Calculate Modifiers

Hello adventurers of all shapes and sizes! Welcome to my guide and thank you so much for checking out what amounts to the ninth step in our character creation series. Today we’re just gonna be taking a look at calculating modifiers it’s a little bit bland but it is incredibly important because if you get it wrong odds are you’re just gonna be playing the game wrong outright. So let’s take a quick look at the first modifier we’re gonna look at and that is perception.

Perception

Now your character’s perception modifier simply measures how alert they are. That being said however perception has a ton of benefits to it. The main one of course being your initiative, the vast majority of the time your perception is going to be your initiative modifier so better perception means you get to go earlier on. Sounds pretty good! When it comes to calculating your perception modifier it is your wisdom modifier plus any proficiencies you may have plus any additional modifiers.

By additional or other modifiers there’s a couple of them, the most common is items there is also a couple feats and class features and have an impact on several modifiers. So just make sure you’re not missing everything that go over it, add it up, make any notes if you need to and there you go. Now let’s move on the second modifier we’re gonna be taking a look at is your saving throws.

Saving Throws

So for fortitude saving throws, use your constitution modifier. For reflex saving throws, use your dexterity modifier. And for will saving throws you use your wisdom modifier.

Now more often than not your DM is actually going to be the one that calls for certain saves. So you don’t really need to worry too much but when they’re relevant, when they’re not the game master will call for them. That being said when it comes to calculating them it is the relevant ability modifier plus any proficiency modifiers you may have in regards to that particular saving throw and then add any additional modifiers that come in the way of items, class, features or feats. Now let’s move on the next modifier we’re going to be taking a look at is your melee and ranged strikes.

Melee and Ranged Strikes

Melee weapons usually add your strength modifier to the damage rolls. While ranged weapons might add some or all of your dexterity modifier, depending on the weapons traits.

We are going to be taking a better look at weapons when we go through the equipment section. In terms of what you need to know right now though melee is typically strength, range is typically dexterity when it comes to calculating… it is the relevant ability modifier plus any proficiency modifiers and any other modifiers as well just like everything we’ve been covering so far. Now let’s move on to skills.

Skills

The skill represents a creature’s ability to perform certain tasks that requires instruction or practice. For the example we’re just gonna take a look at acrobatics, it’s pretty nice because all the skills are basically spelled out for you which is nice. The calculation is the ability mod plus any proficiency modifier and any other modifiers through items or anything of that nature as well.

Conclusion

Overall it’s all really easy understand but worth going over at this step just take a moment double check everything over, make sure it’s all accurate and i hope you all have a great day and as always happy adventuring.

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