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