Table of Contents
Ability Scores
Characters are rated in six Abilities, representing their physical and mental aptitudes. A character’s rating in each Ability determines whether they have any bonuses or penalties associated with various actions in the game.
Ability Modifiers
High or low Ability Scores may grant a bonus or penalty associated with other rolls in the game. The Ability Modifiers table lists the Modifier associated with different Ability Scores. The effects of each Ability Score’s Modifier are described below.
Ability Modifiers
Ability Score | Modifier |
---|---|
3 | –3 |
4–5 | –2 |
6–8 | –1 |
9–12 | None |
13–15 | +1 |
16–17 | +2 |
18 | +3 |
Ability Checks
The rules sometimes call for an Ability Check (see Ability Checks), where a character’s basic physical or mental aptitudes are tested. The situations in which each Ability Score may be tested are listed below.
Prime Abilities
Each Class has one or more Prime Abilities of special importance to its function. For example, fighters rely on Strength and magicians rely on Intelligence.
XP modifier: A character’s score in their Prime Ability determines a modifier applied to all Experience Points earned, as shown in the Prime Ability XP Modifiers table.
Multiple Prime Abilities: For Classes with multiple Prime Abilities, the lowest score determines a character’s XP modifier. For example, a bard with 8 Dexterity and 15 Charisma would suffer a –10% penalty to XP.
Prime Ability XP Modifiers
Prime Ability Score | XP Modifier |
---|---|
3–5 | –20% |
6–8 | –10% |
13–15 | +5% |
16–18 | +10% |
Strength
Brawn, muscle power, and physical might.
Melee: The Strength Modifier is applied to Attack and Damage Rolls with melee weapons.
Strength Checks: Breaking down doors (see Doors), forcing open doors (see Doors), jumping (see Jumping), swimming in armour (see Swimming).
Intelligence
Learning, memory, and reasoning.
Languages spoken: A positive Intelligence Modifier equals the number of additional languages the character speaks. These should be chosen by the player during character creation—see Languages. A negative Intelligence Modifier has no effect on the number of languages a character speaks.
Literacy: Characters with Intelligence below 6 optionally can only read and write basic words and phrases.
Intelligence Checks: Learning a spell from a spell book (see Arcane Magic), smoking and contemplating a problem (see Pipeleaf).
Wisdom
Insight, common sense, and intuition.
Magic Resistance: The Wisdom Modifier determines the character’s Magic Resistance (see Magic Resistance), used when rolling Saving Throws against effects of magical origin.
Wisdom Checks: Campfire cooking (see Camping).
Dexterity
Agility, reflexes, quickness, and balance.
Armour Class: The Dexterity Modifier is applied to the character’s Armour Class.
Missile attacks: The Dexterity Modifier is applied to Attack Rolls (but not Damage Rolls) with missile weapons.
Dexterity Checks: Climbing in tense or difficult circumstances (see Climbing).
Constitution
Health, stamina, and endurance.
Hit Points: The Constitution Modifier is added to the character’s Hit Points at Level 1 and every time a level is gained thereafter up to Level 10. A character always gains at least 1 Hit Point per Level, regardless of Constitution Modifier.
Constitution Checks: Getting a good night’s rest when camping wild (see Camping), resisting the effects of alcohol (see Beverages).
Charisma
Leadership potential, personal magnetism, and physical appearance.
Retainers: The Charisma Modifier is applied to the maximum number of retainers the character may employ at one time as well as their Loyalty score. See Retainers.
First impressions: Charisma affects the reaction of potential retainers during hiring (see Retainers) and the reaction of NPCs and monsters when first encountered (see Encounters).
Charisma Checks: Entertaining around the campfire (see Camping), hunters establishing a connection with an animal companion (see Hunter).