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Chaotic Evil Half-Elf Wizard (3rd Level)

 

 

Ability Scores:

Strength- 10

Dexterity- 13

Constitution- 14

Intelligence- 14

Wisdom- 16

Charisma- 12

 

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-Elves have the curiosity and ambition for their human parent and the refined senses and love of nature of their elven parent, although they are outsiders among both cultures. To humans, half-elves are paler, fairer and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180.

 

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.

 

I didn't know that

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You Are A:

 

 

True Neutral Human Cleric (5th Level)

 

 

 

Ability Scores:

Strength- 11

Dexterity- 14

Constitution- 12

Intelligence- 11

Wisdom- 14

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 because it represents apathy, indifference, and a lack of conviction.

 

Race:

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

 

Class:

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.

 

o_O

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You Are A:

 

 

Lawful Good Human Paladin (1st Level)

 

 

 

Ability Scores:

Strength- 12

Dexterity- 14

Constitution- 12

Intelligence- 14

Wisdom- 13

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 because it restricts freedom and criminalizes self-interest.

 

Race:

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

 

Class:

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.

 

TeeHee When i Last Played NWN i WAS THIS eXACTLY

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Hold up, let me dig it up from a couple of years ago...

 

True Neutral Half-Elf Paladin / Ranger (10th Lv / 8th Lv)

 

Attributes -

STR: 17

DEX: 19

CON: 14

INT: 19

WIS: 20

CHA: 18

 

Alignment - True Neutral

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

 

Race - Half-Elf

Half-Elves have the curiosity and ambition for their human parent and the refined senses and love of nature of their elven parent, although they are outsiders among both cultures. To humans, half-elves are paler, fairer and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180.

 

Main Class - Paladin

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.

 

Subsidiary Class - Ranger

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.

 

Hey, I know I suck at running long distances, but setting my constitution to that low is quite hilarious for me.

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  • 8 months later...

So, I took it again, and got something different.

 

Lawful Neutral(Good) Human Cleric/Sorcerer.

 

On Law and Chaos, I scored just one point higher than Neutral for Law. In Good and Evil, I scored no Evil, but tied with Good and Neutral. I'm gonna just break that and call myself Good.

 

On alignment: Lawful Good and Lawful Neutral were tied, Neutral Good and True Neutral were tied, Chaotic Good and Chaotic Neutral were tied as well. Guys, what the hell am I?? :laughing:

 

Strength 12

Dex 12

Const 12

Intel 13

Wisdom 11

Char 10

 

My highest score was Cleric and Sorcerer both at 4. Kind of feel pathetic. Lowest Score: Barbarian at -23.

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Huh. Who would have thought that I would be Lawful Good? I usually play as a chaotic good character...

 

The class was just just about spot-on, though.

 

 

 

 

Lawful Good Human Monk/Wizard (1st/1st Level)

 

 

 

Ability Scores:

Strength- 15

Dexterity- 18

Constitution- 16

Intelligence- 14

Wisdom- 14

Charisma- 13

 

Alignment:

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

 

Race:

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

 

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:

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.

 

 

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Meh... another one of these with obvious flaws...

 

23. If I punched someone as hard as I could... <--- Why would you punch someone as hard as you could if it was not to kill or otherwise incapacitate them? That sounds like loser talk.

 

30. My friends would say that I am... <--- No "All of the above"?

 

32. I seem to have a knack for... <--- Again...

 

38. It is better to... <--- No option for seeing both sides and then taking a stand for what you believe is right?

 

40. I use the force of my personality... <--- No option for forcing people to do what I want and which is usually right anyway?

 

43. It is better to confront your enemies... <--- Depends entirely on the opponent.

 

45. Animals... <--- Deserve our respect because they are often delicious.

 

55. Would you cheat on an important test? <--- Does this imply I would be able to get away with it, or that I wouldn't be able to do well even without cheating?

 

56. In a fight, it is better to... <--- Only fools rush in, but sometimes they tend to live the longest.

 

58. It is more important to support your cause with... <--- Both... If I can't prove something to myself how can I prove it to others.

 

69. It is better to... <--- Again, depends on the opponent.

 

71. It is better to... <--- Depends on who you are speaking with... Part of that whole influencing others thing.

 

89. What is more important in life? <--- Enlightenment through the mastery of practical skills... Dur.

 

92. Family elders are expressing disapproval of you to the rest of the family. Do you: <--- Do they have a reason for it or are they just being cranky old people?

 

102. Do you insist on repayment when lending money to friends? <--- What about just being a cheap bastard and making your friends work for it?

 

108. Do members of your home town shun, avoid, or mock you? <--- What about if it's mutual?

 

111. If offered enough money, would covertly assassinate the President? <--- What a question... How does Gitmo sound?

 

120. Would you express a revolutionary political opinion if threatened with punishment? <--- No working within the system to change it?

 

126. What's the best path to wealth? <--- If we knew this, we wouldn't be taking a quiz would we?

 

For the curious of how I rate...

 

You Are A:

 

True Neutral Human Sorcerer (5th Level)

 

 

Ability Scores:

Strength- 15

Dexterity- 13

Constitution- 17

Intelligence- 15

Wisdom- 16

Charisma- 15

 

Alignment:

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

 

Race:

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

 

Class:

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 will admit it did do a bit better than others I've taken. Some of those stats should definitely be about a 26 though, stupid humanity.

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