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Shurikane
Dim Panties As String




Joined: 24 Sep 2002
PostPosted: Tue Jan 15, 2008 8:09 pm    Post subject:

I Am A: True Neutral Human Sorcerer (3rd Level)


Ability Scores:

Strength-11

Dexterity-15

Constitution-12

Intelligence-14

Wisdom-15

Charisma-15


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 because 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:
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.


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


_________________
Gopher it.


"Remember when /b/ was good?"
"/b/ was never good."
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Wins 24 - Losses 32
Level 8
EXP: 2375
HP: 2550
Eligible for battle!
STR: 1050
END: 750
ACC: 800
AGI: 600
Graduate's Windbuster (Sword)
(230 - 480)
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Aiman
Demon Knight


Age: 43
Gender: Gender:Male
Joined: 14 Jan 2003
PostPosted: Wed Jan 16, 2008 10:24 am    Post subject:

You Are A:

True Neutral Human Bard/Sorcerer (2nd/2nd Level)


Ability Scores:
Strength- 12
Dexterity- 16
Constitution- 12
Intelligence- 15
Wisdom- 18
Charisma- 12

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 because 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.

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.


A bard? What the...

_________________

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Wins 3 - Losses 6
Level 3
EXP: 767
HP: 2050
Eligible for battle!
STR: 850
END: 600
ACC: 750
AGI: 500
Malaikat, Syaitan & Skye (Blades)
(220 - 280)
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Reverend
I kin


Age: 41
Gender: Gender:Male
Joined: 21 Oct 2002
PostPosted: Sun Jan 20, 2008 3:47 am    Post subject:

Demon angel

I Am A: True Neutral Human Ranger/Bard (2nd/2nd Level)


Ability Scores:

Strength-15

Dexterity-11

Constitution-14

Intelligence-12

Wisdom-8

Charisma-16


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 because 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.


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.


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




......Looks like I need some wisdom training right now. I'm missing out on my ten percent bonus!

_________________
Pot, Burden of Dilligence, One of the Pans of the aPOcalypse
PONY's Preacher Man
Token Social Scientist
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Wins 90 - Losses 76
Level 13
EXP: 5863
HP: 2940
Eligible for battle!
STR: 900
END: 1020
ACC: 900
AGI: 880
Ruler, the Fist of Mod (Mace)
(400 - 460)
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Zinka
Otaku Knight



Gender: Gender:Female
Joined: 28 Sep 2004
PostPosted: Sun Jan 20, 2008 11:06 am    Post subject:

I Am A: Neutral Good Human Ranger (3rd Level)


Ability Scores:

Strength-15

Dexterity-15

Constitution-17

Intelligence-14

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 because 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 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.


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


_________________
Terin's little sister!
check it:
whenintokyo.blogspot.com
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Wins 28 - Losses 27
Level 8
EXP: 894
HP: 2425
Eligible for battle!
STR: 775
END: 825
ACC: 875
AGI: 725
Spear no Kazu (Partisan)
(315 - 395)
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Blackmage
Intragalactic Acquisitions Agent Mew



Gender: Gender:Male
Joined: 02 Feb 2004
PostPosted: Sun Jan 20, 2008 11:21 am    Post subject:

I Am A: True Neutral Human Ranger/Sorcerer (2nd/1st Level)


Ability Scores:

Strength-15

Dexterity-14

Constitution-15

Intelligence-15

Wisdom-16

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 because 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.


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:
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.


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




I actually scored the same on Wiz/Sorc/Rang but you can only be dual classed so boo.

_________________
I'm not a pirate I'm an acquisitions agent and salvage specialist.
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Wins 88 - Losses 123
Level 16
EXP: 12559
HP: 2320
Eligible for battle!
STR: 1320
END: 500
ACC: 1090
AGI: 1090
Chain Saw (Saw)
(440 - 510)
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Faye
Luna Sierra


Age: 41
Gender: Gender:Male
Joined: 28 Apr 2004
PostPosted: Sun Jan 20, 2008 2:58 pm    Post subject:

I Am A: Neutral Good Human Fighter/Sorcerer (2nd/2nd Level)


Ability Scores:

Strength-15

Dexterity-12

Constitution-17

Intelligence-15

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 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:
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:
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.


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


_________________

Panties on your head Splash Evil Laugh



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Wins 39 - Losses 23
Level 9
EXP: 3781
HP: 2140
Eligible for battle!
STR: 710
END: 715
ACC: 1100
AGI: 775
Neverdawn (Gun)
(340 - 400)
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shadokastur
Patience to see and strength to do. That is all.



Gender: Gender:Male
Joined: 26 Jan 2003
PostPosted: Sun Jan 20, 2008 2:59 pm    Post subject:

I Am A: Chaotic Good Human Rogue (4th Level)


Ability Scores:

Strength-13

Dexterity-16

Constitution-12

Intelligence-12

Wisdom-17

Charisma-14


Alignment:
Chaotic Good A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment because it disrupts the order of society and punishes those who do well for themselves.


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 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 (e-mail)


_________________
After our battle, I will keep the ash to remember you by. ~Phayne~

It is all that is left unsaid upon which tragedies are built. ~Darth Traya~
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Wins 13 - Losses 19
Level 6
EXP: 2469
HP: 1450
Eligible for battle!
STR: 550
END: 450
ACC: 800
AGI: 1200
Lux Lucideus (Partisan)
(200 - 450)
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Stingdragon
Lollipop



Gender: Gender:Female
Joined: 13 Dec 2005
PostPosted: Sun Jan 20, 2008 4:11 pm    Post subject:

I Am A: Neutral Good GnomeDruid/Rogue (2nd/1st Level)


Ability Scores:

Strength-14

Dexterity-14

Constitution-15

Intelligence-13

Wisdom-17

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 because it advances mediocrity by limiting the actions of the truly capable.


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.


Primary Class:
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 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 (e-mail)



Look out all you humans!

_________________
It's Valentine!
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Wins 15 - Losses 18
Level 6
EXP: 5064
HP: 2240
Eligible for battle!
STR: 720
END: 760
ACC: 720
AGI: 800
Tail Whip (Blades)
(280 - 370)
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Al the DLOE
Director of Unpleasent Facts Dept.


Age: 43
Gender: Gender:Male
Joined: 05 Dec 2006
PostPosted: Mon Jan 21, 2008 2:14 am    Post subject:

I Am A: Lawful Evil Human Ranger/Cleric (2nd/2nd Level)


Ability Scores:

Strength-16

Dexterity-16

Constitution-16

Intelligence-18

Wisdom-17

Charisma-16


Alignment:
Lawful Evil A lawful evil villain methodically takes what he wants within the limits of his code of conduct without regard for whom it hurts. He cares about tradition, loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns others not according to their actions but according to race, religion, homeland, or social rank. He is loath to break laws or promises. This reluctance comes partly from his nature and partly because he depends on order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled villains. Some lawful evil people and creatures commit themselves to evil with a zeal like that of a crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or master. Lawful evil is sometimes called diabolical, because devils are the epitome of lawful evil. Lawful evil is the best alignment you can be because it combines honor and dedicated self-interest. However, lawful evil can be a dangerous alignment because it represents methodical, intentional, and frequently successful evil.


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:
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.


Find out What Kind of Dungeons and Dragons Character Would Y

well...this is fitting...now to run for office or count some votes... remem it is not the votes that count but who counts the votes (that is attributed to Stalin btw)

_________________
"There is always some madness in love. But there is also always some reason in madness."
-Friedrich Nietzsche
"A liberal is a man too broadminded to take his own side in a quarrel."
-Robert Frost
"What luck for rulers that men do not think."
-Adolf Hitler
Get off a shot FAST, this upsets him long enough to let you make your
second shot perfect. - Robert A Heinlein.
http://imgs.xkcd.com/comics/conspiracy_theories.png
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Wins 49 - Losses 75
Level 14
EXP: 7082
HP: 2623
Eligible for battle!
STR: 913
END: 855
ACC: 1290
AGI: 742
30mm Autocannon of Lesser Justice (Sniper)
(130 - 760)
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Tobias
*explodes*


Age: 38
Gender: Gender:Male
Joined: 17 Jan 2003
PostPosted: Mon Jan 21, 2008 7:22 pm    Post subject:

I Am A: Lawful Good Human Sorcerer (3rd Level)


Ability Scores:

Strength-13

Dexterity-15

Constitution-17

Intelligence-14

Wisdom-17

Charisma-12


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 because 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.


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.


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



Sorc for teh win.

_________________
I am not afraid to die today
Nor afraid of what Death will bring.

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Wins 112 - Losses 110
Level 16
EXP: 535
HP: 3000
Eligible for battle!
STR: 1000
END: 1000
ACC: 1000
AGI: 1000
Eden (Sword)
(475 - 475)
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