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Looks like I'm (D&D stat test)


90 réponses à ce sujet

#1
RedArmyShogun

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http://www.easydamus.../character.html 

Given the huge number of blogs on this I figured why not just make a thread to post them all in?  Also I will stab you or give you a doughnut >> It just depends! Anyways yes I will edit in my results in a bit >> Post peasants, post!


Chaotic Evil Half-Elf Fighter/Ranger (3rd/2nd Level)

Would be 5th level Ninja in the 4th edition. (rather go with that)

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

On a side note I can also get pure human or Chaotic good, I think it really depends, however I seem to only be full blown one way or the other >>

Detailed Results:

See the blog for points >>

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.

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.

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.



Bipolar, Yangire killer ftw!

Modifié par RedArmyShogun, 20 avril 2013 - 06:51 .


#2
Straw Nihilist

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 Lawful good human wizard 

:police: + :innocent: + :wizard: 

#3
Guest_Dobbysaurus_*

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Lawful Neutral Human Ranger

Ranger is perfect for me because I love nature and little animals always follow me :P

#4
C9316

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Lawful Neutral Human Monk/Wizard.

#5
mousestalker

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Lawful Good Human Cleric (7th Level)

#6
RedArmyShogun

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Lazy peoples << >>

Modifié par RedArmyShogun, 20 avril 2013 - 06:49 .


#7
Volus Warlord

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Lawful Neutral Human Cleric

(Heavily leaned towards Lawful Evil)

#8
Guest_BitBomb_*

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True Neutral Human Wizard (1st Level)

Ability Scores:
Strength- 8
Dexterity- 13
Constitution- 11
Intelligence- 14
Wisdom- 11
Charisma- 10
Alignment:[/u]
True Neutral-[/b] 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:[/u]
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.

class:[/u]
Wizards-[/b] 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.

#9
Arcadian Legend

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Neutral Good Halfling Ranger (3rd Level).

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

Here's the detailed results.

Modifié par Arcadian Legend, 20 avril 2013 - 06:54 .


#10
Guest_Seraph Cross_*

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Chaotic Evil Human Fighter/Sorcerer

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

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.

Modifié par Seraph Cross, 20 avril 2013 - 06:46 .


#11
Drone696

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Chaotic Neutral Human Bard (5th Level)

Ability Scores:
Strength-13
Dexterity-14
Constitution-13
Intelligence-18
Wisdom-16
Charisma-14

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 when 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: 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.

Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXX (12)
Neutral Good ---- XXXXXXXXXXXXXXX (15)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Lawful Neutral -- XXXXXXXXXXXXXXX (15)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Lawful Evil ----- XXXXXXXXXXXXXX (14)
Neutral Evil ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)

Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXX (7)
Chaos --- XXXXXXXXXXXXXXXXX (17)

Good & Evil:
Good ---- XXXXXXXX (8)
Neutral - XXXXXXXXXXX (11)
Evil ---- XXXXXXXXXX (10)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - (0)

class:
Barbarian - (-4)
Bard ------ XXXXXXXX (8)
Cleric ---- (-6)
Druid ----- XX (2)
Fighter --- (-4)
Monk ------ (-21)
Paladin --- (-23)
Ranger ---- XX (2)
Rogue ----- (0)
Sorcerer -- XXXXXX (6)
Wizard ---- (-2)

#12
The King of Dust

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I'm something that makes no sense at all.

Chaotic Neutral Human Barbarian/Wizard (2nd/1st Level)

Ability Scores:
Strength- 10
Dexterity- 11
Constitution- 12
Intelligence- 13
Wisdom- 15
Charisma- 11

Hurray!

Edit: I should totally try to play a character like that. With those stats and everything.

Modifié par The King of Dust, 20 avril 2013 - 07:00 .


#13
Guest_KloieKat_*

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Neutral Good Human Fighter/Cleric (1st/1st Level)

Strength- 13
Dexterity- 17
Constitution- 17
Intelligence- 17
Wisdom- 16
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 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.

Primary 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.

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 ----- XXXXXXXXXXXXXXXXXXXXX (21)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Neutral -- XXXXXXXXXXXXXXXXX (17)
True Neutral ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXXXXXXXXXXXX (13)

Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXXX (8)
Chaos --- XXXXXXXX (8)

Good & Evil:
Good ---- XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXX (9)
Evil ---- XXXXX (5)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXXXX (12)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXX (4)

class:
Barbarian - (-6)
Bard ------ (-2)
Cleric ---- XXXX (4)
Druid ----- XX (2)
Fighter --- XXXX (4)
Monk ------ (-19)
Paladin --- (-23)
Ranger ---- XX (2)
Rogue ----- (-8)
Sorcerer -- XX (2)
Wizard ---- XX (2)

Oops. :I

Modifié par KloieKat, 20 avril 2013 - 07:00 .


#14
Laamaa

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You Are A:


Lawful Neutral Human Druid (2nd Level)


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

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.

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.


Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Neutral Good ---- XXXXXXXXXXXXXXX (15)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
True Neutral ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXXXXXXXXXX (17)
Neutral Evil ---- XXXXXXXX (8)
Chaotic Evil ---- XXXXXXXXXXX (11)

Law & Chaos:
Law ----- XXXXXXXXXXXXXX (14)
Neutral - XXXXX (5)
Chaos --- XXXXXXXX (8)

Good & Evil:
Good ---- XXXXXXXXXX (10)
Neutral - XXXXXXXXXXXX (12)
Evil ---- XXX (3)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XX (2)

class:
Barbarian - (-25)
Bard ------ (-15)
Cleric ---- XXXX (4)
Druid ----- XXXXXX (6)
Fighter --- (-6)
Monk ------ (0)
Paladin --- (-25)
Ranger ---- XXXX (4)
Rogue ----- (-10)
Sorcerer -- (0)
Wizard ---- XXXX (4)

#15
ParkBom

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You Are A:



Lawful Neutral Human Cleric/Rogue (1st/1st Level)


Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 13
Intelligence- 14
Wisdom- 16
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:
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.

Secondary class:
Rogues- Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes 'fake it' well enough to cast spells from scrolls, activate wands, and use just about any other magic item.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXX (22)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXXXXXX (14)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil ----- XXXXXXXXXXXX (12)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXX (4)

Law & Chaos:
Law ----- XXXXXXXXXXX (11)
Neutral - XXXXXXXXX (9)
Chaos --- XXX (3)

Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXXXXXX (15)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXX (6)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXXXXX (12)
Half-Orc - XXXXXX (6)

class:
Barbarian - (-23)
Bard ------ (-19)
Cleric ---- XXXX (4)
Druid ----- (0)
Fighter --- (-2)
Monk ------ (-2)
Paladin --- (-21)
Ranger ---- (-2)
Rogue ----- XXXX (4)
Sorcerer -- (-2)
Wizard ---- (0)

#16
Volus Warlord

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You Are A:
Lawful Neutral Human Cleric (4th Level)

Ability Scores:
Strength- 14
Dexterity- 12
Constitution- 14
Intelligence- 17
Wisdom- 15
Charisma- 11
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.

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 ----- XXXXXXXXXXX (11)
Neutral Good ---- XXXXXXX (7)
Chaotic Good ---- XXXXXXXX (8)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXX (22)
Lawful Evil ----- XXXXXXXXXXXXXXXXXXXXX (21)
Neutral Evil ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXX (18)

Law & Chaos:
Law ----- XXXXXXXXXXX (11)
Neutral - XXXXXXX (7)
Chaos --- XXXXXXXX (8)

Good & Evil:
Good ---- (0)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- XXXXXXXXXX (10)

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

class:
Barbarian - (-23)
Bard ------ (-27)
Cleric ---- XXXXXXXXXX (10)
Druid ----- (-4)
Fighter --- (0)
Monk ------ XXXX (4)
Paladin --- (-23)
Ranger ---- (-4)
Rogue ----- (-6)
Sorcerer -- XXXXXX (6)
Wizard ---- XXXX (4)

#17
CrazyRah

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You Are A:

Chaotic Neutral Elf Wizard/Sorcerer (1st/1st Level)

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


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 when it seeks to eliminate all authority, harmony, and order 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 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 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 ----- XXXXXX (6)
Neutral Good ---- XXXXXXXXXX (10)
Chaotic Good ---- XXXXXXXXXXXXXX (14)
Lawful Neutral -- XXXXXXXXXXXXXXXXX (17)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXX (21)

Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXX (8)
Chaos --- XXXXXXXXXXXX (12)

Good & Evil:
Good ---- XX (2)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- XXXXXXXXX (9)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXXXXXX (14)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XX (2)

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

Modifié par CrazyRah, 20 avril 2013 - 07:41 .


#18
Bekkael

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Neutral Good Elf Bard (4th Level)

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


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:
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:
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 ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (32)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Neutral - XXXXXXXXXXXXX (13)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXXXXX (15)
Chaotic Evil ---- XX (2)

Law & Chaos:
Law ----- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXXXXXX (15)
Chaos --- XX (2)

Good & Evil:
Good ---- XXXXXXXXXXXXXXXXX (17)
Neutral - XXXXXXXXXXX (11)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXXXXXX (14)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXXXX (6)

class:
Barbarian - (-4)
Bard ------ XXXXXX (6)
Cleric ---- XXXX (4)
Druid ----- (-8)
Fighter --- (-2)
Monk ------ (-21)
Paladin --- (-17)
Ranger ---- XX (2)
Rogue ----- (-2)
Sorcerer -- (0)
Wizard ---- (0)

:)

Modifié par Bekkael, 20 avril 2013 - 07:48 .


#19
Cyberarmy

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I'm a Neutral Good Halfling Druid (4th Level)

Seems acurate but im a bit long for a halfling.

#20
The Heretic of Time

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True Neutral Human Wizard (3rd Level)  - Hmmmm, not what I expected at all to be honest, except for the 'true neutral' part, that suits me just fine.



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

Modifié par Heretic_Hanar, 20 avril 2013 - 07:58 .


#21
breakdown71289

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Lawful Good Human Wizard/Cleric (2nd/1st Level)

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

Modifié par breakdown71289, 20 avril 2013 - 08:20 .


#22
billy the squid

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Neutral Evil Human Rogue (4th Level)

Ability Scores:
Strength- 17
Dexterity- 18
Constitution- 14
Intelligence- 15
Wisdom- 13
Charisma- 15

Alignment:

Neutral Evil-
A neutral evil villain does whatever he can get away with. He is out for himself, pure and simple. He sheds no tears for those he kills, whether for profit, sport, or convenience. He has no love of order and holds no illusion that following laws, traditions, or codes would make him any better or more noble. On the other hand, he doesn't have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake.

Most often, such villains are devoted to evil deities or secret societies. Neutral evil is the best alignment you can be because you can advance yourself without regard for others. However, neutral evil can be a dangerous alignment because it represents pure evil without honor and without variation.

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:Rogues-
Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger.

Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes 'fake it' well enough to cast spells from scrolls, activate wands, and use just about any other magic item.

Alignment:
Lawful Good ----- XXXX (4)
Neutral Good ---- XXXXXXXXXXX (11)
Chaotic Good ---- XXXXXXXXXX (10)
Lawful Neutral -- XXXXXXXXXXXXXX (14)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXXXXXXXXXXXXXX (21)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)

Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXXXXX (11)
Chaos --- XXXXXXXXXX (10)

Good & Evil:
Good ---- (0)
Neutral - XXXXXXXXXX (10)
Evil ---- XXXXXXXXXXXXXXXXX (17)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXX (4)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XXXXXX (6)

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

Modifié par billy the squid, 20 avril 2013 - 08:35 .


#23
Shepenwepet

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You Are A:
Lawful Neutral Elf Wizard (3rd Level)

Ability Scores:
Strength- 9
Dexterity- 10
Constitution- 9
Intelligence- 18
Wisdom- 16
Charisma- 11

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:
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.

#24
legion999

legion999
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Lawful Good Human Wizard (1st Level)



Ability Scores:
Strength- 9
Dexterity- 12
Constitution- 11
Intelligence- 14
Wisdom- 12
Charisma- 12

Alignment:
Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment 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:
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 ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXXX (10)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXXX (6)

Law & Chaos:
Law ----- XXXXXXXXXX (10)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXX (6)

Good & Evil:
Good ---- XXXXXXXXXXXXXXXXXXX (19)
Neutral - XXXXXXXXX (9)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XXXX (4)

class:
Barbarian - (-27)
Bard ------ (-21)
Cleric ---- (0)
Druid ----- (-19)
Fighter --- (-2)
Monk ------ (0)
Paladin --- XX (2)
Ranger ---- (-4)
Rogue ----- (-4)
Sorcerer -- XXXX (4)
Wizard ---- XXXXXXXX (8)

#25
BlueMagitek

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True Neutral Human Cleric (2nd Level)


Ability Scores:
Strength- 11
Dexterity- 15
Constitution- 15
Intelligence- 15
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 when 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:
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 ----- XXXXXXXXXXXXXXXXX (17)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXXXXXX (16)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)
Lawful Evil ----- XXXXXXX (7)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXXX (6)

Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXXXXXX (11)
Chaos --- XXXXXX (6)

Good & Evil:
Good ---- XXXXXXXXXX (10)
Neutral - XXXXXXXXXXX (11)
Evil ---- (0)

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

class:
Barbarian - (-2)
Bard ------ (-2)
Cleric ---- XXXXXX (6)
Druid ----- (-8)
Fighter --- XX (2)
Monk ------ (-21)
Paladin --- (-23)
Ranger ---- (-2)
Rogue ----- XX (2)
Sorcerer -- XXXX (4)
Wizard ---- XX (2)

Modifié par BlueMagitek, 20 avril 2013 - 08:43 .