Strength

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See also Ability Score Generation
See also Racial Ability Modifiers

Jump to Stamina or Muscle

Note: If not using sub-ability scores, use the primary ability for the following tables (all modifiers still apply).

Note: For races that grant a racial bonus to Strength, characters with a rolled Strength of 18, effectively have a Strength of 18/01 (not 19). Warriors with a racial strength bonus should roll for % Strength, then increase it by 1 step (i.e. 18/51 becomes 18/76). A rolled Strength score of 18/00 increases to 19.
Firbolgs (regardless of class) roll for % Strength and then increase it by 2 steps (so 17 becomes 18/01 or 18/00 becomes 20).


Stamina

Stamina Score Weight Allowance Movement Bonus
1 1 -5
2 1 -3
3 5 -3
4 10 -2
5 15 -2
6 20 -1
7 25 -1
8 30 0
9 35 0
10 40 0
11 45 0
12 50 0
13 55 0
14 60 0
15 65 0
16 70 0
17 85 +1
18 110 +1
18/01 135 +1
18/51 160 +2
18/76 185 +2
18/91 235 +2
18/100 335 +3
19 485 +3
20 535 +3
21 635 +4
22 785 +4
23 935 +5
24 1235 +6
25 1535 +7

Weight Allowance: This is the weight in pounds a character can carry without being encumbered (see Encumbrance, for more information). Characters carrying less than or equal to their weight allowance move at their full normal speed.

Movement Bonus: This number is added to the character’s base movement rate (determined by their race). Even with a penalty, no character’s base movement can drop below 1 (that is, a single square per round).


Muscle

Muscle Score Attack Adjustment Damage Adjustment Max Press Feat of Strength
1 -5 -4 3 0%
2 -3 -2 5 1%
3 -3 -1 10 1%
4 -2 -1 25 2%
5 -2 -1 25 2%
6 -1 0 55 3%
7 -1 0 55 4%
8 0 0 90 5%
9 0 0 90 7%
10 0 0 115 10%
11 0 0 115 13%
12 0 0 140 16%
13 0 0 140 20%
14 0 0 170 23%
15 0 0 170 26%
16 0 +1 195 30%
17 +1 +1 220 33%
18 +1 +3 255 36%
18/01 +1 +3 280 40%
18/51 +2 +3 305 45%
18/76 +2 +4 330 50%
18/91 +2 +5 380 55%
18/100 +3 +6 480 60%
19 +3 +7 640 65%
20 +3 +8 700 70%
21 +4 +9 810 75%
22 +4 +10 970 81%
23 +5 +11 1130 87%
24 +6 +12 1440 93%
25 +7 +14 1535 99%

Attack Adjustment: This modifier is subtracted from or added to d20 rolls during combat. A bonus with a + sign makes an opponent easier to hit, while a penalty with a – sign makes an opponent more difficult to strike.

Damage Adjustment: This modifier is applied to damage rolls after successful physical attacks in combat.

Maximum Press: This is the most weight a character can lift over his head. He cannot walk more than a few steps with it, nor can he hold it very long. Races that are Large (take damage as large creatures) double this amount.

Feat of Strength: This indicates the chance a character has to perform any great feat of strength such as: hacking open a locked door, breaking a stone block, bending iron bars, stopping a runaway horse, or any of a variety of other such acts of pure muscle power. If the number rolled on 1d100 is equal to or less than the listed score, the character succeeds at the task.

A character who failed can try again, but each successive attempt after the first causes the character to lose 1 point of Stamina due to the extreme exertion (in addition to taking time and likely making a lot of noise). A character reduced to zero Stamina slumps to the ground, exhausted and unable to take any actions. Stamina lost in this way is regained at the rate of 1 point per hour of rest.

The use of appropriate tools (such as an axe for smashing a wooden door, a metal lever for bending bars, a hammer for breaking rocks, etc.) grants a +10% bonus on the chance of performing a Feat of Strength.

If multiple characters are working together on a Feat of Strength, such as both gripping and lifting a portcullis or both shoving a boulder aside, then the Muscle score(s) of the weaker character (or characters) is added to the % chance of the strongest. Thus if a character with a Muscle score of 15 (26%) were aided by a character with a Muscle score of 14, they would have a combined chance of success of 40%. Only a single roll is made, no matter how many people are assisting with a task.

Strength

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