Abilities

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There are six abilities in D&D; Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Collectively, the abilities describe a character's talents, strengths, and weaknesses. Abilities may be generated by rolling three sided dice six times to generate 6 ability values, then assigning them as desired, or dividing 66 points between the six abilities on a 1 for 1 basis. Abilities range between 3 and 18 for humans, and for demi-humans unless otherwise specified. The rule of extra xp for exceptional ability scores will not be observed. Fighting men with a strength of 18 must roll a number between 1 and 100 to determine exceptional strength.


The abilities are:

Strength: General might of the character.

Trait effects:

Up to strength 16, character can carry 50 coins per point of strength without encumbrance. Carrying 100 coins per point of strength reduces movement speed by 25%. Carrying 150 coins per point of strength reduces speed by 50%. Carrying 20 pounds per point of strength reduces speed by 75%, and eliminates a character's dexterity bonus to AC (but not penalty) A character can carry up to 250 coins per point of strength. At strength 17 and every subsequent increase in strength, the amount the character may carry doubles. A character with speed reduced by armor and a character with speed reduced by encumbrance uses only the highest speed reduction.

(note: When warrior type characters calculate their strength, roll d%; on a 1-50, add 1 to strength, on a 51-75, add 2 to strength, on a 76-90, add 3 to strength, on a 91-99, add 4 to strength, and on a 00, add 5 to strength. This benefit applies only for newly created 1st level characters.)

0: Character is too weak to get out of bed.
1: -5 penalty to hit in melee and a -3 penalty to damage
2: -4 penalty to hit in melee and a -2 penalty to damage
3: -3 penalty to hit in melee and a -1 penalty to damage.
5 or 4: -2 penalty to hit in melee and a -1 adjustment on damage rolls.
7 or 6: -1 penalty to hit in melee
16: gain a +1 bonus to damage
17: get a +1 bonus to hit and to damage
18: get a +1 bonus to hit and a +2 bonus to damage.
19: get a +1 bonus to hit and a +3 bonus to damage.
20: get a +2 bonus to hit and a +3 bonus to damage.
21: get a +2 bonus to hit and a +4 bonus to damage.
22: get a +2 bonus to hit and a +5 bonus to damage.
23: get a +3 bonus to hit and a +6 bonus to damage.
24: get a +3 bonus to hit and a +7 bonus to damage. Minimum unarmed damage 1d4
25: get a +3 bonus to hit and a +8 bonus to damage. Minimum unarmed damage 1d4
26: get a +3 bonus to hit and a +10 bonus to damage. Minimum unarmed damage 1d6
27: get a +3 bonus to hit and a +12 bonus to damage. Minimum unarmed damage 1d8
28: get a +3 bonus to hit and a +15 bonus to damage. Minimum unarmed damage 1d10
29: get a +5 bonus to hit and a +15 bonus to damage. Minimum unarmed damage 2d6
30: get a +7 bonus to hit and a +15 bonus to damage. Minimum unarmed damage 2d10


Dexterity: Coordination and grace of the character. Characters with less than 12 dexterity suffer a -5% penalty to sneak and pick pocketing for each point their dexterity falls under 12.

Trait effects:

0: Character is paralyzed.
1: -6 penalty on armor class and a -5 penalty on ranged attacks
2: -5 penalty on armor class and a -4 penalty on ranged attacks
3: -4 penalty on armor class and a -3 penalty on ranged attacks
4: -3 penalty to armor class and a -2 penalty on ranged attacks
5: -2 penalty to armor class and a -1 penalty to hit on ranged attacks.
6: -1 penalty to armor class.
15: +1 bonus to armor class.
16: +2 bonus to armor class, +5% to opening locks, +1 bonus to ranged attacks.
17: +3 bonus to armor class, +5% bonus to sneak, +10% bonus to opening locks, +5% bonus to picking pockets, +2 bonus to ranged attack.
18: +4 bonus to armor class, +10% bonus to sneak, +15% bonus to opening locks, +10% bonus to picking pockets, +3 bonus to ranged attacks.
19: +4 bonus to armor class, +15% bonus to sneak, +20% bonus to opening locks, +15% bonus to picking pockets, +3 bonus to ranged attacks.
20: +4 bonus to armor class, +20% bonus to sneak, +20% bonus to opening locks, +20% bonus to picking pockets, +3 bonus to ranged attacks.
21: +4 bonus to armor class, +25% bonus to sneak, +25% bonus to opening locks, +25% bonus to picking pockets, +4 bonus to ranged attacks.
22: +5 bonus to armor class, +30% bonus to sneak, +30% bonus to opening locks, +30% bonus to picking pockets, +4 bonus to ranged attacks.
23: +5 bonus to armor class, +40% bonus to sneak, +35% bonus to opening locks, +40% bonus to picking pockets, +4 bonus to ranged attacks.
24: +6 bonus to armor class, +50% bonus to sneak, +45% bonus to opening locks, +50% bonus to picking pockets, +5 bonus to ranged attacks.
25: +7 bonus to armor class, +66% bonus to sneak, +60% bonus to opening locks, +65% bonus to picking pockets, +6 bonus to ranged attacks.

Constitution: Hardiness and durability of the character. A character with a constitution of 3 has a 40% chance to survive ressurection and a 35% chance to survive major system shock, such as being thrown into a pot of boiling water. This chance increases by 5% per point of constitution until it reaches 90%, at which point it slows to 2% per point of constitution, to a max of 99%

Trait Effects:

0: Character is Dead.
1: -3 hit points per level. -4 to saving throws vs. disease, chance of infirmity every week.
2: -2 hit points per level. -3 to saving throws vs. disease, chance of infirmity every week.
3: -2 hit points per level. (minimum 1) -2 to saving throws vs. disease
4-6: -1 hit points per level. (minimum 1) -1 to saving throws vs. disease
10-11: +1 to saving throws vs. disease
12-13: +2 to saving throws vs. disease
15: +1 hit points per level +2 to saving throws vs. disease
16: +2 hit points per level +3 to saving throws vs. disease
17: +2 hit points per level/+3 hit points per level for fighting men +3 to saving throws vs. disease
18: +2 hit points per level/+4 hit points per level for fighting men +4 to saving throws vs. disease
19: +2 hit points per level/+5 hit points per level for fighting men, all 1s on hit dice get rerolled. Immune to mundane disease. +5 to saving throws vs. disease.
20: +2 hit points per level/+5 hit points per level for fighting men, all 1s on hit dice get rerolled, regenerate 1 hp per hour. Immune to mundane disease. +6 to saving throws vs. disease.
21: +2 hit points per level/+6 hit points per level for fighting men, all 1s and 2s on hit dice get rerolled. regenerate 1hp per 45 minutes. Immune to all disease.
22: +2 hit points per level/+6 hit points per level for fighting men, all 1s and 2s on hit dice get rerolled, regenerate 1hp per 30 minutes. Immune to all disease. Immune to Poison.
23: +2 hit points per level/+6 hit points per level for fighting men, all 1s and 2s and 3s on hit dice get rerolled, regenerate 1hp per 20 minutes. Immune to all disease. Immune to Poison.
24: +2 hit points per level/+7 hit points per level for fighting men, all 1s and 2s and 3s on hit dice get rerolled, regenerate 1hp per 10 minutes. Does not need to eat. Immune to all disease. Immune to Poison.
25: +2 hit points per level/+8 hit points per level for fighting men, all 1s and 2s and 3s on hit dice get rerolled, regenerate 1hp per minute. Does not need to breathe, does not need to eat. Immune to all disease. Immune to Poison.

Intelligence: Reasoning ability and IQ. Determines chance to comprehend a new spell, and maximum number of languages known. The chance to comprehend a spell is equal to 5% per point of intelligence after 2 until intelligence 16, then 10% per point of intelligence at intelligence 17 and 18. A magic user must roll to comprehend each desired spell, gaining a random spell instead if a spell is not comprehended.

Trait Effects:

0: Character is brain dead
1: Character is of animal intelligence
2: Character is semi-intelligent
3: 1 minimum spell per level, 2 maximum spells per level. Can cast only 1st level arcane spells.
4-5: 2 minimum spells per level, 3 maximum spells per level. Can cast up to 2nd level arcane spells.
6-7: 3 minimum spells per level, 5 maximum spells per level. Can cast up to 4th level arcane spells.
8-9: 4 minimum spells per level, 6 maximum spells per level. Can learn up to 1 additional language.
10-11: 5 minimum spells per level, 7 maximum spells per level. Can cast up to 5th level arcane spells, learn 2 additional languages.
12-13: 6 minimum spells per level, 9 maximum spells per level. Can cast up to 6th level arcane spells, learn 3 additional languages.
14-15: 7 minimum spells per level, 11 maximum spells per level. Can cast up to 7th level arcane spells, learn 4 additional languages.
16-17: 8 minimum spells per level, 14 maximum spells per level. Can cast up to 8th level arcane spells, learn 5 additional languages.
18: 9 minimum spells per level, 18 maximum spells per level. Can cast up to 9th level arcane spells, learn 7 additional languages.
19: 11 minimum spells per level, no maximum spells per level. Can learn 9 additional languages, immune to 1st level mind affecting spells.
20: 13 minimum spells per level, no maximum spells per level. Can learn 11 additional languages, immune to 1st and 2nd level mind affecting spells.
21: 15 minimum spells per level, no maximum spells per level. Can learn 13 additional languages, immune to 1st through 3rd level mind affecting spells.
22: 17 minimum spells per level, no maximum spells per level. Can learn an unlimited number of additional languages, immune to 1st through 4th level mind affecting spells.
23: 19 minimum spells per level, no maximum spells per level. Can learn an unlimited number of additional languages, immune to 1st through 5th level mind affecting spells.
24: 22 minimum spells per level, no maximum spells per level. Can learn an unlimited number of additional languages, immune to 1st through 6th level mind affecting spells. Can learn spells from any magician class.
25: 25 minimum spells per level, no maximum spells per level. Can learn an unlimited number of additional languages, immune to 1st through 7th level mind affecting spells. Can learn spells from any class.


Wisdom: The character's common sense and reasoning. Adjusts saving throws vs. spell. A character with less than 13 wisdom suffers a 5% divine spell failure chance for each point by which his wisdom is lower than 13.

Trait Effects:

(note: bonuses to saving throws vs. insanity do not stack with bonuses to saving throws vs. spell)

0: Character is catatonic.
1: -5 penalty to save vs. spell. -4 to saving throws vs. insanity chance of insanity every day.
2: -4 penalty to save vs. spell. -3 to saving throws vs. insanity chance of insanity every week.
3: -3 penalty to save vs. spell. -2 to saving throws vs. insanity chance of insanity every week.
4: -2 penalty to save vs. spell. -1 to saving throws vs. insanity
5-7: -1 penalty to save vs. spell.
11-12: +1 to saving throws vs. insanity
13: Gets a bonus 1st level divine spell if a divine spellcasting class. +2 bonus to saves vs. insanity.
14: Gets 2 bonus 1st level divine spells. +2 bonus to saves vs. insanity.
15: +1 bonus to save vs. spell. Gets 2 bonus 1st level spells, 1 bonus 2nd level divine spell. +2 bonus to saves vs. insanity.
16: +2 bonus to save vs. spell. Gets 2 bonus 1st level spells, 2 bonus 2nd level spells. +3 bonus to saves vs. insanity.
17: +3 bonus to save vs. spell. Can cast 6th level divine spells. 2 bonus 1st level spells, 2 bonus 2nd level spells, 1 bonus 3rd level spell. +4 bonus to saves vs. insanity.
18: +4 bonus to save vs. spell. Can cast 7th level divine spells. 2 bonus 1st level spells, 2 bonus 2nd level spells, 1 bonus 3rd level spell, 1 bonus 4th level spell. +5 bonus to saves vs. insanity.
19: +5 bonus to save vs. spell. Immune to charm, command, and hypnotism. +6 bonus to saves vs. insanity. Bonus spells: 3/2/1/1
20: +5 bonus to save vs. spell. Immune to charm, command, hypnotism, hold spells, ray spells. +7 bonus to saves vs. insanity. Bonus spells: 3/3/2/2
21: +5 bonus to save vs. spell. Immune to charm, command, hypnotism, hold spells, ray spells, fear, domination. +8 bonus to saves vs. insanity. Bonus spells: 3/3/2/2/1
22: +5 bonus to save vs. spell. Immune to charm, command, hypnotism, hold spells, Insanity, ray spells, fear, domination, suggestion, emotion spells, confusion. Bonus spells: 3/3/3/3/2
23: +5 bonus to save vs. spell. Immune to charm, command, hypnotism, hold spells, Insanity, ray spells, fear, domination, suggestion, emotion spells, confusion, Posession, Geas/Quest. Bonus spells: 4/4/4/4/4
24: +5 bonus to save vs. spell. Immune to charm, command, hypnotism, hold spells, Insanity, ray spells, fear, domination, suggestion, emotion spells, confusion, Posession, Geas/Quest, rod of rulership, imprisonment. Bonus spells: 4/4/4/4/4/2
25: +5 bonus to save vs. spell. Immune to charm, command, hypnotism, hold spells, Insanity, ray spells, fear, domination, suggestion, emotion spells, confusion, Posession, Geas/Quest, rod of rulership, imprisonment, antipathy/sympathy, death spells, otto's irresistable dance. Bonus spells: 4/4/4/4/4/3/2


Charisma: The character's likability and social graces.

Trait Effects:

-5: -25 to NPC loyalty, -85% chance of favorable impression, causes fear and insanity in up to 10HD creatures.
-4: -20 to NPC loyalty, -70% chance of favorable impression, causes fear in up to 8HD creatures, causes insanity in 1HD creatures.
-3: -15 to NPC loyalty, -60% chance of favorable impression, causes fear in up to 5HD creatures.
-2: -12 to NPC loyalty, -50% chance of favorable impression, causes fear in up to 3HD creatures.
-1: -10 to NPC loyalty, -45% chance of favorable impression, causes fear in 1HD creatures.
0: -9 to NPC loyalty, -40% chance of favorable impression.
1: -8 to NPC loyalty, -35% chance of favorable impression.
2: -7 to NPC loyalty, -30% chance of favorable impression.
3: 1 maximum henchman. -6 to NPC loyalty, -25% chance of favorable impression.
4: 1 maximum henchman. -5 to NPC loyalty, -20% chance of favorable impression.
5: 2 maximum henchmen. -4 to NPC loyalty, -15% chance of favorable impression.
6: 2 maximum henchmen. -3 to NPC loyalty, -10% chance of favorable impression.
7: 3 maximum henchmen. -2 to NPC loyalty, -5% chance of favorable impression.
8: 3 maximum henchmen. -1 to NPC loyalty
9-11: 4 maximum henchmen.
12-13: 5 maximum henchmen +5% chance of favorable impression.
14: 6 maximum henchmen. +1 to NPC loyalty, +10% chance of favorable impression.
15: 7 maximum henchmen. +3 to NPC loyalty, +15% chance of favorable impression.
16: 8 maximum henchmen. +4 to NPC loyalty, +25% chance of favorable impression.
17: 10 maximum henchmen. +6 to NPC loyalty, +30% chance of favorable impression.
18: 15 maximum henchmen. +8 to NPC loyalty, +35% chance of favorable impression.
19: 20 maximum henchmen. +10 to NPC loyalty, +40% chance of favorable impression, can charm 1HD creatures at will. (as charm monster)
20: 25 maximum henchmen. +12 to NPC loyalty, +45% chance of favorable impression, can charm up to 2HD creatures at will.
21: 30 maximum henchmen. +14 to NPC loyalty, +50% chance of favorable impression, can charm up to 3HD creatures at will.
22: 35 maximum henchmen. +16 to NPC loyalty, +55% chance of favorable impression, can charm up to 4HD creatures at will.
23: 45 maximum henchmen. +18 to NPC loyalty, +60% chance of favorable impression, can charm up to 5HD creatures at will.
24: 60 maximum henchmen. +20 to NPC loyalty, +65% chance of favorable impression, can charm up to 6HD creatures at will.
25: 75 maximum henchmen. +24 to NPC loyalty, +75% chance of favorable impression, can charm up to 8HD creatures at will.