Attributes
In Pillars all characters and other living things have common attributes.
Core Attributes
Strength (STR) — Dexterity (DEX) — Intelligence (INT) — Wisdom (WIS) — Constitution (CON) — Charisma (CHR)
Secondary Attributes
Appearance (AP) — Height (HT) — Weight (WT)
Determining Core Attributes
Players can roll 3d6 to determine each attribute OR divide 65 points between the six core attributes.
| Attribute | Modifier |
|---|---|
| 3 | −5 |
| 4 | −4 |
| 5 | −3 |
| 6 | −2 |
| 7 | −1 |
| 8-13 | 0 |
| 14 | +1 |
| 15 | +2 |
| 16 | +3 |
| 17 | +4 |
| 18 | +5 |
Attribute Descriptions
Strength (STR) governs how heavy a weapon you can wield and along with Dexterity determines your Constitution. Strength has bearing on physical tasks, determines how much damage you do in physical attacks, and governs what weapons you can use successfully.
Dexterity (DEX) governs how agile a character is: - The order in which figures act each turn after movement - How likely a figure is to hit an enemy with a physical attack - How likely a figure is to avoid falling and similar mishaps - Contributes to movement modifier (along with CON and STR) - Certain talents require a minimum DEX before they can be learned
Intelligence (INT) governs a character's "smarts"--the ability to perceive or infer information, retain it as knowledge, and apply it. However, knowing when to apply intelligence is an aspect of Wisdom. - Perception - The arcane (spell casting rolls) - Learning skills - Resistance to certain effects
Wisdom (WIS) encompasses the ability to apply knowledge and experience to make sound judgments and decisions, often involving insight, discernment, and deep understanding. - Insight - Soft skills like persuasion - Judgment - Awareness - Learning - Spell casting rolls (for certain spells) - Anchor Rolls during magical Runaway
Charisma (CHR) governs the ability to attract, influence, and inspire others through a magnetic and charming personality. - Soft skills like persuasion - Morale - Leadership
Constitution (CON) governs how healthy a character is, how much endurance they have, and how much damage they can take. CON is a key component of Fatigue and Body, and determines survival saves when dying.
Secondary Attributes
Appearance determines how attractive a character is. Roll 1d6: 1 is pretty, 6 is ugly. If you roll a 1 or 6, ask the GM to further qualify.
Height: Choose or roll 1d6:
| D6 | Hands | Imperial | Notes |
|---|---|---|---|
| 1 | 14 | 4'8" | Roll again on 1: subtract 4" each time |
| 2 | 15 | 5'0" | |
| 3 | 16 | 5'4" | |
| 4 | 17 | 5'8" | |
| 5 | 18 | 6'0" | |
| 6 | 19 | 6'4" | Roll again on 6: add 4" each time |
Weight: Base weight is player's choice between 8 and 12 stones (or roll 1d6). A stone is 14 pounds.
Final weight = Base weight + (STR ÷ 2) stones
| D6 | Base Weight | lbs |
|---|---|---|
| 1 | 8 | 112 |
| 2 | 9 | 126 |
| 3 | 10 | 140 |
| 4 | 11 | 154 |
| 5 | 12 | 168 |
| 6 | 13 | 182 |