The World of Tel-Avi

The Rule of Random

Random character creation can be your friend...

Sometimes it happens that when you are asked to generate a character for a new game you run up against a wall of indecision. What race should I play? What class? What feats? What traits? What class archetype (or should I use one)? What traits? What skills? What gear?… Generating a character can take hours or even days, and sometimes you still aren’t happy with what you made. Then of course, there are the times when you spent 2 days making “The Perfect Character” only to have them die in their first session.

Sometimes, you just want to go random…

The question then becomes, “What if the other characters that everyone else took so much time on are better?” Sure, they might be more tweaked, but that doesn’t necessarily make them better, and might, in the end, make them less versatile than your pile of random rolls. Still, as a GM I like to encourage “brave” players who are willing to take the dice where they lie, so here is an attempt to make trusting the dice more palatable.

Note that some of the arrays of random options do not match a common die type (i.e. you need 1 of 33 options). In this case, please refer to AnyDice.com for all of your rolling needs.


Random Character Creation

You may use any or all of these random options.

Random Ability Scores: Roll 2d10, six times, and record the stats in order.

  • Benefit: Add +2 to the highest and lowest scores.

Random Race: Roll 1d16 and compare to the options below.

  • Benefit: You gain 1 bonus Race Trait. This may be chosen or rolled randomly. You can have two traits of the Race type.
Roll Race
1 Mountain Dwarf
2 Plains Dwarf
3 Dwergar
4 Island Elf
5 Mountain Elf
6 White Elf
7 Wood Elf
8 Goblin
9 Goblin, Great and Black
10 Half-Elf
11 Half-Goblin
12 Halfling
13 Human
14 Gnome (roll again for parent race)
15 Librarian
16 Ironborn

Random Class: Roll 1d24 and consult the table below.

  • Note: You may also want to roll randomly for your class Archetype(s). The dice for this will vary depending on the class (use 1dX where X = the number of archetypes).
  • Benefit: Your first class is a favored class for you. You gain double the normal benefits for favored classes (i.e. you can choose to gain +1 hit point and +1 skill point, or +2 hit points, or +2 skill points per level).
roll class
1 Alchemist
2 Antipaladin
3 Barbarian
4 Bard
5 Cavalier
6 Cleric
7 Corbie
8 Druid
9 Fighter
10 Gourmand
11 Inquisitor
12 Magus
13 Oracle
14 Paladin
15 Priest
16 Ranger
17 Rogue
18 Sorcerer
19 Summoner
20 Voyageur
21 Warlord
22 Witch
23 Witch-Hunter
24 Wizard

Random Lifepaths: Roll 2d4 to determine the number of Lifepaths, then roll for lifepaths.

  • Note: Depending on race the dice used will vary (the DM might make all the necessary tables later). For each path, roll once for available settings (by race), then again for the path. If you roll a path for which you do not meet the prerequisites, roll again.
  • Note: Stat points for random lifepaths are applied as a 1 point bonus to an ability, rather than additional dice. Physical points are applied in order to Strength, Dexterity, and Constitution, and Mental points are applied to Intelligence, Wisdom, and Charisma. For example, if you received 5 Mental stat points from your lifepaths, you would gain +2 Int, +2 Wis, +1 Cha.
  • Benefit: You are not subject to “Leads” limitations and do not gain additional years of age for taking “Leads” to different settings.

Random Traits: For each trait roll 1d10 to determine the type of trait and consult the table below. Then roll 1dX (where X is something large) and compare to the appropriate list.

  • Benefit: You can take more than 1 trait of a given type. If you roll the same type of trait more than once you keep that result. If you would be able to have more than 10 traits (because of Lifepaths or feats) you gain all of them (instead of the normal hard limit of 1 per type).
Roll Trait Type
1 Combat
2 Faith
3 Magic
4 Social
5 Race
6 Region
7 Religion
8 Equipment
9 Campaign
10 Crime

Random Feats: Roll 1dX (where X is something huge) for each feat. Use any list or table found on the SRD site.

  • Benefits: If you roll at least 1 random feat, you gain 1 extra bonus feat at 1st level. This extra feat must also be random.

Random Spells: Roll 1dX (where X is something large) for each spell known or spell you would have in your spellbook. Compare it to the list on the SRD site.

  • Benefits: Any spells chosen randomly are cast at +1 to your effective caster level for determining level-variable effects (damage, range, duration, etc).

Random Skills: Roll 1dX (where x is the number of class skills you have +1) for each skill point you have. Take your class skills in alphabetical order to determine the results. On the highest roll, roll again for non-class skills.

  • Benefits: You starting skill ranks are not limited by your level. If you roll a skill more than once, you gain those ranks. If you roll the same skill 10 times as a first level character, keep it, you’re just that awesome.

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