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Abilities |
Abilities
are the six natural traits that represent the basic definition
of a character. They are used to determine success or failure
of many actions. Every fourth level, one ability can be raised
by +1. There is no maximum number of times that a single
ability can be raised. Each ability will have a modifier from
-5 to +5 on certain actions as well as a number of bonus
spells. The modifier represents the benefit of above-average
abilities as well as the disadvantage for below-average
abilities. The ability that spells relate to depends on the
type of spellcaster: Intelligence for wizards; Wisdom for
clerics, druids, paladins, and rangers; or Charisma for
sorcerers and bards. In addition to having a high ability
score, a spellcaster must be of sufficient level in order to
gain any bonus spells for a given level. Spellcasters must
also have a 10 or higher in the appropriate ability score in
order to cast any spells. |
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Strength |
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Strength
measures a 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 from melee weapons or thrown weapons*
Climb,
Jump, and Swim checks
Strength
checks (for breaking down doors, etc.)
*Note:
Off-hand attacks only receive 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 missile weapon attacks with a bow or sling.
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Intelligence |
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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 characters knows
The
number of skill points gained each level
The
following skill checks:
- Alchemy
- Appraise
- Craft
- Decipher Script
- Disable Device
- Forgery
- Knowledge
- Read Lips
- Scry
- Search
- Spellcraft
Wizards gain bonus
spells based on their Intelligence scores. The minimum
Intelligence needed to cast a wizard spell is 10 + the spell's
level.
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Wisdom |
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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. Wisdom is the most
important ability for clerics and druids and is also important
for rangers and paladins. You apply your character's Wisdom
modifier to:
Will
saving throws (for negating charm person and other
spells)
The
following skill checks:
- Heal
- Inneuendo
- Intuit
- Direction
- Listen
- Profession
- Sense Motive
- Spot
- Wilderness Lore
Clerics, druids,
paladins, and rangers get bonus spells based on their Wisdom
scores. The minimum Wisdom needed to cast a spell is 10 + the
spell's level.
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Dexterity |
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Dexterity
measures hand-eye coordination, agility, reflexes, and
balance. This ability is the most important for rogues, but it
also important for anyone who typically wears light or medium
armor (barbarians and rangers) or none at all (monks, wizards,
and sorcerers), and anyone who wants to be a skilled archer.
You apply your 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
The
following skill checks:
- Balance
- Escape Artist
- Hide
- Move Silently
- Open Lock
- Pick Pocket
- Ride
- Tumble
- Use Rope
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Constitution |
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Constitution
represents your character's health and stamina. Constitution
increases a character's hit points (HP), so it's important for
all classes. You apply your Constitution modifier to:
Each
Hit Die (although a penalty cannot take it below 1)
Fortitude
saving throws, for resisting poisons and similar threats
Concentration
checks
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Charisma |
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Charisma
measures a character’s force of personality, persuasiveness,
personal magnetism, ability to lead, and physical
attractiveness. It is important to all characters, but
especially to those who must deal with non-player characters,
mercenary hirelings, retainers, and intelligent monsters. It
dictates the total number of henchmen a character can retain
and affects the loyalty of henchmen, hirelings, and retainers.
Charisma is very important for sorcerers and bards as it
determines the number of spells per level that they can cast.
You apply your charisma modifier to:
Checks
that represent an attempt to influence others
Turning
checks for clerics and paladins, attempting to turn undead
The
following skill checks:
- Animal Empathy
- Bluff
- Diplomacy
- Disguise
- Gather Information
- Handle Animal
- Intimidate
- Perform
- Use Magic Device
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Ability
Modifiers and Bonus Spells |
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Bonus
Spells (by Spell Level)
|
Score |
Modifier |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
1 |
-5 |
Can't
Cast spells tied to this ability |
2-3 |
-4 |
Can't
Cast spells tied to this ability |
4-5 |
-3 |
Can't
Cast spells tied to this ability |
6-7 |
-2 |
Can't
Cast spells tied to this ability |
8-9 |
-1 |
Can't
Cast spells tied to this ability |
10-11 |
0 |
- |
- |
- |
- |
- |
- |
- |
- |
- |
- |
12-13 |
+1 |
- |
1 |
- |
- |
- |
- |
- |
- |
- |
- |
14-15 |
+2 |
- |
1 |
1 |
- |
- |
- |
- |
- |
- |
- |
16-17 |
+3 |
- |
1 |
1 |
1 |
- |
- |
- |
- |
- |
- |
18-19 |
+4 |
- |
1 |
1 |
1 |
1 |
- |
- |
- |
- |
- |
20-21 |
+5 |
- |
2 |
1 |
1 |
1 |
1 |
- |
- |
- |
- |
22-23 |
+6 |
- |
2 |
2 |
1 |
1 |
1 |
1 |
- |
- |
- |
etc.. |
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