Ability Scores (GAP)

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Translated into creatures of pure mental energy, either by spell or by the plane itself, characters on the Astral Plane resemble their physical selves in appearance only. Astral bodies differ in many ways. Various ability scores change in what they represent. Only Charisma remains unchanged.
==Intelligence and Strength==
As a construct of mental astral energies, a basher finds that Intelligence dictates his might. It's simple — folks possessing strong, sharp mental abilities ar powerful bloods, and addlecoves are out-of-luck pikers. A character's Intelligence score takes the place of his Strength score to determine attack and damage bonuses (or penalties), as well as carrying capacity, ability to bend bars/lift gates, and so on. Any action that would normally require a Strength ability check should use Intelligence instead. 
Intelligence as an ability score and game mechanic now takes over Strength's function in the game. Essentially, while on the Astral, a character's Strength score means nothing.
==Wisdom and Dexterity==
Like physical might, nimble fingers or fast feet aren't going to help a cutter in a jam on the Astral. Here, where everyone's a construct of mental energies, it's a character's Wisdom and sense which translate into quick action and deft precision.
Instead of the Dexterity score, use a character's Wisdom to determine her Armor Class, missile attack, and reaction adjustments. This reflects the Astral's focus on a character's mental experience and developed intuition rather than physical agility.
==Constitution==
While as a game mechanic Constitution remains unchanged, on the Astral Plane it represents a character's stamina in regard to mental fatigue and stress rather than physical hardiness.
Likewise, a character's hit points are a measurement of mental fortitude on the Astral, not the actual amount of bodily punishment a basher can take. In game terms, hit points still serve the same function, but the idea behind them differs slightly.