Ability score training

Characters can attempt to increase ability scores as they increase in level. At every level increase, the player can choose one ability and roll d20 against it. If the ability is less than 10, the player must roll less than or equal to the current ability. If the ability is greater than or equal to 10, the player must roll greater than or equal to the current ability.

Success means that the character’s ability increases by 1 point.

There is a bonus to the roll of 2 if the ability is the character’s prime requisite in the class that the player is applying the level increase towards. There is a penalty of 1 if the ability is mental and the class’s prime requisite is physical, or if the ability is physical and the class’s prime requisite is mental.

If the character is non-human, there is a bonus or penalty to the roll equal to the bonus or penalty that the character’s race has to that ability.

For example, Jane Doe, playing the Dwarfen Warrior/Prophet Toro Menkmene, has a 15 strength. Menkmene goes up a level. Jane wants to try to train in strength, to get a 16 strength. Menkmene’s race gives him no bonus to strength, so race doesn’t change Jane’s roll. If Jane applies the level increase to Warrior, she must roll d20 greater than or equal to 13 to increase Menkmene’s strength: 15, with a bonus of 2 because strength is the prime requisite of Warriors. If Jane applies the level increase to Prophet, she must roll d20 greater than or equal to 16, because strength is a physical ability, and the Prophet’s prime requisite (wisdom) is mental.

If Jane wants to increase Menkmene’s charisma from 8 to 9, she must roll less than or equal to 6 if she applies the level increase to Warrior: 8 for the charisma, penalty of 1 because Dwarfs have a penalty of 1 to charisma, and penalty of 1 because charisma is mental and the Warrior’s prime requisite (strength) is physical. If Jane applies the level increase to Prophet, she need only roll less than or equal to 7 to increase charisma: 8 for the charisma, and the Dwarfen penalty to charisma of one.

Maxwell Dyzan is playing Molvon the halfling Thief. Molvon has a dexterity of 16. When Molvon goes up a level in Thief, Molvon can increase that to 17 by rolling d20 greater than or equal to 14: 17 for dexterity, with a bonus of 1 for Halfling and a bonus of 2 because dexterity is the Thief’s prime requisite.