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- Breeze el Tierno
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28 Mar 2015 14:49 #186009
by Breeze el Tierno
Replied by Breeze el Tierno on topic for our d&d fans
You Are A:
Lawful Good Human Monk (5th Level)
Ability Scores:
Strength- 12
Dexterity- 12
Constitution- 11
Intelligence- 15
Wisdom- 16
Charisma- 13
Alignment:
Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Monks- Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.
Lawful Good Human Monk (5th Level)
Ability Scores:
Strength- 12
Dexterity- 12
Constitution- 11
Intelligence- 15
Wisdom- 16
Charisma- 13
Alignment:
Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
Monks- Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.
The following user(s) said Thank You: steamboat28
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28 Mar 2015 18:26 - 28 Mar 2015 18:37 #186023
by steamboat28
You should, it can be a hoot. The last time I attempted a TOTJO D&D game, it fell apart, but I need to look at that again and get one going. Or two. Or whatever.
A.Div
IP | Apprentice | Seminary | Degree
AMA | Vlog | Meditation
Replied by steamboat28 on topic for our d&d fans
Alexandre Orion wrote: (I've never played D&D ...) :blush:
You should, it can be a hoot. The last time I attempted a TOTJO D&D game, it fell apart, but I need to look at that again and get one going. Or two. Or whatever.
A.Div
IP | Apprentice | Seminary | Degree
AMA | Vlog | Meditation
Last edit: 28 Mar 2015 18:37 by steamboat28.
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- Posts: 5898
28 Mar 2015 18:43 #186024
by RyuJin
Quotes:
Out of darkness, he brings light. Out of hatred, love. Out of dishonor, honor-james allen-
He who has conquered doubt and fear has conquered failure-james allen-
The sword is the key to heaven and hell-Mahomet-
The best won victory is that obtained without shedding blood-Count Katsu-
All men's souls are immortal, only the souls of the righteous are immortal and divine -Socrates-
I'm the best at what I do, what I do ain't pretty-wolverine
J.L.Lawson,Master Knight, M.div, Eastern Studies S.I.G. Advisor (Formerly Known as the Buddhist Rite)
Former Masters: GM Kana Seiko Haruki , Br.John
Current Apprentices: Baru
Former Apprentices:Adhara(knight), Zenchi (knight)
Replied by RyuJin on topic for our d&d fans
you know....looking at the results so far and comparing them to what i know about the ones that have taken the test...the descriptions seem spot on....and i've also noticed that neutral, and monk seem to occur most often...i wonder if that's a jedi thing or if it's something with the test itself...i also wonder how it generates the ability scores...mainly because mine are so high...having played d&d it's really rare to have more than 2 ability scores over 16...at least without rolling multiple d20's and keeping the highest for each ability....
Warning: Spoiler!
There is passion, yet there is peace
Through passion I gain strength and knowledge
Through strength and knowledge I gain victory
Through victory I gain peace and harmony
Through peace and harmony my chains are broken
There is no death, there is the force and it shall free me
Through passion I gain strength and knowledge
Through strength and knowledge I gain victory
Through victory I gain peace and harmony
Through peace and harmony my chains are broken
There is no death, there is the force and it shall free me
Quotes:
Warning: Spoiler!
Out of darkness, he brings light. Out of hatred, love. Out of dishonor, honor-james allen-
He who has conquered doubt and fear has conquered failure-james allen-
The sword is the key to heaven and hell-Mahomet-
The best won victory is that obtained without shedding blood-Count Katsu-
All men's souls are immortal, only the souls of the righteous are immortal and divine -Socrates-
I'm the best at what I do, what I do ain't pretty-wolverine
J.L.Lawson,Master Knight, M.div, Eastern Studies S.I.G. Advisor (Formerly Known as the Buddhist Rite)
Former Masters: GM Kana Seiko Haruki , Br.John
Current Apprentices: Baru
Former Apprentices:Adhara(knight), Zenchi (knight)
The following user(s) said Thank You: steamboat28, OB1Shinobi
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28 Mar 2015 21:49 #186035
by
Replied by on topic for our d&d fans
Lawful Neutral Human Monk/Ranger (3rd/3rd Level)
Ability Scores:
Strength- 14
Dexterity- 14
Constitution- 13
Intelligence- 13
Wisdom- 15
Charisma- 13
Alignment:
Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment when it seeks to eliminate all freedom, choice, and diversity in society.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Primary Class:
Monks- Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.
Secondary Class:
Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.
Ability Scores:
Strength- 14
Dexterity- 14
Constitution- 13
Intelligence- 13
Wisdom- 15
Charisma- 13
Alignment:
Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment when it seeks to eliminate all freedom, choice, and diversity in society.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Primary Class:
Monks- Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.
Secondary Class:
Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.
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29 Mar 2015 00:17 #186048
by
Replied by on topic for our d&d fans
You Are A:
Neutral Good Human Druid (5th Level)
Ability Scores:
Strength- 14
Dexterity- 13
Constitution- 13
Intelligence- 13
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 when it advances mediocrity by limiting the actions of the truly capable.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
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.
Web page and journal code: Copy and paste the following:
<b>I Am A:</b> Neutral Good Human Druid (5th Level)
<br><br><u>Ability Scores:</u><br>
<b>Strength-</b>14<br>
<b>Dexterity-</b>13<br>
<b>Constitution-</b>13<br>
<b>Intelligence-</b>13<br>
<b>Wisdom-</b>15<br>
<b>Charisma-</b>14
<br><br><u>Alignment:</u><br><b>Neutral Good</b> A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.<br>
<br><u>Race:</u><br><b>Humans</b> 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.
<br><br><u>Class:</u><br><b>Druids</b> 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.
<br><br>Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
Detailed Results:
Alignment:
Lawful Good
XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXX (24)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Neutral - XXXXXXXXXXXXXX (14)
Lawful Evil
XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXX (3)
Law & Chaos:
Law
XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XX (2)
Good & Evil:
Good ---- XXXXXXXXXXXXXXX (15)
Neutral - XXXXXXXXXXXX (12)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXX (10)
Elf
XXXXXX (6)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXXXXXXXXXX (14)
Half-Elf - XXXXXXX (7)
Half-Orc - (0)
Class:
Barbarian - XXXX (4)
Bard
XXXXXXXXXX (10)
Cleric ---- XXXXXXXXXX (10)
Druid
XXXXXXXXXXXXXXXX (16)
Fighter --- XXXXXXXXXXXX (12)
Monk
XXXXXXXXXXXXXX (14)
Paladin --- XXXXXXXXXX (10)
Ranger ---- XXXXXX (6)
Rogue
XXXXXX (6)
Sorcerer -- XXXXXXXXXX (10)
Wizard ---- XXXXXXXXXXXX (12)
Neppyman said, 'Like this survey? Copy, paste, and edit the code to make your own! Please give me credit if you do so, of course,' so I'm giving him his due.
Questions? Comments? Suggestions? E-mail Me!
(close this window)
Neutral Good Human Druid (5th Level)
Ability Scores:
Strength- 14
Dexterity- 13
Constitution- 13
Intelligence- 13
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 when it advances mediocrity by limiting the actions of the truly capable.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
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.
Web page and journal code: Copy and paste the following:
<b>I Am A:</b> Neutral Good Human Druid (5th Level)
<br><br><u>Ability Scores:</u><br>
<b>Strength-</b>14<br>
<b>Dexterity-</b>13<br>
<b>Constitution-</b>13<br>
<b>Intelligence-</b>13<br>
<b>Wisdom-</b>15<br>
<b>Charisma-</b>14
<br><br><u>Alignment:</u><br><b>Neutral Good</b> A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.<br>
<br><u>Race:</u><br><b>Humans</b> 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.
<br><br><u>Class:</u><br><b>Druids</b> 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.
<br><br>Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
Detailed Results:
Alignment:
Lawful Good
XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXX (24)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Neutral - XXXXXXXXXXXXXX (14)
Lawful Evil
XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXX (3)
Law & Chaos:
Law
XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XX (2)
Good & Evil:
Good ---- XXXXXXXXXXXXXXX (15)
Neutral - XXXXXXXXXXXX (12)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXX (10)
Elf
XXXXXX (6)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXXXXXXXXXX (14)
Half-Elf - XXXXXXX (7)
Half-Orc - (0)
Class:
Barbarian - XXXX (4)
Bard
XXXXXXXXXX (10)
Cleric ---- XXXXXXXXXX (10)
Druid
XXXXXXXXXXXXXXXX (16)
Fighter --- XXXXXXXXXXXX (12)
Monk
XXXXXXXXXXXXXX (14)
Paladin --- XXXXXXXXXX (10)
Ranger ---- XXXXXX (6)
Rogue
XXXXXX (6)
Sorcerer -- XXXXXXXXXX (10)
Wizard ---- XXXXXXXXXXXX (12)
Neppyman said, 'Like this survey? Copy, paste, and edit the code to make your own! Please give me credit if you do so, of course,' so I'm giving him his due.
Questions? Comments? Suggestions? E-mail Me!
(close this window)
Please Log in to join the conversation.
29 Mar 2015 00:32 #186050
by a67
Replied by a67 on topic for our d&d fans
You Are A:
Lawful Good Elf Wizard/Cleric (3rd/2nd Level)
Ability Scores:
Strength- 14
Dexterity- 19
Constitution- 17
Intelligence- 17
Wisdom- 16
Charisma- 15
Alignment:
Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when 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.
Primary 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.
Secondary 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.
Web page and journal code: Copy and paste the following:
<b>I Am A:</b> Lawful Good Elf Wizard/Cleric (3rd/2nd Level)
<br><br><u>Ability Scores:</u><br>
<b>Strength-</b>14<br>
<b>Dexterity-</b>19<br>
<b>Constitution-</b>17<br>
<b>Intelligence-</b>17<br>
<b>Wisdom-</b>16<br>
<b>Charisma-</b>15
<br><br><u>Alignment:</u><br><b>Lawful Good</b> A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.<br>
<br><u>Race:</u><br><b>Elves</b> 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.
<br><br><u>Primary Class:</u><br><b>Wizards</b> 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.
<br><br><u>Secondary Class:</u><br><b>Clerics</b> 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.
<br><br>Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
Detailed Results:
Alignment:
Lawful Good
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (31)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil
XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXXX (12)
Chaotic Evil ---- XXX (3)
Law & Chaos:
Law
XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXX (3)
Good & Evil:
Good ---- XXXXXXXXXXXXXXXXXX (18)
Neutral - XXXXXXXXXXXX (12)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf
XXXXXXXXXXXXXX (14)
Gnome ---- XXXXXXXX (
Halfling - XXXXXXXX (
Half-Elf - XXXXXXXXXXXXXX (14)
Half-Orc - XX (2)
Class:
Barbarian - (0)
Bard
XXXXXXXXXXXXXX (14)
Cleric ---- XXXXXXXXXXXXXXXX (16)
Druid
XXXXXXXXXXXXXX (14)
Fighter --- XXXXXX (6)
Monk
XXXXXXXXXX (10)
Paladin --- XXXXXXXXXXXX (12)
Ranger ---- XXXXXXXXXX (10)
Rogue
XX (2)
Sorcerer -- XXXXXXXXXX (10)
Wizard ---- XXXXXXXXXXXXXXXX (16)
Neppyman said, 'Like this survey? Copy, paste, and edit the code to make your own! Please give me credit if you do so, of course,' so I'm giving him his due.
Questions? Comments? Suggestions? E-mail Me!
(close this window)
Lawful Good Elf Wizard/Cleric (3rd/2nd Level)
Ability Scores:
Strength- 14
Dexterity- 19
Constitution- 17
Intelligence- 17
Wisdom- 16
Charisma- 15
Alignment:
Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when 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.
Primary 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.
Secondary 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.
Web page and journal code: Copy and paste the following:
<b>I Am A:</b> Lawful Good Elf Wizard/Cleric (3rd/2nd Level)
<br><br><u>Ability Scores:</u><br>
<b>Strength-</b>14<br>
<b>Dexterity-</b>19<br>
<b>Constitution-</b>17<br>
<b>Intelligence-</b>17<br>
<b>Wisdom-</b>16<br>
<b>Charisma-</b>15
<br><br><u>Alignment:</u><br><b>Lawful Good</b> A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.<br>
<br><u>Race:</u><br><b>Elves</b> 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.
<br><br><u>Primary Class:</u><br><b>Wizards</b> 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.
<br><br><u>Secondary Class:</u><br><b>Clerics</b> 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.
<br><br>Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
Detailed Results:
Alignment:
Lawful Good
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (31)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil
XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXXX (12)
Chaotic Evil ---- XXX (3)
Law & Chaos:
Law
XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXX (3)
Good & Evil:
Good ---- XXXXXXXXXXXXXXXXXX (18)
Neutral - XXXXXXXXXXXX (12)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf
XXXXXXXXXXXXXX (14)
Gnome ---- XXXXXXXX (
Halfling - XXXXXXXX (
Half-Elf - XXXXXXXXXXXXXX (14)
Half-Orc - XX (2)
Class:
Barbarian - (0)
Bard
XXXXXXXXXXXXXX (14)
Cleric ---- XXXXXXXXXXXXXXXX (16)
Druid
XXXXXXXXXXXXXX (14)
Fighter --- XXXXXX (6)
Monk
XXXXXXXXXX (10)
Paladin --- XXXXXXXXXXXX (12)
Ranger ---- XXXXXXXXXX (10)
Rogue
XX (2)
Sorcerer -- XXXXXXXXXX (10)
Wizard ---- XXXXXXXXXXXXXXXX (16)
Neppyman said, 'Like this survey? Copy, paste, and edit the code to make your own! Please give me credit if you do so, of course,' so I'm giving him his due.
Questions? Comments? Suggestions? E-mail Me!
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29 Mar 2015 00:42 #186052
by
Replied by on topic for our d&d fans
Fun stuff. I enjoy tests like this.
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29 Mar 2015 01:08 #186054
by a67
Replied by a67 on topic for our d&d fans
Long time I dont played games... I miss my elf shinobi.... :laugh:
I already created several games... I was a dungeon master.
I still have one map for a game I was creating.
Genre broken times.. I found a book with SW style d&d.
It give me a taste to create a new game.
Thats would be great on a computer platform.
I already created several games... I was a dungeon master.
I still have one map for a game I was creating.
Genre broken times.. I found a book with SW style d&d.
It give me a taste to create a new game.
Thats would be great on a computer platform.
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06 Apr 2015 12:27 - 06 Apr 2015 12:28 #187049
by Tarran
Apprentice to J. K. Barger
Replied by Tarran on topic for our d&d fans
I've found that numbers 41, 45, 66, 72, 74, 77, 89 and others, had me SO HORRIBLY TORN!! LOL I could only truly choose BOTH choices for those, but had to mentally "flip a coin" lol
Anywhoozle, here we go...
You Are A:
Lawful Good Human Monk/Ranger (4th/3rd Level)
Ability Scores:
Strength- 17
Dexterity- 16
Constitution- 14
Intelligence- 12
Wisdom- 17
Charisma- 13
Alignment:
Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Primary Class:
Monks- Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.
Secondary Class:
Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.
Detailed Results:
Alignment:
Lawful Good
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (31)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil
XXXXXXXXXXXXXXXXXX (18)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXXX (6)
Law & Chaos:
Law
XXXXXXXXXXXXXXXX (16)
Neutral - XXXXXXXX (
Chaos --- XXXX (4)
Good & Evil:
Good ---- XXXXXXXXXXXXXXX (15)
Neutral - XXXXXXXXXXXX (12)
Evil ---- XX (2)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf
XXXXXXXX (
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXX (4)
Class:
Barbarian - XXXXXX (6)
Bard
XXXXXX (6)
Cleric ---- XXXXXXXXXXXXXX (14)
Druid
XXXXXXXXXXXXXXXX (16)
Fighter --- XXXXXXXX (
Monk
XXXXXXXXXXXXXXXX (16)
Paladin --- XXXXXXXXXXXX (12)
Ranger ---- XXXXXXXXXXXXXXXX (16)
Rogue
(0)
Sorcerer -- XXXXXXXX (
Wizard ---- XXXXXXXX (
Anywhoozle, here we go...
You Are A:
Lawful Good Human Monk/Ranger (4th/3rd Level)
Ability Scores:
Strength- 17
Dexterity- 16
Constitution- 14
Intelligence- 12
Wisdom- 17
Charisma- 13
Alignment:
Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Primary Class:
Monks- Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.
Secondary Class:
Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.
Detailed Results:
Alignment:
Lawful Good
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (31)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil
XXXXXXXXXXXXXXXXXX (18)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXXX (6)
Law & Chaos:
Law
XXXXXXXXXXXXXXXX (16)
Neutral - XXXXXXXX (
Chaos --- XXXX (4)
Good & Evil:
Good ---- XXXXXXXXXXXXXXX (15)
Neutral - XXXXXXXXXXXX (12)
Evil ---- XX (2)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf
XXXXXXXX (
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXX (4)
Class:
Barbarian - XXXXXX (6)
Bard
XXXXXX (6)
Cleric ---- XXXXXXXXXXXXXX (14)
Druid
XXXXXXXXXXXXXXXX (16)
Fighter --- XXXXXXXX (
Monk
XXXXXXXXXXXXXXXX (16)
Paladin --- XXXXXXXXXXXX (12)
Ranger ---- XXXXXXXXXXXXXXXX (16)
Rogue
(0)
Sorcerer -- XXXXXXXX (
Wizard ---- XXXXXXXX (
Apprentice to J. K. Barger
Last edit: 06 Apr 2015 12:28 by Tarran.
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06 Apr 2015 15:03 #187060
by
Replied by on topic for our d&d fans
You Are A:
Ability Scores:
Strength- 9
Dexterity- 12
Constitution- 10
Intelligence- 14
Wisdom- 8
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 when 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- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
Detailed Results:
Alignment:
Lawful Good
XXXXXXXXXXXXXXXXXXX (19)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXX (20)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil
XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXXXXX (
Law & Chaos:
Law
XXXXXXXX (
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXXX (7)
Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXXX (12)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf
XXXXXXXXXXXXXX (14)
Gnome ---- XXXXXXXX (
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XX (2)
Class:
Barbarian - XX (2)
Bard
XXXXXXXXXXXXXX (14)
Cleric ---- XXXXXXXX (
Druid
XXXXXXXXXX (10)
Fighter --- XXXXXXXXXX (10)
Monk
XXXXXXXXXXXXXX (14)
Paladin --- XXXXXXXXXX (10)
Ranger ---- XXXX (4)
Rogue
XXXXXXXX (
Sorcerer -- XXXXXXXXXXXX (12)
Wizard ---- XXXXXXXXXXXXXXXXXX (18)
True Neutral Elf Wizard (6th Level)
Ability Scores:
Strength- 9
Dexterity- 12
Constitution- 10
Intelligence- 14
Wisdom- 8
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 when 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- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
Detailed Results:
Alignment:
Lawful Good
XXXXXXXXXXXXXXXXXXX (19)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXX (20)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil
XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXXXXX (
Law & Chaos:
Law
XXXXXXXX (
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXXX (7)
Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXXX (12)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf
XXXXXXXXXXXXXX (14)
Gnome ---- XXXXXXXX (
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XX (2)
Class:
Barbarian - XX (2)
Bard
XXXXXXXXXXXXXX (14)
Cleric ---- XXXXXXXX (
Druid
XXXXXXXXXX (10)
Fighter --- XXXXXXXXXX (10)
Monk
XXXXXXXXXXXXXX (14)
Paladin --- XXXXXXXXXX (10)
Ranger ---- XXXX (4)
Rogue
XXXXXXXX (
Sorcerer -- XXXXXXXXXXXX (12)
Wizard ---- XXXXXXXXXXXXXXXXXX (18)
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