Each ability, after changes made because of race, has a modifier ranging from -5 to +5.
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 aren’t die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty.
Strength measures your character's muscle and physical power.
You apply your character’s Strength modifier to:
Dexterity measures hand-eye coordination, agility, reflexes, and balance.
You apply your character’s Dexterity modifier to:
Constitution represents your character's health and stamina. A Constitution bonus increases a character's hit points, so the ability is important for all classes. Some creatures, such as undead and constructs, do not have a Constitution score. Their modifier is +0 for any Constitution-based checks. A character with a Constitution score of 0 is dead.
You apply your character's Constitution modifier to:
If a character's Constitution score changes enough to alter his or her Constitution modifier, the character's hit points also increase or decrease accordingly.
Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects their spellcasting ability in many ways. Creatures of animal-level instinct have Intelligence scores of 1 or 2. Any creature capable of understanding speech has a score of at least 3. A character with an Intelligence score of 0 is comatose. Some creatures do not possess an Intelligence score. Their modifier is +0 for any Intelligence-based skills or checks.
You apply your character's Intelligence modifier to:
A wizard gains bonus spells based on his Intelligence score. The minimum Intelligence score needed to cast a wizard spell is 10 + the spell's level.
Wisdom describes a character's willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one's surroundings. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score. A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.
You apply your character's Wisdom modifier to:
Mages with a divine spell source get bonus spells based on their Wisdom scores. The minimum Wisdom score needed to cast a spell is 10 + the spell's level.
Charisma measures a character's personality, personal magnetism, ability to lead, and appearance. It is the most important ability for paladins, sorcerers, and bards. It is also important for clerics, since it affects their ability to channel energy. For undead creatures, Charisma is a measure of their unnatural “lifeforce.” Every creature has a Charisma score. A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious.
You apply your character's Charisma modifier to:
Mages with an innate spell source gain a number of bonus spells based on their Charisma score. The minimum Charisma score needed to cast a spell is 10 + the spell's level.
Charisma measures a character's 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 also used to determine the number of people that can be employed by a character.
| Score | Maximum # Hirelings | Loyalty |
|---|---|---|
| 3-4 | 1 | -2 |
| 5-6 | 2 | -2 |
| 7-9 | 3 | -1 |
| 10-12 | 4 | 0 |
| 13-15 | 5 | +1 |
| 16-17 | 6 | +2 |
| 18 | 7 | +2 |
| 19 | 8 | +3 |
| Score | Modifier | Bonus Spells (by Spell Level) | |||
|---|---|---|---|---|---|
| 0 | 1st | 2nd | 3rd | ||
| 1 | -5 | ||||
| 2-3 | -4 | ||||
| 4-5 | -3 | ||||
| 6-7 | -2 | ||||
| 8-9 | -1 | ||||
| 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 |
| etc… | |||||