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Find your inner D&D class.


mya

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You Are A:

True Neutral Human Sorcerer (3rd Level)

Ability Scores:

Strength- 11

Dexterity- 15

Constitution- 12

Intelligence- 15

Wisdom- 13

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.

I cannot say I'm surprised at all. I'm definitely a true neutral.

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Guest emp_newb

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

Ability Scores:

Strength- 16

Dexterity- 13

Constitution- 16

Intelligence- 13

Wisdom- 13

Charisma- 14

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You Are A:

Lawful Good Human Paladin/Sorcerer (1st/1st Level)

Ability Scores:

Strength- 15

Dexterity- 17

Constitution- 17

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 because it restricts freedom and criminalizes self-interest.

Race:

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

Primary Class:

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

Secondary Class:

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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The stats doesn't seem to match the class too well on a lot of these...

Ability Scores:

Strength- 11

Dexterity- 13

Constitution- 10

Intelligence- 14

Wisdom- 14

Charisma- 15

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.

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You Are A:

Neutral Good Human Ranger (3rd Level)

Ability Scores:

Strength- 11

Dexterity- 16

Constitution- 17

Intelligence- 15

Wisdom- 16

Charisma- 16

Alignment:

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

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You Are A:

Chaotic Neutral Human Sorcerer (4th Level)

Ability Scores:

Strength- 17

Dexterity- 16

Constitution- 16

Intelligence- 18

Wisdom- 17

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.

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You Are A:

True Neutral Human Cleric (3rd Level)

Ability Scores:

Strength- 14

Dexterity- 15

Constitution- 15

Intelligence- 15

Wisdom- 19

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:

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 ----- XXXXXXXXXXXXXXXXXXXXX (21)

Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)

Chaotic Good ---- XXXXXXXXXXXXXXXXXXXX (20)

Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)

True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)

Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)

Lawful Evil ----- XXXXXXX (7)

Neutral Evil ---- XXXXXXXXX (9)

Chaotic Evil ---- XXXXXX (6)

Law & Chaos:

Law ----- XXXXXXX (7)

Neutral - XXXXXXXXX (9)

Chaos --- XXXXXX (6)

Good & Evil:

Good ---- XXXXXXXXXXXXXX (14)

Neutral - XXXXXXXXXXXXXXX (15)

Evil ---- (0)

Race:

Human ---- XXXXXXXXXXXXX (13)

Dwarf ---- XXXXXXXXXX (10)

Elf ------ XXXXXXXXXX (10)

Gnome ---- XXXXXX (6)

Halfling - XXXXXXXX (8)

Half-Elf - XXXXXXXXXXX (11)

Half-Orc - XXXXXX (6)

Class:

Barbarian - (-8)

Bard ------ (-2)

Cleric ---- XXXXXXXX (8)

Druid ----- (0)

Fighter --- XX (2)

Monk ------ (-15)

Paladin --- (-21)

Ranger ---- XXXXXX (6)

Rogue ----- (-8)

Sorcerer -- (0)

Wizard ---- (-4)

Im somewhat please with my results although I wanted a half-elf ranger

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Heh, this is pretty much the same as all the other ones I've seen and taken, I usually end up as a human/elf sorc/ranger combination of some kind. I thought it a little odd that I was good though, I've never gotten that before, I'm usually CN or TN.

It says at the bottom, though, that Bard got just as much as sorc or ranger...so...I guess I'm all three?

You Are A:

Neutral Good Human Ranger/Sorcerer (1st/1st Level)

Ability Scores:

Strength- 14

Dexterity- 14

Constitution- 16

Intelligence- 14

Wisdom- 12

Charisma- 17

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 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:

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 ----- XXXXXXXXXXXXXXXX (16)

Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)

Chaotic Good ---- XXXXXXXXXXXXXXXX (16)

Lawful Neutral -- XXXXXXXXXXXXXXX (15)

True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)

Chaotic Neutral - XXXXXXXXXXXXXXX (15)

Lawful Evil ----- XXXXX (5)

Neutral Evil ---- XXXXXXXXXXX (11)

Chaotic Evil ---- XXXXX (5)

Law & Chaos:

Law ----- XXXXX (5)

Neutral - XXXXXXXXXXX (11)

Chaos --- XXXXX (5)

Good & Evil:

Good ---- XXXXXXXXXXX (11)

Neutral - XXXXXXXXXX (10)

Evil ---- (0)

Race:

Human ---- XXXXXXXXXXXXXX (14)

Dwarf ---- XXXX (4)

Elf ------ XXXXXXXX (8)

Gnome ---- XXXXXXXXXXXX (12)

Halfling - XXXXXXXXXX (10)

Half-Elf - XXXXXXXXXXX (11)

Half-Orc - (0)

Class:

Barbarian - (-4)

Bard ------ XXXX (4)

Cleric ---- XX (2)

Druid ----- (-4)

Fighter --- (0)

Monk ------ (-21)

Paladin --- (-25)

Ranger ---- XXXX (4)

Rogue ----- (0)

Sorcerer -- XXXX (4)

Wizard ---- (-2)

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You Are A:

True Neutral Human Ranger/Sorcerer (3rd/3rd Level)

Ability Scores:

Strength- 13

Dexterity- 13

Constitution- 13

Intelligence- 12

Wisdom- 15

Charisma- 16

I agree, its easy to cheat on these types of test. Its fun to see the ability scores though.. Folks with 18s 19s across the board think quite a bit of themselves! :)

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Fun times. I was expecting a rogue. Crucio!

Lawful Neutral Human Wizard (2nd Level)

Ability Scores:

Strength- 11

Dexterity- 13

Constitution- 11

Intelligence- 13

Wisdom- 13

Charisma- 15

Alignment:

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

Race:

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

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 ----- XXXXXXXXXXXXXXXXXXXXXXX (23)

Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)

Chaotic Good ---- XXXXXXXXXXXXXXX (15)

Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (31)

True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)

Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXX (23)

Lawful Evil ----- XXXXXXXXXXXX (12)

Neutral Evil ---- XXXXXXXXX (9)

Chaotic Evil ---- XXXX (4)

Law & Chaos:

Law ----- XXXXXXXXXXXX (12)

Neutral - XXXXXXXXX (9)

Chaos --- XXXX (4)

Good & Evil:

Good ---- XXXXXXXXXXX (11)

Neutral - XXXXXXXXXXXXXXXXXXX (19)

Evil ---- (0)

Race:

Human ---- XXXXXXXXXXXXX (13)

Dwarf ---- XXXX (4)

Elf ------ XXXXXXXXXXXX (12)

Gnome ---- XXXXXXXX (8)

Halfling - XXXXXXXXXX (10)

Half-Elf - XXXXXXXXXXXXX (13)

Half-Orc - XX (2)

Class:

Barbarian - (-21)

Bard ------ (-21)

Cleric ---- (0)

Druid ----- (-2)

Fighter --- (-4)

Monk ------ XXXX (4)

Paladin --- (-25)

Ranger ---- (-6)

Rogue ----- XXXX (4)

Sorcerer -- XX (2)

Wizard ---- XXXXXX (6)

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Chaotic Good Human Ranger (3rd Level)

Ability Scores:

Strength- 13

Dexterity- 12

Constitution- 11

Intelligence- 13

Wisdom- 13

Charisma- 12

Alignment:

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

Race:

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

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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Lawful Neutral Human Ranger (4th Level)

Ability Scores:

Strength- 16

Dexterity- 17

Constitution- 16

Intelligence- 14

Wisdom- 15

Charisma- 17

I am not convinced this is true, maybe partially.

Looking over the detailed results I was close to some other races/classes.

Detailed Results:

Alignment:

Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXX (24)

Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)

Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)

Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXX (24)

True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)

Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)

Lawful Evil ----- XXXXXXXXXXXXX (13)

Neutral Evil ---- XXXXXXXXXX (10)

Chaotic Evil ---- XXXXXX (6)

Law & Chaos:

Law ----- XXXXXXXXXXXX (12)

Neutral - XXXXXXXXX (9)

Chaos --- XXXXX (5)

Good & Evil:

Good ---- XXXXXXXXXXXX (12)

Neutral - XXXXXXXXXXXX (12)

Evil ---- X (1)

Race:

Human ---- XXXXXXXXXXXXX (13)

Dwarf ---- XX (2)

Elf ------ XXXXXXXXXX (10)

Gnome ---- XXXXXXXXXX (10)

Halfling - XXXXXXXXXXXX (12)

Half-Elf - XXXXXXXXXXX (11)

Half-Orc - (0)

Class:

Barbarian - (-31)

Bard ------ (-17)

Cleric ---- (-6)

Druid ----- (0)

Fighter --- XXXX (4)

Monk ------ XXXX (4)

Paladin --- (-19)

Ranger ---- XXXXXX (6)

Rogue ----- (-4)

Sorcerer -- XX (2)

Wizard ---- (-2)

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  • 5 weeks later...

First time I ever saw something like this.

Neutral Good Human Sorcerer (6th Level)

Ability Scores:

Strength- 13

Dexterity- 12

Constitution- 13

Intelligence- 14

Wisdom- 13

Charisma- 15

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 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:

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 ----- XXXXXXXXXXX (11)

Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)

Chaotic Good ---- XXXXXXXXXXXXXXX (15)

Lawful Neutral -- XXXXXXXXX (9)

True Neutral ---- XXXXXXXXXXXXXXXX (16)

Chaotic Neutral - XXXXXXXXXXXXX (13)

Lawful Evil ----- XXXXXXXXX (9)

Neutral Evil ---- XXXXXXXXXXXXXXXX (16)

Chaotic Evil ---- XXXXXXXXXXXXX (13)

Law & Chaos:

Law ----- XXX (3)

Neutral - XXXXXXXXXX (10)

Chaos --- XXXXXXX (7)

Good & Evil:

Good ---- XXXXXXXX (8)

Neutral - XXXXXX (6)

Evil ---- XXXXXX (6)

Race:

Human ---- XXXXXXXXXXXXXX (14)

Dwarf ---- XXXXXX (6)

Elf ------ XXXXXXXXXXXX (12)

Gnome ---- XXXXXXXX (8)

Halfling - XXXXXXXXXX (10)

Half-Elf - XXXXXXXXXXX (11)

Half-Orc - XX (2)

Class:

Barbarian - (-4)

Bard ------ XX (2)

Cleric ---- (-4)

Druid ----- (-4)

Fighter --- (-4)

Monk ------ (-17)

Paladin --- (-19)

Ranger ---- (-2)

Rogue ----- XX (2)

Sorcerer -- XXXXXX (6)

Wizard ---- XX (2)

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You Are A:

Neutral Good Human Fighter/Wizard (2nd/1st Level)

Ability Scores:

Strength- 13

Dexterity- 12

Constitution- 12

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 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:

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

Secondary Class:

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

Detailed Results:

Alignment:

Lawful Good ----- XXXXXXXXXXXXXXXXXX (18)

Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)

Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)

Lawful Neutral -- XXXXXXXXXXXXXXXXX (17)

True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)

Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)

Lawful Evil ----- XXXXXXX (7)

Neutral Evil ---- XXXXXXXXXXXXXX (14)

Chaotic Evil ---- XXXXXXX (7)

Law & Chaos:

Law ----- XXXXXX (6)

Neutral - XXXXXXXXXXXXX (13)

Chaos --- XXXXXX (6)

Good & Evil:

Good ---- XXXXXXXXXXXX (12)

Neutral - XXXXXXXXXXX (11)

Evil ---- X (1)

Race:

Human ---- XXXXXXXXXXXXX (13)

Dwarf ---- XXXX (4)

Elf ------ XXXXXXXXXX (10)

Gnome ---- XXXXXX (6)

Halfling - XXXXXXXXXX (10)

Half-Elf - XXXXXXXXXX (10)

Half-Orc - XXXXXX (6)

Class:

Barbarian - (0)

Bard ------ (-2)

Cleric ---- (0)

Druid ----- (-4)

Fighter --- XX (2)

Monk ------ (-21)

Paladin --- (-17)

Ranger ---- XX (2)

Rogue ----- (-4)

Sorcerer -- (0)

Wizard ---- XX (2)

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I Am A: Neutral Good Human Sorcerer (3rd Level)

Ability Scores:

Strength-14

Dexterity-13

Constitution-14

Intelligence-15

Wisdom-13

Charisma-14

Alignment:

Lawful Good ----- XXXXXXXXXXXXXX (14)

Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)

Chaotic Good ---- XXXXXXXXXXXXXXXX (16)

Lawful Neutral -- XXXXXXXXXXXXX (13)

True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)

Chaotic Neutral - XXXXXXXXXXXXXXX (15)

Lawful Evil ----- XXXXX (5)

Neutral Evil ---- XXXXXXXXXXXX (12)

Chaotic Evil ---- XXXXXXX (7)

Law & Chaos:

Law ----- XXXX (4)

Neutral - XXXXXXXXXXX (11)

Chaos --- XXXXXX (6)

Good & Evil:

Good ---- XXXXXXXXXX (10)

Neutral - XXXXXXXXX (9)

Evil ---- X (1)

Race:

Human ---- XXXXXXXXXXXXXX (14)

Dwarf ---- XXXXXXXX (8)

Elf ------ XXXXXXXX (8)

Gnome ---- XXXXXXXX (8)

Halfling - XXXXXXXX (8)

Half-Elf - XXXXXXXXXXX (11)

Half-Orc - XXXX (4)

Class:

Barbarian - (0)

Bard ------ XX (2)

Cleric ---- (-4)

Druid ----- (0)

Fighter --- (0)

Monk ------ (-25)

Paladin --- (-23)

Ranger ---- XXXXXX (6)

Rogue ----- (0)

Sorcerer -- XXXXXXXX (8)

Wizard ---- (-6)

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