What DnD character are you?

CanadianWolverine

New member
Feb 1, 2008
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I feel like a bit of an outcast, not really any other monks, huh? Though the multiclassing with sorcerer was a surprise for me:

Lawful Good Human Monk/Sorcerer (2nd/2nd Level)

Strength- 15
Dexterity- 15
Constitution- 16
Intelligence- 14
Wisdom- 14
Charisma- 12

I Am A: Lawful Good Human /Sorcerer (2nd/2nd Level)
Ability Scores:
Strength-15
Dexterity-15
Constitution-16
Intelligence-14
Wisdom-14
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 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: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 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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Limos

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Jun 15, 2008
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So many Bards! Two more since I last checked. It's that high school question isn't it?

The one that asks what you were in High School, Jock (Barbarian), Nerd (Wizard), Band Member (Bard)... er... some other ones.
 

Limos

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Jun 15, 2008
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CanadianWolverine said:
I feel like a bit of an outcast, not really any other monks, huh? Though the multiclassing with sorcerer was a surprise for me:

Lawful Good Human Monk/Sorcerer (2nd/2nd Level)
2nd Level? How is it that so many people got a higher level than I did?
 

CanadianWolverine

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Feb 1, 2008
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Limos said:
CanadianWolverine said:
I feel like a bit of an outcast, not really any other monks, huh? Though the multiclassing with sorcerer was a surprise for me:

Lawful Good Human Monk/Sorcerer (2nd/2nd Level)
2nd Level? How is it that so many people got a higher level than I did?
That actually means my character is 4th level but multiclassed.

If you want my guess, I think the levels are based off of two things, the age range question and the experience question.
 

insertusernamehere2

New member
Jun 19, 2008
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You Are A:

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


Ability Scores:
Strength- 10
Dexterity- 13
Constitution- 11
Intelligence- 15
Wisdom- 13
Charisma- 13

When I went to detailed scores it said that I scored evenly as a human and half-elf. If I had the choice, I definetly would pick Half-Elf (humans have the shortest life expectancy)
 

stompy

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Jan 21, 2008
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I Am A: Lawful Good Elf Wizard (1st Level)
Ability Scores:
Strength-12
Dexterity-13
Constitution-11
Intelligence-14
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 because it restricts freedom and criminalizes self-interest.
Race:Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful.
Class:Wizards 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 his spells, everything else is secondary. He learns new spells as he experiments and grows in experience, and he can also learn them from other wizards. In addition, over time a wizard learns to manipulate his 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 him. With a high Intelligence, wizards are capable of casting very high levels of spells.

Note: This was answering honestly... I generally play tanks, though I might try a wizard in the next GURPS campaign I take part in.
 

irishdelinquent

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Jan 29, 2008
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Da quiz ain't needed. Irwish is da half-orc barbarian, 'nuff sed. An' if youse wanna argue wit me about it, den youse gonna meet me +3 flamin' Greataxe of Smashin'.

(sorry, couldn't resist getting into character)

EDIT: And apparently "in character" for me is a stereotypical cockney accent, immitating a Warhammer orc.
 

Limos

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Jun 15, 2008
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My Neutral Evil Wizard/Rogue would probably enjoy the company of a dull witted Half-orc barbarian. It's provides a handy Patsy and a Meatshield (for my Rogue and Wizard class respectively)
 

101194

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Nov 11, 2008
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I'm a True Neutral Human Sorcerer (1st Level)


Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 15
Intelligence- 16
Wisdom- 13
Charisma- 12
 

MaxFan

New member
Nov 15, 2008
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Lawful Good Human Cleric (3rd Level)

Ability Scores:
Strength- 13
Dexterity- 12
Constitution- 15
Intelligence- 15
Wisdom- 11
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:
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.

My Chaos/Law scores were extremely close (8 Chaos, 7 Neutral, 7 Lawful) whereas the Good/Evil is a definite score. Also a tight race between Human/Half-Elf/Elf for race.
 

lumenadducere

New member
May 19, 2008
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I Am A: Neutral Good Human Druid/Sorcerer (2nd/1st Level)
Ability Scores:
Strength-13
Dexterity-13
Constitution-12
Intelligence-12
Wisdom-15
Charisma-14
Alignment:Neutral Good A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment 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 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 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 (e-mail)
 

darthsmily

New member
Feb 21, 2008
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I Are:
Impressed
I Am A: Neutral Good Human Wizard (1st Level)
Ability Scores:
Strength-12
Dexterity-16
Constitution-17
Intelligence-16
Wisdom-16
Charisma-12
 

irishdelinquent

New member
Jan 29, 2008
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Limos said:
My Neutral Evil Wizard/Rogue would probably enjoy the company of a dull witted Half-orc barbarian. It's provides a handy Patsy and a Meatshield (for my Rogue and Wizard class respectively)
Wot you saying? Irwish don't know wot all dem big words mean. Irwish already have Burny Axe of Smashin', Irwish don't need The Hand-Patsy. But Irwish wants to know more 'bout da Shield of Meat...does it got beef on it, or is it made of da meat? If it's got summa dat Two-Foh on it, Irwish don't wants it.
 

ZenMonkey47

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Jan 10, 2008
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I am a Lawful Good Human Monk (3rd Level: which nets me improved unarmed, deflect arrows, and still mind. Not too shabby)

Ability Scores:
Strength- 14
Dexterity- 12
Constitution- 16
Intelligence- 13
Wisdom- 15
Charisma- 11
 

Molikroth

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Nov 1, 2008
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"41. It is better to...

...defend the weak.
...help the poor."

I couldn't choose. Both are as idiotic as each other.

I usually play as a Chaotic Neutral Elf Wizard.
 

RidleyValiant

White Knight
Nov 12, 2007
96
0
0
Lawful Good Human Paladin (3rd Level)


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

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:
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.
 

Molikroth

New member
Nov 1, 2008
344
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I decided to answer the questions choosing the best of a bad lot, and ended up with:

True Neutral Human Wizard (2nd Level)


Ability Scores:
Strength- 8
Dexterity- 10
Constitution- 12
Intelligence- 16
Wisdom- 17
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:
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.
 

101194

New member
Nov 11, 2008
5,015
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Helmet said:
True Neutral Human Sorcerer (3rd Level)

Ability Scores:
Strength- 17
Dexterity- 15
Constitution- 19
Intelligence- 16
Wisdom- 16
Charisma- 15
I'm a True Neutral Human Sorcerer (1st Level)

Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 15
Intelligence- 16
Wisdom- 13
Charisma- 12

Hey we Got the same crap
 

xitel

Assume That I Hate You.
Aug 13, 2008
4,618
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Lawful Good Human Wizard (2nd Level)


Ability Scores:
Strength- 14
Dexterity- 14
Constitution- 14
Intelligence- 17
Wisdom- 18
Charisma- 12


Wow... I never thought of myself as lawful good. I usually play a Chaotic Good or True Neutral. Huh.
 

Khedive Rex

New member
Jun 1, 2008
1,253
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True Neutral Human Wizard (2nd Level)


Ability Scores:
Strength- 13
Dexterity- 12
Constitution- 14
Intelligence- 14
Wisdom- 18
Charisma- 19

... Surprisingly accurate.