Joined: Oct 2005 Gender: Male Posts: 2,580 Location: Lake St. Louis, MO
Ability Scores « Thread Started on Jul 5, 2009, 4:39pm »
Strength
Ability Score
Attack Adjustment
Damage Adjustment
Weight Allowance
Maximum Press
Open Doors
Bend Bars/ Lift Gates
1
-5
-4
1
3
1
0%
2
-4
-2
3
5
1
0%
3
-3
-1
5
10
2
0%
4-5
-2
-1
10
25
3
0%
6-7
-1
0
20
55
4
0%
8-9
0
0
35
90
5
1%
10-11
0
0
40
115
6
2%
12-13
0
0
45
140
7
4%
14-15
0
0
55
170
8
7%
16
0
+1
70
195
9
10%
17
+1
+1
85
220
10
13%
18
+1
+2
110
255
11
16%
18/01-18/50
+1
+3
135
280
12
20%
18/51-18/75
+2
+3
160
305
13
25%
18/76-18/90
+2
+4
185
330
14
30%
18/91-18/99
+2
+5
235
380
15 (3)
35%
18/00
+3
+6
335
480
16 (6)
40%
19
+3
+7
485
640
16 (8)
50%
20
+3
+8
535
700
17 (10)
60%
21
+4
+9
635
810
17 (12)
70%
22
+4
+10
785
970
18 (14)
80%
23
+5
+11
935
1130
18 (16)
90%
24
+6
+12
1235
1440
19 (17)
95%
25
+7
+14
1535
1750
19 (18)
99%
Attack Adjustment: added to all melee attack rolls Damage Adjustment: added to all melee and thrown weapon damage rolls Weight Allowance: the weight the character can carry before being encumbered Maximum Press: the weight a character can pick up and lift overhead (limit 2x body weight) Open Doors: a check (on 1d20) when attempting to force open a barricaded door; parenthetical values are to force open a locked, barred, or magically held door Bend Bars/Lift Gates: percentage chance to bend normal, soft iron bars, lift a portcullis, or perform a feat of enormous strength
Dexterity
Ability Score
Reaction Adjustment
Attack Adjustment
Defensive Adjustment
1
-6
-6
+5
2
-4
-4
+5
3
-3
-3
+4
4
-2
-2
+3
5
-1
-1
+2
6
0
0
+1
7-14
0
0
0
15
0
0
-1
16
+1
+1
-2
17
+2
+2
-3
18
+2
+2
-4
19-20
+3
+3
-4
21-23
+4
+4
-5
24-25
+5
+5
-6
Reaction Adjustment: added to the character's surprise rolls and subtracted from the character's initiative Attack Adjustment: added to all missile (not thrown) attack rolls Defensive Adjustment: added to the character's armor class and reflex-related saving throw values
Constitution
Ability Score
Hit Point Adjustment
System Shock
Resurrection Survival
Poison Save
Regeneration
1
-3
25%
30%
-2
0
2
-2
30%
35%
-1
0
3
-2
35%
40%
0
0
4
-1
40%
45%
0
0
5
-1
45%
50%
0
0
6
-1
50%
55%
0
0
7
0
55%
60%
0
0
8
0
60%
65%
0
0
9
0
65%
70%
0
0
10
0
70%
75%
0
0
11
0
75%
80%
0
0
12
0
80%
85%
0
0
13
0
85%
90%
0
0
14
0
88%
92%
0
0
15
+1
90%
94%
0
0
16
+2
95%
96%
0
0
17
+2 (+3)
97%
98%
0
0
18
+2 (+4)
99%
100%
0
0
19
+3 (+5)*
99%
100%
+1
0
20
+3 (+6)**
99%
100%
+1
1 per 60 minutes
21
+3 (+6)**
99%
100%
+2
1 per 50 minutes
22
+4 (+7)***
99%
100%
+2
1 per 40 minutes
23
+4 (+7)***
99%
100%
+3
1 per 30 minutes
24
+4 (+7)***
99%
100%
+3
1 per 20 minutes
25
+4 (+7)***
100%
100%
+4
1 per 10 minutes
*minimum hit die roll of (1/2 hit die +1) **minimum hit die roll of (1/2 hit die +2) ***minimum hit die roll of (1/2 hit die +3) Hit Point Adjustment: extra hit points gained per level; parenthetical values apply to warriors System Shock: percentage chance to survive physical trauma Resurrection Survival: percentage chance to be successfully resurrected or raised from death Poison Save: bonus to all saving throws vs. poison Regeneration: enhanced rate of healing for all damage but fire and acid
Intelligence
Ability Score
Bonus CPs/ Proficiencies
Maximum Spell Level
Chance to Learn Spell
Number of Spells per 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
Bonus CPs/Proficiencies: additional Character Points and Proficiency slots that may be applied as the player chooses Maximum Spell Level: the highest-level spells that can be cast by a wizard with this Intelligence score Chance to Learn Spell: the percentage chance to learn a new spell the wizard comes across (if the roll fails, the wizard may try to learn that spell again after gaining a level) Number of Spells per Level: the maximum number of spells a wizard may learn from any particular spell level Illusion Immunity: the character automatically succeeds saves vs. illusions up to this spell level
Wisdom
Ability Score
Mental Defense Adjustment
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
-
-
14
0
1st
-
-
15
+1
2nd
-
-
16
+2
2nd
-
-
17
+3
3rd
-
-
18
+4
4th
-
-
19
+4
1st, 3rd
-
Cause Fear, Charm Person, Command, Friends, Hypnotism
Mental Defense Adjustment: added to all saving throws vs. mind-affecting spells or attacks (but not illusions) Bonus Spells: additional spell slots entitled to a priest Chance of Spell Failure: percentage chance that a priest's deity does not respond to his prayer Spell Immunity: character is not susceptible to the listed mind-affecting spells
Charisma
Ability Score
Maximum Number 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
-63
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
Maximum Number of Henchmen: the highest number of retainers the PC can maintain at one time (does not limit the number of paid followers) Loyalty Base: added to a follower's morale Reaction Adjustment: added to a character's reaction rolls