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Tabletop Gaming, Models, and Minis => Role-Playing & Adventure Gaming => Topic started by: bayonetbrant on August 14, 2013, 08:44:09 AM

Title: Character-ize yourself
Post by: bayonetbrant on August 14, 2013, 08:44:09 AM
What Kind of D&D Character Would You Be? (http://www.easydamus.com/character.html)

Some interesting questions on there.  Longblade will probably see it as an NSA screening tool...

Title: Re: Character-ize yourself
Post by: bayonetbrant on August 14, 2013, 08:45:45 AM
For me?

I thought I'd come out closer to Chaotic Good than Lawful Neutral, but either way.

Lawful Neutral Human Druid/Ranger (3rd/3rd Level)

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

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

Secondary Class:
Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.
Title: Re: Character-ize yourself
Post by: MikeGER on August 14, 2013, 09:17:58 AM
Neutral Good Elf Druid (5th Level) ....what ever that means ;-)

Ability Scores:
Strength- 13
Dexterity- 15
Constitution- 13
Intelligence- 16
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 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: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.
Title: Re: Character-ize yourself
Post by: BanzaiCat on August 14, 2013, 09:32:35 AM
Interesting, but I think of myself more as CG than TN.

Plus, I freakin' hate playing mages.


You Are A:

True Neutral Human Sorcerer (6th Level)

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

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:
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.
Title: Re: Character-ize yourself
Post by: Capn Darwin on August 14, 2013, 10:12:23 AM
Lvl 7 Monk.  Awesome.  8)

I Am A: Lawful/Neutral Good Human Monk (7th Level) - The score for lawful and neutral was damn near even. Beyond that alignments are useless. We threw them out decades ago and did our own game.

Ability Scores:
Strength-14
Dexterity-18
Constitution-16
Intelligence-19
Wisdom-19
Charisma-13

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

Race: Human
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: Monk
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.
Title: Re: Character-ize yourself
Post by: Steelgrave on August 14, 2013, 10:29:53 AM
Interesting, as this is very much like my main character back in the day. I take exception to the middling wisdom though!

Neutral Good Human Ranger (7th Level)



Ability Scores:
Strength- 11
Dexterity- 13
Constitution- 14
Intelligence- 16
Wisdom- 14
Charisma- 17

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

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

Class:
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.
Title: Re: Character-ize yourself
Post by: undercovergeek on August 14, 2013, 11:05:17 AM
oh -

You Are A:

Chaotic Evil Human Sorcerer/Rogue (3rd/2nd Level)


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

Primary 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.

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.
Title: Re: Character-ize yourself
Post by: TheCommandTent on August 14, 2013, 12:25:58 PM
For me.


Lawful Good Gnome Monk/Cleric (2nd/1st Level)


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

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:
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3.5 feet tall and live about 350 to 500 years.

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:
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.
Title: Re: Character-ize yourself
Post by: KyzBP on August 14, 2013, 08:57:47 PM
I think the SAT was shorter.

True Neutral Dwarf Ranger/Sorcerer (4th/3rd Level)


Ability Scores:
Strength- 14
Dexterity- 15
Constitution- 15
Intelligence- 12
Wisdom- 12
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 when it represents apathy, indifference, and a lack of conviction.

Race:
Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4.5 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven men value their beards highly.

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:
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.
Title: Re: Character-ize yourself
Post by: Arctic Blast on August 14, 2013, 09:02:45 PM
Ability Scores:
Strength- 12
Dexterity- 14
Constitution- 14
Intelligence- 14
Wisdom- 13
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.

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.
Title: Re: Character-ize yourself
Post by: DV8 on August 27, 2013, 12:06:33 PM
Chaotic Good Human Ranger/Sorcerer (3rd/2nd Level)

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

Alignment:
Chaotic Good- A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment when it disrupts the order of society and punishes those who do well for themselves.

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

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:
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.
Title: Re: Character-ize yourself
Post by: Centurion40 on August 27, 2013, 02:48:44 PM
Lawful Good Human Cleric (6th Level)



Ability Scores:
Strength- 11
Dexterity- 13
Constitution- 11
Intelligence- 14
Wisdom- 15
Charisma- 15
Title: Re: Character-ize yourself
Post by: mirth on August 29, 2013, 12:33:25 PM
Neutral Good Human Druid/Sorcerer (3rd/3rd Level)


Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 13
Intelligence- 15
Wisdom- 14
Charisma- 13
Title: Re: Character-ize yourself
Post by: MetalDog on November 16, 2013, 08:52:40 AM
You Are A:

True Neutral Human Cleric (5th Level)


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

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 ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Good ---- XXXXXXXXXXXXX (13)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXXXXXXXX (15)
Neutral Evil ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Evil ---- XXXXXXXXXXX (11)

Law & Chaos:
Law ----- XXXXXXXXX (9)
Neutral - XXXXXXXXXXX (11)
Chaos --- XXXXX (5)

Good & Evil:
Good ---- XXXXXXXX (8)
Neutral - XXXXXXXXXX (10)
Evil ---- XXXXXX (6)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXX (8)
Half-Orc - XX (2)

Class:
Barbarian - (0)
Bard ------ (0)
Cleric ---- XXXXXX (6)
Druid ----- (-4)
Fighter --- (-2)
Monk ------ (-17)
Paladin --- (-21)
Ranger ---- (-4)
Rogue ----- (-6)
Sorcerer -- XXXX (4)
Wizard ---- XX (2)
Title: Re: Character-ize yourself
Post by: MetalDog on November 16, 2013, 08:57:22 AM
Looking at the Detailed Results, I was pleased that my responses were less Chaotc Evil than any other alignment.  Although, it would be interesting to see what answers I gave that they consider CE.  I thought it was pretty funny that I was -21 as a Paladin.  I never considered myself goody goody enough to be one, but, I never suspected that Paladinhood was anathema.
Title: Re: Character-ize yourself
Post by: bob48 on November 16, 2013, 09:33:51 AM

Lawful Neutral Human Sorcerer (7th Level)


Ability Scores:
Strength- 11
Dexterity- 10
Constitution- 10
Intelligence- 12
Wisdom- 12
Charisma- 12
Alignment:
Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment 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:
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.
Title: Re: Character-ize yourself
Post by: Staggerwing on November 16, 2013, 09:58:20 AM
You Are A:


Neutral Good Human Druid (6th Level)



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

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.
Title: Re: Character-ize yourself
Post by: Martok on November 16, 2013, 10:25:55 AM
Some unexpected results. 


I'm mildly surprised by the Lawful Good alignment, as I'd have thought I was more Neutral Good (or perhaps even True Neutral).  As far as my ability scores go, I definitely got gypped on my Int score, while my Con score is admittedly probably a bit too high.  Class-wise, I have a hard time imagining my being a Fighter (although the Sorcerer is a reasonably good fit); on the flip side, I'm surprised I apparently scored so low for Bard, and that I didn't score higher for Wizard. 




QuoteYou Are A:

Lawful Good Human Fighter/Sorcerer (3rd/2nd Level)


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

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:
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:
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 ----- XXXXXXXXXXXXXXXXXXXXXX (22)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXX (21)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXXX (6)

Law & Chaos:
Law ----- XXXXXXXXXX (10)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXX (5)

Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXXX (11)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXXXX (12)
Elf ------ XXXX (4)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXX (8 )
Half-Orc - XXXX (4)

Class:
Barbarian - (-23)
Bard ------ (-15)
Cleric ---- (-4)
Druid ----- (-25)
Fighter --- XXXX (4)
Monk ------ (-2)
Paladin --- XX (2)
Ranger ---- (-4)
Rogue ----- (-2)
Sorcerer -- XXXX (4)
Wizard ---- XX (2)

Title: Re: Character-ize yourself
Post by: bayonetbrant on September 22, 2017, 11:30:30 AM
more thread necro!

I re-ran this b/c I was curious how it might change over time {and b/c I'm on a boring daily conf call}

Quote
Lawful Good Human Paladin/Bard {3rd/3rd Level}

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

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:
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.

Secondary 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.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXX {23}
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX {22}
Chaotic Good ---- XXXXXXXXXXXXXXXX {16}
Lawful Neutral -- XXXXXXXXXXXXXXXXXXX {19}
True Neutral ---- XXXXXXXXXXXXXXXXXX {18}
Chaotic Neutral - XXXXXXXXXXXX {12}
Lawful Evil ----- XXXXXXXXX {9}
Neutral Evil ---- XXXXXXXX {8}
Chaotic Evil ---- XX {2}

Law & Chaos:
Law ----- XXXXXXXXX {9}
Neutral - XXXXXXXX {8}
Chaos --- XX {2}

Good & Evil:
Good ---- XXXXXXXXXXXXXX {14}
Neutral - XXXXXXXXXX {10}
Evil ---- {0}

Race:
Human ---- XXXXXXXXXXXXXX {14}
Dwarf ---- XXXXXXXXXXXX {12}
Elf ------ XXXXXXXX {8}
Gnome ---- XXXXXX {6}
Halfling - XXXXXXXX {8}
Half-Elf - XXXXXXXXXX {10}
Half-Orc - XX {2}

Class:
Barbarian - XXXXXXXX {8}
Bard ------ XXXXXXXXXXXXXX {14}
Cleric ---- XXXXXXXX {8}
Druid ----- XXXXXXXXXXXX {12}
Fighter --- XXXXXXXXXX {10}
Monk ------ XXXX {4}
Paladin --- XXXXXXXXXXXXXX {14}
Ranger ---- XXXXXXXXXXXX {12}
Rogue ----- XXXXXXXXXX {10}
Sorcerer -- XXXXXXXXXX {10}
Wizard ---- XXXXXXXX {8}
Title: Re: Character-ize yourself
Post by: mirth on September 22, 2017, 12:01:51 PM
Still neutral good:


Neutral Good Human Fighter/Paladin (4th/3rd Level)


Ability Scores:
Strength- 12
Dexterity- 15
Constitution- 12
Intelligence- 15
Wisdom- 14
Charisma- 15
Title: Re: Character-ize yourself
Post by: Steelgrave on September 22, 2017, 12:06:54 PM
Interesting. I did the same and mine changed somewhat as well, but not greatly. My original was a Neutral Good Human Ranger, but since I usually play a ranger-type character in any RPG I may have biased the results when taking it the first time. On the retake, I lost points in Str and Con which honestly reflect some health issues since taking the original, however my big takeaway was going from Neutral Good to True Neutral. I think I've become more jaded about institutions and religions over the years and I suspect that influenced the ratings. Again, in RPG's dating back to my twenties I've always played in the Neutral-Neutral Good sphere so I suspect that's pretty accurate. And LOL at being a Bard....I've never cared for the class but in RL I have somewhat of a reputation as a storyteller  8)  Here are my updated results:

True Neutral Human Bard/Sorcerer (4th/3rd Level)

Ability Scores:
Strength- 9
Dexterity- 14
Constitution- 11
Intelligence- 16
Wisdom- 16
Charisma- 16

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.

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.
Title: Re: Character-ize yourself
Post by: Silent Disapproval Robot on September 22, 2017, 12:20:47 PM
You Are A:


Chaotic Neutral Human Wizard (7th Level)



Ability Scores:
Strength- 14
Dexterity- 11
Constitution- 14
Intelligence- 16
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 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:
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.

Title: Re: Character-ize yourself
Post by: JasonPratt on September 22, 2017, 12:28:10 PM
Please note that this thread of Brant's (http://grogheads.com/forums/index.php?topic=3559.0) may be of some topical relevance and aid, in applying results accrued here.  O0