

The table below shows traits selected from the Ultimate Campaign traits so that your traits will always be beneficial. Class Trait 1 Trait 2 Trait 3 Trait 4 Alchemist Magic Combat Social Faith Barbarian Combat Social Faith Magic Bard Social Combat Magic Faith Cavalier Combat Social Faith Magic Cleric Faith Magic Combat Social Druid Faith Magic Combat Social Fighter Combat Faith Social Magic Gunslinger Combat Social Faith Magic Magus Magic Combat Social Faith Inquisitor Combat Faith Social Magic Monk Combat Faith Social Magic Paladin Faith Combat Social Magic Ranger Combat Social Faith Magic Rogue Combat Social Magic Faith Ninja Combat Social Magic Faith Oracle Faith Magic Social Combat Samurai Combat Social Faith Magic Sorcerer Magic Social Faith Combat Witch Magic Faith Social Combat Wizard Magic Faith Social Combat

If you want even more randomness, roll a d4 to select which trait type to use. Roll random traits as needed for your campaign. While two traits is normal, some campaigns allow more or fewer. The table below lists traits of the four basic trait types in priority order appropriate to each class. d6 Law-Chaos Good-Evil 1-2 Lawful Good 3-4 Neutral Neutral 5-6 Chaotic Evil d10 Alignment 1-2 Neutral Good 3-4 Lawful Neutral 5-6 True Neutral 7-8 Chaotic Neutral 9-10 Neutral Evil Traits

All traits are drawn from Utimate Campaign. Depending on your class, one or both parts of your alignment might be pre-determined. Once for the Law-Chaos axis, once for the Good-Evil axis. d100 Class Abilities 1-5 Alchemist Int > Dex > Con > Wis > Cha > Str 6-10 Barbarian Str > Con > Dex > Wis > Int > Cha 11-15 Bard Cha > Con > Dex > Str > Int > Wis 16-20 Cavalier Cha > Str > Con > Dex > Wis > Int 21-25 Cleric Wis > Str > Con > Cha > Dex > Int 26-30 Druid Wis > Con > Str > Dex > Int > Cha 31-35 Fighter Str > Con > Dex > Wis > Int > Cha 36-40 Gunslinger Dex > Wis > Con > Int > Cha > Str 41-45 Magus Int > Str > Con > Dex > Wis > Cha 46-50 Inquisitor Wis > Str > Dex > Con > Int > Cha 51-55 Monk Wis > Str > Con > Dex > Int > Cha 56-60 Paladin Str > Cha > Con > Wis > Dex > Int 61-65 Ranger Dex > Con > Str > Wis > Int > Cha 66-70 Rogue Dex > Int > Con > Cha > Wis > Str 71-75 Ninja Cha > Dex > Int > Con > Wis > Str 76-80 Oracle Wis > Str > Con > Cha > Dex > Int 81-85 Samurai Cha > Str > Con > Dex > Wis > Int 86-90 Sorcerer Cha > Dex > Con > Wis > Int > Str 91-95 Witch Int > Dex > Con > Wis > Cha > Str 96-100 Wizard Int > Dex > Con > Wis > Cha > Str Alignment Assign abilities in descending order as specified below. If you do not want to use random abilities, use the elite array (15, 14, 13, 12, 10, 8). “Uncommon” races are selected from the “featured races” in the Pathfinder Advanced Races Guide. If your setting has a different racial composition, you may need to change the values in the table. The composition of the table is intended to represent the approximate racial makeup of a generic Pathfinder/DnD fantasy world. Roll once on the “common races” table 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. If you want something reasonably playable, use the Elite array (15, 14, 13, 12, 10, 8) with the ability score priorities list below. Abilitiesįor a truly random character, use 4d6-keep three for abilities. You can use these sections in any order, and mixing up the order can produce even more interesting characters. Either way, get your dice out and get friendly with the tables below. Maybe you just need a quick NPC, or maybe you don’t know what to play next.
