Rangers have six abilities.
- Strength: Used for melee attacks and checks and saves requiring physical power, like lifting gates, bending bars, climbing, swimming, etc.
- Dexterity: Used for checks and saves requiring poise, speed, and reflexes, like dodging, sneaking, balancing, using rope, etc.
- Constitution: Used for checks and saves to resist poison, sickness, cold, testing your endurance, etc. The Constitution bonus is added to healing rolls.
- A Ranger’s number of item slots is based on their Constitution bonus as well.
- Intelligence: Used for checks and saves requiring concentration and precision, such as resisting supernatural effects, using runes, recalling lore, crafting objects, tinkering with machinery, picking locks and pockets, etc.
- Wisdom: Used for ranged attacks and check and saves requiring perception and intuition, such as tracking, navigating, searching for secret doors and traps, hunting and foraging, etc.
- Charisma: Used for checks and saves to persuade, deceive, intimidate, charm, provoke, save face, maintain morale, etc.
Roll 3d6. Take the lowest die. That value is your bonus for that ability. Add +10. That is your defense for that ability. After rolling for your six abilities in order, roll 3d6 once more, picking the lowest; you may swap out one ability for this score.