Rise of the Runelords
Rules and other Crunchy Bits
Ability Scores
Standard Generation: Roll 4d6, discard the lowest die result, and add the three remaining results together. Record this total and repeat the process until six numbers are generated. Assign these totals to your ability scores as you see fit.
Grid Method A 3×3 grid is made and 9 rolls of 4d6 (discard the lowest die result, and add the remaining three together) are placed in order from left to right, top to bottom until the grid is filled. Then a single number is selected from a row or column until a number has been assigned to each ability score; for example:.
Str | Dex | Con | |
---|---|---|---|
Int | 17 | 13 | 8 |
Wis | 14 | 15 | 10 |
Cha | 7 | 12 | 14 |
Str 17, Dex 12; Con 10, Int 13. Wis 15; Cha 14
Allowed Player Races
Core Races
Dwarves
Elves
Gnomes
Half-Elves
Half-Orcs
Halflings
Humans
Featured Races (Advanced Race Guide)
Aasimars
Ifrits
Oreads
Sylphs
Tieflings
Undine
Classes
Core Rulebook
All
Ultimate Combat
The Gunslinger
Ultimate Magic
All
Fumbles
Whenever your attack roll is a natural 1, your turn immediately ends. You are also flat footed unless you make a DC20 Reflex save.