Jeff over at Jeff’s Gameblog had a cool link to a website that determined what character you would be in D&D after filling out a questionnaire. Here are my results.
I Am A: Neutral Good Human Sorcerer/Rogue (3rd/3rd Level)
Ability Scores:
Strength-15
Dexterity-17
Constitution-15
Intelligence-15
Wisdom-15
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 because 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.
Primary 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.
Secondary Class:
Rogues have little in common with each other. While some – maybe even the majority – are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don’t want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes ‘fake it’ well enough to cast spells from scrolls, activate wands, and use just about any other magic item.
The funny thing is I could not play this character in the RPGA Living Greyhawk Campaign which has a 28 point buy for stats and I could not play in my own home game because it requires a 32 points for stats. To get those stats it would cost me 50 points according to Chapter 6 of the D&D Core Rule Book II v3.5 Dungeon Master’s Guide.
Possibly Related Posts:
- New Badguy to Test My Players With – The Jabberwock
- Ruins in the Woods
- I Hate Swarms
- Making a game world one small step at a time
- Ogres of Nordoon and Mt. Revenge




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