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What D&D Character are you?


Dark Crusade
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Very detailed and sophisticated quiz, with over one hundred questions. It will generate not only your Dungeons and Dragons Statistics, but also choose your class, race and alignment. Post your results. And answer as honest as possible. I did.

http://easydamus.com/character.html

My results-

**I Am A:** True Neutral Human Fighter/Sorcerer (1st/1st Level)

Ability Scores:

**Strength-**15

**Dexterity-**12

**Constitution-**14

**Intelligence-**13

**Wisdom-**13

**Charisma-**14

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.

Primary 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.

Secondary 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.
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Neutral Good Human Sorcerer (1st Level)

Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 14
Intelligence- 17
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 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.
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**I Am A:** Chaotic Neutral Human Ranger (4th Level)

Ability Scores:

**Strength-**12

**Dexterity-**16

**Constitution-**12

**Intelligence-**14

**Wisdom-**15

**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.

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** 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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Neutral Good Human Druid/Sorcerer (2nd/1st Level)

Ability Scores:
Strength- 9
Dexterity- 13
Constitution- 11
Intelligence- 11
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 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.

That was quite a long test.
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You Are A:

True Neutral Human Ranger (3rd Level)

Ability Scores:
Strength- 11
Dexterity- 18
Constitution- 16
Intelligence- 16
Wisdom- 18
Charisma- 14

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:
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.

–------------------------------------------------------------------------------

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

**I Am A:** True Neutral Human Ranger (3rd Level)

Ability Scores:

**Strength-**11

**Dexterity-**18

**Constitution-**16

**Intelligence-**16

**Wisdom-**18

**Charisma-**14

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:
**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.

Find out [What Kind of Dungeons and Dragons Character Would You Be?](http://www.easydamus.com/character.html), courtesy of Easydamus [(e-mail)](mailto:[email protected])

–------------------------------------------------------------------------------

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Evil ----- XXXXXXXXXXXX (12)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XXXXXXX (7)

Law & Chaos:
Law ----- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXXXXXX (14)
Chaos --- XXXXXXX (7)

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

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XXXX (4)

Class:
Barbarian - (-4)
Bard ------ XX (2)
Cleric ---- XX (2)
Druid ----- XX (2)
Fighter --- (-2)
Monk ------ (-17)
Paladin --- (-19)
Ranger ---- XXXX (4)
Rogue ----- (-8)
Sorcerer -- (-2)
Wizard ---- (0)
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You Are A:

Lawful Good Gnome Wizard (1st Level)

Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 15
Intelligence- 13
Wisdom- 13
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 because it restricts freedom and criminalizes self-interest.

Race:
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3.5 feet tall and live about 350 to 500 years.

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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Lawful Good Human Ranger (2nd Level)

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

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.

–-

I'm no stalker T,T
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>! You Are A:
>! Neutral Good Elf Druid/Rogue (1st/1st Level)
>! Ability Scores:
Strength- 12
Dexterity- 13
Constitution- 12
Intelligence- 17
Wisdom- 11
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 it advances mediocrity by limiting the actions of the truly capable.
>! Race:
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful.
>! Primary Class:
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:
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 –--- XXXXXXXXXXXXXXXXXXXXXX (22)
Neutral Good ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXX (20)
True Neutral ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXXX (6)
Chaotic Evil ---- XXXXXXXXX (9)
>! Law & Chaos:
Law ----- XXXXXXXXX (9)
Neutral - XXXXXX (6)
Chaos --- XXXXXXXXX (9)
>! Good & Evil:
Good ---- XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXXX (11)
Evil ---- (0)
>! Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXXXXXX (14)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXXXXX (14)
Half-Orc - (0)
>! Class:
Barbarian - (-4)
Bard ------ XX (2)
Cleric ---- (0)
Druid ----- XXXX (4)
Fighter --- XX (2)
Monk ------ (-27)
Paladin --- (-23)
Ranger ---- (-4)
Rogue ----- XXXX (4)
Sorcerer -- XX (2)
Wizard ---- XX (2)

I'm an elf O.o
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**I Am A:** Lawful Neutral Human Fighter/Sorcerer (2nd/1st Level)

Ability Scores:

**Strength-**17

**Dexterity-**15

**Constitution-**17

**Intelligence-**18

**Wisdom-**18

**Charisma-**16

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.

Primary 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.

Secondary 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?](http://www.easydamus.com/character.html), courtesy of Easydamus [(e-mail)](mailto:[email protected])

**DETAILS**

>! Detailed Results:
>! Alignment:
Lawful Good –--- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)
Lawful Evil ----- XXXXXXXXXXXXXXXXXXXX (20)
Neutral Evil ---- XXXXXXXXXXXXXXX (15)
Chaotic Evil ---- XXXXXXX (7)
>! Law & Chaos:
Law ----- XXXXXXXXXXXXXXXX (16)
Neutral - XXXXXXXXXXX (11)
Chaos --- XXX (3)
>! Good & Evil:
Good ---- XXXXXXXXXXXXXX (14)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- XXXX (4)
>! Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ (0)
Gnome ---- XXXXXX (6)
Halfling - XXXXXX (6)
Half-Elf - XXXXXX (6)
Half-Orc - XXXXXX (6)
>! Class:
Barbarian - (-27)
Bard ------ (-23)
Cleric ---- (0)
Druid ----- (-2)
Fighter --- XXXX (4)
Monk ------ XXXX (4)
Paladin --- (-17)
Ranger ---- (-4)
Rogue ----- (-2)
Sorcerer -- XXXX (4)
Wizard ---- (0)

Neat quiz.
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I actualy think that D&D has an extreamly naive aligment system and iritating Ability and fighting systems… and I won't even mention those retarded encumbrance, distance and moving speed ideas... there actualy exist nerds so nerdish to count that in? It does have good skill/class system but I like Neuroshima more (I guess nobody knows what [Neuroshima](http://en.wikipedia.org/wiki/Neuroshima) is because it was never translated to english I'm afffraid). Warhammer 2nd edition is better when it comes to fighting. Nerdmode off.
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You Are A:

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

Ability Scores:
Strength- 13
Dexterity- 13
Constitution- 15
Intelligence- 15
Wisdom- 15
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 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:
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:
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 –--- XXXXXXXXXXXXXXXXXXXXXXX (23)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXX (21)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXX (4)

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

Good & Evil:
Good ---- XXXXXXXXXXXXXX (14)
Neutral - XXXXXXXXXXXX (12)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXXXXXXXXXX (12)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXX (7)
Half-Orc - XXXX (4)

Class:
Barbarian - (-2)
Bard ------ XXXX (4)
Cleric ---- (-6)
Druid ----- XX (2)
Fighter --- XX (2)
Monk ------ (-23)
Paladin --- (-19)
Ranger ---- XX (2)
Rogue ----- (-4)
Sorcerer -- XXXX (4)
Wizard ---- (-2)
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what happened to @RavenStylez:

> Dude, I was halfway filling that in when looking at the side-scroller… THIS IS A BLOODY LONG TEST!
> I'm sorry, but I'm not wasting my time for that long O.o

You just saw all the cool people doing it and you fell to peer pressure didnt you!
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**I Am A:** True Neutral Halfling Fighter/Sorcerer (1st/1st Level)

Ability Scores:

**Strength-**13

**Dexterity-**12

**Constitution-**15

**Intelligence-**15

**Wisdom-**17

**Charisma-**14

Alignment:
**True Neutral** A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment because it represents apathy, indifference, and a lack of conviction.

Race:
**Halflings** are clever, capable and resourceful survivors. They are notoriously curious and show a daring that many larger people can't match. They can be lured by wealth but tend to spend rather than hoard. They prefer practical clothing and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall and commonly live to see 150.

Primary 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.

Secondary 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.
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