Rogues Gallery
(Work in progress)


 
 
 
Cleric Druid Fighter Paladin Ranger
Magic-User Illusionist Thief Assassin Monk
Cavalier Barbarian - Thief-Acrobat Bard

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Sages 0-level characters Caravans City Guards City Watch
Border Patrols Pilgrims Buccaneers Couatl Ki-Rin
Shedu Liches Dungeon Parties Personalities -

 

UNOFFICIAL/ADDITIONAL CONTENT
Dual-Class Characters + Cavaliers Barbarians Thief-Acrobats -
Oriental Barbarian Bushi Kensai Monk Ninja
Samurai Shukenja Sohei Wu Jen Yakuza
Knight of Solamnia Knight of the Crown Knight of the Rose Knight of the Sword -
Mage Wizard of the White Robes Wizard of the Red Robes Wizard of the Black Robes -
- Good Priest Neutral Priest Evil Priest -
Tinker - - - -

THE ROGUES GALLERY is intended as a playing aid for ADVANCED DUNGEONS & DRAGONS to assist the Dungeon
Master in creating Non-player Characters (NPC's). In it are statistics, combat information, and special skills
for all classes of characters, along with notes on appearance, personality, and magick items. Use of this booklet
will allow the DM to completely detail all information about randomly encountered characters in a much shorter
time than is otherwise required.

Also included in these charts are details on some monsters and groups of men which often prove time-consuming
to create. These are liches, couatl, ki-rin, shedu, sages, city guards, city watches, border patrols, caravans,
pilgrims, bandits, buccaneers, and dungeon parties. When such monsters or groups are randomly encountered,
these sections may be consulted to give information such as spells, composition, magick items, or level.

Some of the information presented in each section varies according to the class or monster presented and will be
explained in the introduction to that section. Much information remains constant and is explained below.

RA: This lists the race of the character. The abbreviations are as follows:

H -- human
D -- dwarf
G -- gnome
E -- elf
1/2E -- half-elf
1/2 -- hobbit
1/2O -- half-orc

SX: This indicates the sex of the character -- male (M) or female (F).

AL: Alignments are abbreviated by the first letters of the types (i.e. lawful good is LG).

ST, IN, WI, DX, CN, CH: These are the character statistics of strength, intelligence, wisdom, dexterity, constitution,
and charisma. They have already been adjusted for race and sex. Exceptional strength percentages are listed
after the slash.

LV: The level of the characters in general does not exceed 13 throughout this booklet. This is intentional, as
characters of higher level should be personally created and designed by the DM.

HP: This is the number of hit points, and has already been adjusted for constitution.

AC: This represents the base armor typee worn or possessed by the character. This figure is not adjusted for
dexterity or magickal devices.

+H: Adjustments on the chance to score a hit are listed here. These adjustments are due to strength and do not
take into account bonuses vs. specific creature types or those given by magickal weapons.

+D: Extra damage done due to strength or, in some cases, special abilities are noted here. This does not include
extra damage due to magickal weapons or devices.

DB: The Dexterity Bonus (DB) is the defensive adjustment made to the armor class of the character. In most cases,
this will serve to lower the AC of the character.

SB: The Saving Throw bonus (SB) is the adjustment given for high or low wisdom scores and applies to the mental
attacks or influences on the character. However, some non-humans receive a constitution bonus that affects other
types of saving throws -- those vs. poison and magick. Since the 2 adjustments may or may not be used at once,
they have been written individually -- wisdom first, then constitution. None of these saving throw bonuses take into
account possible magickal devices.

R/AT: The reaction/attacking adjustment applies only to missile weapons and to adjustments on the surprise die. It
is not modified in any way for magickal devices.

AG, AP, PO, SA, GT: All of these categories deal with the personality of the character. The abbreviations stand for
Age (AG), Appearance (AP), Possessions (PO), Sanity (SA), and General Tendencies (GT). Information on these and
more appears on pp. 100-102 of the DUNGEON MASTERS GUIDE. The tables for each of these characteristics
are given below. <^>
 

<PCs have higher ability scores than NPCs.)
Method V is recommended for humans, Method I for non-humans.
ALL PCs should have at least two 15s.>

<PCs have more magick items than NPCs:
1 roll for each level, but only retain those items that the character can use.
e.g. a 2nd level cleric gets 2 rolls. they indicate a sword +1 and a potion of healing.
this 2nd level cleric thus only has 1 magick item: the potion of healing>

NOTES
100 Knights
114 Wizards
125 Fighters
113 Samurai
100 Clerics
103 Thieves

NAMES
Thigru Thorkisen (MU) (DMG.39)
Olaf Blue Cheeks (F10) (DMG.39)
Halfdan the Necromancer (DMG.39)

Ragnor (Fighter) (Dragon #60)
Olias (Thief) (Dragon #60)
Olaf the Unbathed (Dragon #60)
Pontius Entwhistle (thanks: Jonathon Eckley) (Cleric)

Harold Land (YES)
Jack the Stripper (BLACK SABBATH)

DUAL-CLASS
Dual-Class Characters (Humans)

ASSASSINS

CLERICS

DRUIDS

FIGHTERS
 

MAGIC-USERS

ILLUSIONISTS

MATURE IMMACULATES

MATURE FOPS

MIDDLE-AGED IMMACULATES

ORIENTAL / SAMURAI

UNKNOWN

DWARVES

ELVES

GNOMES

HOBBITS



 
 


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