I Am A: Neutral Good Human Bard/Cleric (3rd/2nd Level)
Ability Scores:Strength-15
Dexterity-17
Constitution-16
Intelligence-14
Wisdom-17
Charisma-15
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.
Primary Class: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: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.
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Detailed Results:Alignment:Lawful Good ----- XXXXXXXXXXXXXXXXX (17)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXX (15)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXX (7)
Neutral Evil ---- XXXXXXXXXXXX (12)
Chaotic Evil ---- XXXXXXXX (
Law & Chaos:Law ----- XXXXX (5)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXX (6)
Good & Evil:Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXX (10)
Evil ---- XX (2)
Race:Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXXXX (
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XXXX (4)
Class:Barbarian - XX (2)
Bard ------ XXXXXXXXXXXXXX (14)
Cleric ---- XXXXXXXXXXXXXX (14)
Druid ----- XXXXXXXXXXXX (12)
Fighter --- XXXXXXXXXX (10)
Monk ------ XXXXXXXX (
Paladin --- XXXXXXXXXX (10)
Ranger ---- XXXXXXXXXXXX (12)
Rogue ----- XXXXXX (6)
Sorcerer -- XXXXXXXXXXXX (12)
Wizard ---- XXXXXXXXXX (10)