As I was roaming the Internet I came across a very lengthy, and I mean really lengthy quiz. It is one of those "What are you" quizzes. More than that though, it is really detailed and you can see pretty much what is not you from the further analysis that follows. I was a bit disappointed I did not score as Paladin, but then I realised that I would have to be much more rigid in my decisions to be proclaimed a Paladin by this D&D quiz. I blame the alignment system.
I must say that I am happy with my result, it might even serve as an inspiration for some character I decide to roll in future. It can still be a character in heavy armour. I will say, it is not common for me to play any kind of spellcaster. I always go with Paladin, Knight, Crusader, or in really dire situations where there are no other options, a Warrior. Seeing myself as a Cleric/Sorcerer is something new, it makes me wonder what kind of character this would be.
Lawful Neutral A lawful neutral character acts as law, tradition, or a personal code directs him. Order and organization are paramount to him. He may believe in personal order and live by a code or standard, or he may believe in order for all and favor a strong, organized government. Lawful neutral is the best alignment you can be because it means you are reliable and honorable without being a zealot. However, lawful neutral can be a dangerous alignment when it seeks to eliminate all freedom, choice, and diversity in society.
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.
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.
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.
If you are interested what kind of character you would be, and have at least couple of minutes to spare, you can check the quiz here: What Kind of Dungeons and Dragons Character Would You Be?
Be sure to post your result in the comments.