1.
Roll 4d6 drop lowest 6 times. Each character will have at least two
scores 15 or above. If the character has no scores 15 or above, make
the two highest scores into 15s. If the character has only 1 score
above 15, make the second highest score a 15.
2.
Arrange the scores into Strength, Intelligence, Dexterity,
Constitution, Wisdom, and Charisma.
3.
Roll 2d6+4 for Social Class. Ignore this step if your scores allow
you to play a Barbarian, Druid, Monk, or Ranger, or if you wish your
character to be of the Men of the Wild. Demi-humans also ignore
this. Social Class is your personal standing in the world
rather than that of your family. It is largely determined by
your father and the order and legitimacy of your birth.
Social Class | |||||
Level | Landowning/Warrior Aristocracy | Clergy | Townsfolk | Rural Dwellers | Starting Gold |
22 | Emperor | Pope/Anti-Pope | 500000 | ||
21 | King | Cardinal | 150000 | ||
20 | Duke | Primate | 40000 | ||
19 | Marquis | Archbishop | 13000 | ||
18 | Rich Baron | Bishop, Abbot of a Mother House | 4000 | ||
17 | Poor Baron | Archdeacon | Lord Mayor of a City | 1500 | |
16 | Rich Knight | Great Abbot | Alderman of a City, Mayor of a Town | 600 | |
15 | Poor Knight | Dean, Great Prior, Lesser Abbot | Great Guild Master | 250 | |
14 | Landless Knight | Rich Priest, Great Monk, Lesser Prior | Great Guild Member, Lesser Guild Master | 150 | |
13 | Mercenary Captain | Middling Priest, Lesser Monk | Great Guild Journeyman, Lesser Guild Member, Least Guild Master | Reeve, Bailiff | 90 |
12 | Sergeant/Mercenary NCO | Poor Priest, Friar | Lesser Guild Journeyman, Least Guild Member, Non-Guild Tradesman | Rich Freeman | 56 |
11 | Man-At-Arms, Soldier | Lay Brother (Free) | Least Guild Journeyman, Non-Guild Skilled Laborer | Poor Freeman | 40 |
10 | Mercenaries, Bowmen | Free Lay Brother | Unskilled Laborer | Sokeman | 30 |
9 | Conscript Peasant Militia | Unfree Lay Brother | Servant | Rich Villein | 22 |
8 | Conscript Peasant Militia | Unfree Lay Brother | Unemployed | Poor Villein | 16 |
7 | Outlawed Soldier | Serf | Pimp, Thief | Cottar | 12 |
6 | Beggar, Whore | Bordar | 9 | ||
5 | Escaped Serf | Waste or Forest Dweller, Outlaw | 6 | ||
4 | Escaped Slave | Slave | 5 | ||
3 | Slave | 4 | |||
2 | Slave | 3 | |||
1 | Slave | 2 |
4.
Select your race and class. You must meet any stat requirements
for your class, including Social Class.
Fighters
and Magic-Users may be of any Social Class
Paladins
must be Social Class 15 or more
Clerics
and Bards must be Social Class 10 or more
Thieves
must be Social Class 9 or less
5.
Select weapon proficiencies appropriate for your class. Clerics
may wield any weapon just like a Fighter. Magic-Users may wield
swords if they are enchanted. Weapon specialization may not be
taken at character creation. Fighters and Rangers may
specialize in a weapon by devoting another slot to it when they reach
level 4 and may double-specialize when they reach level 7 by adding
another slot. Bows (other than a crossbow) require 3 overall
slots to become specialized in, and cannot be double-specialized.
6.
Social Class determines starting gold. Buy equipment. If your
character has no Social Class score, roll for starting money as
indicated in the Player's Handbook.
7.
Roll a d12 Astrological Sign. Roll for Age, Height, and Weight.
8.
Roll 1d6-3, then roll a d100 a number of times equal to the amount
indicated on the d6-3 roll. These are bogeys, or inherent qualities
of your character. Consult the following chart:
Notes | Notes | ||||
1 | Left Handed | 2 | Musical Talent | +20 on reaction rolls if playing/singing | |
3 | Hatred for Authority | Resents orders, escalates situations | 4 | Blessed | +1 on Divine Intervention rolls |
5 | Gluten Intolerance | Save vs. poison or die if consumed | 6 | Super Numerate | +1 INT, can recognize exact distances and know exact numbers of foes, etc. |
7 | Insanity | Roll 1d20 on page 83 of the DMG | 8 | Night Vision | +30 ft. darkvision, requires at least the light of a candle |
9 | Illiterate | Cannot read | 10 | Born Warrior | +1 on Attack Rolls |
11 | Bastard | -3 Social Class | 12 | Poison Resistance | +2 on saves vs. poison |
13 | Lewd | -1 CHA | 14 | Seeker | Can find Ley Lines +1WIS |
15 | Bad Teeth | 16 | Magic Sensitivity | Automatic Detect Magic | |
17 | Dwarfism | -1 CON, Half Starting Height | 18 | Excessive Bravery | Immune to magical fear, -1 WIS |
19 | Albinism | No pigment in skin | 20 | Berserker | 30% of going into a frenzy during fights, +4d4 temporary hp, +2 STR |
21 | Epileptic | Bright lights provoke 50% chance of fit lasting 4d4 rounds | 22 | Grammar School Education | Know Latin, +1 INT |
23 | Lame | -1 DEX, half movement | 24 | Born Horseman | Calm Animal secondary skill |
25 | Inappropriate Laughter | Disconcerting to others, -1 CHA | 26 | Exorcist's Sight | Detect Evil, Possession, Charm 75% of the time |
27 | Vengeful | Always seek to redress perceived sleights | 28 | True Sight | Immune to Illusions/Invisibility 75% of the time |
29 | Egotistical | -1 CHA | 30 | Natural Liar | +1 CHA |
31 | Pagan | 32 | Charmed Life | Can only be harmed by men or beasts born under signs opposed to yours, neverborn such as undead, elementals, dragons, golems, etc. are unaffected | |
33 | Muslim | 34 | Not of Woman Born | Born by Cesarean section, able to hurt foes regardless of immunity to non-magic or non-silver weapons, etc. Does not overcome elemental resistance | |
35 | Homosexuality | 36 | Bisexuality | ||
37 | Homophobia | 38 | Beauty | +1 CHA | |
39 | Sexual Fetish | 40 | Sexual Charm | 1 | |
41 | Ugliness | -1 CHA | 42 | Amiability | +1 CHA |
43 | Impotence | 44 | Extroversion | +1 CHA | |
45 | Poor Sight | -1 DEX, Cannot Read | 46 | Presence of Mind | Never fail morale tests, +2 on saves vs. fear |
47 | Deafness | 48 | Oratory | +1 CHA | |
49 | Stammer | -1 CHA | 50 | Born Organizer | |
51 | Limp | -1 DEX, half movement | 52 | Gift of Sleep | +1 CON |
53 | Asthma | 54 | Resistance to Alcohol | Takes twice as many drinks to incur the effects of drunkenness, which can be ignored at will | |
55 | Poor Health | -1 CON, -2 on saving throws vs. disease | 56 | Resistance to Fatigue | |
57 | Shyness | -1 CHA | 58 | Resistance to Pain | Half hit point loss (round down) |
59 | Belligerence | 60 | Keen Eyesight | 50% chance of spot hidden | |
61 | Snoring or Body Odor | -1 CHA | 62 | Keen Hearing | 50% chance of hearing concealed enemies, etc. |
63 | Insomnia | -1 CON | 64 | Keen Smell | 10% chance of smelling hidden |
65 | Hypochondria | 66 | Good Health | +1 CON, +2 on saves vs. disease | |
67 | Alcoholism | 68 | Good With Animals | Calm Animal secondary skill, good with horses | |
69 | Obsessional Gambling | 70 | Green Fingers | Can foster growth for any plant | |
71 | Spendthrift or Hoarding | 72 | Mechanical Genius | ||
73 | Depression | -1 CHA | 74 | Born Swimmer | +1 DEX, Swimming secondary skill |
75 | Paranoia | 76 | Born Climber | +1 DEX, Climbing secondary skill | |
77 | Psychopathy | 78 | Sense of Location | ||
79 | Misanthropy | 80 | Sense of Direction | ||
81 | Kleptomania | 82 | Healing Hands | Restore 1d6 hit points to someone once per day | |
83 | Claustrophobia | 84 | Empathy | ESP at will | |
85 | Agoraphobia | 86 | Intuition | One question to DM each day, 75% chance of correct answer | |
87 | Fear of Water | 88 | Prophecy | Likewise, but applies only to the future | |
89 | Fear of Heights | 90 | Clairvoyance | 40 ft. range, once per day | |
91 | Fear of Spiders or Snakes | Save vs. paralysis or be unable to act save to flee | 92 | Clairaudience | Likewise |
93 | Fear of Mice and Rats | Save vs. paralysis or be unable to act save to flee | 94 | Gift of Tongues | Learn any language encountered, given one day |
95 | Jewish | 96 | Good Luck | One reroll each game session | |
97 | Heretic | 98 | Lycanthropy | Consult the DM to work out the effects of your curse | |
99 | Atheist | Cannot call for Divine Intervention | 100 | Trance | Can suspend all bodily functions for up to 24 hours, with a 10% chance of having a meaningful portent |
9.
If your character is a human of non-noble rank (Social Class 14 or
less) roll d100 for Secondary Skills.
01-02
Armorer (Appraisal [arms & armor], Metallurgy)
03-04
Bowyer/Fletcher (Appraisal [woodcrafts], Herb Lore)
05-10
Farmer/Gardener (Animal Husbandry, Herb Lore)
11-14
Fisher (Net Fishing, Swimming)
15-20
Forester (Healing, Herb Lore, Orienteering, Tracking, Wilderness
Survival)
21-23
Gambler (Astrology, Bargaining)
24-27
Healer/Fortune Teller (Astrology, Bargaining, Healing, Herb Lore)
28-32
Hunter/Fisher (Orienteering, Line Fishing, Tracking, Wilderness
Survival)
33-34
Husbandman (Animal Husbandry, Calm Frighted Animal, Tracking)
35-36
Jeweler/lapidar (Appraisal [gems and jewelry], Gem Lore)
37-39
Leather Worker/Tanner (Appraisal [leather goods])
40-41
Limner/Painter (Appraisal [paintings])
42-45
Mason/Carpenter (Appraisal [stone or wooden crafts], Bargaining)
46-47
Miner (Gem Lore, Metallurgy, Prospecting)
48-49
Navigator (Cartography, Orienteering, Wilderness Survival)
50-52
Sailor (Astronomy, Knot Tying, Swimming, Orienteering)
53-54
Shipwright (Appraisal [watercrafts], Carpentry, Knot Tying)
55-57
Tailor/Weaver (Appraisal [cloth goods])
58-60
Trader/Barterer (Appraisal [any three], Bargaining)
61-64
Trapper/Furrier (Tracking, Trapping, Wilderness Survival)
65-67
Woodworker/Cabinetmaker (Appraisal [woodcrafts])
68-85
No skill of measurable worth
86-00
Roll twice, ignoring this result hereafter
Note:
Rangers & Barbarians have the secondary skills listed under
Forester. Druids have Animal Husbandry, Calm Frightened Animal,
Herb Lore, Healing, Orienteering, and Wilderness Survival.
Secondary
Skills for Demi-Humans:
Dwarves:
Appraisal (Gems, Arms & Armor, Woodcrafts, Stonecrafts, Jewelry),
Bargaining, Gem Lore, Metallurgy, Prospecting
Elves:
Astrology, Astronomy, Appraisal (Gems, Arms & Armor, Woodcrafts,
Jewelry), Gem Lore, Herb Lore, Healing, Metallurgy, Orienteering,
Tracking, Wilderness Survival
Gnomes:
Calm Frightened Animal, Gem Lore, Herb Lore, Metallurgy
Hobbits:
Animal Husbandry, Calm Frightened Animal, Herb Lore, Knot Tying, Line
Fishing
10.
Decide if your character is employing any hirelings. The DM will work
out their statistics and loyalty. You must pay for their equipment.
11.
Magic-Users start with four spells, one offensive, two defensive, and
one miscellaneous, rolled according to the chart in the Dungeon
Master's Guide.
12.
Select languages for your character.
Character
Sheet Template:
Name:
Class:
Level:
XP:
Race:
Age:
Height:
Weight:
Sign:
Social
Class:
HP:
AC:
Strength:
Dexterity:
Constitution:
Intelligence:
Wisdom:
Charisma:
Weapon
Proficiencies:
Secondary
Skills:
Equipment:
Bogeys:
Languages:
Saving
Throws:
Paralyzation/Poison/Death
Magic:
Petrification/Polymorph:
Rod/Staff/Wand:
Breath
Weapon:
Spell: