Ability Scores

 

 

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Ability scores are the backbone of the character. They determine if your character is stupid or brilliant, ignorant or wise, strong or weak, quick on his feet or slow, healthy or sickly, charismatic or repellant.

Ability scores are divided into six categories: Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis), Charisma (Cha).

See the building guide on how to acquire ability scores.

Strength (Str)
This represents your characters physical strength. Fighters, barbarians, rangers, paladins, and monks use this ability for their class.

Race or Creature Average Strength Average Modifier
Ghost - -
Toad 1 -5
Rat 2 -4
Weasel 3 -4
Small Monstrous centipede 4-5 -3
Kobold 6-7 -2
Halfling or goblin 8-9 -1
Human 10-11 0
Half-orc 12-13 +1
Gnoll 14-15 +2
Small earth elemental 16-17 +3
Centaur 18-19 +4
Fire Giant 30-31 +10
Nightshade nightcrawler 44-45 +17
Great gold wyrm 46-47 +18

Dexterity (Dex)
This measures hand-eye coordination, agility, reflexes, and balance. Rogues use this ability the most.

Races or Creatures Average Dexterity Average Modifier
Green slime - -
Gelantinous cube 1 -5
Colossal animated object 4-5 -3
Purple worm 6-7 -2
Ogre 8-9 -1
Human 10-11 0
Elf or halfling 12-13 +1
Displacer beast 14-15 +2
Blink dog 16-17 +3
Astral deva 18-19 +4
Elder air elemental 32-33 +11

Constitution (Con)
This represents your characters overall physical health and stamina.

Race or Creature Average Constitution Average Modifier
Ghost - -
Grey Elf 6-7 -2
Wild Elf 8-9 -1
Human 10-11 0
Dwarf or gnome 12-13 +1
Carrion crawler 14-15 +2
Griffon 16-17 +3
Horse 18-19 +4
The Tarrasque 35 +!2

Intelligence (Int)
This is the characters ability to learn, understanding, and reason. Wizards need a high intelligence to learn more spells and have a greater affect with them.

Race or Creature Average Intelligence Average Modifier
Zombie - -
Carrion crawler 1 -5
Tiger 2 -4
Hydra 3 -4
Otyugh 4-5 -3
Troll 6-7 -2
Half-orc 8-9 -1
Human 10-11 0
Dragon Turtle 12-13 +1
Invisible stalker 14-15 +2
Beholder 16-17 +3
Mind flayer 18-19 +4
Kraken 20-21 +5
Great gold wyrm 32-33 +11

Wisdom (Wis)
This determines the character's willpower, common sense, perception and intuition. This is especially important to clerics and druids. Paladins and rangers also benefit greatly from high wisdom. Those using divine spell gain bonus spells for higher wisdom scores.

Race or Creature Average Wisdom Average Modifier
Gelantinous cube 1 -5
Shrieker 2 -4
Orc 8-9 -1
Human 10-11 0
Owlbear 12-13 +1
Wraith 14-15 +2
Devourer 16-17 +3
Couatl 18-19 +4
Unicorn 20-21 +5
Great gold wyrm 32-33 +11

Charisma (Cha)
This determines the character's persuasiveness, personality, magnetism, leadership, and physical attractiveness. Paladins, sorcerers, and bards benefit most from high charisma scores.

Race or Creature Average Charisma Average Modifier
Zombie 1 -5
Spider 2 -4
Dretch tanar'ri 4-5 -3
Triceratops 6-7 -2
Dwarf or Half-orc 8-9 -1
Human or wolverine 10-11 0
Dragonne 12-13 +1
Storm giant 14-15 +2
Ogre mage 16-17 +3
Large garghest 18-19 +4
Great gold wyrm 32-33 +11

 

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