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9 years 4 weeks ago #185964 by RyuJin
for our d&d fans was created by RyuJin
this is a fun little test

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

Warning: Spoiler!

Quotes:
Warning: Spoiler!

J.L.Lawson,Master Knight, M.div, Eastern Studies S.I.G. Advisor (Formerly Known as the Buddhist Rite)
Former Masters: GM Kana Seiko Haruki , Br.John
Current Apprentices: Baru
Former Apprentices:Adhara(knight), Zenchi (knight)
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9 years 4 weeks ago - 9 years 4 weeks ago #185965 by RyuJin
Replied by RyuJin on topic for our d&d fans
my results weren't what i expected but the description is spot on....excluding the height thing

True Neutral Dwarf Monk/Sorcerer (3rd/3rd Level)
Ability Scores:
Strength- 14
Dexterity- 18
Constitution- 17
Intelligence- 17
Wisdom- 19
Charisma- 15

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.

Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4.5 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven men value their beards highly.

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

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.

Warning: Spoiler!

Quotes:
Warning: Spoiler!

J.L.Lawson,Master Knight, M.div, Eastern Studies S.I.G. Advisor (Formerly Known as the Buddhist Rite)
Former Masters: GM Kana Seiko Haruki , Br.John
Current Apprentices: Baru
Former Apprentices:Adhara(knight), Zenchi (knight)
Last edit: 9 years 4 weeks ago by RyuJin.
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9 years 4 weeks ago #185967 by
Replied by on topic for our d&d fans
Neutral Good Human Druid (3rd Level)

Ability Scores:
Strength- 14
Dexterity- 15
Constitution- 13
Intelligence- 14
Wisdom- 16
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 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:
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
XXXXXXXXXXXXXXXXXXXXXXXX (24)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Lawful Neutral -- XXXXXXXXXXXXXX (14)
True Neutral ---- XXXXXXXXXXXXXXXX (16)
Chaotic Neutral - XXXXXXXXXXXX (12)
Lawful Evil
XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXXXX (7)

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

Good & Evil:
Good ---- XXXXXXXXXXXXXXXXX (17)
Neutral - XXXXXXX (7)
Evil ---- XX (2)

Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXXXX (6)
Elf
XXXXXX (6)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXX (8)
Half-Orc - XXXX (4)

Class:
Barbarian - XXXX (4)
Bard
XXXXXXXXXXXX (12)
Cleric ---- XXXXXXXXXX (10)
Druid
XXXXXXXXXXXXXXXXXX (18)
Fighter --- XXXXXX (6)
Monk
XXXXXXXXXXXXXX (14)
Paladin --- XXXXXXXXXX (10)
Ranger ---- XXXXXXXX (8)
Rogue
XXXXXX (6)
Sorcerer -- XXXXXXXXXXXX (12)
Wizard ---- XXXXXXXXXX (10)

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9 years 4 weeks ago #185968 by
Replied by on topic for our d&d fans
Neutral Good Human Druid/Sorcerer (3rd/3rd Level)

Ability Scores:
Strength: 13
Dexterity: 16
Constitution: 14
Intelligence: 14
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 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.

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

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

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9 years 4 weeks ago #185969 by steamboat28
Replied by steamboat28 on topic for our d&d fans
Chaotic Good Human Paladin/Cleric (3rd/2nd Level)



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

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

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

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

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

Alignment:
Lawful Good
XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
Lawful Neutral -- XXXXXXXXXXXXXX (14)
True Neutral ---- XXXXXXXXXXXXXXXX (16)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil
XXXXXXXXXX (10)
Neutral Evil ---- XXXXXXXXXXXX (12)
Chaotic Evil ---- XXXXXXXXXXXXXX (14)

Law & Chaos:
Law
XXXXXXX (7)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXXXXXX (11)

Good & Evil:
Good ---- XXXXXXXXXXXXXXXXXXX (19)
Neutral - XXXXXXX (7)
Evil ---- XXX (3)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf
XXXXXXXXXXXX (12)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XX (2)

Class:
Barbarian - XXXXXXXX (8)
Bard
XXXXXXXXXXXX (12)
Cleric ---- XXXXXXXXXXXXXX (14)
Druid
XXXXXXXX (8)
Fighter --- XXXXXX (6)
Monk
XXXXXXXX (8)
Paladin --- XXXXXXXXXXXXXX (14)
Ranger ---- XXXXXXXXXXXX (12)
Rogue
XXXX (4)
Sorcerer -- XXXXXXXXXXXX (12)
Wizard ---- XXXXXXXXXXXX (12)
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9 years 4 weeks ago #185971 by TheDude
Replied by TheDude on topic for our d&d fans
Lawful Good Halfling Druid (3rd Level)



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

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

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:
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.

Alignment:
Lawful Good
XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil
XXXXXXXXXX (10)
Neutral Evil ---- XXXXXX (6)
Chaotic Evil ---- XXXXXX (6)

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

Good & Evil:
Good ---- XXXXXXXXXXXXXXXX (16)
Neutral - XXXXXXXXXXXX (12)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf
XXXXXXXXXX (10)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXXXXXXXXXX (14)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XX (2)

Class:
Barbarian - XXXXXXXX (8)
Bard
XXXXXXXXXX (10)
Cleric ---- XXXXXX (6)
Druid
XXXXXXXXXXXXXXXX (16)
Fighter --- XXXXXXXX (8)
Monk
XXXXXXXXXXXXXX (14)
Paladin --- XXXXXXXXXXXX (12)
Ranger ---- XXXXXXXX (8)
Rogue
XXXXXX (6)
Sorcerer -- XXXXXXXXXXXX (12)
Wizard ---- XXXXXXXXXX (10)
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9 years 4 weeks ago - 9 years 4 weeks ago #185972 by Alexandre Orion
Replied by Alexandre Orion on topic for our d&d fans
:huh:

(I've never played D&D ...) :blush:



Neutral Good Human Druid/Sorcerer (4th/3rd Level)


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

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

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

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


Detailed Results:

Alignment:
Lawful Good
XXXXXXXXXXXXXXXXXXXXXXXX (24)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil
XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXXXX (7)

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

Good & Evil:
Good ---- XXXXXXXXXXXXXXX (15)
Neutral - XXXXXXXXX (9)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXXXX (6)
Elf
XXXXXXXX (8)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - (0)

Class:
Barbarian - XXXXXX (6)
Bard
XXXXXX (6)
Cleric ---- XXXXXXXXXXXX (12)
Druid
XXXXXXXXXXXXXX (14)
Fighter --- XXXXXX (6)
Monk
XXXXXXXXXX (10)
Paladin --- XXXXXXXXXX (10)
Ranger ---- XXXXXXXXXXXX (12)
Rogue
XXXXXXXX (8)
Sorcerer -- XXXXXXXXXXXXXX (14)
Wizard ---- XXXXXXXXXXXX (12)

Be a philosopher ; but, amidst all your philosophy, be still a man.
~ David Hume

Chaque homme a des devoirs envers l'homme en tant qu'homme.
~ Henri Bergson
[img
Last edit: 9 years 4 weeks ago by Alexandre Orion.
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9 years 4 weeks ago #185973 by J_Roz
Replied by J_Roz on topic for our d&d fans
That was fun! :D Have not done one of these in awhile. Although usually I come out as a Paladin or Cleric. :D (that's usually what I play)


Lawful Neutral Human Druid (5th Level)


Ability Scores:
Strength- 13
Dexterity- 15
Constitution- 18
Intelligence- 14
Wisdom- 18
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:
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
XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil
XXXXXXXXXXXXXX (14)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXXXX (7)

Law & Chaos:
Law
XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXX (6)

Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXXXX (12)
Elf
XXXXXX (6)
Gnome ---- XXXX (4)
Halfling - XX (2)
Half-Elf - XXXXXXXX (8)
Half-Orc - XXXXXX (6)

Class:
Barbarian - XXXXXXXX (8)
Bard
XXXXXXXX (8)
Cleric ---- XXXXXX (6)
Druid
XXXXXXXXXXXXXXXX (16)
Fighter --- XXXXXXXXXXXX (12)
Monk
XXXXXXXXXX (10)
Paladin --- XXXXXXXXXX (10)
Ranger ---- XXXXXXXXXXXX (12)
Rogue
XX (2)
Sorcerer -- XXXXXXXXXXXXXX (14)
Wizard ---- XXXXXXXXXX (10)

"O Great Spirit, Help me always to speak the truth quietly, to listen with an open mind when others speak, and to remember the peace that may be found in silence"

Kaylee: How come you don't care where you're going?
Book: 'Cause how you get there is the worthier part.
Firefly Series

Apprenticed to: Phortis Nespin
Apprentices: None Currently
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9 years 4 weeks ago #186002 by SilverWolf
Replied by SilverWolf on topic for our d&d fans
You Are A:


Lawful Neutral Human Ranger (4th Level)



Ability Scores:
Strength- 8
Dexterity- 11
Constitution- 14
Intelligence- 16
Wisdom- 16
Charisma- 10

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:
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.
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9 years 4 weeks ago #186007 by
Replied by on topic for our d&d fans
You Are A:


True Neutral Human Monk (5th Level)



Ability Scores:
Strength- 13
Dexterity- 12
Constitution- 11
Intelligence- 16
Wisdom- 14
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 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:
Monks- Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.


Web page and journal code: Copy and paste the following:

<b>I Am A:</b> True Neutral Human (5th Level)
<br><br><u>Ability Scores:</u><br>
<b>Strength-</b>13<br>
<b>Dexterity-</b>12<br>
<b>Constitution-</b>11<br>
<b>Intelligence-</b>16<br>
<b>Wisdom-</b>14<br>
<b>Charisma-</b>12
<br><br><u>Alignment:</u><br><b>True Neutral</b> 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.<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>Class:</u><br><b>Monks</b> 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.
<br><br>Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)




Detailed Results:

Alignment:
Lawful Good
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Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXXX (13)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)
Lawful Evil
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Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXX (3)

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

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

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf
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Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - (0)

Class:
Barbarian - XXXX (4)
Bard
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Cleric ---- XXXXXX (6)
Druid
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Fighter --- XXXXXXXXXXXX (12)
Monk
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Paladin --- XXXXXXXXXXXX (12)
Ranger ---- XXXX (4)
Rogue
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Sorcerer -- XXXXXXXXXXXXXX (14)
Wizard ---- XXXXXXXXXXXXXX (14)

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