March 04, 2008

In honor of Gary Gygax

So Gary Gygax has passed away. I guess he didn't make his System Shock roll.

From Wizbang comes this test, which tells me what D&D character I am. Not surprisingly, it's the Lawful StupidGood kind:


I Am A: Lawful Good Human /Cleric (3rd/2nd Level)


Ability Scores:

Strength-15

Dexterity-14

Constitution-17

Intelligence-17

Wisdom-13

Charisma-14


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 because it restricts freedom and criminalizes self-interest.


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 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:
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)

Ace had the most appropriate line:


He will be remembered by many geeks of a certain age for helping making long-lasting painful celibacy seem almost hip and cool (almost), and also, sadly, for undermining Israel's ability to defend herself from her enemies.

I'm a gamer from way back. I played D&D from the original 3 paperbacks (Men and Magic being the first) before the first edition advanced rules came out. Add in my physics major and I simply had to beat the women off with sticks in college. Sure, that's how it was.

Update: Be sure to check out this article from the Cimmerian.

Update: Order of the Stick eulogizes Gygax in its own, unique fashion.

Link via Twenty Sided.

Posted by: Physics Geek at 04:25 PM | Comments (2) | Add Comment
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