To venture into the worlds of the AD&D® game, you first need to create a character. The character you create is your alter ego in the fantasy realms of this game, a make-believe person who is under your control and through whom you vicariously explore the world the Dungeon Master (DM) has created.
Each character in the AD&D game has six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. The first three abilities represent the physical nature of the character, while the second three quantify his mental and personality traits.
In various places throughout these rules, the following abbreviations are used for the ability names: Strength – Str; Dexterity – Dex; Constitution – Con; Intelligence – Int; Wisdom – Wis; Charisma – Cha.
Let’s first see how to generate ability scores for your character, after which definitions of each ability will be given.
The six ability scores are determined randomly by rolling six-sided dice to obtain a score from 3 to 18. There are several methods for rolling up these scores.
• Method I: Roll three six-sided dice (3d6); the total shown on the dice is your character’s Strength ability score. Repeat this for Dexterity, Constitution, Intelligence, Wisdom, and Charisma, in that order. This method gives a range of scores from 3 to 18, with most results in the 9 to 12 range. Only a few characters have high scores (15 and above), so you should treasure these characters.
Method I creates characters whose ability scores are usually between 9 and 12. If you would rather play a character of truly heroic proportions, ask your DM if he allows players to use optional methods for rolling up characters. These optional methods are designed to produce above-average characters.
• Method II: Roll 3d6 twice, noting the total of each roll. Use whichever result you prefer for your character’s Strength score. Repeat this for Dexterity. Constitution, Intelligence, Wisdom, and Charisma. This allows you to pick the best score from each pair, generally ensuring that your character does not have any really low ability scores (but low ability scores are not all that bad anyway!).
• Method III: Roll 3d6 six times and jot down the total for each roll. Assign the scores to your character’s six abilities however you want. This gives you the chance to custom-tailor your character, although you are not guaranteed high scores.
• Method IV: Roll 3d6 twelve times and jot down all twelve totals. Choose six of these rolls (generally the six best rolls) and assign them to your character’s abilities however you want. This combines the best of methods II and III, but takes somewhat longer.
As an example, Joan rolls 3d6 twelve times and gets results of 12, 5, 6, 8, 10, 15, 9, 12, 6, 11, 10, and 7. She chooses the six best rolls (15, 12, 12, 11, 10, and 10) and then assigns them to her character’s abilities so as to create the strengths and weaknesses that she wants her character to have (see the ability descriptions following this section for explanations of the abilities).
• Method V: Roll four six-sided dice (4d6). Discard the lowest die and total the remaining three. Repeat this five more times, then assign the six numbers to the character’s abilities however you want. This is a fast method that gives you a good character, but you can still get low scores (after all, you could roll 1s on all four dice!).
• Method VI: This method can be used if you want to create a specific type of character. It does not guarantee that you will get the character you want, but it will improve your chances.
Each ability starts with a score of 8. Then roll seven dice. These dice can be added to your character’s abilities as you wish. All the points on a die must be added to the same ability score. For example, if a 6 is rolled on one die, all 6 points must be assigned to one ability. You can add as many dice as you want to any ability, but no ability score can exceed 18 points. If you cannot make an 18 by exact count on the dice, you cannot have an 18 score.
The six character abilities are described below. Each description gives an idea of what that ability encompasses. Specific game effects are also given. At the end of each ability description is the table giving all modifiers and game information for each ability score. The unshaded area of these tables contains scores a player character can have naturally, without the aid of magical devices, spells, or divine intervention. The blue-shaded ability scores can be obtained only by extraordinary means, whether by good fortune (finding a magical book that raises a score) or ill fortune (an attack by a creature that lowers a score).
Strength (Str) measures a character’s muscle, endurance, and stamina. This ability is the prime requisite of warriors because they must be physically powerful in order to wear armor and wield heavy weapons. A fighter with a score of 16 or more in Strength gains a 10 percent bonus to the experience points he earns.
Furthermore, any warrior with a Strength score of 18 is entitled to roll percentile dice (see Glossary) to determine exceptional Strength; exceptional Strength improves the character’s chance to hit an enemy, increases the damage he causes with each hit , increases the weight the character is able to carry without a penalty for encumbrance (see below), and increases the character’s ability to force open doors and similar portals.
The rest of this section on Strength consists of explanations of the columns in Table 1. Refer to the table as you read.
Hit Probability adjustments are added to or subtracted from the attack roll rolled on 1d20 (one 20-sided die) during combat. A bonus (positive number) makes the opponent easier to hit; a penalty (negative number) makes him harder to hit.
Damage Adjustment also applies to combat. The listed number is added to or subtracted from the dice rolled to determine the damage caused by an attack (regardless of subtractions, a successful attack roll can never cause less than 1 point of damage). For example, a short sword normally causes 1d6 points of damage (a range of 1 to 6). An attacker with Strength 17 causes one extra point of damage, for a range of 2 to 7 points of damage. The damage adjustment also applies to missile weapons, although bows must be specially made to gain the bonus; crossbows never benefit from the user’s Strength.
Weight Allowance is the weight (in pounds) a character can carry without being encumbered (encumbrance measures how a character’s possessions hamper his movement – see Glossary). These weights are expressed in pounds. A character carrying up to the listed weight can move his full movement rate.
Maximum Press is the heaviest weight a character can pick up and lift over his head. A character cannot walk more than a few steps this way. No human or humanoid creature without exceptional Strength can lift more than twice his body weight over his head. In 1987, the world record for lifting a weight overhead in a single move was 465 pounds. A heroic fighter with Strength 18/00 (see Table 1) can lift up to 480 pounds the same way and he can hold it overhead for a longer time!
Open Doors indicates the character’s chance to force open a heavy or stuck door. When a character tries to force a door open, roll 1d20. If the result is equal to or less than the listed number, the door opens. A character can keep trying to open a door until it finally opens, but each attempt takes time (exactly how much is up to the DM) and makes a lot of noise.
Numbers in parentheses are the chances (on 1d20) to open a locked, barred, or magically held door, but only one attempt per door can ever be made. If 1t fails, no further attempts by that character can succeed.
Bend Bars/Lift Gates states the character’s percentage chance (rolled on percentile dice) to bend normal, soft iron bars lift a vertical gate (portcullis), or perform a similar feat of enormous strength. When the character makes the attempt roll percentile dice. If the number rolled is equal to or less than the number listed on Table 1, the character bends the bar or lifts the gate. If the attempt fails, the character can never succeed at that task. A character can, however, try to bend the bars on a gate that he couldn’t lift, and vice versa.
Dexterity (Dex) encompasses several physical attributes including hand-eye coordination, agility, reaction speed, reflexes, and balance. Dexterity affects a character’s reaction to a threat or surprise, his accuracy with thrown weapons and bows, and his ability to dodge an enemy’s blows. It is the prime requisite of rogues and affects their professional skills. A rogue with a Dexterity score of 16 or higher gains a 10 percent bonus to the experience points he earns.
Reaction Adjustment modifies the die roll to see if a character is surprised when he unexpectedly encounters NPCs. The more positive the modifier, the less likely the character is to be surprised.
Missile Attack Adjustment is used to modify a character’s die roll whenever he uses a missile weapon (a bow or a thrown weapon). A positive number makes it easier for the character to hit with a missile, while a negative number makes it harder.
Defensive Adjustment applies to a character’s saving throws (see Glossary) against attacks that can be dodged – lightning bolts, boulders, etc. It also modifies the character’s Armor Class (see Glossary), representing his ability to dodge normal missiles and parry weapon thrusts. For example, Rath is wearing chain mail, giving him an Armor Class of 5. If his Dexterity score is 16, his Armor Class is modified by -2 to 3, making him harder to hit. If his Dexterity score is 5, his Armor Class is modified by +2 to 7, making him easier to hit. (In some situations, beneficial Dexterity modifiers to Armor Class do not apply. Usually this occurs when a character is attacked from behind or when his movement is restricted – attacked while prone, tied up, on a ledge, climbing a rope, etc.)
A character’s Constitution (Con) score encompasses his physique, fitness, health, and physical resistance to hardship, injury, and disease. Since this ability affects the character’s hit points and chances of surviving such tremendous shocks as being physically reshaped by magic or resurrected from death, it is vitally important to all classes. Some classes have minimum allowable Constitution scores.
A character’s initial Constitution score is the absolute limit to the number of times the character can be raised or resurrected from death. Each such revival reduces the character’s Constitution score by one. Magic can restore a reduced Constitution score to its original value or even higher, but this has no effect on the number of times a character can be revived from death! Once the character has exhausted his original Constitution, nothing short of divine intervention can bring him back, and divine intervention is reserved for only the bravest and most faithful heroes!
For example, Rath’s Constitution score at the start of his adventuring career is 12. He can be revived from death 12 times. If he dies a 13th time, he cannot be resurrected or raised.
Hit Point Adjustment is added to or subtracted from each Hit Die rolled for the character. However, no Hit Die ever yields less than 1 hit point, regardless of modifications. If an adjustment would lower the number rolled to 0 or less, consider the final result to be 1. Always use the character’s current Constitution to determine hit point bonuses and penalties.
Only warriors are entitled to a Constitution bonus of +3 or +4. Non-warrior characters who have Constitution scores of 17 or 18 receive only +2 per die.
The Constitution bonus ends when a character reaches 10th level (9th for warriors and priests) – neither the Constitution bonus nor Hit Dice are added to a character’s hit points after he has passed this level (see the character class descriptions that start on page 25).
If a character’s Constitution changes during the course of adventuring, his hit points may be adjusted up or down to reflect the change. The difference between the character’s current hit point bonus (if any) and the new bonus is multiplied by the character’s level (up to 10), and added to or subtracted from the character’s total. If Delsenora’s Constitution increased from 16 to 17, she would gain 1 hit point for every level she had, up to 10th level.
System Shock states the percentage chance a character has to survive magical effects that reshape or age his body: petrification (and reversing petrification), polymorph, magical aging, etc. It can also be used to see if the character retains consciousness in particularly difficult situations. For example, an evil mage polymorphs his dim-witted hireling into a crow. The hireling, whose Constitution score is 13, has an 85 percent chance to survive the change. Assuming he survives, he must successfully roll for system shock again when he is changed back to his original form or else he will die.
Resurrection Survival lists a character’s percentage chance to be successfully resurrected or raised from death by magic. The player must roll the listed number or less on percentile dice for the character to be revived. If the dice roll fails, the character is dead, regardless of how many times he has previously been revived. Only divine intervention can bring such a character back again.
Poison Save modifies the saving throw vs. poison for humans, elves, gnomes, and half-elves. Dwarves and halflings do not use this adjustment, since they have special resistances to poison attacks. The DM has specific information on saving throws.
Regeneration enables those with specially endowed Constitutions (perhaps by a wish or magical item) to heal at an advanced rate, regenerating damage taken. The character heals 1 point of damage after the passage of the listed number of turns. However, fire and acid damage (which are more extensive than normal wounds) cannot be regenerated in this manner. These injuries must heal normally or be dealt with by magical means.
* | Parenthetical bonus applies to warriors only. All other classes receive maximum bonus of +2 per die. |
** | All 1s rolled for Hit Dice are automatically considered 2s. |
*** | All 1s and 2s rolled for Hit Dice are automatically considered 3s. |
**** | All 1s, 2s, and 3s rolled for Hit Dice are automatically considered 4s. |
Intelligence (Int) represents a character’s memory, reasoning, and learning ability, including areas outside those measured by the written word. Intelligence dictates the number of languages a character can learn. Intelligence is the prime requisite of wizards, who must have keen minds to understand and memorize magical spells. A wizard with an Intelligence score of 16 or higher gains a 10 percent bonus to experience points earned. The wizard’s Intelligence dictates which spells he can learn and the number of spells he can memorize at one time . Only those of the highest Intelligence can comprehend the mighty magic of 9th-level spells.
This ability gives only a general indication of a character’s mental acuity. A semi-intelligent character (Int 3 or 4) can speak (with difficulty) and is apt to react instinctively and impulsively. He is not hopeless as a player character (PC), but playing such a character correctly is not easy. A character with low Intelligence (Int 5-7) could also be called dull-witted or slow. A very intelligent person (Int 11 or 12) picks up new ideas quickly and learns easily. A highly intelligent character (Int 13 or 14) is one who can solve most problems without even trying very hard. One with exceptional intelligence (Int 15 or 16) is noticeably above the
norm. A genius character is brilliant (Int 17 or 18). A character beyond genius is potentially more clever and more brilliant than can possibly be imagined.
However, the true capabilities of a mind lie not in numbers – I.Q., Intelligence score, or whatever. Many intelligent, even brilliant, people in the real world fail to apply their minds creatively and usefully, thus falling far below their own potential. Don’t rely too heavily on your character’s Intelligence score; you must provide your character with the creativity and energy he supposedly possesses!
Number of Languages lists the number of additional languages the character can speak beyond his native language. Every character can speak his native language, no matter what his Intelligence is. This knowledge extends only to speaking the language; it does not include reading or writing. The OM must decide if your character begins the game already knowing these additional languages or if the number shows only how many languages your character can possibly learn. The first choice will make communication easier, while the second increases your opportunities for role-playing (finding a tutor or creating a reason why you need to know a given language). Furthermore, your DM can limit your language selection based on his campaign. It is perfectly fair to rule that your fighter from the Frozen Wastes hasn’t the tongues of the Southlands, simply because he has never met anyone who has been to the Southlands.
If the DM allows characters to have proficiencies, this column also indicates the number of extra proficiency slots the character gains due to his Intelligence. These extra proficiency slots can be used however the player desires. The character never needs to spend any proficiency slots to speak his native language.
Spell Level lists the highest level of spells that can be cast by a wizard with this Intelligence.
Chance to Learn Spell is the percentage probability that a wizard can learn a particular spell. A check is made as the wizard comes across new spells, not as he advances in level. To make the check, the wizard character must have access to a spell book containing the spell. If the player rolls the listed percentage or less, his character can learn the spell and copy it into his own spell book. If the wizard fails the roll, he cannot check that spell again until he advances to the next level (provided he still has access to the spell).
This number indicates the maximum number of spells a wizard can know from any particular spell level. Once a wizard has learned the maximum number of spells he is allowed in a given spell level, he cannot add any more spells of that level to his spell book (unless the optional spell research system is used). Once a spell is learned, it cannot be unlearned and replaced by a new spell.
For example, Delsenora the mage has an Intelligence of 14. She currently knows seven 3rd-level spells. During an adventure, she finds a musty old spell book on the shelves of a dank, forgotten library. Blowing away the dust, she sees a 3rd-level spell she has never seen before! Excited, she sits down and carefully studies the arcane notes. Her chance to learn the spell is 60 percent. Rolling the dice, Delsenora’s player rolls a 37. She understands the curious instructions and can copy them into her own spell book. When she is finished, he has eight 3rd-level spells, only one away from her maximum number. If the die roll had been greater than 60, or she already had nine 3rd-level spells in her spell book, or the spell had been greater than 7th level (the maximum level her Intelligence allows her to learn), she could not have added it to her collection.
Spell Immunity is gained by those with exceptionally high Intelligence scores. Those with the immunity notice some inconsistency or inexactness in the illusion or phantasm, automatically allowing them to make their saving throws. All benefits are cumulative , thus a character with a 20 Intelligence is not fooled by 1st- or 2nd-level illusion spells.
* While unable to speak a language, the character can still communicate by grunts and gestures.
Wisdom (Wis) describes a composite of the character’s enlightenment, judgment, guile, willpower, common sense, and intuition. It can affect the character’s resistance to magical attack. It is the prime requisite of priests; those with a Wisdom score of 16 or higher gain a 10 percent bonus to experience points earned. Clerics, druids, and other priests with Wisdom scores of 13 or higher also gain bonus spells over and above the number they are normally allowed to use.
Magical Defense Adjustment listed on table 5 applies to saving throws against magical spells that attack the mind: beguiling, charm, fear, hypnosis, illusions, possession, suggestion, etc. These bonuses and penalties are applied automatically, without any conscious effort from the character.
Bonus Spells indicates the number of additional spells a priest (and only a priest) is entitled to because of his extreme Wisdom. Note that these spells are available only when the priest is entitled to spells of the appropriate level. Bonus spells are cumulative, so a priest with a Wisdom of 15 is entitled to two 1st-level bonus spells and one 2nd-level bonus spell.
Chance of Spell Failure states the percentage chance that any particular spell fails when cast. Priests with low Wisdom scores run the risk of having their spells fizzle. Roll percentile dice every time the priest casts a spell; if the number rolled is less than or equal to the listed chance for spell failure, the spell is expended with absolutely no effect whatsoever. Note that priests with Wisdom scores of 13 or higher don’t need to worry about their spells failing.
Spell Immunity gives those extremely wise characters complete protection from certain spells, spell-like abilities, and magical items as listed. These immunities are cumulative, so that a character with a Wisdom of 23 is immune to all listed spells up to and including those listed on the 23 Wisdom row.
Table 5: WISDOM | ||||
Ability Score |
Magical Defense Adjustment |
Bonus Spells |
Chance of Spell Failure |
Spell Immunity |
1 | -6 | – | 80% | – |
2 | -4 | – | 60% | – |
3 | -3 | – | 50% | – |
4 | -2 | – | 45% | – |
5 | -1 | – | 40% | – |
6 | -1 | – | 35% | – |
7 | -1 | – | 30% | – |
8 | 0 | – | 25% | – |
9 | 0 | 0 | 20% | – |
10 | 0 | 0 | 15% | – |
11 | 0 | 0 | 10% | – |
12 | 0 | 0 | 5% | – |
13 | 0 | 1st | 0% | – |
14 | 0 | 1st | 0% | – |
15 | +1 | 2nd | 0% | – |
16 | +2 | 2nd | 0% | – |
17 | +3 | 3rd | 0% | – |
18 | +4 | 4th | 0% | – |
19 | +4 | 1st, 4th | 0% | Spook, Charm Person, Command, Friends, Hypnotism |
20 | +4 | 2nd, 4th | 0% | Forget, Hold Person, Ray of Enfeeblement, Scare |
21 | +4 | 3rd, 5th | 0% | Fear |
22 | +4 | 4th, 5th | 0% | Charm Monster, Confusion, Emotion, Fumble, Suggestion |
23 | +4 | 5th, 5th | 0% | Chaos, Feeblemind, Hold Monster, Magic Jar, Quest |
24 | +4 | 6th, 6th | 0% | Geas, Mass Suggestion, Rod of Rulership |
25 | +4 | 6th, 7th | 0% | Antipathy-Sympathy, Death Spell, Mass Charm |
The Charisma (Cha) score measures a character’s persuasiveness, personal magnetism, and ability to lead. It is not a reflection of physical attractiveness, although attractiveness certainly plays a role. It is important to all characters, but especially to those who must deal with non-player characters (NPCs), mercenary hirelings, retainers, and intelligent monsters. It dictates the total number of henchmen a character can retain and affects the loyalty of henchmen, hirelings, and retainers.
Maximum Number of Henchmen states the number of non-player characters who will serve as permanent retainers of the player character. It does not affect the number of mercenary soldiers, men-at-arms, servitors, or other persons in the pay of the character.
Loyalty Base shows the subtraction from or addition to the henchman’s and other servitors’ loyalty scores (in the DMG). This is crucial during battles, when morale becomes important.
Reaction Adjustment indicates the penalty or bonus due to the character because of Charisma when dealing with non-player characters and intelligent creatures. For example, Rath encounters a centaur, an intelligent creature. Rath’s Charisma is only 6, so he is starting off with one strike against him. He probably should try to overcome this slight handicap by making generous offers of gifts or information.
Optional Racial Adjustment. If your DM is using this rule, your character’s apparent Charisma may be altered when dealing with beings of different races. These alterations are given in Chapter 2 (page 20), after the different player character races have been explained.
Now that you have finished creating the ability scores for your character, stop and take a look at them. What does all this mean?
Suppose you decide to name your character “Rath” and you rolled the following ability scores for him:
Strength | 8 |
Dexterity | 14 |
Constitution | 13 |
Intelligence | 13 |
Wisdom | 7 |
Charisma | 6 |
Rath has strengths and weaknesses, but it is up to you to interpret what the numbers mean. Here are just two different ways these numbers could be interpreted.
1) Although Rath is in good health (Con 13), he’s not very strong (Str 8) because he’s just plain lazy he never wanted to exercise as a youth and now it’s too late. His low Wisdom and Charisma scores (7, 6) show that he lacks the common sense to apply himself properly and projects a slothful, “I’m not going to bother” attitude (which tends to irritate others). Fortunately, Rath’s natural wit (Int 13) and Dexterity (14) keep him from being a total loss.
Thus you might play Rath as an irritating, smart-alecky twerp forever ducking just out of range of those who want to squash him.
2) Rath has several good points he has studied hard (Int 13) and practiced his manual skills (Dex 14). Unfortunately, his Strength is low (8) from a lack of exercise (all those hours spent reading books). Despite that, Rath’s health is still good (Con 13). His low Wisdom and Charisma (7, 6) are a result of his lack of contact and involvement with people outside the realm of academics.
Looking at the scores this way, you could play Rath as a kindly, naive, and shy professorial type who’s a good tinkerer, always fiddling with new ideas and inventions.
Obviously, Rath’s ability scores (often called “Stats”) are not the greatest in the world. Yet it is possible to tum these “disappointing” stats into a character who is both interesting and fun to play. Too often players become obsessed with “good” stats. These players immediately give up on a character if he doesn’t have a majority of above-average scores. There are even those who feel a character is hopeless if he does not have at least one ability of 17 or higher! Needless to say, these players would never consider playing a character with an ability score of 6 or 7.
In truth, Rath’s survivability has a lot less to do with his ability scores than with your desire to role-play him. If you give up on him, of course he won’t survive! But if you take an interest in the character and role-play him well, then even a character with the lowest possible scores can present a fun, challenging, and all-around exciting time. Does he have a Charisma of 5? Why? Maybe he’s got an ugly scar. His table manners could be atrocious. He might mean well but always manage to say the wrong thing at the wrong time. He could be bluntly honest to the point of rudeness, something not likely to endear him to most people. His Dexterity is a 3? Why? Is he naturally clumsy or blind as a bat?
Don’t give up on a character just because he has a low score. Instead, view it as an opportunity to role-play, to create a unique and entertaining personality in the game. Not only will you have fun creating that personality, but other players and the DM will have fun reacting to him.