Back to: Agrimoor Homebrew Rules
Strength
| STR |
Open Doors
|
| 3 |
1-in-6
|
| 4-5 |
1-in-6
|
| 6-8 |
1-in-6
|
| 9-12 |
2-in-6
|
| 13-15 |
3-in-6
|
| 16-17 |
4-in-6
|
| 18 |
5-in-6
|
Dexterity
| DEX |
AC |
Initiative
|
| 3 |
-3 |
-2
|
| 4-5 |
-2 |
-1
|
| 6-8 |
-1 |
-1
|
| 9-12 |
None |
None
|
| 13-15 |
+1 |
+1
|
| 16-17 |
+2 |
+1
|
| 18 |
+3 |
+2
|
Intelligence
An intelligence score can confer bonuses for languages:
| INT |
Spoken Languages |
Literacy
|
| 3 |
Native (broken speech) |
Illiterate
|
| 4-5 |
Native |
Illiterate
|
| 6-8 |
Native |
Basic
|
| 9-12 |
Basic |
Literate
|
| 13-15 |
Native +1 additional |
Literate
|
| 16-17 |
Native +2 additional |
Literate
|
| 18 |
Native +3 additional |
Literate
|
Wisdom
Bonuses to magic saves are subtracted from the numbers noted by your class. Example: If you have a Death Ray save of 15 and a score of 18, you reduce the Death Ray save to 12; inversely if your score is 3, your Death ray save would increase to 18.
| WIS |
Magic Saves
|
| 3 |
-3
|
| 4-5 |
-2
|
| 6-8 |
-1
|
| 9-12 |
None
|
| 13-15 |
+1
|
| 16-17 |
+2
|
| 18 |
+3
|
Charisma
| CHA |
NPC Reactions |
Max Retainers |
Retainer Loyalty
|
| 3 |
-2 |
1 |
4
|
| 4-5 |
-1 |
2 |
5
|
| 6-8 |
-1 |
3 |
6
|
| 9-12 |
None |
4 |
7
|
| 13-15 |
+1 |
5 |
8
|
| 16-17 |
+1 |
6 |
9
|
| 18 |
+2 |
7 |
10
|