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Revision as of 07:44, 10 August 2013

When creating a character, starting ability scores (prior to racial adjustment) are randomly determined by choosing from among several predetermined sets of values.

It is possible to reroll until desirable scores result. Each reroll randomly selects from the same pool of available combinations as the initial roll.

Possible Values

Ability scores are not rolled individually. Instead, all six values are selected simultaneously, by randomly picking a row from the following table:

Primary Secondary A B C
18 13 13 10 10 8 72
18 13 13 10 8 10 72
18 13 13 8 10 10 72
17 14 13 10 10 10 74
17 13 14 10 10 10 74
17 13 13 11 11 10 75
17 13 13 11 10 11 75
16 16 12 10 10 10 74
16 15 13 11 11 9 75
16 14 14 11 10 10 75
16 13 15 11 11 9 75
16 12 16 10 10 10 74
15 15 13 12 11 10
15 15 13 11 10 12
15 14 13 12 12 11
15 13 15 12 11 10
15 13 15 11 10 12
15 13 14 12 12 11

Note: Clerics can not roll the 16/13/15/11/11/9 distribution.

Order of the Ability Scores

The table above gives all possible ability score combinations for a generic character. Depending on a character's class, the values selected will be automatically reordered as follows:

  • The primary ability score is always the highest.
  • The secondary ability scores are the second and third highest, in no particular order.
  • The remaining three scores (A, B and C) will be placed in a specific ability, according to the character's class:


Class Primary Secondary A B C
Control Wizard Int Wis Cha Dex Con Str
Devoted Cleric Wis Str Cha Int Con Dex
Guardian Fighter Con Str Dex Wis Int Cha
Great Weapon Fighter Str Con Dex Int Cha Wis
Trickster Rogue Dex Str Cha Int Con Wis