Ability Scores d20PFSRD
Ability Scores
Each character has six skill points, which represent the main traits of that character. They are the player's raw talent and professionalism. However, characters sometimes prepare for tests using only their skill scores. These traits, and the modifiers they make, affect almost every nuance of a character's skills and abilities. Each chance score usually ranges from 3 to 18, but racial rewards and penalties are likely to change this value.
Generating Ability Scores
The average chance score is 10. Each of these methods introduces a different degree of elasticity and randomness into a character's development.
Points | Glasses |
---|---|
7 | -4 |
8 | -2 |
9 | -1 |
10 | 0 |
11 | 1 |
12 | 2 |
13 | 3 |
14 | 5 |
15 | 7 |
16 | 10 |
17 | 13 |
18 | 17 |
Campaign Types | Glasses |
---|---|
Low Fantasy | 10 |
Standard Fantasy | 15 |
High Fantasy | 20 |
Epic Fantasy | 25 |
Racial modifiers (adjustments to skill points according to the character's race - see Races) are used after points are earned.
Stereotype: Roll 4d6, discard the lowest total, and add the remaining three totals. Record this total and repeat until you get a total of six. At your discretion, assign these amounts to chance points. This method is less random than the traditional method and can create characters with above-average skill scores.
Classic: Roll 3d6 and add up the dice rolls. Record this requirement and repeat until you get 6 numbers. Assign these totals to chance scores as appropriate. This method is fairly random, and some characters have clearly superior abilities. This randomness can be taken a step further. The final meaning is the order in which certain indicators of ability are used. Characters created this way are not easily fitted into a specific concept in advance, for example, because their scores may not correspond to a specific class or personality. Instead, they are created based on their ability scores, not something else.
Heroic: Roll 2D6 and add 6 to the dice total. Record this requirement and repeat until you get 6 numbers. Assign these amounts to chance points at your discretion. This method is less random than the traditional method and can create strong players with above-average performance.
Daispool: Each character has a 24D6 pool that can be assigned to your stats. Before shaking the dice, the player selects the number of dice for each skill. After sorting the dice, shake each group and combine the three highest dice. For more powerful games, GM needs to increase the total number of dice to 28. This method generates characters with the same power as the standard method.
Purchase: Each character receives a certain number of points and can use it to increase the basic attributes. In this method, all attributes start with a basic value of 10, and the characters can increase individual status by consuming a certain number of points. Similarly, he can get more points to use for other statistics by reducing one or more skill statistics. With this method, any score cannot be reduced to 7 or less, and it cannot be increased to 18 or more. See Table: If you consume all points of the ability point cost of each point, apply the race correction that the character has.
The number of points required at the time of purchase depends on the type of campaign to play. The initial value of the character is 15 points. The average nom p-layer character (NPC) usually requires only 3 points. See the table: How to buy the skill point value according to the campaign style is to create a balanced character evenly, emphasizing the choice of players.
Determine Bonuses (or Penalties)
Each skill after the race is modified fro m-5 to +5. Table capabilities and bonus spells indicate the modified value of each status. The revised value is the value that your character is applied to the dice outfit when your character tries to do what is related to its abilities. It also uses corrections for several numbers that are not dice eyes. Positive correction is called bonus, and negative correction is called penalty. This table also includes bonus spells that should be considered if your character is a spell.
Abilities and Spellcasters
Abilities score | Correction value | Bonus spells per day (spell level) | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
0E | 1E | 2E | 3E | 4E | 5E | 6E | 7E | 8E | 9E | ||
1 | -5 | I can't cast spells related to this skill. | |||||||||
2–3 | -4 | I can't cast spells related to this skill. | |||||||||
4–5 | -3 | I can't cast spells related to this skill. | |||||||||
6–7 | -2 | I can't cast spells related to this skill. | |||||||||
8–9 | -1 | I can't cast spells related to this skill. | |||||||||
10-11 | +0 | — | — | — | — | — | — | — | — | — | — |
12-13 | +1 | — | 1 | — | — | — | — | — | — | — | — |
14-15 | +2 | — | 1 | 1 | — | — | — | — | — | — | — |
16-17 | +3 | — | 1 | 1 | 1 | — | — | — | — | — | — |
18-19 | +4 | — | 1 | 1 | 1 | 1 | — | — | — | — | — |
20-21 | +5 | — | 2 | 1 | 1 | 1 | 1 | — | — | — | — |
22-23 | +6 | — | 2 | 2 | 1 | 1 | 1 | 1 | — | — | — |
24-25 | +7 | — | 2 | 2 | 2 | 1 | 1 | 1 | 1 | — | — |
26-27 | +8 | — | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | — |
28-29 | +9 | — | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |
30-31 | +10 | — | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 |
32-33 | +11 | — | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 |
34-35 | +12 | — | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 | 1 |
36-37 | +13 | — | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 | 2 |
38-39 | +14 | — | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 2 |
40-41 | +15 | — | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 | 2 |
42-43 | +16 | — | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 | 2 |
44-45 | +17 | — | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
The wet abilities given by the bonuses vary depending on the caster's ability: Physical strengt h-Tobne r-Wag e-Warriors, Druids, Rangers, Charism a-Bird Paladin Witch Doctor. Casters can create more powerful abilities by performing "class division" in addition to "class division", which is the most important ability indicator. Supplement For information, see the explanation of each class.
The Abilities
Each ability partially draws the outline of your character and affects part of its effect.
Strength (Str)
For more information about height and drug, see the Lord Capacity section.
Strength determines muscle strength and physiological strength. This ability is important for those who participate in melee fights, such as fighters, monks, palladins, and some rangers. Physical strength is also the largest power needed by personage to destroy.
The person with the number of 0 is very dangerous and must be stopped. This number is not displayed in some of the ether (other than the ether type), and no tests or tests based on this number are made.
In such a case, you need to change the status of your equipment:
- босам / аак в в н бою.
- Covers the damage slower and pendulum when using a close combat cannon or throwing gun. (Exception: Attacks from both hands are half price, attacks from both hands are 1/2 of the power. Attacks using the support of onion are not considered сосавы лом).
- Check for climbing and bathing.
- Power check (such as breaking the door).
The power indicator determines the character's ability.
Shor t-term award: Temporary increase in strength in your strength is to test your skills based on power, close combat attacks (if they are dependent on power). I distinguish the award. The award is also used to win the Combat Manouve (in the case of small or more) and protect the combat Manouve.
Consistent price: Increased opportunities, more active, more than one day, and in effect 24 hours augment. Change all skills and statistics appropriately. As a result, you can get skills, hit points and other prizes. These prizes must be confirmed in the case if they are deleted.
Loss of abilities: If you reduce your physical strength, you will be penalized for your physical strength, an attack style in close combat, and a gun damage match (if you depend on your physical strength). Penalty of ability damage remains used to the price of battle operations (in case of small or more) and defense from battle operations. See the following sections of "Glass Damage" below.
Points | Light load (pound) | Medium load (pound) | Heavy luggage (pound) | Correction value | example | explanation |
---|---|---|---|---|---|---|
-No glasses | — | — | — | — | Alip, Shadow, Ghost | Like a ghost, the fastest, free, creature that does not show power. |
0 | 0 | 0 | 0 | — | — | Weak power, unconscious. |
1 | 0-3 | 4–6 | 7-10 | –5 | Lumbar Arconto, Bats, Hikiga Er | It is very difficult to lift your personal limbs in the middle. |
2 | 0-6 | 7-13 | 14-20 | –4 | Roadrooy | There is support and you can stand. |
3 | 0-10 | 11-20 | 21-30 | –4 | ||
4 | 0-13 | 14-26 | 27-40 | –3 | Grieg, a terrible Miriter | Break the balance with a mysterious blow |
5 | 0-16 | 17-33 | 34-50 | –3 | ||
6 | 0-20 | 21-40 | 41-60 | –2 | Hawk, Coctrice, Pixie | Difficult to push things with your own weight |
7 | 0-23 | 24-46 | 47-70 | –2 | ||
8 | 0-26 | 27-53 | 54-80 | –1 | Kwagit, Bagger | There are almost no sad things. |
9 | 0-30 | 31-60 | 61-90 | –1 | ||
10 | 0-33 | 34-66 | 67-100 | +0 | human | Literally, you can calculate your personal authority |
11 | 0-38 | 39-76 | 77-115 | +0 | ||
12 | 0-43 | 44-86 | 87-130 | +1 | Dogs, posters, vampires | Move a sad item to a short distance |
13 | 0-50 | 51-100 | 101-150 | +1 | ||
14 | 0-58 | 59-116 | 117-175 | +2 | Nool, long ear Thailand, babin | Throw a remarkable tone, throw small things far away |
15 | 0-66 | 67-133 | 134-200 | +2 | ||
16 | 0-76 | 77-153 | 154-230 | +3 | Black pudding, chockle, shark | Transferring things with one hand |
17 | 0-86 | 87-173 | 174-260 | +3 | ||
18 | 0-100 | 101-200 | 201-300 | +4 | Kentaur, Beast Spacer, Minotaur | You can use a bow's hand to break objects such as trees. |
19 | 0-116 | 117-233 | 234-350 | +4 | ||
20 | 0-133 | 134-266 | 267-400 | +5 | Monkey, eating, meat golem, Gorgon | You can overcome working livestock or find a fallen person. |
21 | 0-153 | 154-306 | 307-460 | +5 | ||
22 | 0-173 | 174-346 | 347-520 | +6 | Sai, Oglov Honorary Director | You can weigh a fairly heavy thing |
23 | 0-200 | 201-400 | 401-600 | +6 | ||
24 | 0-233 | 234-466 | 467-700 | +7 | Troll barker | Muslotop, talent to lift a certain number of people |
25 | 0-266 | 267-533 | 534-800 | +7 | Hill Jainant, Demon Marlillita | |
26 | 0-306 | 307-613 | 614-920 | +8 | ||
27 | 0-346 | 347-693 | 694-1. 040 | +8 | ||
28 | 0-400 | 401-800 | 801-1, 200 | +9 | ||
29 | 0-466 | 467-933 | 934-1. 400 | +9 | ||
30 | 0-532 | 533-1. 066 | 1. 067-1. 600 | +10 | Flame giant, tricklatops, elephant | One of the strongest creatures in history. |
+10 | ×4 | ×4 | ×4 | – |
Dexterity (Dex)
Agility measures agility, reflected nerve, and balance. This skill is the most important for Villan, but also effective for light armor, medium armor, or characters without armor. This skill is essential for characters who try to use lon g-range weapons such as bow and pendulum. Characters with 0 agile scores cannot move, and they are virtually unaware (but not conscious).
You will apply to your character's agility correction below:
- Lon g-range attack rolls including bows, crossbows, throwing axes, and many lon g-range spell attacks such as scorching beams and scorching rays.
- Armor class (AC) (assuming that the character can respond to the attack).
- A reflection save roll to avoid fireballs and other attacks that can be dodged by moving quickly.
- Acrobat, device invalidation, escape, flight, driving, magic, stealth check.
Temporary bonus: If the agility score increases temporarily, bonuses can be obtained in agilit y-based skills, attack rolls, initiative checks, and reflective save rolls. This bonus also applies to armor class, battle operation bonus (if small), and battle operation defense.
Consistent price: Increased opportunities, more active, more than one day, and in effect 24 hours augment. Change all skills and statistics appropriately. As a result, you can get skills, hit points and other prizes. These prizes must be confirmed in the case if they are deleted.
Skill Damage: When your skills and scores go down, you will be penalized for skill checks based on skills, lon g-range attacks, initiative checks, and reflective saving throws. Skill damage penalties apply to armor class, battle operation bonus (if small), and battle operation defense power. See the damage based on the following skill points.
The table below is edited by the editor of D20pfsrd. com from various d20 information sources. The scores and correction values are "official", but the example and explanation are determined by the editor of D20pfsrd. com. Please contact GM for any questions. The explanation is not "mechanical".
Points | Correction value | example | explanation |
---|---|---|---|
— | — | Screamer | Fixation |
0 | –6 | – | I can't move (but I don't lose my consciousness) |
1 | –5 | Gelatin cube | It can be barely moved, but it may be quite paralyzed |
2-3 | –4 | Many fillets, living walls, sea urchins | Inability to make a futile effort |
4–5 | –3 | Hunger fuzzyness | Visible paralysis or physiological problems |
6–7 | –2 | Violet worm, zombie flame | Significant clumsiness or preference for unhurried reactions |
8–9 | –1 | Office, basilisk, ciel giant, tendriculos | Sometimes a little soybean trips over personal feet. |
10-11 | +0 | Humans, tritons, boars, large fixed beetles | Usually able to catch small filmy things. |
12-13 | +1 | Bears, rams, hobgoblins | Often hits large targets from long distances |
14-15 | +2 | Beastmaster, HIERARIXFINX | Can spot or dodge sudden medium speed scales. |
16-17 | +3 | Flashdog, reef, lion, octopus | Often hits small targets at a distance |
18-19 | +4 | Astral devas, dashing fillers | Easily move on their feet and often hits small moving targets at a distance. |
20-21 | +5 | Hawk with Arrows, Bone Demon | Merciful, able to easily transition from one impact to another. |
22-23 | +6 | Dwemerk, Kirin | Very graceful, able to dodge many discarded objects. |
24-25 | +7 | Balor, Cat Lover | Moves like water, literally responds to any talk with ease. |
32-33 | +11 | Major Weightless Elemental | Moves like a whirlwind, allowing invisible death reactions. |
Constitution (Con)
Constitution is the character's strength and endurance. The cost of constitution is increasing the character's hit rate, making this legal ability fundamental for all classes. Some creatures, such as undead and constructs, do not have a constitution indicator. These creatures receive a +0 modifier to constitution-based checks. A character with a constitution of 0 is dead.
You use modifiers according to your character's makeup:
- Each punch cube is a best-selling cube (but penalties never cause a result below 1--i. e. a character never falls below 1 hit-chip per level gained).
- Rescue turns for resistances to resist poison, disease, and similar threats.
Even if a character's indicators change and so does their Constitution modifier, the character's hit points increase or decrease accordingly.
Short-term price: A temporary extension of your Constitution index assigns a price to put revenue towards resistances. Separately, multiply your hit data tally by this price and add this required amount to your current and tally hit pants. Once the price effect is complete, move this required amount from your current hit pants and tally hit pants.
Consistent price: Increased opportunities, more active, more than one day, and in effect 24 hours augment. Change all skills and statistics appropriately. As a result, you can get skills, hit points and other prizes. These prizes must be confirmed in the case if they are deleted.
Ability Damage: When your Constitution score takes damage, you gain a penalty point on your Fortitude save. In addition, multiply your Hit Dice total by the ability damage penalty and subtract that value from your current hit points and total hit points. Lost life points are regained when damage to your Constitution is healed. See Skill Point Damage below.
Notes:
- Constructs do not have Constitution indicators. All DCs and other stats that depend on Constitution score count as a score of 10 for that construct (no bonuses or penalties).
- Inanimate objects do not have Constitution scores. Undead use their Charisma score instead of their Constitution score when calculating hit points, saving throws, and special abilities that depend on Constitution (for example, when calculating the DC of a breath weapon).
The following table was compiled by the editors of d20pfsrd. com from various D20 sources. The scores and modifiers are "official", but the examples and explanations are determined by the editors of d20pfsrd. com. Please ask a GM if you have any questions. Please note that the explanations are for illustration purposes, not "mechanical".
Points | Correction value | example | explanation |
---|---|---|---|
— | — | Ghoul, Mummy, Shadow | Most inanimate objects have no Constitution. |
0 | — | – | A creature with a Constitution score of 0 is dead, and will collapse, escape death, run through the curtain, and join the chorus of the unseen. |
1 | –5 | – | The immune system is minimal, and the body reacts badly to foreign things. |
2-3 | –4 | – | Vulnerable, constantly suffering from illness. |
4-5 | –3 | – | Very easily injured, knocked out by light blows. |
6-7 | –2 | Toad, Hedgehog | Susceptible to diseases and infections. |
8–9 | –1 | Centipede horde, Grasshopper horde | Easily weathered, unable to work all day. |
10-11 | +0 | Ox, Imp, Horrible Weasel, Glick | Occasionally suffers from minor illnesses, but is in average health. |
12-13 | +1 | Rusty Monster, Jellyfish, Ottigue, Nymph | Can withstand multiple blows before losing consciousness |
14-15 | +2 | Light Cavalry, Lake Man, Primitive | Can work 12 hours a day |
16-17 | +3 | Tiger, Chimera, Sword of Death | Susceptible to most diseases |
18-19 | +4 | Polar Bear, Gargoyle, Hombre Hulk | Ready to wake up for a certain number of days in a row |
20-21 | +5 | Elephant, Abut, Tyrannosaurus | Very hard to get tired and almost not lethargic. |
22-23 | +6 | Shiuchi, witch at night | Don't get sick. It is resistant to the most dangerous illness. |
24-25 | +7 | Bronto Saurus, Mountain Caucasus | It has almost indomitable spirit and literally immunity for simple diseases and diseases. |
35 | +12 | Tallas | At any level of lethargic, illness, malfunction, and infectious diseases are almost immunity. |
Intelligence (Int)
If a connection with a great spirit is set, can the skills to increase int in addition to the ranks related to the subjects and the skills to increase int?
no. The experience related to the magic object is to "retroactively" the ranks of experiences received from objects that enhance your mind. It does not get the rank of the skills integrated into the object, and does not get a set that can be referenced freely.
Unoffical Paizo Board Post…
"All awards have a revolutionary force with the increase in possibility indicators, whether or not it is damage to the car, for skill ranking, satisfaction, rescue, and skill tests. .. These are all so the ranks of the skills do not have the strengt h-this is an unusual exception to the rules. It is a custom of 3 and 5, and there are no exceptions now, so there is no need to testify intentionally, as your heart increases, the actual rank of skills is reversed.
Intelligence determines how well your character can study and understand. This legal ability is basic for the wizard and has a significant effect on the spell ability. In creatures with meaning instinct, the characteristics of the mind are 1 or 2. In creatures that can perceive words, this indicator must not be the worst. The character with a reason indicator of 0 is in a coma. Some creatures do not have the indicator of the mind. In that case, the spiri t-based skills and checks for checks are +0.
Use the correction value of your character's mind:
- The number of bonus languages that your character understands at the start of the game. They are at least added to the racing and comprehensive language at the start. Even if there is a penalty, if your spirit is less than 3 or less, you can accurately execute and chat in your own race language.
- Although the skills of the skills obtained at each level, the character receives at least one point of skill points according to the grade every time.
- Check appraisal, craft, linguistics, and magic.
The wizard receives a bonus spell according to the spirit indicator. The minimum indicator of the important spirit to cast a wizard spell is 10+ spells.
Temporary bonus: If the intellectual score increases temporarily, a bonus will be obtained in the intelligenc e-based skill check. This bonus also applies to DC of spells based on intelligence.
Consistent price: Increased opportunities, more active, more than one day, and in effect 24 hours augment. Change all skills and statistics appropriately. As a result, you can get skills, hit points and other prizes. These prizes must be confirmed in the case if they are deleted.
If you are damaged by the ability damage intellectual score, you will be penalized for intelligenc e-based skills. Penalty of skill damage is also applied to DC of spells based on intelligence. See the damage of the skill scale described below.
Notes:
- Animal intelligence scores are 1 or 2 (creatures with 3 or more intelligence scores cannot be animals).
- Since the woes have no intelligence, there is immunity for all mental effects (charm, implication, fancy, pattern, moral effect). If the woose has an intelligence score, this characteristics will be lost.
- Ordinary plants growing in the garden and field do not have intelligence, wisdom, or charismatic scores. Plants are alive, but they are objects and are not there.
- Parasites do not have any intellectual scores, so they do not have any mental impact effect (attractive, suggestion, moral effect, pattern, fancy). Unlimited creatures do not have special skills or abilities. Unlight creatures with intelligence are usually animals or monsters, depending on other abilities.
The following table is edited by the editor of D20pfsrd. com from various d20 information sources. The score and the correction value are "official", but the example and explanation are determined by the editor of the d20pfsrd. com. Please contact GM for any questions. Note that the explanation is not for "mechanical" but for explanation.
Points | Correction value | example | explanation |
---|---|---|---|
— | — | Zombies, golems, ocher jelly | |
0 | – | – | Flat liner |
1 | –5 | Punishers, purple worms, camels | He lives with the most basic instinct, has no logic or reason. |
2-3 | –4 | Tiger, hydra, dog, horse | Animal level intelligence is mainly instinct, but can be trained. |
4–5 | –3 | Otiugu, Griffin, Beastman | You can speak, but you tend to react instinctively and impulsively, and sometimes you rely on the expressions that are expressed to express your thoughts. |
6–7 | –2 | Troll, Helhound, Bogman, RTHAK | I'm sick and slow. |
8–9 | –1 | Trot, Centaur, Slither | Hard to follow through on their thoughts. |
10-11 | +0 | Man, Clubfoot, Knight, Night Witch | Basically knows everything a noble needs to know to overcome any hardship. |
12-13 | +1 | Dragon Turtle, Cloud Giant, Lamia | Quickly picks up on novel ideas and studies like crazy. |
14-15 | +2 | Invisible Tracker, Fantic, Invisible Will | Able to solve most things without any special effort. Participates in arithmetic and logic puzzles with the precision required. |
16-17 | +3 | Skubb, Archont Pipe | Noticeably higher than commonly recognized measurements. |
18-19 | +4 | Nightwing | Genius level intelligence, capable of inventing new processes and ways of using knowledge. |
20-21 | +5 | Kraken, Titan, Nightcrawler | Perhaps the wisest person in the world to ever understand, with the greatest knowledge. |
22-23 | +6 | Great Virum, Scarlet Dragon, Planetarium | Can make incredible, logical leaps. |
24-25 | +7 | Mythical cold demon, demon lord kostcchi | World-renowned degree of reason, which they turn to for advice every day. |
32-33 | +11 | Fearsome Yellow Dragon | Inscrutable Mind |
Wisdom (Wis)
Wisdom outlines the character's willpower, discretion, awareness, and intuition. Wisdom is a vital legal ability for clerics and druids, and is equally fundamental for monks and rangers. If you want your character to have emotions, increase your Wisdom score. All creatures have a wisdom index. A character with a wisdom index of 0 does not think optimally and is unconscious.
You use your character's wisdom modifier for:
- Throw up Will Income (removing the effects of Charm and other spells on a person).
- Healing, Perception, Specialty, Emotional Motor Skills, and Survival Tests.
Clerics, druids and rangers receive bonus spells according to their wisdom points. The minimum wisdom indicator that matters for clerics, druids and rangers to cast spells is 10 + the degree of the spell.
Short-term prizes: A temporary increase in your wisdom indicator will assign you a prize to test your skills based on your will bore and income. This price is used for at least some DC spells based on wisdom.
Consistent price: Increased opportunities, more active, more than one day, and in effect 24 hours augment. Change all skills and statistics appropriately. As a result, you can get skills, hit points and other prizes. These prizes must be confirmed in the case if they are deleted.
Loss of ability: When wisdom decreases, you will receive a penalty when you check the ability based on the mutter and to feed your income. Penalties for damage to abilities are still used for at least some of the DC spells based on Wisdom. See the following sections of "Damage to Glass Ability" below.
Notes:
- Ordinary plants growing in the garden and field do not have intelligence, wisdom, or charismatic scores. Plants are alive, but they are objects and are not there.
The following table was compiled by the editors of d20pfsrd. com from various D20 sources. The scores and modifiers are "official", but the examples and explanations are determined by the editors of d20pfsrd. com. Please ask a GM if you have any questions. Please note that the explanations are for illustration purposes, not "mechanical".
Points | Correction value | example | explanation |
---|---|---|---|
0 | – | – | The optimal thinking is not possible, and it is in a no n-order state. |
1 | –5 | Gelatin cube, animation object | It doesn't seem to have the ability to think, but I understand a little. |
2-3 | –4 | Screamer (mushroom) | It is rare to point out important, noticeable, people, and behavior. |
4-5 | –3 | A huge larva, a man in a swamp | It looks like there is no planning. |
6–7 | –2 | Minkuring Mac, Bloody Oak, Ifrit | It looks like there is no common sense. |
8–9 | –1 | Purple insects, makeup masters, trolls | Before starting work, forget or distinguish the options. |
10-11 | +0 | Men, lizard fork, phantom mushrooms | He knows how to spend a huge amount of time and consider it into a thoughtful conclusion. |
12-13 | +1 | Thanks to Club Foot, Hyena, Shadow, Lemonor Gas | Feel the upset of people |
14-15 | +2 | Rayf, owl, the mother of the great god | You can predict the wrong story |
16-17 | +3 | Etel, Riland, Andro Spinks | Read people and stories well |
18-19 | +4 | Quatl, Ellinian Beth, Nag a-Guardian | It is often taken up as a source or adviser of wisdom. |
20-21 | +5 | Unicorn, Arashi giant | It is very good to read people and stories, and you can read it without difficulty. |
22-23 | +6 | Zarva, Demon Nalfishni, Time Royal Elemental | Most stories can be heard. |
24-25 | +7 | Emperor Kirin, Amon (Duke of Hell), Turn Linom | It is almost like a predictable person, and has the ability to prove logic that is not provided. |
32-33 | +11 | Fearsome Yellow Dragon |
Charisma (Cha)
Charisma determines the character's face, personal charm, production ability, and appearance. This is an extremely important skill for Paladin, Witchmaster and Bard. It is also important for Cleric because it affects the ability to turn energy. For inanimate objects, charisma is an indicator of its unnatural "vitality". All creatures have a charismatic index. Characters with 0 charismatic scores cannot express themselves and become unconscious.
You use your character's charisma corrections for the following:
- Brah, diplomacy, conspiracy, animal charm, intimidation, collaboration, insertion of magic devices.
- Control including attempts to affect others.
- Cleric and Paladin's energy channel DC trying to damage undead enemies.
Bard poet, Paladin, and Wizards receive several bonus spells based on the charismatic score. The lower limit of the charismatic score required by bard, palladin, and wizards to cast spells is 10 + spells.
Shor t-term award: If the charismatic score is temporarily raised, a prize is given to the charismati c-based skill check. This price also applies to DC, a charismati c-based spell.
Consistent price: Increased opportunities, more active, more than one day, and in effect 24 hours augment. Change all skills and statistics appropriately. As a result, you can get skills, hit points and other prizes. These prizes must be confirmed in the case if they are deleted.
Damage to the damage to the skills will result in a penalty for charismati c-based skills and checks. Penalty of opportunity damage also applies to DCs of all charismati c-based spells and targeted energ y-resistant DCs. Refer to the following "Damage Damage".
Notes:
- Ordinary plants growing in the garden and field do not have intelligence, wisdom, or charismatic scores. Plants are alive, but they are objects and are not there.
The following table was compiled by the editors of d20pfsrd. com from various D20 sources. The scores and modifiers are "official", but the examples and explanations are determined by the editors of d20pfsrd. com. Please ask a GM if you have any questions. Please note that the explanations are for illustration purposes, not "mechanical".
Points | Correction value | example | explanation |
---|---|---|---|
0 | – | – | I have little ability to express myself and I am not conscious. |
1 | –5 | Zombies, golems, scremer | I can hardly understand it, it looks empty and expressionless. |
2-3 | –4 | Spider, crocodile, lizard, rhino | Only preparation for a small sel f-recruitment of conclusions |
4–5 | –3 | Beautiful rats, affection, tulle, eye crab | I can't understand the needs of others, and I'm literally deprived of empathy. |
6–7 | –2 | Birth, trolls, beetles for flame, club foot bear | It is uninterested, scarlet, unhustwear, and generally bothered by communication. |
8–9 | –1 | Gnowl, unbridled wild boar, Manticore, Gorgon | It's like spilling bitches and giving light discomfort. |
10-11 | +0 | Humans, cramps, claches | Understand most of the customs of social exchange and behave relatively in public living environments. |
12-13 | +1 | Torant, looper, double, night sorceralless | Generally, it is moderately understood and attractive. |
14-15 | +2 | Storm Giant, Gray Test, Medusa | I understand what to explain almost every time. |
16-17 | +3 | Magician, Pixie, Harpie, Ahaley | Observe greetings and conversations on the popular roadside |
18-19 | +4 | Big, nixes | For a friendly conversation that is quickly liked by almost everyone |
20-21 | +5 | Astral Deva, Kraken | Give a present for a few hours to live a party and entertain people. |
22-23 | +6 | Giraffe, mature crystal dragon, Gamadoriard, Phoenix | Most people like it immediately. |
24-25 | +7 | Maritin Demon, Star Drick, Sunny, Nimp | Known by its own humor, personality, and appearance |
32-33 | +11 | Fearsome Yellow Dragon |
Ability Score Bonuses
Some spells and probability increase the attributes of opportunities. The expansion of the characteristics of the ability within one day distinguishes only shor t-term prizes. Two points to build one ability is required, and the abilities and status shown in the corresponding abilities list are +1.
Does the temporary extension of monsters and the abnormal ability of the PC based on their abilities affect their glasses?
The temporary price setting of the attributes of the opportunity indicates only about the increase in DC-spells, but this is an old game term for heritage, and it was not updated even if the new probability was added to the standard. Temporary expansion of the characteristics of the opportunity should be affected by D C-unusual probability based on the glasses of these probability, such as attacking jellyfish gaze and curse of magic.
Temporary Bonuses
Power: Temporary Increase Your Strength allocates prizes to test your skills, depending on your physical strength, attack power in close combat, and throwing damage from guns (depending on your physical strength). The awards are also used to award the combat maneuve (for smaller or more) and the Defend Combat Manouve.
Dexterity: A temporary increase in your Dexterity score grants you a bonus on Dexterity-based skill checks, attack rolls, initiative checks, and improved reflex rolls. This bonus also applies to your Armor Class, Combat Maneuver bonus (if you are small), and Combat Maneuver Defense.
Constitution: A temporary increase in your Constitution score grants you a bonus on Fortitude rolls. Additionally, multiply your hit dice total by the amount of this prize and add this requirement to your current hit points and total hit points. When the effect of the prize ends, subtract this requirement from your current hit points and total hit points.
Mind: A temporary increase in your Mind score grants you a bonus on mind-based skill checks. This prize can also be used on all mind-based DC spells.
Wisdom: A temporary increase in your Wisdom score grants you a bonus on Wisdom-based skill checks and Will-based gain rolls. This prize can also be used on Wisdom-based DC spells.
Charisma: If you temporarily increase your Charisma score, you gain a bounty on skill checks based on Charisma. This bounty also applies to all Charisma-based DC spells and your Directed Energy Resistance DC.
Permanent Bonuses
Any opportunity bonus that lasts more than 1 day effectively increases the corresponding opportunity index after 24 hours. All skills and stats related to this skill are altered. As a result, you can gain skill points, hit points, or other awards. These awards should be listed separately in case they are removed.
Ability Score Damage
Diseases, poisons, spells, and other skills deal damage to your ability points with every chance. This loss does not reduce your abilities, but it does penalize abilities and stats based on this ability.
For every 2 damage points you gain from an opportunity, you take a-1 penalty to the skills and stats listed for the corresponding opportunity. If the opportunity loss you gain is equal to or greater than your opportunity score, you immediately lose insight until the loss is less than your opportunity score. The only exception is your Constitution index. Unless otherwise specified, damage to a skill is healed 1 per day for each rating of the skill that was damaged. Damage to a skill has a good chance of being healed by spells such as Minimum Heal.
Muscle strength: When muscle strength indicators decrease, you will be penalized for testing skills based on muscle strength, attack shots in close combat, and damages by weapons (if you depend on muscle strength). This penalty also applies to bonuses for defense (in case of small or more) and battle operations. Characters with 0 physical strength are too weak to move, making them unconscious. Some creatures have no physical strength, and some do not fix their physical strength and checks at all.
Seskens: If the dexterity indicators are damaged, a penalty is generated in the dexterit y-based skill check, distance attack, start check, and reflective rescue. This penalty also applies to your armor class, battle bonus bonuses (if you are less than small), and defense of battle operation. Characters with 0 agility display cannot move, and they are virtually unable to move (but no consciousness).
Contiitudation: Damage caused by concrete indicators brings a penalty for throwing for resistance. In addition, this penalty is taken with the total number of hits and dating, and this amount is drawn from the current hit points and total hit points. The lost hit point recovers when the damage to the constitution recovers. Characters with 0 constitution die.
Intelligence: If you are damaged by the intellect index, you will be penalized for the intellectual skill test. This penalty also applies to spells based on all DC intelligence. Characters with 0 intelligence index fall into coma.
Wizdom: If you are damaged by the Wisdom index, you will receive a penalty for Wisdo m-based skill tests and Saving Brush with will. This penalty also applies to spells based on all DC wisdom. A character whose wisdom is 0 cannot be rational and unconscious.
Charismatic: If you take damage to the charismatic indicators, you will be penalized when testing charismatic skills. This penalty also applies to all DC spells based on charismatic and DC resistance to your oriented energy. Characters with 0 charismatic degrees cannot make any effort and become unconscious.
Ability Score Penalties
Some spells and skills have skill penalties for a certain period of time. During the action, these penalties do the same as skill damage, but do not lose consciousness or die. The penalty does not make the ability score less than 1 or less.
Ability Drain
The outflow of skill actually reduces the corresponding ability indicators. Change all skills and statistical values related to this ability. This may lose your skills, hit points, and other bonuses. Skill abilities can be recovered using spells such as recovery.