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Ability Scores
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Ability scores are the backbone of
the character. They determine if your character is stupid or brilliant,
ignorant or wise, strong or weak, quick on his feet or slow, healthy or
sickly, charismatic or repellant.
Ability scores are divided into six categories: Strength (Str),
Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis),
Charisma (Cha). See the building guide on how to acquire ability scores. Strength
(Str)
This represents your characters physical strength. Fighters,
barbarians, rangers, paladins, and monks use this ability for their class.
Race or Creature |
Average Strength |
Average Modifier |
Ghost |
- |
- |
Toad |
1 |
-5 |
Rat |
2 |
-4 |
Weasel |
3 |
-4 |
Small Monstrous centipede |
4-5 |
-3 |
Kobold |
6-7 |
-2 |
Halfling or goblin |
8-9 |
-1 |
Human |
10-11 |
0 |
Half-orc |
12-13 |
+1 |
Gnoll |
14-15 |
+2 |
Small earth elemental |
16-17 |
+3 |
Centaur |
18-19 |
+4 |
Fire Giant |
30-31 |
+10 |
Nightshade nightcrawler |
44-45 |
+17 |
Great gold wyrm |
46-47 |
+18 |
Dexterity (Dex)
This measures hand-eye coordination, agility, reflexes, and
balance. Rogues use this ability the most.
Races or Creatures |
Average Dexterity |
Average Modifier |
Green slime |
- |
- |
Gelantinous cube |
1 |
-5 |
Colossal animated object |
4-5 |
-3 |
Purple worm |
6-7 |
-2 |
Ogre |
8-9 |
-1 |
Human |
10-11 |
0 |
Elf or halfling |
12-13 |
+1 |
Displacer beast |
14-15 |
+2 |
Blink dog |
16-17 |
+3 |
Astral deva |
18-19 |
+4 |
Elder air elemental |
32-33 |
+11 |
Constitution (Con)
This represents your characters overall physical health and
stamina.
Race or Creature |
Average Constitution |
Average Modifier |
Ghost |
- |
- |
Grey Elf |
6-7 |
-2 |
Wild Elf |
8-9 |
-1 |
Human |
10-11 |
0 |
Dwarf or gnome |
12-13 |
+1 |
Carrion crawler |
14-15 |
+2 |
Griffon |
16-17 |
+3 |
Horse |
18-19 |
+4 |
The Tarrasque |
35 |
+!2 |
Intelligence (Int)
This is the characters ability to learn, understanding, and
reason. Wizards need a high intelligence to learn more spells and have
a greater affect with them.
Race or Creature |
Average Intelligence |
Average Modifier |
Zombie |
- |
- |
Carrion crawler |
1 |
-5 |
Tiger |
2 |
-4 |
Hydra |
3 |
-4 |
Otyugh |
4-5 |
-3 |
Troll |
6-7 |
-2 |
Half-orc |
8-9 |
-1 |
Human |
10-11 |
0 |
Dragon Turtle |
12-13 |
+1 |
Invisible stalker |
14-15 |
+2 |
Beholder |
16-17 |
+3 |
Mind flayer |
18-19 |
+4 |
Kraken |
20-21 |
+5 |
Great gold wyrm |
32-33 |
+11 |
Wisdom (Wis)
This determines the character's willpower, common sense, perception and
intuition. This is especially important to clerics and druids. Paladins and
rangers also benefit greatly from high wisdom. Those using divine spell gain
bonus spells for higher wisdom scores.
Race or Creature |
Average Wisdom |
Average Modifier |
Gelantinous cube |
1 |
-5 |
Shrieker |
2 |
-4 |
Orc |
8-9 |
-1 |
Human |
10-11 |
0 |
Owlbear |
12-13 |
+1 |
Wraith |
14-15 |
+2 |
Devourer |
16-17 |
+3 |
Couatl |
18-19 |
+4 |
Unicorn |
20-21 |
+5 |
Great gold wyrm |
32-33 |
+11 |
Charisma (Cha)
This determines the character's persuasiveness, personality, magnetism,
leadership, and physical attractiveness. Paladins, sorcerers, and bards
benefit most from high charisma scores.
Race or Creature |
Average Charisma |
Average Modifier |
Zombie |
1 |
-5 |
Spider |
2 |
-4 |
Dretch tanar'ri |
4-5 |
-3 |
Triceratops |
6-7 |
-2 |
Dwarf or Half-orc |
8-9 |
-1 |
Human or wolverine |
10-11 |
0 |
Dragonne |
12-13 |
+1 |
Storm giant |
14-15 |
+2 |
Ogre mage |
16-17 |
+3 |
Large garghest |
18-19 |
+4 |
Great gold wyrm |
32-33 |
+11 |
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