3 Ability Scores
Roll 4d6 for each ability score. Reroll any 1s and discard the lowest die. Assign the results to abilities as desired. An ability score will range from 6 to 18 and will have a bonus or penalty from -1 to +3. All rolls involving an ability (attacks, saves, skill checks) use this modifier.
Each class has a prime requisite ability score which must be at least 9 to qualify for that class. Races may have a minimum/maximum requirement.
Ability Score | Bonus/Penalty |
---|---|
3 | -3 |
4-5 | -2 |
6-8 | -1 |
9-12 | 0 |
13-15 | +1 |
16-17 | +2 |
18 | +3 |
19 | +4 |
20 | +5 |
Strength measures a character's raw physical power. Strength is the prime requisite for Fighters. Apply the ability bonus or penalty for Strength to melee attack and damage rolls in combat.
Intelligence is the ability to learn and apply knowledge. Intelligence is the prime requisite for Magic Users. Magic Users get an Intelligence Spell Bonus. Additionally, the ability bonus for Intelligence is added to the number of languages a character can learn to read and write. Characters with an Intelligence penalty cannot read more than a word or two and will only know their native language.
Wisdom is a combination of intuition, will power and common sense. Wisdom is the prime requisite for Clerics. Clerics get a Wisdom Spell Bonus. Additionally, the bonus is applied to Turn Undead. The Wisdom bonus or penalty may apply to some saving throws vs. magical attacks, particularly those affecting the target's will.
Dexterity measures a character's quickness and balance as well as aptitude with tools. Dexterity is the prime requisite for Thieves. The Dexterity bonus or penalty is applied to ranged attack rolls, to the character's Armor Class, and to the character's Initiative roll.
Constitution is a combination of general health and vitality. Apply the Constitution bonus or penalty to each hit die rolled by the character. Note that a penalty here will not reduce any hit die roll to less than 1 point.
Charisma is the ability to influence, charm or lead people. Those with high Charisma are well liked. Apply the Charisma bonus or penalty to reaction rolls. Also, the number of retainers a character may hire, and the loyalty of those retainers, is affected by Charisma.