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Role Players Direct > Advanced Dungeons & Dragons 2nd Edition Tutorial > Character Creation


Title: Character Creation
Description: How to build a character for D&D


jamfke - January 24, 2006 04:40 AM (GMT)
2nd Edition Advanced Dungeons & Dragons is a game of high fantasy. You play in worlds where magic is strong, and valour is key. You can create a character from a choice of several areas of expertise. In gamespeak, these areas are known as Classes.

In 2nd Edition Advanced Dungeons & Dragons, there are four basic Character Classes; Warrior, Rogue, Priest, and Mage. Under each of these Classes are several sub-classes. We'll go into those in a bit, but for an example, under the Warrior Class is Fighter, Ranger, and Paladin.

A Fighter is just that. A rough-neck person that is handy with a variety of weapons and has taken enough licks to be able to tolerate a lot of pain. A Ranger is a natural outdoorsman that can track like a bloodhound, fight like a bear, and has a spiritual side to boot! But if we're going to talk spiritual side, the Paladin is the epitome of this. A Paladin is a Warrior that has similar abilities to that of a Priest. Paladins can hack away with the best of them, and hurl spells or heal their friends immediately thereafter.


Chabit Rane - April 5, 2006 01:13 AM (GMT)
OKay, I'm starting this over again, so bare with me. Somehow I wrote myself in a corner. So here I go again.

Note: I'll be placing tables here latter. So, please bare with me. (I'm slow. I know.)

Part 1) Rolling your Ability Scores

a) The Dice Rolling Methods:

I. Roll 3d6 for each of a character's six ability scores and record the dice total in the following order: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

II. Roll 3d6 twice for each ability. Choose the highest total of each pair of rolls and record the scores in the order: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma.

III. Roll 3d6 six times, noting each total.Players place the totals in the abilities of their choice.

IV. Roll 3d6 twelve times and note the totals. Players can choose the six highest totals and assign those six to the abilities in any order they want.

V. Players roll 4d6 for each ability score and select the three highest numbers. Then the numbers are assigned to the character's abilities as desired.

VI. All six abilities begin with 8. The player has an additional 7d6 to devide among those scores. All the points from a d6 must be applied to one ability score. Scores of 18 are possible only if the total of one or more dice, added to the base of 8, add up to exactly 18.

VII. Each player has 75 points to divide among a character's six ability scores. No score can be lower than 3, and none can be higher than 18. Also, all racial maximums and minimums must be observed. When all six abilitieshave numbers assigned, double check the math by adding the abilty scores together. They should total 75. If not, there is a mistake somewhere.

VIII. The player assigns 24d6 among a character's six ability scores. Each ability score must have at least 3d6, but not more than 6d6, devoted to it. If the player desires a character with a high Strength, he could devote 4d6, 5d6, or even 6d6to that ability. Next, the appropriate number of dice are rolled for each ability, and the total of the three highest results become the score. Any and all other dice rolled for that abilty are discarded.

Part 2) Choose a Race

a) Before Going any further, make sure your character has the minimum and maximum ability score requirements. These are required before any modifications are made to the scores. If the scores are equal to or above the minimum and equal to or below the maximum then the character can be that race.

B) Adjust abilty scores. Now the scores are modified by adjustments based on race. These number can go over or below racail minimum and maximums.

Dwarf, Deep: Con +2, Cha -2
Dwarf, Gray/Duergar: Con +1, Cha-2
Dwarf, Gully: Str +1, Dex +1, Cha -2
Dwarf, Hill: Con +1, Cha -1
Dwarf, Mountain: Con +1, Cha -1
Dwarf, Sundered: Str +1, Con +1, Cha -1
Elf, Aquatic: Dex +1, Int -1
Elf, Dark/Drow: Dex +2, Int +1, Con -1, Cha -2
Elf, Gray: Dex +1, Int +2, Str -1, Con -2
Elf, High: Dex +1, Con -1
Elf, Sylvan: Str +1, Dex +1, Con -1, Cha -1
Elf, Winged/Avariel: Dex +2, Con -2
Gnome: Int +1, Wis -1
Half-elf: no adjustments
Halfling: Dex +1, Str -1
Human: no adjustments

c) Consult Table 1 (page 14 first printing, page 19 second printing) and record hit probability, damage adjustment, weight allowance, maximum press, open doors and bend bars/lift gates chance.

d) Consult Table 2 (page 14 first printing, page 20 second printing) and record reaction adjustment, missile attack adjustment, and defensive adjustment.

e) Consult Table 3 (page 15 first printing, page 21 second printing) and record hit point adjustment, system shock, resurrection survival, poison save, and regeneration.

f) Consult Table 4 (page 16 first printing, page 22 second printing) and record the number of languages, spell level, chance to learn spells, maximum number of spells per level, and spell immunity.

g) Consult Table 5 (page 17 first printing, page 23 second printing) and record magical defense adjustment, bonus spells, chance of spell failure, and spell immunity.

h) Consult Table 6 (page 18 first printing, page 25 second printing) and record maximum number of henchmen, loyalty base, and reaction adjustment.

i) Record special racial abilities.

Dwarf, Deep: saving throw bonus versus spells, rods, staves, wands, and poisons (Con score of 4-6 gains a +2 bonus, Con score of 7-10 gains a +3 bonus, Con score of 11-13 gains a +4 bonus, Con of 14-17 gains a +5 bonus, and a Con of 18-19 gains a bonus of +6); a 20% chance that a magic item not made for the dwarf's character class will fail to work for the dwarf; a +1 bonus to hit orcs, half-orcs, goblins, and hob-goblins; ogres, trolls, ogre magi, giants and titans subtract 4 from their to-hit rolls; infravision 90 feet; detect grade of slope in passage (1-5 chance with a d6); detect new tunnel/passage construction (1-5 chance with a d6); detect sliding/shifting walls or rooms (1-4 chance with a d6); detect stonework traps, pits, and deadfalls (1-3 chance with a d6); determine approximate depth underground (1-3 chance with a d6); this dwarf suffers a -1 penalty to all attack rolls in bright sunlight or within the radius of a continual light spell (Light spells have no penalties); +10% experience points required to gain a level.

Dwarf, Gray/Duergar: saving throw bonus versus spells, rods, staves, wands, and poisons (Con score of 4-6 gains a +1 bonus, Con score of 7-10 gains a +2 bonus, Con score of 11-13 gains a +3 bonus, Con of 14-17 gains a +4 bonus, and a Con of 18-19 gains a bonus of +5); immune to paralysis, illusion, and phantasm spells; immune to all magical and alchemical poisons (against natural poisons they still gain the stardard dwarf saving throw bonus); a 20% chance that a magic item not made for the dwarf's character class will fail to work for the dwarf; ogres, trolls, ogre magi, giants and titans subtract 4 from their to-hit rolls; infravision 60 feet; detect grade of slope in passage (1-5 chance with a d6); detect new tunnel/passage construction (1-5 chance with a d6); detect sliding/shifting walls or rooms (1-4 chance with a d6); detect stonework traps, pits, and deadfalls (1-3 chance with a d6); determine approximate depth underground (1-3 chance with a d6); opponents suffer a -2 penalty (this bonus is lost if a screen or door must be opened) to their surprise die rolls as long as the dwarf is not wearing metal armor, must be alone, or with a party of dwarves (also not in metal armor), or 90eet away (or more) from his party to get this bonus-this bonus is negated in sunlight or in the effective radius of a continual light spell; innate magical abilities of enlarge and invisibility once per day (the enlarge ability is used as though the dwarf is a mage, but at twice his level); Dexterity is reduced by -2 in sunlight or the continual light spell area of effect; other dwarves distrust the duergar, resulting in a -3 reaction penalty (this is cumulative with any other penalties); +20% experience points required to gain a level.

Dwarf, Gully: saving throw bonus versus spells, rods, staves, wands, and poisons (Con score of 4-6 gains a +1 bonus, Con score of 7-10 gains a +2 bonus, Con score of 11-13 gains a +3 bonus, Con of 14-17 gains a +4 bonus, and a Con of 18-19 gains a bonus of +5); a 40% chance that a magic item not made for the dwarf's character class will fail to work for the dwarf; a +1 bonus to hit orcs, half-orcs, goblins, and hob-goblins; ogres, trolls, ogre magi, giants and titans subtract 4 from their to-hit rolls; infravision 60 feet; detect grade of slope in passage (1-5 chance with a d6); detect new tunnel/passage construction (1-5 chance with a d6); detect sliding/shifting walls or rooms (1-4 chance with a d6); detect stonework traps, pits, and deadfalls (1-3 chance with a d6); determine approximate depth underground (1-3 chance with a d6); groveling ability-any time a gully dwarf is in danger and not immediately engaged in melee combat, he can try to do this. This causes the opponent to make a save versus spells (gully's level 1-4 has no modifiers to the save, gully's level 5-8 penalizes the save by -2, gully's level 9-12 penalizes the save by -3, and if the level of the gully is 13+ the save is penalized by -5), if the save is failed, then the "attacker" may not attack the gully dwarf for 1d6 rounds (but he can still restrain the gully dwarf or tie him up); Intelligence checks are required if the player tries to concoct a clever plan or scheme (gully dwarves are usually stupid, the PC versions are concidered the exception to the rule).

Dwarf, Hill: saving throw bonus versus spells, rods, staves, wands, and poisons (Con score of 4-6 gains a +1 bonus, Con score of 7-10 gains a +2 bonus, Con score of 11-13 gains a +3 bonus, Con of 14-17 gains a +4 bonus, and a Con of 18-19 gains a bonus of +5); a 20% chance that a magic item not made for the dwarf's character class will fail to work for the dwarf; a +1 bonus to hit orcs, half-orcs, goblins, and hob-goblins; ogres, trolls, ogre magi, giants and titans subtract 4 from their to-hit rolls; infravision 60 feet; detect grade of slope in passage (1-5 chance with a d6); detect new tunnel/passage construction (1-5 chance with a d6); detect sliding/shifting walls or rooms (1-4 chance with a d6); detect stonework traps, pits, and deadfalls (1-3 chance with a d6); determine approximate depth underground (1-3 chance with a d6).

Dwarf, Mountain: saving throw bonus versus spells, rods, staves, wands, and poisons (Con score of 4-6 gains a +1 bonus, Con score of 7-10 gains a +2 bonus, Con score of 11-13 gains a +3 bonus, Con of 14-17 gains a +4 bonus, and a Con of 18-19 gains a bonus of +5); a 20% chance that a magic item not made for the dwarf's character class will fail to work for the dwarf; a +1 bonus to hit orcs, half-orcs, goblins, and hob-goblins; ogres, trolls, ogre magi, giants and titans subtract 4 from their to-hit rolls; infravision 60 feet; detect grade of slope in passage (1-5 chance with a d6); detect new tunnel/passage construction (1-5 chance with a d6); detect sliding/shifting walls or rooms (1-4 chance with a d6); detect stonework traps, pits, and deadfalls (1-3 chance with a d6); determine approximate depth underground (1-3 chance with a d6).

Dwarf, Sundered: saving throw bonus versus spells, rods, staves, wands, and poisons (Con score of 4-6 gains a +1 bonus, Con score of 7-10 gains a +2 bonus, Con score of 11-13 gains a +3 bonus, Con of 14-17 gains a +4 bonus, and a Con of 18-19 gains a bonus of +5); a 20% chance that a magic item not made for the dwarf's character class will fail to work for the dwarf; a +1 bonus to hit orcs, half-orcs, goblins, and hob-goblins; ogres, trolls, ogre magi, giants and titans subtract 4 from their to-hit rolls; infravision 30 feet; detect grade of slope in passage (1-5 chance with a d6); detect new tunnel/passage construction (1-5 chance with a d6); detect sliding/shifting walls or rooms (1-4 chance with a d6); detect stonework traps, pits, and deadfalls (1-3 chance with a d6); determine approximate depth underground (1-3 chance with a d6); Claustrophobia (must save versus death in order to enter caves, tombs, and dungeons); underground penalties (suffer a -2 penalty to-hit while underground, penalty increases by -1 for each day underground if the claustrophobia saving throw is failed).

Elf, Aquatic: 90% resistance to sleep and charm-related spells; +1 bonus to-hit with short swords and long swords; opponents suffer a -4 penalty (-2 if a screen or door must be opened) to their surprise die rolls as long as the elf is not wearing metal armor, must be alone, or with a party of elves and/or halflings (also not in metal armor), or 90 feet away (or more) from his party to get this bonus; 360 feet aquatic vision; detect concealed doors merely by passing within 10 feet of them (1 chance on a d6); detect secret doors by searching (1-2 chance on a d6); detect concealed doors by searching (1-3 chance on a d6); breath water (impure water, like fouled air for surface dwellers, is difficult for aquatic elves to breathe); for every 2 days out of water, beyond a number of days equal to the aquatic elf's Constitution score, the PC suffers a -1 penalty to all attributes and proficiencies (if Str, Dex, or Con reach a score of 0, the character dies) until returned to water (attributes return to normal within 15 minutes in salt water, fresh water merely stops the loss of the scores).

Elf, High: 90% resistance to sleep and charm-related spells; +1 bonus to-hit with short swords, long swords, and bows (but not crossbows); opponents suffer a -4 penalty (-2 if a screen or door must be opened) to their surprise die rolls as long as the elf is not wearing metal armor, must be alone, or with a party of elves and/or halflings (also not in metal armor), or 90 feet away (or more) from his party to get this bonus; 60 feet infravision; detect concealed doors merely by passing within 10 feet of them (1 chance on a d6); detect secret doors by searching (1-2 chance on a d6); detect concealed doors by searching (1-3 chance on a d6).

Gnome: saving throw bonus versus wands, staves, rods, and spells (Con score of 4-6 gains a +1 bonus, Con score of 7-10 gains a +2 bonus, Con score of 11-13 gains a +3 bonus, Con of 14-17 gains a +4 bonus, and a Con of 18-19 gains a bonus of +5); 20% chance for magical item failure except for weapons, armor, shields, illusionist items, and (if the character is a thief) items that duplicate theif abilities or is made for the thief class; +1 bonus to-hit kobolds and goblins; gnolls, bugbears, ogres, trolls, ogre magi, giants and titans suffer a -4 penalty to-hit the gnome; 60 feet infravision; detect grade or slope in passage (1-5 chance on a d6); detect unsafe walls, ceilings, or floors (1-7 chance on a d10); determine approximate depth underground (1-4 chance on a d6); determine approximate direction underground (1-3 chance on a d6).

Half-elf: 30% resistance to sleep and charm-related spells; 60 feet infravision; detect concealed doors merely by passing within 10 feet of them (1 chance on a d6); detect secret doors by searching (1-2 chance on a d6); detect concealed doors by searching (1-3 chance on a d6).

Halfling: saving throw bonus versus wands, staves, rods, and spells (Con score of 4-6 gains a +1 bonus, Con score of 7-10 gains a +2 bonus, Con score of 11-13 gains a +3 bonus, Con of 14-17 gains a +4 bonus, and a Con of 18-19 gains a bonus of +5); +1 bonus to-hit with thrown weapons and slings; opponents suffer a -4 penalty (-2 if a screen or door must be opened) to their surprise die rolls as long as the elf is not wearing metal armor, must be alone, or with a party of elves and/or halflings (also not in metal armor), or 90eet away (or more) from his party to get this bonus; any halfling character has a 15% chance of having 60 feet infravision (this means the character is a pure Stout); failing that, the character has a 25% chance of having 30 feet infravision (being of mixed Stout/Tallfellow of Stout/Hairfoot lineage); if the character has any Stoutish lineage, then he can tell if a passage has an up or down grade (1-3 chance on a d4) and can determine direction half the time (1-3 chance on a d6).

Human: can be any class; no level limits; can dual-class.

j) Consult Table 10 (page 24 first printing, page 33 second printing) for height and weight, consult Table 11 (page 24 first printing, page 33 second printing) to determine starting age, and consult Table 12 (again page 24 first printing, page 33 second printing) to determine the effects of aging and when the effects occur.

Note about Table 10: I suggest that that you, the player, determine your character's height and weight. Otherwise your taking a chance that the character will be, well, disportionate in appearance. I know.

A player of mine ended up with a six foot, seven inch paladin. The bad part of it was the weight the character was. Only 110 pounds. (We called the chjaracter "The Zipper".)

So, just remember, you can take a chance with the roll of the die, or choose it yourself.

KonkretRoller - January 29, 2008 06:46 PM (GMT)
Konkret has rolled Creation:
  • 2x(D10+0): 10 4 (Sum+20: 34)
  • 2x(D10+0): 7 4 (Sum+20: 31)
  • 2x(D10+0): 8 7 (Sum+20: 35)
  • 2x(D10+0): 5 9 (Sum+20: 34)
  • 2x(D10+0): 7 2 (Sum+20: 29)
  • 2x(D10+0): 8 1 (Sum+20: 29)
  • 2x(D10+0): 1 10 (Sum+20: 31)
  • 2x(D10+0): 2 1 (Sum+20: 23)
This is forum roll number 787.

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