Other Characteristics

After you have selected a race, you may want to fill in the details of your character. You are not required to do so, but there are many situations in which this information is vital or useful to role-playing.

The sex and name of your character are up to you. Your character can be of the same sex as yourself or of the opposite sex.

Some people feel it is important to know whether their character is right- or left-handed. Actually, this has no bearing on the play of the game, since all characters are assumed to be reasonably competent with either hand (that doesn't mean everyone is trained to fight with two weapons). It is easiest to say that your character has the same handedness as you. This will result in the normal ratio of right- to left-handed people.

There are a number of other personal characteristics your character has-- hair and eye color, body shape, voice, noticeable features, and general personality. There are no tables for these things, nor should there be. Your job, as a player, is to add these details, thereby creating the type of character you want. You probably know some from the start (do you want to play a towering, robust warrior, or a slim, unassuming swordsman?); others, especially your character's personality, will grow and take form as you play. Remember, you are an actor and your character is your role!

Height and Weight

On occasion it may be useful to know your character's height and weight. The best way to determine height and weight is to choose the appropriate numbers, subject to your DM's approval. If you want a short, pudgy human fighter, you can select an appropriate height and weight. Otherwise, heights and weights can be generated randomly using the Table below. Take the appropriate base score and add the die roll modifier.

Height and Weight

  Height in Inches Weight in Pounds
Race Base* Modifier Base* Modifier
Dwarf 43/41 1d10 130/105 4d10
Gnome 38/36 1d6 72/68 5d4
Elf 55/50 1d10 90/70 3d10
Half-elf 60/58 2d6 110/85 3d12
Halfling 32/30 2d8 52/48 5d4
Half-Orc 61/59 2d4 140/100 6d8
Human 60/59 2d10 140/100 6d10

* Females tend to be lighter and shorter than males. Thus, the base numbers for height and weight are divided into male/female values. Note that the modifier still allows for a broad range in each category.

 

Starting Age

The table below can be used to determine the character's starting age. Alternatively, the DM and player can choose an appropriate age based on the character history agreed upon.

  Starting Age (Young Adult) Maximum Age Range
Race Base Age Variable (Base + Variable)
Dwarf 40 5d6 250+2d100
Gnome 60 3d12 300+3d100
Elf 100 5d6 600+4d100*
Half-elf 15 1d6 275+5d20
Halfling 20 3d4 150+5d10
Half-Orc 20 1d4 50+5d6
Human 15 1d4 90+2d20

Age Categories

As a character ages, his ability scores are affected. The ages in the table below indicate the age at which the character will enter that category, and gain the benefits/penalties of that age group. All aging adjustments are cumulative. When a character is first created, no adjustments are made, even if they start in the "mature" category.

RaceMatureMiddle AgeOld AgeVenerable
Dwarf50 years150 years250 years350 years
Gnome90 years300 years450 years500 years
Elf175 years550 years700 years900 years
Half-elf40 years100 years175 years250 years
Halfling35 years70 years100 years150 years
Half-Orc15 years30 years45 years60 years
Human20 years40 years60 years90 years
Aging Effects:+1 Strength
+1 Wisdom

-1 Strength
+1 Intelligence
+1 Wisdom
-1 Constitution

-2 Strength
+1 Wisdom
-2 Dexterity
-1 Constitution
-1 Strength
+1 Wisdom
-1 Dexterity
-1 Constitution

Note that Wisdom will increase with experience as well.

Magical Aging

There may be times when a magical device or spell adds years to or subtracts years from a player character's life. This magical aging creates the need to track a character's Physical and Actual age separately. Some magical aging physically affects the character. For example, a haste spell ages those it affects by one year. This aging is added directly to the player character's Physical age. He physically acquires the appearance of himself one year older (a few more wrinkles, etc.). Characters who increase in age from such magical effects do not gain the benefits of increased Wisdom and Intelligence--these are a function of the passage of game time--but the character does suffer the physical losses to Strength, Dexterity, and Constitution associated with aging. These are breakdowns of the body's systems. Physical age can also be removed in the same manner. Some potions give years back to the character. In this case, the physical appearance of the character is restored. The character can regain lost vigor (Str, Dex, and Con) as his body is renewed but he does not lose any of the benefits of aging (Wis and Int).

Magical aging can also work to increase or decrease the life span of the character. In such a case, the actual age of the character is unaffected. All adjustments are made by the DM to the character's maximum age (which only the DM knows).

For example, a human finds a magical fountain that bestows great longevity (10 to 60 years more). The DM has already determined the human will naturally live to 103 years (base 90 + 2d20, in this case 13). The water of the fountain bestows 40 more years so that, unless the character meets a violent end, he will live to 143 years. He still suffers the effects of aging at the usual ages (45, 60, and 90 years, respectively), but the period in which he would be considered a venerable elder of his people is extended for 40 years.

Bottom Line:

Benefits/Penalties to Strength, Dexterity and Constitution are based on Physical age.
Benefits/Penalties to Intelligence and Wisdom are based on Actual age.