Cairn - Character Generator

Cairn by Yochai Gal.
Generator inspired by Lawbreaker by hrangan.

This chart uses input variables
  • Gender
  • Gear_pack
Result

{% name = roll_chart id:32011 %}
{% hp = {{1d6}} %}
{% spell = roll_chart id:32018 %}
{% spellname = {{spell.Spell}} %}
{% spelldesc = {{spell.Description}} %}

{%if Gender == "Female"%}Resolve: {{Roll on "Name" (columns: 1)}} Resolve: {{Roll on "Name" (columns: 3)}}

{%elif Gender == "Male"%} Resolve: {{Roll on "Name" (columns: 2)}} Resolve: {{Roll on "Name" (columns: 3)}}
{%else%} Resolve: {{1?{{Roll on "Name" (columns: 1)}}|2?{{Roll on "Name" (columns: 2)}}}} Resolve: {{Roll on "Name" (columns: 3)}}
{%end%}

{%if Gear_pack != "Random"%}{$Gear_pack}{%end%}

HP {$hp}/{$hp}

A Resolve: {Roll 2d20+10} year old LOWER(Roll on {{Roll on "Traits" (columns: 9)}}) {%if Gear_pack != "Random"%}LOWER(Roll on {$Gear_pack}){%end%}. Been a LOWER(Roll on {{Roll on "Background"}}). Resolve: {{Roll on "Traits" (columns: 1)}} physique, LOWER(Roll on {{Roll on "Traits" (columns: 2)}}) hair, LOWER(Roll on {{Roll on "Traits" (columns: 3)}}) skin, and LOWER(Roll on {{Roll on "Traits" (columns: 4)}}) face. Has LOWER(Roll on {{Roll on "Traits" (columns: 5)}}) speech, wears LOWER(Roll on {{Roll on "Traits" (columns: 6)}}) clothing. Resolve: {{Roll on "Traits" (columns: 7)}}, but LOWER(Roll on {{Roll on "Traits" (columns: 8)}}). Has been LOWER(Roll on {{Roll on "Traits" (columns: 10)}}) in the past.

STR Resolve: {Roll 3d6} | DEX Resolve: {Roll 3d6} | WIL Resolve: {Roll 3d6}

Equipment

Backpack
Rations (3 days)
Torch
Resolve: {Roll 3d6} gp
{%if Gear_pack == "Cleric"%}
Heavy Maul (d10, bulky)
Curved Blade (d8)
Chainmail (2 Armor, bulky)
Gauntlets (1 Armor)
Holy Symbol (Ward, once per day following prayer)
Cloak of the Order
{%elif Gear_pack == "Acrobat"%}
Balanced Pole (d8, bulky)
Chakram (d6)
Exotic Clothing
Two 10' Ribbons
Small Bell
Tea Set
{%elif Gear_pack == "Assassin"%}
Blowgun (d6)
Garrote
Poison Ring
Disguise Kit
Antitoxin
Padded Boots
{%elif Gear_pack == "Barbarian"%}
Tabar (d10, bulky)
Greatsword (d10, bulky)
Hide Coat (1 Armor)
Jawbone Cap (1 Armor)
Haruspex Totem
Two Torches
{%elif Gear_pack == "Bard"%}
Rapier (d8)
Dandy Clothing
Caltrops
Book of Lore
Bagpipes
Incense
{%elif Gear_pack == "Beast Master"%}
Spear (d8)
Big Knife (d6)
Furs (1 Armor)
Whistle
Animal Charm
Wolf | 2 HP, 12 WIL, Bite (d6)
{%elif Gear_pack == "Changeling"%}
Two Daggers (d6+d6)
Inconspicuous Clothes
Overlarge Cloak
Mirror
Two Smokebombs
Perfume
{%elif Gear_pack == "Chaos Knight"%}
Halberd (d10, bulky)
Platemail (3 Armor, bulky)
Unholy Symbol (Hatred when bathed in blood)
Large Trap
Wailing Horn
Hacksaw
{%elif Gear_pack == "Dowser"%}
Sickle (d6)
Patchwork Doublet (1 Armor)
Dowsing Rod
Eyestone (Sense if placed in fresh water)
Worn Map
Spyglass
{%elif Gear_pack == "Drow (Deep Elf)"%}
Katar (d8)
Silken Mesh (1 Armor)
Knockout Poison
Arachnid Crest (Web when in full darkness)
Manacles
Spellbook (Spider Climb or Arcane Eye)
{%elif Gear_pack == "Druid"%}
Shepherd's Crook (d8, bulky)
Jute Clothing
Witchwood Seal (Beast Form when in clear view of the sun or moon)
Face Paint
Herbal Poultice
Owl | 1 HP, 16 DEX, Talons (d4)
{%elif Gear_pack == "Duergar (Deep Dwarf)"%}
Meathook (d8)
Whip (d6)
Tattered Mail (1 Armor)
10' Chain
Craze (drug, STR save vs feeling no pain, hunger, or weariness for 1d12 hours)
Brikabrak (drug, WIL save vs confusion and speaking all thoughts aloud for 1d8 hours)
{%elif Gear_pack == "Dwarf"%}
Mace (d8)
Platemail (3 Armor, bulky)
Harp
Hammer & Tongs
Large Sack
Bellows
{%elif Gear_pack == "Elf"%}
Elegant sword (d8)
Recurve bow (d8)
Gilt Clothing (1 Armor)
Rune (Charm or Detect Magic)
Golden Flute
25' Silken Rope
{%elif Gear_pack == "Fighter"%}
Glaive (d10, bulky)
Scimitar (d8)
Shortbow (d6)
Splintmail (1 Armor)
Tobacco Pouch & Pipe
Dice Set
{%elif Gear_pack == "Friar"%}
Scepter (d6)
Deceptive Robes (1 Armor)
Censer & Holy Water
Jug of Honey Wine
Folk Songbook
Cart (+4 slots, bulky)
{%elif Gear_pack == "Gnome"%}
Big Bomb (d8, blast, one use)
Gambeson (1 Armor)
Pot of Glue
Precision Pliers
Spyglass
Spellbook (Widget or Haste)
{%elif Gear_pack == "Grimalkin"%}
Curved Knife (d6)
Hex Stone (random spell)
Pouch of Catnip
Spangle (drug, WIL save vs zen disconnectedness for a full day)
Blackberry Pie
Baubles
{%elif Gear_pack == "Half-Elf"%}
Bow (d6, bulky)
Quilted Jerkin (1 Armor)
Guitar
Fake Jewels
10' Pole
Lockpicks
{%elif Gear_pack == "Halfling"%}
Sling (d4)
Fancy Leathers (1 Armor)
Unicorn Horn (blow to play a song which summons help, one use)
Bag of Marbles
Tobacco Pouch & Pipe
Travel Charcuterie (2 days' rations)
{%elif Gear_pack == "Half-Orc"%}
Broad Axe (d8)
Crossbow (d8, bulky)
Breastplate (2 Armor, bulky)
25' Hempen Rope
Cook Pots
Crowbar
{%elif Gear_pack == "Hunter"%}
Longbow (d10, bulky)
Hatchet (d6)
Padded Leathers (1 Armor)
Large Trap
Thundering Horn
Bloodhound | 2 HP, 12 DEX, Bite (d6)
{%elif Gear_pack == "Illusionist"%}
Ornate Cane (d6)
Impressive Robes (1 Armor)
Fire Oil
Mirror
Spellbook (Mirrorwalk or Objectify)
Spellbook (Auditory Illusion or Visual Illusion)
{%elif Gear_pack == "Knight"%}
Longsword (d8)
Ornate Mail (2 Armor, bulky)
Kite Shield (1 Armor)
Heraldic Cape
Letter of Marque
Riding Horse | +2 Slots, 4 HP, Kick (d6)
{%elif Gear_pack == "Ledgermain (Arcane Bard)"%}
Shortsword (d6)
Buckler (1 Armor)
Urban Finery
Lute
Quill & Ink
Spellbook (Read Mind or Hypnotize)
{%elif Gear_pack == "Magic-User"%}
Fizzled Staff (d8)
Dagger (d6)
Spellbook (random spell)
Spellbook (random spell)
Ragged Clothing (hidden pockets)
Two Leycaps (consume to restore fatigue, WIL save vs addiction)
{%elif Gear_pack == "Minstrel"%}
Sling (d4)
Poignard (d6)
Hurdy-Gurdy
Set of Juggling Balls
Colorful Cape
Soap
{%elif Gear_pack == "Moss Dwarf"%}
Prickly Root (d6)
Pinecone Lattice (1 Armor)
Trowel
Jar of Forest Ants
Poisonous Mushroom
Hand Drill
{%elif Gear_pack == "Mycelian"%}
Crowbill (d6)
Bark Husk (2 Armor)
Lantern & Oil
Slicksweet (drug, DEX save vs legs going rubbery for an hour)
Exotic Incense
Persuasive Spores
{%elif Gear_pack == "Paladin"%}
Holy Water Sprinkler (d8)
Swordbreaker (d6)
Chainmail (2 Armor, bulky)
Bag of Salt
10' Chain
Perfume
{%elif Gear_pack == "Ranger"%}
Composite Bow (d8, bulky)
Machete (d6)
Oilskin Bag
Tent (bulky, sleeps two)
Fishing Rod
Weighted Net
{%elif Gear_pack == "Scribe (Mage)"%}
Yew Wand (Pacify when smacked on knuckles)
Scroll Case & Parchment
Quill & Ink
Hourglass
Lens
Spellbook (Befuddle or Identify Owner)
{%elif Gear_pack == "Svirfneblin (Deep Gnome)"%}
Adze (d6)
Lantern-Helmet (1 Armor, acts as lantern)
Pulley
Grease
Magnifying Glass
25' Hempen Rope
{%elif Gear_pack == "Thief"%}
Two Daggers (d6+d6)
Hooded Jerkin (1 Armor)
Lockpicks
Caltrops
Grappling Hook
Metal File
{%elif Gear_pack == "Warden"%}
Silvered Knife (d6)
Long Staff (d8, bulky)
Heavy Hooded Cloak (1 Armor)
Talisman (Wizard Mark when touching your quarry's prints)
Wolfsbane
Thowing Bolas
{%elif Gear_pack == "Woodgrue"%}
Cudgel (d6)
Sling (d4)
Panflute
Flask of Moonshine
Drake (drug, STR save vs "enjoying" violent psychosis for 1d4 hours)
Spiked Boots
{%else%}
Roll on "Armor"
Roll on "Helmet & Shield"
Roll on "Weapons"
Roll on "Gear" (columns: 1)
Roll on "Gear" (columns: 2)
Roll on "Gear" (columns: 3)
Resolve: {1-5?{1?Roll on "Gear" (columns: 2)|2?Roll on "Gear" (columns: 3)}|6-13?Roll on "Gear" (columns: 1)|14-17?{1?Roll on "Armor"|2?Roll on "Weapons"}|18-20?Book of *{$spellname}* ({$spelldesc})}
{%end%}

Equip notes
10 slots:
- Backpack (6 slots, if empty it can be used as a sleeping bag)
- Body and hands (4 slots)

bulky = 2 slots
small items can be bundled


Subcharts

Name (d20)

d20 Female Male Surname

1

Morgwen

Gringle

Cormick

2

Drelil

Breagle

Weaver

3

Lirann

Emrys

Addercap

4

Elgile

Gruwth

Thatcher

5

Moralil

Gwestin

Abernathy

6

Bronwyn

Melnax

Loomer

7

Lisabeth

Bevan

Dunswallow

8

Cannora

Grinwit

Harper

9

Wenain

Ethex

Crumwaller

10

Breagan

Mannog

Burl

11

Henaine

Gruwid

Smythe

12

Ygwal

Breglor

Candlewick

13

Yslen

Yirmeor

Glass

14

Lirathil

Arwel

Wolder

15

Beatrice

Boroth

Tolmen

16

Theune

Orthax

Harkness

17

Esme

Triunein

Getri

18

Agune

Wenlan

Malksmilk

19

Sybil

Borrid

Swinney

20

Griya

Canhoreal

Sunderman

Traits (d10)

d10 Physique Hair Skin Face Speech Clothing Virtue Vice Reputation Misfortune

1

Statuesque

Dark

Bald

Chiseled

Blunt

Antique

Ambitious

Aggressive

Oddball

Abandoned

2

Athletic

Oily

Long

Elongated

Formal

Elegant

Merciful

Vengeful

Dangerous

Defrauded

3

Brawny

Birthmark

Braided

Square

Booming

Bloody

Courageous

Bitter

Wise

Addicted

4

Lanky

Pale

Wispy

Broken

Stuttering

Frayed

Humble

Lazy

Honest

Demoted

5

Towering

Tanned

Oily

Bony

Droning

Rancid

Disciplined

Craven

Respected

Blackmailed

6

Short

Perfect

Filthy

Soft

Precise

Foreign

Tolerant

Nervous

Boor

Discredited

7

Stout

Pockmarked

Wavy

Sharp

Gravelly

Soiled

Honorable

Deceitful

Ambitious

Condemned

8

Scrawny

Rosy

Frizzy

Rat-like

Squeaky

Livery

Gregarious

Rude

Loafer

Disowned

9

Rugged

Weathered

Curly

Sunken

Cryptic

Frumpy

Serene

Greedy

Repulsive

Cursed

10

Flabby

Tattooed

Luxurious

Round

Whispery

Filthy

Cautious

Vain

Entertainer

Exiled

Background (d20)

d20 Result

1

Alchemist

2

Cleric

3

Magician

4

Performer

5

Blacksmith

6

Gambler

7

Mercenary

8

Pickpocket

9

Butcher

10

Gravedigger

11

Merchant

12

Smuggler

13

Burglar

14

Herbalist

15

Miner

16

Servant

17

Carpenter

18

Hunter

19

Outlaw

20

Ranger

Spellbooks (d100)

d100 Spell Description

1

Adhere

An object is covered in extremely sticky slime.

2

Anchor

A strong wire sprouts from your arms, affixing itself to two points within 50ft on each side.

3

Object

An object obeys your commands as best it can.

4

Anthropomorphize

An animal either gains human intelligence or human appearance for one day.

5

Arcane Eye

You can see through a magical floating eyeball that flies around at your command.

6

Astral Prison

An object is frozen in time and spacewithin an invulnerable crystal shell.

7

Attract

Two objects are strongly magnetically attracted to each other if they come within 10ft.

8

Auditory Illusion

You create illusory sounds that seem to come from a direction of your choice.

9

Babble

A creature must loudly and clearly repeat everything you think. It is otherwise mute.

10

Bait Flower

A plant sprouts from the ground that emanates the smell of decaying flesh.

11

Beast Form

You and your possessions transform into a mundane animal.

12

Befuddle

A creature of your choice is unable to form new short-term memories for the duration of the spell.

13

Body Swap

You switch bodies with a creature you touch. If one body dies, the other dies as well.

14

Charm

A creature you can see treats you as a friend.

15

Comprehend

You become fluent in all languages for a short while.

16

Command

A target obeys a single three-word command that does not harm it.

17

Cone of Foam

Dense foam sprays from your hand, coating the target.

18

Control Plants

Nearby plants and trees obey you and gain the ability to move at a slow pace.

19

Control Weather

You may alter the type of weather at will, but you do not otherwise control it.

20

Cure Wounds

Restore 1d4 STR per day to a creature you can touch.

21

Deafen

All nearby creatures are deafened.

22

Detect Magic

You can see or hear nearby magical auras.

23

Disassemble

Any of your body parts may be detached and reattached at will, without causing pain or damage. You can still control them.

24

Disguise

You may alter the appearance of one character at will as long as they remain humanoid. Attempts to duplicate other characters will seem uncanny.

25

Displace

An object appears to be up to 15ft from its actual position.

26

Earthquake

The ground begins shaking violently. Structures may be damaged or collapse.

27

Elasticity

Your body can stretch up to 10ft.

28

Elemental Wall

A straight wall of ice or fire 50ft long and 10ft high rises from the ground.

29

Filch

A visible item teleports to your hands.

30

Flare

A bright ball of energy fires a trail of light into the sky, revealing your location to friend or foe.

31

Fog Cloud

A dense fog spreads out from you.

32

Frenzy

A nearby creature erupts in a frenzy of violence.

33

Gate

A portal to a random plane opens.

34

Gravity Shift

You can change the direction of gravity, but only for yourself.

35

Greed

A creature develops an overwhelming urge to possess a visible item of your choice.

36

Haste

Your movement speed is tripled.

37

Hatred

A creature develops a deep hatred of another creature or group and wishes to destroy them.

38

Hear Whispers

You can hear faint sounds clearly.

39

Hover

An object hovers, frictionless, 2ft above the ground. It can hold up to one humanoid.

40

Hypnotize

A creature enters a trance and will truthfully answer one yes or no questions you ask it.

41

Icy Touch

A thick ice layer spreads across a touched surface, up to 10ft in radius.

42

Identify Owner

Letters appear over the object you touch, spelling out the name of the object's owners, if there are any.

43

Illuminate

A floating light moves as you command.

44

Invisible Tether

Two objects within 10ft of each other cannot be moved more than 10ft apart.

45

Knock

A nearby mundane or magical lock unlocks – loudly.

46

Leap

You jump up to 10ft high, once.

47

Liquid Air

The air around you becomes swimmable.

48

Magic Dampener

All nearby magical effects have their effectiveness halved.

49

Manse

A sturdy, furnished cottage appears for 12 hours. You can permit and forbid entry to it at will.

50

Marble Craze

Your pockets are full of marbles, and will refill every 30 seconds.

51

Masquerade

A character’s appearance and voice becomes identical to those of a character you touch.

52

Miniaturize

A creature you touch is shrunk down to the size of a mouse.

53

Mirror Image

An illusory duplicate of yourself appears and is under your control.

54

Mirrorwalk

A mirror becomes a gateway to another mirror that you looked into today.

55

Multiarm

You temporarily gain an extra arm.

56

Night Sphere

A 50ft wide sphere of darkness displaying the night sky appears before you.

57

Objectify

You become any inanimate object between the size of a grand piano and an apple.

58

Ooze Form

You become a living jelly.

59

Pacify

A creature near you has an aversion to violence.

60

Phobia

A nearby creature becomes terrified of an object of your choice.

61

Pit

A pit 10ft wide and 10ft deep opens in the ground.

62

Primal Surge

An creature rapidly evolves into a future version of its species.

63

Push/Pull

An object of any size is pulled directly towards you or pushed directly away from you with the strength of one man.

64

Raise Dead

A skeleton rises from the ground to serve you. They are incredibly stupid and can only obey simple orders.

65

Raise Spirit

The spirit of a nearby corpse manifests and willanswer 1 question.

66

Read Mind

You can hear the surface thoughts of nearby creatures.

67

Repel

Two objects are strongly magnetically repelled from each other within 10ft.

68

Scry

You can see through the eyes of a creature you touched earlier today.

69

Sculpt Elements

Inanimate material behaves like clay in your hands.

70

Sense

Choose one kind of object (key, gold, arrow, jug, etc.). You can sense the nearest example.

71

Missile Shield

A creature you touch is protected from mundane missile attacks For one minute.

72

Shroud

A creature you touch is invisible until they move.

73

Shuffle

Two creatures you can see instantly switch places.

74

Sleep

A creature you can see falls into a light sleep.

75

Slick

Every surface in a 30ft radius becomes extremely slippery.

76

Smoke Form

Your body becomes living smoke that you can control.

77

Snail Knight

10 minutes after casting, a knight sitting astride a giant snail rides into view. He is able to answer most questions related to quests and chivalry, and may aid you if he finds you worthy.

78

Sniff

You can smell even the faintest traces of scents.

79

Sort

Inanimate items sort themselves according to categories you set.

80

Spectacle

A clearly false but impressive illusion of your choice appears, under your control. It may be up to the size of a palace and has full motion and sound.

81

Spellsaw

A whirling blade flies from your chest, clearing any plant material in its way. It is otherwise harmless.

82

Spider Climb

You can climb surfaces like a spider.

83

Summon Cube

Once per second you may summon or banish a 3-foot-wide cube of earth. New cubes must be affixed to the earth or to other cubes.

84

Swarm

You become a swarm of crows, rats, or piranhas. You can only be harmed by blast attacks.

85

Telekinesis

You may mentally move 1 item under 60lbs.

86

Telepathy

Two creatures can hear each the thoughts of the other, no matter how far apart they move.

87

Teleport

An object or person you can see is transported from one place to another in a 50ft radius.

88

Target Lure

An object you touch becomes the target of any nearby spell.

89

Thicket

A thicket of trees and dense brush up to 50ft wide suddenly sprouts up.

90

Summon Idol

A carved stone statue the size of a mule rises from the ground.

91

Time Control

Time in a 50ft bubble slows down or increases by 10% for 30 seconds.

92

True Sight

You see through all nearby illusions.

93

Upwell

A spring of seawater appears.

94

Vision

You completely control what a creature sees.

95

Visual Illusion

A silent, immobile, room-sized illusion of your choice appears.

96

Ward

A silver circle 50ft across appears on the ground. Choose one species that cannot cross it.

97

Web

Your wrists shoot thick webbing.

98

Widget

A primitive version of a drawn tool or item appears before you, and disappears after a short time.

99

Wizard Mark

Your finger can shoot a stream of ulfire-colored paint. This paint is only visible to you, and can be seen at any distance, even through solid objects

100

X-Ray Vision

You can see through walls, dirt, clothing, etc.

Armor (d20)

d20 Result

1-3

None

4-14

Brigandine (1, bulky)

15-19

Chainmail (2, bulky)

20

Plate (3, bulky)

Helmet & Shield (d20)

d20 Result

1-13

None

14-16

Helmet (+1)

17-19

Shield (+1)

20

Helmet (+1) & Shield (+1)

Weapons (d20)

d20 Result

1-5

Dagger, Cudgel or Staff

6-14

Sword, Mace or Axe

15-19

Longbow, Crossbow or Sling

20

Halberd, War Hammer, Battleaxe

Gear (d20)

d20 Result Result Result

1

Antitoxin

Hammer

Incense

2

Cart (+4 slots, bulky)

Saw

Bottle

3

Wolfsbane

FishingRod

Fake Jewels

4

Pole (10 ft)

Net

Face Paint

5

Rope (25 ft)

Sealant

Sponge

6

Tinderbox

Bucket

Soap

7

Fire Oil

Cook Pots

Salt Pack

8

Large Sack

Tongs

Whistle

9

Large Trap

Shovel

Lens

10

Grappling Hook

Caltrops

Mirror

11

Pulley

Glue

Card Deck

12

Repellent

Crowbar

Instrument

13

Chain (10 ft)

Bellows

Perfume

14

Air Bladder

Chisel

Tar Pot

15

Manacles

Chalk

Dice Set

16

SpiritWard

Metal File

Quill & Ink

17

Pick

Grease

Horn

18

Lockpicks

Drill (Manual)

Twine

19

Spyglass

Hourglass

Marbles

20

Dowsing Rod

Nails

Small Bell