Brothers in Arms

A guild in the Gof Federation                                    

Description

Features

Requirements

 Abilities

races

classes

Skills

feats

combat

NW Area
map

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Abilities
Abilities are the six natural traits that represent the basic definition of a character. They are used to determine success or failure of many actions. Every fourth level, one ability can be raised by +1. There is no maximum number of times that a single ability can be raised. Each ability will have a modifier from -5 to +5 on certain actions as well as a number of bonus spells. The modifier represents the benefit of above-average abilities as well as the disadvantage for below-average abilities. The ability that spells relate to depends on the type of spellcaster: Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for sorcerers and bards. In addition to having a high ability score, a spellcaster must be of sufficient level in order to gain any bonus spells for a given level. Spellcasters must also have a 10 or higher in the appropriate ability score in order to cast any spells.
Strength
Strength measures a character’s muscle and physical power. This ability is especially important for fighters, barbarians, paladins, rangers, and monks because it helps them prevail in combat. You apply your character's strength modifier to:

   Melee attack rolls
   Damage rolls from melee weapons or thrown weapons*
   Climb, Jump, and Swim checks
   Strength checks (for breaking down doors, etc.)

    *Note: Off-hand attacks only receive half the Strength modifier, while two-handed attacks receive one and a half times the Strength modifier. A Strength penalty, but not a bonus, applies to missile weapon attacks with a bow or sling.

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Intelligence
Intelligence determines how well your character learns and reasons. Intelligence 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 strong assortment of skills. You apply your character's Intelligence modifier to:

   The number of languages your characters knows
   The number of skill points gained each level
   The following skill checks:
    - Alchemy
    - Appraise
    - Craft
    - Decipher Script
    - Disable Device
    - Forgery
    - Knowledge
    - Read Lips
    - Scry
    - Search
    - Spellcraft

Wizards gain bonus spells based on their Intelligence scores. The minimum Intelligence needed to cast a wizard spell is 10 + the spell's level.

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Wisdom
Wisdom describes a character's willpower, common sense, perception, and intuition. While Intelligence represents one's ability to analyze information, Wisdom is more related to being in tune with and aware of one's surroundings. Wisdom is the most important ability for clerics and druids and is also important for rangers and paladins. You apply your character's Wisdom modifier to:

   Will saving throws (for negating charm person and other spells)
   The following skill checks:
    - Heal
    - Inneuendo
    - Intuit
    - Direction
    - Listen
    - Profession
    - Sense Motive
    - Spot
    - Wilderness Lore

Clerics, druids, paladins, and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom needed to cast a spell is 10 + the spell's level.

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Dexterity
Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important for rogues, but it also important for anyone who typically wears light or medium armor (barbarians and rangers) or none at all (monks, wizards, and sorcerers), and anyone who wants to be a skilled archer. You apply your Dexterity modifier to:

   Ranged attack rolls, including attacks made with bows, crossbows, throwing axes, and other ranged weapons
   Armor Class (AC) (provided the character can react to the attack)
   Reflex saving throws for avoiding fireballs and other attacks that you can escape by moving quickly
   The following skill checks:
    - Balance
    - Escape Artist
    - Hide
    - Move Silently
    - Open Lock
    - Pick Pocket
    - Ride
    - Tumble
    - Use Rope

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Constitution
Constitution represents your character's health and stamina. Constitution increases a character's hit points (HP), so it's important for all classes. You apply your Constitution modifier to:

   Each Hit Die (although a penalty cannot take it below 1)
   Fortitude saving throws, for resisting poisons and similar threats
   Concentration checks

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Charisma
Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. It is important to all characters, but especially to those who must deal with non-player characters, mercenary hirelings, retainers, and intelligent monsters. It dictates the total number of henchmen a character can retain and affects the loyalty of henchmen, hirelings, and retainers. Charisma is very important for sorcerers and bards as it determines the number of spells per level that they can cast. You apply your charisma modifier to:

   Checks that represent an attempt to influence others
   Turning checks for clerics and paladins, attempting to turn undead
   The following skill checks:
    - Animal Empathy
    - Bluff
    - Diplomacy
    - Disguise
    - Gather Information
    - Handle Animal
    - Intimidate
    - Perform
    - Use Magic Device

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Ability Modifiers and Bonus Spells
Bonus Spells (by Spell Level)

Score Modifier 0 1 2 3 4 5 6 7 8 9
1 -5 Can't Cast spells tied to this ability
2-3 -4 Can't Cast spells tied to this ability
4-5 -3 Can't Cast spells tied to this ability
6-7 -2 Can't Cast spells tied to this ability
8-9 -1 Can't Cast spells tied to this ability
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 - - -
etc..

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