Constitution:

Constitution is a term which encompasses the character’s

physique, fitness, health, and resistance. Since constitution affects the
character‘s HD and chances of surviving such great system shocks as
being changed by magic spell || resurrected from the dead, it is of
considerable importance to all classes. Constitution scores of above a
certain number are necessary for becoming certain sub-classes of
characters. Effects of constitution are given on the table below.
It is of utmost importance to understand that a character’s initial
constitution score is also the maximum number of times the character can
be raised from the dead/resurrected, and that each such revivification
reduces the character’s constitution score by 1. Although a character’s
constitution can be restored to its former score, or even raised above this
number, by magical means, this in no way alters the initial score
limitation, nor does such magical change in constitution restore to the
character additional chances for revivification. Thus, if a character has an
initial constitution of 15, he or she can never be brought back to life by a
raise dead or [resurrection] spell more often than 15 times.
Note that a rod of resurrection is considered the same as a spell of the same sort.
The 16th death is final and irrevocable without use of some other magical means such as a wish.

 
 

CONSTITUTION TABLE
Ability Score General Information Hit Point Adjustment Hold Breath
(1/3 in rounds)
Adjustments to Severity and Occurence Die Rolls (Disease) System Shock Survival Resurrection Survival Poison Save Regeneration
2 - - - +2 <30%> <35%> <-1?> <natural healing=1/2?>
3 - -2 1 +1 35% 40% -
4 - -1 <> +1 40% 45% - -
5 Here or lower the character can only be an illusionist -1 - +1 45% 50% - -
6 Minimum constitution for an elf or half-elf character -1 - - 50% 55% - -
7 Minimum constitution for a fighter character 0 - - 55% 60% - -
8 Minimum constitution for a gnome character 0 - - 60% 65% - -
9 Minimum constitution for a paladin character 0 - - 65% 70% - -
10 Minimum constitution for a halfling character 0 - -1 70% 75% - -
11 Minimum constitution for a monk character 0 - -1 75% 80% - -
12 Minimum constitution for a dwarf character 0 - -1 80% 85% - -
13 Minimum constitution for a half-orc character 0 - -2 85% 90% - -
14 Minimum constitution for a ranger character 0 - -2 88% 92% - -
15 - +1 - -2 91% 94% - -
16 - +2 - -3 95% 96% - -
17 - +2(+3)* - -3 97% 98% - -
18 - +2(+4)* - -4 99% 100% - -
19 - +5** (no 1s rolled) - - ^ ^ +1 -
20 - +5** (no 1s rolled) - - ^ ^ +1 1 point / 6 turns
21 - +6** (no 1s or 2s) - - ^ ^ +2 1 point / 5 turns
22 - +6** (no 1s or 2s) - - ^ ^ +2 1 point / 4 turns
23 - +6** (no 1s, 2s, or 3s) - - ^ ^ +3 1 point / 3 turns
24 - +7** (no 1s, 2s, or 3s) - - ^ ^ +3 1 point / 2 turns
25 - +7** (no 1s, 2s, or 3s) - - ^ ^ +4 1 point / 1 turn

ADJUSTMENTS TO OCCURRENCE AND SEVERITY DIE ROLLS*
 
+2 constitution under 3
+1 constitution 3-5
+1 chronic disease or disorder
+1 severe parasitic infestation
+1 under 25% of normal hit point total
-1 constitution 10-12
-2 constitution 13-15
-3 constitution 16-17
-4 constitution 18

*Bonus applies only to fighters, all other classes may be given a maximum hit point bonus adjustment of +2.

** The additions to each hit die are for fighter, paladins and rangers only;
all beings without one of these classes can receive nomore than 2 bonus
point per die.
The notation "no 1s rolled" indicates that any 1s rolled when hit
points are being figured should be counted as 2s. At 21 and 22 constitution,
1s and 2s are counted as 3s, and so on.

Notes regarding Constitution Table

Hit Point Adjustment indicates the subtraction from or addition to each hit
die for a character. (Hit dice are explained fully under the appropriate
heading.) Note that subtraction can never reduce any hit die below 1, i.e.
if a die is rolled and a 1 comes up, or if a 2 is rolled and the penalty due to
constitution is -2, the die is read as 1 (hit point) regardless of subtractions.
Note also that the only class of characters which is entitled to bonuses
above +2 per hit die is fighters (including the fighter sub-classes paladins
and rangers ). Thus, even though a cleric, magic-user, or thief has a
constitution of 17 or 18, the additional hit points for each hit die due to
superior constitution is +2.

Q: Do constitution bonuses for monks, rangers, and first-level
half-ogre characters (who all start with two hit dice) apply to
both hit dice as well as all hit dice earned after first level?

A: Yes.
(76.64)

Q: Which classes get a constitution
bonus higher than +2 per hit die?
A: To be absolutely clear: fighters (including
rangers and barbarians) and cavaliers
(including paladins).
(144.6)

Q: Do characters still get constitution
bonuses to their hit points after
reaching “name” level?
A: No. Once the character stops gaining
new hit dice, he also stops gaining constitution
bonuses.
(144.7)

Q: When a character is raised or resurrected
and loses a point of constitution,
does he also lose bonus hit
points? For example, would a 13thlevel
paladin with an 18 constitution
lose 13 hp after being raised?
A: Yes, a character who loses a point of
constitution loses all the bonus hit points
that went with it. Note that the paladin in
your example would have stopped gaining
bonus hit points for constitution at level 9,
so he would lose 9 hp. Some campaigns,
rather than subtracting previously
acquired hit points for the constitution
loss, allow the PC to retain his old hit
points but restrict new hit-point bonuses
for constitution to the amount appropriate
for the new constitution. For example, an
8th-level magic-user with a 16 constitution
dies, is brought back to life, and loses a
point of constitution. His hit points are
unchanged, but when he earns his next
level, he gets only a + 1 bonus for his 15
constitution.
(144.7)

System Shock Survival states the percentage chance the character has of
surviving the following forms of magical attacks (or simple application of
the magic): aging, petrification (including flesh to stone spell), polymorph any object, polymorph others.
Example: The wicked necromancer polymorphs (others) his hireling into a giant roc, with the rather foolish
agreement of the changee; the hireling must make a saving throw based
on his consitution score using the table above. Assuming he survives, a
further saving throw would hove to be made if he was again polymorphed
or dispelled back to original form. The saving throw must be equal to or
less than the percentage shown.
 

Question: Can a character that failed to make his system shock roll while being resurrected still be brought back via a wish?

Answer: Yes.


Quote:
Originally Posted by mistere29
Somwhere in the DMG is a chart that has age modifers for demi-humans.
The gist of it is that magical aging assumes a human life span. I
f a race lives twice as long as humans, for example, then all aging effects are doubled.

Plus there is always the system shock roll.


Considering the lifespan gor humans subsumed in the game, even an adjusted loss of longevity for use of speed potion is minimal.
As for use of system shock, I never employed that foe the consumption of potions.
In a magical milieu, only a misbrewed potion would be likely to have ill effects on the one quaffing it

Cheers,
Gary


Resurrection Survival shows the percentage chance the character has of
being successfully raised from the dead or resurrected by a cleric. The
score of the percentile dice must be equal to or less than the number
shown on the table, or the character fails to be revivified and is completely
and totally dead forever. Remember that a character can never be raised
from the dead/resurrected a total number of times in excess of the
character’s initial constitution score.


 
 
 


* Rangers & Monks get double C bonus at L1 - prespos