Ability Scores

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Table: Ability Score 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

Below are the rules for Ability Scores and how they affect a Player's Character. For most players the Summary section below is all that is necessary to read. However, the Ability Scores In Depth section is has a more detailed review of each Ability which could help with roleplaying as well as information that the GM may find useful.

A quick summary
Each Character has six Ability Scores that represent the Character's capabilities and how well that Character can perform different actions. These scores are as follows: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS), Charisma (CHA). These scores have an associated Ability Modifier which affects nearly every aspect of a Character's Skills, Talents, and actions. The table to the right shows you the Ability Score and its associated Modifier. The modifier can be calculated using this formula (Ability Score / 2) - 5 (round down).
The Player chooses the Ability scores for his/her Character as part of the Character Creation process. The exact step is here.
The score of these Abilities ranges from 0 to infinity. The Natural limit for a Character is 30 and it cannot go below 0. Normally a Character has a number between 8 and 16 where the average or norm for a species is usually 10. 10 provides +0 modifier neither taking away from a result of adding to it. Anything below a 10 and the Character will take negatives when trying to perform actions associated with that Ability.
It is possible for a monster 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.
Editing Your Character Sheet: The ability scores can be recorded on the Character sheet to the top left of the first page just under the Future Path Logo. 

Ability Scores In Depth

NOTE: It is not necessary to know all the Ability Score rules and information to play the game. The section below deals with Roleplaying, GM Information, and Answering the Question: "What happens when I take damage in this Ability?". It may be useful to know this page exists but it is not necessary to read further to play Future path.

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


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. 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 Constitution 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. 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).
  • Constitution 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 Constitution 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 Constitution 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. See Ability Score Damage below.

Intelligence


Intelligence determines how well your character learns and reasons.

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. 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.
  • The number of skill points gained each level, though your character always gets at least 1 skill point per level.
  • Computer Use, Crafts, Decipher Script, Demolitions, DisableDevice, Knowledges, Appraise, Craft, Knowledge, Study
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.

Wisdom


Wisdom describes a character's willpower, common sense, awareness, and intuition. If you want your character to have acute senses, put a high score in Wisdom.

Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.

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

You apply your character's Wisdom modifier to:

  • Wisdom saving throws (for negating the effects of charm person and other spells).
  • Perception, Profession, Sense Motive, Survival and Treat Injury checks.
Temporary Bonuses
Temporary increases to your Wisdom score give you a bonus on Wisdom-based skill checks and Wisdom 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 Wisdom saving throws. The Ability Damage penalty also applies to any spell DCs based on Wisdom.

Charisma


Charisma measures a character's personality, personal magnetism, ability to lead, and appearance.

Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma. A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious. For undead creatures, Charisma is a measure of their unnatural “lifeforce.”


You apply your character's Charisma modifier to:

  • Checks that represent attempts to influence others.
  • Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, and Perform skill checks
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.

Changing Ability Scores

Ability scores can increase Natural to a score of 30. Any higher and only improvements using Items or Difficulty rules. This doesn't count for monsters/creatures or other non-player Characters. Natural Improvements to Ability Scores happen when a Character levels up at 4th, 8th, 12th, 16th, 20th following the Advancement rules.

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.

Optional Roleplaying rule: As a character age, some ability scores go up and others go down. A senior citizen has a -2 to Constitution, -1 to either Strength or Dex, and a -1 to Charisma. But a +2 to either Intelligence or Wisdom. They also gain 2 free Skill Points to spend on any Knowledge Skill and +1 to Profession Skill Rank.