AD&D 2nd Edition - Homebrew Attributes

The tables below have been modified slightly from those provided by the AD&D 2nd Edition Player's Handbook, largely through the omission of excess information as well as the consolidation of similar systems.

Of special note is the alternative provided to Open Doors and Bend Bars, detailed in the Strength section. Further notable changes can be found in the Constitution section, where System Shock has absorbed Resurrection Survival, and is used to determine the age at which a character will die of natural causes. The System Shock percentile in this system is intended to change frequently as a result of various factors, making it more or less difficult for a character to survive trauma dependent on changing conditions.

Strength

Ability Score
Hit Probability
Damage Adjustment
Maximum Press
1
-5
-4
3
2
-3
-2
5
3
-3
-1
10
4-5
-2
-1
25
6-7
-1
0
55
8-9
0
0
90
10-11
0
0
115
12-13
0
0
140
14-15
0
0
170
16
0
+1
195
17
+1
+1
220
18
+1
+2
255
18/01-50
+1
+3
280
18/51-75
+2
+3
305
18/76-90
+2
+4
330
18/91-99
+2
+5
380
18/00
+3
+6
480
19
+3
+7
640
20
+3
+8
700
21
+4
+9
810
22
+4
+10
970
23
+5
+11
1130
24
+6
+12
1440
25
+7
+14
1750

Hit Probability: This number modifies attack rolls with melee weapons.

Damage Adjustment: This number modifies damage rolls made with melee and thrown weapons, as well as with some ranged weapons.

Maximum Press: This is the heaviest weight (in pounds) that a character can lift overhead without a Strength Check.

Note: The Open Doors and Bend Bars abilities are replaced by straight forward Strength checks. Obstacles such as stuck doors, portcullises, and so on, have a strength requirement which must be met before an attempt can be made.

Dexterity

Ability Score
Reaction Adjustment
Missile Attack Adjustment
Defense Adjustment
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
19-20
+3
+3
+4
21-23
+4
+4
+5
24-25
+5
+5
+6


Reaction Adjustment: This number modifies surprise checks.

Missile Attack Adjustment: This number modifies attack rolls with ranged weapons.

Defensive Adjustment: This number applies to saving throws against attacks that can be dodged, as well as Armor Class. Note that a bonus here may be negated under certain conditions.

Constitution

Ability Score
Hit Point Adjustment
System Shock
1
-3
25%
2
-2
30%
3
-2
35%
4
-1
40
5
-1
45
6
-1
50
7
0
55
8
0
60
9
0
65
10
0
70
11
0
75
12
0
80
13
0
85
14*
0
88
15
+1
90
16
+2
95
17
+2(+3)
97
18**
+2(+4)
99
19
+2(+5)
99
20
+2(+5)
99
21
+2(+6)
99
22
+2(+6)
99
23
+2(+6)
99
24
+2(+7)
99
25
+2(+7)
100
    *At 14 or higher, all 1's are rerolled when gaining HP.
**At 18 or higher, all 1's and 2's are rerolled when gaining HP.


Hit Point Adjustment: This number modifies HP rolls. The bonus in parentheses applies only for warriors. This is no longer applied once characters stop rolling for additional HP. Finally, this modifier is retroactive—if the Constitution score changes during play, maximum HP are modified accordingly.

System Shock: This is a character's percentile chance of surviving magical effects that reshape or age his body, such as petrification, polymorph, magical aging, etc. It may also be used to retain consciousness in some situations. Additionally, this number determines the percentile chance of a resurrection attempt being successful. When a character is reduced to 0 HP, a System Shock check may be rolled to determine that they have fallen unconscious instead of dying. In the case of humans, this number is lowered by 1 each year (other races modify this change proportionate to life expectancy). Any time a System Shock check is successful, this number is reduced by 1d10, reflecting the effect of grievous wounds on life expectancy and future recovery. System Shock may be considered an estimate of the number of years a character has left to live if her conditions do not change. If the System Shock value reaches 0, the character dies.


Intelligence

Ability Score
Languages & Proficiencies
Maximum Spell Level
Chance to Learn Spell
Maximum Spells / Level
1
0
-
-
0
2-8
1
-
-
0
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%
-
20
9
9
96%
-
21
10
9
97%
-
22
11
9
98%
-
23
12
9
99%
-
24
15
9
100%
-
25
20
9
100%
-

Languages & Proficiencies:
This number represents the maximum total languages a character may learn. A character may begin play knowing several languages already, provided he would have access to them. This is also the number of bonus proficiency slots that a character begins with, and these can be divided between Weapon and Non-Weapon Proficiencies as desired.

Maximum Spell Level: This is the highest level spell that a wizard with this Intelligence score is able to learn, prepare, and cast.

Chance to Learn Spell: This is the percentile chance of a wizard with this Intelligence score successfully learning a spell (as from a scroll or spell book).

Maximum Spells / Level: This is the maximum number of spells of each level that a wizard of with this Intelligence Score may know.


Wisdom

Ability Score
Magical Defense Adjustment
Bonus Spells
1
-6
-
2
-4
-
3
-3
-
4
-2
-
5
-1
-
6
-1
-
7
-1
-
8-12
0
-
13
0
1st
14
0
1st
15
+1
2nd
16
+2
2nd
17
+3
3rd
18
+4
4th
19
+4
1st, 3rd
20
+4
2nd, 4th
21
+4
3rd, 5th
22
+4
4th, 5th
23
+4
1st, 6th

Magical Defense Adjustment: This number modifies saving throws against magical spells that attack the mind.

Bonus Spells: Priests receive bonus spell slots of this level, cumulative to all bonus spell slots provided by lower scores.


Charisma

Ability Score
Maximum Henchmen
Loyalty Base
Reaction Adjustment
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
9-11
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

Maximum Henchmen: This is the total number of NPCs who will serve as retainers of the character. It does not effect hirelings.

Loyalty Base: This number modifies NPC hireling and henchman loyalty scores.

Reaction Adjustment: This number modifies NPC reaction checks.

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