Tale of the Twin Suns Ability Scores

Angel Tarragon

Dawn Dragon
[sblock=Table 1-1: Ability Modifiers & Bonus Spells]
Code:
[b]Ability   Ability    Essentia   ---------- Bonus Spells (by Spell Level) ----------
 Score    Modifier     Pool     1st   2nd   3rd   4th   5th   6th   7th   8th   9th[/b]
 1 - 2       -4          1      ----- Can't cast spells tied to this ability -----
 3 - 4       -3          3      ----- Can't cast spells tied to this ability -----
 5 - 6       -2          6      ----- Can't cast spells tied to this ability -----
 7 - 8       -1         10      ----- Can't cast spells tied to this ability -----
 9 - 10       0         15      ---   ---   ---   ---   ---   ---   ---   ---   ---
11 - 12      +1         21      ---   ---   ---   ---   ---   ---   ---   ---   ---
13 - 14      +2         28       1     -     -     -     -     -     -     -     -
15 - 16      +3         36       1     -     -     -     -     -     -     -     -
17 - 18      +4         45       1     1     -     -     -     -     -     -     -
19 - 20      +5         55       1     1     -     -     -     -     -     -     -
21 - 22      +6         66       2     1     1     -     -     -     -     -     -
23 - 24      +7         78       2     1     1     -     -     -     -     -     -
25 - 26      +8         91       2     2     1     1     -     -     -     -     -
27 - 28      +9        105       2     2     1     1     -     -     -     -     -
29 - 30     +10        120       3     2     2     1     1     -     -     -     -
31 - 32     +11        136       3     2     2     1     1     -     -     -     -
33 - 34     +12        153       3     3     2     2     1     1     -     -     -
35 - 36     +13        171       3     3     2     2     1     1     -     -     -
37 - 38     +14        190       4     3     3     2     2     1     1     -     -
39 - 40     +15        210       4     3     3     2     2     1     1     -     -
41 - 42     +16        231       4     4     3     3     2     2     1     1     -
43 - 44     +17        253       4     4     3     3     2     2     1     1     -
45 - 46     +18        276       5     4     4     3     3     2     2     1     1
47 - 48     +19        300       5     4     4     3     3     2     2     1     1
49 - 50     +20        325       5     5     4     4     3     3     2     2     1
51 - 52     +21        351       5     5     4     4     3     3     2     2     1
53 - 54     +22        378       6     5     5     4     4     3     3     2     2
55 - 56     +23        406       6     5     5     4     4     3     3     2     2
57 - 58     +24        435       6     6     5     5     4     4     3     3     2
59 - 60     +25        465       6     6     5     5     4     4     3     3     2
61 - 62     +26        496       7     6     6     5     5     4     4     3     3
63 - 64     +27        528       7     6     6     5     5     4     4     3     3
65 - 66     +28        561       7     7     6     6     5     5     4     4     3
67 - 68     +29        595       7     7     6     6     5     5     4     4     3
69 - 70     +30        630       8     7     7     6     6     5     5     4     4
71 - 72     +31        666       8     7     7     6     6     5     5     4     4
73 - 74     +32        703       8     8     7     7     6     6     5     5     4
75 - 76     +33        741       8     8     7     7     6     6     5     5     4
77 - 78     +34        780       9     8     8     7     7     6     6     5     5
79 - 80     +35        820       9     8     8     7     7     6     6     5     5
81 - 82     +36        861       9     9     8     8     7     7     6     6     5
83 - 84     +37        903       9     9     8     8     7     7     6     6     5
85 - 86     +38        946      10     9     9     8     8     7     7     6     6
87 - 88     +39        990      10     9     9     8     8     7     7     6     6
89 - 90     +40       1035      10    10     9     9     8     8     7     7     6
[/sblock]ABILITY SCORES
To create an ability score for your character, roll four six sided dice (4D6). Reroll any dice that give you a result of 1. Keep doing this as many times as you have to until you only have a result of two or higher for each die. Out of the four dice, disregard the one with the lowest result and add the three highest dice. The result is a number between 6 and 18. The average ability score for the typical commoner is 9 or 10, but your character is not typical. The most common ability scores for player characters (PCs) are 11 and 12.

Make this roll eight times, recording each result on a piece of paper. Once you have eight scores, assign each score to one of the eight abilities. At this step you should decide on what race you which play and which class to advance in. These decisions help to decide how best to assign each ability score. Regardless of racial modifiers, no ability score can be reduced to below 3.

Quickly Generating Ability Scores
Each ability starts with a base value of 8. Roll 1D10 and add the result to the base value. Do this eight times and assign the scores as you wish to each ability. Then modify relevant ability scores based on the race you choose to play.

Rerolling
If your scores are too low, you may scrap them and roll all eight scores again. Your scores are considered too low if the sum of your modifiers is 0 or lower or if your highest score is 12 or lower.

Ability Modifiers
Each ability, after changes made because of race, has a modifier ranging from –3 to +5 or higher. Table 1-1 shows the modifier for each score. It also shows bonus spells, which you’ll need to know about if your character is a spellcaster.

The modifier is the number you apply to the die roll when your character tries to do something related to that ability. You also use the modifier with some numbers that aren’t die rolls. A positive modifier is called a bonus, and a negative modifier is called a penalty.

Abilities & Spellcasters
The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for sorcerers and bards. In addition to having a high ability score, a spellcaster must be of high enough class level to be able to cast spells of a given spell level.
 
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The Abilities

Each ability partially describes your character and affects some of his or her actions.

Strength [STR]
Characters with low Strength scores may have been sickly as children or circumstances related to their upbringing prevented them from engaging in the hard, physical exercise that many of their peers endured. Characters with Strength scores of 5-8 tend to be slight of build and pale in complexion, reflecting a life of little physical activity. Characters with Strength scores of 4 or lower are more extreme cases whose lack of physical power may stem from the ravages of disease or near crippling injury - their bodies are thin to the point of being nearly skeletal, with lean, wiry muscles that stand out like cords beneath translucent skin.

Physically weak characters often try to compensate for their lack of Strength by devoting their energies to intellectual pursuits by learning skills that maximize their natural agility. When all else fails, they avoid physical confrontations with a nimble tongue and disarming manner.

By contrast characters with preternatural physical power are like raw forces of nature, capable of wreaking terrible destruction with their bare hands alone. Possessed of such power, it is all too tempting to approach every problem with violent, brutish behavior that endangers everyone around the character, including friends and loved ones.

You apply your character’s Strength modifier to:
  • Melee attack rolls.
  • Damage rolls when using a melee weapon or a thrown weapon (including a sling). (Exceptions: Off-hand attacks receive only one-half the character’s Strength bonus, while two-handed attacks receive one and a half times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.)
  • Climb, Jump, and Swim checks. These are the skills that have Strength as their key ability.
  • Strength checks (for breaking down doors and the like).
Dexterity [DEX]
Characters with low Dexterity scores are individuals that lack the opportunity to develop their physical agility as children, possibly because of scholarly pursuits or jobs that valued physical strength and endurance over nimbleness and speed. Characters with Dexterity scores of 5-8 tend to be tall and gangly or broad shouldered and heavy-boned; their movements are awkward and ill-coordinated, ponderous and clumsy. Characters with Dexterity scores of 4 or lower are victims of poor health or heredity, unable to perform simple tasks easily due to trembling hands or nervous tics.

Physically awkward or clumsy characters tend to compensate for their shortcomings by developing robust Strength or an iron sense of determination and endurance. Instead of dancing nimbly around problems they learn to lower their heads and bull their way through them.

Compared to their less fortunate peers, characters with exceptionally high Dexterity move with astonishing speed and grace. They glide across the ground in swift, effortless strides and perform the most demanding tasks with deft precision. Tragically such flawless agility lends itself to an unfair disdain for the seemingly halting efforts of others and tempts the character to undertake unnecessary risks in or order to show off their skill.

You apply your character’s Dexterity modifier to:
  • Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and other ranged weapons.
  • Armor Class (AC), provided that the character can react to the attack.
  • Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly.
  • Balance, Escape Artist, Hide, Move Silently, Open Lock, Ride, Sleight of Hand, Tumble, and Use Rope checks. These are the skills that have Dexterity as their key ability.
Constitution [CON]
Characters with below average Constitution generally suffered from poor diet or the ravages of a serious illness as a child, forever weakening their health. Characters with Constitution scores of 5-8 are not outwardly weaker than their peers, but they tire more quickly and are at greater risk for illness, as well as being more susceptible to poisons of any kind. Characters with Constitution scores of 4 or lower are pale and fragile looking creatures, unable to endure any serious physical effort for more than a few minutes without exhausting themselves. They are frequently ill and rarely live normal lifespans.

Individuals possessing weak Constitutions frequently find themselves bedridden for long periods of time, encouraging scholarly pursuits over physical activity. When they do travel their condition forces them to ride whenever possible, and many develop exceptional riding kills as a result.

By contrast, characters with exceptional Constitution are juggernauts, seemingly impervious to physical hardships that would incapacitate an ordinary person. Unfortunately, their preternatural resilience lends itself to facing most dangers head-on – something that their friends are often ill-equipped to deal with themselves.

You apply your character’s Constitution modifier to:
  • The character applies their Constitution modifier to their hit points only at first level. A poitive modifier grants additional hit points while modifier, deducts from the amount of hit points starting with. The characters starting hit points can not go below 10. [This may get an overhaul when I receive my 4E PHB].
  • Fortitude saving throws, for resisting poison and similar threats.
  • Concentration checks. Concentration is a skill, important to spellcasters, that has Constitution as its key ability.
Intelligence [INT]
A low Intelligence score often stems from a lack of opportunity or desire for a character to exercise their talent for reasoning and problem-solving. Characters with Intelligence scores of 5-8 are likely poorly educated, lacked the will to complete their education or their family valued hard work over scholarly pursuits or simply couldn't afford to have their child properly educated. Characters with Intelligence scores of 4 or lower however, are more likely to be mentally impaired, possibly as a result of poor diet, childhood illness or physical injury. Such individuals tend to have child-like perspectives and attitudes, and when they travel they are almost always accompanied by a friend or guardian that looks out for their interests in such a dangerous world.

Characters with low Intelligence tend to compensate by devoting their energies to simple physical pursuits, hardening their bodies through hard labor and exercise. They also frequently learn to silence others' mockery with various forms of threats and intimidation.

Characters with exceptionally high Intelligence scores see the world through a vastly different set of eyes than their peers, able to understand the most complex workings of nature and bend it to their wills. These exceedingly cerebral individuals believe that the secrets of the universe are theirs for the taking and as a result they often feel that they have all the answers to life's problems. They can be cold and unapproachable, cynical and condescending to those around them.

You apply your character’s Intelligence modifier to:
  • The number of languages your character knows at the start of the game.
  • The number of skill points gained each level. (But your character always gets at least 1 skill point per level.)
  • Appraise, Craft, Decipher Script, Disable Device, Forgery, Knowledge, Search, and Spellcraft checks. These are the skills that have Intelligence as their key ability.
A wizard gains bonus spells based on her Intelligence score. The minimum Intelligence score needed to cast a wizard spell is 10 + the spell’s level.

If you wish to figure your characters I.Q. multiply their Intelligence score by 12.5 and round down. This is only an approximation based on what I think is realistic for my campaign setting.

Wisdom [WIS]
Common sense and insight to one's true self are hardly universal traits, no matter what race a character is from. Characters with Wisdom scores of 5-8 are generally heedless of the world around them because they grew up in conditions that sheltered them from their environments. They might be the pampered children of a wealthy merchant house or grew up as orphans at a secluded monastery, far from civilization. Characters with a Wisdom of 4 or lower are a different breed altogether, less sheltered and more actively self-centered and narcissistic. They are oblivious to the world around them because they simply don't care about it, except where their immediate needs are concerned. When trouble finds them, they almost never see it coming.

Characters with low Wisdom unconsciously compensate for their shortcomings by developing the skills to survive or avoid any difficulties they happen to stumble into. They become survivors by necessity rather than choice.

By contrast, characters with exceptional Wisdom scores are alert to the slightest change in their surroundings, able to infer volumes of information from the slightest detail. Unfortunately such heightened awareness preys on the mind, leading to anxiety, excessive suspicion and sometimes fatal hesitations.

You apply your character’s Wisdom modifier to:
  • Will saving throws (for negating the effect of charm person and other spells).
  • Heal, Profession, Sense Motive, and Survival checks. These are the skills that have Wisdom as their key ability.
  • Characters with exceptional Wisdom (a score of 15 or higher) apply half their modifier (rounded down) to their Listen and Spot checks.
Clerics, druids, paladins, and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom score needed to cast a cleric, druid, paladin, or ranger spell is 10 + the spell’s level.

Appearance [APP]
You apply your character’s Appearance modifier to:

Charisma [CHA]
Characters wit a low Charisma have a difficult time realting to others and thus have poorly developed social skills. Characters with Charisma scores of 5-8 have been isolated from their peers due to racial differences, social differences or nothing more profound than a desire to be left alone. On the other hand, charactes with Charisma scores of 4 or lower may have more profound obstacles to social interaction, such as speech impediments, language problems or possibly a physical deformity.

Characters with low Charisma scores tend to compensate by learning to become as self-reliant as possible, reducing their dependency on others. Their enforced solitude provides countless opportunities for physical and mental training, spurring them to hone their skills and improve their physical abilities.

Conversely, characters with preternatural Charisma can't get enough of society reveling in the power to beguile and charm those around them. After all, why work when you can get someone - or a dozen someones - to do the job for you? Unfortunately, such glamour is equally addictive to those that witness it often leading to obsessive behavior and ultimately tragic consequences.

You apply your character’s Charisma modifier to:
  • Bluff, Diplomacy, Disguise, Gather Information, Handle Animal, Intimidate, Perform, and Use Magic Device checks. These are the skills that have Charisma as their key ability.
  • Checks that represent attempts to influence others.
  • Turning checks for clerics and paladins attempting to turn zombies, vampires, and other undead.
Sorcerers and bards get bonus spells based on their Charisma scores. The minimum Charisma score needed to cast a sorcerer or bard spell is 10 + the spell’s level.

Perception [PER]
You apply your character’s Perception modifier to:

Animus [ANI]
You apply your character’s Animus modifier to:
 
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Changing Ability Scores

Over time, the ability scores your character starts with can change. Ability scores can increases with no limit. Points at which ability changes occur include the following:

  • Add 1 point to any score upon attaining 3rd level and at every third level your character attains thereafter (6th, 9th, 12th, 15th and 18th level).
  • Add 1 point to every ability score upon attaining 5th level and at every 5th level your character attains thereafter (10th, 15th and 20th).
  • Many spells and magical affects temporarily increase or decrease ability scores. The ray of enfeeblement spell reduces a creature's Strength and the bull's strength spell increases it. Sometimes a spell hampers a character, reducing his or her ability score. A character trapped by an entangle spell, for example, acts as if their Dexterity score were 4 points lower than it really is.
  • Several magic items improve ability scores as long as the character is using them. For example, gloves of Dexterity improve the wearer's Dexterity score. Note that a magic item of this type can't change an ability score by more than +6.
  • Some rare magic items can boost an ability score permanently as can a wish spell. Such an increase is called an inherent bonus. An ability score can't have more than an inherent bonus of +5.
  • Poisons, diseases and other affects can temporarily harm an ability (ability damage). Ability points lost to damage. Ability points lost to damage return on their own at a rate of 1 point per day for each damaged ability.
  • As a character ages, some ability scores go up and others go down. Refer to the end of the entry of your chosen race for details.
When your ability score changes, all attributes associated with that score change accordingly. For example, when Nalessia becomes a 3rd level wizard, she decides to increase her Intelligence score to 19. That score gives her a 3rd level bonus spell (which she'll pick up upon attaining 5th level, when she becomes able to cast 3rd level spells) and it also increases the number of skill points she gets per level from +4 to +5. As a new 3rd level character, she can get the skill points immediately after raising her intelligence, so she'll get 7 points for attaining 3rd level in the wizard class. She does not retroactively get additional skill points for her previous levels (that is, skill points she would have gained if she had an Intelligence score of 19 at 1st level).
 
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