What's your Class/Alignment?

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David_G

New member
Aug 25, 2009
1,133
0
0
I Am A: Neutral Good Human Bard (1st Level)
Ability Scores:
Strength-14
Dexterity-16
Constitution-15
Intelligence-14
Wisdom-14
Charisma-15
Alignment:Neutral Good A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment because 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: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.
Find out (e-mail)
 

Continuity

New member
May 20, 2010
2,050
0
0
Wow, I really suck:

True Neutral Human Wizard (3rd Level)

Ability Scores:
Strength- 10
Dexterity- 12
Constitution- 14
Intelligence- 12
Wisdom- 12
Charisma- 9

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXX (16)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXXX (14)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXX (23)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXXXX (7)

Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXX (6)

Good & Evil:
Good ---- XXXXXXXX (8)
Neutral - XXXXXXXXXXXXXXXXX (17)
Evil ---- X (1)

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

Class:
Barbarian - (-6)
Bard ------ (-2)
Cleric ---- (0)
Druid ----- (0)
Fighter --- (0)
Monk ------ (-19)
Paladin --- (-23)
Ranger ---- (-2)
Rogue ----- XX (2)
Sorcerer -- (0)
Wizard ---- XXXXXXXX (8)

I have to say though its pretty accurate, I usually play a neutral wizard and those stats could easily be me.
 

Iznat

New member
Feb 13, 2010
403
0
0
Ability Scores:
Strength- 14
Dexterity- 14
Constitution- 13
Intelligence- 15
Wisdom- 15
Charisma- 17

Chaotic Good

Human

Ranger or Sorcerer
 

Halceon

New member
Jan 31, 2009
820
0
0
Utilitarian [http://dndis.wikidot.com/utilitarianism]
Stats
3 Credibility
2 Charisma
2 Conviction

Qualia
Callous, self-righteous, eloquent, twitchy
 

archaicmalevolence

New member
Jul 16, 2010
227
0
0
Neutral Good Human Druid/Sorcerer (1st/1st Level)



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

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

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


Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (31)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (33)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXX (21)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Neutral - XXXXXXXXXXXXXX (14)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXXX (4)

Law & Chaos:
Law ----- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXXXX (13)
Chaos --- XXXX (4)

Good & Evil:
Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Neutral - XXXXXXXXXX (10)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXXXX (6)
Elf ------ XXXX (4)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXXXX (14)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - (0)

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

Folio

New member
Jun 11, 2010
850
0
0
Neutral Good Human Bard/Sorceror. How boring. :( If I get the second player book, I'd go with Bard.
 

Ponch

New member
Mar 31, 2010
289
0
0
I Am A: Lawful Neutral Human /Sorcerer (1st/1st Level)
Ability Scores:
Strength-10
Dexterity-11
Constitution-11
Intelligence-15
Wisdom-12
Charisma-12
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: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.
Find out (e-mail)
 

Ciartan

New member
Sep 13, 2009
151
0
0
I Am A: Lawful Neutral Human Wizard (2nd Level)
Ability Scores:
Strength-11
Dexterity-15
Constitution-13
Intelligence-12
Wisdom-12
Charisma-12
Alignment:Lawful Neutral A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment because it seeks to eliminate all freedom, choice, and diversity in society.
Race:Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:Wizards 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 (e-mail)
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXX (19)
Neutral Good ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Good ---- XXXXXXXXXXXXXXXX (16)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXXXXXXXXXXX (15)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXXXXXXXXXXX (12)

Law & Chaos:
Law ----- XXXXXXXXXX (10)
Neutral - XXXXXXXX (8)
Chaos --- XXXXXXX (7)

Good & Evil:
Good ---- XXXXXXXXX (9)
Neutral - XXXXXXXXXXXX (12)
Evil ---- XXXXX (5)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XX (2)

Class:
Barbarian - (-21)
Bard ------ (-17)
Cleric ---- (-2)
Druid ----- (-2)
Fighter --- (0)
Monk ------ (-2)
Paladin --- (-25)
Ranger ---- (-2)
Rogue ----- XX (2)
Sorcerer -- XX (2)
Wizard ---- XXXX (4)
 

MakerOfRoads

New member
Aug 19, 2009
166
0
0
Apparently I have pretty awesome stats. This is what being in the air force has gotten me I guess.

Neutral Good Human Wizard (4th Level)



Ability Scores:
Strength- 16
Dexterity- 15
Constitution- 18
Intelligence- 17
Wisdom- 14
Charisma- 14
 

MrShowerHead

New member
Jun 28, 2010
1,198
0
0
Ability Scores:
Strength- 14
Dexterity- 10
Constitution- 13
Intelligence- 12
Wisdom- 13
Charisma- 10

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:
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.

Alignment:
Lawful Good ----- XXXXXXXXXX (10)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXX (12)
Lawful Neutral -- XXXXXXXXXXXXXX (14)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Evil ---- XXXXXXXXXX (10)

Law & Chaos:
Law ----- XXX (3)
Neutral - XXXXXXXXXXXXXX (14)
Chaos --- XXXXX (5)

Good & Evil:
Good ---- XXXXXXX (7)
Neutral - XXXXXXXXXXX (11)
Evil ---- XXXXX (5)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XX (2)

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

True neutral, huh? Thats actually quite accurate :D
 

Snowalker

New member
Nov 8, 2008
1,937
0
0
Neutral Good Human Druid/Ranger (1st/1st Level)



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

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

Jedoro

New member
Jun 28, 2009
5,392
0
0
I Am A: True Neutral Half-Elf Ranger/Sorcerer (1st/1st Level)
Ability Scores:
Strength-13
Dexterity-15
Constitution-15
Intelligence-15
Wisdom-16
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:Half-Elves have the curiosity and ambition for their human parent and the refined senses and love of nature of their elven parent, although they are outsiders among both cultures. To humans, half-elves are paler, fairer and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180.
Primary 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.
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.
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXX (16)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXX (6)
Neutral Evil ---- XXXXXXXXXXXXXXX (15)
Chaotic Evil ---- XXXXXXXXX (9)

Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXXXXXXX (13)
Chaos --- XXXXXXX (7)

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

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

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

Gruchul

New member
Aug 30, 2009
242
0
0
I Am A: Lawful Good Human Sorcerer (2nd Level)
Ability Scores:
Strength-16
Dexterity-16
Constitution-16
Intelligence-18
Wisdom-15
Charisma-18
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: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.

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

Ha. Looks like the loaded dice worked!
 

Benny Blanco

New member
Jan 23, 2008
387
0
0
Neutral Good Human Ranger/Wizard (3rd/2nd Level)



Ability Scores:
Strength- 16
Dexterity- 18
Constitution- 14
Intelligence- 16
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:
Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.

Secondary Class:
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.


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

I Am A: Neutral Good Human Ranger/Wizard (3rd/2nd Level)
Ability Scores:
Strength-16
Dexterity-18
Constitution-14
Intelligence-16
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:Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.
Secondary Class: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 (e-mail)


Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXX (15)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXX (10)
True Neutral ---- XXXXXXXXXXXXXXX (15)
Chaotic Neutral - XXXXXXXXXX (10)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XXXXXXXXX (9)

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

Good & Evil:
Good ---- XXXXXXXXXX (10)
Neutral - XXXXX (5)
Evil ---- XXXX (4)

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

Class:
Barbarian - (-10)
Bard ------ XX (2)
Cleric ---- XX (2)
Druid ----- (0)
Fighter --- (0)
Monk ------ (-25)
Paladin --- (-19)
Ranger ---- XXXX (4)
Rogue ----- (0)
Sorcerer -- (0)
Wizard ---- XXXX (4)
 

Haywoot

New member
Jul 6, 2010
24
0
0
I Am A: Chaotic Good Human Sorcerer (3rd Level)
Ability Scores:
Strength-11
Dexterity-12
Constitution-11
Intelligence-12
Wisdom-12
Charisma-12
Alignment:Chaotic Good A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment because it disrupts the order of society and punishes those who do well for themselves.
Race:Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class: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.


Oh my... How average my stats are (needs some rerolling). Never thought myself as a sorcerer but it really makes sense now that I think about it. Chaotic good is the right way!
 

irequirefood

New member
May 26, 2010
558
0
0
I Am A: True Neutral Elf Wizard (2nd Level)
Ability Scores:
Strength-11
Dexterity-15
Constitution-13
Intelligence-14
Wisdom-15
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: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 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 (e-mail)

I agree with all but the Wizard. I am more of a Sorcerer, though I wasn't far off from getting that anyway.
 

Azure Sky

New member
Dec 17, 2009
877
0
0
Hmm. o_O

You Are A:

True Neutral Human Ranger (3rd Level)


Ability Scores:
Strength- 14
Dexterity- 13
Constitution- 15
Intelligence- 13
Wisdom- 17
Charisma- 11

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.
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXX (18)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XXXXXXX (7)

Law & Chaos:
Law ----- XXXXXX (6)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXX (5)

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

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

Class:
Barbarian - (-4)
Bard ------ (-2)
Cleric ---- (-4)
Druid ----- XX (2)
Fighter --- (0)
Monk ------ (-19)
Paladin --- (-21)
Ranger ---- XXXXXX (6)
Rogue ----- (-4)
Sorcerer -- XXXX (4)
Wizard ---- (0)
Not sure if I agree with Ranger... But I know little about D&D, so meh, what would I know. =3
 

Toaster Hunter

New member
Jun 10, 2009
1,849
0
0
True Neutral Human Ranger (3rd Level)


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

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

I thought I would be Lawful good, but hey.