Ability Scores

These Ability Scores and Modifiers are used for all Planeswalker characters, regardless of their base as a D&D 3.5 or Pathfinder character.

Ability Scores
- Charisma, Constitution, Dexterity, Intelligence, Luck, Perception, Strength, Wisdom.

Ability Score Modifiers
1 = -5
2 & 3 = – 4
4 & 5 = – 3
6 & 7 = – 2
8 & 9 = – 1
10 &11 = 0
12 &13 = + 1
14 &15 = + 2
16 &17 = + 3
18 &19 = + 4
20 & 21 = + 5
22 & 23 = + 6
24 & 25 = + 7

Rolling Your Stats

Roll 4d6 ~ total your preferred 3 dice results.

Create a set of 10 ability scores ~ choose 8 scores to assign to abilities as you see fit.

Apply any racial modifiers to your abilities according to your chosen setting i.e. those statistics particular to your place of origin. For racial modifiers for perception & luck, see below.

PERCEPTION
Ability to notice details (as differentiated from the conceptual insight of wisdom).
Racial modifiers: Elf +2, Half-elf +1, Catfolk (any kind) +2, Birdfolk (any kind) +2
Skills: Listen, Search, Spot.
Obsolete Skill: Perception (Pathfinder)

LUCK
The degree to which you believe you succeed with the assistance of mere chance.
Racial modifiers: Gnome +2, Halfling +2, Kender +3
The ability modifier is equal to the amount of fortune per session and fate per standard adventure module (i.e. campaign chapter).
Fortune = re-rolls (any die roll subject to GM approval)
Fate = if a character would die, their player may spend a fate to attempt to escape death. The player rolls 1d20. If the result is a 1 then the character then the character death is final and even a resurrection attempt is unlikely to save them. Otherwise the character survives, but the details of salvation are entirely in the hands of the GM.

Ability Scores

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