It predicts your level, class, race, alignment, and stats as if you were a Dungeons and Dragons character. Beware, it's pretty long-129 questions.
http://www.easydamus.com/character.html
QuoteLawful Good Halfling Wizard (3rd Level)
Ability Scores:
Strength- 11
Dexterity- 12
Constitution- 13
Intelligence- 16
Wisdom- 15
Charisma- 11
I guess I should start playing my gnome mage more...
haha
True Neutral Human Bard (5th Level)
Ability Scores:
Strength- 13
Dexterity- 13
Constitution- 12
Intelligence- 14
Wisdom- 13
Charisma- 14
Site is currently down.
Neutral Good Human Ranger (4th Level)
Ability Scores:
Strength- 16
Dexterity- 15
Constitution- 17
Intelligence- 14
Wisdom- 13
Charisma- 14
I think they pegged me pretty well.
Chaotic Neutral Human Druid (5th Level)
Ability Scores:
Strength- 13
Dexterity- 17
Constitution- 11
Intelligence- 17
Wisdom- 17
Charisma- 19
No clue what it means...
True Neutral Human Wizard (3rd Level)
Ability Scores:
Strength- 12
Dexterity- 11
Constitution- 14
Intelligence- 11
Wisdom- 12
Charisma- 9
dam so many questions :-[ but funny :P
I Am A: Neutral Good Human Druid/Sorcerer (2nd/1st Level)
Ability Scores:
Strength-11
Dexterity-11
Constitution-12
Intelligence-14
Wisdom-13
Charisma-12
hmmmm....
Lawful Neutral Human Sorcerer (3rd Level)
Ability Scores:
Strength- 14
Dexterity- 14
Constitution- 16
Intelligence- 13
Wisdom- 12
Charisma- 11
I'm the worst sorcerer ever :(
Neutral Good Human Ranger (3rd Level)
Ability Scores:
Strength- 15
Dexterity- 13
Constitution- 12
Intelligence- 14
Wisdom- 14
Charisma- 11
Lawl, one level below Panz for the same character. Go me?
Neutral Good Halfling Wizard/Sorcerer (2nd/2nd Level)
Ability Scores:
Strength- 15
Dexterity- 14
Constitution- 15
Intelligence- 17
Wisdom- 12
Charisma- 15
Eh, Nuetral good....bah!
I Am A: Lawful Good Human Ranger (3rd Level)
Ability Scores:
Strength-11
Dexterity-12
Constitution-9
Intelligence-13
Wisdom-11
Charisma-12
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:
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.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXX (23)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXXXXXXXX (16)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXXXXXXXX (15)
Neutral Evil ---- XXXXXXXXXXXX (12)
Chaotic Evil ---- XXXXXXXX (8 )
Law & Chaos:
Law ----- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXX (5)
Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXX (10)
Evil ---- XXX (3)
Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXX (8 )
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - (0)
Class:
Barbarian - (-25)
Bard ------ (-19)
Cleric ---- (0)
Druid ----- (-15)
Fighter --- (-4)
Monk ------ (-2)
Paladin --- (0)
Ranger ---- XXXXXXXX (8 )
Rogue ----- (-2)
Sorcerer -- (0)
Wizard ---- (-4)
True Neutral Human Ranger/Sorcerer (2nd/1st Level)
Ability Scores:
Strength- 14
Dexterity- 17
Constitution- 13
Intelligence- 17
Wisdom- 16
Charisma- 14
Actually kinda surprised me, as those are two of my favorite dnd class's
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:
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:
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.
QuoteChaotic Neutral Human Sorcerer (3rd Level)
Ability Scores:
Strength- 12
Dexterity- 14
Constitution- 15
Intelligence- 15
Wisdom- 14
Charisma- 16
Hrm.
You Are A:
Lawful Good Human Sorcerer (3rd Level)
Ability Scores:
Strength- 14
Dexterity- 14
Constitution- 14
Intelligence- 14
Wisdom- 16
Charisma- 15
> No clue what it means...
D&D stats were determined by rolling 3 six sided dice and adding them up. Different races (elf, dwarf, orc) gave bonuses or penalties to the roll.
- 3 = lowest value found in a human being
- 9-12 = average values for a typical human
- 18 = greatest value found in a human being
So, a person with Strength of 8 would be weaker than average but not so much so. This person would function normally in society but would be more of a paper-pusher than a construction worker. The scale goes from 3-18 with 9-12 being "average" and 13-18 being "above average" and anything above 18 being "truly exceptional and noteworthy".
I Am A: Neutral Good Human Ranger (5th Level)
Ability Scores:Strength-17
Dexterity-15
Constitution-18
Intelligence-17
Wisdom-17
Charisma-15
Neutral Good Human Wizard/Cleric (2nd/2nd Level)
Ability Scores:
Strength- 13
Dexterity- 12
Constitution- 14
Intelligence- 18
Wisdom- 12
Charisma- 15
All I can think to say when surrounded a group of nature-lovin hippies like you all is.... God Bless Technology! :D
Seriously though, what's w/ all the tree huggin in this thread? Druids and rangers running amok!
koth you cheat on your damn dice rolls.
twilight rangers represent! my 3.5e character was a ranger 4/barbarian 2/ fighter 4, and was massive amounts of all-natural ragin' ass-kickin'.
I wouldn't say he cheated.. more like roll 5d6 ten times and choose the best 6 scores to use for each stat. :D
I Am A: Neutral Good Human Bard (1st Level)
Ability Scores:
Strength-13
Dexterity-16
Constitution-13
Intelligence-13
Wisdom-14
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:
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:
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.
hehe that was a lot of fun :D but pretty long :'(
Lawful Good Elf Paladin (3rd Level)
Strength-11
Dexterity-14
Constitution-13
Intelligence-15
Wisdom-13
Charisma-10
I've never played D&D (only watched once for nine consecutive hours but got so bored I started base jumping on the furniture), but it doesn't appear that I am a very good character, huh?
you could use more strength
> it doesn't appear that I am a very good character, huh?
As someone who has played some form of D&D for nearly twenty five years (ugh... has it really been that long? .... ) I can tell you that nearly all of my fond memories of the game deal with the character quirks and/or failures and they mostly depend on the person playing. I've played a paladin with similar stats to what was generated for me here (named Navar fwiw) and he's nowhere near as memorable as some of the others I've played or had the pleasure of playing with.
Aurrick, a knight played by one of my friends, had an intelligence score of 8. We constantly made fun of him because the horses he rode typically outsmarted him with an INT score of 9. He was a fun char to play with and was quite memorable because he'd always try to drag his horse wherever he went -- in caves, in swamps, into hotels and castles. He even wasted a wish to resurrect his horse when it died. Those are characters worth playing, imo. Fond memories that will last for a very long time.
Conan, my barbarian with meh stats was the luckiest damn char I ever had. I rolled more natural 20's with him whenever he needed it. "A lightning bolt hits you and will kill you unless you roll high on your save... 20... well, the force of it knocks you off the 200 foot tower, roll to grab the edge before you fall... 20... the blue dragon tries to yank you off and force you to plummet to your death unless... 20... >:( GDI! stop doing that!!" heh My brother, the GM, admitted he was trying to kill off that char just because he got sick of how often he rolled 20's. :laugh:
Neutral Good Human Ranger/Sorcerer (3rd/3rd Level)
Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 13
Intelligence- 16
Wisdom- 14
Charisma- 15
"Rangers- Rangers are skilled stalkers and hunters who make their home in the woods." --- heh, heh...figures!!! :)
Lawful Good Human Ranger (4th Level)
Ability Scores:
Strength- 13
Dexterity- 17
Constitution- 15
Intelligence- 15
Wisdom- 19
Charisma- 15
True Neutral Human Druid (3rd Level)
Ability Scores:
Strength- 14
Dexterity- 14
Constitution- 13
Intelligence- 15
Wisdom- 13
Charisma- 13
Too many goodie tooshooes runing around! 8)
My favorite character was Zandor, a little quirky Wild elf bladesinger (edition 2)
Had so many memoriable moments and fights with him. He always somehow survived every situation he was thurst into lol. Best moment was at the end of a long campaign, he took his bow and shot a staff of sealing (rod of seven parts if anyone knows their D&D stuffs) at the dude to end the fight since 3/4 of the party had already been disintegrated, defeating him. Eat that hunters! hehe :P
I Am A: True Neutral Human Fighter/Sorcerer (2nd/2nd Level)
Ability Scores:
Strength-18
Dexterity-17
Constitution-17
Intelligence-11
Wisdom-14
Charisma-17
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:
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:
Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.
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.
I Am A: Neutral Good Human Bard/Sorcerer (3rd/2nd Level)
Ability Scores:
Strength-15
Dexterity-13
Constitution-15
Intelligence-13
Wisdom-14
Charisma-16
True Neutral Human Ranger (3rd Level)
Ability Scores:
Strength- 17
Dexterity- 16
Constitution- 15
Intelligence- 16
Wisdom- 10
Charisma- 13
Better than Evil Pond Skum