (6) Rogue ----- XXXXXXXX (8) Sorcerer -- XXXX (4) Wizard ---- (-2)
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DFlame
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Sep 11 2013, 01:02 AM
Post #9
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guy who is never around
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Mmmm, makes sense to me. Though, generally see myself as more human than elf, but eh it was close.
Results You Are A: True Neutral Elf Wizard (2nd Level)
Ability Scores: Strength- 9 Dexterity- 10 Constitution- 10 Intelligence- 16 Wisdom- 14 Charisma- 10
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 when 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 ---- XXXXXXXXXXXXXXXXXX (18) Chaotic Good ---- XXXXXXXXXXXXXX (14) Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18) True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21) Chaotic Neutral - XXXXXXXXXXXXXXXXX (17) Lawful Evil ----- XXXXXX (6) Neutral Evil ---- XXXXXXXXX (9) Chaotic Evil ---- XXXXX (5)
Law & Chaos: Law ----- XXXXXX (6) Neutral - XXXXXXXXX (9) Chaos --- XXXXX (5)
Good & Evil: Good ---- XXXXXXXXX (9) Neutral - XXXXXXXXXXXX (12) Evil ---- (0)
Race: Human ---- XXXXXXXXXXXXX (13) Dwarf ---- XXXX (4) Elf ------ XXXXXXXXXXXXXX (14) Gnome ---- XXXXXXXXXX (10) Halfling - XXXXXXXXXXXX (12) Half-Elf - XXXXXXXXXXX (11) Half-Orc - (0)
Class: Barbarian - (0) Bard ------ (0) Cleric ---- (-6) Druid ----- (-2) Fighter --- (-2) Monk ------ (-21) Paladin --- (-25) Ranger ---- (-4) Rogue ----- (0) Sorcerer -- XXXXXXXX (8) Wizard ---- XXXXXXXXXX (10)
Seemed like there was a bit of redundancy in the survey, and some questions that didn't have answers accurate for me for (for example, the fact I don't drink). Think the hardest question though was choosing between spending two hours at a gym, or at a church... (picked gym)
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