player_characters:ability_scores
Table of Contents
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.
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.
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
