Stats

Introduction

Every character has six basic stats which stay pretty steady throughout an entire campaign: strength, dexterity, constitution, intelligence, wisdom, and charisma. If you want, you can roll your stats in the following way: roll 4d6; drop the lowest roll and add the others. Repeat six times. Now you have six numbers from 3 to 18 that you can assign to your different stats. Or you can just take this list of numbers and assign them to your different stats: 15, 14, 13, 11, 10, 8.

The raw numbers don’t matter much. Convert them into the following bonuses:

3: -4

4-5: -3

6-7: -2

8-9: -1

10-11: +0

12-13: +1

14-15: +2

16-17: +3

18: +4

Strength

Your strength bonus applies to attack, parry, and damage rolls with melee weapons. It’s a very important stat for fighters and anyone else on the front lines.

Dexterity

Your dexterity bonus applies to initiative rolls, base defense, reflex saves, attack rolls with ranged weapons, and attack and parry rolls with small weapons and rapiers if you have the Weapon Finesse feat. Dexterity is most important for rogues and archers.

Constitution

Your constitution bonus applies to fortitude saves and gives you extra action points. Constitution is important for anyone who is likely to take flesh wounds.

Intelligence

Intelligence is important for many skills and magic. You start out knowing one extra language for each point of your intelligence bonus in addition to your racial and class languages. Intelligence is most important for wizards.

Wisdom

Your wisdom bonus applies to spot and listen checks, will saves and some magic. Wisdom is most important for druids and anyone who is standing guard.

Charisma

Charisma is important for charm magic, handling animals, and subterfuge. High charisma is most useful for paladins. It is also helpful for druids, rogues, and wizards.

Stats

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