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Revision as of 05:22, 28 August 2023
Phoenix Ash Campaign Setting |
5e |
Determine Ability Scores
Ability scores represent the untrained potential of various aspects of a creature. From physical strength to mental acuity. There are seven ability scores. Strength (Str), Dexterity (Dex), Constitution (Con), Intelligence (Int), Wisdom (Wis), and Charisma (Cha). There are also two gestalt ability scores; Physical Gestalt (PG) and Mental Strength (MS) These are each represented by a number that ranges from 1 to 30. Most characters will have a range between 8-20.
Strength
Main: SRD5:Strength Str is a measure of muscular might. An abstraction of how much you can lift, push, or pull. PS contributes to how well you do in melee. The skill associated with Str is Athletics
Dexterity
Main: SRD5:Dexterity Dex is a measure of agility and reflexes. An abstraction of how well you can dodge and manipulate objects. Dex contributes to how well you do when attacking at range with weapons. The skills associated with Dex are Acrobatics, Sleight of Hand, and Stealth.
Constitution
Main: SRD5:Constitution Con is a measure of your fitness at full health and your endurance. An abstraction of how much damage you can take, how quickly you heal, how long you can run, or hold your breath. There are no skills associated with Con. Your constitution score (and by extension, modifier) will affect your hit point maximum and hit points. It also affects recovering hit points when you rest.
Intelligence
Main: SRD5:Intelligence Int is a measure of your ability to learn and retain information as well as your ability to reason. The skills associated with Int are History, Investigation, Nature, and Technology
Wisdom
Main: SRD5:Wisdom Wis is a measure of your insight, intuition, and determination. The skills associated with Wis are Animal Handling, Insight, Medicine, Perception, Survival
Charisma
Main: SRD5:Charisma Cha is a measure of persuasiveness and power to inspire. The skills associated with Cha are Deception, Intimidation, Performance, Persuasion
Gestalt Abilities
Physical Gestalt
PG is a measure of your overall physical condition.
Mental Gestalt
MG is a measure of your willpower and psychic power (if you have mental mutations).
Ability Score Generation
There are several methods to generate ability scores. Your Game Master (GM) will let you know which way(s) is appropriate for his game.
Methods
Standard Matrix
Using the standard matrix, your ability scores (before any adjustment) is 15, 14, 13, 12, 10, & 8. You may choose which score to put into which ability score (Str, Dex, Con, Int, Wis, Cha).
Point Buy
This section is not finished. Some values are placeholders. |
Each character starts with 27 points and purchases a score for each ability (Str, Dex, Con, Int, Wis, Cha). Minimum ability scores for Humanoids is 8. Maximum ability score for a Humanoid is 22, and other classes 25. Although common sense should be used; i.e. a sentient mouse (tiny) should not have a 20 strength; etc.
Point Buy | |||||||
---|---|---|---|---|---|---|---|
Ability Score | Point Cost | Ability Score | Point Cost | Ability Score | Point Cost | ||
1 | -7 | 11 | 3 | 21 | +5 | ||
2 | -6 | 12 | 4 | 22* | +6 | ||
3 | -5 | 13 | 5 | 23 | +6 | ||
4 | -4 | 14 | 7 | 24 | +7 | ||
5 | -3 | 15 | 9 | 25* | +7 | ||
6 | -2 | 16 | 11 | 26 | +8 | ||
7 | -1 | 17 | 13 | 27 | +8 | ||
8 | 0 | 18 | 16 | 28 | +9 | ||
9 | 1 | 19 | 19 | 29 | +9 | ||
10 | 2 | 20* | 21 | 30 | +10 |
Roll 4 Dice
For each ability score, roll 4 six sided dice (d6). Add the three highest dice to get the ability score. Once you have all 6 ability scores, arrange the scores as desired (Str, Dex, Con, Int, Wis, Cha).
Roll 2 Dice
For each of the six ability scores, roll two six-sided dice (d6). Then add +6 to four of the scores, and +3 to the other two. The resulting totals represent your six ability scores. Assign each score to a different ability — Str, Dex, Con, Int, Wis, and Cha.
Gestalt Ability Scores
Physical Gestalt is the average of Str, Dex and Con ability scores (rounded up).
Mental Strength is the average of Int, Wis, and Cha ability scores (rounded up).
Species and Mutation Modifiers
Species and mutations may change these ability scores.
Ability Modifiers
Each ability score has an associated modifier. The ability modifier, as its name implies, is added to or subtracted from the result of other dice rolls in the game. The modifiers are as follows:
Ability Score Modifiers | |||||||
---|---|---|---|---|---|---|---|
Score | Modifier | Score | Modifier | Score | Modifier | ||
1 | -5 | 11 | +0 | 21 | +5 | ||
2 | -4 | 12 | +1 | 22 | +6 | ||
3 | -4 | 13 | +1 | 23 | +6 | ||
4 | -3 | 14 | +2 | 24 | +7 | ||
5 | -3 | 15 | +2 | 25 | +7 | ||
6 | -2 | 16 | +3 | 26 | +8 | ||
7 | -2 | 17 | +3 | 27 | +8 | ||
8 | -2 | 18 | +4 | 28 | +9 | ||
9 | -1 | 19 | +4 | 29 | +9 | ||
10 | +0 | 20 | +5 | 30 | +10 |
Sue decides to take the standard matrix. Sue states that Quim lean more toward the physical than mental side of the balance. So she assigns 15 (+2) Str, 13 (+1) Dex, and 14 (+2) Con, resulting in a Physical Gestalt of 14 (+2). She assigns 8 (-1) Int, 10 (+0) Wis, and 12 (+1) Cha, resulting in a Mental Strenght of 10 (+0). The 14 Con will add 2 hit points to Kalor’s hit point maximum, giving her 10 starting hit points (8+2=10). These ability scores may change when the Quim species is further defined and as the character progresses.
Sources and Notes
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