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D&D character

 
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whiteholes
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Joined: 02 Feb 2006
Posts: 1301
Location: in a virtual world

PostPosted: Thu Dec 25, 2008 2:14 pm    Post subject: D&D character Reply with quote
http://easydamus.com/character.html

Which D&D character are you?

You Are A:

Lawful Neutral Elf Monk/Ranger (1st/1st Level)


Ability Scores:
Strength- 13
Dexterity- 15
Constitution- 14
Intelligence- 17
Wisdom- 17
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 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:
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 ----- XXXXXXXXXXXXXXXXXXXXXXX (23)
Neutral Good ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXX (23)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXXXXX (12)
Neutral Evil ---- XXXXXXXX (Cool
Chaotic Evil ---- XXXXXXXXX (9)

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

Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXXXX (12)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXXXXXX (14)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXXX (12)
Half-Orc - (0)

Class:
Barbarian - (-25)
Bard ------ (-21)
Cleric ---- (-4)
Druid ----- (0)
Fighter --- (0)
Monk ------ XXXXXX (6)
Paladin --- (-21)
Ranger ---- XXXXXX (6)
Rogue ----- (-6)
Sorcerer -- (0)
Wizard ---- XX (2)
_________________
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blackhole479
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Joined: 02 Feb 2006
Posts: 2038
Location: In a world filled with chaos.

PostPosted: Fri Dec 26, 2008 7:06 am    Post subject: Reply with quote
You Are A:

Lawful Good Human Wizard/Sorcerer (1st/1st Level)


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

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

Race:
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.

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXX (23)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXX (13)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXX (3)

Law & Chaos:
Law ----- XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXX (10)
Chaos --- XXX (3)

Good & Evil:
Good ---- XXXXXXXXXXXXXXXX (16)
Neutral - XXXXXXXXXX (10)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXXXX (13)
Half-Orc - (0)

Class:
Barbarian - (-27)
Bard ------ (-19)
Cleric ---- (-2)
Druid ----- (-23)
Fighter --- XX (2)
Monk ------ (-2)
Paladin --- (-Cool
Ranger ---- XX (2)
Rogue ----- (-2)
Sorcerer -- XXXXXXXX (Cool
Wizard ---- XXXXXXXX (Cool
_________________
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