What kind of D&D character are you?

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Comments

  • Luce said:
    I'm just trying to figure out the logistics behind CE + Paladin.
    like a sith? the dark side of the force?
    is dead like the dodo
  • There are various versions of Evil Paladins out there, though most are Lawful Evil rather than Chaotic. Generally speaking, a Knighthood is almost always Lawful, of course.

  • LuceLuce Fox Populi
    There's just a fine line between "Fighter/Cleric" and "Paladin". One is a martial character devoted to a cause, one is a living, breathing champion for that cause. Defending its adherents, routing its foes, and generally being a hero.

    I might could see an Evil variant like an Anti-Paladin, devoted to despoiling all you hold dear and protecting the legions of the damned while they scheme, but even that requires a strict code that just does not mix well with chaos.
  • CyndarinCyndarin used Flamethrower! It was super effective.
    Depends on the god. The defining characteristic of a paladin is that they are warriors imbued with clerical-esque powers of a god, and if that god happens to be chaotic/evil, it makes sense for the paladin to be the same. You can defend adherents, route foes, and be a hero...of evil and chaos. It's all perspective. CE gods can have champions too. 
    image
  • DaraiusDaraius Shevat The juror's taco spot
    Wow listen to you nerds. :P
    I used to make cakes.

    Estarra the Eternal says, "Give Shevat the floor please."
  • CyndarinCyndarin used Flamethrower! It was super effective.
    edited July 2015
    LISTEN DOG-MAN, WE DON'T NEED YOUR LIP.

    Do dogs even have lips?

    edit: I've always played Celina as a CE religious champion. There can be (IMO anyways) a structure that doesn't enforce specific actions or codes or morality. For example, Celina will do anything she feels is necessary to serve Glomdoring, and the structure comes more from the results of service being the guiding principle, rather than the actions one does to serve. I've always seen it as how chaos/the wyrd plays out as a religion. Pillage, burn, and destroy but you're doing it because it serves a structure that requires things to be destroyed. Maybe it's gibberish, it's always been an interesting aspect of RP for me. 
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  • Yeah, i was being sarcastic, Celina as our CE paladin makes sense to me.
    FOR pposters who aren't steingrim:

    image
  • You Are A:

    True Neutral Human Barbarian/Ranger (2nd/1st Level)


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

    Primary Class:
    Barbarians- Barbarians are brave, even reckless, and their warrior skills make them well suited to adventure. Instead of training and discipline, barbarians have a powerful rage that makes them stronger, tougher, and better able to withstand attacks. They only have the energy for a few such displays per day, but it is usually sufficient. Constant exposure to danger has also given barbarians a sort of 'sixth sense,' the preternatural ability to sense danger and dodge attacks, and their running stamina is legendary.

    Secondary 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.

    --------------------------------

    Sounds decently fitting to me! Though if Truda had Barbarian rage, it would be more about hungry than angry. The classes are the only part of the detailed results that I care to share, and mostly because I think it's funny that she got a 0 for wizard. Truda would make a rubbish wizard, it's true. 

    Class:
    Barbarian - XXXXXXXXXXXXXXXXXX (18)
    Bard ------ XXXXXX (6)
    Cleric ---- XXXXXX (6)
    Druid ----- XXXXXXXXXXXX (12)
    Fighter --- XXXXXXXX (8)
    Monk ------ XXXXXXXXXXXX (12)
    Paladin --- XXXXXXXXXXXX (12)
    Ranger ---- XXXXXXXXXXXXXXXXXX (18)
    Rogue ----- XXXXXXXX (8)
    Sorcerer -- XXXXXXXXXX (10)
    Wizard ---- (0)


  • *Revives dead thread*

    You Are A:


    Lawful Good Elf Monk/Cleric (1st/1st Level)



    Ability Scores:
    Strength- 12
    Dexterity- 13
    Constitution- 14
    Intelligence- 17
    Wisdom- 16
    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:
    Monks- Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.

    Secondary Class:
    Clerics- 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.


    Detailed Results:

    Alignment:
    Lawful Good ----- XXXXXXXXXXXXXXXXXXX (19)
    Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
    Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
    Lawful Neutral -- XXXXXXXXXXXXXXX (15)
    True Neutral ---- XXXXXXXXXXXXXX (14)
    Chaotic Neutral - XXXXXXXXXXXXXX (14)
    Lawful Evil ----- XXXXXXXXXXX (11)
    Neutral Evil ---- XXXXXXXXXX (10)
    Chaotic Evil ---- XXXXXXXXXX (10)

    Law & Chaos:
    Law ----- XXXXXXXX (8)
    Neutral - XXXXXXX (7)
    Chaos --- XXXXXXX (7)

    Good & Evil:
    Good ---- XXXXXXXXXXX (11)
    Neutral - XXXXXXX (7)
    Evil ---- XXX (3)

    Race:
    Human ---- XXXXXXXXXXXXX (13)
    Dwarf ---- XXXXXXXX (8)
    Elf ------ XXXXXXXXXXXXXXXX (16)
    Gnome ---- XXXXXXXX (8)
    Halfling - XXXXXXXXXX (10)
    Half-Elf - XXXXXXXXX (9)
    Half-Orc - XX (2)

    Class:
    Barbarian - XX (2)
    Bard ------ XXXXXXXXXXXX (12)
    Cleric ---- XXXXXXXXXXXXXXXX (16)
    Druid ----- XXXXXXXX (8)
    Fighter --- XXXXXXXX (8)
    Monk ------ XXXXXXXXXXXXXXXX (16)
    Paladin --- XXXXXXXXXXXX (12)
    Ranger ---- XXXXXX (6)
    Rogue ----- XXXX (4)
    Sorcerer -- XXXXXXXXXXXXXX (14)
    Wizard ---- XXXXXXXXXXXX (12)


    So Wondir is a noob/noob good from all the angles. Cute. I got for myself:

    True Neutral Human Druid (4th Level)

    Ability Scores: Strength- 12 Dexterity- 13 Constitution- 11 Intelligence- 14 Wisdom- 16 Charisma- 16

  • You Are A:


    Lawful Neutral Human Bard/Cleric (1st/1st Level)



    Ability Scores:
    Strength- 12
    Dexterity- 9
    Constitution- 10
    Intelligence- 13
    Wisdom- 10
    Charisma- 13

    Alignment:
    Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment when it seeks to eliminate all freedom, choice, and diversity 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:
    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:
    Clerics- 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.

    Detailed Results:

    Alignment:
    Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXX (23)
    Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
    Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
    Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXX (23)
    True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
    Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
    Lawful Evil ----- XXXXXXXXXX (10)
    Neutral Evil ---- XXXXXXXXX (9)
    Chaotic Evil ---- XXXXXX (6)

    Law & Chaos:
    Law ----- XXXXXXXXX (9)
    Neutral - XXXXXXXX (8)
    Chaos --- XXXXX (5)

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

    Race:
    Human ---- XXXXXXXXXXXXX (13)
    Dwarf ---- XXXXXXXX (8)
    Elf ------ XXXXXXXXXX (10)
    Gnome ---- XXXXXXXX (8)
    Halfling - XXXXXXXXXX (10)
    Half-Elf - XXXXXXXXXX (10)
    Half-Orc - XX (2)

    Class:
    Barbarian - XXXX (4)
    Bard ------ XXXXXXXXXXXXXXXX (16)
    Cleric ---- XXXXXXXXXXXXXXXX (16)
    Druid ----- XXXXXXXXXX (10)
    Fighter --- XXXXXXXX (8)
    Monk ------ XXXXXXXXXX (10)
    Paladin --- XXXXXXXX (8)
    Ranger ---- XXXXXXXXXX (10)
    Rogue ----- XXXXXXXX (8)
    Sorcerer -- XXXXXXXX (8)
    Wizard ---- XXXXXXXXXXXX (12)

    Eerily similar. That level 1 though...
    "May this be the first of many new experiences for you, Heart of the Crescendo," Czixi says, smile quirking. "The future is an exciting place."

    https://estelss16.deviantart.com/, visit if interested.
  • So, took the test for Tylwyth instead of me and got:

    Lawful Neutral Human Cleric (9th Level)



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

    Alignment:
    Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment when it seeks to eliminate all freedom, choice, and diversity 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:
    Clerics- 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.
    ____________________________________________________________________________________________
    ____________________________________________________________________________________________

    Which is better than being a ranger with a high sco of INT 15 but a wis of 10.
    Not thrilled at the "human" scoring but whatever.....

    FOR pposters who aren't steingrim:

    image
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