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Author Topic: What D&D character are you?  (Read 3335 times)

CrossEyed7

  • i can make this whatever i want; you're not my dad
« on: September 22, 2010, 10:41:08 PM »
Like the personality tests topic, only nerdier! Try it!

I Am A: True Neutral Human Cleric/Sorcerer (1st/1st Level)


Ability Scores:

Strength-11

Dexterity-10

Constitution-9

Intelligence-14

Wisdom-10

Charisma-10


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:
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.


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.


Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXX (21)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXX (21)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Evil ----- XXXXXXX (7)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XXXXXXX (7)

Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXXXXXX (11)
Chaos --- XXXXXXX (7)

Good & Evil:
Good ---- XXXXXXXXXXXXXX (14)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXX (8)
Halfling - XXXX (4)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XXXXXXXX (8)

Class:
Barbarian - (-4)
Bard ------ (0)
Cleric ---- XXXXXX (6)
Druid ----- (0)
Fighter --- (-2)
Monk ------ (-21)
Paladin --- (-21)
Ranger ---- (-2)
Rogue ----- (-2)
Sorcerer -- XXXXXX (6)
Wizard ---- (-2)
"Oh man, I wish being a part of a Mario fan community was the most embarrassing thing about my life." - Super-Jesse

« Reply #1 on: September 22, 2010, 11:21:06 PM »
Alignment: Lawful Neutral - A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment because it seeks to eliminate all freedom, choice, and diversity in society.

Race: Human

Class: Cleric

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXX (20)
Neutral Good ---- XXXXXXXXXXXXXXXX (16)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXX (20)
True Neutral ---- XXXXXXXXXXXXXXXX (16)
Chaotic Neutral - XXXXXXXXXXXXXXXXXX (18)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXX (5)
Chaotic Evil ---- XXXXXXX (7)

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

Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXX (11)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXX (8)
Half-Orc - XXXXXX (6)

Class:
Barbarian - (-23)
Bard ------ (-15)
Cleric ---- XXXXXX (6)
Druid ----- (-8)
Fighter --- (0)
Monk ------ (-2)
Paladin --- (-15)
Ranger ---- (-2)
Rogue ----- (-6)
Sorcerer -- XX (2)
Wizard ---- (0)
YYur  waYur n beYur you Yur plusYur instYur an Yur Yur whaYur

« Reply #2 on: September 23, 2010, 12:34:59 AM »
I Am A: Chaotic Good Human Bard (2nd Level)


Ability Scores:

Strength-11

Dexterity-13

Constitution-15

Intelligence-13

Wisdom-19

Charisma-14


Alignment:
Chaotic Good A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he's kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment because it disrupts the order of society and punishes those who do well for themselves.


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.

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (34)
Lawful Neutral -- XXXXXXXXXXXXXXX (15)
True Neutral ---- XXXXXXXXXXXXX (13)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXXXXXXXXXXXXXX (17)

Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXX (6)
Chaos --- XXXXXXXXXXXXXX (14)

Good & Evil:
Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Neutral - XXXXXXX (7)
Evil ---- XXX (3)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXX (10)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXX (8)
Halfling - XXXX (4)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XXXXXXXX (8)

Class:
Barbarian - (-6)
Bard ------ XXXXXXXX (8)
Cleric ---- (-4)
Druid ----- (-19)
Fighter --- (0)
Monk ------ (-23)
Paladin --- (-21)
Ranger ---- (-2)
Rogue ----- (-2)
Sorcerer -- XXXX (4)
Wizard ---- XX (2)
« Last Edit: September 23, 2010, 12:37:32 AM by PaperLuigi »
Luigison: Question everything!
Me: Why?

Turtlekid1

  • Tortuga
« Reply #3 on: September 23, 2010, 07:18:42 AM »
I Am A: Neutral Good Human Cleric (1st Level)


Ability Scores:

Strength-11

Dexterity-12

Constitution-12

Intelligence-17

Wisdom-12

Charisma-10


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:
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 ----- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXX (23)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Neutral - XXXXXXXXXXXXXX (14)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXX (11)
Chaotic Evil ---- XX (2)

Law & Chaos:
Law ----- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXX (11)
Chaos --- XX (2)

Good & Evil:
Good ---- XXXXXXXXXXXXXXXX (16)
Neutral - XXXXXXXXXXXX (12)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXX (10)
Half-Orc - (0)

Class:
Barbarian - (-6)
Bard ------ XXXX (4)
Cleric ---- XXXXXXXX (8)
Druid ----- (-6)
Fighter --- (-4)
Monk ------ (-19)
Paladin --- (-21)
Ranger ---- XX (2)
Rogue ----- (-2)
Sorcerer -- (-4)
Wizard ---- XXXXXX (6)
"It'll say life is sacred and so is death
but death is life and so we move on"

« Reply #4 on: September 23, 2010, 12:19:47 PM »
I Am A: Lawful Good Human Sorcerer (3rd Level)


Ability Scores:

Strength-13

Dexterity-14

Constitution-15

Intelligence-13

Wisdom-12

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:
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 ----- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXX (23)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXXX (6)

Law & Chaos:
Law ----- XXXXXXXXXXXX (12)
Neutral - XXXXXXXX (8)
Chaos --- XXXXX (5)

Good & Evil:
Good ---- XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXXX (11)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXXX (12)
Half-Orc - (0)

Class:
Barbarian - (-25)
Bard ------ (-13)
Cleric ---- XX (2)
Druid ----- (-19)
Fighter --- (0)
Monk ------ (0)
Paladin --- (-4)
Ranger ---- (0)
Rogue ----- (-6)
Sorcerer -- XXXX (4)
Wizard ---- (-2)
Kinopio is the ultimate video game character! Who else can drive a kart, host parties, play tennis, give good advice and items, and is almost always happy??

« Reply #5 on: September 23, 2010, 09:17:40 PM »
I hate this thread. (IHTT)

Why are you all humans? This test is boring (albeit accurate).

TEM

  • THE SOVIET'S MOST DANGEROUS PUZZLE.
« Reply #6 on: September 24, 2010, 12:26:56 AM »
I also hate this thread. Since I'm a DM IRL right now, I'll declare myself DM of this thread. All participants of this thread, aside from Lizard Dude and myself, will suffer a visit to the Dragon Plane:

You find yourself in a most terrible and foul landscape: the ground upon which you stand is entirely a scaly, leathery mass that has dragon limbs, wings, and heads sprouting out. Where the sun should rightfully be there is a smoldering dragon's eye that constantly watches you. The air itself is made of microscopic dragons, giving the atmosphere a blistering, smokey aspect that causes your eyes to tear, skin to crackle, and lungs to burn. On the horizon a gigantic mountain rises, displaying an impossibly huge claw at its peak. Welcome to the Dragon Plane, where everything is made of Dragon. (The traditional Dragon Plane is made of Red Dragons, but feel free to deviate)

- 2d6 heat damage per round
- Roll a d% to randomly determine if a dragon body part is near, it gets an attack appropriate to whatever it is per round. 1-50 = Arm (+10 Claw, DMG 1d6 + 5), 51-75 Wing/Tail (+12 Slam, DMG 1d8 + 7), 76-100 Head (Breath weapon, see Monster Manual for breath effect that fits selected Dragon type)
- If the character attempts to breathe it takes 1d4 Constitution damage and 1 point for 1d4 rounds after he/she stops breathing the dragon air.
- DC 15 will save sends the character (with all damage he/she sustained) back to where ever it was, one save attempt per round.
- Each round spent on the Dragon Plane equals one day on the Material Plane. Therefore an outside observer would see the afflicted character gone from existence for a total of 2 days if said character spent 2 rounds on the Dragon Plane.

Who can withstand the dragoning?

« Last Edit: September 24, 2010, 12:29:45 AM by TEM »
0000

« Reply #7 on: September 24, 2010, 04:56:07 PM »
Err, I hate this thread too.
YYur  waYur n beYur you Yur plusYur instYur an Yur Yur whaYur

« Reply #8 on: September 24, 2010, 06:59:01 PM »
I hate this forum.
Luigison: Question everything!
Me: Why?

« Reply #9 on: September 24, 2010, 08:10:33 PM »
You Are A:

True Neutral Human Ranger (2nd Level)

Ability Scores:
Strength- 9
Dexterity- 12
Constitution- 9
Intelligence- 13
Wisdom- 10
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 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.

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.

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXX (21)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Good ---- XXXXXXXXXXXXXXXX (16)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XXXXXX (6)

Law & Chaos:
Law ----- XXXXXXXXXX (10)
Neutral - XXXXXXXXXXXXX (13)
Chaos --- XXXXX (5)

Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXXXXXX (15)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXX (9)
Half-Orc - (0)

Class:
Barbarian - (-2)
Bard ------ XX (2)
Cleric ---- (-2)
Druid ----- XXXX (4)
Fighter --- (-2)
Monk ------ (-21)
Paladin --- (-25)
Ranger ---- XXXXXX (6)
Rogue ----- (-4)
Sorcerer -- (0)
Wizard ---- XX (2)
You didn't say wot wot.

Luigison

  • Old Person™
« Reply #10 on: September 25, 2010, 11:35:49 AM »
17. The following statement most accurately describes me.
  @ I am bored with this quiz and will not answer any more questions.
“Evolution has shaped us with perceptions that allow us to survive. But part of that involves hiding from us the stuff we don’t need to know."

« Reply #11 on: September 26, 2010, 12:43:37 PM »
You Are A: Lawful Neutral Human Sorcerer

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

Alignment:
Lawful Neutral- A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment because it seeks to eliminate all freedom, choice, and diversity 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.

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 ----- XXXXXXXXXXXXXXX (15)
Neutral Good ---- XXXXXXXXXXXXXX (14)
Chaotic Good ---- XXXXXXXXXXXXX (13)
Lawful Neutral -- XXXXXXXXXXXXXXX (15)
True Neutral ---- XXXXXXXXXXXXXX (14)
Chaotic Neutral - XXXXXXXXXXXXX (13)
Lawful Evil ----- XXXXXXXXXXXXXXX (15)
Neutral Evil ---- XXXXXXXXXXXXXX (14)
Chaotic Evil ---- XXXXXXXXXXXXX (13)

Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXX (7)
Chaos --- XXXXXX (6)

Good & Evil:
Good ---- XXXXXXX (7)
Neutral - XXXXXXX (7)
Evil ---- XXXXXXX (7)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXX (6)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXX (8)
Half-Orc - XXXX (4)

Class:
Barbarian - (-23)
Bard ------ (-17)
Cleric ---- (-4)
Druid ----- (-4)
Fighter --- (-4)
Monk ------ XX (2)
Paladin --- (-23)
Ranger ---- (-2)
Rogue ----- XX (2)
Sorcerer -- XXXXXXXX (8)
Wizard ---- XX (2)

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