Character Sheet Generator

Basic Info




Class / Racial HD I







Class / Racial HD II









Class / Racial HD III









Class / Racial HD IV









Class / Racial HD V









Ability Scores






Speed




Senses





Initiative

Defenses





Skills


































































































































Armor Class

Armor



If the armor is masterwork or magical, insert the normal Armor Penalty value, then check the Masterwork option and set the Enhancement Bonus as appropriate.
Setting the Enhancement Bonus without checking the Masterwork option won't reduce the Armor Penalty because some conditions may create magical non-masterwork armors.





Shield



If the shield is masterwork or magical, insert the normal Shield Penalty value, then check the Masterwork option and set the Enhancement Bonus as appropriate.
Setting the Enhancement Bonus without checking the Masterwork option won't reduce the Shield Penalty because some conditions may create magical non-masterwork shields.





Other


Combat Maneuvers

CMB







CMD




Attacks



In Attack Damage Dice, list dice without added Str bonus or such, unless the primary type of damage of the attack is something unusual, like "1d4 Con drain".
In Additional Effects, list other dice or special effects, like "+ 1d6 Fire", "+ Rend (2 Claws, 2d6)", or "+ Poison".


For thrown weapons, the normal max range is at 5 increments (Range Increment value x6); for projectile weapons, it is at 10 increments (Range Increment value x11).
If the attack is a weapon with normal range rules, leave Maximum Range at 0.


If your Str bonus is less than the Str rating of the composite bow, you take a –2 penalty on attacks.


If the weapon is magical, leaving the Masterwork option unchecked is not important if an Enhancement bonus is set.


Attack II





In Attack Damage Dice, list dice without added Str bonus or such, unless the primary type of damage of the attack is something unusual, like "1d4 Con drain".
In Additional Effects, list other dice or special effects, like "+ 1d6 Fire", "+ Rend (2 Claws, 2d6)", or "+ Poison".


For thrown weapons, the normal max range is at 5 increments (Range Increment value x6); for projectile weapons, it is at 10 increments (Range Increment value x11).
If the attack is a weapon with normal range rules, leave Maximum Range at 0.


If your Str bonus is less than the Str rating of the composite bow, you take a –2 penalty on attacks.


If the weapon is magical, leaving the Masterwork option unchecked is not important if an Enhancement bonus is set.

Attack III





In Attack Damage Dice, list dice without added Str bonus or such, unless the primary type of damage of the attack is something unusual, like "1d4 Con drain".
In Additional Effects, list other dice or special effects, like "+ 1d6 Fire", "+ Rend (2 Claws, 2d6)", or "+ Poison".


For thrown weapons, the normal max range is at 5 increments (Range Increment value x6); for projectile weapons, it is at 10 increments (Range Increment value x11).
If the attack is a weapon with normal range rules, leave Maximum Range at 0.


If your Str bonus is less than the Str rating of the composite bow, you take a –2 penalty on attacks.


If the weapon is magical, leaving the Masterwork option unchecked is not important if an Enhancement bonus is set.

Attack IV





In Attack Damage Dice, list dice without added Str bonus or such, unless the primary type of damage of the attack is something unusual, like "1d4 Con drain".
In Additional Effects, list other dice or special effects, like "+ 1d6 Fire", "+ Rend (2 Claws, 2d6)", or "+ Poison".


For thrown weapons, the normal max range is at 5 increments (Range Increment value x6); for projectile weapons, it is at 10 increments (Range Increment value x11).
If the attack is a weapon with normal range rules, leave Maximum Range at 0.


If your Str bonus is less than the Str rating of the composite bow, you take a –2 penalty on attacks.


If the weapon is magical, leaving the Masterwork option unchecked is not important if an Enhancement bonus is set.

Attack V





In Attack Damage Dice, list dice without added Str bonus or such, unless the primary type of damage of the attack is something unusual, like "1d4 Con drain".
In Additional Effects, list other dice or special effects, like "+ 1d6 Fire", "+ Rend (2 Claws, 2d6)", or "+ Poison".


For thrown weapons, the normal max range is at 5 increments (Range Increment value x6); for projectile weapons, it is at 10 increments (Range Increment value x11).
If the attack is a weapon with normal range rules, leave Maximum Range at 0.


If your Str bonus is less than the Str rating of the composite bow, you take a –2 penalty on attacks.


If the weapon is magical, leaving the Masterwork option unchecked is not important if an Enhancement bonus is set.

Feats and Abilities



Spells

Class I


If you enter a CL manually, the Caster Level field will be ignored.




Class II




Class III




Class IV




Class V




Spells Known and Prepared





Equipment



A humanoid-shaped body can be decked out in magic gear consisting of one item from each of the following groups, keyed to which slot on the body the item is worn.
Armor: suits of armor.
Belts: belts and girdles.
Body: robes and vestments.
Chest: mantles, shirts, and vests.
Eyes: eyes, glasses, and goggles.
Feet: boots, shoes, and slippers.
Hands: gauntlets and gloves.
Head: circlets, crowns, hats, helms, and masks.
Headband: headbands and phylacteries.
Neck: amulets, brooches, medallions, necklaces, periapts, and scarabs.
Ring (up to two): rings.
Shield: shields.
Shoulders: capes and cloaks.
Wrist: bracelets and bracers.
Of course, a character may carry or possess as many items of the same type as he wishes. However, additional items beyond those in the slots listed above have no effect.
Some items can be worn or carried without taking up a slot on a character's body. The description of an item indicates when an item has this property.