THE ABILITY SCORES DIVIDED
STRENGTH – Strength is divided into Power and Stamina.
Power is a measure of the character’s might, his “raw” strength, his ability to move a lot of weight over short distances or use great force to accomplish a single task of short duration, like breaking objects or certain combat maneuvers (e.g. sunder, trip, disarm). It’s his burst of strength. The modifier associated with the power score figures into the attack and damage bonus for melee weapons and mighty bows, and weight limits for lifting, pushing, pulling or dragging. Power also affects the Jump skill check.
Stamina is a measure of endurance, the character’s ability to exert strength over long periods of time. The stamina modifier affects Climb and Swim checks, carrying capacities and encumbrance, and all grapple checks. It also affects the spells of an arcane monk, determining number of bonus spells, highest-level spell he can cast, and the DC to resist those spells.
DEXTERITY – Dexterity is divided into Reflex and Aim. The average dexterity score is used to modify the Sleight of Hand skill check.
Reflex is a measure of agility, nimbleness and quickness. It encompasses the character’s balance, lightness of step and his defensive stance. Reflex obviously affects the Reflex save, but it also affects the Armor Class bonus and Initiative modifier. The reflex modifier figures into these skill checks: Balance, Escape Artist, Hide, Move Silently, Ride & Tumble.
Aim is a measure of precision, fine motor skills, and accuracy. It affects the character’s attack bonus with a ranged weapon or a finessed melee weapon, his Open Lock skill check, and his Use Rope skill check.
CONSTITUTION – Constitution is divided into Resilience and Health.
Resilience is a measure of the character’s inner calm, his ability to maintain control under duress. The resilience modifier affects Hit Point rolls, Concentration checks, and various checks like holding one's breath, going without sleep, or forced marching for several hours. It also determines the number of bonus spells a flesh mage can cast.
Health is a measure of how well tuned is the character’s physique. It encompasses his resistance to disease, poison and other outside harmful effects that might invade his body. The health modifier affects the Fortitude save.
INTELLIGENCE – Intelligence is divided into Knowledge and Reason. The average intelligence score affects the Craft skill check.
Knowledge is a measure not only of accumulated facts, but also the character’s ability to learn additional facts. It represents book larnin’. Knowledge is the power behind the spells of wizards, alchemists, chronomancers, elementalists, guardians, myrmidons, number mages, runesmiths, and thaumaturges. It determines the number of bonus spells, the highest-level spell they can learn and the save DC to resist those spells. Knowledge modifies the number of Skill Points attained at each level. It also affects the Appraise skill check, the various Knowledge skill checks (and miscellaneous knowledge checks), and the Spellcraft skill check.
Reason is a measure of the character’s powers of deduction, his problem-solving skills, and his ability to decipher puzzles and riddles. The reason modifier affects these skill checks: Decipher Script, Disable Device, Forgery, and Search. It also affects the spells of a tinker, determining number of bonus spells, highest-level spell he can cast, and the DC to resist those spells.
WISDOM – Wisdom is divided into Willpower and Intuition.
Willpower is a measure of the character’s force of will, his resistance to mental influence and persuasion. The willpower modifier obviously affects the Willpower save, but it is also the power behind the spells of clerics, druids, paladins, rangers, prophets and tattoo mages. It determines number of bonus spells, the highest-level spell they can learn and the save DC to resist those spells, as well as spell level and DC for a flesh mage’s spells. The willpower modifier does not affect any skill checks, but is used to modify a character's ability to resist duress, from simple intimidation to torture.
Intuition is a measure of perception, a keen eye, and the character’s ability to understand the world around him. It is his sixth sense about things. The intuition modifier affects these skill checks: Heal, Listen, Profession, Sense Motive, Spot, and Survival. Intuition also modifies the Armor Class bonus for monks, brawlers and darknights. It also modifies the spells of the shadow mage and the witch, determining number of bonus spells, highest-level spell he can cast, and the DC to resist his spells. Finally, intuition modifies actual perception checks when needed to ascertain a situation.
CHARISMA – Charisma is divided into Leadership and Charm. The average charisma score is used to modify the skill checks for Diplomacy and Gather Information. It also modifies the effective comeliness score for the character.
Leadership is a measure not only of a character’s ability to garner a following of cohorts, but it also measures his powers of coercion. It’s his force of personality, the rougher, more confidant and austere side. It most obviously determines the number of followers and cohorts the PC may have as described in the Leadership feat. The leadership modifier is the power behind the spells of sorcerers, awakened eyes, and warlocks, determining number of bonus spells, the highest-level spell he can learn and the save DC to resist those spells. It also determines the power behind a cleric’s or paladin’s ability to turn undead. Leadership affects these skill checks: Handle Animal, Intimidate and Use Magic Device.
Charm is a measure of a character’s winsome personality and his ability to alter people’s thoughts, feelings, or decisions through suggestion or suggestive behavior. It’s his congeniality and likeability more than his poise or assurance. Charm is the power behind the spells of bards and totemists, determining number of bonus spells, the highest-level spell they can cast and the save DC to resist those spells. The charm modifier also affects Bluff, Disguise and Perform skill checks.
COMELINESS – We feel that a person’s physical attractiveness cannot be considered an integral part of his charisma, and as the UA rules explain, a person’s charisma actually affects others’ perceptions of his comeliness. (Besides, a separate comeliness score gives the female players certain bragging rights about their character’s attractiveness, so they understandably don’t want that score being “averaged” into their charisma.)
Comeliness is divided into Beauty and Make-up. The average comeliness score is used to modify these skill checks: Diplomacy, Gather Information, and Perform. It also modifies the First Impression skill check, a skill unique to the Lorenvale campaign.
Beauty is a measure of the character’s good looks as he was born with them. This might be viewed as “raw” beauty, or the base stock one has to work with. By itself, beauty has no game mechanics.
Make-up is a measure of the character’s ability to improve upon (or undermine) his natural good looks. Not only does it involve actual make-up and perfume, but also the way he walks, dresses, and bathes, as well as his manners and tidiness. As such, the make-up modifier affects the Disguise skill check.