Ability Scores Oct 27, 2015 19:35:24 GMT -5
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
A successful hit always does at least 1 point of damage.
|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.
Human native languages are Common and their alignment language.
|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.
Adjustments to magic-based saving throws do not apply to saving throws vs. Dragon Breath. They might (or might not) affect saving throws vs. Death Ray or Poison, depending on whether the attack is magical. These adjustments do affect a saving throw vs. Turn to Stone, vs. Wands, and vs. a Rod, Staff, or Spell.
|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.
Missile for adjustment affects chance to hit only, not damage.
|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)
No hit die roll may be adjusted below 1
|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|
|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|