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ABILITY SCORES
Every character has six basic Ability Scores:
Strength (STR)
Dexterity (DEX)
Constitution (CON)
Intelligence (INT)
Wisdom (WIS)
Charisma (CHA)
The Score of these Abilities ranges from 0 to infinity.
The normal human range is 3 to 18.
STR 0 means that the character cannot move at all. He lies helpless on
the ground.
DEX 0 means that the character cannot move at all. He stands motionless,
rigid, and helpless.
CON 0 means that the character is dead.
INT 0 means that the character cannot think and is unconscious in a coma
like stupor, helpless.
WIS 0 means that the character is withdrawn into a deep sleep filled with
nightmares, helpless.
CHA 0 means that the character is withdrawn into a catatonic, coma like
stupor, helpless.
Keeping track of negative ability score points is never necessary. A characters
ability score cant drop below 0. Some creatures lack certain ability
scores. These creatures do not have an ability score of 0 - they lack
the ability altogether. The modifier for a non-ability is +0.ABILITY MODIFIERS
Each ability will have a modifier. The modifier can be calculated using
this formula:
(ability/2) -5 [round result down]
The modifier is the number you add to or subtract from the die roll when
your character tries to do something related to that ability. A positive
modifier is called a bonus, and a negative modifier is called a penalty.
USE OF ABILITY SCORES
Strength
Any creature that can physically manipulate other objects has at least
1 point of Strength.
A creature with no Strength score can't exert force, usually because it
has no physical body or because it doesn't move. The creature automatically
fails Strength checks. If the creature can attack, it applies its Dexterity
modifier to its base attack instead of a Strength modifier.
Dexterity
Any creature that can move has at least 1 point of Dexterity.
A creature with no Dexterity score can't move. If it can act, it applies
its Intelligence modifier to initiative checks instead of a Dexterity
modifier. The creature fails all Reflex saves and Dexterity checks.
Constitution
If a character's Constitution changes enough to alter his or her Constitution
modifier, his or her hit points also increase or decrease accordingly
at the same time.
Any living creature has at least 1 point of Constitution.
A creature with no Constitution has no body or no metabolism. It is immune
to any effect that requires a Fortitude save unless the effect works on
objects. The creature is also immune to ability damage, ability drain,
and energy drain, and always fails Constitution checks.
Intelligence
Any creature that can think, learn, or remember has at least 1 point of
Intelligence.
A creature with no Intelligence score is an automaton, operating on simple
instincts or programmed instructions. It is immune to all mind-influencing
effects (charms, compulsions, phantasms, patterns and morale effects)
and automatically fails Intelligence checks.
Wisdom
Any creature that can perceive its environment in any fashion has at least
1 point of Wisdom.
Anything with no Wisdom score is an object, not a creature. Anything without
a Wisdom score also has no Charisma score, and vice versa.
Charisma
Any creature capable of telling the difference between itself and things
that are not itself has at least 1 point of
Charisma. Anything with no Charisma score is an object, not a creature.
Anything without a Charisma score also has no Wisdom score, and vice versa.
CHANGING ABILITY SCORES
Ability scores can increase with no limit.
Poisons, diseases, and other effects can temporarily harm an ability (temporary
ability damage). Ability points lost to damage return on their own, typically
at a rate of 1 point per day.
Some effects drain abilities, resulting in a permanent loss (permanent
ability drain). Points lost this way don't return on their own.
As a character ages, some ability scores go up and others go down.
When an ability score changes, all attributes associated with that score
change accordingly.

Dragon Ninja
Realms of the Dragons © 2002
Dungeons & Dragon
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