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 |