Characters are defined by six ability scores, each explained below the table. The Abilities Modifiers and Bonus
Spells table (below) shows the modifier that each score gets and if the ability
is used to control bonus spells, how many bonus spells each score provides.
Ability Modifiers and Bonus Spells
|
Score
|
Modifier
|
0
|
1st
|
2nd
|
3rd
|
4th
|
5th
|
1
|
-5
|
Can't cast spells tied to this ability
|
2 - 3
|
-4
|
Can't cast spells tied to this ability
|
4 - 5
|
-3
|
Can't cast spells tied to this ability
|
6 - 7
|
-2
|
Can't cast spells tied to this ability
|
8 - 9
|
-1
|
Can't cast spells tied to this ability
|
10 - 11
|
0
|
---
|
---
|
---
|
---
|
---
|
---
|
12 - 13
|
+1
|
---
|
1
|
---
|
---
|
---
|
---
|
14 - 15
|
+2
|
---
|
1
|
1
|
---
|
---
|
---
|
16 - 17
|
+3
|
---
|
1
|
1
|
1
|
---
|
---
|
18 - 19
|
+4
|
---
|
1
|
1
|
1
|
1
|
---
|
20 - 21
|
+5
|
---
|
2
|
1
|
1
|
1
|
1
|
22 - 23
|
+6
|
---
|
2
|
2
|
1
|
1
|
1
|
24 - 25
|
+7
|
---
|
2
|
2
|
2
|
1
|
1
|
26 - 27
|
+8
|
---
|
2
|
2
|
2
|
2
|
1
|
28 - 29
|
+9
|
---
|
3
|
2
|
2
|
2
|
2
|
30 - 31
|
+10
|
---
|
3
|
3
|
2
|
2
|
2
|
32 - 33
|
+11
|
---
|
3
|
3
|
3
|
2
|
2
|
34 - 35
|
+12
|
---
|
3
|
3
|
3
|
3
|
2
|
36 - 37
|
+13
|
---
|
4
|
3
|
3
|
3
|
3
|
38 - 39
|
+14
|
---
|
4
|
4
|
3
|
3
|
3
|
40 - 41
|
+15
|
---
|
4
|
4
|
4
|
3
|
3
|
42 - 43
|
+16
|
---
|
4
|
4
|
4
|
4
|
3
|
44 - 45
|
+17
|
---
|
5
|
4
|
4
|
4
|
4
|
Etc...
|
|
|
|
|
|
|
|
Strength (STR):
Strength measures your character's muscle and physical power. This ability is
especially important for fighters, barbarians, paladins, rangers and monks because
it helps them to prevail in combat. Strength also limits the amount of equipment
your character can carry.
You apply your character's Strength modifier to:
- Melee attack rolls
- Damage rolls when using a melee weapon or a thrown weapon (including a
sling). (Exceptions: Off-hand attacks receive only one-half of the character's
Strength bonus, while two-handed attacks receive one and a half times the
Strength bonus. A Strength penalty, but not a bonus, applies to attacks made
with a bow that is not a composite bow.)
Dexterity (DEX):
Dexterity measures hand-eye coordination, agility, reflexes and balance. This ability
is most important for rogues, but it's also high on the list for characters that
typically wear light or medium armor (rangers and barbarians) or no armor at all
(monks, wizards and sorcerers). It is also critical for anyone who wants to be a
skilled archer.
You apply your character's Dexterity modifier to:
- Ranged attack rolls, including those for attacks made with bows, crossbows,
throwing axes and other ranged weapons.
- Armor Class (AC), provided that the character can react to the attack.
- Reflex saving throws, for avoiding fireballs and other attacks that you can
escape by moving quickly.
- The Hide, Move Silently, Open Lock, Sleight of Hand and Tumble skills have
Dexterity as their key ability.
Constitution (CON):
Constitution represents your character's health and stamina. A Constitution
bonus increases a character's hit points, so it is an important ability for any class.
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.
You apply your character's Constitution modifier to:
- Each roll of a Hit Die (though a penalty can never drop a result below 1 —
that is, a character always gains at least one hit point each time he or she
advances in level).
- Fortitude saving throws, for resisting poison and similar threats.
- Constitution is the key ability for the Concentration skill and is therefore
important for spellcasters.
Intelligence (INT):
Intelligence determines how well your character learns and reasons. This ability is
important for wizards, because it affects how many spells they can cast, how hard
their spells are to resist and how powerful their spells can be. It's also important
for any character that wants to have a wide assortment of skills.
A wizard gains bonus spells based on his or her Intelligence score. The minimum
Intelligence score needed to cast a wizard spell is 10 + the spell's level.
An animal has an Intelligence score of 1 or 2. A creature of humanlike intelligence
has a score of at least 3.
You apply your character's Intelligence modifier to:
- The number of skill points gained each level. (But your character always gets at
least one skill point per level.)
- The Appraise, Disable Device, Search and Spellcraft skills all have Intelligence
as their key ability.
Wisdom (WIS):
Wisdom describes a character's willpower, common sense, perception and intuition.
While Intelligence represents one's ability to analyze information, Wisdom
represents being in tune with and aware of one's surroundings. An "absentminded
professor" has low Wisdom and high Intelligence. A simpleton (low Intelligence)
might still have great insight (high Wisdom). Wisdom is the most important
ability for clerics and druids and it is also important for paladins and rangers. If
you want your character to have acute senses, give him high Wisdom.
Clerics, druids, paladins and rangers get bonus spells based on their Wisdom
scores. The minimum Wisdom score needed to cast a cleric, druid, paladin, or
ranger spell is 10 + the spell's level.
You apply your character's Wisdom modifier to:
- Will saving throws, for negating the effects of charm person and other spells.
- The Heal, Listen, Sense Motive, Spot and Survival skills all have Wisdom as
their key ability.
Charisma (CHA):
Charisma measures a character's force of personality, persuasiveness, personal
magnetism, ability to lead and physical attractiveness. This ability represents actual
strength of personality, not merely how one is perceived by others in a social
setting. Charisma is most important for paladins, sorcerers and bards. It is also
important for clerics, since it affects their ability to turn undead.
Sorcerers and bards get bonus spells based on their Charisma scores. The minimum
Charisma score needed to cast a sorcerer or bard spell is 10 + the spell's level.
You apply your character's Charisma modifier to:
- Bluff, Diplomacy, Gather Information, Intimidate, Perform and Use Magic
Device checks. These are the skills that have Charisma as their key ability.
- Checks that represent attempts to influence others.
- Turning checks for clerics and paladins attempting to turn zombies, vampires
and other undead.