Age of Wonders

Preview IV - Attributes
Or simply old ability scores, including generation method I think might be a little complex at first but should produce failry balanced characters.
Also, I tried to de-emphasise abilities so a character with mediocre scores is still a playable one.


From chapter: basics
GENERATING ATTRIBUTE SCORES
You determine your character’s attribute scores by dice rolls. Follow the steps:
• Roll 3d6 six times and record the results.
• Then assign them to the six attributes any way you like.
• Then improve each score below 8 to 8.
• Then, if you have no score above 15, choose the highest score and raise it to 16.
• Then, if you have no score above 13 (not counting the first score of 16 or more), choose the highest score and raise it to 14.
• Then, if you have no score above 11 (not counting the ones above), choose the highest score and raise it to 12.

ATTRIBUTE MODIFIERS

Each attribute, after changes made because of race, has a modifier ranging from –4 to +5. Table: Attribute Modifiers and Bonus Spells/Maneuvers shows the modifier for each score. It also shows bonus spells and maneuvers, which you’ll need to know about depending on which class you choose.
The modifier is the number you apply to the die roll when your character tries to do something related to that attribute. You also use the modifier with some numbers that aren’t die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty.

Table: Attribute Modifiers and Maneuvers / Spells

Code:
[B]Score	Modifier Maneuvers/Spells tied to this attribute[/B]
1	–9	 Can’t cast spells or execute maneuvers 
2	–8	
3	–7	
4	–6	
5	–5	
6	–4	
7	–3	
8	–2	
9	–1	
10	+0	
11	+0	 Can use spells/maneuvers of 1st circle
12	+1	 Can use spells/maneuvers of 2nd circle
13	+1	 Can use spells/maneuvers of 3rd circle
14	+2	 Can use spells/maneuvers of 4th circle
15	+2	 Can use spells/maneuvers of 5th circle
16	+3	 Can use spells/maneuvers of 6th circle
17	+3	 Can use spells/maneuvers of 7th circle
18	+4	 +1 spell/maneuver of 1st circle
19	+4	 +1 spell/maneuver of 2nd circle
20	+5	 +1 spell/maneuver of 3rd circle
21	+5	 +1 spell/maneuver of 4th circle
22	+6	 +1 spell/maneuver of 5th circle
23	+6	 +1 spell/maneuver of 6th circle
24	+7	 +1 spell/maneuver of 7th circle

ATTRIBUTES AND SPELLS/MANEUVERS

The attribute that governs bonus spells or maneuvers depends on the class: Strength for fighters, Dexterity for rangers and rogues, Constitution for berserkers, Intellect for wizards; Wisdom for clerics and druids; or Charisma for paladins and warlocks. In addition to having a high attribute score, a character must be of high enough class level to be able to cast spells or use maneuvers of a given circle. (See the chapter: spells and chapter: maneuvers for details.)
Physical attributes (Strength, Dexterity, Constitution) are tied to maneuvers while mental attributes (Intellect, Wisdom, Charisma) are tied spells.


THE ATTRIBUTES
Each attribute partially describes your character and affects some of his or her actions.

STRENGTH (STR)
Strength measures your character’s muscle and physical power. This attribute is especially important for fighters, berserkers, and paladins because it helps them prevail in combat. Strength also limits the amount of equipment your character can carry.
You apply your character’s Strength modifier to:
• Battle Ability checks when making melee attack rolls and Parry saves.
• Damage rolls when using a melee weapon, thrown weapon, slings, and bow.
• Athletics and Ride checks. Those are the skills that have Strength as their key attribute.
You apply your character’s Strength score to:
• Carrying capacity.
• Fighter’s bonus maneuvers. Also the minimum Strength score needed to learn or execute a fighter maneuver is 10 + the maneuver’s circle.

DEXTERITY (DEX)
Dexterity measures hand-eye coordination, agility, reflexes, and balance. This attribute is the most important one for rangers and rogues, but it’s also high on the list for characters who typically wear light armor (warlocks) or no armor at all (wizards, and druids), and for anyone who wants to be a skilled archer.
You apply your character’s Dexterity modifier to:
• Battle Ability checks when making ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and such.
• Damage rolls when using crossbows and firearms.
• Reflex saves.
• Agility, Manual Dexterity, and Stealth checks. These are the skills that have Dexterity as their key attribute.
You apply your character’s Dexterity score to:
• Ranger’s and rogue’s bonus maneuvers. Also the minimum Dexterity score needed to learn or execute a ranger or rogue maneuver is 10 + the maneuver’s circle.

CONSTITUTION (CON)
Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the attribute is important for all classes.
You apply your character’s Constitution modifier to:
• Stamina defense.
• The number of Hit Points gained each level. (But your character always gets at least 1 Hit Point per level.)
You apply your character’s Constitution score to:
• Hit Points at 1st level.
• Berserker’s bonus maneuvers. Also, the minimum Constitution score needed to learn or execute a barbarian maneuver is 10 + the maneuver’s circle.

INTELLECT (INT)
Intellect determines how well your character learns and reasons. This attribute is most important for wizards but it’s also important for any character who wants to have a wide assortment of skills.
You apply your character’s Intellect modifier to:
• The number of skill points gained each level. (But your character always gets at least 1 skill point per level.)
• Magic Ability checks when making Disrupt saves.
• Magic Ability checks with wizard spells.
• Education, Mechanical Talent, Medicine, Survival, and Trade checks. These are the skills that have Intellect as their key attribute.
You apply your character’s Intellect score to:
• Skill Points at 1st level.
• Wizard’s bonus spells. Also, the minimum Intellect score needed to learn or cast a wizard spells is 10 + the spell’s circle.
An animal has an Intellect score of up to 4. A creature of humanlike Intellect has a score of at least 5.

WISDOM (WIS)
Wisdom describes a character’s piety, common sense, perception, and intuition. While Intellect represents one’s ability to analyze information Wisdom represents being in tune with and aware of one’s surroundings. Wisdom is the most important attribute for clerics and druids. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score.
You apply your character’s Wisdom modifier to:
• Magic Ability checks with cleric and druid spells.
• Fate Points.
• Intuition and Perception checks. These are the skills that have Wisdom as their key attribute.
You apply your character’s Wisdom score to:
• Cleric’s and druid’s bonus spells. Also, the minimum Wisdom score needed to learn or cast a cleric or druid spell is 10 + the spell’s circle.

CHARISMA (CHA)
Charisma measures a character’s force of personality, will, persuasiveness, and ability to lead. This attribute represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for paladins and warlocks. Every creature has a Charisma score.
You apply your character’s Charisma modifier to:
• Will defense.
• Magic Ability checks with paladin and warlock spells.
• Charm, Command, Diplomacy, Handle Animals, and Performance checks. These are the skills that have Charisma as their key attribute.
You apply your character’s Charisma score to:
• Paladin’s and warlock’s bonus spells. The minimum Charisma score needed to learn or cast a paladin or warlock spell is 10 + the spell’s circle.

When an attribute score changes permanently (by gaining level for example), all values associated with that score change accordingly. A character does retroactively get additional skill points or hit points for previous levels if she increases her Intellect and/or Constitution.

Several important values are not affected by attributes. Character’s Armor defense and Speed are prime examples.
 
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Preview V - Races

From chapter: races
FAMILIES
Each race is of a certain type and family. This has no effect on its own but determines how certain abilities, spells, items or even monsters react to this particular race. All playable races are of humanoid type and one of three possible families: fey, humans, and genies. Humans and cyclopes are all humans. Whenever an effect refers to humans, it refers to all kinds of humans, including cyclopes and other races of the human family. Elves and gnomes are fey, creatures that originated from a wild and untamed plane of existence a very long time ago. Djinns, Dwarves, and Tritons are genies, creatures birthed by titans at the dawn of time and having a strong connection to elemental forces of the world.

FAVORED CLASS
Any character can take levels in one and only one class of their choice.
Fey have one bonus favored class, depending on a race. They can multiclass between their first class and the favored class if desired.
Humans have 4 or 5 bonus favored classes. They can multiclass between their first class and all those classes if desired.
Certain feats, such as versatility, expand access to classes.

LANGUAGES
Any character can speak a language native to their family. Additionally, a character can spend 2 skill points to learn any language from the following: Bestial (language of the beastmen), Fey (language of the fey), Genial (language of genies, titans, and elementals), Human (language of the humans), Lizardish (language of the lizardmen), or Orcish (language of the orcoids).
If a character attempts to understand or talk in a language she doesn’t know, she can still do that with Education skill.
All player characters can read and write in all languages they know. Non-player characters might or might not, depending on GM’s decision.


HUMAN FAMILY
All races of this family have the following:
• Type: humanoid (human)
• 1 extra feat at 1st level.
• 1 extra fate point. Fate points are equal to Wisdom bonus, so even a human with Wisdom score of 9 or less has a fate point.
• Humans speak human language.
• Humans have 4 or more favored classes.

CYCLOPS
Cyclopes gain the following in addition to their family features:
• Strength +2, Wisdom –2.
• Size: medium. As Medium creatures, humans have no special bonuses or penalties due to their size.
• Speed: walk 6.
• 1 extra hit point at each level.
• True Eye. Cyclops gains a +5 bonus to defenses and saves against blindness and dazzle effects, and a +2 bonus to duration checks against those effects.
• One Eye. Cyclopes can’t judge distance effectively. A cyclops suffers a –2 penalty to ranged attack rolls.
• Favored Classes: Cleric, Fighter, Rogue, and Wizard.

HUMAN, BARBARIC
Barbaric humans gain the following in addition to their family features:
• A +2 to two lowest attribute scores.
• Size: medium. As Medium creatures, humans have no special bonuses or penalties due to their size.
• Speed: walk 6.
• 1 extra hit point at every odd level (1st, 3rd, 5th, and so on).
• 1 extra skill point at every even level (2nd, 4th, 6th, and so on).
• Subdual Resistance equal to your Constitution bonus.
• Favored Classes: Berserker, Druid, Ranger, and Rogue.

HUMAN, IMPERIAL
Imperial humans gain the following in addition to their family features:
• A +2 to any attribute score other than the highest one.
• Size: medium. As Medium creatures, humans have no special bonuses or penalties due to their size.
• Speed: walk 6.
• 1 extra skill point at each level.
• Favored Classes: Cleric, Fighter, Paladin, Rogue and Wizard.


From chapter: feats

FLEET OF FOOT
Prerequisites: Human Family, Dex 15, character level 12.
Benefit: Your walk speed increases by 1.

VERSATILITY
Prerequisites: Human Family.
Benefit: All classes are your favored classes – you can multiclass freely.
 
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