What Kind of D&D Character Would You Be?
Future Arcane Marksman reporting in.
Funnily enough I am currently playing a Witch that way.
Results
" Detailed report showed that it was more like Ranger/Sorcerer/Cleric, equally weighted. It seems it was chosen by my mere philosophical stance. From a DnD perspective are my stats well balanced but completely useless for my current classes. The irony. Last edited by Nightmare90#4217 on Aug 18, 2013, 7:06:25 PM
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" I preferred 2 hours of philosophy over the gym.
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Discussing Arnold one-liner.
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Chaotic Good Dwarf Wizard/Sorcerer 2/2
Str 14 Dex 14 Con 19 Int 16 Wis 18 Cha 14 That is a pretty terrible 4th level character. Ack. I would be much better off as 4th level Human Wizard, but whateves. Bullshit, you get the game for free.
-Qarl |
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Neutral Good Human Wizard (7th Level)
Ability Scores: Strength- 11 Dexterity- 14 Constitution- 11 Intelligence- 13 Wisdom- 12 Charisma- 13 Notice the level? I pretty sure that is age related. Edit: Tried again and lied through my teeth. True Neutral Human with lowest score 18. Was trying for Chaotic anything. |
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I got about 20 questions into it before I said fuck it and closed the page.
Sincerely, ![]() It's MY island! Last edited by The_Ruler_Of_Wraeclast#3903 on Aug 19, 2013, 5:25:04 AM
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True Neutral Half-Elf Sorcerer/Rogue (2nd/1st Level)
Ability Scores: Strength- 13 Dexterity- 13 Constitution- 11 Intelligence- 14 Wisdom- 14 Charisma- 14 Come the fuck on, my answers should give me better intel and wisdom. Alignment:
Spoiler
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:
Spoiler
Half-Elves have the curiosity and ambition for their human parent and the refined senses and love of nature of their elven parent, although they are outsiders among both cultures. To humans, half-elves are paler, fairer and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180.
Primary Class:
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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:
Spoiler
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.
Old april 2012 account got stolen Last edited by Freeslana#1251 on Aug 19, 2013, 5:45:46 AM
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" I would love to see you roleplay that character. Seriously, it must be hilarious.
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18 is supposed to be the highest a normal human can achieve for any stat. I'm supernaturally dexterous I guess, as well as super strong, smart, and charismatic.
Spoiler
I Am A:
Lawful Good Halfling Rogue (5th Level) Ability Scores: Strength-17 Dexterity-19 Constitution-13 Intelligence-17 Wisdom-14 Charisma-17 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: Halflings are clever, capable and resourceful survivors. They are notoriously curious and show a daring that many larger people can't match. They can be lured by wealth but tend to spend rather than hoard. They prefer practical clothing and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall and commonly live to see 150. Class: 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. Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus Last edited by ionface#0613 on Aug 19, 2013, 12:14:22 PM
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" But you arent human, halfling. In much of the D&D canon, player characters are assumed to be essentially better than typical members of their race as seen in many of the alternative attribute assignment and generation rules. For years i searched for deep truths. A thousand revelations. At the very edge...the ability to think itself dissolves away.Thinking in human language is the problem. Any separation from 'the whole truth' is incomplete.My incomplete concepts may add to your 'whole truth', accept it or think about it
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" Yeah, exactly what my first couple posts were about in this thread, my honest results were as overpowered and unrealistic as I'd suspected they'd be. |
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