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Titolo: [LUNGO] Tabelle delle caratteristiche di ADnD

The Ability Scores 
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 
	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. A fighter with a score of 16 or more in Strength gains a 10%
bonus to the experience points he earns.
	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 20-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 1987, the
world record for lifting a weight overhead in a single move was 465
pounds. A heroic fighter with Strength 18/00 (see Table 1) can lift up
to 480 pounds the same way and he can hold it overhead for a longer
time!
	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
1d20. 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.
	Bend Bars/Lift Gates states the character's percentage chance
(rolled on percentile dice) to bend normal, soft iron bars, lift a
vertical gate (portcullis), or perform a similar feat of enormous
strength. 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.
Table 1:
Strength
Ability	Hit	Dmg.	WeightMax.	Open	Bend Bars/
Score	Prob.	Adj.	Allow.	Press	Doors	Lift Gates	Notes
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	Normal	None	35	90	5	1%
10-11	Normal	None	40	115	6	2%
12-13	Normal	None	45	140	7	4%
14-15	Normal	None	55	170	8	7%
16	Normal	+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%
19	+3	+7	485	640	16(8)	50%	Hill Giant
20	+3	+8	535	700	17(10)	60%	Stone Giant
21	+4	+9	635	810	17(12)	70%	Frost Giant
22	+4	+10	785	970	18(14)	80%	Fire Giant
23	+5	+11	935	1,130	18(16)	90%	Cloud Giant
24	+6	+12	1,235	1,440	19(17)	95%	Storm Giant
25	+7	+14	1,535	1,750	19(18)	99%	Titan
Dexterity 
	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. A rogue with a Dexterity score of
16 or higher gains a 10% bonus to the experience points he earns.
	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. If his Dexterity score
is 5, his Armor Class is modified by +2 to 7, making him easier 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.)
Table 2: 
Dexterity
						Missile
	Ability	Reaction	Attack		Defensive
	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
Constitution 
	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 12. 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.
	Only warriors are entitled to a Constitution bonus of +3 or
+4. Non-warrior characters who have Constitution scores of 17 or 18
receive only +2 per die.
	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: petrification
(and reversing petrification), polymorph, magical aging, etc. 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. The hireling, whose
Constitution score is 13, has an 85% chance to survive the change.
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. poison for humans,
elves, gnomes, and half-elves. 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.
Table 3: 
Constitution
	Ability		Hit Point	System	Resurrection	Poison
	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.
Intelligence 
	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. A
wizard with an Intelligence score of 16 or higher gains a 10% bonus to
experience points earned. 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 5-7) 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 18). 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.Q., Intelligence score, or whatever. 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.
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	9th	 95%		All
1st-level
20		  9	9th	 96%		All
2nd-level
21		10	9th	 97%		All
3rd-level
22		11	9th	 98%		All
4th-level
23		12	9th	 99%		All
5th-level
24		15	9th	100%		All
6th-level
25		20	9th	100%		All
7th-level
 
* While unable to speak a language, the character can still
communicate by grunts and gestures.
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).
Maximum Number of Spells per Level (Optional Rule)
	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 14.
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. Her chance to learn the spell is 60%. Rolling the dice,
Delsenora's player rolls a 37. 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 
	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.
It is the prime requisite of priests; those with a Wisdom score of 16
or higher gain a 10% bonus to experience points earned. 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: beguiling, charm,
fear, hypnosis, illusions, possession, suggestion, etc. 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.
Table 5: 
Wisdom
	Magical		Chance
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, death
spell, mass charm
Charisma 
	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 
of gifts or information.
Table 6: 
Charisma
				Maximum
	Ability	# of		Loyalty	Reaction
	Score	Henchmen	Base		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	 	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

Sei stato gentilissimo