Well I could have told you

Standard

I was hunting on the web for Character name generators and found this rather nifty site:

 http://www.easydamus.com/character.html

While not a name generator it is a clever take on the old personality tests for gamers who like to get into serious character generation.  After answering a series of questions similar to those found in a Myers Briggs personality test the program provides information about your personality as a  4ed D&D character. 

If I had been asked what sort of D&D character I was I probably would have said a neutral good cleric.  So it came  as no surprise that the test decided I was in face a Neutral good human cleric.  I could have told you that one.

I Am A: Neutral Good Human Cleric (5th Level)

Ability Scores:
Strength-12
Dexterity-13
Constitution-12
Intelligence-12
Wisdom-16
Charisma-12

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.

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.

Find out What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus (e-mail)

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