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Skills & Feats

Player Character Creation (revised)

For games where the majority of the players are new to D&D, they should skip sections III.A, III.B.ii, IV,
I: Determine Attributes
  • A: Use point system (DMG pg 19-20)
  • B: Assign 40 points to Attributes
II: Determine Race
  • A: Choose race from the standard allowed races for that campaign
  • B: Determine special abilities, bonuses to skills and attributes, and favored class
III: Determine Classes
  • A: 1st level must be from one of the following Social Class Templates; Aristocrat, Commoner, or Expert. Depending upon the campaign, Social Class Templates are either assigned, randomly rolled, or chosen by the PC.
    • i: The Social Class Template does not affect a character's Exp due to multiclassing and is not considered a class.
    • ii: Skills bought with the Social Class Template, at 1st level, do not gain the x4 multiplier
    • iii: A Social Class is a template that is applied to a humanoid, giant, or just about any other creature type that has a culture or lives within a populous complex society, which is here after referred to as the base creature. These templates must be taken at character creation. Unless otherwise noted, the creature retains all of its base creatures statistics (abilities, AC, HD, size, special qualities, etc.)
      • 1: Aristocrat Class Template
        • a: Skills: An Aristocrat chooses between the following skills to be considered inherent class skills for the creature; Bluff or Diplomacy, Gather Information or Intimidate, Knowledge (Nobility), Knowledge (Any one), Perform or Ride, Sense Motive or Speak Language. An Aristocrat gains 4 skill points that can be divided between the chosen skills.
        • b: Starting Gear: +6d8 X 10 gp worth of equipment in addition to the base creature's starting equipment.
      • 2: Commoner Class Template
        • a: Skills: A Commoner gains a bonus 4 skill points that can be applied to any of the following skills as long the skills are also in the base creatures class skill list; Climb, Craft, Handle Animal, Jump, Listen, Profession, Ride, Spot, Swim and Use Rope. In addition, a Commoner gains 2 ranks in Knowledge (Local) for the base creature's home region.
        • b: Starting Gear: +5d4 gp worth of equipment in addition to the base creature's starting equipment.
      • 3: Expert Class Template
        • a: Skills: An Expert can choose any three skills which are then considered inherent class skills for the creature. The creature gains 3 ranks in each of these skills. These three skills must be related to a focused profession or trade and must include at least one Craft, Knowledge, or Profession skill. Common examples are: Blacksmith -Appraise, Craft (Blacksmithing), Craft (Armorsmithing); Barrister -Diplomacy, Knowledge (Law), Profession (Barrister); Lock Smith -Craft (Locks), Disable Device, Open Lock; Merchant -Appraise, Handle Animal, Profession (Merchant); Sage -Any 3 Knowledge Skills; Shipwright -Craft (Shipwright), Swim, Use Rope.
        • b: Starting Gear: +3d4 X 10 gp worth of equipment in addition to the base creature's starting equipment.
  • B: Choose Character's beginning "career" class
    • i: Follow standard character creation rules in the PHB and as determined by DM for specific campaign.
    • ii: Modify skills and starting gold by Social Class Template, above. If starting between 1st and 3rd level, simply add the Social Class Template's bonus to starting gold to the character's equipment. If starting above 3rd level, multiply the result of the Social Class Template's bonus to starting gold by the character's level.
IV: Sanity¹:
  • A: Base Sanity & Sanity Loss:
    • i: Your character's (Wisdom x 5) + Character level = starting Sanity Score. (Max 99)
    • ii: Your character has Sanity Resistance (like Damage Reduction) of 3 + Character level (rounded down). A 3rd level character has Sanity Resistance of 4, while an 8th level character has a Sanity Resistance of 7. When ever your character takes Sanity Damage, subtract your Sanity Resistance from the Damage before applying it to your character's Sanity Score.
    • iii: The following creatures do not cause Sanity Loss: All normal Animals and most, normal, vermin, Most humanoids such as Standard Races, Goblins, Hobgoblins, Ogres and Orcs. Dire Animals can cause Sanity loss. Witnessing horrible deaths, mutilated bodies, and other such terrifying vistas of reality will subject your character to Sanity Loss. Killing a monster in defense will not cause Sanity Loss, seeing a comrade fall in combat will. Killing of Standard Races could result in Sanity Loss and is up to the DM to determine whether appropriate.
    • iv: These rules follow closely the Sanity rules found in Call of Cthulhu and Unearthed Arcana.
V: Alignment:
  • A: Good and Evil
    • i: Alignment is a reflection of your character's personality, first and foremost. There are assumed Moral Absolutes within the game universe. Evil takes some kind of enjoyment, or at least complete indifference, towards the suffering of others. Murdering for no reason is an Evil act. Lying for purely personal gain is an Evil act. Stealing something, that would cause more than materialistic suffering from the owner, is an Evil act. Murdering is stealing life from its 'natural' path. Good is the willingness to make personal sacrifices, or at least to treat others with respect. The 'Golden Rule' is a Good alignment outlook. But if someone is going to die, and your character has to choose between him/herself and another being and chooses that other being is going to die, this is self preservation and a Neutral act though most Good aligned characters would feel guilt, or at least remorse, at having had made such a choice. Amassing wealth for personal gain is not Evil. If a greater good can be rationalized as to why your character should keep his/her wealth and not share it with those in lesser need, your character will still be Good. Giving away all your possessions, leaving you hungry and poor, is not necessarily a Good act. Good characters are not obligated to help those in need. Though a trademark of a Good character is to help those in need.
  • B: Law and Chaos
    • i: Lawful characters will like to keep organized, while Chaotics will not care. A Chaotic character does not mean that the player is free from keeping accurate track of his character's attributes, skills, equipment, and so on. Lawful and Chaotic characters alike may not like being told what to do. A Lawful character is more likely to keep a promise or honor a contract than a Chaotic character. But a Chaotic character is less likely to make a promise or sign a contract than a Lawful character. Once a promise or contract has been made it is more likely that the Good or Evil of the character will dictate whether the promise or contract is kept. A Lawful character can do things on a 'whim.' Chaotics can follow plans and make rational decisions. Traditions are cultural concepts and therefore Lawful and Chaotic characters are likely to have them. Lawful characters are more likely to have reasons beyond the immediate implications for their actions while Chaotics often see less structure in the future to hold on to such planning. But both make plans, have dreams, and follow ideas. Lawful characters tend to like to have structure in their lives though it is often personally applied structure while Chaotics often do not like structure. Lawful characters are more likely to live in an structured society but Chaotics are not always disturbed by doing so.
  • C: Neutrality
    • i: Neutral Characters tend to be of two types: Balancers or Focusers.
    • ii: Balancers try to find a balance between the two extremes of their other alignment modifier, or four extremes if True Neutral, while keeping with their other alignment. Lawful or Chaotic Balancers will try to keep Good and Evil balanced in their lives; doing so through self discipline or on a whim. While Good or Evil Balancers will search for harmony between self discipline and unhindered freedom through being as respectful or selfish as they feel they should be. Balancers tend to be aware of the opposites that their Neutrality straddles.
    • iii: Focusers tend to ignore the opposing alignments that their Neutrality covers and focus solely on their other alignment. Lawful Neutrals strive for order, Chaotic Neutrals excel in unrestrained freedom, Neutral Goods look for the best benefits to all in all situations while Neutral Evils focus on themselves first and foremost and often list themselves as their second and third priority.
VI: Determine Starting Coin & Equipment
  • A: Starting Coin is based on the character's class starting equipment and their Social Class Template's bonus starting gold (if Social Class Templates are used). The two results are added together.
¹ adaptaded from the d20 Call of Cthulhu game from Chaosium Inc., and Wizards of the Coast.