Wednesday, November 23, 2011

What Character Are You?

Over at http://www.easydamus.com/character.html there is a questionnaire that asks a series of questions on your likes, dislikes and possible reactions to specific situations. From this it spits out what type of D&D character you would be. For fun, I used a fusion of my Realms experiences/outlook and real-world activities to answer the questions. Give it a try and let us know what you are.

In case you are wondering, the following was my final result...



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



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

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:
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.

7 comments:

  1. True Neutral Human Fighter (8th Level)
    10/16/8/17/17/18
    I don't really know what to make of that.

    ReplyDelete
  2. James (that old guy)November 23, 2011 at 3:41 PM

    Ng Wiz/Sorc 3/3, 10-14 all stats. Um, no

    ReplyDelete
  3. Neutral Good Dwarf Fighter/Bard (2nd/1st Level)

    Ability Scores:
    Strength- 15
    Dexterity- 14
    Constitution- 19
    Intelligence- 11
    Wisdom- 14
    Charisma- 18

    ReplyDelete
  4. Neutral Good Human Ranger (4th Level)

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

    ReplyDelete
    Replies
    1. Huh I got
      Neutral Evil Human Ranger (5th Level)
      Ability Scores:
      Strength- 18
      Dexterity- 15
      Constitution- 17
      Intelligence- 15
      Wisdom- 16
      Charisma- 18

      Delete
  5. Intriguing. Here's Iawen's:

    You Are A:

    Lawful Good Human Monk/Cleric (2nd/2nd Level)


    Ability Scores:
    Strength- 12
    Dexterity- 12
    Constitution- 9
    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 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:
    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.

    ReplyDelete
  6. Neutral Evil Human Ranger (5th Level)

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

    ReplyDelete