Character Creation and Advancement — page 21
Character Creation and Advancement rules and reference.
Generate Your Scores Determine your ability scores by using one of the following three methods. Your GM might prefer you to use a particular one.
Standard Array. Use the following six scores for your abilities: 15, 14, 13, 12, 10, 8.
Random Generation. Roll four d6s and record the total of the highest three dice. Do this five more times, so you have six numbers.
Point Cost. You have 27 points to spend on your ability scores. The cost of each score is shown on the Ability Score Point Costs table. For example, a score of 14 costs 7 of your 27 points. Ability Score Point Costs Score Cost 8 0 9 1 10 2 11 3 Score Cost 12 4 13 5 14 7 15 9 Assign Ability Scores Once you've generated six scores, assign them to Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, keeping in mind your class's primary ability. Fill in the ability modifiers as well.
If you're using the Standard Array option, consult the Standard Array by Class table for suggestions on where to assign scores for your character's class. The table puts the highest scores in a class's main abilities. If you used a different method to generate the scores, you may still use this table to guide where you place your highest and lowest scores. Standard Array by Class Class Str.
Dex. Con.
Int. Wis. Cha.
Barbarian 15 13 14 10 12 8 Bard 8 14 12 13 10 15 Cleric 14 8 13 10 15 12 Druid 8 12 14 13 15 10 Fighter 15 14 13 8 10 12 Monk 12 15 13 10 14 8 Paladin 15 10 13 8 12 14 Ranger 12 15 13 8 14 10 Rogue 12 15 13 14 10 8 Sorcerer 10 13 14 8 12 15 Warlock 8 14 13 12 10 15 Wizard 8 12 13 15 14 10 Adjust Ability Scores After assigning your ability scores, adjust them according to your background. Your background lists three abilities; increase one of those scores by 2 and a different one by 1, or increase all three by 1. None of these increases can raise a score above 20.
Some players like to increase their class's primary ability, while others prefer to increase a low score. Determine Ability Modifiers Finally, determine your ability modifiers using the Ability Scores and Modifiers table. Write the modifier next to each of your scores. Ability Scores and Modifiers Score Modifier 3 −4 4–5 −3 6–7 −2 8–9 −1 10 –11 +0 Score Modifier 12–13 +1 14–15 +2 16 –17 +3 18–19 +4 20 +5 Step 4: Alignment Choose your character's alignment from the options below, and note it on your character sheet.
The game assumes that player characters aren't of an evil alignment. Check with your GM before making an evil character. The Nine Alignments A creature's alignment broadly describes its ethical attitudes and ideals. Alignment is a combination of two factors: one identifies morality (good, evil, or neutral), and the other describes attitudes toward order (lawful, chaotic, or neutral).
The summaries of the alignments below describe the typical behavior of a creature with that alignment; individuals can vary from that behavior.
Lawful Good (LG). Lawful Good creatures endeavor to do the right thing as expected by society. Someone who fights injustice and protects the innocent without hesitation is probably Lawful Good.
Neutral Good (NG). Neutral Good creatures do the best they can, working within rules but not feeling bound by them. A kindly person who helps others according to their needs is probably Neutral Good.
Chaotic Good (CG). Chaotic Good creatures act as their conscience directs with little regard for what others expect. A rebel who waylays a cruel baron's tax collectors and uses the stolen money to help the poor is probably Chaotic Good.
Lawful Neutral (LN). Lawful Neutral individuals act in accordance with law, tradition, or personal codes. Someone who follows a disciplined rule of life—and isn't swayed either by the demands of those in need or by the temptations of evil—is probably Lawful Neutral.
Neutral (N). Neutral is the alignment of those who prefer to avoid moral questions and don't take sides,