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What class/race do you normally play as?

Discussion in 'Playground' started by Vhailor, Feb 25, 2008.

  1. Vhailor

    Vhailor Justice is not blind, for I am her eyes Veteran

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  2. The Magister Gems: 26/31
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  3. Vhailor

    Vhailor Justice is not blind, for I am her eyes Veteran

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  4. Disciple of The Watch

    Disciple of The Watch Preparing The Coming of The New Order Veteran

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    50-50. I do play human, but I play evil rogues.

    Chaotic Evil human Barbarian? :skeptic:
     
    Last edited: Jun 27, 2008
  5. Vhailor

    Vhailor Justice is not blind, for I am her eyes Veteran

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    I normally play as a Ranger, Paladin, or Wizard, sometimes a thief
    elf, half-elf or human. Mostly of Good Alignment.




    You Are A:


    Lawful Good Human Paladin/Cleric (1st/1st Level)


    Ability Scores:
    Strength- 11
    Dexterity- 12
    Constitution- 12
    Intelligence- 14
    Wisdom- 17
    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 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.

    Primary Class:
    Paladins- Paladins take their adventures seriously, and even a mundane mission is, in the heart of the paladin, a personal test an opportunity to demonstrate bravery, to learn tactics, and to find ways to do good. Divine power protects these warriors of virtue, warding off harm, protecting from disease, healing, and guarding against fear. The paladin can also direct this power to help others, healing wounds or curing diseases, and also use it to destroy evil. Experienced paladins can smite evil foes and turn away undead. A paladin's Wisdom score should be high, as this determines the maximum spell level that they can cast. Many of the paladin's special abilities also benefit from a high Charisma score.

    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.



    Alignment:
    Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (32)
    Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
    Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
    Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
    True Neutral ---- XXXXXXXXXXXXXXXX (16)
    Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
    Lawful Evil ----- XXXXXXXXXXXXXXXX (16)
    Neutral Evil ---- XXXX (4)
    Chaotic Evil ---- XXXXXXX (7)

    Law & Chaos:
    Law ----- XXXXXXXXXXXXXXXX (16)
    Neutral - XXXX (4)
    Chaos --- XXXXXXX (7)

    Good & Evil:
    Good ---- XXXXXXXXXXXXXXXX (16)
    Neutral - XXXXXXXXXXXX (12)
    Evil ---- (0)

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

    Class:
    Barbarian - (-25)
    Bard ------ (-23)
    Cleric ---- XXXXXX (6)
    Druid ----- (-21)
    Fighter --- XX (2)
    Monk ------ (0)
    Paladin --- XXXXXX (6)
    Ranger ---- XXXX (4)
    Rogue ----- (-6)
    Sorcerer -- (-2)
    Wizard ---- xx(2)
     
  6. Ilmater's Suffering Gems: 21/31
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    Lawful Neutral Human Monk/Sorcerer (2nd/1st Level)


    Ability Scores:
    Strength- 12
    Dexterity- 12
    Constitution- 14
    Intelligence- 14
    Wisdom- 14
    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 because 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:
    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:
    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.

    Alignment:
    Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
    Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
    Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
    Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
    True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
    Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
    Lawful Evil ----- XXXXXXXXXXXXXXXXX (17)
    Neutral Evil ---- XXXXXXXXXX (10)
    Chaotic Evil ---- XXXXXXX (7)

    Law & Chaos:
    Law ----- XXXXXXXXXXXXXXX (15)
    Neutral - XXXXXXXX (8)
    Chaos --- XXXXX (5)

    Good & Evil:
    Good ---- XXXXXXXXXXXXX (13)
    Neutral - XXXXXXXXXXXXXX (14)
    Evil ---- XX (2)

    Race:
    Human ---- XXXXXXXXXXXXX (13)
    Dwarf ---- XXXX (4)
    Elf ------ XXXXXXXXXXXX (12)
    Gnome ---- XXXX (4)
    Halfling - XXXXXXXX (8)
    Half-Elf - XXXXXXXXXXXXX (13)
    Half-Orc - XXXXXX (6)

    Class:
    Barbarian - (-21)
    Bard ------ (-27)
    Cleric ---- (0)
    Druid ----- XX (2)
    Fighter --- (-6)
    Monk ------ XXXXXX (6)
    Paladin --- (-19)
    Ranger ---- (-2)
    Rogue ----- (-6)
    Sorcerer -- XXXXXX (6)
    Wizard ---- XXXX (4)

    I'm surprised sorcerer was equal to monk.
     
  7. Trellheim Gems: 22/31
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    I usually play a true neutral human barbarian/thief.


    True Neutral Gnome Druid/Sorcerer (1st/1st Level)

    Ability Scores:
    Strength- 16
    Dexterity- 18
    Constitution- 15
    Intelligence- 16
    Wisdom- 17
    Charisma- 17

    The detailed results said I was "-17 paladin" :lol:

    ...sucker punch!
     
  8. Giles Barskins Gems: 6/31
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    I ended up being a LG Halfling Paladin/Cleric (2/2).

    Despite being HEAVILY flawed, the quiz managed to come up with something that I could see myself as. Except the halfling part: I'm 6'1".
     
  9. The Magpie

    The Magpie Balance, in all things Veteran

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    O.K., hands up who didn't see that coming. :shake:
     
  10. Giles Barskins Gems: 6/31
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    Not a single ability score below 15, huh? Are you aure you haven't been using Shadow Keeper on yourself, there? :p
     
  11. Trellheim Gems: 22/31
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    I admit nothing!
    /me reloads savegame Trell (Edited 0001)
     
  12. Montresor

    Montresor Mostly Harmless Staff Member ★ SPS Account Holder

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    You know Trellheim, I wonder what you answered to this question:

    ;) ;)

    --------

    My results seem to fit me reasonably:

    Neutral Good Human Sorcerer (5th Level)


    Ability Scores:
    Strength- 11
    Dexterity- 11
    Constitution- 12
    Intelligence- 17
    Wisdom- 13
    Charisma- 11

    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- 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.

    Alignment:
    Lawful Good ----- XXXXXXXXXXXXXX (14)
    Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
    Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
    Lawful Neutral -- XXXXXXXXXX (10)
    True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
    Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
    Lawful Evil ----- XXXXX (5)
    Neutral Evil ---- XXXXXXXXXXXXXXXXX (17)
    Chaotic Evil ---- XXXXXXXXXXXXXXX (15)

    Law & Chaos:
    Law ----- X (1)
    Neutral - XXXXXXXXXXXXX (13)
    Chaos --- XXXXXXXXXXX (11)

    Good & Evil:
    Good ---- XXXXXXXXXXXXX (13)
    Neutral - XXXXXXXXX (9)
    Evil ---- XXXX (4)

    Race:
    Human ---- XXXXXXXXXXXXX (13)
    Dwarf ---- XXXXXX (6)
    Elf ------ XXXXXXXXXXXX (12)
    Gnome ---- XXXXXXXXXXXX (12)
    Halfling - XXXXXXXXXX (10)
    Half-Elf - XXXXXXXXXX (10)
    Half-Orc - (-2)

    Class:
    Barbarian - (-2)
    Bard ------ (-6)
    Cleric ---- (-2)
    Druid ----- (0)
    Fighter --- XX (2)
    Monk ------ (-21)
    Paladin --- (-21)
    Ranger ---- XXXX (4)
    Rogue ----- (-6)
    Sorcerer -- XXXXXX (6)
    Wizard ---- XXXX (4)
     
  13. The Magister Gems: 26/31
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    Neutral Good Elf Wizard (1st Level)


    Ability Scores:
    Strength- 10
    Dexterity- 10
    Constitution- 10
    Intelligence- 15
    Wisdom- 17
    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 because it advances mediocrity by limiting the actions of the truly capable.

    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.

    Detailed Results:

    Alignment:
    Lawful Good ----- XXXXXXXXXXXXXXXXXX (18)
    Neutral Good ---- XXXXXXXXXXXXXXXXXXX (19)
    Chaotic Good ---- XXXXXXXXXXXXXXX (15)
    Lawful Neutral -- XXXXXXXXXXXXXXXXX (17)
    True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
    Chaotic Neutral - XXXXXXXXXXXXXX (14)
    Lawful Evil ----- XXXXXXXX (8)
    Neutral Evil ---- XXXXXXXXX (9)
    Chaotic Evil ---- XXXXX (5)

    Law & Chaos:
    Law ----- XXXXXXX (7)
    Neutral - XXXXXXXX (8)
    Chaos --- XXXX (4)

    Good & Evil:
    Good ---- XXXXXXXXXXX (11)
    Neutral - XXXXXXXXXX (10)
    Evil ---- X (1)

    Race:
    Human ---- XXXXXXXXXXXXX (13)
    Dwarf ---- XXXXXX (6)
    Elf ------ XXXXXXXXXXXXXX (14)
    Gnome ---- XXXX (4)
    Halfling - XXXXXX (6)
    Half-Elf - XXXXXXXXXXXXXX (14)
    Half-Orc - XXXXXX (6)

    Class:
    Barbarian - (-6)
    Bard ------ (0)
    Cleric ---- XX (2)
    Druid ----- XXXX (4)
    Fighter --- (-4)
    Monk ------ (-27)
    Paladin --- (-19)
    Ranger ---- (-2)
    Rogue ----- (0)
    Sorcerer -- XXXX (4)
    Wizard ---- XXXXXX (6)
    ----------------------------------------------
    -27 Monk? How low can you go?

    Honestly I would have been suprised to get anything else the what I got.
     
  14. Bahir the Red Gems: 18/31
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    I Am A: Neutral Good Dwarf Druid/Sorcerer (1st/1st Level)
    Ability Scores:
    Strength-19
    Dexterity-16
    Constitution-14
    Intelligence-14
    Wisdom-16
    Charisma-15
    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 it advances mediocrity by limiting the actions of the truly capable.

    Race: Dwarves are known for their skill in warfare, their ability to withstand physical and magical punishment, their hard work, and their capacity for drinking ale. Dwarves are slow to jest and suspicious of strangers, but they are generous to those who earn their trust. They stand just 4 to 4.5 feet tall, but are broad and compactly built, almost as wide as they are tall. Dwarven men value their beards highly.

    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: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 ----- XXXXXXXXXXXXXXXXXXXXXX (22)
    Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
    Chaotic Good ---- XXXXXXXXXXXXXXXXXXXX (20)
    Lawful Neutral -- XXXXXXXXXXXXXXXXXXXX (20)
    True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
    Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
    Lawful Evil ----- XXXXXXXXXX (10)
    Neutral Evil ---- XXXXXXXXXX (10)
    Chaotic Evil ---- XXXXXXXX (8)

    Law & Chaos:
    Law ----- XXXXXXXX (8)
    Neutral - XXXXXXXX (8)
    Chaos --- XXXXXX (6)

    Good & Evil:
    Good ---- XXXXXXXXXXXXXX (14)
    Neutral - XXXXXXXXXXXX (12)
    Evil ---- XX (2)

    Race:
    Human ---- XXXXXXXXXXXXX (13)
    Dwarf ---- XXXXXXXXXXXXXX (14)
    Elf ------ XXXXXX (6)
    Gnome ---- XX (2)
    Halfling - XX (2)
    Half-Elf - XXXXXXXX (8)
    Half-Orc - XXXXXXXXXXXX (12)

    Class:
    Barbarian - (-8)
    Bard ------ (-4)
    Cleric ---- (-4)
    Druid ----- XXXXXX (6)
    Fighter --- XXXX (4)
    Monk ------ (-17)
    Paladin --- (-19)
    Ranger ---- (-2)
    Rogue ----- (-2)
    Sorcerer -- XXXXXX (6)
    Wizard ---- (-2)
     
  15. Loreseeker

    Loreseeker A believer in knowledge Veteran

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    I usually play as a ranger or wizard, sometimes paladin or druid,
    half-elf or elf, good alignment

    I got a:

    Lawful Good Human Paladin/Cleric (1st/1st level)

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

    Ability Scores:
    Strength- 12
    Dexterity- 13
    Constitution- 13
    Intelligence- 20
    Wisdom- 14
    Charisma- 13

    Alignment:
    Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
    Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
    Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
    Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
    True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
    Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
    Lawful Evil ----- XXXXXXXXXXXX (12)
    Neutral Evil ---- XXXXXXXX (8)
    Chaotic Evil ---- XXXXX (5)

    Law & Chaos:
    Law ----- XXXXXXXXXXXX (12)
    Neutral - XXXXXXXX (8)
    Chaos --- XXXXX (5)

    Good & Evil:
    Good ---- XXXXXXXXXXXXXXXXX (17)
    Neutral - XXXXXXXXXXXXXX (14)
    Evil ---- (0)

    Race:
    Human ---- XXXXXXXXXXXXXX (14)
    Dwarf ---- XXXXXXXX (8)
    Elf ------ XXXXXXXXXX (10)
    Gnome ---- XX (2)
    Halfling - XXXXXX (6)
    Half-Elf - XXXXXXXXX (9)
    Half-Orc - XXXXXXXX (8)

    Class:
    Barbarian - (-23)
    Bard ------ (-27)
    Cleric ---- XXXXXX (6)
    Druid ----- (-15)
    Fighter --- (-2)
    Monk ------ (-4)
    Paladin --- XXXXXX (6)
    Ranger ---- XX (2)
    Rogue ----- (-10)
    Sorcerer -- (-2)
    Wizard ---- XXXXXX (6)
    -------------------------------------------

    Cleric?! :eek: With Wisdom 14 and Intelligence 20?
    Why not Wizard? My class score is the same for both (6).
     
  16. The Shaman Gems: 28/31
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    I tend to play as skill-heavy warrior classes such as ranger, monk, or a fighter/rogue MCs. I don't think I've played a full-time wizo yet... not in a cRPG, at least. I'm currently running a LN necro and a NG diviner in play-by-posts, though.

    You Are A:

    Lawful Good Human Wizard (3rd Level)


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

    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:
    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.


    Detailed Results:

    Alignment:
    Lawful Good ----- XXXXXXXXXXXXXXXXXXXXX (21)
    Neutral Good ---- XXXXXXXXXXXXXXXX (16)
    Chaotic Good ---- XXXXXXXXXXXXXXXXXXXX (20)
    Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)
    True Neutral ---- XXXXXXXXXXXXXX (14)
    Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
    Lawful Evil ----- XXXXXXXXX (9)
    Neutral Evil ---- XXXX (4)
    Chaotic Evil ---- XXXXXXXX (8)

    Law & Chaos:
    Law ----- XXXXXXXXX (9)
    Neutral - XXXX (4)
    Chaos --- XXXXXXXX (8)

    Good & Evil:
    Good ---- XXXXXXXXXXXX (12)
    Neutral - XXXXXXXXXX (10)
    Evil ---- (0)

    Race:
    Human ---- XXXXXXXXXXXXX (13)
    Dwarf ---- XXXXXXXX (8)
    Elf ------ XXXXXX (6)
    Gnome ---- XXXXXXXX (8)
    Halfling - XXXXXX (6)
    Half-Elf - XXXXXXXX (8)
    Half-Orc - XXXXXX (6)

    Class:
    Barbarian - (-23)
    Bard ------ (-17)
    Cleric ---- (-2)
    Druid ----- (-23)
    Fighter --- XX (2)
    Monk ------ (0)
    Paladin --- (0)
    Ranger ---- (-4)
    Rogue ----- (0)
    Sorcerer -- (0)
    Wizard ---- XXXX (4)

    You munchkin, you ;)
     
  17. Blog Gems: 23/31
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    Strength- 11
    Dexterity- 13
    Constitution- 13
    Intelligence- 15
    Wisdom- 12
    Charisma- 12
    Stats are higher than the other test, but the right ones were emphasized.

    True Neutral Human Wizard. I'd agree.
     
  18. nunsbane

    nunsbane

    Joined:
    Jan 16, 2006
    Messages:
    331
    Likes Received:
    12
    Neutral Good Human Fighter (4th level)

    Str. - 17
    Dex. - 13
    Con. - 15
    Int. - 11
    Wis. - 11
    Cha. - 11

    Sounds about right, I play NG Fighter-types most of the time.

    Detailed results:
    Human (14) , Dwarf (12), Half-orc (12), Halfling (0)
    Fighter (6), Paladin (-27)!, Monk (-19), Bard (-2), Wizard (-4), Ranger (-6)
     
  19. Rawgrim Gems: 21/31
    Latest gem: Pearl


    Joined:
    Dec 11, 2004
    Messages:
    1,365
    Likes Received:
    27
    Neutral Good Human Druid (4th Level)


    Ability Scores:
    Strength- 12
    Dexterity- 16
    Constitution- 18
    Intelligence- 13
    Wisdom- 15
    Charisma- 14


    Druid with a high Con score. Sounds neat. I suspect the drinking-culture of my country added to the con score though.
     
  20. crowleyhammer Gems: 2/31
    Latest gem: Fire Agate


    Joined:
    Jun 22, 2008
    Messages:
    33
    Likes Received:
    0
    You Are A:


    Neutral Evil Human Ranger/Rogue (2nd/1st Level)


    Ability Scores:
    Strength- 10
    Dexterity- 16
    Constitution- 15
    Intelligence- 15
    Wisdom- 11
    Charisma- 11

    Alignment:
    Neutral Evil- A neutral evil villain does whatever he can get away with. He is out for himself, pure and simple. He sheds no tears for those he kills, whether for profit, sport, or convenience. He has no love of order and holds no illusion that following laws, traditions, or codes would make him any better or more noble. On the other hand, he doesn�t have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil is the best alignment you can be because you can advance yourself without regard for others. However, neutral evil can be a dangerous alignment because it represents pure evil without honor and without variation.

    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:
    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 ----- XXXXXX (6)
    Neutral Good ---- XXXXXXXXXXXXXXXX (16)
    Chaotic Good ---- XXXXXXXXXXXXXXXX (16)
    Lawful Neutral -- XXXXXXXXXXXXXXX (15)
    True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
    Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXXX (25)
    Lawful Evil ----- XXXXXXXXXXXXXXXX (16)
    Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
    Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)

    Law & Chaos:
    Law ----- XXX (3)
    Neutral - XXXXXXXXXXXXX (13)
    Chaos --- XXXXXXXXXXXXX (13)

    Good & Evil:
    Good ---- XXX (3)
    Neutral - XXXXXXXXXXXX (12)
    Evil ---- XXXXXXXXXXXXX (13)

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

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