Dark of the Day
« Ability Scores »

Welcome Guest. Please Login or Register.
Dec 29, 2009, 9:26am




Dark of the Day :: Discussion and Extras :: Rules :: Ability Scores
   [Search This Thread][Send Topic To Friend] [Print]
 AuthorTopic: Ability Scores (Read 66 times)
Stix
Administrator
*****
DM
member is offline

[avatar]



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
20 +4 2nd, 4th - Forget, Hold Person, Ray of Enfeeblement, Scare
21 +4 3rd, 5th - Fear
22 +4 4th, 5th - Charm Monster, Confusion, Emotion, Fumble, Suggestion
23 +4 1st, 6th - Chaos, Feeblemind, Hold Monster, Magic Jar, Quest
24 +4 5th, 6th - Geas, Mass Suggestion, Rod of Rulership
25 +4 6th, 7th - Antipathy/Sympathy, Death Spell, Mass Charm

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
Link to Post - Back to Top  IP: Logged

"You don't speak Italian."
"Bella, parla Italiano magnifico."
"Uh-huh. Say something else."
"...Marinara."
   [Search This Thread][Send Topic To Friend] [Print]

Click Here To Make This Board Ad-Free


This Board Hosted For FREE By ProBoards
Get Your Own Free Message Boards & Free Forums!