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  • Bladesworn
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18 Feb 2008 22:47 #1 by Bladesworn (Bladesworn)
Who you are in D&D was created by Bladesworn (Bladesworn)
www.easydamus.com/character.html

Which D&D charatcer are you in real life?  This is what I got...
True Neutral Human Druid/Wizard (2nd/2nd Level)
Ability Scores:
Strength- 10
Dexterity- 11
Constitution- 12
Intelligence- 12
Wisdom- 13
Charisma- 10
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.
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:
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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18 Feb 2008 23:42 #2 by McDermitt (Matt Quagz)
Replied by McDermitt (Matt Quagz) on topic Who you are in D&D

Sir Slack McDermitt the Boar
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19 Feb 2008 04:20 #3 by Magnus (hippy g0th)
Replied by Magnus (hippy g0th) on topic Who you are in D&D
You Are A:


Neutral Good Human Bard/Sorcerer (2nd/1st Level)



Ability Scores:
Strength- 11
Dexterity- 15
Constitution- 16
Intelligence- 10
Wisdom- 13
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 because because 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:
Bards- Bards often serve as negotiators, messengers, scouts, and spies. They love to accompany heroes (and villains) to witness heroic (or villainous) deeds firsthand, since a bard who can tell a story from personal experience earns renown among his fellows. A bard casts arcane spells without any advance preparation, much like a sorcerer. Bards also share some specialized skills with rogues, and their knowledge of item lore is nearly unmatched. A high Charisma score allows a bard to cast high-level spells.

Secondary Class:
Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.


Matthew Majchrzak

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19 Feb 2008 06:38 #4 by Secarius (Secarius)
Replied by Secarius (Secarius) on topic Who you are in D&D
<b>I Am A:</b> Chaotic Evil Human Sorcerer (4th Level)
<br><br><u>Ability Scores:</u><br>
<b>Strength-</b>15<br>
<b>Dexterity-</b>17<br>
<b>Constitution-</b>16<br>
<b>Intelligence-</b>16<br>
<b>Wisdom-</b>16<br>
<b>Charisma-</b>18
<br><br><u>Alignment:</u><br><b>Chaotic Evil</b> 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.<br>
<br><u>Race:</u><br><b>Humans</b> are the most adaptable of the common races. Short generations and a penchant for migration and conquest have made them physically diverse as well. Humans are often unorthodox in their dress, sporting unusual hairstyles, fanciful clothes, tattoos, and the like.
<br><br><u>Class:</u><br><b>Sorcerers</b> 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.
<br><br>Find out <a href='www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)



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19 Feb 2008 08:32 #5 by geezer (geezer)
Replied by geezer (geezer) on topic Who you are in D&D
Lawful Good Human Wizard (7th Level)


Ability Scores:
Strength- 14
Dexterity- 16
Constitution- 15
Intelligence- 16
Wisdom- 16
Charisma- 17

"Let me show you something mom taught me when you were'nt around"

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19 Feb 2008 08:57 #6 by Tim P (OrganicGolem)
Replied by Tim P (OrganicGolem) on topic Who you are in D&D
Neutral Evil Human Wizard (10th Level)


Ability Scores:
Strength- 16
Dexterity- 16
Constitution- 14
Intelligence- 17
Wisdom- 19
Charisma- 14

Alignment:
Neutral Evil- A neutral evil villain does whatever he can get away with. He is out for himself, pure and simple. He sheds no tears for those he kills, whether for profit, sport, or convenience. He has no love of order and holds no illusion that following laws, traditions, or codes would make him any better or more noble. On the other hand, he doesn?t have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil is the best alignment you can be because you can advance yourself without regard for others. However, neutral evil can be a dangerous alignment because it represents pure evil without honor and without variation.

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

Class:
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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19 Feb 2008 10:29 #7 by Inajira (Inajira)
Replied by Inajira (Inajira) on topic Who you are in D&D
Chaotic Precious Human Dragon Uppercutter (78.37th Level)


Ability Scores:
Strength- 235
Dexterity- 163
Constitution- 1000 (Just ask the ladies...)
Intelligence- 4
Wisdom- 3
Charisma- 378

Alignment:
Chaotic Precious- A Chaotic Precious character has a tendency to break the rules, however in a most adorable fashion.  They are known for "Glomping" people at a moments notice, and generally get away with it.  The only time a Chaotic Precious person does not get away with "Glomping" is when they are wider then they are tall (read: Overweight) or have a rank 12 "Noxious Fumes" spell cast on them (read: Smell terrible). 

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.  They also like to eat porridge and smooch girls.

Class:
Dragon Uppercutter- A Dragon Uppercutter's name is misleading.  They do not in fact go around uppercutting dragon's, however what they do is an ancient and mystic art that only the most famed of monks can perform.  First they don a red headband and channell all the mystic arts into their fist.  With a mighty cry of "Shoryuken!!!!!" the energy is released in the form of a mighty uppercut that rises with the fury of the gods themselves!  This energy can also be formed into a ball of fire referred to as the "Hadouken", however when it is used repeatedly it is irritating to your opponent; thus great wisdom must be used with the "Hadouken".

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19 Feb 2008 11:38 #8 by JoDios (JoDios)
Replied by JoDios (JoDios) on topic Who you are in D&D
Neutral Good Human Bard (3rd Level)



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

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19 Feb 2008 11:56 #9 by Quin (Quin)
Replied by Quin (Quin) on topic Who you are in D&D
Neutral Good Human Bard!?

Ability Scores:
Strength- 13
Dexterity- 15
Constitution- 16
Intelligence- 12
Wisdom- 11
Charisma- 14

I don't know if this is correct, but that was frikin' hilarious Wally.

Quin K.
It isn't enough to talk about peace, one must believe it.
    And it isn't enough to believe in it, one must work for it.


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19 Feb 2008 12:40 #10 by McDermitt (Matt Quagz)
Replied by McDermitt (Matt Quagz) on topic Who you are in D&D
Lawful Evil Human Sorcerer (200th Level)


Ability Scores:
Strength- 18
Dexterity- 18
Constitution- 14
Intelligence- 95
Wisdom- 15
Charisma- 18

Alignment:
Lawful Evil- A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains. Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master. Lawful evil is sometimes called diabolical, because devils are the epitome of lawful evil. Lawful evil is the best alignment you can be because it combines honor and dedicated self-interest. However, lawful evil can be a dangerous alignment because it represents methodical, intentional, and frequently successful evil.

Race:
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.

Sir Slack McDermitt the Boar
Knight of Travance
Steward of Valdalis
Master of the Mages' Guild






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19 Feb 2008 13:39 - 19 Feb 2008 13:50 #11 by ()
Replied by () on topic Who you are in D&D
Those who know me will agree with this and it got me pretty well on target. Also my closest alignment was chaotic evil, my chaos was twice my law or neutral and I was very close to half elf.

Chaotic Neutral Human Druid (3rd Level)


Ability Scores:
Strength- 14
Dexterity- 16
Constitution- 16
Intelligence- 14
Wisdom- 16
Charisma- 13<-no idea where this came from clearly much lower.

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 because 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.

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.


Tim aside from your con and your race should be dark elf all else was def on target.
Last edit: 19 Feb 2008 13:50 by ().
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19 Feb 2008 13:42 #12 by Daedri (Daedri)
Replied by Daedri (Daedri) on topic Who you are in D&D
[Answering all those little questions with any thought takes far too long, heres some BS]

Christopher Wallace

Chatoic Neutral Human from Brooklyn , MC/Crack Dealer

STR: 22

DEX: 10

CON: 22

INT: 16

WIS: 20

CHA: 26


Human from Brooklyn [as human] The exception that a human from brooklyn has is that before any charisma based checks or bardic checks they must first state at the top of their lungs "Where Brooklyn at?!" if there is no response the attempt fails

Class: MC: Spit a tight flow, examples; "Way back red and black like lumberjacks with the hat to match" , "No info for the DEA, federal agents mad cus im flagrant tap my cell and I phone in the basement, my team supreme stay clean, triple beam lyrical dream I be that, cant you see that, all events bent, gats in holsters , girls on shoulders..."

Crack Dealer: prerequisites [Must have shot dread in the head, must have acquired the bread and the lamb spread]
In addition to providing a sizeable income, you must spend at least three hours every day to F*%^ it, buy the coke cook the coke and then cut it.

Special traits: Armed and dangerous; Aint too many, Can Bang wit us. These feats are all prereqs for being a Notorious Thug

As a Notorious Thug you regenerate any and all lethal or nonlethal damage you take per round, you cannot be killed except by two successful wish/prayer attempts one immediately following the other. You must however play dead once every 24 years while still collecting money and rep. You may return upon the agreement of yourself and the DM.

Daedri Elensar
Shipwright to the People


Craig Odell
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19 Feb 2008 14:57 #13 by Odo Garaath (Odo)
Replied by Odo Garaath (Odo) on topic Who you are in D&D
I got lvl 4 Lawful Good Elf Monk.

I don't remember the stats but I think my Wis was 16 and Cha was 12

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(Tom Senger )
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19 Feb 2008 15:00 #14 by Inajira (Inajira)
Replied by Inajira (Inajira) on topic Who you are in D&D
You know...you can always copy and paste, Tom.  Hotkeys for that are "Ctrl+C" and "Ctrl+V"

L2Technology nub

Angus Grumblegut
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19 Feb 2008 15:09 #15 by Cameron (Galen)
Replied by Cameron (Galen) on topic Who you are in D&D
Hm, this is odd, and a first for me.

Lawful Neutral Elf Wizard (3rd Level)


Ability Scores:
Strength- 12
Dexterity- 14
Constitution- 14
Intelligence- 16
Wisdom- 16
Charisma- 14

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 because it seeks to eliminate all freedom, choice, and diversity in society.

Race:
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful.

Class:
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.


What is perhaps more interesting is the breakdown of scores shown:

Detailed Results:

Alignment:
Lawful Good
XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil
XXXXXXXXXXXX (12)
Neutral Evil ---- XXXXXXXX (8)
Chaotic Evil ---- XXXX (4)

Law & Chaos:
Law
XXXXXXXXXXXX (12)
Neutral - XXXXXXXX (8)
Chaos --- XXXX (4)

Good & Evil:
Good ---- XXXXXXXXXXXXXX (14)
Neutral - XXXXXXXXXXXXXXX (15)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf
XXXXXXXXXXXXXXXX (16)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XXXXXX (6)

Class:
Barbarian - (-25)
Bard
(-19)
Cleric ---- (-6)
Druid
(-4)
Fighter --- (-2)
Monk
(0)
Paladin --- (-21)
Ranger ---- XXXX (4)
Rogue
(0)
Sorcerer -- XXXX (4)
Wizard ---- XXXXXX (6)

So my Law is greatly in charge of the law/chaos angle, but Good and Neutrality are in an almost dead heat.  Had I answered one question slightly differntly, it would have said good rather than neutral.  Of course, I'd rather be bumped out of good for neutral than evil, but that's obvious.

The race was not quite as close, but still no blowout, though I suppose there is some truth to it, I've never seen myself as quite as reserved as an elf (or as svelte).

Wizard rather threw me for a loop, especially with how far from bard it was, which is often when I end up getting.  Usually I test for bard/rogue, but I suppose my more scholarly pursuits as of late have somehow tipped the balance to someone who spends most of his time with his nose stuck in a book.  Oh well.  It is just a meme, can't get too involved in deciphering it, even if it is kind of fun.  :)

Sir Not Appearing At This Game
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19 Feb 2008 15:16 #16 by Darkhunter (Darkhunter)
Replied by Darkhunter (Darkhunter) on topic Who you are in D&D
You Are A:


Neutral Good Human Sorcerer (4th Level)


Ability Scores:
Strength- 16
Dexterity- 17
Constitution- 19
Intelligence- 14
Wisdom- 14
Charisma- 15

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 because because 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.




Um....no.....I answered everything truthfully, and even had to ask the roomie how they percieved me. I think it lies...I am most deffinatly the fighting type.....gawd. does this meen I need to re roll when I come back to KR?

**********************
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**OOC**
Rob
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19 Feb 2008 15:56 #17 by Odo Garaath (Odo)
Replied by Odo Garaath (Odo) on topic Who you are in D&D

You know...you can always copy and paste, Tom.  Hotkeys for that are "Ctrl+C" and "Ctrl+V"

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It was also 6am after doing a five hour raid. My knees were locked.

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19 Feb 2008 16:06 #18 by Inajira (Inajira)
Replied by Inajira (Inajira) on topic Who you are in D&D
Careful Tom, you don't want to pull agro and have me hit you with a Rules Violation that crits for 2300 build and also has a knockback effect.

Sikkeee I'm just playing with you.  Have fun playing WoW until 6 AM and being socially acceptable :)

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19 Feb 2008 20:14 #19 by McDermitt (Matt Quagz)
Replied by McDermitt (Matt Quagz) on topic Who you are in D&D
you were on your knee's for 5 hours?

Why?

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oog-Matt Q
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19 Feb 2008 20:33 #20 by geezer (geezer)
Replied by geezer (geezer) on topic Who you are in D&D
Jewish foreplay - 15 minutes of pleading followed by 20 minutes on one's knees begging.  Tom obviously has the stamina of many men. :)

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19 Feb 2008 20:39 #21 by Jacob Kanane (Jacob Kanane)
Replied by Jacob Kanane (Jacob Kanane) on topic Who you are in D&D
Gross.

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19 Feb 2008 22:12 #22 by Quin (Quin)
Replied by Quin (Quin) on topic Who you are in D&D
Seconded.

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    And it isn't enough to believe in it, one must work for it.


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19 Feb 2008 22:13 #23 by Jasmina (Jasmina)
Replied by Jasmina (Jasmina) on topic Who you are in D&D
You Are A: True Neutral Human Bard (1st Level)

Ability Scores:
Strength- 13
Dexterity- 12
Constitution- 9
Intelligence- 12
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 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:
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.
Detailed Results:
Alignment:
Lawful Good
XXXXXXXXXXXXXXXXX (17)
Neutral Good ---- XXXXXXXXXXXXX (13)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Lawful Evil
XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXXXXXXXXXX (13)

Law & Chaos:
Law
XXXXXXXXXX (10)
Neutral - XXXXXX (6)
Chaos --- XXXXXXXXXX (10)

Good & Evil:
Good ---- XXXXXXX (7)
Neutral - XXXXXXXXXXXXXXX (15)
Evil ---- XXX (3)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXX (10)
Elf
XXXXXXXX ( 8 )
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXX ( 8 )
Half-Orc - XX (2)

Class:
Barbarian - (-2)
Bard
XXXXXXXX ( 8 )
Cleric ---- (-4)
Druid
XX (2)
Fighter --- (0)
Monk
(-21)
Paladin --- (-21)
Ranger ---- XXXX (4)
Rogue
(-4)
Sorcerer -- (0)
Wizard ---- (-4)

Jasmina or as some people just call me Jasmin


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19 Feb 2008 22:43 #24 by geezer (geezer)
Replied by geezer (geezer) on topic Who you are in D&D
I'm glad to see that I still have it :).  Grossing out both Emily and Rob with one shopworn joke.  This could mean I have an entire generation or two upon which to inflict my repertoire.  Suddenly, the future looks brighter.

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19 Feb 2008 22:58 #25 by Odo Garaath (Odo)
Replied by Odo Garaath (Odo) on topic Who you are in D&D

Careful Tom, you don't want to pull agro and have me hit you with a Rules Violation that crits for 2300 build and also has a knockback effect.

Sikkeee I'm just playing with you.  Have fun playing WoW until 6 AM and being socially acceptable :)


Screw WoW with largest tool of insertion possible.

Steve O. might know. He's a large tool

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19 Feb 2008 23:44 #26 by dedrite (dedrite)
Replied by dedrite (dedrite) on topic Who you are in D&D
Mine said Venger.



Nice.

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19 Feb 2008 23:53 #27 by Tom (Tomatsu)
Replied by Tom (Tomatsu) on topic Who you are in D&D
Neutral Good Human Druid (3rd Level)


Ability Scores:
Strength- 14
Dexterity- 16
Constitution- 15
Intelligence- 16
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 because because it advances mediocrity by limiting the actions of the truly capable.

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

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


Detailed Results:

Alignment:
Lawful Good
XXXXXXXXXXXXXXXXXXXXX (21)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Good ---- XXXXXXXXXXXXXXXX (16)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXX (13)
Lawful Evil
XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXXXXX (12)
Chaotic Evil ---- XXXX (4)

Law & Chaos:
Law
XXXXXXXX (8)
Neutral - XXXXXXXXXXX (11)
Chaos --- XXX (3)

Good & Evil:
Good ---- XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXX (10)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXXXXXX (8)
Elf
XXXXXX (6)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXX (8)
Half-Orc - XX (2)

Class:
Barbarian - (-6)
Bard
XX (2)
Cleric ---- XX (2)
Druid
XXXX (4)
Fighter --- (-4)
Monk
(-11)
Paladin --- (-19)
Ranger ---- XX (2)
Rogue
(-4)
Sorcerer -- (-2)
Wizard ---- (-6)

---
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20 Feb 2008 00:06 #28 by Malyc (Malyc)
Replied by Malyc (Malyc) on topic Who you are in D&D
Every time I tried all it told me was that I was a Malkavian with 6 ranks of Dementation...


Apparently I am so goth I sh*t bats.

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20 Feb 2008 00:25 #29 by Katsumi (Katsumi)
Replied by Katsumi (Katsumi) on topic Who you are in D&D
Neutral Good Human Druid (2nd Level)


Ability Scores:
Strength- 13
Dexterity- 12
Constitution- 14
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 because because it advances mediocrity by limiting the actions of the truly capable.

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

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


Detailed Results:

Alignment:
Lawful Good
XXXXXXXXXXXXXXXXXXX (19)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXX (15)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXX (13)
Lawful Evil
XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXXX (6)

Law & Chaos:
Law
XXXXXXX (7)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXX (5)

Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXX (8)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (8)
Elf
XXXXXXXX (8)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XXXX (4)

Class:
Barbarian - (-4)
Bard
(-2)
Cleric ---- XX (2)
Druid
XXXXXXXX (8)
Fighter --- (-2)
Monk
(-15)
Paladin --- (-21)
Ranger ---- XX (2)
Rogue
(-8)
Sorcerer -- (0)
Wizard ---- (-2)

--
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20 Feb 2008 08:50 #30 by JoDios (JoDios)
Replied by JoDios (JoDios) on topic Who you are in D&D
And Joe B. wins with best D&D reference.

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