Character Generation Quick Summary


1. Ability Scores

Roll 4d6 drop the lowest. Assign them to the abilities that you want.

You may also use the point generation method. In this method you have 25 points to utilize based on the chart below.


Score    Cost    Score    Cost    Score Cost

8…………….    0    12…………..    4    16…………..    10

9…………….    1    13…………..    5    17…………..    13

10…………..    2    14…………..    6    18…………..    16

11…………..    3    15…………..    8


Now assign them to your six abilities.


At every 4 levels (4th, 8th, 12th, 16th, and 20th) a character increases 2 ability scores by 1 point each.


2. Select Race

Humans in D20 Grit are the most protected by the gods above. Elves live the longest, dwarves are the most stubborn.


Human: The standard race in D20 Grit. 

Medium size, Speed 30ft. +2 to Two ability scores of your choice, -1 to a single ability score of your choice, and +1 to all Defenses.

Elves: Distrusted, Feral, Flimsy.

Medium Size, Speed 35ft. +3 Dex, +2 Cha, -2 Str, -3 Con. Thermal Vision, only need 4 hours of sleep, one extra skill, one extra feat. 

Dwarves: Sturdy, Strong, Sour.

Medium Size, Speed 20ft. +3 Con, +1 Str, -2 Dex, -2 Cha.  +2 to Damage Threshold, Low Light Vision, no movement penalty for armor, one extra feat.

Half-Elf: Split between worlds.

Medium size, Speed 30ft. +1 Dex, +1 Cha, -1 Str, -1 Con. Low-Light Vision, Only need 4 hours of sleep.

Half-Orc: Disliked, Most Prone to Violence.

Medium size, Speed 30ft.  +3 Str, +1 Con, -1 Dex, -1 Int, -3 Cha.  Rage, Thermal Vision. 


3. Select Class

Fighter, Ranger, Noble, Rogue, Wizard.


4. Determine Combat Statistics

Hit Points

Starting hit points are:

Fighter            15 + Con Mod

Ranger            13 + Con Mod

Noble            10 + Con Mod

Rogue            10 + Con Mod

Wizard            8 + Con Mod



This is how hard it is for your character to get hit with things.  Your character’s defenses are as follows:

Reflex:      10 + Heroic Level or Armor Bonus + Dexterity Modifier + Class Bonus + Natural Armor Bonus + Size Modifier

Fortitude:    10 + Heroic Level + Constitution Modifier + Class Bonus + Equipment Bonus

Will:    10 + Heroic Level + Wisdom Modifier + Class Bonus


When you take your first level in a heroic class, you gain class bonuses on 2 or more defenses, as shown below:

Fighter:    +1 Reflex Defense, +2 Fortitude Defense

Noble:     +1 Reflex Defense, +2 Will Defense

Rogue:     +2 Reflex Defense, +1 Will Defense

Ranger:    +2 Reflex Defense, +1 Fortitude Defense

Wizard:    +1 Reflex Defense, +2 Will Defense


Class Bonuses do not stack, you apply the best bonus from all your classes to each defense score in the case of multiclassing.

If you wear Armor, you <u>Must</u> substitute the Armor Bonus for your Heroic Level for your Reflex Defense.

Damage Threshold

Your Damage Threshold is equal to your Fortitude Defense.  Other creatures may vary.

Base Attack Bonus

Fighters start with +1, all else 0.



Medium creatures have a speed of 30 feet.  Small creatures usually have 20 feet. Dwarves are medium creatures with a speed of 20 feet but are not hampered by armor.


Hero Points

When you gain a new level, everyone gets 5 Hero Points + half their level round down.  So everyone starts with 5.


5. Select Skills

Everyone gets all skills, with a few exceptions.  The skill checks are one-half your Heroic Level (round down) + relevant Ability Modifier.  If you are trained in the skill, you get a +5 Trained bonus to the skill, and training usually opens up several skill-based options for your character.


6. Select Feats

Everyone starts with one feat.  Your class gives you a few more.  Everyone gets a feat every three levels, and heroic classes allow bonus feats every other level, but bonus feats must be chosen from the bonus list.


7. Select Talents

At 1st level, you get a talent.  See the classes for specific talent trees.


8. Finish Characteristics

Give your character some depth.


9. Determine Starting Coin and Buy Gear



10. Go Be a Hero


Character Generation Quick Summary

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