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ABILITY SCORES

Every character has six basic Ability Scores:

Strength (STR)

Dexterity (DEX)

Constitution (CON)

Intelligence (INT)

Wisdom (WIS)

Spirit (SPI)

Appearance (APP)

Charisma (CHA)

The Score of these Abilities ranges from 0 to infinity.  A limit, if any, will be specified in the rules.  The normal human range is 3 to 18. It is possible for a creature to have a score of "none".  A score of "none" is not the same as a score of "0".  A score of "none" means that the creature does not possess the ability at all.  The modifier for a score of "none" is +0.

A character with a CON or SPI of 0 is dead.  A 0 in any other score means the character is helpless and cannot move.

Keeping track of negative ability score points is never necessary. A character’s ability score can’t drop below 0.

Ability Modifiers

Each ability will have a modifier. The modifier can be calculated using this formula:

(ability/2) -5 [round result down]

The modifier is the number you add to or subtract from the die roll when your character tries to do something related to that ability. A positive modifier is called a bonus, and a negative modifier is called a penalty.

Use Of Ability Scores

Strength

Any creature that can physically manipulate other objects has at least 1 point of Strength.

A creature with no Strength score can't exert force, usually because it has no physical body or because it doesn't move. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack instead of a Strength modifier.

Dexterity

Any creature that can move has at least 1 point of Dexterity.

A creature with no Dexterity score can't move. If it can act, it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature fails all Reflex saves and Dexterity checks.

Constitution

If a character's Constitution changes enough to alter his or her Constitution modifier, his or her hit points also increase or decrease accordingly at the same time.

Any living creature has at least 1 point of Constitution.

A creature with no Constitution has no body or no metabolism. It is immune to any effect that requires a Fortitude save unless the effect works on objects. The creature is also immune to ability damage, ability drain, energy drain, and massive damage, and always fails Constitution checks.

Intelligence

Any creature that can think, learn, or remember has at least 1 point of Intelligence.

A creature with no Intelligence score is an automaton, operating on simple instincts or programmed instructions. It is immune to all mind-influencing effects (charms, compulsions, phantasms, patterns and morale effects) and automatically fails Intelligence checks.

Wisdom

Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom.

Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score, and vice versa.

Spirit

Any creature with a soul has at least 1 point of Spirit.

Appearance

Any creature capable of communication it’s existence to another creature has an appearance score, this score unlike other abilities can be less than 0.   An invisible creature making no sound or in any other means of communicating has a none score in appearance

Charisma

Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma.

ABILITIES AND SPELLCASTERS

The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Spirit for sorcerers and bards. In addition to having a high ability score, a spellcaster must be of high enough class level to be able to cast spells of a given spell level. (See the class descriptions for details.)

THE ABILITIES

Each ability partially describes your character and affects some of his or her actions.

STRENGTH (STR)

Strength measures your character’s muscle and physical power. This ability is especially important for fighters, barbarians, paladins, rangers, and monks because it helps them prevail in combat. Strength also limits the amount of equipment your character can carry.

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 one-half the character’s Strength bonus, while two-handed attacks receive one and a half times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.)

• Climb, Jump, and Swim checks. These are the skills that have Strength as their key ability.

• Strength checks (for breaking down doors and the like).

DEXTERITY (DEX)

Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important one for rogues, but it’s also high on the list for characters who typically wear light or medium armor (rangers and barbarians) or no armor at all (monks, wizards, and sorcerers), and for anyone who wants to be a skilled archer.

You apply your character’s Dexterity modifier to:

• Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and other ranged weapons.

• Armor Class (AC), provided that the character can react to the attack.

• Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly.

• Balance, Escape Artist, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, Tumble, and Use Rope checks. These are the skills that have Dexterity as their key ability.

CONSTITUTION (CON)

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:

• 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 or she advances in level).

• Fortitude saving throws, for resisting poison and similar threats.

• Concentration checks. Concentration is a skill, important to spellcasters, that has Constitution as its key ability.

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.

INTELLIGENCE (INT)

Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It’s also important for any character who wants to have a wide assortment of skills.

You apply your character’s Intelligence modifier to:

• The number of languages your character knows at the start of the game.

• The number of skill points gained each level. (But your character always gets at least 1 skill point per level.)

• Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Search, and Spellcraft checks. These are the skills that have Intelligence as their key ability.

A wizard gains bonus spells based on her Intelligence score. The minimum Intelligence score needed to cast a crimson acolyte or wizard spell is 10 + the spell’s level.

An animal has an Intelligence score of 1 or 2. A creature of humanlike intelligence has a score of at least 3.

WISDOM (WIS)

Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. Wisdom is the most important ability for clerics and druids, and it is also important for paladins and rangers. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score.

You apply your character’s Wisdom modifier to:

• Will saving throws (for negating the effect of charm person and other spells).

• Heal, Listen, Profession, Sense Motive, Spot, and Survival checks. These are the skills that have Wisdom as their key ability.

Clerics, druids, paladins, and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom score needed to cast a cleric, druid, paladin, or ranger spell is 10 + the spell’s level.

SPIRIT (SPI)

Spirit measures a character’s force of personality, pluck, strength to exert their will over others and the world, and life force, their soul. This ability represents the actual strength of personality. Spirit is most important for paladins, favored souls, sorcerers, and bards. It is also important for clerics, since it affects their ability to turn undead. Every creature with a soul has a Spirit score.

You apply your character’s Spirit modifier to:

• Disguise, Handle Animal, and Use Magic Device checks. These are the skills that have Spirit as their key ability.

• Checks that represent attempts to preserver in against adversity or push ones body beyond its limits are normally spirit based.

• Turning checks for clerics and paladins attempting to turn zombies, vampires, and other undead.

Sorcerers, favored soul, crimson acolyte, and bards get bonus spells based on their Spirit scores. The minimum Spirit score needed to cast a sorcerer or bard spell is 10 + the spell’s level.

APPEARANCE (APP)

Appearance measures a character’s personal magnetism, bearing, and physical attractiveness.  This ability represents how one is perceived by others in a social setting. Appearance is most important for rouges and bards. Every creature that can be perceived in any way has an Appearance score.

You apply your character’s Appearance modifier to:

• All Perform are the skills that have Appearance as their key ability.

• Checks that represent attempts to impress observers are usually Appearance based.

†CHARISMA (CHA)

Charisma is not an actual ability score.  Because it is an undeniable fact that a Devil is very persuasive but sure as hell isn’t attractive, and because the same can be said for the other way around there are “attractive” people who really can’t influence others very well, like many celebrities (Britney Spears is a long way from convincing me to change my religion); there is a kind of seventh and a half ability score called Charisma.  This is ones ability to maintain composure in the face of adversity and to present an argument without turning the audience off.  This also is knowing when to rattle the sword or show a little cleavage.  The Charisma score is calculated by adding ten plus the Appearance Modifier plus Spirit Modifier in all cases except for fear tactics such as Intimidate checks where the Appearance Modifier is subtracted from the Spirit Modifier (this means that a negative modifier will result in an increase rather than a decrease) (10-App Mod+Spi Mod= Cha score).  The feat Intimidating Beauty allows one to allows add their Appearance Modifier in all cases even when using fear based checks.

You apply your character’s Charisma modifier to:

• Bluff, Diplomacy, Gather Information, and Intimidate checks. These are the skills that have Charisma as their key ability.

• Checks that represent attempts to influence others, are normally charisma checks, depending on how it performed.

When an ability score changes, all attributes associated with that score change accordingly. A character does not retroactively get additional skill points for previous levels if she increases her intelligence.

 

Constructs

Androids, Gynoids, Golems and other constructs normally have no souls and thus no spirit score.  If the creature needs to make a Charisma check it uses its Intelligence modifier instead of its Spirit modifier for determining its Charisma score.

 

Changing Ability Scores

Ability scores can increase with no limit.

Poisons, diseases, and other effects can cause temporary ability damage. Ability points lost to damage return naturally, typically at a rate of 1 point per day for each affected ability.

As a character ages, some ability scores go up and others go down.

When an ability score changes, the modifier associated with that score also changes.

 

Ability    Middle aged               Old     Venerable

Str               –1                            –2            –3

Dex             –1                            –2            –3

Con             –1                            –2            –3

Int               +1                            +1            +1

Wis             +1                            +1            +1

Spi              +2                            +2            +2

App            –1                            –1            –1    

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