Archive for May 17th, 2010

SamuraiFrog and Jaquandor did this. But I’m not sure why *I* did this, because I never once played Dungeons & Dragons, though it was very popular among my circle of friends in college. And the reason was that I thought it was too…dorky. Given the fact that I was collecting comic books at the time, this is a bold, and probably unwise, assertion.

And the questions for What Kind of Dungeons and Dragons Character Would You Be? were quite numerous, over 100 of them.

Yet I’m glad I did it. It reminded me of the fact that, particularly at certain points in my life, I either wanted to be a cleric, or found myself in the sometimes uncomfortable position of being a father-confessor figure. As long as I can remember, people have told me LOTS of stuff in confidence. I know (or have forgotten) more secrets about other people’s lives than you could imagine.

I Am A: Chaotic Good Human Cleric (6th Level)

Ability Scores:

Strength-11

Dexterity-11

Constitution-11

Intelligence-11

Wisdom-12

Charisma-12

Alignment:
Chaotic Good A chaotic good character acts as his conscience directs him with little regard for what others expect of him. He makes his own way, but he’s kind and benevolent. He believes in goodness and right but has little use for laws and regulations. He hates it when people try to intimidate others and tell them what to do. He follows his own moral compass, which, although good, may not agree with that of society. Chaotic good is the best alignment you can be because it combines a good heart with a free spirit. However, chaotic good can be a dangerous alignment because it disrupts the order of society and punishes those who do well for themselves.

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.

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)

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