Ability Scores

From Epic Path
Revision as of 00:36, 6 November 2015 by Reese (talk | contribs)
Jump to navigation Jump to search


Introduction

Epic path uses the standard array of ability scores: Strength (STR), Dexterity (DEX), Constitution (CON), Intelligence (INT), Wisdom (WIS) and Charisma (CHA). Each ability score is given an initial value during Character Creation, but can be raised, either temporarily or permanently, by character level, class abilities, feats, spells and spell effects, magic items, etc.

Ability scores are split into two categories: physical and mental, each of which has three of the ability scores:

  • Physical: STR, DEX and CON
  • Mental: INT, WIS and CHA


Temporary Ability Scores

Temporary adjustments to your ability scores are caused by any effect which has a duration, such as a spell effect, or an effect which isn't always active, such as the Alchemist's mutagen form, or a barbarian's rage.

In addition, for the first 24 hours of wearing a magic item which boosts ability scores, the ability score increase granted is treated as a temporary ability score. Once the character has attuned to the item (by wearing it for 24 hours) the ability score increase granted by the item is considered a permanent ability score.


Permanent Ability Scores

Permanent ability scores are pretty self-explanatory -- they're ability scores that don't wear off, have a limited duration, or are part of the character's innate ability scores. The value of a character's ability scores is usually the sum of their starting values, any increases they've gained from levels, feats or class abilities, and increases granted by magic items.

Some abilities and effects ignore temporary ability scores, and are based purely on permanent ability scores. It is therefore important to keep track of your permanent ability scores separately from your temporary scores.

Ability Modifiers

The ability modifier is the numerical advantage or disadvantage that an ability score provides to your character when that ability score is used to perform skills, saving throws, combat maneuvers, and other activities. It is calculated by subtracting 10 from the ability score, and then dividing the remainder by 2, dropping fractions. For example, the ability modifier for a Strength of 15 is +2 (15 - 10 = 5 / 2 = 2.5 rounded down to 2). In the entries below, each ability score details how its ability modifier is used. You can also refer to the table below for a listing of the modifier for each ability score value.

It is important to keep an eye out for abilities and rules which call for an ability score versus an ability modifier. Using an ability score is rare, but it does happen. For example: the starting hit points for a 1st level character uses a character's Constitution ability score, but all future levels' hit point increases use his Constitution ability modifier.

It is important to note that when an ability score is permanently increased to a higher ability modifier, the benefit of that modifier is retroactively applied for each character level. For example, if a character's Constitution score is raised from a 15 to a 16 permanently, raising his modifier from +2 to +3, he would gain 1 hit point for each character level he currently has, as if he had always had that extra Constitution each time he leveled. Similarly, if a character's Intelligence increased to a higher modifier, he would gain an additional skill point for each character level he currently has. Refer to the individual Ability Score entries below to see how increases impact the character's other attributes.


Table: Ability Modifiers and Bonus Spells

Ability Scores

Strength (STR)

Used In


When Temporarily Increased


When Permanently Increased


When Damaged or Drained


When Reduced to Zero


Carrying Capacity and Encumbrance

Dexterity (DEX)

Used In


When Temporarily Increased


When Permanently Increased


When Damaged or Drained


When Reduced to Zero


Constitution (CON)

Used In


When Temporarily Increased


When Permanently Increased


When Damaged or Drained


When Reduced to Zero


Intelligence (INT)

Used In


When Temporarily Increased


When Permanently Increased


When Damaged or Drained


When Reduced to Zero


Wisdom (WIS)

Used In


When Temporarily Increased


When Permanently Increased


When Damaged or Drained


When Reduced to Zero


Charisma (CHA)

Used In


When Temporarily Increased


When Permanently Increased


When Damaged or Drained


When Reduced to Zero



Other Ability Scores

Some campaigns will have campaign-specific ability scores, which can have game effects specific to the campaign. If the optional Auramancy rules are used, for example, characters begin with a seventh ability score called Blood (BLD) which dictates the strength of their auramancy.