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.

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.

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!

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.

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, half-orcs and half-elves. Dwarves and halflings use the adjustment in parentheses.

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.

 

Constitution Modifiers

Ability
Score
Hit Point
Adjustment
System
Shock
Resurrection
Survival
Poison
Save
Regeneration
1-325%30%-2Nil
2-230%35%-1Nil
3-235%40%0Nil
4-140%45%0(+1)Nil
5-145%50%0(+1)Nil
6-150%55%0(+1)Nil
7055%60%0(+2)Nil
8060%65%0(+2)Nil
9065%70%0(+2)Nil
10070%75%0(+2)Nil
11075%80%0(+3)Nil
12080%85%0(+3)Nil
13085%90%0(+3)Nil
14088%92%0(+4)Nil
15+190%94%0(+4)Nil
16+295%96%0(+4)Nil
17+2 (+3)*97%98%0(+4)Nil
18+2 (+4)*99%100%0(+5)Nil
19+2 (+5)*99%100%+1(+5)Nil
20 +2 (+5)* 99% 100% +1(+6) 1/6 turns
21 +2 (+6)* 99% 100% +2(+6) 1/5 turns
22 +2 (+6)* 99% 100% +2(+6) 1/4 turns
23 +2 (+6)* 99% 100% +3(+6) 1/3 turns
24 +2 (+7)* 99% 100% +3(+7) 1/2 turns
25 +2 (+7)* 100% 100% +4(+7) 1/1 turn

* Parenthetical bonus applies to warriors only. All other classes receive maximum bonus of +2 per die.