A character's abilities are the basic statistics that define that character. The six abilities include the physical — strength, dexterity, and constitution — as well as the mental — intelligence, wisdom, and charisma. Each of these six scores represents a particular aspect of the character, and Skills that draw from these traits are modified depending on the associated ability modifier. Certain classes also favor one ability over others, and derive much of their strength from a high ability score in these areas. Constitution, Dexterity, and Wisdom affect the character's saving throws.
There are no restrictions on how you distribute your attribute points.
Do keep in mind that characters risk losing an attribute point whenever they fall to -10 HP. This has several consequences for your character. First, characters are permanently dead if ever a base attribute drops below 4 so your attribute distribution may affect the time you have to avert such disaster. Second, you may fail to meet the attribute requirements for a feat you wanted to take, particularly if you only took the minimum number of points necessary. Third, having an odd number in an ability score can help keep your character at a consistent power level for longer. This can be particularly relevant for Intelligence, because restoring INT does not restore skill points you missed out on when gaining levels.
To some degree, losing attribute points is expected. It may weaken your character but doesn't necessarily render them unplayable. They can be restored through magic, but because of the expense it's unlikely to happen at low or even medium level. Try to plan accordingly
Level | Ability Score |
---|---|
1st | |
2nd | |
3rd | |
4th | +1 Ability Score |
5th | |
6th | |
7th | |
8th | +1 Ability Score |
Strength[]
Strength measures the muscle and physical power of your character. This is especially important for Fighter, Barbarian, Paladin, Ranger, and Monk because it helps them prevail in combat. In general Strength affects the carrying capacity of a character, adds bonus damage to a melee weapon attack, and adds an attack bonus to melee weapons
Skills: None
Related Feats: None
Feats Requiring Certain Ability Score: Cleave, Great Cleave, Improved Power Attack, Power Attack, Phalanx Fighting
WIP
Strength | Normal | Heavy |
---|---|---|
1 | 6 | 10 |
2 | 13 | 20 |
3 | 20 | 30 |
4 | 26 | 50 |
5 | 33 | 60 |
6 | 60 | 70 |
7 | 66 | 80 |
8 | 73 | 90 |
9 | 80 | 100 |
10 | 86 | 110 |
11 | 92 | 115 |
12 | 100 | 130 |
13 | 110 | 150 |
14 | 116 | 175 |
15 | 133 | 200 |
16 | 153 | 230 |
17 | 173 | 260 |
18 | 200 | 300 |
19 | 233 | 350 |
20 | 266 | 400 |
Dexterity[]
Dexterity measures agility, reflexes, and balance. This ability is most important for Rogue, but also for characters who typically wear light or medium armor (barbarian and rangers) or none at all (monk, wizard, and sorcerer), or for any character who wants to be a skilled archer.
Skills: Parry, Ride, Stealth, Set Trap, Balance, Escape Artist, Sleight of Hand
Initiative is a roll to determine the order of combatants and when they are able to act within the order.
Related Feats: Blooded, Improved Initiative, Thug, Weapon Finesse,
Feats Requiring Certain Ability Score: Ambidexterity, Arrow Storm, Blade Storm, Circle Kick, Deflect Arrows, Dodge, Mobility, Spring Attack, Rapid Shot, Whirlwind Attack,
Constitution[]
Constitution represents the health and stamina of your character. High constitution increases the number of hit points a character has (affecting how much damage they can take), and this makes it important for everyone, but especially so for fighters. If constitution ever increases, hit points increase retroactively as well. Spellcasters also need strong constitution to keep their spells from being interrupted during combat.
Skills: Concentration
Related Feats: Toughness
Feats Requiring Certain Ability Score: Battlemage, Spellshield, Shield Wall,
Wisdom[]
Wisdom describes a character's willpower, common sense, perception, and intuition, whereas intelligence presents the ability to analyze information. An "absent-minded professor" has low Wisdom and high Intelligence. A simpleton with low Intelligence might nevertheless be very perceptive (have high Wisdom). Wisdom is important for Priest and Druid, affecting the strength and number of their spells, and is also significant for paladins and rangers. It is very important for monks as well, modifying many of their abilities. The wise character is capable of intuitively understanding others, occasionally having insights into their motivations
Skills: Appraise, Disable Device, Knowledge, Search, Spellcraft
Related Feats: None
Feats Requiring Certain Ability Score: Ritual Magic, Zen Archery
Intelligence[]
WARNING: An Intelligence lower than 9 means that your character is unable to speak properly.
Intelligence determines how well your character learns and reasons. Intelligence is important for Wizard because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It is also important for any character who wants to have a strong assortment of skills, however, increasing your Intelligence will not grant bonus skill points retroactively.
NOTE: Sorcerers do not use Intelligence for any of their spellcasting - Charisma is used instead.
Skills: Heal (skill), Perception, Sense Motive, Survival
Related Feats: None
Feats Requiring Certain Ability Score: Disarm, Expertise, Improved Disarm, Improved Expertise, Improved Knockdown, Improved Parry, Ritual Magic, Whirlwind Attack,
Charisma[]
Charisma measures a character's force of personality, persuasiveness, ability to lead, and physical attractiveness. It represents actual personal strength, not merely how one is perceived by others in a social setting. Charisma is most important for paladin, Sorcerer and Bard. It is also important for Priest, as it affects their ability to Turn Undead. All characters benefit from having a high charisma when speaking with others in the world. Charisma affects an NPC's initial reaction to the player and it modifies the player's persuasion skill checks.
NOTE: Charisma influences Bard or Sorcerer spells NOT Intelligence.
Skills: Animal Handling, Bluff, Diplomacy, Intimidate, Perform, Use Magic Device
Related Feats: None
Feats Requiring Certain Ability Score: Ritual Magic,