ДнДшноеI Am A: Neutral Good Elf Druid/Cleric (2nd/1st Level)
Ability Scores:
Strength-10
Dexterity-13
Constitution-10
Intelligence-15
Wisdom-18
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 it advances mediocrity by limiting the actions of the truly capable.
Race:
Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful.
Primary Class:
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 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)
Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXX (21)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXX (19)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXX (6)
Neutral Evil ---- XXXXXXXXXXXX (12)
Chaotic Evil ---- XXXXXX (6)
Law & Chaos:
Law ----- XXXXXX (6)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXXX (6)
Good & Evil:
Good ---- XXXXXXXXXXXXXXX (15)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- (0)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXXXXXX (14)
Gnome ---- XXXX (4)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXXXXXXX (14)
Half-Orc - XXXXXX (6)
Class:
Barbarian - (-4)
Bard ------ (-2)
Cleric ---- XXXXXXXX (8)
Druid ----- XXXXXXXX (8)
Fighter --- (-4)
Monk ------ (-21)
Paladin --- (-23)
Ranger ---- (-2)
Rogue ----- (-4)
Sorcerer -- (-2)
Wizard ---- XXXX (4)
Ну почему я всегда жрица или друид нейтрально-доброго мировоззрения?