Ability Scores
Each character has six ability scores that represent his character's most basic attributes. They are his raw talent and prowess.These scores, and the modifiers they create, affect nearly every aspect of a character's skills and abilities.
- Strength (STR)
- Dexterity (DEX)
- Constitution (CON)
- Intelligence (INT)
- Wisdom (WIS)
- Charisma (CHA)
The Score of these Abilities ranges from 0 to infinity. A limit, if any, will be specified in the rules. The normal range is 3 to 18 where the average or norm for a species is usually 10 with exceptions. Having a score in an ability below 10 means the character is below average. The easiest example is Strength. A human that has a Strength score of 9 takes a -1 to strength related checks and from a roll playing perspective the Character would probably appear weak and scrawny. Where as a muscle man of fame such as Arnold Schwarzenegger would likely have a strength of 18+ sense he represents a rare extreme example of human strength potential. GMs may want their players to have different score averages depending on how they want to play. "Low Fantasy" and "High Fantasy" settings are different outlooks on how fantastical, mythical and heroic your characters abilities can be. This is explained more in the Character Creation and Advancement page.
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 of 0 is dead. More about death on the Health and Injury page. 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
Ability Score | Modifier |
---|---|
1 | –5 |
2–3 | –4 |
4–5 | –3 |
6–7 | –2 |
8–9 | –1 |
10–11 | 0 |
12–13 | 1 |
14–15 | 2 |
16–17 | 3 |
18–19 | 4 |
20–21 | 5 |
22–23 | 6 |
24–25 | 7 |
26–27 | 8 |
28–29 | 9 |
30–31 | 10 |
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. Usually a Ability Save or Skill Check. A positive modifier is called a bonus, and a negative modifier is called a penalty. To the right is a table showing the score and the associated modifier.
Use Of Ability Scores
Strength
Strength measures muscle and physical power. Any creature that can physically manipulate other objects has at least 1 point of Strength.
A character with a Strength score of 0 is too weak to move in any way and is unconscious. A creature with no Strength score (Strenght of None) 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.
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's Strength modifier applies to:
- Melee attack rolls.
- Damage rolls when using a melee weapon or a thrown weapon. (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 skill check
- Strength Saving throws (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).
- 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 Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength).
Dexterity
Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it's also 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. Any creature that can move has at least 1 point of Dexterity. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).
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.
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.
- Dexterity saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly.
- Acrobatics, Drive, Escape Artist, 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, initiative checks, and Dexterity saving throws.
- 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, initiative checks, and Dexterity saving throws.
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.
Charisma
Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma.
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. More information on Ability healing here.
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.