Differences
This shows you the differences between two versions of the page.
| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| priority:abilities [2026/04/21 03:12] – [Table: Ability Score Experience Costs] reon | priority:abilities [2026/04/21 17:55] (current) – [Abilities] reon | ||
|---|---|---|---|
| Line 3: | Line 3: | ||
| The Ability Scores dictate the core capabilities of a character - their strengths (literally or figuratively) and weaknesses. When you select a Priority for your abilities on the [[..priority|Priority Chart]], the listed number dictates the number of points you may assign to your Ability Scores. | The Ability Scores dictate the core capabilities of a character - their strengths (literally or figuratively) and weaknesses. When you select a Priority for your abilities on the [[..priority|Priority Chart]], the listed number dictates the number of points you may assign to your Ability Scores. | ||
| - | **All Ability Scores begin at 0, The highest you may raise an ability at [[: | + | **All Ability Scores begin at 0, The highest you may raise an ability at [[: |
| For a breakdown of common uses of each Ability Score, please see the descriptions below. | For a breakdown of common uses of each Ability Score, please see the descriptions below. | ||
| Line 11: | Line 11: | ||
| ^ Priority | ^ Priority | ||
| - | | S | + | | S |
| - | | A | + | | A |
| - | | B | + | | B |
| - | | C | + | | C |
| - | | D | + | | D |
| </ | </ | ||
| Line 26: | Line 26: | ||
| You may increase your ability scores to a maximum of 20 in any given score, normally. Each increase to an ability score costs Experience, as shown on the table below. | You may increase your ability scores to a maximum of 20 in any given score, normally. Each increase to an ability score costs Experience, as shown on the table below. | ||
| - | <WRAP tablewidth | + | <WRAP tablewidth |
| {{tablelayout? | {{tablelayout? | ||
| ^ Score ^ Cost ^ | ^ Score ^ Cost ^ | ||
| Line 61: | Line 61: | ||
| ==== Strength ==== | ==== Strength ==== | ||
| - | Strength measures muscle and physical power. This ability is important for those who engage in hand-to-hand (or “melee”) combat. Strength also sets the maximum amount of weight your character can carry. A character with a Strength score of 0 is too weak to move in any way and is [[unconscious]]. Some creatures (such as [[incorporeal]] creatures) do not possess a Strength score and have no modifier at all to Strength-based skills or checks. | + | Strength measures muscle and physical power. This ability is important for those who engage in hand-to-hand (or “melee”) combat. Strength also sets the maximum amount of weight your character can carry. A character with a Strength score of -7 is too weak and automatically fails any check involving Strength. Some creatures (such as [[incorporeal]] creatures) do not possess a Strength score and have no modifier at all to Strength-based skills or checks. |
| You apply your character’s Strength **modifier** to: | You apply your character’s Strength **modifier** to: | ||
| Line 83: | Line 83: | ||
| ==== Dexterity ==== | ==== Dexterity ==== | ||
| - | Dexterity measures agility and balance. This ability is useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons, such as the bow or sling. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not [[unconscious]]). | + | Dexterity measures agility and balance. This ability is useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons, such as the bow or sling. A character with a Dexterity score of -7 is treated as having a -5 Defense as well as automatically failing any check that Dexterity |
| You apply your character’s Dexterity modifier to: | You apply your character’s Dexterity modifier to: | ||
| *Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and many ranged spell attacks like scorching ray or searing light. | *Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and many ranged spell attacks like scorching ray or searing light. | ||
| - | *[[Armor Class]] (AC), provided that the character can react to the attack. | + | *[[Defense]], provided that the character can react to the attack. |
| - | *[[Acrobatics]], [[Disable Device]], [[Escape Artist]], [[Fly]], [[Ride]], [[Sleight of Hand]], and [[Stealth]] checks. | + | *[[Acrobatics]], |
| - | **Temporary Bonuses:** Temporary increases to your Dexterity score give you a bonus on Dexterity-based skill checks, Ranged attack rolls, and [[initiative]] checks. The bonus also applies to your [[Armor Class]] and your [[Combat Maneuver Defense]]. | + | **Temporary Bonuses:** Temporary increases to your Dexterity score give you a bonus on Dexterity-based skill checks, Ranged attack rolls, and [[initiative]] checks. The bonus also applies to your [[Defense]] and your [[Combat Maneuver Defense]]. |
| **Permanent Bonuses:** Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed. | **Permanent Bonuses:** Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed. | ||
| - | **Ability Damage:** Damage to your Dexterity score causes you to take penalties on Dexterity-based skill checks, ranged attack rolls, and [[initiative]] checks. The Ability Damage penalty also applies to your [[Armor Class]] and to your Combat Maneuver Defense. | + | **Ability Damage:** Damage to your Dexterity score causes you to take penalties on Dexterity-based skill checks, ranged attack rolls, and [[initiative]] checks. The Ability Damage penalty also applies to your [[Defense]] and to your Combat Maneuver Defense. |
| === Table: Dexterity Examples and Descriptions === | === Table: Dexterity Examples and Descriptions === | ||
| Line 101: | Line 101: | ||
| ==== Constitution ==== | ==== Constitution ==== | ||
| - | Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is important for all classes. | + | Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is important for all classes. |
| You apply your character’s Constitution modifier to: | You apply your character’s Constitution modifier to: | ||
| - | *Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he advances in level). | + | *Each Hit Die increases HP (or reduces) equal to Constitution score. |
| *[[Fortitude saving throws]], for resisting [[poison]], [[disease]], | *[[Fortitude saving throws]], for resisting [[poison]], [[disease]], | ||
| Line 124: | Line 124: | ||
| ==== Intelligence ==== | ==== Intelligence ==== | ||
| - | Intelligence determines how well your character learns and reasons. This ability is important for certain spellcasters, | + | Intelligence determines how well your character learns and reasons. This ability is important for certain spellcasters, |
| + | |||
| + | Some creatures do not possess an Intelligence score and are treated as [[Mindless]]. They lack the ability to think for itself and can only follow exact orders | ||
| You apply your character’s Intelligence modifier to: | You apply your character’s Intelligence modifier to: | ||
| - | *The number of bonus languages your character knows at the start of the game. These are in addition to any starting racial languages and Common. If you have a penalty, you can still read and speak your racial languages | + | *The number of bonus languages your character knows at the start of the game. These are in addition to any starting racial languages and Common. If you have a penalty, you can still read and speak your racial languages. |
| *[[priority: | *[[priority: | ||
| *Certain spellcasters gain bonus spells based on their Intelligence score. See [[Magic]] for more details. | *Certain spellcasters gain bonus spells based on their Intelligence score. See [[Magic]] for more details. | ||
| Line 142: | Line 144: | ||
| ==== Wisdom ==== | ==== Wisdom ==== | ||
| - | Wisdom describes a character’s common sense, awareness, and intuition. Wisdom is the most important ability for most divine spellcasters. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score. A character with a Wisdom score of 0 is incapable of rational thought and is unconscious. | + | Wisdom describes a character’s common sense, awareness, and intuition. Wisdom is the most important ability for most divine spellcasters. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score. A character with a Wisdom score of -7 is incapable of rational thought and is unconscious. |
| You apply your character’s Wisdom modifier to: | You apply your character’s Wisdom modifier to: | ||
| Line 164: | Line 166: | ||
| You apply your character’s Charisma modifier to: | You apply your character’s Charisma modifier to: | ||
| - | *[[Bluff]], [[Diplomacy]], [[Disguise]], | + | *Con, [[Charm]], [[Disguise]], |
| *Checks that represent attempts to influence others. | *Checks that represent attempts to influence others. | ||
| *[[Will saving throws]]. | *[[Will saving throws]]. | ||
| Line 180: | Line 182: | ||
| [[Diseases]], | [[Diseases]], | ||
| - | For every 2 points of damage you take to a single ability, apply a –1 penalty to [[skills]] and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, **you die**. Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as [[lesser restoration]]. | + | For every 1 points of damage you take to a single ability, apply a –1 penalty to [[skills]] and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, **you die**. Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as [[lesser restoration]]. |
| **Strength: | **Strength: | ||
