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 | -1 | 0 |
8-15 | 0 | 0 |
16 | 0 | +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 |
6 | 0 | +1 |
7-14 | 0 | 0 |
15 | 0 | -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 |
7-14 | 0 |
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 |
13 | 1 | -- | -- | -- |
14 | 2 | -- | -- | -- |
15 | 2 | 1 | -- | -- |
16 | 2 | 2 | -- | -- |
17 | 2 | 2 | 1 | -- |
18 | 2 | 2 | 1 | 1 |
19 | 3 | 2 | 1 | 2 |
Charisma
Charisma measures personal magnetism, persuasiveness and ability to assume command.