Essential Tables From AD&D’s 2nd edition Players Handbook, Dungeon Master’s Guide, Psionics Handbook and others. Compiled by Reverends David A. Donsky and Evan C. Corbett. This is meant to ease the creation of characters of any level. Some of these tables have been modified for the Five Rings of Power Campaign and include optional races and classes. These charts seem distorted on most machines that do not run Microsoft Office 2000 and/or have a resolution of 800 X 600 or lower. Perhaps changing it to web layout might help. Sorry for the inconvenience. Let me know if these are not distorted.
Table 1:
Strength
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 None 20 55
4 0%
8-9 Norm None 35 90
5 1%
10-11 Norm None 40 115
6 2%
12-13 Norm None 45 140
7 4%
14-15 Norm None 55 170
8 7%
16 Norm +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% Ogre/
Maximum for human male
19 +3 +7 485 640 16(8) 50% Hill
Giant, Desert Giant, Firbolgs
20 +3 +8 535 700 17(10) 60% Stone
Giant, Fomorian Giant
21 +4 +9 635 810 17(12) 70% Frost
Giant, Jungle Giant
22 +4 +10 785 970 18(14) 80% Fire
Giant, Mountain Giant, Reef Giant
23 +5 +11 935 1,130 18(16) 90% Cloud Giant, Fog Giant
24 +6 +12 1,235 1,440 19(17) 95% Storm Giant
25 +7 +14 1,535 1,750 19(18) 99% Titan
Table 2:
Dexterity
Missile
Score Adj. Adj. 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 0 0 0
8 0 0 0
9 0 0 0
10-14 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
Table 3:
Constitution
Score Adjustment Shock Survival Save Regeneration
1 -3 25%
30% -2 Nil
2 -2 30%
35% -1 Nil
3 -2 35%
40% 0 Nil
4 -1 40%
45% 0 Nil
5 -1 45%
50% 0 Nil
6 -1 50%
55% 0 Nil
7 0
55% 60% 0 Nil
8 0
60% 65% 0 Nil
9 0
65% 70% 0 Nil
10 0
70% 75% 0 Nil
11 0
75% 80% 0 Nil
12 0
80% 85% 0 Nil
13 0
85% 90% 0 Nil
14 0
88% 92% 0 Nil
15 +1 90% 94%
0 Nil
16 +2 95% 96%
0 Nil
17 +2
(+3)* 97% 98%
0 Nil
18 +2
(+4)* 99% 100%
0 Nil
19 +2
(+5)* 99% 100% +1 Nil
20 +2
(+5)** 99% 100% +1 1/6
turns
21 +2
(+6)*** 99% 100% +2 1/5
turns
22 +2
(+6)*** 99% 100% +2 1/4
turns
23 +2
(+6)**** 99% 100% +3 1/3
turns
24 +2
(+7)**** 99% 100% +3 1/2
turns
25 +2
(+7)**** 100% 100% +4 1/1
turn
*
Parenthetical bonus applies to warriors only. All other classes receive maximum
bonus of +2 per die.
**
All 1s rolled for Hit Dice are automatically considered 2s.
***
All 1s and 2s rolled for Hit Dice are automatically considered 3s.
****
All 1s, 2s, and 3s rolled for Hit Dice are automatically considered 4s.
Table 4:
Intelligence
Ability #
of Spell Chance to Max. # of Illusion
Score Lang. Level Learn Spell Spells/Level Immunity
1 0* -- --
-- --
2 1 -- --
-- --
3 1 -- --
-- --
4 1 -- --
-- --
5 1 -- --
-- --
6 1 -- --
-- --
7 1 -- --
-- --
8 1 -- --
-- --
9 2 4th 35% 6 --
10 2 5th 40% 7 --
11 2 5th 45% 7 --
12 3 6th 50% 7 --
13 3 6th 55% 9 --
14 4 7th 60% 9 --
15 4 7th 65% 11 --
16 5 8th 70% 11 --
17 6 8th 75% 14 --
18 7 9th 85% 18 --
19 8 9½
95% All 1st-level
20 9 10th 96% All 2nd-level
21 10 11th 97% All 3rd-level
22 11 12th 98% All 4th-level
23 12 12th 99% All 5th-level
24 15 12th 100% All 6th-level
25 20 12th 100% All 7th-level
*
While unable to speak a language, the character can still communicate by grunts
and gestures.
Table 5:
Wisdom
Ability Defense Bonus of Spell Spell
Score Adjustment Spells Failure 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
0 20% --
10 0
0 15% --
11 0
0 10% --
12 0
0 5% --
13 0 1st 0% --
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% cause
fear, charm person, command, friends, hypnotism
20 +4 2nd, 4th 0% forget,
hold person, ray of enfeeblement, scare
21 +4 3rd, 5th 0% fear
22 +4 4th, 5th 0% charm
monster, confusion, emotion, fumble, suggestion
23 +4 1st, 6th 0% chaos,
feeblemind, hold monster, magic jar, quest
24 +4 5th, 6th 0% geas,
mass suggestion, rod of rulership
25 +4 6th, 7th 0% antipathy/sympathy,
deathspell, mass charm
Table 6:
Charisma
Ability Maximum
# of Loyalty Reaction Adjustment/
Score Henchmen Base Comeliness
Modifier
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
Table 8:
Racial Ability Adjustments
Dwarf* +1
Constitution; -1 Charisma
Elf, high,
gray, and wood +1 Dexterity;
-1 Constitution
Elf, drow +2
Dexterity; +1 Intelligence; -2 Charisma: -1 Constitution
Gnome +1
Intelligence; -1 Wisdom
Halfling +1
Dexterity; -1 Strength
Kender +2
Dexterity (19 max); -1 Strength
Minotaur, Krynn +2
Strength, Constitution; -2 Charisma, Wisdom
Irda +2
Dexterity, Intelligence, Charisma; -2 Constitution
Dracon + 1 Strength; -1 Dexterity
Grommam, male +2 Strength, +2 Dexterity; - 1
Intelligence, - 1 Wisdom
Grommam, female +2 Intelligence, +2 Wisdom; -
1 Strength, -1 Dexterity
Giff +2 Strength; -1 Intelligence
Hadozee +1
Dexterity; -2 Charisma
Hurwaeti +1
Wisdom; -1 Constitution
Human, Lizard man no modifiers
Rastipede +1
Constitution; -1 Dexterity
Scro +1
Strength
Xixchil +1
Constitution; -1 Dexterity
*
Includes Daegar
Table 13:
Class Ability Score Minimums
Character
Assassin* 12 17 -- 13 -- 15
Barbarian* 12 9 15 -- -- --
Bounty
Hunter* 10 15 -- 12 -- 13
Fighter
9 -- -- -- -- --
Anti-/Paladin* 12 -- 9 -- 13 17
Ranger* 13 13 14 -- 14 --
Solamnic Knight**
Crown* 10 8 10 7 10 --
Sword* 12 9 10 9 13 --
Rose* 15 12 15 10 13 --
Mage -- -- -- 9 -- --
Specialist* Var Var Var Var(9) Var Var
Wild Mage -- -- -- 16 -- --
Chronomancer* -- -- -- 17 16 --
Martial Artist* 9 9 -- -- 9 --
Cleric -- -- -- -- 9 --
Druid* -- -- -- -- 12 15
Crusader* 12 -- -- -- 9 12
Shaman* -- -- 12 -- 12 --
Thief -- 9 -- -- -- --
Vampire* -- -- -- -- -- --
Psionicist* -- -- 11 12 15 --
(bold indicates prime requisite for the 10%
bonus to experience)
* Optional
character class. Specialist includes illusionist but not chronomancer.
* House Character class. Details found on
this website.
** Typically
only found on the world of Krynn. 10% experience bonus awarded not for stats
but for compliance with the Oath and the Measure.
Table 7:
Racial Ability Requirements
Strength
8/18 3/18 3/18 6/18 3/18 7/18 * 6/16 12/20
Dexterity
3/17 6/19 8/20 3/18 6/18 7/18 8/19 8/18
Constitution 11/19 7/18 7/17 8/18 6/18 10/18 10/18 12/20
Intelligence
3/18 8/18 9/19 6/18 4/18 6/18 6/18 5/18
Wisdom
3/18 3/18 3/18 3/18 3/18 3/17 3/16 3/16
Charisma
3/17 8/18 3/16 3/18 3/18 3/18 6/18 3/16
Irda Dwarf, Daergar Dwarf, Gully Dracon Grommam Hadozee Lizard man
Strength 12/18 10/18 6/18 11/18 11/18 6/18 8/18
Dexterity 8/20 3/16 6/18 3/17 8/18 8/18 3/18
Constitution 12/16 12/19 3/12 8/18 8/18 3/18 6/18
Intelligence 5/20 3/18 3/9 8/18 3/18 3/18 3/18
Wisdom 10/18 3/18 3/9 8/18 3/17 3/18 3/17
Charisma 15/20 3/14 3/9 3/18 3/18 3/16 3/16
Hurwaet Rastipede Scro Xixchil Giff
Strength 8/18 8/18 8/18 3/18 11/18
Dexterity 3/18 3/17 3/18 11/18 3/17
Constitution 3/17 8/18 8/18 8/18 8/18
Intelligence 3/18 3/18 3/17 8/18 3/16
Wisdom 8/18 3/18 3/16 3/16 3/17
Charisma 3/17