Choose method
Generate ability scores
Select race and record ability score bonuses/penalties
Record various racial features
Select class
Determine and record starting hit points
Select languages
Select and record spells and explanations, requirements
Determine age, height, weight
Purchase starting equipment
Determine and record armor class
Determine and record weapon attack and damage
Check the encumbrance and determine the speed of the character
Six abilities provide a quick description of every creature's physical and mental characteristics:
Strength, measuring physical power
Dexterity, measuring agility
Constitution, measuring endurance
Intelligence, measuring reasoning and memory
Wisdom, measuring perception and insight
Charisma, measuring force of personality
The normal human average score is between 9 and 12. A score of 18 is the highest that a person usually reaches. Adventurers can have scores as high as 20.
Each of these abilities is represented by a number from 3-18, the higher the better. The Game Master (“GM”) will decide how you should generate these scores.
For a truly brutal game, characters are generated using 3d6 for each ability in order.
Many GMs will allow the players to roll up six ability scores and then decide which scores will go with which ability.
Many GMs permit ability scores to be rolled using 4d6, dropping the result of the lowest die. This method, obviously, will tend to result in higher scores.
A character with more than one very low (3-6) Ability Score, is not suitable for dangerous adventures, and the player may be allowed to roll up a new character instead of the 'hopeless' one.
Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +5 (for a score of 20). The table below notes the ability modifiers for the range of possible ability scores, from 1 to 20.
Score | 1 | 2 | 3 | 4-5 | 6-8 | 9-12 | 13-15 | 16-17 | 18 | 19 | 20 |
---|---|---|---|---|---|---|---|---|---|---|---|
Modifier | -5 | -4 | -3 | -2 | -1 | +0 | +1 | +2 | +3 | +4 | +5 |
Score | Modifier |
---|---|
1 | -5 |
2 | -4 |
3 | -3 |
4-5 | -2 |
6-8 | -1 |
9-12 | +0 |
13-15 | +1 |
16-17 | +2 |
18 | +3 |
19 | +4 |
20 | +5 |
This section explains in more detail what those abilities mean and the ways they are used in the game.
Strength measures bodily power, athletic training, and the extent to which you can exert raw physical force.
A Strength check can model any attempt to lift, push, pull, or break something, to force your body through a space, or to otherwise apply brute force to a situation.
The GM might call for a Strength check when you try to accomplish tasks like the following:
Swim or stay afloat in treacherous currents
Force open a stuck, locked, or barred door
Break free of bonds
Keep a boulder from rolling
You add your Strength modifier to your attack roll and your damage roll when attacking with a melee weapon such as a mace, a battleaxe, or a javelin. You use melee weapons to make melee attacks in hand-to-hand combat, and some of them can be thrown to make a ranged attack.
Encumbrance is measured by item "slots" rather than weight. Slot values are assigned at referee's discretion based on size and bulk, not weight alone. Each character may carry a number of slots based on Strength.
Encumbrance Thresholds:
A character may carry a number of equipment slots equal to his Strength score without suffering any penalty; he is considered unencumbered.
If the number of equipment slots meets or exceeds the character’s Strength, but is less than twice that amount, the character is encumbered. While encumbered, the character's base movement rate is halved.
If the total equipment slots equal or exceed twice the character’s Strength, the character is considered heavily encumbered. In this state, the character is unable to move unaided.
Example. A character with Strength 10 may carry up to 10 slots worth of gear and remain unencumbered. Carrying between 10 and 19 slots renders him encumbered. At 20 or more slots, he is heavily encumbered.
Dexterity measures agility, reflexes and balance.
A Dexterity check can model any attempt to move nimbly, quickly, or quietly, or to keep from falling on tricky footing. The GM might call for a Dexterity check when you try to accomplish tasks like the following:
Control a heavily laden cart on a steep descent
Steer a chariot around a tight turn
Wriggle free of bonds
Craft a small or detailed object
You add your Dexterity modifier to your attack roll and your damage roll when attacking with a ranged weapon, such as a sling or a longbow.
The Surprise Bonus gives the character a chance to act before the enemy in the first round of combat, provided the enemy is unaware of the character's exact location. Add the Dexterity modifier to the d6 roll to determine success.
Depending on the armor you wear, you might add your Dexterity modifier to your Armor Class (AC).
Constitution measures health, stamina, and vital force.
A Constitution check can model your attempt to push beyond normal limits. The GM might call for a Constitution check when you try to accomplish tasks like the following:
Hold your breath
March or labor for hours without rest
Survive without food or water
Quaff an entire stein of ale in one go
A character must succeed on a Difficulty Class (DC) of 5 saving throw to survive powerful effects such as resurrection, being raised from the dead and surviving system shock. These checks represent the body's ability to endure extreme magical effects. Add the Constitution modifier to the result of the saving throw to determine if the character survives.
Your Constitution modifier contributes to your hit points. Typically, you add your Constitution modifier to each Hit Die you roll for your hit points.
If your Constitution modifier changes, your hit point maximum changes as well, as though you had the new modifier from 1st level. For example, if your Constitution score is increased in any way, and your Constitution modifier goes from +1 to +2, you adjust your hit point maximum as if the modifier had always been +2. Or if you’re 7th level and some effect lowers your Constitution score so as to reduce your Constitution modifier by 1, your hit point maximum is reduced by 7.
Intelligence is a measure of a character's raw mental power—his or her ability to calculate, recall facts, and solve abstract problems. It is the most important attribute for magic users and illusionists. Intelligence also determines how many additional languages the character may learn beyond those he or she knows at the start of play.
Characters with intelligence higher than 18 are not affected by certain spells of the illusion type (whether cast by a magic user, cleric, illusionist, etc.). A character with intelligence 19 is immune to the effects of first level illusion spells. If a character were somehow to attain the godly intelligence of 20, he or she would also be immune to second level illusion spells, and so on.
An Intelligence check comes into play when you need to draw on logic, education, memory, or deductive reasoning. The GM might call for an Intelligence check when you try to accomplish tasks like the following:
Communicate with a creature without using words
Forge a document
Recall lore about a craft or trade
Characters with high Intelligence can learn extra languages besides their native tongue. This reflects their ability to understand and communicate in multiple forms of speech due to sharp mental aptitude. This number is equal to the Intelligence modifier.
Wisdom reflects how attuned you are to the world around you and represents perceptiveness and intuition.
The GM might call for a Wisdom check when you try to accomplish tasks like the following:
Calm down a domesticated animal
Diagnose an illness
Follow tracks, guide your group through frozen wastelands
Discern whether a seemingly dead or living creature is undead
Characters add their Wisdom modifier to saving throws against mind-affecting magic such as charm, fear, or confusion. This bonus applies only to mental magical effects and modifies the standard saving throw vs. spells. This number is equal to the Wisdom modifier.
Charisma measures your ability to interact effectively with others. It includes such factors as confidence and eloquence, and it can represent a charming or commanding personality.
Charisma determines the character's maximum number of henchmen, the henchmen's loyalty (which is also applied as a modifier to the henchmen's morale scores) and a Reaction Bonus. The Reaction Bonus should be added to the roll which indicates how an NPC or creature reacts to negotiation approaches.
Charisma does not determine the outcome of negotiations, although it will affect them. The GM may well wish to roleplay through the encounter and determine the creature or NPC's reactions based on what the player says rather than the scores on the character sheet.
Maximum Henchmen is the number of NPC followers that can serve as loyal, long-term companions to your character. This limit does not apply to hired help, such as soldiers, guards, assistants, or other hirelings employed by the character. This number is equal to 4 + Charisma modifier.
Loyalty represents a follower's willingness to remain loyal, follow orders and continue to serve the character, especially in dangerous or uncertain situations. Characters add their Charisma modifier to the loyalty of their henchmen and retainers. This bonus reflects the character’s ability to inspire trust and obedience in their followers. This number is equal to the Charisma modifier.
Characters add their Charisma modifier to reaction rolls when dealing with NPCs or creatures. This bonus affects initial attitudes, making others more likely to respond favorably or peacefully. This number is equal to the Charisma modifier.
Racial limitations exist to preserve balance, emphasize diversity, and reflect the distinct cultural and biological traits of each race. Just as dwarves excel in toughness and craftsmanship but lack an affinity for arcane magic, or elves possess keen senses and magical insight but are more physically fragile, these limitations help to ensure that no race is the “best choice” in all situations. They reinforce archetypes rooted in myth and fantasy literature and encourage players to embrace the unique strengths and histories of their chosen heritage. This promotes diversity and role playing depth over mechanical optimization.
If the ability scores rolled (after adjustment for race) do not fall within these limits, then the race is not a valid choice for the character.
Dwarf | Elf | Gnome | Half-Elf | Halfling | Half-Orc | Human | |
---|---|---|---|---|---|---|---|
Strength | 8/18 | 3/18 | 6/17 | 6/18 | 6/17 | 6/19 | 3/19 |
Dexterity | 3/17 | 7/19 | 3/18 | 3/18 | 8/19 | 3/17 | 3/19 |
Constitution | 12/19 | 8/17 | 8/18 | 8/18 | 10/18 | 13/19 | 3/19 |
Intelligence | 3/18 | 8/18 | 7/19 | 7/18 | 6/18 | 3/17 | 3/19 |
Wisdom | 3/18 | 3/18 | 3/18 | 3/18 | 3/17 | 3/14 | 3/19 |
Charisma | 3/16 | 8/18 | 3/18 | 3/18 | 3/18 | 3/12 | 3/19 |
“N/A” means, this is not a permitted class option for this race.
“U” means, there is no class level limit for this race.
Dwarf | Elf | Gnome | Half-Elf | Halfling | Half-Orc | Human | |
---|---|---|---|---|---|---|---|
Assassin | 10 | 10 | 10 | 10 | N/A | 15 | 15 |
Barbarian | 10 | N/A | N/A | 10 | N/A | U | U |
Cleric | 10 | 10 | 10 | 5 | N/A | 5 | U |
Druid | N/A | N/A | N/A | N/A | 5 | N/A | 14 |
Fighter | 10 | 10 | 5 | 10 | 5 | 10 | U |
Illusionist | N/A | N/A | 10 | N/A | N/A | N/A | U |
Magic User | N/A | 10 | N/A | 10 | N/A | N/A | U |
Paladin | N/A | N/A | N/A | N/A | N/A | N/A | U |
Ranger | N/A | N/A | N/A | 10 | N/A | N/A | U |
Sorcerer | N/A | 10 | N/A | 10 | N/A | N/A | U |
Thief | U | U | U | U | U | 10 | U |
A player may either determine the character’s starting age randomly using the table below, or select it freely, subject to the referee’s approval.
In cases where a character’s age is noticeably advanced, the referee may allow a reduction of one point in a physical ability score (Strength, Dexterity, or Constitution) in order to increase a mental ability score (Intelligence, Wisdom, or Charisma) by one point.
Dwarf | Elf | Gnome | Half-Elf | Halfling | Half-Orc | Human | |
---|---|---|---|---|---|---|---|
Cleric, Druid | 250+2d20 | 500+10d10 | 300+3d12 | 40+2d4 | 20+3d4 | 20+1d4 | 20+1d4 |
Barbarian, Fighter, Paladin, Ranger | 40+5d4 | 130+5d6 | 60+5d4 | 22+3d4 | 40+3d4 | 13+1d4 | 15+1d4 |
Illusionist, Magic User, Sorcerer | N/A | 150+5d6 | 100+2d12 | 30+2d8 | N/A | N/A | 24+2d8 |
Thief, Assassin | 75+3d6 | 100+5d6 | 80+5d4 | 22+3d8 | 40+2d4 | 20+2d4 | 20+1d4 |
If the ability scores rolled (after adjustment for race) do not reach the limits, then the class is not a valid choice for the character.
STR | DEX | CON | INT | WIS | CHA | |
---|---|---|---|---|---|---|
Assassin | 12 | 12 | 6 | 11 | 6 | 6 |
Barbarian | 12 | 6 | 15 | 3 | 6 | 6 |
Cleric | 6 | 3 | 6 | 6 | 9 | 6 |
Druid | 6 | 6 | 6 | 6 | 12 | 15 |
Fighter | 9 | 6 | 7 | 3 | 6 | 6 |
Illusionist | 6 | 16 | 6 | 15 | 6 | 6 |
Magic User | 3 | 6 | 6 | 9 | 6 | 6 |
Paladin | 12 | 6 | 9 | 9 | 13 | 17 |
Ranger | 13 | 6 | 14 | 13 | 14 | 6 |
Sorcerer | 3 | 6 | 9 | 6 | 6 | 12 |
Thief | 6 | 9 | 6 | 6 | 6 | 6 |
A character who does not qualify for any class is unfit to play. Such a character would not survive even the first dungeon. Discard the character and roll again.