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CONTROLLER (WIZARD) Controllers deal with laxge numbers of enemies at the same time. They favor oflense over defense, using powers that deal damage to multiple foes at once, as well as sb ter powers that weaken, confuse, or delay ther foes. DEFENDER (FicHTER, PALADIN) Defenders have the highest defenses in the game and _good close-up offense. They are the party's frontline combatants; wherever they're standing, that's where ‘the action is. Defenders have abilities and powers that make it difficult for enemies to move past them or to ignore them in battle. ‘LEADER (CLERIC, WARLORD) Leaders inspire, hea, and aid the other characters in an adventuring group. Leaders have good defenses, but their strength lies in powers that protect their companions and target specific foes forthe party to concentrate on, Clerics and warlords (and other leaders) encourage and motivate their adventuring companions, but just because they fill the leader role doesn't mean they're necessarily a group's spokesperson or commander. ‘The party leader—if the group has one—might as easily bea charismatic warlock or an authoritative paladin, Leaders (the role) fulfill their function through their mechanics; party leaders are born through roleplaying. CHAPTER 2 | Making Characters STRIKER (RANGER, ROGUE, WARLOCK) Strikers specialize in dealing high amounts of damage toaasingle target ata time. They have the most concen: trated offense of any character in the game. Strikers rely fon superior mobility trickery, or magic to move around, tough foes and single out the enemy they want to attack, ABILITY SCORES ‘Afier you choose your race and class, determine your ability scores. Six abilities provide a quick description of your character's physical and mental characteristics. Are ‘you muscle bound and insightful? Brilliant and charm. ing? Nimble and hardy? Your ability scores define these qualities-your strengths as well as your weaknesses Strength (St2) measures your character’ physical power. Its important for most characters who fight hand-to-hand. “4 Melee basic attacks are based on Strength, “4 Clerics, fighters, paladins, rangers, and warlords have powers based on Strength, + Your Strength might contribute to your Fortitude defense. + Strength is the key ability for Athletics skill checks. Constitution (Con) represents your character's health, stamina, and vital force. All characters bens from a high Constitution score, + Your Constitution score is added to your hit points at Ist level “4 The number of healing surges you can use each day: is influenced by your Constitution, + Many warlock powers are based on Constitution, + Your Constitution might contribute to your Forti: tude defense, + Constitution isthe key ability for Endurance skill checks Dexterity (Dex) measures hand-eye coordination, agility, reflexes, and balance. + Ranged basic attacks are based on Dexterity. + Many ranger and rogue powers are based on, Dexterity + Your Dexterity might contribute to your Reflex defense + Ifyou wear light armor, your Dexterity might con: tribute to your Armor Class, + Dexterity is the key ability for Acrobatics, Stealth, and Thievery skill checks. Intelligence (Int) describes how well your character Tears and reasons. + Wizard powers are based on Intelligence + Your Intelligence might contribute to your Reflex: defense, 4 Iyou wear light armor, your Intelligence might contribute to your Armor Class + Intelligence isthe key ability for Arcana, History, and Religion skill checks, Wisdom (Wis) measures your common sense, per ception self-discipline, and empathy. You use your Wisciom score to notice details, sense danger, and get a read on other people. + Many cleric powers are based on Wisdom. + Your Wisdom might contribute to your Will defense. + Wisdom is the key ability for Dungeoncering, Heal Insight, Nature, and Perception skill cheeks Charisma (Cha) measures your force of personality persuasiveness, and leadership. + Many paladin and warlock powers are based on Charisma, + Your Charisma might contribute to your Will defense. + Charisma is the key ability for Bluff, Diplomacy, Intimidate, and Streetwise skill checks. Each of your ability scores is a number that mea: sures the power of that ability. A character with a 16 Strength is much stronger than a character with a 6 Strength. A score of 10 or 11 isthe normal human average, but player characters are a cut above average in most abilities. As you advance in levels, your ability, scores keep getting better. Your ability score determines an ability modifier that you add to any attack, check, roll, or defense based oon that ability. For instance, making 2 melee attack with a battleaxe isa Strength attack, so you add the ability modifier for your Strength score to your attack rolls and damage rolls. Ifyour score is 17, you're pretty strong: you add #3 to your attack rolls and damage rolls when you make that attack. Your ability scores also influence your defenses (see page 275), since you add your ability modifier to your, defense scare. + For Fortitude defense, you add the higher of your Strength or Constitution ability modifiers. + For Reflex defense, you add the higher of your Dexterity or Intelligence ability modifiers. + For Will defense, you add the higher of your Wisdom or Charisma ability modifiers. 4 Ifyou wear light armor or no armor, you also add the higher of your Dexterity or Intelligence ability modi- fiers to your Armor Class. ABILITY MODIFIERS. oar ) Ee Ea 1 “5 1519 4 23 * 2021 + as 3 nw 6 67 2 14.25 a £9 4 26:27 4 10-01 +0 28.29 “” nas 4 303110 was 2 mart 16:17 8 and soon... GENERATING ABILITY SCORES You can use one of three methods to generate ability scores. In each method, you ean take the numbers you generate and assign them to whichever ability score ‘you want, Remember, your class determines which ability scores are important to you, and your race mod- ifies certain ability scores, Ability scores increase as a character gains levels (Gee the Character Advancement table on page 29). ‘When you assign your intial scores, remember that they'll improve with time. MetHop 1: STANDARD ARRAY Take these six numbers and assign them to your abil ties any way you like: 16, 14, 13, 12, 11, 10. Apply your racial ability adjustments (gee Chap: ter 3) after you assign the scores to your abilities. METHOD 2: CUSTOMIZING SCORES This method is a little more complicated than the stan: dard array, but it gives comparable results. With this, ‘method, you can build a character who's really good {n one ability score, but atthe cost of having average scores inthe other five Start with these six scores: 8, 10, 10, 10, 10, 10. You have 22 points to spend on improving them. The cost of raising a score from one number to a higher number is shown on the table below Score Cost Cy 2 3 10 1s 7 u 16 9 2 " n B 8 16 * Ifyour score is 8, ou can pay 1 to make it 9 or 2 to make 110. You must buy your score up to 10 before you can improve i further. CHAPTER 2 | Making Characters >

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