This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
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 youre 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 (Χ2) and a double (Χ2) applied to the same number
results in a triple (Χ3, 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 Χ4), 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 youll 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 arent die rolls. A
positive modifier is called a bonus, and a negative modifier is called a
penalty.
Table:
Ability Modifiers and Bonus Spells |
|||||||||||
|
|
Bonus Spells (by Spell Level) |
|||||||||
Score |
Modifier |
0 |
1st |
2nd |
3rd |
4th |
5th |
6th |
7th |
8th |
9th |
1 |
5 |
Cant cast spells tied to this ability
|
|||||||||
23 |
4 |
Cant cast spells tied
to this ability |
|||||||||
45 |
3 |
Cant cast spells tied
to this ability |
|||||||||
67 |
2 |
Cant cast spells tied
to this ability |
|||||||||
89 |
1 |
Cant cast spells tied
to this ability |
|||||||||
1011 |
0 |
|
|
|
|
|
|
|
|
|
|
1213 |
+1 |
|
1 |
|
|
|
|
|
|
|
|
1415 |
+2 |
|
1 |
1 |
|
|
|
|
|
|
|
1617 |
+3 |
|
1 |
1 |
1 |
|
|
|
|
|
|
1819 |
+4 |
|
1 |
1 |
1 |
1 |
|
|
|
|
|
2021 |
+5 |
|
2 |
1 |
1 |
1 |
1 |
|
|
|
|
2223 |
+6 |
|
2 |
2 |
1 |
1 |
1 |
1 |
|
|
|
2425 |
+7 |
|
2 |
2 |
2 |
1 |
1 |
1 |
1 |
|
|
2627 |
+8 |
|
2 |
2 |
2 |
2 |
1 |
1 |
1 |
1 |
|
2829 |
+9 |
|
3 |
2 |
2 |
2 |
2 |
1 |
1 |
1 |
1 |
3031 |
+10 |
|
3 |
3 |
2 |
2 |
2 |
2 |
1 |
1 |
1 |
3233 |
+11 |
|
3 |
3 |
3 |
2 |
2 |
2 |
2 |
1 |
1 |
3435 |
+12 |
|
3 |
3 |
3 |
3 |
2 |
2 |
2 |
2 |
1 |
3637 |
+13 |
|
4 |
3 |
3 |
3 |
3 |
2 |
2 |
2 |
2 |
3839 |
+14 |
|
4 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
2 |
4041 |
+15 |
|
4 |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
2 |
4243 |
+16 |
|
4 |
4 |
4 |
4 |
3 |
3 |
3 |
3 |
2 |
4445 |
+17 |
|
5 |
4 |
4 |
4 |
4 |
3 |
3 |
3 |
3 |
etc. . . |
|
|
|
|
|
|
|
|
|
|
|
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
characters 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 characters 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 characters
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 its 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 characters 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 characters health and stamina. A Constitution bonus increases
a characters hit points, so the ability is important for all classes.
You
apply your characters Constitution modifier to:
Each roll of a Hit Die (though a penalty can never drop a result below 1that
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 characters Constitution score changes enough to alter his or her
Constitution modifier, the characters 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. Its
also important for any character who wants to have a wide assortment of skills.
You
apply your characters 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 spells 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 characters willpower, common sense, perception, and intuition.
While Intelligence represents ones ability to analyze information, Wisdom
represents being in tune with and aware of ones 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 characters 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 spells level.
CHARISMA (CHA)
Charisma
measures a characters 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 characters 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 spells 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.