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Abilities
Ability Scores refer to the Ability Points in each Ability. Abilities are a creature's physical and mental attributes. They affect most rolls. There are a total of six Abilities:
- Strength: Physical power
- Dexterity: Agility and finesse
- Constitution: Overall health and endurance
- Intelligence: Rational reasoning and memory
- Wisdom: Common sense and insight
- Charisma: Charm or force of character
Strength
Strength is an ability score that governs physical power. Higher strength grants increased carry weight and jump distance, along with greater chance of success on Athletics checks such as shoving or preventing shoves. It can be used as a weapon attack and damage modifier for certain classes or builds. It is the primary modifier for s and s and can be useful as a secondary modifier for s and s.
Dexterity
Dexterity is an ability score that describes a character's agility and finesse. Higher dexterity grants increased ability to minimize damage from area of effect spells or surfaces, along with greater chance of success on Acrobatics, Sleight of Hand, and Stealth checks. It can be used as a weapon attack and damage modifier for certain classes or builds. It is the primary modifier for s, s, and s, and can be useful as a secondary modifier for s and s, especially in weapon attack (ie. not spell) oriented builds.
Dexterity is important for every class due to its benefits for Armour Class. A character's dexterity modifier is added to the AC granted by armour, preventing successful hits against them. In builds using heavy armour, the advantage of a high dexterity modifier is limited or negated.
Primary Ability
Each class has a different Primary Ability:
- Strength (STR): s, s
- Wisdom (WIS): s, s
- Dexterity (DEX):s, s, s
- Charisma (CHA):s, s, s, s
- Intelligence (INT): s
Ability Points
Ability Points can never less than 1 (except when drained, such as by Devour Intellect), and for common creatures, its natural value can be permanently increased up to 20 or temporarily increased above 20 through various enhancements, such as magical spells, feats, elixirs, or special equipment. For example, a simple rat may have a Strength of 1, whereas an exceptionally well-trained fighter could have a Strength of 20. The ability points of a creature determine its Ability Modifiers.