Part 2: Player Character Information
CONTENTS
Home
Part 1: Intro
Part 2: PC Info
Part 3: Spells

Part 4: Adventure
Part 5: Encounter
Part 6: Monsters

Part 7: Treasure
Part 8: DM






How to create a player character

The basic steps in the OD&D game for generating a character is summarized below (taken from the original basic set booklet):

1. Roll for ability scores. Usually 3d6 for each ability.

2. Choose a class; note special abilities and spells.

3. Adjust scores as desired; note bonuses for high scores.

4. Roll hit points.

5. Roll for money; equip character.

6. Find Armor Class, attack, and saving throw numbers.

7. Name the character.



Character Abilities

These are the fundamental abilities that make up a character. Once rolling the dice for each ability, the player should choose a class. One or two abilities are the most important to each character class. The ability most important to a class is called the prime requisite for that class.

Strength - strength and muscle power. Prime req. for Fighters, Elves, Dwarves, Halfings
Intelligence - solving problems, learning and knowledge. Prime for Magic-Users and Elves
Wisdom - Intuition, common sense and shrewdness. Prime for Clerics
Dexterity - speed and agility. Prime req. for Thieves and Halflings
Constitution - a combination of health and endurance.
Charisma - appearance, personal charm and leadership ability.

 

Character Classes


Clerics

Clerics are humans who have dedicated themselves to the service of a god or godess.
They are trained in fighting and casting spells.

Special Features
- d6 Hit Dice
- No spells till 2nd level
- May use any weapons, armor. No edged weapons
- Turn Undead
- Cast Clerical spells




 

Dwarves

Dwarves are short, stocky demi-humans about four feet tall.
All dwarves have long beards. They weigh about 150 pounds. Their skin is earth-colored and their hair is dark brown, gray, or black. Stubborn but practical, dwarves love hearty meals and strong drink.
They value good craftmanship, and are very fond of gold. Dwarves are sturdy fighters and are especially resistant to magic.

Special Features
- d8 Hit Dice
- Maximum of 12th level
- Minimum Constitution of 9
- May use any weapon and armor. No long bows & 2-handed swords
- Infravision 60'
- Languages: Dwarf, Gnome, Kobold, Goblin
- Can detect slanting passages, traps, shifting walls or new constructions on a roll of 1-2 on 1d6


 

Elves

Elves are slender, graceful demi-humans with delicate features and slightly pointed ears. They are 5 to 51/2 feet tall and weigh about 120 pounds. They can be dangerous opponents, able to fight with weapons and magic spells as well, but prefer to spend their time feasting and frolicking in wooden glades. They rarely visit the cities of men. Elves are fascinated by magic and never grow tired of collecting spells and magic items, especially if the items are beautifully crafted.

Special Features
- d6 Hit Dice
- Maximum of 10th level
- Minimum Intelligence of 9
- Can cast Magic-User spells
- May use any weapon and armor
- Infravision 60'
- Languages: Elf, Orc, Hobgoblin, Gnoll
- Can detect hidden or concealed doors on a roll of 1-2 on 1d6
- Immune to ghouls paralyzation

 

Fighters

Fighters are humans who train for battle. It is their job to fight monsters and to protect weaker members of a party. Great heroes such as Herecles were fighters.

 Special Features
- d8 Hit Dice
- May use any weapon and armor


 

Halflings

Halflings are small, good-natured demi-humans averaging only 3 feet in height and weighing about 60 pounds. They are outgoing but not usually brave, seeking treasure as a way of gaining the comforts of home which they so dearly love.

Special Features
- d6 Hit Dice
- Maximum of 8th level
- Minimum Dexterity & Constitution of 9
- May use any weapon and armor. No long bows & 2-handed swords
- +1 on missile to hits and +1 Initiative
- -2 AC bonus on creatures larger than man sized
- Only 10% chance of discover when hiding in woods
- Can hide in shadows, 1-2 on 1d6 indicates discovery
- Infravision 60'
- Languages: Elf, Orc, Hobgoblin, Gnoll
- Can detect hidden or concealed doors on a roll of 1-2 on 1d6
- Immune to ghouls paralyzation

 

Magic-Users

Magic-Users are humans who, through study and practice, have learned how to cast magic spells. Merlin the Magician was a famous magic-user.

Special Features
- d4 Hit Dice
- May not use any weapons, armor or shields. No weapons other than a dagger
- Cast magic-user spells

 

 


 

Thieves

Thieves are humans who are trained in the arts of stealing and sneaking. They are the only characters who can open locks and find traps without using magic to do so. Due to these abilities, a thief is often found in a normal group of adventurers.

Special Features
- d4 Hit Dice
- May use any weapons, only leather armor and no shields
- When striking from behind, gets a +4 to hit and double damage
- Theives abilities: open locks, find-remove traps, pick pockets, move silently, climb, hide in shadows, hear noise

 

 

Alignment

Three basic ways of life guide the acts of both player characters and monsters. Each way of life is called an alignment. Players may choose the alignments they feel will best fit their characters. The alignments give guidelines for characters to live by.

Lawful - can be considered a "good" person.
Neutral -
balanced between good and evil, usually looks out for his or her own self first.
Chaotic -
can be considered an "evil" person.