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What DnD character Are You? 2010 Edition


Sabretooth

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Neutral Good Human Bard

 

Strength- 12

Dexterity- 16

Constitution- 15

Intelligence- 16

Wisdom- 15

Charisma- 14

 

Lawful Good Human Fighter/Sorcerer (3rd/3rd Level)

 

 

Ability Scores:

Strength- 12

Dexterity- 15

Constitution- 16

Intelligence- 16

Wisdom- 12

Charisma- 14

 

Still low on Strength and Wisdom, so I guess Dev would still say:

Anyone who plays a build like that doesn't deserve to have an Int score. :xp: Good gods, that gives you dreadful HP, spellcasting abilities, and scatters attribute scores all over the place.
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Chaotic Good Human Bard-4th Level

 

Ability Scores:

Strength- 8

Dexterity- 8

Constitution- 9

Intelligence- 16

Wisdom- 14

Charisma- 12

 

Alignment:

Chaotic Good- A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment because it disrupts the order of society and punishes those who do well for themselves.

 

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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Web page and journal code: Copy and paste the following:

 

 

<b>I Am A:</b> Chaotic Good Human Bard (4th Level)

<br><br><u>Ability Scores:</u><br>

<b>Strength-</b>8<br>

<b>Dexterity-</b>8<br>

<b>Constitution-</b>9<br>

<b>Intelligence-</b>16<br>

<b>Wisdom-</b>14<br>

<b>Charisma-</b>12

<br><br><u>Alignment:</u><br><b>Chaotic Good</b> A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment because it disrupts the order of society and punishes those who do well for themselves.<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>Bards</b> 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.

<br><br>Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?</a>, courtesy of Easydamus <a href='mailto:zybstrski@excite.com'>(e-mail)</a><br><br>

--------------------------------------------------------------------------------

 

 

Detailed Results:

 

Alignment:

Lawful Good ----- XXXXXXXXXXXXXXXXXXXX (20)

Neutral Good ---- XXXXXXXXXXXXXXXXX (17)

Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)

Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)

True Neutral ---- XXXXXXXXXXXXXXXX (16)

Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)

Lawful Evil ----- XXXXXXXXXXX (11)

Neutral Evil ---- XXXXXXXX (8)

Chaotic Evil ---- XXXXXXXXXXXXX (13)

 

Law & Chaos:

Law ----- XXXXXXXXX (9)

Neutral - XXXXXX (6)

Chaos --- XXXXXXXXXXX (11)

 

Good & Evil:

Good ---- XXXXXXXXXXX (11)

Neutral - XXXXXXXXXX (10)

Evil ---- XX (2)

 

Race:

Human ---- XXXXXXXXXXXXX (13)

Dwarf ---- XXXXXX (6)

Elf ------ XXXX (4)

Gnome ---- XXXXXXXXXXXX (12)

Halfling - XXXXXXXX (8)

Half-Elf - XXXXXXXXX (9)

Half-Orc - XXXXXX (6)

 

Class:

Barbarian - (0)

Bard ------ XXXX (4)

Cleric ---- (0)

Druid ----- (-17)

Fighter --- (-4)

Monk ------ (-23)

Paladin --- (-19)

Ranger ---- (-4)

Rogue ----- (0)

Sorcerer -- (-2)

Wizard ---- XX (2)

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True Neutral Elf Wizard (2nd Level)

 

 

Ability Scores:

Strength- 11

Dexterity- 12

Constitution- 12

Intelligence- 16

Wisdom- 15

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:

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.

 

Detailed Results:

 

Alignment:

Lawful Good ----- XXXXXXXXXXXXXX (14)

Neutral Good ---- XXXXXXXXXXXXXXXX (16)

Chaotic Good ---- XXXXXXXXXXXXXX (14)

Lawful Neutral -- XXXXXXXXXXXXXXXX (16)

True Neutral ---- XXXXXXXXXXXXXXXXXX (18)

Chaotic Neutral - XXXXXXXXXXXXXXXX (16)

Lawful Evil ----- XXXXXXXXXXX (11)

Neutral Evil ---- XXXXXXXXXXXXX (13)

Chaotic Evil ---- XXXXXXXXXXX (11)

 

Law & Chaos:

Law ----- XXXXXX (6)

Neutral - XXXXXXXX (8)

Chaos --- XXXXXX (6)

 

Good & Evil:

Good ---- XXXXXXXX (8)

Neutral - XXXXXXXXXX (10)

Evil ---- XXXXX (5)

 

Race:

Human ---- XXXXXXXXXXXXXX (14)

Dwarf ---- XXXXXX (6)

Elf ------ XXXXXXXXXXXXXXXX (16)

Gnome ---- XXXX (4)

Halfling - XXXXXX (6)

Half-Elf - XXXXXXXXXX (10)

Half-Orc - XXXXXX (6)

 

Class:

Barbarian - (-2)

Bard ------ (0)

Cleric ---- (-6)

Druid ----- (0)

Fighter --- (-2)

Monk ------ (-17)

Paladin --- (-21)

Ranger ---- (-6)

Rogue ----- XX (2)

Sorcerer -- XX (2)

Wizard ---- XXXXXXXX (8)

 

Can't say I'm surprised with the alignment, though the results were pretty close.

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True Neutral Human Druid (3rd Level)

 

Ability Scores:

Strength - 15

Dexterity - 12

Constitution - 15

Intelligence - 13

Wisdom -18

Charisma - 15

 

Alignment:

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

 

Race:

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

 

Class:

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 ----- XXXXXXXXXX (10)

Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)

Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)

Lawful Neutral -- XXXXXXXXXXXXX (13)

True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)

Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXXX (25)

Lawful Evil ----- XXXXXXX (7)

Neutral Evil ---- XXXXXXXXXXXXXXXXXXX (19)

Chaotic Evil ---- XXXXXXXXXXXXXXXXXXX (19)

 

Law & Chaos:

Law ----- X (1)

Neutral - XXXXXXXXXXXXX (13)

Chaos --- XXXXXXXXXXXXX (13)

 

Good & Evil:

Good ---- XXXXXXXXX (9)

Neutral - XXXXXXXXXXXX (12)

Evil ---- XXXXXX (6)

 

Race:

Human ---- XXXXXXXXXXXXX (13)

Dwarf ---- XXXX (4)

Elf ------ XXXXXXXXXX (10)

Gnome ---- XXXXXXXXXX (10)

Halfling - XXXXXXXXXX (10)

Half-Elf - XXXXXXXXXX (10)

Half-Orc - XXXXXXXX (8)

 

Class:

Barbarian - (-2)

Bard ------ (-2)

Cleric ---- (-6)

Druid ----- XXXXXXXX (8)

Fighter --- XX (2)

Monk ------ (-25)

Paladin --- (-21)

Ranger ---- XXXXXX (6)

Rogue ----- (-4)

Sorcerer -- XXXXXX (6)

Wizard ---- (-4)

 

I couldn't answer certain questions accurately because I either wasn't given the right answers or I wasn't able to choose "both of the above (depending on what kinda day I'm having or the situation I'm in)" when I had to pick one or the other. :D

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A 2³ boobed hot drow female that sucks everyone's ***** at every opertunity/

 

Hah!!!

 

 

 

 

 

 

Being drunk rules; driving your car through icey stuff, rules even more when drunk!! hah !!! To you all, suckers!!!!

 

 

Méh ban me, wtf, what evar!! BIoware rules; Obsidian suck this ¨¨¨¨ thing hard!!!

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well, so much for the grand entrance...

 

Lawful Good Human Cleric (Lvl 4)

 

Ability Scores:

Strength- 15

Dexterity- 14

Constitution- 15

Intelligence- 16

Wisdom- 16

Charisma- 13

 

hmm, i seem to have lost Attribute points somewhere between now and then, and now i'm a cleric?? i guess stranger things have happened.

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Sounds about right.

 

You Are A:

 

 

Lawful Neutral Elf Cleric (1st Level)

 

 

 

Ability Scores:

Strength- 12

Dexterity- 14

Constitution- 12

Intelligence- 13

Wisdom- 16

Charisma- 13

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:

Clerics- Clerics act as intermediaries between the earthly and the divine (or infernal) worlds. A good cleric helps those in need, while an evil cleric seeks to spread his patron's vision of evil across the world. All clerics can heal wounds and bring people back from the brink of death, and powerful clerics can even raise the dead. Likewise, all clerics have authority over undead creatures, and they can turn away or even destroy these creatures. Clerics are trained in the use of simple weapons, and can use all forms of armor and shields without penalty, since armor does not interfere with the casting of divine spells. In addition to his normal complement of spells, every cleric chooses to focus on two of his deity's domains. These domains grants the cleric special powers, and give him access to spells that he might otherwise never learn. A cleric's Wisdom score should be high, since this determines the maximum spell level that he can cast.

 

 

Detailed Results:

 

Alignment:

Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXX (22)

Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)

Chaotic Good ---- XXXXXXXXXXXXXX (14)

Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXX (23)

True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)

Chaotic Neutral - XXXXXXXXXXXXXXX (15)

Lawful Evil ----- XXXXXXXXXX (10)

Neutral Evil ---- XXXXXXXXX (9)

Chaotic Evil ---- XX (2)

 

Law & Chaos:

Law ----- XXXXXXXXXX (10)

Neutral - XXXXXXXXX (9)

Chaos --- XX (2)

 

Good & Evil:

Good ---- XXXXXXXXXXXX (12)

Neutral - XXXXXXXXXXXXX (13)

Evil ---- (0)

 

Race:

Human ---- XXXXXXXXXXXXX (13)

Dwarf ---- XXXXXX (6)

Elf ------ XXXXXXXXXXXXXX (14)

Gnome ---- XXXXXX (6)

Halfling - XXXXXXXX (8)

Half-Elf - XXXXXXXXXXXXXX (14)

Half-Orc - XXXX (4)

 

Class:

Barbarian - (-27)

Bard ------ (-17)

Cleric ---- XXXXXXXX (8)

Druid ----- (-6)

Fighter --- (-2)

Monk ------ XXXXXX (6)

Paladin --- (-21)

Ranger ---- (-2)

Rogue ----- (-6)

Sorcerer -- (0)

Wizard ---- XXXX (4)

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

 

Ability Scores:

Strength- 12

Dexterity- 13

Constitution- 11

Intelligence- 14

Wisdom- 15

Charisma- 13

 

Alignment:

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

 

Race:

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

 

Primary Class:

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

 

Secondary Class:

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

 

 

Detailed Results:

 

Alignment:

Lawful Good ----- XXXXXXXXXXXXXXXXXX (18)

Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)

Chaotic Good ---- XXXXXXXXXXXXXXX (15)

Lawful Neutral -- XXXXXXXXXXXXXXXXXXXX (20)

True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)

Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)

Lawful Evil ----- XXXXXXXXXXXX (12)

Neutral Evil ---- XXXXXXXXXXXXXXXX (16)

Chaotic Evil ---- XXXXXXXXX (9)

 

Law & Chaos:

Law ----- XXXXXXXX (8)

Neutral - XXXXXXXXXXXX (12)

Chaos --- XXXXX (5)

 

Good & Evil:

Good ---- XXXXXXXXXX (10)

Neutral - XXXXXXXXXXXX (12)

Evil ---- XXXX (4)

 

Race:

Human ---- XXXXXXXXXXXXXXX (15)

Dwarf ---- XXXXXXXX (8)

Elf ------ XXXXXXXXXXXX (12)

Gnome ---- XXXXXX (6)

Halfling - XXXXXXXX (8)

Half-Elf - XXXXXXXXXXX (11)

Half-Orc - XX (2)

 

Class:

Barbarian - (-6)

Bard ------ XXXX (4)

Cleric ---- (-2)

Druid ----- XX (2)

Fighter --- (-4)

Monk ------ (-19)

Paladin --- (-17)

Ranger ---- (-4)

Rogue ----- XXXX (4)

Sorcerer -- (0)

Wizard ---- (0)

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