2nd Edition AD&D-clone with 3rd/5th Edition SRD

ash adler

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Hirin' and firin'. Let's do our part for the GDP!
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Appendix F: Hiring NPCs
A PC may advertise their needs to attract NPCs for hiring. Alternatively, they may seek out individuals, either by recommendation or random chance.

Hirelings can be common (general labor), experts (specialist services), or mercenaries. Examples of each along with typical upkeep (assuming full-time employment with room, board, and supplies), typical wages, additional costs, and default morale are giving in Table 49. Short-term hirelings may expect their wages to be adjusted accordingly for the lack of upkeep.
Type                Upkeep            Wage              Extra Costs
Common Hirelings
Domestic Servant    3 GP/month        10 GP/month       None
Messenger           3 GP/month        5 GP/month        Riding Horse (75 GP)
Rower               1 GP/month        5 GP/month        None
Sailor              3 GP/month        10 GP/month       None
Teamster            1 GP/month        1 GP/day          Wagon (35 GP)
Torchbearer         1 GP/month        1 GP/day          None
Expert Hirelings
Alchemist           1000 GP/month     500 GP/month      Lab (1000 GP)
Animal Trainer      500 GP/month      50 GP/month       Per animal
Armorer             100 GP/month      100 GP/month      Forge (100 GP)
Assassin            -                 1000 GP/mission   Per mission
Blacksmith          50 GP/month       25 GP/month       Forge (100 GP)
Doctor              500 GP/month      50 GP/month       Clinic (500 GP)
Engineer            500 GP/month      150 GP/month      None
Minstrel            25 GP/month       25 GP/month       None
Navigator           50 GP/month       150 GP/month      Per charts/maps
Sage                1000 GP/month     2000 GP/month     Library (2000 GP)
Ship Captain        100 GP/month      200 GP/month      None
Spy                 50 GP/month       500 GP/mission    Per mission
Weaponsmith         100 GP/month      100 GP/month      Forge (100 GP)
Archer              10 GP/month/ea.   5 GP/month/ea.    None
Arbalest            10 GP/month/ea.   3 GP/month/ea.    None
Artillerist         20 GP/month/ea.   10 GP/month/ea.   None
Cavalry, Heavy      30 GP/month/ea.   10 GP/month/ea.   War Horse (400 GP)
Cavalry, Light      20 GP/month/ea.   4 GP/month/ea.    Riding Horse (75 GP)
Cavalry, Medium     30 GP/month/ea.   6 GP/month/ea.    War Horse (400 GP)
Mounted Archer      20 GP/month/ea.   5 GP/month/ea.    Riding Horse (75 GP)
Infantry, Heavy     5 GP/month/ea.    3 GP/month/ea.    None
Infantry, Light     5 GP/month/ea.    1 GP/month/ea.    None
Infantry, Medium    5 GP/month/ea.    2 GP/month/ea.    None
Marine              5 GP/month/ea.    10 GP/month/ea.   None
Sapper              20 GP/month/ea.   1 GP/month/ea.    None
Shieldbearer        5 GP/month/ea.    1 GP/month/ea.    None
Table 49: Typical Hirelings

Sage Research
A sage’s relevant ability score can be generated as 10+2d4. Assuming the sage has relevant expertise, the sage may research answers to the PC’s questions by doing an ability check, with modifiers and time required per Table 50.
Situation                            Ability Check Modifier
General Question (1d6 hours)          0
Specific Question (1d6 days)         -2
Exacting Question (1d4+1 weeks)      -4
Large Library                         0
Small Library                        -2
No Library                           -6
Rushed (halved research time)        -4
Table 50: Sage Research Modifiers and Times

By default, mercenaries are 10-person units for large-scale combat, guarding strongholds, patrolling wilderness, protecting a base camp, etc. Wages for adventuring mercenaries (individuals who accompany the PCs personally) should be daily instead of monthly. Every 3 units requires a sergeant at double pay, and every 6 units requires a lieutenant at quadruple pay (-1 morale for each missing leader).

Typical equipment is listed below:
  • Archer: short bow, short sword, leather armor (can act as light infantry)
  • Arbalest: heavy crossbow, short sword, leather armor (can act as light infantry)
  • Artillerist: leather armor
  • Cavalry, Heavy: lance, long sword, shield, field plate, war horse (+700 GP for chain barding)
  • Cavalry, Light: spear, shield, padded armor, riding horse
  • Cavalry, Medium: lance, mace, shield, chain mail, war horse
  • Mounted Archer: short bow, short sword, leather armor, riding horse (can act as light infantry)
  • Infantry, Heavy: long sword, tower shield, chain mail
  • Infantry, Light: spear, short sword, padded armor
  • Infantry, Medium: battle axe, shield, studded leather armor
  • Marine: long sword, shield, leather armor (can act as sailors or medium infantry)
  • Sapper: war hammer, padded armor (can act as light infantry)
  • Shieldbearer: short sword, tower shield, padded armor (can act as light infantry)
Base morale for mercenaries is based on the type of soldiers they are, per Table 51.
Soldier Type        Base Morale
Militia                 6
Barbarians              7
Regular Soldiers        8
Mounted Soldiers        9
Elite Soldiers          10
Devoted Soldiers        11
Table 51: Mercenary Base Morale

During recruiting, the PC may offer different upkeep/wages compared to Table 49. Roll 2d6+Charmisa modifier of the hiring PC. Each 10% below the base rate gives a -1 penalty to the reaction roll. Each 50% above the base rate gives a +1 bonus.
2d6 Roll        Result
2 or less       Declines offer and spreads bad rumors (-1 reaction to further negotiations in the area)
3-5             Declines offer
6-8             Agrees to offer grudgingly (-1 morale)
9-11            Agrees to offer
12+             Agrees to offer in very good spirits (+1 morale)
Table 52: Negotiation Reactions

Hireling Loyalty/Morale
The base morale rating for hirelings is 8 for common hirelings and 10 for expert hirelings. This is further modified the hiring PC’s Charisma modifier (see Table 7) and by negotiation results (see Table 52). For two years of full-time service, the hireling’s morale increases by 1.

For domestic hirelings, loyalty should be checked after unexpected dangers, before performing duties beyond their normal job, or whenever their employer is involved in scandalous or criminal activity. A failure indicates the hireling will either leave the employer or betray them in some way.

For mercenaries, loyalty should be checked (on a unit basis) after major battles or when asked to perform obviously dangerous duties beyond their normal job. A failure indicates the unit will either leave service after their next payment or betray their employer in some way.

Adventuring mercenaries should check loyalty (on an individual basis) after each adventure or when asked to perform obviously dangerous duties beyond their normal job. A failure indicates the mercenary refuses to go on further adventures. They may negotiate to serve in a regular unit.

Edit: Revised names of "crossbowman" and "mounted bowman" to "arbalest" and "mounted archer", respectively.
Return of the giant tables o_O

Pay rates probably need some paytesting since I used a mix of straight-from-2E and scaled S&W/LL costs. On the other hand, PC income is so dependent on the specific campaign that trying to balance NPC wages is probably a fool's errand anyway :LOL:

The mercenary list will probably be adjusted after working out the mass combat rules, which is on tap for the next appendix (along with underwater and aerial combats).
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ash adler

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Happy to hear that :). If you try playing with these rules, let me know how it goes. I've been having a good time with them so far, but it's always useful to get another perspective.

I'm away from the document at the moment, but I think I've just got 5 more appendices planned (unusual combat situations, bestiary, treasure generation, magic items, and a sample adventure), after which I'll work on reorganizing stuff and compiling it into a more cohesive whole. Granted, I intend to give it another pass through at some point to flesh out the ideas, give examples, add an introduction, etc., and the spell list, bestiary, and magic items will be incomplete for a while yet, but if you want to have it in a single PDF, that should be available in the near future :). No art, though, because my artist friend is far too busy to do anything on the side for me these days :LOL:


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I find this very versatile at the game table with newbies:

It may not be what you are after, but it can be used with D&D monster book and old modules, etc
Although it's not prettied up, so handing the 4 page hardcopy to a new player may not work.

ash adler

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That does look like a good introductory RPG. It's a little late for me to use it now, since I started with what I've got here already, but I'll keep that in mind for the future :)

ash adler

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Appendix of fiddly bits that probably won't be relevant in most cases :LOL:
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Appendix G: Special Combat Circumstances
Mounted Combat
When riding an untrained mount in combat, the rider suffers a -2 penalty to all attack rolls. Additionally, if the mount is injured or surprised, it will panic for 1d4 rounds unless the rider passes an Animal Handling(Wisdom) ability check.

A mounted character gains a +1 bonus on melee attack rolls on targets of a smaller Size than the mount. Enemies on foot that are a smaller Size than the mount suffer a -1 penalty on attack rolls to hit the rider, though not the mount itself. Weapons with the Joust property (see Table 32) deal double damage on a hit from a charging mount.

If using a ranged weapon while on a moving mount, the character’s rate of fire is halved, and they suffer a -3 penalty to their attack rolls.

If the mount is slain, the rider must pass an Animal Handling(Dexterity) ability check to dismount safely. On a failure, the character takes 1d3 bludgeoning damage, is knocked prone, and must spend an action to extricate themselves.

If the rider is hit by a weapon with the Large property (see Table 32), they must pass an Animal Handling(Dexterity) ability check or be dismounted. Weapons with the Set property (see Table 32) deal double damage and dismount the rider if they hit a rider on a charging mount after being set defensively (this attack occurs before the rider’s). A successful mobbing attack (see Chapter 9: Combat) also dismounts a rider.

Aerial Combat
Unless a creature can hover, it must keep moving forward on every round to stay airborne. A creature cannot fly by physical means if it is below 50% hit points (a flying creature that is damaged below this threshold cannot gain any more altitude but may glide to a landing).

Maneuverability of flying creatures is defined in Table 53 (levitating creatures can move as class A but only up or down, unless propelled by other means).

Class    Max Turn/Round        Pass Frequency        Min. Movement/Round        Example
A        360 degrees            Every round            0 ft. (can hover)        Invisible Stalker
B        180 degrees            Every round            0 ft. (can hover)        Pixie
C        90 degrees             1/2 rounds             Half movement speed      Gargoyle
D        60 degrees             1/3 rounds             Half movement speed      Pegasus
E        30 degrees             1/6 rounds             Half movement speed      Roc
Table 53: Flying Creature Maneuverability

Flying creatures may charge by diving at a target below them. Charging upward is generally not possible.

Levitating creatures using ranged weapons suffer a cumulative -1 penalty to attack rolls per round of fire unless they use an action to steady themselves.

If two flying creatures are fighting, the creature with the better maneuverability class gains a +1 bonus to initiative per class difference (e.g. a pixie has +3 initiative when fighting a roc). If one of the creatures is both faster and more maneuverable, it may move through the other’s melee range without provoking free attacks.

Underwater Combat
See Chapter 14: Time and Movement for details of movement and holding one’s breath. Casting spells with Verbal components is impossible unless the caster is able to breath normally.

In clear water, vision is limited to 100 feet near the surface (or an object emitting the equivalent of daylight) and drops by 10 feet for each 10 feet of further distance. Artificial or magical light sources have their illumination range halved. Alternate modes of vision are generally unaffected by being underwater. Murky water is treated as lightly obscured. Muddy water is treated as heavily obscured.

Surface-dwelling creatures suffer a -4 penalty to all attack rolls while underwater, unless affected by a free action spell or equivalent. Bludgeoning melee weapons, slashing melee weapons, or Large piercing melee weapons suffer a further -4 penalty to attack rolls. Ranged weapons are generally useless. The exceptions are nets and special crossbows made for underwater use.

Alterations to the effects of spells cast while underwater are left to the GM’s judgment.

Mass Army/Siege Combat
Mass combat is for clashes between large numbers that would be unwieldy to resolve under the normal combat rules. Where exactly the transition is between normal combat and mass combat is at the GM’s discretion.

For mass combat, soldiers are organized into troops. A troop generally has 1 unit per 10 soldiers (monstrous troops may vary from this trend at the GM’s discretion). Additionally, each troop has ratings for Offense (based on unit quality), Defense (based on AC), Power (based on weapon damage), and Toughness (based on unit quality), as well as a Type (determines which other troops they can attack) and possibly some special traits. Troop morale is the lowest of its individual members.

The Order of Mass Combat
  1. The GM determines what spells will be cast by NPC troops.
  2. The players declare if their troops will be casting any spells.
  3. Initiative is rolled (if the battle is happening concurrently with a normal combat, the same initiative roll may be used for both).
  4. Ranged/Siege attacks are resolved in order of initiative.
  5. Melee attacks are resolved in order of initiative.
  6. Spells are resolved in order of initiative.
  7. Morale checks and end of round effects are resolved, and the sequence repeats if needed.
Troop Types and Rules of Engagement
Aerial: Can target any other troop types.

Infantry: Can target only enemy Infantry and Mounted troops unless there are none remaining. Infantry Offense attacks against Mounted troops are rolled at disadvantage.

Mounted: Can target only enemy Infantry and Mounted troops unless there are none remaining. Can only make melee attacks every other round unless they dismount to act as Infantry.

Ranged: Can target any other troop types. Offense attacks against Mounted troops are rolled at disadvantage. Offense attacks against Ranged or Spellcaster troops are rolled at disadvantage if enemy Infantry remain.

Siege: Must be operated by another troop (a troop using its action to operate a Siege engine is counted as Siege type for purposes of being targeted). Cannot target enemy Aerial or Mounted troops.

Spellcaster: Can target any other troop types as allowed by their spells. Spellcasters act as another type (Infantry, Mounted, etc.) if they are not casting spells.

The attacking troop rolls 1d20+Offense. If the result matches or exceeds the target’s Defense, they roll 1d20+Power. If the result matches or exceeds the target’s Toughness, the target loses 1 unit.

When a troop has lost half of its units, it is considered Diminished. Diminished units must make a morale check for each further unit they lose. Failing this check makes them lose 1 additional unit.

At the end of the round, any Diminished troops must make a morale check with a cumulative -1 penalty for each unit lost since becoming Diminished (e.g. a troop that started with 12 units that now has 3 units would make the check with a -2 penalty). Failing this means the troop either scatters or surrenders.

Siege Damage
When a Siege engine attacks a Fortification, the Fortification must roll a saving throw depending on its material and the attack type. Examples are given in Table 54.

Attack Type                    Hard Stone    Soft Stone    Earth/Clay    Thin Wood    Thick Wood
Adult Dragon Fire Breath        3               4            5            18            16
Ballista                        2               3            4            10             5
Battering Ram                   5               9            3            20            17
Catapult                        4               8            5            17             9
Sapper (explosives)             6              10            6            18            13
Sapper (melee)                 12              15           16            20            12
Trebuchet                       8              11           10            20            13
Table 54: Fortification Saving Throws vs. Siege Attacks

If the Fortification fails the saving throw, it loses 1 point of Integrity for each point below the target number (e.g. a thick wood Fortification hit by a battering ram that rolls a 12 for its saving throw loses 5 points of Integrity). A Fortification ceases functioning if reduced to 0 Integrity.

Ranged troops defending a Fortification cannot be attacked in melee except by Aerial troops.

Example Troops
Type: Ranged Offense: +5 Defense: 12 Power: +6 Toughness: 11

Type: Ranged Offense: +4 Defense: 12 Power: +7 Toughness: 11

Special: Gains +1 Power if attacking troops in heavy armor.

Type: Infantry Offense: +0 Defense: 12 Power: +2 Toughness: 11

Special: Grants +2 Offense and +2 Power when operating a Siege engine.

Cavalry, Heavy
Type: Mounted Offense: +10 Defense: 19 Power: +16 Toughness: 17

Special: Gains +2 Defense and +2 Toughness if mounts have chain barding. If dismounted, acts as Infantry with +8 Offense, 19 Defense, +8 Power, and 15 Toughness.

Cavalry, Light
Type: Mounted Offense: +8 Defense: 12 Power: +8 Toughness: 13

Special: If dismounted, acts as Infantry with +6 Offense, 12 Defense, +6 Power, and 11 Toughness.

Cavalry, Medium
Type: Mounted Offense: +10 Defense: 16 Power: +16 Toughness: 15

Special: Gains +2 Defense and +2 Toughness if mounts have chain barding. If dismounted, acts as Infantry with +8 Offense, 16 Defense, +8 Power, and 13 Toughness.

Mounted Archer
Type: Ranged Offense: +7 Defense: 12 Power: +6 Toughness: 13

Special: Can count as Mounted or Ranged for purposes of being targeted. If dismounted, acts as Infantry or Ranged with +5 Offense, 12 Defense, +6 Power, and 11 Toughness.

Infantry, Heavy
Type: Infantry Offense: +8 Defense: 16 Power: +8 Toughness: 15

Special: Gains +4 Defense against Ranged attacks.

Infantry, Light
Type: Infantry Offense: +4 Defense: 11 Power: +6 Toughness: 11

Infantry, Medium
Type: Infantry Offense: +6 Defense: 14 Power: +8 Toughness: 13

Type: Infantry Offense: +6 Defense: 14 Power: +8 Toughness: 13

Special: Can swim.

Pegasus Riders
Type: Aerial (Melee) Offense: +10 Defense: 16 Power: +16 Toughness: 15

Special: Can make melee attacks every round.

Type: Infantry Offense: +4 Defense: 11 Power: +5 Toughness: 11

Special: Can attack Fortifications. Can use explosives against Fortifications once per initial unit quantity.

Type: Spellcaster(Infantry) Offense: +6 Defense: 11 Power: +6 Toughness: 11

Special: Can unleash a Magical Barrage (targets any single troop, succeeds on Offense attack automatically, +15 Power) once per day. Can unleash a Fear Aura (targets as Infantry, targeted troop must pass a morale check or be disabled for 1d4+1 rounds) once per day. Can turn Invisible (troop cannot be targeted until after it acts again, may make its next attack against any non-Aerial troop without disadvantage, and gains +4 Offense and +2 Power on next attack) once per day.

Type: Infantry Offense: +4 Defense: 12 Power: +6 Toughness: 13

Special: Can prevent 1 Ranged, Siege, or Spellcaster troop from being targeted. Gains +4 Defense against Ranged attacks.

Example Siege Engines
Type: Siege Offense: +10 Defense: 10 Power: +10 Toughness: 10

Type: Siege Offense: +12 Defense: 10 Power: +12 Toughness: 10

Battering Ram
Type: Siege Offense: - Defense: 15 Power: - Toughness: 15

Special: Can protect 1 Infantry troop from Ranged attacks. Can’t target other troops.

Siege Tower
Type: Siege Offense: - Defense: 15 Power: - Toughness: 15

Special: Can be positioned to allow 1 Infantry troop to attack a Ranged troop defending a Fortification. Can protect 1 Infantry troop from Ranged attacks. Can’t target other troops.

Type: Siege Offense: +12 Defense: 10 Power: +15 Toughness: 10

Special: Requires 1 round to reload between attacks.

Example Fortifications
Material: Hard Stone Integrity: 25

Special: Troops defending this Fortification have +2 morale. Ranged troops gain +2 Offense.

Material: Thin Wood Integrity: 5

Material: Thick Wood Integrity: 8

Special: 1 Ranged troop may ignore enemy Infantry.

Playing on a Grid
Tokens on grids may be used to help with tracking characters’ facing and positioning during combat. It is important to remember that the grid is an artificial construct meant as an aid. Creature positions or action effects do not need to snap to grid locations. In the case of an area effect covering part of a grid space, it is left to the GM’s discretion to decide if a creature in that space is affected.

A 1 space = 5 feet scale is suggested for normal combat. At this scale, Medium size creatures occupy 1 space, Small size creatures may fit 2 to 1 space, Tiny size creatures may fit 4 to 1 space, Large size creatures occupy at least 2 spaces, Huge size creatures occupy at least 6 spaces, and Gargantuan size creatures occupy 10 or more spaces.

Flanks and rear positions for square and hexagonal grids are shown in Figure 1:
Imagine a picture of the standard stuff
Figure 1: Front, Flank, and Rear Orientations for Square and Hexagonal Grids

If a grid is used for mass combat, targeting rules by troop Type may be ignored in favor of using their actual positioning.

Damaging Items or Objects
If a creature attacks an object, the GM determines whether to resolve the attempt with a damage roll (such as trying to slash a rope that an enemy is climbing) or a saving throw (such as trying to destroy a book by throwing it into a fire). Examples of object hit points and saving throws are given in Table 55 and Table 56, respectively.

The GM may grant objects an AC and require an attack roll if circumstances would make them non-trivial to hit.

If the saving throw is against a magical source (e.g. a fireball spell as opposed to mundane fire from a torch), apply a -2 penalty per spell level. Magic items gain a +1 bonus to saving throws per special ability. The saving throws for oils and potions refer to the liquids themselves, not their containers.

At the GM’s option, object saving throws may also apply to a character’s possessions if the character failed their saving throw against a significant attack.

Object Type                Hit Points
Wooden Chair               1d8+1
Leather Backpack           2d4
Glass Bottle               1d2
Glass Mirror               1
Rope                       1d4+1
Wooden Door                1d20+30
Wooden Pole                2d6
Table 55: Typical Object Hit Points

Object Type            Saving Throw
                    Acid    Crushing    Disintegration    Fire      Cold  Electricity
Bone                11        16            19              3        2        2
Cloth               12         -            19             13        2        2
Glass                5        20            19              4        6        2
Leather             10         3            19              4        3        2
Metal               13         7            17              2        2        2
Oils                16         -            19             17        5       16
Paper               16         7            19             19        2        2
Potions             15         -            19              4       13       15
Pottery              4        18            19              2        2        2
Rock                 3        17            18              2        2        2
Rope                12         2            19              5        2        2
Thick Wood           8        10            19              5        2        2
Thin Wood            9        13            19              9        2        2
Table 56: Typical Object Saving Throws

"Crossbowman" and "mounted bowman" renamed as "arbalest" and "mounted archer", respectively.

The mass army combat system is heavily inspired by Matt Colville's system, detailed here. I've found it to be a decent way of abstracting large combats without getting into detailed wargame rules.

Grid combat stuff should be moved into the actual Combat chapter. I'm just putting it here for now so that I don't forget about it.

ash adler

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Appendix H: Bestiary
No.: Number of creatures typically encountered together. If a second range is given in parentheses, it represents the number encountered in an established lair as opposed to wandering freely. If no second range is given, the indicated range applies to both cases.

Type/Align: Creature type classification; one of aberration (utterly alien beings), beast (natural fauna), celestial (creatures native to the planes of divinities), construct (fabricated life forms), dragon (reptilian creatures of ancient magical origins), elemental (creatures native to the planes of raw elemental energy), fey (creatures native to the lands of faeries), fiend (creatures native to planes inimical to goodness), giant (humanoid-like creatures of Large or greater size), humanoid (bipedal human-shaped creatures of Small or Medium size that have capacity for tool use, language, and culture), monstrosity (creatures originally created by unnatural magic or mutation), ooze (sentient amorphous beings), plant (natural flora and fungi), or undead (once-living creatures reanimated by eldritch energies); and typical creature alignment (“–” if the creature lacks the mental capacity to have an alignment).

Int: Typical Intelligence ability score range.

Lang: Typical languages known. “Bestial” means some innate, non-language communication. “Telepathy” allows two-way communication without need for a shared language. “Any” means the GM should pick one or more appropriate languages.

HD: The typical Hit Dice (d8’s unless noted otherwise, any modifiers are added once to the total rolled) for a creature that has reached maturity.

AC: Armor Class and saving throws. Creatures that wear armor have a suggested AC given and have a base AC 10 unless noted otherwise. If a creature with better than base AC 10 wears armor which gives AC less than or equal to their base, the armor gives a +1 bonus. If a creature with better than base AC 10 wears armor which gives a better AC, the armor’s AC is used.

Note: For adapting monsters from similar RPG systems that use descending AC, use the formula: AC = 10 + [standard character unarmored AC in native system] – [creature AC in native system].

Saving throws are given as the equivalent group and level on Table 43. Creatures generally save at a level equivalent to their Hit Dice. If multiple groups are mentioned, the creature uses the best saving throw combination (as a multi-class character). Creatures’ saving throws don’t benefit from ability score modifiers unless noted otherwise.

Att: Number of attacks “@” attack bonus. Unless noted otherwise, creatures use the same attack bonus for all attacks, and all attacks are melee with 5-foot reach. Humanoids with a specific class may use that class’s attack bonus based on their Hit Dice.

Note: For adapting monsters from similar RPG systems that use descending AC, use the formula: Attack bonus = 10 + [standard character unarmored AC in native system] – [creature roll needed to hit AC 0 in native system]

Dmg: Damage range and type for each attack.

Mv: Movement speed, including special modes of movement shown in Table 57.
Movement Type        Abbreviation
Flying                    F
Swimming                  S
Burrowing                 B
Climbing                  C
Moving across webs        W
(including climbing)
Table 57: Movement Type Abbreviations

Flying creatures have their maneuverability class indicated in parentheses.

Morale: Morale rating on a 2d6 scale.

Note: When using creatures from other sources, morale ratings may be given on other scales. Table 58 gives formulae to convert from other common scales to 2d6.
Scale (Range)        Formula to Convert to 2d6 (2-12)
3d6 (3-18)                 Morale * 2/3
1d20 (1-20)                Morale / 2 + 2
d% (1-100)                 Morale / 10 + 2
Table 58: Morale Scale Conversion Formulae

Size: Typical creature Size category; one of Tiny, Small, Medium, Large, Huge, or Gargantuan.

XP: Suggested experience reward for overcoming 1 creature, and the suggested treasure category for its individual possessions (see Appendix I: Treasure for details). If the creature typically has lairs, a second entry will be shown as “(lair <categories>)”. The creature typically has a treasure from each listed treasure category.

No.: 1d4
Type/Align: Aberration/LE
Int: 13-14
Lang: Deep Speech, telepathy
HD: 8
AC: 16 (Wa8/Wi8)
Dmg: 1d6 bludgeon (x4)
Mv: 15 ft, S 90 ft
Morale: 9
Size: H (20 ft. long)
XP: 5000 (Treasure F)

Special attacks: Melee reach 10 feet. Victims of the aboleth's attack must make a Fortitude saving throw or be cursed with slimy skin after 1d4+1 rounds (causes 1d12 acid/necrotic damage per turn out of water, curable via cure disease or cure serious wounds).

Domination: 3/day, 1 creature within 30 feet must make a Will saving throw or become enslaved telepathically (curable via remove curse, dispel magic, or death of the aboleth). Victims may repeat the saving throw 1/day after each day more than 1 mile away from the aboleth.

Special defenses: Mucus cloud: Creatures within 1 foot of the aboleth while underwater must make a Fortitude saving throw or become unable to breathe air for 1d3 hours (wine or soap dissolves the mucus).

Special: The aboleth has 120-foot darkvision, is amphibious, and can subtly probe the deepest thoughts of a creature via telepathy.

No.: 1d6
Type/Align: Beast/–
Int: 1
Lang: Bestial
HD: 3 to 8
AC: 18 (Wa1 to 4)
Att:1@+3 to +7
Dmg: 3d6 slash + 1d4 acid
Mv: 60 ft, B 30 ft
Morale: 6
Size: L-H (10-20 ft. long)
XP: 175-975 (Treasure C)

Special attacks: Squirt acid: 1/6 hours, 8d4 acid damage (Reflex save to halve) in 30 ft X 5 ft line.

Special defenses: None.

Special: The ankheg has 60-foot darkvision and can sense vibrations within 60 feet. The ankheg only squirts acid if desperate because it cannot digest food for 6 hours afterwards. The ankheg has AC 16 if prone.

No.: 1d4
Type/Align: Monstrosity/–
Int: 1
Lang: Bestial
HD: 6+1
AC: 16 (Wa6)
Dmg: 1d10 pierce
Mv: 30 ft
Morale: 8
Size: M (7 ft. long)
XP: 1400 (Treasure F)

Special attacks: Gaze: Creatures (including those in Astral or Ethereal planes) meeting the basilisk’s gaze in bright light and within 30 feet must make a Fortitude saving throw or become petrified (Astral creatures are slain). This can affect the basilisk if reflected by a mirror.

Special defenses: None.

Special: The basilisk has 60-foot darkvision.

I got up to "Ghost" (admittedly skipping dragons because that's a mess of an entry :LOL: and not doing EVERYTHING I could from aboleth to ghost because there are a lot of creatures that I don't care about :whistle:), but as with the spell details, I don't think it's worth spamming this thread with all of those details.

Since 2E itself doesn't have formal typing, I've made judgment calls in a few spots, like using fey for centaurs or monstrosity for gargoyles based on their lore in that edition.

If the order of the attributes looks weird, it's at least partly because I have them in a table in the native file but don't want to deal with making code blocks for them here. That's also why some of the information is compressed into single line pairs.

ash adler

Registered User
Validated User
As I grind through tables and formatting, here are some character sheets:

Main Sheet
Secondary Sheet

I know it's plain/severe. My interest is in getting some that's first and foremost functional, and my skills with GIMP aren't anything special :p. Nevertheless, any comments or advice? Do the font size, allowed spaces, layout, etc. look good? I've got some time before playing again, so I'd especially appreciate any feedback that can help me improve it before then, though of course later feedback is always welcome as well :)

PS: I know the acronyms used for chance to learn, max spell level, bonus spell slots, and chance to fail could use explanation ;)


Doom Priest of Peace and Happiness
Validated User
I personally don't mind what you've got as far as the character sheets. Better than what I could pull off at this point in my career that's for sure.

It needs to be functional before you start putting pretty stars and make it look great.

I don't know how you handle abilities in your game but something that really bugs me when I look at sheets is that there is no actual space to write out exactly what a particular ability does and thus I have to flip through the book if I forget. This is a pet peeve of mine and if you have to make a bigger sheet because of it, go for it.

ash adler

Registered User
Validated User
Thanks for the comments :)

When I looked around online for AD&D character sheet templates, a lot of them seemed to spend a lot of space on having stuff for various class-specific abilities (spellcasting, thief skills, turn undead TN tables, etc), which felt like a bad approach. My thought was that the players could have ability names/shorthand on the first sheet and write the details in the “notes” section of the second sheet, since I give them some dollar store 3-ring binders and paper for actual note-taking. After thinking on what you said, though, I’ll put together a mockup that opens up more space for ability details on the first sheet. It sounds reasonable for character-intrinsic information to be on one sheet and extrinsic information (like the weapon/inventory details) to be on the other.

It’ll be a space overkill for some characters like human fighter, but that might be a better situation overall.
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