Non-Player Characters

Quick Creation {PH2 217}

This section presents quick and easy ways to create characters for both players and DMs. If you’re a fast study and need a relatively low-level character, you can create one in 5 minutes with the system presented here.

For ready-to-play 1st-level characters, consult the starting packages presented in Chapters 1 and 2.

Creating a character always involves making certain decisions. Below are the ordered steps to create a character in an efficient manner.

1. Choose a Class

Character class determines the types of feats you need to select, the magic items your character needs, and many other factors. So the first decision you need to make is what kind of character you want to create.

2. Determine Ability Scores

To speed up the process, use the elite ability score array. You can either use the suggested ability arrangement for your chosen class or assign the scores as you wish. The elite array gives you scores of 15, 14, 13, 12, 10, and 8 to distribute as you wish.

Barbarian: Strength 15, Dexterity 13, Constitution 14, Intelligence 10, Wisdom 12, Charisma 8.

Bard: Strength 10, Dexterity 14, Constitution 13, Intelligence 12, Wisdom 8, Charisma 15.

Beguiler: Strength 8, Dexterity 14, Constitution 12, Intelligence 15, Wisdom 10, Charisma 13.

Cleric: Strength 12, Dexterity 8, Constitution 13, Intelligence 10, Wisdom 15, Charisma 14.

Dragon Shaman: Strength 15, Dexterity 12, Constitution 14, Intelligence 8, Wisdom 10, Charisma 13.

Druid: Strength 10, Dexterity 12, Constitution 14, Intelligence 8, Wisdom 15, Charisma 13.

Duskblade: Strength 15, Dexterity 13, Constitution 12, Intelligence 14, Wisdom 10, Charisma 8.

Favored Soul: Strength 14, Dexterity 10, Constitution 12, Intelligence 8, Wisdom 15, Charisma 13.

Fighter: Strength 15, Dexterity 13, Constitution 14, Intelligence 10, Wisdom 12, Charisma 8.

Hexblade: Strength 15, Dexterity 13, Constitution 12, Intelligence 10, Wisdom 8, Charisma 14.

Knight: Strength 15, Dexterity 12, Constitution 13, Intelligence 10, Wisdom 8, Charisma 14.

Marshal: Strength 14, Dexterity 13, Constitution 12, Intelligence 10, Wisdom 8, Charisma 15.

Monk: Strength 13, Dexterity 15, Constitution 12, Intelligence 10, Wisdom 14, Charisma 8.

Paladin: Strength 13, Dexterity 8, Constitution 14, Intelligence 10, Wisdom 12, Charisma 15.

Ranger: Strength 12, Dexterity 15, Constitution 14, Intelligence 10, Wisdom 12, Charisma 8.

Rogue: Strength 13, Dexterity 15, Constitution 12, Intelligence 14, Wisdom 10, Charisma 8.

Scout: Strength 14, Dexterity 15, Constitution 12, Intelligence 10, Wisdom 13, Charisma 8.

Sorcerer: Strength 8, Dexterity 13, Constitution 14, Intelligence 12, Wisdom 10, Charisma 15.

Swashbuckler: Strength 13, Dexterity 15, Constitution 10, Intelligence 14, Wisdom 8, Charisma 12.

Warlock: Strength 8, Dexterity 14, Constitution 13, Intelligence 12, Wisdom 10, Charisma 15.

Warmage: Strength 8, Dexterity 13, Constitution 12, Intelligence 14, Wisdom 10, Charisma 15.

Wizard: Strength 8, Dexterity 13, Constitution 14, Intelligence 15, Wisdom 12, Charisma 10.

If you are creating a character above 1st level, you might also have attribute bonuses to spend. Your character gains a 1-point bonus at 4th, 8th, 12th, 16th, and 20th level. Be sure to spend these points before moving on to the next step, if applicable.

3. Pick Your Race

Like class, race is primarily a matter of taste or need. If you lack any real preference, choose the race that best matches your chosen character class from the Preferred Races by Class table. Some entries also mention a second race taken from another supplement; those races in italics have a level adjustment of +1 or higher and thus can’t be used as 1st-level characters.

Table: Preferred Races by Class
ClassRace
BarbarianHalf-orc (or goliath1)
BardGnome
BeguilerHalf-elf (or changeling2)
ClericHuman
Dragon shamanHuman (or dragonborn human3)
DruidElf (or killoren4)
DuskbladeElf
Favored soulHuman
FighterDwarf (or warforged2)
HexbladeHuman
KnightHuman
MarshalHuman
MonkHuman (or buomman5)
PaladinHuman (or aasimar)
RangerElf (or shifter2)
RogueHalfling (or whisper gnome1)
ScoutElf (or raptoran4)
SorcererHuman (or spellscale3)
SwashbucklerHuman (or tiefling)
WarlockHuman
WarmageHuman
WizardElf (or illumian6)
  1. Races of Stone
  2. Races of Eberron
  3. Races of the Dragon
  4. Races of the Wild
  5. Planar Handbook
  6. Races of Destiny

4. Pick Your Skills

Find your character class on the Number of Skills by Class table to determine how many skills your character can have.

Table: Number of Skills by Class
ClassBase Number of Skills
Barbarian4 + Int mod
Bard6 + Int mod
Beguiler6 + Int mod
Cleric2 + Int mod
Dragon shaman2 + Int mod
Druid4 + Int mod
Duskblade2 + Int mod
Favored soul2 + Int mod
Fighter2 + Int mod
Hexblade2 + Int mod
Knight2 + Int mod
Marshal4 + Int mod
Monk4 + Int mod
Paladin2 + Int mod
Ranger6 + Int mod
Rogue8 + Int mod
Scout8 + Int mod
Sorcerer2 + Int mod
Swashbuckler4 + Int mod
Warlock2 + Int mod
Warmage2 + Int mod
Wizard2 + Int mod

Skill Priority Lists

Each of the entries below is a list of skills, rated in order from most important to least important for a typical member of the class. Start at the beginning of your class’s skill list and count off the number of skills your character is entitled to based on the information in Table A–2. The character gains each of those skills at the maximum ranks allowed for his level. A human character gains one bonus skill at maximum ranks.

For example, if you’re playing a half-orc barbarian with an Intelligence score of 8, you are entitled to 4 – 1 = 3 skills. Take the first three skills from the barbarian list (Survival, Listen, and Jump), and spend the maximum ranks allowed for each (character level + 3).

Barbarian: Survival (Wis), Listen (Wis), Jump (Str), Climb (Str), Swim (Str), Handle Animal (Cha), Ride (Dex).

Bard: Perform (Cha), Concentration (Con), Use Magic Device (Cha), Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Spellcraft (Int), Knowledge (local) (Int), Decipher Script (Int).

Beguiler: Hide (Dex), Move Silently (Dex), Spot (Wis), Search (Int), Disable Device (Int), Open Lock (Int), Concentration (Con), Bluff (Cha), Listen (Wis), Tumble (Dex).

Cleric: Concentration (Con), Heal (Wis), Knowledge (religion) (Int), Diplomacy (Cha), Spellcraft (Int), Knowledge (the planes) (Int).

Dragon Shaman: Three skills from totem dragon choice (see class), Climb (Str), Intimidate (Cha), Knowledge (nature) (Int).

Druid: Survival (Wis), Handle Animal (Cha), Spot (Wis), Listen (Wis), Knowledge (nature) (Int), Spellcraft (Int), Ride (Dex), Swim (Str).

Duskblade: Concentration (Con), Jump (Str), Spellcraft (Int), Climb (Str), Knowledge (arcana) (Int), Decipher Script (Int).

Favored Soul: Concentration (Con), Heal (Wis), Diplomacy (Cha), Sense Motive (Wis), Spellcraft (Int), Knowledge (arcana) (Int).

Fighter: Climb (Str), Jump (Str), Intimidate (Cha), Swim (Str), Ride (Dex), Handle Animal (Cha).

Hexblade: Concentration (Con), Intimidate (Cha), Bluff (Cha), Spellcraft (Int), Knowledge (arcana) (Int), Ride (Dex).

Knight: Intimidate (Cha), Ride (Dex), Handle Animal (Cha), Knowledge (nobility and royalty) (Int), Jump (Str), Climb (Str).

Marshal: Diplomacy (Cha), Spot (Wis), Listen (Wis), Intimidate (Cha), Sense Motive (Wis), Knowledge (history) (Int), Swim (Str), Ride (Dex).

Monk: Tumble (Dex), Spot (Wis), Move Silently (Dex), Hide (Dex), Escape Artist (Dex), Climb (Str), Jump (Str), Balance (Dex).

Paladin: Diplomacy (Cha), Ride (Dex), Sense Motive (Wis), Heal (Wis), Concentration (Con), Knowledge (religion) (Int).

Ranger: Survival (Wis), Hide (Dex), Listen (Wis), Spot (Wis), Handle Animal (Cha), Move Silently (Dex), Knowledge (geography) (Int), Search (Int), Jump (Str), Swim (Str).

Rogue: Hide (Dex), Move Silently (Dex), Search (Int), Disable Device (Int), Open Locks (Dex), Sleight of Hand (Dex), Tumble (Dex), Spot (Wis), Listen (Wis), Bluff (Cha), Climb (Str), Escape Artist (Dex).

Scout: Hide (Dex), Move Silently (Dex), Spot (Wis), Search (Int), Disable Device (Int), Listen (Wis), Tumble (Dex), Survival (Wis), Climb (Str), Jump (Str), Knowledge (dungeoneering) (Int), Balance (Dex).

Sorcerer: Concentration (Con), Bluff (Cha), Knowledge (arcana) (Int), Spellcraft (Int), Craft (Int), Profession (Wis).

Swashbuckler: Tumble (Dex), Bluff (Cha), Jump (Str), Diplomacy (Cha), Balance (Dex), Escape Artist (Dex), Swim (Str), Sense Motive (Wis).

Warlock: Concentration (Con), Use Magic Device (Cha), Bluff (Cha), Spellcraft (Int), Intimidate (Cha), Knowledge (arcana) (Int).

Warmage: Concentration (Con), Spellcraft (Int), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Craft (Int).

Wizard: Concentration (Con), Spellcraft (Int), Decipher Script (Int), Knowledge (arcana) (Int), Knowledge (the planes) (Int), Knowledge (dungeoneering) (Int).

5. Pick Your Feats

In many ways, your character’s feats define his basic abilities and talents. The following feat progressions map out appropriate selections from 1st to 20th level. The “Bonus” entry in the tables represents a human’s bonus feat, and the numbers represent the levels at which a character of that type would gain a feat in question.

To use this table, find the number of feats your character is entitled to, then start at the beginning of the chosen progression and take that number of feats. If your character is not human (or some other race that gets a bonus feat at 1st level), you can still start with the feat labeled “Bonus”, but this often isn’t necessary.

For example, a 7th-level half-orc barbarian has three feats. If you’re using the destroyer progression, you would need to take the “Bonus” feat, Power Attack, since that feat is a prerequisite for Cleave.

Some of the progressions require certain ability scores to meet their prerequisites. After you choose the feat progression you want, check the prerequisites and be sure to fulfill them, even if you have to go back and change your character’s attributes to match the requirements. In some cases, you must also buy ranks in certain skills to qualify for a particular feat progression. In this case, make sure you purchased the relevant skills when you spent your character’s skill ranks in step 4 (or go back and change your skill choices).

Most of the feats in these progressions are found in the Player’s Handbook or in this book (those marked with an asterisk). Any class appearing in a book other than the Player’s Handbook might mention some feats from another book (usually the supplement in which the class appeared).

Tables: Feat Progressions by Party Role

A B superscript in the tables below indicates a class bonus feat. Numeric superscripts (usually a 1) may also indicate bonus feats but with special conditions.

Barbarian
Role:DestroyerHunterWhirlwind
BonusPower AttackTrackTwo-Weapon Fighting
1stCleaveWeapon Focus (any two-handed)Weapon Focus (kukri)
3rdMad Foam RagerTrophy CollectorSkill Focus (Tumble)
6thWeapon Focus (greataxe)Combat FocusTwo-Weapon Pounce
9thImproved Critical (greataxe)Blind-FightImproved Critical (kukri)
12thImproved SunderCombat VigorImproved Two-Weapon Fighting
15thDefensive SweepCombat AwarenessTwo-Weapon Rend
18thOverwhelming AssaultFlayGreater Two-Weapon Fighting
Bard
Role:ControllerProblem SolverVanguard
BonusSkill Focus (Perform)Skill Focus (Use Magic Device)Still Spell
1stNegotiatorArcane FlourishCombat Expertise
3rdWanderer’s DiplomacyMagical AptitudeExotic Weapon Proficiency (spiked chain)
6thCombat PanacheBattle DancerImproved Trip
9thMaster ManipulatorArcane AccompanimentImproved Disarm
12thSpell Focus (enchantment)Improved InitiativeCombat Reflexes
15thImproved FeintCombat ReflexesWeapon Focus (spiked chain)
18thFade into ViolenceVexing FlankerPower Attack
Beguiler
Role:ControllerInvestigatorTrickster
BonusSpell Focus (enchantment)Spell Focus (enchantment)Spell Focus (illusion)
1stImproved InitiativeStealthyCombat Expertise
3rdGreater Spell Focus (enchantment)Wanderer’s DiplomacyImproved Feint
5thBSilent SpellSilent SpellSilent Spell
6thArcane ThesisQuick DrawFade into Violence
9thSpell PenetrationEschew MaterialsAcrobatic Strike
10thBStill SpellStill SpellStill Spell
12thHeighten SpellWeapon FinesseShadow Striker
15thScribe ScrollSpell PenetrationSpell Penetration
18thGreater Spell PenetrationGreater Spell Focus (enchantment)Greater Spell Focus (illusion)
Cleric
Role:DefenderDestroyerHealer
BonusExtra TurningExtra TurningCombat Casting
1stImproved TurningDivine JusticeSacred Healing
3rdIron WillWeapon Focus (any)Divine Ward
6thSpell Focus (evocation)Divine ArmorExtra Turning
9thSacred RadianceSmiting SpellBrew Potion
12thCombat CastingPower AttackSacred Purification
15thTower Shield ProficiencyCombat CastingQuicken Spell
18thLunging StrikeArmor Specialization (heavy)Extra Turning
Dragon Shaman
Role:DefenderDestroyerSecond-Rank Warrior
BonusArmor Proficiency (heavy)Power AttackCombat Reflexes
1stShield Specialization (heavy)CleavePower Attack
2nd1Skill FocusSkill FocusSkill Focus
3rdShield WardWeapon Focus (morningstar)Weapon Focus (longspear)
6thActive Shield DefenseAbility Focus (breath weapon)Hindering Opportunist
8th1Skill FocusSkill FocusSkill Focus
9thImproved Natural ArmorBrutal StrikeShort Haft
12thWeapon Focus (morningstar)Improved Critical (morningstar)Lunging Strike
15thBlind-FightImproved SunderStalwart Defense
16th1Skill FocusSkill FocusSkill Focus
18thArmor Specialization (heavy)Shield Specialization (heavy)Improved Critical (longspear)
  1. Bonus feat; see Dragon Shaman⁠—​Totem Dragon and Skill Focus for options.
Druid
Role:BeastmasterFeral BeastWarden
BonusAnimal AffinityCombat CastingSpell Focus (conjuration)
1stCompanion SpellbondAlertnessAugment Summoning
3rdCombat CastingKeen-Eared ScoutShield Specialization (heavy)
6thCombat ReflexesNatural SpellExtend Spell
9thEmpower SpellImproved Natural Attack (any)Imbued Summoning
12thQuicken SpellPower AttackShield Ward
15thVexing FlankerFlaySpell Penetration
18thExtend SpellImproved Bull RushArmor Specialization (medium)
Duskblade
Role:BlasterDefenderSkirmisher
BonusWeapon Focus (ranged spell)ToughnessWeapon Focus (any one-handed)
1stPoint Blank ShotCombat ExpertiseDodge
2ndBCombat CastingCombat CastingCombat Casting
3rdPrecise ShotArcane ToughnessMobility
6thEmpower SpellShield Specialization (heavy)Spring Attack
9thImproved Critical (ranged spell)Shield WardImproved Critical (any one-handed)
12thImproved Precise ShotArmor Specialization (medium)Combat Tactician
15thSpell PenetrationCraft Magic Arms and ArmorCombat Expertise
18thGreater Spell PenetrationWeapon Focus (longsword)Whirlwind Attack
Favored Soul
Role:DefenderHealerVanguard
BonusArmor Proficiency (heavy)Spontaneous HealerCombat Focus
1stShield SpecializationAugment HealingCombat Casting
3rdWeapon Focus1Weapon Focus1Weapon Focus1
3rdShield WardCombat CastingPower Attack
6thCombat FocusBrew PotionCleave
9thActive Shield DefenseCraft WandCraft Magic Arms and Armor
12thWeapon Specialization1Weapon Specialization1Weapon Specialization1
12thCombat VigorScribe ScrollCombat Vigor
15thBlind-FightReach SpellImproved Critical (deity’s favored weapon)
18thCombat AwarenessFlyby AttackArmor Specialization
  1. Bonus feat; applies to deity’s favored weapon.
Fighter
Role:ArcherDefenderDestroyer
BonusPoint Blank ShotBlind-FightPower Attack
1stPrecise ShotIron WillCleave
1stBWeapon Focus (longbow)Weapon Focus (longsword)Weapon Focus (greatsword)
2ndBRapid ShotShield Specialization (heavy)Flay
3rdDodgeCombat ReflexesImproved Sunder
4thBWeapon Specialization (longbow)Weapon Specialization (longsword)Weapon Specialization (greatsword)
6thMobilityShield WardIron Will
6thBShot on the RunCombat ExpertiseImproved Bull Rush
8thBGreater Weapon Focus (longbow)Greater Weapon Focus (longsword)Greater Weapon Focus (greatsword)
9thRanged Weapon Mastery (piercing)Melee Weapon Mastery (slashing)Melee Weapon Mastery (slashing)
10thBManyshotImproved DisarmImproved Critical (greatsword)
12thArmor Specialization (medium)Armor Specialization (heavy)Armor Specialization (heavy)
12thBGreater Weapon Specialization (longbow)Greater Weapon Specialization (longsword)Greater Weapon Specialization (greatsword)
14thBImproved Precise ShotVexing FlankerSlashing Flurry
15thImproved Critical (longbow)Defensive SweepOverwhelming Assault
16thBImproved InitiativePower AttackIntimidating Strike
18thBQuick DrawImproved InitiativeImproved Initiative
18thWeapon Supremacy (longbow)1Weapon Supremacy (longsword)Weapon Supremacy (greatsword)
20thBPenetrating ShotRobilar’s GambitCometary Collision
  1. Weapon Supremacy applies only to melee weapons; replace.
Hexblade
Role:DefenderDestroyerSkirmisher
BonusAbility Focus (hexblade’s curse)Power AttackAbility Focus (hexblade’s curse)
1stArmor Proficiency (medium)CleaveDodge
3rdBattle CasterWeapon Focus (any two-handed)Mobility
5thBSpell Focus (necromancy)Combat CastingSpell Focus (enchantment)
6thCombat CastingPower CriticalSpring Attack
9thPracticed SpellcasterImproved Critical (any two-handed weapon)Dash
10thBGreater Spell Focus (necromancy)Spell Focus (necromancy)Greater Spell Focus (enchantment)
12thArmor Specialization (medium)Power CriticalBounding Assault
15thExtra Slot (3rd)Improved ToughnessElusive Target
15thBSpell PenetrationGreater Spell Focus (necromancy)Spell Penetration
18thExtra Spell (3rd)Defensive SweepRapid Blitz
20thBGreater Spell PenetrationSpell PenetrationGreater Spell Penetration
Knight
Role:CavalierDefenderDestroyer
BonusSkill Focus (Ride)Shield Specialization (heavy)Power Attack
1stMounted CombatWeapon Focus (any one-handed)Cleave
2ndBWeapon Focus (lance)Mounted CombatMounted Combat
3rdShield Specialization (heavy)Shield WardImproved Bull Rush
5thBRide-By AttackEnduranceEndurance
6thShort HaftAbility Focus (test of mettle)Weapon Focus (any one-handed)
9thImproved Critical (lance)Improved Critical (any one-handed weapon)Cometary Collision
10thBSpirited ChargeDiehardDiehard
12thArmor Specialization (heavy)Armor Specialization (heavy)Ability Focus (daunting challenge)
15thBTrampleIron WillGreat Fortitude
15thPower AttackIndomitable SoulSteadfast Determination
18thLunging StrikeDefensive SweepArmor Specialization (heavy)
Marshal
Role:DefenderSecond-Rank WarriorVanguard
BonusShield Specialization (heavy)Combat ReflexesImproved Initiative
1stShield WardDeft OpportunistBattlefield Inspiration
1stBSkill Focus (Diplomacy)Skill Focus (Diplomacy)Skill Focus (Diplomacy)
3rdArmor Proficiency (heavy)Weapon Focus (reach weapon)Weapon Focus (any)
6thGoadHindering OpportunistIntimidating Strike
9thShieldmateShort HaftEndurance
12thBlind-FightDistracting AttackDiehard
15thCombat ExpertiseStalwart DefenseDaunting Presence
18thArmor Specialization (heavy)Lunging StrikeOverwhelming Assault
Monk
Role:DefenderDestroyerSkirmisher
BonusCombat FocusImproved Natural AttackImproved Initiative
1stBStunning FistImproved GrappleStunning Fist
1stDodgeWeapon Focus (unarmed strike)Ability Focus (stunning fist)
2ndBDeflect ArrowsCombat ReflexesDeflect Arrows
3rdVersatile Unarmed StrikePower AttackDodge
6thBImproved TripImproved TripImproved Disarm
6thLeap of the HeavensImproved Bull RushMobility
9thCombat DefenseImproved OverrunSpring Attack
12thCombat VigorCleaveWeapon Focus (unarmed strike)
15thFiery FistImproved SunderBlind-Fight
18thFiery Ki DefenseGreat CleaveImproved Critical (unarmed strike)
Paladin
Role:CavalierDestroyerVanguard
BonusMounted CombatPower AttackImproved Initiative
1stRide-By AttackWeapon Focus (any two-handed)Shield Specialization (heavy)
3rdMounted ArcheryExtra TurningCombat Focus
6thSpirited ChargeDivine JusticeRitual Blessing
9thTrampleImproved Critical (any two-handed weapon)Combat Vigor
12thPower AttackDivine ArmorSacred Purification
15thImproved Critical (lance)Improved SunderSacred Radiance
18thShield Specialization (heavy)Divine FortuneShield Ward
Ranger
Role:ArcherHunterSkirmisher
BonusPoint Blank ShotBlind-FightDodge
1stPrecise ShotAlertnessMobility
1stBTrackTrackTrack
2ndBRapid ShotRapid Shot or Two-Weapon FightingTwo-Weapon Fighting
3rdWeapon Focus (longbow)Keen-Eared ScoutCombat Reflexes
6thDodgeCombat FocusSpring Attack
9thMobilityCombat VigorShadow Striker
12thImproved InitiativeCombat AwarenessTwo-Weapon Pounce
15thShot on the RunWeapon Focus (longbow)Two-Weapon Rend
18thFar ShotCombat StrikeImproved Critical (short sword)
Rogue
Role:ArcherDuelistExplorer
BonusPoint Blank ShotCombat ExpertiseAlertness
1stPrecise ShotImproved FeintCombat Reflexes
3rdRapid ReloadWeapon FinesseVexing Flanker
6thDeadeye ShotTumbling FeintAdaptable Flanker
9thRapid ShotImproved InitiativeAcrobatic Strike
12thCrossbow SniperEinhanderShadow Striker
15thWeapon Focus (light crossbow)DodgeKeen-Eared Scout
18thImproved Precise ShotCombat Cloak ExpertSpectral Skirmisher
Scout
Role:ArcherHunterSkirmisher
BonusPoint Blank ShotTrackDodge
1stPrecise ShotAlertnessTwo-Weapon Fighting
3rdWeapon Focus (shortbow)Keen-Eared ScoutWeapon Focus (short sword)
4thBDodgeSkill Focus (Survival)Mobility
6thMobilityPoint Blank ShotTwo-Weapon Defense
18thBShot on the RunBrachiationSpring Attack
9thImproved InitiativePrecise ShotTwo-Weapon Pounce
12thBQuick DrawImproved InitiativeQuick Draw
12thImproved Critical (shortbow)Weapon Focus (shortbow)Improved Two-Weapon Fighting
15thTelling BlowDeadeye ShotDual Strike
16thBDanger SenseBlind-FightBlind-Fight
18thImproved Precise ShotImproved Critical (shortbow)Telling Blow
20thBQuick ReconnoiterDanger SenseImproved Initiative
Sorcerer
Role:Battle MageBlasterInfernal Summoner
BonusToughnessLightning ReflexesInfernal Sorcerer Heritage
1stBonded FamiliarSpell Focus (evocation)Infernal Sorcerer Howl
3rdImproved CounterspellGreater Spell Focus (evocation)Spell Focus (conjuration)
6thArcane ToughnessSpell PenetrationAugment Summoning
9thSpell-Linked FamiliarBlistering SpellImbued Summoning
12thDampen SpellGreater Spell PenetrationInfernal Sorcerer Eyes
15thCombat FamiliarEmpower SpellInfernal Sorcerer Resistance
18thLurking FamiliarWiden SpellExtend Spell
Swashbuckler
Role:DestroyerDuelistSkirmisher
BonusWeapon Focus (short sword)Weapon Focus (rapier)Dodge
1stBWeapon FinesseWeapon FinesseWeapon Finesse
1stTwo-Weapon FightingCombat ExpertiseMobility
3rdTwo-Weapon DefenseImproved FeintDash
6thImproved Two-Weapon FightingDodgeSpring Attack
9thTwo-Weapon PounceMelee EvasionCombat Acrobat
12thImproved Two-Weapon DefenseImproved DisarmBounding Assault
15thGreater Two-Weapon FightingTumbling FeintCombat Tactician
18thTwo-Weapon RendCombat Cloak ExpertRapid Blitz
Warlock
Role:BlasterControllerProblem Solver
BonusPoint Blank ShotNecropolis BornSkill Focus (Use Magic Device)
1stPrecise ShotIntimidating StrikeCommunicator
3rdWeapon Focus (ranged spell)Ability Focus (eldritch blast)Spell Hand
6thAbility Focus (eldritch blast)1Sudden ExtendRanged Spell Specialization
9thSpell PenetrationPrecise ShotExtra Invocation (least)
12thMaximize Spell-Like Ability (eldritch blast)Extra Invocation (lesser)Extra Invocation (lesser)
15thQuicken Spell-Like Ability (eldritch blast)Quicken Spell-Like Ability (eldritch blast)Spell Penetration
18thExtra Invocation (greater)1Extra Invocation (greater)Extra Invocation (greater)
  1. This table originally listed Point Blank Shot in both the Bonus and 6th level slots, but Point Blank Shot is a prerequisite for Precise Shot in the 1st level slot, so that is an error. To correct this, Ability Focus (eldritch blast) was moved from the 18th level slot to the 6th level slot and Extra Invocation (greater) was put in the 18th level slot, always a good choice for high level warlocks.
Warmage
Role:Battle MageBlasterSharpshooter
BonusBattle CasterLightning ReflexesPoint Blank Shot
1stToughnessSpell Focus (evocation)Precise Shot
3rdWeapon FinesseGreater Spell Focus (evocation)Weapon Focus (ranged spell)
6thArcane ToughnessExtra EdgeRanged Spell Specialization
7thBSudden EmpowerSudden EmpowerSudden Empower
9thArmor Proficiency (heavy)Spell PenetrationSpell Penetration
10thBSudden EnlargeSudden EnlargeSudden Enlarge
12thExtra EdgeGreater Spell PenetrationSplit Ray
15thBSudden WidenSudden WidenSudden Widen
15thLunging StrikeArcane MasteryExtra Slot (6th)
18thTwin SpellRepeat SpellImproved Critical (ranged spell)
20thBSudden MaximizeSudden MaximizeSudden Maximize
Wizard
Role:BlasterControllerProblem Solver
BonusCombat CastingSpell Focus (enchantment)Combat Familiar
1stBScribe ScrollScribe ScrollScribe Scroll
1stSpell Focus (evocation)Greater Spell Focus (enchantment)Grenadier
3rdSpell PenetrationSpell PenetrationMad Alchemist
5thBCraft WandHeighten SpellBrew Potion
6thArcane ToughnessImproved CounterspellCraft Wondrous Item
9thPrecise ShotDampen SpellSpell-Linked Familiar
10thBEmpower SpellSilent SpellCraft Wand
12thCraft StaffSpell PenetrationEschew Materials
15thBMaximize SpellCraft StaffExtend Spell
15thGreater Spell PenetrationImproved InitiativeElven Spell Lore
18thArcane ThesisGreater Spell PenetrationSpell Penetration
20thBQuicken SpellQuicken SpellQuicken Spell

6. Miscellaneous Characteristics

Select your character’s name, gender, age, height, weight, alignment, and personality. You can roll randomly for age, height, and weight, or just select the averages (see Vital Statistics). If you don’t want to worry about which alignment to pick, make your character neutral good and she’ll get along with most people.

If you have some ideas for your character’s personality, this is the time to solidify them and perhaps jot down a few notes. You might determine her random personality traits by rolling on the tables below.

If you have trouble choosing a name, the Player’s Handbook offers examples for each race, and many random name generators exist online. You could also take the name of a character from a book or a movie and change a couple of letters or a syllable.

7. Choose Equipment

Purchasing equipment can prove to be a long, involved task. To help you get started, this section presents sample equipment sets for NPCs from 1st to 20th level. Each set includes a basic weapon, armor, and other items appropriate for a particular character class, complete with their gold piece values. If you need to create an NPC, you can simply take the indicated gear and spend the excess gold on scrolls, wands, potions, and other consumable items. If you want to tinker with the equipment on the list, you can easily swap out individual items for others based on their gold piece values.

At most levels, PCs have much higher budgets for equipment than NPCs do. So when you make a player character, use the NPC equipment lists as a starting point. The NPC package provides the basic necessities your character needs to function. From there, you can expand your character’s equipment to fit his specific needs, investing the excess money in better weapons or armor, or a variety of powerful, wondrous items. See Table A–5: PC Remaining Budget by Level to see how your PC’s wealth compares to the gear available to an NPC of your level.

If you are in a rush, just purchase a few expensive items to supplement the NPC gear. For a fighter or similar character, buy a second weapon with the maximum enhancement bonus you can afford. Use it as your primary weapon if it is better than the one in the NPC package (perhaps trading in the weapon from the NPC package for another useful item).

Potions are useful to any character, and if you’re playing a spellcaster, wands and scrolls can fill any gaps in your character’s spell lists. Knock, see invisibility, and similar spells are useful in certain situations, but they lack the overall utility to make them worth preparing.

1st-Level Characters: Beginning characters are a special case because they don’t have wealth comparable to 1st-level NPCs. To equip a 1st-level PC quickly, consult the starting packages for your class.

Table: PC and NPC Wealth by Level
Character LevelNPC WealthPC Wealth
1st900 gpVaries by class
2nd2,000 gp900 gp
3rd2,500 gp2,700 gp
4th3,300 gp5,400 gp
5th4,300 gp9,000 gp
6th5,600 gp13,000 gp
7th7,200 gp19,000 gp
8th9,400 gp27,000 gp
9th12,000 gp36,000 gp
10th16,000 gp49,000 gp
11th21,000 gp66,000 gp
12th27,000 gp88,000 gp
13th35,000 gp110,000 gp
14th45,000 gp150,000 gp
15th59,000 gp200,000 gp
16th77,000 gp260,000 gp
17th100,000 gp340,000 gp
18th130,000 gp440,000 gp
19th170,000 gp580,000 gp
20th220,000 gp760,000 gp
Table: PC Remaining Budget by Level
Character LevelBudget
1st
2ndUse 1st-level NPC*
3rd200 gp
4th2,100 gp
5th4,700 gp
6th7,400 gp
7th11,800 gp
8th17,600 gp
9th24,000 gp
10th33,000 gp
11th45,000 gp
12th61,000 gp
13th75,000 gp
14th105,000 gp
15th141,000 gp
16th183,000 gp
17th240,000 gp
18th310,000 gp
19th410,000 gp
20th540,000 gp

*1st-level NPCs and 2nd-level PCs have identical 900-gp budgets for gear.

A La Carte Shopping

If you prefer to start from scratch, or if you need guidance on how to spend your excess cash after acquiring an NPC gear package, the following steps can help you focus your search for cool items that will help your character survive. (The rapid character creation process described in this appendix uses this method.)

  1. Buy standard adventuring necessities.
  2. Buy the weapon you want (or two, if that fits your character).
  3. Buy the best armor you can afford with your remaining gold.
  4. Buy ability enhancers (low-level characters can skip this step).
  5. Buy miscellaneous equipment (low-level characters can skip this step).
  6. Save any money left over.

1. Every character should own the necessities of dungeon delving. The standard adventurer’s kit costs 15 gp and includes a backpack, a belt pouch, a bedroll, flint and steel, two sunrods, ten days worth of trail rations, 50 feet of hempen rope, and a waterskin (the bedroll is free as part of the package deal). The individual prices of these items, along with a few others of use to certain character classes, are given in the table below. If you can’t afford the whole adventurer’s kit, you can simply drop items from it until it fits your budget. If you want any of the optional items, you must pay for those separately.

You need an additional piece of equipment if you’re a cleric (a holy symbol for 1 gp); a beguiler, rogue, or scout (thieves’ tools for 30 gp); or a wizard (spellbook for 15 gp, assuming it contains the minimum number of spells known). If you’re a spellcaster of any kind, you probably want a spell component pouch (for 5 gp) as well.

Table: Necessities
Standard Adventurer’s Kit (15 gp)
Backpack2 gp
Belt pouch1 gp
Bedroll1 sp
Flint and steel1 gp
Hempen rope (50 ft.)1 gp
Sunrods (2)4 gp
Trail rations (10 days)5 gp
Waterskin1 gp
Optional Items
Holy symbol1 gp
Spell component pouch5 gp
Spellbook15 gp
Thieves’ tools30 gp

2. Buy Weapon: Unless you’re playing a sorcerer or wizard, spend about half of your wealth on the most expensive melee or ranged weapon available, depending on whether you prefer melee or ranged combat. First, choose which weapon you want to use⁠—​morningstar, bastard sword, longbow, or the like. (Use the suggestions above for equipment and starting packages if you wish.) Make it masterwork (+300 gp, or +300 gp per side if it’s a double weapon). If the weapon is a longbow or shortbow, make it composite, adding a strength rating equal to your character’s Strength bonus (+100 gp per plus). Next, make the weapon magic, giving it an enhancement bonus on attack and damage rolls. The applicable costs are summarized on the Weapon Enhancement Bonuses table.

Table: Weapon Enhancement Bonuses
Enhancement BonusCost
+12,000 gp
+28,000 gp
+318,000 gp
+432,000 gp
+550,000 gp
+6*72,000 gp
+7*98,000 gp
+8*128,000 gp
+9*162,000 gp
+10*200,000 gp

If you’re playing a sorcerer or wizard, you’ll want to spend a good chunk of money on a wand, staff, and/or ability-enhancing item (a headband of intellect or cloak of Charisma) instead of buying an expensive weapon. (See Buy Ability Enhancers, below, for more information.)

3. Buy Armor: If your character wears armor, spend a hefty portion (maybe three-quarters) of your remaining funds on armor. Include a shield if you use one.

You want the best armor with which the character is proficient—namely full plate armor if he can wear heavy armor (go with banded mail if you can’t afford full plate armor), a breastplate if medium armor is the heaviest he can wear, or a chain shirt if he can wear only light armor. Buy the armor, then make it masterwork (+150 gp). Next, make the armor magic, giving it an enhancement bonus to AC. The applicable costs are summarized on Table A–8: Armor Enhancement Bonuses.

Table: Armor Enhancement Bonuses
Enhancement
Bonus
Cost
+11,000 gp
+24,000 gp
+39,000 gp
+416,000 gp
+525,000 gp
+6*36,000 gp
+7*49,000 gp
+8*64,000 gp
+9*81,000 gp
+10*100,000 gp

If your character is a sorcerer, monk, wizard, or other character who doesn’t wear armor, spend some gold on other defensive items instead. Bracers of armor are a good choice, and you might supplement these with a ring of protection and/or an amulet of natural armor. A cloak of displacement is an excellent choice if you can afford it, and a ring of invisibility is one of the best protection items around.

4. Buy Ability Enhancers: You should have about 25–30% of your starting gold left now. You have many options available for spending that cash—the Dungeon Master’s Guide has a truly prodigious selection of magic items, and other books add even more to this list. For simplicity and speed, however, it’s best to spend this gold on ability enhancers. Your options are gauntlets of ogre power, belt of giant strength (Strength), gloves of Dexterity, amulet of health (Constitution), headband of intellect (Intelligence), periapt of Wisdom, and cloak of Charisma.

Decide which ability scores are most important to you and buy items that provide enhancement bonuses to these abilities. Each item adds a +2 (for 4,000 gp), +4 (for 16,000 gp), or +6 (for 36,000 gp) enhancement bonus to the appropriate ability score. The only exceptions are gauntlets of ogre power, which offer only a +2 enhancement bonus to Strength, and the belt of giant strength, which gives a +4 or +6 enhancement bonus to Strength.

If you are creating an extremely high-level character, spend some cash on inherent ability bonuses (which you can get from manuals of bodily health and the like). Inherent bonuses cost 27,500 gp for each +1, and your character can have up to a +5 inherent bonus on any ability score.

5. Buy Miscellaneous Equipment: Spend the rest of your gold on some minor magic trinkets. A cloak of resistance provides a +1 resistance bonus on saving throws for 1,000 gp, +2 for 4,000 gp, +3 for 9,000 gp, +4 for 16,000 gp, or +5 for 25,000 gp. A few potions of cure wounds are also in order, since restoration of lost hit points is good for everyone. You can buy a potion of cure light wounds (restores 1d8+1 hit points) for 50 gp, a potion of cure moderate wounds (restores 2d8+3 hp) for 300 gp, and a potion of cure serious wounds (restores 3d8+5 hp) for 750 gp. If you’re playing a spellcaster, pick up a few wands or scrolls of utilitarian spells, such as knock and water breathing.

Equipment by Level

The following tables detail appropriate NPC equipment for each level of the various classes. Each set of equipment also includes an adventurer’s kit and any other items necessary for the character (such as a spellbook, spell component pouch, thieves’ tools, or holy symbol).

Barbarian, Dragon Shaman, Druid1, Duskblade2, or Favored Soul

1st Level: Masterwork weapon, masterwork breastplate (or masterwork hide armor, 185 gp), heavy steel shield, 200 gp

2nd Level: Masterwork weapon, +1 breastplate (or masterwork dragonhide breastplate, 650 gp), heavy steel shield, 350 gp

3rd Level: Masterwork weapon, +1 breastplate (or masterwork dragonhide breastplate, 650 gp), heavy steel shield, 850 gp

4th Level: Masterwork weapon, +1 breastplate (or masterwork dragonhide breastplate, 650 gp), heavy steel shield, cloak of resistance +1, 650 gp

5th Level: +1 weapon, +1 breastplate (or masterwork dragonhide breastplate, 650 gp), heavy steel shield, 650 gp

6th Level: +1 weapon, +1 breastplate (or masterwork dragonhide breastplate, 650 gp), +1 heavy steel shield, 800 gp

7th Level: +1 weapon, +1 breastplate (or masterwork dragonhide breastplate, 650 gp), +1 heavy steel shield (or potion of barkskin +3, potion of shield of faith +4), cloak of resistance +1, 50 gp

8th Level: +1 weapon, +2 breastplate (or +1 dragonhide breastplate, ring of protection +1, 650 gp), +1 heavy steel shield (or potion of barkskin +3, potion of shield of faith +4), 250 gp

9th Level: +1 weapon, +2 breastplate (or +2 dragonhide breastplate, –⁠350 gp), +1 heavy steel shield (or amulet of natural armor +1, potion of barkskin +3, potion of shield of faith +4), 850 gp

10th Level: +2 weapon, +2 breastplate (or +1 dragonhide breastplate, ring of protection +1, 650 gp), +1 heavy steel shield (or potion of barkskin +3, potion of shield of faith +4), 850 gp

11th Level: +2 weapon, +2 breastplate (or +2 dragonhide breastplate, –⁠350 gp), +1 heavy steel shield (or potion of barkskin +3, potion of shield of faith +4), gauntlets of ogre power (or periapt of Wisdom +2), cloak of resistance +1, 850 gp

12th Level: +2 weapon, +3 breastplate (or +3 dragonhide breastplate, –⁠350 gp), +1 heavy steel shield (or potion of barkskin +3, potion of shield of faith +4), gauntlets of ogre power (or periapt of Wisdom +2), cloak of resistance +1, brooch of shielding, 350 gp

13th Level: +3 weapon, +3 breastplate (or +3 dragonhide breastplate, –⁠350 gp), +1 heavy steel shield (or potion of barkskin +3, potion of shield of faith +4), gauntlets of ogre power (or periapt of Wisdom +2), 850 gp

14th Level: +3 weapon, +4 breastplate (or +4 dragonhide breastplate, –⁠350 gp), +2 heavy steel shield (or amulet of natural armor +1, ring of protection +1, 200 gp), gauntlets of ogre power (or periapt of Wisdom +2), cloak of resistance +1, 850 gp

15th Level: +4 weapon, +4 breastplate (or +4 dragonhide breastplate, –⁠350 gp), +2 heavy steel shield (or amulet of natural armor +1, ring of protection +1, 200 gp), gauntlets of ogre power (or periapt of Wisdom +2), cloak of resistance +1, 850 gp

16th Level: +4 weapon, +4 breastplate (or +4 dragonhide breastplate, –⁠350 gp), +2 heavy steel shield (or amulet of natural armor +1, ring of protection +1, 200 gp), belt of giant strength +4 (or periapt of Wisdom +4), cloak of resistance +2, dust of disappearance, 350 gp

17th Level: +5 weapon, +4 breastplate (or +4 dragonhide breastplate, –⁠350 gp), +2 heavy steel shield (or amulet of natural armor +1, ring of protection +1, 200 gp), belt of giant strength +4 (or periapt of Wisdom +4), cloak of resistance +3, dust of disappearance, 350 gp

18th Level: +5 weapon, +5 breastplate (or +5 dragonhide breastplate, –⁠350 gp), +3 heavy steel shield (or amulet of natural armor +1, gloves of Dexterity +2, ring of protection +1, 1,200 gp), belt of giant strength +4 (or periapt of Wisdom +4), cloak of resistance +3, dust of disappearance, winged boots, 350 gp

19th Level: +6 weapon, +6 breastplate (or +6 dragonhide breastplate, –⁠350 gp), +4 heavy steel shield (or amulet of natural armor +2, gloves of Dexterity +2, ring of protection +1, 2,200 gp), belt of giant strength +4 (or periapt of Wisdom +4), cloak of resistance +3, dust of disappearance, winged boots, 350 gp

20th Level: +7 weapon, +6 breastplate (or +6 dragonhide breastplate, –⁠350 gp), +6 heavy steel shield (or amulet of natural armor +3, gloves of Dexterity +2, ioun stone (dusty rose), ring of protection +2, 1,200 gp), belt of giant strength +4 (or periapt of Wisdom +4), cloak of resistance +3, dust of disappearance, winged boots, 4,350 gp

  1. Druid characters should replace heavy steel shield with heavy wooden shield, 13 gp.
  2. Duskblade characters below 4th level should replace breastplate with chain shirt, 100 gp; duskblades below 7th level should replace heavy steel shield with light steel shield, 11 gp.

Bard, Hexblade, Ranger, Rogue, Scout, or Swashbuckler

1st Level: Masterwork weapon, masterwork studded leather, elixir of hiding, 50 gp

2nd Level: Masterwork weapon, mithral shirt, masterwork secondary weapon, elixir of hiding, 50 gp

3rd Level: Masterwork weapon, mithral shirt, masterwork secondary weapon, elixir of hiding, elixir of sneaking, 300 gp

4th Level: Masterwork weapon, mithral shirt, masterwork secondary weapon, goggles of minute seeing, 350 gp

5th Level: +1 weapon, mithral shirt, masterwork secondary weapon, elixir of hiding, 350 gp

6th Level: +1 weapon, +1 mithral shirt, masterwork secondary weapon, elixir of hiding, 650 gp

7th Level: +1 weapon, +1 mithral shirt, +1 secondary weapon, elixir of hiding, 250 gp

8th Level: +1 weapon, +1 mithral shirt, +1 secondary weapon, cloak of elvenkind, 200 gp

9th Level: +1 weapon, +1 mithral shirt, +1 secondary weapon, boots of elvenkind, cloak of elvenkind, 300 gp

10th Level: +1 weapon, +1 mithral shirt, +1 secondary weapon, boots of elvenkind, cloak of elvenkind, gloves of Dexterity +2, 400 gp

11th Level: +2 weapon, +1 mithral shirt, masterwork secondary weapon, boots of elvenkind, cloak of elvenkind, gloves of Dexterity +2, 1,300 gp

12th Level: +2 weapon, +2 mithral shirt, +1 secondary weapon, boots of elvenkind, cloak of elvenkind, gloves of Dexterity +2, ring of protection +1, 300 gp

13th Level: +2 weapon, +2 mithral shirt, +1 secondary weapon, boots of elvenkind, cape of the mountebank, gloves of Dexterity +2, ring of protection +1, 200 gp

14th Level: +3 weapon, +2 mithral shirt, +1 secondary weapon, boots of elvenkind, cape of the mountebank, gloves of Dexterity +2, ring of protection +1, 800 gp

15th Level: +3 weapon, +3 mithral shirt, +2 secondary weapon, boots of elvenkind, cape of the mountebank, gloves of Dexterity +2, chime of opening, ring of protection +1, 800 gp

16th Level: +4 weapon, +4 mithral shirt, +2 secondary weapon, boots of elvenkind, cape of the mountebank, gloves of Dexterity +2, ring of protection +1, 800 gp

17th Level: +4 weapon, +5 mithral shirt, +2 secondary weapon, cape of the mountebank, gloves of Dexterity +2, ring of protection +1, winged boots, 1,300 gp

18th Level: +5 weapon, +5 mithral shirt, +3 secondary weapon, cape of the mountebank, gloves of Dexterity +2, ring of protection +1, winged boots, 3,300 gp

19th Level: +6 weapon, +5 mithral shirt, +4 secondary weapon, gloves of Dexterity +4, ring of protection +1, winged boots, ioun stone (dusty rose), 300 gp

20th Level: +6 weapon, +6 mithral shirt, +3 secondary weapon, amulet of natural armor +1, cape of the mountebank, gloves of Dexterity +4, ring of protection +2, winged boots, ioun stone (dusty rose), 3,300 gp

Beguiler, Sorcerer, Warmage, or Wizard

The warlock was not in any of these equipment lists despite being present elsewhere in this section. They could do worse than this list, but as a mithril shirt is scarcely more expensive than a +1 enhancement bonus, that should be obtained before the enhancement bonus as none of these classes typically have a high Strength. Also, a warlock would probably obtain at least a chasuble of fell power in place of another magic item costing around 8,000 gp or a greater chasuble of fell power in place of an item costing around 18,000 gp.

1st Level: Masterwork weapon, masterwork chain shirt (or 250 gp), 350 gp

2nd Level: Masterwork weapon, +1 chain shirt (or bracers of armor +1, 250 gp), 450 gp.

3rd Level: Masterwork weapon, +1 chain shirt (or bracers of armor +1, 250 gp), 950 gp

4th Level: Masterwork weapon, +1 chain shirt (or bracers of armor +1, 250 gp), cloak of resistance +1, 750 gp

5th Level: Masterwork weapon, +1 chain shirt (or bracers of armor +1, 250 gp), ring of protection +1, 750 gp

6th Level: Masterwork weapon, +2 chain shirt (or bracers of armor +2, 250 gp), cloak of resistance +1, 50 gp

7th Level: Masterwork weapon, +2 chain shirt (or bracers of armor +2, 250 gp), cloak of resistance +1, 1,650 gp

8th Level: Masterwork weapon, +2 chain shirt (or bracers of armor +2, 250 gp), cloak of Charisma +2 (or headband of intellect +2), 850 gp

9th Level: Masterwork weapon, +2 chain shirt (or bracers of armor +2, 250 gp), cloak of Charisma +2 (or headband of intellect +2), amulet of natural armor +1, 1,450 gp

10th Level: Masterwork weapon, +3 chain shirt (or bracers of armor +3, 250 gp), cloak of Charisma +2 (or headband of intellect +2), ring of protection +2, 450 gp

11th Level: Masterwork weapon, +3 mithral shirt (or bracers of armor +3, 1,250 gp), cloak of Charisma +2 (or headband of intellect +2), ring of protection +1, gloves of arrow snaring, 450 gp

12th Level: Masterwork weapon, +4 mithral shirt (or bracers of armor +4, 1,250 gp), cloak of Charisma +2 (or headband of intellect +2), amulet of natural armor +1, ring of protection +1, 1,450 gp

13th Level: Masterwork weapon, +4 mithral shirt (or bracers of armor +4, 1,250 gp), cloak of Charisma +2 (or headband of intellect +2), amulet of natural armor +1, ring of protection +2, 3,450 gp

14th Level: Masterwork weapon, +4 mithral shirt (or bracers of armor +4, 1,250 gp), cloak of Charisma +4 (or headband of intellect +4), amulet of natural armor +1, ring of protection +2, 1,450 gp

15th Level: Masterwork weapon, +5 mithral shirt (or bracers of armor +5, 1,250 gp), cloak of Charisma +4 (or headband of intellect +4), amulet of natural armor +1, ring of protection +2, gauntlets of Dexterity +2 (or cloak of resistance +2), 3,700 gp

16th Level: Masterwork weapon, +5 mithral shirt (or bracers of armor +5, 1,250 gp), cloak of Charisma +6 (or headband of intellect +6), amulet of natural armor +1, ring of protection +2, gauntlets of Dexterity +2 (or cloak of resistance +2), 450 gp

17th Level: Masterwork weapon, +5 mithral shirt (or bracers of armor +5, 1,250 gp), cloak of Charisma +6 (or headband of intellect +6), robe of scintillating colors, ring of protection +2, 3,700 gp

18th Level: Rod of absorption, bracers of armor +5, cloak of Charisma +6 (or headband of intellect +6), ring of protection +2, gauntlets of Dexterity +2 (or cloak of resistance +2), 5,450 gp

19th Level: Staff of evocation (or staff of enchantment), +7 mithral shirt (or bracers of armor +7, 1,250 gp), cloak of Charisma +6 (or headband of intellect +6), ring of protection +2, gauntlets of Dexterity +2 (or cloak of resistance +2), 6,450 gp

20th Level: Staff of evocation (or staff of enchantment), +7 mithral shirt (or bracers of armor +7, 1,250 gp), cloak of Charisma +6 (or headband of intellect +6), ring of protection +2, boots of teleportation, 3,450 gp

Cleric, Fighter, Knight, Marshal, or Paladin

1st Level: Masterwork weapon, masterwork banded mail, heavy steel shield, 200 gp

2nd Level: Masterwork weapon, full plate armor, heavy steel shield, 200 gp

3rd Level: Masterwork weapon, full plate armor, heavy steel shield, 700 gp

4th Level: Masterwork weapon, full plate armor, heavy steel shield, cloak of resistance +1 (or pearl of power [1st level]), 500 gp

5th Level: +1 weapon, full plate armor, heavy steel shield, 500 gp

6th Level: +1 weapon, +1 full plate armor, heavy steel shield, 650 gp

7th Level: +1 weapon, +1 full plate armor, +1 heavy steel shield (or potion of barkskin +3, potion of shield of faith +4), cloak of resistance +1 (or pearl of power [1st level]), 50 gp

8th Level: +1 weapon, +2 full plate armor, +1 heavy steel shield (or potion of barkskin +3, potion of shield of faith +4), 250 gp

9th Level: +1 weapon, +2 full plate armor, +1 heavy steel shield (or amulet of natural armor +1, potion of barkskin +3, potion of shield of faith +4), 850 gp

10th Level: +1 weapon, +2 full plate armor, +1 heavy steel shield (or potion of barkskin +3, potion of shield of faith +4), gauntlets of ogre power (or periapt of Wisdom +2), 850 gp

11th Level: +2 weapon, +2 full plate armor, +1 heavy steel shield (or potion of barkskin +3, potion of shield of faith +4), gauntlets of ogre power (or periapt of Wisdom +2), cloak of resistance +1, 850 gp

12th Level: +2 weapon, +3 full plate armor, +1 heavy steel shield (or potion of barkskin +3, potion of shield of faith +4), gauntlets of ogre power (or periapt of Wisdom +2), cloak of resistance +1, brooch of shielding, 350 gp

13th Level: +3 weapon, +3 full plate armor, +1 heavy steel shield (or potion of barkskin +3, potion of shield of faith +4), gauntlets of ogre power (or periapt of Wisdom +2), 850 gp

14th Level: +3 weapon, +4 full plate armor, +2 heavy steel shield (or amulet of natural armor +1, ring of protection +1, 200 gp), gauntlets of ogre power (or periapt of Wisdom +2), cloak of resistance +1, 850 gp

15th Level: +4 weapon, +4 full plate armor, +2 heavy steel shield (or amulet of natural armor +1, ring of protection +1, 200 gp), gauntlets of ogre power (or periapt of Wisdom +2), cloak of resistance +1, 850 gp

16th Level: +4 weapon, +4 full plate armor, +2 heavy steel shield (or amulet of natural armor +1, ring of protection +1, 200 gp), belt of giant strength +4 (or periapt of Wisdom +4), cloak of resistance +2, dust of disappearance, 350 gp

17th Level: +5 weapon, +4 full plate armor, +2 heavy steel shield (or amulet of natural armor +1, ring of protection +1, 200 gp), belt of giant strength +4 (or periapt of Wisdom +4), cloak of resistance +3, dust of disappearance, 350 gp

18th Level: +5 weapon, +5 full plate armor, +3 heavy steel shield (or amulet of natural armor +1, gloves of Dexterity +2, ring of protection +1, 1,200 gp), belt of giant strength +4 (or periapt of Wisdom +4), cloak of resistance +3, dust of disappearance, winged boots, 350 gp

19th Level: +6 weapon, +6 full plate armor, +4 heavy steel shield (or amulet of natural armor +2, gloves of Dexterity +2, ring of protection +1, 2,200 gp), belt of giant strength +4 (or periapt of Wisdom +4), cloak of resistance +3, dust of disappearance, winged boots, 350 gp

20th Level: +7 weapon, +6 full plate armor, +6 heavy steel shield (or amulet of natural armor +3, gloves of Dexterity +2, ioun stone (dusty rose), ring of protection +2, 1,200 gp), belt of giant strength +4 (or periapt of Wisdom +4), cloak of resistance +3, dust of disappearance, winged boots, 4,350 gp

Monk

1st Level: Masterwork weapon, 600 gp

2nd Level: Masterwork weapon, bracers of armor +1, 700 gp

3rd Level: Masterwork weapon, bracers of armor +1, cloak of resistance +1, 200 gp

4th Level: Masterwork weapon, bracers of armor +1, cloak of resistance +1, elixir of sneaking, 750 gp

5th Level: Masterwork weapon, bracers of armor +1, amulet of natural armor +1, cloak of resistance +1, 0 gp

6th Level: Masterwork weapon, bracers of armor +1, amulet of natural armor +1, cloak of resistance +1, salve of slipperiness, 300 gp

7th Level: Masterwork weapon, bracers of armor +1, amulet of natural armor +1, brooch of shielding, cloak of resistance +1, 400 gp

8th Level: Masterwork weapon, bracers of armor +2, amulet of natural armor +1, brooch of shielding, cloak of resistance +1, 600 gp

9th Level: Masterwork weapon, bracers of armor +2, amulet of natural armor +1, brooch of shielding, cloak of resistance +2, 200 gp

10th Level: Amulet of mighty fists +1, bracers of armor +2, gauntlets of ogre power, cloak of resistance +1, 1,000 gp

11th Level: Amulet of mighty fists +1, bracers of armor +3, gauntlets of ogre power, cloak of resistance +1, 1,000 gp

12th Level: Amulet of mighty fists +1, bracers of armor +3, gauntlets of ogre power, cloak of resistance +2, dust of disappearance, 500 gp

13th Level: Amulet of mighty fists +1, bracers of armor +4, gauntlets of ogre power, cloak of resistance +3, 0 gp

14th Level: Amulet of mighty fists +1, bracers of armor +5, gauntlets of ogre power, cloak of resistance +3, 1,000 gp

15th Level: Amulet of mighty fists +1, bracers of armor +5, gauntlets of ogre power, cloak of resistance +3, monk’s belt, 2,000 gp

16th Level: Amulet of mighty fists +2, bracers of armor +5, gauntlets of ogre power, cloak of resistance +3, monk’s belt, 2,000 gp

17th Level: +4 weapon, bracers of armor +5, gauntlets of ogre power, cloak of resistance +3, monk’s belt, periapt of Wisdom +4, 700 gp

18th Level: +4 weapon, bracers of armor +7, gauntlets of ogre power, cloak of resistance +3, monk’s belt, periapt of Wisdom +4, ring of jumping, ring of protection +1, 2,200 gp

19th Level: +4 weapon, bracers of armor +8, gauntlets of ogre power, cloak of resistance +4, monk’s belt, periapt of Wisdom +4, ring of protection +2, winged boots, 1,000 gp

20th Level: +5 weapon, bracers of armor +8, gauntlets of ogre power, cloak of resistance +5, monk’s belt, periapt of Wisdom +4, ring of protection +4, winged boots, 0 gp

8. Pick Your Spells

Choosing spells can be a time-consuming process. This section offers a list of standard, high-utility spells at each spell level, arranged from most to least useful, for each spellcasting class. If you are at a loss for which spells to take at a given level, these lists can help narrow your search.

Limiting the spells you choose to those on the following lists saves both time and effort. If desired, however, you can supplement these lists with specific spells that you prefer. Perusing the spell lists by class may provide inspiration.

Suggested Bard Spells

0: Detect magic, read magic, prestidigitation, lullaby, summon instrument, mage hand.

1st: Cure light wounds, charm person, identify, disguise self, alarm.

2nd: Cure moderate wounds, suggestion, invisibility, eagle’s splendor, heroism.

3rd: Cure serious wounds, haste, dispel magic, charm monster, displacement.

4th: Cure critical wounds, greater invisibility, dominate person, hold monster, dimension door.

5th: Mass cure light wounds, greater dispel magic, mass suggestion, persistent image, greater heroism.

6th: Mass cure moderate wounds, irresistible dance, greater shout, project image.

Suggested Cleric Spells (Positive Energy Channelers*)

0: Detect magic, light, resistance, read magic, detect poison, guidance.

1st: Shield of faith, bless, protection from evil, magic weapon, sanctuary, divine favor, command, comprehend languages.

2nd: Hold person, bull’s strength, spiritual weapon, lesser restoration, inflict moderate wounds, resist energy, align weapon, augury.

3rd: Dispel magic, prayer, blindness/deafness, protection from energy, magic circle against evil, invisibility purge, searing light, glyph of warding.

4th: Divine power, inflict critical wounds, restoration, dismissal, freedom of movement, greater magic weapon, spell immunity, death ward.

5th: Flame strike, true seeing, spell resistance, righteous might, mass inflict light wounds, scrying, plane shift, disrupting weapon.

6th: Heal, greater dispel magic, harm, blade barrier, banishment, mass bull’s strength, find the path.

7th: Greater restoration, holy word, greater scrying, destruction, ethereal jaunt, repulsion.

8th: Fire storm, holy aura, antimagic field, mass inflict critical wounds, greater spell immunity.

9th: Mass heal, implosion, miracle, true resurrection, etherealness, storm of vengeance.

*Negative energy channelers should select a cure spell as their second spell of each level (for spell levels 1–4) and as their third spell of each level (for levels 5–8).

Suggested Dragon Shaman Auras

Vigor, Senses, Power, Energy Shield, Toughness, Presence, Resistance

Suggested Druid Spells

0: Detect magic, light, resistance, cure minor wounds, guidance, know direction.

1st: Cure light wounds, shillelagh, produce flame, faerie fire, entangle, charm animal, speak with animals.

2nd: Flame blade, heat metal, resist energy, lesser restoration, bull’s strength, animal trance, barkskin.

3rd: Cure moderate wounds, protection from energy, call lightning, meld into stone, dominate animal, stone shape, spike growth.

4th: Cure serious wounds, flame strike, dispel magic, command plants, scrying, freedom of movement.

5th: Cure critical wounds, stoneskin, baleful polymorph, wall of fire, call lightning storm, commune with nature, death ward.

6th: Mass cure light wounds, fire seeds, greater dispel magic, mass bull’s strength, transport via plants, wall of stone.

7th: Mass cure moderate wounds, heal, fire storm, true seeing, changestaff, greater scrying.

8th: Mass cure serious wounds, finger of death, animal shapes, sunburst, word of recall, whirlwind.

9th: Mass cure critical wounds, shapechange, elemental swarm, foresight, storm of vengeance, shambler.

Suggested Duskblade Spells

0: Ray of frost, touch of fatigue, acid splash, disrupt undead.

1st: Ray of enfeeblement, shocking grasp, resist energy, swift expeditious retreat, true strike.

2nd: Scorching ray, see invisibility, swift invisibility, swift fly, cat’s grace.

3rd: Ray of exhaustion, crown of protection, keen edge, protection from energy, vampiric touch.

4th: Channeled pyroburst, dimension door, enervation, fire shield, shout.

5th: Chain lightning, waves of fatigue, disintegrate, polar ray, hold monster.

Suggested Favored Soul Spells

0: Cure minor wounds, detect magic, light, resistance, read magic, detect poison.

1st: Cure light wounds, bless, shield of faith, divine favor, entropic shield, remove fear, comprehend languages.

2nd: Cure moderate wounds, spiritual weapon, lesser restoration, align weapon, delay poison, bull’s strength.

3rd: Dispel magic, searing light, prayer, invisibility purge, daylight, magic circle against evil.

4th: Cure critical wounds, divine power, neutralize poison, freedom of movement, tongues, dimensional anchor.

5th: Flame strike, true seeing, righteous might, spell resistance, disrupting weapon, wall of stone.

6th: Heal, blade barrier, mass cure moderate wounds, greater dispel magic, heroes’ feast, harm.

7th: Holy word, destruction, greater scrying, summon monster VII, ethereal jaunt, greater restoration.

8th: Mass cure critical wounds, holy aura, fire storm, summon monster VIII, antimagic field.

9th: Mass heal, implosion, summon monster IX, true resurrection.

Suggested Hexblade Spells

1st: Phantom threat, expeditious retreat, hideous laughter, protection from evil, entropic shield.

2nd: Invisibility, false life, see invisibility, eagle’s splendor, spider climb.

3rd: Vampiric touch, confusion, protection from energy, hound of doom, wind wall.

4th: Greater invisibility, dimension door, enervation, cursed blade, solid fog.

Suggested Marshal Auras

Minor: Master of Tactics, Force of Will, Motivate Dexterity, Motivate Strength, Watchful Eye, Master of Opportunity, Determined Caster.

Major: Motivate Care, Motivate Attack, Hardy Soldiers, Motivate Urgency, Resilient Troops.

Suggested Paladin Spells

1st: Bless weapon, divine favor, cure light wounds, protection from evil, lesser restoration.

2nd: Bull’s strength, eagle’s splendor, shield other, resist energy, remove paralysis.

3rd: Dispel magic, greater magic weapon, magic circle against evil, discern lies, daylight.

4th: Holy sword, dispel evil, restoration, break enchantment, death ward.

Suggested Ranger Spells

1st: Resist energy, entangle, pass without trace, speak with animals, longstrider.

2nd: Snare, protection from energy, speak with plants, bear’s endurance, cure light wounds.

3rd: Darkvision, tree shape, cure moderate wounds, water walk, command plants.

4th: Freedom of movement, tree stride, commune with nature, animal growth, cure serious wounds.

Suggested Sorcerer Spells

0: Detect magic, read magic, ghost sound, disrupt undead, prestidigitation, acid splash, mage hand, arcane mark, dancing lights.

1st: Magic missile, mage armor, enlarge person, shield, expeditious retreat.

2nd: Scorching ray, invisibility, mirror image, alter self, levitate.

3rd: Fireball, dispel magic, haste, displacement.

4th: Stoneskin, polymorph, greater invisibility, phantasmal killer.

5th: Cone of cold, teleport, interposing hand, dominate person.

6th: Acid fog, greater dispel magic, forceful hand.

7th: Prismatic spray, limited wish, ethereal jaunt.

8th: Horrid wilting, iron body, prismatic wall.

9th: Meteor swarm, wish, time stop.

Suggested Warlock Invocations

Least: See the unseen, sickening blast, eldritch spear.

Lesser: Eldritch chain, fell flight, beshadowed blast.

Greater: Vitriolic blast, devour magic, eldritch cone.

Dark: Retributive invisibility, eldritch doom, utterdark blast.

Suggested Wizard Spells

0: Detect magic, read magic, disrupt undead, mage hand.

1st: Magic missile, mage armor, charm person, color spray, silent image, disguise self, enlarge person, alarm.

2nd: Scorching ray, invisibility, mirror image, alter self, levitate, spider climb, see invisibility, knock, darkvision.

3rd: Fireball, dispel magic, displacement, haste, fly, suggestion, tongues, water breathing.

4th: Stoneskin, polymorph, greater invisibility, charm monster, lesser globe of invulnerability, scrying, wall of fire, confusion.

5th: Cone of cold, teleport, interposing hand, dominate person, hold monster, permanency, persistent image, passwall.

6th: Chain lightning, greater dispel magic, transformation, mage’s lucubration, contingency, true seeing, control water.

7th: Prismatic spray, limited wish, ethereal jaunt, greater teleport, greater scrying, plane shift, mass invisibility, mass hold person.

8th: Horrid wilting, iron body, prismatic wall, polymorph any object, protection from spells, clenched fist, mind blank, dimensional lock.

9th: Meteor swarm, wish, time stop, gate, etherealness, shapechange, dominate monster, crushing hand.

Random Personalities

If you want to create a character with a random personality, use the tables below. Roll once on the Random Personality Archetypes table, then roll 1d4 times on the Random Personality Traits table. You can find more information on the personality archetypes and personality traits in Chapter 5 of this book.

Alternately, you can select traits from the One Hundred Traits table.

Random Personality Archetypes
d%Archetyped%Archetype
01-04Agent53-56Rebel
05-09Challenger57-61Renegade
10-13Companion62-65Royalty
14-18Crusader66-69Sage
19-22Daredevil70-73Savage
23-27Explorer74-78Seeker
28-31Innocent79-82Simple Soul
32-36Leader83-86Strategist
37-40Martyr87-90Theorist
41-44Mercenary91-95Trickster
45-48Orphan96-100Wanderer
49-52Prophet
Random Personality Traits
d%Traitd%Trait
01-02Ambitious52-53Kind
03-04Angry54-55Loyal
05-06Bold56Merciful
07-08Boastful57-58Militant
09-10Brutal59-60Mysterious
11-12Carefree61Naïve
13-14Calm62-63Quiet
15-16Charming64-65Patriotic
17-18Connected66-67Peaceful
19-20Conservative68-69Philosophical
21Cowardly70Phobic
22Cruel71-72Proper
23-24Dark73-74Reformed
25-26Disciplined75-76Religious
27-28Driven77-78Reluctant
29-30Energetic79-80Rude
31-32Erudite81-82Secretive
33-34Exotic83-84Self-absorbed
35-36Famous85-86Self-righteous
37-38Fatalistic87Selfish
39-40Flamboyant88-89Serious
41-42Friendly90-91Skilled
43-44Foul-mouthed92-93Threatening
45-46Funny94-95Tragic
47Greedy96-97Unpredictable
48-49Hooked98-99Vengeful
50-51Interested100Violent

Adjustments by Race or Kind {DMG 126}

Add the adjustments below to the class-based statistics. Add and apply all adjustments, such as ability score adjustments. For example, a halfling gains a racial modifier of +2 to Dexterity (and thus a +1 Dex bonus) and a +1 bonus on all saves, which means that the finished character has a +2 Reflex save bonus. If a feat is duplicated, select a new one.

Each race or kind is linked to the race or creature description on Archive Three-Five. (Or it will be, given world enough and time.) Racial traits that always affect a skill check are already included in the adjustments to total skill bonuses.

Explanations/Definitions

The following notes explain or define certain terms used in the adjustments list.

–⁠3 Ranks/Skill: Subtract 3 ranks from each skill modifier the NPC is listed as having at 1st level. (The NPC has Hit Dice as a monster and therefore doesn’t get 4 times its per-level skill ranks at 1st level.)

Large: The NPC’s attack and AC bonuses are 1 lower, and it takes a –⁠4 penalty on Hide checks. The NPC’s weapon is larger, increasing damage (see the Increasing Weapon Damage by Size table). The creature has 10-foot reach.

Slow: The NPC’s base land speed is 20 feet instead of 30 feet.

Small: The NPC’s attack and AC bonuses are 1 higher, and it gains a +4 bonus on Hide checks. The NPC’s weapon is smaller, decreasing damage (see the Decreasing Weapon Damage by Size table).

Weapon Proficiency: Regardless of class, the NPC is proficient at least with simple weapons and weapons listed for its kind.

NPC Adjustments

The statistics given here represent adjustments to a creature’s abilities and skills. If a creature has racial Hit Dice, this material includes relative adjustments to base attack bonus and skill modifiers. In addition to the adjustments noted below, add feats based on total Hit Dice and add the base creature’s special attacks and special qualities.

Aasimar (Planetouched): +2 Wis, +2 Cha. +2 Listen, +2 Spot.

Bugbear: +2 CR. +4 Str, +2 Dex, +2 Con, –⁠2 Cha. +3d8 HD. +2 base attack. +1 Fort, +3 Ref, +1 Will. +3 natural armor. –3 ranks/skill, +2 Climb, +4 Hide, +2 Listen, +6 Move Silently, +2 Spot.

Derro: +3 CR. +4 Dex, +2 Con, –6 Wis, +6 Cha. +3d8 HD. +3 base attack. +1 Fort, +3 Ref, +3 Will. +2 natural armor. –⁠3 ranks/skill, +2 Bluff, +7 Hide, +4 Listen, +7 Move Silently. Small. Speed 20 ft.

Doppelganger: +3 CR. +2 Str, +2 Dex, +2 Con, +2 Int, +4 Wis, +2 Cha. +4d8 HD. +4 base attack. +1 Fort, +4 Ref, +4 Will. +4 natural armor. –⁠3 ranks/skill, +9 Bluff, +8 Disguise, +4 Listen, +4 Sense Motive, +4 Spot.

Drow (Elf): +1 CR. +2 Dex, –2 Con, +2 Int, +2 Cha. +2 Listen, +2 Search, +2 Spot.

Dwarf, Duergar: +1 CR. +2 Con, –⁠4 Cha. +1 Listen, +4 Move Silently, +1 Spot. Speed 20 ft.

Dwarf, Deep: +2 Con, –⁠2 Cha. Speed 20 ft.

Dwarf, Hill [Common]: +2 Con, –⁠2 Cha. Speed 20 ft.

Dwarf, Mountain: +2 Con, –⁠2 Cha. Speed 20 ft.

Elf, Gray: –2 Str, +2 Dex, –⁠2 Con, +2 Int. +2 Listen, +2 Search, +2 Spot.

Elf, High [Common]: +2 Dex, –⁠2 Con. +2 Listen, +2 Search, +2 Spot.

Elf, Wild: +2 Dex, –2 Int. +2 Listen, +2 Search, +2 Spot.

Elf, Wood: +2 Str, +2 Dex, –⁠2 Con, –⁠2 Int. +2 Listen, +2 Search, +2 Spot.

Gnoll: +1 CR. +4 Str, +2 Con, –⁠2 Int, –⁠2 Cha. +2d8 HD. +1 base attack. +3 Fort. +1 natural armor. –⁠3 ranks/skill, +2 Listen, +3 Spot.

Gnome, Forest: –⁠2 Str, +2 Con, +2 Cha. +2 Craft (alchemy), +4 Hide, +2 Listen. Small. Speed 20 ft.

Gnome, Rock [Common]: –⁠2 Str, +2 Con. +2 Craft (alchemy), +2 Listen. Small. Speed 20 ft.

Gnome, Svirfneblin: +1 CR. –⁠2 Str, +2 Dex, +2 Wis, –⁠4 Cha. +2 Fort, +2 Ref, +2 Will. +4 dodge bonus to AC. Small. Speed 20 ft.

Goblin: –⁠2 Str, +2 Dex, –⁠2 Cha. +4 Move Silently, +4 Ride. Small.

Half-Celestial: +1 CR (up to 5 HD), +2 CR (6–10 HD), +3 CR (11 or more HD). +4 Str, +2 Dex, +4 Con, +2 Int, +4 Wis, +4 Cha. +1 natural armor. Wings (fly at double land speed). Add these modifiers to the base creature’s adjustments.

Half-Dragon: +2 CR. +8 Str, +2 Con, +2 Int, +2 Cha. +4 natural armor. Base creature’s Hit Die increases one size to max of d12 (no effect on class Hit Dice). If Large, it has wings (fly at double land speed). Add these modifiers to the base creature’s adjustments.

Half-Elf: +2 Diplomacy, +2 Gather Information, +1 Listen, +1 Search, +1 Spot.

Half-Fiend: +1 CR (up to 4 HD), +2 CR (5–10 HD), +3 (11 or more HD). +4 Str, +4 Dex, +2 Con, +4 Int, +2 Cha. +1 natural armor. Wings (fly at land speed). Add these modifiers to the base creature’s adjustments.

Half-Orc: +2 Str, –⁠2 Int, –⁠2 Cha.

Halfling, Deep: –⁠2 Str, +2 Dex. +1 Fort, +1 Ref, +1 Will. +1 attack with thrown weapon (if any). +2 Listen. Small. Speed 20 ft.

Halfling, Lightfoot [Common]: –⁠2 Str, +2 Dex. +1 Fort, +1 Ref, +1 Will. +1 attack with thrown weapon (if any). +2 Climb, +2 Jump, +2 Listen, +2 Move Silently. Small. Speed 20 ft.

Halfling, Tallfellow: –⁠2 Str, +2 Dex. +1 Fort, +1 Ref, +1 Will. +1 attack with thrown weapon (if any). +2 Listen, +2 Search, +2 Spot. Small. Speed 20 ft.

Hobgoblin: +2 Dex, +2 Con. +4 Move Silently.

Human: 1 extra feat. +1 skill (ranks = level +3).

Kobold: –⁠4 Str, +2 Dex, –⁠2 Con. +1 natural armor. +2 Craft (trapmaking), +2 Profession (miner), +2 Search. Small.

Lizardfolk: +1 CR. +2 Str, +2 Con, –⁠2 Int. +2d8 HD. +1 base attack. +3 Ref. +5 natural armor. –⁠3 ranks/skill, +5 Balance, +6 Jump, +6 Swim.

Mind Flayer: +8 CR. +2 Str, +4 Dex, +2 Con, +8 Int, +6 Wis, +6 Cha. +8d8 HD. +6 base attack. +2 Fort, +2 Ref, +6 Will. +3 natural armor. –⁠3 ranks/skill, +8 Bluff, +6 Concentration, +8 Hide, +4 Intimidate, +8 Knowledge (any one), +8 Listen, +8 Move Silently, +4 Sense Motive, +8 Spot.

Minotaur: +4 CR. +8 Str, +4 Con, –⁠4 Int, –⁠2 Cha. +6d8 HD. +6 base attack. +2 Fort, +5 Ref, +5 Will. +5 natural armor. –3 ranks/skill, +3 Intimidate, +7 Listen, +4 Search, +7 Spot. Large.

Ogre: +2 CR. +10 Str, –2 Dex, +4 Con, –⁠4 Int, –⁠4 Cha. +4d8 HD. +3 base attack. +4 Fort, +1 Ref, +1 Will. +5 natural armor. –⁠3 ranks/skill, +3 Climb, +2 Listen, +2 Spot. Large. Speed 40 ft.

Ogre Mage: +8 CR. +10 Str, +6 Con, +4 Int, +4 Wis, +6 Cha. +5d8 HD. +3 base attack. +4 Fort, +1 Ref, +1 Will. +5 natural armor. –⁠3 ranks/skill, +8 Concentration, +8 Listen, +8 Spellcraft, +8 Spot. Large. Speed 50 ft.

Orc: +4 Str, –⁠2 Int, –⁠2 Wis, –2 Cha.

Tiefling (Planetouched): +2 Dex, +2 Int, –⁠2 Cha. +2 Bluff, +2 Hide.

Troglodyte: +1 CR. –⁠2 Dex, +4 Con, –⁠2 Int. +2d8 HD. +1 base attack. +3 Fort. +6 natural armor. –⁠3 ranks/skill, +6 Hide, +3 Listen. Multiattack.

Werebear (Lycanthrope): +5 CR. +2 Str, +2 Con, –⁠2 Cha. +4 base attack. +5 Fort, +5 Ref, +2 Will. +2 natural armor. +2 Listen, +2 Spot, +4 Swim. Iron Will, Track. See description for bear and hybrid form. NPC loses gear in animal form.

Wereboar (Lycanthrope): +1 CR. +2 Str, +2 Con, –⁠2 Cha. +2 natural armor. +2 base attack. +3 Fort, +3 Ref, +1 Will. +3 Listen, +3 Spot. See description for boar and hybrid form. NPC loses gear in animal form.

Wererat (Lycanthrope): +1 CR. +2 Dex, +2 Con, –2 Cha. +2 natural armor. +2 Fort, +2 Ref, +2 Will. +1 Hide, +1 Move Silently. Alertness, Iron Will. See description for rat or hybrid form. NPC loses gear in animal form.

Weretiger (Lycanthrope): +1 CR. +2 Str, +2 Con, –2 Int. +2 natural armor. +4 base attack. +5 Fort, +5 Ref, +2 Will. +3 Listen, +3 Spot. Alertness, Iron Will. See description for tiger or hybrid form. NPC loses gear in animal form.

Werewolf (Lycanthrope): +1 CR. +2 Str, –2 Int, +4 Wis, –2 Cha. +2 natural armor. +1 base attack. +3 Fort, +3 Ref, +0 Will. +1 Listen, +1 Spot. Iron Will, Track. See description for wolf or hybrid form. NPC loses gear in animal form.

NPC Gear Value
NPC LevelValue of GearNPC LevelValue of Gear
1st900 gp11th21,000 gp
2nd2,000 gp12th27,000 gp
3rd2,500 gp13th35,000 gp
4th3,300 gp14th45,000 gp
5th4,300 gp15th59,000 gp
6th5,600 gp16th77,000 gp
7th7,200 gp17th100,000 gp
8th9,400 gp18th130,000 gp
9th12,000 gp19th170,000 gp
10th16,000 gp20th220,000 gp
Table: One Hundred Traits {DMG 128}
d%Traitd%Traitd%Trait
01Distinctive scar35Whistles a lot68Rude
02Missing tooth36Sings a lot69Jumpy
03Missing finger37Flips a coin70Foppish
04Bad breath38Good posture71Overbearing
05Strong body odor39Stooped back72Aloof
06Pleasant smelling (perfumed)40Tall73Proud
07Sweaty41Short74Individualist
08Hands shake42Thin75Conformist
09Unusual eye color43Fat76Hot tempered
10Hacking cough44Visible wounds or sores77Even tempered
11Sneezes and sniffles45Squints78Neurotic
12Particularly low voice46Stares off into distance79Jealous
13Particularly high voice47Frequently chewing something80Brave
14Slurs words48Dirty and unkempt81Cowardly
15Lisps49Clean82Careless
16Stutters50Distinctive nose83Curious
17Enunciates very clearly51Selfish84Truthful
18Speaks loudly52Obsequious85Liar
19Whispers53Drowsy86Lazy
20Hard of hearing54Bookish87Energetic
21Tattoo55Observant88Reverent or pious
22Birthmark56Not very observant89Irreverent or irreligious
23Unusual skin color57Overly critical90Strong opinions on politics or morals
24Bald58Passionate artist or art lover91Moody
25Particularly long hair59Passionate hobbyist (fishing, hunting, gaming, animals, etc.)92Cruel
27Unusual hair color60Collector (books, trophies, coins, weapons, etc.)93Uses flowery speech or long words
28Walks with a limp61Skinflint94Uses the same phrases over and over
29Distinctive jewelry62Spendthrift95Sexist, racist, or otherwise prejudiced
30Wears flamboyant or outlandish clothes63Pessimist96Fascinated by magic
31Underdressed64Optimist97Distrustful of magic
32Overdressed65Drunkard98Prefers members of one class over all others
33Nervous eye twitch66Teetotaler99Jokester
34Fiddles and fidgets nervously67Well-mannered100No sense of humor (See #26)