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I joined everyone else with this Dungeons and Dragons thing. Obviously I shouldn't have been a cleric, because my wisdom is barely above average, while my intelligence is so high, but whatever. xD I tried to be as honest as possible throughout it, as well. So here you go. Lawful Good Elf Cleric (1st Level) Ability Scores: Strength- 13 Dexterity- 12 Constitution- 11 Intelligence- 17 Wisdom- 13 Charisma- 12 Alignment: Lawful Good- A lawful good character acts as a good person is expected or required to act. He combines a commitment to oppose evil with the discipline to fight relentlessly. He tells the truth, keeps his word, helps those in need, and speaks out against injustice. A lawful good character hates to see the guilty go unpunished. Lawful good is the best alignment you can be because it combines honor and compassion. However, lawful good can be a dangerous alignment when it restricts freedom and criminalizes self-interest. Race: Elves are known for their poetry, song, and magical arts, but when danger threatens they show great skill with weapons and strategy. Elves can live to be over 700 years old and, by human standards, are slow to make friends and enemies, and even slower to forget them. Elves are slim and stand 4.5 to 5.5 feet tall. They have no facial or body hair, prefer comfortable clothes, and possess unearthly grace. Many others races find them hauntingly beautiful. Class: Clerics- 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 ----- XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX (34) Neutral Good ---- XXXXXXXXXXXXXXXXXXXXXXXXXXX (27) Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXX (22) Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXXXXXXXX (28) True Neutral ---- XXXXXXXXXXXXXXXXXXXXX (21) Chaotic Neutral - XXXXXXXXXXXXXXXX (16) Lawful Evil ----- XXXXXXXXXXXXXXX (15) Neutral Evil ---- XXXXXXXX (8) Chaotic Evil ---- XXX (3) Law & Chaos: Law ----- XXXXXXXXXXXXXXX (15) Neutral - XXXXXXXX (8) Chaos --- XXX (3) Good & Evil: Good ---- XXXXXXXXXXXXXXXXXXX (19) Neutral - XXXXXXXXXXXXX (13) Evil ---- (0) Race: Human ---- XXXXXXXXXXXXX (13) Dwarf ---- XXXX (4) Elf ------ XXXXXXXXXXXXXX (14) Gnome ---- XXXXXXXX (8) Halfling - XXXXXXXXXXXX (12) Half-Elf - XXXXXXXXX (9) Half-Orc - (0) Class: Barbarian - (-25) Bard ------ (-21) Cleric ---- XXXXXXXX (8) Druid ----- (-23) Fighter --- (-2) Monk ------ XXXX (4) Paladin --- XX (2) Ranger ---- (-2) Rogue ----- (-8) Sorcerer -- (0) Wizard ---- XXXX (4)