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− | ''*Guardian fighters also gain addition action point gain of 1% per point of constitution above 10.'' |
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[[Category:Ability Scores]] |
[[Category:Ability Scores]] |
Revision as of 16:30, 11 June 2013
Ability Scores are general measures of a character's broadest abilities. Not counting bonuses or other modifiers, each score can be between 3 and 18, with 10 considered to be average among adventurers. The six ability scores are:
- Strength measures a character's physical power.
- Constitution represents a character's health, stamina and vital force.
- Dexterity measures hand-eye coordination, agility, reflexes, and balance.
- Intelligence describes how well a character learns and reasons.
- Wisdom measures common sense, perception, self-discipline and empathy.
- Charisma measures force of personality, persuasiveness, and leadership.
Ability Scores are also frequently called "attributes."
Initial Values
On character creation, ability scores are randomly rolled.
One or two ability scores selected by the player will also receive a permanent +2 racial bonus.
The ability scores are not randomly rolled, but are rather arrays based on a point buy system.
For instance, having an 18 in the main ability score (e.g. 18 wisdom for a cleric) comes at the expense of a lower overall point total than taking a more balanced approach (72 points in the 18 13 13 10 10 8 array versus 77 points in the 15 14 13 12 12 11 array).
Advancement
At levels 10, 20, 40 and 50, characters gain 2 points to add to their ability scores. At levels 30 and 60, all of a character's attributes are increased by 1.
Ability Scores Effect per point over 10 For each Class
Guardian Fighter | Great Weapon Fighter | Devoted Cleric | Trickster Rogue | Control Wizard | |
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Strength | Secondary | Primary | Secondary | Secondary | |
Damage bonus | 1% | 1% | 1% | ||
Critical Chance | 1% | ||||
DoT Damage Resistance | 1% | 1% | 1% | 1% | 1% |
Stamina Regeneration | 1% | 1% | 1% | 1% | |
Guard Meter | 1% | ||||
Constitution | Primary | Secondary | |||
Resistance ignored | 1% | ||||
Hit points | 2% | 2% | 2% | 2% | 2% |
Action Point gain | 1% | ||||
Dexterity | Secondary | Secondary | Primary | ||
Critical Chance | 1% | 1% | |||
Resistance ignored | 1% | ||||
Area of Effect damage resistance | .5% | .5% | 1% | 1% | 1% |
Deflection chance | .5% | .5% | 1% | .5% | .5% |
Intelligence | Primary | ||||
Damage bonus | 1% | ||||
Recharge Speed | 1% | 1% | 1% | 1% | 1% |
Wisdom | Primary | Secondary | |||
Damage bonus | 1% | ||||
Healing bonus | 1% | ||||
Control Bonus | 1% | 1% | 1% | 1% | 1% |
Control Resistance | 1% | 1% | 1% | 1% | 1% |
Recharge Speed | 1% | ||||
Action Point gain | 1% | ||||
Charisma | Secondary | Secondary | Secondary | ||
Critical Chance | 1% | ||||
Combat Advantage damage | 1% | 1% | 1% | 1% | 1% |
Deflection chance | 1% | ||||
Recharge Speed | 1% | ||||
Action Point gain | 1% | ||||
Companion stat bonus | 1% | 1% | 1% | 1% | 1% |
Guardian Fighter | Great Weapon Fighter | Devoted Cleric | Trickster Rogue | Control Wizard |