Mar. 5th, 2008

Huh.

Mar. 5th, 2008 12:01 am
saphyria: (Default)
I Am A: True Neutral Half-Elf Cleric (2nd Level)


Ability Scores:

Strength-10

Dexterity-12

Constitution-15

Intelligence-16

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 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:
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.


Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)




Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXX (8)
Neutral Good ---- XXXXXXXXXXXXXXXX (16)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXXX (15)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXX (22)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Evil ---- XXXXXXXXXXXXXXXX (16)

Law & Chaos:
Law ----- XXX (3)
Neutral - XXXXXXXXXXX (11)
Chaos --- XXXXXXXXXX (10)

Good & Evil:
Good ---- XXXXX (5)
Neutral - XXXXXXXXXXXX (12)
Evil ---- XXXXXX (6)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXXXXXXX (14)
Half-Orc - (0)

Class:
Barbarian - (-2)
Bard ------ (0)
Cleric ---- XXXX (4)
Druid ----- (-4)
Fighter --- XX (2)
Monk ------ (-23)
Paladin --- (-19)
Ranger ---- XX (2)
Rogue ----- (-2)
Sorcerer -- (-2)
Wizard ---- XX (2)

Profile

saphyria: (Default)
Saph

April 2012

S M T W T F S
1234567
891011121314
15161718192021
2223242526 2728
2930     

Page Summary

Style Credit

Expand Cut Tags

No cut tags
Page generated Aug. 23rd, 2025 12:19 am
Powered by Dreamwidth Studios