Javascript D&D 3.5 Character Generator

Thanks to everyone who has written me during the past few weeks expressing appreciation for my character generators. I am happy that I can now bring most of them back online. Click here for the Revised (v.3.5) System Reference Document. Click here for the Open Gaming License. Click here for the Software FAQ. Special thanks to Stephen McArthur, Esq. and to the people at WoTC to whom we all owe so much.

This website is not affiliated, endorsed, or sponsored by Wizards of the Coast® or Hasbro®. Dungeons & Dragons®, and D&D® are registered trademarks of Wizards of the Coast®.

Ed Friedlander MD

March 10, 2015.

scalpel_blade@yahoo.com

Visit my Fifth Edition Character Generator also.

Visit my Fourth Edition Character Generator also.

Visit my Pathfinder Character Generator also.

This little program is my gift to my fellow-gamers, and my way of saying "thank you" to the hobby's developers. Over a quarter-century, I have enjoyed a cordial relationship with people at TSR/WOTC. In return, I'm glad to help make the process of character creation easier for everyone. Happy adventuring!

This big javascript program runs best on "Netscape" browsers. It performs poorly on "Google Chrome." It does not work on some versions of "Opera" and "Safari"; if someone can tell me what I need to do to make the code compatible with these browsers, I would be most grateful.

If you want to save your character's html file to your hard drive, Netscape seems to work better. Many people have found that saving them as Word documents works well. For some browsers, the best way to save the character sheet is to select "print" and save in .pdf format.

If this page fails to load completely, click here.

Javascript D&D 3.5 Character Generator

Please be sure your browser is javascript-enabled and your java and javascript consoles are current. You may need to turn off your anti-popup program.

Random rolls that guarantee certain point-buy values are available. Low-power: 15-21. Easy 22-24. Standard 25-27. Tougher 28-31. High-power: 32+.

When the height is selected or randomly generated, the initial weight shown is around the actual real-world weight for a lean person of that height and strength.

I allowed anyone with the "martial weapon proficiency" or "exotic weapon proficiency" to gear up with any of the respective weapons, since I expect that many groups do this (i.e., a cleric of a military sect could use any martial weapon). Make whatever adjustments are necessary. If your intelligence entitles you to more bonus languages than are listed for your race, I let you choose freely. There is disagreement in the sources as to whether the drow speak Elvish or a separate Drow dialect/language. I thought drow is probably a dialect of elvish, and when a race is described as gaining drow as a bonus language, I made it elvish.

Following the example in the "Player's Handbook", I chose to leave space for players to write their own spells as they are learned, since this is likely to vary some among campaigns.

Monsters with more than 5 levels in their monster classes (i.e., aurak draconians, sivak draconians, illithids, hound archons, trolls, astral devas, rakshasas, jann, alaghi, desmodus) show no class between level 6 and their maximum monster levels. Please note that monster hit dice are not the same as level adjustment. For example, a mind flayer's level adjustment is +7, but he/she has 8 monster hit dice.

If you choose an unusual monkish subtype, you may have some trouble with feat prerequisites. I did not let skill focus count as a scout feat. Since the program ignores the rule about not returning to the monk or paladin classes, I did not give Eberron's "monastic training" as an initial option for monks. Sorry.

Especially for paladins who run afoul of a deck of many things, the Paladin of Freedom is a chaotic good option available as an NPC/other class. In the original AD&D game, paladins were introduced by Gary Gygax to balance the disadvantages of Lawful Good alignment, and I have not implemented any other non-LG paladins. This is a family-friendly website, and there will not be room here for any material from the fiendish codices, the "Book of Vile Darkness" or the "Tome of Magic." (Tell truth and shame the devil. -- Shakespeare, I Henry IV.)

Hand-edit to customize your sheet in keeping with other publications and/or your own group's ideas.

I chose to implement "monstrous humanoid" levels only for creatures like centaurs. If you want to play a "Hobgoblin 1 / Druid 4", perhaps you can choose for your first level NPC/Other: Warrior, and hand-edit as seems right.

I have included the familiar subraces, based on published work. I liked the version of forest gnomes in the "Harvest Moon Campaign" (now offline) so much that I included them as "wild gnomes". For now:

Demihumans: Dark Elves: +2 int +2 dex +2 chr -2 con extra magic; favor Wizard/Cleric (M/F)

Deep Dwarves: +2 con -4 chr best saves; favor Fighter

Deep Gnomes: +2 dex +2 wis -2 str -4 chr extra magic; favor Rogue

Deep Halflings: +2 dex -2 str dwarf-like; favor Rogue

Forest Gnomes: +2 con -2 str favor Bard

Gray Dwarves: +2 con -4 chr extra magic; favor Fighter

Gray Elves: +2 int +2 dex -2 str -2 con favor Wizard

Sea Elves: +2 dex -2 int aquatic; favor Fighter

Tallfellows: +2 dex -2 str elf-like; favor Rogue

Wild Elves: +2 dex -2 int favor Sorcerer

Wild Gnomes: +2 wis +2 con -2 chr -2 str favor Druid

Wood Elves: +2 dex +2 str -2 con -2 int favor Ranger

Humanoids: Bugbears: +4 str +2 dex +2 con -2 chr favor Rogue

Centaurs*: +8 str +4 dex +4 con +2 wis -2 int favor Ranger

Goblins: +2 dex -2 str -2 chr favor Rogue

Gnolls: +4 str +2 con -2 int -2 chr favor Ranger

Half-ogres*: +4 str +2 con -2 int -2 chr favor Fighter

Hobgoblins: +2 dex +2 con favor Fighter

Kobolds: +2 dex -4 str -2 con favor Sorcerer

Lizard Folk: +2 str +2 con -2 int favor Druid

Merfolk: favor Bard

Minotaurs*: +4 str -2 dex -2 int -2 chr favor Fighter

Ogres*: +10 str +4 con -2 dex -4 int -4 chr; favor Barbarian

Orcs: +4 str -2 int -2 wis -2 chr favor Barbarian

Thri-Kreen: +2 str +4 dex -2 int +2 wis -4 chr bite etc., Ranger

Troglodytes: +4 con -2 dex -2 int favor Cleric * Dragonlance style Planetouched: Aasimar: +2 wis +2 chr extra magic; favor Paladin

Air Genasi: +2 dex +2 int -2 wis -2 chr extra magic; favor Fighter

Air Mephling: +2 chr +2 dex -2 int

Bariaur: +4 str +2 con -2 chr butt favor Ranger

Chaond: extra magic; favor First

Earth Genasi: +2 str +2 con -2 wis -2 chr extra magic; favor Fighter

Earth Mephling: +2 chr +2 str -2 dex

Fey'ri: +2 chr +2 dex -2 int

Fire Genasi: +2 int -2 chr extra magic; favor Fighter

Fire Mephling: +2 chr +2 dex -2 int

Githyanki: +2 dex +2 con -2 wis; astral-drwelling militarists

Githzerai: +6 dex +2 wis -2 int; plane-travelling individualists

Hound Archon: +4 str +2 con +2 wis +2 chr

Jann: +6 str +4 dex +2 con +4 int +4 wis +2 chr

Rakshasa: +2 str +4 dex +6 con +2 int +2 wis +6 chr

Shadowswyft: +2 dex -2 con

Spiker:

Tanarruk: +4 str +2 dex -2 wis -4 chr

Tiefling: +2 dex +2 int -2 chr extra magic; favor Rogue

Water Genasi: +2 con -2 chr extra magic; favor Fighter

Water Mephling: +2 chr +2 dex -2 int

Wildren: +2 con -2 dex -2 chr

Zenythr: extra magic; favor Monk

Unearthed Arcana: Aquatic Dwarves: +2 str +2 con -4 dex -2 chr aquatic

Aquatic Gnomes: sense motive & gather info

Aquatic Goblins: +2 con -2 str -2 chr; dis. dev.,& slt of hand

Aquatic Half-Elves: survival

Aquatic Half-Orcs: diplomacy,& gather info

Aquatic Halflings: low-light vision

Aquatic Humans: low-light vision

Aquatic Kobolds:

Aquatic Orcs: survival

Arctic Dwarves: +2 str +2 con -4 dex -2 chr icecunning

Arctic Elves: +2 dex -2 str craft and arctic survival

Arctic Gnomes: sense motive

Arctic Goblins: +2 con -2 str -2 chr bluff & sl. hand

Arctic Half-Elves: survival bonus

Arctic Half-Orcs: diplomacy

Arctic Halflings: swim favor Ranger

Arctic Kobolds: +2 dex -2 str -2 con

Arctic Orcs: handle animals

Desert Dwarves: +2 con -2 dex fight dragons; archit.,& dungeoneering mining

Desert Elves: +2 dex -2 str scimitars,&handle animals,&ride

Desert Gnomes: bluff diplomacy sense motive

Desert Goblins: gather information

Desert Half-Elves: sense motive

Desert Half-Orcs: +2 con -2 int,&run

Desert Halflings: hide,&sleight of hand

Desert Kobolds: +2 dex -2 wis -2 str,& survival,& favor rogue

Desert Orcs: endurance

Jungle Dwarves: heal,&know nature,&survival,&spot; favor ranger

Jungle Elves: handaxe; know history

Jungle Gnomes: climb,&swim,&shipbuilding,& use rope

Jungle Goblins: jump; great climbers; favor barbarian

Jungle Half-Elves: bluff & sense motive

Jungle Half-Orcs: climb & jump

Jungle Halflings: poison, poison resistance, favor barbarian

Jungle Kobolds: +2 dex -2 int -4 str climb altitude

Jungle Orcs: heal, survival

Krynn:

Aurak Draconian: +2 dex +2 int +2 chr;

Baaz Draconian: +2 con -2 wis -2 int;

Bozak Draconian: +2 str +2 int +2 chr;

Dargonesti Elf: +2 str +2 dex -2 chr;

Deep Dwarf: +2 con -4 chr;

Dimernesti Elf: +2 dex +2 int -2 wis -2 chr;

Gully Dwarf: +2 dex +2 con -4 int -4 wis;

High Ogre: +2 int +2 chr -2 con; shapeshifter;

Kagonesti Elf: +2 dex -2 int -2 chr;

Kapak Draconian: +2 dex +2 con -2 wis -2 int;

Kender: +2 dex -2 wis -2 str; Famous handlers

Qualinesti Elf: +2 dex -2 con;

Silvanesti Elf: +2 dex +2 int -2 con -2 chr;

Sivak Draconian: +6 str +4 con;

Tinker Gnome: +2 dex +2 int -2 wis -2 str;

Eberron: Changeling: limited shape-changers

Warforged: +2 con -2 wis -2 chr; living constructs

Kalashtar: hosts to good spirits

Shifter: +2 dex -2 int -2 chr; shape-change to animals

Other popular races: Alaghi: +8 str +2 dex +2 con -4 int

Buomman: +2 wis -2 chr

Deep Orc: +6 str +2 chr -2 wis -2 dex

Gargoyle: +4 str +4 dex +8 con -4 int -4 chr

Gray Orcs: +2 str +2 wis -2 int -2 chr

Gold Dwarf: +2 con -2 dex

Grimlock: +4 str +2 dex +2 con -2 wis -4 chr

Grippli: +2 dex -2 str; good-natured frog-people (Dragon 324)

Half-Ogre: +6 str +2 con -2 dex -2 con -2 chr Savage Species sourcebook

Half-Dragon: +8 str +2 con +2 int +2 chr; breath weapon, damage immunity

Hybsil: +6 dex +2 con +2 int -2 str

Kuo-Toa: +2 str +2 int+2 dex +4 wis -2 chr

Locathah: +2 int +2 dex +2 chr; fish-folk

Lupin: faux-French wolf-folk

Mind Flayer: +2 str +4 dex +2 con +8 int +6 wis +6 chr

Mongrel Folk:+4 con -2 int -2 chr

Ogre Mage: +10 str +6 con +4 int +4 wis +6 chr

Pixie: -4 str +8 dex +6 int +4 wis +6 chr

Sahuagin: +4 str +2 dex +2 con +4 int +2 wis -2 chr; diabolic ocean-folk

Satyr: +2 dex +2 con +2 int +2 wis +2 chr

Sea Elf: +2 dex -2 int

Tasloi: +2 dex -2 str -2 chr

Troll: +12 str +12 con +4 dex -4 int -2 wis -4 chr

Urdunnir Dw.:+2 con -2 chr

Wild Dwarf: +2 con -2 chr

Winged Elf: +4 dex -2 con +2 int +2 wis

Yuan Ti: +2 dex +2 int +2 chr (pureblood)

Psionics / Dark Sun: Aarakocra: +4 dex -2 str; Flying bird-folk

Dromite: +2 chr -2 str -2 wis; Genderless insect folk

Elan: -2 chr; Non-aging, once-human aberrations

Half-Giant: +2 str +2 con -2 dex; Big, strong, and clumsy

Maenad: Energy bursts

Mul: +2 str +4 con; Super-touch, sterile human-dwarf hybrids

Pterran: +2 str +2 con -2 wis; Pterodactyl folk

Xeph: +2 dex -2 str; Quick, energy burst

Saurials -- good-natured dinosaur-like people Bladeback: +2 str +2 chr; Stegosaurus-like

Finhead: +2 dex +2 wis; Hadrosaurus-like

Flyer: +4 dex -2 con -2 chr; Pterodactyl-like

Hornhead: +2 str +2 int; large; Triceratops-like

Races of Stone Chaos Gnome: +2 dex +2 con +2 chr -2 str; look to be from Woodstock

Dream Dwarves: +2 con -2 dex; good-natured earth mystics

Feral Gargun: +4 str +4 con +2 dex -2 int; big hairy primitives

Goliath: +4 str +2 con -2 dex; big competitive mountaineers

Stonechild: +8 str +8 con +2 int -2 chr; stone-based outsiders

Whisper Gnome: +2 dex +2 con -2 str -2 chr; very quiet

Oriental Adventures Bamboo spiritfolk: speak with animals

Hengeyokai: -2 wis; shape-changing animals

Korobokuru: +2 con -2 int; dwarf-like primitives

Ratlings: +2 con -2 chr; tough and good-natured

River spiritfolk: swim, speak with fish

Sea spiritfolk: swim, fire-resistant

Vanara: +2 int +2 wis -2 str; good-natured monkey folk

Races of Destiny Illumian: near-human alphabet mystics

Sea Kin: sea-dwelling humans

Sharakim: +2 str +2 int -2 dex -2 chr; good-natured, look thuggish

Skulk: +4 dex -2 wis -2 chr; very good stealth skills

Underfolk: underground-dwelling humans

Races of the Wild Raptoran: winged folk noted for deep thinking

Catfolk: +4 dex +2 chr cat-humans

Killoren: nature folk Races of the Dragon Bahamut's Dragonborn: +2 con -2 dex recruited from other races

See Dragon 354 (April 2007) for the Modron Exile, which was well-recommended as a player character race.

I used the Krynn half-ogre, high ogre, centaur, and minotaur. The Krynn ogre seems to be the same as the generic. Centaurs and bariaurs, probably the two most popular large player-character races, present special problems in that they probably fight with normal-sized weapons and can carry substantially larger loads than four-limbed large characters of equal strength. The Grippli form Dragon #324 was resized as a halfling. I thought hengeyokai should keep the same constitution in animal form.

I did not allow any racial ability reduction to take any skill below 3. I assume that all characters can speak Common. For "Other Race" options, a character under 4'0" will be considered "small" in the printout.

Restrictions for NPC/Other classes and new classes include:

Artificers need intelligence 11.



Psions need intelligence 11.



Psionic warriors need wisdom 11.



Wilders need charisma 11.



Adepts, healers and spirit shamans need wisdom>=13.



Aristocrats have it as their first class.



Experts have intelligence>=10.



Warriors need strength, dexterity, or constitution>=12.



Chaos mages have no other arcane spellcasting class, and must be chaotic.



Favored souls, spirit shamans, and shugenjas do not multiclass as clerics or druids.



Favored souls, shugenjas, and warmages need charisma>=13.



Spirit shamans need wisdom>=13.



Samurai do not multiclass as fighters, rangers, or paladins and of course must be lawful.



Sohei do not multiclass as paladins and of course must be lawful.



Warlocks must be chaotic and/or evil.



Warmages do not multiclass as sorcerers. I had to do it this way to save programming space. If you want this combination, play a battle sorcerer instead.



Wu Jen do not multiclass as wizards. I required intelligence of 13 or better.



Archivists require intelligence of 13 or better.





Ranger unarmed and mounted combat tracks are from "Dragon."

If your character is of an unlisted race, or is an atypical specimen, make your own adjustments on the sheet as required. Especially, the planetouched (aasimar, tieflings, genasi, chaonds, zenythri) surely exhibit greater variability of racial traits than the source books suggest.

The anagakok (Dragon 344) is a wizard with specializations in plants and animals, including neutralizing poison. Details will be provided on your sheet if you choose this option, which I thought would be popular.

I hope visitors will consider adopting material from The Book of Exalted Deeds, especially feats that encourage subduing rather than really hurting opponents. For those who do not have the book, see below.

Anything that I add slows down the program for everybody else. So I had to make some decisions. Until I have found out how to make the program run more efficiently on all major browsers, I have chosen not to implement specific prestige class options, age-related changes, or the ascetic and pacifist options from "The Book of Exalted Deeds". You can make a "mystic theurge" or one of the other DMG prestige classes at the Eberron page. "Domain wizards" from "Unearthed Arcana" seem to offer no compensatory disadvantages, so I did not implement them. Especially, I chose to forego adding age-related changes because of the difficulty of knowing how many skill points to assign given the increased intelligence. The same applies to some acquired templates such as the vampire. You can adjust these by hand. Sorry! Some feats which will probably prove to be popular (notably "Able Learner" from "Races of Destiny" or the very powerful "Nymph's Kiss" from "Book of Exalted Deeds") would be unmanageable for this program.

Racial substitution levels seem likely to be generated for specific campaigns. If a racial substitution option is available, and this makes a particular skill a class skill (i.e., survival for an elf paladin), this will appear as a checkmark in the corresponding box.

I did not include clothing choices, since those in the Player's Handbook seemed arbitary and too heavy, and they are not listed with starting packages.

Epic characters are really too special for a limited generator like this one. I have just developed a simplified approach to multiclassing beyond twentieth level. If it proves bug-free, I will export it to Eberron. I introduced gestalt offerings ("Unearthed Arcana") and am working out the problems. One gestalt combination only please. You must choose NPC/Other as your class initially.

Dragon 330 (April 2005) explains that animal companions that gain hit dice do not gain size categories. I have corrected the error.

You are more than welcome to download these generators to your own computers and share them with your friends. Simply use your browser's "File -- Save" function to your hard disk. If you modify them, please give credit to me as original programmer, and do not make an evil-oriented generator.

Of course, I am grateful to TSR/WOTC, who developed and own the game system and graciously allow others to work with it. This page, which will be continually under construction, is intended to help people begin enjoying adventure gaming. This and my other generators will stay online indefinitely despite the upcoming fourth edition.

Ed F.

scalpel_blade@yahoo.com No texting or chat messages, please. Ordinary e-mails are welcome.

Please report all errors and bugs. Thanks!