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The inactivity of this forum.
Thu Apr 02, 2015 11:06 pm by Burkman
It's depressing to see how inactive it has been recently. I mean, everybody is pretty much primarily posting in the never ending thread now and there's not enough people here to make this place really booming. We need to find some way to bring more people here before this place just fades into nothingness...

I know for a fact that a lot of boards out there are thriving because of how many people are there. We just need to get back into the game and pull people here. However, where we obtain these people might matter, because we don't to end up pulling in douches like those at Selkath.

I understand that people are busy these days, but it doesn't seem like they're rarely at their computer anymore. I know most of you are still dicking around with your computer. I don't know how we …

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Happy New Year!
Wed Jan 02, 2013 2:56 pm by Scott
Happy New Year OT! We may be dying... BUT WE'RE STILL HERE! We had an... interesting year last year. Vice Admin Burkman is taking a long earned vacation and Uly is stepping into his position. Well... I'd have more to say but I've got other things to do atm... and oh yeah... to quote Callin... "GET A MIC YA BUM!"

~Scott

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 D&D Character Test

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Scott
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PostSubject: D&D Character Test   Wed Aug 14, 2013 1:19 am

It's more of a "fictional/fantasy" personality test... but anywho enjoy: http://easydamus.com/character.html

PS: don't focus on the abilities portion (it's very questionable how they come up with that) the fun stuff is what you get at the bottom.

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Scott
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PostSubject: Re: D&D Character Test   Wed Aug 14, 2013 1:20 am

You Are A:


Neutral Good Human Fighter (4th Level)



Ability Scores:
Strength- 17
Dexterity- 18
Constitution- 17
Intelligence- 17
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 when 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:
Fighters- 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.


Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXX (29)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Lawful Neutral -- XXXXXXXXXXXXXXX (15)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXX (14)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXXXXXX (16)
Chaotic Evil ---- XXXXXXXXXX (10)

Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXXXXXXXX (13)
Chaos --- XXXXXXX (7)

Good & Evil:
Good ---- XXXXXXXXXXXXXXXX (16)
Neutral - XXXXXXX (7)
Evil ---- XXX (3)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXXXXXX (12)
Elf ------ XX (2)
Gnome ---- XXXX (4)
Halfling - XX (2)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXXXX (6)

Class:
Barbarian - XXXX (4)
Bard ------ (-6)
Cleric ---- XX (2)
Druid ----- (-2)
Fighter --- XXXXXX (6)
Monk ------ (-21)
Paladin --- (-23)
Ranger ---- (0)
Rogue ----- (-4)
Sorcerer -- XXXX (4)
Wizard ---- (-2)

Hmmmm....

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Ulyaoth
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PostSubject: Re: D&D Character Test   Wed Aug 14, 2013 3:00 am

You Are A:

Chaotic Neutral Human Wizard/Sorcerer (1st/1st Level)


Ability Scores:
Strength- 9
Dexterity- 14
Constitution- 12
Intelligence- 16
Wisdom- 15
Charisma- 10

Alignment:
Chaotic Neutral- A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order in society.

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:
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.

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.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXX (15)
Neutral Good ---- XXXXXXXXXXXXXXX (15)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXX (17)
True Neutral ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXXXXXXXXXXXXXXX (16)

Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXX (7)
Chaos --- XXXXXXXXXX (10)

Good & Evil:
Good ---- XXXXXXXX (8)
Neutral - XXXXXXXXXX (10)
Evil ---- XXXXXX (6)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXX (7)
Half-Orc - XXXXXXXXXX (10)

Class:
Barbarian - (-4)
Bard ------ XX (2)
Cleric ---- (-4)
Druid ----- (0)
Fighter --- XX (2)
Monk ------ (-25)
Paladin --- (-23)
Ranger ---- (-4)
Rogue ----- XX (2)
Sorcerer -- XXXXXX (6)
Wizard ---- XXXXXX (6)

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PostSubject: Re: D&D Character Test   Wed Aug 14, 2013 5:25 am

A lot of those questions are a bit contradictory...
"Which religion would you choose? Eastern religion or New Age religion?"
Two questions down- Which religion would you choose? Western religion or New Age religion?

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Mr. Branch
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PostSubject: Re: D&D Character Test   Wed Aug 14, 2013 11:10 am

Ban-Anad wrote:
A lot of those questions are a bit contradictory...
"Which religion would you choose? Eastern religion or New Age religion?"
Two questions down- Which religion would you choose? Western religion or New Age religion?
That doesn't.... wait what...

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Wilbourn
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PostSubject: Re: D&D Character Test   Wed Aug 14, 2013 11:18 am

BULLSHIT. I HATE CASTING CLASSES.

Neutral Evil Human Sorcerer (4th Level)


Ability Scores:
Strength- 18
Dexterity- 16
Constitution- 18
Intelligence- 15
Wisdom- 14
Charisma- 18

Alignment:
Neutral Evil- A neutral evil villain does whatever he can get away with. He is out for himself, pure and simple. He sheds no tears for those he kills, whether for profit, sport, or convenience. He has no love of order and holds no illusion that following laws, traditions, or codes would make him any better or more noble. On the other hand, he doesn�t have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil is the best alignment you can be because you can advance yourself without regard for others. However, neutral evil can be a dangerous alignment because it represents pure evil without honor and without variation.

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:
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.

Alignment:
Lawful Good ----- XXXXXXXXXXXX (12)
Neutral Good ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Good ---- XXXXXXXXXXXXXX (14)
Lawful Neutral -- XXXXXXXXXXX (11)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXX (13)
Lawful Evil ----- XXXXXXXXXXXXXXXXXX (18)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXX (20)

Law & Chaos:
Law ----- XXXXXX (6)
Neutral - XXXXXXXXXXXXX (13)
Chaos --- XXXXXXXX (8)

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

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ (0)
Gnome ---- XXXX (4)
Halfling - (0)
Half-Elf - XXXXX (5)
Half-Orc - XXXXXXXXXX (10)

Class:
Barbarian - XX (2)
Bard ------ (0)
Cleric ---- XX (2)
Druid ----- (-8)
Fighter --- XXXXXX (6)
Monk ------ (-27)
Paladin --- (-17)
Ranger ---- (0)
Rogue ----- (-2)
Sorcerer -- XXXXXXXX (8)
Wizard ---- (-6)

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PostSubject: Re: D&D Character Test   Wed Aug 14, 2013 12:54 pm

I'm content. Even though I'm not a fan of healing.


Neutral Good Human Cleric (2nd Level)



Ability Scores:
Strength- 11
Dexterity- 13
Constitution- 13
Intelligence- 13
Wisdom- 14
Charisma- 13

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 when 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:
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.


Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXX (23)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXX (12)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XXXXXXX (7)

Law & Chaos:
Law ----- XXXXXXXXX (9)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXX (5)

Good & Evil:
Good ---- XXXXXXXXXXXXXX (14)
Neutral - XXXXXXX (7)
Evil ---- XX (2)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXXX (12)
Half-Orc - (0)

Class:
Barbarian - XX (2)
Bard ------ XX (2)
Cleric ---- XXXXXXXXXX (10)
Druid ----- (0)
Fighter --- (-6)
Monk ------ (-21)
Paladin --- (-21)
Ranger ---- (-2)
Rogue ----- (-6)
Sorcerer -- XX (2)
Wizard ---- (-2)

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PostSubject: Re: D&D Character Test   Wed Aug 14, 2013 2:34 pm

Neutral Good Elf Sorcerer (3rd Level)


Ability Scores:
Strength- 17
Dexterity- 19
Constitution- 14
Intelligence- 18
Wisdom- 17
Charisma- 14






Alignment:
[b style="font-family: 'Palatino Linotype', 'Trebuchet MS', Verdana, sans-serif; font-size: 16px;"]Neutral Good-[/b] 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 when it advances mediocrity by limiting the actions of the truly capable.




Race:
[b style="font-family: 'Palatino Linotype', 'Trebuchet MS', Verdana, sans-serif; font-size: 16px;"]Elves[/b] 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:
[b style="font-family: 'Palatino Linotype', 'Trebuchet MS', Verdana, sans-serif; font-size: 16px;"]Sorcerers-[/b] 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.



[/center]
[b style="font-family: 'Palatino Linotype', 'Trebuchet MS', Verdana, sans-serif; font-size: 16px;"]Detailed Results:[/b]




Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXX (20)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXXXXXXXXX (10)

Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXXX (8)
Chaos --- XXXXX (5)

Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXX (10)
Evil ---- XXXXX (5)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXXXXXX (14)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXXX (12)
Half-Orc - XXXX (4)

Class:
Barbarian - (-2)
Bard ------ XX (2)
Cleric ---- (-4)
Druid ----- (-4)
Fighter --- XX (2)
Monk ------ (-17)
Paladin --- (-21)
Ranger ---- (-4)
Rogue ----- (-4)
Sorcerer -- XXXXXX (6)
Wizard ---- XXXX (4)


 
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PostSubject: Re: D&D Character Test   Wed Aug 14, 2013 4:55 pm

True Neutral Human Druid/Sorcerer (1st/1st Level)



Ability Scores:
Strength- 12
Dexterity- 15
Constitution- 10
Intelligence- 13
Wisdom- 14
Charisma- 11

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:
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.

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.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXX (18)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XXXXXXXXX (9)

Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXXXX (7)

Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXXX (12)
Evil ---- XX (2)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XXXX (4)

Class:
Barbarian - (-4)
Bard ------ (0)
Cleric ---- (-4)
Druid ----- XXXX (4)
Fighter --- (-2)
Monk ------ (-17)
Paladin --- (-21)
Ranger ---- (0)
Rogue ----- (-4)
Sorcerer -- XXXX (4)
Wizard ---- XX (2)
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PostSubject: Re: D&D Character Test   Wed Aug 14, 2013 5:36 pm

Ban-Anad wrote:
A lot of those questions are a bit contradictory...
"Which religion would you choose? Eastern religion or New Age religion?"
Two questions down- Which religion would you choose? Western religion or New Age religion?
How is that contradictory?

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Ban-Anad
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PostSubject: Re: D&D Character Test   Wed Aug 14, 2013 5:48 pm

Scott wrote:
Ban-Anad wrote:
A lot of those questions are a bit contradictory...
"Which religion would you choose? Eastern religion or New Age religion?"
Two questions down- Which religion would you choose? Western religion or New Age religion?
How is that contradictory?
I dunno... How can you be for both Eastern and Western religions? I mean, yes you obviously can but that thing makes us make a distinction... I'd like to have a "both" option, or just make the questions into one...
There's also a couple other questions that are kinda redundant...

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PostSubject: Re: D&D Character Test   Wed Aug 14, 2013 6:03 pm

There's 3 of those questions. New Age or Western. Western or Eastern. Eastern or New Age. So if you chose eastern twice, and new age once, then eastern's your favorite with new age in second and western in third. It works just fine if you're consistent! You COULD end up saying you like A more than B, which you like more than C, which you like more than A.... but you know... just be mindful of your choices...

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PostSubject: Re: D&D Character Test   Wed Aug 14, 2013 6:10 pm

I don't understand why it made me evil. I can't remember a single question I answered that could be considered "evil".

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PostSubject: Re: D&D Character Test   Wed Aug 14, 2013 6:13 pm

Ban-Anad wrote:
Scott wrote:
Ban-Anad wrote:
A lot of those questions are a bit contradictory...
"Which religion would you choose? Eastern religion or New Age religion?"
Two questions down- Which religion would you choose? Western religion or New Age religion?
How is that contradictory?
I dunno... How can you be for both Eastern and Western religions? I mean, yes you obviously can but that thing makes us make a distinction... I'd like to have a "both" option, or just make the questions into one...
There's also a couple other questions that are kinda redundant...
It's whatever one you prefer out of the two... not which one do you want over all.

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PostSubject: Re: D&D Character Test   Wed Aug 14, 2013 6:14 pm

Wilbourn wrote:
I don't understand why it made me evil. I can't remember a single question I answered that could be considered "evil".
Well I'm no expert... but usually screaming "Fuck the police" at the top of your lungs at the monitor tends to upset the quiz.

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Wilbourn
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PostSubject: Re: D&D Character Test   Wed Aug 14, 2013 8:15 pm

Scott wrote:
Wilbourn wrote:
I don't understand why it made me evil. I can't remember a single question I answered that could be considered "evil".
Well I'm no expert... but usually screaming "Fuck the police" at the top of your lungs at the monitor tends to upset the quiz.
yolo

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Scott
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PostSubject: Re: D&D Character Test   Fri Aug 23, 2013 7:30 pm



Well fuck me...

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CollaWars
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PostSubject: Re: D&D Character Test   Fri Aug 23, 2013 8:09 pm

True Neutral Human Bard (2nd Level)



Ability Scores:
Strength- 13
Dexterity- 10
Constitution- 11
Intelligence- 12
Wisdom- 14
Charisma- 12

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.

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.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXX (13)
Neutral Good ---- XXXXXXXXXXXXXXX (15)
Chaotic Good ---- XXXXXXXXXXXXXXX (15)
Lawful Neutral -- XXXXXXXXXXXXXXXXX (17)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXXX (7)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXXXXXX (9)

Law & Chaos:
Law ----- XXXXXX (6)
Neutral - XXXXXXXX (8)
Chaos --- XXXXXXXX (8)

Good & Evil:
Good ---- XXXXXXX (7)
Neutral - XXXXXXXXXXX (11)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXX (4)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XXXX (4)

Class:
Barbarian - (-2)
Bard ------ XXXXXXXX (8)
Cleric ---- XX (2)
Druid ----- (0)
Fighter --- (-4)
Monk ------ (-23)
Paladin --- (-21)
Ranger ---- (0)
Rogue ----- (-6)
Sorcerer -- XX (2)
Wizard ---- XX (2)


I guess I'm just indifferent.
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Callin
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PostSubject: Re: D&D Character Test   Fri Aug 23, 2013 8:21 pm

Neutral Good Human Ranger (5th Level)



Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 13
Intelligence- 16
Wisdom- 15
Charisma- 14

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 when 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:
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.


Fits me pretty well actually. AND I AM THE HIGHEST LEVEL!

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Burkman
Perfect Stranger


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PostSubject: Re: D&D Character Test   Fri Aug 23, 2013 10:14 pm

You Are A:


True Neutral Human Fighter (3rd Level)



Ability Scores:
Strength- 15
Dexterity- 15
Constitution- 18
Intelligence- 14
Wisdom- 17
Charisma- 14

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.

Class:
Fighters- 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.

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXX (19)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXX (23)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Evil ----- XXXXXXXXXXXXXXXX (16)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Evil ---- XXXXXXXXXXXXXX (14)

Law & Chaos:
Law ----- XXXXXXXXX (9)
Neutral - XXXXXXXXXXXXX (13)
Chaos --- XXXXXXX (7)

Good & Evil:
Good ---- XXXXXXXXXX (10)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- XXXXXXX (7)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (8)
Elf ------ (0)
Gnome ---- XXXXXXXX (8)
Halfling - XX (2)
Half-Elf - XXXXXXX (7)
Half-Orc - XXXXXXXX (8)

Class:
Barbarian - (-4)
Bard ------ (0)
Cleric ---- (-8)
Druid ----- XX (2)
Fighter --- XXXX (4)
Monk ------ (-15)
Paladin --- (-15)
Ranger ---- XX (2)
Rogue ----- (-6)
Sorcerer -- (0)
Wizard ---- (-2)

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Mr. Branch
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PostSubject: Re: D&D Character Test   Fri Aug 23, 2013 11:45 pm

By the looks of the OT, we'd have Burk, Scott and Callin fighting on the frontlines while everyone else sits back and casts shit.

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Burkman
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PostSubject: Re: D&D Character Test   Sat Aug 24, 2013 1:13 am

According to various D&D handbooks, my highest stats fit those of a Battlemind. Which is like a magic warrior. They can create weapons of solid energy and such. I like this.

Based on the higher stats alone, you guys could be various kinds of classes.

Scott would be a Weaponmaster...

Uly would be your average Wizard.

Wilbourn is clearly a Barbarian

Branch, a warpriest.

Mine Turtle, an Arcanist

Grimeth, a Hunter or Scout

CollaWars a Seeker, which has something to do with burning bronze or someshit.

Callin an Avenger


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