Alignment:
Chaotic Neutral characters are unstable, and frequently insane. They believe in disorder first and foremost, and will thus strive for that disorder in everything they do. This means that they will do whatever seems 'fun' or 'novel' at any given time.
Race:
Dwarves are short and stout, and easily recognizable by their well-cared-for beards. They are hard workers, and adept at stonework and engineering. They tend to live apart from other races; generally in deep, underground excavated systems, and as such tend to be distant from other races.
Primary Class:
Mages harness the magical energies for their own use. Spells, spell books, and long hours in the library are their loves. While often not physically strong, their mental talents can make up for this.
Secondary Class:
Fighters are the warriors. They use weapons to accomplish their goals. This isn't to say that they aren't intelligent, but that they do, in fact, believe that violence is frequently the answer.
Detailed Results:
Alignment:
Law and Chaos:
Law ----- (-3)
Neutral - XXXXXXX (7)
Chaos --- XXXXXXXXXXX (11)
Good and Evil:
Good ---- XX (2)
Neutral - XXXXXXX (7)
Evil ---- XXXX (4)
Alignment:
Chaotic Neutral characters are unstable, and frequently insane. They believe in disorder first and foremost, and will thus strive for that disorder in everything they do. This means that they will do whatever seems 'fun' or 'novel' at any given time.
Race:
Elves are the eldest of all races, although they are generally a bit smaller than humans. They are generally well-cultured, artistic, easy-going, and because of their long lives, unconcerned with day-to-day activities that other races frequently concern themselves with. Elves are, effectively, immortal, although they can be killed. After a thousand years or so, they simply pass on to the next plane of existance.
Primary Class:
Bards are the entertainers. They sing, dance, and play instruments to make other people happy, and, frequently, make money. They also tend to dabble in magic a bit.
Secondary Class:
Detailed Results:
Alignment:
Law and Chaos:
Law ----- (-3)
Neutral - XXX (3)
Chaos --- XXXXXXXXXXXXX (13)
Good and Evil:
Good ---- (0)
Neutral - XXXX (4)
Evil ---- XXX (3)
Race:
Human ---- XX (2)
Half-Elf - XXXXXXXX (8)
Elf ------ XXXXXXXXXXXX (12)
Gnome ---- XXXXXX (6)
Halfling - XXXXXXXX (8)
Dwarf ---- XX (2)
Half-Orc - XXXXXXX (7)
_________________ Nigdy niczego nie zapominały. Nigdy nie cofały raz ofiarowanej przyjaźni. I nigdy nie przestawały nienawidzić, jeśli kogoś lub coś znienawidziły.
Alignment:
Neutral Good characters believe in the power of good above all else. They will work to make the world a better place, and will do whatever is necessary to bring that about, whether it goes for or against whatever is considered 'normal'.
Race:
Dwarves are short and stout, and easily recognizable by their well-cared-for beards. They are hard workers, and adept at stonework and engineering. They tend to live apart from other races; generally in deep, underground excavated systems, and as such tend to be distant from other races.
Primary Class:
Barbarians live outside the 'civilized' They have tribal goverments, and are often nomads. What they may lack in refinement is balanced by there strength of individual character and ability to survive.
Secondary Class:
Detailed Results:
Alignment:
Law and Chaos:
Law ----- XXXX (4)
Neutral - XXXX (4)
Chaos --- XX (2)
Good and Evil:
Good ---- XXX (3)
Neutral - XX (2)
Evil ---- XX (2)
Race:
Human ---- XXXX (4)
Half-Elf - XXXXXXX (7)
Elf ------ X (1)
Gnome ---- XXXXXXXX (8)
Halfling - XX (2)
Dwarf ---- XXXXXXXXXXX (11)
Half-Orc - XXXXXXX (7)
Alignment:
Neutral Good characters believe in the power of good above all else. They will work to make the world a better place, and will do whatever is necessary to bring that about, whether it goes for or against whatever is considered 'normal'.
Race:
Elves are the eldest of all races, although they are generally a bit smaller than humans. They are generally well-cultured, artistic, easy-going, and because of their long lives, unconcerned with day-to-day activities that other races frequently concern themselves with. Elves are, effectively, immortal, although they can be killed. After a thousand years or so, they simply pass on to the next plane of existance.
Primary Class:
Rangers are the defenders of nature and the elements. They are in tune with the Earth, and work to keep it safe and healthy.
Secondary Class:
Detailed Results:
Alignment:
Law and Chaos:
Law ----- XXX (3)
Neutral - XXXXXXX (7)
Chaos --- XXXXXX (6)
Good and Evil:
Good ---- XXXX (4)
Neutral - XXX (3)
Evil ---- (0)
Alignment:
Chaotic Neutral characters are unstable, and frequently insane. They believe in disorder first and foremost, and will thus strive for that disorder in everything they do. This means that they will do whatever seems 'fun' or 'novel' at any given time.
Race:
Half-Elves are a cross between a human and an elf. They are smaller, like their elven ancestors, but have a much shorter lifespan. They are sometimes looked down upon as half-breeds, but this is rare. They have both the curious drive of humans and the patience of elves.
Primary Class:
Bards are the entertainers. They sing, dance, and play instruments to make other people happy, and, frequently, make money. They also tend to dabble in magic a bit.
Secondary Class:
Detailed Results:
Alignment:
Law and Chaos:
Law ----- (-3)
Neutral - XX (2)
Chaos --- XXXXXXXXXXX (11)
Good and Evil:
Good ---- XXXXX (5)
Neutral - (-2)
Evil ---- XXXXX (5)
Alignment:
Chaotic Neutral characters are unstable, and frequently insane. They believe in disorder first and foremost, and will thus strive for that disorder in everything they do. This means that they will do whatever seems 'fun' or 'novel' at any given time.
Race:
Gnome Are a clever race, relishing in illusions and pratical jokes. They are smaller than dwarves and live in burrows and tunnels in rocky hills and woodlands uninhabited by humans.
Primary Class:
Bards are the entertainers. They sing, dance, and play instruments to make other people happy, and, frequently, make money. They also tend to dabble in magic a bit.
Secondary Class:
Detailed Results:
Alignment:
Law and Chaos:
Law ----- (-3)
Neutral - XXXXXX (6)
Chaos --- XXXXXXXXXXXXX (13)
Good and Evil:
Good ---- X (1)
Neutral - XXXXXX (6)
Evil ---- X (1)
Race:
Human ---- X (1)
Half-Elf - X (1)
Elf ------ XXXX (4)
Gnome ---- XXXXXXX (7)
Halfling - XXXXX (5)
Dwarf ---- XXX (3)
Half-Orc - X (1)
Alignment:
Lawful Good characters are the epitome of all that is just and good. They believe in order and governments that work for the benefit of all, and generally do not mind doing direct work to further their beliefs.
Race:
Dwarves are short and stout, and easily recognizable by their well-cared-for beards. They are hard workers, and adept at stonework and engineering. They tend to live apart from other races; generally in deep, underground excavated systems, and as such tend to be distant from other races.
Primary Class:
Fighters are the warriors. They use weapons to accomplish their goals. This isn't to say that they aren't intelligent, but that they do, in fact, believe that violence is frequently the answer.
Secondary Class:
Detailed Results:
Alignment:
Law and Chaos:
Law ----- XXXXXXXXXXX (11)
Neutral - XXXXXXX (7)
Chaos --- XXX (3)
Good and Evil:
Good ---- XXXXXX (6)
Neutral - XXX (3)
Evil ---- (-1)
Alignment:
Chaotic Evil characters are the most 'evil' people out there. They are willing to do anything to get ahead, and will kill anyone who stands in their way. A chaotic evil person sees no value in order and governments, and believes to the utmost in the tenant that 'Might Makes Right'.
Race:
Half-Orcs are often brutish and mean creatures, unaccepted by both thier heritages. They are little better than orcs. But some can be clever and successful in the society of adventurers
Class:
Fighters are the warriors. They use weapons to accomplish their goals. This isn't to say that they aren't intelligent, but that they do, in fact, believe that violence is frequently the answer.
Detailed Results:
Alignment:
Law and Chaos:
Law ----- (0)
Neutral - (0)
Chaos --- XX (2)
Good and Evil:
Good ---- XX (2)
Neutral - (-1)
Evil ---- XXXXXX (6)
Race:
Human ---- XX (2)
Half-Elf - XXXXXXXXXX (10)
Elf ------ XXXXXXXX (8)
Gnome ---- X (1)
Halfling - XX (2)
Dwarf ---- (-2)
Half-Orc - XXXXXXXXXX (10)
Alignment:
True Neutral characters are very rare. They believe that balance is the most important thing, and will not side with any other force. They will do whatever is necessary to preserve that balance, even if it means switching allegiances suddenly.
Race:
Half-Orcs are often brutish and mean creatures, unaccepted by both thier heritages. They are little better than orcs. But some can be clever and successful in the society of adventurers
Primary Class:
Barbarians live outside the 'civilized' They have tribal goverments, and are often nomads. What they may lack in refinement is balanced by there strength of individual character and ability to survive.
Secondary Class:
Detailed Results:
Alignment:
Law and Chaos:
Law ----- XXXXXX (6)
Neutral - XXX (3)
Chaos --- XXXXXX (6)
Good and Evil:
Good ---- (0)
Neutral - X (1)
Evil ---- X (1)
Alignment:
Lawful Good characters are the epitome of all that is just and good. They believe in order and governments that work for the benefit of all, and generally do not mind doing direct work to further their beliefs.
Race:
Humans are the 'average' race. They have the shortest life spans, and because of this, they tend to avoid the racial prejudices that other races are known for. They are also very curious and tend to live 'for the moment'.
Primary Class:
Fighters are the warriors. They use weapons to accomplish their goals. This isn't to say that they aren't intelligent, but that they do, in fact, believe that violence is frequently the answer.
Secondary Class:
Detailed Results:
Alignment:
Law and Chaos:
Law ----- XXXXXXXX (8)
Neutral - X (1)
Chaos --- (0)
Good and Evil:
Good ---- XXXXX (5)
Neutral - (-2)
Evil ---- (0)
Alignment:
Lawful Good characters are the epitome of all that is just and good. They believe in order and governments that work for the benefit of all, and generally do not mind doing direct work to further their beliefs.
Race:
Humans are the 'average' race. They have the shortest life spans, and because of this, they tend to avoid the racial prejudices that other races are known for. They are also very curious and tend to live 'for the moment'.
Primary Class:
Fighters are the warriors. They use weapons to accomplish their goals. This isn't to say that they aren't intelligent, but that they do, in fact, believe that violence is frequently the answer.
Secondary Class:
Detailed Results:
Alignment:
Law and Chaos:
Law ----- XXXXXXXXXXX (11)
Neutral - XXXXXXXXX (9)
Chaos --- XXXXXXX (7)
Good and Evil:
Good ---- XXXXXXXXX (9)
Neutral - XXXXXX (6)
Evil ---- (-1)
Race:
Human ---- XXXXXXXXXXXXX (13)
Half-Elf - (0)
Elf ------ XXXXXXX (7)
Gnome ---- XXXXX (5)
Halfling - (0)
Dwarf ---- X (1)
Half-Orc - XX (2)
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 because it advances mediocrity by limiting the actions of the truly capable.
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:
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.
Alignment:
Neutral Evil characters believe in Number One. Their personal gain takes precedance over all else, and they will work with whomever necessary and whatever institutions necessary to further their own goals.
Race:
Dwarves are short and stout, and easily recognizable by their well-cared-for beards. They are hard workers, and adept at stonework and engineering. They tend to live apart from other races; generally in deep, underground excavated systems, and as such tend to be distant from other races.
Primary Class:
Barbarians live outside the 'civilized' They have tribal goverments, and are often nomads. What they may lack in refinement is balanced by there strength of individual character and ability to survive.
Secondary Class:
Detailed Results:
Alignment:
Law and Chaos:
Law ----- XXXXXXXXX (9)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXXX (7)
Good and Evil:
Good ---- X (1)
Neutral - XXXXX (5)
Evil ---- XXXXXXX (7)
Alignment:
Neutral Good characters believe in the power of good above all else. They will work to make the world a better place, and will do whatever is necessary to bring that about, whether it goes for or against whatever is considered 'normal'.
Race:
Halflings are short and fat, like minuature people. (Think 'Hobbits') They enjoy the easy life, but aren't averse to the idea of an adventure from time to time. They get along with all races, and are known for their senses of humor. Halflings also tend to be light of foot, and can move quietly when necessary.
Primary Class:
Barbarians live outside the 'civilized' They have tribal goverments, and are often nomads. What they may lack in refinement is balanced by there strength of individual character and ability to survive.
Secondary Class:
Detailed Results:
Alignment:
Law and Chaos:
Law ----- XXXXXXX (7)
Neutral - XXXXXX (6)
Chaos --- XXXXXXX (7)
Good and Evil:
Good ---- XXXXXXXX (8)
Neutral - XXXX (4)
Evil ---- (-2)
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 because 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.
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.
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