Character Statistics
This page covers statistics common to all (or most) creatures and player characters. This page is meant as a reference for definitions of game terms. More coming soon.
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Ability Scores
Ability Scores represent our character's raw talent and aptitude. There are six Ability Scores:
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Strength: physical strength and athletic ability.
Dexterity: hand-eye coordination and reflexes.
Constitution: physical resilience and endurance.
Intelligence: problem solving ability and knowledge.
Wisdom: social intuition and willpower.
Charisma: personal magnetism and ability to influence others.
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Ability Score Modifiers
Most of the time, Ability Scores do not directly affect your abilities. Instead, you will use your Ability Score Modifier, which is a smaller number that you add directly to an ability.
A modifier is calculated by subtracting 10 from your Ability Score, dividing by 2, and then rounding down. For example, a 14 in Strength gives you a Strength Modifier of 2. This means that when you get to add your 'Strength Modifier' or 'Strength' to a dice roll, you add +2.
Your Ability Score Modifiers will be very important.
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Creatures can have ability score lower than 6 or higher than 20, but here we include the most common scores. A score cannot be lower than 1.​
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Generating Ability Scores
At level 1, each of your ability scores will be between 8 and 17 (under most circumstances). If you have 10 in an ability score, you are at the human average for that score.
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The easiest way to determine your ability scores is to choose the recommended ability scores for each class. In total, there are four ways to get your ability scores.
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Note: Using any of Elkan's Ability Score systems, your character's Ancestry has no impact on Ability Scores, unlike in baseline 5e rules.
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A) Recommended Ability Scores
You can take the recommended ability scores for your class, linked here: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlock, Wizard
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B) Standard Array
You can assign a standard set of numbers to ability scores of your choice. Assign one of the following sets of numbers:
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16, 14, 14, 12, 12, 8
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16, 16, 14, 10, 10, 8
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C) Rolling
If you want to randomly determine your ability score values, you can roll for them.
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Roll 4d6, dropping the lowest value. For example, if you roll, 5,4,4, 3, your total is 13. Repeat this six times, writing down the values you roll.
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Assign each value to ability scores of your choice.
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Add three points either to one ability score or split them up between different ability scores, up to a maximum of 17. If you rolled a 17 or 18, you can keep them, but not increase them this way.
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D) Point Buy
You can spend points on your ability scores, dividing them however you want, between a minimum of 8 and a maximum of 17 for each score. You have 33 points.