How to Create a Character 

 

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First time to this world, been a while since you rolled up your last character, or unsure about what's changed in the character-crafting and combat rules lately?  Then try starting with the beginners' guide.  It will take you step-by-step through the process of making up a character.

Been here before and/or get your character killed off every adventure?  Look at the table of contents below and jump to the sections of this page that you need.  Also, try kissing the Voodoo Orc before you play next time!

Table of Contents

So how do I do this? (beginners' guide)

Ability Score Generation

Hit Points

Special Classes

Exceptions and Additional Info

 

So how do I do this? (beginners' guide)

This campaign is based on First Edition AD&D rules.  Players should use the First Edition Players Handbook for creating characters (also known as "player characters" or "PCs").  Players may also refer to the Complete X Handbook supplements for any character class or race, but this isn't necessary ("X" being the various classes or races, e.g. Complete Thieves Handbook, etc). The Dungeon Master does not allow all the rules from these supplements, but they are useful resources for skills, equipment, and other class and race-related info.  

To get started, get out your Players Handbook, open the online campaign character sheet and, if desired, print out a copy.  Type in or write down everything you roll, look up, or choose on the character sheet.

Below are the basic steps for creating a character:

  1. Roll ability scores

  2. Choose a race, class, and alignment according to the Players Handbook
    When choosing race and class, make sure to check the Level Limits chart to see if the PC race and class combination you choose is permitted.  Due to racial characteristics and/or campaign conditions, some combinations are not permitted.  For example, because of the typical dwarven dislike of magic, there are no PC dwarven magic-users in this campaign.  Similarly, you may want to consider the maximum level advancement for certain race-class combinations; this information is also available on the Level Limits chart

  3. Roll your character's age according to the Character Age charts.  Adjust ability scores according to your PC's age category.

  4. Using the Players Handbook, adjust ability scores according to race, making sure that your ability scores still meet the class minimums. Look up special penalties or bonuses according to ability scores

  5. Roll hit points

  6. Come up with a name, basic history, and profile for your character.  What kind of person is he?  What motivates him?  What are his interests?  
    Thinking about these things will make your role playing more interesting, believable, and enjoyable, and may make it easier to choose proficiencies and equipment for your character.

  7. Look up special class and race abilities, and choose spells if a spellcaster.

  8. Look up the starting number of proficiency slots your character has, making sure to add bonus slots for intelligence, if applicable.

  9. Choose weapon proficiencies.  First, review the weapons permitted by class list to see the weapons from which you are permitted to choose.  You may spend your proficiency slots on single weapons or weapons groups.  If your character is a fighter, consider specializing in a weapon to be more effective in combat. 

  10. Choose non-weapon proficiencies.  Choose languages, if desired, keeping in mind that all non-human characters automatically gain the ability to speak racial languages as specified in the First Edition Players Handbook.

  11. Roll for money and buy armor, equipment, and other necessities. Your character starts out with (i.e. does not need to buy) one change of clothes - leggings, shirt, undergarments, and shoes.

  12. Armor class (AC) is based on dexterity, the type of armor you have, and whether you're using a shield.  Determine your AC with and without shield using the Armor Class table.

  13. Determine your "To Hit" combat modifiers, based on class and level, using the Combat Modifiers table.

  14. Determine your saving throws, based on class and level, using the Saving Throws page.

  15. Get your character's height, weight, birthday, Encumbrance, and Movement Rate from the Dungeon Master
    Encumbrance and movement rates must be known, at least to a relative degree.  PCs should know whether they're currently Unencumbered compared to Lightly Encumbered, etc.

  16. Everything on your character sheet should now be filled in, and you are ready to play!

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Ability Score Generation

Players rolling new characters may use either of the following methods for rolling up PC abilities (the first method is preferred by the DM): 

  • DM's Method: Roll 3d6 six times. Any total that equals less than seven automatically becomes a seven (unless the player chooses to take the number rolled). Once all six scores are generated, the scores may be assigned to whichever abilities the player wishes. Players may re-roll their stats if they wish, but ALL SIX scores must be re-rolled. 
  • Goblin-Baby Method: Roll 4d6, and discard the lowest die of each roll. All scores are kept, even if they total less than seven, and any 18's become 17s instead. Players may re-roll their stats if they wish, but ALL SIX scores must be re-rolled.

Hit Points

All first-level PCs begin with maximum Hit Points (HPs) for their class, plus constitution bonuses. At succeeding levels, all HPs are rolled, but 1's may be re-rolled. Note that at certain levels, all classes stop rolling for HPs are simply assigned a specific HP number, per First Edition AD&D rules.

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Special Classes

Assassins

There are no PC assassins in this campaign. 

Bards 

Please click here for more information on creating a Bard PC.

Monks

Please click here for more information on creating a monk PC.

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Exceptions and Additional Info

Followers

The Dungeon Master uses modified Follower listings for classes.

Spellcasters (in general)

  • Spellcasters do not use any "Chance to Know Spell" rules unless involved in spell research or spell transcribing, at the DM's discretion.
  • Spellcasters do not use "Spell Failure" rules, unless wearing armor (See the Armor Types table) or intoxicated (See Alcohol Impairment tables).
  • Spellcasters do not use any material components UNLESS components are specified by the DM as required for a particular spell; spellcasters are responsible for checking with the DM for component requirements.
  • Spellcasters of any class must be aware that in any case, the spell stats and descriptions presented in the "Spell Compendium" volumes override spell information from any other source, unless the DM specifically notes otherwise.

Clerics

  • Clerics use the Turning Matrix against undead, not the First Edition charts.  See the Undead Levels chart for an idea of what types of undead your cleric can turn at various levels.
  • Deities and Demigods lists human deities of various pantheons, but only the most well-known deities of the major nonhuman races, and the stats and game info are mostly obsolete. DD is a start if players want a general idea of their religion's head god, but it is almost essential for nonhuman-deity followers to browse a copy of the Monster Mythology supplement if they want any sort of details on their religion or deity-granted special powers at all.

Magic-Users

Mages may receive four (4) cantrips to replace one first level  spell.  These must be memorized as normal spells - you can't memorize a 1st level spell and then "convert" it into cantrips later - but require only a few minutes to learn and require little rest. Note that cantrips may be substituted for higher level spells, too, at a "4+1 per additional level" ratio.  A 2nd level spell will get you 5 cantrips, a 3rd will get you 6 cantrips, etc.

Thieves

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