Monday, March 24, 2008

D & D Stats War

I Am A: Chaotic Neutral Human Fighter/Cleric (1st/1st Level)

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

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.

Primary Class:
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.

Secondary Class:
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.

Alignment:
Lawful Good ----- XXXXXXXXXXXX (12)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
Lawful Evil ----- XXXX (4)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XXXXXXXXXXXXXXX (15)

Law & Chaos:
Law ----- XX (2)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXXXXXXXXXX (13)

Good & Evil:
Good ---- XXXXXXXXXX (10)
Neutral - XXXXXXXXXXXXXXXX (16)
Evil ---- XX (2)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXX (7)
Half-Orc - XXXX (4)

Class:
Barbarian - (-4)
Bard ------ (0)
Cleric ---- XX (2)
Druid ----- XX (2)
Fighter --- XX (2)
Monk ------ (-25)
Paladin --- (-17)
Ranger ---- XX (2)
Rogue ----- (0)
Sorcerer -- (0)
Wizard ---- (-4)

Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)

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