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