When a mechanic mentions an attribute bonus, only apply the attribute's modifier if it is positive. When a mechanic mentions an attribute penalty, only apply the attribute's modifier if it is negative.
Strength (Str; physical): Your ability to exert physical force.
- melee attack rolls
- reduces armor check penalty
- carrying capacity
Dexterity (Dex; physical): Your ability to coordinate your body movement and reaction time.
- defense value
- reflex saving throw
- melee attack rolls
- ranged attack rolls
Constitution (Con; physical): Your body's innate health, endurance, and resistance to harmful effects.
- Stamina pool
Intelligence (Int; mental): Your ability to reason and retain knowledge.
- increase number of times skill proficiency increases can be trained
Wisdom (Wis; mental): Your ability to judge and evaluate.
- ranged attack rolls
Charisma (Cha; mental): Your ability to exude self-worth, confidence, and appeal, and to interact with others.
Attribute Generation
Point-Buy
All attribute modifiers start at +0. Increase and decrease each attribute as desired, but the sum of all attribute modifiers must equal 0.
Rolling
Roll 1d8-4 six times, arrange as desired.
Saving Throws
Each attribute can be trained to have a base saving throw bonus used in saving throws against effects that target that attribute. Each attribute starts with a saving throw bonus of +0. Add that attribute's modifier to your saving throw roll.
Creatures that do not have an attribute modifier are immune to effects that require a saving throw using that attribute.