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~ World & Lore ~
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 Score | Hit Prob. | Dmg. Adj. | Max. Weight | Max. Press | Open Doors | Bend Bars Lift Gates | Notes |
1 | -5 | -4 | 1 | 3 | 1 | 0% | |
2 | -3 | -2 | 1 | 5 | 1 | 0% | |
3 | -3 | -1 | 5 | 10 | 2 | 0% | |
4-5 | -2 | -1 | 10 | 25 | 3 | 0% | |
6-7 | -1 | None | 20 | 55 | 4 | 0% | |
8-9 | Normal | None | 35 | 90 | 5 | 1% | |
10-11 | Normal | None | 40 | 115 | 6 | 2% | |
12-13 | Normal | None | 45 | 140 | 7 | 4% | |
14-15 | Normal | None | 55 | 170 | 8 | 7% | |
16 | Normal | +1 | 70 | 195 | 9 | 10% | |
17 | +1 | +1 | 85 | 220 | 10 | 13% | |
18 | +1 | +2 | 110 | 255 | 11 | 16% | |
18/01-50 | +1 | +3 | 135 | 280 | 12 | 20% | |
18/51-75 | +2 | +3 | 160 | 305 | 13 | 25% | |
18/76-90 | +2 | +4 | 185 | 330 | 14 | 30% | |
18/91-99 | +2 | +5 | 235 | 380 | 15(3) | 35% | |
18/00 | +3 | +6 | 335 | 480 | 16(6) | 40% | |
19 | +3 | +7 | 485 | 640 | 16(8) | 50% | Hill Giant |
20 | +3 | +8 | 535 | 700 | 17(10) | 60% | Stone Giant |
21 | +4 | +9 | 635 | 810 | 17(12) | 70% | Frost Giant |
22 | +4 | +10 | 785 | 970 | 18(14) | 80% | Fire Giant |
23 | +5 | +11 | 935 | 1,130 | 18(16) | 90% | Cloud Giant |
24 | +6 | +12 | 1,235 | 1,440 | 19(17) | 95% | Storm Giant |
25 | +7 | +14 | 1,535 | 1,750 | 19(18) | 99% | Titan |
Intelligence
Intelligence represents a character's memory, reasoning, and learning ability.
INTELLIGENCE | |||||
Abilty Score | # of Lang. | Max Spell Level | Chance to Learn Spell | Max # of Spells/Level | Illusion Immunity |
1 | 0* | -- | -- | -- | -- |
2 | 1 | -- | -- | -- | -- |
3 | 1 | -- | -- | -- | -- |
4 | 1 | -- | -- | -- | -- |
5 | 1 | -- | -- | -- | -- |
6 | 1 | -- | -- | -- | -- |
7 | 1 | -- | -- | -- | -- |
8 | 1 | -- | -- | -- | -- |
9 | 2 | 4th | 35% | 6 | -- |
10 | 2 | 5th | 40% | 7 | -- |
11 | 2 | 5th | 45% | 7 | -- |
12 | 3 | 6th | 50% | 7 | -- |
13 | 3 | 6th | 55% | 9 | -- |
14 | 4 | 7th | 60% | 9 | -- |
15 | 4 | 7th | 65% | 11 | -- |
16 | 5 | 8th | 70% | 11 | -- |
17 | 6 | 8th | 75% | 14 | -- |
18 | 7 | 9th | 85% | 18 | -- |
19 | 8 | 9th | 95% | All | 1st-level |
20 | 9 | 9th | 96% | All | 2nd-level |
21 | 10 | 9th | 97% | All | 3rd-level |
22 | 11 | 9th | 98% | All | 4th-level |
23 | 12 | 9th | 99% | All | 5th-level |
24 | 15 | 9th | 100% | All | 6th-level |
25 | 20 | 9th | 100% | All | 7th-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 Failure | Spell Immunity | |
1 | -6 | -- | 80% | -- | |
2 | -4 | -- | 60% | -- | |
3 | -3 | -- | 50% | -- | |
4 | -2 | -- | 45% | -- | |
5 | -1 | -- | 40% | -- | |
6 | -1 | -- | 35% | -- | |
7 | -1 | -- | 30% | -- | |
8 | 0 | -- | 25% | -- | |
9 | 0 | 0 | 20% | -- | |
10 | 0 | 0 | 15% | -- | |
11 | 0 | 0 | 10% | -- | |
12 | 0 | 0 | 5% | -- | |
13 | 0 | 1st | 0% | -- | |
14 | 0 | 1st | 0% | -- | |
15 | +1 | 2nd | 0% | -- | |
16 | +2 | 2nd | 0% | -- | |
17 | +3 | 3rd | 0% | -- | |
18 | +4 | 4th | 0% | -- | |
19 | +4 | 1st, 3rd | 0% | cause fear, charm person, command, friends, hypnotism | |
20 | +4 | 2nd, 4th | 0% | forget, hold person, ray of enfeeblement, scare | |
21 | +4 | 3rd, 5th | 0% | fear | |
22 | +4 | 4th, 5th | 0% | charm monster, confusion, emotion, fumble, suggestion | |
23 | +4 | 1st, 6th | 0% | chaos, feeblemind, hold monster, magic jar, quest | |
24 | +4 | 5th, 6th | 0% | geas, mass suggestion, rod of rulership | |
25 | +4 | 6th, 7th | 0% | 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 Score | Reaction 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 |
6 | 0 | 0 | +1 |
7 | 0 | 0 | 0 |
8 | 0 | 0 | 0 |
9 | 0 | 0 | 0 |
10-14 | 0 | 0 | 0 |
15 | 0 | 0 | -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 Score | Hit Point Adj. | System Shock | Resurrection Survival | Poison Save | Regeneration |
1 | -3 | 25% | 30% | -2 | Nil |
2 | -2 | 30% | 35% | -1 | Nil |
3 | -2 | 35% | 40% | 0 | Nil |
4 | -1 | 40% | 45% | 0 | Nil |
5 | -1 | 45% | 50% | 0 | Nil |
6 | -1 | 50% | 55% | 0 | Nil |
7 | 0 | 55% | 60% | 0 | Nil |
8 | 0 | 60% | 65% | 0 | Nil |
9 | 0 | 65% | 70% | 0 | Nil |
10 | 0 | 70% | 75% | 0 | Nil |
11 | 0 | 75% | 80% | 0 | Nil |
12 | 0 | 80% | 85% | 0 | Nil |
13 | 0 | 85% | 90% | 0 | Nil |
14 | 0 | 88% | 92% | 0 | Nil |
15 | +1 | 90% | 94% | 0 | Nil |
16 | +2 | 95% | 96% | 0 | Nil |
17 | +2 (+3)* | 97% | 98% | 0 | Nil |
18 | +2 (+4)* | 99% | 100% | 0 | Nil |
19 | +2 (+5)* | 99% | 100% | +1 | Nil |
20 | +2 (+5)** | 99% | 100% | +1 | 1/6 turns |
21 | +2 (+6)*** | 99% | 100% | +2 | 1/5 turns |
22 | +2 (+6)*** | 99% | 100% | +2 | 1/4 turns |
23 | +2 (+6)**** | 99% | 100% | +3 | 1/3 turns |
24 | +2 (+7)**** | 99% | 100% | +3 | 1/2 turns |
25 | +2 (+7)**** | 100% | 100% | +4 | 1/1 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 Score | Maximum # of Henchmen | Loyalty Base | Reaction Adjustment |
1 | 0 | -8 | -7 |
2 | 1 | -7 | -6 |
3 | 1 | -6 | -5 |
4 | 1 | -5 | -4 |
5 | 2 | -4 | -3 |
6 | 2 | -3 | -2 |
7 | 3 | -2 | -1 |
8 | 3 | -1 | 0 |
9 | 4 | 0 | 0 |
10 | 4 | 0 | 0 |
11 | 4 | 0 | 0 |
12 | 5 | 0 | 0 |
13 | 5 | 0 | +1 |
14 | 6 | +1 | +2 |
15 | 7 | +3 | +3 |
16 | 8 | +4 | +5 |
17 | 10 | +6 | +6 |
18 | 15 | +8 | +7 |
19 | 20 | +10 | +8 |
20 | 25 | +12 | +9 |
21 | 30 | +14 | +10 |
22 | 35 | +16 | +11 |
23 | 40 | +18 | +12 |
24 | 45 | +20 | +13 |
25 | 50 | +20 | +14 |
Racial Ability Requirements | |||||
Ability | Dwarf | Elf | Gnome | Half-Elf | Halfling |
Strength | 8/18 | 3/18 | 6/18 | 3/18 | 7/18* |
Dexterity | 3/17 | 6/18 | 3/18 | 6/18 | 7/18 |
Constitution | 11/18 | 7/18 | 8/18 | 6/18 | 10/18 |
Intelligence | 3/18 | 8/18 | 6/18 | 4/18 | 6/18 |
Wisdom | 3/18 | 3/18 | 3/18 | 3/18 | 3/17 |
Charisma | 3/17 | 8/18 | 3/18 | 3/18 | 3/18 |
* 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 | Base | Modifier | Base | Modifier |
Dwarf | 43/41 | 1d10 | 130/105 | 4d10 |
Elf | 55/50 | 1d10 | 90/70 | 3d10 |
Gnome | 38/36 | 1d6 | 72/68 | 5d4 |
Half-elf | 60/58 | 2d6 | 110/85 | 3d12 |
Halfling | 32/30 | 2d8 | 52/48 | 5d4 |
Human | 60/59 | 2d1 | 140/100 | 6d10 |
Starting & Maximum Age | ||
Race | Starting Age | Maximum Age |
Dwarf | 40+5d6 | 250+2d100 |
Elf | 100+5d6 | 350+4d100 |
Gnome | 60+3d12 | 200+3d100 |
Half-elf | 15+1d6 | 125+3d20 |
Halfling | 20+3d4 | 100+1d100 |
Human | 15+1d4 | 90+2d20 |
Hit Dice & Proficiency Slots | |||||
Weapon Proficiences | Nonweapon Proficiences | ||||
Group | Initial | #Levels | Penalty | Initial | #Levels |
Warrior D10 | 4 | 3 | -2 | 3 | 3 |
Wizard D4 | 1 | 6 | -5 | 4 | 3 |
Priest D8 | 2 | 4 | -3 | 4 | 3 |
Rogue D6 | 2 | 4 | -3 | 3 | 4 |
Initial Character Funds | |
Character Group | Die Range |
Warrior | 5d4 x 10 gp |
Wizard | (1d4+1) x 10 gpv |
Rogue | 2d6 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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