Introduction

So you need a new character. Maybe you just need a quick NPC, or maybe you don’t know what to play next. Maybe you just like surprises. Either way, get your dice out and get friendly with the tables below.

You can use these sections in any order, and mixing up the order can produce even more interesting characters.

Table of Contents

Abilities

For a truly random character, use 4d6-keep three for abilities. If you want something reasonably playable, use the Elite array (15, 14, 13, 12, 10, 8) with the ability score priorities list below. Keep in mind that these may not be the “best” way to do abilities, but they are a straightforward way to make a playable example of the class.

Race

Roll once on the “common races” table below. The composition of the table is intended to represent the approximate racial makeup of a generic Pathfinder/DnD fantasy world. If your setting has a different racial composition, you may need to change the values in the table. “Uncommon” races are selected from the “featured races” in the Pathfinder Advanced Races Guide.

d100Common Races
1-15Dwarf
15-25Elf
26-30Gnome
31-40Half-Elf
41-45Half-Orc
46-60Halfling
61-90Human
91-100Uncommon Race
d100Uncommon Races
1-10Aasimar
10-15Catfolk
16-20Dhampir
21-25Drow
26-30Fetchling
31-40Goblin
41-50Hobgoblin
51-55Ifrit
56-60Kobold
61-65Orc
66-70Oread
71-75Ratfolk
76-80Sylph
81-85Tengu
86-95Tiefling
96-100Undine

Class

Roll on the table. If you do not want to use random abilities, use the elite array (15, 14, 13, 12, 10, 8). Assign abilities in descending order as specified below.

d100ClassAbilities
1-5AlchemistInt > Dex > Con > Wis > Cha > Str
6-10BarbarianStr > Con > Dex > Wis > Int > Cha
11-15BardCha > Con > Dex > Str > Int > Wis
16-20CavalierCha > Str > Con > Dex > Wis > Int
21-25ClericWis > Str > Con > Cha > Dex > Int
26-30DruidWis > Con > Str > Dex > Int > Cha
31-35FighterStr > Con > Dex > Wis > Int > Cha
36-40GunslingerDex > Wis > Con > Int > Cha > Str
41-45MagusInt > Str > Con > Dex > Wis > Cha
46-50InquisitorWis > Str > Dex > Con > Int > Cha
51-55MonkWis > Str > Con > Dex > Int > Cha
56-60PaladinStr > Cha > Con > Wis > Dex > Int
61-65RangerDex > Con > Str > Wis > Int > Cha
66-70RogueDex > Int > Con > Cha > Wis > Str
71-75NinjaCha > Dex > Int > Con > Wis > Str
76-80OracleWis > Str > Con > Cha > Dex > Int
81-85SamuraiCha > Str > Con > Dex > Wis > Int
86-90SorcererCha > Dex > Con > Wis > Int > Str
91-95WitchInt > Dex > Con > Wis > Cha > Str
96-100WizardInt > Dex > Con > Wis > Cha > Str

Alignment

Roll twice on the following table. Once for the Law-Chaos axis, once for the Good-Evil axis. Depending on your class, one or both parts of your alignment might be pre-determined. All traits are drawn from Utimate Campaign.

d6Law-ChaosGood-Evil
1-2LawfulGood
3-4NeutralNeutral
5-6ChaoticEvil
d10Alignment
1-2Neutral Good
3-4Lawful Neutral
5-6True Neutral
7-8Chaotic Neutral
9-10Neutral Evil

Traits

The table below lists traits of the four basic trait types in priority order appropriate to each class. While two traits is normal, some campaigns allow more or fewer. Roll random traits as needed for your campaign. Racial traits have been ommitted. If you want even more randomness, roll a d4 to select which trait type to use.

ClassTrait 1Trait 2Trait 3Trait 4
AlchemistMagicCombatSocialFaith
BarbarianCombatSocialFaithMagic
BardSocialCombatMagicFaith
CavalierCombatSocialFaithMagic
ClericFaithMagicCombatSocial
DruidFaithMagicCombatSocial
FighterCombatFaithSocialMagic
GunslingerCombatSocialFaithMagic
MagusMagicCombatSocialFaith
InquisitorCombatFaithSocialMagic
MonkCombatFaithSocialMagic
PaladinFaithCombatSocialMagic
RangerCombatSocialFaithMagic
RogueCombatSocialMagicFaith
NinjaCombatSocialMagicFaith
OracleFaithMagicSocialCombat
SamuraiCombatSocialFaithMagic
SorcererMagicSocialFaithCombat
WitchMagicFaithSocialCombat
WizardMagicFaithSocialCombat

The table below shows traits selected from the Ultimate Campaign traits so that your traits will always be beneficial. The traits may not be particularly exciting, but they are guranteed to benefit any character regardless of race, class, or build.

d12Combat Traitsd6Faith TraitsMagic TraitsSocial Traits
1Anatomist1BlessedFocused BurnGrief-Filled
2Armor Expert2Focused DiscipleGreater PurposeLife of Toil
3Axe to Grind3Indomitable FaithMagical TalentMerchant
4Bloodthirsty4InspiredPossessedRich Parents
5Courageous5OathboundSkepticSeeker
6Deft Dodger6ReincarnatedWorldlyUnintentional Linguist
7Dirty Fighter   
8Indelible Ire   
9Killer   
10Reactionary   
11Resilient   
12Tactician   

Religion

Unfortunately, there isn’t a good way to randomly determine a character’s deity since I can’t guess what setting or pantheon you use. If it matters, just say that your character is agnostic and prefers not to discuss his religious beliefes with other people. If you’re a Cleric or a Paladin, you can just worship your alignment.

Equipment

Ultimate Equipment provides class kits which include several useful adventuring items (bedrolls, rope, torches, etc.) based on your class. These are fantastic starting points, and are used as the basis of the starting packages listed below. Each class entry lists the starting gold values (both the dice values and the average).

You can choose to roll for gold, take the average gold, or take the items and gold listed in the class entry. If you want to get playing as fast as possible, I recommend using the listed starting package. If you prefer to buy your own items, either roll for gold or take the average, then purchase items as normal.

  • Alchemist (3d6 x 10 gp or 105 gp)
    • Alchemist’s Kit (40 gp)
    • Dagger (2 gp)
    • Crossbow, Light (35 gp)
    • 20 bolts (2 gp)
    • 26 gp
  • Barbarian (3d6 x 10 gp or 105 gp)
    • Barbarian’s Kit (9 gp)
    • Dagger (2 gp)
    • Greataxe (20 gp)
    • Hide Armor (15 gp)
    • Javelin (3) (3 gp)
    • Potion of Cure Light Wounds (50 gp)
    • 6 gp
  • Bard (3d6 x 10 gp or 105 gp)
    • Bard’s Kit (41 gp)
    • Dagger (2 gp)
    • Leather Armor (10 gp)
    • Longsword (15 gp)
    • Shield, Light Wooden (3 gp)
    • Shortbow (30 gp)
    • 20 Arrows (1 gp)
    • 3 gp
  • Cavalier (5d6 x 10 gp or 175 gp)
    • Cavalier’s Kit (23 gp)
    • Dagger (2 gp)
    • Light Horse (75 gp)
    • Javelin (3) (3 gp)
    • Longsword (15 gp)
    • Scale Mail (50 gp)
    • Shield, Heavy Wooden (7 gp)
    • 14 gp
  • Cleric (4d6 x 10 gp or 140 gp)
    • Cleric’s Kit (16 gp)
    • Heavy Mace (12 gp)
    • Javelin (3) (3 gp)
    • Scale Mail (50 gp)
    • Shield, Heavy Wooden (7 gp)
    • Scroll of Cure Light Wounds (2) (25gp each)
    • 2 gp
  • Druid (2d6 x 10 gp or 70 gp)
    • Druid’s Kit (14 gp)
    • Hide Armor (15 gp)
    • Spear (2 gp)
    • Shortbow (30 gp)
    • 20 Arrows (1 gp)
    • 8 gp
  • Fighter (5d6 x 10 gp or 175 gp)
    • Fighter’s Kit (9 gp)
    • Dagger (2 gp)
    • Javelin (3) (3 gp)
    • Longsword (15 gp)
    • Scale Mail (50 gp)
    • Shield, Heavy Wooden (7 gp)
    • Potion of Cure Light Wounds (50 gp)
    • 39 gp
  • Gunslinger (5d6 x10 gp 175 gp)
    • Gunslinger’s Kit (26 gp)
    • Black Powder, Dose (10) (10 gp each)
    • Firearm Buller (10) (1 gp each)
    • Leather Armor (10 gp)
    • Rapier (20 gp)
    • 9 gp
  • Inquisitor (4d6 x 10 gp or 140 gp)
    • Inquisitor’s Kit (30 gp)
    • Longsword (15 gp)
    • Shortbow (30 gp)
    • Studded Leather Armor (25 gp)
    • 20 Arrows (1 gp)
    • 39 gp
  • Magus (4d6 x10 gp or 140 gp)
    • Magus’s Kit (22 gp)
    • Longsword (15 gp)
    • Shortbow (30 gp)
    • Studded Leather Armor (25 gp)
    • 20 Arrows (1 gp)
    • 47 gp
  • Monk (1d6 x 10 gp or 35 gp)
    • Monk’s Kit (8 gp)
    • Kama (2 gp)
    • Nunchaku (2 gp)
    • Shuriken (5) (1 gp)
    • 22 gp
  • Ninja (4d6 x 10 gp or 140 gp)
    • Rogue’s Kit (50 gp)
    • Daggers (2) (2 gp each)
    • Shuriken (5) (1 gp)
    • Studded Leather Armor (25 gp)
    • Wakizashi (35 gp)
    • 27 gp
  • Oracle (3d6 x 10 gp or 105 gp)
    • Oracle’s Kit (9 gp)
    • Heavy Mace (12 gp)
    • Javelin (3) (3 gp)
    • Scale Mail (50 gp)
    • Shield, Heavy Wooden (7 gp)
    • 24 gp
  • Paladin (5d6 x 10 gp or 175 gp)
    • Paladin’s Kit (11 gp)
    • Dagger (2 gp)
    • Javelin (3) (3 gp)
    • Longsword (15 gp)
    • Scale Mail (50 gp)
    • Shield, Heavy Steel (20 gp)
    • Potion of Cure Light Wounds (50 gp)
    • 24 gp
  • Ranger (5d6 x 10 gp or 175 gp)
    • Ranger’s Kit (9 gp)
    • Dagger (2 gp)
    • Shortsword (2) (10 gp each)
    • Longbow (75 gp)
    • Studded Leather Armor (25 gp)
    • 20 Arrows (1 gp)
    • Potion of Cure Light Wounds (50 gp)
    • 2 gp
  • Rogue (4d6 x 10 gp or 140 gp)
    • Rogue’s Kit (50 gp)
    • Daggers (2) (2 gp each)
    • Rapier (20 gp)
    • Shortbow (30 gp)
    • Studded Leather Armor (25 gp)
    • 20 Arrows (1 gp)
    • 12 gp
  • Samurai (3d6 x 10 gp or 105 gp)
    • Cavalier’s Kit (23 gp)
    • Katana (50 gp)
    • Shield, Heavy Wooden (7 gp)
    • Studded Leather Armor (25 gp)
    • 0 gp
  • Sorcerer (2d6 x 10 gp or 70 gp)
    • Sorcerer’s Kit (8 gp)
    • Crossbow, Light (35 gp)
    • Quarterstaff (0 gp)
    • 20 bolts (2 gp)
    • 25 gp
  • Summoner (2d6 x 10 gp or 70 gp)
    • Summoner’s Kit (8 gp)
    • Crossbow, Light (35 gp)
    • Quarterstaff (0 gp)
    • 20 bolts (2 gp)
    • 20 gp
  • Witch (3d6 x 10 gp or 105 gp)
    • Witch’s Kit (21 gp)
    • Crossbow, Light (35 gp)
    • Quarterstaff (0 gp)
    • 20 bolts (2 gp)
    • Scroll of Cure Light Wounds (25 gp)
    • 22 gp
  • Wizard (2d6 x 10 gp or 70 gp)
    • Wizard’s Kit (21 gp)
    • Crossbow, Light (35 gp)
    • Quarterstaff (0 gp)
    • 20 bolts (2 gp)
    • 11 gp

Details

Many of the specifics of your character’s appearance can be randomized.

Birth Gender

Flip a coin. Gender is obviously more complex than that, but if you’re randomly determining your character’s gender, you may not want a character who is transgender or non-binary generated randomly.

Age, Height, and Weight

Generate your character’s age, height, and weight based on the tables on the Paizo SRD.

Distinguishing Trait

Not to be confused with mechanical Traits, distinguishing traits are features which help to set your character’s appearance and personality apart from everyone else in the world.

d%Distinguishing Trait
01Distinctive scar
02Missing tooth
03Missing finger
04Bad breath
05Strong body odor
06Pleasant smelling (perfumed)
07Sweaty
08Hands shake
09Unusual eye color
10Hacking cough
11Sneezes and sniffles
12Particularly low voice
13Particularly high voice
14Slurs words
15Lisps
16Stutters
17Enunciates very clearly
18Speaks loudly
19Whispers
20Hard of hearing
21Tattoo
22Birthmark
23Unusual skin color
24Bald
25Particularly long hair
26Strange sense of humor
27Unusual hair color
28Walks with a limp
29Distinctive jewelry
30Wears flamboyant or outlandish clothes
31Underdressed
32Overdressed
33Nervous eye twitch
34Fiddles and fidgets nervously
35Whistles a lot
36Sings a lot
37Flips a coin
38Good posture
39Stooped back
40Tall
41Short
42Thin
43Fat
44Visible wounds or sores
45Squints
46Stares off into distance
47Frequently chewing something
48Dirty and unkempt
49Clean
50Distinctive nose
51Selfish
52Obsequious
53Drowsy
54Bookish
55Observant
56Not very observant
57Overly critical
58Passionate artist or art lover
59Passionate hobbyist (fishing, hunting, gaming, animals, etc.)
60Collector (books, trophies, coins, weapons, etc.)
61Skinflint
62Spendthrift
63Pessimist
64Optimist
65Drunkard
66Teetotaler
67Well mannered
68Rude
69Jumpy
70Foppish
71Overbearing
72Aloof
73Proud
74Individualist
75Conformist
76Hot tempered
77Even tempered
78Neurotic
79Jealous
80Brave
81Cowardly
82Careless
83Curious
84Truthful
85Liar
86Lazy
87Energetic
88Reverent or pious
89Irreverent or irreligious
90Strong opinions on politics or morals
91Moody
92Cruel
93Uses flowery speech or long words
94Uses the same phrases over and over
95Sexist, racist, or otherwise prejudiced
96Fascinated by magic
97Distrustful of magic
98Prefers members of one class over all others
99Jokester
100No sense of humor

Background

No person exists in a vacuum. Everyone has parents, and everyone came from somewhere. Ultimate Campaign introduced a fantastic Background Generator which you can use to randomly generate your character’s background.

Personality

The concept of Jungian Archetypes has been used as a way to interpret literature for a long time, certainly longer than I have been reading. Various interpretations and iterations on these archetypes exist, but I stumbled on my favorite example at the Seattle MoPOP’s Fantasy exhibit. Despite a lack of any actual explanation, the poster provides some fantastic concepts for your character’s personality and role in the game’s story.

Because I couldn’t find any sort of official explanations for these archetypes, I have taken some liberties to define broad personality concepts for each archetype. If you have already rolled your character’s other details, you may find that your personality does not mesh well with the rest of your character. You may take this as a challenge, but in some cases you may wish to reroll if you can’t find a way to make things work. Many of the personality archetypes are also gender-specific (such as the Iron Maiden). If you are not happy being constrained to a gender, you may take this as a challenge to interpret the archetype as a different gender.

Want an even more interesting personality? Try rolling twice and combining the results.

d20ArchetypeDescription
1The Mystic WarriorThe Mystic Warrior is a warrior with some sort of special power. They might understand and wield the power, or the power might be the influence of some otherworldly force that the character cannot control.

 

Class Suggestions: Bloodrager, Cleric, Magus, Oracle, Ranger, Shaman, Warpriest

2The Maiden WarriorThe Maiden Warrior is typically a woman with historically female traits and interests who takes up arms to tackle some challenge or enemy. The Maiden Warrior falls somewhere between the Iron Woman and the Unlikely Hero. The Maiden Warrior is all about breaking out of tradition gender and personality roles, so don’t feel required to play a female character. Instead, your character might be a peaceful homebody who enjoys cooking, gardening, and needlepoint, but has an untapped talent for fencing. The Maiden Warrior should generally be a class which uses light armor and Dexterity instead of a class which depends on heavy armor and Strength.

 

Class Suggestions: Any

3The KnightThe iconic warrior hero, the Knight is honorable, strong, true. Many Lawful-Good characters work as the Knight, but the Knight isn’t necessarily good. The Knight is typically Lawful-Good-aligned, but an Evil-aligned knight with a strict code of conduct makes just as much sense.

 

Class Suggestions: Cavalier, Cleric, Fighter, Monk, Paladin, Samurai, Warpriest

4The BarbarianThe Barbarian is a wild warrior, perhaps from a distant and uncivilized land, but nearly always more in tune with nature and the wilderness than most characters. Don’t feel obligated to play the Barbarian class, though this is an obvious and perfectly acceptable choice. The Barbarian is typically Chaotic-aligned.

 

Class Suggestions: Barbarian, Bloodrager, Druid, Shaman, Ranger

5The TricksterThe Trickster is a clever and creative character. They might see odd solutions which other characters don’t, and they rarely face foes head-on. Any character with a talent for stealth, trickery, and deception can make a good trickster. The Trickster and the Shadow are easy to confuse, but where the Shadow is more devious and subtle, the Trickster is typically more flashy and in-your-face. The Trickster is typically Chaotic-aligned.

 

Class Suggestions: Alchemist, Bard, Fighter, Gunslinger, Ninja, Rogue, Swashbuckler, Wizard (Especially Illusionists)

6The Earth ShakerThe key component of the Earth Shaker is their significance. Wherever the Earth Shaker goes, their presence has significant and lasting effects. An evil Earth Shaker might leave a path of destruction and chaos, while a good Earth Shaker might bring peace and prosperity as an indirect result of their actions.

 

Class Suggestions: Any

7The Wise WizardThe Wise Wizard isn’t necessarily a Wizard. Instead, they are defined by their characteristic wisdom, experience, and knowledge. Wise Wizards are often well traveled, but in lieu of real-world experience might be particularly intuitive, clever, or just very well-read. Wise Wizards nearly always have magical abilities, and are typically defined by high Intelligence and/or Wisdom.

 

Class Suggestions: Arcanist, Bard, Cleric, Druid, Magus, Oracle, Wizard

8The WarbringerThe Warbringer brings war, for good or for ill, but typically for ill. Whatever their intentions, the Warbringer sees violence as a viable and likely course of action to achieve their goals.

 

Class Suggestions: Antipaladin, Barbarian, Cavalier, Fighter, Samurai

9The ShadowThe Shadow is subtle, clever, and dangerous. They typically work behind the scenes or at the edge of sight, and prefer not to draw attention to themselves. The Shadow is typically a stealth character, and often chooses to retreat from direct conversation.

 

Class Suggestions: Bard, Monk, Ninja, Ranger, Rogue

10The Anti-HeroWhere the Knight is an honorable, stand-up guy, the Anti-Hero is rough around the edges, and typically has notable and defining character flaws. The Anti-Hero is rarely Good-aligned, but typically does good deeds either out of necessity or out of desire to be a better person.

 

Class Suggestions: Any

11The WitchThe Witch is a magic-user with strange magical powers which force them to the fringes of society. The Witch’s neighbors might be afraid of magic in general, or the Witch might derive their powers from horrific sources like demons or other horrific extraplanar beings. The Witch is typically non-Lawful, and might be non-Good, but this depends largely on the feelings of the society in which the Witch lives.

 

Class Suggestions: Alchemist, Arcanist, Druid, Shaman, Sorcerer, Witch, Wizard

12The RogueThe Rogue is a loose cannon who lives by their own rules. The Rogue can often also be defined as some combination of the Trickster, the Shadow, and the Anti-Hero. The Rogue is often charming with a heart of gold, but may be crass, rebellious, or otherwise unruly. The Rogue is almost never Lawful-aligned.

 

Class Suggestions: Alchemist, Bard, Fighter, Gunslinger, Ninja, Rogue, Swashbuckler

13The DamselThe Damsel is not always in distress, but is typically a soft, gentle, and kind character. The Damsel is never a front-line character, and is generally not violent by nature. The Damsel is nearly always Good-aligned.

 

Class Suggestions: Bard, Cleric, Oracle, Rogue, Shaman

14The Unlikely HeroThe Unlikely Hero was in the right place at the right time, and has been swept up by events and forced into a life of heroism. The Unlikely hero typically has no formal training at the beginning of their journey, and nearly always comes from humble beginnings. The Unlikely Hero is nearly always Good-aligned.

 

Class Suggestions: Barbarian, Fighter, Ranger, Rogue

15The Iron WomanThe Iron Woman is a hard, but beautiful woman. In many examples, she struggles against the limitations of her gender (think Cercei Lanister from Game of Thrones), but is fiercely determined, and often ruthless. The Iron Woman shares many traits with the Maiden Warrior, but is typically no more combative than the Damsel. The Iron Woman is rarely Good-aligned, but even good people must sometimes be ruthless, devious, and strict.

 

Class Suggestions: Alchemist, Bard, Cleric, Oracle, Shaman, Sorcerer, Witch, Wizard

16The CompanionThe Companion is often called the Sidekick in many interpretations of character archetypes, but the Companion is more than that. The Companion is a loyal friend, a faithful companion, and an ever-present source of support. The Companion is everyone’s best friend, and can often be the glue which holds the party together.

 

Class Suggestions: Any

17The Magical ProdigyPossessing a growing control of some powerful magical ability, the Magical Prodigy is defined by their magic. More than just your average Wizard, the Magical Prodigy is impressively capable with magic, often beyond the skill of their peers and occasionally beyond the skill of their superiors.

 

Class Suggestions: Arcanist, Sorcerer, Wizard

18The FoolThe Fool might provide comedy relief, or they might simply see their own lives as an absurd affair hardly worth taking seriously. The Fool is nearly always Chaotic-aligned.

 

Class Suggestions: Any (Though Bard and Rogue seem likely)

19The MysticThe Mystic is a source of wisdom, inspiration, and inspiration which stretches beyond the mortal realm. The Mystic often possesses powerful Divination abilities, and can provide all sorts of information and guidance which is otherwise unattainable. The Mystic is often cryptic, but is rarely unhelpful, and almost never wrong.

 

Class Suggestions: Cleric, Druid, Oracle, Shaman, Sorcerer, Wizard (Expecially Diviners)

20The Hero’s MuseWhen the Knight asks “why I am I doing this?”, the Hero’s Muse either has the answer or is the answer. The Hero’s Muse is a motivating force for the party, and might set the plot direction for the campaign.

 

Class Suggestions: Any

Example Random Character

  • Abilities: It doesn’t really matter, so let’s just pretend that I’m using the Elite Array.
  • Race: (37) Half-Elf
  • Class: (20) Cavalier
  • Alignment: (2, 2) Lawful-Good
  • Traits: (Combat 6, Social 4) Deft Dodger, Inspired
  • Equipment: See example equipment, above
  • Details:
    • Gender: Female
    • Age: (Self-Taught: 3+2) 25
    • Height and Weight: (3+1) 5’4, 110 pounds
  • Distinguishing Trait: (79) Jealous
  • Personality: (8) Warbringer

Our character is a female Half-Elf Cavalier. She is Lawful-Good, but has a jealous personality, and is a Warbringer. This could mean any number of things, but as an example we could say that this character is a noble-born soldier with an older sibling who is the subject of our character’s jealous urges. In order to distinguish herself and to move out from her sibling’s shadow, she wants to raise an army to pacify some great threat to her homeland. However, despite her nominally good intentions, the reality of war may bear horrible consequences for her countrymen.