Awesome, I'm a cleric! Heavy armor, healing and maces!
I suppose that does fit me rather well, especially the stats. I'm quite capable of enduring a good deal of punishment, and I rarely get sick, hence the high constitution. I've always been kinda indifferent on government/laws, too.
In real life D&D however I always choose to be a Chaotic Neutral Paladin.
This is impossible. Paladins have an alignment restriction of Lawful Good. How exactly are you supposed to be shining pillar of holiness with an alignment suited to a half-insane self-serving bastard?
In real life D&D however I always choose to be a Chaotic Neutral Paladin.
This is impossible. Paladins have an alignment restriction of Lawful Good. How exactly are you supposed to be shining pillar of holiness with an alignment suited to a half-insane self-serving bastard?
By either A) bending the rules or b) having a crappy DM
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: 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.
I am a Neutral Good Halfling Wizard/Rogue (2nd/1st Level)- What a mouthful! Strength- 9 Dexterity- 17 Constitution- 12 Intelligence- 16 Wisdom- 13 Charisma- 13
A rogue has always been the most attractive class for me. But if sneak attacks aren't possible in the game (like fable 2 for instance). I usually prefer magic, so this is pretty accurate.
although i'd be inclined to say that i am more true neutral than neutral good (see above statement). i answered all the questions truthfully. in instances of a question where i couldn't answer completely truthful (see above statement), i answered as close as i could.
otherwise it's pretty accurate; i'd never limit myself in any way, i hold no connection or bond towards other people, communities or societies; people are always glad to see me and i always take responsibility of whatever i need to, even when it doesn't really concern me. i also hold a large amount of insight that most people will never learn.
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: 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.
I'm surprised at the range of characters people are getting. Usually when you give this test you either get half Lawful Good, half Chaotic Evil characters.
It's nice to see some other alignments.
Personally I think Neutral Evil suits me rather well. It's the Asshole alignment!
When I went to detailed scores it said that I scored evenly as a human and half-elf. If I had the choice, I definetly would pick Half-Elf (humans have the shortest life expectancy)
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: 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 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 his spells, everything else is secondary. He learns new spells as he experiments and grows in experience, and he can also learn them from other wizards. In addition, over time a wizard learns to manipulate his 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 him. With a high Intelligence, wizards are capable of casting very high levels of spells.
Note: This was answering honestly... I generally play tanks, though I might try a wizard in the next GURPS campaign I take part in.
Da quiz ain't needed. Irwish is da half-orc barbarian, 'nuff sed. An' if youse wanna argue wit me about it, den youse gonna meet me +3 flamin' Greataxe of Smashin'.
(sorry, couldn't resist getting into character)
EDIT: And apparently "in character" for me is a stereotypical cockney accent, immitating a Warhammer orc.
My Neutral Evil Wizard/Rogue would probably enjoy the company of a dull witted Half-orc barbarian. It's provides a handy Patsy and a Meatshield (for my Rogue and Wizard class respectively)
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: 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.
My Chaos/Law scores were extremely close (8 Chaos, 7 Neutral, 7 Lawful) whereas the Good/Evil is a definite score. Also a tight race between Human/Half-Elf/Elf for race.
Neutral Good Human Bard (1st Level)
Ability Scores:
Strength- 13
Dexterity- 16
Constitution- 15
Intelligence- 16
Wisdom- 18
Charisma- 14