1st & 2nd Editon Adventures

The Cloaked Shield

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Strength is a measure of muscle, endurance, and stamina combined. For purposes of relating this ability to some reality, assume that a character with a strength of 3 is able to lift a maximum of 30 pounds weight above his or her head in a military press, while a character with 18 strength will be able to press 255 pounds in the same manner. Strength is the forte of fighters, for they must be physically powerful in order to wear armor and wield heavy weapons. Therefore, strength is the major characteristic (or prime requisite) of fighters, and those fighters with strength of 16 or more gain a bonus of 10% of earned experience (explained later). Furthermore, fighters with an 18 strength are entitled to roll percentile dice in order to generate a random number between 01 and 00 (100) to determine exceptional strength; exceptional strength increases hit probability and damage done when attacking, and it also increases the weight the character is able to carry without penalty for encumbrance, as well as increasing the character's ability to force open doors and similar portals. The tables below give complete information regarding the effects of strength. Note that only fighters are permitted to roll on the exceptional strength section.

Maximum Press adjustments refer to the maximum weight allowed that the character can lift in a military press over their heads.

"To-Hit" Bonus adjustments refer to the score generated by dice roll in melee combat. Subtraction from or addition to the number rolled is made according to the table as applicable.

Damage Bonus likewise applies to melee combat. The damage done by scoring a successful hit on an opponent is adjusted downwards or upwards as applicable. Thus, if a hit would normally score 1-6 points of damage upon the opponent, and the character's strength was only 3, the actual damage done would be reduced by 1 point; but, on the other hand, if the attacker had strength of 18/00, the actual damage done would be adiusted upwards by 6 hit points, and possible damage would jump from 1-6 to 7-12.

Weight Allowance is given in pounds the weight over and above the maximum normally stated for unencumbered movement. (See MOVEMENT.)  The conversion ratio of gold pieces to pounds of weight is 10 to 1.  If a character could normally carry 500 gold pieces without encumbrance, but the character had strength of 17 instead of the normal 8-11 range, 1,000 gold pieces could be carried without incurring movement penalty.

Standard Strength

Ability Score (d20)
 Maximum Press (lbs)
 "To-Hit" Bonus
 Damage Bonus
 Weight Allow (lbs)
Open Doors (d20)
 Bend Bars/ Lift Gates
1
  3
  -5
  -4
  1
  1
  0%
 2
  5
  -3
  -2
  1
  1
  0%
 3
  10
  -3
  -1
  5
  2
  0%
 4-5
  25
  -2
  -1
  10
  3
  0%
 6-7
  55
  -1
  none
  20
  4
  0%
 8-9
  90
  normal
  none
  35
  5
  1%
 10-11
  115
  normal
  none
  40
  6
  2%
 12-13
  140
  normal
  none
  45
  7
  4%
 14-15
  170
  normal
  none
  55
  8
  7%
 16
  195
  normal
  +1
  70
  9
  10%
 17
  220
  +1
  +1
  85
  10
  13%
 18*
  255
  +1
  +2
  110
  11
  16%

* Maximum Strength possible for a non-fighter class or sub-class.

Exceptional Strength

Ability Score (d20)
Maximum Press
 "To-Hit" Bonus
 Damage Bonus
 Weight Allow (lbs)
 Open Doors (d20)
 Bend Bars/ Lift Gates
 18 / 01-50
  280
  +1
  +3
  135
  12
  20%
 18 / 51-75
  305
  +2
  +3
  160
  13
  25%
 18 / 76-90
  330
  +2
  +4
  185
  14
  30%
 18 / 91-99
  380
  +2
  +5
  235
  15 (3)
  35%
 18 / 00
  480
  +3
  +6
  335
  16 (6)
  40%

Enhanced (Magical) Strength

Ability Score (d20)
 Maximum Press
 "To-Hit" Bonus
 Damage Bonus
 Weight Allow (lbs)
 Open Doors (d20)
 Bend Bars/ Lift Gates
19
 640
 +3
 +7
 485
 16 (8)
 50%
 20
 700
 +3
 +8
 535
 17 (10)
 60%
 21
 810
 +4
 +9
 635
 17 (12)
 70%
 22
 970
 +4
 +10
 785
 18 (14)
 80%
 23
 1,130
 +5
 +11
 935
 18 (16)
 90%
 24
 1,440
 +6
 +12
 1,235
 19 (17)
 95%
 25
 1,750
 +7
 +14
 1,535
 19 (18)
 99%

Open Doors indicates the number of chances out of 20 which the character has of opening a stuck or heavy door on that try. Successive attempts may be made at no penalty with regard to damage to the character attempting to force the door open, but each such attempt requires time and makes considerable noise.

Bend Bars/Lift Gates states the percentage chance the character has of bending normal soft iron bars or of lifting a vertically moving gate (such as a small portcullis barring a passage). The attempt may be made but once, and if the score required is not made, the character will never succeed in the task. Example: A character with 16 strength is trapped in a dead end passoge by a set of iron bars which drop down from the ceiling when a stone slab is stepped on and triggers the release of the gate. The character first attempts to lift the gate, a roll of 01-10 indicating success, but the percentile dice come up 74, so failure is indicated. The character next attempts to bend the bars in order to squeeze between them, the percentage chance of success is the same as for lifting the gate.

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