Each and every living creature within the world of Erelest has what are called ability scores, and player characters will always have all six of them. These core abilities are what define your character's natural talents and abilities (hence the name). In terms of game mechanics they grant various bonuses, skills, and advantages when high, or penalties and weaknesses when low. Everything your character does in the game will naturally gravitate to one of these six traits. The six traits are strength, dexterity, constitution, intelligence, wisdom and charisma.
When creating a character the player will take four six sided dice and roll them in unison. Once rolled the player drops the lowest number, and adds the remaining three together to form one of the ability numbers. The player must do this process five more times, or six in total (i.e. six four sided dice rolled in total). Note: If the player rolls three sixes, resulting in an eighteen, they must then roll a percentile dice (d100) to determine it's percentage. Once the player has all six of their ability scores, they must then place each ability score into one of the six slots. It is highly recommended to double check with whatever class the player chooses to determine which abilities to put each score into. Once they have been placed, the player can apply their races ability score modifier and their age's ability score modifier to determine their total scores. Once this is done, the player must write down all of their ability score's traits, which is dependent on how high or low their scores are.
Core Abilities
Strength
Score |
Hit Bonus Melee |
Dmg Bonus Melee |
Weight Bonus |
Open Doors % |
3 |
-4 |
-3 |
-35 lbs |
0% / 0% / 0% |
4-5 |
-3 |
-2 |
-25 lbs |
0% / 0% / 0% |
6-7 |
-2 |
-1 |
-15 lbs |
0% / 0% / 0% |
8-9 |
-1 |
0 |
-5 lbs |
5% / 0% / 0% |
10-11 |
0 |
0 |
0 |
10% / 0% / 0% |
12-13 |
0 |
0 |
+5 lbs |
15% / 1% / 0% |
14-15 |
0 |
0 |
+10 lbs |
25% / 2% / 0% |
16 |
0 |
+1 |
+20 lbs |
35% / 3% / 0% |
17 |
+1 |
+1 |
+35 lbs |
45% / 4% / 0% |
18.01-18.25 |
+1 |
+2 |
+50 lbs |
55% / 5% / 1% |
18.26-18.50 |
+1 |
+2 |
+75 lbs |
65% / 10% / 2% |
18.51-18.75 |
+2 |
+3 |
+100 lbs |
75% / 15% / 3% |
18.76-18.90 |
+2 |
+4 |
+150 lbs |
85% / 20% / 4% |
18.91-18.99 |
+2 |
+5 |
+200 lbs |
95% / 25% / 5% |
18.00 |
+3 |
+6 |
+250 lbs |
96% / 30% / 10% |
19 |
+4 |
+7 |
+300 lbs |
97% / 35% / 15% |
Hit Bonus Melee: This modifier increases or deceases the player character's roll to hit enemies with their fists/feet, or with objects and/or weapons in swung/thrust strikes. Other modifiers can be applied to this as well from class skills, weapon quality and magical bonuses. Fighter's parry reduces this bonus by 50% rounded down, and knight's parry reduces it by 75% rounded down. It also increases the total range a melee weapon can be thrown by 1" per +1, but it doesn't increase the chance to hit with ranged weapons.
Dmg Bonus Melee: This modifier increases or decreases the amount of damage the player character deals when striking with their fists/feet, or with objects and/or weapons in swung/thrust strikes. Other modifiers can be applied to this as well from class skills, weapon quality and magical bonuses. Fighter's parry reduces this bonus by 50% rounded down, and knight's parry reduces it by 75% rounded down. This only affects melee attacks.
Weight Bonus: This modifier increases or decreases the amount of weight that can be carried by a person before they start to be weighed down (heavy load, very heavy load, encumbered). Note: To calculate how much weight you can deadlift, take the total amount of weight you can carry for normal load, heavy load and very heavy load by 2.5. Normal you can lift with ease for two rounds, heavy you can lift with difficulty for 4 segments, and and very heavy you can lift without moving for 1 segment. It's possible to lift for longer but it requires a successful endurance check.
Open Doors %: This percentage states the player character's chance to open doors which are stuck tight, doors which are locked up, or doors that are barred shut: Stuck chance / locked chance / barred chance. Keep in mind that the chance to open locked doors also doubles as the chance to bend iron bars, and the chance to open barred doors doubles as the chance to bend steel bars.
Dexterity
Score |
Bonus vs. Surprise |
Bonus to Initiative |
Bonus Hit Missile |
Bonus to AC |
3 |
-4 |
-5 |
-3 |
-4 |
4-5 |
-3 |
-4 |
-2 |
-3 |
6-7 |
-2 |
-3 |
-1 |
-2 |
8-9 |
-1 |
-2 |
0 |
-1 |
10-11 |
0 |
-1 |
0 |
0 |
12-13 |
0 |
0 |
0 |
0 |
14-15 |
0 |
0 |
0 |
+1 |
16 |
+1 |
0 |
+1 |
+1 |
17 |
+1 |
+1 |
+1 |
+2 |
18.01-18.25 |
+2 |
+1 |
+2 |
+2 |
18.26-18.50 |
+2 |
+2 |
+2 |
+3 |
18.51-18.75 |
+3 |
+2 |
+2 |
+3 |
18.76-18.90 |
+3 |
+3 |
+3 |
+4 |
18.91-18.99 |
+4 |
+4 |
+3 |
+4 |
18.00 |
+4 |
+5 |
+4 |
+5 |
19 |
+5 |
+6 |
+5 |
+6 |
Bonus vs. Surprise: This modifier increases or decreases your chances of not becoming surprised by enemies. This does not affect the group's chances to avoid surprise, only the player character with this bonus. Thus if the enemy rolls a 7, the party rolled a 3, and this player rolls a 6+2 (8), then they aren't surprised by the enemy while the rest of their party is. This can be further modified by the alertness proficiency, spells and/or magic items.
Bonus to Initiative: This modifier increases or decreases your chances of going before the enemy. This does not affect the group's chances to avoid surprise, only the player character with this bonus. Thus if the enemy rolls a 5, the party rolled a 3, and this player rolls a 4+2 (6), then they go before the enemy, followed by the enemies, and finally the party.
Bonus Hit Missile: This modifier increases or decreases the player's chance of rolling to hit enemies with thrown or launched weapons/missiles. Other modifiers can be applied to this as well from class skills, weapon quality and magical bonuses. This does not affect melee attacks, only thrown or launched weapons/missiles.
Bonus to AC: This modifier increases or decreases the player's armor class against attacks the player can see coming (i.e. front or flank, but not the rear). This armor class is reduced by half if the player character's ability to move has been hindered (i.e. injured arm/leg, slowed, etc.), and nullified completely if they are paralized or immobilized and the like.
Thief Skill Modifiers: The table below displays the additional modifiers that are strictly meant for the thief skills possessed by rangers, thieves and assassins.
Score |
Pick Pocket |
Pick Lock |
Detect Traps |
Move Silent |
Hide in Shadows |
Climbing |
3 |
-25% |
-20% |
-25% |
-30% |
-20% |
-30% |
4-5 |
-20% |
-15% |
-20% |
-25% |
-15% |
-25% |
6-7 |
-15% |
-10% |
-15% |
-20% |
-10% |
-20% |
8-9 |
-10% |
-5% |
-10% |
-15% |
-5% |
-15% |
10-11 |
-5% |
0 |
-5% |
-10% |
0 |
-10% |
12-13 |
0 |
0 |
0 |
-5% |
0 |
-5% |
14-15 |
0 |
0 |
0 |
0 |
0 |
0 |
16 |
0 |
+5% |
0 |
0 |
0 |
+5% |
17 |
+5% |
+10% |
0 |
+5% |
+5% |
+10% |
18.01-18.25 |
+10% |
+15% |
+5% |
+10% |
+10% |
+15% |
18.26-18.50 |
+15% |
+20% |
+10% |
+15% |
+15% |
+20% |
18.51-18.75 |
+20% |
+25% |
+15% |
+20% |
+20% |
+20% |
18.76-18.90 |
+25% |
+30% |
+20% |
+20% |
+20% |
+25% |
18.91-18.99 |
+30% |
+35% |
+25% |
+25% |
+25% |
+30% |
18.00 |
+35% |
+40% |
+30% |
+30% |
+30% |
+35% |
19 |
+40% |
+45% |
+35% |
+35% |
+35% |
+40% |
Constitution
Score |
Bonus to HP |
System Shock |
Bonus vs. Concentration |
Maximum Resurrection |
3 |
-3 |
20% |
-4 |
3 |
4 |
-2 |
25% |
-3 |
4 |
5 |
-1 |
30% |
-2 |
5 |
6 |
-1 |
35% |
-2 |
6 |
7 |
0 |
40% |
-1 |
7 |
8 |
0 |
45% |
-1 |
8 |
9 |
0 |
50% |
0 |
9 |
10 |
0 |
55% |
0 |
10 |
11 |
0 |
60% |
0 |
11 |
12 |
0 |
65% |
0 |
12 |
13 |
0 |
70% |
0 |
13 |
14 |
0 |
75% |
+1 |
14 |
15 |
+1 |
80% |
+1 |
15 |
16 |
+1 |
85% |
+2 |
16 |
17 |
+2 |
90% |
+2 |
17 |
18.01-18.25 |
+3 |
92% |
+3 |
18 |
18.26-18.50 |
+3 |
94% |
+3 |
18 |
18.51-18.75 |
+4 |
96% |
+4 |
19 |
18.76-18.90 |
+4 |
98% |
+5 |
19 |
18.91-18.99 |
+4 |
99% |
+6 |
19 |
18.00 |
+5 |
100% |
+7 |
20 |
19 |
+6 |
100% |
+8 |
20 |
Bonus to HP: This modifier increases or decreases how much hit points the player character receives with each level up. This bonus is added to their roll along with any other bonuses from the resilience proficiency.
System Shock: This percentage states the chance of staying conscious through, or surviving something that would affect the entire body. Examples of this include extreme hypothermia, polymorphing, resurrection, even certain poisons.
Bonus vs. Concentration: This modifier increases or decreases your chances of succeeding a concentration saving throw to maintain focus on a certain action (performing surgery, disarming a complex trap, engaging in combat with multiple attackers at once, spells) and not be distracted/disabled. Keep in mind that this only affects saving throws vs. physical causes such as a thrown rock, cut or stabbed, etc., and does not affect magical/otherworldly things that force a saving throw.
Maximum Resurrection: This is the number of times the player character can be resurrected from death. Only determine this number after applying racial modifier for constitution. Age modifier, level scaling, wish granting, and other methods of increasing or decreasing their constitution do not affect this number. With each resurrection the player character must roll a system shock for it to be successful. For every successful resurrection the player character's constitution score decreases by one stage.
Time to Recover from Spells: The table below displays the period of time it takes in order to physically recover from the strain of spell casting, for both clerics and magic-users. Note that the time displayed is time resting, i.e. not doing anything physically active, reading, etc. If a player chooses to sleep instead of rest, they cut the time in half.
Score |
Tiers 1-3 / 1-2 |
Tiers 4-6 / 3-4 |
Tiers 7-9 / 5-7 |
3 |
10 Hours |
15 Hours |
20 Hours |
4-5 |
9 Hours |
13 Hours |
17 Hours |
6-7 |
8 Hours |
11 Hours |
14 Hours |
8-9 |
7 Hours |
9 Hours |
12 Hours |
10-11 |
6 Hours |
8 Hours |
10 Hours |
12-13 |
5.75 Hours |
7.75 Hours |
9.75 Hours |
14-15 |
5.5 Hours |
7.5 Hours |
9.5 Hours |
16 |
5.25 Hours |
7.25 Hours |
9.25 Hours |
17 |
5 Hours |
7 Hours |
9 Hours |
18.01-18.25 |
4.75 Hours |
6.75 Hours |
8.75 Hours |
18.26-18.50 |
4.5 Hours |
6.5 Hours |
8.5 Hours |
18.51-18.75 |
4.25 Hours |
6.25 Hours |
8.25 Hours |
18.76-18.90 |
4 Hours |
6 Hours |
8 Hours |
18.91-18.99 |
3.5 Hours |
5.5 Hours |
7.5 Hours |
18.00 |
3 Hours |
5 Hours |
7 Hours |
19 |
2 Hours |
4 Hours |
6 Hours |
Intelligence
Score |
Language Points |
Chance to Know Spells |
Min to Max Spells |
3 |
1 |
10% |
4-5 |
4-5 |
2 |
15% |
4-6 |
6-7 |
3 |
20% |
4-6 |
8-9 |
4 |
25% |
4-7 |
10-11 |
6 |
30% |
5-7 |
12-13 |
10 |
40% |
6-8 |
14-15 |
15 |
50% |
6-9 |
16 |
20 |
65% |
7-10 |
17 |
25 |
75% |
7-11 |
18.01-18.25 |
30 |
85% |
8-13 |
18.26-18.50 |
40 |
90% |
8-15 |
18.51-18.75 |
50 |
95% |
10-20 |
18.76-18.90 |
60 |
96% |
12-25 |
18.91-18.99 |
70 |
97% |
15-35 |
18.00 |
85 |
98% |
20-40 |
19 |
100 |
99% |
30-50 |
Language Points: This number determines how many languages the player character can learn. Simple languages cost 1 point, moderate languages cost 2 points, difficult languages cost 3 points, complex languages cost 4 points, and mythical languages cost 6 to 10 points. Note that common tongues will always be simple or moderate, and if the simple tongue, or linked tongue is known, the cost of connected languages drops by 1 (i.e. those who know high elf can learn other elven languages for 1 point less).
Chance to Know Spells: This percentage shows the player character what their chance to learn new spells is. This chance is not rolled until the magic-user's number of spells known in a tier meets the number of minimum spells they can possess. After this number is met they must roll this percentile each new spell they attempt to learn. Note that if their intelligence ever increases, they can make another attempt to learn a spell they previously failed to learn. This roll is also used to determine if the magic-user recognizes a spell that was used by an opponent, or is in the process of using, though depending on the spell and circumstances the chances of success are modified.
Min to Max Spells: This number determines how many spells a magic-user can have. Minimum refers to how many spells each tier the magic-user can learn before they must start rolling to learn new spells (see above). Magic-users cannot learn anymore spells of a tier they've reached maximum spells for. This number is for each individual tier.
Time to Memorize Magic Spells: The table below displays the time it takes to fully memorize magic-user spells after the caster has recovered from spell use. Note that the caster can memorize 5 spells per period of time they're memorizing, i.e. a caster with an intelligence of ten memorizing tier one spells can memorize five tier one spells within nine turns (or 1 1/2 hours).
Score |
Tiers 1-3 / 1-2 |
Tiers 4-6 / 3-4 |
Tiers 7-9 / 5-7 |
3 |
12 Turns |
15 Turns |
18 Turns |
4-5 |
14 Turns, 5 Rounds |
14 Turns, 5 Rounds |
17 Turns, 5 Rounds |
6-7 |
10 Turns |
13 Turns |
16 Turns |
8-9 |
9 Turns, 5 Rounds |
12 Turns, 5 Rounds |
15 Turns, 5 Rounds |
10-11 |
9 Turns |
12 Turns |
15 Turns |
12-13 |
8 Turns, 5 Rounds |
11 Turns, 5 Rounds |
14 Turns, 5 Rounds |
14-15 |
8 Turns |
11 Turns |
14 Turns |
16 |
7 Turns |
10 Turns |
13 Turns |
17 |
6 Turns |
9 Turns |
12 Turns |
18.01-18.25 |
5 Turns, 5 Rounds |
8 Turns, 5 Rounds |
11 Turns, 5 Rounds |
18.26-18.50 |
5 Turns |
8 Turns |
11 Turns |
18.51-18.75 |
4 Turns, 5 Rounds |
7 Turns, 5 Rounds |
10 Turns, 5 Rounds |
18.76-18.90 |
4 Turns |
7 Turns |
10 Turns |
18.91-18.99 |
3 Turns, 5 Rounds |
6 Turns, 5 Rounds |
9 Turns, 5 Rounds |
18.00 |
3 Turns |
6 Turns |
9 Turns |
19 |
2 Turns |
5 Turns |
8 Turns |
Wisdom
Score |
Bonus vs. Will |
Bonus Cleric Spells |
% of Spell Failure |
3 |
-3 |
0 |
25% |
4-5 |
-2 |
0 |
20% |
6-7 |
-1 |
0 |
15% |
8-9 |
0 |
0 |
10% |
10-11 |
0 |
0 |
5% |
12-13 |
0 |
+1 1st |
0 |
14-15 |
+1 |
+2 1st |
0 |
16 |
+2 |
+2 1st
+1 2nd |
0 |
17 |
+2 |
+2 1st
+2 2nd |
0 |
18.01-18.25 |
+3 |
+2 1st
+2 2nd
+1 3rd |
0 |
18.26-18.50 |
+3 |
+2 1st
+2 2nd
+1 3rd
+1 4th |
0 |
18.51-18.75 |
+4 |
+2 1st
+2 2nd
+1 3rd
+1 4th |
0 |
18.76-18.90 |
+4 |
+3 1st
+2 2nd
+1 3rd
+1 4th |
0 |
18.91-18.99 |
+4 |
+2 1st
+2 2nd
+1 3rd
+1 4th |
0 |
18.00 |
+5 |
+3 1st
+2 2nd
+2 3rd
+1 4th |
0 |
19 |
+6 |
+3 1st
+2 2nd
+2 3rd
+1 4th
+1 5th |
0 |
Bonus vs. Will: This modifier increases or decreases your chances of succeeding with a will saving throw. Specifically it aids in anything that has to do with power over the mind, such as charms and mind control, sleep spells, most charm magic, magic jar, etc. Keep in mind that powerful spirits such as that of fiends ignore this bonus with the exception of the clerical classes and paladin classes.
Bonus Cleric Spells: This modifier displays how many of each spells and spell slots the clerical class characters will receive in addition to their normal spell list. Only write down the bonus spells within a single attribute (i.e. if a player has a wisdom score of 16, they write down +2 1st tier and +1 2nd tier, not +4 1st tier (1+2+2) & +1 2nd tier. NOTE: For the warlock class this will increase the number of spells they can choose from (their arsenal) but not how many spells slots they possess (magazine).
% of Spell Failure: This percentage displays the chances of a clerical spell failing when cast. If there is a percentage chance, then for every clerical spell that is cast the player character must roll 1d100. If the number rolls within the parameters of this chance, the spell when cast fails. Consumable materials are gone, the spell slot is used up, and nothing happens.
Charisma
Score |
Max Loyal
Followers/Henchmen |
Bonus Loyalty/Morale |
Bonus to Persuasion |
Bonus to Intimidation |
3 |
1 |
-30% |
-25% |
+40% |
4-5 |
1 |
-20% |
-15% |
+25% |
6-7 |
2 |
-10% |
-5% |
+10% |
8-9 |
3 |
0 |
0 |
0 |
10-11 |
4 |
0 |
0 |
0 |
12-13 |
5 |
0 |
+5% |
0 |
14-15 |
6 |
0 |
+10% |
0 |
16 |
7 |
+5% |
+15% |
+5% |
17 |
8 |
+10% |
+20% |
+5% |
18.01-18.25 |
9 |
+15% |
+25% |
+10% |
18.26-18.50 |
10 |
+20% |
+30% |
+10% |
18.51-18.75 |
12 |
+25% |
+35% |
+15% |
18.76-18.90 |
15 |
+30% |
+40% |
+15% |
18.91-18.99 |
18 |
+35% |
+45% |
+20% |
18.00 |
20 |
+40% |
+50% |
+25% |
19 |
30 |
+50% |
+60% |
+30% |
Max Loyal Followers/Henchmen: This number displays the total number of loyal followers and henchmen one can posses. The definition of Loyal followers/henchmen is people who genuinely and truly desire to follow you everywhere. They are not there simply for the paycheck, but because they believe in you and your cause, because they are close friends/family. Perhaps they desire to follow you because you are the most powerful in their minds. Regardless these are your 'inner circle' of followers, while others are considered hirelings or minions.
Bonus Loyalty/Morale: This modifier increases or decreases the chances of your followers (loyal and otherwise) remaining loyal to you in moments where it would be tested. These rolls occur far more frequently with hirelings and minions than loyal followers/henchmen, though it should be noted that if they are evil in alignment this occurance is even more frequent. Those who fail to be loyal either become deserters, surrender or betray you depending on the situation, their enemy, their strength and their alignment.
Bonus to Persuasion: This modifier increases or decreases the chances of more positive aligned social interactions. Ranging from making a good impression, persuading someone of something, negotiations, comforting, etc.
Bonus to Intimidation: This modifier increases the chances of more negative aligned social interactions. Ranging from intimidating others and instilling fear, causing revultion in another, interrogating, and so forth.
Racial Modifiers
Dracon Races
Sub-Race |
Bonus 1 |
Bonus 2 |
Penalty 1 |
Penalty 2 |
Arrahkthir (light) |
+1 Strength |
+1 Wisdom |
-1 Dexterity |
-1 Charisma |
Khravakssith (dark) |
+1 Strength |
+1 Constitution |
-1 Dexterity |
-1 Charisma |
Dwarven Races
Sub-Races |
Bonus 1 |
Bonus 2 |
Penalty 1 |
Penalty 2 |
Runost (hill) |
+1 Constitution |
- - |
-1 Charisma |
- - |
Dorgûr (mountain) |
+1 Constitution |
- - |
-1 Charisma |
- - |
Zaagnar (abyssal) |
+1 Constitution |
+1 Dexterity |
-2 Charisma |
- - |
Elven Races
Sub-Race |
Bonus 1 |
Penalty 1 |
Sylvarine (high) |
+1 Wisdom |
-1 Constitution |
Faelthyrin (wood) |
+1 Dexterity |
-1 Constitution |
Aerithyl (aquatic) |
+1 Dexterity |
-1 Charisma |
Naeyvorin (gray) |
+1 Intelligence |
-1 Charisma |
Zaelrithan (dark) |
+1 Strength |
-1 Charisma |
Gnome Races
Sub-Races |
Bonus 1 |
Bonus 2 |
Penalty 1 |
Penalty 2 |
Fodinwexilbobnoth (forest) |
+1 Intelligence |
+1 Dexterity |
-1 Strength |
-1 Charisma |
Zinderfraskimwagarmopolocket (burrow) |
+2 Intelligence |
- - |
-1 Wisdom |
-1 Charisma |
Drezen'Kurrilzaal (deep) |
+1 Strength |
+1 Intelligence |
-2 Charisma |
- - |
Halfling Races
Sub-Races |
Bonus 1 |
Penalty 1 |
Braenor (lightfoot) |
+1 Dexterity |
-1 Strength |
Amorin (stout) |
+1 Constitution |
-1 Strength |
Half-Orc Races
Sub-Races |
Bonus 1 |
Bonus 2 |
Penalty 1 |
Half-Orc |
+1 Strength |
+1 Constitution |
-2 Charisma |
Human Races
Humans have no bonuses or penalties.
Nephilim Races
Sub-Race |
Bonus 1 |
Bonus 2 |
Penalty 1 |
Pride |
+1 Charisma |
- - |
-1 Wisdom |
Wrath |
+1 Strength |
- - |
-1 Wisdom |
Greed |
+1 Intelligence |
- - |
-1 Wisdom |
Lust |
+1 Charisma |
- - |
-1 Wisdom |
Envy |
+1 Dexterity |
- - |
-1 Wisdom |
Sloth |
+1 Wisdom |
- - |
-1 Strength |
Gluttony |
+1 Constitution |
- - |
-1 Dexterity |
Deceit |
+1 Intelligence |
+1 Charisma |
-2 Strength |
Fear |
+1 Charisma |
- - |
-1 Wisdom |
Aging Modifiers
Age |
Modifier 1 |
Modifier 2 |
Modifier 3 |
Modifier 4 |
Modifier 5 |
Accumulated modifiers |
Young Adult |
-1 Wisdom |
+1 Constitution |
- - |
- - |
- - |
-1 Wisdom, +1 Constitution |
Mature |
+1 Strength |
+1 Wisdom |
- - |
- - |
- - |
+1 Strength, +1 Constitution |
Middle Aged |
-1 Strength |
-1 Constitution |
+1 Intelligence |
+1 Wisdom |
- - |
+1 Intelligence, +1 Wisdom |
Old |
-2 Strength |
-2 Dexterity |
-1 Constitution |
+1 Wisdom |
- - |
-2 Strength, -2 Dexterity, -1 Constitution,
+1 Intelligence, +2 Wisdom |
Venerable |
-1 Strength |
-1 Dexterity |
-1 Constitution |
+1 Intelligence |
+1 Wisdom |
-3 Strength, -3 Dexterity, -2 Constitution,
+2 Intelligence, +3 Wisdom |
Ability Checks
An ablity check is when the player rolls to accomplish something in relation to one of the six attributes that otherwise does not have it's own unique type of roll. When rolling an ability check the DM will secretly determine the difficulty of the roll, and then the player makes their roll. Once rolled, they take one of the modifiers seen on the table below, add it to their roll, and tell the DM the result. The DM then informs them whether they were successful or have failed.
Attribute Number |
Modifier |
3 |
-3 |
4-5 |
-2 |
6-8 |
-1 |
9-12 |
0 |
13-15 |
+1 |
16-17 |
+2 |
18 |
+3 |
19 |
+4 |
The difficulties of a check are categorized in two methods. The overall difficulty, and then the number range within that difficulty. However the difficulty of a check can be adjusted depending on how high or low their ability actually is.
Difficulty/Type |
a. |
b. |
Easy |
3 |
5 |
Medium |
8 |
10 |
Hard |
13 |
15 |
Extreme |
19 |
20 |
There are many things that can reduce or increase the difficulty of an ability check, including the knowledge and skills of one's backstory and background, their race, how the player character describes their attempt, tools items and aid in the attempt, etc. Anytime an ability check is affected in this way, the difficulty typically drops from a type
b. to a type
a. difficulty. If there is a large number of influences it can drop a full difficulty as well. For every +1 a player character has to their attribute score, they automatically drop that ability check by 1 type, or drop it to a lower difficulty if it's already a type
a.
Increasing Ability Scores
It is possible to increase one's ability scores along their travels. There are both mundane and magical means to do so. The most common method and most accessible is through the act of leveling up. For every 4 levels a player character obtains, they can raise the score of any ability by 0.50 if the score is below 18. Once at 18.01 it can be raised by 0.10 with each increase. At 18.90 however it is only raised by 0.01 with each increase. It is impossible to increase a character's ability beyond 19 through mundane means.
Magical spells and potions can temporarily increase one's ability scores, ignoring the penalties shown above. i.e. they increase ability scores by straight numbers, or by stages at 18 or greater. Spells cannot however increase ability scores beyond the mortal's capabilities (i.e. beyond 19). The only two exceptions to this rule are spells which alter the physical body to supernatural proportions (such as that of the enlarge spell, polymorph spell, etc.) and the wish spell, which can increase ability scores permanently (but again, never beyond 19).
Magical items can grant mortals using them true supernatural ability scores, however it is immensely difficult. For every bonus they have to a score, it only equals a 0.10 increase for scores above 19. The one exception to this would be the idea of powerful artifacts, but those are only up to speculation and rumors.
Finally those who devoutly follow a deity can gain enough favor where they begin to receive powerful blessings. Some of these blessings may or may not be an increase in an ability score corresponding to the theme of said deity.