<div class="floatleft">(https://static.f-list.net/images/charimage/5923998.jpg)</div><strong>Name:</strong>Alexis Brinckerhoff<br/><strong>Wearing:</strong>White blouse, ribbon, high-waist skirt, chunky heels<br/><strong>Location:</strong>Game Room<br/><strong>Content Warning:</strong>N/A<br/><strong>Tagging:</strong>Henry<br/><br/>Like Chocolate said, a score of 10 has a modifier of +0.  In other words, 10 is an average score for any adult human, and gives no advantage or disadvantage.  Any increase or decrease by 2 changes the d20 roll by plus or minus 1.  So if you had a Strength of 12, that’s a +1, and if you were trying to do something athletic, like climb a difficult wall, you’d roll a d20—a 20-sided die—and add that +1 for your above-average Strength.  Meanwhile, my character has 8 Dexterity, below average, a little bit clumsy, and has a -1 penalty.  If she had to make a check to balance on something slippery, I’d roll a d20 and subtract 1 from the roll.<br/><br/>So in the end, if you have 16 Wisdom, 12 to 13 is +1, 14 to 15 is +2, and 16 to 17 is +3.  Any time you roll something associated with Wisdom, like seeing something hidden, or attacking with ranger magic, you’d roll a d20 and add +3.  Now that’s just your character’s raw natural talent.  Extra training in a skill adds a proficiency bonus, which is +2 right now.  So a ranger is proficient in bows, and they use Dexterity, so attacking with a bow means you’d have +3 from Dexterity and +2 from being proficient with bows, for a total of +5 to your attack roll.  If you were not proficient in using bows, only your natural Dexterity would be helping with a +3.