Ability Scores

Each character has six ability scores that represent the character’s most basic attributes, the amount of raw talent and prowess the character possesses. While a character rarely rolls a 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 Ability 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. Racial modifiers (adjustments made to your ability scores due to your character’s race—see Races) are applied after the scores are generated.

Methods of Generating Ability Scores

The following are the most common methods of generating ability scores for characters. Consult with your GM to determine which is being used.

Standard Rolling

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 each of these totals to one of 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 Rolling

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.

Old School Classic

The randomness of Classic 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 Rolling

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 28d6. This method generates characters of a similar power to the Standard method.

Table: Ability Score Costs
ScorePoints
7–4
8–2
9–1
100
111
122
133
145
157
1610
1713
1817

Purchase/Point Buy

Each character receives a number of points to spend on increasing basic attributes. In this method, all attributes start at a base of 10. A character can increase an individual score by spending some of these points. Likewise, a character can gain more points to spend on other scores by decreasing one or more ability scores. No score can be reduced below 7 or raised above 18 using this method. See Table: Ability Score Costs for the costs of each score. After all the points are spent, apply any racial modifiers the character might have.

Table: Ability Score Points
Campaign TypeTotal Points
Low Fantasy10
Standard Fantasy15
High Fantasy20
Epic Fantasy25

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. See Table: Ability Score Points for a number of possible point values depending on the style of campaign. The purchase method emphasizes player choice and creates equally balanced characters.

Determining Ability Modifiers

Table: Ability Modifiers
ScoreModifier
1-5
2-3-4
4-5-3
6-7-2
8-9-1
10-110
12-13+1
14-15+2
16-17+3
18-19+4
20-21+5
22-23+6
24-25+7
26-27+8
28-29+9
30-31+10
etc. . .

Each ability, after changes made because of race, is typically between 1 and 20 and has a modifier ranging from –5 to +5. The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that aren’t die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty.

A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches without magical enhancement.

Table: Ability Modifiers shows the modifier for each score. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the total by 2 (round down).

Because ability modifiers affect almost every attack roll, ability check, and saving throw, ability modifiers come up in play more often than their associated scores.

The Abilities

Each ability partially describes your character and affects related actions.

Strength (Str)

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 Helpless (but not unconscious).

Some creatures do not possess a Strength score and have no modifier at all to Strength-based skills or checks.

Dexterity (Dex)

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, their muscles locked up, becoming frozen and rigid, and is Paralyzed.

Constitution (Con)

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. 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.

A character with a Constitution score of 0 is Dead.

Some creatures, such as undead and constructs, do not have a Constitution score. Their modifier is +0 for any Constitution-based checks.

Intelligence (Int)

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, and all Player Characters have at least 3 Intelligence.

A character with an Intelligence score of 0 is Unconscious, their mind ceasing to function as it falls into a stupor.

Some creatures do not possess an Intelligence score. Their modifier is +0 for any Intelligence-based skills or checks.

Wisdom (Wis)

Wisdom describes a character’s willpower, common sense, awareness, and intuition. Wisdom is the most important ability for clerics and druids. 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 lapses into a nightmare filled trance, losing its ability to grasp reality, and is Unconscious.

Charisma (Cha)

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 becomes catatonic and unresponsive as it loses its sense of self and falls Unconscious.