Home   |   D&D Stats Main   |   Character Generator   |   AD&D Play By Post Board   |   Register & Play FREE
Options: Basics | Races | Classes | Skills | Feats | Combat | Equipment | Adventuring | Spells | Psionics | Monsters | Divine | Sitemap

Advanced Dungeons & Dragons Character Stats


Vital Statistics

Age

You can choose or randomly generate your character's age. If you choose it, it must be at least the minimum age for the character's race and class (see Table: Random Starting Ages). Your character's minimum starting age is the adulthood age of his or her race plus the number of dice indicated in the entry corresponding to the character's race and class on Table: Random Starting Ages.

Alternatively, refer to Table: Random Starting Ages and roll dice to determine how old your character is.

Table: Random Starting Ages

Race

Adulthood

Barbarian

Rogue

Sorcerer

Bard

Fighter

Paladin

Ranger

Cleric

Druid

Monk

Wizard

Human

15 years

+1d4

+1d6

+2d6

Dwarf

40 years

+3d6

+5d6

+7d6

Elf

110 years

+4d6

+6d6

+10d6

Gnome

40 years

+4d6

+6d6

+9d6

Half-elf

20 years

+1d6

+2d6

+3d6

Half-orc

14 years

+1d4

+1d6

+2d6

Halfling

20 years

+2d4

+3d6

+4d6

With age, a character's physical ability scores decrease and his or her mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character's ability scores can be reduced below 1 in this way.

When a character reaches venerable age, secretly roll his or her maximum age, which is the number from the Venerable column on Table: Aging Effects plus the result of the dice roll indicated on the Maximum Age column on that table, and records the result, which the player does not know. A character who reaches his or her maximum age dies of old age at some time during the following year.

The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections, or violence before getting to venerable age.

Table: Aging Effects

Race

Middle Age 1

Old 2

Venerable 3

Maximum Age

Human

35 years

53 years

70 years

+2d20 years

Dwarf

125 years

188 years

250 years

+2d% years

Elf

175 years

263 years

350 years

+4d% years

Gnome

100 years

150 years

200 years

+3d% years

Half-elf

62 years

93 years

125 years

+3d20 years

Half-orc

30 years

45 years

60 years

+2d10 years

Halfling

50 years

75 years

100 years

+5d20 years

1 At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

2 At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

3 At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.

Height and Weight

The dice roll given in the Height Modifier column determines the character's extra height beyond the base height. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character's extra weight beyond the base weight.

Table: Random Height and Weight

Race

Base Height

Height Modifier

Base Weight

Weight Modifier

Human, male

4' 10"

+2d10

120 lb.

x (2d4) lb.

Human, female

4' 5"

+2d10

85 lb.

x (2d4) lb.

Dwarf, male

3' 9"

+2d4

130 lb.

x (2d6) lb.

Dwarf, female

3' 7"

+2d4

100 lb.

x (2d6) lb.

Elf, male

4' 5"

+2d6

85 lb.

x (1d6) lb.

Elf, female

4' 5"

+2d6

80 lb.

x (1d6) lb.

Gnome, male

3' 0"

+2d4

40 lb.

x 1 lb.

Gnome, female

2' 10"

+2d4

35 lb.

x 1 lb.

Half-elf, male

4' 7"

+2d8

100 lb.

x (2d4) lb.

Half-elf, female

4' 5"

+2d8

80 lb.

x (2d4) lb.

Half-orc, male

4' 10"

+2d12

150 lb.

x (2d6) lb.

Half-orc, female

4' 5"

+2d12

110 lb.

x (2d6) lb.

Halfling, male

2' 8"

+2d4

30 lb.

x 1 lb.

Halfling, female

2' 6"

+2d4

25 lb.

x 1 lb.


RPG Reviews News: D&D Play By Post Party Leader
OCC: Rei advanced to level 2, it's been a long, long time since I leveled a character so I am gonna post it here in case I make a mistake, please correct me if I screwed up, thanks!

HP: Rolled 5 + 1 (con modifier) = 6 + 8 (from level 1) = 14.
Skill points: 4 - 1 (int modifier) = 3 Spend a point on Spot, Sense Motive and Listen.
Base Attack: +1
Fort save: 3 + 1 (int modifier) = 4
Refl save: 3 + 3 (dex modifier) + 2 (lightning reflex) = 8
Will save: 3
Bonus feat: Combat Reflexes
Gained: Evasion
Flurry of blows attack bonus becomes: -1/-1

After listening to Eth's advice about buying a mount and reading up things on how to optimise a monk I decided to buy (if approved) the following items.

Horse (heavy): 200gp
Bit and Bridle: 2 gp
Saddlebags: 4 gp
Masterwork Shurikens: x20 (124 gp)
Masterwork Quarterstaff: (301 gp)
Masterwork Kamas x2 (604 gp)

Now for the expensive stuff (again please let me know if some of them are not approved:

Bracers of Armor
These items appear to be wrist or arm guards. They surround the wearer with an invisible but tangible field of force, granting him an armor bonus of +1 to +8, just as though he were wearing armor. Both bracers must be worn for the magic to be effective.

Moderate conjuration; CL 7th; Craft Wondrous Item, mage armor, creator’s caster level must be at least two times that of the bonus placed in the bracers; 4,000 gp (+2)

Amulet of Natural Armor
This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus of from +1 to +5, depending on the kind of amulet.

Faint transmutation; CL 5th; Craft Wondrous Item, barkskin, creator’s caster level must be at least three times the amulet’s bonus; Price 2,000 gp (+1),

Protection
This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.

Faint abjuration; CL 5th; Forge Ring, shield of faith, caster must be of a level at least three times greater than the bonus of the ring; Price 2,000 gp (ring +1);

Periapt of Wisdom
Although it appears to be a normal pearl on a light chain, a periapt of wisdom actually increases the possessor’s Wisdom score in the form of an enhancement bonus of +2, +4, or +6 (depending on the individual item).

Moderate transmutation; CL 8th; Craft Wondrous Item, owl’s wisdom; Price 4,000 gp (+2)



Total cost of everything: 13235 gp.


Phew.













[See Similar Topics]




Design: BGID® | ALL RIGHTS RESERVED | Disclaimer | Privacy | Discuss | Web Contact


Site Stats Based On Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.