Chaotic Neutral Elf Druid (2nd Level)
Ability Scores:
Strength- 12
Dexterity- 13
Constitution- 12
Intelligence- 14
Wisdom- 14
Charisma- 15
Ability Scores:
Strength- 12
Dexterity- 13
Constitution- 12
Intelligence- 14
Wisdom- 14
Charisma- 15
Awwwwwwww yeeeeeeeeeeeeeeeeah.
Chaotic Evil Human Sorcerer (4th Level)
Ability Scores:
Strength- 15
Dexterity- 14
Constitution- 14
Intelligence- 17
Wisdom- 16
Charisma- 13
Chaotic Evil Human Sorcerer (4th Level)
Ability Scores:
Strength- 15
Dexterity- 14
Constitution- 14
Intelligence- 17
Wisdom- 16
Charisma- 13
True Neutral Human Wizard/Rogue (2nd/1st Level)
Ability Scores:
Strength- 10
Dexterity- 12
Constitution- 12
Intelligence- 13
Wisdom- 13
Charisma- 12
Alignment:
True Neutral- A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment when it represents apathy, indifference, and a lack of conviction.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Primary Class:
Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
Secondary Class:
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.
Detailed Results:
Alignment:
Lawful Good
XXXXXXXXXXX (11)
Neutral Good ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Good ---- XXXXXXXXXXXXXX (14)
Lawful Neutral -- XXXXXXXXXXXXXXX (15)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil
XXX (3)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXXX (6)
Law & Chaos:
Law
XXX (3)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXX (6)
Good & Evil:
Good ---- XXXXXXXX (8)
Neutral - XXXXXXXXXXXX (12)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXXXX (6)
Elf
XX (2)
Gnome ---- XXXXXXXX (8)
Halfling - XXXX (4)
Half-Elf - XXXXX (5)
Half-Orc - XXXXXXXX (8)
Class:
Barbarian - (0)
Bard
(-2)
Cleric ---- (0)
Druid
(-4)
Fighter --- (0)
Monk
(-21)
Paladin --- (-25)
Ranger ---- (0)
Rogue
XXXX (4)
Sorcerer -- XX (2)
Wizard ---- XXXX (4)
Ability Scores:
Strength- 10
Dexterity- 12
Constitution- 12
Intelligence- 13
Wisdom- 13
Charisma- 12
Alignment:
True Neutral- A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment when it represents apathy, indifference, and a lack of conviction.
Race:
Humans are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
Primary Class:
Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.
Secondary Class:
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.
Detailed Results:
Alignment:
Lawful Good
XXXXXXXXXXX (11)
Neutral Good ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Good ---- XXXXXXXXXXXXXX (14)
Lawful Neutral -- XXXXXXXXXXXXXXX (15)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil
XXX (3)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXXX (6)
Law & Chaos:
Law
XXX (3)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXX (6)
Good & Evil:
Good ---- XXXXXXXX (8)
Neutral - XXXXXXXXXXXX (12)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXXXX (6)
Elf
XX (2)
Gnome ---- XXXXXXXX (8)
Halfling - XXXX (4)
Half-Elf - XXXXX (5)
Half-Orc - XXXXXXXX (8)
Class:
Barbarian - (0)
Bard
(-2)
Cleric ---- (0)
Druid
(-4)
Fighter --- (0)
Monk
(-21)
Paladin --- (-25)
Ranger ---- (0)
Rogue
XXXX (4)
Sorcerer -- XX (2)
Wizard ---- XXXX (4)
Chaotic Evil Human Ranger (4th Level)
Ability Scores:
Strength- 14
Dexterity- 15
Constitution- 14
Intelligence- 14
Wisdom- 17
Charisma- 13
Can't say I'm surprised.
Ability Scores:
Strength- 14
Dexterity- 15
Constitution- 14
Intelligence- 14
Wisdom- 17
Charisma- 13
Can't say I'm surprised.
True Neutral Human Bard (2nd Level)
Ability Scores:
Strength- 10
Dexterity- 10
Constitution- 12
Intelligence- 9
Wisdom- 8
Charisma- 13
Ability Scores:
Strength- 10
Dexterity- 10
Constitution- 12
Intelligence- 9
Wisdom- 8
Charisma- 13
Neutral Good Human Ranger (3rd Level)
Ability Scores:
Strength- 10
Dexterity- 10
Constitution- 11
Intelligence- 18
Wisdom- 13
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.
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.
Ability Scores:
Strength- 10
Dexterity- 10
Constitution- 11
Intelligence- 18
Wisdom- 13
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.
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.
Neutral Good Human Sorcerer (4th Level)
Ability Scores:
Strength- 11
Dexterity- 13
Constitution- 12
Intelligence- 17
Wisdom- 12
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:
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.
Hummm... the last time I took this, I was True Neutral. I'm getting softer in my old age. ;(
Ability Scores:
Strength- 11
Dexterity- 13
Constitution- 12
Intelligence- 17
Wisdom- 12
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:
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.
Hummm... the last time I took this, I was True Neutral. I'm getting softer in my old age. ;(
I Am A:
Neutral Good Human Bard (2nd Level)
Ability Scores:
Strength- 11
Dexterity- 14
Constitution- 16
Intelligence- 16
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:
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.
Neutral Good Human Bard (2nd Level)
Ability Scores:
Strength- 11
Dexterity- 14
Constitution- 16
Intelligence- 16
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:
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.
I Am A: Neutral Good Human Druid/Sorcerer (1st/1st Level)
Ability Scores:
Strength-12
Dexterity-13
Constitution-13
Intelligence-15
Wisdom-15
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.
Primary Class: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: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.
Ability Scores:
Strength-12
Dexterity-13
Constitution-13
Intelligence-15
Wisdom-15
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.
Primary Class: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: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 Am A: True Neutral Human Bard (3rd Level)
Ability Scores:
Strength-10
Dexterity-14
Constitution-10
Intelligence-18
Wisdom-13
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:
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.
Ability Scores:
Strength-10
Dexterity-14
Constitution-10
Intelligence-18
Wisdom-13
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:
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.
This is awesome- I'm glad you shared this!
Neutral Good Human Fighter (3rd Level)
Ability Scores:
Strength- 16
Dexterity- 15
Constitution- 16
Intelligence- 13
Wisdom- 15
Charisma- 16
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:
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.
Alignment:
Lawful Good --- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Neutral Good --- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Good --- XXXXXXXXXXXXXXXXXXXX (20)
Lawful Neutral --- XXXXXXXXXXXXXXXXXXXXX (21)
True Neutral --- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral --- XXXXXXXXXXXXXXXX (16)
Lawful Evil --- XXXXXXXXXXXXX (13)
Neutral Evil --- XXXXXXXXXXXXX (13)
Chaotic Evil --- XXXXXXXX (8 )
Law & Chaos:
Law --- XXXXXXXXXX (10)
Neutral --- XXXXXXXXXX (10)
Chaos --- XXXXX (5)
Good & Evil:
Good --- XXXXXXXXXXXXXXX (15 )
Neutral --- XXXXXXXXXXX (11 )
Evil --- XXX (3 )
Race:
Human --- XXXXXXXXXXXXX (13 )
Dwarf --- XXXXXXXXXXXX (12 )
Elf --- (0 )
Gnome --- XXXXXXXX (8 )
Halfling --- XXXX (4 )
Half-Elf --- XXXXXX (6 )
Half-Orc --- XXXXXXXX (8 )
Class:
Barbarian - (0 )
Bard --- XX (2 )
Cleric --- (0 )
Druid --- XX (2 )
Fighter --- XXXXXX (6 )
Monk --- (-21 )
Paladin --- (-21 )
Ranger --- XXXX (4 )
Rogue --- (-8 )
Sorcerer --- (0 )
Wizard --- (-6 )
Neutral Good Human Fighter (3rd Level)
Ability Scores:
Strength- 16
Dexterity- 15
Constitution- 16
Intelligence- 13
Wisdom- 15
Charisma- 16
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:
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.
Alignment:
Lawful Good --- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Neutral Good --- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Good --- XXXXXXXXXXXXXXXXXXXX (20)
Lawful Neutral --- XXXXXXXXXXXXXXXXXXXXX (21)
True Neutral --- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral --- XXXXXXXXXXXXXXXX (16)
Lawful Evil --- XXXXXXXXXXXXX (13)
Neutral Evil --- XXXXXXXXXXXXX (13)
Chaotic Evil --- XXXXXXXX (8 )
Law & Chaos:
Law --- XXXXXXXXXX (10)
Neutral --- XXXXXXXXXX (10)
Chaos --- XXXXX (5)
Good & Evil:
Good --- XXXXXXXXXXXXXXX (15 )
Neutral --- XXXXXXXXXXX (11 )
Evil --- XXX (3 )
Race:
Human --- XXXXXXXXXXXXX (13 )
Dwarf --- XXXXXXXXXXXX (12 )
Elf --- (0 )
Gnome --- XXXXXXXX (8 )
Halfling --- XXXX (4 )
Half-Elf --- XXXXXX (6 )
Half-Orc --- XXXXXXXX (8 )
Class:
Barbarian - (0 )
Bard --- XX (2 )
Cleric --- (0 )
Druid --- XX (2 )
Fighter --- XXXXXX (6 )
Monk --- (-21 )
Paladin --- (-21 )
Ranger --- XXXX (4 )
Rogue --- (-8 )
Sorcerer --- (0 )
Wizard --- (-6 )
You Are A:
Lawful Good Human Ranger (4th Level)
Ability Scores:
Strength- 11
Dexterity- 10
Constitution- 9
Intelligence- 12
Wisdom- 14
Charisma- 12
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:
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.
Lawful Good Human Ranger (4th Level)
Ability Scores:
Strength- 11
Dexterity- 10
Constitution- 9
Intelligence- 12
Wisdom- 14
Charisma- 12
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:
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.
I Am A: True Neutral Human Wizard (2nd Level)
Ability Scores:
Strength-12
Dexterity-15
Constitution-12
Intelligence-18
Wisdom-16
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: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.
Detailed Results:
Alignment:
Lawful Good
XXXXXXXXX (9)
Neutral Good ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXX (12)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil
XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Evil ---- XXXXXXXXXXXXXXXXX (17)
Law & Chaos:
Law
XX (2)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXXXXXX (10)
Good & Evil:
Good ---- XXXXXXX (7)
Neutral - XXXXXXXXXX (10)
Evil ---- XXXXXXX (7)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (8)
Elf
XXXXXXXX (8)
Gnome ---- XXXXXXXX (8)
Halfling - XXXX (4)
Half-Elf - XXXXXXXXXXXXX (13)
Half-Orc - XXXX (4)
Class:
Barbarian - (-6)
Bard
XX (2)
Cleric ---- XX (2)
Druid
XX (2)
Fighter --- (-4)
Monk
(-21)
Paladin --- (-19)
Ranger ---- (-2)
Rogue
(-2)
Sorcerer -- XX (2)
Wizard ---- XXXX (4)
Ability Scores:
Strength-12
Dexterity-15
Constitution-12
Intelligence-18
Wisdom-16
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: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.
Detailed Results:
Alignment:
Lawful Good
XXXXXXXXX (9)
Neutral Good ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXX (12)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil
XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Evil ---- XXXXXXXXXXXXXXXXX (17)
Law & Chaos:
Law
XX (2)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXXXXXX (10)
Good & Evil:
Good ---- XXXXXXX (7)
Neutral - XXXXXXXXXX (10)
Evil ---- XXXXXXX (7)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (8)
Elf
XXXXXXXX (8)
Gnome ---- XXXXXXXX (8)
Halfling - XXXX (4)
Half-Elf - XXXXXXXXXXXXX (13)
Half-Orc - XXXX (4)
Class:
Barbarian - (-6)
Bard
XX (2)
Cleric ---- XX (2)
Druid
XX (2)
Fighter --- (-4)
Monk
(-21)
Paladin --- (-19)
Ranger ---- (-2)
Rogue
(-2)
Sorcerer -- XX (2)
Wizard ---- XXXX (4)
I figured the results would end up me being a magic user. My charisma ought to be tons lower though! I'm apparently a goodie-two-shoes as well.
Lawful Good Human Wizard (2nd Level)
Ability Scores:
Strength- 12
Dexterity- 11
Constitution- 16
Intelligence- 15
Wisdom- 14
Charisma- 12
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:
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.
Detailed Results:
Alignment:
Lawful Good
XXXXXXXXXXXXXXXXXXXXX (21)
Neutral Good ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXX (20)
True Neutral ---- XXXXXXXXXXXXXXXX (16)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil
XXXXXXXXX (9)
Neutral Evil ---- XXXXX (5)
Chaotic Evil ---- XXXXX (5)
Law & Chaos:
Law
XXXXXXXXX (9)
Neutral - XXXXX (5)
Chaos --- XXXXX (5)
Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXXX (11)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX ( 8 )
Elf
XXXXXX (6)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXX (7)
Half-Orc - XXXXXX (6)
Class:
Barbarian - (-27)
Bard
(-15)
Cleric ---- (-2)
Druid
(-21)
Fighter --- XXXX (4)
Monk
(-2)
Paladin --- (0)
Ranger ---- (-4)
Rogue
(-4)
Sorcerer -- (0)
Wizard ---- XXXXXXXX ( 8 )
Lawful Good Human Wizard (2nd Level)
Ability Scores:
Strength- 12
Dexterity- 11
Constitution- 16
Intelligence- 15
Wisdom- 14
Charisma- 12
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:
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.
Detailed Results:
Alignment:
Lawful Good
XXXXXXXXXXXXXXXXXXXXX (21)
Neutral Good ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXX (20)
True Neutral ---- XXXXXXXXXXXXXXXX (16)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil
XXXXXXXXX (9)
Neutral Evil ---- XXXXX (5)
Chaotic Evil ---- XXXXX (5)
Law & Chaos:
Law
XXXXXXXXX (9)
Neutral - XXXXX (5)
Chaos --- XXXXX (5)
Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXXX (11)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX ( 8 )
Elf
XXXXXX (6)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXX (7)
Half-Orc - XXXXXX (6)
Class:
Barbarian - (-27)
Bard
(-15)
Cleric ---- (-2)
Druid
(-21)
Fighter --- XXXX (4)
Monk
(-2)
Paladin --- (0)
Ranger ---- (-4)
Rogue
(-4)
Sorcerer -- (0)
Wizard ---- XXXXXXXX ( 8 )
Lawful Good Human Wizard/Sorcerer (2nd/1st Level)
Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 14
Intelligence- 14
Wisdom- 13
Charisma- 16
Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 14
Intelligence- 14
Wisdom- 13
Charisma- 16
Interesting and surprisingly accurate!
Neutral Good Elf Druid/Sorcerer (2nd/2nd Level)
Ability Scores:
Strength- 13
Dexterity- 16
Constitution- 12
Intelligence- 17
Wisdom- 16
Charisma- 17
Detailed Results:
Alignment:
Lawful Good
XXXXXXXXXXXXXXXXXXX (19)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil
XXXXXX (6)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXXXXX ( 8 )
Law & Chaos:
Law
XXXXX (5)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXX (7)
Good & Evil:
Good ---- XXXXXXXXXXXXXX (14)
Neutral - XXXXXXXXXXX (11)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf
XXXXXXXXXXXXXX (14)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX ( 8 )
Half-Elf - XXXXXXXXX (9)
Half-Orc - XX (2)
Class:
Barbarian - (-6)
Bard
(-2)
Cleric ---- (-4)
Druid
XXXX (4)
Fighter --- (-2)
Monk
(-21)
Paladin --- (-19)
Ranger ---- XXXX (4)
Rogue
(-2)
Sorcerer -- XXXX (4)
Wizard ---- XX (2)
Neutral Good Elf Druid/Sorcerer (2nd/2nd Level)
Ability Scores:
Strength- 13
Dexterity- 16
Constitution- 12
Intelligence- 17
Wisdom- 16
Charisma- 17
Detailed Results:
Alignment:
Lawful Good
XXXXXXXXXXXXXXXXXXX (19)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil
XXXXXX (6)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXXXXX ( 8 )
Law & Chaos:
Law
XXXXX (5)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXX (7)
Good & Evil:
Good ---- XXXXXXXXXXXXXX (14)
Neutral - XXXXXXXXXXX (11)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf
XXXXXXXXXXXXXX (14)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX ( 8 )
Half-Elf - XXXXXXXXX (9)
Half-Orc - XX (2)
Class:
Barbarian - (-6)
Bard
(-2)
Cleric ---- (-4)
Druid
XXXX (4)
Fighter --- (-2)
Monk
(-21)
Paladin --- (-19)
Ranger ---- XXXX (4)
Rogue
(-2)
Sorcerer -- XXXX (4)
Wizard ---- XX (2)
Huh, interesting.
Neutral Good Human Fighter/Bard (2nd/2nd Level)
Ability Scores:
Strength- 12
Dexterity- 12
Constitution- 12
Intelligence- 15
Wisdom- 17
Charisma- 13
Alignment:
Lawful Good - XXXXXXXXXXXXXXXXXXXXXX (22)
Neutral Good - XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Good - XXXXXXXXXXXXXXXX (16)
Lawful Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
True Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil - XXXXXXXXXX (10)
Neutral Evil - XXXXXXXXXX (10)
Chaotic Evil - XXXX (4)
Law & Chaos:
Law - XXXXXXXXX (9)
Neutral - XXXXXXXXX (9)
Chaos - XXX (3)
Good & Evil:
Good - XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXXXX (12)
Evil - X (1)
Race:
Human - XXXXXXXXXXXXXX (14)
Dwarf - XXXXXX (6)
Elf - XXXXXX (6)
Gnome - XXXXXXXXXX (10)
Halfling - XXXXXXXX (8.)
Half-Elf - XXXXXXXX (8.)
Half-Orc - XXXXXX (6)
Class:
Barbarian - (-4)
Bard - XXXX (4)
Cleric - (-4)
Druid - (0)
Fighter - XXXX (4)
Monk - (-23)
Paladin - (-23)
Ranger - XX (2)
Rogue - (0)
Sorcerer - XX (2)
Wizard - (0)
Neutral Good Human Fighter/Bard (2nd/2nd Level)
Ability Scores:
Strength- 12
Dexterity- 12
Constitution- 12
Intelligence- 15
Wisdom- 17
Charisma- 13
Alignment:
Lawful Good - XXXXXXXXXXXXXXXXXXXXXX (22)
Neutral Good - XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Good - XXXXXXXXXXXXXXXX (16)
Lawful Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
True Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil - XXXXXXXXXX (10)
Neutral Evil - XXXXXXXXXX (10)
Chaotic Evil - XXXX (4)
Law & Chaos:
Law - XXXXXXXXX (9)
Neutral - XXXXXXXXX (9)
Chaos - XXX (3)
Good & Evil:
Good - XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXXXX (12)
Evil - X (1)
Race:
Human - XXXXXXXXXXXXXX (14)
Dwarf - XXXXXX (6)
Elf - XXXXXX (6)
Gnome - XXXXXXXXXX (10)
Halfling - XXXXXXXX (8.)
Half-Elf - XXXXXXXX (8.)
Half-Orc - XXXXXX (6)
Class:
Barbarian - (-4)
Bard - XXXX (4)
Cleric - (-4)
Druid - (0)
Fighter - XXXX (4)
Monk - (-23)
Paladin - (-23)
Ranger - XX (2)
Rogue - (0)
Sorcerer - XX (2)
Wizard - (0)
Chaotic Evil Human Rogue (4th Level)
Ability Scores:
Strength- 12
Dexterity- 18
Constitution- 15
Intelligence- 12
Wisdom- 14
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.
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.
Ability Scores:
Strength- 12
Dexterity- 18
Constitution- 15
Intelligence- 12
Wisdom- 14
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.
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.
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