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<center>[h=2]You Are A:[/h]</center>
<center>[h=1]Lawful Good Human Paladin/Cleric (3rd/3rd Level)[/h]

Ability Scores:
Strength- 15
Dexterity- 12
Constitution- 17
Intelligence- 15
Wisdom- 16
Charisma- 15
</center>
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:
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.



Web page and journal code: Copy and paste the following:

<center>
<samp><b>I Am A:</b> Lawful Good Human Paladin/Cleric (3rd/3rd Level)
<br><br><u>Ability Scores:</u><br>
<b>Strength-</b>15<br>
<b>Dexterity-</b>12<br>
<b>Constitution-</b>17<br>
<b>Intelligence-</b>15<br>
<b>Wisdom-</b>16<br>
<b>Charisma-</b>15

[sblock=detailed results]
<br><br><u>Alignment:</u><br><b>Lawful Good</b> 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.<br>
<br><u>Race:</u><br><b>Humans</b> 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.
<br><br><u>Primary Class:</u><br><b>Paladins</b> 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.
<br><br><u>Secondary Class:</u><br><b>Clerics</b> 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.
<br><br>Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?</a>, courtesy of Easydamus <a href='mailto:zybstrski@excite.com'>(e-mail)</a><br><br>
</samp>
<tbody> </tbody>


</center>Detailed Results:

Alignment:
<samp>Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (30)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXX (21)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXXX (14)
Lawful Evil ----- XXXXXXXXXXXXXXX (15)
Neutral Evil ---- XXXXXXXXXXXX (12)
Chaotic Evil ---- XXXXXXXX (8)
</samp>
Law & Chaos:
<samp>Law ----- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXX (5)
</samp>
Good & Evil:
<samp>Good ---- XXXXXXXXXXXXXXXXXX (18)
Neutral - XXXXXXXXX (9)
Evil ---- XXX (3)
</samp>
Race:
<samp>Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXX (6)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XXXXXXXX (8)
</samp>
Class:
Barbarian - (-27)
Bard ------ (-27)
Cleric ---- XXXXXX (6)
Druid ----- (-27)
Fighter --- (-2)
Monk ------ (0)
Paladin --- XXXXXX (6)
Ranger ---- XXXXXX (6)
Rogue ----- (-4)
Sorcerer -- XX (2)
Wizard ---- XXXX (4)
[/sblock]
 
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Kinda surprised that you got 17 for constitution. No, flabbergasted.


Here's mine:

<b>I Am A:</b> True Neutral Half-Elf Wizard/Rogue (2nd/2nd Level)
<br><br><u>Ability Scores:</u><br>
<b>Strength-</b>13<br>
<b>Dexterity-</b>15<br>
<b>Constitution-</b>9<br>
<b>Intelligence-</b>11<br>
<b>Wisdom-</b>15<br>
<b>Charisma-</b>14
<br><br><u>Alignment:</u><br><b>True Neutral</b> 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.<br>
<br><u>Race:</u><br><b>Half-Elves</b> 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.
<br><br><u>Primary Class:</u><br><b>Wizards</b> 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.
<br><br><u>Secondary Class:</u><br><b>Rogues</b> 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 ----- XXXXXXXXXXXXXXXXXX (18)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXXXXXXXX (16)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXX (21)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- XXXXXX (6)

Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXX (5)

Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXXXXX (14)
Half-Orc - XXXX (4)

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


[sblock]
JpMLW.jpg
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:D


That's from the Monty Python sketch Funniest Joke In The World, in case you didn't recognize it.
 
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Best anime of 2012. Possibly 2013 too.

Hoping there's a second season. It's been selling like hotcakes in Japan (or the equivalently popular local cake variant).
 

What I thought was perplexing about that setting was how being Tank Girl was considered the pinnacle of femininity. I'm almost certain that that world's version of WWII was such a meat grinder that women had to enter battle as a result of every guy being crippled, dead, or a child.


-Sent via a cybernetic device.
 

I liked the speculation that the whole thing was taking place on top of a much bigger ship, with a version of Earth mapped on its surface.
 

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