Character Generation Thread
Like many of her kind, Fen was born of a night of violence when a traveling band of orc warriors passed through the frontier realm of Daggerford and awarded themselves every spoil they could put their hands on. Fen’s human mother was ambushed when walking home alone after a long day of laborious work. She survived the attack but was left pregnant, emotionally scarred, and an outcast in her farming village.
Being half-orc, the baby was seen as bad luck by the suspicious and superstitious townsfolk. In addition, struggling to survive as a poor, unwed mother, Fen’s only parent was unable – or unwilling – to shoulder the burden of raising the baby girl born that was born with her father’s pigmentation. Fen was destined never to know the love of a parent, on a path of extreme difficulty, and completely forsaken by her blood ties. As soon as Fen could walk and feed herself, she was left alone or directed elsewhere, most frequently to the nearby wetlands. Fen was never actually gifted a name but began to identify with the most familiar word she heard when her resentful and fragile mother directed her away from the home and told the child to, "Go to the fen." The command later shortened into simply, "Fen" with a dismissive gesture.
Upon discovering the best company among the animals nearby, Fen found her call to survive in the bond she made with nature. When Fen was completely abandoned after too few years in her mother’s begrudging care, taken upon a carriage into the nearby uninhabited lands and left with only the clothes on her back, she should have died. Instead, she found true maternal embrace in the natural world. Animals were her most loving siblings, and the land itself her most selfless caregiver.
While learning to fend for herself in this new territory, Fen solidified her affection for nature and the creatures thriving there. She found a particular bond with an animal youngling (creature tbd) who had also been left to fend for itself, deemed too unlikely to thrive by the maternal parent. The camaraderie was quick and the bond familial. Surviving by living in tandem with her adoptive creature family, she supplemented her needs through careful trade and barter with traveling human merchants. Having heard whispers of the city of Waterdeep, she decided to relocate with hopes of finding more acceptance elsewhere in the world.
Hardened from abandonment but with courage beyond her tender years, Fen decided this exile could be a gift granting her a start in leaving behind the village that had always scorned her. With her stalwart companion, she embarked on the long, arduous journey to Waterdeep in search of a better life. They arrive wary yet hopeful, filthy from the long journey, and wholly out of their element.
For her Orcish heritage, Fen is scrawny; her scale is not too unlike that of an average human child, though she is built of lean and lithe muscle. The features that most blatantly mark her as of orcish descent are her vibrant green flesh, a prominent lower jaw and protruding tusks, in addition to ears that tend to stick straight out and come to a fine point. The eyes of her estranged mother, piercing and radiant blue, search from the shadow of her frequently-donned hood. For the most part, she can pass as human by wearing a cloth wrap over her mouth and a veil over her face.
Rolled Stat Values:
Group | Rolls | Final Value |
Stat 01 - (4d6) | (1,1,3,5) | = 10 9 |
Stat 02 - (4d6) | (5,5,5,6) | = 21 16 |
Stat 03 - (4d6) | (3,4,6,6) | = 19 16 |
Stat 04 - (4d6) | (1,1,3,6) | = 11 10 |
Stat 05 - (4d6) | (1,3,3,5) | = 12 11 |
Stat 06 - (4d6) | (2,4,4,6) | = 16 14 |
Stat Allocations:
Ability | Base Score | Modification | Final Value | Modifier |
STR | 10 | -2 (Age) | 8 | -1 |
DEX | 11 | +2 (Age) | 13 | +1 |
CON | 16 | -2 (Age) | 14 | +2 |
INT | 14 | 0 | 14 | +1 |
WIS | 16 | +2 (Race) -2 (Age) | 16 | +3 |
CHA | 9 | 0 | 9 | -1 |
Skills:
The druid’s class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str).
Skill Ranks Per Level = 4 + Int Mod (+1)
Skill | Total | Stat | Source | Notes |
Heal | +3 | Wis | Druid | |
Knowledge (Nature) | +2 | Int | Druid | |
Perception | +3 | Wis | Druid | |
Ride | +1 | Dex | Druid | |
Spellcraft | +2 | Int | Druid | |
Disguise | -1 | Cha | Almost Human | +4 When disguising as human |
Survival | +3 | Wis | *Outcast | +1 from Beastkin +1 from Outcast |
* Subject to change based on feedback regarding allocation of Traits and Feats
* Subject to change based on feedback regarding allocation of Traits and Feats*
Almost Human (Half-Orc)
You have enough human features that it’s easy for you to pass for a pureblooded human.
Benefits: You gain a + 4 trait bonus on Disguise checks to pass as human, and Disguise is always a class skill for you.
Outcast (Half-Orc)
Driven from town after town because of your heritage, you have become adept at living apart from others.
Benefits: You gain a +1 trait bonus on Survival skill checks, and Survival is always a class skill for you.
Beastkin
Select one specific type of animal (such as wolves or apes). You were raised from infancy by an animal or pack of animals of that type. You learned their ways and have more in common with your beastly kin than members of any humanoid race.
Benefits: You gain a +1 trait bonus on Survival checks and can use speak with animals as a spell-like ability at will to communicate with the type of animal that raised you.
Rolled 5,5 = 10
10 x 10 = 100
not 20
Rolls
Starting Wealth - (2d6x10)
(55) + 10 = 20

I can prepare 4 spells that are 1st level because it's my druid level (1) plus my wisdom modifier (+3). And I know 6 orisons because my wisdom is 16?
And because I'm a druid, I can change the prepared spells (orisons included) every morning after my long rest, using any of the druid spells applicable to the spell levels available to me.
I can prepare 4 spells that are 1st level because it's my druid level (1) plus my wisdom modifier (+3). And I know 6 orisons because my wisdom is 16?
And because I'm a druid, I can change the prepared spells (orisons included) every morning after my long rest, using any of the druid spells applicable to the spell levels available to me.
I haven't made a 1e sheet in a while, but I don't remember ever seeing a character builder for anything other than second edition, and that's wildly different.
10, 14, 12, 15, 8 , 10.
Str 10, Dex 12, Con 10, Int 15, Wis 8, Cha 14
Str -2, Dex +2, Con -2, ------, Wis -2, ------
For a grand final stat spread of:
Str 8, Dex 14, Con 8, Int 15, Wis... 6, Cha 14
Rolls
Stat 1 - (4d6)
(2424) = 12
Stat 2 - (4d6)
(3615) = 15
Stat 3 - (4d6)
(1516) = 13
Stat 4 - (4d6)
(4516) = 16
Stat 5 - (4d6)
(2224) = 10
Stat 6 - (4d6)
(2261) = 11
HP level 2 (arcanist) - (1d6-1)
(5) - 1 = 4
11, 8, 12, 14, 14, 13
"All characters then receive +2 Dexterity, -2 Strength, -2 Constitution, and -2 Wisdom age modifiers." - This is still in effect right?
Rolls
Stat 1 - (4d6)
(3135) = 12
Stat 2 - (4d6)
(3223) = 10
Stat 3 - (4d6)
(1534) = 13
Stat 4 - (4d6)
(3365) = 17
Stat 5 - (4d6)
(6153) = 15
Stat 6 - (4d6)
(3416) = 14
Race: "aasimar, human, dwarf, elf, gnome, goblin, half-elf, half-orc, halfling, orc, or tiefling"
It's a GNOME!
Gnome mods: +2 CON, +2 CHR, -2 STR
Class: "alchemists, arcanists, barbarians (unchained), bards, bloodragers, brawlers, cavaliers, clerics, druids, fighters, gunslingers, hunters, inquisitors, investigators, kineticists, magi, mediums, mesmerists, monks (unchained), ninja, occultists, oracles, paladins, psychics, rangers, rogues (unchained), samurai, shamans, skalds, slayers, sorcerers, spiritualists, summoners (unchained), swashbucklers, vigilanties, warpriests, witches, or wizards" That's...uh...38 classes.
It's a WITCH!
Youth mods: +2 DEX, -2 STR, -2 CON, -2 WIS
Ability scores: Modified (original roll) <modifier>
STR 8 (12) <-1>
INT 20 (20) <+5>
WIS 9 (11) <-1>
DEX 16 (14) <+3>
CON 19 (19) <+4>
CHR 16 (14) <+3>
I'm going to choose one of the familiars introduced with the witch class (Advanced Player's Guide, pg 70)....but I'll do it randomly.
It's a CRAB!
Similarly, there are 12 patron spheres of influence. That's an easy choice: roll it randomly!
It's the PLAGUE! I will call this mysterious force VICTAPESLAGENCY, which seems to be dedicated to destroying evil with evil.
Rolling for starting money.
It's 100 GOLD!
Since this gnome is still a girl (merely 20 years old, only halfway to adulthood!), I'm going to reduce the modifier for height and weight, rolling 1d4 rather than 2d4. She's 2'11" and 31 pounds!
Hair/crab color (ROYGBP), skin tone (dark loam, orange clay, grey stone, red bark, silver leaves, green shoots).
It's RED HAIR and GREY SKIN!
Rolls
Race selection - (1d11)
(5) = 5
Ability scores - (4d6, 4d6, 4d6, 4d6, 4d6, 4d6)
4d6 : (6643) = 19
4d6 : (2252) = 11
4d6 : (6242) = 14
4d6 : (5564) = 20
4d6 : (4125) = 12
4d6 : (4154) = 14
Class selection - (1d38)
(37) = 37
Familiar choice - (1d6)
(2) = 2
Choosing a patron sphere of influence - (1d12)
(6) = 6
Initial cantrips - (1d15, 1d14, 1d13, 1d12)
1d15 : (1) = 1
1d14 : (8) = 8
1d13 : (11) = 11
1d12 : (3) = 3
Known spells - (1d24, 1d23, 1d22, 1d21, 1d20, 1d19, 1d18, 1d17)
1d24 : (12) = 12
1d23 : (8) = 8
1d22 : (12) = 12
1d21 : (1) = 1
1d20 : (1) = 1
1d19 : (8) = 8
1d18 : (17) = 17
1d17 : (10) = 10
Witch starting money - (3d6x10)
(523) + 10 = 20
Height and weight - (1d4)
(1) = 1
Hair color, skin tone - (1d6, 1d6)
1d6 : (1) = 1
1d6 : (3) = 3
Generations of dealings with the extraplanar ensued. Deals were struck. Favors gained and given. Bloodlines intertwined.
Killi was a prodigy. The culmination of political and magical power clawed from the Plane of Fire, all combined with sheer, random chance. Even at a young age, she displayed precocious intellect and personality, and her innate command of fire was incredible. Very quickly she was ferried to Waterdeep to have the finest arcane tutelage, and groomed into being one of the premier primarchs of her family. The only problem? She despises the idea.
In what her family hopes and prays is only a fit of teenage rebellion, Killi has decided to abandon the family business (both the public and the illicit), prove their guilt to the city officials, and focus her pyromantic powers into an unlikely end: Healing.
In any case, I should have a sheet ready by tonight :D
Oh, and money:
Rolls
Cash - (2d6x10)
(53) + 10 = 18