Character Creation Guide 1 Character Classes at a Glance
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that conflict harshly with the persona of the character you wish to CHARACTER CREATION QUICK-GUIDE create. Players also need keep in mind that their choice of race may influence their character class options. Roll Ability Scores Race Ability Adjustments Ability Score Limits Roll four six-sided dice (4d6). Discard the lowest die and total the Dwarf CON +1; CHA -1 CON 19; CHA 17 remaining three. Repeat this five more times, and then assign the six Elf DEX +1; CON -1 DEX 19; CON 17 numbers to the character's ability scores however you want. Gnome STR -1; CON +1 STR 17; CON 19 Halfling STR -1; DEX +1 STR 17; DEX 19 The 6 ability scores are: Strength (STR), Intelligence (INT), Wisdom (WIS), Half-Orc STR +1; CON +1; CHA -2 STR 19; CON 19; CHA 15 Dexterity (DEX), Constitution (CON), and Charisma (CHR) The maximum initial ability scores listed include ability adjustments by Point-Buy Method (Optional) race. Unless indicated otherwise on the table above, all ability scores Some players do not like the randomness that comes with generating have a limit of 18. Magic may alter ability scores above these values. ability scores by rolling dice. In place of rolling, each character receives a number of points to spend on increasing his ability scores. In this Character Class Preference by Race method, all ability scores start at a base of 9. A character can increase Character Race an individual score by spending some of his points. Likewise, he can gain Half- Half- more points to spend on other scores by decreasing one or more of his Class Dwarf Elf Gnome Elf Halfling Orc Human ability scores. No score can be reduced below 6 or raised above 18 Assassin - - - - - Yes Yes using this method. See the following table for the costs of each score. Barbarian - No No - No Yes Yes After all the points are spent, apply any racial modifiers the character Bard - Yes - Yes - - Yes Cleric Yes Yes Yes Yes Yes Yes Yes might have. Characters have 30 points to spend on increasing ability Druid - Yes - Yes - - Yes scores. Average nonplayer characters (NPCs) are typically built using as Fighter Yes Yes Yes Yes Yes Yes Yes few as 6 points. Magic-User No Yes Yes Yes No - Yes Ability Score Cost Monk No No No - No - Yes Paladin - - - - - - Yes Score Points Score Points Ranger - Yes - Yes - - Yes 6 -3 13 5 Thief Yes Yes Yes Yes Yes Yes Yes 7 -2 14 7 8 -1 15 9 Character Race shows the seven races of player characters. Reading 9 0 16 11 down each heading gives quick reference as to what classes are typical 10 1 17 13 for characters of each race. 11 2 18 15 A “Yes” indicates that a character of that race prefers a given 12 3 class. A “-” indicates that a character of that race may choose that class, Ability Modifiers though such a choice would be atypical for a member of that race. Ability Score Modifier Ability Score Modifier 1 -5 18 +3 A “No” indicates that a character of that race cannot select that 2 -4 19 +4 particular class without their DM’s approval, as a character with 3 -3 20 +5 that race and class combination is exceedingly rare. 4-5 -2 21 +6 6-8 -1 22 +7 Starting Skills by Race 9-12 ±0 23 +8 The following table shows what skills (including Languages) your 13-15 +1 24 +9 character gains at the start of play based upon their chosen race. 16-17 +2 25 +10 Race Starting Skills Dwarf Languages (Common and Dwarven), Profession (Miner) Elf Languages (Common and Elven) Gnome Languages (Common and Gnomish), Profession (Miner) Half-Elf Languages (Common and Elven) Halfling Languages (Common and Halfling) Half-Orc Languages (Common and Orcish) Human Languages (Common) plus any 2 skills Choose a Class Each of the 11 classes has unique abilities and areas of expertise: Assassins are experts at quickly dispatching targeted enemies and accomplished spies. Barbarians are mighty berserkers and braves from savage lands who distrust magic and rely on their instincts to avoid danger. Bards are lore masters and warrior-poets who influence others with their words. Clerics are avowed to a deity and act as defenders of their faith. Druids owe allegiance to the elemental powers of the world. Fighters are versatile and highly-trained warriors with great prowess at arms. Choose a Race Magic-Users are practitioners of powerful arcane magics. Select a race that best fits your imagined character concept. In Advanced Dungeons & Dragons, one can choose the versatile human, Monks are ascetic masters of unarmed combat, dedicated to the a long-lived elf, a willful dwarf, a curious gnome, a quick-footed halfling, perfection of mind and body. a forlorn half-elf or a pernicious half-orc. Each race is unique and has its Paladins are paragons of good charged with combating evil. own special abilities, capacities, culture, and personality. Closely Rangers are woodsmen and hunters of their peoples’ foes. examine each race prior to making a selection. In particular, ensure that Thieves are stealthy opportunists, who rely upon skill and guile. the race selected does not have cultural or personality characteristics Greyhawk Character Creation Guide 1 Character Classes at a Glance Class Hit Die Ability Requirements Alignment Class Features Assassin d6 Intelligence 13, Non-good Backstab, Burglar, Find Traps, Killing Strike, Additional Languages, Footpad, (4) Dexterity 13 Read Languages, Spy Barbarian d12 (7) Strength 13, Dexterity 13, Non-lawful Battle Frenzy, Canny Defense, Danger Sense, Primal Will, Force of Nature, Extra Constitution 13 Attack, Improved Danger Sense Bard d8 Intelligence 13, Wisdom Any neutral Additional Languages, Bard Spells, Bardic Music, Lore, Use Written Magic Item (5) 13, Charisma 13 Cleric d8 Wisdom 9 Any Cleric Spells, Domain, Turn Undead (5) Druid d8 Wisdom 13, Any neutral Druid Spells, Resistance to Elements, Woodland Stride, Wild Shape, Immunity to (5) Charisma 13 Nature’s Charms, Immunity to Nature’s Venom, A Thousand Faces, Timeless Body, Hibernate Fighter d10 (6) Strength 9 Any Weapon Specialization, Cleave, Combat Dominance, Extra Attack Magic-User d4 Intelligence 9 Any Spellbook, Magic-user Spells, Spellcasting Focus (3) Monk d8 Strength 13, Wisdom 13, Any lawful Deflect Missiles, Fast Movement, Improved Unarmed Strike, Slow Fall, (5) Dexterity 13 Unarmored Defense, Stunning Attack, Speak with Animals, Extra Attack, Meditative Trance, Purity of Body, Mind over Body, Still Mind, Tongues, Immunity to Nature’s Venom, Quivering Palm, Speak with Plants Paladin d10 (6) Strength 13, Wisdom 13, Lawful good Detect Evil, Lay on Hands, Immunity to Disease, Divine Grace, Turn Undead, Charisma 13 Paladin’s Mount, Extra Attack, Paladin Spells Ranger d10 (6) Strength, Wisdom 13, Non-evil Favored Enemies, Foe Hunter, Animal Empathy, Strider, Extra Attack, Ranger Constitution 13 Spells, Use Scrying Device Thief d6 Dexterity 9 Any Backstab, Burglar, Find Traps, Sneak Attack, Footpad, Read Languages, (4) Acrobat, Read Magic Choose an Alignment (any), Persuasion, Profession (any), or Survival. Clerics may get an additional skill proficiency, depending upon their chosen domain. Lawful Good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are Druid Skill Proficiencies: Language (Druidic), Nature, and any 2 of the lawful good. following: Animal Handling, Arcana, Athletics, Insight, Intimidation, Medicine, Persuasion, Poison, Profession (any), Religion, or Survival Neutral Good (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are Fighter Skill Proficiencies: Any 4 of the following: Acrobatics, Animal neutral good. Handling, Athletics, Craft (any), History, Insight, Intimidation, Medicine, Chaotic Good (CG) creatures act to help others as their conscience Nature, Perception, Profession (any), Religion, Stealth, or Survival directs, with little regard for what others expect. Copper dragons, many Magic-User Skill Proficiencies: Arcana and 3 of the following: Ciphers, elves, and unicorns are chaotic good. Craft (any), Deception, Disguise, History, Insight, Language (any), Lawful Neutral (LN) individuals act in accordance with law, tradition, or Nature, Perception, Performance (any), Profession (any), Religion, or personal codes. Many monks and some magic-users are lawful neutral. Sleight of Hand Neutral (N) is the alignment of those who prefer to steer clear of moral Monk Skill Proficiencies: Acrobatics, Athletics, and 2 of the following: questions and don’t take sides, doing what seems best at the time. Animal Handling, Arcana, Craft (any), History, Insight, Language (any), Lizardmen, most druids, and many humans are neutral. Medicine, Nature, Perception, Performance (any), Profession (any), Religion, Stealth, or Survival Chaotic Neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and thieves, and some bards, Paladin Skill Proficiencies: Religion plus any 2 of the following: Animal are chaotic neutral. Handling, Athletics, Craft (any), History, Insight, Intimidation, Medicine, Nature, Persuasion, Profession (any), or Survival Lawful Evil (LE) creatures methodically take what they want, within the limits of a code of tradition, loyalty, or order. Devils, blue dragons, and Ranger Skill Proficiencies: Animal Handling, Nature, Stealth, and Survival hobgoblins are lawful evil. plus any 2 of the following: Athletics, Craft (any), Insight, Intimidation, Neutral Evil (NE) is the alignment of those who do whatever they can get Medicine, Perception, Profession (any), or Religion away with, without compassion or qualms. Many drow, some cloud Thief Skill Proficiencies: Athletics, Disable Device, Language (Thieves’ giants, and yugoloths are neutral evil. Cant), Perception, Sleight of Hand, and Stealth, plus any 2 of the Chaotic Evil (CE) creatures act with arbitrary violence, spurred by their following: Acrobatics, Arcana, Ciphers, Deception, Disguise, History, greed, hatred, or bloodlust.