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 Test D&D

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Message(#) Sujet: Test D&D Test D&D Icon_minitimeJeu 28 Juin 2012, 19:55

Bon j'ai jamais joué mais j'ai trouvé ce test :
C'est long mais ça à l'air bien fait
http://easydamus.com/character.html

Voici mon résultat :

I Am A: Chaotic Neutral Human Sorcerer (4th Level)


Ability Scores:

Strength-9

Dexterity-16

Constitution-13

Intelligence-15

Wisdom-11

Charisma-17


Alignment:
Chaotic
Neutral
A chaotic neutral character follows his whims. He is
an individualist first and last. He values his own liberty but doesn't
strive to protect others' freedom. He avoids authority, resents
restrictions, and challenges traditions. A chaotic neutral character
does not intentionally disrupt organizations as part of a campaign of
anarchy. To do so, he would have to be motivated either by good (and a
desire to liberate others) or evil (and a desire to make those different
from himself suffer). A chaotic neutral character may be unpredictable,
but his behavior is not totally random. He is not as likely to jump off
a bridge as to cross it. Chaotic neutral is the best alignment you can
be because it represents true freedom from both society's restrictions
and a do-gooder's zeal. However, chaotic neutral can be a dangerous
alignment when it seeks to eliminate all authority, harmony, and order
in society.


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
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.


Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXX (9)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXX (20)
Lawful Neutral -- XXXXXXXXXXXXXXX (15)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXXX (24)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Lawful Evil ----- XXXXXXXXXX (10)
Neutral Evil ---- XXXXXXXXXXXXXXXXXXX (19)
Chaotic Evil ---- XXXXXXXXXXXXXXXXXXXXX (21)

Law & Chaos:
Law ----- XXX (3)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXXXXXXXXXXX (14)

Good & Evil:
Good ---- XXXXXX (6)
Neutral - XXXXXXXXXXXX (12)
Evil ---- XXXXXXX (7)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- (0)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXXXXXX (Cool
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XX (2)

Class:
Barbarian - (-2)
Bard ------ XXXXXX (6)
Cleric ---- (-6)
Druid ----- (-6)
Fighter --- (0)
Monk ------ (-23)
Paladin --- (-23)
Ranger ---- (-2)
Rogue ----- (0)
Sorcerer -- XXXXXXXXXX (10)
Wizard ---- XXXX (4)
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Message(#) Sujet: Re: Test D&D Test D&D Icon_minitimeJeu 28 Juin 2012, 20:00

Nan mais 129 question quoi ! :lol!:
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Message(#) Sujet: Re: Test D&D Test D&D Icon_minitimeJeu 28 Juin 2012, 20:09

segovois ne lit pas les messages de deux paragraphes mais passe des tests de cent questions à peu près quotidiennement... Smile

J'essaie.
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Message(#) Sujet: Re: Test D&D Test D&D Icon_minitimeJeu 28 Juin 2012, 20:11

C'est ça la classe
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Pionnier
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Message(#) Sujet: Re: Test D&D Test D&D Icon_minitimeJeu 28 Juin 2012, 21:16

Et comme ça on voit bien les personnes qui n'ont rien à faire de leur soirée :

Allez pour le plaisir :

You Are A:

Lawful Good Human Rogue (5th Level)


Ability Scores:
Strength- 11
Dexterity- 11
Constitution- 13
Intelligence- 13
Wisdom- 12
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:
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:
Rogues- Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes 'fake it' well enough to cast spells from scrolls, activate wands, and use just about any other magic item.


Web page and journal code: Copy and paste the following:

I Am A: Lawful Good Human Rogue (5th Level)


Ability Scores:

Strength-11

Dexterity-11

Constitution-13

Intelligence-13

Wisdom-12

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:
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:
Rogues have little in common with each other. While some - maybe even the majority - are stealthy thieves, many serve as scouts, spies, investigators, diplomats, and simple thugs. Rogues are versatile, adaptable, and skilled at getting what others don't want them to get. While not equal to a fighter in combat, a rogue knows how to hit where it hurts, and a sneak attack can dish out a lot of damage. Rogues also seem to have a sixth sense when it comes to avoiding danger. Experienced rogues develop nearly magical powers and skills as they master the arts of stealth, evasion, and sneak attacks. In addition, while not capable of casting spells on their own, a rogue can sometimes 'fake it' well enough to cast spells from scrolls, activate wands, and use just about any other magic item.


Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXXXXXXXXXXXXXXXXXXXX (26)
Neutral Good ---- XXXXXXXXXXXXXXXXXXXXX (21)
Chaotic Good ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Lawful Neutral -- XXXXXXXXXXXXXXXXXXXXXX (22)
True Neutral ---- XXXXXXXXXXXXXXXXX (17)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXXXXXXXXXXXX (14)
Neutral Evil ---- XXXXXXXXX (9)
Chaotic Evil ---- XXXXXXXXXXX (11)

Law & Chaos:
Law ----- XXXXXXXXXXXX (12)
Neutral - XXXXXXX (7)
Chaos --- XXXXXXXXX (9)

Good & Evil:
Good ---- XXXXXXXXXXXXXX (14)
Neutral - XXXXXXXXXX (10)
Evil ---- XX (2)

Race:
Human ---- XXXXXXXXXXXXXX (14)
Dwarf ---- XXXX (4)
Elf ------ XXXXXXXX (Cool
Gnome ---- XXXXXXXX (Cool
Halfling - XXXXXXXXXX (10)
Half-Elf - XXXXXXXXXXX (11)
Half-Orc - XXXX (4)

Class:
Barbarian - (-21)
Bard ------ (-17)
Cleric ---- XX (2)
Druid ----- (-23)
Fighter --- (-6)
Monk ------ (0)
Paladin --- (-2)
Ranger ---- (-4)
Rogue ----- XXXX (4)
Sorcerer -- XX (2)
Wizard ---- XX (2)




_______________________________________
Au comble de la joie, pourquoi ce sentiment de solitude indicible ?
Isolée dans le tumulte, solitaire dans la foule,
Je ne peux changer le caractère que le Ciel m'a donné.
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Message(#) Sujet: Re: Test D&D Test D&D Icon_minitimeJeu 28 Juin 2012, 22:30

True Neutral Human Fighter/Sorcerer (1st/1st Level)



Ability Scores:
Strength- 12
Dexterity- 15
Constitution- 12
Intelligence- 13
Wisdom- 15
Charisma- 11

Alignment:
True Neutral- A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment when it represents apathy, indifference, and a lack of conviction.

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:
Fighters- Fighters can be many things, from soldiers to criminal enforcers. Some see adventure as a way to get rich, while others use their skills to protect the innocent. Fighters have the best all-around fighting capabilities of the PC classes, and they are trained to use all standard weapons and armor. A fighter's rigorous martial training grants him many bonus feats as he progresses, and high-level fighters have access to special melee maneuvers and exotic weapons not available to any other character.

Secondary 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.





Detailed Results:

Alignment:
Lawful Good ----- XXXXXXXX (Cool
Neutral Good ---- XXXXXXXXXXXXXX (14)
Chaotic Good ---- XXXXXXXXXX (10)
Lawful Neutral -- XXXXXXXXXXXXXX (14)
True Neutral ---- XXXXXXXXXXXXXXXXXXXX (20)
Chaotic Neutral - XXXXXXXXXXXXXXXX (16)
Lawful Evil ----- XXXXXXXXXXXX (12)
Neutral Evil ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Evil ---- XXXXXXXXXXXXXX (14)

Law & Chaos:
Law ----- XXXX (4)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXX (6)

Good & Evil:
Good ---- XXXX (4)
Neutral - XXXXXXXXXX (10)
Evil ---- XXXXXXXX (Cool

Race:
Human ---- XXXXXXXXXXXXX (13)
Dwarf ---- XXXXXXXX (Cool
Elf ------ XXXXXXXX (Cool
Gnome ---- XXXXXXXXXXXX (12)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXX (9)
Half-Orc - XXXXXXXX (Cool

Class:
Barbarian - XX (2)
Bard ------ XXXX (4)
Cleric ---- (-4)
Druid ----- XX (2)
Fighter --- XXXX (4)
Monk ------ (-25)
Paladin --- (-23)
Ranger ---- (-6)
Rogue ----- (-4)
Sorcerer -- XXXX (4)
Wizard ---- XXXX (4)



J'ai toujours voulu être un chevalier ensorceleur! Very Happy
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Aucun rang assigné
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Message(#) Sujet: Re: Test D&D Test D&D Icon_minitimeJeu 28 Juin 2012, 22:44

You Are A:


Chaotic Good Elf Wizard (4th Level)



Ability Scores:
Strength- 9
Dexterity- 10
Constitution- 14
Intelligence- 18
Wisdom- 13
Charisma- 11

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 when it disrupts the order of society and punishes those who do well for themselves.

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:
Wizards- Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.

Zut, je voulais être un Gnome Pleureur

_______________________________________
l'esprit qui n'a d'autre fin qu'un intérêt et une absorption égoïstes en lui-même, à l'exclusion de toute relation humaine, ne peut aboutir qu'à la violence et à la douleur.

Daniel Keyes
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http://discoursducrane.blogspot.fr/
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Message(#) Sujet: Re: Test D&D Test D&D Icon_minitimeJeu 28 Juin 2012, 22:59

Exter abusé comme nos résultats sont proches :

Law & Chaos:
Law ----- XXX (3)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXXXXXXXXXXX (14)

Law ----- XXXX (4)
Neutral - XXXXXXXXXX (10)
Chaos --- XXXXXX (6)


Good & Evil:
Good ---- XXXXXX (6)
Neutral - XXXXXXXXXXXX (12)
Evil ---- XXXXXXX (7)

Good ---- XXXX (4)
Neutral - XXXXXXXXXX (10)
Evil ---- XXXXXXXX (8 )


Class:
Barbarian - (-2)
Bard ------ XXXXXX (6)
Cleric ---- (-6)
Druid ----- (-6)
Fighter --- (0)
Monk ------ (-23)
Paladin --- (-23)
Ranger ---- (-2)
Rogue ----- (0)
Sorcerer -- XXXXXXXXXX (10)
Wizard ---- XXXX (4)

Barbarian - XX (2)
Bard ------ XXXX (4)
Cleric ---- (-4)
Druid ----- XX (2)
Fighter --- XXXX (4)
Monk ------ (-25)
Paladin --- (-23)
Ranger ---- (-6)
Rogue ----- (-4)
Sorcerer -- XXXX (4)
Wizard ---- XXXX (4)


En tout cas on est pas des moines ni des paladins tous les deux ...


Dernière édition par segovois le Ven 29 Juin 2012, 00:50, édité 1 fois
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Chase El Pacificator
ChasingStarlight, le Besancenot de l'Ego
Chase El Pacificator

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Message(#) Sujet: Re: Test D&D Test D&D Icon_minitimeJeu 28 Juin 2012, 23:11

Bah oui, vous êtes tous les deux très NP, j'suis sûr qu'en prenant chaque classe de personnage, et en regardant vos scores par rapport à eux, on pourrait deviner votre type MBTI. (genre barbarian seraient Se, Wizard N, Bard Fi, etc..)

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Message(#) Sujet: Re: Test D&D Test D&D Icon_minitimeJeu 28 Juin 2012, 23:17

Hmmm, je n'ai pas de très grande barre. Very Happy
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Message(#) Sujet: Re: Test D&D Test D&D Icon_minitimeJeu 28 Juin 2012, 23:37

lol, bha ça c'est très fin Smile
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Message(#) Sujet: Re: Test D&D Test D&D Icon_minitimeVen 29 Juin 2012, 00:53

I Am A: True Neutral Human Wizard (1st Level)


Ability Scores:

Strength-12

Dexterity-11

Constitution-11

Intelligence-17

Wisdom-13

Charisma-14


Alignment:
True Neutral A true neutral character does what seems to be a good idea. He doesn't feel strongly one way or the other when it comes to good vs. evil or law vs. chaos. Most true neutral characters exhibit a lack of conviction or bias rather than a commitment to neutrality. Such a character thinks of good as better than evil after all, he would rather have good neighbors and rulers than evil ones. Still, he's not personally committed to upholding good in any abstract or universal way. Some true neutral characters, on the other hand, commit themselves philosophically to neutrality. They see good, evil, law, and chaos as prejudices and dangerous extremes. They advocate the middle way of neutrality as the best, most balanced road in the long run. True neutral is the best alignment you can be because it means you act naturally, without prejudice or compulsion. However, true neutral can be a dangerous alignment when it represents apathy, indifference, and a lack of conviction.


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:
Wizards are arcane spellcasters who depend on intensive study to create their magic. To wizards, magic is not a talent but a difficult, rewarding art. When they are prepared for battle, wizards can use their spells to devastating effect. When caught by surprise, they are vulnerable. The wizard's strength is her spells, everything else is secondary. She learns new spells as she experiments and grows in experience, and she can also learn them from other wizards. In addition, over time a wizard learns to manipulate her spells so they go farther, work better, or are improved in some other way. A wizard can call a familiar- a small, magical, animal companion that serves her. With a high Intelligence, wizards are capable of casting very high levels of spells.


Detailed Results:

Alignment:
Lawful Good ----- XXXXXXX (7)
Neutral Good ---- XXXXXXXXXXXXXXXXXX (18)
Chaotic Good ---- XXXXXXXXXXXXXX (14)
Lawful Neutral -- XXXXXXXXXXXX (12)
True Neutral ---- XXXXXXXXXXXXXXXXXXXXXXX (23)
Chaotic Neutral - XXXXXXXXXXXXXXXXXXX (19)
Lawful Evil ----- XXXX (4)
Neutral Evil ---- XXXXXXXXXXXXXXX (15)
Chaotic Evil ---- XXXXXXXXXXX (11)

Law & Chaos:
Law ----- X (1)
Neutral - XXXXXXXXXXXX (12)
Chaos --- XXXXXXXX (8 )

Good & Evil:
Good ---- XXXXXX (6)
Neutral - XXXXXXXXXXX (11)
Evil ---- XXX (3)

Race:
Human ---- XXXXXXXXXXXXXXX (15)
Dwarf ---- XXXXXX (6)
Elf ------ XXXXXXXXXX (10)
Gnome ---- XXXX (4)
Halfling - XXXXXX (6)
Half-Elf - XXXXXXXXXXXX (12)
Half-Orc - XXXXXX (6)

Class:
Barbarian - (-4)
Bard ------ (0)
Cleric ---- (0)
Druid ----- (0)
Fighter --- (-4)
Monk ------ (-17)
Paladin --- (-25)
Ranger ---- (0)
Rogue ----- (0)
Sorcerer -- (0)
Wizard ---- XXXXXXXX (8 )
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