This material is Open Game Content, and is licensed for public use under
the terms of the Open Game License v1.0a.
THE BASICS
The Core Mechanic: Whenever you attempt an action that has some
chance of failure, you roll a twenty-sided die (d20). To determine if your
character succeeds at a task you do this:
• Roll a d20.
• Add
any relevant modifiers.
• Compare the result to a target number.
If
the result equals or exceeds the target number, your character succeeds. If the
result is lower than the target number, you fail.
DICE
Dice rolls are
described with expressions such as “3d4+3,” which means “roll
three four-sided dice and add 3” (resulting in a number between 6 and 15).
The first number tells you how many dice to roll (adding the results together).
The number immediately after the “d” tells you the type of die to
use. Any number after that indicates a quantity that is added or subtracted from
the result.
d%: Percentile dice work a little differently. You
generate a number between 1 and 100 by rolling two different ten-sided dice. One
(designated before you roll) is the tens digit. The other is the ones digit. Two
0s represent 100.
ROUNDING FRACTIONS
In general, if you wind up with a
fraction, round down, even if the fraction is one-half or
larger.
Exception: Certain rolls, such as damage and hit points, have
a minimum of 1.
MULTIPLYING
Sometimes a rule makes you multiply a
number or a die roll. As long as you’re applying a single multiplier,
multiply the number normally. When two or more multipliers apply to any abstract
value (such as a modifier or a die roll), however, combine them into a single
multiple, with each extra multiple adding 1 less than its value to the first
multiple. Thus, a double (×2) and a double (×2) applied to the same
number results in a triple (×3, because 2 + 1 = 3).
When applying
multipliers to real-world values (such as weight or distance), normal rules of
math apply instead. A creature whose size doubles (thus multiplying its weight
by 8) and then is turned to stone (which would multiply its weight by a factor
of roughly 3) now weighs about 24 times normal, not 10 times normal. Similarly,
a blinded creature attempting to negotiate difficult terrain would count each
square as 4 squares (doubling the cost twice, for a total multiplier of
×4), rather than as 3 squares (adding 100% twice).
ABILITY SCORES
ABILITY MODIFIERS
Each
ability, after changes made because of race, has a modifier ranging from
–5 to +5. Table: Ability Modifiers and Bonus Spells shows the modifier for
each score. It also shows bonus spells, which you’ll need to know about if
your character is a spellcaster.
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.
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Table: Ability Modifiers and Bonus Spells
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———————————
Bonus Spells (by Spell Level)
——–————————
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Score
|
Modifier
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0
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1st
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2nd
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3rd
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4th
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5th
|
6th
|
7th
|
8th
|
9th
|
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1
|
–5
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—–—————————
Can’t cast spells tied to this ability
—————————
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2–3
|
–4
|
—–—————————
Can’t cast spells tied to this ability
—————————
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|
4–5
|
–3
|
———————————
Can’t cast spells tied to this ability
—————————
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6–7
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–2
|
———————————
Can’t cast spells tied to this ability
—————————
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8–9
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–1
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———————————
Can’t cast spells tied to this ability
—————————
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10–11
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0
|
—
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—
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—
|
—
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—
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—
|
—
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—
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—
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—
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12–13
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+1
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—
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1
|
—
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—
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—
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—
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—
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—
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—
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—
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14–15
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+2
|
—
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1
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1
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—
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—
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—
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—
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—
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—
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—
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16–17
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+3
|
—
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1
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1
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1
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—
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—
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—
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—
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—
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—
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18–19
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+4
|
—
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1
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1
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1
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1
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—
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—
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—
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—
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—
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20–21
|
+5
|
—
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2
|
1
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1
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1
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1
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—
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—
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—
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—
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22–23
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+6
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—
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2
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2
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1
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1
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1
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1
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—
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—
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—
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24–25
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+7
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—
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2
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2
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2
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1
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1
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1
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1
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—
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—
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26–27
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+8
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—
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2
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2
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2
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2
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1
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1
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1
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1
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—
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28–29
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+9
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—
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3
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2
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2
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2
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2
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1
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1
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1
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1
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30–31
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+10
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—
|
3
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3
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2
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2
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2
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2
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1
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1
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1
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32–33
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+11
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—
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3
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3
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3
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2
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2
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2
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2
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1
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1
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34–35
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+12
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—
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3
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3
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3
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3
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2
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2
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2
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2
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1
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36–37
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+13
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—
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4
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3
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3
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3
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3
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2
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2
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2
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2
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38–39
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+14
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—
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4
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4
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3
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3
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3
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3
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2
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2
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2
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40–41
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+15
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—
|
4
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4
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4
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3
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3
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3
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3
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2
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2
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42–43
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+16
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—
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4
|
4
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4
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4
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3
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3
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3
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3
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2
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44–45
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+17
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—
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5
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4
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4
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4
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4
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3
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3
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3
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3
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etc. . .
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ABILITIES AND SPELLCASTERS
The ability that governs bonus spells
depends on what type of spellcaster your character is: Intelligence for wizards;
Wisdom for clerics, druids, paladins, and rangers; or Charisma for sorcerers and
bards. In addition to having a high ability score, a spellcaster must be of high
enough class level to be able to cast spells of a given spell level. (See the
class descriptions for details.)
THE
ABILITIES
Each ability partially describes your character and affects
some of his or her actions.
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 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 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.)
• Climb, Jump, and Swim checks. These are the skills
that have Strength as their key ability.
• Strength checks (for
breaking down doors and the like).
DEXTERITY (DEX)
Dexterity measures
hand-eye coordination, agility, reflexes, and balance. This ability is the most
important one for rogues, but it’s also high on the list for characters
who typically wear light or medium armor (rangers and barbarians) or no armor at
all (monks, wizards, and sorcerers), and 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.
• Balance, Escape Artist, Hide, Move Silently, Open Lock,
Ride, Sleight of Hand, Tumble, and Use Rope checks. These are the skills that
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 the ability is important for all
classes.
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 1 hit point each time
he or she advances in level).
• Fortitude saving throws, for resisting
poison and similar threats.
• Concentration checks. Concentration is a
skill, important to spellcasters, that has Constitution as its key
ability.
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.
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 who wants to have a wide assortment of skills.
You apply
your character’s Intelligence modifier to:
• The number of
languages your character knows at the start of the game.
• The number
of skill points gained each level. (But your character always gets at least 1
skill point per level.)
• Appraise, Craft, Decipher Script, Disable
Device, Forgery, Knowledge, Search, and Spellcraft checks. These are the skills
that have Intelligence as their key ability.
A wizard gains bonus spells
based on 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.
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. 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, put a high score in Wisdom. Every creature has a
Wisdom score.
You apply your character’s Wisdom modifier to:
•
Will saving throws (for negating the effect of charm person and other
spells).
• Heal, Listen, Profession, Sense Motive, Spot, and Survival
checks. These are the skills that have Wisdom as their key ability.
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.
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. Every
creature has a Charisma score.
You apply your character’s Charisma
modifier to:
• Bluff, Diplomacy, Disguise, Gather Information, Handle
Animal, 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.
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.
When an ability score changes, all attributes associated with that
score change accordingly. A character does not retroactively get additional
skill points for previous levels if she increases her intelligence.