Rules Index | GM Screen | Player's Guide


Chapter 1: Introduction / Character Creation

Step 9 Calculate Modifiers

Source Core Rulebook pg. 27 4.0
With most of the big decisions for your character made, it’s time to calculate the modifiers for each of the following statistics. If your proficiency rank for a statistic is trained, expert, master, and legendary, your bonus equals your character’s level plus another number based on the rank (2, 4, 6, and 8, respectively). If your character is untrained, your proficiency bonus is +0.

Perception

Source Core Rulebook pg. 27 4.0
Your character’s Perception modifier measures how alert they are. This modifier is equal to their proficiency bonus in Perception plus their Wisdom modifier. For more about Perception, see page 448.

Saving Throws

Source Core Rulebook pg. 27 4.0
For each kind of saving throw, add your character’s Fortitude, Reflex, or Will proficiency bonus (as appropriate) plus the ability modifier associated with that kind of saving throw. For Fortitude saving throws, use your character’s Constitution modifier. For Reflex saving throws, use your character’s Dexterity modifier. For Will saving throws, use your character’s Wisdom modifier. Then add in any bonuses or penalties from abilities, feats, or items that always apply (but not modifiers, bonuses, or penalties that apply only in certain situations). Record this number on the line for that saving throw.

Melee Strikes and Ranged Strikes

Source Core Rulebook pg. 27 4.0
Next to where you’ve written your character’s melee and ranged weapons, calculate the modifier to Strike with each weapon and how much damage that Strike deals. The modifier for a Strike is equal to your character’s proficiency bonus with the weapon plus an ability modifier (usually Strength for melee Strikes and Dexterity for ranged Strikes). You also add any item bonus from the weapon and any other permanent bonuses or penalties. You also need to calculate how much damage each weapon’s Strike deals. Melee weapons usually add your character’s Strength modifier to damage rolls, while ranged weapons might add some or all of your character’s Strength modifier, depending on the weapon’s traits. See the weapon entries in Chapter 6 for more information.

Skills

Source Core Rulebook pg. 28 4.0
In the second box to the right of each skill name on your character sheet, there’s an abbreviation that reminds you of the ability score tied to that skill. For each skill in which your character is trained, add your proficiency bonus for that skill (typically +3 for a 1st-level character) to the indicated ability’s modifier, as well as any other applicable bonuses and penalties, to determine the total modifier for that skill. For skills your character is untrained in, use the same method, but your proficiency bonus is +0.