The Core Mechanic: Whenever you attempt an action that has some chance
of failure, you roll a twenty-sided die (d20). To determine if your character
succeeds at a task you do this:
Roll a d20.
Add any relevant modifiers.
Compare the result to a
target number.
If the result equals or
exceeds the target number, your character succeeds. If the result is lower than
the target number, you fail.
DICE
Dice rolls are described with
expressions such as 3d4+3, which means roll three four-sided dice and add 3
(resulting in a number between 6 and 15). The first number tells you how many
dice to roll (adding the results together). The number immediately after the
d tells you the type of die to use. Any number after that indicates a
quantity that is added or subtracted from the result.
d%: Percentile dice work a little differently. You
generate a number between 1 and 100 by rolling two different ten-sided dice.
One (designated before you roll) is the tens digit. The other is the ones
digit. Two 0s represent 100.
ROUNDING FRACTIONS
In general, if you wind up
with a fraction, round down, even if the fraction is one-half or larger.
Exception: Certain rolls, such as damage and hit points, have a
minimum of 1.
MULTIPLYING
Sometimes a rule makes you
multiply a number or a die roll. As long as youre applying a single
multiplier, multiply the number normally. When two or more multipliers apply to
any abstract value (such as a modifier or a die roll), however, combine them into
a single multiple, with each extra multiple adding 1 less than its value to the
first multiple. Thus, a double (Χ2) and a double (Χ2) applied to the same
number results in a triple (Χ3, because 2 + 1 = 3).
When applying multipliers to
real-world values (such as weight or distance), normal rules of math apply
instead. A creature whose size doubles (thus multiplying its weight by 8) and
then is turned to stone (which would multiply its weight by a factor of roughly
3) now weighs about 24 times normal, not 10 times normal. Similarly, a blinded
creature attempting to negotiate difficult terrain would count each square as 4
squares (doubling the cost twice, for a total multiplier of Χ4), rather than as
3 squares (adding 100% twice).
ABILITY SCORES
ABILITY MODIFIERS
Each ability, after changes made because
of race, has a modifier ranging from 5 to +5. Table: Ability Modifiers and
Bonus Spells shows the modifier for each score. It also shows bonus spells,
which youll need to know about if your character is a spellcaster.
The modifier is the number
you apply to the die roll when your character tries to do something related to
that ability. You also use
the modifier with some numbers that arent die rolls. A positive modifier is
called a bonus, and a negative modifier is called a penalty.
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Table: Ability Modifiers
and Bonus Spells
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Bonus Spells
(by Spell Level)
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Score
|
Modifier
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0
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1st
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2nd
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3rd
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4th
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5th
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6th
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7th
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8th
|
9th
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1
|
5
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Cant cast spells tied to this ability
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23
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4
|
Cant cast spells tied to this ability
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45
|
3
|
Cant cast spells tied to this ability
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|
67
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2
|
Cant cast spells tied to this ability
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89
|
1
|
Cant cast spells tied to this ability
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1011
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0
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1213
|
+1
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1
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1415
|
+2
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|
1
|
1
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1617
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+3
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1
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1
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1
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1819
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+4
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1
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1
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1
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1
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2021
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+5
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2
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1
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1
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1
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1
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2223
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+6
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2
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2
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1
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1
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1
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1
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2425
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+7
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2
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2
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2
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1
|
1
|
1
|
1
|
|
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2627
|
+8
|
|
2
|
2
|
2
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2
|
1
|
1
|
1
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1
|
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2829
|
+9
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3
|
2
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2
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2
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2
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1
|
1
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1
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1
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3031
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+10
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3
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3
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2
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2
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2
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2
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1
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1
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1
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3233
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+11
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3
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3
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3
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2
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2
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2
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2
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1
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1
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3435
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+12
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3
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3
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3
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3
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2
|
2
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2
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2
|
1
|
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3637
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+13
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4
|
3
|
3
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3
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3
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2
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2
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2
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2
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3839
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+14
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4
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4
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3
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3
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3
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3
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2
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2
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2
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4041
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+15
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4
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4
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4
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3
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3
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3
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3
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2
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2
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4243
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+16
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4
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4
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4
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4
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3
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3
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3
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3
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2
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4445
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+17
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5
|
4
|
4
|
4
|
4
|
3
|
3
|
3
|
3
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|
etc. . .
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ABILITIES AND SPELLCASTERS
The ability that governs
bonus spells depends on what type of spellcaster your character is:
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 high enough class level to be able to cast spells of a
given spell level. (See the class descriptions for details.)
THE ABILITIES
Each ability partially
describes your character and affects some of his or her actions.
STRENGTH (STR)
Strength measures your characters muscle
and physical power. This ability is especially important for fighters,
barbarians, paladins, rangers, and monks because it helps them prevail in
combat. Strength also limits the amount of equipment your character can carry.
You apply your characters
Strength modifier to:
Melee attack rolls.
Damage rolls when using a
melee weapon or a thrown weapon (including a sling). (Exceptions: Off-hand
attacks receive only one-half the characters Strength bonus, while two-handed
attacks receive one and a half times the Strength bonus. A Strength penalty,
but not a bonus, applies to attacks made with a bow that is not a composite
bow.)
Climb, Jump, and Swim
checks. These are the skills that have Strength as their key ability.
Strength checks (for
breaking down doors and the like).
DEXTERITY (DEX)
Dexterity measures hand-eye
coordination, agility, reflexes, and balance. This ability is the most
important one for rogues, but its also high on the list for characters who
typically wear light or medium armor (rangers and barbarians) or no armor at
all (monks, wizards, and sorcerers), and for anyone who wants to be a skilled
archer.
You apply your characters
Dexterity modifier to:
Ranged attack rolls,
including those for attacks made with bows, crossbows, throwing axes, and other
ranged weapons.
Armor Class (AC), provided
that the character can react to the attack.
Reflex saving throws, for
avoiding fireballs and other attacks that you can escape by moving quickly.
Balance, Escape Artist,
Hide, Move Silently, Open Lock, Ride, Sleight of Hand, Tumble, and Use Rope
checks. These are the skills that have Dexterity as their key ability.
CONSTITUTION (CON)
Constitution represents your
characters health and stamina. A Constitution bonus increases a characters
hit points, so the ability is important for all classes.
You apply your characters
Constitution modifier to:
Each roll of a Hit Die
(though a penalty can never drop a result below 1that is, a character always
gains at least 1 hit point each time he or she advances in level).
Fortitude saving throws,
for resisting poison and similar threats.
Concentration checks.
Concentration is a skill, important to spellcasters, that has Constitution as
its key ability.
If a characters Constitution
score changes enough to alter his or her Constitution modifier, the characters
hit points also increase or decrease accordingly.
INTELLIGENCE (INT)
Intelligence determines how
well your character learns and reasons. This ability 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. Its also important for any
character who wants to have a wide assortment of skills.
You apply your characters
Intelligence modifier to:
The number of languages
your character knows at the start of the game.
The number of skill points
gained each level. (But your character always gets at least 1 skill point per
level.)
Appraise, Craft, Decipher
Script, Disable Device, Forgery, Knowledge, Search, and Spellcraft checks.
These are the skills that have Intelligence as their key ability.
A wizard gains bonus spells
based on her Intelligence score. The minimum Intelligence score needed to cast
a wizard spell is 10 + the spells level.
An animal has an Intelligence
score of 1 or 2. A creature of humanlike intelligence has a score of at least
3.
WISDOM (WIS)
Wisdom describes a
characters willpower, common sense, perception, and intuition. While
Intelligence represents ones ability to analyze information, Wisdom represents
being in tune with and aware of ones surroundings. Wisdom is the most
important ability for clerics and druids, and it is also important for paladins
and rangers. If you want your character to have acute senses, put a high score
in Wisdom. Every creature has a Wisdom score.
You apply your characters
Wisdom modifier to:
Will saving throws (for
negating the effect of charm person and other spells).
Heal, Listen, Profession,
Sense Motive, Spot, and Survival checks. These are the skills that have Wisdom
as their key ability.
Clerics, druids, paladins,
and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom
score needed to cast a cleric, druid, paladin, or ranger spell is 10 + the
spells level.
CHARISMA (CHA)
Charisma measures a
characters force of personality, persuasiveness, personal magnetism, ability
to lead, and physical attractiveness. This ability represents actual strength
of personality, not merely how one is perceived by others in a social setting.
Charisma is most important for paladins, sorcerers, and bards. It is also
important for clerics, since it affects their ability to turn undead. Every
creature has a Charisma score.
You apply your characters
Charisma modifier to:
Bluff, Diplomacy, Disguise,
Gather Information, Handle Animal, Intimidate, Perform, and Use Magic Device
checks. These are the skills that have Charisma as their key ability.
Checks that represent
attempts to influence others.
Turning checks for clerics
and paladins attempting to turn zombies, vampires, and other undead.
Sorcerers and bards get bonus
spells based on their Charisma scores. The minimum Charisma score needed to
cast a sorcerer or bard spell is 10 + the spells level.
When an ability score
changes, all attributes associated with that score change accordingly. A
character does not retroactively get additional skill points for previous
levels if she increases her intelligence.