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Ability Scores
Strength

Strength measures physical power, muscle and stamina. Fighter-type characters -- fighers, rangers and paladins -- can have an exceptional strength greater than 18. This is indicated by a percent value following their base strength (for example, 18/23).

High strength allows characters to fight better. With hand weapons such as swords or maces, they hit more often and receive damage bonuses. Halflings -- even halfling fighters -- cannot have exceptional strength.

Strength Melee Hit Chance Adjustment Damage Adjustment
3-3-1
4-5-2-1
6-7-10
8-1500
160+1
17+1+1
18+1+2
18/01-50+1+3
18/51-75+2+3
18/76-90+2+4
18/91-99+2+5
18/00+3+6
19+3+7
20+3+8
21+4+9
22+4+10


Dexterity

Dexterity measures agility, hand-eye coordination and reflex speed. Characters with high dexterity receive a bonus to armor class, which makes them more difficult to hit. Good dexterity also gives a bonus when using missile weapons such as bows or slings. A dexterity of 16 or higher counters some of the minuses fighters suffer when using weapons in both hands.

Dexterity Ranged Hit Chance Adjustment AC Adjustment
3-3+4
4-2+3
5-1+2
60+1
7-1400
150-1
16+1-2
17+2-3
18+2-4
19+3-4


Constitution

Constitution measures fitness, health and physical toughness. High constitution increases the number of hit points a character receives. Fighters, Paladins and Rangers can gain more hit points than the other classes (shown in parentheses below).

Constitution HP Per Level Adjustment
3-2
4-6-1
7-140
15+1
16+2
17+2(+3)
18+2(+4)
19+2(+5)


Intelligence

Intelligence measures memory, reasoning and learning ability. Intelligence is the prime requisite for mages; their skill and very survival hinges on learning and using their knowledge of magic.


Wisdom

Wisdom measures a composite of judgment, enlightenment, willpower and intuition. Characters with a wisdom of 7 or less are more susceptible to magical spells, while a wisdom of 15 or greater lends some resistance. Clerics can learn extra spells based on their wisdom (see below).

Wisdom Bonus Spells Per Spell Level
1 2 3 4
131------
142------
1521----
1622----
17221--
182211
193212


Charisma

Charisma measures personal magnetism, persuasiveness and ability to assume command.