Theralis

Open Game Content

Certain portions of this document are Open Game Content, per the Open Game License. The Open Game License is attached to the end of the main page. All of the pages and text in the House Rules section is Open Game Content except any mentioned setting names (primarily Theralis and Forgotten Realms). Artwork and text in any other section is Closed Content. Open Content may be reproduced per the rules of the Open Game License. Closed Content may not be reproduced.

Please see the Open Gaming License for the appropriate legalese.

Ability Scores

Every character or entity has six basic ability scores, shown below. The score of these abilities ranges from 0 to infinity. A limit, if any, will be specified in the rules. The normal human range is 3 to 18.

Each ability has a modifier equal to (ability/2) -5 (round results down). The modifier is the number you add to or subtract from the die roll when your character tries to do something related to that ability. A positive modifier is called a bonus, and a negative modifier is called a penalty.

Physical Abilities

These are the basic defining aspects of a character's body.

Strength (STR)

Any creature that can exert kinetic force has at least STR 1. A STR 0 means that the creature can exert zero force. For corporeal creatures, this usually means lying limp on the ground or being an inanimate object. For incorporeal creatures, this simply means that they can move their own (weightless) body, but may not exert force on the corporeal world. Incorporeal creatures use their DEX modifier for attacks instead of STR. A creature with STR 0 fails all Strength checks.

Dexterity (DEX)

Any creature that is capable of directing its own movement has at least DEX 1. A DEX 0 means that the creature has zero control over its own movement. The creature may be inanimate (a statue or tree), or may be mobile in an uncontrolled fashion (randomly blinking, only moves in a straight line at a set speed, etc.). A creature with DEX 0 that can perform mental actions uses its INT modifier for initiative checks instead of DEX. A creature with DEX 0 fails all Reflex saves and Dexterity checks.

Constitution (CON)

Any creature that possesses life force has at least CON 1. A CON 0 means that the creature is dead, and is treated as an object for spell purposes. Note that undead possess negative life force, and that this functions identically to normal life force for purposes of CON. As CON is based on life force, intangible creatures also possess CON. All living creatures have hit points equal to CON x2, modified for size (x2 for each size category above Medium, or x1/2 for each size category below Medium). Any effect which modifies CON also modifies hit points at the same time. Lifeless objects have CON 0. They are immune to any effect that requires a Fortitude save (unless the effect works on objects), ability damage, ability drain, and energy drain. They also fail all Constitution checks. Lifeless objects have hit points based on their material construction.

Psychic Abilities

A person's "self" consists of three parts: the conscious self (INT), the inner self (WIS), and the social self (CHA). Together these make up the psyche of the individual. A creature with a 0 in one of these will also have a 0 in all of the others.

Intelligence (INT)

Any creature which can evaluate, analyze and learn has at least INT 1. An INT 0 means that the creature can not [i]think[/i]. It may follow a program, but it may not change its behavior. INT 0 creatures are automatons, immune to all mind-influencing effects (charms, compulsions, phantasms, patterns and morale) and automatically fails Intelligence checks.

Wisdom (WIS)

Any creature which possesses an inner self has at least WIS 1. A WIS 0 means that the creature has no understanding of itself at all.

Wisdom represents the inner self: your understanding of who you are, your ability to resist temptation, your awareness of magic which attempts to influence you. This has secondary effects as well, because your inner self possesses a greater wellspring of knowledge than your conscious self, and a person with great wisdom can tap that for insights and intuitions.

Charisma (CHA)

Any creature capable of connecting with others has at least CHA 1. A CHA 0 means that the creature has no empathy whatsoever.

Charisma is your social self: your connection to other people, your ability to influence them, your awareness of their mood and character. A strong charisma means that your connection to others is strong enough that they tend to trust you more readily, follow your lead in more things, or even sublimate their own personality beneath yours. To some extent, this outward connection and exertion even allows you to influence events and can result in a kind of luck.

Influencing Others

Charisma can be used directly to alter the attitude of others towards you. Make an ability check (d20 + CHA Bonus) against the following DCs:

Initial     shifting to

Attitude    Unfriendly  Indifferent     Friendly    Helpful

Hostile     20          25              35          50

Unfriendly  -           15              25          40

Indifferent -           -               15          30

Friendly    -           -               -           20

A natural 1 shifts the target's attitude one step towards Hostile. A net roll of 0 or less shifts the target's attitude two steps towards Hostile.

Changing Ability Scores

When an ability score changes, all modifiers and effects based on the score are modified appropriately at the same time.

As a character increases in level, ability scores are increased according to the PHB, p.22. They can increase with no limit.

Poisons, diseases and other effects can temporarily or permanently reduce an ability score. Temporary ability reductions typically return to normal at a rate of 1 point per day.

A a character ages, some ability scores go up and others go down. See the aging rules for details.