I Am A: Lawful Evil Half-Orc Monk/Ranger (3rd/1st Level)
Ability Scores:
Strength-19
Dexterity-15
Constitution-17
Intelligence-15
Wisdom-16
Charisma-18
Alignment:
Lawful Evil A lawful evil villain methodically takes what he wants
within the limits of his code of conduct without regard for whom it hurts. He cares about tradition,
loyalty, and order but not about freedom, dignity, or life. He plays by the rules but without mercy or
compassion. He is comfortable in a hierarchy and would like to rule, but is willing to serve. He condemns
others not according to their actions but according to race, religion, homeland, or social rank. He is loath
to break laws or promises. This reluctance comes partly from his nature and partly because he depends on
order to protect himself from those who oppose him on moral grounds. Some lawful evil villains have
particular taboos, such as not killing in cold blood (but having underlings do it) or not letting children
come to harm (if it can be helped). They imagine that these compunctions put them above unprincipled
villains. Some lawful evil people and creatures commit themselves to evil with a zeal like that of a
crusader committed to good. Beyond being willing to hurt others for their own ends, they take pleasure in
spreading evil as an end unto itself. They may also see doing evil as part of a duty to an evil deity or
master. Lawful evil is sometimes called diabolical, because devils are the epitome of lawful evil. Lawful
evil is the best alignment you can be because it combines honor and dedicated self-interest. However, lawful
evil can be a dangerous alignment because it represents methodical, intentional, and frequently successful
evil.
Race:
Half-Orcs are the short-tempered and sullen result of human and orc pairings.
They would rather act than ponder and would rather fight than argue. They love simple pleasures, such as
feasting, boasting, and wild dancing. They are an asset at the right sort of party, but not at the duchess's
grand ball. Half-orcs are as tall as humans but their brutish features betray their lineage. They regard
scars as tokens of pride and things of beauty. They rarely reach 75 years of age.
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:
Rangers are skilled stalkers and hunters who make their home in
the woods. Their martial skill is nearly the equal of the fighter, but they lack the latter's dedication to
the craft of fighting. Instead, the ranger focuses his skills and training on a specific enemy a type of
creature he bears a vengeful grudge against and hunts above all others. Rangers often accept the role of
protector, aiding those who live in or travel through the woods. His skills allow him to move quietly and
stick to the shadows, especially in natural settings, and he also has special knowledge of certain types of
creatures. Finally, an experienced ranger has such a tie to nature that he can actually draw on natural
power to cast divine spells, much as a druid does, and like a druid he is often accompanied by animal
companions. A ranger's Wisdom score should be high, as this determines the maximum spell level that he can
cast.
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