Character Abilities

Character Abilities

  Each character will have a score ranging from 3 to 18 in each of the following abilities. A bonus or penalty is associated with each score, as shown on the table below. Each class has a Prime Requisite ability score, which must be at least 9 in order for the character to become a member of that class; also, there are required minimum and maximum scores for each character race other than Humans.  
ABILITY SCOREBONUS/PENALTY
3 -3
4-5 -2
6-8 -1
9-12 0
13-15 +1
16-17 +2
18 +3

Strength:

As the name implies, this ability measures the character's raw physical power. Strength is the Prime Requisite for Fighter. This ability determines the light hand heavy load restrictions a character has. Apply the ability bonus or penalty for Strength to all attack and damage rolls in melee (weapon and hand to hand) combat and thrown weapon damage. Note that a penalty here will not reduce damage from a successful attack below one point in any case.  

Intelligence:

This is the ability to learn and apply knowledge. Intelligence is the Prime Requisite for Magic-User and Illusionist and affects the attack bonus to spellcaster's Arcane Bolt. The ability bonus for Intelligence is added to the number of spells a spellcaster can memorize at the start of the day and languages the character is able to learn to read and write; if the character has an Intelligence penalty, they cannot read more than a word or two, and will only know their native language. The Intelligence bonus or penalty may apply to some saving throws vs. magical attacks, particularly those crafted from illusions. While a secret door is found on a roll of 1 on 1d6, characters with 15 or higher Intelligence succeed on a roll of 1-2.  

Wisdom:

A combination of intuition, willpower and common sense. Wisdom is the Prime Requisite for Cleric and Druid. The ability bonus for Wisdom is added to the number of spells a cleric or druid can memorize at the start of the day. The Wisdom bonus or penalty may apply to some saving throws vs. magical attacks, particularly those affecting the target's will and also may affect Turn Undead and Befriend Animals rolls.  

Dexterity:

This ability measures the character's quickness and balance as well as aptitude with tools. Dexterity is the Prime Requisite for Assassin and Thief. The Dexterity bonus or penalty is applied to all attack rolls with hand to hand combat, missile (ranged) weapons, light weapons (daggers and short swords), touch melee attacks, and to the character's Armor Class value, and to the character's Initiative die roll.  

Constitution:

A combination of general health and vitality. Apply the Constitution bonus or penalty to each hit die rolled by the character. Note that a penalty here will not reduce any hit die roll to less than 1 point. The Constitution bonus or penalty may apply to some saving throws vs. poisons. Normal characters require 6 hours sleep out of every 24. Subtract from this number of hours the character's Constitution bonus; so a character with 18 Constitution needs only 3 hours sleep per night (and a character with 3 Constitution needs 9 hours)  

Charisma:

This is the ability to influence or even lead people; those with high Charisma are well-liked, or at least highly respected. Apply the Charisma bonus or penalty to reaction rolls. Also, the number of retainers a character may hire, and the loyalty of those retainers, is affected by Charisma.