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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 Chart, the listed number dictates the number of points you may assign to your Ability Scores.

All Ability Scores begin at 6, before racial adjustments. The highest you may raise an ability before Racial adjustments is 18.

For a breakdown of common uses of each Ability Score, please see the descriptions below.

Table: Ability Priority

Priority Ability Points
S 42
A 38
B 35
C 30
D 26

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.

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 - - - - - - - - - - - - - - - - - - - - - - - -

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 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:

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.

Note: Undead and construct creatures lack a Constitution score. See their respective pages for further information.

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.
  • 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:

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:

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.