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priority:abilities [2026/04/21 03:17] – [Dexterity] reonpriority:abilities [2026/04/21 17:55] (current) – [Abilities] reon
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 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 [[:chargen|Character Creation]] is 4.**+**All Ability Scores begin at 0, The highest you may raise an ability at [[:chargen|Character Creation]] is 5. Abilities may be lowered to -3 and Character Creation. Lowering a score refunds points to spend on other abilities.**
  
 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.
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 ^ Priority  ^ Ability Points  ^ ^ Priority  ^ Ability Points  ^
-| S         36              | +| S         18              | 
-| A         29              | +| A         15              | 
-| B         23              | +| B         12              | 
-| C         18              +| C         9               
-| D         14              |+| D         7               |
 </WRAP> </WRAP>
  
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 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 40% left>+<WRAP tablewidth 20% left>
 {{tablelayout?rowsHeaderSource=Auto}} {{tablelayout?rowsHeaderSource=Auto}}
 ^ Score  ^ Cost  ^ ^ Score  ^ Cost  ^
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   *[[Acrobatics]], [[Fly]], and [[Stealth]] checks.   *[[Acrobatics]], [[Fly]], and [[Stealth]] checks.
  
-**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 ===
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 ==== 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. Some creatures, such as [[undead]] and [[constructs]], do not have a Constitution score. Their modifier is +0 for any Constitution-based checks. A character with a Constitution score of 0 is dead.+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. A character with a Constitution score of -7 falls into a coma and is treated as [[unconscious]]. A character in this state generally dies of dehydration or hunger within a day or two as per [[Starvation]] and [[Dehydration]] rulesunless an outside forces acts or the character is able to recover naturally before then.
  
 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 reducesequal to Constitution score.
   *[[Fortitude saving throws]], for resisting [[poison]], [[disease]], and similar threats.   *[[Fortitude saving throws]], for resisting [[poison]], [[disease]], and similar threats.
  
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 ==== Intelligence ==== ==== Intelligence ====
  
-Intelligence determines how well your character learns and reasons. This ability is important for certain spellcasters, because it affects their spellcasting ability in many ways. Creatures of animal-level instinct have Intelligence scores of 1 or 2. Any creature capable of understanding speech has a score of at least 3. A character with an Intelligence score of is comatose. Some creatures do not possess an Intelligence score. Their modifier is +0 for any Intelligence-based skills or checks.+Intelligence determines how well your character learns and reasons. This ability is important for certain spellcasters, because it affects their spellcasting ability in many ways. A character with an Intelligence score of -7 is comatose.  
 + 
 +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 or a specific "program".
  
 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 unless your Intelligence is lower than 3.+  *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:skills:appraise|Appraise]], [[priority:skills:craft|Craft]], [[priority:skills:knowledge|Knowledge]], & [[priority:skills:linguistics|Linguistics]] checks.   *[[priority:skills:appraise|Appraise]], [[priority:skills:craft|Craft]], [[priority:skills:knowledge|Knowledge]], & [[priority:skills:linguistics|Linguistics]] checks.
   *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.
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 ==== 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 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:
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 You apply your character’s Charisma modifier to: You apply your character’s Charisma modifier to:
  
-  *[[Bluff]], [[Diplomacy]], [[Disguise]], [[Handle Animal]], [[Intimidate]], [[Perform]], and [[Use Magic Device checks]].+  *Con, [[Charm]], [[Disguise]], [[Handle Animal]], [[Intimidate]], [[Negotiate]], [[Perform]], and [[Use Magic Device checks]].
   *Checks that represent attempts to influence others.   *Checks that represent attempts to influence others.
   *[[Will saving throws]].   *[[Will saving throws]].
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 [[Diseases]], [[poisons]], [[spells]], and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability. [[Diseases]], [[poisons]], [[spells]], and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.
  
-For every 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 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:** Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The penalty also applies to your Combat Maneuver Bonus and your Combat Maneuver Defense. A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures do not possess a Strength score and have no modifier at all to Strength-based skills or checks. **Strength:** Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The penalty also applies to your Combat Maneuver Bonus and your Combat Maneuver Defense. A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures do not possess a Strength score and have no modifier at all to Strength-based skills or checks.