Test na osobowość w D&D

1
Proste, wchodzicie tutaj http://www.easydamus.com/character.html i odpowiadacie na pytania, których jest uwaga: aż 129, więc nie można tego odbębnić (no chyba że bardzo chcecie) Wynik wpisujecie w poście jak ja:

You Are A:


Chaotic Neutral Human Wizard/Sorcerer (1st/1st Level)



Ability Scores:
Strength- 13
Dexterity- 16
Constitution- 14
Intelligence- 19
Wisdom- 18
Charisma- 12

Alignment:
Chaotic Neutral- A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order 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- 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:
Sorcerers- Sorcerers are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.


Web page and journal code: Copy and paste the following:

<b>I Am A:</b> Chaotic Neutral Human Wizard/Sorcerer (1st/1st Level)
<br><br><u>Ability Scores:</u><br>
<b>Strength-</b>13<br>
<b>Dexterity-</b>16<br>
<b>Constitution-</b>14<br>
<b>Intelligence-</b>19<br>
<b>Wisdom-</b>18<br>
<b>Charisma-</b>12
<br><br><u>Alignment:</u><br><b>Chaotic Neutral</b> A chaotic neutral character follows his whims. He is an individualist first and last. He values his own liberty but doesn't strive to protect others' freedom. He avoids authority, resents restrictions, and challenges traditions. A chaotic neutral character does not intentionally disrupt organizations as part of a campaign of anarchy. To do so, he would have to be motivated either by good (and a desire to liberate others) or evil (and a desire to make those different from himself suffer). A chaotic neutral character may be unpredictable, but his behavior is not totally random. He is not as likely to jump off a bridge as to cross it. Chaotic neutral is the best alignment you can be because it represents true freedom from both society's restrictions and a do-gooder's zeal. However, chaotic neutral can be a dangerous alignment when it seeks to eliminate all authority, harmony, and order in society.<br>
<br><u>Race:</u><br><b>Humans</b> 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.
<br><br><u>Primary Class:</u><br><b>Wizards</b> 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.
<br><br><u>Secondary Class:</u><br><b>Sorcerers</b> are arcane spellcasters who manipulate magic energy with imagination and talent rather than studious discipline. They have no books, no mentors, no theories just raw power that they direct at will. Sorcerers know fewer spells than wizards do and acquire them more slowly, but they can cast individual spells more often and have no need to prepare their incantations ahead of time. Also unlike wizards, sorcerers cannot specialize in a school of magic. Since sorcerers gain their powers without undergoing the years of rigorous study that wizards go through, they have more time to learn fighting skills and are proficient with simple weapons. Charisma is very important for sorcerers; the higher their value in this ability, the higher the spell level they can cast.
<br><br>Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?</a>, courtesy of Easydamus <a href='mailto:zybstrski@excite.com'>(e-mail)</a><br><br>


Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXX (11)
Neutral Good ---- XXXXXXXXXXXXX (13)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXX (20)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXX (22)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28)
Lawful Evil ----- XXXXXXXXXXXXX (13)
Neutral Evil ---- XXXXXXXXXXXXXXX (15)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXX (21)

Law & Chaos:
Law ----- XXXXXX (6)
Neutral - XXXXXXXX (8)
Chaos --- XXXXXXXXXXXXXX (14)

Good & Evil:
Good ---- XXXXX (5)
Neutral - XXXXXXXXXXXXXX (14)
Evil ---- XXXXXXX (7)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (8)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XXXXXX (6)

Class:
Barbarian - XXXXXX (6)
Bard ------ XXXX (4)
Cleric ---- XXXXXXXXXX (10)
Druid ----- XXXXXXXXXXXX (12)
Fighter --- XXXXXXXXXX (10)
Monk ------ XXXXXXXXXX (10)
Paladin --- XXXXXXXXXXXX (12)
Ranger ---- XXXXXX (6)
Rogue ----- XXXXXXXX (8)
Sorcerer -- XXXXXXXXXXXXXXXX (16)
Wizard ---- XXXXXXXXXXXXXXXX (16)

Test na osobowość w D&D

2
You Are A:

Neutral Good Human Monk/Ranger (2nd/2nd Level)


Ability Scores:
Strength- 14
Dexterity- 12
Constitution- 15
Intelligence- 14
Wisdom- 13
Charisma- 11

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:
Monks- Monks are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.

Secondary Class:
Rangers- Rangers are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.


Web page and journal code: Copy and paste the following:

<b>I Am A:</b> Neutral Good Human /Ranger (2nd/2nd Level)
<br><br><u>Ability Scores:</u><br>
<b>Strength-</b>14<br>
<b>Dexterity-</b>12<br>
<b>Constitution-</b>15<br>
<b>Intelligence-</b>14<br>
<b>Wisdom-</b>13<br>
<b>Charisma-</b>11
<br><br><u>Alignment:</u><br><b>Neutral Good</b> 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.<br>
<br><u>Race:</u><br><b>Humans</b> 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.
<br><br><u>Primary Class:</u><br><b>Monks</b> are versatile warriors skilled at fighting without weapons or armor. Good-aligned monks serve as protectors of the people, while evil monks make ideal spies and assassins. Though they don't cast spells, monks channel a subtle energy, called ki. This energy allows them to perform amazing feats, such as healing themselves, catching arrows in flight, and dodging blows with lightning speed. Their mundane and ki-based abilities grow with experience, granting them more power over themselves and their environment. Monks suffer unique penalties to their abilities if they wear armor, as doing so violates their rigid oath. A monk wearing armor loses their Wisdom and level based armor class bonuses, their movement speed, and their additional unarmed attacks per round.
<br><br><u>Secondary Class:</u><br><b>Rangers</b> are skilled stalkers and hunters who make their home in the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can cast.
<br><br>Find out <a href='http://www.easydamus.com/character.html' target='mt'>What Kind of Dungeons and Dragons Character Would You Be?</a>, courtesy of Easydamus <a href='mailto:zybstrski@excite.com'>(e-mail)</a><br><br>


Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXX (19)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXX (19)
Lawful Neutral -- XXXXXXXXXXXXXXXXX (17)
True Neutral ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Neutral - XXXXXXXXXXXXXXXXX (17)
Lawful Evil ----- XXXXXXXX (8)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXXXXX (8)

Law & Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXXXX (8)
Chaos --- XXXXXXX (7)

Good & Evil:
Good ---- XXXXXXXXXXXX (12)
Neutral - XXXXXXXXXX (10)
Evil ---- X (1)

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXXXX (10)
Halfling - XXXXXXXXXXXX (12)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXX (4)

Class:
Barbarian - XXXXXX (6)
Bard ------ XXXXXXXX (8)
Cleric ---- XXXXXX (6)
Druid ----- XXXXXXXXXXXX (12)
Fighter --- XXXXXXXXXX (10)
Monk ------ XXXXXXXXXXXXXXXX (16)
Paladin --- XXXXXXXXXXXXXX (14)
Ranger ---- XXXXXXXXXXXXXXXX (16)
Rogue ----- XXXXXXXXXXXX (12)
Sorcerer -- XXXXXXXXXXXX (12)
Warlock --- XXXXXXXXXX (10)
Wizard ---- XXXXXXXXXX (10)
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