Character Creation Guide in Oerth | World Anvil

Character Creation Guide

Welcome to the Greyhawk Revived Campaign! In order to play in our game, you will need to have a have a character (or two). Follow this guide to quickly learn how to make a character. To create a charater, you will need access to at least a Second Edition Advanced Dungeons & Dragons Players Handbook. The Complete Handbook series, which expand upon the basic rules for classes and races, are also very useful. Everything in this guide assumes that you own at least the PHB. If you plan to play in this game long-term please invest in getting one. It will make things much easier on the DM!
Needed Items:  
  • A character sheet or piece of paper (link to character sheet'shttp://www.mad-irishman.net/pub_dnd_2e.html#2e_sheets).
  • Dice (d20s, d12s, d10s, d8s, d6s, d4s, d100s). If you play purely online then you can forgo the dice.
  •   Books Allowed:
    • Players Handbook
    • PHBR1-15
    • Tome of Magic
    • Player's Options: Combat & Tactics
    • Player's Options: Spells & Magic
    • Greyhawk Player's Guide

    Character Slots

    All players begin play with two characters slots. Upon one of those characters reaching 9th level, you gain two additional character slots, meaning you may have up to four characters. Upon one of those characters reaching 13th level, you receive an additional character slot for a grand total of five characters. These characters may not adventure together and may never freely trade items. Items, including magic items, may be traded amongst your own characters but they must be traded at the FULL value of the item. Take notes of the information that each character knows. Characters should not know information that they did not learn while you played a different character.
     
    Highest Level CharacterNumber of Character Slots
    1-8 2
    9-12 4
    13+ 5
    It is recommended that you begin each character in separate parts of the world if able, allowing you to adventure in multiple locales.  

    Step 1. Roll Ability Scores

    Roll three six-sided dice (3d6) twice for each stat. Choose the highest result of each set.
    The 6 ability scores are Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), and Charisma (CHA).
    After you have filled in your stats, you may switch any two stats. This can be done once.
    If you are creating a character at home roll your ability scores in the Discord channel #character-creation with one of two methods. Type "!rollstats" to see just the numbers in order, or type "!2erandchar 3d6x2" to also see the abilities the numbers belong to. If you are playing in person and a DM is watching, roll stats with your own dice! You may also ask your DM to hop on a video call to watch you roll dice if they are available. Having someone see your dice rolls is important for transparency and trust for all the players in the game!

    Step 2. Choose a Race

    Select a race that best fits your imagined character concept. In AD&D 2nd Edition you can choose the versatile human, a long-lived elf, a willful dwarf, a curious gnome, a quick-footed halfling, or a forlorn half-elf. Closely examine each race prior to selecting. Ensure that the race selected does not have cultural or personality characteristics that conflict harshly with the persona of the character you wish to create. Players also need to keep in mind that their choice of race will influence their character class options. Do some research and discuss options with the DM if you'd like to consider something atypical.

    Step 3. Choose a Class

    Each of the classes has unique abilities and areas of expertise. No single class can do everything.
    • Bards are lore masters and warrior-poets who influence others with their words.
    • Clerics are avowed to a deity and act as defenders of their faith.
    • Druids owe allegiance to the elemental powers of the world.
    • Fighters are versatile and highly trained warriors with great prowess at arms.
    • Mages are practitioners of powerful arcane magic.
    • Paladins are paragons of good charged with combating evil.
    • Rangers are woodsmen and hunters of their people's foes.
    • Thieves are stealthy opportunists who rely upon skill and guile.

    Character Classes by Race

    Each race has limits for the classes they are allowed to play and the max level they can achieve in those clsses. Numbers in the column indicate the maximum level that a race may reach in that class. A "-" indicates that they may never take a level in that class. "U" indicates that there is no limit to the number of levels that race may take in that class.


    Roll Hitpoints

    After choosing your character class, roll hit points and record them. Roll your HP on discord with "!roll 1d4, 1d6, etc" if you are creating a character at home or roll them in front of a DM (whether in-person or online) with real dice.

    Step 4. Choose Alignment

    Lawful Good (LG) creatures can be counted on to do the right thing as expected by society. Gold dragons, paladins, and most dwarves are lawful good.
    Neutral Good (NG) folk do the best they can to help others according to their needs. Many celestials, some cloud giants, and most gnomes are neutral good.
    Chaotic Good (CG) creatures act to help others as their conscience directs, with little regard for what others expect. Copper Dragons, many elves, and unicorns are chaotic good.
    Lawful Neutral (LN) individuals act in accordance with law, tradition, or personal codes. Many monks and some magic-users are lawful neutral.
    Neutral (N) is the alignment of those who prefer to steer clear of moral questions and don’t take sides, doing what seems best at the time. Lizardmen, most druids, and many humans are neutral.
    Chaotic Neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many barbarians and thieves, and some bards, are chaotic neutral.
    Lawful Evil (LE): creatures methodically take what they want, within limits of a code of tradition, loyalty, or order. Devils, blue dragons, and hobgoblins are lawful evil.
    Neutral Evil (NE) creatures do whatever they can get away with, without compassion or qualms. Many drow, some cloud giants, and yugoloths are neutral evil.
    Chaotic Evil (CE) creatures act with arbitrary violence, spurred by their greed, hatred, or bloodlust. Demons, red dragons, and orcs are chaotic evil.

    Step 5. Choose Proficiencies

    Non-Weapon Proficiencies and Weapon Proficiencies define your characters skills not entirely defined by their class. Player Characters choose their various proficiencies within the limitations set by their class, race and, optionally, their Kit (see Step 6). To see the options, please refer to the 2nd Edition Player’s Handbook or the Complete Handbook series.  

    Step 6. Choose Class Kit (Optional)

    Character Kits are listed in the Complete Handbook series. If you are interested in playing a certain Kit, talk to your DM about it. If you don't have access to the Complete Handbook series, your DM may recommend some options for you, but you will be expected to get access to the rules for that Kit for long-term play. The DM already has plenty of things they have to control and manage! Other players may also be willing to help, as some of them have access to these resources.

    Step 7. Buy Equipment

    Starting Gold. Warriors begin with 5d4 x 10 gp. Wizards being with (1d4+1) x 10 gp. Rogues beging with 2d6 x 10 gp. Priests begin with 3d6 x 10 gp and typically have to spend all their gold except 2-3 gp. Any remaining gold a priest has above 2-3 gp should be donated to the priests church.
    After rolling starting gold, purchase any items you can afford from the Player's Handbook (or other allowed books). Track remaining gold and the encumbrance level of your character. Your characters encumbrance level is based off of their strength (refer to chapters 1 and 6 of the Players Handbook for more details).

    Step 8. Pick Spells

    Priests begin play with access to all spells in their available spheres while wizards are restricted by their intelligence (see Magic Overview for more details).

    Starting Wizard Spells

    All wizards begin with the spells read magic and detect magic. Additional spells are granted based off of their Intelligence. The table below shows the number of additional spells the wizard may begin play with.
    You may then choose, or randomly decide on which additional spells your character begins play with. To randomly decide, roll on the table below.
    If electing to roll randomly on this table, it is recommended that you divide rolls on each column (Offensive, Defensive, Misc.) as equally as possible. You may elect to roll completely on one column if, for example, you choose to be a purely offensive wizard. Re-roll any duplicate results. If the result is "(Choos)" you may select any available spell of first level.

    Step 9. Additional Details

    At this point you have all the things you need to start playing the game, but there are some things that you can do to add more depth to your character. Some of these details include:
    • Add a backstory (don't go too in-depth! The story is more about what your characters accomplish vs. who they were before!)
    • Add character relationships. Who are your parents, siblings, friends, etc.?
    • Create an idea about why you joined An Adventuring Guild!

    Character Place of Origin

    You may choose where your character is from or determine it randomly on the tables below:
    Human Places of Origin
      Demi-Human Places of Origin

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    Mar 28, 2024 15:39

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