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She had already gotten enough rest during her artificial lethargy and now all she could do was wait and wait and wait. The cell was cold, damp and hard.
Her back soon ached from resting on the stones and she rolled over onto her belly. Not much time passed before this position got unbearable too and she rolled onto one side.
Then to the other side. Then she rolled again onto her back, which was still a little sore. As hours passed, she kept rolling in her stone coffin.
What bothered her was the pressure increasing in her bladder. She tried to hold as long as she could but at last the urge was too strong and she had to pee.
She felt the warm stream against her thighs. The stench increased in the confined atmosphere of her hole, adding to her plight.
She was now bathing in her urine. For some reason, the drain holes were not functioning - or they were not drain holes at all. The artificial night continued and Aurelia had to pee two more times while fighting more delicate urges.
She was covered with sweat and urine and her limbs were aching with cramps. How long would she be kept in this pit? How many days had already passed?
She felt thirsty and hungry. She was getting claustrophobic in this tiny space. She was beginning to understand why some of the other prisoners were screaming in madness.
She wondered how long her own mind could survive in such a hopeless and stressful situation. What was Laura doing? Had they finally sold her to someone else?
Had they found out about her mission and decided to entomb her alive? What were they thinking at the Company? Were they still waiting for news from her or had they already sent a rescue team?
Panic was slowly building inside her and she had to gather all her power to fight it and remain calm. An endless period of time - actually it was "only" 10 hours - had passed when finally something happened: A harsh light blinded Aurelia, and she had to close her eyes.
When she could finally reopen her eyes, new torches had been lit. One of them did something and the dodgy bar slid down from the grid, and the whole grid opened like a door.
Two hooded lads grabbed the girl, one held her wrists together with one huge hand and the other took a firm grip on her red mane.
They started to pull together and the girl was actually yanked out of her tight hole. The numb and tingling girl could hardly resist, as the hooded figures started to work on her.
She was laid on her back, her ankles were tied together with a wide leather strap, so tightly that the slowly awakening nerves were snuffed again, cutting her blood supply almost totally.
The strap was so wide and so tight that she could not turn or twist her legs. They were pressed hard against each other and kept resolutely parallel.
Tiny rubber rings were wrapped around the base of her big toes so tightly that the thin rubber cut deep into her toe flesh and her toes soon started to swell with trapped blood.
Her tongue ring was fished out from her mouth and the men tied it to the toe-rings with a short string. They tightened it until Aurelia was completely doubled over, her large breasts pushed hard against her knees.
She was forced into a stretching exercise that would have caused pain even to the most flexible gymnasts. The leather ankle strap was preventing her from parting her knees and getting some relief.
Larger rubber rings were wrapped around her elbows, right above the joint and were tightened until they cut deep into her arms, and adding to her desperation, the nipple piercings were attached to them with small hooks.
This was pulling her large breasts apart, sideways, flattening them against her rib cage and bringing her nipples almost against her armpits.
The other effect was to effectively pin her elbows against her sides. The three men had remained silent while working on her but once finished with those preparations, one of them started to laugh.
Aurelia was "sitting" on the stone floor, doubled over, her chest pressed against her legs, her tongue stretched far out of her mouth and linked to her backward-arched big toes.
The position was extremely stressful and for a moment she wondered how they expected her to be able to move at all. She squirmed a little, trying to flex her legs a little so as to crawl on her heels and buttocks, but all she managed to do was to stretch her tongue some more and produce pitiful moans of pain.
Her legs would not move at all and her feet and toes were already arched backwards to the fullest. You can do better than this! Ride, you fucking bitch, gooo gooo goooo!
Aurelia grunted in panic. She was totally paralysed. Even her head was straining to stay as straight as possible to relieve the incredible pain from her stretched tongue.
Only her hands and lower arms could still move but in her present position she could hardly do anything useful with them.
Maybe, if she could swing onto her side or back, she could make better use of her hands. She tried to rock her hips to swing herself down, to no avail.
She was totally blocked. As she weakly nodded, he seized her by her matted hair and her left hip and swung her rudely onto her back.
She yelped as she involuntarily yanked on her tongue ring. She could barely move her elbows as they were connected to her cruelly distended nipples, which were poking out from between her thighs and chest.
The situation was now hardly better. Her crotch was in the air, offering a perfect sight of her sex to the three men. They did not restrain themselves from making lewd comments.
The shiny metal rings pierced through her labia, clitoris and the sides of her anus were attracting their most outrageous jokes.
But now Aurelia's hands were closer to the ground and she could use them to pull and push herself.
The corridor was long and the floor was not just dirty, but due to the incomplete interlocking of the stones, there were many tiny cracks and sharp stone edges that made it difficult for her to push herself forwards using her palms.
She was grunting and moaning as each tiny move forward was made at the price of great exhaustion and agony. She could barely see where she was going as most of her sight was blocked by her legs and feet.
But in a corridor, there was little chance to get lost. She was soon completely exhausted and covered with a greasy layer of perspiration. She was panting though her gaping mouth.
Her stretched out tongue was dry and parched, her fingers were tired from pulling her weight. Give her some water, meeeen!
One of them stood behind her and the others on both sides, and they started to piss almost at the same time. They tried to aim their streams at her face, soaking her hair with their stinky piss, aiming at her open mouth, stretched tongue and blinking eyes.
Aurelia remained still under the stinking shower, trying to get some rest. She closed her eyes, feeling the warm, pungent rain flowing on her face, getting into her gaping mouth.
The urine's taste was awful but it did wet her parched lips and tongue somewhat. Her hair was soaked with it and stuck to her head and shoulders in a most miserable look.
Once her tormentors had emptied their bladders , she started her slow progression again. The corridor led to a staircase heading upwards.
Every step was shiny from regular use and there also seemed to be slippery rounded edges. Aurelia's soles made the first contact.
She managed to bring her feet on the first step but came to a full stop when the top of her skull touched the staircase.
Wizard spells come in nine levels Table 21 ; priest spells in seven Table Loyalty base -- a bonus added to or a penalty subtracted from the probability that henchmen are going to stay around when the going gets tough.
Based on the character's Charisma, it is shown in Table 6. M -- abbreviation for material component. Magical defense adjustment -- a bonus added to or a penalty subtracted from saving throws vs.
Maneuverability class -- a ranking for flying creatures that reflects their ability to turn easily in aerial combat. Each class--from a top rank of A to a bottom rank of E--has specific statistical abilities in combat.
M -- any specific item that must be handled in some way during the casting of a magical spell. Maximum press -- the most weight a character can pick up and raise over his head.
It is a function of Strength and may be found in Table 1. Melee -- combat in which characters are fighting in direct contact, such as with swords, claws, or fists, as opposed to fighting with missile weapons or spells.
Missile combat -- combat involving the use of weapons that shoot missiles or items that can be thrown.
Because the combat is not "toe-to-toe," the rules are slightly different than those for regular combat. Movement rate -- a number used in calculating how far and how fast a character can move in a round.
This number is in units of 10 yards per round outdoors, but it represents 10 feet indoors. Thus, an MR of 6 is 60 yards per round in the wilderness, but only 60 feet per round in a dungeon.
MR -- abbreviation for movement rate. Multi-class character -- a demihuman who improves in two or more classes at the same time by dividing experience points between the different classes.
Humans cannot be multi-classed. Neutrality -- a philosophical position, or alignment, of a character that is between belief in good or evil, order or chaos.
Nonhuman -- any humanoid creature that is neither a human nor a demihuman. NPC -- any character controlled by the DM instead of a player.
NPC -- abbreviation for nonplayer character. Open doors roll -- the roll of a sided die to see if a character succeeds in opening a heavy or stuck door or performing a similar task.
The die roll at which the character succeeds can be found in Table 1. Opposition school -- a school of magic that is directly opposed to a specialist's school of choice, thus preventing him from learning spells from that school, as shown in Table PC -- abbreviation for player character.
Percentage or percent chance -- a number between 1 and used to represent the probability of something happening. If a character is given an X percentage chance of an event occurring, the player rolls percentile dice.
Percentile dice -- either a sided die or two sided dice used in rolling a percentage number. If 2d10 are used, they are of different colors, and one represents the tens digit while the other is the ones.
PC -- the characters in a role-playing game who are under the control of the players. Poison save -- a bonus or a penalty to a saving throw vs.
Based on Constitution, it is shown in Table 3. Prime requisite -- the ability score that is most important to a character class; for example, Strength to a fighter.
Proficiency -- a character's learned skill not defined by his class but which gives him a greater percentage chance to accomplish a specific type of task during an adventure.
Weapon and nonweapon proficiency slots are acquired as the character rises in level, as shown in Table The use of proficiencies in the game is optional.
Proficiency check -- the roll of a sided die to see if a character succeeds in doing a task by comparing the die roll to the character's relevant ability score plus or minus any modifiers shown in Table 37 the modified die roll must be equal to or less than the ability score for the action to succeed.
Race -- a player character's species: Race puts some limitations on the PC's class. Rate of fire abbr. ROF -- number of times a missile-firing or thrown weapon can be shot in a round.
Reaction adjustment -- a bonus added to or penalty subtracted from a die roll used in determining the success of a character's action.
Such an adjustment is used especially in reference to surprise shown on Table 2 as a function of Dexterity and the reaction of other intelligent beings to a character shown on Table 6 as a function of Charisma.
Regeneration -- a special ability to heal faster than usual, based on an extraordinarily high Constitution, as shown in Table 3. Resistance -- the innate ability of a being to withstand attack, such as by magic.
Gnomes, for example, have a magic resistance that adds bonuses to their saving throws against magic Table 9. Resurrection survival -- the percentage chance a character has of being magically raised from death.
Reversible -- of a magical spell, able to be cast "backwards," so that the opposite of the usual effect is achieved.
ROF -- abbreviation for rate of fire. Round -- in combat, a segment of time approximately 1 minute long, during which a character can accomplish one basic action.
Ten combat rounds equal one turn. S -- abbreviation for somatic component. Saving throw -- a measure of a character's ability to resist to "save vs.
Success is usually determined by the roll of 1d School of magic -- One of nine different categories of magic, based on the type of magical energy utilized.
Wizards who concentrate their work on a single school are called specialists. The specific school of which a spell is a part is shown after the name of the spell in the spell section at the end of the book.
S -- the gestures that a spellcaster must use to cast a specific spell. A bound wizard cannot cast a spell requiring somatic components. Specialist -- a wizard who concentrates on a specific school of magic, as opposed to a mage, who studies all magic in general.
Spell immunity -- protection that certain characters have against illusions or other specific spells, based on high Intelligence Table 4 or Wisdom Table 5 scores.
Sphere of influence -- any of sixteen categories of priest spells to which a priest may have major access he can eventaully learn them all or minor access he can learn only the lower level spells.
The relevant sphere of influence is shown as the first item in the list of characteristics in the priest spells.
Str -- abbreviation for Strength. Str -- an ability score representing a character's muscle power, endurance, and stamina. Surprise roll -- the roll of a ten-sided die by the Dungeon Master to determine if a character or group takes another by surprise.
Successful surprise a roll of 1, 2, or 3 cancels the roll for initiative on the first round of combat. System shock -- a percentage chance that a character survives major magical effects, such as being petrified.
To-hit roll -- another name for attack roll. Turn -- in game time, approximately 10 minutes; used especially in figuring how long various magic spells may last.
In combat, a turn consists of 10 rounds. Turn undead -- an ability of a cleric or paladin to turn away an undead creature, such as a skeleton or a vampire.
V -- abbreviation for verbal component. V -- specific words or sounds that must be uttered while casting a spell.
Weapon speed -- an initiative modifier used in combat that accounts for the time required to get back into position to reuse a weapon.
Wis -- abbreviation for Wisdom. Wis -- an ability score representing a composite of a character's intuition, judgment, common sense, and will power.
XP -- abbreviation for experience points. Step-by-Step Player Character Generation. Chapter 5 is optional. These chapters will tell you how to generate your character's ability scores, race, and class, decide on his alignment, pick proficiencies, and buy equipment.
The necessary steps are summarized here. Don't be concerned if you encounter terms you don't understand; they are fully explained in chapters 1 through 6.
Once you've worked through this list, your character is ready for adventure! See Table 7 for ability score requirements. Then adjust the character's scores according to the race chosen:.
Consult tables and record the various bonuses and penalties the character receives for having particularly high or low scores.
Consult the racial descriptions in chapter 2 and record the character's special racial abilities. Finally, check Tables 10, 11, and 12 to determine the character's height, weight, starting age, and age effects.
Select a class that is available to your character's race:. Check Table 13 for class-based ability score restrictions.
Read the class description and record special class abilities and restrictions. If your character is a fighter, paladin, or ranger, is not a halfling, and has a Strength score of 18, roll d to determine exceptional Strength.
Consult Table 1 and readjust those bonuses affected by exceptional Strength. If your character is a mage, consult Table 4 and record his maximum spell level, chance to learn spells, and maximum number of spells per level.
Ask your DM what spells the character knows. If your character is a cleric, consult Table 5 and record bonus spells and his chance of spell failure.
Note the spell spheres to which the PC has access. If your character is a thief, record his base thieving skills scores from Table Modify these scores according to Tables 27 and Then apportion 60 points between those abilities, assigning no more than 30 points to any one score.
If your character is a bard, not his thief abilities from Table Modify these percentages according to Tables 27 and Then apportion 20 points between these abilities.
In selecting your alignment, abide by class restrictions:. Ranger lawful, neutral, or chaotic good. Consult Table 60 to determine the base saving throws for your character.
Roll the appropriate hit die for your character. If the character is multi-classed, roll all applicable hit dice and average the results.
Find the character' base movement rate on Table 64 and record it. If the optional encumbrance rules are in effect, also record the encumbrance categories from Table 47 and modified movement rates and combat abilities.
Select Proficiencies optional, chapter 5. Consult Table 34 to determine the character's weapon and nonweapon proficiency slots. Add the character's number of languages known from Table 4 to his number of nonweapon proficiencies.
If the character is a fighter, you may select a weapon specialization. Record their relevant abilities and check modifiers.
Consult Table 43 to determine your character's starting funds. Using Table 44, select and pay for your character's starting equipment. Consult Table 46 to determine your character's armor class rating.
Modify this base AC by his defensive adjustment. Record the weight, size, damage, rate of fire, and range information for each weapon carried.
Include type and speed factors if those optional rules are in play. The character you create is your alter ego in the fantasy realms of this game, a make-believe person who is under your control and through whom you vicariously explore the world the Dungeon Master DM has created.
The first three abilities represent the physical nature of the character, while the second three quantify his mental and personality traits.
In various places throughout these rules, the following abbreviations are used for the ability names: Let's first see how to generate ability scores for your character, after which definitions of each ability will be given.
The six ability scores are determined randomly by rolling six-sided dice to obtain a score from 3 to There are several methods for rolling up these scores.
Roll three six-sided dice 3d6 ; the total shown on the dice is your character's Strength ability score. This method gives a range of scores from 3 to 18, with most results in the 9 to 12 range.
Only a few characters have high scores 15 and above , so you should treasure these characters. Method I creates characters whose ability scores are usually between 9 and If you would rather play a character of truly heroic proportions, ask your DM if he allows players to use optional methods for rolling up characters.
These optional methods are designed to produce above-average characters. Roll 3d6 twice, noting the total of each roll.
Use whichever result you prefer for your character's Strength score. This allows you to pick the best score from each pair, generally ensuring that your character does not have any really low ability scores but low ability scores are not all that bad any way!
Roll 3d6 six times and jot down the total for each roll. Assign the scores to your character's six abilities however you want.
This gives you the chance to custom-tailor your character, although you are not guaranteed high scores. Roll 3d6 twelve times and jot down all twelve totals.
Choose six of these rolls generally the six best rolls and assign them to your character's abilities however you want. As an example, Joan rolls 3d6 twelve times and gets results of 12, 5, 6, 8, 10, 15, 9, 12, 6, 11, 10, and 7.
She chooses the six best rolls 15, 12, 12, 11, 10, and 10 and then assigns them to her character's abilities so as to create the strengths and weaknesses that she wants her character to have see the ability descriptions following this section for explanations of the abilities.
Roll four six-sided dice 4d6. Discard the lowest die and total the remaining three. Repeat this five more times, then assign the six numbers to the character's abilities however you want.
This is a fast method that gives you a good character, but you can still get low scores after all, you could roll 1s on all four dice!
This method can be used if you want to create a specific type of character. It does not guarantee that you will get the character you want, but it will improve your chances.
Each ability starts with a score of 8. Then roll seven dice. These dice can be added to your character's abilities as you wish. All the points on a die must be added to the same ability score.
For example, if a 6 is rolled on one die, all 6 points must be assigned to one ability. You can add as many dice as you want to any ability, but no ability score can exceed 18 points.
If you cannot make an 18 by exact count on the dice, you cannot have an 18 score. The six character abilities are described below. Each description gives an idea of what that ability encompasses.
Specific game effects are also given. At the end of each ability description is the table giving all modifiers and game information for each ability score.
The blue-shaded ability scores can be obtained only by extraordinary means, whether by good fortune finding a magical book that raises a score or ill fortune an attack by a creature that lowers a score.
Strength Str measures a character's muscle, endurance, and stamina. This ability is the prime requisite of warriors because they must be physically powerful in order to wear armor and wield heavy weapons.
Furthermore, any warrior with a Strength score of 18 is entitled to roll percentile dice see Glossary to determine exceptional Strength; exceptional Strength improves the character's chance to hit an enemy, increases the damage he causes with each hit, increases the weight the character is able to carry without a penalty for encumbrance see below , and increases the character's ability to force open doors and similar portals.
The rest of this section on Strength consists of explanations of the columns in Table 1. Refer to the table as you read.
Hit Probability adjustments are added to or subtracted from the attack roll rolled on 1d20 one sided die during combat.
A bonus positive number makes the opponent easier to hit; a penalty negative number makes him harder to hit. Damage Adjustment also applies to combat.
The listed number is added to or subtracted from the dice rolled to determine the damage caused by an attack regardless of subtractions, a successful attack roll can never cause less than 1 point of damage.
For example, a short sword normally causes 1d6 points of damage a range of 1 to 6. An attacker with Strength 17 causes one extra point of damage, for a range of 2 to 7 points of damage.
The damage adjustment also applies to missile weapons, although bows must be specially made to gain the bonus; crossbows never benefit from the user's Strength.
Weight Allowance is the weight in pounds a character can carry without being encumbered encumbrance measures how a character's possessions hamper his movement--see Glossary.
These weights are expressed in pounds. A character carrying up to the listed weight can move his full movement rate. Maximum Press is the heaviest weight a character can pick up and lift over his head.
A character cannot walk more than a few steps this way. No human or humanoid creature without exceptional Strength can lift more than twice his body weight over his head.
In , the world record for lifting a weight overhead in a single move was pounds. Open Doors indicates the character's chance to force open a heavy or stuck door.
When a character tries to force a door open, roll 1d If the result is equal to or less than the listed number, the door opens.
A character can keep trying to open a door until it finally opens, but each attempt takes time exactly how much is up to the DM and makes a lot of noise.
Numbers in parentheses are the chances on 1d20 to open a locked, barred, or magically held door, but only one attempt per door can ever be made.
If it fails, no further attempts by that character can succeed. When the character makes the attempt, roll percentile dice. If the number rolled is equal to or less than the number listed on Table 1, the character bends the bar or lifts the gate.
If the attempt fails, the character can never succeed at that task. A character can, however, try to bend the bars on a gate that he couldn't lift, and vice versa.
Dexterity Dex encompasses several physical attributes including hand-eye coordination, agility, reaction speed, reflexes, and balance. Dexterity affects a character's reaction to a threat or surprise, his accuracy with thrown weapons and bows, and his ability to dodge an enemy's blows.
It is the prime requisite of rogues and affects their professional skills. Reaction Adjustment modifies the die roll to see if a character is surprised when he unexpectedly encounters NPCs.
The more positive the modifier, the less likely the character is to be surprised. Missile Attack Adjustment is used to modify a character's die roll whenever he uses a missile weapon a bow or a thrown weapon.
A positive number makes it easier for the character to hit with a missile, while a negative number makes it harder. Defensive Adjustment applies to a character's saving throws see Glossary against attacks that can be dodged--lightning bolts, boulders, etc.
It also modifies the character's Armor Class see Glossary , representing his ability to dodge normal missiles and parry weapon thrusts.
For example, Rath is wearing chain mail, giving him an Armor Class of 5. If his Dexterity score is 16, his Armor Class is modified by -2 to 3, making him harder to hit.
In some situations, beneficial Dexterity modifiers to Armor Class do not apply. Usually this occurs when a character is attacked from behind or when his movement is restricted--attacked while prone, tied up, on a ledge, climbing a rope, etc.
A character's Constitution Con score encompasses his physique, fitness, health, and physical resistance to hardship, injury, and disease.
Since this ability affects the character's hit points and chances of surviving such tremendous shocks as being physically reshaped by magic or resurrected from death, it is vitally important to all classes.
Some classes have minimum allowable Constitution scores. A character's initial Constitution score is the absolute limit to the number of times the character can be raised or resurrected from death.
Each such revival reduces the character's Constitution score by one. Magic can restore a reduced Constitution score to its original value or even higher, but this has no effect on the number of times a character can be revived from death!
Once the character has exhausted his original Constitution, nothing short of divine intervention can bring him back, and divine intervention is reserved for only the bravest and most faithful heroes!
For example, Rath's Constitution score at the start of his adventuring career is He can be revived from death 12 times. If he dies a 13th time, he cannot be resurrected or raised.
Hit Point Adjustment is added to or subtracted from each Hit Die rolled for the character. However, no Hit Die ever yields less than 1 hit point, regardless of modifications.
If an adjustment would lower the number rolled to 0 or less, consider the final result to be 1. Always use the character's current Constitution to determine hit point bonuses and penalties.
The Constitution bonus ends when a character reaches 10th level 9th for warriors and priests --neither the Constitution bonus nor Hit Dice are added to a character's hit points after he has passed this level see the character class descriptions in Chapter 3.
If a character's Constitution changes during the course of adventuring, his hit points may be adjusted up or down to reflect the change.
The difference between the character's current hit point bonus if any and the new bonus is multiplied by the character's level up to 10 and added to or subtracted from the character's total.
If Delsenora's Constitution increased from 16 to 17, she would gain 1 hit point for every level she had, up to 10th level.
System Shock states the percentage chance a character has to survive magical effects that reshape or age his body: It can also be used to see if the character retains consciousness in particularly difficult situations.
For example, an evil wizard polymorphs his dim-witted hireling into a crow. Assuming he survives, he must successfully roll for system shock again when he is changed back to his original form or else he will die.
Resurrection Survival lists a character's percentage chance to be successfully resurrected or raised from death by magic. The player must roll the listed number or less on percentile dice for the character to be revived.
If the dice roll fails, the character is dead, regardless of how many times he has previously been revived. Only divine intervention can bring such a character back again.
Poison Save modifies the saving throw vs. Dwarves and halflings do not use this adjustment, since they have special resistances to poison attacks.
The DM has specific information on saving throws. Regeneration enables those with specially endowed Constitutions perhaps by a wish or magical item to heal at an advanced rate, regenerating damage taken.
The character heals 1 point of damage after the passage of the listed number of turns. However, fire and acid damage which are more extensive than normal wounds cannot be regenerated in this manner.
These injuries must heal normally or be dealt with by magical means. Intelligence Int represents a character's memory, reasoning, and learning ability, including areas outside those measured by the written word.
Intelligence dictates the number of languages a character can learn. Intelligence is the prime requisite of wizards, who must have keen minds to understand and memorize magical spells.
The wizard's Intelligence dictates which spells he can learn and the number of spells he can memorize at one time.
Only those of the highest Intelligence can comprehend the mighty magic of 9th-level spells. This ability gives only a general indication of a character's mental acuity.
A semi-intelligent character Int 3 or 4 can speak with difficulty and is apt to react instinctively and impulsively. He is not hopeless as a player character PC , but playing such a character correctly is not easy.
A character with low Intelligence Int could also be called dull-witted or slow. A very intelligent person Int 11 or 12 picks up new ideas quickly and learns easily.
A highly intelligent character Int 13 or 14 is one who can solve most problems without even trying very hard. One with exceptional intelligence Int 15 or 16 is noticeably above the norm.
A genius character is brilliant Int 17 or A character beyond genius is potentially more clever and more brilliant than can possibly be imagined.
However, the true capabilities of a mind lie not in numbers--I. Many intelligent, even brilliant, people in the real world fail to apply their minds creatively and usefully, thus falling far below their own potential.
Don't rely too heavily on your character's Intelligence score; you must provide your character with the creativity and energy he supposedly possesses!
Number of Languages lists the number of additional languages the character can speak beyond his native language. Every character can speak his native language, no matter what his Intelligence is.
This knowledge extends only to speaking the language; it does not include reading or writing. The DM must decide if your character begins the game already knowing these additional languages or if the number shows only how many languages your character can possibly learn.
The first choice will make communication easier, while the second increases your opportunities for role-playing finding a tutor or creating a reason why you need to know a given language.
Furthermore, your DM can limit your language selection based on his campaign. It is perfectly fair to rule that your fighter from the Frozen Wastes hasn't the tongues of the Southlands, simply because he has never met anyone who has been to the Southlands.
If the DM allows characters to have proficiencies, this column also indicates the number of extra proficiency slots the character gains due to his Intelligence.
These extra proficiency slots can be used however the player desires. The character never needs to spend any proficiency slots to speak his native language.
Spell Level lists the highest level of spells that can be cast by a wizard with this Intelligence. Chance to Learn Spell is the percentage probability that a wizard can learn a particular spell.
A check is made as the wizard comes across new spells, not as he advances in level. To make the check, the wizard character must have access to a spell book containing the spell.
If the player rolls the listed percentage or less, his character can learn the spell and copy it into his own spell book.
If the wizard fails the roll, he cannot check that spell again until he advances to the next level provided he still has access to the spell.
This number indicates the maximum number of spells a wizard can know from any particular spell level. Once a wizard has learned the maximum number of spells he is allowed in a given spell level, he cannot add any more spells of that level to his spell book unless the optional spell research system is used.
Once a spell is learned, it cannot be unlearned and replaced by a new spell. For example, Delsenora the wizard has an Intelligence of She currently knows seven 3rd-level spells.
During an adventure, she finds a musty old spell book on the shelves of a dank, forgotten library. Blowing away the dust, she sees a 3rd-level spell she has never seen before!
Excited, she sits down and carefully studies the arcane notes. Rolling the dice, Delsenora's player rolls a She understands the curious instructions and can copy them into her own spell book.
When she is finished, she has eight 3rd-level spells, only one away from her maximum number. If the die roll had been greater than 60, or she already had nine 3rd-level spells in her spell book, or the spell had been greater than 7th level the maximum level her Intelligence allows her to learn , she could not have added it to her collection.
Spell Immunity is gained by those with exceptionally high Intelligence scores. Those with the immunity notice some inconsistency or inexactness in the illusion or phantasm, automatically allowing them to make their saving throws.
All benefits are cumulative, thus, a character with a 20 Intelligence is not fooled by 1st- or 2nd-level illusion spells. Wisdom Wis describes a composite of the character's enlightenment, judgment, guile, willpower, common sense, and intuition.
It can affect the character's resistance to magical attack. Clerics, druids, and other priests with Wisdom scores of 13 or higher also gain bonus spells over and above the number they are normally allowed to use.
Magical Defense Adjustment listed on Table 5 applies to saving throws against magical spells that attack the mind: These bonuses and penalties are applied automatically, without any conscious effort from the character.
Bonus Spells indicates the number of additional spells a priest and only a priest is entitled to because of his extreme Wisdom.
Note that these spells are available only when the priest is entitled to spells of the appropriate level. Bonus spells are cumulative, so a priest with a Wisdom of 15 is entitled to two 1st-level bonus spells and one 2nd-level bonus spell.
Chance of Spell Failure states the percentage chance that any particular spell fails when cast. Priests with low Wisdom scores run the risk of having their spells fizzle.
Roll percentile dice every time the priest casts a spell; if the number rolled is less than or equal to the listed chance for spell failure, the spell is expended with absolutely no effect whatsoever.
Note that priests with Wisdom scores of 13 or higher don't need to worry about their spells failing. Spell Immunity gives those extremely wise characters complete protection from certain spells, spell-like abilities, and magical items as listed.
These immunities are cumulative, so that a character with a Wisdom of 23 is immune to all listed spells up to and including those listed on the 23 Wisdom row.
The Charisma Cha score measures a character's persuasiveness, personal magnetism, and ability to lead.
It is not a reflection of physical attractiveness, although attractiveness certainly plays a role.
It is important to all characters, but especially to those who must deal with nonplayer characters NPCs , mercenary hirelings, retainers, and intelligent monsters.
It dictates the total number of henchmen a character can retain and affects the loyalty of henchmen, hirelings, and retainers.
Maximum Number of Henchmen states the number of nonplayer characters who will serve as permanent retainers of the player character. It does not affect the number of mercenary soldiers, men-at-arms, servitors, or other persons in the pay of the character.
Loyalty Base shows the subtraction from or addition to the henchmen's and other servitors' loyalty scores in the DMG. This is crucial during battles, when morale becomes important.
Reaction Adjustment indicates the penalty or bonus due to the character because of Charisma when dealing with nonplayer characters and intelligent creatures.
For example, Rath encounters a centaur, an intelligent creature. Rath's Charisma is only 6, so he is starting off with one strike against him.
He probably should try to overcome this slight handicap by making generous offers. Now that you have finished creating the ability scores for your character, stop and take a look at them.
What does all this mean? Suppose you decide to name your character "Rath" and you rolled the following ability scores for him:.
Rath has strengths and weaknesses, but it is up to you to interpret what the numbers mean. Here are just two different ways these numbers could be interpreted.
His low Wisdom and Charisma scores 7, 6 show that he lacks the common sense to apply himself properly and projects a slothful, "I'm not going to bother" attitude which tends to irritate others.
Fortunately, Rath's natural wit Int 13 and Dexterity 14 keep him from being a total loss. Thus, you might play Rath as an irritating, smart-alecky twerp forever ducking just out of range of those who want to squash him.
Unfortunately, his Strength is low 8 from a lack of exercise all those hours spent reading books. Despite that, Rath's health is still good Con His low Wisdom and Charisma 7, 6 are a result of his lack of contact and involvement with people outside the realm of academics.
Looking at the scores this way, you could play Rath as a kindly, naive, and shy professorial type who's a good tinkerer, always fiddling with new ideas and inventions.
Obviously, Rath's ability scores often called "stats" are not the greatest in the world. Yet it is possible to turn these "disappointing" stats into a character who is both interesting and fun to play.
Too often players become obsessed with "good" stats. These players immediately give up on a character if he doesn't have a majority of above-average scores.
There are even those who feel a character is hopeless if he does not have at least one ability of 17 or higher! Needless to say, these players would never consider playing a character with an ability score of 6 or 7.
In truth, Rath's survivability has a lot less to do with his ability scores than with your desire to role-play him. If you give up on him, of course he won't survive!
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