Character Generation Quick Start
Roll 4d6 for each stat, add up the best three. Refer to the ability tables in the PHB pp. 9–13 after choosing race and applying the appropriate changes.
Dwarf: Con +1, Cha –1
- +1 save vs rods, staves, wands and spells per 3.5 points of Con
- Save vs poison same as vs rods, staves, wands
- Languages: Common, Dwarf, Gnome, Goblin, Kobold, Orc
- Infravision 60′
- Can detect grades, construction, traps in stonework (PHB 16)
- Ogres, trolls, giants, etc. suffer –4 penalty to hit dwarves
Elf: Dex +1, Con –1
- 90% resist sleep, charm spells
- +1 to hit with bows, swords
- Languages: Elf, Gnome, Halfling, Goblin, Hobgoblin, Orc, Gnoll, Common, plus one other language per point of Int above 15
- Infravision 60′
- One-in-six chance to detect secret doors, two-in-six if actively searching (range 10′)
- Surprise on 1–4 on 1d6 if alone or ahead of the party
Gnome
- +1 per 3.5 points of Con save vs rods, staves, wands and spells
- Languages: Common, Gnome, Dwarf, Halfling, Goblin, Kobold, and can speak with burrowing mammals
- Infravision 60′
- Can detect grades, etc. in stonework (PHB 16-is different from dwarves)
- +1 to hit goblinoids
- Giants, trolls, etc. suffer –4 to it gnomes
Half-Elf: Cha +1 (house rule)
- 30% resist sleep, charm spells
- Languages: Common, Elf, Gnome, Halfling, Goblin, Hobgoblin, Orc, Gnoll, plus one language for every point of Int above 16
- Infravision 60′
- 1-in-6 chance to detect secret doors, etc; 2-in-6 if actively seeking them (range 10′)
Halfling: Str –1, Dex +1
- +1 save vs wands, staves, etc. per 3.5 points of Con
- Save vs. Poison same as vs. wands, staves, etc.
- Languages: Common, Dwarf, Elf, Gnome, Halfling
- Infravision 30′-60′
- 75% chance to detect down/or up grades in passages; 50% chance to tell direction underground.
- Surprise on 1–4 on 1d6
Half-Orc: Str +1, Con +1, Cha –2
- Infravision 60′
- Languages: Orc, Common, two more
Classes: A Run-Down
See PHB 19 for hit dice, armor & weapon restrictions. Weapon proficiencies table PHB 37
Cleric: PHB 20
- Hit Dice: d8
- Minimum Wis 9, +10% exp if Wis >15
- Begin with 2 weapon proficiencies, add 1 per 4 levels gained
- One first-level spell per day starting off plus bonus spells from Wisdom Table II PHB 11
- Can use any armor; any shield; and clubs, flails, hammers, maces and staffs
- Uses holy symbols, worships a deity, must stick with an alignment
- Can turn undead
- Gains followers at 8th level, stronghold at 9th
Druid: PHB 20
- Hit Dice: d8
- Subclass of Cleric
- Minimum Wis 12, Cha 15; +10% exp if both exceed 15
- Begin with 2 weapon proficiencies, add 1 per 5 levels gained
- Two first-level spells per day starting off plus bonus spells from Wisdom Table II PHB 11
- Can only wear leather armor; wooden shields; club, dagger, dart, hammer, scimitar, sling, spear or staff
- Dedicated to true neutrality, balance, nature
- +2 save vs. fire, lightning
Fighter: PHB 22
- Hit Dice: d10
- Minimum Str 9, Con 7; +10 exp if Str >15
- Can use any armor; any shield; any weapon
- Begin with four weapon proficiencies, add one per three levels
Paladin: PHB 22
- Hit Dice: d10
- Minimum Str 12, Int 9, Wis 13, Cha 17; +10% exp if Str and Wis >15
- Can use any armor; any shield; any weapon
- Begin with 3 weapon proficiencies, add one per three levels
- Must be Lawful Good
- Detect Evil 60′
- +2 to all saving throws
- Immune to disease
- Lay hands once per day, heal 2 hp
- Cure disease once per week
- Continuous protection from evil 1” radius (+2 to all saving throws vs. evil creatures; evil creaturse suffer –2 to hit)
- Restrictions on armor, weapons, treasure they can own (PHB 22–24)
Ranger: PHB 24
- Hit Dice: 2d8
- Minimum Str 13, Int 13, Wis 14, 14 Con; +10% exp if Str, Int, Wis >15
- Must be good alignment
- Can use any armor; any shield; any weapon
- Begin with 3 weapon proficiencies, add one per three levels
- +1 damage/level against ettins, ogres, goblinoids, gnolls, trolls
- Surprise on 1–3 on 1d6; are surprised only on a 1 on 1d6
- Tracking ability (PHB 24)
Magic User: PHB 25
- Hit Dice: d4
- Minimum Int 9, Dex 6; +10% exp if Int >15
- Can use no armor or shields; dagger, dart and staff
- Begin with 1 weapon proficiency, gain one every 6 levels
- Can use 1 first-level spell per day starting off; PHB 10 or DMG 39 for spells known (in spell book)
Illusionist: PHB 26
- Hit Dice: d4
- Minimum Int 15, Dex 16
- Can use no armor or shields; dagger, dart and staff
- Begin with 1 weapon proficiency, gain one every 6 levels
- Can use 1 first-level spell per day starting off; PHB 10 or DMG 39 for spells known (in spell book)
- Their spells are wicked awesome
Thief: PHB 26
- Hit Dice: d6
- Minimum Dex 9; +10% exp if Dex >15
- Can use leather armor; no shields; and clubs, daggers, darts, slings, and swords
- Begin with 2 weapon proficiencies; gain one per four levels
- Thief table PHB 28
- Back stab at +4 (surprise and from behind) for double damage
- Speak a special “Thieves Cant”
Assasin: PHB 28
- Hit Dice: d6
- Minimum Str 12, Int 11, Dex 12
- Evil alignment
- Can use leather armor, any shield, and any weapon
- Begin with 3 weapon proficiencies, gain one per 4 levels
- Assassination table DMG 75; fee schedule PHB 29
- Can spy: DMG 18; Simple 50%, Difficult 30%, Extraordinary 10% at first level
Spy: Homebrew, but refer to PHB 28
- Hit Dice: d6
- Minimum Str 12, Int 13, Dex 12
- Any alignment
- Can use leather armor, any shield, and any weapon
- Begin with 3 weapon proficiencies, gain one per 4 levels
- Assassination table DMG 75; cannot assassinate for profit—only as part of the mission
- Add 5% to all spy rolls DMG 18; Simple 55%, Difficult 35%, Extraordinary 15% at first level