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What D&D Character are you??

Discussion in 'Found on the Net' started by rogue49, Aug 15, 2013.

  1. FreeVerse

    FreeVerse Screw Tilted, I'm all the way upside down.

    Location:
    Suburban Chicago
    Chaotic Evil Elf Wizard (6th Level)

    Ability Scores:
    Strength- 12
    Dexterity- 11
    Constitution- 18
    Intelligence- 18
    Wisdom- 18
    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:
    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.
     
  2. rogue49

    rogue49 Tech Kung Fu Artist Staff Member Donor

    Location:
    Baltimore/DC
    If you haven't notice, your level is based on your age.
    Longer you've lived, higher your level.

    When I put down 45, it was 6th (or 3/3)
    Since I'm turning 46 in a few, when I put that in...it was 7th.
     
  3. Baraka_Guru

    Baraka_Guru Möderätor Staff Member

    Location:
    Toronto
    So you're saying I should do one with my ideal self? I tend to want a do-0ver with any ability 9 or less anyway.... :D
     
  4. Cayvmann

    Cayvmann Very Tilted


    "You Are A:



    True Neutral Human Ranger (6th Level)



    Ability Scores:
    Strength- 18
    Dexterity- 14
    Constitution- 16
    Intelligence- 15
    Wisdom- 16
    Charisma- 10


    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."


    Funny, I always played a neutral dwarf when forced into D & D by my little brother...
     
  5. Japchae

    Japchae Very Tilted

    I know not what this means, but okay. D&D is Dungeons and Dragons, right?

     
  6. spindles

    spindles Very Tilted

    Location:
    Sydney, Australia
    I Am A: Neutral Good Human Sorcerer (5th Level)
    Ability Scores:
    Strength-13
    Dexterity-14
    Constitution-13
    Intelligence-15
    Wisdom-14
    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 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: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.
     
  7. AlterMoose

    AlterMoose Slightly Tilted

    Location:
    Pangaea
    There were a few questions that I thought both or all answers applied simultaneously, but I did alright. I'll accept the result.

    Neutral Good Human Druid (4th Level)



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


    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:
    Druids- 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.
     
  8. Baraka_Guru

    Baraka_Guru Möderätor Staff Member

    Location:
    Toronto
    I like how everyone is so much wiser than me. It sounds about right. :D
     
  9. snowy

    snowy so kawaii Staff Member Donor


    Maybe you should stick with me. I'll make sure you do the right thing, and we can blast people with our spells.
     
  10. Cayvmann

    Cayvmann Very Tilted

    The last time I took the quiz I was feeling weird so I took the quiz again, trying to be more accurate with the decisions that I have made in my life and got something completely different. I'll have to admit to being chaotic. Don't know about the rest ( especially the charisma ):


    Chaotic Neutral Human Wizard/Sorcerer (3rd/3rd Level)



    Ability Scores:
    Strength- 19
    Dexterity- 16
    Constitution- 18
    Intelligence- 17
    Wisdom- 17
    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.

    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:
    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.
     
  11. Baraka_Guru

    Baraka_Guru Möderätor Staff Member

    Location:
    Toronto
    You're probably right. However, with my attributes, I should consider dual-classing with one of the martial classes.
     
  12.  
  13. Hyena

    Hyena Vertical

    Zoinks, Im a NG Elf Ranger
     
  14. Herculite

    Herculite Very Tilted

    You Are A:

    True Neutral Human Ranger/Wizard (3rd/2nd Level)


    Ability Scores:
    Strength- 16
    Dexterity- 15
    Constitution- 11
    Intelligence- 16
    Wisdom- 16
    Charisma- 13

    The funny thing here is THAT IS THE CHARACTER I ALWAYS PLAY.........
     
  15. redravin

    redravin Cynical Optimist

    Location:
    North

    Neutral Good Human Bard/Sorcerer (4th/3rd Level)



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


    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.

    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:
    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.

    Kinda boring really.
     
  16. Azharen

    Azharen Getting Tilted

    Location:
    Springfield, OR
    Currently playing a few characters on Roll20. They are 5th Edition. Also playing one character that is in a custom 3.5 world. I'll do a separate write under reply for a few.
    --- Double Post Merged, Mar 14, 2017, Original Post Date: Mar 14, 2017 ---
    Background:
    Ebo was rigorously trained as a slave before being chosen to be an Elan. Stolen from a tribe on Athas as baby during a Spelljamming Raid, Ebo was taken to Ssinssinnabullum for his training. He was quick and sharp-minded. He had a more leisurely training than his fellow slaves. Ebo showed an aptitude for being a magician's assistant if not an apprentice. The trainers, however would never allow a thrall to attain such status until sold to a lesser race. Though his aptitude for understanding magic was good his natural mental abilities soon manifested.

    During particularly "intense" training sessions, objects were known to fly about aimlessly or hover for whole sessions. To control these "outbursts", Ebo was taught to control his powers. He excelled in his studies, but his good naturedness made training him for anything other than as a valet hopeless. Because of his psionic aptitude, Ebo was selected by the Elen Counsel to undergo the "change". Once an Elan, Ebo remained for the most part good natured and inquisitive. Ebo was kept with the other Elan slaves as their "mechanical" natures and eccentric viewpoints made the other slaves uncomfortable at best.

    Ebo was sold to a very interesting Vrock who only referred to himself as "The Vulture". The demon seemed to show a particular interest in Ebo and bid what is still considered an overly generous amount. Ebo was questioned greatly by his new master on the process for becoming an Elan. Ebo could only reveal that, "Ebo was once human, and then Ebo was not". Unsuccessful in breaching the psionic block, the Vulture made Ebo his lab assistant. Ebo proved better
    than any other assistant. Ebo was made to study volume upon volume of text regarding the Outer Planes, spellcraft and ancient rituals; both magical and psionic.

    His Master was obsessed with becoming a Balor. Not wishing to be a prisoner to the Abyss or its demonic hierarchy, the Vulture has focused his attentions, both magically and psioncally towards transforming himself into a Balor. Not just any Balor, but a demon not bound to the trappings of the Abyss. The Vulture hopes making Ebo pours through countless rituals will help to weaken the block on the ritual used in Ebo's own transformation. Recently, the Vulture has felt "life experience" might help in this process. To this end, the Vulture has decided to risk exposing this living "treasure" to the dangers of Shaardh. It's true that Elan are not hard to come by, but the Vulture has a notion Ebo might not be an average Elan.....

    Name - Ebo Msrah ( Sixth born on a Tuesday)
    Race - Elan
    Age - 30
    Height - 6' 1"
    Weight - 175lbs
    Hit Pts - 85 (d4)/(d8):
    Alignment - CG* (Devoted to Master)
    Languages: Common, Abyssal, Illthid, Planar Common
    Level: 14

    STR: 10 - +0
    DEX+: 16 - +3
    CON: 14 - +2
    INT+: 19 (21) - +5
    WIS: 10 - +0
    CHA: 11 (12) - +0

    Modifiers:
    -2 Cha - Poor understanding of humans as Elan have had their humanity purged via psionic ritual.
    Abberation - Not affected by spells or effects that affect humanoids only.
    Naturally Psionic - +2 Power Points at 1st level
    Resistance - Can spend +1PP to gain +4 racial bonus to saving for 1 action as an Immediate Action.
    Resiliance - Can spend +1PP/2Dmg to reduce dmg taken as an Immediate Action
    Repletion - Can spend 1PP to go without food and water for 24 hours

    Psion: Level 6
    ==============
    Pwr Pts / Day: 50:
    Cognizance Crystal: 9 pp:
    Pwrs Knows: 14
    Max Pwr Lvl Known: 3rd
    BAB: +3; Fort: +2; Ref: +2; Will: +5
    Discipline: Psychokinesis (Kineticist)
    Powers Known: 13

    1st:
    Bolt^: pg 81
    Control Flames^: pg 86
    Control Object^: pg 88
    Detect Psionics: pg 91
    Energy Ray^: Pg 103
    Mind Thrust^: pg 120
    Vigor^: pg 140

    2nd:
    Energy Missle^: pg 102
    Energy Push^: pg 102
    Identify, Psionic: pg 112
    Inflict Pain^: pg 113

    3rd:
    Dismiss Ectoplasm: pg 94
    Energy Bolt^: pg 100
    Energy Retort^: pg 103

    Pyrokineticist: Level 8
    ==================
    BAB: +6; Fort: +6; Ref: +6; Will: +2

    1st: Fire Lash: 15' Fire Whip, d8
    2nd: Fire Adapt: SAVE: +4 vs Fire; Fire Resistance 10; Hand Afire: 2d6 for Unarmed Atk
    3rd: Bolt of Fire: d6 / Pyro (RTA)
    4th: Weapon Afire: 2d6 Fire Bonus Fire Dmg to weapon
    5th: Nimbus: pg. 152: CHA +4, DMG RED 5/Magic, Atts are 2d6, 1 min/lvl/dy
    6th: Firewalk: pg. 152, 1pp/rd
    7th: Fear No Fire: SAVE: +8 vs Fire; Fire Resistance 20
    8th: Greater Weapon Afire: Wpn/Hand Afire and Nimbus now 4d6


    Ebo has survived a lot. The game world he's in is almost on par with Athas when comparing survivability. Been playing him for about a year and a half.
     
  17. Wildmermaid

    Wildmermaid Very Tilted

    Location:
    Pacific Northwest
    Neutral Good Human Druid/Rogue (3rd/2nd Level)


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

    Primary Class:
    Druids- 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.

    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.

    Pretty low scores all told. <.< We used to play AD&D (also Werewolf, Vampire, Shadowrun) and I was always some kind of caster elf or a hybrid race. Not a bit shocked by the Druid but the Rogue surprised me.
     
  18. Joelski

    Joelski Vertical

    No valid message
     
  19. redravin

    redravin Cynical Optimist

    Location:
    North