What Kind of D&D Character Are You

BurningMan

fueled by beer
You Are A:


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



Ability Scores:
Strength- 11
Dexterity- 11
Constitution- 10
Intelligence- 14
Wisdom- 13
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.

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

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



Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXX (8)
Neutral Good ---- XXXXXXXXXXXXXX (14)
Chaotic Good ---- XXXXXXXXXXXXXX (14)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Evil ---- XXXXXXXXXXXXXXXXX (17)

Law & Chaos:
Law ----- XXXXX (5)
Neutral - XXXXXXXXXXX (11)
Chaos --- XXXXXXXXXXX (11)

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

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXXXXXXXX (14)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - (0)

Class:
Barbarian - (-6)
Bard ------ XXXXXXXX (8)
Cleric ---- (-2)
Druid ----- (-6)
Fighter --- (-2)
Monk ------ (-23)
Paladin --- (-25)
Ranger ---- (-2)
Rogue ----- XXXX (4)
Sorcerer -- XXXXXXXX (8)
Wizard ---- XXXX (4)


Pretty much what i expected to be.

Also how is the Lvl calculated? feels pretty random for me
 
Lawful Neutral Elf Wizard/Sorcerer (1st/1st level).

Strength- 8
Dexterity- 10
Constitution- 10
Intelligence- 16
Wisdom- 13
Charisma- 10

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:
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:
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.


Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXX (21)
Neutral Good ---- XXXXXXXXXXXXXXX (15)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXX (7)
Chaotic Evil ---- XXXXXXX (7)

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

Good & Evil:
Good ---- XXXXXXXXX (9)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- X (1)

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

Class:
Barbarian - (-27)
Bard ------ (-23)
Cleric ---- (0)
Druid ----- (-8)
Fighter --- XX (2)
Monk ------ (0)
Paladin --- (-17)
Ranger ---- (-4)
Rogue ----- (-2)
Sorcerer -- XXXXXXXX (8)
Wizard ---- XXXXXXXX (8)


I wonder which one it was that got me the one mark for evil.
 
Chaotic Evil Human Ranger/Cleric (1st/1st Level)



Ability Scores:
Strength- 13
Dexterity- 12
Constitution- 15
Intelligence- 16
Wisdom- 9
Charisma- 11

Alignment:
Chaotic Evil- A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. Chaotic evil is sometimes called demonic because demons are the epitome of chaotic evil. Chaotic evil is the best alignment you can be because combines self-interest and pure freedom. However, chaotic evil can be a dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.

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:
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.


Detailed Results:

Alignment:
Lawful Good ----- XXXXX (5)
Neutral Good ---- XXXXXXXXXXXXXX (14)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Neutral -- XXXXXXX (7)
True Neutral ---- XXXXXXXXXXXXXXXX (16)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXX (23)
Lawful Evil ----- XXXXXXXXXXXX (12)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)

Law & Chaos:
Law ----- (0)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXXXXXXXXXXX (16)

Good & Evil:
Good ---- XXXXX (5)
Neutral - XXXXXXX (7)
Evil ---- XXXXXXXXXXXX (12)

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

Class:
Barbarian - (-4)
Bard ------ (-4)
Cleric ---- XX (2)
Druid ----- (-17)
Fighter --- (0)
Monk ------ (-21)
Paladin --- (-19)
Ranger ---- XX (2)
Rogue ----- (-2)
Sorcerer -- (0)
Wizard ---- (0)
 

Rocket Grunt

✁ - - - - - - - - - -
is a Top Artist Alumnus
Neutral Good Human Fighter (3rd Level)

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

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:
Fighters- Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.


Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXX (18)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Neutral -- XXXXXXXXXXXXX (13)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXX (6)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XXXXXXXXX (9)

Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXXXX (7)

Good & Evil:
Good ---- XXXXXXXXXXXXXX (14)
Neutral - XXXXXXXXX (9)
Evil ---- XX (2)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXX (4)

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

Dogfish44

You can call me Jiggly
is a Forum Moderatoris a Community Contributoris a CAP Contributor
Chaotic Evil Human Wizard (3rd Level)

10 Str / 10 Dex / 11 Con / 19 Int / 13 Wis / 13 Cha

Alignment:
Lawful Good ----- XXXXX (5)
Neutral Good ---- XXXXXXXXXXXX (12)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXX (7)
True Neutral ---- XXXXXXXXXXXXXX (14)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXXXXXXXXXXXXXX (18)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)

Law & Chaos:
Law ----- XX (2)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXXXXXXXXX (14)

Good & Evil:
Good ---- XXX (3)
Neutral - XXXXX (5)
Evil ---- XXXXXXXXXXXXXXXX (16)

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

Class:
Barbarian - XX (2)
Bard ------ (-6)
Cleric ---- XX (2)
Druid ----- (-15)
Fighter --- (-4)
Monk ------ (-25)
Paladin --- (-29)
Ranger ---- (0)
Rogue ----- XX (2)
Sorcerer -- XXXX (4)
Wizard ---- XXXXXX (6)


Evidently I'm not going to be a Paladin or a Monk anytime soon...
 
True Neutral Human Cleric (2nd Level)

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

Neutral sucks -__-

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXX (16)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXXX (14)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXX (24)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXX (22)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXXXXXXXX (9)

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

Good & Evil:
Good ---- XXXXXXXX (8)
Neutral - XXXXXXXXXXXXXXXX (16)
Evil ---- XXX (3)

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

Class:
Barbarian - (-2)
Bard ------ XXXX (4)
Cleric ---- XXXXXX (6)
Druid ----- XX (2)
Fighter --- (-4)
Monk ------ (-23)
Paladin --- (-23)
Ranger ---- XX (2)
Rogue ----- (-6)
Sorcerer -- (-2)
Wizard ---- XXXX (4)
 
Chaotic Evil Human Sorcerer (Lvl 2)
Ability Scores:
Strength- 15
Dexterity- 15
Constitution- 16
Intelligence- 15
Wisdom- 15
Charisma- 13

Alignment:
Chaotic Evil- A chaotic evil character does whatever his greed, hatred, and lust for destruction drive him to do. He is hot-tempered, vicious, arbitrarily violent, and unpredictable. If he is simply out for whatever he can get, he is ruthless and brutal. If he is committed to the spread of evil and chaos, he is even worse. Thankfully, his plans are haphazard, and any groups he joins or forms are poorly organized. Typically, chaotic evil people can be made to work together only by force, and their leader lasts only as long as he can thwart attempts to topple or assassinate him. Chaotic evil is sometimes called demonic because demons are the epitome of chaotic evil. Chaotic evil is the best alignment you can be because combines self-interest and pure freedom. However, chaotic evil can be a dangerous alignment because it represents the destruction not only of beauty and life but also of the order on which beauty and life depend.

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

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


I find it odd that Charisma is one of the most important stats for a Sorcerer, yet is my lowest stat.
 

UncleSam

Leading this village
is a Forum Moderator Alumnus
Lawful Good Human Monk (2nd Level)

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

 

Texas Cloverleaf

This user has a custom title
is a Social Media Contributor Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Tiering Contributor Alumnusis a Contributor Alumnusis a Smogon Media Contributor Alumnusis a Battle Simulator Moderator Alumnus
You Are A:


Lawful Good Human Paladin (1st Level)


Ability Scores:
Strength- 14
Dexterity- 15
Constitution- 16
Intelligence- 15
Wisdom- 14
Charisma- 12
Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment because it restricts freedom and criminalizes self-interest.

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

Class:
Paladins- Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXX (21)
Neutral Good ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXX (16)
Chaotic Neutral - XXXXXXXXXXXX (12)
Lawful Evil ----- XXXXXXXXXXXXXX (14)
Neutral Evil ---- XXXXXXXXXXXX (12)
Chaotic Evil ---- XXXXXXXX (8)

Law & Chaos:
Law ----- XXXXXXXXXX (10)
Neutral - XXXXXXXX (8)
Chaos --- XXXX (4)

Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXX (8)
Evil ---- XXXX (4)

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

Class:
Barbarian - (-25)
Bard ------ (-23)
Cleric ---- XXXX (4)
Druid ----- (-21)
Fighter --- XX (2)
Monk ------ (0)
Paladin --- XXXXXX (6)
Ranger ---- (0)
Rogue ----- (-6)
Sorcerer -- XXXX (4)
Wizard ---- (-4)

Lol, -25 Barbarian.
 

VKCA

(Virtual Circus Kareoky Act)
One thing I dislike about this test is how the responses you can choose go from
1. really negative
2. neutral/slightly positive
3. very positive
4. incredible/amazing/awesome

Doesn't seem to be that much middle ground. Or slightly less/more than middle.
I don't know.
 

az

toddmoding
is a Community Contributoris an Artist Alumnusis a Community Leader Alumnusis a Smogon Media Contributor Alumnus
some of them don't even seem to be a scale, just varying responses to a situation that presumably the quiz author is applying his own values to

BUT I GUESS THAT'S LIFE
 
You Are A:


Neutral Good Elf Bard/Cleric (1st/1st Level)



Ability Scores:
Strength- 12
Dexterity- 11
Constitution- 12
Intelligence- 13
Wisdom- 17
Charisma- 11

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

Race:
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful.

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

Secondary Class:
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.


As mk pointed out, there is no manliness to my name. Then again, how i answered the questions wasn't exactly manly, but that's what i am (not)!
 

mattj

blatant Nintendo fanboy


You Are A:


Neutral Good Human Cleric (4th Level)



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

Class:
Clerics- Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric's Wisdom score should be high, since this determines the maximum spell level that he can cast.

My Uncle Steve was the one to introduce me, and the rest of my cousins, to D&D when we were very young. He's really the one that got me into "gaming" in general. We, as pokemon players even, owe a lot to Gygax and the style of game he created. I owe a lot to my Uncle Steve for introducing me to his hobby.

[edit]
Hi-fives the other Fourth Level'ers (wikey, ipl, synre)!
 
True Neutral Human Wizard (3rd Level)



Ability Scores:
Strength- 10
Dexterity- 11
Constitution- 11
Intelligence- 13
Wisdom- 13
Charisma- 16

---

Fair shout tbh, relaxed nerd with no physical strength :P
 

PK Gaming

Persona 5
is a Site Content Manager Alumnusis a Forum Moderator Alumnusis a Community Contributor Alumnusis a Smogon Discord Contributor Alumnusis a Tiering Contributor Alumnusis a Top Contributor Alumnusis a Past SPL Champion
You Are A: Neutral Good Human Wizard/Sorcerer (1st/1st Level)

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


Sounds about right hehe.
 

Blue Kirby

Never back down.
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True Neutral Human Wizard (2nd Level)

Ability Scores:
Strength- 12
Dexterity- 14
Constitution- 13
Intelligence- 17
Wisdom- 16
Charisma- 15

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

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

Class:
Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
Good times.
 
You Are A:
Lawful Good Human Wizard/Cleric (1st/1st Level)

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

My wizard's gonna PUNCH your wizard. I think that stat distribution would be better suited for a ranger.
I was one point away from being Neutral Good, now I have to live through life as Lawful Stupid.
 
Chaotic Neutral Human Sorcerer (1st Level)

Ability Scores:
Strength- 11
Dexterity- 12
Constitution- 10
Intelligence- 13
Wisdom- 13
Charisma- 11
Alignment:
Chaotic Neutral- A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment because it seeks to eliminate all authority, harmony, and order in society.

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

Class:
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 ----- XXXXXXXXXXXXXX (14)
Neutral Good ---- XXXXXXXXXXXXXXX (15)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Evil ----- XXXXXXXXXXXXXX (14)
Neutral Evil ---- XXXXXXXXXXXXXXX (15)
Chaotic Evil ---- XXXXXXXXXXXXXXXXX (17)

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

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

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXX (4)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XX (2)

Class:
Barbarian - XX (2)
Bard ------ XX (2)
Cleric ---- (-2)
Druid ----- (-2)
Fighter --- (0)
Monk ------ (-25)
Paladin --- (-21)
Ranger ---- (-2)
Rogue ----- (0)
Sorcerer -- XXXXXX (6)
Wizard ---- (0)


I don't know enough about D&D to comment on this.
 

makiri

My vast and supreme will shall be done!
is a Forum Moderator Alumnusis a Smogon Discord Contributor Alumnusis a Contributor Alumnusis a Battle Simulator Moderator Alumnusis a Three-Time Past SPL Championis a Two-Time Past WCoP Champion
Needed to do this for waitress in Indy, didn't really expect this result though.

Lawful Good Human Ranger (4th Level)


Ability Scores:
Strength- 15
Dexterity- 16
Constitution- 18
Intelligence- 19
Wisdom- 18
Charisma- 17


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

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

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

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)
True Neutral ---- XXXXXXXXXXXXXX (14)
Chaotic Neutral - XXXXXXXXXXXX (12)
Lawful Evil ----- XXXXXXXXXXXXXXXXXXX (19)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XXXXXXXXXXXX (12)

Law & Chaos:
Law ----- XXXXXXXXXXXX (12)
Neutral - XXXXXXX (7)
Chaos --- XXXXX (5)

Good & Evil:
Good ---- XXXXXXXXXXXXX (13)
Neutral - XXXXXXX (7)
Evil ---- XXXXXXX (7)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXX (4)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXX (4)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XX (2)

Class:
Barbarian - (-27)
Bard ------ (-25)
Cleric ---- (-4)
Druid ----- (-15)
Fighter --- (0)
Monk ------ (0)
Paladin --- (0)
Ranger ---- XXXXXXXX (8)
Rogue ----- (0)
Sorcerer -- XX (2)
Wizard ---- (-2)
 

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