Difference between revisions of "Ability Scores"

From OSE SRD
Line 8: Line 8:
  
  
==== Strength Modifiers ====
+
== Strength Modifiers ==
  
 
{| style="border-spacing:0;"
 
{| style="border-spacing:0;"
Line 52: Line 52:
 
|}
 
|}
  
=== Intelligence (INT) ===
+
= Intelligence (INT) =
 
Learning, memory, and reasoning.
 
Learning, memory, and reasoning.
  
Line 58: Line 58:
 
* '''Literacy:''' Indicates the character’s ability to read and write their native languages.
 
* '''Literacy:''' Indicates the character’s ability to read and write their native languages.
  
==== Intelligence Modifiers ====
+
== Intelligence Modifiers ==
  
 
{| style="border-spacing:0;"
 
{| style="border-spacing:0;"
Line 102: Line 102:
 
|}
 
|}
  
=== Wisdom (WIS) ===
+
= Wisdom (WIS) =
 
Willpower, common sense, perception, and intuition.
 
Willpower, common sense, perception, and intuition.
  
 
* '''Magic saves:''' Is applied to saving throws (see '''''Saving Throws''''') versus magical effects. This does not normally include saves against breath attacks, but may apply to any other saving throw category.
 
* '''Magic saves:''' Is applied to saving throws (see '''''Saving Throws''''') versus magical effects. This does not normally include saves against breath attacks, but may apply to any other saving throw category.
  
==== Wisdom Modifiers ====
+
== Wisdom Modifiers ==
  
 
{| style="border-spacing:0;"
 
{| style="border-spacing:0;"
Line 142: Line 142:
  
 
|}
 
|}
=== Dexterity (DEX) ===
+
 
 +
= Dexterity (DEX) =
 
Agility, reflexes, speed, and balance.
 
Agility, reflexes, speed, and balance.
  
Line 149: Line 150:
 
* '''Initiative:''' Modifies the character’s initiative roll, if the optional rule for individual initiative is used (see '''''Combat''''').
 
* '''Initiative:''' Modifies the character’s initiative roll, if the optional rule for individual initiative is used (see '''''Combat''''').
  
==== Dexterity Modifiers ====
+
== Dexterity Modifiers ==
  
 
{| style="border-spacing:0;"
 
{| style="border-spacing:0;"
Line 201: Line 202:
 
|}
 
|}
  
=== Constitution (CON) ===
+
= Constitution (CON) =
 
Health, stamina, and endurance.
 
Health, stamina, and endurance.
  
 
* '''Hit points:''' Applies when rolling a character’s hit points (i.e. at 1st level and every time a level is gained thereafter). A character always gains at least 1 hit point per Hit Die, regardless of CON modifier.
 
* '''Hit points:''' Applies when rolling a character’s hit points (i.e. at 1st level and every time a level is gained thereafter). A character always gains at least 1 hit point per Hit Die, regardless of CON modifier.
  
==== Constitution Modifiers ====
+
== Constitution Modifiers ==
  
 
{| style="border-spacing:0;"
 
{| style="border-spacing:0;"
Line 242: Line 243:
 
|}
 
|}
  
=== Charisma (CHA) ===
+
= Charisma (CHA) =
 
Force of personality, persuasiveness, personal magnetism, physical attractiveness, and ability to lead.
 
Force of personality, persuasiveness, personal magnetism, physical attractiveness, and ability to lead.
  
Line 249: Line 250:
 
* '''Retainer loyalty:''' Determines retainers’ loyalty to the character.
 
* '''Retainer loyalty:''' Determines retainers’ loyalty to the character.
  
==== Charisma Modifiers ====
+
== Charisma Modifiers ==
  
 
{| style="border-spacing:0;"
 
{| style="border-spacing:0;"
Line 306: Line 307:
 
|}
 
|}
  
=== Prime Requisite ===
+
= Prime Requisite =
 
Each character class has one or more prime requisites—ability scores of special importance to that class’ function. A character’s score in their prime requisites affects how quickly the character gains experience points.
 
Each character class has one or more prime requisites—ability scores of special importance to that class’ function. A character’s score in their prime requisites affects how quickly the character gains experience points.
  
Line 313: Line 314:
 
* '''XP modifier:''' Is applied to all experience points awarded to the character, unless otherwise noted in the description of the class.
 
* '''XP modifier:''' Is applied to all experience points awarded to the character, unless otherwise noted in the description of the class.
  
==== Prime Requisite Modifiers ====
+
== Prime Requisite Modifiers ==
  
 
{| style="border-spacing:0;"
 
{| style="border-spacing:0;"

Revision as of 12:18, 24 October 2019

A character’s score in each ability determines whether they have any bonuses or penalties associated with various actions in the game. The tables opposite list the modifiers associated with each ability score, with the effects described below.

Strength (STR)

Brawn, muscle, and physical power.

  • Melee: Is applied to attack and damage rolls with melee weapons.
  • Open doors: The chance of success with attempts to force open a stuck door (see Dungeon Adventuring).


Strength Modifiers

STR Melee Open Doors
3 –3 1-in-6
4–5 –2 1-in-6
6–8 –1 1-in-6
9–12 None 2-in-6
13–15 +1 3-in-6
16–17 +2 4-in-6
18 +3 5-in-6

Intelligence (INT)

Learning, memory, and reasoning.

  • Spoken languages: Denotes the number of languages the character can speak.
  • Literacy: Indicates the character’s ability to read and write their native languages.

Intelligence Modifiers

INT Spoken Languages Literacy
3 Native (broken speech) Illiterate
4–5 Native Illiterate
6–8 Native Basic
9–12 Native Literate
13–15 Native + 1 additional Literate
16–17 Native + 2 additional Literate
18 Native + 3 additional Literate

Wisdom (WIS)

Willpower, common sense, perception, and intuition.

  • Magic saves: Is applied to saving throws (see Saving Throws) versus magical effects. This does not normally include saves against breath attacks, but may apply to any other saving throw category.

Wisdom Modifiers

WIS Magic Saves
3 –3
4–5 –2
6–8 –1
9–12 None
13–15 +1
16–17 +2
18 +3

Dexterity (DEX)

Agility, reflexes, speed, and balance.

  • AC: Modifies the character’s AC (a bonus lowers AC, a penalty raises it).
  • Missile: Applied to attack rolls (but not damage rolls) with ranged weapons.
  • Initiative: Modifies the character’s initiative roll, if the optional rule for individual initiative is used (see Combat).

Dexterity Modifiers

DEX AC Missile Initiative
3 –3 –3 –2
4–5 –2 –2 –1
6–8 –1 –1 –1
9–12 None None None
13–15 +1 +1 +1
16–17 +2 +2 +1
18 +3 +3 +2

Constitution (CON)

Health, stamina, and endurance.

  • Hit points: Applies when rolling a character’s hit points (i.e. at 1st level and every time a level is gained thereafter). A character always gains at least 1 hit point per Hit Die, regardless of CON modifier.

Constitution Modifiers

CON Hit Points
3 –3
4–5 –2
6–8 –1
9–12 None
13–15 +1
16–17 +2
18 +3

Charisma (CHA)

Force of personality, persuasiveness, personal magnetism, physical attractiveness, and ability to lead.

  • NPC reactions: Applies when hiring retainers and when interacting with monsters.
  • Max # of retainers: Determines the number of retainers a character may have at any one time.
  • Retainer loyalty: Determines retainers’ loyalty to the character.

Charisma Modifiers

Retainers
CHA NPC Reactions Max # Loyalty
3 –2 1 4
4–5 –1 2 5
6–8 –1 3 6
9–12 None 4 7
13–15 +1 5 8
16–17 +1 6 9
18 +2 7 10

Prime Requisite

Each character class has one or more prime requisites—ability scores of special importance to that class’ function. A character’s score in their prime requisites affects how quickly the character gains experience points.

Characters with a single prime requisite use the table to the right. The modifiers for classes with multiple prime requisites are noted in the class description.

  • XP modifier: Is applied to all experience points awarded to the character, unless otherwise noted in the description of the class.

Prime Requisite Modifiers

Prime Requisite XP Modifier
3–5 –20%
6–8 –10%
9–12 None
13–15 +5%
16–18 +10%