True Neutral Halfling Bard/Wizard (2nd/2nd Level)
Ability Scores:
Strength- 11
Dexterity- 14
Constitution- 11
Intelligence- 14
Wisdom- 12
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:
Halflings are clever, capable and resourceful survivors. They are notoriously curious and show a daring that many larger people can't match. They can be lured by wealth but tend to spend rather than hoard. They prefer practical clothing and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall and commonly live to see 150.
Primary 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.
Secondary 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.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXX (17)
Neutral Good ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Good ---- XXXXXXXXXXXXX (13)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXX (20)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXXXXXX (7)
Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXX (4)
Good & Evil:
Good ---- XXXXXXXXX (9)
Neutral - XXXXXXXXXXXX (12)
Evil ---- XXX (3)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXXXXXX (14)
Half-Elf - XXXXXXXX (8)
Half-Orc - XXXX (4)
Class:
Barbarian - (-2)
Bard ------ XXXX (4)
Cleric ---- (-6)
Druid ----- (0)
Fighter --- (-2)
Monk ------ (-21)
Paladin --- (-17)
Ranger ---- (-2)
Rogue ----- (0)
Sorcerer -- (0)
Wizard ---- XXXX (4)
True Neutral Human Sorcerer/Rogue (3rd/2nd Level)
Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 13
Intelligence- 14
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:
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.
Secondary Class:
Rogues- 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.
Alignment:
Lawful Good ----- XXXXXXXXX (9)
Neutral Good ---- XXXXXXXXXXXXXXX (15)
Chaotic Good ---- XXXXXXXXXXX (11)
Lawful Neutral -- XXXXXXXXXXXXXXX (15)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXXXXXXXX (15)
Chaotic Evil ---- XXXXXXXXXXX (11)
Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXX (6)
Good & Evil:
Good ---- XXXXX (5)
Neutral - XXXXXXXXXXX (11)
Evil ---- XXXXX (5)
Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXX (4)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XX (2)
Class:
Barbarian - (-4)
Bard ------ (-6)
Cleric ---- (-6)
Druid ----- (0)
Fighter --- XX (2)
Monk ------ (-19)
Paladin --- (-21)
Ranger ---- (0)
Rogue ----- XXXXXX (6)
Sorcerer -- XXXXXX (6)
Wizard ---- (0)
And I must say the true neutral really fits.
Is my character any good? never played d&d
Depends really on which D&D edition this is based on. Generally you would like to have 18 in your primary stat, but not sure which is the Sorcerer primary stat. In Baldur's Gate 2 (which was some form of bastardized D&D version) they lacked a primary stat, which meant that you could literally stat him any way you pleased without it affecting much of anything. Generally you wanted constitution for hp, strength for carrying or charisma for dialogues. But your class abilities didn't change at all no matter what you chose. Was a little overpowered ;)
Here's mine:
True Neutral Halfling Bard (3rd Level)
Ability Scores:
Strength- 11
Dexterity- 12
Constitution- 14
Intelligence- 13
Wisdom- 11
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:
Halflings are clever, capable and resourceful survivors. They are notoriously curious and show a daring that many larger people can't match. They can be lured by wealth but tend to spend rather than hoard. They prefer practical clothing and would rather wear a comfortable shirt than jewelry. Halflings stand about 3 feet tall and commonly live to see 150.
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.
My actual D&D characters are:
Maruk the Human Fighter or Ranger. Alcoholic former bandit turned alcoholic local hero. He has a massive sword (as a fighter) or a sword and throwing axe (as a ranger).
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Tokk the Human Invoker. Mad hermit.
Knut Grimsson the Dwarf Barbarian. Steampunk dwarf barbarian with steampowered arm and hearing aid.
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Gunvald the Human Runepriest. He's basically Indiana Jones, graverobbing, whips, etc. Don't have a picture made yet. :/
Lawful Neutral Human Sorcerer (3rd Level)
Ability Scores:
Strength- 11
Dexterity- 12
Constitution- 11
Intelligence- 15
Wisdom- 14
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 when 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.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXX (21)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXXXXX (16)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXX (21)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXX (8)
Chaotic Evil ---- XXXXXX (6)
Law & Chaos:
Law ----- XXXXXXXXXX (10)
Neutral - XXXXXXX (7)
Chaos --- XXXXX (5)
Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXX (11)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXX (8)
Half-Orc - XXXX (4)
Class:
Barbarian - (-23)
Bard ------ (-25)
Cleric ---- (-2)
Druid ----- (-2)
Fighter --- XX (2)
Monk ------ (0)
Paladin --- (-21)
Ranger ---- (-2)
Rogue ----- (0)
Sorcerer -- XXXXXX (6)
Wizard ---- XXXX (4)
True Neutral Human Sorcerer (2nd Level)
Ability Scores:
Strength- 11
Dexterity- 14
Constitution- 12
Intelligence- 13
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:
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 ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXX (18)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Evil ----- XXXXXXX (7)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXXXXXXXXX (10)
Law & Chaos:
Law ----- XXXXX (5)
Neutral - XXXXXXXXXXX (11)
Chaos --- XXXXXXXX (8)
Good & Evil:
Good ---- XXXXXXXXXX (10)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- XX (2)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXXXXXX (8)
Class:
Barbarian - (-4)
Bard ------ XX (2)
Cleric ---- (0)
Druid ----- (-2)
Fighter --- (-2)
Monk ------ (-19)
Paladin --- (-21)
Ranger ---- XX (2)
Rogue ----- (-2)
Sorcerer -- XXXX (4)
Wizard ---- (0)
I seem to be neutral in most attributes, lol.
You Are A:
Lawful Good Human Sorcerer (4th Level)
Ability Scores:
Strength- 12
Dexterity- 14
Constitution- 15
Intelligence- 14
Wisdom- 15
Charisma- 15
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 when 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- 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 ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (39)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Chaotic Good ---- XXXXXXXXXXXXXXXXX (17)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (37)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Neutral - XXXXXXXXXXXXXXX (15)
Lawful Evil ----- XXXXXXXXXXXXXXXXXXXXXX (22)
Neutral Evil ---- XXXXXXXXXX (10)
Chaotic Evil ---- (0)
Law & Chaos:
Law ----- XXXXXXXXXXXXXXXXXXXXXX (22)
Neutral - XXXXXXXXXX (10)
Chaos --- (0)
Good & Evil:
Good ---- XXXXXXXXXXXXXXXXX (17)
Neutral - XXXXXXXXXXXXXXX (15)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXX (8)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XX (2)
Class:
Barbarian - (-27)
Bard ------ (-21)
Cleric ---- (-8)
Druid ----- (-23)
Fighter --- XX (2)
Monk ------ XX (2)
Paladin --- XXXX (4)
Ranger ---- XXXX (4)
Rogue ----- (-6)
Sorcerer -- XXXXXX (6)
Wizard ---- XXXX (4)
I guess i'm too poor to be a Paladin. :rolleyes:
You Are A:
True Neutral Human Wizard (3rd Level)
Ability Scores:
Strength- 17
Dexterity- 15
Constitution- 16
Intelligence- 16
Wisdom- 15
Charisma- 15
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:
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.
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXX (11)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXX (13)
Lawful Neutral -- XXXXXXXXXXXXXX (14)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXXXXX (10)
Neutral Evil ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Evil ---- XXXXXXXXXXXX (12)
Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXXXXX (11)
Chaos --- XXXXXX (6)
Good & Evil:
Good ---- XXXXXXX (7)
Neutral - XXXXXXXXXX (10)
Evil ---- XXXXXX (6)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XX (2)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXX (8)
Half-Orc - XXXXXXXX (8)
Class:
Barbarian - (-2)
Bard ------ (-2)
Cleric ---- (0)
Druid ----- (0)
Fighter --- (0)
Monk ------ (-19)
Paladin --- (-21)
Ranger ---- (-2)
Rogue ----- (-6)
Sorcerer -- (0)
Wizard ---- XXXXXXXXXX (10)