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This document provides a detailed guide on creating a character for Advanced Dungeons & Dragons (AD&D), including rolling for abilities, selecting a class based on ability requirements, determining alignment, and calculating hit points and starting equipment. It outlines the necessary steps for rolling dice to establish character attributes, age, funds, and skills, as well as specific rules for different classes. Additionally, it includes instructions for converting characters from Original Dungeons & Dragons (OD&D) to AD&D, ensuring a comprehensive approach to character creation.

Uploaded by

Gideon Tyree
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© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
0 views

add-characters-blog

This document provides a detailed guide on creating a character for Advanced Dungeons & Dragons (AD&D), including rolling for abilities, selecting a class based on ability requirements, determining alignment, and calculating hit points and starting equipment. It outlines the necessary steps for rolling dice to establish character attributes, age, funds, and skills, as well as specific rules for different classes. Additionally, it includes instructions for converting characters from Original Dungeons & Dragons (OD&D) to AD&D, ensuring a comprehensive approach to character creation.

Uploaded by

Gideon Tyree
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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How to create your AD&D character by Algebraicvariety

Roll percentile dice to determine your abilities. Roll once for each ability:
Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma.

Dice Roll Ability Score Dice Roll Ability Score


01-02 10 57-75 15
03-06 11 76-89 16
07-17 12 90-97 17
18-35 13 98-00 18
36-56 14

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.

Class Minimum Ability Scores


Str Int Wis Dex Con Cha
Cleric 9*
Druid 12* 15*
Fighter 9* 7
Paladin 12* 9 13* 9 17
Ranger 13* 13* 14* 14
Magic-User 9* 6
Illusionist 15 16
Thief 9*
Assassin 12 11 12
Monk 15 15 15 11
Bard (p. 117) 15 12 15 15 10 15

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.

Die Roll Alignment Class Adjustment


1 lawful good Cleric Reroll 9 or 0
2 lawful neutral Druid Alignment is true neutral
3 lawful evil Paladin Alignment is lawful good
4 neutral evil Ranger Change second axis to good
5 chaotic evil Thief Change 1 → 3, 7 → 5, 0 → 4
6 chaotic neutral Assassin Change second axis to evil
7 chaotic good Monk Change first axis to lawful
8 neutral good Bard Reroll 1, 3, 5, or 7.
9 true neutral
0 true neutral

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.

Class Hit Dice Type Con Score Adjustment


Fighter, Paladin d10 3 -2
Ranger d8 (+d8) 4-6 -1
Cleric, Druid d8 7-14 none
Thief, Assassin d6 15 +1
Magic-User, Illusionist d4 16 +2
Monk d4 (+d4) 17 +2 (+3 for Fighters &c.)
Bard d10 (varies) 18 +2 (+4 for Fighters &c.)

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.

Class Age Funds Class Age Funds


Cleric 18+1d4 3d6×10 Magic-User 24+2d8 2d4×10
Druid 18+1d4 3d6×10 Illusionist 30+1d6 2d4×10
Fighter, Bard 15+1d4 5d4×10 Monk 21+1d4 5d4
Paladin 17+1d4 5d4×10
Ranger 20+1d4 5d4×10 Ability Score Adjustments
Thief 18+1d4 2d6×10 Ages 14-20 -1 Wis +1 Con
Assassin 20+1d4 2d6×10 Ages 21-40 +1 Str +1 Con
Armor permitted, number of weapon proficiencies, weapons permitted by class

Class Armor Shield # Weapons


Cleric any any 2 club, flail, hammer, mace, staff
Druid leather wood 2 club, dagger, dart, hammer, scimitar, sling, spear, staff
Fighter any any 4 any
Paladin any any 3 any
Ranger any any 3 any
Magic-User none none 1 dagger, dart, staff
Illusionist none none 1 dagger, dart, staff
Thief leather none 2 club, dagger, dart, one-handed swords
Assassin leather any 3 any
Monk none none 1 bo sticks, club, crossbow, dagger, spear, hand axe,
javelin, jo stick, pole arm, staff
Starting spells

Magic-Users start with Read Magic and three additional spells (roll d10 three times).

Die Roll 1st Spell 2nd Spell 3rd Spell


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
0 (choose) (choose) (choose)

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.

Illusionist Spells Cleric Spells Druid Spells


1 Audible Glamer Bless Animal Friendship
2 Change Self Command Detect Magic
3 Color Spray Create Water Detect Snares & Pits
4 Dancing Lights Cure Light Wounds Entangle
5 Darkness Detect Evil Faerie Fire
6 Detect Illusion Detect Magic Invisibility To Animals
7 Detect Invisibility Light Locate Animals
8 Gaze Reflection Protection From Evil Pass Without Trace
9 Hypnotism Purify Food & Drink Predict Weather
10 Light Remove Fear Purify Water
11 Phantasmal Force Resist Cold Shillelagh
12 Wall Of Fog Sanctuary Speak With Animals
AD&D Character Record Player:

Name: Class: Alignm.:

Str: Int: Wis: Dex: Con: Cha:

Hit Points: Details:

Spells/Special abilities: Items:

AC: MV: Base Enc: Total Enc:

Weapon Len. Spc. Spd. S/M L 10 9 8 7 6 5 4 3 2

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.

Ability Score Adjustments Hit Point Adjustments


OD&D AD&D OD&D (1974)
3-4 10 per Hit Die -3
5 11 per +1 bonus -1
6-7 12 old Con is 15-18 -1
8-9 13 old Con is 3-6 +1
10-11 14 AD&D
12 15 per Fighter level +5
13-14 16 per Cleric level +4
15-16 17 per Magic-User level +2
17-18 18 new Con adjustment see table above

Examples of Hit Point Adjustments by title (excluding adjustments due to Constitution):


Veteran +1 Warrior +4 Swordsman +6
Acolyte +1 Adept +2 Village Priest +3
Medium -1 Seer 0 Conjurer 0

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.

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