Character Creation Rules

Starting ability scores are not created equal. Some classes simply must spread their points out, while others are best served by putting all of their points into a few scores.

A barbarian is probably the best example. They have virtually no in-game use for Int, Wis, and Cha, and not very much need for Dex. The ideal layout is probably Str 18 Dex 18 Con 18 Int 10 Wis 8 Cha 8. Just give up on passing Will saves. Fighters should probably take the same approach.

A wizard, as we have seen, truly needs only one score: Intelligence. The same goes for sorcerers with Charisma. You don't need skills, you need spells. By the time you need more hit points, you can afford a boost to Con. Besides, you can easily pull off Str 8 Dex 18 Con 18 Int 18 Wis 10 Cha 8. Sorcerers just move the 18 Int to Cha and the 10 Wis to Int. What the heck do you need skills for anyway? If you are worried about your ability to fight, just focus on missile combat at 1st level, then ranged attack spells at higher levels. Alternatively, you can swap the Dex for Str, which is fun at low levels (especially if you have a martial weapon proficiency), but your AC and ranged touch attack will suffer.

A ranger is much tougher; the ideal ranger build is probably has str 16 dex 16 con 16 int 10 wis 14 cha 8. You really don't want to skimp on any of the three physical stats, or wisdom, and with this build you might find yourself longing for a couple Int points. You'll perceive a weakness, and so will the half-orc barbarian with a 20 Str (24 in rage) and the dwarven fighter with a 20 Con.

A rogue isn't much better. They use the same combat styles as a ranger. A rogue who makes ineffective use of ranged sneak attack is asking for trouble. It is possible to hide while firing missile weapons; it is not possible to do so while taking melee attacks (unless you have greater invisibility). The rogue at least can allow his Wisdom to fall into the toilet, freeing up a few points for physical stats. However, a rogue with int 10 wis 8 cha 8 will be quite deficient in non-combat skills. But then again, a rogue with str 18 dex 18 con 18 int 10 wis 8 cha 8 doesn't fricking NEED social skills.

A bard is worse off. No amount of ability scores will make either his physical attacks or his spellcasting particularly devastating. What's worse, you absolutely need to max out Charisma for spell access and DC's; lower spell levels mean lower DC's, and few spells/day means you need the most bonus spells you can find. However, especially at lower level, you must be a competent melee combatant. You'll probably be counted on for skills more than the rogue, who himself has more skill points. Thus, the ideal build is likely str 14 dex 14 con 12 int 12 wis 10 cha 18. You will feel deficient in almost all stats. You could really use a boost to every single one, far more than a barbarian could use a boost to Cha.

Monks are in exactly the same boat. The only stat they don't need is Charisma. Even if you're willing to settle for a 10 Int and thus 4 or 5 maxed-out skills, you'll have to compromise. Str 16 dex 16 con 14 int 10 wis 16 cha 8. Basically that 14 is going to float around to whatever you think you can spare. I recommend deferring Con; Con boosts are the same price as all others, but they have a bigger impact at higher level. With monk, you'll feel deficient in all stats, especially if you don't consider yourself uncharismatic.

Clerics are not much better. They must max out Wisdom. To settle for a 10 Int leaves them with almost no skills, and yet they're expected to be almost as knowledgeable as a wizard. 2 or 3 skill points is not enough for knowledge (religion), knowledge (the planes), concentration (a must), spellcraft, and diplomacy. What's worse, they're expected to fight, meaning they need a very high Str and Con, and even if they're committed to wearing full plate, a dex of 12 to 16. To top it all off, they need a good Charisma to have a prayer (ha) of turning undead. The best build is probably str 14 dex 12 con 14 int 10 wis 18 cha 12, and that's far from ideal. You'll feel deficient in virtually every stat.

Druids are just like clerics, except they don't necessarily have to pay attention to physical stats, which can help a great deal. The SRD druid is wasting his time taking str and dex. The shapeshifter druid, however, can achieve tremendous physical scores if he starts with good ones. The druid also has the relative benefit of not needing any Cha to speak of, and, really, they don't need a high Int. Most of their skills besides Concentration can be better served through shapeshifting (hide, move silently, climb, swim, etc), class features (wild empathy, nature sense), and spells. Thus, the ideal shifter druid is probably str 14 dex 14 con 16 int 10 wis 18 cha 8. You won't exactly feel deficient, because you're not really expected to fight as much as a cleric (oddly enough), and, once you can take combat form, you *will* kick ass.

Paladins are just as bad as clerics. However, while they gain the same benefit from str, dex, int, and con as a cleric, they gain substantially less from wis and cha. Sure, they need Cha for lay on hands and smite, but both are pathetically awful compared to turning undead. Their wisdom yields far less spellcasting power than it would for an equivalent cleric. I'd go with str 16 dex 12 con 16 int 10 wis 12 cha 14, which leaves a lot to be desired. Like the bard, they can't afford to special in one or the other of their abilities; they must be good at both.

There seem to be three strata of ability score effectiveness:

High
Fighter, barbarian, wizard, sorcerer.
Medium
Cleric, druid, ranger, rogue.
Low
Bard, monk, paladin.
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