Character Background Generator

This Character Background generator is designed to outline a new player character’s basic characteristics resulting from cultural heritage, race, age, ability stats, and other events out of the character’s control prior to joining the campaign. (Source of inspiration.)

Physical Characteristics

Height

roll 4d6 Female Dwarf Male Dwarf Female Elf Male Elf Female Half-Elf Male Half-Elf Female Halfling Male Halfling Female Human Male Human
4 3 ft. 3 in. 3 ft. 5 in. 4 ft. 4 ft. 3 in. 4 ft. 5 in. 4 ft. 9 in. 2 ft. 2 ft. 6 in. 4 ft. 9 in. 5 ft.
5 3 ft. 4 in. 3 ft. 6 in. 4 ft. 1 in. 4 ft. 4 in. 4 ft. 6 in. 4 ft. 10 in. 2 ft. 1 in. 2 ft. 7 in. 4 ft. 10 in. 5 ft. 1 in.
6 3 ft. 5 in. 3 ft. 7 in. 4 ft. 2 in. 4 ft. 5 in. 4 ft. 6 in. 4 ft. 10 in. 2 ft. 2 in. 2 ft. 8 in. 4 ft. 10 in. 5 ft. 2 in.
7 3 ft. 5 in. 3 ft. 7 in. 4 ft. 3 in. 4 ft. 6 in. 4 ft. 7 in. 4 ft. 10 in. 2 ft. 3 in. 2 ft. 9 in. 4 ft. 11 in. 5 ft. 3 in.
8 3 ft. 6 in. 3 ft. 8 in. 4 ft. 4 in. 4 ft. 7 in. 4 ft. 8 in. 4 ft. 11 in. 2 ft. 4 in. 2 ft. 10 in. 5 ft. 5 ft. 4 in.
9 3 ft. 7 in. 3 ft. 9 in. 4 ft. 5 in. 4 ft. 8 in. 4 ft. 9 in. 5 ft. 2 ft. 5 in. 2 ft. 11 in. 5 ft. 1 in. 5 ft. 5 in.
10 3 ft. 7 in. 3 ft. 9 in. 4 ft. 6 in. 4 ft. 9 in. 4 ft. 9 in. 5 ft. 1 in. 2 ft. 7 in. 3 ft. 5 ft. 2 in. 5 ft. 6 in.
11 3 ft. 8 in. 3 ft. 10 in. 4 ft. 6 in. 4 ft. 9 in. 4 ft. 10 in. 5 ft. 2 in. 2 ft. 8 in. 3 ft. 1 in. 5 ft. 3 in. 5 ft. 7 in.
12 3 ft. 9 in. 3 ft. 11 in. 4 ft. 7 in. 4 ft. 10 in. 4 ft. 11 in. 5 ft. 3 in. 2 ft. 9 in. 3 ft. 2 in. 5 ft. 4 in. 5 ft. 8 in.
13 3 ft. 9 in. 3 ft. 11 in. 4 ft. 8 in. 4 ft. 11 in. 5 ft. 5 ft. 4 in. 2 ft. 10 in. 3 ft. 3 in. 5 ft. 5 in. 5 ft. 9 in.
14 3 ft. 10 in. 4 ft. 4 ft. 9 in. 5 ft. 5 ft. 1 in. 5 ft. 5 in. 2 ft. 11 in. 3 ft. 4 in. 5 ft. 6 in. 5 ft. 10 in.
15 3 ft. 11 in. 4 ft. 1 in. 4 ft. 10 in. 5 ft. 1 in. 5 ft. 1 in. 5 ft. 6 in. 3 ft. 3 ft. 5 in. 5 ft. 7 in. 5 ft. 11 in.
16 3 ft. 11 in. 4 ft. 1 in. 4 ft. 11 in. 5 ft. 2 in. 5 ft. 2 in. 5 ft. 6 in. 3 ft. 1 in. 3 ft. 6 in. 5 ft. 7 in. 6 ft.
17 4 ft. 4 ft. 2 in. 5 ft. 5 ft. 3 in. 5 ft. 3 in. 5 ft. 7 in. 3 ft. 2 in. 3 ft. 7 in. 5 ft. 8 in. 6 ft. 1 in.
18 4 ft. 1 in. 4 ft. 3 in. 5 ft. 5 ft. 3 in. 5 ft. 4 in. 5 ft. 8 in. 3 ft. 3 in. 3 ft. 8 in. 5 ft. 8 in. 6 ft. 2 in.
19 4 ft. 1 in. 4 ft. 3 in. 5 ft. 1 in. 5 ft. 4 in. 5 ft. 4 in. 5 ft. 9 in. 3 ft. 4 in. 3 ft. 9 in. 5 ft. 9 in. 6 ft. 3 in.
20 4 ft. 2 in. 4 ft. 4 in. 5 ft. 2 in. 5 ft. 5 in. 5 ft. 5 in. 5 ft. 10 in. 3 ft. 5 in. 3 ft. 10 in. 5 ft. 10 in. 6 ft. 4 in.
21 4 ft. 3 in. 4 ft. 5 in. 5 ft. 3 in. 5 ft. 6 in. 5 ft. 6 in. 5 ft. 11 in. 3 ft. 6 in. 3 ft. 11 in. 5 ft. 11 in. 6 ft. 5 in.
22 4 ft. 3 in. 4 ft. 5 in. 5 ft. 4 5 ft. 7 in. 5 ft. 7 in. 6 ft. 3 ft. 7 in. 4 ft. 6 ft. 6 ft. 6 in.
23 4 ft. 4 in. 4 ft. 6 in. 5 ft. 5 in. 5 ft. 8 in. 5 ft. 8 in. 6 ft. 3 ft. 8 in. 4 ft. 1 in. 6 ft. 1 in. 6 ft. 7 in.
24 4 ft. 5 in. 4 ft. 7 in. 5 ft. 6 in. 5 ft. 9 in. 5 ft. 9 in. 6 ft. 1 in. 3 ft. 9 in. 4 ft. 2 in. 6 ft. 2 in. 6 ft. 8 in.

Weight

roll 4d6 Female Dwarf Male Dwarf Female Elf Male Elf Female Half-Elf Male Half-Elf Female Halfling Male Halfling Female Human Male Human
4 99 124 66 83 83 107 41 50 116 134
5 102 127 68 85 85 110 42 51 118 138
6 105 131 70 87 87 113 44 52 122 143
7 107 134 72 90 90 116 45 54 125 147
8 110 138 74 92 92 120 46 55 129 151
9 113 142 75 94 94 123 47 57 132 155
10 116 145 77 97 97 126 48 58 136 159
11 119 149 79 99 99 129 50 60 139 164
12 122 153 81 102 102 132 51 61 143 168
13 125 157 84 104 104 136 52 63 146 173
14 128 160 86 107 107 139 53 64 150 177
15 133 166 89 111 111 144 55 66 155 184
16 137 172 92 114 114 149 57 69 160 195
17 142 177 95 118 118 154 59 71 166 200
18 147 183 98 122 122 159 61 73 171 207
19 151 189 101 126 126 164 63 76 177 214
20 156 195 104 130 130 169 65 78 182 220
21 161 201 107 134 134 174 67 80 188 230
22 166 207 111 138 138 180 69 83 194 237
23 171 214 114 142 142 185 71 85 199 241
24 176 220 117 147 147 191 73 88 205 250

Origin & Upbringing

Family

Create an adjusted strength number by rolling 1d20 and subtracting the character’s Strength score, then consult the following tables:

Adj. Strength Family Upbringing
+17 to +14 Left on the doorstep of a cottage as a foundling; thereafter adopted and given an education.
+13 Born a slave and kept until freed; began working as an apprentice at the age of [6-9]
+12 to +11 Lost family at age [6-9], finding support from a mentor acting as a surrogate parent.
+10 to +9 Lost family after beginning class-level training at age [10-14]; continued education with the help of mentor and institution (see table below).
+8 to +7 Raised by [mother/father]’s [sister/brother] after [1-12] years of age
+6 to +4 Raised by [mother/father]’s [sister/brother] after [1-12] years of age
+3 Raised by an elder [sister/brother] after [3-12] years of age; sibling is [2-8] years older than the character
+2 Lost family at age [6-9], finding support from a mentor acting as a surrogate parent.
+1 Raised by both of [mother/father]’s parents after [2d4+5] years of age
0 Raised by single [mother/father]
-1 to -2 Raised by both parents
-3 to -6 Raised by both parents and [1-2] grandparents, elder to [mother/father]
-7 to -12 Raised by both parents and 3 grandparents
-13 to -17 Raised by both parents and all four grandparents
Adj. Strength Number of Siblings Special
+8 to +7 [roll d20] none (1-14), one (15-19), or two (20)
+6 [roll d20] none (1-9), one (10-17), two (18-19), or three (20)
+5 to +3 0-3 (d4-1)
+2 0
+1 to -2 1-4
-3 to -6 2-4
-7 to -9 0-5 (d6-1) character had a fraternal twin that died [roll d20] at birth (1-7), at the age of [1-3](8-17), or at the age of [d10+4](18-20)
-10 1d6 character has a living fraternal twin
-11 1d6+1 character has a living identical twin
-12 to -13 1d6+2 character had an identical twin that died [roll d20] at birth (1-9), at the age of [1-3](10-17), or at the age of [d10+4](18-20)
-14 to -15 1d6+3
-16 to -17 6-15 (3d4+3)

Where the first table describes a character as “raised by,” it should be understood that the named person is still alive when the character enters the campaign. To determine their age, randomly determine which order the character falls if there are any siblings. The first sibling is born into a family when the mother is between the age of 14 and 20. Count the father’s age as 3d4-4 added to the mother’s age. Each subsequent child is born at a 1-3 year interval. This should give the approximate age of the character’s parents. If the placement cannot be reconciled, assume elder siblings are twins or triplets if needed. Mentors will be 5d6+20 years older than the character.

If a character has a living twin, they may at the referee’s discretion play both characters. Identical twins have the same ability scores as the first character. For fraternal twins, add 2d8-5 to each of the original character’s ability scores to get the twin’s ability scores.

Progenitor

The strongest person in the character’s early life who instigated the character’s eventual career as a class-levelled adventurer. Usually this is the character’s father and/or mother, but it could be an aunt or uncle or another mentor, depending on the family generated above. This person’s profession was experienced and lightly transferred to the character prior to advanced training as a warrior or mage; this profession often forms the character’s “secondary skill” and an inspiration for any selected Skills.

Something to keep in mind is that, in our setting’s time and place, most places could not afford for people to specialize. Most villages and small towns simply subsist as they can, with each family supporting themselves with the help of their neighbors, and most peasants engaging in a wide variety of “professions” as needed. The profession discovered below might have been a prominent one, or a particular skill in which the progenitor engaged for their neighbors, or simply one skill among many.

Random Determination

To determine the character’s progenitor, start by subtracting 10 from each of the character’s ability scores. If the character has less than 1 point in any of these, then progenitors from that ability score source are unavailable. The remaining points are added together and used for weighting the roll to determine from which source the progenitor comes.

For example: Alice rolls her ability scores, ending with an 18 Str, 12 Dex, 10 Con, 14 Per, 8 Wil, and 13 Arc. Subtracting 10 from each and discarding Con and Wil, Alice ends with 8 Str, 2 Dex, 4 Per, and 3 Arc for a total of 17. She rolls a random number from 1 to 17: Str (1-8), Dex (9-10), Per (11-14), and Arc (15-17). Alice gets a 17, and her progenitor can be found on the Arcana table.

All tables are rolled on with a d100.

Strength

Professions associated with strength require simple application of strength at the very least, and precise martial knowledge at the rarer side of things. Characters from these backgrounds are usually not shy of hard labor.

  • 01-27: Farmer
  • 28-39: Woodcutter
  • 40-57: Sailor
  • 58-74: Teamster
  • 75-85: Guard
  • 86-92: Mercenary
  • 93-96: Outrider
  • 97-98: Bounty Hunter
  • 99: Master-at-arms
  • 100: Class-levelled Warrior

Dexterity

Professions associated with dexterity include a wide range of artisans who have been trained to work with their hands to make practical objects. Others represent arts where nimble fingers, fast movements, and sharp practice rule the day. Many characters from these backgrounds treat the pursuit of a levelled class as a means of escape from the drudgery of rigorous professional obligations.

  • 01-08: Brewer
  • 09-16: Baker
  • 17-24: Butcher
  • 25-32: Chandler
  • 33-40: Cook
  • 41-48: Fishmonger
  • 49-56: Vintner
  • 57-64: Tailor
  • 65-70: Furrier
  • 71-76: Weaver
  • 77-80: Tanner
  • 81-84: Leatherworker
  • 85-88: Cobbler
  • 89-92: Cooper
  • 93-96: Wagonwright
  • 97: Shipwright
  • 98: Furniture maker
  • 99: Bookbinder
  • 100: Stonecutter

Constitution

Professions associated with Constitution require considerable fortitude, good health, and a willingness to do dirty and unpleasant work. Characters from these backgrounds are used to the worst environments, where heat, confinement, isolation, and grime are the order of the day.

  • 01-25: Labourer
  • 26-40: Porter
  • 41-55: Miner
  • 56-70: Blacksmith
  • 71-80: Armourer
  • 81-88: Weaponsmith
  • 89-90: Executioner
  • 91-96: Rat catcher
  • 97-100: Graverobber

Perception

Professions associated with Perception require attention to detail and application of design. Characters from these backgrounds were often engaged in precise artistic or administrative functions in society.

  • 01-17: Luthier
  • 17-29: Jeweller
  • 30-35: Lapidary
  • 36-45: Engraver
  • 46-62: Glassmaker
  • 63-85: Sculptor
  • 86-92: Gambler
  • 93-100: Forger

Willpower

Professions associated with Willpower require steady commitment and the sort of grit that provides a character with courage in the face of adversity. Characters from these backgrounds are used to toiling long hours to achieve a desired result.

  • 01-29: Fisherfolk
  • 30-37: Herder
  • 38-53: Hunter
  • 54-65: Toll keeper
  • 66-75: Peddler
  • 76-93: Sentinel
  • 94-100: Explorer

Arcana

Professions associated with Arcana relate to matters of pursuing education and the application of experience. Characters from these backgrounds are used to engaging their minds to solve issues.

  • 01-27: Clerk
  • 28-50: Scribe
  • 51-57: Herbalist
  • 58-65: Sage
  • 66-80: Tutor
  • 81-93: Lawyer
  • 94-98: Alchemist’s apprentice
  • 99: Alchemist
  • 100: Class-levelled Mage

Institution

This table should be rolled on only after a class has been selected.

Normally, a character will have started training in their class at the age of 8 to 10. The institution below is a formative circumstance in the child’s life, a place where he or she spent enough time to make an impression and shape their outlook later on. If more than one column applies, both institutions had an influence at some point. Characters with the Fieldcraft feat should roll 1d12+10 on the Warrior column. Practically speaking, this serves as an inspiration for Skills the player might select at character creation.

1d20 Warrior (1d20+7 if Arcanist) Mage Anointed Feat
1-3 shipboard guildhouse church/temple
4-12 barracks guildhouse church/temple
13-15 barracks guildhouse monastery
16-18 baggage camp library monastery
19-20 manor farm library monastery
21-22 manor farm
23-27 monastery
  • Baggage camp: the character spent their childhood following a military camp or roving band through campaigns, helping to cook, launder clothes, make food, nurse wounded, carry baggage, and otherwise act as a servant to soldiers. Most likely, he or she began training as a warrior while still on the move, taught by soldiers present, not doing any particularly formal training until older, about the age of 13.
  • Barracks: the character spent their childhood in established barracks of a king or prince, cleaning weapons, sharpening them, mending tears in cloth and leather armour, cleaning and attending livestock, and acting as a servant to soldiers. Practical training for a warrior would have been started on a formal basis and been continued into the early teens before abandoning the traditional soldier’s training to gain a warrior’s knowledge from direct tutors and masters.
  • Church/temple: the character spent their childhood cleaning the pews, carrying hymnals and other books, gardening, assisting at liturgies, tending to animals kept to support the clergy, carrying candles, and more. After the character was given a place during services and shows his or her piety, the decision is made to send the character for formal study on a stipend.
  • Guildhouse: the character spent their childhood as a servant and participating in the backbreaking work of feeding and housing a large number of workers: much laundering, kitchen duties, and carrying food and water. As the character got older, they would have been trained in the skills of the particular guild or profession. Eventually, the guild would have been responsible, through collections and donations, for the character receiving a formal education.
  • Library: few and far between, a library is a place where a young character would have been primarily engaged in cleaning, collecting and copying. Formal education began when the character is paid for their ability to read and write, a task they performed throughout their training as a mage.
  • Manor farm: the character spent their childhood as part of a thegn or ealdorman’s household, working in a variety of tasks and places: the stables, farming, processing staples into foodstuffs, a house servant, gamekeeper’s assistants, shepherds, etc. Arcanists would have impressed the noble enough that their way to a formal education was paid, but other warriors would have had to beg, borrow, or steal the money from the various overseers and friends they’ve made.
  • Monastery: similarly to a manor house, with opportunities to learn about farming, animals, and the making of various foodstuffs, all with a religious culture and surroundings. The character might have remained at the monastery to complete their formal training as a mage, or would have headed out with a stipend to obtain formal training as a warrior.
  • Shipboard: the character spent their early days living the dangerous, hard, and repetitive life of a sailor. A child aboard ship would have been engaged in scrubbing decks, kitchen duties, laundering, or other menial tasks. Formal training could have taken place on a long voyage at sea, or during lengthy shore leave.

Starting Age

  • Young: +1 to Con score, but choose only one skill.
  • Adult: The default, choosing two skills.
  • Old: -1 to Con score, but choose three skills.
Race Young Warrior Young Mage Adult Warrior Adult Mage Old Warrior Old Mage
Dwarf 27+1d4 34+1d4 38+1d6 42+1d6 120+2d8 150+2d8
Elf 50+2d8 75+2d8 200+2d10 300+2d10 1000+2d20 1500+2d20
Half-Elf 14+1d4 16+1d4 24+1d4 37+1d4 175+2d8 200+2d8
Halfling 18+1d4 24+1d4 30+1d6 35+2d6 65+2d8 75+2d8
Human 14+1d4 16+1d4 20+1d4 25+1d4 55+2d8 65+2d8