Intelligence Bonus Points
Characters receive extra initial starting points for higher Intelligence scores
when
they're first created. After this initial bonus, they receive the
extra Improvement Points listed below whenever they
reach the appropriate levels (per the above chart.) It pays to be smart!
| Intelligence |
Bonus Starting Points |
Bonus
Improvement Points |
| 8-9 |
+1 |
- |
| 10-11 |
+2 |
- |
| 12-13 |
+3 |
- |
| 14-15 |
+4 |
+1 |
| 16-17 |
+5 |
+2 |
| 18 |
+6 |
+3 |
| 19 |
+6 |
+4 |
The Bonus Improvement Points
listed above come from the PC's INT Ability
Modifier.
Using Proficiencies
When a PC uses a non-weapon
proficiency, she simply rolls a d20 against a Difficulty number assigned by the
DM. A roll equal to or higher than the Difficulty is a success.
Abilities that have a direct
bearing on the use of a prof may modify the roll. These are called Relevant
Abilities (RA's). If a character has a stat bonus for an ability,
they add that bonus to their roll. [The non-weapon
proficiency chart shows
which RA's affect which proficiencies.]
Example: A fighter with a 17 Strength has a
STR
ability modifier of +2. Because STR is the RA associated with blacksmithing, the PC
gets the +2 to any blacksmithing roll.
[See
Ability Modifiers]
Improving Proficiencies
Points may be spent to
increase a proficiency modifier instead of choosing a new proficiency. Every
extra point put into a proficiency adds a permanent +1 to that skill.
Example:
Bob the elf has
the boating proficiency. His Int of 9 grants him an extra starting proficiency point, so
he decides to spend it to improve his boating skill. His skill is now "Boating
+1". He adds the +1 to every boating roll he makes.
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