GETTING STARTED WITH CHARACTER CREATION

There are six core stats for any character in AD&D, and you will need one or more six-sided dice or a dice rolling app to determine these via one of the methods following.

Here are the dice you should have available to you. You will want the d6 for rolling stats.

Canonical set of dice

STRENGTH
Ability
Score
General
Information
Hit
Probability
Damage Adjustment
Weight Allowance gp (lbs)
Open Doors on a ...
Bend Bars / Lift Gates
3

-3
-1
-350 (35)
1
0%
4

-2
-1
-250 (25)
1
0%
5
MU only here and below
-2
0
-250 (25) 1
0%
6
Min for Gnome, Half-orc, Halfling
-1
0
-150 (15) 1
0%
7

-1
0
-150 (15) 1
0%
8
Min for Dwarf
0
0
0
1-2
1%
9
Min for Fighter
0
0
0
1-2 1%
10

0
0
0
1-2 2%
11

0
0
0
1-2 2%
12
Min for Assassin or Paladin 0
0
+100 (10)
1-2 4%
13
Min for Ranger 0
0
+100 (10)
1-2 4%
14
Max for Female Halfling
0
0
+200 (20)
1-2 7%
15
Min for Monk; Max for Female Gnome
0
0
+200 (20)
1-2 7%
16
Max for Female Elf
0
+1
+350 (35)
1-3 10%
17
Max for Female Dwarf, Female Half-Elf, Male Halfling
+1
+1
+500 (50)
1-3 13%
18
Max for Non-Fighters
+1
+2
+750 (75)
1-3 16%
18/01-50
Max for Human Female or Male Gnome
+1
+3
+1000 (100)
1-3 20%
18/51-75
Max for Male Elf, Female Half-Orc
+2
+3
+1250 (125)
1-4
25%
18/76-90
Max for Male Half-Elf
+2
+4
+1500 (150)
1-4 30%
18/91-99
Max for Male Dwarf, Male Half-Orc
+2
+5
+2000 (200)
1-4 (1) *
35%
18/00
Max Human Strength
+3
+6
+3000 (300)
1-5 (2) *
40%
* The number in parentheses is the number of chances out of six for the fighter to be able to force open a locked, barred, magically held, or wizard locked door, but only one attempt ever (per door) may be made, and if it fails no further attempts can succeed.

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INTELLIGENCE
Ability
Score
General
Information
Possible Number of
Additional Languages
Chance to Know
Each Listed Spell
Minimum Number of
Spells Per Level
Maximum Number of
Spells Per Level
3

0
0%
0
0
4
Min for Half-Elf
0
0% 0
0
5
Fighter only here and below
0
0% 0
0
6
Min for Halfling
0
0% 0
0
7
Min for Gnome
0
0% 0
0
8
Min for Elf
1
0% 0
0
9
Min for Paladin, Magic User
1
35%
4
6
10
Min for 5th lvl MU spells
2
45%
5
7
11
Min for Assassin
2
45% 5
7
12
Min for 6th lvl MU spells 3
45% 5
7
13
Min for Ranger
3
55%
6
9
14
Min for 7th lvl MU spells 4
55% 6
9
15
Min for Illusionist
4
65%
7
11
16
Min for 8th lvl MU spells 5
65%
7
11
17
Max for Half-Orc
6
75%
8
14
18
Min for 9th lvl MU spells 7
85%
9
18
19+


95%
10
All

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WISDOM
Ability
Score
General
Information
Magical Attack
Adjustment *
Spell
Bonus
Chance of
Spell Failure
3

-3
0

4

-2
0

5
Thief only here and below
-1
0

6

-1
0

7

-1
0

8

0
0

9
Min for Cleric
0
0
20%
10

0
0
15%
11

0
0
10%
12
Min for Druid
0
0
5%
13
Min for Paladin, multiclass Half-Elf
0
0
0%
14
Min for Ranger; Max for Half-Orc
0
0
0%
15
Min for Monk
+1
One 1st level
0%
16

+2
One 1st level 0%
17
Max for Halfling; Min for 6th lvl Cleric spells
+3
One 2nd level 0%
18
Min for 7th lvl Cleric spells +4
One 2nd level 0%
* This adjustment applies to the saving throw of the character in question, the penalfy for low wisdom, or the bonus for high wisdom, being used to alter the result of the die roll accordingly. The adjustment applies only to mental attack forms involving will force, i.e. beguiling, charming, fear, hypnosis, illusion, magic jarring, mass charming, phantasmal forces, possession, rulership, suggestion, telepathic attack, etc.

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DEXTERITY
Ability
Score
General
Information
Reaction / Attacking
Adjustment
Defensive
Adjustment
Peanlty or Bonus to Thief Skills
Pick
Pockets
Open
Locks
Find/Remove
Traps
Move
Silently
Hide in
Shadows
3

-3
+4





4

-2
+3





5
Cleric only here and below
-1
+2





6
Min for MU, Half-Elf
0
+1





7
Min for Elf
0
0





8
Min for Halfling
0
0





9
Min for Thief
0
0
-15%
-10%
-10%
-20%
-10%
10

0
0
-10%
-5%
-10%
-15%
-5%
11

0
0
-5%
0% -5%
-10%
0%
12
Min for Assassin
0
0
0%
0% 0% -5%
0%
13

0
0
0% 0% 0% 0% 0%
14
Max for Half-Orc
0
0
0% 0% 0% 0% 0%
15
Min for Monk
0
-1
0% 0% 0% 0% 0%
16
Min for Illusionist
+1
-2
0% +5%
0% 0% 0%
17
Max for Dwarf
+2 (+1) *
-3
+5%
+10%
0% +5%
+5%
18

+3 (+2) *
-4
+10%
+15%
+5%
+10%
+10%
* The number in parentheses is the number that the character can subtract from individual initiative rolls (optional rule)

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CONSTITUTION
Ability
Score
General
Information
Hit Point
Adjustment
System Shock
Survival
Resurrection
Survival
3

-2
35%
40%
4

-1
40%
45%
5
Illusionist only here and below
-1
45%
50%
6
Min for Elf or Half-Elf
-1
50%
55%
7
Min for Fighter
0
55%
60%
8
Min for Gnome
0
60%
65%
9
Min for Paladin
0
65%
70%
10
Min for Halfling
0
70%
75%
11
Min for Monk
0
75%
80%
12
Min for Dwarf
0
80%
85%
13
Min for Half-Orc
0
85%
90%
14
Min for Ranger
0
88%
92%
15

+1
91%
94%
16

+2
95%
96%
17

+2 (+3) *
97%
98%
18

+2 (+4) *
99%
100%
* Bonus in parentheses only applies to fighters; all other classes receive a maximum hit point bonus of +2 per die.

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CHARISMA
Ability
Score
General
Information
Maximum No.
of Henchmen
Loyalty
Base
Reaction
Adiustment
3

1
-30%
-25%
4

1
-25%
-20%
5
Assassin only here and below
2
-20%
-15%
6

2
-15%
-10%
7

3
-10%
-5%
8
Min for Elf
3
-5%
0%
9

4
0%
0%
10

4
0%
0%
11

4
0% 0%
12
Max Half-orc *
5
0% 0%
13

5
0% +5%
14

6
+5%
+10%
15
Min for Druid
7
+15%
+15%
16
Max for Dwarf **
8
+20%
+25%
17
Min for Paladin
10
+30%
+30%
18

15
+40%
+35%
* Charisma maximum applies only with respect to non-orcs and non-half-orcs.
** Charisma maximum applies only with respect to non-dwarves.

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