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  1. #61
    Blind Guardian Haven's Avatar
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    True Neutral Half-Elf Druid (5th Level)



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

    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:
    Half-Elves have the curiosity and ambition for their human parent and the refined senses and love of nature of their elven parent, although they are outsiders among both cultures. To humans, half-elves are paler, fairer and smoother-skinned than their human parents, but their actual skin tones and other details vary just as human features do. Half-elves tend to have green, elven eyes. They live to about 180.

    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.


    fun test
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    Meow.

  2. #62
    I could do things Hard's Avatar
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    You Are A:


    Lawful Neutral Elf Wizard (3rd Level)

    Ability Scores:
    Strength- 12
    Dexterity- 13
    Constitution- 11
    Intelligence- 15
    Wisdom- 16
    Charisma- 17

    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:
    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.

    MBTI: ExxJ tetramer
    Functions: Fe > Te > Ni > Se > Si > Ti > Fi > Ne
    Enneagram: 1w2 - 3w4 - 6w5 (The Taskmaster) | sp/so
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    Temperament: Choleric/Melancholic
    Alignment: Lawful Neutral
    External Perception: Nohari and Johari


  3. #63
    Senior Member Dannik's Avatar
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    i am Neutral Good -
    i am incapable of playing characters any darker or more cruel than that.
    my last D&D campaign ended spectacularly because my morality led me to instigate a confrontation with, and kill, my friend's ambiguously-amoral-self-involved character : for the good of us all.
    and that started a terrible chain of events that eventually ended in all of our deaths.

    i typically play rogues.

  4. #64
    @.~*virinaĉo*~.@ Totenkindly's Avatar
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    Quote Originally Posted by Dannik View Post
    i am Neutral Good -
    i am incapable of playing characters any darker or more cruel than that.
    my last D&D campaign ended spectacularly because my morality led me to instigate a confrontation with, and kill, my friend's ambiguously-amoral-self-involved character : for the good of us all.
    and that started a terrible chain of events that eventually ended in all of our deaths.

    i typically play rogues.
    You instigated an entire party wipe under the guise of being Neutral Good? Oh, that's deliciously evil. Gratz!
    "Hey Capa -- We're only stardust." ~ "Sunshine"

    “Pleasure to me is wonder—the unexplored, the unexpected, the thing that is hidden and the changeless thing that lurks behind superficial mutability. To trace the remote in the immediate; the eternal in the ephemeral; the past in the present; the infinite in the finite; these are to me the springs of delight and beauty.” ~ H.P. Lovecraft

  5. #65
    Paranoid Android Video's Avatar
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    Lawful Neutral Human Sorcerer (2nd Level)

    Ability Scores:
    Strength- 10
    Dexterity- 11
    Constitution- 11
    Intelligence- 17
    Wisdom- 12
    Charisma- 15
    4w3 6w5 1w2 sx/sp ISFP

    RLOAX (don't do it)
    Melancholic Hufflepuff
    A lonely island where only what is permitted to move moves, becomes an ideal. Jung

    Kiss Kiss [johari] Bang Bang [nohari]

  6. #66
    Member Curtis B's Avatar
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    You Are A:


    Chaotic Good Human Ranger (2nd Level)



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

    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 when 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:
    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.

  7. #67
    Ginkgo
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  8. #68
    Senior Member Dannik's Avatar
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    Quote Originally Posted by Jennifer View Post
    You instigated an entire party wipe under the guise of being Neutral Good? Oh, that's deliciously evil. Gratz!
    haha, yes, TPK in the end- but my intentions were SO pure...!
    i still maintain i did the world a service by ending his horrible corrupting guile.

    we are now deep into a new campaign, and as always he is my bane, my devil's advocate....

  9. #69
    Musician Forever's Avatar
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    You Are A:

    True Neutral Human Bard/Sorcerer (2nd/1st Level)

    Ability Scores:
    Strength- 8
    Dexterity- 10
    Constitution- 11
    Intelligence- 10
    Wisdom- 11
    Charisma- 13

    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:
    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.

  10. #70
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    Chaotic Good Human Ranger/Cleric (2nd/1st Level)


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

    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:
    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.

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