STRENGTH  
                            STAMINA   MUSCLE
Score      P.R.S.   W.All.         To Hit     DMG    Max. Press    OD    BB/LG
1	 1	1	      -5	       -4		3	1	0
2	 2	1	      -3	       -2		5	1	0
3	 3	5	      -3	       -1		10	2	0
4	 4	10	      -2	       -1		25	3	0
5	 5	10	      -2	       -1		25	3	0
6	 6	20	      -1	       0		55	4	0
7	 7	20	      -1	       0		55	4	0
8	 8	35	      0	       0		90	5	1
9	 9	35	      0	       0		90	5	1
10	 10	40	      0	       0		115	6	2
11	 11	40	      0	       0		115	6	2
12	 12	45	      0	       0		140	7	4
13	 13	45	      0	       0		140	7	4
14	 14	55	      0	       0		170	8	7
15	 15	55	      0	       0		170	8	7
16	 16	70	      0	       +1		195	9	10
17	 17	85	      +1	       +1		220	10	13
18	 18	110	      +1	       +2		255	11	16
18/01-50 19	135	      +1	       +3		280	12	20
18/51-75 20	160	      +2	       +3		305	13	25
18/76-90 21	185	      +2	       +4		330	14	30
18/91-99 22	235	      +2	       +5		380	15(3)	35
18/00	 23	335	      +3	       +6		480	16(6)	40
19	 24	485	      +3	       +7		640	16(8)	50
20	 25	535	      +3	       +8		700	17(10)	60
21	 25	635	      +4	       +9		810	17(12)	70
22	 26	785	      +4	       +10		970	18(14)	80
23	 26	935	      +5	       +11		1130	18(16)	90
24	 27	1235	      +6	       +12		1440	19(17)	95
25	 27	1535	      +7	       +14		1535	19(18)	99

	P.R.S. = Proficiency Roll Score :  This is the number you will need to roll for strength check, proficiencies check, and other check that will be attributed to the Strength.
	W.All. = Weight Allowance :  This is the total weight a character can transport before suffering penalties due to overweight.
	To Hit = Attack Adjustment :  This is a penalty or bonus that applies to the thaco roll(d20) to hit a target with melee weapons. By using the Stamina subability score look at what the To Hit penalty or bonus would be and apply this modifier to the character’s movement rate.
	DMG = Damage Adjustment :  This is a penalty or bonus that applies to the damage of a melee or thrown weapon initial damage rolls.
	Max. Press = Maximum Press :  This is the maximum weight a character can lift for a split secound before dropping it. It is also the maximum weight a character can transport before being unable to walk.
	OD = Open Door :  This is the number a character must roll or less to open a door that is stuck or barricaded. The number in parenthese is for opening a door that is being lock by magical means. A character may try to open a door as many times he desire.
	BB/LG% = Bend Bars/Lift Gates Percentage Chance :  This is the percentage that a character must roll or less to lift a gate or to ben a metal bar.

DEXTERITY
           AIM                                             BALANCE
Score  Missile Adj.  P .P.  O.L.  F/R T.  Reaction Adj.  Defence Adj.  M.S.  C.W.  H. in S.	Tu.	E. B.
1	-6	     -35	-40     -30	+6		-5	-40    -30      -30		-40	-40
2	-4	     -30	-35     -30	+4		-5	-35    -30      -30		-40	-40
3	-3	     -30	-30     -25	+3		-4	-35    -25      -25		-35	-35
4	-2	     -25	-25     -25	+2		-3	-30    -25      -25		-35	-35
5	-1	     -25	-20     -20	+1		-2	-30    -20      -20		-30	-30
6	0	     -20	-20     -20	0		-1	-25    -20      -20		-30	-30
7	0	     -20	-15     -15	0		0	-25    -15      -15		-20	-25
8	0	     -15	-15     -15	0		0	-20    -15      -15		-15	-20
9	0	     -15	-10      -10	0		0	-20    -10      -10		-10	-15
10	0	     -10	-5        -10	0		0	-15    -5        -5		-5	-10
11	0	     -5	0         -5	0		0	-10    0         0		0	-5
12	0	     0	0         0		0		0	-5      0         0		0	0
13	0	     0	0         0		0		0	0       0         0		0	0
14	0	     0	0         0		0		0	0       0         0		0	0
15	0	     0	0         0		0		+1	0       0         0		0	0
16	+1	     0	+5       0		-1		+2	0       0         0		0	0
17	+2	     +5	+10     0		-2		+3	+5     +5       +5		0	+5
18	+2	     +10	+15     +5	-3		+4	+10   +10     +10		+5	+10
19	+3	     +15	+20     +10	-3		+4	+15   +15     +15		+10	+15
20	+3	     +20	+20     +15	-3		+4	+15   +20     +20		+15	+20
21	+4	     +20	+25     +15	-4		+5	+20   +20     +20		+20	+25
22	+4	     +25	+25     +20	-4		+5	+20   +25     +25		+30	+30
23	+4	     +25	+30     +20	-4		+5	+25   +25     +25		+30	+30
24	+5	     +30	+30     +25	-5		+6	+25   +30     +30		+40	+35
25	+5	     +30	+35     +25	-5		+6	+30   +30     +30		+40	+35

	Missile Adj. = Missile Attack Adjustment :  This is a penalty or bonus that applies to your Thaco roll(d20) for thrown or missile weapons.
	P.P. = Pick Pockets :  This is a percentage penalty or bonus that is apply to a character thieving skills of the same name for it’s high or low dexterity score.
	O.L. = Open Locks :  This is a percentage penalty or bonus that is apply to a character thieving skills of the same name for it’s high or low dexterity score.
	F/R T. = Find/Remove Traps : This is a percentage penalty or bonus that is apply to a character thieving skills of the same name for it’s high or low dexterity score.
	Reaction Adj. = Reaction Adjustment :  This is a penalty or bonus that is apply to your surprise roll(d10).A character is always surprise on a roll of 3 or less and bonuses that reduce a surprise roll below 0 will provide a character a chance against other penalties that could apply to the roll.  The bonus or penalty also apply to a character’s movement rate.
	Defense Adj. = Defense Adjustment :  This is a penalty or bonus that is apply to a character’s armor class if the opponent is attacking from the front or the flank of the character, in the back the penalty or bonus doesn’t apply. Warriors and Rogues instantly gain a bonus of 2 to their armor class when unencombred in addition to all other penalties or bonuses that could apply.
	M.S. = Move Silently : This is a percentage penalty or bonus that is apply to a character thieving skills of the same name for it’s high or low dexterity score.
	C.W. = Climb Walls : This is a percentage penalty or bonus that is apply to a character thieving skills of the same name for it’s high or low dexterity score.
	H.inS. = Hide in Shadoes : This is a percentage penalty or bonus that is apply to a character thieving skills of the same name for it’s high or low dexterity score.
	Tu. = Tunnelling : This is a percentage penalty or bonus that is apply to a character thieving skills of the same name for it’s high or low dexterity score.
	E. B. = Escape Bonds : This is a percentage penalty or bonus that is apply to a character thieving skills of the same name for it’s high or low dexterity score.

CONSTITUTION
           HEALTH                                       FITNESS
Score  Sys. Shock  Poison Save  C.S.      HP Adj.  Res.Sur.   Regen.
1	25		0        -3		-3	30	0
2	30		0        -2		-2	35	0
3	35		0        -2		-2	40	0
4	40		0        -2		-1	45	0
5	45		0        -1		-1	50	0
6	50		0        -1		-1	55	0
7	55		0        -1		0	60	0
8	60		0        0		0	65	0
9	65		0        0		0	70	0
10	70		0        0		0	75	0
11	75		0        0		0	85	0
12	80		0        0		0	90	0
13	85		0        0		0	92	0
14	88		0        0		0	94	0
15	90		0        +1	+1	96	0
16	95		0        +1	+2	98	0
17	97		0        +2	+2(3)	100	0
18	99		0        +2	+2(4)	100	0
19	99		+1      +3	+2(5)	100	0
20	99		+1      +3	+2(5)*	100	1/6 turns
21	99		+2      +3	+2(6)²	100	1/5 turns
22	99		+2      +4	+2(6)²	100	¼ turns
23	99		+3      +4	+2(6)³	100	1/3 turns
24	99		+3      +4	+2(7)³	100	½ turns
25	100		+4      +5	+2(7)³	100	1/1 turn

	Sys. Shock = System Shock :  This is the percentage you must roll or less to make a check for a system shock roll when a character receive more than 50 points of damage by a single source in one round, when a character get’s petrify, when a character is burried by a rock of 5000 lbs, etc…
	Poison Save = Poison Save :  This is a bonus to your saving throw versus poisons only.
	C.S. = Critical Save :  This is a penalty or bonus that is apply to a saving throw vs. Death when a critical occurs with a melee weapon or by offensive magic.
	HP Adj. = Hit Point Adjustment :  This is a penalty or bonus that is apply to each die roll that a character gains or possess. The number in paranthese is for character who can use the exceptional constitution bonus and this number is the one that must be use instead of the normal number. * = Each die roll of 1 are counted as a 2. ² = each die roll of 1 and 2 are counted as a 3. ³ = Each die roll of 1, 2 or 3 are counted as a 4.
	Res.Sur. = Resurrection Survival :  This is a percentage you must roll or less to survive a resurrection survival check when your character is being revived by any means or the character will stay dead.
	Regen. = Regeneration :  This is the ability to regenerate lost hit points if a character is still alive. The rate a character regenerates lost hit points is always 1 point gain per X turns.

INTELLIGENCE
           REASON                                     KNOWLEDGE
Score  Spell Level  Learn Spell   Imm.  Lang.  Bonus Spells
1	-		-	-        0		-
2	-		-	-        1		-
3	-		-	-        1		-
4	-		-	-        1		-
5	-		-	-        1		-
6	-		-	-        1		-
7	-		-	-        1		-
8	-		-	-        1		-
9	4th		35	-        2		-
10	5th		40	-        2		-
11	6th		45	-        2		-
12	6th		50	-        3		-
13	7th		55	-        3		1st
14	7th		60	-        4		1st
15	8th		65	-        4		2nd
16	8th		70	-        5		2nd
17	9th		75	-        6		3rd
18	9th		85	-        7		4th
19	9th		95	1       8		1st,4th
20	9th		96	2       9		2nd,3rd
21	9th		97	3       10		3rd,5th
22	9th		98	4       11		5th,6th
23	9th		99	5       12		5th,6th
24	9th		100	6       15		6th,7th
25	9th		100	7       20		8th,9th

	Spell Level = Spell Level :  This number is the highest level of spell that a wizardly caster can cast and learn.
	Learn Spell = Learn Spell :  This is the percentage that must be roll for a wizardky caster to learn a new spell when he come across a copy of a new spell that he wish to learn. Wizardly-Bards get a penalty of 25% when trying to learn spells from a wizard’s spell book.
	Imm.= Spell Immunity :  This is the level of spell from the school of Pahntasm/Illusion that a character is immune to, no disbelief is required.
	Lang. = Language Proficiency :  This is the number of diffenrent languages a character can learn or they can be use to buy Nonweapon or Weapon proficiencies.
	Bonus Spell = Bonus Spell : This indicate the number of wizardly bonus spell a caster will have in addition to his normal spells that a character can cast per day.

To know what is your hearing/vision check just choose between your Reason or Intuition score and this will become your hearing/vision check.

WISDOM
            INTUITION                         WILLPOWER
Score  Bonus Spells  Spell Failure  Mag.Def.Adj.  Imm.
1	-		80		-6	-
2	-		60		-4	-
3	-		50		-3	-
4	-		45		-2	-
5	-		40		-1	-
6	-		35		-1	-
7	-		30		-1	-
8	-		25		0	-
9	-		20		0	-
10	-		15		0	-
11	-		10		0	-
12	-		5		0	-
13	1st		0		0	-
14	1st		0		0	-
15	2nd		0		+1	-
16	2nd		0		+2	-
17	3rd		0		+3	-
18	4th		0		+4	-
19	1st,4th		0		+4	1
20	2nd,4th		0		+4	2
21	3rd,5th		0		+4	3
22	4th,5th		0		+4	4
23	1st,6th		0		+4	5
24	5th,6th		0		+4	6
25	6th,7th		0		+4	7

Bonus Spells = Bonus Spells :  This indicate the number of priestly bonus spell a caster will have in addition to his normal spells that a character can cast per day.
	Spell Failure = Spell Failure :  This is the percentage chance of a priestly spell that will failed when cast. A roll must be made for each priestly spell cast by the caster.
	Mag.Def.Adj. = Magical Defence Adjustment :  This is a penalty or bonus that is apply on all saving throw vs. Mind affecting spells or effects.
	Imm. = Spell Immunity :  This is a range of spells or effects that a character becomes immune to as follow :
	1 : Cause Fear, Charm Person, Command, Friends, Hypnotism.
	2 : Forget, Hold Person, Ray of Enfeeblement, Scare.
	3 : Fear.
	4 : Charm Monster, Confusion, Emotion, Fumble, Suggestion.
	5 : Chaos, Feeblemend, Hold Monster, Magic Jar, Quest.
	6 : Geas, Mass Suggestion, Rod of Rulership.
	7 : Antipathy/Sympathy, Death Spell, Mass Charm.
To know what is your hearing/vision check just choose between your Reason or Intuition score and this will become your hearing/vision check.

CHARISMA
           LEADERSHIP                                   APPEARANCE
Score  Loyalty Base  Max. # of Henchmen  Reaction Adj.    Spell Bonus
1	-8		0		-7		-
2	-7		1		-6		-
3	-6		1		-5		-
4	-5		1		-4		-
5	-4		2		-3		-
6	-3		2		-2		-
7	-2		3		-1		-
8	-1		3		0		-
9	0		4		0		-
10	0		4		0		-
11	0		4		0		-
12	0		5		0		-
13	0		5		+1		1st
14	+1		6		+2		1st
15	+3		7		+3		2nd 
16	+4		8		+5		2nd 
17	+6		10		+6		3rd 
18	+8		15		+7		4th 
19	+10		20		+8		1st, 4th 
20	+12		25		+9		2nd, 3rd  
21	+14		30		+10		3rd, 5th 
22	+16		35		+11		5th, 6th 
23	+18		40		+12		5th, 6th 
24	+20		45		+13		6th, 7th 
25	+20		50		+14		8th, 9th 

	Loyalty Base = Loyalty Base :  This indicate a penalty or bonus to all henchmen’s and other allies that will apply to their moral check when with the character.
	Max. # of Henchmen = Maximum number of Henchmen :  This is the number of nonplayer character(s) who will be attracted by the character’s feats and will come to serve him as a permanent retainers.
	Reaction Adj. = Reaction Adjustment :  This is a penalty or bonus that a character has when dealing with non-player character and intelligent creatures. This bonus or penalty  apply to all encounter reaction rolls.
	Spell Bonus = Spell Bonus : This indicate the number of  bonus spell a bard and a sorcerer will have in addition to his normal spells that a character can cast per day.

To calculate the EGO of your character, addition your Charisma score + your Intelligence score + your current level and the total will equal your EGO. Each time that your charisma, intelligence score, or your level changes, recalculate your EGO to have your new EGO score.