Ability Scores
Ability Scores will determine how well your character performs various actions as well as determining their physical and mental characteristics. Different Character Classes will have Ability Scores that are important to their Class Abilities and should be considered when Creating A Character.
- Strength. The physical power and brawn of your character. This ability also affects your natural ability to climb, swim, jump, as well as wield heavier weaponry.
- Dexterity. Your character’s finesse and guile. It determines your character’s ability to tumble, their hand-eye coordination, Move silently, and is used for wielding ranged or lighter melee weaponry.
- Constitution. This determines the heartiness and overall healthiness of your character, how effective you are in armor, as well as how well they can resist ailments and maneuvers against them.
- Intelligence. The character’s ability to learn and retain knowledge. Your character’s Mana and starting spells is determined by Intelligence.
- Wisdom – The willpower, magical power, and spell potency of your character. Gut feelings and natural intuition often come with being wise.
- Charisma – Your character’s renown and appearance. This also governs your social skills and ability to make an impression with others.
Ability Score Modifier Bonuses
Ability Score | Modifier |
---|---|
1 | -5 |
2 – 3 | -4 |
4 – 5 | -3 |
6 -7 | -2 |
8 – 9 | -1 |
10 – 11 | +0 |
12 – 13 | +1 |
14 – 15 | +2 |
16 – 17 | +3 |
18 – 19 | +4 |
20 – 21 | +5 |
etc. | etc. |
Health Points and Mana Points
Your character’s starting Health is determined by your Constitution Ability Score + the maximum number of your Classes Health Die. After the first level, follow the rules of your character’s Class.
Your character’s starting Mana is determined by your Intelligence Ability Score + the maximum number of your Classes Mana Die. After the first level, follow the rules of your character’s Class.
Characters may regenerate Health and Mana after a Short Rest by expending dice from their pool of Health and Mana Dice, determined by their Class. Characters have one die for each character level. The amount restored is determined by rolling your Health Die or Mana Die + Constitution or Intelligence Modifier. All Health and Mana is restored to the player after a Long Rest.
Defenses
When a PC or enemy is targeted by an action, that action targets a Defense to determine the DC of the action. The higher the Defense, the more resilient the PC is to actions that target that Defense.
- Armor Class. Your armor class is how hard you are to hit. Determined by 10 + Armor Rating + Constitution Modifier.
- Fortitude. Used to resist poisons, bodily ailments, and Combat Maneuvers. Determined by 10 + Strength or Constitution Modifier + Class Bonus.
- Reflex. Used to avoid Area of Effects and Combat Maneuvers. Determined by 10 + Dexterity or Intelligence Modifier + Class Bonus.
- Will. Used to resist mental attacks and spells. Determined by 10 + Wisdom or Charisma Modifier + Class Bonus.