This page is read only. You can view the source, but not change it. Ask your administrator if you think this is wrong. ====== Abilities ====== 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 6, The highest you may raise an ability at [[:chargen|Character Creation]] is 18.** For a breakdown of common uses of each Ability Score, please see the descriptions below. <WRAP tablewidth 25%> ===Table: Ability Priority=== ^ Priority ^ Ability Points ^ | S | 48 | | A | 41 | | B | 35 | | C | 30 | | D | 26 | </WRAP> <WRAP center round info 60%> Make sure to account for your Race's bonuses and penalties, as shown on the [[chargen:common_terms#racial_bonuses_and_penalties|Common Terms]] page. </WRAP> ===== Table: Ability Score Experience Costs ===== You may increase your ability scores to a maximum of 30 in any given score. Each increase to an ability score costs Experience, as shown on the table below. <WRAP tablewidth 100% center> ^ Ability ^ 7 ^ 8 ^ 9 ^ 10 ^ 11 ^ 12 ^ 13 ^ 14 ^ 15 ^ 16 ^ 17 ^ 18 ^ 19 ^ 20 ^ 21 ^ 22 ^ 23 ^ 24 ^ 25 ^ 26 ^ 27 ^ 28 ^ 29 ^ 30 ^ ^ 6 | 18 | 30 | 34 | 38 | 44 | 50 | 60 | 70 | 82 | 94 | 108 | 122 | 138 | 154 | 172 | 190 | 212 | 234 | 258 | 338 | 418 | 498 | 578 | 658 | ^ 7 | - | 12 | 16 | 20 | 26 | 32 | 42 | 52 | 64 | 76 | 90 | 104 | 120 | 136 | 154 | 172 | 194 | 216 | 240 | 320 | 400 | 480 | 560 | 640 | ^ 8 | - | - | 4 | 8 | 14 | 20 | 30 | 40 | 52 | 64 | 78 | 92 | 108 | 124 | 142 | 160 | 182 | 204 | 228 | 308 | 388 | 468 | 548 | 628 | ^ 9 | - | - | - | 4 | 10 | 16 | 26 | 36 | 48 | 60 | 74 | 88 | 104 | 120 | 138 | 156 | 178 | 200 | 224 | 304 | 384 | 464 | 544 | 624 | ^ 10 | - | - | - | - | 6 | 12 | 22 | 32 | 44 | 56 | 70 | 84 | 100 | 116 | 134 | 152 | 174 | 196 | 220 | 300 | 380 | 460 | 540 | 620 | ^ 11 | - | - | - | - | - | 6 | 16 | 26 | 38 | 50 | 64 | 78 | 94 | 110 | 128 | 146 | 168 | 190 | 214 | 294 | 374 | 454 | 534 | 614 | ^ 12 | - | - | - | - | - | - | 10 | 20 | 32 | 44 | 58 | 72 | 88 | 104 | 122 | 140 | 162 | 184 | 208 | 288 | 368 | 448 | 528 | 608 | ^ 13 | - | - | - | - | - | - | - | 10 | 22 | 34 | 48 | 62 | 78 | 94 | 112 | 130 | 152 | 174 | 198 | 278 | 358 | 438 | 518 | 598 | ^ 14 | - | - | - | - | - | - | - | - | 12 | 24 | 38 | 52 | 68 | 84 | 102 | 120 | 142 | 164 | 188 | 268 | 348 | 428 | 508 | 588 | ^ 15 | - | - | - | - | - | - | - | - | - | 12 | 26 | 40 | 56 | 72 | 90 | 108 | 130 | 152 | 176 | 256 | 336 | 416 | 496 | 576 | ^ 16 | - | - | - | - | - | - | - | - | - | - | 14 | 28 | 44 | 60 | 78 | 96 | 118 | 140 | 164 | 244 | 324 | 404 | 484 | 564 | ^ 17 | - | - | - | - | - | - | - | - | - | - | - | 14 | 30 | 46 | 64 | 82 | 104 | 126 | 150 | 230 | 310 | 390 | 470 | 550 | ^ 18 | - | - | - | - | - | - | - | - | - | - | - | - | 16 | 32 | 50 | 68 | 90 | 112 | 136 | 216 | 296 | 376 | 456 | 536 | ^ 19 | - | - | - | - | - | - | - | - | - | - | - | - | - | 16 | 34 | 52 | 74 | 96 | 120 | 200 | 280 | 360 | 440 | 520 | ^ 20 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 18 | 36 | 58 | 80 | 104 | 184 | 264 | 344 | 424 | 504 | ^ 21 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 18 | 40 | 62 | 86 | 166 | 246 | 326 | 406 | 486 | ^ 22 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 22 | 44 | 68 | 148 | 228 | 308 | 388 | 468 | ^ 23 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 22 | 46 | 126 | 206 | 286 | 366 | 446 | ^ 24 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 24 | 80 | 80 | 80 | 80 | 80 | ^ 25 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 24 | 50 | 76 | 104 | 132 | ^ 26 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 26 | 52 | 80 | 108 | ^ 27 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 26 | 54 | 82 | ^ 28 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 28 | 28 | ^ 29 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | 28 | ^ 30 | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | - | </WRAP> ===== The Ability Scores ===== Each ability partially describes your character and affects some of their actions. ==== 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. You apply your character’s Strength **modifier** to: *Melee attack rolls. *Damage rolls when using a melee weapon or a thrown weapon, including a sling. (Exceptions: Off-hand attacks receive only half the character’s Strength bonus, while two-handed attacks receive 1–1/2 times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.) *[[Athletics]] checks. *Strength checks (for breaking down doors and the like). **Temporary Bonuses:** Temporary increases to your Strength score give you a bonus on Strength-based skill checks, melee [[attack rolls]], and weapon damage rolls (if they rely on Strength). The bonus also applies to your [[Combat Maneuver Bonus]] and to 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. **Ability Damage:** 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 Ability Damage penalty also applies to your [[Combat Maneuver Bonus]] and your [[Combat Maneuver Defense]]. In addition, a character's Strength score determines their [[carry_capacity|Carrying Capacity]] === Table: Strength Examples and Descriptions === ==== 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]]). 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. *[[Armor Class]] (AC), provided that the character can react to the attack. *[[Acrobatics]], [[Disable Device]], [[Escape Artist]], [[Fly]], [[Ride]], [[Sleight of Hand]], 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]]. **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. === Table: Dexterity Examples and Descriptions === ==== 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. 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). *[[Fortitude saving throws]], for resisting [[poison]], [[disease]], and similar threats. If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly. **Temporary Bonuses:** Temporary increases to your Constitution score give you a bonus on your Fortitude saving throws. In addition, multiply your total Hit Dice by this bonus and add that amount to your current and total hit points. When the bonus ends, remove this total from your current and total hit points. **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 Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by the Ability Damage penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed. <WRAP round tip> **Note:** [[Undead]] and [[construct]] creatures lack a Constitution score. See their respective pages for further information. </WRAP> === Table: Constitution Examples and Descriptions === ==== 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 0 is comatose. Some creatures do not possess an Intelligence score. Their modifier is +0 for any Intelligence-based skills or checks. 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. *[[priority:skills:appraise|Appraise]], [[priority:skills:craft|Craft]], [[priority:skills:knowledge|Knowledge]], [[priority:skills:linguistics|Linguistics]], and [[priority:skills:spellcraft|Spellcraft]] checks. *Certain spellcasters gain bonus spells based on their Intelligence score. See [[Magic]] for more details. **Temporary Bonuses:** Temporary increases to your Intelligence score give you a bonus on Intelligence-based skill checks. This bonus also applies to any spell DCs based on Intelligence. **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 Intelligence score causes you to take penalties on Intelligence-based skill checks. The Ability Damage penalty also applies to any spell DCs based on Intelligence. === Table: Intelligence Examples and Descriptions === ==== 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. You apply your character’s Wisdom modifier to: *[[Reflex saving throws]]. *[[Heal]], [[Perception]], [[Profession]], [[Sense Motive]], and [[Survival]] checks. *Certain spellcasters gain bonus spells based on their Wisdom score. See [[Magic]] for more details. **Temporary Bonuses:** Temporary increases to your Wisdom score give you a bonus on Wisdom-based skill checks and [[Reflex saving throws]]. This bonus also applies to any spell DCs based on Wisdom. **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 Wisdom score causes you to take penalties on Wisdom-based skill checks and Reflex saving throws. The Ability Damage penalty also applies to any spell DCs based on Wisdom. === Table: Wisdom Examples and Descriptions === ==== Charisma ==== Charisma measures a character’s force of personality, personal magnetism, ability to lead, and appearance. It affects the power of certain abilities, such as channeling energy or inspiring allies through Bardic performances. For [[undead]] creatures, Charisma is a measure of their unnatural “lifeforce.” Every creature has a Charisma score. A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious. You apply your character’s Charisma modifier to: *[[Bluff]], [[Diplomacy]], [[Disguise]], [[Handle Animal]], [[Intimidate]], [[Perform]], and [[Use Magic Device checks]]. *Checks that represent attempts to influence others. *[[Will saving throws]]. **Temporary Bonuses:** Temporary increases to your Charisma score give you a bonus on Charisma-based skill checks. This bonus also applies to any spell DCs based on Charisma. **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 Charisma score causes you to take penalties on Charisma-based skill checks. The Ability Damage penalty also applies to any spell DCs based off Charisma and the DC to resist your channeled energy. === Table: Charisma Examples and Descriptions === ===== Ability Score Damage ===== [[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 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]]. **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. **Dexterity:** Damage to your Dexterity score causes you to take penalties on Dexterity-based skill checks, ranged attack rolls, and [[initiative]] checks. The penalty also applies to your [[Armor Class]], your Combat Maneuver Bonus, and to your Combat Maneuver Defense. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not [[unconscious]]). **Constitution:** Damage to your Constitution score causes you to take penalties on your [[Fortitude saving throws]]. In addition, multiply your total [[Hit Dice]] by this penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed. A character with a Constitution score of 0 is dead. **Intelligence:** Damage to your Intelligence score causes you to take penalties on Intelligence-based skill checks. This penalty also applies to any spell DCs based on Intelligence. A character with an Intelligence score of 0 is comatose. **Wisdom:** Damage to your Wisdom score causes you to take penalties on Wisdom-based skill checks and [[Reflex saving throws]]. This penalty also applies to any spell DCs based on Wisdom. A character with a Wisdom score of 0 is incapable of rational thought and is [[unconscious]]. **Charisma:** Damage to your Charisma score causes you to take penalties on Charisma-based skill checks and [[Will saving throws]]. This penalty also applies to any spell DCs based off Charisma and the DC to resist your channeled energy. A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious. ==== Ability Score Penalties ==== Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1. ==== Ability Drain ==== Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses. Ability drain can be healed through the use of spells such as restoration.