Abilities: Difference between revisions
From Rise: The Vieneo Province
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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. | 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. | ||
==Constitution (Con)== | ==Constitution (Con)== | ||
Revision as of 16:51, 9 August 2018
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.
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:
Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he or she advances in level). 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. 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 wizards 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:
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, and Search checks. These are the skills that have Intelligence as their key ability.
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. If you want your character to have acute senses, put a high score in Wisdom.
You apply your character’s Wisdom modifier to:
Will saving throws (for negating the effect of charm person and other spells). Heal, Listen, Profession, Sense Motive, Spot, and Survival checks. These are the skills that have Wisdom as their key ability. 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.
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.
You apply your character’s Charisma modifier to:
Bluff, Diplomacy, Disguise, and Gather Information. These are the skills that have Charisma as their key ability.
Checks that represent attempts to influence others.
Subcategories
This category has the following 6 subcategories, out of 6 total.