Character Creation

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: