Ability ModifiersEach ability, after changes made because of nationality, has a modifier ranging from -5 to +5. Table: Ability Modifiers and Bonus Spells shows the modifier for each score. It also shows bonus spells, which you’ll need to know about if your character is a Herald.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 And SpellcastersThe ability that governs bonus spells or spell points depends on what type of spellcaster your character is: Intelligence for Heralds; Wisdom for priests, templars, and demon hunters; or Charisma for mystics and adepts. 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.The AbilitiesEach ability partially describes your character and affects some of his or her actions.Strength (Str)Strength measures your character’s muscle and physical power. This ability is especially important for soldiers, myrmidons, demon hunters, templars, and monks because it helps them prevail in combat. Strength also limits the amount of equipment your character can carry.You apply your character’s Strength modifier to:
Dexterity (Dex)Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important one for freelancers, but it’s also high on the list for characters who typically wear light or medium armor (demon hunters and myrmidons) or no armor at all (monks, Heralds, and mystics), and for anyone who wants to be a skilled archer.You apply your character’s Dexterity modifier to:
Constitution (Con)Constitution represents your character’s health and stamina. A Constitution bonus increases a character’s hit points, so the ability is important for all classes. You apply your character’s Constitution modifier to:
If a character’s Constitution score changes enough to alter his or her Constitution modifier, the character’s hit points also increase or decrease accordingly. Intelligence (Int)Intelligence determines how well your character learns and reasons. This ability is important for Heralds because it affects how many spells they can cast, how hard their spells are to resist, and how powerful their spells can be. It’s also important for any character who wants to have a wide assortment of skills.You apply your character’s Intelligence modifier to:
A Herald gains bonus spells based on her Intelligence score. The minimum Intelligence score needed to cast a Herald spell is 10 + the spell’s level. An animal has an Intelligence score of 1 or 2. A creature of humanlike intelligence has a score of at least 3. Wisdom (Wis)Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. Wisdom is the most important ability for priests, and it is also important for Templars and demon hunters. 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:
Priests, Templars, and demon hunters get bonus Chamber based on their Wisdom scores. The minimum Wisdom score needed to cast a priest, Templar, or demon hunter spell is 10 + the spell’s level. 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 Templars, mystics, and adepts. It is also important for priests, since it affects their ability to channel white ether. Every creature has a Charisma score.You apply your character’s Charisma modifier to:
Mystics and adepts get bonus spells based on their Charisma scores. The minimum Charisma score needed to cast a mystic or adept spell is 10 + the spell’s level.
When an ability score changes, all attributes associated with that score change accordingly. A character does not retroactively get additional skill points for previous levels if she increases her intelligence.
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