Post by Stix on Jul 5, 2009 16:39:14 GMT -5
Strength
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
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
*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
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
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
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
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