~ World & Lore ~

Rolling a New Character


First, roll Ability Scores

Roll 6 lots of 3d6, assign these to STR, INT, WIS, DEX, CON and CHA. For each rolling of 3d6, reroll any 1s once. If the second roll is a 1, then, it's a 1, as decreed by the dice gods. These scores can be assigned in any order that suits your intended character.

Strength
Strength (Str) measures a character's muscle, endurance, and stamina. This ability is the prime requisite of warriors because they must be physically powerful in order to wear armor and wield heavy weapons. A fighter with a score of 16 or more in Strength gains a 10% bonus to the experience points he earns.

STRENGTH
Ability ScoreHit Prob.Dmg. Adj.Max. WeightMax. PressOpen DoorsBend Bars
Lift Gates
Notes
1-5-41310% 
2-3-21510% 
3-3-151020% 
4-5-2-1102530% 
6-7-1None205540% 
8-9NormalNone359051% 
10-11NormalNone4011562% 
12-13NormalNone4514074% 
14-15NormalNone5517087% 
16Normal+170195910% 
17+1+1852201013% 
18+1+21102551116% 
18/01-50+1+31352801220% 
18/51-75+2+31603051325% 
18/76-90+2+41853301430% 
18/91-99+2+523538015(3)35% 
18/00+3+633548016(6)40% 
19+3+748564016(8)50%Hill Giant
20+3+853570017(10)60%Stone Giant
21+4+963581017(12)70%Frost Giant
22+4+1078597018(14)80%Fire Giant
23+5+119351,13018(16)90%Cloud Giant
24+6+121,2351,44019(17)95%Storm Giant
25+7+141,5351,75019(18)99%Titan

Intelligence
Intelligence represents a character's memory, reasoning, and learning ability.

INTELLIGENCE
Abilty Score# of Lang.Max Spell LevelChance to Learn SpellMax # of Spells/LevelIllusion Immunity
10*--------
21--------
31--------
41--------
51--------
61--------
71--------
81--------
924th35%6--
1025th40%7--
1125th45%7--
1236th50%7--
1336th55%9--
1447th60%9--
1547th65%11--
1658th70%11--
1768th75%14--
1879th85%18--
1989th95%All1st-level
2099th96%All2nd-level
21109th97%All3rd-level
22119th98%All4th-level
23129th99%All5th-level
24159th100%All6th-level
25209th100%All7th-level
* While unable to speak a language, the character can still communicate by grunts and gestures.

Wisdom
Wisdon describes a composite of the character's enlightenment, judgment, guile, willpower, common sense, and intuition. It is the application and use of things that are known.

WISDOM
Ability
Score
Magical
Def. Adj.
Bonus
Spells
Chance of Spell FailureSpell Immunity
1-6--80%   --
2-4--60%   --
3-3--50%   --
4-2--45%   --
5-1--40%   --
6-1--35%   --
7-1--30%   --
80--25%   --
90020%   --
100015%   --
110010%   --
12005%   --
1301st0%   --
1401st0%   --
15+12nd0%   --
16+22nd0%   --
17+33rd0%   --
18+44th0%   --
19+41st, 3rd0%   cause fear, charm person, command, friends, hypnotism
20+42nd, 4th0%   forget, hold person, ray of enfeeblement, scare
21+43rd, 5th0%   fear
22+44th, 5th0%   charm monster, confusion, emotion, fumble, suggestion
23+41st, 6th0%   chaos, feeblemind, hold monster, magic jar, quest
24+45th, 6th0%   geas, mass suggestion, rod of rulership
25+46th, 7th0%   antipathy/sympathy, death spell, mass charm

Dexterity
Dexterity (Dex) encompasses several physical attributes including hand-eye coordination, agility, reaction speed, reflexes, and balance. Dexterity affects a character's reaction to a threat or surprise, his accuracy with thrown weapons and bows, and his ability to dodge an enemy's blows. It is the prime requisite of rogues and affects their professional skills. A rogue with a Dexterity score of 16 or higher gains a 10% bonus to the experience points he earns.

DEXTERITY
Ability ScoreReaction Adj.Missile Attack Adj.Defensive Adj.
1-6-6+5
2-4-4+5
3-3-3+4
4-2-2+3
5-1-1+2
600+1
7000
8000
9000
10-14000
1500-1
16+1+1-2
17+2+2-3
18+2+2-4
19+3+3-4
20+3+3-4
21+4+4-5
22+4+4-5
23+4+4-5
24+5+5-6
25+5+5-6

Constitution
A character's Constitution (Con) score encompasses his physique, fitness, health, and physical resistance to hardship, injury, and disease. Since this ability affects the character's hit points and chances of surviving such tremendous shocks as being physically reshaped by magic or resurrected from death, it is vitally important to all classes. Some classes have minimum allowable Constitution scores.
A character's initial Constitution score is the absolute limit to the number of times the character can be raised or resurrected from death. Each such revival reduces the character's Constitution score by one. Magic can restore a reduced Constitution score to its original value or even higher, but this has no effect on the number of times a character can be revived from death! Once the character has exhausted his original Constitution, nothing short of divine intervention can bring him back, and divine intervention is reserved for only the bravest and most faithful heroes!
For example, Rath's Constitution score at the start of his adventuring career is 12. He can be revived from death 12 times. If he dies a 13th time, he cannot be resurrected or raised.

CONSTITUTION
Ability ScoreHit Point Adj.System ShockResurrection SurvivalPoison SaveRegeneration
1-325%30%-2Nil
2-230%35%-1Nil
3-235%40%0Nil
4-140%45%0Nil
5-145%50%0Nil
6-150%55%0Nil
7055%60%0Nil
8060%65%0Nil
9065%70%0Nil
10070%75%0Nil
11075%80%0Nil
12080%85%0Nil
13085%90%0Nil
14088%92%0Nil
15+190%94%0Nil
16+295%96%0Nil
17+2 (+3)*97%98%0Nil
18+2 (+4)*99%100%0Nil
19+2 (+5)*99%100%+1Nil
20+2 (+5)**99%100%+11/6 turns
21+2 (+6)***99%100%+21/5 turns
22+2 (+6)***99%100%+21/4 turns
23+2 (+6)****99%100%+31/3 turns
24+2 (+7)****99%100%+31/2 turns
25+2 (+7)****100%100%+41/1 turn
* Parenthetical bonus applies to warriors only. All other classes receive maximum bonus of +2 per die.
** All 1s rolled for Hit Dice are automatically considered 2s.
*** All 1s and 2s rolled for Hit Dice are automatically considered 3s.
**** All 1s, 2s, and 3s rolled for Hit Dice are automatically considered 4s.

Charisma
The Charisma score measures a character's persuasiveness, personal magnetism, and ability to lead. It is not a reflection of physical attractiveness, although attractiveness certainly plays a role. It is important to all characters, but especially to those who must deal with nonplayer characters (NPCs), mercenary hirelings, retainers, and intelligent monsters.

CHARISMA
Abilty ScoreMaximum # of HenchmenLoyalty BaseReaction Adjustment
10-8-7
21-7-6
31-6-5
41-5-4
52-4-3
62-3-2
73-2-1
83-10
9400
10400
11400
12500
1350+1
146+1+2
157+3+3
168+4+5
1710+6+6
1815+8+7
1920+10+8
2025+12+9
2130+14+10
2235+16+11
2340+18+12
2445+20+13
2550+20+14

Racial Ability Requirements
AbilityDwarfElfGnomeHalf-ElfHalfling
Strength8/183/186/183/187/18*
Dexterity3/176/183/186/187/18
Constitution11/187/188/186/1810/18
Intelligence3/188/186/184/186/18
Wisdom3/183/183/183/183/17
Charisma3/178/183/183/183/18
* Halfling fighters do not roll for exceptional Strength.


Racial Ability Adjustments
Race
Adjustments
Dwarf+1 Constitution-1 Charisma
Elf+1 Dexterity-1 Constitution
Gnome+1 Intelligence-1 Wisdom
Halfling+1 Dexterity-1 Strength


Average Height and Weight
 Height in Inches
Weight in Pounds
Race
BaseModifierBaseModifier
Dwarf43/411d10130/1054d10
Elf55/501d1090/703d10
Gnome38/361d672/685d4
Half-elf60/582d6110/853d12
Halfling32/302d852/485d4
Human60/592d1 140/1006d10


Starting & Maximum Age
Race
Starting Age
Maximum Age
Dwarf40+5d6250+2d100
Elf100+5d6350+4d100
Gnome60+3d12200+3d100
Half-elf15+1d6125+3d20
Halfling20+3d4100+1d100
Human15+1d490+2d20


Hit Dice & Proficiency Slots
 Weapon Proficiences Nonweapon Proficiences
GroupInitial#LevelsPenaltyInitial#Levels
Warrior D1043-233
Wizard D416-543
Priest D824-343
Rogue D624-334


Initial Character Funds
Character GroupDie Range
Warrior5d4 x 10 gp
Wizard(1d4+1) x 10 gpv
Rogue2d6 x 10 gp
Priest*3d6 x 10 gp
*Priest characters can use their money only to purchase equipment and goods. Once all purchases are made, the priest character must return all but two or three of his remaining gold pieces to his superiors (since his equipment is supplied by his organization). Priests cannot lend any of their initial funds to other characters.

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