Strength (STR) measures raw physical power — muscle, brawn, and the ability
to apply force. It governs melee attacks, the damage you deal in close combat, how much you
can carry, and physical skills like climbing and swimming. A STR penalty hurts fighters;
a STR bonus rewards them twice (attack and damage).
What Strength Affects
| Stat / Check |
How STR applies |
| Melee attack rolls |
STR modifier added to the attack roll |
| Melee damage |
STR modifier × 1 (one-handed), × 1½ (two-handed), × ½ (off-hand). See below. |
| CMB (Combat Maneuver Bonus) |
STR modifier added to CMB for most maneuvers |
| CMD (Combat Maneuver Defense) |
STR modifier added to CMD |
| Carrying capacity |
Determines light / medium / heavy load thresholds in pounds. See table below. |
| Climb skill |
STR is the key ability; modifier applies to all Climb checks |
| Swim skill |
STR is the key ability; modifier applies to all Swim checks |
| Breaking objects |
STR check to burst bonds, break doors, etc. — DC set by the object's hardness |
Strength to Damage
| Situation |
STR Multiplier |
Notes |
| One-handed melee weapon |
× 1 |
Standard — full STR modifier to damage |
| Two-handed melee weapon |
× 1½ |
Round down; applies to both hands on the same weapon, not two separate weapons |
| Off-hand weapon (TWF) |
× ½ |
Round down; a negative STR modifier still applies in full (no halving of penalties) |
| Ranged weapon |
× 0 |
STR is not added to ranged damage (except thrown weapons and composite bows) |
| Thrown weapon |
× 1 |
Full STR modifier to damage, same as one-handed melee |
| Composite bow |
up to STR bonus |
Composite bows have a strength rating; you add STR modifier up to that rating |
Carrying Capacity
Your carrying capacity is determined by your STR score (not modifier). The three load
thresholds determine your encumbrance level; exceeding the heavy load maximum is not normally
possible without special abilities.
| STR |
Light Load |
Medium Load |
Heavy Load |
| 1 | 3 lb. | 4–6 lb. | 7–10 lb. |
| 2 | 6 lb. | 7–13 lb. | 14–20 lb. |
| 3 | 10 lb. | 11–20 lb. | 21–30 lb. |
| 4 | 13 lb. | 14–26 lb. | 27–40 lb. |
| 5 | 16 lb. | 17–33 lb. | 34–50 lb. |
| 6 | 20 lb. | 21–40 lb. | 41–60 lb. |
| 7 | 23 lb. | 24–46 lb. | 47–70 lb. |
| 8 | 26 lb. | 27–53 lb. | 54–80 lb. |
| 9 | 30 lb. | 31–60 lb. | 61–90 lb. |
| 10 | 33 lb. | 34–66 lb. | 67–100 lb. |
| 11 | 38 lb. | 39–76 lb. | 77–115 lb. |
| 12 | 43 lb. | 44–86 lb. | 87–130 lb. |
| 13 | 50 lb. | 51–100 lb. | 101–150 lb. |
| 14 | 58 lb. | 59–116 lb. | 117–175 lb. |
| 15 | 66 lb. | 67–133 lb. | 134–200 lb. |
| 16 | 76 lb. | 77–153 lb. | 154–230 lb. |
| 17 | 86 lb. | 87–173 lb. | 174–260 lb. |
| 18 | 100 lb. | 101–200 lb. | 201–300 lb. |
| 19 | 116 lb. | 117–233 lb. | 234–350 lb. |
| 20 | 133 lb. | 134–266 lb. | 267–400 lb. |
| 21 | 153 lb. | 154–306 lb. | 307–460 lb. |
| 22 | 173 lb. | 174–346 lb. | 347–520 lb. |
| 23 | 200 lb. | 201–400 lb. | 401–600 lb. |
| 24 | 233 lb. | 234–466 lb. | 467–700 lb. |
| 25 | 266 lb. | 267–533 lb. | 534–800 lb. |
| 26 | 306 lb. | 307–613 lb. | 614–920 lb. |
| 27 | 346 lb. | 347–693 lb. | 694–1,040 lb. |
| 28 | 400 lb. | 401–800 lb. | 801–1,200 lb. |
| 29 | 466 lb. | 467–933 lb. | 934–1,400 lb. |
| 30 | 533 lb. | 534–1,066 lb. | 1,067–1,600 lb. |
Sizes other than Medium.
For creatures of non-Medium size, multiply the capacity by: Fine ×¼, Diminutive ×½,
Tiny ×¾, Small ×¾, Large ×2, Huge ×4, Gargantuan ×8, Colossal ×16.
For quadrupeds, multiply by 1½.
Lifting and Dragging
| Lift off ground |
Up to your heavy load maximum — you can lift this as a move action
(counts as being staggered while holding it) |
| Lift over head |
Up to your maximum heavy load as a full-round action |
| Push or drag |
Up to 5 × heavy load maximum along the ground; moving while
pushing/dragging counts as difficult terrain |