Attributes are you character's main scores and stats that effect how they will perform in combat, what role they play, and what class they are best at playing as. At character creation you must roll 4d6 (four six-sided die) and take away the lowest number. The resulting sum of the highest three numbers will be the score for that Attribute. In this game there are 6 main Attributes: Strength(STR), Dexterity(DEX), Constitution(CON), Intelligence(INT), Wisdom(WIS), and Charisma(CHA). These will be described in greater detail below.
Example: You roll a 5, a 3, another 5, and a 1.You will take away the 1 and then add up 5+5+3. This will give you a score of 13 which you may place for any Attribute of your choice.
When you finally get the score for your attirbute you will go to the chart below to find out what bonus it will give you to rolls and skills that relate to the attribute. This will come into play when you have to do a skill check (Normally a d20 roll) or if something gets a bonus relating to your score in a certain attribute.
Example: You have been asked to make a roll for Charisma as you are trying to convince some shop owner to give you a lower price on something. Your character has a Charisma score of 17 (This will give you a bonus of +3). You write up what your character says to him. "How about we go for 45 gold instead of 50? This is going to a good cause after all." The Game Master then asks you to make a Charisma roll. You roll a d20 and get a 6, which you then add your Charisma bonus of 3 to and get a score of 9 for that action. the Difficulty of that action was a 10 so in this example you do not convince the merchant and he keeps the price at 50.
NOTE: When rolling for your character's Attributes make sure that their total bonus (The total amount of bonus points they get from all the attributes) Equals at least a +3. A +4 can function but will still be a weak character. As such only allow a +4 if you have a 17 or 18 in 1 skill.
Strength will relate to your physical power and stamina. It is most useful for classes that rely on melee weapons and attacking things. You commonly use the STR modifier for:
- Melee Attack Rolls
- Damage Rolls when the character is using a Melee weapon or a thrown weapon.
- Climb and Swim rolls.
- Strength Checks
Dexterity relates to the character's agility, balance, and coordination. It is mainly used by Rogue-like characters and those who rely more on doing damage from a distance or not being seen at all.You commonly use DEX for:
- Ranged Attack Rolls
- Armor Class(AC) provided that the character can react to the attack that round of combat.
- Skill rolls for Sleight of Hand, Sneak, Survival, Disable Device, and Acrobatics
- Reflex saving throws
Constitution is used for finding out your character's Health Points and how resistant they are to diseases/poisons. While it does not relate to any class in particular it is recommended to put some points into it as a character with low HP will not last long in battle. You Commonly use CON for:
- HP bonuses
- Fortitude saving throws.
- Resistance against poisons and Diseases.
Intelligence will relate to your character's knowledge and how smart they are in an academic sense. It is mostly used by mage-like classes and ones that require a large amount of knowledge in lore. INT is commonly used for:
- How many languages your character can speak.
- Checks for Craft, Cooking, Decipher, and the various Knowledge skills (Combat, Geography, History, Local, Mythos, and Nature)
- How many skill points you recieve per level.
Wisdom will relate to your character's healing ability, how perceptive they are, and their mystical prowess. It is most useful for Healer Classes and Classes that relate to Mysticism. WIS is commonly used for:
- Will Saving Throws
- Initiative Rolls
- Skill Checks for Perception, Sense Motive, Heal, and Alchemy
Charisma is your character's ability to speak well. It is mainly used by classes that deal with other creatures as their main role, IE Bards and Leaders. CHA is mainly used for:
- Skill Checks for Bluff, Diplomacy, Disguise, Gather Info, Intimidate, And Perform
- Checks that relate to an attempt to influence someone