Ability Scores

Every character has six basic Ability Scores:

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 human range is 3 to
10. 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. 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.

**Buying Ability Scores**

Set all ability scores to 5, and then spend the number of
points that your Game Master allows (usually 18, 22 or 26) to raise them. Each
ability score point from 6-8 costs one point each. 9  costs 2 points, 10 costs 3 points per ability
score point up to 11. You cannot raise skills above 11 this way.

**Strength**
(Str)

Strength
measures your character’s muscle and physical power. This ability is especially
important for physical Combat Strength also limits the amount of
equipment your character can carry.

You apply
your character’s Strength modifier to:

§  Damage rolls when using a melee
weapon or a thrown weapon (including a sling). (*Exceptions:*
Two-handed attacks receive double the Strength bonus. A Strength penalty,
but not a bonus, applies to attacks made with a bow that is not
a composite bow.)

§  Any skills that use strength as a core ability

§  Strength checks (for breaking down
doors and the like).

Any creature that
can physically manipulate other objects has at least 1 point of Strength.
A creature with no Strength score 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 bonus instead of
a Strength modifier.

**Dexterity**
(Dex)

Dexterity
measures hand-eye coordination, agility, reflexes, and balance. This ability is
most important for espionage and speed fighting, but it’s also high on the
list for characters who typically wear light or medium armour or no armour
at all, and for anyone who wants to be a skilled archer.

You
apply your character’s Dexterity modifier to:

§  Ranged attack to hit rolls, including those for
attacks made with bows, crossbows, throwing axes, and other ranged
weapons.

§  Armou­­r Class (AC).

§  Reflex saving throws.

§  Any skills that use dexterity as a key ability

Any creature that
can move has at least 1 point of Dexterity. A creature with no
Dexterity score can’t move. If it can perform actions (such as
casting spells), it applies its Intelligence modifier
to initiative checks instead of a Dexterity modifier. The creature
automatically fails Reflex saves and Dexterity checks.

**Constitution**
(Con)

Constitution
represents your character’s health and stamina. A Constitution bonus increases
a characters DR and resistances, so the ability is important for
all classes.

You
apply your character’s Constitution modifier to:

§  Add your constitution modifier to your Damage
Reduction

§  Body saving throws, for resisting poison and similar
threats.

§  Fire, Water, Earth, Air, Shadow and Radiance
resistance.

§  Any skill that has constitution as a key ability

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 Body unless the effect works on objects or is harmless.
The creature is also immune to ability damage and ability drain, and
automatically fails Constitution checks.

**Intelligence**
(Int)

Intelligence
determines how well your character learns and reasons. This ability is
important for Arcane magic because it affects how many spells a
Character can cast, how hard their spells are to resist, and how
powerful their spells can be.

You
apply your character’s Intelligence modifier to:

§  The number of languages your character
knows at the start of the game.

§  Each Arcane Sphere the character has at least 1
rank in.

§  Each Arcane school the character has at least 1
rank in.

§  Any skill that uses Intelligence as a key ability.

An animal has
an Intelligence score of 1 or 2. A creature of humanlike intelligence has a
score of at least 3.

Any
creature that can think, learn, or remember has at least 1 point of
Intelligence. A creature with no Intelligence score is mindless. an automaton
operating on simple instincts or programmed instructions. It has immunity
to mind-affecting effects and automatically fails Intelligence checks.

**Wisdom**
(Wis)

Wisdom
describes a character’s willpower, common sense, perception, and intuition.
While Intelligence represents your ability to analyse
information Wisdom represents being in tune with and aware of one’s
surroundings. Wisdom is the most important ability for Divine Magic. If
you want your character to have acute senses, put a high score in Wisdom.
Every creature has a Wisdom score.

You
apply your character’s Wisdom modifier to:

§  Mind saving throws

§  Any divine order of magic the character has
at least 1 rank in.

§  Any skill that uses wisdom as a primary
skill

A
Character cannot invest more skill points in a divine magic skill than they
have wisdom points

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.

**Charisma**
(Cha)

Charisma
measures a character’s force of personality, persuasiveness, personal
magnetism, ability to lead, and physical attractiveness. This ability
represents actual strength of personality, not merely how one is perceived by
others in a social setting. Charisma is most important for Channelling
Magic. Every creature has a Charisma score.

You
apply your character’s Charisma modifier to:

§  Any skill that uses Charisma as a key
ability

§  Checks that represent attempts to influence
others.

§  Soul Saving Throws

§  Any channelling skill the character has
invested at least 1 skill point in

A
character cannot invest more points in a channelling skill than they have
charisma points

Any creature capable
of telling the difference between itself and things that are not itself has at
least 1 point of Charisma. Anything with no Charisma score is an object,
not a creature. Anything without a Charisma score also has
no Wisdom score.

**Ability checks**

Sometimes a situation will call for a check using a base
ability, to do this roll a D10 and add your total ability score, if it beats
the DC required then you succeed in the check.