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player_characters:ability_scores

Ability Scores

The six abilities are described here. A character’s score in each is used for ability checks and also determines whether they have bonuses or penalties to various actions. The tables below note the modifiers associated with each ability score, with effects described below.

Strength (STR)

Brawn, muscle power, and physical might.

  • Melee: Applied to melee attack and damage rolls (see Combat).
  • Open doors: The chance of success with attempts to force open a stuck door (see Dungeon Adventuring).

Strength Modifiers

STR Melee Open Doors
3 –3 1-in-6
4–5 –2 1-in-6
6–8 –1 1-in-6
9–12 None 2-in-6
13–15 1 3-in-6
16–17 2 4-in-6
18 3 5-in-6

Intelligence (INT)

Learning, memory, and reasoning.

  • Spoken languages: Denotes the number of languages the character can speak.
  • Literacy: Indicates the character’s ability to read and write their native languages.

Intelligence Modifiers

INT Spoken Languages Literacy
3 Native (broken speech) Illiterate
4–5 Native Illiterate
6–8 Native Basic
9–12 Native Literate
13–15 Native + 1 additional Literate
16–17 Native + 2 additional Literate
18 Native + 3 additional Literate

Wisdom (WIS)

Insight, common sense, and intuition.

  • Magic saves: Is applied to saving throws versus effects of magical origin (as judged by the referee). This does not normally include saves against breath attacks, but may apply to any other saving throw category.

Wisdom Modifiers

WIS Magic Saves
3 –3
4–5 –2
6–8 –1
9–12 None
13–15 1
16–17 2
18 3

Dexterity (DEX)

Agility, reflexes, speed, and balance.

  • AC: Modifies the character’s AC. (When using descending AC, a bonus lowers AC and a penalty raises it.)
  • Missile: Applied to missile attack rolls, but not damage rolls (see Combat).
  • Initiative: Modifies the character’s initiative, if the optional rule for individual initiative is used (see Combat).

Dexterity Modifiers

DEX AC Missile Initiative
3 –3 –3 –2
4–5 –2 –2 –1
6–8 –1 –1 –1
9–12 None None None
13–15 1 1 1
16–17 2 2 1
18 3 3 2

Constitution (CON)

Health, stamina, and endurance.

  • Hit points: Applies when rolling a character’s hit points (i.e. at 1st level and every time a level is gained thereafter, up to 9th level). A character always gains at least 1 hit point per Hit Die rolled, regardless of CON modifier.

Constitution Modifiers

CON Hit Points
3 –3
4–5 –2
6–8 –1
9–12 None
13–15 1
16–17 2
18 3

Charisma (CHA)

Leadership potential, personal magnetism, and physical appearance.

  • NPC reactions: Applies when hiring retainers and when interacting with monsters.
  • Max # of retainers: Determines the number of retainers a character can employ at any one time.
  • Retainer loyalty: Determines retainers’ loyalty to the character.

Charisma Modifiers

Retainers
CHA NPC Reactions Max # Loyalty
3 –2 1 4
4–5 –1 2 5
6–8 –1 3 6
9–12 None 4 7
13–15 1 5 8
16–17 1 6 9
18 2 7 10

Prime Requisites

Each character class has one or more prime requisites—Ability Scores of special importance to that class’s rate of advancement. A character’s score in their prime requisites affects how quickly they gain XP.

  • XP modifier: Applied to all XP awarded to characters with a single prime requisite. The modifiers for classes with multiple prime requisites are noted in the class description.
Prime Requisite XP Modifier
3–5 –20%
6–8 –10%
9–12 None
13–15 +5%
16–18 +10%
player_characters/ability_scores.txt · Last modified: by 127.0.0.1

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