Attributes
All creatures have six Attributes that define major qualities of their character. The three attributes that define physical qualities are Strength, Dexterity, and Constitution. The remaining three attributes define mental qualities and are Intelligence, Wisdom, and Charisma. Each attribute is represented by a single score, ranging from 3 to 18 for most characters. With the inclusion of racial modifiers, player characters can achieve up to a score of 20 on their attributes, which is considered extremely high. For example, the strongest man in the world would have a Strength score of 20. Alternatively, a genius with an off-the-charts IQ would have an Intelligence score of 20. As a comparison, scores of 10 or 11 are considered average. While player characters tend to have above average attributes, a commoner would likely have average scores in most attributes.
Attributes impact many aspects of a character, including Attacks, Defenses, Skills, Hitpoints, and Energy. Roleplay can also be greatly influenced by a character's Attributes. For example, a character with high Strength and Constitution could appear big and imposing, using his size to bully others into complying with his demands. A character with a high Charisma could be a social butterfly, always liked wherever he goes and able to smooth-talk favors out of anyone. As your read through the attribute descriptions below, keep in mind those attributes that seem to align with the character concept and personality you have developed.
The Six Attributes
Below is a detailed description of each of the six attributes and what aspects of your character they will affect. Keep in mind that the class you have chosen will heavily depend on one or two attributes (listed as "Primary Attributes" within the Class Traits box on each Class page).
Strength
Strength (Str) is a measure of a character's overall physical power and muscular capacity. Characters with a high strength attribute can lift heavy objects, propel their bodies forward quickly, leap great distances, swing large weapons with ease, and bend objects with their bare hands. Strength affects your character's melee attacks and damage, Carrying Capacity, Fortitude defense score, and Strength Saving Throw.
Strength can additionally affect a character's Speed, with creatures of a higher strength moving faster than creatures of lower strength. Once you have determined your character's Strength score, make sure to go back and adjust the distances of each movement mode based on the table to the right.
Dexterity
Dexterity (Dex) is a measure of a character’s deftness at intricate tasks, hand-eye coordination, quickness of reflexes and ability to perform complex physical maneuvers. Characters with a high dexterity are able to walk across narrow ledges, perform acrobatic movements, tumble past creatures and objects, pick locks, disable traps and pilfer pockets. Dexterity influences your ranged attacks and damage, many skills, Stamina, Reflex defense, Armor Class, Initiative Order, and Dexterity Saving Throw.
Constitution
Constitution (Con) is a measure of a character’s physical heartiness and ability to withstand certain conditions. Characters with a high constitution can quickly overcome poisons and diseases, are resistant to injures, and are able to prevent physical exhaustion. Constitution affects your character's Hit Points, Fortitude defense score, Resilience Score, and Constitution Saving Throw.
Intelligence
Intelligence (Int) is a measure of a character’s mental acuity, their ability to access details and historical information, and their ability to predict outcomes and foresee danger. Characters with a high intelligence have book-smarts, are quick-thinking, and can easily recall important details. Intelligence affects certain casting abilities, initiative, the Reflex defense score, the Intelligence Saving Throw, and the amount of Skill Points a character receives per level. Intelligence also determines the number of extra Languages your character may learn.
Once you've generated and placed your Attribute Scores, as described below, you can determine if your character gains extra languages. Ask your GM about what languages are available for your character to learn. They may allow you to choose any language from the standard list or help you to choose languages more appropriate to the adventure setting and your character's background.
Wisdom
Wisdom (Wis) is a measure of a character’s mental reasoning and common sense, the ability to make observations, and prevent mental exhaustion. Characters with a high Wisdom are perceptive and intuitive, make good judgment calls, and have real-world understanding and street smarts. Wisdom influences certain casting abilities, the Will defense score, the Patience score, and many skills.
Charisma
Charisma (Cha) is a measure of a character’s personality, beliefs, and their ability to interact with others. Characters with a high charisma have a strong personality, can communicate well with others, and are natural leaders. Charisma influences certain casting abilties, the Will defense score, and the Morale score.
Determining Attributes Scores
There are different ways to determine your attribute scores, and the Heroic Die Method is most common. For this you roll 4 six-sided dice (4d6), remove the die with the lowest roll, then add the three remaining dice together to get your score. Continue this five more times until you have six scores (one for each attribute). The highest score you can achieve is an 18, and a 3 the lowest score.
Placing Attribute Scores
Once you have all six scores determined, you assign each one to an attribute. Typically, you will want to assign the highest scores to those most important to your Class (listed in the Class traits box as "Primary Attributes"). For example, as a Wizard, you will likely place the highest score in Intelligence. For a Fighter, Strength is typically most important.
Also, keep in mind your character concept when placing your Attribute scores. If you want your character to be a leader or social butterfly, a high Charisma score is important. If your character has a bit of a clumsy streak, a low Dexterity will show that weakness. Remember that the highest scores will represent your character's strengths and the lowest scores his weaknesses.
Once you have determined where you would like to place each of your base (or rolled) attribute scores, apply Racial Attribute Modifiers (listed in the Racial Characteristics box under "Attributes"). Some of these modifiers are bonuses and others may be penalties. Some Races, such as Humans and Half-Orcs, will give you a choice of where to apply the bonus (or penalty) to your attributes. Record you final score for each Attribute on the character sheet.
Once you have completed your character's Attribute scores, adjust your character's Speeds and choose additional Languages as appropriate.
Determining Attribute Modifiers
After determining your Attribute Scores, you can calculate your Accuracy Modifier and Power Modifier for each Attribute. The Accuracy Modifier (AttA) is used when calculating Skills, Attacks, Defenses, and a few other statistics. The Power Modifier (AttP) is mostly used when calculating Damage and similar power affects.
Note that low scores receive a penalty, while high scores grant a bonus. Once you have determined your Accuracy and Power Modifiers for each attribute, record them on the character sheet.
Attribute Modifiers | Attribute Modifiers | ||||
---|---|---|---|---|---|
Score | Accuracy | Power | Score | Accuracy | Power |
1 or less | −2 | −5 | 11 | +0 | +0 |
2 | −2 | −4 | 12 | +0 | +1 |
3 | −2 | −4 | 13 | +1 | +1 |
4 | −2 | −3 | 14 | +1 | +2 |
5 | −1 | −3 | 15 | +1 | +2 |
6 | −1 | −2 | 16 | +1 | +3 |
7 | −1 | −2 | 17 | +2 | +3 |
8 | −1 | −1 | 18 | +2 | +4 |
9 | +0 | −1 | 19 | +2 | +4 |
10 | +0 | +0 | 20 | +2 | +5 |
Attribute Modifiers are commonly abbreviated as AttA and AttP, with the Att replaced with the first three letters of the appropriate attribute (such as StrA for Strength Accuracy and WisP for Wisdom Power).
Experience Rating
If luck was on your side, you may have rolled Attribute Scores that are sufficiently higher than average. If this is the case, your character may suffer an increase in Experience Rating, making it harder for him to increase in Level (because adventuring is overall easier and less challenging for a character with higher attributes). The Experience Rating determines how much experience a character requires to increase in level. The sum of your character's Race and Class Experience Ratings gives you a base rating of 4 (see Advanced Character Topics for exceptions). If your character has high Attribute Scores, his Experience Rating may increase by 0.25 to 0.5. Check your Attribute scores against the following conditions to determine if your character's Experience Rating is increased.
- If your character has 3 or more Base Attribute Scores (i.e. before racial modifiers) of 16 or higher, then increase the experience rating by 0.25.
- If the sum of your character's Base Attribute Power Modifiers (i.e. before racial modifiers) is 15 or higher, then increase the experience rating by 0.25.
If one of the above conditions is true, your character's experience rating is increased by 0.25. If both conditions are true, the experience rating is increased by 0.5. Your character's final experience rating should be recorded in the Experience section of your character sheet.
The Experience rating is then used to determine the amount experience needed for your character to Gain Level. A character with an Experience rating of 4, requires 2000 experience to advance to second level. A 4.25 and 4.5 require 2125 and 2250 respectively. Record the experience you need to reach second level on your character sheet.