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Ability Compendium TM I:
Manual of Gainful Exercise
(Printer-Friendly Edition)
Credits
ritten by
eal Bailey, Iain Fyffe
Edited by
Iain Fyffe, Sean
unphy
esign and Layout by
Iain Fyffe
Copyright and Trademark Information
Ability Compendium I: Manual of Gainful Exercise is 8 Iain Fyffe, 2007. All rights reserved. Reproduction of non-Open Game
Content of this work by any means without permission is expressly prohibited. Ability Compendium I: Manual of Gainful
Exercise is presented under the Open Game License version 1.0a. Dungeons & Dragons, Player’s Handbook, and Wizards
of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and other countries and are used with
permission. Fifth Element Games is a trademark of Iain Fyffe, all rights reserved.
Product Identity: All content identified above as being protected by trademark are to be considered Product Identity as per
the terms of the Open Game License version 1.0a.
Open Game Content: All text and information contained in this work, except that indicated as being Product Identity, is to
be considered Open Game Content as per the terms of the Open Game License version 1.0a. All other content, including
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Licence version 1.0a, and is copyright Iain Fyffe, except as noted above. All rights reserved.
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Please contact us at info@5egames.com . Find us on the web at www.5egames.com .
Requires the use of the Dungeons & Dragons Player's Handbook,
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of the Coast, Inc. and are used according to the terms of the d20
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Manual of Gainful Exercise
Table of Contents
Introduction
1
Part III: Skills and Feats
14
Skills
14
Part I: Using Your Strength
1
Feats
16
Attack and Damage Rolls
2
New Feats
17
Breaking Things
2
Carrying Capacity
2
Part IV: Prestige Classes
20
Special Attacks
3
Dreadnought
20
Strength Checks
9
Lionheart Evoker
22
Paragon of Strength
24
Part II: Playing the Strong
10
Strength and the Classes
10
Part V: Ability Aspects
26
Strong Archetypes
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MANUAL of GAINFUL EXERCISE
INTRODUCTION
One of the enduring icons of the d20 System TM
fantasy game is the fighter. With his immense
strength, lack of fear and total disregard for personal
safety, the fighter forms the core of most
adventuring parties. He charges into melee with
little regard for personal safety, trusting his strength
and combat abilities to carry the day. The strong
fighter is an integral part of the d20 System TM , but is
often overlooked in favour of classes with flashier
special abilities.
From a real-world perspective, physical strength is
the one ability that is most easily increased. While
physical strength is certainly genetic to some degree,
it can be directly improved through training,
although muscle mass does not necessarily correlate
directly with physical strength. The same cannot be
said (to the same degree) of one’s coordination,
intelligence or personality.
Part I: USING YOUR STRENGTH
But the fighter has some significant advantages in
certain areas. First, due to his bonus combat feats, he
can specialize in any form of combat that he likes.
And second, since he does not have a lot of other
special abilities to spread his abilities around, he is
free to focus on his Strength, which gives him great
advantages in combat.
This is what the basic rules have to say about the
Strength ability.
Strength measures your character’s muscle and physical
power. This ability is especially important for fighters,
barbarians, paladins, rangers, and monks because it helps
them prevail in combat. Strength also limits the amount
of equipment your character can carry.
Without a doubt, Strength is most useful in combat.
The basic action of combat, the melee attack, is
modified by Strength by default. While other
abilities are most useful for their bonuses to skills or
spellcasting, Strength is most useful in melee. And
since melee is such an important part of the d20
System TM , Strength is also very important.
You apply your character’s Strength modifier to:
1
Melee attack rolls.
2
Damage rolls when using a melee weapon or a thrown
weapon (including a sling). Off-hand attacks receive
only one-half the character’s Strength bonus, while
two-handed attacks receive one and a half times the
Strength bonus. A Strength penalty, but not a bonus,
applies to attacks made with a bow that is not a
composite bow.
In the real world, there are at least two types of
physical strength, as defined by types of muscle
fibre: slow twitch and fast twitch. Slow twitch refers
to long-term endurance of strength, such as that of a
marathon runner. Fast twitch refers to short-term
endurance of strength, such as that of a sprinter. Fast
twitch is sometimes further subdivided into two
groups for more precision. Different people have
different amounts of each type of muscle fibre, and
as such have differing degrees of each type of
strength.
3
Climb, Jump, and Swim checks. These are the skills
that have Strength as their key ability.
4
Strength checks (for breaking down doors and the like).
While this is a concise summary of the uses of
Strength in the d20 System TM, it is incomplete. It
mentions Strength checks, but it does not detail the
many instances in which a Strength check is called
for. It also does not discuss the various situations in
which attack rolls are used.
In the d20 System TM , all physical strength is covered
by the Strength ability. This may not be wholly
realistic, but it is simple and straight-forward. For
those seeking more precision, however, this book
provides new rules, skills and feats which allow you
to define your character’s Strength in more detail.
In Part I, we will discuss the many and various ways
that Strength is used in the basic rules of the d20
System TM .
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MANUAL of GAINFUL EXERCISE
ATTACK AND DAMAGE ROLLS
BREAKING THINGS
A character’s basic attack bonus with a melee
weapon is his base attack bonus + his Strength
modifier + his size modifier, if any. It does not matter
which melee weapon you are using; if you swing or
thrust it at your enemy, having a high Strength score
will help you. Characters with low Strength but high
Dexterity will often use the Weapon Finesse feat,
which allows a Dexterity modifier to be applied to
melee attack rolls with certain weapons rather than
a Strength bonus.
A character’s Strength modifier also applies
whenever he scores a hit with a melee or thrown
weapon, including a sling. A Strength penalty, but
not a bonus, applies on attacks made with a bow that
is not a composite bow. Only ½ of the normal
Strength bonus is applied to a weapon used in a
character’s off hand, and 1½ times the normal
Strength bonus is applied to a weapon used two-
handed, other than a light weapon.
When a character tries to break something with
sudden force rather than by dealing damage, he uses
a Strength check rather than an attack roll (the
sunder special attack; see below). The DC of the
check depends more on the construction of the item
than on the material, and is modified if the item has
lost half or more of its hit points.
Creatures get size modifiers on Strength checks to
break open doors as follows: Fine -16, Diminutive
-12, Tiny -8, Small -4, Large +4, Huge +8, Gargantuan
+12, and Colossal +16.
The are therefore two approaches to breaking down
a door. The first is to attack the door with your
weapon, using the sunder special attack. This
strategy gradually cuts the door away, and can take
several rounds or more. The second approach is to
merely bash the door down off its hinges all at once.
This requires a Strength check.
Clearly, a character with a high Strength score has a
great advantage in melee. Not only is he more likely
to hit with a melee attack, he causes more damage
when he does hit. This advantage is particularly
pronounced at lower levels, where a Strength bonus
can be more important than the base attack bonus in
determining a character’s attack bonus.
In either case, a high Strength score will help.
Choosing an approach in a particular situation
depends on the specific circumstances. If the door is
made of a very hard material, such as metal, clearly
sundering it will be very difficult and extremely
time-consuming. In such a case, breaking it down is
preferred. Breaking down doors is also preferred if
passage must be obtained in a hurry, such as when
the party is being pursued by angry ogres.
Sundering is preferred when the party has time to
work on the door, and the door is too well-
constructed to simply break down.
To illustrate, consider a case where a character with
a +1 base attack bonus is using a longsword to attack
an opponent with AC 15 and 8 hit points. Including
the possibility of critical hits, a character with
Strength 11 (no bonus or penalty to melee rolls) will
deal an average of just over 1.7 points per attack. It
will therefore take him 5 attacks to defeat this
opponent, on average.
CARRYING CAPACITY
Strength is used to determine a character’s carrying
capacity, which in turn determines how much
weight a character can carry before having a light
load, medium load, or heavy load, and suffering the
appropriate effects.
A character with Strength 18 (+4 bonus to melee
rolls) will deal an average of over 4.9 points per
attack. He will take 2 attacks, on average, to defeat
this opponent. He can defeat 2 to 3 times the number
of such opponents as the Strength 11 character can,
in the same amount of time.
However, carrying capacity does not only determine
how much gear and money you can carry. A
character’s load can also affect his AC, because of
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MANUAL of GAINFUL EXERCISE
medium or heavy load limits the Dexterity bonus
that can be applied to his AC. It can also limit a
character’s base speed in the same way.
disarmed or your weapon sundered? If you have no
weapon, providing a +2 attack bonus to your ally
may be worthwhile. Or perhaps you are engaging a
creature that has Damage Resistance that you cannot
overcome, but your ally can. In such a case the loss
of your attack means little. You can instead give an
ally who does have an effective weapon a nice bonus
to his attack roll.
Therefore Strength can indirectly affect both your
AC and your movement rate, if you carry a lot of
equipment.
SPECIAL ATTACKS
You can also use your Strength bonus to grant an
ally a +2 AC bonus. Again, with the aid another
action in combat, you make a melee attack roll
(which is modified by Strength) against AC 10, and
if successful, you can grant your ally a +2 AC bonus
against the opponent’s next attack. If your ally is
getting low on hit points, and is the focus of the
opponent’s attacks, you can use your Strength
modifier to grant a defensive bonus to a friend.
Besides basic hack-and-slash tactics, Strength is very
important to many types of special attack as well.
AID ANOTHER IN COMBAT
The basic rules say:
In melee combat, you can help a friend attack or defend by
distracting or interfering with an opponent. If you’re in
position to make a melee attack on an opponent that is
engaging a friend in melee combat, you can attempt to aid
your friend as a standard action. You make an attack roll
against AC 10. If you succeed, your friend gains either a
+2 bonus on his next attack roll against that opponent or
a +2 bonus to AC against that opponent’s next attack
(your choice), as long as that attack comes before the
beginning of your next turn. Multiple characters can aid
the same friend, and similar bonuses stack.
BULL RUSH
Bull rush attacks are resolved using opposed
Strength checks. If you’re successful, you push an
opponent back 5 feet. This maneuver can be used to
push an opponent into a square that is threatened by
one or more of your allies, possibly setting up a
flanking situation. Clearly, a high-Strength character
has an advantage when using a bull rush, and an
advantage when being attacked with a bull rush.
You can also use this standard action to help a friend in
other ways, such as when he is affected by a spell, or to
assist another character’s skill check.
You may notice that unlike an overrun or trip attack,
the defender in a bull rush does not have the option
of using his Dexterity modifier rather than his
Strength modifier. A bull rush can therefore be an
effective strategy to position a high-Dexterity
opponent where you want him.
You make an attack roll to aid another in combat.
While the attack roll is not specified to be a melee
attack roll, the fact that this option applies in melee
combat, when you are in position got make a melee
attack on an opponent, implies that it is. Strength
bonuses apply to melee attacks.
DISARM
An attempt to disarm is resolved with opposed
melee attack rolls, which again, are modified by
Strength by default. This means a strong character is
both more able to successfully disarm an opponent,
and less likely to be disarmed by an opponent.
You can therefore take advantage of your Strength
modifier to grant an ally a +2 attack bonus. If you
have a high Strength bonus, this is generally not a
worthwhile exercise, since you are giving up your
own attack (and resulting Strength-based attack
bonus and damage bonus) in order to provide the
bonus. But what about a case where you have been
If you are using a two-handed weapon (as many
strong characters do to get the additional Strength
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