Post by Chris on Oct 27, 2015 19:35:24 GMT -5
Score of Prime Requisite | Adjustment to Experience Earned |
3 - 5 | -20% from earned experience points |
6 - 8 | -10% from earned experience points |
9 - 12 | no adjustment to earned experience points |
13 - 15 | +5% to earned experience points |
16 - 18 | +10% to earned experience points |
Strength - a measure of muscle power and the ability to use that power.
If you have a Strength of 13 or higher, consider playing a fighter, dwarf, elf, or halfling
Strength Score | Adjustments |
3 | -3 to hit, damage, and opening doors |
4 - 5 | -2 to hit, damage, and opening doors |
6 - 8 | -1 to hit, damage, and opening doors |
9 - 12 | no adjustment due to Strength |
13 - 15 | +1 to hit, damage, and opening doors |
16 - 17 | +2 to hit, damage, and opening doors |
18 | +3 to hit, damage, and opening doors |
Strength adjustments to hit and damage apply to hand-to-hand combat
Intelligence - the ability to learn and remember knowledge, and the ability to solve problems.
If you have an Intelligence of 13 or higher, consider playing a magic-user or elf.
Intelligence Score | Use of languages |
3 | Has trouble with speaking, cannot read or write |
4 - 5 | Cannot read or write Common |
6 - 8 | Can write simple Common words |
9 - 12 | Reads and writes native languages |
13 - 15 | Reads and writes native languages + 1 |
16 - 17 | Reads and writes native languages + 2 |
18 | Reads and writes native languages + 3 |
See demihuman class entries for their native languages.
Wisdom - inspiration, intuition, common sense, and shrewdness. Wisdom aids in solving problems when intelligence is not enough.
If you have a Wisdom of 13 or higher, consider playing a cleric.
Wisdom Score | Saving Throw Adjustments |
3 | -3 on magic-based saving throws |
4 - 5 | -2 on magic-based saving throws |
6 - 8 | -1 on magic-based saving throws |
9 - 12 | Normal magic-based saving throws |
13 - 15 | +1 on magic-based saving throws |
16 - 17 | +2 on magic-based saving throws |
18 | +3 on magic-based saving throws |
Dexterity - a measure of speed and agility. A character with a high Dexterity score is "good with his hands" and has a good sense of balance.
If you have a Dexterity of 13 or higher, consider playing a thief or halfling.
Dexterity Score | Missile Fire Adjustment | Armor Class Adjustment | Initiative Adjustment* |
3 | -3 on "to hit" rolls | +3 penalty | -2 |
4 - 5 | -2 on "to hit" rolls | +2 penalty | -1 |
6 - 8 | -1 on "to hit" rolls | +1 penalty | -1 |
9 - 12 | No adjustment | No adjustment | No adjustment |
13 - 15 | +1 on "to hit" rolls | -1 penalty | +1 |
16 - 17 | +2 on "to hit" rolls | -2 penalty | +1 |
18 | +3 on "to hit" rolls | -3 penalty | +2 |
*This applies only to individual initiative (who will strike first), not party initiative
Constitution - a combination of health and endurance (the ability to hold up under pressure)
Constitution Score | Hit Point Adjustment |
3 | -3 hit points per die |
4 - 5 | -2 hit points per die |
6 - 8 | -1 hit points per die |
9 - 12 | No adjustments to Hit Points |
13 - 15 | +1 hit points per die |
16 - 17 | +2 hit points per die |
18 | +3 hit points per die |
Charisma - a combination of appearance, personal charm, and leadership ability.
Charisma Score | Adjustment to Reactions | Maximum Number of Retainers | Morale of Retainers |
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 |