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.
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.
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.
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.
| Class | Race |
|---|---|
| Barbarian | Half-orc (or goliath1) |
| Bard | Gnome |
| Beguiler | Half-elf (or changeling2) |
| Cleric | Human |
| Dragon shaman | Human (or dragonborn human3) |
| Druid | Elf (or killoren4) |
| Duskblade | Elf |
| Favored soul | Human |
| Fighter | Dwarf (or warforged2) |
| Hexblade | Human |
| Knight | Human |
| Marshal | Human |
| Monk | Human (or buomman5) |
| Paladin | Human (or aasimar) |
| Ranger | Elf (or shifter2) |
| Rogue | Halfling (or whisper gnome1) |
| Scout | Elf (or raptoran4) |
| Sorcerer | Human (or spellscale3) |
| Swashbuckler | Human (or tiefling) |
| Warlock | Human |
| Warmage | Human |
| Wizard | Elf (or illumian6) |
| |
Find your character class on the Number of Skills by Class table to determine how many skills your character can have.
| Class | Base Number of Skills |
|---|---|
| Barbarian | 4 + Int mod |
| Bard | 6 + Int mod |
| Beguiler | 6 + Int mod |
| Cleric | 2 + Int mod |
| Dragon shaman | 2 + Int mod |
| Druid | 4 + Int mod |
| Duskblade | 2 + Int mod |
| Favored soul | 2 + Int mod |
| Fighter | 2 + Int mod |
| Hexblade | 2 + Int mod |
| Knight | 2 + Int mod |
| Marshal | 4 + Int mod |
| Monk | 4 + Int mod |
| Paladin | 2 + Int mod |
| Ranger | 6 + Int mod |
| Rogue | 8 + Int mod |
| Scout | 8 + Int mod |
| Sorcerer | 2 + Int mod |
| Swashbuckler | 4 + Int mod |
| Warlock | 2 + Int mod |
| Warmage | 2 + Int mod |
| Wizard | 2 + Int mod |
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).
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).
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.
| Role: | Destroyer | Hunter | Whirlwind |
|---|---|---|---|
| Bonus | Power Attack | Track | Two-Weapon Fighting |
| 1st | Cleave | Weapon Focus (any two-handed) | Weapon Focus (kukri) |
| 3rd | Mad Foam Rager | Trophy Collector | Skill Focus (Tumble) |
| 6th | Weapon Focus (greataxe) | Combat Focus | Two-Weapon Pounce |
| 9th | Improved Critical (greataxe) | Blind-Fight | Improved Critical (kukri) |
| 12th | Improved Sunder | Combat Vigor | Improved Two-Weapon Fighting |
| 15th | Defensive Sweep | Combat Awareness | Two-Weapon Rend |
| 18th | Overwhelming Assault | Flay | Greater Two-Weapon Fighting |
| Role: | Controller | Problem Solver | Vanguard |
|---|---|---|---|
| Bonus | Skill Focus (Perform) | Skill Focus (Use Magic Device) | Still Spell |
| 1st | Negotiator | Arcane Flourish | Combat Expertise |
| 3rd | Wanderer’s Diplomacy | Magical Aptitude | Exotic Weapon Proficiency (spiked chain) |
| 6th | Combat Panache | Battle Dancer | Improved Trip |
| 9th | Master Manipulator | Arcane Accompaniment | Improved Disarm |
| 12th | Spell Focus (enchantment) | Improved Initiative | Combat Reflexes |
| 15th | Improved Feint | Combat Reflexes | Weapon Focus (spiked chain) |
| 18th | Fade into Violence | Vexing Flanker | Power Attack |
| Role: | Controller | Investigator | Trickster |
|---|---|---|---|
| Bonus | Spell Focus (enchantment) | Spell Focus (enchantment) | Spell Focus (illusion) |
| 1st | Improved Initiative | Stealthy | Combat Expertise |
| 3rd | Greater Spell Focus (enchantment) | Wanderer’s Diplomacy | Improved Feint |
| 5thB | Silent Spell | Silent Spell | Silent Spell |
| 6th | Arcane Thesis | Quick Draw | Fade into Violence |
| 9th | Spell Penetration | Eschew Materials | Acrobatic Strike |
| 10thB | Still Spell | Still Spell | Still Spell |
| 12th | Heighten Spell | Weapon Finesse | Shadow Striker |
| 15th | Scribe Scroll | Spell Penetration | Spell Penetration |
| 18th | Greater Spell Penetration | Greater Spell Focus (enchantment) | Greater Spell Focus (illusion) |
| Role: | Defender | Destroyer | Healer |
|---|---|---|---|
| Bonus | Extra Turning | Extra Turning | Combat Casting |
| 1st | Improved Turning | Divine Justice | Sacred Healing |
| 3rd | Iron Will | Weapon Focus (any) | Divine Ward |
| 6th | Spell Focus (evocation) | Divine Armor | Extra Turning |
| 9th | Sacred Radiance | Smiting Spell | Brew Potion |
| 12th | Combat Casting | Power Attack | Sacred Purification |
| 15th | Tower Shield Proficiency | Combat Casting | Quicken Spell |
| 18th | Lunging Strike | Armor Specialization (heavy) | Extra Turning |
| Role: | Defender | Destroyer | Second-Rank Warrior |
|---|---|---|---|
| Bonus | Armor Proficiency (heavy) | Power Attack | Combat Reflexes |
| 1st | Shield Specialization (heavy) | Cleave | Power Attack |
| 2nd1 | Skill Focus | Skill Focus | Skill Focus |
| 3rd | Shield Ward | Weapon Focus (morningstar) | Weapon Focus (longspear) |
| 6th | Active Shield Defense | Ability Focus (breath weapon) | Hindering Opportunist |
| 8th1 | Skill Focus | Skill Focus | Skill Focus |
| 9th | Improved Natural Armor | Brutal Strike | Short Haft |
| 12th | Weapon Focus (morningstar) | Improved Critical (morningstar) | Lunging Strike |
| 15th | Blind-Fight | Improved Sunder | Stalwart Defense |
| 16th1 | Skill Focus | Skill Focus | Skill Focus |
| 18th | Armor Specialization (heavy) | Shield Specialization (heavy) | Improved Critical (longspear) |
| |||
| Role: | Beastmaster | Feral Beast | Warden |
|---|---|---|---|
| Bonus | Animal Affinity | Combat Casting | Spell Focus (conjuration) |
| 1st | Companion Spellbond | Alertness | Augment Summoning |
| 3rd | Combat Casting | Keen-Eared Scout | Shield Specialization (heavy) |
| 6th | Combat Reflexes | Natural Spell | Extend Spell |
| 9th | Empower Spell | Improved Natural Attack (any) | Imbued Summoning |
| 12th | Quicken Spell | Power Attack | Shield Ward |
| 15th | Vexing Flanker | Flay | Spell Penetration |
| 18th | Extend Spell | Improved Bull Rush | Armor Specialization (medium) |
| Role: | Blaster | Defender | Skirmisher | ||||
|---|---|---|---|---|---|---|---|
| Bonus | Weapon Focus (ranged spell) | Toughness | Weapon Focus (any one-handed) | ||||
| 1st | Point Blank Shot | Combat Expertise | Dodge | ||||
| 2ndB | Combat Casting | Combat Casting | Combat Casting | ||||
| 3rd | Precise Shot | Arcane Toughness | Mobility | ||||
| 6th | Empower Spell | Shield Specialization (heavy) | Spring Attack | ||||
| 9th | Improved Critical (ranged spell) | Shield Ward | Improved Critical (any one-handed) | ||||
| 12th | Improved Precise Shot | Armor Specialization (medium) | Combat Tactician | ||||
| 15th | Spell Penetration | Craft Magic Arms and Armor | Combat Expertise | ||||
| 18th | Greater Spell Penetration | Weapon Focus (longsword) | Whirlwind Attack | ||||
| Role: | Defender | Healer | Vanguard |
|---|---|---|---|
| Bonus | Armor Proficiency (heavy) | Spontaneous Healer | Combat Focus |
| 1st | Shield Specialization | Augment Healing | Combat Casting |
| 3rd | Weapon Focus1 | Weapon Focus1 | Weapon Focus1 |
| 3rd | Shield Ward | Combat Casting | Power Attack |
| 6th | Combat Focus | Brew Potion | Cleave |
| 9th | Active Shield Defense | Craft Wand | Craft Magic Arms and Armor |
| 12th | Weapon Specialization1 | Weapon Specialization1 | Weapon Specialization1 |
| 12th | Combat Vigor | Scribe Scroll | Combat Vigor |
| 15th | Blind-Fight | Reach Spell | Improved Critical (deity’s favored weapon) |
| 18th | Combat Awareness | Flyby Attack | Armor Specialization |
| |||
| Role: | Defender | Destroyer | Skirmisher |
|---|---|---|---|
| Bonus | Ability Focus (hexblade’s curse) | Power Attack | Ability Focus (hexblade’s curse) |
| 1st | Armor Proficiency (medium) | Cleave | Dodge |
| 3rd | Battle Caster | Weapon Focus (any two-handed) | Mobility |
| 5thB | Spell Focus (necromancy) | Combat Casting | Spell Focus (enchantment) |
| 6th | Combat Casting | Power Critical | Spring Attack |
| 9th | Practiced Spellcaster | Improved Critical (any two-handed weapon) | Dash |
| 10thB | Greater Spell Focus (necromancy) | Spell Focus (necromancy) | Greater Spell Focus (enchantment) |
| 12th | Armor Specialization (medium) | Power Critical | Bounding Assault |
| 15th | Extra Slot (3rd) | Improved Toughness | Elusive Target |
| 15thB | Spell Penetration | Greater Spell Focus (necromancy) | Spell Penetration |
| 18th | Extra Spell (3rd) | Defensive Sweep | Rapid Blitz |
| 20thB | Greater Spell Penetration | Spell Penetration | Greater Spell Penetration |
| Role: | Cavalier | Defender | Destroyer |
|---|---|---|---|
| Bonus | Skill Focus (Ride) | Shield Specialization (heavy) | Power Attack |
| 1st | Mounted Combat | Weapon Focus (any one-handed) | Cleave |
| 2ndB | Weapon Focus (lance) | Mounted Combat | Mounted Combat |
| 3rd | Shield Specialization (heavy) | Shield Ward | Improved Bull Rush |
| 5thB | Ride-By Attack | Endurance | Endurance |
| 6th | Short Haft | Ability Focus (test of mettle) | Weapon Focus (any one-handed) |
| 9th | Improved Critical (lance) | Improved Critical (any one-handed weapon) | Cometary Collision |
| 10thB | Spirited Charge | Diehard | Diehard |
| 12th | Armor Specialization (heavy) | Armor Specialization (heavy) | Ability Focus (daunting challenge) |
| 15thB | Trample | Iron Will | Great Fortitude |
| 15th | Power Attack | Indomitable Soul | Steadfast Determination |
| 18th | Lunging Strike | Defensive Sweep | Armor Specialization (heavy) |
| Role: | Defender | Second-Rank Warrior | Vanguard |
|---|---|---|---|
| Bonus | Shield Specialization (heavy) | Combat Reflexes | Improved Initiative |
| 1st | Shield Ward | Deft Opportunist | Battlefield Inspiration |
| 1stB | Skill Focus (Diplomacy) | Skill Focus (Diplomacy) | Skill Focus (Diplomacy) |
| 3rd | Armor Proficiency (heavy) | Weapon Focus (reach weapon) | Weapon Focus (any) |
| 6th | Goad | Hindering Opportunist | Intimidating Strike |
| 9th | Shieldmate | Short Haft | Endurance |
| 12th | Blind-Fight | Distracting Attack | Diehard |
| 15th | Combat Expertise | Stalwart Defense | Daunting Presence |
| 18th | Armor Specialization (heavy) | Lunging Strike | Overwhelming Assault |
| Role: | Defender | Destroyer | Skirmisher |
|---|---|---|---|
| Bonus | Combat Focus | Improved Natural Attack | Improved Initiative |
| 1stB | Stunning Fist | Improved Grapple | Stunning Fist |
| 1st | Dodge | Weapon Focus (unarmed strike) | Ability Focus (stunning fist) |
| 2ndB | Deflect Arrows | Combat Reflexes | Deflect Arrows |
| 3rd | Versatile Unarmed Strike | Power Attack | Dodge |
| 6thB | Improved Trip | Improved Trip | Improved Disarm |
| 6th | Leap of the Heavens | Improved Bull Rush | Mobility |
| 9th | Combat Defense | Improved Overrun | Spring Attack |
| 12th | Combat Vigor | Cleave | Weapon Focus (unarmed strike) |
| 15th | Fiery Fist | Improved Sunder | Blind-Fight |
| 18th | Fiery Ki Defense | Great Cleave | Improved Critical (unarmed strike) |
| Role: | Cavalier | Destroyer | Vanguard |
|---|---|---|---|
| Bonus | Mounted Combat | Power Attack | Improved Initiative |
| 1st | Ride-By Attack | Weapon Focus (any two-handed) | Shield Specialization (heavy) |
| 3rd | Mounted Archery | Extra Turning | Combat Focus |
| 6th | Spirited Charge | Divine Justice | Ritual Blessing |
| 9th | Trample | Improved Critical (any two-handed weapon) | Combat Vigor |
| 12th | Power Attack | Divine Armor | Sacred Purification |
| 15th | Improved Critical (lance) | Improved Sunder | Sacred Radiance |
| 18th | Shield Specialization (heavy) | Divine Fortune | Shield Ward |
| Role: | Archer | Hunter | Skirmisher |
|---|---|---|---|
| Bonus | Point Blank Shot | Blind-Fight | Dodge |
| 1st | Precise Shot | Alertness | Mobility |
| 1stB | Track | Track | Track |
| 2ndB | Rapid Shot | Rapid Shot or Two-Weapon Fighting | Two-Weapon Fighting |
| 3rd | Weapon Focus (longbow) | Keen-Eared Scout | Combat Reflexes |
| 6th | Dodge | Combat Focus | Spring Attack |
| 9th | Mobility | Combat Vigor | Shadow Striker |
| 12th | Improved Initiative | Combat Awareness | Two-Weapon Pounce |
| 15th | Shot on the Run | Weapon Focus (longbow) | Two-Weapon Rend |
| 18th | Far Shot | Combat Strike | Improved Critical (short sword) |
| Role: | Archer | Duelist | Explorer | ||||
|---|---|---|---|---|---|---|---|
| Bonus | Point Blank Shot | Combat Expertise | Alertness | ||||
| 1st | Precise Shot | Improved Feint | Combat Reflexes | ||||
| 3rd | Rapid Reload | Weapon Finesse | Vexing Flanker | ||||
| 6th | Deadeye Shot | Tumbling Feint | Adaptable Flanker | ||||
| 9th | Rapid Shot | Improved Initiative | Acrobatic Strike | ||||
| 12th | Crossbow Sniper | Einhander | Shadow Striker | ||||
| 15th | Weapon Focus (light crossbow) | Dodge | Keen-Eared Scout | ||||
| 18th | Improved Precise Shot | Combat Cloak Expert | Spectral Skirmisher | ||||
| Role: | Archer | Hunter | Skirmisher |
|---|---|---|---|
| Bonus | Point Blank Shot | Track | Dodge |
| 1st | Precise Shot | Alertness | Two-Weapon Fighting |
| 3rd | Weapon Focus (shortbow) | Keen-Eared Scout | Weapon Focus (short sword) |
| 4thB | Dodge | Skill Focus (Survival) | Mobility |
| 6th | Mobility | Point Blank Shot | Two-Weapon Defense |
| 18thB | Shot on the Run | Brachiation | Spring Attack |
| 9th | Improved Initiative | Precise Shot | Two-Weapon Pounce |
| 12thB | Quick Draw | Improved Initiative | Quick Draw |
| 12th | Improved Critical (shortbow) | Weapon Focus (shortbow) | Improved Two-Weapon Fighting |
| 15th | Telling Blow | Deadeye Shot | Dual Strike |
| 16thB | Danger Sense | Blind-Fight | Blind-Fight |
| 18th | Improved Precise Shot | Improved Critical (shortbow) | Telling Blow |
| 20thB | Quick Reconnoiter | Danger Sense | Improved Initiative |
| Role: | Battle Mage | Blaster | Infernal Summoner |
|---|---|---|---|
| Bonus | Toughness | Lightning Reflexes | Infernal Sorcerer Heritage |
| 1st | Bonded Familiar | Spell Focus (evocation) | Infernal Sorcerer Howl |
| 3rd | Improved Counterspell | Greater Spell Focus (evocation) | Spell Focus (conjuration) |
| 6th | Arcane Toughness | Spell Penetration | Augment Summoning |
| 9th | Spell-Linked Familiar | Blistering Spell | Imbued Summoning |
| 12th | Dampen Spell | Greater Spell Penetration | Infernal Sorcerer Eyes |
| 15th | Combat Familiar | Empower Spell | Infernal Sorcerer Resistance |
| 18th | Lurking Familiar | Widen Spell | Extend Spell |
| Role: | Destroyer | Duelist | Skirmisher |
|---|---|---|---|
| Bonus | Weapon Focus (short sword) | Weapon Focus (rapier) | Dodge |
| 1stB | Weapon Finesse | Weapon Finesse | Weapon Finesse |
| 1st | Two-Weapon Fighting | Combat Expertise | Mobility |
| 3rd | Two-Weapon Defense | Improved Feint | Dash |
| 6th | Improved Two-Weapon Fighting | Dodge | Spring Attack |
| 9th | Two-Weapon Pounce | Melee Evasion | Combat Acrobat |
| 12th | Improved Two-Weapon Defense | Improved Disarm | Bounding Assault |
| 15th | Greater Two-Weapon Fighting | Tumbling Feint | Combat Tactician |
| 18th | Two-Weapon Rend | Combat Cloak Expert | Rapid Blitz |
| Role: | Blaster | Controller | Problem Solver |
|---|---|---|---|
| Bonus | Point Blank Shot | Necropolis Born | Skill Focus (Use Magic Device) |
| 1st | Precise Shot | Intimidating Strike | Communicator |
| 3rd | Weapon Focus (ranged spell) | Ability Focus (eldritch blast) | Spell Hand |
| 6th | Ability Focus (eldritch blast)1 | Sudden Extend | Ranged Spell Specialization |
| 9th | Spell Penetration | Precise Shot | Extra Invocation (least) |
| 12th | Maximize Spell-Like Ability (eldritch blast) | Extra Invocation (lesser) | Extra Invocation (lesser) |
| 15th | Quicken Spell-Like Ability (eldritch blast) | Quicken Spell-Like Ability (eldritch blast) | Spell Penetration |
| 18th | Extra Invocation (greater)1 | Extra Invocation (greater) | Extra Invocation (greater) |
| |||
| Role: | Battle Mage | Blaster | Sharpshooter |
|---|---|---|---|
| Bonus | Battle Caster | Lightning Reflexes | Point Blank Shot |
| 1st | Toughness | Spell Focus (evocation) | Precise Shot |
| 3rd | Weapon Finesse | Greater Spell Focus (evocation) | Weapon Focus (ranged spell) |
| 6th | Arcane Toughness | Extra Edge | Ranged Spell Specialization |
| 7thB | Sudden Empower | Sudden Empower | Sudden Empower |
| 9th | Armor Proficiency (heavy) | Spell Penetration | Spell Penetration |
| 10thB | Sudden Enlarge | Sudden Enlarge | Sudden Enlarge |
| 12th | Extra Edge | Greater Spell Penetration | Split Ray |
| 15thB | Sudden Widen | Sudden Widen | Sudden Widen |
| 15th | Lunging Strike | Arcane Mastery | Extra Slot (6th) |
| 18th | Twin Spell | Repeat Spell | Improved Critical (ranged spell) |
| 20thB | Sudden Maximize | Sudden Maximize | Sudden Maximize |
| Role: | Blaster | Controller | Problem Solver |
|---|---|---|---|
| Bonus | Combat Casting | Spell Focus (enchantment) | Combat Familiar |
| 1stB | Scribe Scroll | Scribe Scroll | Scribe Scroll |
| 1st | Spell Focus (evocation) | Greater Spell Focus (enchantment) | Grenadier |
| 3rd | Spell Penetration | Spell Penetration | Mad Alchemist |
| 5thB | Craft Wand | Heighten Spell | Brew Potion |
| 6th | Arcane Toughness | Improved Counterspell | Craft Wondrous Item |
| 9th | Precise Shot | Dampen Spell | Spell-Linked Familiar |
| 10thB | Empower Spell | Silent Spell | Craft Wand |
| 12th | Craft Staff | Spell Penetration | Eschew Materials |
| 15thB | Maximize Spell | Craft Staff | Extend Spell |
| 15th | Greater Spell Penetration | Improved Initiative | Elven Spell Lore |
| 18th | Arcane Thesis | Greater Spell Penetration | Spell Penetration |
| 20thB | Quicken Spell | Quicken Spell | Quicken Spell |
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.
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.
| Character Level | NPC Wealth | PC Wealth |
|---|---|---|
| 1st | 900 gp | Varies by class |
| 2nd | 2,000 gp | 900 gp |
| 3rd | 2,500 gp | 2,700 gp |
| 4th | 3,300 gp | 5,400 gp |
| 5th | 4,300 gp | 9,000 gp |
| 6th | 5,600 gp | 13,000 gp |
| 7th | 7,200 gp | 19,000 gp |
| 8th | 9,400 gp | 27,000 gp |
| 9th | 12,000 gp | 36,000 gp |
| 10th | 16,000 gp | 49,000 gp |
| 11th | 21,000 gp | 66,000 gp |
| 12th | 27,000 gp | 88,000 gp |
| 13th | 35,000 gp | 110,000 gp |
| 14th | 45,000 gp | 150,000 gp |
| 15th | 59,000 gp | 200,000 gp |
| 16th | 77,000 gp | 260,000 gp |
| 17th | 100,000 gp | 340,000 gp |
| 18th | 130,000 gp | 440,000 gp |
| 19th | 170,000 gp | 580,000 gp |
| 20th | 220,000 gp | 760,000 gp |
| Character Level | Budget |
|---|---|
| 1st | — |
| 2nd | Use 1st-level NPC* |
| 3rd | 200 gp |
| 4th | 2,100 gp |
| 5th | 4,700 gp |
| 6th | 7,400 gp |
| 7th | 11,800 gp |
| 8th | 17,600 gp |
| 9th | 24,000 gp |
| 10th | 33,000 gp |
| 11th | 45,000 gp |
| 12th | 61,000 gp |
| 13th | 75,000 gp |
| 14th | 105,000 gp |
| 15th | 141,000 gp |
| 16th | 183,000 gp |
| 17th | 240,000 gp |
| 18th | 310,000 gp |
| 19th | 410,000 gp |
| 20th | 540,000 gp |
*1st-level NPCs and 2nd-level PCs have identical 900-gp budgets for gear.
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. 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.
| Standard Adventurer’s Kit (15 gp) | |
|---|---|
| Backpack | 2 gp |
| Belt pouch | 1 gp |
| Bedroll | 1 sp |
| Flint and steel | 1 gp |
| Hempen rope (50 ft.) | 1 gp |
| Sunrods (2) | 4 gp |
| Trail rations (10 days) | 5 gp |
| Waterskin | 1 gp |
| Optional Items | |
| Holy symbol | 1 gp |
| Spell component pouch | 5 gp |
| Spellbook | 15 gp |
| Thieves’ tools | 30 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.
| Enhancement Bonus | Cost |
|---|---|
| +1 | 2,000 gp |
| +2 | 8,000 gp |
| +3 | 18,000 gp |
| +4 | 32,000 gp |
| +5 | 50,000 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.
| Enhancement Bonus | Cost |
|---|---|
| +1 | 1,000 gp |
| +2 | 4,000 gp |
| +3 | 9,000 gp |
| +4 | 16,000 gp |
| +5 | 25,000 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.
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).
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
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
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
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
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
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.
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.
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).
Vigor, Senses, Power, Energy Shield, Toughness, Presence, Resistance
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
| d% | Archetype | d% | Archetype | |
|---|---|---|---|---|
| 01-04 | Agent | 53-56 | Rebel | |
| 05-09 | Challenger | 57-61 | Renegade | |
| 10-13 | Companion | 62-65 | Royalty | |
| 14-18 | Crusader | 66-69 | Sage | |
| 19-22 | Daredevil | 70-73 | Savage | |
| 23-27 | Explorer | 74-78 | Seeker | |
| 28-31 | Innocent | 79-82 | Simple Soul | |
| 32-36 | Leader | 83-86 | Strategist | |
| 37-40 | Martyr | 87-90 | Theorist | |
| 41-44 | Mercenary | 91-95 | Trickster | |
| 45-48 | Orphan | 96-100 | Wanderer | |
| 49-52 | Prophet |
| d% | Trait | d% | Trait | |
|---|---|---|---|---|
| 01-02 | Ambitious | 52-53 | Kind | |
| 03-04 | Angry | 54-55 | Loyal | |
| 05-06 | Bold | 56 | Merciful | |
| 07-08 | Boastful | 57-58 | Militant | |
| 09-10 | Brutal | 59-60 | Mysterious | |
| 11-12 | Carefree | 61 | Naïve | |
| 13-14 | Calm | 62-63 | Quiet | |
| 15-16 | Charming | 64-65 | Patriotic | |
| 17-18 | Connected | 66-67 | Peaceful | |
| 19-20 | Conservative | 68-69 | Philosophical | |
| 21 | Cowardly | 70 | Phobic | |
| 22 | Cruel | 71-72 | Proper | |
| 23-24 | Dark | 73-74 | Reformed | |
| 25-26 | Disciplined | 75-76 | Religious | |
| 27-28 | Driven | 77-78 | Reluctant | |
| 29-30 | Energetic | 79-80 | Rude | |
| 31-32 | Erudite | 81-82 | Secretive | |
| 33-34 | Exotic | 83-84 | Self-absorbed | |
| 35-36 | Famous | 85-86 | Self-righteous | |
| 37-38 | Fatalistic | 87 | Selfish | |
| 39-40 | Flamboyant | 88-89 | Serious | |
| 41-42 | Friendly | 90-91 | Skilled | |
| 43-44 | Foul-mouthed | 92-93 | Threatening | |
| 45-46 | Funny | 94-95 | Tragic | |
| 47 | Greedy | 96-97 | Unpredictable | |
| 48-49 | Hooked | 98-99 | Vengeful | |
| 50-51 | Interested | 100 | Violent |
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.
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.
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 Level | Value of Gear | NPC Level | Value of Gear | |
|---|---|---|---|---|
| 1st | 900 gp | 11th | 21,000 gp | |
| 2nd | 2,000 gp | 12th | 27,000 gp | |
| 3rd | 2,500 gp | 13th | 35,000 gp | |
| 4th | 3,300 gp | 14th | 45,000 gp | |
| 5th | 4,300 gp | 15th | 59,000 gp | |
| 6th | 5,600 gp | 16th | 77,000 gp | |
| 7th | 7,200 gp | 17th | 100,000 gp | |
| 8th | 9,400 gp | 18th | 130,000 gp | |
| 9th | 12,000 gp | 19th | 170,000 gp | |
| 10th | 16,000 gp | 20th | 220,000 gp |
| d% | Trait | d% | Trait | d% | Trait | ||
|---|---|---|---|---|---|---|---|
| 01 | Distinctive scar | 35 | Whistles a lot | 68 | Rude | ||
| 02 | Missing tooth | 36 | Sings a lot | 69 | Jumpy | ||
| 03 | Missing finger | 37 | Flips a coin | 70 | Foppish | ||
| 04 | Bad breath | 38 | Good posture | 71 | Overbearing | ||
| 05 | Strong body odor | 39 | Stooped back | 72 | Aloof | ||
| 06 | Pleasant smelling (perfumed) | 40 | Tall | 73 | Proud | ||
| 07 | Sweaty | 41 | Short | 74 | Individualist | ||
| 08 | Hands shake | 42 | Thin | 75 | Conformist | ||
| 09 | Unusual eye color | 43 | Fat | 76 | Hot tempered | ||
| 10 | Hacking cough | 44 | Visible wounds or sores | 77 | Even tempered | ||
| 11 | Sneezes and sniffles | 45 | Squints | 78 | Neurotic | ||
| 12 | Particularly low voice | 46 | Stares off into distance | 79 | Jealous | ||
| 13 | Particularly high voice | 47 | Frequently chewing something | 80 | Brave | ||
| 14 | Slurs words | 48 | Dirty and unkempt | 81 | Cowardly | ||
| 15 | Lisps | 49 | Clean | 82 | Careless | ||
| 16 | Stutters | 50 | Distinctive nose | 83 | Curious | ||
| 17 | Enunciates very clearly | 51 | Selfish | 84 | Truthful | ||
| 18 | Speaks loudly | 52 | Obsequious | 85 | Liar | ||
| 19 | Whispers | 53 | Drowsy | 86 | Lazy | ||
| 20 | Hard of hearing | 54 | Bookish | 87 | Energetic | ||
| 21 | Tattoo | 55 | Observant | 88 | Reverent or pious | ||
| 22 | Birthmark | 56 | Not very observant | 89 | Irreverent or irreligious | ||
| 23 | Unusual skin color | 57 | Overly critical | 90 | Strong opinions on politics or morals | ||
| 24 | Bald | 58 | Passionate artist or art lover | 91 | Moody | ||
| 25 | Particularly long hair | 59 | Passionate hobbyist (fishing, hunting, gaming, animals, etc.) | 92 | Cruel | ||
| 27 | Unusual hair color | 60 | Collector (books, trophies, coins, weapons, etc.) | 93 | Uses flowery speech or long words | ||
| 28 | Walks with a limp | 61 | Skinflint | 94 | Uses the same phrases over and over | ||
| 29 | Distinctive jewelry | 62 | Spendthrift | 95 | Sexist, racist, or otherwise prejudiced | ||
| 30 | Wears flamboyant or outlandish clothes | 63 | Pessimist | 96 | Fascinated by magic | ||
| 31 | Underdressed | 64 | Optimist | 97 | Distrustful of magic | ||
| 32 | Overdressed | 65 | Drunkard | 98 | Prefers members of one class over all others | ||
| 33 | Nervous eye twitch | 66 | Teetotaler | 99 | Jokester | ||
| 34 | Fiddles and fidgets nervously | 67 | Well-mannered | 100 | No sense of humor (See #26) |