Ability Scores
A character’s score in each ability determines whether they have any bonuses or penalties associated with various actions in the game. The table opposite list the modifiers associated with each ability score, with the effects described below.
Strength (STR)
Brawn, muscle, and physical power.
Melee: is applied to attack and damage rolls with melee weapons
Open Doors:The chance of success with attempts to force open a stuck door.
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 | ||
ING | 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)
Willpower, common sense, perception, and intuition.
Magic Saves: is applied to saving throws versus magical effects. 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)
Ability, reflexes, speed, and balance.
AC: modifies the character’s AC (a bonus lowers AC, a penalty raises it).
Missile: Applied to attack rolls (but not damage rolls) with ranged weapons.
Initiative: Modifies the character’s initiative roll, if the optional rule for individual initiative is used.
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
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)
Force of personality, persuasiveness, personal magnetism, physical attractiveness, and ability to lead.
NPC reactions: Applies when hiring retainers and when interacting with monsters.
Max # of retainers: Determines the number of retainers a character may have at any one time.
Retainer loyalty: Determines retainers’ loyalty to the character.
Charisma Modifiers | |||
CHA | NPC Reactions | Retainers MAX # | Retainers 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 Requisite: Each character class has one or more prime requisites – ability scores of special importance to that class function. A character’s score in these 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 Modifiers | |
Prime Requisite | XP Modifiers |
3-5 | -20% |
6-8 | -10% |
9-12 | None |
13-15 | +5% |
16-18 | +10% |