Your Character in Dungeons and Dragons

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Chrystenise
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Joined: Thu Nov 13, 2008 8:14 pm

Your Character in Dungeons and Dragons

Postby Chrystenise » Sat May 23, 2009 3:11 pm

A friend of mine just sent me a REALLY awesome, and detailed quiz, of 'what would you be if you were transported into a dungeons and dragons world'. It's very detailed, and even gives you your base stats, class, and level.

http://easydamus.com/character.html

However, let's not do the 'what would we be' that these quizzes always answer.

Let's do what your CHARACTER would be in a DnD world, based off the quiz.

So pick one of your characters, go through the quiz, and answer them as true as you possibly can to your characters IC guidelines. Then post the results.

Go!

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Chrystenise
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Re: Your Character in Dungeons and Dragons

Postby Chrystenise » Sat May 23, 2009 3:39 pm

Genise:

Neutral Good Human Bard/Wizard (2nd/2nd Level)


Ability Scores:
Strength- 10
Dexterity- 10
Constitution- 15
Intelligence- 20
Wisdom- 15
Charisma- 20

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 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:
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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Jolstraer
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Re: Your Character in Dungeons and Dragons

Postby Jolstraer » Sat May 23, 2009 3:48 pm

Jolly would evidently be a...

Neutral Good Human Ranger (7th Level)

Ability Scores:
Strength- 17
Dexterity- 12
Constitution- 17
Intelligence- 12
Wisdom- 11
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 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:
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.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (32)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Lawful Neutral -- XXXXXXXXXXXXXXXXX (17)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Neutral - XXXXXXXXXX (10)
Lawful Evil ----- XXXXXXXXXXXXXX (14)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Evil ---- XXXXXXX (7)

Law & Chaos:
Law ----- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXXXXXXX (16)
Chaos --- XXXX (4)

Good & Evil:
Good ---- XXXXXXXXXXXXXXXX (16)
Neutral - XXXXXX (6)
Evil ---- XXX (3)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXXXX (12)
Elf ------ XX (2)
Gnome ---- XX (2)
Halfling - (0)
Half-Elf - XXXXXX (6)
Half-Orc - XXXXXXXXXX (10)

Class:
Barbarian - XX (2)
Bard ------ (-8)
Cleric ---- XXXX (4)
Druid ----- (0)
Fighter --- XX (2)
Monk ------ (-19)
Paladin --- (-13)
Ranger ---- XXXXXX (6)
Rogue ----- (-2)
Sorcerer -- (-6)
Wizard ---- (-8)
"I left my home where the dead never rose
But the streets of gold i've yet to find
And at the end of the day all you can do is pray
Without hope well you might as well be blind, yeah be blind
Tomorrow comes a day too soon"

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Varenna
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Re: Your Character in Dungeons and Dragons

Postby Varenna » Sat May 23, 2009 4:45 pm

Surprise, Larra. *headdesk*


Chaotic Evil Elf Sorcerer/Rogue (5th/5th Level)

Ability Scores:
Strength- 13
Dexterity- 16
Constitution- 12
Intelligence- 20
Wisdom- 17
Charisma- 18

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

Primary Class:
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.

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 ----- XXXXXXXXXX (10)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Lawful Neutral -- XXXXXXX (7)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXX (23)
Lawful Evil ----- XXXXXXXXXXXXXX (14)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)

Law & Chaos:
Law ----- X (1)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXXXXXXXXXXXXXX (17)

Good & Evil:
Good ---- XXXXXXXXX (9)
Neutral - XXXXXX (6)
Evil ---- XXXXXXXXXXXXX (13)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXXXXXXXX (16)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - (0)

Class:
Barbarian - (-4)
Bard ------ XXXX (4)
Cleric ---- (0)
Druid ----- (-25)
Fighter --- (-6)
Monk ------ (-19)
Paladin --- (-25)
Ranger ---- (0)
Rogue ----- XXXXXX (6)
Sorcerer -- XXXXXX (6)
Wizard ---- (0)
Personal isn't the same as important.

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Threnn
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Re: Your Character in Dungeons and Dragons

Postby Threnn » Sat May 23, 2009 4:52 pm

Threnn's about what I'd expect. It's interesting that Neutral Good beat out Lawful Good by only one point.

Neutral Good Human Cleric/Sorcerer (3rd/2nd Level)

Ability Scores:
Strength- 15
Dexterity- 12
Constitution- 15
Intelligence- 16
Wisdom- 14
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 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:
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.

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

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXX (20)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXX (4)

Law & Chaos:
Law ----- XXXXXXXXX (9)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXX (4)

Good & Evil:
Good ---- XXXXXXXXXXXXXXXXXXX (19)
Neutral - XXXXXXXXXXX (11)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXXXX (13)
Half-Orc - XXXX (4)

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

---

Now to see what they think of Anna. I'm guessing the word "elf" is going to appear...

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Nykkolaia
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Re: Your Character in Dungeons and Dragons

Postby Nykkolaia » Sat May 23, 2009 4:54 pm

Nykkolaia:

Neutral Good Human Ranger (3rd Level)

Ability Scores:
Strength- 12
Dexterity- 14
Constitution- 12
Intelligence- 14
Wisdom- 13
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 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.
"It ain't about how hard you can hit, but how hard you can get hit and keep moving forward; how much you can take and keep moving forward." ['Rocky Balboa']

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Threnn
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Posts: 573
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Re: Your Character in Dungeons and Dragons

Postby Threnn » Sat May 23, 2009 5:09 pm

Huh. Anna's neutral good, juuuuust beat out chaotic good. For the race score, human tied with half-elf. For the class score, bard tied with ranger.

Neutral Good Human Ranger/Bard (3rd/2nd Level)


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

Secondary 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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Tarq
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Re: Your Character in Dungeons and Dragons

Postby Tarq » Sat May 23, 2009 5:13 pm

Tarq's a level 5 Chaotic Good human rogue with mediocre-ish stats apart from 17 Cha. Of great amusement to me was the Alignment table:

Lawful Good ----- XXXXXXXXXXXXX (13)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Lawful Neutral -- XXXXXXXXXX (10)
True Neutral ---- XXXXXXXXXXXXXXX (15)
Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)
Lawful Evil ----- XXXXXXXXXXXX (12)
Neutral Evil ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXX (19)

Suck it, lazy characterization!
Now hang me by this golden noose
'Cause I never been nothin' but your golden goose
Silver tongue don't fail me now
And I'll make my way back to you somehow

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Beltar
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Location: Kannapolis, North Carolina
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Re: Your Character in Dungeons and Dragons

Postby Beltar » Sat May 23, 2009 5:36 pm

Beltar, the 7th level neutral good human ranger.

Ability Scores:
Strength- 12
Dexterity- 14
Constitution- 18
Intelligence- 12
Wisdom- 12
Charisma- 12


Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXX (13)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXX (10)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Evil ---- XXXXXXXXXXXXXXXXX (17)

Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXXXXXXXX (14)
Chaos --- XXXXXXXXXX (10)

Good & Evil:
Good ---- XXXXXXXXX (9)
Neutral - XXXXXX (6)
Evil ---- XXXXXXX (7)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - (0)

Class:
Barbarian - XXXX (4)
Bard ------ (0)
Cleric ---- (-8)
Druid ----- (-6)
Fighter --- XX (2)
Monk ------ (-27)
Paladin --- (-23)
Ranger ---- XXXXXXXXXX (10)
Rogue ----- XXXXXX (6)
Sorcerer -- XX (2)
Wizard ---- (-2)

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Aelflaed
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Re: Your Character in Dungeons and Dragons

Postby Aelflaed » Sat May 23, 2009 5:45 pm

Aelflaed: Lawful Good Human Cleric (5th Level)

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

Aely was only one point in Lawful Good over Neutral Good, and she was pretty balanced Cleric, Monk, and Paladin. This is... not all that surprising.

When I feel like doing all those questions again, I'll probably answer them for Angoleth, but geesh that's a list!
[5.OOC] Beltar: Hammer of What The Fuck Were You Thinking


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