Character Creation

As a rule, character creation in Classic D&D is quicker than in other versions but we have added some optional and house rules that do lengthen the process. Because our campaign is about epic heroes, we use a method of creation which tends to produce higher ability scores than normal. Please follow the directions below.

  • Roll for ability scores: Roll 4d6 and drop the lowest die roll. Add the rolls together and record it in groups of three eighteen times. You should wind up with something like this:

Using the scores in a group of three, assign your desired number to an ability score. You do not have to pick the highest die though it may be advantageous to do so. Good roleplaying with the character you have in mind may dictate your picking the lowest score. You may only assign one number from any group of three. For example, with the scores above, I may pick:


Then assign as:

STR 18
INT 10
WIS 14
DEX 16
CON 17
CHA 15

  • Choose a class. Available classes are Fighter, Cleric, Magic-user, Thief, Bard, Forestor, Mystic, Elf, Dwarf and Halfling. You must have the minimum required ability score for the chosen class.
  • Note adjustments for ability scores and special class skills. Be sure to check the Beginning Spell Lists if you are a spell caster (including Bard and Cleric) and the Halfling Special Abilities if appropriate.
  • Record your hit points. All player characters begin with maximum hit points for the selected class plus any bonuses due to high Constitution.
  • Roll for money (3d6 x 10 gold pieces) and on the Special Starting Items. You may sell any items obtained on the Special Starting Items roll(s), subject to DM approval.
1 Ruby (value d100 gp)
2 Three metal toy soldiers
3 Silver arrow
4 Signet ring (d100 gp)
5 Map of the local area
6 Silver dagger
7 Pair of dice
8 An old Thyatian platinum piece (known as an Emperor)
9 Set of ceremonial robes
10 Alchemist’s kit (empty potion vials, some items to make potions)
11 Book of Elven poetry
12 An old holy book (valued at 2d100 gp)
13 Lucky copper piece (the markings are worn off)
14 Shield with a family crest
15 Lucky rabbit’s foot
16 Emerald (value d100 gp)
17 Sapphire (valued d100 gp)
18 Vial of holy water
19 Roll on Chart 2
20 Roll twice again, once on this chart and once on Chart 2
1 Letter of introduction to a local leader (DM choice)
2 Old bejewelled holy symbol (value 2d100+50)
3 Potion of Levitation
4 Scroll of Protection from Lycanthropes
5 Family heirloom sword (does 1d8+1 damage but is not magical)
6 Potion of Strength
7 Silver crossbow bolt
8 Small wooden box with jammed magical lock
9 Arrow +2
10 Potion of Healing
  • Choose weapon skills/mastery. Fighters, Forestors, Dwarves and Elves begin with four weapon spots. Halflings, Thieves and Bards begin with three weapon spots. Clerics and Mystics begin with two weapon spots and Magic-users are allowed just one. No weapon mastery above Skilled is allowed at start and only Fighters, Forestors, Mystics, Dwarves, Elves and Halflings may start above Basic level. See the Weapons Mastery & General Skills
  • Buy equipment. See the appropriate pages for equipment lists and costs. Exotic equipment and/or weapons must be approved by the DM.
  • Figure out other stats and vitals. At this point, you may create your character background including family details. All backgrounds must be approved by the DM. For information on the nations of the Known World, please see the Players Guide to Mystara document.
  • Choose general skills and languages. All characters begin with 4 plus their INT modifier number of skills. You can use one point to buy any one skill and you can put more than one point into a skill. Each additional point spent in this way gives a +1 to the skill roll. Every four experience levels gained gives you another skill point. Dwarf characters gain an additional point for every 1,200,000 XP over 12th level, Elves get one every 1,350,000 XP above 10th level, and Halflings get one every 1,000,000 XP above 8th level. Languages count as one skill point per language. All characters begin with Common (Thyatian) and their native tongue (if it is not Thyatian). There are no alignment tongues. Elves begin with Elvish, Orc and Gnoll. Dwarves begin with Dwarvish, Gnome, Goblinoid and Kobold. Halflings begin with the same skills as Humans. Some of the languages heard throughout the Known World:
Common (Thyatian)Elvish (Alfheim)
Elvish (Genalleth – only in the far North)Elvish (Belcadiz)
Dwarvish Alphatian/Flaemish (Human)
Traladaran (Human)Ylari (Human)
Ethengarian (Human)Heldannic (Human)
Hattian (Human; form of Thyatian)Atraughin (Human)
Makai (Human)Sindi (Human)
Hulean (Human)Averoignian (Human; Glantri only)
Nithian (Human)Denagothian (Human)
Lalor (Ancient Hin; very rare)Kobold
Orc (spoken by Orcs and Ogres)Goblinoid (spoken by Goblins, Hobgoblins and Bugbears)
Sylvan (Sprites, Pixies, Dryads, etc.)Gnoll
  • Give your character a name and alignment (Lawful, Chaotic, or Neutral). Chaotics are only allowed with DM permission. You will need a good reason to play one. Help with names can be found in the Players’ Guide to Mystara document.
  • You can use Myth-weavers for your character sheet. Myth-weavers is online gaming resource site. To use it go to and follow the directions below:
1. Click on the “Sheets” Tab
2. Click on “New Sheet” and scroll to “Basic D&D”
3. Make sure it’s set on public or that I’m a viewer (my userID over there is csp_gtp2)
4. Finish your sheet then send me a link
5. Next to the sheet you want to have viewers, click “Edit Users”
6. Add the viewer’s User ID, mine is csp_gtp2
7. Make sure it’s on Viewer, click “Create”

Character Creation

NEPA Known World csp_gtp2