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What Fantasy Profession are you?

Discussion in 'Game House' started by MAD, Sep 23, 2008.

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  1. MAD

    MAD "PM Jason For Custom Title"

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    http://easydamus.com/character.html

    This is a fun little quiz, lol
    Here is what I recived:
    (I am ALWAYS the Spellchucker it seems =P)
    Beforewarned, the quiz is longish, but the results are worth it =)


    <b>I Am A:</b> Chaotic Good Human lv34 Wizard/Eldritch Knight/Archmage (20th/10th/4th)
    <br><br><u>Ability Scores:</u><br>
    <b>Strength-</b>14<br>
    <b>Dexterity-</b>14<br>
    <b>Constitution-</b>14<br>
    <b>Intelligence-</b>24<br>
    <b>Wisdom-</b>18<br>
    <b>Charisma-</b>18
    <br><br><u>Alignment:</u><br><b>Lawful Good</b> A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment because it restricts freedom and criminalizes self-interest.<br>
    <br><u>Race:</u><br><b>Humans</b> are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
    <br><br><u>Class:</u><br><b>Wizards</b> are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
    <br><br>Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?</a>, courtesy of Easydamus <a href='mailto:zybstrski@excite.com'>(e-mail)</a><br><br>
     
  2. LilHermieOnes

    LilHermieOnes "Third Molt, A Success"

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    That was long! :hermez:

    Ability Scores:
    Strength- 13
    Dexterity- 12
    Constitution- 15
    Intelligence- 17
    Wisdom- 16
    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 because 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.

    :sunny:
     
  3. tori_n_mom

    tori_n_mom "Never Molted"

    Joined:
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    Location:
    Missouri
    I didn't think that was ever gonna end.

    You Are A:


    Neutral Good Human Ranger (4th Level)


    Ability Scores:
    Strength- 11
    Dexterity- 11
    Constitution- 12
    Intelligence- 16
    Wisdom- 14
    Charisma- 14

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

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

    Class:
    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.
     
  4. hermiefun

    hermiefun "Preparing For Fourth Molt"

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    Location:
    Watertown SD
    Lawful Good Human Ranger (4th Level)


    Ability Scores:
    Strength- 12
    Dexterity- 12
    Constitution- 10
    Intelligence- 11
    Wisdom- 17
    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 because it restricts freedom and criminalizes self-interest.

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

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

    HERMEZ Moderator

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    OMG how many days does it take to take this test??????
     
  6. HERMEZ

    HERMEZ Moderator

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    SO Mad is this a good thing or what? :dontknow:


    Neutral Good Human Cleric (6th Level)


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

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

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

    Class:
    Clerics- Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric's Wisdom score should be high, since this determines the maximum spell level that he can cast.
     
  7. momof2hermi_bashfull

    momof2hermi_bashfull "First Molt In Progress"

    Joined:
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    Location:
    Michigan
    You Are A:


    True Neutral Human Ranger (5th Level)


    Ability Scores:
    Strength- 10
    Dexterity- 10
    Constitution- 11
    Intelligence- 15
    Wisdom- 14
    Charisma- 12

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

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

    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.


    --------------------------------------------------------------------------------

    Web page and journal code: Copy and paste the following:


    <b>I Am A:</b> True Neutral Human Ranger (5th Level)
    <br><br><u>Ability Scores:</u><br>
    <b>Strength-</b>10<br>
    <b>Dexterity-</b>10<br>
    <b>Constitution-</b>11<br>
    <b>Intelligence-</b>15<br>
    <b>Wisdom-</b>14<br>
    <b>Charisma-</b>12
    <br><br><u>Alignment:</u><br><b>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 because it represents apathy, indifference, and a lack of conviction.<br>
    <br><u>Race:</u><br><b>Humans</b> are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
    <br><br><u>Class:</u><br><b>Rangers</b> 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.
    <br><br>Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?</a>, courtesy of Easydamus <a href='mailto:zybstrski@excite.com'>(e-mail)</a><br><br>



    --------------------------------------------------------------------------------


    Detailed Results:

    Alignment:
    Lawful Good ----- XXXXXXXXXXXXXXXXXXXXX (21)
    Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
    Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
    Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXX (21)
    True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
    Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
    Lawful Evil ----- XXXXXXXXXX (10)
    Neutral Evil ---- XXXXXXXXXX (10)
    Chaotic Evil ---- XXXXXXXX (8)

    Law & Chaos:
    Law ----- XXXXXXXXX (9)
    Neutral - XXXXXXXXX (9)
    Chaos --- XXXXXXX (7)

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

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

    Class:
    Barbarian - (-8)
    Bard ------ (-2)
    Cleric ---- (0)
    Druid ----- XXXXXX (6)
    Fighter --- (0)
    Monk ------ (-23)
    Paladin --- (-17)
    Ranger ---- XXXXXXXX (8)
    Rogue ----- (-8)
    Sorcerer -- (0)
    Wizard ---- XX (2)
     
  8. MAD

    MAD "PM Jason For Custom Title"

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    yes dear, this is a good thing, you can heal Jugger and I after we get torn up fighting some big bad monster
     
  9. HERMEZ

    HERMEZ Moderator

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    oh goodie I might have fun with this after all..... :laughing7:
     
  10. ema

    ema "Third Molt In Progress"

    Joined:
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    Neutral Good Human Ranger (3rd Level)


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

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

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

    Class:
    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.
     
  11. chermo

    chermo "Second Molt In Progress"

    Joined:
    Aug 6, 2008
    Messages:
    490
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    0
    Location:
    IL
    You Are A:


    True Neutral Human Barbarian/Sorcerer (2nd/1st Level)


    Ability Scores:
    Strength- 8
    Dexterity- 10
    Constitution- 12
    Intelligence- 12
    Wisdom- 15
    Charisma- 11

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

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

    Primary Class:
    Barbarians- Barbarians are brave, even reckless, and their warrior skills make them well suited to adventure. Instead of training and discipline, barbarians have a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger has also given barbarians a sort of 'sixth sense,' the preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.

    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.


    --------------------------------------------------------------------------------

    Web page and journal code: Copy and paste the following:


    <b>I Am A:</b> True Neutral Human Barbarian/Sorcerer (2nd/1st Level)
    <br><br><u>Ability Scores:</u><br>
    <b>Strength-</b>8<br>
    <b>Dexterity-</b>10<br>
    <b>Constitution-</b>12<br>
    <b>Intelligence-</b>12<br>
    <b>Wisdom-</b>15<br>
    <b>Charisma-</b>11
    <br><br><u>Alignment:</u><br><b>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 because it represents apathy, indifference, and a lack of conviction.<br>
    <br><u>Race:</u><br><b>Humans</b> are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
    <br><br><u>Primary Class:</u><br><b>Barbarians</b> are brave, even reckless, and their warrior skills make them well suited to adventure. Instead of training and discipline, barbarians have a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger has also given barbarians a sort of 'sixth sense,' the preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.
    <br><br><u>Secondary Class:</u><br><b>Sorcerers</b> 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.
    <br><br>Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?</a>, courtesy of Easydamus <a href='mailto:zybstrski@excite.com'>(e-mail)</a><br><br>



    --------------------------------------------------------------------------------


    Detailed Results:

    Alignment:
    Lawful Good ----- XXXXXXXXXXXXXXX (15)
    Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
    Chaotic Good ---- XXXXXXXXXXXXX (13)
    Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)
    True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
    Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)
    Lawful Evil ----- XXXXXXXXXX (10)
    Neutral Evil ---- XXXXXXXXXXXXXXX (15)
    Chaotic Evil ---- XXXXXXXX (8)

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

    Good & Evil:
    Good ---- XXXXXXXX (8)
    Neutral - XXXXXXXXXXXX (12)
    Evil ---- XXX (3)

    Race:
    Human ---- XXXXXXXXXXXXXX (14)
    Dwarf ---- XXXXXXXXXX (10)
    Elf ------ XXXXXX (6)
    Gnome ---- XXXXXXXXXXXX (12)
    Halfling - XXXXXXXX (8)
    Half-Elf - XXXXXXX (7)
    Half-Orc - XXXX (4)

    Class:
    Barbarian - XXXX (4)
    Bard ------ XX (2)
    Cleric ---- (-6)
    Druid ----- (0)
    Fighter --- (-4)
    Monk ------ (-25)
    Paladin --- (-19)
    Ranger ---- XXXX (4)
    Rogue ----- (-4)
    Sorcerer -- XXXX (4)
    Wizard ---- XX (2)
     
  12. Bloodberry

    Bloodberry (Medium Crab)

    Joined:
    Jan 5, 2006
    Messages:
    699
    Likes Received:
    0
    True Neutral Human Bard (3rd Level)



    Ability Scores:
    Strength- 10
    Dexterity- 11
    Constitution- 12
    Intelligence- 11
    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 because it represents apathy, indifference, and a lack of conviction.

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

    Class:
    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.
     
  13. Nate

    Nate "First Molt, A Success"

    Joined:
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    Messages:
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    <b>I Am A:</b> True Neutral Half-OrcRanger/Sorcerer (2nd/2nd Level)
    <br><br><u>Ability Scores:</u><br>
    <b>Strength-</b>16<br>
    <b>Dexterity-</b>16<br>
    <b>Constitution-</b>16<br>
    <b>Intelligence-</b>16<br>
    <b>Wisdom-</b>16<br>
    <b>Charisma-</b>12
    <br><br><u>Alignment:</u><br><b>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 because it represents apathy, indifference, and a lack of conviction.<br>
    <br><u>Race:</u><br><b>Half-Orcs</b> are the short-tempered and sullen result of human and orc pairings. They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They regard scars as tokens of pride and things of beauty. They rarely reach 75 years of age.
    <br><br><u>Primary Class:</u><br><b>Rangers</b> 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.
    <br><br><u>Secondary Class:</u><br><b>Sorcerers</b> 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.
    <br><br>Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?</a>, courtesy of Easydamus <a href='mailto:zybstrski@excite.com'>(e-mail)</a><br><br>



    Ya know I would hate to have some of the stats I have seen here for my charichters. There just BAD :crabaddict:
     
  14. Sarah The Hermit Crab

    Sarah The Hermit Crab "First Molt In Progress"

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    I'm a Nuetral-Good Druid. 5th lvl Wild Shape Rocks!
    I don't want to get my cp right now cuz I just got back from church and I am tired!
    I play 3.5 edition, My brother is the DM. He wants to upgrade to 4.0 but I don't cuz they dont have Druids yet!




    Edit : I play a Half -elf
     
  15. sirenequidanse

    sirenequidanse (Micro Crab)

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    Location:
    tn
    neutral druid 5th level
     
  16. wadester

    wadester "First Molt In Progress"

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    I have personally given up on the D&D game. However i do play a newer RPG game. I am sure most have heard of it. World of Warcraft. I am in a guild and have a top level (80) human priest that is a healer. We have about completed all the game content up to the newest Xpac that is out. I do however credit D&D for the intrest in RPG games. And when i played RPG (roll playing games) for the first time we really used dice and many different types. From 4 sided to 20 sided dice. I had them all.
     
  17. clonehappy

    clonehappy "First Molt, A Success"

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    < WoW player too hehe. I have a horde 80 druid but I stopped raiding cause I got tired of the strict scheduling. Especially after I got married. So now I just goof off and fill up our bank tabs with goodies :) What server are you on - I'm on Draenor ... both alliance and horde.
     
  18. wadester

    wadester "First Molt In Progress"

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    I have a lvl 80 human priest on Norgannon. We raid 5 nights a week, but only 3 mandatory to keep guild ranking.We have 4 bosses left to kill in Ulduar (25man) until all game content has died. I also have a human mage lvl 80 that i tinker with when i am not raiding. It has become my farming toon more than anything. A ton of other toons that will never get far. :hahahaha:
     
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