I Am A: Lawful Neutral Human Wizard/Cleric (2nd/2nd Level)
Ability Scores:
Strength-10
Dexterity-8
Constitution-10
Intelligence-16
Wisdom-14
Charisma-14
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 because 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.
Primary Class:
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.
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 ----- XXXXXXXXXXXXXXXXXXX (19)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXX (21)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20)
Lawful Evil ----- XXXXXXXXX (9)
Neutral Evil ---- XXXXXXXX (8)
Chaotic Evil ---- XXXXXXXX (8)
Law & Chaos:
Law ----- XXXXXXXX (8)
Neutral - XXXXXXX (7)
Chaos --- XXXXXXX (7)
Good & Evil:
Good ---- XXXXXXXXXXX (11)
Neutral - XXXXXXXXXXXXX (13)
Evil ---- X (1)
Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXXXXXX (12)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXX (8)
Halfling - XXXX (4)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXXXX (6)
Class:
Barbarian - (-21)
Bard ------ (-25)
Cleric ---- XXXXXX (6)
Druid ----- (-4)
Fighter --- (-2)
Monk ------ XX (2)
Paladin --- (-23)
Ranger ---- XX (2)
Rogue ----- (-6)
Sorcerer -- XX (2)
Wizard ---- XXXXXX (6)