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Attributes: Constitution Wisdom

The document describes how to generate six ability scores by rolling 3d6 and assigning them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability score ranges from 3 to 18 and has descriptors that denote how it impacts a character, such as "Feeble" or "Brilliant". Modifiers are provided for each ability score that adjust various character attributes and skills.

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0% found this document useful (0 votes)
58 views

Attributes: Constitution Wisdom

The document describes how to generate six ability scores by rolling 3d6 and assigning them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each ability score ranges from 3 to 18 and has descriptors that denote how it impacts a character, such as "Feeble" or "Brilliant". Modifiers are provided for each ability score that adjust various character attributes and skills.

Uploaded by

higherdepths
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as ODT, PDF, TXT or read online on Scribd
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Attributes

Roll 3d6 six times, and assign the results to the Attributes in the order listed below, then apply any cultural modifiers. Classes have basic requirements.

Constitution represents health, vitality, toughness and Wisdom is willpower, the physical senses, and the
physical endurance. Constitution is tested for system shock.
Score 3 4-5 6-8 9-12 13-15 16-17 18 19 Descriptor Sickly Frail Delicate Normal Robust Tough Vital Extraordinary Modifier* -3 -2 -1 0 +1 +2 +3 +4 Score 3 4-5 6-8 9-12 13-15 16-17 18 19
* This modifies a character's hit points each level. A character will receive a minimum of 1 hit point per level regardless of the modifier.

strength of a character's spirit. Intuition and good judgement are the player's responsibility.
Descriptor Oblivious Reckless Unwise Normal Insightful Wise Enlightened Extraordinary Modifier* -3 -2 -1 0 +1 +2 +3 +4

Strength measures muscle, raw physical power, and the


ability to wield a weapon efficiently for long combat periods.
Score 3 4-5 6-8 9-12 13-15 16-17 18 19 Descriptor Feeble Pathetic Weak Normal Strong Superior Mighty Extraordinary Modifier* -3 -2 -1 0 +1 +2 +3 +4 Encumbrance +3 +2 +1 0 -1 -2 -3 -4

* This is also a modifier to saving throws against Wands and Spells.

* This modifies melee attack and damage rolls. All hits will do a minimum of 1 hit point of damage.

Intelligence is the measure of a character's knowledge Charisma is authority, magnetism and aptitude for
Score Descriptor 3 Moronic Dimwitted Dense Normal 4-5 6-8 9-12 Mod. Languages + Spells* -3 -2 -1 0 +1 +2 +3 1, Illiterate 0 1, Illiterate 0 1, Basic 2, Basic 3, Literate 4, Literate 5, Literate 6, Literate 0 0 +1 +2 +3 +4 Spell Level 0 0 0 6 7 8 9 9

prior to play, and ability to learn. Problem-solving is the task of leadership. Required for hiring and using trustworthy retainers the player. and henchmen. Personality and beauty are up to the player.
Score Descriptor 3 4-5 6-8 9-12 Repulsive Offensive Annoying Normal Mod. -3 -2 -1 0 +1 +2 +3 +4 Max Retainers Retainer Morale 1 2 3 4 5 6 7 8 4 5 6 7 8 9 10 11

Dexterity measures hand-eye coordination, agility,


reflexes, and balance.
Score 3 4-5 6-8 9-12 13-15 16-17 18 19 Descriptor Ungainly Clumsy Normal Quick Dexterous Agile Extraordinary Modifier* Armour Class Modifier -3 -2 0 +1 +2 +3 +4 +3 +2 +1 0 -1 -2 -3 -4

Uncoordinated -1

13-15 Clever 16-17 Smart 18 19 Brilliant

13-15 Persuasive 16-17 Charming 18 19 Captivating Extraordinary

Extraordinary +4

* This modifies range attack rolls and initiative.

* A Sorcerer can cast this number of levels of extra spells a day. For example, in addition to their normal spell use, an Intelligence 18 Sorcerer could cast one extra 3rd level spell, or 3 extra 1st level spells. Spell use is still restricted by level.

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