To play Adventure Master, you’ll need to generate one or more characters. Firstly, you’ll need a character sheet and a pencil to record all of the information about your character. As you create your character, note all of their important information on this sheet.
You can visit adventuremaster.org/downloads to get PDF character sheets to print. Form-fillable PDF sheets are also available for digital play.
Character Creation Checklist
Follow these steps to create a new character:
1. Roll Ability Scores
Roll 3d6 for each ability, going down the line from top to bottom, in this order: Strength, Intelligence, Perception, Dexterity, Constitution, and Charisma. Total up the dice roll to determine each score. Swap any two scores. If a set of scores seems particularly poor and unsuitable for adventure, you may discard those scores and start over.
2. Determine Modifiers
Use the table below to find the associated modifier for each ability score:
Score | Modifier |
1-3 | -3 |
4-6 | -2 |
7-9 | -1 |
10-11 | +0 |
12-13 | +1 |
14-15 | +2 |
16-17 | +3 |
18-19 | +4 |
20 | +5 |
3. Choose a Class
Choose one of the adventuring classes: fighter, magic-user, thief, cleric, ranger, bard, barbarian, monk, assassin, paladin, or druid. Ensure any requisite ability scores for the class are met.
4. Note Attack Bonus, Special Abilities, Saving Throws
Per the chosen class, make note of the character’s attack bonus and any special abilities gained at 1st level. Record the character’s Saving Throws per the class table.
5. Determine Hit Points (HP)
Determine starting hit points by rolling the class hit die twice and choosing the best of the two rolls. Modify the result by CON (minimum 1 HP).
5. Choose Alignment
Choose an alignment: Chaotic, Neutral, or Lawful. See Alignment (Terminology).
6. Note Languages
All characters speak Common and some classes provide additional special languages. Those with a positive INT speak an additional language of their choice per point of bonus.
7. Purchase Equipment
Characters begin with 3d6x10 silver pieces (SP) to buy equipment. Shop the equipment lists, or purchase a pre-made equipment pack.
8. Note Armor Class, Bulk, and Movement Speed
Armor class (AC) is determined by armor, modified by DEX. Bulk and movement speed are also determined by armor
9. Note Level, Title, and Experience Points (XP)
Start at Level 1 with a 1st level title per the class experience table. Start with 0 XP.
10. Choose a Name and Description
Choose or roll a name. Choose or roll a physical description and personality.
Ability Scores
Each character is primarily composed of a set of ability scores, which in turn dictate the modifier (a bonus or penalty) that is added to dice rolls whenever the character is taking an action that is best represented by that ability. Ability scores range from 1-20, with starting scores randomly generated between 3-18, possibly adjusted by the character’s demi-human race. If an ability score to dropped to 0, the character dies.
Strength (STR): Brawn, brute force, muscle power, athleticism, toughness. The modifier for Strength is abbreviated STR.
- Melee Attacks and Damage Rolls: A character’s STR modifies melee attack and damage rolls (attacks always do at least 1 point of damage after modification).
- Strength Checks: A character’s STR modifies checks to open doors and perform other feats of strength such as bending bars, lifting gates, etc.
Constitution (CON): Vitality, stamina, endurance, grit, resolve, dedication, zeal, faith. The modifier for Constitution is abbreviated as CON.
- Hit Points: A character’s CON modifies Hit Dice rolls to determine hit points (at 1st level and each time the character levels up).
- Constitution Checks: A character’s CON modifies checks that test their health, stamina, or endurance.
Dexterity (DEX): Agility, reflexes, coordination, speed, balance, flexibility. Modifier is abbreviated as DEX.
- Armor Class (AC): A character’s DEX modifies their AC.
- Individual Initiative: A character’s DEX modifies Initiative rolls if using Individual Initiative rules.
- Some Melee Attacks: Some weapons allow DEX to modify attack rolls instead of STR, as noted in the weapon descriptions.
- Dexterity Checks: A character’s DEX modifies checks that test their agility, reflexes, or speed.
Intelligence (INT): Knowledge, wisdom, wits, intellect, smarts. Modifier is abbreviated as INT.
- Languages: A character can speak an additional language per bonus point of INT.
- Literacy: Characters with an Intelligence score of 5 or less are illiterate.
- Arcane Spellcasting: Magic-users modify spellcasting checks with their INT.
- Intelligence Checks: A character’s INT modifies checks that test their knowledge or intellect.
Perception (PER): Awareness, keen senses, aim, a sharp eye, intuition. Modifier is abbreviated as PER.
- Missile Attacks: A character’s PER modifies attack rolls with ranged and other aimed weapons.
- Perception Checks: A character’s PER modifies checks that test awareness and intuition.
Charisma (CHA): Influence, persuasion, intimidation, deception, leadership, charm. Modifier abbreviated as CHA.
- NPC Reactions: CHA modifies reaction checks made by the referee during encounters.
- Max Retainers: CHA modifies the number of Retainers a PC may have (minimum 1).
- Retainer Loyalty: CHA modifies loyalty checks for retainers.
- Charisma Checks: CHA modifies checks that test Charisma.
Ability Modifiers
Ability scores determine the modifier (bonus or penalty) that is applied to rolls. After rolling ability scores, and any time a score changes, consult the table below to determine the associated modifier.
Ability Modifier Table
Score | Modifier |
1-3 | -3 |
4-6 | -2 |
7-9 | -1 |
10-11 | +0 |
12-13 | +1 |
14-15 | +2 |
16-17 | +3 |
18-19 | +4 |
20 | +5 |