You have received a new honour! Congratulations! On this day, you have shown your willingness to ensure a bug-free Lusternia for everyone to enjoy. The face of Iosai the Anomaly unfolds before you, and within you grows the knowledge that you have earned the elusive and rare honour of membership in Her Order. Curio Exchange - A website to help with the trading of curio pieces in Lusternia.
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: Half-Orcs 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.
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.
I occasionally like to pretend that I'm replanting all of these herbs to attract bees, and might one day form an alliance with the bees and take over the Basin. Then we could have a wonderful tea party with plenty of honey and the best tea blends.
When I did it for Kurut, I went with what she would actually do, not what she lets everyone else see. Maybe my character would be better off in Magnagora. x_x
I occasionally like to pretend that I'm replanting all of these herbs to attract bees, and might one day form an alliance with the bees and take over the Basin. Then we could have a wonderful tea party with plenty of honey and the best tea blends.
Alignment: Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.
Race: Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class: 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.
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.
Alignment: Neutral Good- A neutral good character does the best that a good person can do. He is devoted to helping others. He works with kings and magistrates but does not feel beholden to them. Neutral good is the best alignment you can be because it means doing what is good without bias for or against order. However, neutral good can be a dangerous alignment when it advances mediocrity by limiting the actions of the truly capable.
Race: Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Primary Class: Fighters- Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.
Secondary Class: 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> Neutral Good Human Fighter/Ranger (5th/5th Level) <br><br><u>Ability Scores:</u><br> <b>Strength-</b>18<br> <b>Dexterity-</b>12<br> <b>Constitution-</b>17<br> <b>Intelligence-</b>14<br> <b>Wisdom-</b>18<br> <b>Charisma-</b>14 <br><br><u>Alignment:</u><br><b>Neutral Good</b> 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.<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>Fighters</b> 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. <br><br><u>Secondary 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>
I Am A:Neutral Evil Human (4th Level) Ability Scores: Strength-12 Dexterity-14 Constitution-12 Intelligence-15 Wisdom-13 Charisma-13 Alignment: Neutral
Evil - A neutral evil villain does whatever he can get away
with. He is out for himself, pure and simple. He sheds no tears for
those he kills, whether for profit, sport, or convenience. He has no
love of order and holds no illusion that following laws, traditions, or
codes would make him any better or more noble. On the other hand, he
doesn't have the restless nature or love of conflict that a chaotic evil
villain has. Some neutral evil villains hold up evil as an ideal,
committing evil for its own sake. Most often, such villains are devoted
to evil deities or secret societies. Neutral evil is the best alignment
you can be because you can advance yourself without regard for others.
However, neutral evil can be a dangerous alignment because it represents
pure evil without honor and without variation. Race: Humans
are the most adaptable of the common races. Short generations and a
penchant for migration and conquest have made them physically diverse as
well. Humans are often unorthodox in their dress, sporting unusual
hairstyles, fanciful clothes, tattoos, and the like. Class: 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.
The drone, the whistle, the thundrous sound; It seared their eyes, it shook the ground. One hundred thousand voices lift, While ashes like dirty snowfall drift.
The clouds of purple glowing gas, The tiny sun is rising fast. Your star... Is on the rise.
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.
This doesn't surprise me, honestly. I got 0 points on evil, even!
Alignment -- As a Zumwalt, only the most unexpected acts of inane asininity will suffice. Receives double XP for teh lulz, but loses 12 levels if ever an action falls flat.
Race - A particularly royal breed of turd-monger, the Zumwalt have
always excelled in ``let's YOU and HIM fight!'', making sure no one else
can stir the coals (-15 penalty to 2d12 < 4), thus ensuring all
action proceeds at their own tempo. Originally descended from humans,
the proud and noble Zumwalt have invisibly spread throughout all
governments of the land completely undetected, and excel at independent
operations.
Class -- Specializing in Rules Layering, may make 2 attempts at ``making stuff up'' ever 3 rounds, with a special ``oh yeah?'' once per week. As per rules of ``Oh yeah?'', the Zumwalt character may take his toys and go home when no one is looking, if he successfully torpedoes the game (d20<7) or saves vs embarrassment with -5 penalty. In either event, may still slink out when other players are in the necessary room so long as no one notices.
Special Notes -- +59 @ 27d100 for all saving throws due to arcane article printed in Dragon Magazine (May, 1985) which can never be found in reprint or original. You must take the Zumwalt's word for it.
So, is my character allowed to taunt your character's lack of swimming skills before my character's USGC E8 saves him/her/it, or must I wait until after? Or is a USGC E8 not a valid class in your campaign?
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.
Alignment: Lawful Evil- A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains. Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master. Lawful evil is sometimes called diabolical, because devils are the epitome of lawful evil. Lawful evil is the best alignment you can be because it combines honor and dedicated self-interest. However, lawful evil can be a dangerous alignment because it represents methodical, intentional, and frequently successful evil.
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.
Clooooose enough?
A far away voice whispers, the sound barely reaching your ears, yet the words remain perfectly clear, "Then so be it."
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: Half-Orcs 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.
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: 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:
Perhaps being a Nihilist requires more intelligence, but Zhulfor would never admit that. Or that becoming a Lucidian didn't help his intelligence either, despite him hoping so.
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.
Oh, I love a good self-indulgent quiz. This is what I got for Phoebus. Sounds pretty accurate. I always did want to make Phoebus a monk, but now it's been soooo long that if Hallimonks ever do come out, it would be weird to be anything but an Aeromancer...
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.
Alignment: Lawful Good A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.
Race: Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class: 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-
A lawful good character acts as a good person is expected or required
to act. He combines a commitment to oppose evil with the discipline to
fight relentlessly. He tells the truth, keeps his word, helps those in
need, and speaks out against injustice. A lawful good character hates to
see the guilty go unpunished. Lawful good is the best alignment you
can be because it combines honor and compassion. However, lawful good
can be a dangerous alignment when it restricts freedom and criminalizes
self-interest.
Race: Humans are the most
adaptable of the common races. Short generations and a penchant for
migration and conquest have made them physically diverse as well. Humans
are often unorthodox in their dress, sporting unusual hairstyles,
fanciful clothes, tattoos, and the like.
Class: 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.
Join us, @Phoebus, joooooin usssss. I swear I'm going to do something with this monk clan eventually! No obligation to be an actual monk, but you can maybe help shape the ethos of the guild. Maybe it'll casually come up at our tea party. 8->
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: 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: 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 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 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: 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: 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: 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: 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.
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: 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: 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.
"Oh yeah, you're a naughty mayor, aren't you? Misfile that Form MA631-D. Comptroller Shevat's got a nice gemstone disc for you, but yer gonna have to beg for it."
Comments
Lawful Good Half-Orc Cleric (9th Level)
True Neutral Human Sorcerer (4th Level)
Ability Scores:
Strength- 16Dexterity- 15
Constitution- 15
Intelligence- 13
Wisdom- 18
Charisma- 15
Neutral Good Human Druid/Ranger (3rd/3rd Level)
Ability Scores:
Strength- 17
Dexterity- 18
Constitution- 17
Intelligence- 14
Wisdom- 17
Charisma- 13
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXX (21)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXX (12)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXX (10)
Lawful Evil ----- XXXXXXXXXXXXXXXX (16)
Neutral Evil ---- XXXXXXXXXXXXXXXX (16)
Chaotic Evil ---- XXXXXXX (7)
Law & Chaos:
Law ----- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXX (11)
Chaos --- XX (2)
Good & Evil:
Good ---- XXXXXXXXXX (10)
Neutral - XXXXXXXX (8)
Evil ---- XXXXX (5)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XX (2)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXX (6)
Half-Orc - XXXX (4)
Class:
Barbarian - (-4)
Bard ------ (-6)
Cleric ---- (0)
Druid ----- XXXXXX (6)
Fighter --- (0)
Monk ------ (-17)
Paladin --- (-21)
Ranger ---- XXXXXX (6)
Rogue ----- (-4)
Sorcerer -- XX (2)
Wizard ---- (-4)
You have received a new honour! Congratulations! On this day, you have shown your willingness to ensure a bug-free Lusternia for everyone to enjoy. The face of Iosai the Anomaly unfolds before you, and within you grows the knowledge that you have earned the elusive and rare honour of membership in Her Order.
Curio Exchange - A website to help with the trading of curio pieces in Lusternia.
You Are A:
Chaotic Evil Half-Orc Sorcerer (4th Level)
Ability Scores:
Strength- 20
Dexterity- 13
Constitution- 20
Intelligence- 20
Wisdom- 17
Charisma- 16
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:
Half-Orcs 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.
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.
You Are A:
Lawful Good Human Druid (3rd Level)
Ability Scores:
Strength- 13
Dexterity- 17
Constitution- 12
Intelligence- 18
Wisdom- 19
Charisma- 18
Alignment:
Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
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.
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (33)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXXXXXXXXXXX (18)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXX (3)
Law & Chaos:
Law ----- XXXXXXXXXXXXXXXXX (17)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XX (2)
Good & Evil:
Good ---- XXXXXXXXXXXXXXXX (16)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXXX (12)
Half-Orc - XXXX (4)
Class:
Barbarian - XXXXXXXXXX (10)
Bard ------ XXXXXXXX (8)
Cleric ---- XXXXXXXXXX (10)
Druid ----- XXXXXXXXXXXXXXXXXX (18)
Fighter --- XXXXXXXX (8)
Monk ------ XXXXXXXXXXXX (12)
Paladin --- XXXXXXXXXXXXXX (14)
Ranger ---- XXXXXXXXXXXXXX (14)
Rogue ----- (0)
Sorcerer -- XXXXXXXX (8)
Wizard ---- XXXXXXXX (8)
You Are A:
Neutral Good Human Druid (1st Level)
Ability Scores:
Strength- 10
Dexterity- 13
Constitution- 12
Intelligence- 15
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.
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Lawful Neutral -- XXXXXXXXXXXXXXX (15)
True Neutral ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXXXXXXXXXXXX (13)
Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXXXX (9)
Good & Evil:
Good ---- XXXXXXXXXXXXXXXXX (17)
Neutral - XXXXXXXX (8)
Evil ---- XXXX (4)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XXXXXXXX (8)
Class:
Barbarian - XXXXXXXXXXXX (12)
Bard ------ XXXXXXXXXXXX (12)
Cleric ---- XXXXXXXXXXXX (12)
Druid ----- XXXXXXXXXXXXXX (14)
Fighter --- XX (2)
Monk ------ XXXXXXXXXX (10)
Paladin --- XXXXXXXXXX (10)
Ranger ---- XXXXXXXXXXXX (12)
Rogue ----- XXXX (4)
Sorcerer -- XXXXXXXXXX (10)
Wizard ---- XXXXXXXXXX (10)
You Are A:
Neutral Good Human Fighter/Ranger (5th/5th Level)
Ability Scores:
Strength- 18
Dexterity- 12
Constitution- 17
Intelligence- 14
Wisdom- 18
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 when it advances mediocrity by limiting the actions of the truly capable.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Primary Class:
Fighters- Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.
Secondary Class:
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:
<br><br><u>Ability Scores:</u><br>
<b>Strength-</b>18<br>
<b>Dexterity-</b>12<br>
<b>Constitution-</b>17<br>
<b>Intelligence-</b>14<br>
<b>Wisdom-</b>18<br>
<b>Charisma-</b>14
<br><br><u>Alignment:</u><br><b>Neutral Good</b> 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.<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>Fighters</b> 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.
<br><br><u>Secondary 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>
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Good ---- XXXXXXXXXXXX (12)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXX (20)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXX (5)
Lawful Evil ----- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Evil ---- XXXXXXXXXX (10)
Law & Chaos:
Law ----- XXXXXXXXXXXXXXX (15)
Neutral - XXXXXXXXXXXXXXXX (16)
Chaos --- (0)
Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXX (5)
Evil ---- XXXXXXXXXX (10)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXX (4)
Gnome ---- XXXXXX (6)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXXXXXX (8)
Class:
Barbarian - XXXXXX (6)
Bard ------ XXXXXXXX (8)
Cleric ---- XXXXXXXXXXXX (12)
Druid ----- XXXXXXXXXXXXXX (14)
Fighter --- XXXXXXXXXXXXXXXX (16)
Monk ------ XXXXXXXXXXXXXXXX (16)
Paladin --- XXXXXX (6)
Ranger ---- XXXXXXXXXXXXXXXX (16)
Rogue ----- XXXX (4)
Sorcerer -- XXXXXXXXXXXX (12)
Wizard ---- (0)
I'm also not allowed to play bards in D&D anymore.
Ability Scores:
Strength-12
Dexterity-14
Constitution-12
Intelligence-15
Wisdom-13
Charisma-13
Alignment: Neutral Evil - A neutral evil villain does whatever he can get away with. He is out for himself, pure and simple. He sheds no tears for those he kills, whether for profit, sport, or convenience. He has no love of order and holds no illusion that following laws, traditions, or codes would make him any better or more noble. On the other hand, he doesn't have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil is the best alignment you can be because you can advance yourself without regard for others. However, neutral evil can be a dangerous alignment because it represents pure evil without honor and without variation.
Race: Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class: 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.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXX (7)
Neutral Good ---- XXXXXXXXXXXXXXXX (16)
Chaotic Good ---- XXXXXXXXXXXX (12)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Evil ----- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (33)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
Law & Chaos:
Law ----- XXXXX (5)
Neutral - XXXXXXXXXXXXXX (14)
Chaos --- XXXXXXXXXX (10)
Good & Evil:
Good ---- XX (2)
Neutral - XXXXXXXXXXX (11)
Evil ---- XXXXXXXXXXXXXXXXXXX (19)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXX (8)
Halfling - XXXX (4)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXXXXXXXX (10)
Class:
Barbarian - XXXXXXXXXX (10)
Bard ------ XXXXXXXX (8)
Cleric ---- XXXXXXXXXXXXXX (14)
Druid ----- XXXXXXXX (8)
Fighter --- XXXXXX (6)
Monk ------ XXXXXXXXXXXXXXXX (16)
Paladin --- XXXX (4)
Ranger ---- XXXXXXXXXXXX (12)
Rogue ----- XXXXXXXX (8)
Sorcerer -- XXXXXXXXXXXX (12)
Wizard ---- XXXXXXXXXXXX (12)
It seared their eyes, it shook the ground.
One hundred thousand voices lift,
While ashes like dirty snowfall drift.
The clouds of purple glowing gas,
The tiny sun is rising fast.
Your star...
Is on the rise.
Neutral Good Human Ranger (2nd Level)
Ability Scores:
Strength- 13
Dexterity- 15
Constitution- 17
Intelligence- 14
Wisdom- 16
Charisma- 13
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.
Alignment --
As a Zumwalt, only the most unexpected acts of inane asininity will suffice. Receives double XP for teh lulz, but loses 12 levels if ever an action falls flat.
Race -
A particularly royal breed of turd-monger, the Zumwalt have always excelled in ``let's YOU and HIM fight!'', making sure no one else can stir the coals (-15 penalty to 2d12 < 4), thus ensuring all action proceeds at their own tempo. Originally descended from humans, the proud and noble Zumwalt have invisibly spread throughout all governments of the land completely undetected, and excel at independent operations.
Class --
Specializing in Rules Layering, may make 2 attempts at ``making stuff up'' ever 3 rounds, with a special ``oh yeah?'' once per week. As per rules of ``Oh yeah?'', the Zumwalt character may take his toys and go home when no one is looking, if he successfully torpedoes the game (d20<7) or saves vs embarrassment with -5 penalty. In either event, may still slink out when other players are in the necessary room so long as no one notices.
Special Notes --
+59 @ 27d100 for all saving throws due to arcane article printed in Dragon Magazine (May, 1985) which can never be found in reprint or original. You must take the Zumwalt's word for it.
So, is my character allowed to taunt your character's lack of swimming skills before my character's USGC E8 saves him/her/it, or must I wait until after?
Or is a USGC E8 not a valid class in your campaign?
You Are A:
Chaotic Good Human Monk/Wizard (2nd/2nd Level)
Ability Scores:
Strength- 16
Dexterity- 15
Constitution- 13
Intelligence- 16
Wisdom- 14
Charisma- 18
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.
Alignment:
Lawful Good ----- XXXXXXXXXXXXXX (14)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
Lawful Neutral -- XXX (3)
True Neutral ---- XXXXXXXXXXXXX (13)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Law & Chaos:
Law ----- (0)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXXXXXXXXXXXX (16)
Good & Evil:
Good ---- XXXXXXXXXXXXXX (14)
Neutral - XXX (3)
Evil ---- XXXXXXXX (8)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXX (4)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXXXXXXX (14)
Half-Orc - XXXXXX (6)
Class:
Barbarian - XXXX (4)
Bard ------ XXXXXXXXXXXX (12)
Cleric ---- XXXXXX (6)
Druid ----- XXXXXXXX (8)
Fighter --- XXXXXXXXXX (10)
Monk ------ XXXXXXXXXXXXXX (14)
Paladin --- XXXXXXXX (8)
Ranger ---- XXXXXXXXXXXX (12)
Rogue ----- XXXXXXXXXXXX (12)
Sorcerer -- XXXXXXXXXX (10)
Wizard ---- XXXXXXXXXXXXXX (14)
Neutral Good Human Ranger (4th Level)
Ability Scores:
Strength- 12
Dexterity- 13
Constitution- 13
Intelligence- 15
Wisdom- 10
Charisma- 13
You Are A:
Lawful Evil Elf Druid (3rd Level)
Ability Scores:
Strength- 12
Dexterity- 13
Constitution- 14
Intelligence- 20
Wisdom- 16
Charisma- 11
Alignment:
Lawful Evil-
A lawful evil villain methodically takes what he wants within the
limits of his code of conduct without regard for whom it hurts. He cares
about tradition, loyalty, and order but not about freedom, dignity, or
life. He plays by the rules but without mercy or compassion. He is
comfortable in a hierarchy and would like to rule, but is willing to
serve. He condemns others not according to their actions but according
to race, religion, homeland, or social rank. He is loath to break laws
or promises. This reluctance comes partly from his nature and partly
because he depends on order to protect himself from those who oppose him
on moral grounds. Some lawful evil villains have particular taboos,
such as not killing in cold blood (but having underlings do it) or not
letting children come to harm (if it can be helped). They imagine that
these compunctions put them above unprincipled villains. Some lawful
evil people and creatures commit themselves to evil with a zeal like
that of a crusader committed to good. Beyond being willing to hurt
others for their own ends, they take pleasure in spreading evil as an
end unto itself. They may also see doing evil as part of a duty to an
evil deity or master. Lawful evil is sometimes called diabolical,
because devils are the epitome of lawful evil. Lawful evil is the best
alignment you can be because it combines honor and dedicated
self-interest. However, lawful evil can be a dangerous alignment because
it represents methodical, intentional, and frequently successful evil.
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.
Clooooose enough?
You Are A:
True Neutral Half-Orc Paladin/Cleric (2nd/2nd Level)
Ability Scores:
Strength- 18
Dexterity- 17
Constitution- 15
Intelligence- 10
Wisdom- 14
Charisma- 9
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:
Half-Orcs 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.
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:
Clerics- Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric's Wisdom score should be high, since this determines the maximum spell level that he can cast.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXX (17)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXX (24)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXXXXX (15)
Chaotic Evil ---- XXXXXXXXX (9)
Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXXX (6)
Good & Evil:
Good ---- XXXXXXXXX (9)
Neutral - XXXXXXXXXXXXXXXXXX (18)
Evil ---- XXX (3)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXX (8)
Halfling - XXXX (4)
Half-Elf - XXXXXXXX (8)
Half-Orc - XXXXXXXXXXXXXX (14)
Class:
Barbarian - XXXXXXXXXX (10)
Bard ------ XXXXXXXX (8)
Cleric ---- XXXXXXXXXXXXXXXX (16)
Druid ----- XXXXXX (6)
Fighter --- XXXXXXXXXX (10)
Monk ------ XXXXXXXXXX (10)
Paladin --- XXXXXXXXXXXXXXXX (16)
Ranger ---- XXXXXXXXXXXX (12)
Rogue ----- XXXXXX (6)
Sorcerer -- XXXXXXXXXXXX (12)
Wizard ---- XXXX (4)
You Are A:
Lawful Good Human Monk (7th Level)
Ability Scores:
Strength- 12
Dexterity- 15
Constitution- 13
Intelligence- 15
Wisdom- 15
Charisma- 15
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.
Kraai is A:
True Neutral Human Cleric (3rd Level)
Ability Scores:
Strength- 14
Dexterity- 17
Constitution- 13
Intelligence- 16
Wisdom- 18
Charisma- 13
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.
Ability Scores:
Strength-16
Dexterity-17
Constitution-19
Intelligence-14
Wisdom-17
Charisma-15
Alignment:
Lawful Good A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Class:
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.
Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)
You Are A:
Lawful Good Human Sorcerer (10th Level)
Ability Scores:
Strength- 16
Dexterity- 18
Constitution- 17
Intelligence- 14
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.
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 ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (31)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Chaotic Neutral - XXXXXXXXXXXXXX (14)
Lawful Evil ----- XXXXXXXXXXXXXXXXX (17)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- X (1)
Law & Chaos:
Law ----- XXXXXXXXXXXXXXXX (16)
Neutral - XXXXXXXXXXXXX (13)
Chaos --- (0)
Good & Evil:
Good ---- XXXXXXXXXXXXXXX (15)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXXXX (12)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXX (7)
Half-Orc - XX (2)
Class:
Barbarian - XXXXXXXXXX (10)
Bard ------ XXXXXX (6)
Cleric ---- XXXX (4)
Druid ----- XXXXXXXX (8)
Fighter --- XXXXXXXXXXXXXX (14)
Monk ------ XXXXXXXXXXXXXX (14)
Paladin --- XXXXXXXXXXXXXX (14)
Ranger ---- XXXX (4)
Rogue ----- XXXXXXXX (8)
Sorcerer -- XXXXXXXXXXXXXXXX (16)
Wizard ---- XXXXXXXXXXXX (12)
Estarra the Eternal says, "Give Shevat the floor please."
You Are A:
True Neutral Human Monk/Sorcerer (1st/1st Level)
Ability Scores:
Strength- 11
Dexterity- 10
Constitution- 13
Intelligence- 12
Wisdom- 14
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 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:
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:
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 ----- XXXXXXXXXXXXXXXX (16)
Neutral Good ---- XXXXXXXXXXXXXXXX (16)
Chaotic Good ---- XXXXXXXXXXXX (12)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXXXXXXX (14)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XXXXXXXXXX (10)
Law & Chaos:
Law ----- XXXXXXXXX (9)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXX (5)
Good & Evil:
Good ---- XXXXXXX (7)
Neutral - XXXXXXXXXX (10)
Evil ---- XXXXX (5)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XXXXXX (6)
Class:
Barbarian - XX (2)
Bard ------ XXXXXXXXXXXXXX (14)
Cleric ---- XX (2)
Druid ----- XXXXXXXXXXXXXX (14)
Fighter --- XXXXXXXXXX (10)
Monk ------ XXXXXXXXXXXXXX (14)
Paladin --- XXXXXX (6)
Ranger ---- XXXXXXXXXXXX (12)
Rogue ----- XXXXXXXXXX (10)
Sorcerer -- XXXXXXXXXXXXXX (14)
Wizard ---- XXXXXXXXXXXX (12)
Ability Scores:
Strength-10
Dexterity-10
Constitution-11
Intelligence-15
Wisdom-11
Charisma-10
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 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:
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 ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil ----- XXXXXXXXXXXXXX (14)
Neutral Evil ---- XXXXXXX (7)
Chaotic Evil ---- XXXXX (5)
Law & Chaos:
Law ----- XXXXXXXXXXXXXX (14)
Neutral - XXXXXXX (7)
Chaos --- XXXXX (5)
Good & Evil:
Good ---- XXXXXXXXXXXXXXX (15)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXXXX (12)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXXXX (6)
Class:
Barbarian - XXXXXX (6)
Bard ------ XXXXXXXXXXXX (12)
Cleric ---- XXXXXXXXXXXX (12)
Druid ----- XX (2)
Fighter --- XXXXXX (6)
Monk ------ XXXXXXXXXXXX (12)
Paladin --- XXXXXXXXXXXXXXXX (16)
Ranger ---- XXXXXXXX (8)
Rogue ----- XXXXXXXX (8)
Sorcerer -- XXXXXXXXXXXXXXXX (16)
Wizard ---- XXXXXXXXXXXX (12)
You Are A:
Chaotic Evil Human Paladin/Cleric (5th/5th Level)
Ability Scores:
Strength- 17
Dexterity- 20
Constitution- 16
Intelligence- 15
Wisdom- 17
Charisma- 14
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:
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:
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.
Lawful Good ----- XXXXXXXXXXX (11)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Lawful Evil ----- XXXXXXXXXXXXXXXXX (17)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXXXXX (11)
Chaos --- XXXXXXXXXXXXXX (14)
Good & Evil:
Good ---- XXXXXXX (7)
Neutral - XXXXXXXXXXXX (12)
Evil ---- XXXXXXXXXXXXX (13)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXX (8)
Gnome ---- XX (2)
Halfling - XX (2)
Half-Elf - XXXXXXXXXXXXX (13)
Half-Orc - XXXXXXXX (8)
Class:
Barbarian - XXXXXXXXXX (10)
Bard ------ (0)
Cleric ---- XXXXXXXXXXXXXX (14)
Druid ----- XXXXXXXXXX (10)
Fighter --- XXXXXXXXXXXX (12)
Monk ------ XXXXXXXXXXXX (12)
Paladin --- XXXXXXXXXXXXXX (14)
Ranger ---- XXXXXXXXXXXXXX (14)
Rogue ----- XXXXXXXX (8)
Sorcerer -- XXXXXXXXXX (10)
Wizard ---- XXXX (4)
You Are A:
Lawful Good Elf Bard/Sorcerer (5th/5th Level)
Ability Scores:
Strength- 10
Dexterity- 12
Constitution- 9
Intelligence- 13
Wisdom- 12
Charisma- 15
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:
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:
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.
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (32)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)
True Neutral ---- XXXXXXXXXXXXXXXX (16)
Chaotic Neutral - XXXXXXXXXXXXX (13)
Lawful Evil ----- XXXXXXXXXXXX (12)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXXX (6)
Law & Chaos:
Law ----- XXXXXXXXXXX (11)
Neutral - XXXXXXXX (8)
Chaos --- XXXXX (5)
Good & Evil:
Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Neutral - XXXXXXXX (8)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXXXXXX (14)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXXXXX (14)
Half-Orc - XXXX (4)
Class:
Barbarian - XXXXXXXX (8)
Bard ------ XXXXXXXXXXXXXX (14)
Cleric ---- XXXXXXXXXXXX (12)
Druid ----- XXXXXXXX (8)
Fighter --- XXXX (4)
Monk ------ XXXXXXXXXX (10)
Paladin --- XXXXXXXXXXXX (12)
Ranger ---- XXXXXX (6)
Rogue ----- XXXXXXXX (8)
Sorcerer -- XXXXXXXXXXXXXX (14)
Wizard ---- XXXXXXXXXXXXXX (14)