Next, you will determine your character's starting ability scores. These six values describe your character's physical and mental abilities at a broad level. Ability Scores range from 1 to 30 for player characters.
Value | Description |
---|---|
0 | Dying - See Ability Score Damage |
1-3 | Extremely Weak or Injured |
4-6 | Weak |
7-9 | Below Average |
10 | Average for a non-adventurer |
11-14 | Above Average |
15-19 | Strong |
20-24 | Exceptional |
25-29 | Superhuman |
30 | God-like |
Always use this method unless the GM has instructed you to use one of the others.
Choose scores from 6 to 15 for each of your six ability scores by "buying" them in the table below. The total number of points you have to spend is based on your age in the previous step. You can buy the same score multiple times as long as you have the points for it.
TIPS:
Ability Score | Modifier | Point Cost |
---|---|---|
15 | +3 | 11 pts |
14 | +2 | 9 pts |
13 | +2 | 8 pts |
12 | +1 | 6 pts |
11 | 0 | 5 pts |
10 | 0 | 4 pts |
9 | -1 | 3 pts |
8 | -2 | 2 pts |
7 | -2 | 1 pts |
6 | -3 | 0 pts |
Choose a value between 4 and 18 for each ability score. The sum of your ability scores can't be higher than 60.
Roll 4d4 seven times and write down the results. Assign the six highest results to your ability scores however you see fit, and drop the seventh (lowest) result.
Roll 3d6 six times. Assign the results to your ability scores in the order you roll them: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma.
After choosing your ability scores, write their modifiers in the boxes next to each value.
Ability Score | 1-4 | 5-6 | 7-8 | 9 | 10-11 | 12 | 13-14 | 15-16 | 17-18 | 19-20 | 21-23 | 24-26 | 27-29 | 30 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Modifier | -4 | -3 | -2 | -1 | 0 | +1 | +2 | +3 | +4 | +5 | +6 | +7 | +8 | +9 |
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