I Am A: Neutral Evil Human Bard/Cleric (1st/1st Level)
Ability Scores:
Strength-13
Dexterity-14
Constitution-13
Intelligence-14
Wisdom-14
Charisma-11
Alignment:
Neutral Evil A neutral evil villain does whatever he can get away with. He is out for himself, pure and simple. He sheds no tears for those he kills, whether for profit, sport, or convenience. He has no love of order and holds no illusion that following laws, traditions, or codes would make him any better or more noble. On the other hand, he doesn�t have the restless nature or love of conflict that a chaotic evil villain has. Some neutral evil villains hold up evil as an ideal, committing evil for its own sake. Most often, such villains are devoted to evil deities or secret societies. Neutral evil is the best alignment you can be because you can advance yourself without regard for others. However, neutral evil can be a dangerous alignment because it represents pure evil without honor and without variation.
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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What Kind of Dungeons and Dragons Character Would You Be?, courtesy of Easydamus
(e-mail) Detailed Results:
Alignment:
Lawful Good ----- XXXXXXXX (8)
Neutral Good ---- XXXXXXXXXXXXXX (14)
Chaotic Good ---- XXXXXXXXXXX (11)
Lawful Neutral -- XXXXXXXXX (9)
True Neutral ---- XXXXXXXXXXXXXXX (15)
Chaotic Neutral - XXXXXXXXXXXX (12)
Lawful Evil ----- XXXXXXXXXX (10)
Neutral Evil ---- XXXXXXXXXXXXXXXX (16)
Chaotic Evil ---- XXXXXXXXXXXXX (13)
Law & Chaos:
Law ----- XXX (3)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXX (6)
Good & Evil:
Good ---- XXXXX (5)
Neutral - XXXXXX (6)
Evil ---- XXXXXXX (7)
Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXX (4)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXXXXXXX (14)
Half-Orc - XXXXXX (6)
Class:
Barbarian - (-4)
Bard ------ XXXX (4)
Cleric ---- XXXX (4)
Druid ----- XX (2)
Fighter --- (-2)
Monk ------ (-25)
Paladin --- (-23)
Ranger ---- XX (2)
Rogue ----- (0)
Sorcerer -- XX (2)
Wizard ---- (-2)