This little program is my gift to my fellow-gamers, and my way of saying "thank you" to the hobby's developers. Over a quarter-century, I have enjoyed a cordial relationship with people at TSR/WOTC. In return, I'm glad to help make the process of character creation easier for everyone. Happy adventuring!
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Random rolls that guarantee certain point-buy values are available. Low-power: 15-21. Easy 22-24. Standard 25-27. Tougher 28-31. High-power: 32+.
When the height is selected or randomly generated, the initial weight shown is around the actual real-world weight for a lean person of that height and strength.
I allowed anyone with the "martial weapon proficiency" or "exotic weapon proficiency" to gear up with any of the respective weapons, since I expect that many groups do this (i.e., a cleric of a military sect could use any martial weapon). Make whatever adjustments are necessary. If your intelligence entitles you to more bonus languages than are listed for your race, I let you choose freely. There is disagreement in the sources as to whether the drow speak Elvish or a separate Drow dialect/language. I thought drow is probably a dialect of elvish, and when a race is described as gaining drow as a bonus language, I made it elvish.
Following the example in the "Player's Handbook", I chose to leave space for players to write their own spells as they are learned, since this is likely to vary some among campaigns.
Monsters with more than 5 levels in their monster classes (i.e., aurak draconians, sivak draconians, illithids, hound archons, trolls, astral devas, rakshasas, jann, alaghi, desmodus) show no class between level 6 and their maximum monster levels. Please note that monster hit dice are not the same as level adjustment. For example, a mind flayer's level adjustment is +7, but he/she has 8 monster hit dice.
If you choose an unusual monkish subtype, you may have some trouble with feat prerequisites. I did not let skill focus count as a scout feat. Since the program ignores the rule about not returning to the monk or paladin classes, I did not give Eberron's "monastic training" as an initial option for monks. Sorry.
Especially for paladins who run afoul of a deck of many things, the Paladin of Freedom is a chaotic good option available as an NPC/other class. In the original AD&D game, paladins were introduced by Gary Gygax to balance the disadvantages of Lawful Good alignment, and I have not implemented any other non-LG paladins. This is a family-friendly website, and there will not be room here for any material from the fiendish codices, the "Book of Vile Darkness" or the "Tome of Magic." (Tell truth and shame the devil. -- Shakespeare, I Henry IV.)
Hand-edit to customize your sheet in keeping with other publications and/or your own group's ideas.
I chose to implement "monstrous humanoid" levels only for creatures like centaurs. If you want to play a "Hobgoblin 1 / Druid 4", perhaps you can choose for your first level NPC/Other: Warrior, and hand-edit as seems right.
I have included the familiar subraces, based on published work. I liked the version of forest gnomes in the "Harvest Moon Campaign" (now offline) so much that I included them as "wild gnomes". For now:
Demihumans:
Dark Elves: +2 int +2 dex +2 chr -2 con extra
magic; favor Wizard/Cleric
(M/F)
Deep Dwarves: +2 con -4 chr best
saves; favor Fighter
Deep Gnomes: +2 dex +2 wis -2 str -4 chr extra
magic; favor Rogue
Deep Halflings: +2 dex -2 str dwarf-like; favor Rogue
Forest Gnomes: +2 con -2 str favor Bard
Gray Dwarves: +2 con -4 chr extra
magic; favor Fighter
Gray Elves: +2 int +2 dex -2 str -2 con favor Wizard
Sea Elves: +2 dex -2 int aquatic; favor Fighter
Tallfellows: +2 dex -2 str elf-like; favor Rogue
Wild Elves: +2 dex -2 int favor Sorcerer
Wild Gnomes: +2 wis +2 con -2 chr -2 str favor Druid
Wood Elves: +2 dex +2 str -2 con -2 int favor Ranger
Humanoids:
Bugbears: +4 str +2 dex +2 con -2 chr favor Rogue
Centaurs*: +8 str +4 dex +4 con +2 wis -2 int favor Ranger
Goblins: +2 dex -2 str -2 chr favor Rogue
Gnolls: +4 str +2 con -2 int -2 chr favor Ranger
Half-ogres*: +4 str +2 con -2 int -2 chr favor Fighter
Hobgoblins: +2 dex +2 con favor Fighter
Kobolds: +2 dex -4 str -2 con favor Sorcerer
Lizard Folk: +2 str +2 con -2 int favor Druid
Merfolk: favor Bard
Minotaurs*: +4 str -2 dex -2 int -2 chr favor Fighter
Ogres*: +10 str +4 con -2 dex -4 int -4 chr; favor Barbarian
Orcs: +4 str -2 int -2 wis -2 chr favor Barbarian
Thri-Kreen: +2 str +4 dex -2 int +2 wis -4 chr bite etc., Ranger
Troglodytes: +4 con -2 dex -2 int favor Cleric
* Dragonlance style
Planetouched:
Aasimar: +2 wis +2 chr extra magic; favor Paladin
Air Genasi: +2 dex +2 int -2 wis -2 chr extra magic; favor Fighter
Air Mephling: +2 chr +2 dex -2 int
Bariaur: +4 str +2 con -2 chr butt favor Ranger
Chaond: extra magic; favor First
Earth Genasi: +2 str +2 con -2 wis -2 chr extra magic; favor Fighter
Earth Mephling: +2 chr +2 str -2 dex
Fey'ri: +2 chr +2 dex -2 int
Fire Genasi: +2 int -2 chr extra magic; favor Fighter
Fire Mephling: +2 chr +2 dex -2 int
Githyanki: +2 dex +2 con -2 wis; astral-drwelling militarists
Githzerai: +6 dex +2 wis -2 int; plane-travelling individualists
Hound Archon: +4 str +2 con +2 wis +2 chr
Jann: +6 str +4 dex +2 con +4 int +4 wis +2 chr
Rakshasa: +2 str +4 dex +6 con +2 int +2 wis +6 chr
Shadowswyft: +2 dex -2 con
Spiker:
Tanarruk: +4 str +2 dex -2 wis -4 chr
Tiefling: +2 dex +2 int -2 chr extra magic; favor Rogue
Water Genasi: +2 con -2 chr extra magic; favor Fighter
Water Mephling: +2 chr +2 dex -2 int
Wildren: +2 con -2 dex -2 chr
Zenythr: extra magic; favor Monk
Unearthed Arcana:
Aquatic Dwarves: +2 str +2 con -4 dex -2 chr aquatic
Aquatic Gnomes: sense motive & gather info
Aquatic Goblins: +2 con -2 str -2 chr; dis. dev.,& slt of hand
Aquatic Half-Elves: survival
Aquatic Half-Orcs: diplomacy,& gather info
Aquatic Halflings: low-light vision
Aquatic Humans: low-light vision
Aquatic Kobolds:
Aquatic Orcs: survival
Arctic Dwarves: +2 str +2 con -4 dex -2 chr icecunning
Arctic Elves: +2 dex -2 str craft and arctic survival
Arctic Gnomes: sense motive
Arctic Goblins: +2 con -2 str -2 chr bluff & sl. hand
Arctic Half-Elves: survival bonus
Arctic Half-Orcs: diplomacy
Arctic Halflings: swim favor Ranger
Arctic Kobolds: +2 dex -2 str -2 con
Arctic Orcs: handle animals
Desert Dwarves: +2 con -2 dex fight dragons; archit.,& dungeoneering mining
Desert Elves: +2 dex -2 str scimitars,&handle animals,&ride
Desert Gnomes: bluff diplomacy sense motive
Desert Goblins: gather information
Desert Half-Elves: sense motive
Desert Half-Orcs: +2 con -2 int,&run
Desert Halflings: hide,&sleight of hand
Desert Kobolds: +2 dex -2 wis -2 str,& survival,& favor rogue
Desert Orcs: endurance
Jungle Dwarves: heal,&know nature,&survival,&spot; favor ranger
Jungle Elves: handaxe; know history
Jungle Gnomes: climb,&swim,&shipbuilding,& use rope
Jungle Goblins: jump; great climbers; favor barbarian
Jungle Half-Elves: bluff & sense motive
Jungle Half-Orcs: climb & jump
Jungle Halflings: poison, poison resistance, favor barbarian
Jungle Kobolds: +2 dex -2 int -4 str climb altitude
Jungle Orcs: heal, survival
Krynn:
Aurak Draconian: +2 dex +2 int +2 chr;
Baaz Draconian: +2 con -2 wis -2 int;
Bozak Draconian: +2 str +2 int +2 chr;
Dargonesti Elf: +2 str +2 dex -2 chr;
Deep Dwarf: +2 con -4 chr;
Dimernesti Elf: +2 dex +2 int -2 wis -2 chr;
Gully Dwarf: +2 dex +2 con -4 int -4 wis;
High Ogre: +2 int +2 chr -2 con; shapeshifter;
Kagonesti Elf: +2 dex -2 int -2 chr;
Kapak Draconian: +2 dex +2 con -2 wis -2 int;
Kender: +2 dex -2 wis -2 str; Famous handlers
Qualinesti Elf: +2 dex -2 con;
Silvanesti Elf: +2 dex +2 int -2 con -2 chr;
Sivak Draconian: +6 str +4 con;
Tinker Gnome: +2 dex +2 int -2 wis -2 str;
Changeling: limited shape-changers
Warforged: +2 con -2 wis -2 chr; living constructs
Kalashtar: hosts to good spirits
Shifter: +2 dex -2 int -2 chr; shape-change
to animals
Other popular races:
Alaghi: +8 str +2 dex +2 con -4 int
Buomman: +2 wis -2 chr
Deep Orc: +6 str +2 chr -2 wis -2 dex
Gargoyle: +4 str +4 dex +8 con -4 int -4 chr
Gray Orcs: +2 str +2 wis -2 int -2 chr
Gold Dwarf: +2 con -2 dex
Grimlock: +4 str +2 dex +2 con -2 wis -4 chr
Grippli: +2 dex -2 str; good-natured frog-people (Dragon 324)
Half-Ogre: +6 str +2 con -2 dex -2 con
-2 chr Savage Species sourcebook
Half-Dragon: +8 str +2 con +2 int +2 chr; breath weapon, damage immunity
Hybsil: +6 dex +2 con +2 int -2 str
Kuo-Toa: +2 str +2 int+2 dex +4 wis -2 chr
Locathah: +2 int +2 dex +2 chr; fish-folk
Lupin: faux-French
wolf-folk
Mind Flayer: +2 str +4 dex +2 con +8 int +6 wis +6 chr
Mongrel Folk:+4 con -2 int -2 chr
Ogre Mage: +10 str +6 con +4 int +4 wis +6 chr
Pixie: -4 str +8 dex +6 int +4 wis +6 chr
Sahuagin: +4 str +2 dex +2 con +4 int +2 wis -2 chr; diabolic ocean-folk
Satyr: +2 dex +2 con +2 int +2 wis +2 chr
Sea Elf: +2 dex -2 int
Tasloi: +2 dex -2 str -2 chr
Troll: +12 str +12 con +4 dex -4 int -2 wis -4 chr
Urdunnir Dw.:+2 con -2 chr
Wild Dwarf: +2 con -2 chr
Winged Elf: +4 dex -2 con +2 int +2 wis
Yuan Ti: +2 dex +2 int +2 chr
(pureblood)
Psionics / Dark Sun:
Aarakocra: +4 dex -2 str; Flying
bird-folk
Dromite: +2 chr -2 str -2 wis; Genderless
insect folk
Elan: -2 chr; Non-aging,
once-human aberrations
Half-Giant: +2 str +2 con -2 dex; Big, strong, and clumsy
Maenad: Energy
bursts
Mul: +2 str +4 con; Super-touch,
sterile human-dwarf hybrids
Pterran: +2 str +2 con -2 wis; Pterodactyl
folk
Xeph: +2 dex -2 str; Quick,
energy burst
Saurials -- good-natured dinosaur-like people
Bladeback: +2 str +2 chr; Stegosaurus-like
Finhead: +2 dex +2 wis; Hadrosaurus-like
Flyer: +4 dex -2 con -2 chr; Pterodactyl-like
Hornhead: +2 str +2 int; large; Triceratops-like
Races of Stone
Chaos Gnome: +2 dex +2 con +2 chr -2 str; look to be from Woodstock
Dream Dwarves: +2 con -2 dex; good-natured earth mystics
Feral Gargun: +4 str +4 con +2 dex -2 int; big hairy primitives
Goliath: +4 str +2 con -2 dex; big competitive mountaineers
Stonechild: +8 str +8 con +2 int -2 chr; stone-based outsiders
Whisper Gnome: +2 dex +2 con -2 str -2 chr; very quiet
Oriental Adventures
Bamboo spiritfolk: speak with animals
Hengeyokai: -2 wis; shape-changing animals
Korobokuru: +2 con -2 int; dwarf-like primitives
Ratlings: +2 con -2 chr; tough and good-natured
River spiritfolk: swim, speak with fish
Sea spiritfolk: swim, fire-resistant
Vanara: +2 int +2 wis -2 str; good-natured monkey folk
Races of Destiny
Illumian: near-human
alphabet mystics
Sea Kin: sea-dwelling humans
Sharakim: +2 str +2 int -2 dex -2 chr; good-natured, look
thuggish
Skulk: +4 dex -2 wis -2 chr; very good stealth skills
Underfolk: underground-dwelling humans
Races of the Wild
Raptoran: winged
folk noted for deep thinking
Catfolk: +4 dex +2 chr cat-humans
Killoren: nature folk
Races of the Dragon
Bahamut's Dragonborn: +2 con -2 dex recruited from other races
See Dragon 354 (April 2007) for the Modron Exile, which was well-recommended as a player character race.
I used the Krynn half-ogre, high ogre, centaur, and minotaur. The Krynn ogre seems to be the same as the generic. Centaurs and bariaurs, probably the two most popular large player-character races, present special problems in that they probably fight with normal-sized weapons and can carry substantially larger loads than four-limbed large characters of equal strength. The Grippli form Dragon #324 was resized as a halfling. I thought hengeyokai should keep the same constitution in animal form.
I did not allow any racial ability reduction to take any skill below 3. I assume that all characters can speak Common. For "Other Race" options, a character under 4'0" will be considered "small" in the printout.
Restrictions for NPC/Other classes and new classes include:
Ranger unarmed and mounted combat tracks are from "Dragon."
If your character is of an unlisted race, or is an atypical specimen, make your own adjustments on the sheet as required. Especially, the planetouched (aasimar, tieflings, genasi, chaonds, zenythri) surely exhibit greater variability of racial traits than the source books suggest.
The anagakok (Dragon 344) is a wizard with specializations in plants and animals, including neutralizing poison. Details will be provided on your sheet if you choose this option, which I thought would be popular.
I hope visitors will consider adopting material from The Book of Exalted Deeds, especially feats that encourage subduing rather than really hurting opponents. For those who do not have the book, see below. |
Anything that I add slows down the program for everybody else. So I had to make some decisions. Until I have found out how to make the program run more efficiently on all major browsers, I have chosen not to implement specific prestige class options, age-related changes, or the ascetic and pacifist options from "The Book of Exalted Deeds". You can make a "mystic theurge" or one of the other DMG prestige classes at the Eberron page. "Domain wizards" from "Unearthed Arcana" seem to offer no compensatory disadvantages, so I did not implement them. Especially, I chose to forego adding age-related changes because of the difficulty of knowing how many skill points to assign given the increased intelligence. The same applies to some acquired templates such as the vampire. You can adjust these by hand. Sorry! Some feats which will probably prove to be popular (notably "Able Learner" from "Races of Destiny" or the very powerful "Nymph's Kiss" from "Book of Exalted Deeds") would be unmanageable for this program.
Racial substitution levels seem likely to be generated for specific campaigns. If a racial substitution option is available, and this makes a particular skill a class skill (i.e., survival for an elf paladin), this will appear as a checkmark in the corresponding box.
I did not include clothing choices, since those in the Player's Handbook seemed arbitary and too heavy, and they are not listed with starting packages.
Epic characters are really too special for a limited generator like this one. I have just developed a simplified approach to multiclassing beyond twentieth level. If it proves bug-free, I will export it to Eberron. I introduced gestalt offerings ("Unearthed Arcana") and am working out the problems. One gestalt combination only please. You must choose NPC/Other as your class initially.
Dragon 330 (April 2005) explains that animal companions that gain hit dice do not gain size categories. I have corrected the error.
You are more than welcome to download these generators to your own computers and share them with your friends. Simply use your browser's "File -- Save" function to your hard disk. If you modify them, please give credit to me as original programmer, and do not make an evil-oriented generator.
Of course, I am grateful to TSR/WOTC, who developed and own the game system and graciously allow others to work with it. This page, which will be continually under construction, is intended to help people begin enjoying adventure gaming. This and my other generators will stay online indefinitely despite the upcoming fourth edition.
Please report all errors and bugs. Thanks! |