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Listed below are the abilities you PC has
A character's ability to lead, his reflection upon others, and his general persuasiveness are all measured by Charisma. It is most important to characters who need to present themselves as a leader, such as a knight leading his men to battle, or those that must frequently engage with NPCs. The attribute also directly correlates to the character's henchmen and their loyalty, which makes it useful to just about any type of character.
According to the 2nd Edition rules, a character's charisma determines three things: the number of henchmen they can acquire, the loyalty these henchmen will bestow, and the chance of a positive or negative reaction from an encounter. For example, a character with a Charisma of 7 would only be able to obtain 3 henchmen when and if he ever builds a stronghold, and with a reaction adjustment of -1, he or she could potentially turn a cautious group of strangers into a threatening one. Now let's picture this character relaxing in his newly built stronghold, when suddently it falls under attack. With a -2 loyalty base, chances are the henchmen aren't going to possess the morale to defend their liege. And you thought Charisma was worthless!
Your character's constitution determines his or her resistance to injury and disease, as well as their stamina and physique. It's also critical during tremendous occurences, such as resurrection, and is no doubt one of the most important attributes for any character. The attribute affects the longevity of a character, granting them a hit point bonus for high scores or a penalty for low. For warriors playing 2nd edition rules, a constitution above 16 means an even greater hit point bonus, which, if calculated over several levels, means a huge gain in health over a character with a lower costitution. Make no mistake, without constitution a character might not live long enough to enjoy his other attributes.
Your character's reflexes, balance, and agility are measured by his dexterity score. For 2nd edition purposes, dexterity is a major factor in determining how you react to certain situations, your accuracy when using missile weapons, and how quickly you move your feet during combat. Due to the fact that dexterity also increases thieving skills, rogues really can't get enough of this attribute. Warriors are also a key class for dexterity, as they can use the additional armor class in the front lines, or the bonus to missile weapons when attacking by range.
Your ability to learn, retain knowledge, and reason is measured by your intelligence. Being the primary statistic for mages, it dictates your chance at learning spells, how many you can learn, and just how powerful they can be. And, if you're quite the traveler, having a high intelligence gives you the knowledge of many different languages, which can always come in handy. Exceptional intelligence even renders you immune to illusions.
If you ever want the ability to learn legendary spells like Time Stop, or even Wish, intelligence is your friend. And notice that even a very high score of 18 won't allow you to learn all spells in a spell level, so mages seeking to fill their spellbook with every known spell must possess at least a 19 intelligence.
Strength is the representation of a character's endurance, stamina, and, of course, muscle. This attribute is particularly of interest to warriors in 2nd Edition due to the fact that they can obtain exceptional strength, allowing them to begin their adventuring career with as high as 18(00) strength, which is equivelant to the strength of an Ogre.
On the Strength table, each column reflects what your character can and can't do during certain situations requiring strength, and the bonuses he receives during combat. For example, a strong character with a score of 17 would gain a bonus of +1 to both his THAC0 and damage, and would be able to carry 85 pounds of weight before becoming encumbered. You'll also notice a heading for "Open Doors", which shows the chance a character has to budge open a heavy or stuck door, and, in the case of the number in parentheses, the chance for a character to open a locked, barred, or magically held door. These numbers reflect what a character must roll under on a 20-sided die in order to successfully open the door. For heavy or stuck doors, the character can try indefinitely (although this takes time and makes quite a bit of noise), but for locked or magically held doors, a character can try once and once only.
Wisdom reflects a character's willpower, insight, and intuition. A player character is much more aware of his surroundings with a high wisdom score and is even granted a resistance to spells that affect the mind, such as Charm Person, when possessing exceptional wisdom. The attribute is very important to priests in both editions of the D&D rules, but can come in handy for other characters as well.
Looking at the Wisdom table, you can see that with even an average wisdom score of 16, Clerics or Druids obtain four bonus spells (two 1st & two 2nd), thus demonstrating wisdom's importance to priests. Along with the fact that characters can receive a saving throw bonus against magical spells that affect the mind and spell immunity at high scores, it becomes important to non-priest characters as well.