Stat Modifier #
Each Ability is assigned a score from 3-18 that will determine a Stat Modifier. Anytime your character’s Ability is used, such as Strength, its Modifier (or bonus) will be factored into the GameMaster’s roll of the die or dice.
To calculate the Stat Modifier for each of your character’s four Abilities the following formula is used:
Stat Modifier = (Ability – 10) / 2 [rounded down]
Or use this handy table instead:
|ABILITY SCORE||STAT MODIFIER|
Hit Points #
The abbreviation is HP.
Hit Points represent an abstract way of measuring the health of your character and how hard he or she is to defeat. Whenever your character gets wounded this number drops.
To calculate your character’s Hit Points the following formula is used:
Hit Points = Strength Score + Level Up Bonuses
Find out more about Level Advancement here.
If your character’s HP reaches 0 (zero), unconsciousness and death isn’t far away. Further damage reducing your character’s HP below zero (0) results in your character dying.
Armour Class #
The abbreviation is AC.
Armour Class is a value representing how difficult is to hit your character with a melee or missile weapon. Your AC can be improved using armour, spells or other magical artefacts (armour bonus).
If you successfully beat the opponent’s Armour Class (AC) then you do damage according to the type of weapon used.
Armour Class = 10 + DEX Stat Modifier + Armour Bonus
Melee Bonus #
Your character’s Melee bonus will be used when they are attacking with a melee weapon, such as a sword or mace.
Melee Bonus = STR Stat Modifier + Starting Bonus + Level Up Bonuses*1
Missile Bonus #
Your character’s Missile bonus will be used when they are attacking with a ranged weapon, such as a bow or crossbow.
Missile Bonus = DEX Stat Modifier + Starting Bonus + Level Up Bonuses*1
Magic Bonus #
If your character is a Wizard or Priest then your Magic bonus will be used when casting offensive spells (attacking) usually in the form of a Difficulty Class.
All class types will use their Magic Bonus as a form of defense in certain magical situations. All characters’ magic bonus makes use of the Intelligence ability, except for the Priest who use the Wisdom ability.
[Fighter, Wizard, Rogue]
Magic Bonus = INT Stat Modifier + Starting Bonus + Level Up Bonuses*1
Magic Bonus = WIS Stat Modifier + Starting Bonus + Level Up Bonuses*1
Damage Bonus #
On a successful hit with a melee or missile weapon damage is taken from the target’s Hit Points (HP). The damage is based primarily on the weapon type used and its associated damage die, notated as 1d6, or 1d8, etc. See the Equipment section for weapon and armour types and their damage.
The Damage Bonus is a value associated to your character’s class and level.
Damage Bonus = Starting Bonus + Level Up Bonuses*1
*1 Starting bonuses are awarded once at time of joining the game and creating your character. Details can be found on the Class Matrix table. The Level Up Bonuses are also dependent on your character class and are awarded every level (from level 2) and every 5th level. Details of this can be found on the Level Advancement page.
Enchantment & Cursed Modifiers #
These can come in many different forms. Typically they are modifiers that you obtain via:
- A spell being cast upon you;
- Magical powers (arcane or divine) effecting you;
- Magic items in your possession;
- Potions, Poisons and Herbs
The modifiers can vary in strength (positive and negative) and duration. Very few (if any) are permanent.
These modifiers can be applied to almost anything that has been listed here:
- Stat Modifier
- Hit Points
- Armour Class
- Melee Bonus
- Missile Bonus
- Magic Bonus
- Damage Bonus
Criticals & Fumbles #
If a Natural 20 is rolled on an attack (melee, missile, magic) or skill / spell check, a ’20’ on the d20 before modifiers or bonuses, then your score is an automatic success.
The opposite is true if a ‘1’ is rolled on the d20 before modifiers or bonuses, then your score is an automatic miss. This is known as a Fumble and could result in something negative happening to your character.
Go to the Combat section to understand the effects of criticals and fumbles during fighting.
The Skills part of this handbook explains the effects of criticals and fumbles during skill checks.
The Magic chapter explains the effects of criticals and fumbles during spell casting.