Each character basic attributes are represented by six ability scores. They represent everything from how strong to how intelligent to how charismatic that character is. Abilities affect everything from skills to combat to spellcasting. Each ability has a score ranging between 8-18, though bonuses from races, catalizations or archetypes can raise them above this maximum.
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Generating Ability Scores
There are two methods used to generate ability scores. The first involves rolling a series of d6s to determine attribute scores, while the second allows characters to purchase attributes using a point based system. All racial, archetype and catalization attribute modifiers are applied after these attributes are generated.
Rolling Method: Roll 2d6 +6 and record the total. Repeat the process until you have generated six numbers. You may now assign these numbers to your ability scores as you choose.
Purchase: Each character receives a number of points to purchase basic attributes. In this method, all attributes start at a base of 10. A character can increase an ability score by spending points. Likewise, he can gain points by decreasing one or more ability scores. No score can be reduced below 8 or raised above 18. See the table on the next page for the costs of each score. The number of points you have will be set by the GM. It will typically range between 20 – 30 points depending on the power level of the game the GM wishes to run.
[INSERT POINT TABLE]
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Determine Attribute Modifiers
Each ability has a modifier from -1 to +6 depending on your attributes. These modifiers can go higher with the addition or magic items or powerful catalizations, but in character creation are limited to a maximum of +6.
[INSERT MODIFIER TABLE]
The modifier is added to die rolls when your character does something related to that ability. The modifier is also used in other ways, such as determining the number of bonus hit points you receive from Constitution. The mental attributes intelligence, wisdom and charisma are also used by spellcasters to determine the number of spell points they receive.
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The Abilities
Each ability determines the strengths and weaknesses possessed by your character.
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Strength (Str)
Strength measures a character’s physical strength (shocking isn’t it?). It is a critical ability for those who engage in melee combat, such as fighters, dedicated, or warmasters. Strength also determines the maximum weight your character can carry.
Strength applies to:
• Athletics skill checks.
• Strength checks (for raising a heavy portcullis or lifting a horse).
• Melee attacks.
• Damage rolls when using a melee or thrown weapons. Off-hand attacks receive half the character’s Strength bonus, while two-handed attacks receive 1.5 times the bonus.
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Dexterity (Dex)
Dexterity measures a character’s reflexes, balance and raw agility. This ability is critical for rogues or any character who uses ranged weapons. Dexterity provides bonuses to AC, which makes it useful to any character wearing ligh or no armor. It is also used for skills like Stealth or Acrobatics.
Dexterity applies to:
• Acrobatics, Disable Device, Escape Artist, Fly, Ride,Sleight of Hand, and Stealth skill checks.
• All ranged attacks
• Armor Class (AC)
• Reflex saving throws
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Constitution (Con)
Constitution represents your character’s stamina and overall toughness. A Constitution bonus increases a character’s hit points, making it important to all characters. It is even more important to mages, as it determines how quickly they recover their spell points. Constition is also the basis for fortitude saving throws.
Constitution applies to:
• Spell point recovery
• Hit Points. Each level a character gains bonus hit points equal to his constitution modifier.
• Fortitude saving throws
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Intelligence (Int)
Intelligence determines your characters ability to learn and reason. It is important to all classes, because it determines the number of bonus skill ranks they receive each level. Intelligence may also be used by mages as their focus attribute.
Intelligence applies to:
• Appraise, Craft, Knowledge and Linguistics skill checks.
• The number of skill ranks gained each level20
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Wisdom (Wis)
Wisdom describes a character’s strength of will, awareness of their surroundings, intuition and their basic common sense. Wisdom may be chosen by mages as their focus attribute. It is used for Will saving throws and effects many skills.
You apply your character’s Wisdom modifier to:
• Heal, Perception, Profession, Sense Motive and Survival skill checks
• Will saving throws
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Charisma (Cha)
Charisma measures a character’s force of personality, leadership and appearance. Charisma may be selected as a focus attribute by mages. It is also used for many skill checks.
Charisma applies to:
• Bluff, Diplomacy, Disguise, Handle Animal, Intimidate and Perform skill checks.