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add-characters-blog
Roll percentile dice to determine your abilities. Roll once for each ability:
Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma.
Chose your character class from the list below, keeping in mind minimum ability score
requirements. Abilities with an asterisk will give you +10% experience if all are 16 or more.
Roll a 10-sided die to determine your alignment. Adjust your result according to your class
as described below. Keep your result secret from the players, but not the DM.
Fighter classes with 18 Str: roll percentile dice for exceptional strength (PHB p. 9).
Characters with at least 16 Int, Wis or Cha: check for psionic ability (PHB p. 110).
Psionics check: d100, add 2.5/1.5/0.5 per Int/Wis/Cha point over 16, target 100 or more.
Roll your Hit Die to determine your starting Hit Points. Modify your result according to
your Constitution as shown below. Rangers and Monks roll two dice; modify both.
Roll percentile dice twice to determine your height and weight (expressed as adjustments
to the average value in the middle row), and once again to find your secondary skill.
1st Dice Roll Height (in.) 2nd Dice Roll Weight (lbs.)
Woman Man Woman Man
01-20 -1d6 -1d12 01-25 -3d10 -3d12
21-38 -1d4 -1d4 26-40 -1d8 -1d8
39-62 66 72 41-60 130 175
63-80 +1d4 +1d4 61-75 +1d8 +1d8
81-00 +1d8 +1d12 76-00 +4d12 +5d12
3rd Dice Roll Secondary Skill 3rd Dice Roll Secondary Skill
01-02 Armorer 43-44 Miner
03-04 Bowyer/fletcher 45-46 Navigator (fresh/salt)
05-10 Farmer/gardener 47-49 Sailor (fresh/salt)
11-14 Fisher (netting) 50-51 Shipwright (boats/ships)
15-20 Forester 52-54 Tailor/weaver
21-23 Gambler 55-57 Teamster/freighter
24-27 Hunter/fisher (hook and line) 58-60 Trader/barterer
28-32 Husbandman (animals) 61-64 Trapper/furrier
33-34 Jeweler/lapidary 65-67 Woodworker/cabinetm.
35-37 Leather worker/tanner 68-85 No skill
38-39 Limner/painter 86-00 Roll twice, ignoring this
40-42 Mason/carpenter result hereafter
Determine your age and starting money (in g.p.) Adjust your ability scores as indicated.
Magic-Users start with Read Magic and three additional spells (roll d10 three times).
Illusionists start with three distinct, randomly chosen (d12) spells from their list (p.42).
Clerics and Druids have full access to their respective lists, pp. 40-41.
Assets:
XP:
Converting an OD&D character to AD&D
Convert OD&D ability scores to AD&D and adjust hit points as indicated below.
Alignment: roll for Good, Neutral, or Evil (equal chance) in addition to current alignment.
Clerics cannot be True Neutral.
Starting and Bought Equipment: either sell all equipment at OD&D prices and rebuy at
AD&D prices, or discard all equipment and wealth and reroll AD&D starting wealth.
Additional rolls: exceptional strength and psionics (if needed), height, weight, age
(including ability score adjustments), secondary skill.
Additionall spells: OD&D Magic-Users who started with a single spell roll two additional
spells from the above tables. Identify the OD&D starting spell as Offense, Defense, or
Neutral, and roll on the other two tables.