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You Are A:


Chaotic Neutral Human Fighter/Ranger (2nd/2nd Level)



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


It's okay Kim, I'll tank for you.
Kim Site Admin

Lorvilran wrote:
Base number is 8 for a human though. :) 10 con is actually about right for any non-front line character.

Oh, and here I thought I was exaggerating. If 8 is the baseline, I would definitely give myself a 5. My health is very fragile. I work hard to keep from slipping back into being chronically sick. SUPER strict diet, regimented exercise, intense avoidance of people with coughs, etc. etc.
Kim wrote:
Lorvilran wrote:
Base number is 8 for a human though. :) 10 con is actually about right for any non-front line character.

Oh, and here I thought I was exaggerating. If 8 is the baseline, I would definitely give myself a 5. My health is very fragile. I work hard to keep from slipping back into being chronically sick. SUPER strict diet, regimented exercise, intense avoidance of people with coughs, etc. etc.

Lol, poor kim.
Lawful Good Human Monk (lvl 3)

Strength- 14
Dexterity- 12
Constitution- 13
Intelligence- 15
Wisdom- 14
Charisma- 13

I must have lied somewhere. XD Charisma and dexterity should be much, much lower. I used to be a Ranger on this test years ago. Was not expecting to be a monk.
TheLily

Lawful Good Human Ranger (4th Level)

Ability Scores:
Strength- 11
Dexterity- 12
Constitution- 9
Intelligence- 10
Wisdom- 11
Charisma- 12

*whines* I don't wanna be a ranger! --- Also, my dex should not be that high -_- I'm surprised I got over ten for anything.
TheLily wrote:
Lawful Good Human Ranger (4th Level)

Ability Scores:
Strength- 11
Dexterity- 12
Constitution- 9
Intelligence- 10
Wisdom- 11
Charisma- 12

*whines* I don't wanna be a ranger! --- Also, my dex should not be that high -_- I'm surprised I got over ten for anything.

At least you didn't get 0 across the board like I did. Lol.
Neutral Good Human Druid/Ranger (2nd/2nd Level)



Ability Scores:
Strength- 15
Dexterity- 15
Constitution- 17
Intelligence- 17
Wisdom- 17
Charisma- 14
True Neutral Human Ranger (4th Level)

Ability Scores:
Strength- 12
Dexterity- 10
Constitution- 12
Intelligence- 12
Wisdom- 14
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 when 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:
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.
You Are A:


Lawful Good Human Ranger/Sorcerer (2nd/2nd Level)



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

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:
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:
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.
I dont remember the stats... but I'm a True Neutral Bard with terrible stats.

My life sucks...
Minerva

Neutral Good Human Bard (3rd Level)


Ability Scores:
Strength- 10
Dexterity- 13
Constitution- 12
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 when 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.



Detailed Results:

Alignment:
Lawful Good
XXXXXXXXXXXXXXXXXXXXXXX (23)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil
XXXXXXXXXX (10)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXXXXX (6)

Law & Chaos:
Law
XXXXXXXXX (9)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXX (5)

Good & Evil:
Good ---- XXXXXXXXXXXXXX (14)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXX (10)
Elf
XXXX (4)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXX (9)
Half-Orc - (0)

Class:
Barbarian - (-2)
Bard
XXXX (4)
Cleric ---- (-2)
Druid
(0)
Fighter --- (0)
Monk
(-19)
Paladin --- (-21)
Ranger ---- (0)
Rogue
(0)
Sorcerer -- (-2)
Wizard ---- (0)
Welp, I was not surprised at all, already fancied myself as LG:

Lawful Good Elf Wizard/Rogue (1st/1st Level)

Ability Scores:
Strength- 9
Dexterity- 12
Constitution- 11
Intelligence- 14
Wisdom- 15
Charisma- 13

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:
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:
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.

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.
Neutral Good Human Druid (1st Level)


Ability Scores:
Strength- 13
Dexterity- 15
Constitution- 15
Intelligence- 13
Wisdom- 14
Charisma- 13
I am the bane of man~ All of the Lawful Good and True Neutral people...I feel left out~ But I shall be the one who has the last laugh~

Now if only I could scare the book-borrowers into placing the book in the right place, then I would have to do even less work~


Chaotic Evil Human Rogue (4th Level)



Ability Scores:
Strength- 14
Dexterity- 16
Constitution- 17
Intelligence- 13
Wisdom- 15
Charisma- 16

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:
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:
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
XXXXXXXXX (9)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Lawful Neutral -- XXXXXX (6)
True Neutral ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil
XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)

Law & Chaos:
Law
X (1)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXXXXXXXXXXX (14)

Good & Evil:
Good ---- XXXXXXXX (8)
Neutral - XXXXX (5)
Evil ---- XXXXXXXXXX (10)

Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXXXXXX (8)
Elf
XXXX (4)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXX (8)
Half-Orc - XXXXXX (6)

Class:
Barbarian - (0)
Bard
XXXX (4)
Cleric ---- (-4)
Druid
(-23)
Fighter --- (-4)
Monk
(-19)
Paladin --- (-25)
Ranger ---- (0)
Rogue
XXXXXX (6)
Sorcerer -- XXXX (4)
Wizard ---- (-2)
Lawful Neutral human Wizard? Oh, but of course!


Ability Scores:
Strength- 8
Dexterity- 14
Constitution- 8
Intelligence- 18
Wisdom- 11
Charisma- 11


(...Isn't... isn't 8 the lowest a score can go? %( )
Sounds pretty accurate then, Ed! ;3
My results are vastly different than when I took it ages ago. Back then I think I was a 2nd level Sorcerer/Bard Human, True Neutral.


You Are A:


True Neutral Gnome Sorcerer (4th Level)



Ability Scores:
Strength- 10
Dexterity- 11
Constitution- 13
Intelligence- 11
Wisdom- 12
Charisma- 14

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 when it represents apathy, indifference, and a lack of conviction.

Race:
Gnomes are in wide demand as alchemists, inventors, and technicians, though most prefer to remain among their own kind in simple comfort. Gnomes adore animals, gems, and jokes, especially pranks. They love to learn by personal experience, and are always trying new ways to build things. Gnomes stand 3 to 3.5 feet tall and live about 350 to 500 years.

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
XXXXXXXXXXXXXXXXXX (18)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil
XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXXXXXXXXX (10)

Law & Chaos:
Law
XXXXXXXX (8)
Neutral - XXXXXXXX (8)
Chaos --- XXXXX (5)

Good & Evil:
Good ---- XXXXXXXXXX (10)
Neutral - XXXXXXXXXX (10)
Evil ---- XXXXX (5)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf
XXXXXXXX (8)
Gnome ---- XXXXXXXXXXXXXXXX (16)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - (0)

Class:
Barbarian - XX (2)
Bard
XX (2)
Cleric ---- (-4)
Druid
(-2)
Fighter --- (-4)
Monk
(-23)
Paladin --- (-19)
Ranger ---- (-4)
Rogue
(-2)
Sorcerer -- XXXXXXXXXX (10)
Wizard ---- XX (2)
It can go lower with certain choices of something, I believe for a human 6 is lowest something can be, for others that have a deficiency in one stat or another- half-orcs being one it can go lower.
Wizard wrote:
Lawful Neutral human Wizard? Oh, but of course!


Ability Scores:
Strength- 8
Dexterity- 14
Constitution- 8
Intelligence- 18
Wisdom- 11
Charisma- 11


(...Isn't... isn't 8 the lowest a score can go? %( )
Chaotic Neutral Human Rogue (5th Level)

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

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 when 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:
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 ---- XXXXXXXX (8 )
Neutral Good ---- XXXXXXXXXXXXXXXX (16)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXX (20)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
Lawful Evil ---- XXXXXXX (7)
Neutral Evil ---- XXXXXXXXXXXXXXX (15)
Chaotic Evil ---- XXXXXXXXXXXXXXXX (16)
Law & Chaos:
Law ---- XXXX (4)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXXXXXXXXXX (13)
Good & Evil:
Good ---- XXXX (4)
Neutral - XXXXXXXXXXXXXXXX (16)
Evil ---- XXX (3)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXX (4)
Elf ---- XXXXXXXX (8 )
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8 )
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXXXX (6)
Class:
Barbarian - XX (2)
Bard ---- (-4)
Cleric ---- (-2)
Druid ---- XX (2)
Fighter --- (-4)
Monk ---- (-23)
Paladin --- (-21)
Ranger ---- (0)
Rogue ---- XXXXXX (6)
Sorcerer -- XX (2)
Wizard ---- (0)
EdtheNeko

Well...that took awhile, I cant say I'm that surprised...

What I got
Chaotic Neutral Human Ranger/Bard (2nd/1st Level)


Ability Scores:
Strength- 12
Dexterity- 12
Constitution- 12
Intelligence- 14
Wisdom- 15
Charisma- 10

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 when 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:
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.


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

<b>I Am A:</b> Chaotic Neutral Human Ranger/Bard (2nd/1st Level)
<br><br><u>Ability Scores:</u><br>
<b>Strength-</b>12<br>
<b>Dexterity-</b>12<br>
<b>Constitution-</b>12<br>
<b>Intelligence-</b>14<br>
<b>Wisdom-</b>15<br>
<b>Charisma-</b>10
<br><br><u>Alignment:</u><br><b>Chaotic Neutral</b> 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 when 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: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 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
XXXXXXXXXXXXX (13)
Neutral Good ---- XXXXXXXXXXXXXXXX (16)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXX (23)
Lawful Evil
XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XXXXXXXXXXXXXXXX (16)

Law & Chaos:
Law
XXXXX (5)
Neutral - XXXXXXXX (8)
Chaos --- XXXXXXXXXX (10)

Good & Evil:
Good ---- XXXXXXXX (8)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- XXXXXX (6)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXX (4)
Elf
XXXXXXXX (8)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXXXX (14)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXX (4)

Class:
Barbarian - (-4)
Bard
XXXXXX (6)
Cleric ---- (-8)
Druid
XX (2)
Fighter --- (0)
Monk
(-25)
Paladin --- (-23)
Ranger ---- XXXXXX (6)
Rogue
(-2)
Sorcerer -- XXXX (4)
Wizard ---- XX (2)

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