The Totally Random Fantasy Character Builder in 13 steps!
Alternative character creation for use with Labyrinth Lord or other old-school games.
(Note: although these tables make a clear distinction between Race and Class, these characters are meant to be played with the original Labyrinth Lord Rules (not the Advanced Rules Companion.) Each character is to be defined by the new Racial Abilities provided here and their HUMAN class of Fighter, Cleric, Magic-User or Thief.)
[ 1 ] Gender (players can choose to play their own gender or roll ... )
Player choice or roll 1d12:
1-8: The character is male.
9-12: The character is female.
[ 2 ] Race
If MALE roll 1d12:
1-5: The character is of the Human race.
6-7: The character is of the Elf race.
8-11: The character is of the Dwarf race.
12: The character is of the Gnome race.
If FEMALE roll 1d12:
1-4: The character is of the Human race.
5-9: The character is of the Elf race.
10: The character is of the Dwarf race.
11-12: The character is of the Gnome race.
[ 3 ] Starting Age
Human starting age: 13 + 2d4 years.
(15 – 21 with 18 the average. A Human will generally live to be 84 + 4d4 years.)
Gnome starting age: 13 + 2d8 years.
(15 – 29 with 22 the average. A Gnome will generally live to be 118 + 4d8 years.)
Dwarf starting age: 13 + 2d12 years.
(15 – 37 with 26 the average. A Dwarf will generally live to be 202 + 4d12 years.)
Elf starting age: 13 + 2d20 years.
(15 – 53 with 34 the average. An Elf will generally live to be 420 + 4d20 years.)
[ 4 ] Height
Human male height: 58 + 2d10 inches.
(60 – 78 with 69 inches average.)
Human female or Elf (any) height: 52 + 2d8 inches.
(54 – 68 with 61 inches average.)
Dwarf male height: 46 + 2d6 inches.
(48 – 58 with 53 inches average.)
Dwarf female or Gnome (any) height: 40 + 2d4 inches.
(42 – 48 with 45 inches average.)
[ 5 ] Build
Human male build: roll 1d10.
1-2: The character is of slight build.
3-8: The character is of proportionate build.
9-10: The character is of stocky build.
Human female or Elf (any) or Gnome (any) build: 1d10.
1-6: The character is of slight build.
7-9: The character is of proportionate build.
10: The character is of stocky build.
Dwarf male build: roll 1d10.
1: The character is of slight build.
2-4: The character is of proportionate build.
5-10: The character is of stocky build.
Dwarf female build: roll 1d10.
1: The character is of slight build.
2-7: The character is of proportionate build.
8-10: The character is of stocky build.
[ 6 ] Hair Color
Human hair color: roll 1d20.
1-2: Platinum
3-5: Blonde
6-9: Brown
10-11: Black
12-15: Auburn
16-18: Strawberry Blonde
19-20: Red
Elf hair color: roll 1d12.
1-4: Jet Black
5-8: Stark White
9-11: Metallic Silver
12: Metallic Gold
Dwarf hair color: roll 1d12.
1-4: Red
5-8: Black
9-11: Brown
12: Blonde
Gnome hair color: roll 1d12.
1-3: Pink
4-6: Green
7-9: Purple
10-12: Blue
[ 7 ] Eye Color
Human eye color: roll 1d12.
1-3: Brown
4-6: Blue
7-9: Grey
10-11: Hazel
12: Green
Elf eye color: roll 1d12.
1-4: Aqua Blue
5-8: Forest Green
9-11: Violet Purple
12: Metallic Silver
Dwarf eye color: roll 1d12.
1-7: Dark Brown
8-11: Light Brown
12: Blue
Gnome eye color: roll 1d12.
1-5: Yellow
6-10: Orange
11: Red
12: Pink
[ 8 ] Racial Abilities
Human Ability: roll 1d6.
Humans are a seafaring race of island kingdoms and coastal cities. They are envoys and diplomats, trading with all races. Their element is water.
1-2: Fellowship - your character generally gets a friendly response from strangers, a neutral response from those who might otherwise be hostile, and those inclined to be friendly will go out of their way to help you. Once per game you can request a favor from an NPC that they will grant (subject to a saving throw at the Labyrinth Lord's discretion.) Alternately, you can invent a friendly NPC on the spot, or a past history with an existing NPC, who knows your character as a friend or love interest. (Subject to LL approval.)
3-4: Swashbuckler - regardless of their Class your character can fight with a longsword (or short sword) in one hand and a dagger in the other, gaining two melee attacks each round. (If you don't have them, add a short sword and a dagger to your starting equipment.)
5-6: Bard - Your character can sing and or play an instrument to almost magical effect. If you spend 2 consecutive rounds in a combat singing or playing, all allies gain a + 1 morale bonus to all die rolls for the duration of the combat. (Add a musical instrument to your starting equipment).
Dwarf Ability: roll 1d6.
Dwarves live under the mountains and harness the power of the molten earth. They forge weapons and armor of legendary quality. Their element is fire.
1-2: Battle Hardened - your character uses Hit Dice that are one die-type better than that indicated by their Class when rolling hit-points. (Fighter: d12, Cleric: d10, Magic-User: d6, Thief: d8.)
3-4: Fire Born - Your character is immune to all fire based damage. You can breath fire once a day that does damage equal to your current hit-points.
5-6: Berserker - Your character is blinded by blood lust flying into an uncontrollable Berserk Rage. Check for rage the first time your character takes damage in a combat. Your character Rages on a 2 in 6 chance. A Berserk Dwarf has a +3 bonus to melee attack and damage rolls. Alternately, if your character is a Magic-User they can cast a mini-fireball (automatic hit on one target for 1d4 + half your level rounded up in damage) each round for the duration of the combat. At the end of the combat there is a 2 in 6 chance that the Dwarf will continue in their rage attacking friendly targets for 1d3 rounds before calming down.
Elf Ability: roll 1d6.
Elves live in the forests building cities in the tree tops. They have a close affinity with nature and are competent users of both magic and weapons. Their element is earth.
1-2: Animal Companion - Your character has an animal companion like a wolf or similar medium sized natural beast with the following stats -- Hit-Dice: 1d6 x your character's level, Attack: bite for 1d6 + your character's level. The beast has a magical tie to your character and makes saving throws as your character. Also, the beast's spirit is part of this bond and your animal companion cannot die as long as your character lives. Further, any magic that would return your character to life will also revive your animal companion.
3-4: Spell Sword - If your character is not a Magic-User they are still able to prepare and use Magic-User spells as if they were a Magic-User of one-third your current class level +1 (round down.) So, at 3rd level you could cast as a 2nd level Magic-User; at 6th level you could cast as a 3rd level Magic-User; at 9th level you could cast as a 4th level Magic-User ... etc. (Add a Spell Book to your starting equipment). If your character is a Magic-User, you use 1d6 for Hit-Points and can equip weapons and armor as if your character were a fighter. (Take Chainmail Armor and Longsword in place of Robes and Staff in your starting equipment.)
5-6: Archer - regardless of their Class, your character is proficient with both Longbow and Short Bow. When using these weapons your character gains 2 attacks each round. When using a Longbow your character can add their Strength modifier to their damage. (If you don't have one, add a Short Bow to your starting equipment.)
Gnome Ability: roll 1d6.
Gnomes live high in the mountains in tall towers with moving walkways and clockwork elevators. They are master inventors and have built ships that can sail the skies. Their element is air.
1-2: Tinker - Your character can build and repair most anything. They carry a variety of tools, parts, and gizmos on their person and almost always have the right tool for the job. Although most of these contraptions are cobbled together and good for only one application before they fall apart.
3-4: Pilot - Your character knows how to control Gnomish Airships and as such has been permanently grafted with a set of clockwork mechanical wings. Your character can fly.
5-6: Clockwork - Your character isn't actually a flesh and blood Gnome at all but is a clockwork construct. As such, your character does not benefit from healing magic, but your automated repair processes allow you to regenerate 1 HP per minute as long as you have not been irreparably damaged (-10 HP.) You are immune to poison and do not need air, food, or water to survive, but you suffer double damage from electricity.
[ 9 ] Character Class
Human: roll 1d12.
1-4: Fighter
5-7: Cleric
8-9: Magic User
10-12: Thief
Elf: roll 1d12.
1-4: Fighter
5: Cleric
6-10: Magic User
11-12: Thief
Dwarf: roll 1d12.
1-5: Fighter
6-9: Cleric
10: Magic User
11-12: Thief
Gnome: roll 1d12.
1: Fighter
2-3: Cleric
4-7: Magic User
8-12: Thief
[ 10 ] Ability Scores
Fighter
Strength: Roll 2d6 dropping the lower die; add 12 to the result.
Dexterity: Roll 3d6 dropping the lowest die; add 6 to the result.
Constitution: Roll 1d6; add 12 to the result.
Intelligence: Roll 3d6.
Wisdom: Roll 4d6 dropping the lowest die.
Charisma: Roll 2d6; add 6 to the result.
Cleric: roll 1d6.
Strength: Roll 2d6; add 6 to the result.
Dexterity: Roll 4d6 dropping the lowest die.
Constitution: Roll 3d6 dropping the lowest die; add 6 to the result.
Intelligence: Roll 3d6.
Wisdom: Roll 2d6 dropping the lower die; add 12 to the result.
Charisma: Roll 1d6; add 12 to the result.
Magic-User: roll 1d6.
Strength: Roll 3d6.
Dexterity: Roll 3d6 dropping the lowest die; add 6 to the result.
Constitution: Roll 2d6; add 6 to the result.
Intelligence: Roll 2d6 dropping the lower die; add 12 to the result.
Wisdom: Roll 1d6; add 12 to the result.
Charisma: Roll 4d6 dropping the lowest die.
Thief: roll 1d6.
Strength: Roll 3d6 dropping the lowest die; add 6 to the result.
Dexterity: Roll 2d6 dropping the lower die; add 12 to the result.
Constitution: Roll 2d6; add 6 to the result.
Intelligence: Roll 3d6.
Wisdom: Roll 4d6 dropping the lowest die.
Charisma: Roll 1d6; add 12 to the result.
[ 11 ] Hit Points
At 1st Level gain the MAX HP for your HD, but use the Advanced Rules for HD, so:
Fighter: 10 HP + Constitution Modifier (d10 Hit Dice)
Cleric: 8 HP + Constitution Modifier (d8 Hit Dice)
Magic-User: 4 HP + Constitution Modifier (d4 Hit Dice)
Thief: 6 HP + Constitution Modifier (d6 Hit Dice)
[ 12 ] Equipment
Characters start with: sturdy clothes, a backpack, a bedroll, a tinderbox, a mess kit, a wine skin, 10 days rations, 50 feet of rope, 10 torches, and 5d20 gold.
In addition:
Fighters have: Chainmail Armor (AC 5), a Longsword (1d8 Dmg), a Dagger (1d4 Dmg), a Short Bow (1d6 Dmg), and a quiver with 20 arrows.
Clerics have: Scalemail Armor (AC 6), a Mace (1d6 Dmg), a Shield (-1 AC), and a silver holy symbol.
Magic-Users have: mage robes with many pockets of spell components, a gnarled staff (2-handed, 1d6 Dmg), a Dagger (1d4 Dmg), a Sling & Stones (1d4 Dmg), a Spellbook, parchments, pens and ink.
Thieves have: Studded Leather (AC 7), a Short Sword (1d6 Dmg), a Dagger (1d4 Dmg), a Short Bow (1d6 Dmg), a quiver with 20 arrows and a set of thieves tools.
[ 13 ] Alignment
I never liked the Alignment system of: good / evil / law / chaos / neutrality, as a guide for roleplay although I recognize its value in the Fantasy Magic system. To that end I am substituting an alignment system based upon the four elements of earth, air, fire, and water. Your race determines how your character is aligned. In practice, a spell that protects against fire, for example, might prevent or reduce fire based damage. But, a spell that protects against the ALIGNMENT of Fire would protect against fire aligned characters and monsters, Dragons, Orcs, and Dwarves!
Human alignment is: Water
Elf alignment is: Earth
Dwarf alignment is: Fire
Gnome alignment is: Air
*****
Using these rules will produce Fighter, Cleric, Magic-User, or Thief for Labyrinth Lord with a twist! If you don't like my house rules, it shouldn't be too tough to modify these tables to fit your own campaign. Enjoy!
Regards,
Jeff Moore
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