The Six Abilities
All creatures-characters and monsters-have six abilities that measure physical and mental characteristics, as shown on the Ability Descriptions table.
Ability Descriptions | | Ability
| Score Measures ...
| Strength
| Physical might
| Dexterity
| Agility, reflexes, and balance
| Constitution
| Health and stamina
| Intelligence
| Reasoning and memory
| Wisdom
| Perceptiveness and mental fortitude
| Charisma
| Confidence, poise, and charm
Ability Scores
Each ability has a score from 1 to 20, although some monsters have a score as high as 30. The score represents the magnitude of an ability. The Ability Scores table summarizes what the scores mean.
Ability Scores | | Score
| Meaning
| 1
| This is the lowest a score can normally go. If an effect reduces a score to 0, that effect explains what happens.
| 2-9
| This represents a weak capability.
| 10-11
| This represents the human average.
| 12-19
| This represents a strong capability.
| 20
| This is the highest an adventurer's score can go unless a feature says otherwise.
| 21-29
| This represents an extraordinary capability.
| 30
| This is the highest a score can go.
Ability Modifiers
Each ability has a modifier that you apply whenever you make a d20test with that ability. An ability modifier is derived from its score, as shown in the Ability Modifiers table.
Round Down
Whenever you divide or multiply a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater. Some rules make an exception and tell you to round up.
Ability Modifiers | | Score
| Modifier
| 1
| −5
| 2-3
| −4
| 4-5
| −3
| 6-7
| −2
| 8-9
| −1
| 10-11
| +0
| 12-13
| +1
| 14-15
| +2
| 16-17
| +3
| 18-19
| +4
| 20-21
| +5
| 22-23
| +6
| 24-25
| +7
| 26-27
| +8
| 28-29
| +9
| 30
| +10