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What D&D Character are you?

Discussion in 'Entertainment and Technology' started by White Knight, Dec 17, 2014.

  1. IvorySteel

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    Chaotic Neutral Human Bard/Rogue (2nd/2nd Level)

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

    Alignment:
    Chaotic Neutral- A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order in society.

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

    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:
    Rogues- Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes 'fake it' well enough to cast spells from scrolls, activate wands, and use just about any other magic item.


    Perfect tbh :grin:
     
  2. White Knight

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    Yes perfect.

    A hard multiclass to play with point buy system (need high intellect, high charisma and high dexterity... high con also helps with low hp of both classes) but rocks with die rolling.

    There are many popular rogue multiclasses around like rog/ranger, rog/fighter and rog/wizard... Rog/Bard is my favorite in most conditions. They lack fighting efficency of others but they are best fit for my campaigns.

    ---------- Post added 23rd Dec 2014 at 04:57 PM ----------

    I am not surprised to this result. Clerics somehow draw real life religious people. I also like to play one if druids are unavailable or not fit for city adventures.

    They especially fun to play in Forgotten Realms as I love settings pantheon. Eberron has more flexible alignment system for clerics however their Gods somehow lacking... especially my favorite FR Goddess Sharess... Goddess of Sensual Fulfillment. :grin:
     
  3. kem

    kem
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    Ability Scores:
    Strength- 11
    Dexterity- 13
    Constitution- 12
    Intelligence- 15
    Wisdom- 11
    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.

    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.

    True Neutral. I was expecting Chaotic Good or Chaotic Neutral, but when I think of myself, I really am truly neutral; I seek balance above all.

    I was expecting my scores to be higher since I am in good shape physically. :/
     
  4. gravechild

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    Gender Pronoun:
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    You Are A:

    Chaotic Neutral Human Monk/Sorcerer (2nd/1st Level)


    Ability Scores:
    Strength- 10
    Dexterity- 13
    Constitution- 12
    Intelligence- 14
    Wisdom- 11
    Charisma- 11

    Alignment:
    Chaotic Neutral- A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order in society.

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

    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 ----- XXXXXXXXXXX (11)
    Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
    Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
    Lawful Neutral -- XXXXXXXXXXXXXX (14)
    True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
    Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXX (24)
    Lawful Evil ----- XXXX (4)
    Neutral Evil ---- XXXXXXXXXXXXX (13)
    Chaotic Evil ---- XXXXXXXXXXXXXX (14)

    Law & Chaos:
    Law ----- XX (2)
    Neutral - XXXXXXXXXXX (11)
    Chaos --- XXXXXXXXXXXX (12)

    Good & Evil:
    Good ---- XXXXXXXXX (9)
    Neutral - XXXXXXXXXXXX (12)
    Evil ---- XX (2)

    Race:
    Human ---- XXXXXXXXXXXXX (13)
    Dwarf ---- XXXXXX (6)
    Elf ------ XXXXXXXXXX (10)
    Gnome ---- XXXXXX (6)
    Halfling - XXXXXXXXXX (10)
    Half-Elf - XXXXXXXXXXXXX (13)
    Half-Orc - XXXX (4)

    Class:
    Barbarian - XXXXXXXX (8)
    Bard ------ XXXXXXXXXX (10)
    Cleric ---- XXXXXXXXXX (10)
    Druid ----- XXXXXXXXXXXX (12)
    Fighter --- XXXXXX (6)
    Monk ------ XXXXXXXXXXXXXX (14)
    Paladin --- XXXXXXXXXX (10)
    Ranger ---- XXXXXXXXXX (10)
    Rogue ----- XXXX (4)
    Sorcerer -- XXXXXXXXXXXXXX (14)
    Wizard ---- XXXXXXXXXXXX (12)
     
  5. shadowraptor

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    Never played D&D but I found this interesting so I decided to jump in here and put in my two-cents worth. (And did anynone else find that test annoyingly long?)

    You Are A:

    Neutral Good Elf Druid/Cleric (1st/1st Level)

    Ability Scores:
    Strength- 8
    Dexterity- 15
    Constitution- 11
    Intelligence- 18
    Wisdom- 16
    Charisma- 17

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

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

    Secondary Class:
    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.


    I find this incredibly interesting because it seems like Druid/Cleric would conflict, considering druid is much more natural vs. the spiritual cleric. This is my result from the second time I took the test, first time I was Neutral Good Human Druid/Sorcerer. Very interesting how answering one or two questions differently changes the entire thing.
     
  6. White Knight

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    It is because there are two different test collected under same title. The ones asking about family members, your president, finding cure... the ones scaling your lawful/chaotic and good/evil aspects are adepted from Wizards of the Coasts original alignment test during 3,5 edition era.

    Most interesting fact about me, While I was depressed my alignment were turned from Neutral Good to True Neutral. It is good to be NG again. :icon_bigg
     
  7. IvorySteel

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    Nice! I've only ever played one, very short game of D&D, which is a shame because I've always been really interested in the game and wanted to play more.

    Has anyone here ever read Order of the Stick? It's a webcomic set in a fantasy world governed by D&D laws, gets a lot of humour from affectionately parodying the game, but I got into it just because it's a really well-written story with great characters. And it got me interested in the game (wish I could get to actually playing one!)
     
  8. White Knight

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    It is not one of my regular reads but yes I read it from time to time.

    It is really funny.

    Also The Gamers Dorkness Rising has nice RPG appeal to it. You can watch it online from Zombie Orpheus Productions youtube channel.

    Dorkness Rising Pt1

    Oh I forgot how hot that guy with goatie is... Hmmm better watch it again sometime soon. :grin:
     
  9. Maddy

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    Neutral Good Human Wizard (3rd Level)

    Ability Scores:
    Strength- 14
    Dexterity- 12
    Constitution- 12
    Intelligence- 15
    Wisdom- 13
    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:
    Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
     
  10. White Knight

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    Hmm I could tell you are a True Neutral from your posts. However bard is kinda weird... I always get Wizard vibe from you... hence your high intelligence makes much sense to me. :grin:



    After re-reading the thread and seeing "wish we could play" posts, do you think we can handle PbP(play by post) forum game?
     
  11. CrazyAwkward

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    You Are A:


    Lawful Neutral Human Monk (2nd Level)



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

    Alignment:
    Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment when it seeks to eliminate all freedom, choice, and diversity in society.

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

    Class:
    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.
     
  12. whereamigoing

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    <b>I Am A:</b> Chaotic Evil Human Bard (1st Level) <br><br><u>Ability Scores:</u><br> <b>Strength-</b>13<br> <b>Dexterity-</b>16<br> <b>Constitution-</b>13<br> <b>Intelligence-</b>17<br> <b>Wisdom-</b>18<br> <b>Charisma-</b>13 <br><br><u>Alignment:</u><br><b>Chaotic Evil</b> A chaoti evil character does whatever his greed, hatred, and lust for destruction drive him to do. He i hot-tempered, vicious, arbitrarily violent, and unpredictable. If he simply out for whatever he can ge he is ruthless and brutal. If he committed to the spread of evil a chaos, he is even worse. Thankfull his plans are haphazard, and any groups he joins or forms are poor organized. Typically, chaotic evil people can be made to work togeth only by force, and their leader l only as long as he can thwart attempts to topple or assassinate Chaotic evil is sometimes called demonic because demons are the epi of chaotic evil. Chaotic evil is best alignment you can be because combines self-interest and pure freedom. However, chaotic evil can a dangerous alignment because it represents the destruction not onl of beauty and life but also of th order on which beauty and life depend.<br> <br><u>Race:</u><br><b>Humans</b> the most adaptable of the common races. Short generations and a penchant for migration and conques have made them physically diverse well. Humans are often unorthodox their dress, sporting unusual hairstyles, fanciful clothes, tatt and the like. <br><br><u>Class:</u><br><b>Bards< often serve as negotiators, messengers, scouts, and spies. The love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since 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. <br><br>Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons Dragons Character Would You Be?</courtesy of Easydamus <a href='mailto:[email protected]' mail)</a><br><br>