Chapter 1: Abilities - The Abilities
Each ability partially describes your
character and affects some of your character's actions.
The description of each ability includes a list of races and
creatures along with their average scores in that ability. (Not every
creature has a score in every ability, as you'll see when you look at the lists
that follow.) These scores are for an average, young adult member of that
race or species, such as a dwarven tax collector, a halfling merchant, or an
unexceptional gnoll. An adventurer--say, a dwarven fighter or a gnoll
ranger--probably has better scores, at least in the abilities that matter most
to them, and player characters are above average overall.
STRENGTH
(Str)
Strength
measures your character's muscle and physical power. This ability is
especially important to fighters, barbarians, paladins, rangers, and monks
because it helps them prevail in combat.
You apply your character's Strength modifier to:
Table
1-2: Average Strength Scores
DEXTERITY
(Dex)
Dexterity
measures hand-eye coordination, agility, reflexes, and balance. This
ability is the most important ability for rogues, but it's also high on the list
for character's who typically wear light or medium armor (barbarians and
rangers) or none at all (monks, wizards, and sorcerers), and for anyone who
wants to be a skilled archer.
You apply your character's Dexterity modifier to:
Table 1-3: Average Dexterity Scores
CONSTITUTION (Con)
Constitution represents your
character's health and stamina. Constitution increases a character's hit
points, so it's important for everyone.
You apply your Constitution modifier to:
If a character's Constitution changes enough to alter his or her Constitution modifier, his or her hit points also increase or decrease accordingly.
Table 1-4: Average Constitution Scores
INTELLIGENCE
(Int)
Intelligence
determines how well your character learns and reasons. Intelligence is
important for wizards because it affects how many spells they can cast, how hard
their spells are to resist, and how powerful their spells can be. It's
also important for any character who wants to have a strong assortment of
skills.
You apply your character's Intelligence modifier to:
Wizards gain bonus spells based on their
Intelligence scores. The minimum Intelligence needed to cast a wizard
spell is 10 + the spell's level.
Animals have Intelligence scores of 1 or 2. Creatures
of human-like intelligence have scores of at least 3.
Table 1-5: Average Intelligence Scores
WISDOM (Wis)
Wisdom
describes a character's willpower, common sense, perception, and
intuition. While Intelligence represents one's ability to analyze
information, Wisdom is more related to being in tune with and aware of one's
surroundings. An "absentminded professor" has low Wisdom and
high Intelligence. A simpleton (low Intelligence) might still have great
insight (high Wisdom). Wisdom is the most important ability for clerics
and druids, and is also important for paladins and rangers. If you want
your character to have keen senses, put a high score in Wisdom.
You apply your character's Wisdom modifier to:
Clerics, druids, paladins, and rangers
get bonus spells based on their Wisdom scores. The minimum Wisdom needed
to cast a cleric, druid, paladin, or ranger spell is 10 + the spell's level.
Every creature has a Wisdom score.
Table 1-6: Average Wisdom Scores
CHARISMA
(Cha)
Charisma
measures a character's force of personality, persuasiveness, personal magnetism,
ability to lead, and physical attractiveness. It represents actual
personal strength, not merely how one is perceived by others in a social
setting. Charisma is important for paladins, sorcerers, and bards.
It is also important for clerics, since it affects their ability to turn undead.
You apply your Charisma modifier to:
Sorcerers and bards get bonus spells
based on their Charisma scores. The minimum Charisma needed to cast a
sorcerer or bard spell is 10 + the spell's level.
Every creature has a Charisma score.
Table 1-7: Average Charisma Scores
Example of Generating And Assigning
Ability Scores
Monte wants to create a new
character. He rolls four six-sided dice (4d6) and gets 5, 4, 4, and
1. Ignoring the lowest die, he records the result on scratch paper:
13. He does this five more times and gets these scores: 13, 10, 15, 12, 8,
and 14. Monte decides to play a strong, tough dwarven fighter. Now
he assigns his rolls to abilities.
Strength gets the highest score, 15. His character has
a +2 Strength bonus that will serve him well in combat.
Constitution gets the next highest score, 14. The
dwarf's +2 Constitution racial ability adjustment (see
Table 2-1: Racial Ability Adjustments, page 12) improves his Constitution
score to 16, for a +3 bonus, which gives him more hit points and better
Fortitude saving throws.
Monte puts his lowest score, 8, into Charisma. The
dwarf's -2 Charisma racial ability adjustment (see
Table 2-1: Racial Ability Adjustments, page 12) reduces his Charisma
score to 6, for a -2 penalty.
Monte has two bonus-range scores left (13 and 12), plus an
average score (10). Dexterity gets the 13 (+1 bonus). That helps
with attacking with ranged weapons and with Reflex saving throws. (Monte's also
thinking ahead. A Dexterity score of 13 qualifies his character for the
Dodge feat--see Table 5-1: Feats,
page 79).
Wisdom gets the 12 (+1 bonus). That helps with
perception skills, such as Spot
and Listen (see
Table 4-2: Skills, page 59), as well as with Will saving throws.
Intelligence gets the 10 (no bonus or penalty). An
average Intelligence isn't bad for a fighter.
Monte records his character's race, class, ability scores,
and ability modifiers on his character sheet.
Continue to Chapter 1.4: Changing Ability Scores
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