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Ability Scores

The process by which players create characters for the RAVENLOFT campaign setting is not markedly ifferent from that used in most other AD&D games. Still, Dungeon Masters and players should be aware of a few minor changes and preferred methods present in this setting. Please note that the Player's Handbook and Dungeon Master Guide are still necessary to play or referee this game if you wish to refer back to basic mechanics, optional systems, and game-term definitions.

The Six Ability Scores

The six ability scores are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. For normal folk, the numbers assigned to these abilities range from 3 to 18, which is the possible spread of totals obtained by rolling three six-sided dice. Exceptional creatures, most frequently monsters and other supernatural beings, have scores that fall above this range while only those with exceptional handicaps have ratings below it. The first step in creating characters for use in any AD&D campaign is the generation of these six ability scores.

The core AD&D game rules present several methods for the determination of the numerical values assigned to a character's abilities. The preferred dice rolling technique for fashioning Ravenloft characters is Method V from the Player's Handbook. To summarize this procedure, the player rolls 4d6, discarding the lowest die and totaling the remaining three. He repeats the process until six scores have been obtained. Once this is done, the player assigns the rolled values to his abilities as he desires.

Secondary Characteristics

Each ability score is used to calculate a number of secondary characteristics. These serve to further define the abilities and limitations that govern the actions of the character during play. For example, a character's Strength score determines the amount of weight that he can lift or his chances of breaking down a locked door.

General Rating

To give new players and Dungeon Masters a feeling for exactly where a given ranking places their character in the scheme of things, Table 39: Ability Score Descriptions gives new players and Dungeon Masters a feeling for exactly where a given ranking places their character in the scheme of things.

Unusually Low Scores

Many garners feel that only characters with exceptional ability scores are worth playing. Any time they generate a hero without at least one 18 rating, they feel cheated. After all, the AD&D game is not about average people, it is about heroes (and most heroes have high ability scores). To be sure, this argument has some merit.

Table 39: Ability Score Descriptions

Ability
Score
   General
Description
0 Not applicable to the character
1 So low as to be almost unmeasurable
2 Below human minimum
3 Functional human minimum
4 Impaired in a major fassion
5 Impaired in a minor fassion
6 Well below human average
7 Below human average
8 Low human average
9 Human average
10 Human average
11 High human average
12 Above human average
13 Well above human average
14 Among the best in the village
15 Among the best in the city
16 Among the best in the region
17 Among the best in the nation
18 Among the best in the world
19 Beyond the limits of normal man
20 Beyond the limits of heroic man
21 Surpassing superhuman levels
22 The equal of the demigods
23 The equal of the lesser gods
24 The equal of the gods
25 The equal of the greater gods

Still, the game system is designed to give each player a character who is both unique and heroic. Rolling four dice instead of three to generate ability scores, for example, reduces the chances of generating a character with all substandard ability scores. In addition, class abilities make player characters stand out from the rest of humanity.

Players are advised to try their hand at whatever characters they create, even if their ability scores do not meet their expectations. Fiction is full of examples of heroes who were wanting in one or two of these ratings. Indeed, some of the most intriguing fictional characters are all the more heroic because they persevere in light of their shortcomings.

Strength (Str)

A character's Strength score measures his physical power and musculature. Those with higher ratings can lift greater weights and wield deadlier weapons.

Exceptional Strength: Warrior characters (including paladins and rangers) who have a Strength score of 18 are exceptionally powerful. Players of such characters should roll 1d100 (generating a number between 01 and 00) and append the result to their Strength scores. Thus, if a player rolled 57, he would record his character's Strength score as 18(57).

Melee Adjustment: Known as "hit probability" in the Player's Handbook, this adjustment applies to any attack roll made by a character during melee combat. Stronger characters receive bonuses (positive numbers) while weaker ones receive penalties (negative numbers).

Damage Adjustment: This modifier applies to damage inflicted by any melee attack made by a character. Some missile weapons (like bows) and thrown weapons (like spears) receive this bonus also.

Weight Allowance: This column indicates the weight (in pounds) that a character can carry without being encumbered.

Maximum Press: This is the greatest weight (in pounds) that a character can lift above his head. A character holding such a weight cannot move more than a few steps and can perform this feat for no more than one round.

Open Doors: This is the number (on 1d20) that a character must roll (equal to or below) in order to force open a heavy or stuck door. Exceptionally strong characters have a chance (in parenthesis) to force open locked, barred, or magically held doors as well. Each attempt takes one round.

Bend Bars/Lift Gates: This is the percentage chance that a character has of prying apart iron bars or lifting a portcullis. A character uses this whenever he attempts a task that tests the limits of human strength.

Table 40: Strength

Ability
Score
   Melee
Adj.
   Dmg
Adj.
   Weight
Allow.
   Max.
Press
   Open
Doors
   Bend Bars/
Lift Gates
1 -5 -4 1 3 1 0%
2 -3 -2 1 5 1 0%
3 -3 -1 5 10 2 0%
4-5 -2 -1 10 25 3 0%
6-7 -1 - 20 55 4 0%
8-9 - - 35 90 5 1%
10-11 - - 40 115 6 2%
12-13 - - 45 140 7 4%
14-15 - - 55 170 8 7%
16 - +1 70 195 9 10%
17 +1 +1 85 220 10 13%
18 +1 +2 110 255 11 16%
18/01-50 +1 +3 135 280 12 20%
18/51-75 +2 +3 160 305 13 25%
18/76-90 +2 +4 185 330 14 30%
18/91-99 +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%

Dexterity (Dex)

Dexterity measures both hand-eye coordination and speed of reflexes. It also determines a character's ability to perform intricate work or use his innate acrobatic talents. Archers and crossbowmen depend upon their Dexterity scores, as do scouts, assassins, and thieves.

Reaction Adjustment: This modification applies to a character's surprise roll. A positive adjustment indicates a bonus, while a negative number indicates a penalty.

Missile Attack Adjustment: This adjustment applies to the attack roll made whenever a character attempts to hit an enemy (or target) with a bow, crossbow, or other missile weapon. It is also used in attacks with a spear, dart, or similar thrown weapon. A positive number increases the chances of hitting the target.

Defensive Adjustment: This is a modification applied to a character's Armor Class because of his natural agility. A negative number provides a bonus, as a lower Armor Class is better than a high one. The normal AC for an unarmored human or demihuman character is 10 (before this adjustment is applied).

Table 41: Dexterity

Ability
Score
   Reaction
Adj.
   Missile
Attack Adj.
   Defensive
Adj.
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 +3 +3 -4
20 +3 +3 -4
21 +4 +4 -5
22 +4 +4 -5
23 +4 +4 -5
24 +5 +5 -6
25 +5 +5 -6

Constitution (Con)

A character's Constitution score rates his health and resistance to pain, injury, and fatigue. Characters with a high Constitution score have more hit points than others and survive longer in combat or similar situations.

Hit Point Adjustment: This is the bonus (if positive) or penalty (if negative) applied to each die that a player rolls to determine his character's hit points. Parenthetical entries apply only to members of the warrior group, as all other characters have a maximum bonus of +2 points per die.

System Shock: The indicated number is the chance that a character with a given Constitution score will survive a major physical trauma. Examples of such dire happenings include polymorphing, petrification (or its reversal), or magical aging.

Resurrection Survival: This is the percentage chance that a character has of surviving an attempt to magically restore life to his body once he has died. Should this roll fail, a character can never again be raised from the dead (except by use of a wish spell or similar magic).

It is worth noting that, depending upon the nature of power used to attempt resurrection, a character may have a chance of becoming an undead creature instead of returning to life. Such mishaps are described under the various spell descriptions found in Chapter Eight and Nine.

Poison Save Adjustment: Truly exceptional characters (those with unusually high or low Constitution scores) may have a penalty or bonus applied to their saving throws vs. poison. This adjustment is not applied to dwarves, halflings, or other characters with special resistance to poisons.

Regeneration Rate: Characters with very high Constitution scores heal at a supernaturally fast rate. Such rapid recovery is known as regeneration and is invaluable to a badly wounded character. Injuries from fire or acid cannot be regenerated and heal at normal rates.

Table 42: Constitution

Ability
Score
   Hit Point
Adj.
   System
Shock
   Ressur.
Surv.
   Poison
Save
   Regen.
Rate4
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 +2(+5) 99% 100% +1 0
20 +2(+5)1 99% 100% +1 6
21 +2(+6)2 99% 100% +2 5
22 +2(+6)2 99% 100% +2 4
23 +2(+6)3 99% 100% +3 3
24 +2(+7)3 99% 100% +3 2
25 +2(+7)3 100% 100% +4 1

1 Any 1 rolled for Hit Points is considered a 2.
2 Any 1 or 2 rolled for Hit Points is considered a 3.
3 Any 1, 2 or 3 rolled for Hit Points is considered a 4.
4 Number of turns to regain 1 Hit Point.

Intelligence (Int)

A character's Intelligence rating expresses his logical problem solving ability, reasoning skills, and memory.

Bonus Proficiencies: Since players of the RAVENLOFT setting are assumed to use the optional proficiency rules introduced in the Player's Handbook, the category once known as "Number of Languages" has been renamed "Bonus Proficiencies". This column indicates the number of nonweapon proficiency slots available to a character (beyond those assigned because of his class). The proficiency rules are detailed in Appendix Five: Character Proficiencies.

Spell Level: This column indicates the highest level of wizard spells available to characters with the given Intelligence. This applies to wizards and characters of other classes who have the ability to employ wizard spells.

Chance to Learn Spell: This is the percentage chance that the character can master a spell when he studies it.

Maximum Number of Spells per Level: The Intelligence of a character limits the number of spells of a given level that he can add to his spell book. For example, a character with an Intelligence of 13 can have no more than nine spells of a given level in his spell book. Once a character reaches this maximum, he cannot learn any new spells of a given level. It is not possible to "unlearn" already acquired spells and replace them with newly discovered ones.

Spell Immunity: Characters of exceptionally high Intelligence are unaffected by illusions of various levels. The number in this column indicates the highest level of illusion to which the character is immune. Thus, someone with an Intelligence score of 20 cannot be fooled by illusions of less than 3rd level.

Table 43: Intelligence

Ability
Score
   Bonus
Prof.
   Spell
Level
   Chance to
Learn Spell
   Max. # of Spells
per Level
   Illusion
Immunity
1 0 - - - -
2 1 - - - -
3 1 - - - -
4 1 - - - -
5 1 - - - -
6 1 - - - -
7 1 - - - -
8 1 - - - -
9 2 4 35% 6 -
10 2 5 40% 7 -
11 2 5 45% 7 -
12 3 6 50% 7 -
13 3 6 55% 9 -
14 4 7 60% 9 -
15 4 7 65% 11 -
16 5 8 70% 11 -
17 6 8 75% 14 -
18 7 9 85% 18 -
19 8 9 95% All 1
20 9 9 96% All 2
21 10 9 97% All 3
22 11 9 98% All 4
23 12 9 99% All 5
24 15 9 100% All 6

Wisdom (Wis)

Wisdom measures common sense, perception, and piety. A wise character is sought out for advice and respected for his judgement and sagacity. An intelligent character is not necessarily a wise one, and vice versa.

Magical Defense Adjustment: This adjustment applies to any saving throw in which willpower and mental stamina play an important role. Examples of such saving throws include those mandated by spells like beguiling, charm, fear, hypnosis, illusions, and possession. This bonus is also applied to fear, horror, and madness checks. Negative adjustments are penalties, while positive modifiers are bonuses.

Bonus Spells: Characters who use priest spells and have exceptionally high Wisdom scores can cast more spells than their peers. The entries indicate that an additional priest spell of the listed level can be cast each day. All bonuses are cumulative with those beneath them, so that a priest with a Wisdom of 15 is entitled to two additional 1st-level spells and one extra 2nd-level spell.

Chance of Spell Failure: Priests with low Wisdom scores are not as skilled in spellcasting as their brethren. As such, their spells sometimes fail when cast. A failed spell is expended and counts toward the total number of spells available to a character each day.

Spell Immunity: When a character possesses exceptional Wisdom, he is immune to the effects of certain spells. The letters on the table refer to footnotes below it, which list the spells to which a character is immune. All immunities are, of course, cumulative.

Table 44: Wisdom

Ability
Score
   Magical
Defense Adj.
   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 - 20% -
10 0 - 15% -
11 0 - 10% -
12 0 - 50% -
13 0 1st 5% -
14 0 1st 0% -
15 +1 2nd 0% -
16 +2 2nd 0% -
17 +3 3rd 0% -
18 +4 4th 0% -
19 +4 1st, 3rd 0% A
20 +4 2nd, 4th 0% B
21 +4 3rd, 5th 0% C
22 +4 4th, 5th 0% D
23 +4 1st, 6th 0% E
24 +4 5th, 6th 0% F
25 +4 6th, 7th 0% G

A. Cause fear, charm person, command, friends, hypnotism
B. Hold person, ray of enfeeblement, scare
C. Fear
D. Charm monster, confusion, emotion, fumble, suggestion
E. Chaos, feeblemind, hold monster, magic jar, quest
F. Geas, mass suggestion, rod of rulership
G. Antipathy/sympathy, death spell, mass charm

Charisma (Cha)

A character's Charisma rating reflects a combination of many factors. It measures his personal magnetism, the intensity of his emotions, and his ability to lead, inspire, or intimidate others. Very charismatic souls make for popular and effective leaders, whether they are despots or benefactors of the realm. History's greatest heroes, as well as its most horrible tyrants, have generally been charismatic people.

Maximum Number of Henchmen: Henchmen are nonplayer characters who willingly follow the character.

Loyalty Base: This adjustment applies to the loyalty scores generated for henchmen, hirelings, and other followers. A positive number is a bonus and results in more loyal companions, while a negative number is a penalty.

Initial Reaction: This modifier applies to the roll made when a character first encounters a nonplayer character. More charismatic heroes have bonuses (positive numbers) while others make unmodified rolls or even have penalties (negative adjustments).

Table 45: Charisma

Ability
Score
   Maximum
Henchmen
   Loyalty
Base
   Initial
Reaction
1 0 -8 -7
2 1 -7 -6
3 1 -6 -5
4 1 -5 -4
5 2 -4 -3
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

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