STATS

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Stats

Each ability partially describes your character and affects some of your character’s actions.

The description of each ability includes a list of races and creatures along with their average scores in that ability.

(Not every creature has a score in every ability, as you’ll see when you look at the lists that follow.) These scores are for an average, young adult member of that race or species, such as a dwarven tax collector, a halfling merchant, or an unexceptional gnoll. An adventurer—say, a dwarven fighter or a gnoll ranger—probably has better scores, at least in the abilities that matter most to them, and player characters are above average overall.

Strength (Str)

Strength measures your character’s muscle and physical power. This ability is especially important for fighters, barbarians, paladins, rangers, and monks because it helps them prevail in combat.

You apply your character’s Strength modifier to:

• Melee attack rolls.

• Damage rolls when using a melee weapon or a thrown weapon. (Exceptions: Off-hand attacks receive only half the Strength modifier, while two-handed attacks receive one and a half times the Strength modifier. A Strength penalty, but not a bonus, applies to attacks made with a bow or a sling.)

• 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 ability for rogues, but it’s also high on the list for characters who typically wear light or medium armor (barbarians and rangers) or none at all (monks, wizards, and sorcerers), and for anyone who wants to be a skilled archer. You apply your character’s Dexterity modifier to:

• Ranged attack rolls, including attacks made with bows, crossbows, throwing axes, and other ranged weapons.

• Armor Class (AC), provided 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, Pick Pocket, Ride, Tumble, and Use Rope checks. These are the skills that have Dexterity as their key ability.

Constitution (Con)

Constitution represents your character’s health and stamina. Constitution increases a character’s hit points, so it’s
important for everyone.

You apply your Constitution modifier to:

• Each Hit Die (though a penalty can never drop a Hit Die roll below 1—that is, a character always gains at least 1 hp each time he or she goes up a level).

• Fortitude saving throws, for resisting poison and similar threats.

• Concentration checks. This is a skill, important to spellcasters, that has Constitution as its key ability.

If a character’s Constitution changes enough to alter his or her Constitution modifier, his or her hit points also increase or decrease accordingly.

Intelligence (Int)

Intelligence determines how well your character learns and reasons. Intelligence 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. It’s also important for any character who wants to have a strong assortment of skills.

You apply your character’s 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.)

• Alchemy, Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Read Lips, Scry, Search, and Spellcraft checks. These are the skills that have Intelligence as their key ability.

Animals have Intelligence scores of 1 or 2. Creatures of human-like intelligence have scores of at least 3.

Wisdom (Wis)

Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom is more related to being in tune with and aware of one’s surroundings.

An "absentminded professor" has low Wisdom and high Intelligence. A simpleton (low Intelligence) might still have great insight (high Wisdom). Wisdom is the most important ability for clerics and druids, and is also important for paladins and rangers. If you want your character to have keen senses, put a high score in Wisdom.

You apply your character’s Wisdom modifier to:

• Will saving throws (for negating charm person and other spells).

• Heal, Innuendo, Intuit Direction, Listen, Profession, Sense Motive, Spot, and Wilderness Lore checks. These are the skills that have Wisdom as their key ability.
Every creature has a Wisdom score.

Charisma (Cha)

Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. It represents actual personal strength, 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.

You apply your Charisma modifier to:

• Animal Empathy, 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 an attempt to influence others.

• Turning checks for clerics and paladins attempting to turn zombies and other undead.

Every creature has a Charisma score.


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