Thanks to everyone who's participated in this thread. Just a reminder, the idea here is to roll up six ability scores, using 3d6 in order, and make a character with them, just like you would if you were using this method to create a character for a game. For example, when I'm rolling up a character to post, I use the first six numbers I get. I don't roll until I get what I want, or until I get something that proves a point. The idea is to work with what you get.
This time I mostly got scores closer to the average: 8, 18, 12, 9, 10, 10. There were two ways I could go with this, either High elf Fighter or Tiefling Rogue. I couldn't decide, so I made two characters.
1. Glingil Goldenstar
Medium humanoid (high elf), chaotic neutral
Height 5' 7" Weight 142 lbs. Age 147
Armor Class 16 (leather armor), or 18 (leather armor and shield)
Hit Points 11 (1d10 + 1)
Speed 30 ft.
STR 8 (-1) DEX 20 (+5) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 10 (+0)
Saving Throws Str +1, Con +3
Skills Acrobatics +7, Athletics +1, Insight +2, Intimidation +2, Perception +2
Tools Dragonchess set, Vehicles (land)
Senses darkvision 60 ft., passive Perception 12
Languages Common, Elvish, Goblin
Challenge 2 (450 XP)
Fey Ancestry. Glingil has advantage on saving throws against being charmed, and magic can't put him to sleep.
Fighting Style: Archery. Glingil gains a +2 bonus to attack rolls he makes with ranged weapons (included in his attack).
Second Wind (1/Rest). On his turn, Glingil can use a bonus action to regain hit points equal to 1d10 + 1.
Spellcasting. Glingil knows the true strike cantrip.
Trance. Glingil doesn't need to sleep. Instead, he meditates deeply, remaining semiconscious for 4 hours a day. After resting in this way, he gains the same benefit that a human does from 8 hours of sleep.
Actions
Longbow. Ranged Weapon Attack: +9 to hit, range 150/600 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 5) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d4 + 5) piercing damage.
Background
Glingil served as a scout for the elven army in its unending war against the rising hobgoblin hordes. He witnessed the deaths of many of his comrades who otherwise may have lived for many centuries. He has since taken up the life of a mercenary bowman.
Personality Traits
Glingil has lost too many friends, and he's slow to make new ones. Additionally, he can stare down a hell hound without flinching.
Ideal
Independence. When people follow orders blindly, they embrace a kind of tyranny.
Bond
Glingil will never forget the crushing defeat his company suffered or the enemies who dealt it.
Flaw
Glingil's hatred of his enemies is blind and unreasoning.
Equipment
leather armor, a longbow and a quiver of 20 arrows, a rapier and a shield, two daggers, an explorer's pack, an insignia of rank, a piece of a banner taken from a fallen enemy, a deck of cards, a set of common clothes, and a belt pouch
Treasure
10 gp
2. Gorgo
Medium humanoid (tiefling), chaotic neutral
Height 5' 7" Weight 160 lbs. Age 19
Armor Class 15 (leather armor)
Hit Points 9 (1d8 + 1)
Speed 30 ft.
STR 8 (-1) DEX 18 (+4) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 12 (+1)
Saving Throws Dex +6, Int +2
Skills Deception +5, Intimidation +3, Performance +3, Persuasion +5, Sleight of Hand +6, Stealth +6
Tools Disguise kit, Forgery kit, Thieves' tools
Damage Resistances fire
Senses darkvision 60 ft., passive Perception 10
Languages Common, Infernal, Thieves' Cant
Challenge 1 (200 XP)
Sneak Attack.
Once per turn, Gorgo can deal an extra 1d6 damage to one creature he hits with an attack if he has advantage on the attack roll. The attack must use a finesse or a ranged weapon.
Gorgo doesn’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and Gorgo doesn’t have disadvantage on the attack roll.
Spellcasting. Gorgo knows the thaumaturgy cantrip.
Actions
Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage.
Shortbow. Ranged Weapon Attack: +6 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage.
Dagger. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 + 4) piercing damage.
Background
Gorgo has made his living by swindling the gullible out of their hard earned cash. He's run a variety of cons over the years, sleight of hand games being among his favorites. Recently however he's had to go into hiding after he tricked the wrong person, and he now disguises himself as an aged alchemist named Balshazar the Bountiful. Wearing a turban (to hide his horns) and a false beard, he peddles worthless bottles of colored water by convincing people they have magical properties.
Personality Traits
Gorgo falls in and out of love easily, and is always pursuing someone. Flattery is his preferred trick for getting what he wants.
Ideal
Independence. Gorgo is a free spirit - no one tells him what to do.
Bond
Gorgo fleeced the wrong person and must work to ensure that this individual never crosses paths with him of those he cares about.
Flaw
Gorgo can't resist a pretty face.
Equipment
a rapier, a shortbow and a quiver of 20 arrows, a burglar's pack, leather armor, two daggers, thieves' tools, a set of fine clothes, a disguise kit, ten stoppered bottles filled with colored liquid, and a belt pouch
Treasure
15 gp