Blogrimage 2014 Day 19: What Character Would You Be?
Back before I started the blogrimage, and before I discovered the Pathfinder Roleplaying Game, I started poking around the internet looking for resources. One of the things I looked for was a character generator, because I figured I'd need one to create nonplayer characters, and I've always been intrigued by good NPCs in general. While searching for a character generator, I stumbled across this 129 question survey that tries to map your answers to determine What Kind of Dungeons and Dragons Character Would You Be?
For today's post, here are my results:
I am a Lawful Neutral Human Cleric (6th Level)
- Strength: 11
- Dexterity: 10
- Constitution: 11
- Intelligence: 18
- Wisdom: 15
- Charisma: 13
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 when it seeks to eliminate all freedom, choice, and diversity in society.
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.
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.
Alignment: Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXX (25) Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23) Chaotic Good ---- XXXXXXXXXXXXXXXXXX (18) Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27) True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXXX (25) Chaotic Neutral - XXXXXXXXXXXXXXXXXXXX (20) Lawful Evil ----- XXXXXXXXXXX (11) Neutral Evil ---- XXXXXXXXX (9) Chaotic Evil ---- XXXX (4) Law & Chaos: Law ----- XXXXXXXXXXX (11) Neutral - XXXXXXXXX (9) Chaos --- XXXX (4) Good & Evil: Good ---- XXXXXXXXXXXXXX (14) Neutral - XXXXXXXXXXXXXXXX (16) Evil ---- (0) Race: Human ---- XXXXXXXXXXXXXXX (15) Dwarf ---- XXXXXXXX (8) Elf ------ XXXXXX (6) Gnome ---- XXXXXXXXXX (10) Halfling - XXXXXXXXXX (10) Half-Elf - XXXXXXXX (8) Half-Orc - XX (2) Class: Barbarian - (-25) Bard ------ (-21) Cleric ---- XXXXXX (6) Druid ----- (-2) Fighter --- (-4) Monk ------ (0) Paladin --- (-17) Ranger ---- XXXX (4) Rogue ----- (-10) Sorcerer -- XXXX (4) Wizard ---- XX (2)
Maybe the most interesting part of this is how the class scores tell a lot more about what I would not be. In fact, if you look at it this way, it's more likely that I would not be an adventuring character at all. It's more likely that I'd fit a Pathfinder NPC Expert class, instead.