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ADnD Character Creation Guide

This document outlines the character creation process for Advanced Dungeons and Dragons 1st edition, including methods for generating ability scores, selecting races and classes, and adjusting ability scores based on chosen race. It details the class restrictions, proficiencies, and spellcasting abilities, as well as guidelines for determining character height, weight, age, and secondary skills. Players are encouraged to work with the DM to finalize their character's attributes and capabilities.

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0% found this document useful (0 votes)
44 views9 pages

ADnD Character Creation Guide

This document outlines the character creation process for Advanced Dungeons and Dragons 1st edition, including methods for generating ability scores, selecting races and classes, and adjusting ability scores based on chosen race. It details the class restrictions, proficiencies, and spellcasting abilities, as well as guidelines for determining character height, weight, age, and secondary skills. Players are encouraged to work with the DM to finalize their character's attributes and capabilities.

Uploaded by

Felipe Gomes
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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AdvAnced dungeons And drAgons 1st editon – chArActer creAtion

(adopts the Player’s Handbook, select Unearthed Arcana entries, and house-rules)

1. Generate Ability Scores by one of the following methods:


a. Method I: Roll 4d6 and drop the lowest die six times and arrange however you prefer.
b. Method II: Roll 3d6 twelve times, keep the highest six scores, and arrange as above.
c. Method III: Roll 3d6 for each ability score six times, and keep the highest score for
each ability.
Note: If you have less than two 15s or higher in your array, roll your set of stats again until you have an
array with at least two 15s or higher.
(Optional) If your character has one or more scores of 16 or higher in intelligence, wisdom, or charisma,
they may have psionic capability. Work with the DM to determine the rest. See Psionics Appendix at the end.

2. Select a Race
a. Review the racial abilities, proficiencies, and class restrictions in the PHB, noting the
maximum and minimum stats per the table below:
Ability Score
Requirements
(Min/Max) Human Dwarf Elf Gnome Half-Elf Halfling Half-Orc
Strength 3/18 (00) 8/18 (99) 3/18 (75) 6/18 (50) 3/18 (90) 6/17 6/18 (99)
Intelligence 3/18 3/18 8/18 7/18 4/18 6/18 3/17
Wisdom 3/18 3/18 3/18 3/18 3/18 3/17 3/14
Dexterity 3/18 3/17 7/19 3/18 6/18 10/19 3/17
Consitution 3/18 12/19 6/18 8/18 6/18 8/18 13/19
Charisma 3/18 3/16 8/18 3/18 3/18 3/18 3/12

Class limits Human Dwarf 12 Elf 12 Gnome 12 Half-Elf 12 Halfling 12 Half-Orc 12


Cleric U 8 7 7 5 4
Druid 14 14 6
Fighter U 91 72 63 84 65 10
Paladin U
Ranger U 84
Magic-User U 11 6
87
Illusionist U 78
Thief U U U U U U 89
Assassin 15 9 10 8 11 15
Bard10 23 23 1111
1
Str 17 limited to 8 level, Str <17 limited to 7 level
th th

2
Str 17 limited to 6th level, Str <17 limited to 5th level
3
Str <18 limited to 5th level
4
Str 17 limited to 7th level, Str <17 limited to 6th level
5
Str <17 limited to 4th level
6
Int 17 limited to 10th level, Int <17 limited to 9th level
7
Int 17 limited to 7th level, Int <17 limited to 6th level
8
Int 17 AND Dex 17 limited to 7th level, Int <17 OR Dex <17 limited to 6th level
9
Dex 17 limited to 7th level, Dex <17 limited to 6th level
10
Requires to be able to be a fighter (5th – 8th level), thief (6th – 9th level) , and druid.
11
Maximum possible Halfling Bard – Fighter 6, then Thief 9, then Bard 11
12
Single-classed demi-humans may exceed their level cap by two levels.

1
b. Adjust your ability scores as dictated by your selected race per the table below:
Race Ability Adjustment
Human None
Dwarf +1 CON, -1 CHA (except with respect to other Dwarves)
Elf +1 DEX, -1 CON
Half-Elf None
Halfling -1 STR, +1 DEX
Gnome None
Half-Orc +1 STR, +1 CON, -2 CHA

c. If any ability scores are above or below the minimum and maximum for your chosen
character race, truncate the applicable scores so they fall within the allowed range.

3. Select a Class
a. Review each class ability score minimum using the table below, and select a class.
i. If you are a demi-human, you may elect to multi-class per the table below if you
meet the class minimums and maximums for each class desired.
ii. If you are a demi-human and choose to only choose one class, your class level
maximum is raised two levels. (i.e. an Elf Fighter/Magic-User with strength 17 is normally
limited to level 6 Fighter, however if the Elf is simply a Fighter, their maximum achievable
level is 8.)
iii. If you are a human, inform the DM if you would like to dual-class or become a
bard. The DM will have the detailed procedures for dual-classing available for character
planning.

Class Ability Magic-


Minimums Cleric Druid Fighter Paladin Ranger User Illusionist Thief Assassin Bard
Strength 6 6 9 12 13 3 6 6 12 15
Intelligence 6 6 3 9 13 9 15 6 11 12
Wisdom 9 12 6 13 14 6 6 3 6 15
Dexterity 3 6 6 6 6 6 16 9 12 15
Constitution 6 6 7 9 14 6 3 6 6 10
Charisma 6 15 6 17 6 6 6 6 3 15

Multi-
Class
Options C/F C/R C/M C/T C/A D/F F/M F/I F/T F/A M/T I/T C/F/M F/M/T
Dwarf X X X
Elf X X X X X X X
Gnome X X X X
Half-Elf X X X X X X X X X
Halfling X X
Half-Orc X X X X X
C – Cleric, D – Druid, F – Fighter, R – Ranger, M – Magic-User, T – Thief, A – Assassin, I – Illusionist

2
b. Note all class abilities, restrictions, and proficiencies as applicable for your chosen
class(es).
Class Armor Shield Weapons**
Cleric any any club, flail, hammer, mace, staff, sling
Druid leather wooden club, dagger, dart, hammer, sling, scimitar,
spear, staff
Fighter, Paladin, Ranger any any any
Magic-User, Illusionist none none dagger, dart, sling, staff
Thief leather*, elfin chain none bow (short), crossbow (light), dagger, dart,
sling, swords (broad, long, short)
Assassin leather*, elfin chain any any
Bard leather*, ring mail, none club, dagger, dart, javelin, scimitar, sling,
elfin chain, magic spear, staff, sword (bastard, broad, long, short)
chain mail
* leather includes studded leather
** Any characters less than 5’ in height may not use long bows or any weapon over 12’ in length. Those under
100 lbs cannot use the heavy crossbow, or polearms in excess of 200 coins of weight or two-handed swords.

Starting Number of Rate of Raising Weapon


Class Proficiencies Weapons Non-Proficiency penalty Proficiencies
Cleric 2 -3 +1 / 4 levels
Druid 2 -4 +1 / 5 levels
Fighter, Bard 4 -2 +1 / 3 levels
Paladin, Ranger 3 -2 +1 / 3 levels
Magic-User, Illusionist 1 -5 +1 / 6 levels
Thief 2 -3 +1 / 4 levels
Assassin 3 -2 +1 / 4 levels

c. If your chosen class can cast spells, work with the DM to determine your starting spells.
i. Magic-Users begin with Read Magic and three additional spells by rolling on the
following table:

1d10 Offensive Spells Defensive Spells Misc. Spells


1 Burning Hands Affect Normal Fires Comprehend Languages
2 Charm Person Dancing Lights Detect Magic
3 Enlarge Feather Fall Erase
4 Friends Hold Portal Find Familiar
5 Light Jump Identify
6 Magic Missile Protection from Evil Mending
7 Push Shield Message
8 Shocking Grasp Spider Climb Unseen Servant
9 Sleep Ventriloquism Write
10 (choose) (choose) (choose)

3
ii. Illusionists begin with three spells determined by rolling three times of the following
table:
Roll 1d12: 1. Audible Glamer 4. Dancing Lights 7. Detect Invisibility 10. Light
2. Change Self 5. Darkness 8. Gaze Reflection 11. Phantasmal Force
3. Color Spray 6. Detect Illusion 9. Hypnotism 12. Wall of Fog

4. Choose an alignment based on the restrictions of your class, if applicable. Note


languages known based on your race and intelligence.

5. Consult the DM to determine your height, and weight, starting age, and secondary skills.
Adjust your ability scores as appropriate, subject to racial or class maximums and minimums.

a. Height and Weight – Roll or choose height and weight within reason

Roll d100 Height Weight


Under Average* Over Under Average** Over
Dwarf 01-15 16-80 81-00 01-20 21-65 66-00
Elf 01-10 11-80 81-00 01-15 16-90 91-00
Gnome 01-20 21-85 86-00 01-20 21-75 76-00
Half-Elf 01-35 36-90 91-00 01-20 21-85 86-00
Halfling 01-10 11-90 91-00 01-10 11-50 51-00
Half-Orc 01-45 46-75 76-00 01-30 31-55 56-00
Human 01-20 21-80 81-00 01-25 26-75 76-00

* If average height, roll 1d100: 01-30 = shorter by 1d4”, 71-00 = taller by 1d4” (1d3 if under 5’)
** If average weight, roll 1d100: 01-30 = lighter by 1d8 lbs, 71-00 = heavier by 1d8 lbs (1d4 if 100 lbs
or less)

Males Height in Inches Weight in Pounds


minus Average plus minus Average plus
Dwarf 1d4 48 1d6 2d8 150 2d12
Elf 1d4 60 1d6 1d10 100 1d20
Gnome 1d3 42 1d3 2d4 80 2d6
Half-Elf 1d6 66 1d6 1d20 130 1d20
Halfling 1d3 36 1d6 2d4 60 2d6
Half-Orc 1d4 66 1d4 2d8 150 4d10
Human 1d12 72 1d12 3d6 175 5d6

Females Height in Inches Weight in Pounds


minus Average plus minus Average plus
Dwarf 1d4 46 1d4 2d8 120 2d10
Elf 1d4 54 1d6 1d10 80 2d6
Gnome 1d3 39 1d3 1d8 75 1d8
Half-Elf 1d6 62 1d6 1d12 100 2d8
Halfling 1d3 33 1d3 2d4 50 2d4
Half-Orc 1d3 62 1d3 3d6 120 4d8
Human 1d6 66 1d8 3d10 130 4d12

4
b. Age and Modifiers

i) Starting Age – Choose or Roll below. Multi-classed characters chooses the class that
generates the highest age and add the maximum variation as your starting age.

Age (Years) Human Dwarf Elf Gnome Half-elf Halfling Half-orc


Cleric 18 + 1d4 250+2d20 500+10d10 300+3d12 40 + 2d4 20 + 1d4
Druid 18 + 1d4 40 + 2d4 40 + 3d4
Fighter 15 + 1d4 40 + 5d4 130 + 5d6 60 + 5d4 22 + 3d4 20 + 3d4 13 + 1d4
Paladin 17 + 1d4
Ranger 20 + 1d4 22 + 3d4
Magic-User 24 + 2d8 150 + 5d6 30 + 2d8
Illusionist 30 + 1d6 100+2d12
Thief 18 + 1d4 75 + 3d6 100 + 5d6 80 + 5d4 22 + 3d8 40 + 2d4 20 + 2d4
Assassin 20 + 1d4 75 + 3d6 100 + 5d6 80 + 5d4 22 + 3d8 20 + 2d4

ii) Age Categories – modify ability scores progressively from each category. Scores
cannot be lowered below racial or class minimums. Only wisdom may exceed 18.

Race Young Adult Mature Middle Aged Old Venerable


Dwarf 35-50 51-150 151-250 251-350 351-450
Elf 100-175 176-550 551-875 876-1200 1201-1600
Gnome 50-90 91-300 301-450 451-600 601-750
Half-elf 24-40 41-100 101-175 176-250 251-325
Halfling 22-33 34-68 69-101 102-144 145-199
Half-orc 12-15 16-30 31-45 46-60 61-80
Human 14-20 21-40 41-60 61-90 91-120

Young Adult: -1 Wis, +1 CON


Mature: +1 STR, +1 WIS
Middle Aged: -1 STR (or ½ exceptional rating), -1 CON, +1 INT, +1 WIS
Old: -2 STR, -2 DEX, -1 CON, +1 WIS
Venerable: -1 STR, -1 DEX, -1 CON, +1 INT, +1 WIS

c) Secondary Skills – Select or roll 1d100 to determine profession prior to adventuring.

1d100 Result 1d100 Result 1d100 Result 1d100 Result


01-02 Armorer 24-27 Hunter/Fisher 43-44 Miner 58-60 Trader
03-04 Bowyer/Fletcher 28-32 Animal Handler 45-46 Navigator 61-64 Trapper
05-10 Farmer/Gardener 33-34 Jeweler 47-49 Sailor 65-67 Woodworker
11-14 Fisher (nets) 35-37 Leather Worker 50-51 Shipwright 68-85 NO SKILL
15-20 Forester 38-39 Painter 52-54 Tailor/Weaver 86-00 ROLL TWICE
21-23 Gambler 40-42 Mason/Carpenter 55-57 Freighter

5
6. Roll your starting hit points. If your hit points are below the value listed in parentheses,
take the value listed and then adjust for constitution bonuses/penalties. Multi-classed
character hit points are averaged between the classes chosen.

Cleric, Druid 1d8 (5)


Fighter, Paladin, Bard* 1d10 (6)
Ranger 2d8 (9)
Magic-User, Illusionist 1d4 (3)
Thief, Assassin 1d6 (4)

7. Note your starting money based on your class and buy equipment. The typical
recommendation is to purchase all required class related gear (holy symbols, thieves’ tools,
etc), followed by the best armor available to your chosen class, followed by your preferred
weapons

Cleric, Druid 3d6 gp (30 – 180 gp)


Fighter, Paladin, Ranger, Bard* 5d4 gp (50 – 200 gp)
Magic-User, Illusionist 2d4 gp (20 – 80 gp)
Thief, Assassin 2d6 gp (20 – 120 gp)
*Bards always start as Fighter classes.

Container capacities
Backpack 300 cn
Large Sack 400 cn – must use two hands to carry when at least ½ full
Small Sack 100 cn – may be fastened to self
Large Pouch 50 cn – may be fastened to self
Small Pouch 25 cn – may be fastened to self

Equipment Fast Packs – Weight in coins in parentheses


Fast Pack A Fast Pack B Fast Pack C
Backpack (20 cn) Backpack (20 cn) Backpack (20 cn)
Lantern (60 cn) 2 Torches (50 cn) Vial Holy Water (25 cn)
2 Oil Flasks (40 cn) Tinderbox (2 cn) Holy Symbol (0) or
Thieves’ Tools (0) or
Spellbook/Components (0)
Tinderbox (2 cn) 10’ Pole (100 cn) Chalk (5 cn)
Waterskin – Full, 3 days (50 cn) Waterskin – Full, 3 days (50 cn) Waterskin – Full, 3 days (50 cn)
Iron Rations – 7 days (75 cn) Iron Rations – 7 days (75 cn) Iron Rations – 7 days (75 cn)
Rope – 50’ (75 cn) Mirror, large metal (5 cn) Caltrops (50 cn)
Large Sack (20 cn) Small Sack (10 cn) Leather Scroll/Map Case (25 cn)

Cost: 17 gp Cost: 19 gp Cost: 40 gp


Encumbrance: 342 cn Encumbrance: 307 cn Encumbrance: 250 cn

6
Psionics APPendix

1. Determine Psionic capability by rolling 1d100. A score of 00 (100%) or greater always


indicates psionic capability:
a. For every 1 point of intelligence above 16, add 2.5 to the dice roll.
b. For every 1 point of wisdom above 16, add 1.5 to the dice roll.
c. For every 1 point of charisma above 16, add 0.5 to the dice roll.
d. Drop all fractions due to additions to the dice above.

Example: A fighter character has intelligence of 17, wisdom of 13, and charisma of 18.
Adding bonuses due to high intelligence and charisma provides the following: 2.5 + 1 =
3.5 which is turned to 3 (dropping fractions). A d100 is rolled and a score of 97 or greater
will indicate psionic capability.

2. Roll a d100 to determine the psionic strength. Psionic strength doubled is the psionic
ability which can never change. Psionic defense is equal to psionic strength.
a. Add 1 bonus point to the d100 result for every point of intelligence, wisdom,
and charisma above 12.
b. If two of the three abilities are above 16, the number of bonus points are
doubled.
c. If all three abilities are above 16, the number of bonus points are quadrupled.

Example: The same fighter character above rolls a d100 and gets 95. Based on their
intelligence, they add 5 points (17-12), wisdom 1 point (13-12), and charisma 6 points
(18-12) for a total of 12 bonus points. Because both intelligence and charisma are above
16, the number of bonus points double to 24. Adding 95 to 24 results in a psionic strength
of 119, a psionic defense of 119, and a total psionic ability of 238.

3. Determine the number and choose the psionic attack modes the character possesses:

1d100 Number of Attack Modes


01-25 1 attack mode
26-50 2 attack modes
51-75 3 attack modes
76-95 4 attack modes
96-00 5 attack modes

7
Attack Range
Attack Mode Point Cost per Use Short Medium Long
Psionic Blast 20 20’ 40’ 60’
Mind Thrust 4 30’ 60’ 90’
Ego Whip 7 40’ 80’ 120’
Id Insinuation 10 60’ 120’ 180’
Psychic Crush 14 50’ - -

Example: The fighter character rolls a d100 and gets a result of 90. They are able to know
four attack modes. They select Psionic Blast, Mind Thrust, Ego Whip, and Psychic Crush. These
are the only attacks this character will ever know under normal circumstances.

4. Determine the number and choose the psionic defense modes the character
possesses:

1d100 Number of Defense Modes


01-25 2 defense modes
26-75 3 defense modes
76-90 4 defense modes
91-00 5 defense modes

Defense Mode Point Cost per Use Area Protected


Mind Blank* 1 Individual Only
Thought Shield 2 Individual Only
Mental Barrier 3 Individual Only
Intellect Fortress 8 10’ radius of individual
Tower of Iron Will 10 3’ radius of individual
*Mind Blank is required of all psionic characters.

Example: The fighter character rolls a d100 and gets a result of 43. They are able to know
three defense modes. The first defense mode chosen is Mind Blank since it is required. The
next two defense modes they choose are Mental Barrier and Intellect Fortress. These are the
only defense modes this character will ever know under normal circumstances.

5. Determine the number and types of psionic disciplines the character will gain access to
throughout their adventuring.
a. The character starts with one minor devotion upon character creation, the
remaining disciplines are gained every two levels afterwards (i.e. level 3, 5, 7,
etc.)
b. If a major science is rolled, it cannot be learned until after all minor devotions
are learned first.

8
Number of Disciplines
1d100 Minor (Devotions) Major (Sciences)
01-10 1 0
11-25 2 0
26-40 3 0
41-55 2 1
56-70 3 1
71-80 4 1
81-90 3 2
91-95 5 1
96-00 4 2

Minor (Devotions) (1d12, 1d6) * Major (Sciences) (1d20)


1 Animal Telepathy Astral Projection
2 Body Equilibrium Aura Alteration
3 Body Weaponry (no magic-users**) Body Control
4 Cell Adjustment Dimension Door
5 Clairaudience Dimension Walk
6 Clairvoyance Energy Control
7 Detection of Good and Evil Etherealness
8 Detection of Magic Mass Domination (no thieves**)
9 Domination (no thieves**) Mind Bar
10 Empathy (no fighters**) Molecular Manipulation
11 ESP Molecular Rearrangement
12 Expansion (no clerics**) Probability Travel
13 Hypnosis Telekinesis
14 Invisibility Telempathetic Projection (no fighters**)
15 Levitation Telepathy
16 Mind Over Body Telepathic Projection
17 Molecular Agitation Teleportation
18 Object reading (no thieves**) Shape Alteration
19 Precognition Roll again (or select one)
20 Reduction (no clerics) Roll again (or get two minor devotions)
21 Sensitivity to Psychic Impressions
22 Suspend Animation
23 Roll again (or select one)
24 Roll again (or select one)

* Roll 1d12 then roll 1d6. d6 – 1 – 3 = keep 1d12 roll, 4 – 6 = double 1d12 roll
** magic-user includes illusionists, thieves include assassins, fighters include paladins, rangers, and
bards, and clerics include druids

Example: The fighter character rolls 1d100 and gets 50. They can know 2 minor devotions
and 1 major science. Rolling on the following table, the character gets 16 and 7 on the minor
devotions (Mind Over Body and Detection of Good and Evil) and 15 on the major science
(Telepathy). The fighter selects Mind Over Body to know immediately. He will learn Detection
of Good and Evil at level 3, and Telepathy (major science) at level 5.

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