World of Eraterna

Determining Ability Scores

Much of what your character does in the game depends on his or her six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability has a score, which is a number you record on your character sheet.

The six abilities and their use in the game are described in the Using Ability Scores section. The Ability Score Summary table provides a quick reference for what qualities are measured by each ability, what races increases which abilities, and what classes consider each ability particularly important.

You generate your character’s six ability scores randomly. Roll four 6-sided dice and record the total of the highest three dice on a piece of scratch paper. Do this five more times, so that you have six numbers.

If you want to save time or don’t like the idea of randomly determining ability scores, you can use the following scores instead: 15, 14, 13, 12, 10, 8.

Now take your six numbers and write each number beside one of your character’s six abilities to assign scores to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Afterward, make any changes to your ability scores as a result of your race choice.

After assigning your ability scores, determine your ability modifiers using the Ability Scores and Modifiers table. To determine an ability modifier without consulting the table, subtract 10 from the ability score and then divide the result by 2 (round down). Write the modifier next to each of your scores.

Variant: Customizing Ability Scores

At your Dungeon Master’s option, you can use this variant for determining your ability scores. The method described here allows you to build a character with a set of ability scores you choose individually.

You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Cost table. For example, a score of 14 costs 7 points. Using this method, 15 is the highest ability score you can end up with, before applying racial increases. You can’t have a score lower than 8.

This method of determining ability scores enables you to create a set of three high numbers and three low ones (15, 15, 15, 8, 8, 8), a set of numbers that are above average and nearly equal (13, 13, 13, 12, 12, 12), or any set of numbers between those extremes.

Ability Score Point Cost

ScoreCost
8 0
9 1
10 2
11 3
12 4
13 5
14 7
15 9

Ability Score Summary

Strength

Measures:
Natural Athleticism, Bodily Power

Important for:
Barbarian, Fighter, Paladin

Skills:
Athletics

Dexterity

Measures:
Physical Agility, Reflexes, Balance, Poise

Important for:
Monk, Ranger, Rogue

Skills:
Acrobatics, Sleight of Hand, Stealth

Constitution

Measures:
Health, Stamina, Vital Force

Important for:
Everyone

Skills:
None

Intelligence

Measures:
Mental Acuity, Information Recall, Analytical Skill

Important for:
Artificer,Wizard

Skills:
Arcana, History, Investigation, Nature, Religion

Wisdom

Measures:
Awareness, Intuition, Insight

Important for:
Cleric, Druid

Skills:
Animal Handling, Insight, Medicine, Perception, Survival

Charisma

Measures:
Confidence, Eloquence, Leadership

Important for:
Bard, Sorcerer, Warlock

Skills:
Deception, Intimidation, Performance, Persuasion

Passive Wisdom (Perception)

Passive perception is calculated as 10 + all modifiers that would apply to a rolled perception check for that character (wisdom modifier and proficiency bonus).

Ability Scores and Modifiers

ScoreModifier
1 -5
2-3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 0
12-13 +1
14-15 +2
16-17 +3
18-19 +4
20-21 +5
22-23 +6
24-25 +7
26-27 +8
28-29 +9
30 +10

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