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Found this entertaining.

Started by Cyrian, November 08, 2012, 06:50:16 PM

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Cyrian

It seems to be fairly accurate, this is basically the character I usually played.

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

Cept I was usually a bit more Ranger then Druid.

You Are A:

Neutral Good Human Druid/Bard (3rd/2nd Level)


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

Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment 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:
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 ----- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXX (7)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXXXX (7)

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

Good & Evil:
Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Neutral - XXXXXXXXX (9)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXXXX (12)
Elf ------ XXXX (4)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXX (7)
Half-Orc - XXXXXXXX (8)

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


"The Spatula of Purity shall scramble the eggs of your malfeasance!" Sir Osric The Chaste

Askari

Cool survey!

A neutral good Human Wizard is definitely how I'd see myself, if transported into a D&D universe, so this works. The wisdom stat seems high, but I'll take it (not wise to look a gift horse in the mouth).


Neutral Good Human Wizard (6th Level)

Ability Scores:
Strength- 11
Dexterity- 10
Constitution- 14
Intelligence- 17
Wisdom- 18
Charisma- 13

Alignment:
Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment 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:
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 ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXXXXXXXXX (14)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XX (2)

Law & Chaos:
Law ----- XXXXXXXXXXXXXX (14)
Neutral - XXXXXXXXXXXXXX (14)
Chaos --- XX (2)

Good & Evil:
Good ---- XXXXXXXXXXXXXXXX (16)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - (0)

Class:
Barbarian - (-6)
Bard ------ XX (2)
Cleric ---- (-4)
Druid ----- (-4)
Fighter --- (0)
Monk ------ (-21)
Paladin --- (-21)
Ranger ---- (-2)
Rogue ----- (0)
Sorcerer -- XXXX (4)
Wizard ---- XXXXXXXXXX (10)
EQ1-FV: Fnortner, Grimwyrd, Fumoto, and army of alts. BDO: Salamandros. GW2: Arkturo. EQ2: Panacea. RIFT: Nock. SWTOR: Croaker.
Grimwyrd on Discord: SagaFamily Channel= https://discord.gg/pC3NDpAP

Jasyn

#2
It's nice to know my results are as consistently boring as the last time I did one of these.  They're fun to fill out though.

I Am A: Lawful Neutral Human Monk/Sorcerer (4th/4th Level)

Ability Scores:
Strength- 9
Dexterity- 12
Constitution- 12
Intelligence- 14
Wisdom- 12
Charisma- 11

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

Primary 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.

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 ----- XXXXXXXXXXXXXXXXXX (18)
Neutral Good ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXXX (10)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXXXX (7)

Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXX (7)
Chaos --- XXXXX (5)

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

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

Class:
Barbarian - (-27)
Bard ------ (-21)
Cleric ---- (-4)
Druid ----- XX (2)
Fighter --- (0)
Monk ------ XXXX (4)
Paladin --- (-21)
Ranger ---- (0)
Rogue ----- (-4)
Sorcerer -- XXXX (4)
Wizard ---- XXXX (4)


PinkRose

#3
I need to spend more time at church. I used to be a LG Cleric.

I Am A: Lawful Good Human Sorcerer (6th Level)


Ability Scores:

Strength-11

Dexterity-14

Constitution-13

Intelligence-15

Wisdom-12

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.


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.


Find out What Kind of Dungeons and Dragons Character Would You Be? courtesy of Easydamus

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (31)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Neutral - XXXXXXXXXXXXXX (14)
Lawful Evil ----- XXXXXXXXXXXXXXXXX (17)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- X (1)

Law & Chaos:
Law ----- XXXXXXXXXXXXXXXXX (17)
Neutral - XXXXXXXXX (9)
Chaos --- X (1)

Good & Evil:
Good ---- XXXXXXXXXXXXXX (14)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XXXX (4)

Class:
Barbarian - (-25)
Bard ------ (-21)
Cleric ---- XXXX (4)
Druid ----- (-27)
Fighter --- (-2)
Monk ------ (-2)
Paladin --- XX (2)
Ranger ---- XX (2)
Rogue ----- (-4)
Sorcerer -- XXXXXX (6)
Wizard ---- XXXX (4)
The opinions expressed here are my own and I have my wife's permission to say so.

Allen

True Neutral Elf Ranger/Rogue (3rd/2nd Level)



Ability Scores:
Strength- 11
Dexterity- 12
Constitution- 13
Intelligence- 15
Wisdom- 15
Charisma- 13
a.k.a. Tuppen

Eliezer of Erudin

I Am A: Lawful Good Human Wizard (5th Level)


Ability Scores:

Strength-11

Dexterity-12

Constitution-12

Intelligence-16

Wisdom-14

Charisma-11


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


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>



Catri



I Am A: Lawful Good Human Cleric (3rd Level)


Ability Scores:

Strength-9

Dexterity-10

Constitution-11

Intelligence-13

Wisdom-11

Charisma-12


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:
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.


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>



Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXX (23)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXX (15)
Chaotic Neutral - XXXXXXXXXX (10)
Lawful Evil ----- XXXXXXXXXXXX (12)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXXX (6)

Law & Chaos:
Law ----- XXXXXXXXXX (10)
Neutral - XXXXXXXXX (9)
Chaos --- XXXX (4)

Good & Evil:
Good ---- XXXXXXXXXXXXX (13)
Neutral - XXXXXX (6)
Evil ---- XX (2)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - (0)

Class:
Barbarian - (-25)
Bard ------ (-15)
Cleric ---- XXXXXXXX (8)
Druid ----- (-23)
Fighter --- (-4)
Monk ------ (0)
Paladin --- (0)
Ranger ---- (0)
Rogue ----- (-2)
Sorcerer -- (-2)
Wizard ---- (0)
SWL
Templar Theresa "Clarion" Shea
Illuminati Wendy "Miss-Frost" Frost
Dragon Catriona "Catri" Sage

GW2-Tarnished Coast Catri.6978

BDO
Family Name:Catri
Characters: Roonah, Nah_Re , Ji_Na, Elmaa, Soo_Ri, Shioreeko

Rift Faeblight
Guardian:Korianne,
Defiant:Aldaari,Bolormaa,Amadhira

Mixxi

#7
Wow. True neutral--who'd 'a thunk? And a wizard. Guess poor old lawful-good-warrior Mixxi just isn't me.  ;)

I Am A: True Neutral Human Wizard (7th Level)


Ability Scores:

Strength-13

Dexterity-12

Constitution-10

Intelligence-18

Wisdom-15

Charisma-15


Alignment:
True Neutral A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment 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 ----- XXXXXXXXXXXXXXXXXXXX (20)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXX (24)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXX (22)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXXXXX (6)

Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXXXXXXXX (13)
Chaos --- XXXXXX (6)

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

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

Class:
Barbarian - (-2)
Bard ------ (-6)
Cleric ---- (-8)
Druid ----- (0)
Fighter --- (0)
Monk ------ (-23)
Paladin --- (-13)
Ranger ---- XXXX (4)
Rogue ----- (-4)
Sorcerer -- XXXX (4)
Wizard ---- XXXXXX (6)

Cyrian

I absolutely love seeing the differences here in our numbers, I think it's fantastic.  To all of you who rank high in True Neutral, I envy you, that has always been an aspiration of mine.  Fun to see where some people rank as class types as well, good to see lots of great Wisdom and Intelligence scores out there! O0


"The Spatula of Purity shall scramble the eggs of your malfeasance!" Sir Osric The Chaste

Mixxi

I want to see Tuppen's actual numbers. I suspect he's hiding some evil tendencies.  :angel:

Talon

I Am A: Chaotic Neutral Human Rogue (4th Level)


Ability Scores:

Strength-17

Dexterity-16

Constitution-14

Intelligence-17

Wisdom-18

Charisma-12


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 when it seeks to eliminate all authority, harmony, and order in society.


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


Class:
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 ----- XXXXXXXXXXX (11)
Neutral Good ---- XXXXXXXXXXXXX (13)
Chaotic Good ---- XXXXXXXXXXXXXXXX (16)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXX (24)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXXXXXXXXXX (13)

Law & Chaos:
Law ----- XXXXX (5)
Neutral - XXXXXXX (7)
Chaos --- XXXXXXXXXX (10)

Good & Evil:
Good ---- XXXXXX (6)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- XXX (3)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXXXX (13)
Half-Orc - (-2)

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

Zemnari

You Are A:


Neutral Evil Human Bard/Rogue (1st/1st Level)



Ability Scores:
Strength- 10
Dexterity- 14
Constitution- 13
Intelligence- 12
Wisdom- 15
Charisma- 12

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.

Primary Class:
Bards- Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched. A high Charisma score allows a bard to cast high-level spells.

Secondary Class:
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 ---- XXXXXXXXXXXXXXXX (16)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXX (10)
True Neutral ---- XXXXXXXXXXXXXXXX (16)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXXXXXXX (14)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXX (19)

Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXXXXX (9)

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

Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXXX (12)
Half-Orc - XXXX (4)

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

PinkRose

Our first evil member. I've had my eye on you since day one.
The opinions expressed here are my own and I have my wife's permission to say so.

Zemnari

Quote from: PinkRose on November 11, 2012, 11:18:19 AM
Our first evil member. I've had my eye on you since day one.


I should have never revealed myself.

RavenMiles

Yo
Lawful Good Human Paladin (6th Level)


Ability Scores:
Strength- 18
Dexterity- 16
Constitution- 17
Intelligence- 14
Wisdom- 18
Charisma- 14
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:
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.


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





I Am A: Lawful Good Human Paladin (6th Level)


Ability Scores:

Strength-18

Dexterity-16

Constitution-17

Intelligence-14

Wisdom-18

Charisma-14


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:
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.


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>






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

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXX (23)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXXXXX (12)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXXXXXX (9)

Law & Chaos:
Law ----- XXXXXXXXXXX (11)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXXX (8)

Good & Evil:
Good ---- XXXXXXXXXXXXXXXXXX (18)
Neutral - XXXXXXXXXXXX (12)
Evil ---- X (1)

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

Class:
Barbarian - (-25)
Bard ------ (-19)
Cleric ---- (0)
Druid ----- (-23)
Fighter --- XX (2)
Monk ------ (-2)
Paladin --- XXXX (4)
Ranger ---- (0)
Rogue ----- (-2)
Sorcerer -- XX (2)
Wizard ---- (0)


Raven Miles -ToR
Raven Miles - GW2

Menemas

I Am A: Neutral Evil Human Fighter (4th Level)


Ability Scores:

Strength-17

Dexterity-13

Constitution-17

Intelligence-17

Wisdom-11

Charisma-14


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:
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.


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>




Detailed Results:

Alignment:
Lawful Good ----- XXXXXX (6)
Neutral Good ---- XXXXXXXXXXXXX (13)
Chaotic Good ---- XXXXXXXXXXX (11)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Evil ----- XXXXXXXXXXXXXXXXX (17)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXX (22)

Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXXXXX (11)
Chaos --- XXXXXXXXX (9)

Good & Evil:
Good ---- XX (2)
Neutral - XXXXXXXXXXXX (12)
Evil ---- XXXXXXXXXXXXX (13)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXXXX (12)
Elf ------ XX (2)
Gnome ---- XXXX (4)
Halfling - XX (2)
Half-Elf - XXXXXXX (7)
Half-Orc - XXXXXXXX (8)

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


"I hate playing against you.  You, specifically.  You're the BEST F'n ball runner in the world.  I HATE when you're on the other side.  Oh, I'm Menemas, and I have 1.2 Billion health!"  - Xho.....about Huttball.

PinkRose

The opinions expressed here are my own and I have my wife's permission to say so.

Mixxi

Raven and Menemas made me laugh with delight. That program sooooooo nailed you guys. How very insightful of it!

Jasyn

We're all so... Human!  I'm a bit surprised no one has been transformed into a pie loving, beer drinking half height hero so far.  ;)

Gith

Yup. Sounds about right. Even the monk/ranger combo makes sense. Physically able in hand-to-hand but also skilled with ranged weapons. And Lawful Neutral is right as well. That is a great quiz! Very comprehensive.


You Are A: Lawful Neutral Human Monk/Ranger (2nd/1st Level)

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

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.

Primary 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.

Secondary 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.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXX (23)
Lawful Evil ----- XXXXXXXXXXXX (12)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXXXX (7)

Law & Chaos:
Law ----- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXX (7)

Good & Evil:
Good ---- XXXXXXXXXXXXXX (14)
Neutral - XXXXXXXXXXXXXXXX (16)
Evil ---- (0)

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

Class:
Barbarian - (-23)
Bard ------ (-27)
Cleric ---- (-2)
Druid ----- XXXX (4)
Fighter --- (0)
Monk ------ XXXXXX (6)
Paladin --- (-21)
Ranger ---- XXXXXX (6)
Rogue ----- (-6)
Sorcerer -- (0)
Wizard ---- (0)

SW:TOR - Tecta (Dark) / ValGith (Light)
Diablo 3 - Alpharius #1269
Wildstar - Tecta
Lost Ark (NA East-Avesta) - Gith
WWZ - Gith_
FFXIV (NA-Cactaur) - Gith Redmayne