Core 1e | - | Official 1e (1.5) | - | Alternate (based on GHA) |
0. Ask your DM about which Method is
used.
0a. Ask your DM about the two 15s requirement. (PHB.9)
1. ABILITIES (Example)
Roll your abilities.
Ensure two 15s.
(example) Roll again until you get a set with 2 15s.
2. RACE
Pick race.
(Dwarf,
Elf,
Gnome,
Hobbit,
Half-elf,
Half-orc,
Human)
Add race modifiers (PHB.14)
Dwarf or Hobbit: Pick sub-race.
(Dwarf: Hill or Mountain)
(Hobbit: Hairfoot, Stout, Tallfellow, Mixed)
3. CLASS
Pick class.
4. ALIGNMENT
Pick alignment.
5. HIT POINTS
Roll for HP, keep your first roll.
Add CON bonus.
6. LANGUAGES
Pick languages if you want.
7. STARTING GOLD
Roll for starting gold.
Multi-classed characters roll for each class.
Buy equipmnent in-game.
8. WEAPON PROFICIENCIES
Pick your weapon proficiencies.
9. PSIONICS
Roll d100.
Roll first, and the result is 90+ then check the PHB. Otherwise, go
to the next step.
<Optional: require an 18 in INT and/or WIS and/or CHA>
10. CHARACTERISTICS
NOT recommended (qv. DMG.11)
11. SECONDARY SKILLS
Roll for secondary skills (DMG.12)
12. AGE
Determine age.
Apply age modifiers.
13. STARTING EQUIPMENT
Your DM might give you a chance at some bonus items. (DMG.25)
10% chance for a suit of plate mail
(if you can use it)
10% chance for a dagger +1 (if you can use it)
10% chance for a random
potion (if you can use it)
If you have 1 or more of the above items, then reduce your starting
gold by 50%.
14. DETERMIUNE STARTING SPELLS
DMG.39 (Acquisition of MU spells)
No need to roll to know.
Read Magick is known
to all wizards.
Give 1 bonus Miscellaneous spell.
15. KEEN-EARED?
DMG.60.
16. HEIGHT & WEIGHT
Update your DMG. Info at top of page 12.
17. CHECK FOR MAGICK ITEMS
Appendix P.
Multi-classed characters check for each class.
18. ENCUMBRANCE
Appendix O.
Concentrate on the heavy items first.
Armor
& Weapons.
19. NAME YOUR CHARACTER
20. CAMPAIGN SPECIFIC DETAILS
(T1-4 The Temple of Elemental Evil)
(Insert your campaign details here)
20.1
Begin with light riding horse
and tack.
AC 7, HD 2 (24 = up to 300, 12 = up to 500)
20.2
Magic-users begin with a spellbook. (20#)
Clerics begin with a holy symbol.
Thieves begin with thieving tools (30 gp).
<note that these items are not free; deduct from
your starting gold>
<recommended: if a character does not have enough
money for beginning equipment, then assign the item, and subrtarc the difference
from future treasures>
20.3
Choose deitey: [Greyhawk, Deities
by Alignment] [Greyhawk Deities]
20.4
Human table,
Greyhawk
campaign (Note extra languages at this step).
Non-human
tables, Greyhawk campaign (Elves,
Dwarves,
Gnomes,
Halflings,
Half-Orcs)
Recommended: 2 rolls, take the one closest
to Hommlet.
Jeffrey Miller
Mike Hecht
Rich Claar
AD&D 1.5 CHARACTER CREATION
(As Official as I can get)
(1st Level Characters)
1. Roll for your SC (Social Class)
This determines what classes you can enter.
2. Choose Race
(Dwarf,
Elf,
Gnome,
Hobbit,
Half-elf,
Half-orc,
Human)
2a. Height and Weight.
3. Choose class
4. Roll for your ability scores.
Your DM will inform you as to what Method(s) are used.
You'll need two 15s. Again, your DM will inform you about how to ensure
two 15s.
5. Once you have your base numbers, adjust your COM with your CHA
6. Apply race modifier.
7. Determine age, apply age modifiers.
8. Determine homeland (World of Greyhawk). This works differently for barbarians.
9. Determine birth rank.
10. Determine legal status of parents.
11. Choose alignment.
12. VERY optional: determine characteristics (DMG.11, 100)
13. Choose deity
14. Roll for secondary skills.
15. Choose your weapon proficiencies.
16. Choose non-weapon proficiencies.
16a. Choose languages.
17. Determine starting gold.
Your DM will inform you as to whether to purchase equipment before
the Game, or in-game.
The latter is preferable.
18. Optoinal: Assign bonus items (DMG.25)
19. Optional: Roll for magic items. I rule that multi-class characters get 1 set of rolls for each of their classes.
20 Calculate encumbrance.
21. Magic-users and illusionists, roll for your initial spells..
22. Roll for your cantrips.
23. Optional: Your DM might give you some bonus spells.
24. You begin with 2 spellbooks. Each weighs 45 pounds.
25. Roll for your HP. Average HP is the minimum.
26. Determine if your character has psionic ability.
27. Name your character.
28. Optional: make or find an image.
I think that covers everything.
If I've missed something, please let me know.
AD&D 1.5+
-1.
-1.1 Are you generating a Level
0 character, or, a Level 1 character ?
(Note: sometimes, with the latter, you
will end up generating a Level 0 character, anyway).
0.
BACKGROUND
Determine Social
Class.
This determines what Character Classes
you can enter.
0.1 Choose your Race (Race/Class
list).
0.2 Choose your Class (Race/Class
list)..
0.3 Now that you have chosen your race, determine your Circumstances of Birth.
0.4 Determine your characters' Birthplace.
Human table,
Greyhawk
campaign (Note extra languages at this step).
Non-human
tables, Greyhawk campaign (Elves,
Dwarves,
Gnomes,
Halflings,
Half-Orcs)
Birthplace table (Unofficial), Forgotten
Realms campaign.
(For barbarian characters, choose your
homeland in Step 3).
1. ABILITIES
Human: Use Method
V.
Non-Human: Use Method
I. (Remember to generate Comeliness,
with 3d6)
1b. Modify your Comeliness with your Charisma
modifier.
1c. Raise two highest scores to 15, if
needed. If equal scores, raise in the order of S, I, W, D, C, Ch.
2. CLASS
Class (Cleric,
Druid,
Fighter,
Ranger,
Paladin,
Magic-user,
Illusionist,
Thief,
Assassin,
Monk,
Multi-Class)
2a. Image --> roll
d00 (Cleric, Druid,
Fighter,
Ranger,
Paladin,
Magic-User,
Illusionist,
Thief,
Assassin,
Monk)
3. RACE
3a. Height (male)
(female)
3b. Weight (male)
(female)
3c. Age
(Young Adult, Mature, Middle Aged). Adjust ability scores for age.
4. ALIGNMENT
4a. (Optional) Characteristic,
General
Tendency.
5. SKILLS
Secondary
skill
5a. Weapon
proficiencies && weapon specialization. Single class only for
specialization.
5b. Check to see if
your character is keen-eared (see Listening at
Doors)
5c. Determine languages
(see Intelligence)
5d. Non-weapon
proficiencies
6. EQUIPMENT
6a1. (Optional*) 10%
chance for a +1 dagger, and halve starting gold.
6a2. (Optional*) 10%
chance plate mail, and halve starting gold.
6a3. (Optional*) 10%
chance for a random potion, and halve
the starting gold.
6b. (Optional) Roll
for magic items, Appendix P of the DMG.
6c. Determine starting
gold.
6d. Purchase equipment.
(T1-4 campaign: buy in-game. You start with a
riding horse or pony, as well as appropriate tack && harness).
* Only make the roll if your character can use the item.
7. SPELLS
Cantrips (M-U)
Spells (M-U)
8. EXPERIENCE
Note XP needed for next level
9. COMBAT
Record AC && HP
10. PSIONICS
Psionics
11. GREYHAWK
11a1. Human
table,
Greyhawk campaign (Note extra languages
at this step).
11a2. Non-human
tables, Greyhawk campaign (Elves,
Dwarves,
Gnomes,
Halflings,
Half-Orcs)
11b. [Greyhawk, Deities
by Alignment] [Greyhawk]
RACE/CLASS
Dwarf.Cleric
Dwarf.Fighter
Dwarf.Thief
Dwarf.Assassin
Mountain
Dwarf Cleric
Mountain
Dwarf Fighter
Mountain
Dwarf Thief
Mountain
Dwarf Assassin
Gray
Dwarf Cleric
Gray
Dwarf Fighter
Gray
Dwarf Thief
Gray
Dwarf Assassin
Elf.Cavalier
Elf.Cleric
Elf.Druid
Elf.Fighter
Elf.Ranger
Elf.Magic-User
Elf.Thief
Elf.Assassin
Dark
Elf.Cavalier
Dark
Elf.Cleric
Dark
Elf.Fighter
Dark
Elf.Ranger
Dark
Elf.Magic-User
Dark
Elf.Thief
Dark
Elf.Assassin
Gray
Elf.Cavalier
Gray
Elf.Cleric
Gray
Elf.Druid
Gray
Elf.Fighter
Gray
Elf.Ranger
Gray
Elf.Magic-User
Gray
Elf.Thief
Gray
Elf.Assassin
Valley
Elf.Cavalier
Valley
Elf.Cleric
Valley
Elf.Druid
Valley
Elf.Fighter
Valley
Elf.Ranger
Valley
Elf.Magic-User
Valley
Elf.Thief
Valley
Elf.Assassin
Wild
Elf.Druid
Wild
Elf.Fighter
Wild
Elf.Thief
Wild
Elf.Assassin
Wood
Elf.Cleric
Wood
Elf.Druid
Wood
Elf.Fighter
Wood
Elf.Ranger
Wood
Elf.Magic-User
Wood
Elf.Thief
Wood
Elf.Assassin
Gnome.Cleric
Gnome.Fighter
Gnome.Illusionist
Gnome.Thief
Gnome.Assassin
Deep
Gnome.Cleric
Deep
Gnome.Fighter
Deep
Gnome.Illusionist
Deep
Gnome.Thief
Deep
Gnome.Assassin
Half-Elf.Cavalier
Half-Elf.Paladin
Half-Elf.Cleric
Half-Elf.Druid
Half-Elf.Fighter
Half-Elf.Ranger
Half-Elf.Magic-User
Half-Elf.Thief
Half-Elf.Assassin
Half-Dark-Elf.Cavalier
Half-Dark-Elf.Paladin
Half-Dark-Elf.Cleric
Half-Dark-Elf.Druid
Half-Dark-Elf.Fighter
Half-Dark-Elf.Ranger
Half-Dark-Elf.Magic-User
Half-Dark-Elf.Thief
Half-Dark-Elf.Assassin
Half-Gray-Elf.Cavalier
Half-Gray-Elf.Paladin
Half-Gray-Elf.Cleric
Half-Gray-Elf.Druid
Half-Gray-Elf.Fighter
Half-Gray-Elf.Ranger
Half-Gray-Elf.Magic-User
Half-Gray-Elf.Thief
Half-Gray-Elf.Assassin
Half-Valley-Elf.Cavalier
Half-Valley-Elf.Paladin
Half-Valley-Elf.Cleric
Half-Valley-Elf.Druid
Half-Valley-Elf.Fighter
Half-Valley-Elf.Ranger
Half-Valley-Elf.Magic-User
Half-Elf-Valley.Thief
Half-Valley-Elf.Assassin
Half-Wild-Elf.Cavalier
Half-Wild-Elf.Paladin
Half-Wild-Elf.Cleric
Half-Wild-Elf.Druid
Half-Wild-Elf.Fighter
Half-Wild-Elf.Ranger
Half-Wild-Elf.Magic-User
Half-Wild-Elf.Thief
Half-Wild-Elf.Assassin
Half-Wood-Elf.Cavalier
Half-Wood-Elf.Paladin
Half-Wood-Elf.Cleric
Half-Wood-Elf.Druid
Half-Wood-Elf.Fighter
Half-Wood-Elf.Ranger
Half-Wood-Elf.Magic-User
Half-Wood-Elf.Thief
Half-Wood-Elf.Assassin
Halfling.Cleric
Halfling.Druid
Halfling.Fighter
Halfling.Thief
Mixed
Halfling.Cleric
Mixed
Halfling.Druid
Mixed
Halfling.Fighter
Mixed
Halfling.Thief
Stout
Halfling.Cleric
Stout
Halfling.Druid
Stout
Halfling.Fighter
Stout
Halfling.Thief
Tallfellow
Halfling.Cleric
Tallfellow
Halfling.Druid
Tallfellow
Halfling.Fighter
Tallfellow
Halfling.Thief
Half-Orc.Cleric
Half-Orc.Fighter
Half-Orc.Thief
Half-Orc.Assassin
Human.Cavalier
Human.Paladin
Human.Cleric
Human.Druid
Human.Fighter
Human.Barbarian
Human.Ranger
Human.Magic-User
Human.Illusionist
Human.Thief
Human.Assassin
Human.Monk
Dwarf.Cleric/Fighter
(CF)
Dwarf.Fighter/Thief
(FT)
Elf.Cleric/Fighter
(CF)
Elf.Cleric/Fighter
(CF)
Elf.Cleric/Ranger
(CR)
Elf.Cleric/Magic-User
(CM)
Elf.Cleric/Assassin
(CA)
Elf.Druid/Fighter
(DF)
Elf.Druid/Ranger
(DR)
Elf.Druid/Magic-User
(DM)
Elf.Druid/Thief
(DT)
Elf.Fighter/Magic-User
Elf.Fighter/Thief
(FT)
Elf.Fighter/Assassin
(FA)
Elf.Ranger/Magic-User
(RM)
Elf.Ranger/Thief
(RT)
Elf.Magic-User/Thief
(MT)
Elf.Magic-User/Assassin
(MA)
Elf.Cleric/Fighter/Magic-User
(CFM)
Elf.Cleric/Fighter/Thief
(CFT)
Elf.Cleric/Magic-User/Thief
(CMT)
Elf.Fighter/Magic-User/Thief
(FMT)
Dark
Elf.Cleric/Fighter
(CF)
Dark
Elf.Cleric/Ranger
(CR)
Dark
Elf.Cleric/Magic-User
(CM)
Dark
Elf.Cleric/Thief (CT)
Dark
Elf.Cleric/Assassin
(CA)
Dark
Elf.Fighter/Magic-User
Dark
Elf.Fighter/Thief
(FT)
Dark
Elf.Fighter/Assassin
(FA)
Dark
Elf.Ranger/Magic-User
(RM)
Dark
Elf.Ranger/Thief (RT)
Dark
Elf.Magic-User/Thief
(MUT)
Dark
Elf.Magic-User/Assassin
(MA)
Dark
Elf.Cleric/Fighter/Magic-User
(CFM)
Dark
Elf.Cleric/Fighter/Thief
(CFT)
Dark
Elf.Cleric/Magic-User/Thief
(CMT)
Dark
Elf.Fighter/Magic-User/Thief
(FMT)
Gray
Elf.Cleric/Fighter
(CF)
Gray
Elf.Cleric/Ranger
(CR)
Gray
Elf.Cleric/Magic-User
(CM)
Gray
Elf.Cleric/Assassin
(CA)
Gray
Elf.Druid/Fighter
(DF)
Gray
Elf.Druid/Ranger (DR)
Gray
Elf.Druid/Magic-User
(DM)
Gray
Elf.Druid/Thief (DT)
Gray
Elf.Fighter/Magic-User
Gray
Elf.Fighter/Thief(FT)
Gray
Elf.Fighter/Assassin
(FA)
Gray
Elf.Ranger/Magic-User
Gray
Elf.Ranger/Thief (RT)
Gray
Elf.Magic-User/Thief
(MUT)
Gray
Elf.Magic-User/Assassin
(MA)
Gray
Elf.Cleric/Fighter/Magic-User
(CFM)
Gray
Elf.Cleric/Fighter/Thief(CFT)
Gray
Elf.Cleric/Magic-User/Thief
(CMT)
Gray
Elf.Fighter/Magic-User/Thief
(FMT)
Valley
Elf.Cleric/Fighter
(CF)
Valley
Elf.Cleric/Ranger
(CR)
Valley
Elf.Cleric/Magic-User
(CM)
Valley
Elf.Cleric/Assassin
(CA)
Valley
Elf.Druid/Fighter
(DF)
Valley
Elf.Druid/Ranger (DR)
Valley
Elf.Druid/Magic-User
(DM)
Valley
Elf.Druid/Thief (DT)
Valley
Elf.Fighter/Magic-User
Valley
Elf.Fighter/Thief
(FT)
Valley
Elf.Fighter/Assassin
(FA)
Valley
Elf.Ranger/Magic-User
(RM)
Valley
Elf.Ranger/Thief (RT)
Valley
Elf.Magic-User/Thief
(MT)
Valley
Elf.Magic-User/Assassin
(MA)
Valley
Elf.Cleric/Fighter/Magic-User
(CFM)
Valley
Elf.Cleric/Fighter/Thief
(CFT)
Valley
Elf.Cleric/Magic-User/Thief
(CMT)
Valley
Elf.Fighter/Magic-User/Thief
(FMT)
Wood
Elf.Cleric/Fighter
(CF)
Wood
Elf.Cleric/Ranger
(CR)
Wood
Elf.Cleric/Magic-User
(CM)
Wood
Elf.Cleric/Assassin
(CA)
Wood
Elf.Druid/Fighter
(DF)
Wood
Elf.Druid/Ranger (DR)
Wood
Elf.Druid/Magic-User
(DM)
Wood
Elf.Druid/Thief (DT)
Wood
Elf.Fighter/Magic-User
Wood
Elf.Fighter/Thief
(FT)
Wood
Elf.Fighter/Assassin
(FA)
Wood
Elf.Ranger/Magic-User
(RM)
Wood
Elf.Ranger/Thief (RT)
Wood
Elf.Magic-User/Thief
(MT)
Wood
Elf.Magic-User/Assassin
(MA)
Wood
Elf.Cleric/Fighter/Magic-User
(CFM)
Wood
Elf.Cleric/Fighter/Thief
(CFT)
Wood
Elf.Cleric/Magic-User/Thief
(CMT)
Wood
Elf.Fighter/Magic-User/Thief
(FMT)
Gnome.Cleric/Fighter
(CF)
Gnome.Cleric/Illusionist
(CI)
Gnome.Fighter/Illusionist
(CI)
Gnome.Fighter/Thief
(FT)
Gnome.Illusionist/Thief
(IT)
Deep Gnome.Cleric/Fighter
(CF)
Deep
Gnome.Cleric/Assassin
(CA)
Deep
Gnome.Cleric/Illusionist
(CI)
Deep
Gnome.Fighter/Illusionist
(CI)
Deep
Gnome.Fighter/Thief
(FT)
Deep
Gnome.Fighter/Assassin
(FA)
Deep
Gnome.Illusionist/Thief
(IT)
Deep
Gnome.Illusionist/Assassin
(IA)
Half-Elf.Cleric/Fighter
(CF)
Half-Elf.Cleric/Ranger
(CR)
Half-Elf.Cleric/Magic-User
(CM)
Half-Elf.Cleric/Assassin
(CA)
Half-Elf.Druid/Fighter
(DF)
Half-Elf.Druid/Ranger
(DR)
Half-Elf.Druid/Magic-User
(DM)
Half-Elf.Druid/Thief
(DT)
Half-Elf.Fighter/Magic-User
Half-Elf.Fighter/Thief
(FT)
Half-Elf.Fighter/Assassin
(FA)
Half-Elf.Ranger/Magic-User
(RM)
Half-Elf.Ranger/Thief
(RT)
Half-Elf.Magic-User/Thief
(MT)
Half-Elf.Magic-User/Assassin
(MA)
Half-Elf.Cleric/Fighter/Magic-User
(CFM)
Half-Elf.Cleric/Fighter/Thief
(CFT)
Half-Elf.Cleric/Magic-User/Thief
(CMT)
Half-Elf.Fighter/Magic-User/Thief
(FMT)
Half-Dark-Elf.Cleric/Fighter
(CF)
Half-Dark-Elf.Cleric/Ranger
(CR)
Half-Dark-Elf.Cleric/Magic-User
(CM)
Half-Dark-Elf.Cleric/Thief
(CT)
Half-Dark-Elf.Cleric/Assassin
(CA)
Half-Dark-Elf.Fighter/Magic-User
Half-Dark-Elf.Fighter/Thief
(FT)
Half-Dark-Elf.Fighter/Assassin
(FA)
Half-Dark-Elf.Ranger/Magic-User
(RM)
Half-Dark-Elf.Ranger/Thief
(RT)
Half-Dark-Elf.Magic-User/Thief
(MUT)
Half-Dark-Elf.Magic-User/Assassin
(MA)
Half-Dark-Elf.Cleric/Fighter/Magic-User
(CFM)
Half-Dark-Elf.Cleric/Fighter/Thief
(CFT)
Half-Dark-Elf.Cleric/Magic-User/Thief
(CMT)
Half-Dark-Elf.Fighter/Magic-User/Thief
(FMT)
Half-Gray-Elf.Cleric/Fighter
(CF)
Half-Gray-Elf.Cleric/Ranger
(CR)
Half-Gray-Elf.Cleric/Magic-User
(CM)
Half-Gray-Elf.Cleric/Assassin
(CA)
Half-Gray-Elf.Druid/Fighter
(DF)
Half-Gray-Elf.Druid/Ranger
(DR)
Half-Gray-Elf.Druid/Magic-User
(DM)
Half-Gray-Elf.Druid/Thief
(DT)
Half-Gray-Elf.Fighter/Magic-User
Half-Gray-Elf.Fighter/Thief
(FT)
Half-Gray-Elf.Fighter/Assassin
(FA)
Half-Gray-Elf.Ranger/Magic-User
Half-Gray-Elf.Ranger/Thief
(RT)
Half-Gray-Elf.Magic-User/Thief
(MUT)
Half-Gray-Elf.Magic-User/Assassin
(MA)
Half-Gray-Elf.Cleric/Fighter/Magic-User
(CFM)
Half-Gray-Elf.Cleric/Fighter/Thief
(CFT)
Half-Gray-Elf.Cleric/Magic-User/Thief
(CMT)
Half-Gray-Elf.Fighter/Magic-User/Thief
(FMT)
Half-Valley
Elf.Cleric/Fighter
(CF)
Half-Valley
Elf.Cleric/Ranger
(CR)
Half-Valley
Elf.Cleric/Magic-User
(CM)
Half-Valley
Elf.Cleric/Assassin
(CA)
Half-Valley
Elf.Druid/Fighter
(DF)
Half-Valley
Elf.Druid/Ranger (DR)
Half-Valley
Elf.Druid/Magic-User
(DM)
Half-Valley
Elf.Druid/Thief (DT)
Half-Valley
Elf.Fighter/Magic-User
Half-Valley
Elf.Fighter/Thief
(FT)
Half-Valley
Elf.Fighter/Assassin
(FA)
Half-Valley
Elf.Ranger/Magic-User
(RM)
Half-Valley
Elf.Ranger/Thief (RT)
Half-Valley
Elf.Magic-User/Thief
(MT)
Half-Valley
Elf.Magic-User/Assassin
(MA)
Half-Valley
Elf.Cleric/Fighter/Magic-User
(CFM)
Half-Valley
Elf.Cleric/Fighter/Thief
(CFT)
Half-Valley
Elf.Cleric/Magic-User/Thief
(CMT)
Half-Valley
Elf.Fighter/Magic-User/Thief
(FMT)
Half-Wood
Elf.Cleric/Fighter
(CF)
Half-Wood
Elf.Cleric/Ranger
(CR)
Half-Wood
Elf.Cleric/Magic-User
(CM)
Half-Wood
Elf.Cleric/Assassin
(CA)
Half-Wood
Elf.Druid/Fighter
(DF)
Half-Wood
Elf.Druid/Ranger (DR)
Half-Wood
Elf.Druid/Magic-User
(DM)
Half-Wood
Elf.Druid/Thief (DT)
Half-Wood
Elf.Fighter/Magic-User
Half-Wood
Elf.Fighter/Thief
(FT)
Half-Wood
Elf.Fighter/Assassin
(FA)
Half-Wood
Elf.Ranger/Magic-User
(RM)
Half-Wood
Elf.Ranger/Thief (RT)
Half-Wood
Elf.Magic-User/Thief
(MT)
Half-Wood
Elf.Magic-User/Assassin
(MA)
Half-Wood
Elf.Cleric/Fighter/Magic-User
(CFM)
Half-Wood
Elf.Cleric/Fighter/Thief(CFT)
Half-Wood
Elf.Cleric/Magic-User/Thief
(CMT)
Half-Wood
Elf.Fighter/Magic-User/Thief
(FMT)
Half-Wild-Elf.Fighter/Thief (FT)
Halfling.Cleric/Fighter
(CF)
Halfling.Druid/Fighter
(DF)
Halfling.Druid/Thief
(DT)
Halfling.Fighter/Thief
(FT)
Mixed
Halfling.Cleric/Fighter
(CF)
Mixed
Halfling.Druid/Fighter
(DF)
Mixed
Halfling.Druid/Thief
(DT)
Mixed
Halfling.Fighter/Thief
(FT)
Stout
Mixed Halfling.Cleric/Fighter
(CF)
Stout
Mixed Halfling.Druid/Fighter
(DF)
Stout
Halfling.Druid/Thief
(DT)
Stout
Halfling.Fighter/Thief
(FT)
Tallfellow
Mixed Halfling.Cleric/Fighter
(CF)
Tallfellow
Mixed Halfling.Druid/Fighter
(DF)
Tallfellow
Halfling.Druid/Thief
(DT)
Tallfellow
Halfling.Fighter/Thief
(FT)
Half-Orc.Cleric/Fighter
(CF)
Half-Orc.Cleric/Assassin
(CA)
Half-Orc.Fighter/Thief
(FT)
Half-Orc.Fighter/Scout
Half-Orc.Fighter/Assassin
(FA)
Korobokuru.Samurai
Korobokuru.Oriental
Barbarian
Korobokuru.Bushi
Korobokuru.Wu
Jen
Korobokuru.Yakuza
Carp
Hengeyokai.Shukenja
Carp
Hengeyokai.Kensai
Carp
Hengeyokai.Bushi
Carp
Hengeyokai.Wu Jen
Cat
Hengeyokai.Shukenja
Cat
Hengeyokai.Kensai
Cat
Hengeyokai.Bushi
Cat
Hengeyokai.Wu Jen
Crab
Hengeyokai.Shukenja
Crab
Hengeyokai.Kensai
Crab
Hengeyokai.Bushi
Crab
Hengeyokai.Wu Jen
Crane
Hengeyokai.Shukenja
Crane
Hengeyokai.Kensai
Crane
Hengeyokai.Bushi
Crane
Hengeyokai.Wu Jen
Dog
Hengeyokai.Shukenja
Dog
Hengeyokai.Kensai
Dog
Hengeyokai.Bushi
Dog
Hengeyokai.Wu Jen
Drake
Hengeyokai.Shukenja
Drake
Hengeyokai.Kensai
Drake
Hengeyokai.Bushi
Drake
Hengeyokai.Wu Jen
Fox
Hengeyokai.Shukenja
Fox
Hengeyokai.Kensai
Fox
Hengeyokai.Bushi
Fox
Hengeyokai.Wu Jen
Hare
Hengeyokai.Shukenja
Hare
Hengeyokai.Kensai
Hare
Hengeyokai.Bushi
Hare
Hengeyokai.Wu Jen
Monkey
Hengeyokai.Shukenja
Monkey
Hengeyokai.Kensai
Monkey
Hengeyokai.Bushi
Monkey
Hengeyokai.Wu Jen
Raccon
Dog Hengeyokai.Shukenja
Raccon
Dog Hengeyokai.Kensai
Raccon
Dog Hengeyokai.Bushi
Raccon
Dog Hengeyokai.Wu Jen
Rat
Hengeyokai.Shukenja
Rat
Hengeyokai.Kensai
Rat
Hengeyokai.Bushi
Rat
Hengeyokai.Wu Jen
Sparrow
Hengeyokai.Shukenja
Sparrow
Hengeyokai.Kensai
Sparrow
Hengeyokai.Bushi
Sparrow
Hengeyokai.Wu Jen
Human.Oriental
Barbarian
Human.Samurai
Human.Shukenja
Human.Sohei
Human.Kensai
Human.Bushi
Human.Bushi/Ninja
Human.Sohei/Ninja
Human.Wu
Jen/Ninja
Human.Yakuza/Ninja
Human.Wu
Jen
Human.Yakuza
Bamboo
Spirit Folk Samurai
Bamboo
Spirit Folk Kensai
Bamboo
Spirit Folk Bushi
Bamboo
Spirit Folk Monk
River
Spirit Folk Samurai
River
Spirit Folk Kensai
River
Spirit Folk Bushi
River
Spirit Folk Monk
Sea
Spirit Folk Samurai
Sea
Spirit Folk Kensai
Sea
Spirit Folk Bushi
Sea
Spirit Folk Monk
Kender.Fighter
Kender.Barbarian
Kender.Ranger
Kender.Thief
Kender.Scout
Kender.Cleric
Kender.Druid
Kender
Holy Order of the Stars
Tinker Gnome Tinker
Silvanesti Elf Paladin
Silvanesti Elf Fighter
Silvanesti Elf Ranger
Silvanesti Elf Student Wizard
Silvanesti Elf Holy Order
of the Stars
Qualinesti Elf Cavalier
Qualinesti Elf Fighter
Qualinesti Elf Ranger
Qualinesti Elf Magic-User
(Renegade)
Qualinesti Elf Student Wizard
Qualinesti Elf Thief
Qualinesti Elf Scout
Qualinesti Elf Holy Order
of the Stars
Kagonesti Elf Fighter
Kagonesti Elf Barbarian
Kagonesti Elf Ranger
Kagonesti Elf Thief
Kagonesti Elf Scout
Kagonesti Elf Holy Order
of the Stars
Dimernesti
Elf Cavalier
Dimernesti
Elf Paladin
Dimernesti
Elf Fighter
Dimernesti
Elf Student Wizard
Dimernesti
Holy Order of the Stars
Ansalonian Half-Elf Knight
of the Crown
Ansalonian Half-Elf Fighter
Ansalonian Half-Elf Ranger
Ansalonian Half-Elf Magic-User
(Renegade)
Ansalonian Half-Elf Student
Wizard
Ansalonian Half-Elf Thief
Ansalonian Half-Elf Scout
Ansalonian Half-Elf Cleric
(Heathen)
Ansalonian Half-Elf Druid
(Heathen)
Ansalonian Half-Elf Holy
Order of the Stars
Ansalonian Hill Dwarf Fighter
Ansalonian Hill Dwarf Barbarian
Ansalonian Hill Dwarf Ranger
Ansalonian Hill Dwarf Thief
Ansalonian Hill Dwarf Scout
Ansalonian Hill Dwarf Holy
Order of the Stars
Ansalonian Mountain Dwarf
Cavalier
Ansalonian Mountain Dwarf
Paladin
Ansalonian Mountain DWarf
Fighter
Ansalonian Mountain Dwarf
Thief
Ansalonian Mountain Dwarf
Scout
Ansalonian Mountain Dwarf
Holy Order of the Stars
Gully Dwarf Fighter
Gully Dwarf Barbarian
Gully Dwarf Thief
Gully Dwarf Scout
Gully Dwarf Holy Order of
the Stars
Irda
Cavalier
Irda
Paladin
Irda
Fighter
Irda
Ranger
Irda
Student Wizard
Irda
Thief
Irda
Scout
Irda
Holy Order of the Stars
Minotaur Fighter
Minotaur Barbarian
Minotaur Ranger
Minotaur Student Wizard
Minotaur Thief
Minotaur Scout
Minotaur Holy Order of the
Stars
Human
Knight of the Crown
Human
Student Wizard
Human
Holy Order of the Stars
ALTERNATE
CHARACTER CREATION
This is based on the 0-level
characters section of GREYHAWK ADVENTURES
1. ABILITIES
Roll 3d6 for 7 abilities
20 + 2d20 Aptitude Points
1 point = 1 point in an ability
score
You need a minimum of two
15s.
Comeliness
is used.
Charisma
modifies Comeliness.
2. RACES
Dwarf
= 5 AP
Dwarf,
Mountain = 6 AP
Dwarf,
Gray = 9 AP
Elf
= 6 AP
Elf,
Dark = 9 AP
Elf,
Gray = 7 AP
Elf, Valley = 7 AP
Elf, Wild = 6 AP
Elf, Wood = 6 AP
Gnome = 5 AP
Gnome, Deep = 10 AP
Half-Elf = 4 AP
Halfling, Hairfoot = 3 AP
Halfling, Mixed = 4 AP
Halfling, Stout = 5 AP
Halfling, Tallfellow = 4
AP
Half-Orc = 2 AP
Human = 0 AP
2a. Choose gender.
2b. Raise
scores to race minimums
2c. Apply
race mods +
2f. height
&& weight (male)* (female)*
2g. Keen-eared?
(10% chance for humans, d6: 1-3 = HN 15%, 4-6 = HN 20%)
* disregard
footnotes
3. CLASSES
Cavalier = 11 AP
Paladin = 17 AP
Cleric = 2 AP
Druid = 3 AP
Fighter = 0 AP
Barbarian = 18 AP
Ranger = 3 AP
Magic-USer = 1 AP
Illusionist = 1 AP
Thief = 8 AP
Assassin = 4 AP
Monk = 11 AP
Bard = 9 AP
3a. Raise
scores to class minimums
3c.
age
& aging mods (adjust COM if middle-aged
or older)
Middle-aged
= 1 AP
Old =
2 AP
3d. Psionic?
If you are a human, dwarf, elf, half-elf, or hobbit, AND if you have I,
W, and/or CH of 16+:
Roll the
dice and think later. Get back to me if you have a unmodified result of
96%+.
4. ALIGNMENT
Neutral assassin = 1 AP
Good assassin = 2 AP
Good thief = 1 AP
4a. Choose alignment
4b. Choose deity (LG,
NG,
CG,
LN,
N,
CN,
LE,
NE,
CE)
(Demi-Human Deities)
5. PROFICIENCIES
Each slot costs 1 AP
5a. Homeland (human)
(elf) (dwarf) (gnome)
(hobbit) +
Roll twice,
take the result closest to Hommlet
Half-breeds
use the human table 50% of the time
5b. Social class
+
Bump your
result up to the min. in the right column
Note the
exact number
0-level
Knight-classes don't bump up their SC
5c. Birth
Rank +
5f. Parent's
Marital Status +
Is your
character a basterd or a bitch?
5g. Secondary Skill
+
Roll twice
for non-humans, taking the most appropriate result
5h. Weapon proficiencies
(1st Edition)
Choose
combat skills for each character class if multi-classed
Clerics
can use the weapon of their deity
5i. Non-Weapon
proficiencies (1st Edition)
6. EQUIPMENT
Your SC (Social Class) number
x 2 is the amount of gp that you start with
6a. Roll for
money +
Modify
this for Social Class (LLC = 0 money, MLC/ULC = 1/2 money, LUC = x2 money,
MUC = x3 money, UUC = x4 money)
6b. Equipment
6b2. Priests:
WHS (Wooden Holy Symbol) -- 1 gp. Wood is
just the default. Druids: begin with oak leaves.
6b3. Wizards:
Spellbook & a clear crystal or mineral prism
-- 5 gp -- (or a yellow
tinted piece of mica -- 1
gp -- for illusionists) & components
for the spells in their spellbook, if needed.
6b4. Thieves:
Thieves tools (deduct 30 gp).
6c. Optional: Roll for special item (10%)
d6, 1-2
= plate mail, 3-4 = dagger +1,
random potion
(d100, d100)
If you
can't use it, you don't have it.
Divide
your starting gold by 2 if you have a special item.
6d. Optional: Roll for magick
items.
Roll for
each of your classes, if you are a multi-class character.
6e. T1-4: begin with light
riding horse + tack (saddle blanket, saddle, large saddlebags, bit
& bridle: #47). 42 gp.
Roll 2d8
for your horse HP. AC 7. Up to 300 pounds = Move 24. Up to 500 pounds =
Move 12.
6e1. T1-4: if under 5', begin
with pony + tack (saddle blanket, saddle,
small saddlebags, bit & bridle: #47). 32 gp.
Roll 1d8+1
for your pony HP. AC 7. Up to 200 pounds = Move 12. Up to 300 pounds =
Move 6.
6f. Optional: 1d3-1 horse/pony
quirks,
horse/pony name.
6g. Encumbrance: to start, just note down
the ENC of weapons & items that are 10 pounds
or more (e.g. armor).
6h. Optional: Instead of buying your equipment
at the Trading Post in Hommlet, buy your equipment
from the Official 1e list.
7. MAGIC
8. EXPERIENCE
You may add abilities from
other classes.
Every ability that you add
costs 1 AP.
Every ability that you add
costs 10% XP.
Turning Undead
Cleric Spells, 1st level
Exceptional STR
Exceptional CON
Magic-User Spells, 1st level
1 Thief Ability
* Weapon of Choice
Lance bonus damage
Parry
Stat improvement
Immune to Fear/Circle of
Protection
90% immunity to mind-affecting
spells
+2 saves vs. illusion
Function at -HP
Enhanced healing
Hospitality
Detect Evil
+2 to all saves
Immune to Disease
Lay on Hands
Cure Disease
Protection from Evil, 10
r.
* Druid Spells, 1st level
+2 to saves vs. fire &
lightning
* Enhanced DEX bonus
Enhanced CON bonus
Fast movement
XP for destroying magic items
Barbarian save bonuses
Surprise others
Back protection
Jumping
Detect Illusion
Detect Magic
Ranger Damage Bonus
* Illusionist spells, 1st level
* Assassinate
Spy
* Extra weapon damage
Missile deflection
1/2 damage on a successful
save
* Charm
Raise Morale
Counter-Song
9. COMBAT
1 HP = 1 AP
Up to 18 AP can be spent
on HP.
2.2a. Image, Humans
--> roll d00 (Cleric,
Druid,
Fighter,
Ranger,
Paladin,
Magic-User,
Illusionist,
Thief,
Assassin,
Monk,
Multi-Class)
2.2b. Image, Demi-humans
--> acccess the ROGUES GALLERY directory.
Choose or randomly generate an image.
3. Race (Dwarf,
Elf,
Gnome,
Hobbit,
Half-elf,
Half-orc,
Human)
3a. Apply racial modifiers
3b. Height (male)
(female)
3c. Weight (male)
(female)
3d. Age
(Young Adult, Mature,
Middle Aged). Adjust ability scores for age.
3e. Greyhawk,
human: Roll d100 to determine your birthplace (human)
3e1. Choose alignment
3e2. Note bonus languages
3e3. Note human sub-race
3f. Greyhawk, demi-human:
Roll d100 to determine your birthplace (demi-human)
4. Alignment
4a. (Optional) Roll
for a Trait(s). NOT recommended.
4b. [Greyhawk, Deities
by Alignment] [Greyhawk Deities]
5. Secondary
skill
5a. Weapon proficiencies
(check this at step 2)
5b. Check to see if
your character is keen-eared
5c. Choose or roll for
Languages
(Optional: random language determination)
6. Equipment
6a. (Optional) 10%
per class for a special item, if the character can use it.
Roll d3. Reduce your starting GP by 1/2.
6a1. plate mail
6a2. dagger +1
6a3. random potion
6b. (Optional) Roll
for magic items, Appendix P of the DMG.
6c. Determine starting
gold.
6d. Purchase equipment.
6d1. T1-4: most equipment is purchased in-game.
6d1a. T1-4: if Time is an issue, your DM might let you pre-buy equipment.
Use this table, not the one in the PH.
6d2. T1-4: begin with a light riding horse (pony for dwarves, etc.), and
a #47 pound tack bundle (small saddle bags for ponies).
7. Spells (M-U) (Intelligence)
8. Note XP needed for next level
9. Record AC && HP
9a. Record THACO
9b. Record saves
10. Psionics
11. Name
your character
Each participant in the
campaign created by the referee must create one or
more game personas. The game persona of
each participant is called the
PC in order to differentiate it from personas
created by the
referee, called non-player characters.
The DM is advised to
limit player characters to one per participant
at commencement of the
campaign, though as play progresses, additional
player characters may be
added in a judicious manner. Each player
develops the abilities of his or
her character through random number generation
(by means of dice
rolling) to determine the basic characteristics
of the persona, the abilities.
The player then decides what race the
character is, what the character's
class is, the alignment of the character,
and what the character's name is
to be. The character will speak certain
languages determined by race,
class, and alignment. He || she will have
a certain amount of gold pieces
to begin with, and these funds will be
used to purchase equipment needed
for adventuring. Finally, each character
begins with a certain number of
hit points, as determined by the roll
of the die (or dice) commensurate
with the character's class. Class determines
the type of die (or dice) rolled.
All characters begin at 1st level. All
of this is completely explained in the
following paragraphs.
An Explanation of
the Usages of the Term "level": The term level has
multiple meanings in this game system.
Although substitute terminology
could have been used in
ADVANCED
DUNGEONS & DRAGONS,
common usage of the term level to include
multiple meanings is prevalent
amongst existing players, so the term
has been retained herein. The
usages for level are:
1. Level as an indication of Character
power: A player character begins
the game at 1st level, i.e. the lowest
possible level for a player
character. The higher the level number,
the more powerful the
character is.
‘All levels’
Dear Editor:
I have experienced both types of AD&D™
games, both as a player and as a DM. When I
began playing 4 years ago, my DM gave
one-tenth (yes, one-tenth) experience points
earned to characters. He gave none for treasure.
In one night, my 1st-level magic-user
didn’t participate at all, expect for taking up
space.
My second DM started me out with a very
good ranger. He advanced fairly quickly.
Since then he has explored countless dungeons,
wildernesses, cities, and planes of existence.
I still have him. That early campaign
was one of the most enjoyable I have ever
experienced.
After speaking with many players and DMs,
I have come to the conclusion that the best
possible campaign would include all levels of
play, from first level to the point where characters
are no longer challenged by anything
less than a demigod. No one will deny that
there are more high-level monsters for a party
to encounter, or that these monsters are
much more interesting. Which would excite
you more, hacking up orcs or slinging fireballs
at a mind flayer while dodging psionic
blasts?
Another question: If characters should not
advance beyond sixth or eighth level, why are
there provisions for 29th-level magic-users,
meteor swarms, hammers of thunderbolts, artifacts,
and quivering palms? Why is there no
upper limit in advancement? If Mr. Gygax
had
intended a lower-level game, why did he write
this into the AD&D game system?
The object of the game is unquestionably to
“role play.” If you actually follow any alignment,
you will be obligated to increase your
power, so you will be better able to further the
ends of your alignment. The closest thing to
“winning” in the AD&D game is acquiring levels
and powerful items. Cutting them (characters)
off just before these goals are attained is
robbing them of much of the fun possible in
the game. At least let them have a taste of
power. When that gets old, begin the cycle
anew with first-level characters.
Sean P. Healy
Wichita, Kan.
(Dragon #61)
<check DMG.8>
2. Level as used to indicate the depth
of the dungeon complex beneath
the ground: The 1st level of a
dungeon is the first layer of the
underground complex of tunnels, passages,
rooms, chambers, and so
forth. It is the 1st level beneath the
ground. Beneath the 1st level is the
2nd, below that is the 3rd. 4th, Sth,
etc. The higher the number, the
lower the dungeon level (and the more
hazardous its perils).
3. Level as a measure of magic spell
difficulty: The magic spells
available to some classes of characters
are graded by difficulty factor
- which, incidentally, reflects the spells'
effectiveness to some
extent. 1st level spells are the basic
ones available to beginning
characters. They are generally the least
powerful spells. Next come
2nd level spells, then come 3rd level
spells, and so on. The highest
level of any type of magic spell is 9th
level, spells usable only by 18th
level magic-users - lesser magic-users
can possibly employ such
spells under certain circumstances which
are explained hereafter,
but only at considerable risk.
3. Level as a gauge of a "monster's''
potential threat: Relatively weak
creatures, monsters with few hit points,
limited or non-existent
magical abilities, those which do little
damage when attacking, and
those which have weak, or totally lack,
venom are grouped together
and called 1st level monsters. Slightly
more powerful creatures are
ordered into 2nd level, then comes 3rd.
4th, 5th, and so on all the way
up to 10th level (the highest, which includes
the greatest monsters,
demon princes, etc.).
It was initially contemplated to term character
power as rank, spell
complexity was to be termed power, and
monster strength was to be
termed as order. Thus, instead of a 9th
level character encountering a 7th
level monster on the 8th dungeon level
and attacking it with a 4th level
spell, the terminology would have been:
A 9th rank character encountered
a 7th order monster on the 8th (dungeon)
level and attacked it with a 4th
power spell. However, because of existing
usage, level is retained
throughout with all four meanings, and
it is not as confusing as it may now
seem.
Just a quick FYI:
I did a horror spinoff of AD&D where the players were all yound teenagers, Boy Scouts, and their stats were based on their own estimates of what they possessed when that age. Of course there were no scores above 15, and most were in the 8-10 range. It worked well, and we had a lot of fun with the adventure in a huge onl seemingly abandoned mansion;)
Cheers,
Gary
<http://truculent.org/llchar/
maybe not perfect, but not too hard to
change so that is (closer)
some people enjoy spending their unfortunately
limited free time with their friends, rather than their dice
thanks!!!!>
Quote:
Originally Posted by RFisher
If a new player in an OAD&D campaign
says he wants a character like the Grey Mouser, would you just advise him
to be a thief and accept that a PC can't easily combine the talents of
the literary character? Would you suggest the dual class rules? Would you
make up something special?
Personally, I've usually opted for the first route. While games and literature can inspire one another, they are vastly different things. I've had players, however, that bristle at the fact that the TSR Lankhmar products had to "break the rules" to accommodate those iconic characters.
I would advise the player to develop a
thief character that was of his own creation, albeit it one that was modeled
after a fictitional hero. If the PC stats were good enough, I'd then point
out that the character could begin play as a fighter, and then be switched
to thief later on so as to have a dual class one akin to the Gray Mouser.
Unabashed plug: This difficulty highlights the drawback of a class based RPG. Because I was unsatisfied with having disappointed players, the LA game system's skill-bundle base allows for the creation of just about any kind of character the player (of GM) wants, and at the same time retains archetypes.
Cheerio,
Gary
Quote:
Originally Posted by Geoffrey
Gary, I've noticed that Lejendary Adventure
avatars start off more powerful than do AD&D characters, and the avatars
don't accumulate as much power over time as do AD&D characters. How
would the orders in LA, which all have 12 ranks, compare in terms of power
to AD&D character levels? For example:
12th rank avatars roughly equal X-level
AD&D characters
11th rank avatars roughly equal y-level
AD&D characters
etc.
Howdy Geoffrey,
that's a good question, and by that I mean a tough one. As an Avatar in the Lejendary Adventure game starts with about all the Health (hit points) he is ever goint to have, the only real comparison can be in success probability for an action. Even there, activations (spell casting) is not certain in the LA game. The addition od new skill bundles automatically or by choice also makes it difficult to equate one with the other. Without actual parallels in many places such a comparison must bE very general. Okay, I've hedged sufficiently to CMA
12th Rank = 4th level AD&D PC
11th Rank = 5th
10th Rank = 6th
9th Rank = 7th
8th Rank = 8th
7th Rank = 9th
6th Rank = 10th-11th
5th Rank = 12th-13th
4th Rank = 14th-15th
3rd Rank = 16th-17th
2nd Rank = 18th-19th
1st Rank = 20th +
Cheerio,
Gary
Quote:
Originally Posted by A'koss
Hmmm, I'm not sure I buy that (and I apologize
in advance if this is getting OT). BD&D characters and AD&D characters
are very much like superheroes as well. High level character could destroy
entire towns of LL foes, fall from orbit, possess superhuman attributes,
etc. You certainly have more options and "powers" in 3e to be sure, but
I certainly wouldn't call the early edition characters "historical human
archetypes" by comparison. They're all geared towards representing mythological
and fantasy archetypes anyway.
Just my 2 bits.
A'koss.
Pardon,
That is parsing words. The mythological and fantasy archetypes are very human, quite mortal save for some of their magical attributes, mostly gained through brave deeds. Robin Hood, Lancelot, Sir Roland, and the host of examples in fairy tales told by Andrew Lang, even Fafhed and the Gray Mouser and Harold Shea are very much human, within normal human mental and physical bounds. Conan has marvelous strength, bit is is at best preternatural.
Superheroes are generally superior species or mutats, or else rely on fantastic science to be vastly superior to all but others of their ilk. Their purpose is different from the fantasy RPG norm as well, although in fantasy one can move to any extreme and remain within the bounds of the genre. The main difference is the miindset of the game and those that play.
Gary
Quote:
Originally Posted by A'koss
Eh? Nothing I've pointed out here contradicts
the RAW... All I'm really saying here is, from the average man's/soldier's
perspective, what's the difference between a 15th level AD&D character
and a 3e one? They're both effectively demigods/superheroes to his eyes.
Cheers!
A'koss.
How about this:
A 15th level PC in AD&D requires years of gaming, and when arriving at thay level the character is generally retired.
In new D&D arriving at that level takes
a mere few months, and that PC is nothing compared to the half-dragon/half-vampire
multi-prestige class one that the kid next door stomps around the campaign
world with
Gary
Quote:
Originally Posted by A'koss
...
... And let's be honest here, didn't we all experiment playing "dragonmen", vampires, lycanthropes, githyanki and other exotic monster characters in AD&D?
Cheers!
A'koss.
Never happened in any campaign I ever
ran, and none of the DMs I knew allowed such stuff either. <confused>
Of course there were those young power gamers who took my April Fools' joke character class, the Ultimist seriously and asked for more details
Cheers,
Gary
<everything that follows here is rough drafts / source material for compiled character generation flowcharts>