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Posted: Mon Jan 25, 2010 10:50 am
by Inriiaynrae Jaelre
CN human level 10 ranger

good, evil, and neutral were all 1 point differences.
elf, half elf, and half orc tied for a close second to human

many of these i normal get a rogue class.

tho, I dont care to drink and that wasnt an option...so I wouldnt know if i get drunk easy or hard. thats just one i happen to remember. there we several like that that didnt apply...

Posted: Mon Mar 01, 2010 4:01 am
by Zekafae
An odd setup..

I'm just a few points from going evil.. sad.. very sad
Chaotic Neutral Human Cleric (3rd Level)


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

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 because 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.

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 ----- XXXXXXXXXX (10)
Neutral Good ---- XXXXXXXXXXXXXX (14)
Chaotic Good ---- XXXXXXXXXXXXXXXX (16)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXX (22)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXX (19)

Law & Chaos:
Law ----- XXXXX (5)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXXXXXX (11)

Good & Evil:
Good ---- XXXXX (5)
Neutral - XXXXXXXXXXX (11)
Evil ---- XXXXXXXX (8)

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

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

Posted: Fri Mar 05, 2010 7:22 pm
by veraka
Interesting, to say the least
Lawful Good Human Ranger (4th Level)


Ability Scores:
Strength- 15
Dexterity- 14
Constitution- 15
Intelligence- 17
Wisdom- 14
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 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:
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 -----(25)
Neutral Good ----(22)
Chaotic Good ----(22)
Lawful Neutral --(18)
True Neutral ----(15)
Chaotic Neutral -(15)
Lawful Evil -----(10)
Neutral Evil ----(7)
Chaotic Evil ----(7)

Law & Chaos:
Law ----- (9)
Neutral - (6)
Chaos ---(6)

Good & Evil:
Good ----(16)
Neutral - (9)
Evil ----(1)

Race:
Human ---- (14)
Dwarf ----(12)
Elf ------(2)
Gnome ----(10)
Halfling - (6)
Half-Elf - (6)
Half-Orc -(4)

Class:
Barbarian -(-25)
Bard ------(-23)
Cleric ----(0)
Druid -----(-15)
Fighter ---(0)
Monk ------(0)
Paladin --- (4)
Ranger ---- (6)
Rogue ----- (-10)
Sorcerer -- (-2)
Wizard ---- (2)

Posted: Mon May 10, 2010 10:02 am
by Zil
Neutral Good Elf Rogue. Level 3 for what it's worth.

Strength: 9
Dexterity: 11
Constitution: 10
Intelligence: 15
Wisdom: 17
Charisma: 13

Pretty much what I expected except that I'd probably make a better bard.

Oh right. This:

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXX (16)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Lawful Neutral -- XXXXXXXXXXXXX (13)
True Neutral ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXXX (7)
Neutral Evil ---- XXXXXXXXXXXXX (13)
Chaotic Evil ---- XXXXXXXXXXXXX (13)

Law & Chaos:
Law ----- XXX (3)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXXXX (9)

Good & Evil:
Good ---- XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXX (10)
Evil ---- XXXX (4)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXXXXXX (14)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XX (2)

Class:
Barbarian - (-2)
Bard ------ XXXX (4)
Cleric ---- (-2)
Druid ----- (0)
Fighter --- (-8)
Monk ------ (-19)
Paladin --- (-25)
Ranger ---- (0)
Rogue ----- XXXXXX (6)
Sorcerer -- XX (2)
Wizard ---- XX (2)

Doesn't surprise me one bit that Neutralness and Chaos were tied.

Posted: Fri Aug 06, 2010 11:19 pm
by Aramil Galanodel
I am not putting on all of the results.

STR:15
DEX:17
CON:17
INT:14
WIS:13
CON:13

Human Ranger

True Neutral

Posted: Sat Aug 07, 2010 12:34 am
by Luashalee Mizrym
8D

True Neutral Human Druid

Ability Scores:
Strength- 11
Dexterity- 16
Constitution- 12
Intelligence- 16
Wisdom- 16
Charisma- 16

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:
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.

Posted: Sat Aug 07, 2010 5:17 pm
by PhaeShalee
True Neutral Human Cleric (4th Level)


Ability Scores:
Strength- 8
Dexterity- 9
Constitution- 9
Intelligence- 16
Wisdom- 15
Charisma- 13

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:
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.





*lip tremble* I... I thought that I would have been a good person. :(

LN and TN were equal, 24, LG and NG were second closest at 22

A cleric sounds right though (if you go with new age, witchy clerics. >.> )


Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXX (22)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18 )
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXX (24)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXX (5)

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

Good & Evil:
Good ---- XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXXXXXXX (15)
Evil ---- (0)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXX ( 8 )
Gnome ---- XXXXXXXX ( 8 )
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXXXX (13)
Half-Orc - XXXX (4)

Class:
Barbarian - (-4)
Bard ------ XX (2)
Cleric ---- XXXX (4)
Druid ----- XX (2)
Fighter --- (-6)
Monk ------ (-19)
Paladin --- (-19)
Ranger ---- XX (2)
Rogue ----- (-2)
Sorcerer -- (-2)
Wizard ---- (0)

Posted: Sat Aug 07, 2010 7:18 pm
by Kiaransalyn
True Neutral Elf Druid/Wizard (3rd/3rd Level)


Ability Scores:
Strength- 13
Dexterity- 14
Constitution- 13
Intelligence- 17
Wisdom- 16
Charisma- 16

Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXX (15)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXXXXXXXX (16)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXXXX (11)
Neutral Evil ---- XXXXXXXXXXXXXXXX (16)
Chaotic Evil ---- XXXXXXXXXXXX (12)

Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXXXXX (8 )

Good & Evil:
Good ---- XXXXXXXX (8 )
Neutral - XXXXXXXXXXXX (12)
Evil ---- XXXX (4)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXXXXXX (14)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8 )
Half-Elf - XXXXXXXXXX (10)
Half-Orc - XXXXXX (6)

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

Posted: Fri Aug 13, 2010 7:03 pm
by Aylstra Illianniis
Apparently, I am this:


Lawful Good Human Ranger (4th Level)


Ability Scores:
Strength- 11
Dexterity- 15
Constitution- 14
Intelligence- 14
Wisdom- 14
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:
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.

Posted: Fri Aug 13, 2010 7:44 pm
by Gareth Ravenmantle
Ability Scores:
Strength- 14
Dexterity- 12
Constitution- 15
Intelligence- 12
Wisdom- 16
Charisma- 13

Alignment:
Neutral Good

Race:
Human

Class:
Wizards

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXX (17)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Lawful Neutral -- XXXXXXXXXXXXXXXX (16)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Evil ---- XXXXXXXXXXXX (12)

Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXXXXXXXXX (15)
Chaos --- XXXXXXX (7)

Good & Evil:
Good ---- XXXXXXXXXXXXX (13)
Neutral - XXXXXXXXXXXX (12)
Evil ---- XXXXX (5)

Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXX (8)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XX (2)

Class:
Barbarian - (0)
Bard ------ XXXX (4)
Cleric ---- (-6)
Druid ----- (-6)
Fighter --- XXXX (4)
Monk ------ (-27)
Paladin --- (-25)
Ranger ---- XX (2)
Rogue ----- (0)
Sorcerer -- XXXX (4)
Wizard ---- XXXXXXXX (8)


Sounds about right.

Posted: Fri Aug 13, 2010 10:43 pm
by PhaeShalee
Heh, everytime I look at this I keep being grumbly since it said I'm neutral instead of good. lol

But, then again the quiz had a lot of questions about your 'community' and answering honestly, I wouldn't do much to help with my community since this small city is overflowing with crimminals and corrupt authority figures. (My husband used to be the janitor at both the police station and city hall, and couldn't believe the amount of corruption in this town. Under the table deals, strong-arming local businesses to close so rich associates could buy up the buildings, a huge amount of people in this small town are on parole, etc.)

So most of the questions about trusting the local law, or authority figures, etc... weren't answered very well. Same goes with many things for my family, too many of my family members are people who I would never willingly choose to associate with. -_- Maybe I should have answered the questions as if my husband's family were my family members instead. XD

Posted: Sat Aug 14, 2010 7:01 pm
by Aylstra Illianniis
I totally agree. While I can certainly see myself as a ranger like it said, some of the questions were very hard to decide on, as I liked both choices equally, or as you said, some had a lot to do with authority. And although I do certainly respect authority and obey the law in general, I am much more concerned with individual rights, Instead of LG, I see myself as more NG or maybe even CG. And I absolutely understand about the family thing. There are a few people in mine that I would never in a million years help out in a crisis, or even associate with unless I HAVE to. I think I'd be more like a wizard or perhaps a bard, given my open, independent attitude and love of music and writing. And I'm pretty sure I'd be an elf or half-elf.

Posted: Sat May 07, 2011 2:30 pm
by Cipherof3vil
Heh. I don't need a test to tell me what I am.
I already know, If I was in the D&D multiverse I'd most certainly be:

Start: Drow, Psion 1, Binder 1.
Finish: ... deity... >_>
Long winded story that went off before I knew it:
*Drow, if any option at all*
Psion/Binder/Sorceress (If I'm not born with Sorceress magic, Then Wizard)
My quest for personal power to defend what I want to defend (My personality not caring much for attacking, not worth the time usually) would lead me to discover the secrets of Binding. Eventually I'd learn of Naberius who would aid me by granting me regeneration of lost ability, which I'd use to full effect with items and training(feats) to reduce power costs. (Body Fuel feat, Torc of Power Preservation, Strongheart Vest)

Over time, I realize more deeply the capabilities of the Mind, (Psychic Ability feat) the new found window into personal mastery would be exploited as I carry out Psionic training leading to the discovery of a talent for psychic movement (Psychoportation feat + related feats).

After reaching masterful psionic potential (lv 20 + Epic Manifesting) I'd finally work on conquering magic, Which hadn't been touched yet beyond the occasional magic item as my personal code was that I must master my self before I master outside forces for mild paranoia that magic could lead to self destruction if you are not stable enough. My dedicated training and research, not to mention previous experience with delving into power leads me to be ahead of spellcasters of equal *spell* level (Practiced Spellcaster feat).
I'd most defiantly take a liking to Summoning and Conjuration magic as it was quite different from psionic experience.
Now many many years have passed and I have no choice but to seek prolonged life. Psionic, Psychic, and Magic(+Epic Spellcasting) reveal little to no pleasing long term options. But I settle with the occasional boost (Extended Life Span epic feat).
I'm very old now, though I don't look it (If by Shapechanging and Extended life) My knowledge is vast and enough to drive men mad if they knew what I knew. (Binder 2, Psychic 10, Psion 20, Sorcerer (wizard) 20).
But its not quite enough. I feel as though somethings missing. Something important. Now past the average age limits known to my races and shunning death, I start to question something most have thought of since they were young. Are there such things as deities?. Now open to such things it becomes obvious. Divine miracles granted to loyal servants of the gods or "Deities" were more common place then my dedicated and focused gaze noticed. The missing piece was now open to me. I then take the path of the Cleric. a Cleric of Wee Jas as she closely fits myself, as I'd taken to Death magics but denied the stereotype of being evil. (Being True Neutral, I saw no problem with creating willing undead. but didn't want to be one myself *No lichdom*) not long after that, It becomes apparent that I'm finally favored. I'm granted divine power (cleric 1).
Time passes, I have no choice but to once again seek a quick method of extending my life, still not open to the idea of letting go of life. (extended life span again).
Eventually, my bond with my deity becomes close (Cleric 20) and I can almost feel the power of divinity myself. Its apparent now what my goal was all this time. Divine power, godhood, Apotheosis. I'm not meant for death. I petition my deity, but am refused. She doesn't have the capability of granting granting mortals divine rank, thats for the greater gods.

I'm not oblivious to the stories of wee jas having hidden power, kept from her by the Greater Deities. I decide that it must be done.. I go search for it. I make use of the few great magics and powers collected in my time to do what I'd do best. Subtlety is not something to be had by a woman who believes godhood could be around the corner, as well as the rise of her patron deity. Using magic unheard of (hand crafted epic spells) spells of great mysterious power of the Atom and a team of casters I bring with me ([url:i9a5kyeo]http://dnd-wiki.org/wiki/Tactical_Nuke_ ... c_Spell%29[/url:i9a5kyeo]
[url:i9a5kyeo]http://dnd-wiki.org/wiki/Megaton_%283.5e_Epic_Spell%29[/url:i9a5kyeo]), we *foolishly* storm realms linked to the story of the Arcane Well.
I make many enemies catching the eyes of many deities. My personal power is nearly infinite by mortal standards (Character level 72), the deities have no choice but to intervene personally. (Did you know deities are only around level 40? Lolith is level 40 for example, the only real edge they got are Divine Ranks) I put up a fight. Several allied lesser deities face me and my followers. It carries on, they are deities after all, if lesser. I tell them I want the Arcane Well, they refuse, the fight continues until one was killed. The others flee and a strange power acts upon myself, the slayer of the lesser deity.
It seems futile. The Arcane Well may well be a myth. But a new realization occurs. We had just fought three lesser deities and won.
The Arcane Well may be a lost cause, but theres more then a single way to gain godhood.
Killing a deity.

But thats not yet the end. It wont end. Personal quest to be forever invulnerable to death, no fear of a ceased existence, is one that can span eons.

Posted: Wed Jul 27, 2011 8:34 am
by Darkros
True Neutral Human Fighter (1st Level)


Ability Scores:
Strength- 0
Dexterity- 0
Constitution- 0
Intelligence- 0
Wisdom- 0
Charisma- 0

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:
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.

I was just messing around. This is what happens if you don't push any of the answers.

Posted: Wed Jul 27, 2011 9:13 am
by Rainbow Prism
I definitely am... surprised.

Neutral Good Human Wizard (2nd Level)


Ability Scores:
Strength- 10
Dexterity- 12
Constitution- 11
Intelligence- 11
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 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:
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.