Constitution Constitution is divided into the subabilities of Health , which is a measurement of a character’s ability to resist diseases and
other hardships, and Fitness , which indicates overall physical condition and the character’s ability to
endure punishment. Leon sets up his character’s Constitution subabilities like
this:
Strength 16
| Constitution 12
|
Stamina 15
| Health 12
|
Muscle 17
| Fitness 12
|
Dexterity 14
| Intelligence 12
|
Aim 12
| Wisdom 8
|
Balance 16
| Charisma 11
|
Health
A character with a high Health score would seldom get sick and be little
affected by allergies and other ailments.
Table 6: Health
| Health
| System
| Poison
|
| Score
| Shock
| Save
|
| 3
| 35%
| 0
|
| 4
| 40%
| 0
|
| 5
| 45%
| 0
|
| 6
| 50%
| 0
|
| 7
| 55%
| 0
|
| 8
| 60%
| 0
|
| 9
| 65%
| 0
|
| 10
| 70%
| 0
|
| 11
| 75%
| 0
|
| 12
| 80%
| 0
|
| 13
| 85%
| 0
|
| 14
| 88%
| 0
|
| 15
| 90%
| 0
|
| 16
| 95%
| 0
|
| 17
| 97%
| 0
|
| 18
| 99%
| 0
|
| 19
| 99%
| +1
|
| 20
| 99%
| +1
|
| 21
| 99%
| +2
|
| 22
| 99%
| +2
|
| 23
| 99%
| +3
|
| 24
| 99%
| +3
|
| 25
| 100%
| +4
|
System Shock: This is the percentage chance (on a 1d100) that the character has to survive
magical effects that age or alter his body—such as petrification (and reversing
it), polymorphing, magical aging, etc. If the system shock result is equal to
or less than the listed chance, the character survives the process of
alteration.
Poison Save: This modifier applies to saving throws made versus poisons.
Fitness
A character with a high Fitness score has great endurance and can suffer more
damage than other characters while continuing to function.
Table 7: Fitness
| Fitness
| Hit Point
| Resurrection
|
| Score
| Adjustment
| Chance
|
| 3
| –2
| 40%
|
| 4
| –1
| 45%
|
| 5
| –1
| 50%
|
| 6
| –1
| 55%
|
| 7
| 0
| 60%
|
| 8
| 0
| 65%
|
| 9
| 0
| 70%
|
| 10
| 0
| 75%
|
| 11
| 0
| 80%
|
| 12
| 0
| 85%
|
| 13
| 0
| 90%
|
| 14
| 0
| 92%
|
| 15
| +1
| 94%
|
| 16
| +2
| 96%
|
| 17
| +2(+3)
| 98%
|
| 18
| +2(+4)
| 100%
|
| 19
| +2(+5)
| 100%
|
| 20
| +2(+5) 1
| 100%
|
| 21
| +2(+6) 2
| 100%
|
| 22
| +2(+6) 2
| 100%
|
| 23
| +2(+6) 3
| 100%
|
| 24
| +2(+7) 3
| 100%
|
| 25
| +2(+7) 3
| 100%
|
Parenthetical bonuses apply only to warrior characters. All other character
classes are limited to a +2 maximum bonus per hit die.
1 All 1s rolled on hit dice are considered 2s.
2 All 1s and 2s rolled on hit dice are considered 3s.
3 All 1s, 2s, and 3s rolled on hit dice are considered 4s.
Hit Point Adjustment: This modifier is applied to the hit dice roll every time a character advances
to a new experience level. No roll yields fewer than 1 hit point, regardless
of any modifier.
This bonus ends when a character reaches 10th level (9th for warriors and
priests). Hit points gained after this are given on the experience point table for
each class. See the Player’s Handbook for details.
Resurrection Chance: This is the percentage chance (on a 1d100) that a dead character has of being
successfully brought back to life through magical resurrection or raise dead spells. If the roll is equal to or less than the listed chance, the character
is brought back to life.
Proficiencies: Fitness serves as the base number for such proficiencies as Endurance.
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