Ability Scores Explained
Each character has six ability scores that represent his character’s most basic attributes. They are his raw talent
and prowess. While a character rarely rolls an ability check (using just an ability score), these scores, and the modifiers they create, affect nearly every aspect of a character’s skills and abilities. Each ability score generally ranges from 3 to 18, although racial bonuses and penalties can alter this; an average ability score is 10.
Generating Scores
There are a number of different methods used to generate ability scores. Each of these methods gives a different level
of flexibility and randomness to character generation.
Standard Method: Roll 4d6, discard the lowest die result, and add the three remaining results together. Record this total and repeat the process until six numbers are generated. Assign these totals to your ability scores as you see fit.
This method is less random than Classic and tends to create characters with above-average ability scores.
Classic: Roll 3d6 and add the dice together. Record this total and repeat the process until you generate six numbers.
Assign these results to your ability scores as you see fit. This method is quite random, and some characters will have
clearly superior abilities. This randomness can be taken one step further, with the totals applied to specific ability scores in the order they are rolled. Characters generated using this method are difficult to fit to predetermined concepts, as their scores might not support given classes or personalities, and instead are best designed around their ability scores.
Heroic: Roll 2d6 and add 6 to the sum of the dice. Record this total and repeat the process until six numbers are
generated. Assign these totals to your ability scores as you see fit. This is less random than the Standard method and
generates characters with mostly above-average scores.
Dice Pool: Each character has a pool of 24d6 to assign to his statistics. Before the dice are rolled, the player
selects the number of dice to roll for each score, with a minimum of 3d6 for each ability. Once the dice have been
assigned, the player rolls each group and totals the result of the three highest dice. For more high-powered games,
the GM should increase the total number of dice to 28. This method generates characters of a similar power to
the Standard method.
Purchase: Each character receives a number of points to spend on increasing his basic attributes. In this
method, all attributes start at a base of 10. A character can increase an individual score by spending some
of his points. Likewise, he can gain more points to spend on other scores by decreasing one or more of his
ability scores. No score can be reduced below 7 or raised above 18 using this method. After all the points are spent,
apply any racial modifiers the character might have. The number of points you have to spend using the
purchase method depends on the type of campaign you are playing. The standard value for a character is 15 points.
Average nonplayer characters (NPCs) are typically built using as few as 3 points.
Ability Score Costs
7 Gain 4 points to your pool
8 Gain 2 points to your pool
9 Gain 1 pint to your pool
10 Gain 0 points
11 Costs 1 point for your pool
12 Costs 2 points from your pool
13 Costs 3 points from your pool
14 Costs 5 points from your pool
15 Costs 7 points from your pool
16 Costs 10 points from your pool
17 Costs 13 points from your pool
18 Costs 17 points from your pool
How Many Dice to start with in your pool
Low Fantasy 10
Standard Fantasy 15
High Fantasy 20
Epic Fantasy 25
Strength
Strength measures muscle and physical power. This ability is important for those who engage in hand-to-hand (or
“melee”) combat, such as fighters, monks, paladins, and some rangers. Strength also sets the maximum amount
of weight your character can carry. A character with a Strength score of 0 is too weak to move in any way and
is unconscious. Some creatures do not possess a Strength score and have no modifier at all to Strength-based skills
or checks.
You apply your character’s Strength modifier to:
• Melee attack rolls.
• Damage rolls when using a melee weapon or a thrown weapon, including a sling. (Exceptions: Off-hand attacks
receive only half the character’s Strength bonus, while two-handed attacks receive 1–1/2 times the Strength
bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.)
• Climb and Swim checks.
• Strength checks (for breaking down doors and the like).
Dexterity
Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it’s also
useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons, such as the bow or sling. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).
You apply your character’s Dexterity modifier to:
• Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and many ranged
spell attacks like scorching ray or searing light.
• Armor Class (AC), provided that the character can react to the attack.
• Ref lex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly.
• Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks.
Constitution
Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s
hit points, so the ability is important for all classes. Some creatures, such as undead and constructs, do
not have a Constitution score. Their modifier is +0 for any Constitution-based checks. A character with a
Constitution score of 0 is dead.
You apply your character’s Constitution modifier to:
• Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he advances in level).
• Fortitude saving throws, for resisting poison, disease, and similar threats.
If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit
points also increase or decrease accordingly.
Intelligence
Intelligence determines how well your character learns and reasons. This ability is important for wizards because
it affects their spellcasting ability in many ways. Creatures of animal-level instinct have Intelligence scores of 1 or 2. Any creature capable of understanding speech has a score of at least 3. A character with an Intelligence score of 0 is comatose. Some creatures do not possess an Intelligence score. Their modifier is +0 for any Intelligence-based skills or checks.
You apply your character’s Intelligence modifier to:
• The number of bonus languages your character knows at the start of the game. These are in addition to any starting racial languages and Common. If you have a penalty, you can still read and speak your racial languages unless your Intelligence is lower than 3.
• The number of skill points gained each level, though your character always gets at least 1 skill point per level.
• Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks.
A wizard gains bonus spells based on his Intelligence score. The minimum Intelligence score needed to cast a
wizard spell is 10 + the spell’s level.
Wisdom
Wisdom describes a character’s willpower, common sense, awareness, and intuition. Wisdom is the most important
ability for clerics and druids, and it is also important for paladins and rangers. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score. A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.
You apply your character’s Wisdom modifier to:
• Will saving throws (for negating the effects of charm and other spells).
• Heal, Perception, Profession, Sense Motive, and Survival checks.
Clerics, druids, and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom score needed
to cast a cleric, druid, or ranger spell is 10 + the spell’s level.
Charisma
Charisma measures a character’s personality, personal magnetism, ability to lead, and appearance. It is the most
important ability for paladins, sorcerers, and bards. It is also important for clerics, since it affects their ability to channel energy. For undead creatures, Charisma is a measure of their unnatural “lifeforce.” Every creature has a Charisma score. A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious.
You apply your character’s Charisma modifier to:
• Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device checks.
• Checks that represent attempts to influence others.
• Channel energy DCs for clerics and paladins attempting
to harm undead foes.
Bards, paladins, and sorcerers gain a number of bonus spells based on their Charisma scores. The minimum
Charisma score needed to cast a bard, paladin, or sorcerer spell is 10 + the spell’s level.
Ability Score | Bonus Spells per Day (by Spell Level) | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Modifier | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
1 | –5 | Can’t cast spells tied to this ability | |||||||||
2–3 | –4 | Can’t cast spells tied to this ability | |||||||||
4–5 | –3 | Can’t cast spells tied to this ability | |||||||||
6–7 | –2 | Can’t cast spells tied to this ability | |||||||||
8–9 | –1 | Can’t cast spells tied to this ability | |||||||||
10–11 | 0 | — | — | — | — | — | — | — | — | — | — |
12–13 | 1 | — | 1 | — | — | — | — | — | — | — | — |
14–15 | 2 | — | 1 | 1 | — | — | — | — | — | — | — |
16–17 | 3 | — | 1 | 1 | 1 | — | — | — | — | — | — |
18–19 | 4 | — | 1 | 1 | 1 | 1 | — | — | — | — | — |
20–21 | 5 | — | 2 | 1 | 1 | 1 | 1 | — | — | — | — |
22–23 | 6 | — | 2 | 2 | 1 | 1 | 1 | 1 | — | — | — |
24–25 | 7 | — | 2 | 2 | 2 | 1 | 1 | 1 | 1 | — | — |
26–27 | 8 | — | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | — |
28–29 | 9 | — | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |
30–31 | 10 | — | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 |
32–33 | 11 | — | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 |
34–35 | 12 | — | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 |
36–37 | 13 | — | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 |
38–39 | 14 | — | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 |
40–41 | 15 | — | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 |
42–43 | 16 | — | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 |
44–45 | 17 | — | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |