Strength combines Stamina (left) and Muscle (right). Starting fighters receive a d4 bonus in muscle, not in stamina, and they may not surpass their racial strength maximum in either. For example, a human with a 20 strength before rolling the d4 bonus, would still cap at a 23 muscle score.
Muscle measures muscle mass and immediate brute short-term strength. The Muscle score adjusts THAC0 (hit probability), and damage per attack; it also determines the chance of opening a heavy or stuck door, bashing through a locked or bolted door (this chance in brackets), and the chance of performing feats of strength like bending bars and lifting gates.
Strength |
THAC0 Adjustment |
Damage Adjustment |
Max |
Open Doors |
Bend bars |
3 |
-3 |
-1 |
15 |
3 |
0 |
4-5 |
-2 |
-1 |
25 |
4 |
0 |
6-7 |
-1 |
0 |
55 |
5 |
0 |
8-9 |
0 |
0 |
90 |
6 |
1% |
10-11 |
0 |
0 |
115 |
7 |
2% |
12-13 |
0 |
0 |
140 |
8 |
4% |
14-15 |
0 |
0 |
170 |
9 |
7% |
16 |
0 |
+ 1 |
195 |
10 |
10% |
17 |
+ 1 |
+ 1 |
220 |
11 |
13% |
18 |
+ 1 |
+ 2 |
255 |
12 |
16% |
19 Max halfling |
+ 2 |
+ 3 |
280 |
13 |
20% |
20 Max Aarakocra |
+ 2 |
+ 4 |
315 |
14 |
25% |
21 Max elf |
+ 3 |
+ 5 |
375 |
15 (3) |
30% |
22 Max Kreen |
+ 3 |
+ 6 |
475 |
16 (6) |
35% |
23 Max for Human |
+ 3 |
+ 7 |
600 |
16 (8) |
40% |
24 Max for Pterran |
+ 3 |
+ 8 |
850 |
17 (10) |
50% |
25 Max for Dwarf |
+ 4 |
+ 9 |
1000 |
17 (12) |
60% |
26 Max for Mul |
+ 4 |
+ 10 |
1200 |
18 (14) |
70% |
27 Max for 1/2 Gi |
+ 4 |
+ 11 |
1500 |
18 (15) |
80% |
28 |
+ 5 |
+ 12 |
2000 |
19 (16) |
90% |
29 |
+ 5 |
+ 13 |
2750 |
19 (17) |
95% |
30 |
+ 6 |
+ 14 |
4000 |
19 (18) |
99% |
During round-to-round situations such as combat, a character may move up to her base move number in 5' units (we will usually use a hex-map for figures) as a half-move (see C&T).Movement
In journeys, movement rates on the chart to the right are modified by terrain. Characters may elect to "forced march." This increases their water needs (50%) and their chances of being surprised. Thirsty characters attempting to forced-march must save vs. Death Magic or pass out, and those who pass out must make a system shock check or die.
Forced march movement does not apply to combat; the base move may be used normally, at rate-and a half (charging), at double rate (running) or triple (sprinting)
Strength |
Move adjustment |
Encumbrance Ranges |
||||
Un-enc. |
Light |
Moderate |
Severe |
Fatigue |
||
3 |
-4" |
5 |
6-7 |
8-9 |
10-12 |
-3 |
4-5 |
-3" |
10 |
11-13 |
14-16 |
17-20 |
-2 |
6-7 |
0 |
20 |
21-30 |
31-36 |
37-47 |
-1 |
8-9 |
0 |
35 |
36-49 |
50-65 |
66-81 |
0 |
10-11 |
0 |
40 |
41-55 |
56-75 |
76-97 |
0 |
12-13 |
0 |
45 |
46-65 |
66-85 |
86-118 |
0 |
14-15 |
+1" |
55 |
56-79 |
80-110 |
111-146 |
0 |
16 |
+2" |
70 |
71-99 |
101-130 |
131-161 |
+1 |
17 |
+3" |
85 |
86-119 |
120-150 |
151-194 |
+1 |
18 |
+3" |
110 |
111-149 |
150-179 |
180-228 |
+2 |
19 Max halfling |
+4" |
135 |
136-170 |
171-210 |
211-253 |
+2 |
20 Max Aarakocra |
+5" |
160 |
161-189 |
190-225 |
226-278 |
+3 |
21 Max elf |
+6" |
170 |
171-210 |
211-260 |
261-303 |
+3 |
22 Max Kreen |
+6" |
185 |
186-240 |
241-299 |
300-353 |
+4 |
23 Max for Human |
+7" |
235 |
236-299 |
300-375 |
376-428 |
+4 |
24 Max for Pterran |
+8" |
445 |
446-499 |
500-599 |
600-700 |
+5 |
25 Max for Dwarf |
+9" |
515 |
516-599 |
600-699 |
700-850 |
+5 |
26 Max for Mul |
+9" |
635 |
636-750 |
751-850 |
851-1K |
+6 |
27 Max for 1/2Gi |
+10" |
785 |
786-850 |
851-999 |
1-1.2 K |
+6 |
28 |
+11" |
900 |
901-999 |
1-1.2 K |
1.2-1.4 |
+6 |
29 |
+12" |
1200 |
1.2-1.5 K |
1.5-1.8 K |
1.8-2 K |
+6 |
30 |
+12" |
1500 |
1.5-2 K |
2-2.5 K |
2.5-3 K |
+7 |
*Due to their size, half-giants double their weight allowance; giants quadruple theirs.
Stamina measures muscle tone, endurance and carrying capacity. Since Stamina affects the
movement rate, encumbrance and fatigue, these rules are printed below:
Encumberance
Encumbrance, the weight of a character's equipment, slows the character, making her weak and vulnerable to attack. See the chart below for details.
Fatigue Points
A character's Fatigue Points (FP) are a constant based on the character's Stamina score
and race. Each time that a character takes an action, such as throwing a missile, firing a
bow, swinging a sword, or running, she spends one fatigue point. When she has spent all
her FPs she drops to the next level of fatigue on the chart below, and starts over with
her FP total.
As a character becomes increasingly encumbered or fatigued, she slows, weakens, and
becomes increasingly vulnerable. Encumbered travelers become fatigued as well; a full day
of normal traveling reduces the traveler to one fatigue level better than he was
encumbered. Forced marching reduces the traveler to one fatigue level worse than their
level of encumbrance during the march.
Penalties for Encumbrance and Fatigue Levels
Encumbrance/ |
None |
Light |
Moderate |
Severe |
Critical/Mortal |
Movement |
Normal |
-1" or 10% |
2/3 move |
1/3 move |
1"/* |
THACO penalty |
0 |
0 |
1 |
2 |
No attack possible |
AC penalty |
0 |
1 |
2 |
2 (no dex) |
4 (no dex) |
Fatigue Recovery |
Yield 1 attack |
Rest 1 round |
Rest 2d6 rounds |
Rest d6 turns |
Sleep 2d4 hours* |
Aim has to do with small-scale dexterity and coordination activities from aiming a bow to cross-stitching, to tying a cherry stem with one's toungue. It is the favorite subability of pickpockets, archers, forgers, and escape artists! | Balance, on the other hand, is involved full-body coordination such as sprinting, dancing, tightrope walking, or cartwheeling. High balance improves Armor class through improved dodging ability. This defensive adjustment also improves saving throws versus dodgeables such as breath weapons, fireballs, etc. Balance also affects reaction speed, and therefore high balance scores improve initiative rolls (but not surprise rolls, which have more to do with intuition). |
Dexterity |
Forge Documents |
Escaping Bonds |
Open Locks |
Pick Pockets |
Missile Adjustment |
3 |
|
|
-30 |
-30 |
-3 |
4 |
|
|
-25 |
-25 |
-2 |
5 |
|
|
-20 |
-25 |
-1 |
6 |
|
|
-15 |
-20 |
0 |
7 |
|
|
-15 |
-20 |
0 |
8 |
|
|
-10 |
-15 |
0 |
9 |
-15 |
-20 |
-5 |
-15 |
0 |
10 |
-10 |
-15 |
0 |
-10 |
0 |
11 |
-5 |
-10 |
0 |
-5 |
0 |
12 |
0 |
-5 |
0 |
0 |
0 |
13-14 |
0 |
0 |
0 |
0 |
0 |
15 |
0 |
0 |
0 |
0 |
+ 1 |
16 |
+ 5 |
0 |
+ 5 |
0 |
+ 2 |
17 |
+ 7 |
+ 5 |
+ 10 |
+ 5 |
+ 2 |
18 |
+ 10 |
+ 10 |
+ 15 |
+ 10 |
+ 3 |
19 |
+ 15 |
+ 12 |
+ 20 |
+ 15 |
+ 3 |
20 |
+ 17 |
+ 15 |
+ 20 |
+ 20 |
+ 4 |
21 |
+ 20 |
+ 17 |
+ 25 |
+ 25 |
+ 4 |
22 |
+ 22 |
+ 20 |
+ 25 |
+ 27 |
+ 4 |
23 |
+ 24 |
+ 22 |
+ 30 |
+ 30 |
+ 5 |
24 |
+ 27 |
+ 24 |
+ 30 |
+ 33 |
+ 5 |
25 |
+ 30 |
+ 30 |
+ 35 |
+ 35 |
+ 6 |
Dexterity (Balance) |
Initiative Adjustment |
Defensive Adjustment |
Move Silently |
Hide in Shadows |
3 |
-3 |
+ 4 |
-30 |
-30 |
4 |
-2 |
+ 3 |
-30 |
-25 |
5 |
-1 |
+ 2 |
-30 |
-20 |
6 |
0 |
+ 1 |
-25 |
-20 |
7 |
0 |
0 |
-25 |
-15 |
8 |
0 |
0 |
-20 |
-15 |
9 |
0 |
0 |
-20 |
-10 |
10 |
0 |
0 |
-15 |
-5 |
11 |
0 |
0 |
-10 |
0 |
12 |
0 |
0 |
-5 |
0 |
13-14 |
0 |
0 |
0 |
0 |
15 |
0 |
-1 |
0 |
0 |
16 |
+ 1 |
-2 |
0 |
0 |
17 |
+ 1 |
-3 |
+ 5 |
+ 5 |
18 |
+ 1 |
-3 |
+ 10 |
+ 10 |
19 |
+ 2 |
-4 |
+ 15 |
+ 15 |
20 |
+ 2 |
-4 |
+ 15 |
+ 20 |
21 |
+ 2 |
-5 |
+ 20 |
+ 20 |
22 |
+1 phase |
-5 |
+ 20 |
+ 25 |
23 |
+1 phase |
-6 |
+ 25 |
+ 25 |
24 |
+1 phase |
-6 |
+ 25 |
+ 30 |
25 |
+2 phases |
-6 |
+ 30 |
+ 30 |
Constitution
Constitution |
Psp adjustment |
Healing/ Regeneration |
System Shock |
Poison Save |
3 |
-5 |
1/week rest |
35 % |
0 |
4 |
-4 |
2/week rest |
40 % |
0 |
5 |
-4 |
3/week rest |
45 % |
0 |
6 |
-3 |
4/week rest |
50 % |
0 |
7 |
-3 |
5/week rest |
55 % |
0 |
8 |
-2 |
5/week rest |
60 % |
0 |
9 |
-2 |
5/week rest |
65 % |
0 |
10 |
-1 |
5/week rest |
70 % |
0 |
11 |
-1 |
5/week rest |
75 % |
0 |
12 |
0 |
5/week rest |
80 % |
0 |
13 |
0 |
5/week rest |
85 % |
0 |
14 |
0 |
6/week rest |
88 % |
0 |
15 |
0 |
7/week rest |
90 % |
0 |
16 |
+1 |
8/week rest |
95 % |
0 |
17 |
+1 |
9/week rest |
97 % |
0 |
18 |
+2 |
2/day |
99 % |
0 |
19 |
+2 |
*1/8 hours |
99 % |
+ 1 |
20 |
+ 3 |
*1/4 hours |
99 % |
+ 1 |
21 |
+ 3 |
*1/3 hours |
99 % |
+ 2 |
22 |
+ 4 |
*1/2 hours |
99 % |
+ 2 |
23 |
+ 4 |
*1/hour |
99 % |
+ 3 |
24 |
+ 5 |
*1/3 turns |
100 % |
+ 3 |
25 |
+ 5 |
*1/2 turns |
100 % |
+ 4 |
Constitution |
Resurrection Survival |
Hit Point Adjustment |
3 |
40 % |
-2 |
4 |
45 % |
-1 |
5 |
50 % |
-1 |
6 |
55 % |
-1 |
7 |
60 % |
0 |
8 |
65 % |
0 |
9 |
70 % |
0 |
10 |
75 % |
0 |
11 |
80 % |
0 |
12 |
85 % |
0 |
13 |
90 % |
0 |
14 |
92 % |
0 |
15 |
94 % |
+ 1 |
16 |
96 % |
+ 2 |
17 |
97 % |
+ 2 (+3) |
18 |
98 % |
+ 2 (+4) |
19 |
99 % |
+3 (+5) [1] |
20 |
99 % |
+3 (+6) [1,2] |
21 |
99 % |
+3 (+6) [1,2] |
22 |
99 % |
+4 (+7) [1,2,3] |
23 |
99 % |
+4 (+7) [1,2,3] |
24 |
100 % |
+4 (+7) [1,2,3] |
25 |
100 % |
+4 (+7) [1,2,3] |
Intelligence
Reasoning |
Knowledge |
||||
MAC Base |
% learn spells |
Maximum spell level |
Inteligence |
Bonus charps |
Max. # wizard spells / level |
7 |
|
|
3 |
1 |
|
8 |
|
|
4 |
1 |
|
9 |
|
|
5 |
1 |
|
10 |
|
|
6 |
1 |
|
10 |
|
|
7 |
1 |
|
10 |
|
|
8 |
1 |
|
10 |
35 % |
4 |
9 |
2 |
6 |
10 |
40 % |
5 |
10 |
2 |
7 |
10 |
45 % |
5 |
11 |
2 |
7 |
10 |
50 % |
6 |
12 |
3 |
7 |
10 |
55 % |
6 |
13 |
3 |
9 |
9 |
60 % |
7 |
14 |
4 |
9 |
8 |
65 % |
7 |
15 |
4 |
11 |
7 |
70 % |
8 |
16 |
5 |
11 |
6 |
75 % |
9 |
17 |
6 |
14 |
5 |
85 % |
All |
18 |
7 |
18 |
5 |
95 % |
All |
19 |
8 |
All |
4 |
96 % |
All |
20 |
9 |
All |
4 |
97 % |
All |
21 |
10 |
All |
3 |
98 % |
All |
22 |
11 |
All |
3 |
99 % |
All |
23 |
12 |
All |
2 |
100% |
All |
24 |
15 |
All |
2 |
100% |
All |
25 |
20 |
All |
Wisdom
Intuition | Willpower |
Perception, instinct, grasp of situation, and understanding of other people. High Intuition would make a character difficult to decieve or surprise; and would allow characters to make excelent educated guesses. | Strength of will, ability to resist magical forces, and sense of commitment to a cause. High willpower would protect a character from mind-affecting spells, and make a character stubborn and resistant to interrogation. |
Intuition |
Willpower |
|||
Surprised on |
Wild talent MTHACO |
Wisdom |
Mental defense |
MTHACO bonus |
6 or lower |
-5 |
3 |
-3 |
0 |
5 or lower |
-4 |
4 |
-2 |
0 |
5 or lower |
-3 |
5 |
-1 |
0 |
4 or lower |
-2 |
6 |
-1 |
0 |
4 or lower |
-1 |
7 |
-1 |
0 |
3 or lower |
0 |
8 |
0 |
0 |
3 or lower |
0 |
9 |
0 |
0 |
3 or lower |
0 |
10 |
0 |
0 |
3 or lower |
0 |
11 |
0 |
0 |
3 or lower |
0 |
12 |
0 |
0 |
3 or lower |
0 |
13 |
0 |
0 |
3 or lower |
+1 |
14 |
0 |
0 |
2 or 1 |
+2 |
15 |
+1 |
+ 1 |
2 or 1 |
+3 |
16 |
+2 |
+ 1 |
2 or 1 |
+ 4 |
17 |
+3 |
+ 2 |
2 or 1 |
+ 5 |
18 |
+4 |
+ 2 |
2 or 1 |
+ 5 |
19 |
+4 |
+ 3 |
2 or 1 |
+ 6 |
20 |
+4 |
+ 3 |
1 |
+ 6 |
21 |
+4 |
+ 4 |
1 |
+ 7 |
22 |
+5 |
+ 4 |
1 |
+ 7 |
23 |
+5 |
+ 5 |
1 |
+ 8 |
24 |
+5 |
+ 5 |
1 |
+ 8 |
25 |
+5 |
+ 6 |
Charisma
Charisma breaks into the subabilities of Leadership and Appearance.
Charisma Table
Leadership |
Appearance |
||
Loyalty base |
# henchmen |
Charisma |
Reaction |
-6 |
1 |
3 |
-5 |
-5 |
1 |
4 |
-4 |
-4 |
2 |
5 |
-3 |
-3 |
2 |
6 |
-2 |
-2 |
3 |
7 |
-1 |
-1 |
3 |
8 |
0 |
0 |
4 |
9-11 |
0 |
0 |
5 |
12 |
0 |
0 |
5 |
13 |
+ 1 |
+ 1 |
6 |
14 |
+ 2 |
+ 3 |
7 |
15 |
+ 3 |
+ 4 |
8 |
16 |
+ 5 |
+ 6 |
10 |
17 |
+ 6 |
+ 8 |
15 |
18 |
+ 7 |
+ 10 |
20 |
19 |
+ 8 |
+ 12 |
25 |
20 |
+ 9 |
+ 14 |
30 |
21 |
+ 10 |
+ 16 |
35 |
22 |
+ 11 |
+ 18 |
40 |
23 |
+ 12 |
+ 20 |
45 |
24 |
+ 13 |
+ 25 |
50 |
25 |
+ 14 |