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Ability Score
Hit Prob.
Damage Adjust.
Weight Allow.
Max. Press
Open Doors
Bend Bars/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

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 47: Character EncumbranceEdit

Character
Strength
Encumbrance
Max.Carried
Weight
Unencumbered
Light
Moderate
Heavy
Severe
2 0-1 2 3 4 5-6 6
3 0-5 6 7 8-9 10 10
4-5 0-10 11-13 14-16 17-19 20-25 25
6-7 0-20 21-29 30-38 39-46 47-55 55
8-9 0-35 36-50 51-65 66-80 81-90 90
10-11 0-40 41-58 59-76 77-96 97-110 110
12-13 0-45 46-69 70-93 94-117 118-140 140
14-15 0-55 56-85 86-115 116-145 146-170 170
16 0-70 71-100 101-130 131-160 161-195 195
17 0-85 86-121 122-157 158-193 194-220 220
18 0-110 111-149 150-188 189-227 228-255 255
18/01-50 0-135 136-174 175-213 214-252 253-280 280
18/51-75 0-160 161-199 200-238 239-277 278-305 305
18/76-90 0-185 186-224 225-263 264-302 303-330 330
18/91-99 0-235 236-274 275-313 314-352 353-380 380
18/00 0-335 336-374 375-413 414-452 453-480 480
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