My Nevermore game used these altered ability tables.
Note that I allow wizards (only, no bards etc.) to have bonus
spells like priests. We avoid percentile rolls,
using d20 rolls in most places that d100 would be used.
STRENGTH Table
Ability Score |
Bonus |
Weight |
Max. Press |
Bend Bars Lift Gates |
Notes |
1 |
-5 |
1 |
3 |
|
|
2 |
-4 |
1 |
5 |
|
|
3 |
-3 |
5 |
15 |
|
|
4-5 |
-2 |
10 |
28 |
|
|
6-8 |
-1 |
25 |
65 |
|
|
9-12 |
Normal |
50 |
100 |
20 |
|
13-15 |
+1 |
75 |
140 |
19 |
|
16-17 |
+2 |
155 |
255 |
18 |
|
18 |
+3 |
285 |
430 |
17 |
|
19 |
+4 |
385 |
540 |
16 |
Hill Giant |
20 |
+5 |
485 |
680 |
15 |
Stone Giant |
21 |
+6 |
635 |
825 |
14 |
Frost Giant |
22 |
+7 |
785 |
1,020 |
13 |
Fire Giant |
23 |
+8 |
935 |
1,125 |
12 |
Cloud Giant |
24 |
+9 |
1,235 |
1,480 |
11 |
Storm Giant |
25 |
+10 |
1,535 |
1,840 |
10 |
Titan |
|
Notes
- Open Doors rolls use the normal Ability Roll (see below)
- Bend Bars/Lift Gates rolls are 21 minus the Bonus
(natural 20 does NOT automatically succeed) as shown above.
- Bonus is used as To Hit and Damage Adjustment.
DEXTERITY Table
Ability Score |
Initiative and Missile Attack |
Armor Class |
1 |
-5 |
+5 |
2 |
-4 |
+4 |
3 |
-3 |
+3 |
4-5 |
-2 |
+2 |
6-8 |
-1 |
+1 |
9-12 |
Normal |
Normal |
13-15 |
+1 |
-1 |
16-17 |
+2 |
-2 |
18 |
+3 |
-3 |
19 |
+4 |
-4 |
20 |
+5 |
-5 |
21 |
+6 |
-6 |
22 |
+7 |
-7 |
23 |
+8 |
-8 |
24 |
+9 |
-9 |
25 |
+10 |
-10 |
|
CHARISMA Table
Ability Score |
Reaction and Loyalty |
Max. Henchmen |
1 |
-5 |
0 |
2 |
-4 |
1 |
3 |
-3 |
1 |
4-5 |
-2 |
2 |
6-8 |
-1 |
3 |
9-12 |
Normal |
4 |
13-15 |
+1 |
5 |
16-17 |
+2 |
7 |
18 |
+3 |
9 |
19 |
+4 |
11 |
20 |
+5 |
15 |
21 |
+6 |
20 |
22 |
+7 |
30 |
23 |
+8 |
40 |
24 |
+9 |
50 |
25 |
+10 |
60 |
|
CONSTITUTION Table
Ability Score |
Hit Point Adjustment |
System Shock |
Resurr. Survival |
Poison Save |
Dwarf Saves |
Regeneration |
1 |
-5 |
25% |
30% |
-2 |
|
|
2 |
-4 |
30% |
35% |
-1 |
|
|
3 |
-3 |
35% |
40% |
|
|
|
4 |
-2 |
40% |
45% |
|
+1 |
|
5 |
-2 |
45% |
50% |
|
+1 |
|
6 |
-1 |
50% |
55% |
|
+1 |
|
7 |
-1 |
55% |
60% |
|
+2 |
|
8 |
-1 |
60% |
65% |
|
+2 |
|
9 |
Normal |
65% |
70% |
|
+2 |
|
10 |
Normal |
70% |
75% |
|
+2 |
|
11 |
Normal |
75% |
80% |
|
+3 |
|
12 |
Normal |
80% |
85% |
|
+3 |
|
13 |
+1 |
85% |
90% |
|
+3 |
|
14 |
+1 |
88% |
92% |
|
+4 |
|
15 |
+1 |
90% |
95% |
|
+4 |
|
16 |
+2 |
95% |
96% |
|
+4 |
|
17 |
+2 |
97% |
98% |
|
+4 |
|
18 |
+3* |
99% |
100% |
|
+5 |
|
19 |
+4* |
99% |
100% |
+1 |
+5 |
|
20 |
+5* |
99% |
100% |
+1 |
|
1 HP / 6 Turns |
21 |
+6* |
99% |
100% |
+2 |
|
1 HP / 5 Turns |
22 |
+7* |
99% |
100% |
+2 |
|
1 HP / 4 Turns |
23 |
+8* |
99% |
100% |
+3 |
|
1 HP / 3 Turns |
24 |
+9* |
99% |
100% |
+3 |
|
1 HP / 2 Turns |
25 |
+10* |
99% |
100% |
+4 |
|
1 HP / 1 Turns |
|
* Maximum +2 bonus for non-warriors.
INTELLIGENCE Table
Ability Score |
No. of Add'l Prof. |
Max Spell Level |
% to Learn Spell |
Spells per Level |
Bonus Spells* |
Illusion Immunity |
1 |
0 |
|
|
|
|
|
2-8 |
1 |
|
|
|
|
|
9 |
2 |
4th |
35% |
6 |
|
|
10 |
2 |
5th |
40% |
7 |
|
|
11 |
2 |
5th |
45% |
7 |
|
|
12 |
3 |
6th |
50% |
8 |
|
|
13 |
3 |
6th |
55% |
9 |
1st |
|
14 |
4 |
7th |
60% |
10 |
1st |
|
15 |
4 |
7th |
65% |
11 |
2nd |
|
16 |
5 |
8th |
70% |
12 |
2nd |
|
17 |
6 |
8th |
75% |
14 |
3rd |
|
18 |
7 |
9th |
85% |
18 |
4th |
|
19 |
8 |
9th |
95% |
all |
1st, 4th |
1st |
20 |
9 |
9th |
96% |
all |
2nd, 4th |
2nd |
21 |
10 |
9th |
97% |
all |
3rd, 5th |
3rd |
22 |
11 |
9th |
98% |
all |
4th, 5th |
4th |
23 |
12 |
9th |
99% |
all |
5th, 5th |
5th |
24 |
15 |
9th |
100% |
all |
6th, 6th |
6th |
25 |
20 |
9th |
100% |
all |
6th, 7th |
7th |
|
* Bonus Wizard spells; must be able to cast the
given level before the bonus applies. Bonuses are cumulative, i.e.
INT 15 gives two additional 1st Level spells and one
additional 2nd Level spells.
WISDOM Table
Ability Score |
Magic Defense |
Bonus Spells* |
Spell Failure |
Spell Immunities |
1 |
-5 |
|
80% |
|
2 |
-4 |
|
60% |
|
3 |
-3 |
|
50% |
|
4 |
-2 |
|
45% |
|
5 |
-2 |
|
40% |
|
6 |
-1 |
|
35% |
|
7 |
-1 |
|
30% |
|
8 |
-1 |
|
25% |
|
9 |
|
|
20% |
|
10 |
|
|
15% |
|
11 |
|
|
10% |
|
12 |
|
|
5% |
|
13 |
+1 |
1st |
|
|
14 |
+1 |
1st |
|
|
15 |
+1 |
2nd |
|
|
16 |
+2 |
2nd |
|
|
17 |
+2 |
3rd |
|
|
18 |
+3 |
4th |
|
|
19 |
+4 |
1st,
4th |
|
cause fear, charm person, command, friends, hypnotize |
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 |
5th, 5th |
|
chaos, feeblemind, hold monster, magic jar, quest |
24 |
+4 |
6th,
6th |
|
geas, mass suggestion, rod of rulership |
25 |
+4 |
6th,
7th |
|
antipathy/sympathy, finger of death, mass charm |
|
* Bonus Cleric spells; must be able to cast the
given level before the bonus applies. Bonuses are cumulative, i.e.
INT 15 gives two additional 1st Level spells and one
additional 2nd Level spells.
|