Ability Scores

Six abilities provide a quick description of every creature's physical and mental characteristics:   Is a character muscle-bound and insightful? Brilliant and charming? Nimble and hardy? Ability scores define these qualities -- a creature's assets as well as weaknesses. The three main rolls of the game -- the Ability Check, the Saving Throw, and the Attack roll -- rely on the six ability scores. The basic rule behind these rolls: roll a 1d20 , add an ability modifier derived from one of the six ability scores, and compare the total to a target number.  

Ability Scores and Modifiers

  Each of a creature's abilities has a score, a number that defines the magnitude of that ability. An ability score is not just a measure of innate capabilities, but also encompasses a creature's training and competence in activities related to that ability.   A score of 10 or 11 is the normal human average, but adventurers and many monsters are a cut above average in most abilities. A score of 18 is the highest that a person usually reaches.   Particularly talented humans sometimes have scores as high as 20, and monsters and powerful immortal beings can have scores as high as 30.   Each ability also has a modifier, derived from the score and ranging from -5 (for an ability score of 1) to +18 (for a score of 30). The Ability Scores and Modifiers table notes the ability modifiers for the range of possible ability scores, from 1 to 30.  

Ability Score Modifiers


ScoreModifier
1-5
2-4
3-4-3
5-6-2
7-8-1
9-120
13-14+1
15-16+2
17+3
18+4
19+5
20+6
21+7
22-23+8
24-25+9
26+10
27+11
28+12
29+14
30+18

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