Dungeons and Dragons character creation, AD&D 2nd edition character creation, ability score generation, AD&D Player's Option rules
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Ability scores

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Character creation introduction

Ability score generation

Subabilities

Racial ability scores

Racial minimums & maximums

 
Ego
Ego is the mystical driving force that makes the character a unique individual. Ego is divided into the subabilities of Willpower, which measures a character’s strength of will and commitment and Aura, which measure a character’s spiritual strength, life energy or inner essence, and luck. Leon decides his character has average Willpower. The character’s statistics now read:

Strength 16 Intelligence 12
Stamina 15 Knowledge 12
Muscle 17 Reason 11
Dexterity 14 Wisdom 8
Aim 12 Intuition 10
Balance 16 Understanding 6
Constitution 12 Charisma 11
Health 12 Leadership 10
Fitness 12 Appearance 12
Ego 13
Willpower 11
Aura 15

Other affects of Ego: Ego affects a PC’s ability to control intelligent magic weapons. The formula for determining the PC's power rating vs. intelligent magical items follows: Intelligence + Level + Ego.

Willpower

This ability measures a character’s strength of will, ability to resist magical forces, and sense of commitment to a cause. A character with a high Willpower would be difficult to harm with mind-affecting magic spells, could be quite stubborn, and would resist interrogation.
Magical Defense Adjustment: This modifier applies to the character's saving throws versus magical spells that affect the victim's mind — beguiling, charm, fear, hypnosis, possession, suggestion, etc. This modifier is applied automatically, without any effort on the part of the character or player making the saving throw.
Spell Immunity: This grants those characters with extremely high Willpower scores protection from mind-affecting spells and psionic devotions and sciences which attack the character’s mind.
Skills: This ability is important for skills such as Animal handling, Animal training, Concentration and Intimidation.

Table 1.13: Willpower
Ability Score
Mental Attack Adjust.
Attack Immunity
1
-6
nil
2
-5
nil
3
-4
nil
4
-3
nil
5
-2
nil
6
-1
nil
7-14
0
nil
15
+1
nil
16
+2
nil
17
+3
nil
18
+4
nil
19
+4
1st level spells
20
+4
2nd level spells
21
+4
3rd level spells
22
+4
4th level spells
23
+4
5th level spells
24
+4
6th level spells and psionic devotions
25
+4
7th level spells and psionic sciences

Aura

This ability measures the strength of a character’s life force, luck and ability to resist magic which affects the character’s life energy, such as necromantic spells. A character with a high Aura has a powerful life energy and is less effected by the life sapping attacks of undead and the effects of death magic. A character with a high Aura has a greater potential to use his mind to harness psionic powers and may also be very lucky.
Life Point Bonus: This is the number of additional life points a character receives in addition to those awarded by race and level.
Luck Point Bonus: This is the number of luck points a character receives in addition to those awarded by level
Death Magic Defense Adjustment: This is the bonus a character receives to his saving throw vs. death magic and necromantic spells. The saving throw bonus can be ignored by a character who wishes to be affected by a spell.
Skills: This ability is important for skills such as Meditative Focus, Rejuvenation and Spirit Lore.

Table 1.14: Aura
Ability Score
Life Point Bonus
Luck Point Bonus
Death Magic Def. Adj.
1
1
0
nil
2
2
0
nil
3
3
0
nil
4
4
0
nil
5
5
0
nil
6
6
0
nil
7
7
0
nil
8
8
0
nil
9
9
0
nil
10
10
0
nil
11
11
0
nil
12
12
0
nil
13
13
0
nil
14
14
0
nil
15
16
1
+1
16
18
1
+2
17
20
2
+3
18
22
2
+4
19
25
3
+5
20
28
3
+5
21
31
4
+5
22
35
4
+6
23
40
5
+6
24
45
5
+6
25
50
6
+7

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