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Posted: Sat Sep 07, 2013 11:14 pm
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Posted: Sat Sep 07, 2013 11:22 pm
I took this before!
Now I wish I could remember what my stats/class/alignment were... xd
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Posted: Sat Sep 07, 2013 11:26 pm
Zphal I took this before! Now I wish I could remember what my stats/class/alignment were... xd Well do it again!
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Posted: Sat Sep 07, 2013 11:41 pm
Leprechaun_Sean Zphal I took this before! Now I wish I could remember what my stats/class/alignment were... xd Well do it again! But it was looong... and I'm laaazy!
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Posted: Tue Sep 17, 2013 3:37 pm
Neutral Good Human Druid/Cleric (1st/1st Level)
Ability Scores: Strength- 11 Dexterity- 12 Constitution- 12 Intelligence- 15 Wisdom- 12 Charisma- 11
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.
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: 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.
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Posted: Tue Sep 17, 2013 3:59 pm
Quote: I Am A: Neutral Good Human Wizard (4th Level) Ability Scores:Strength- 14 Dexterity- 13 Constitution- 13 Intelligence- 14 Wisdom- 14 Charisma- 13 Alignment: Neutral GoodA 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: HumansHumans 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: WizardWizards 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. Ka-zaap!
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