Each character has six ability scores that represent his character's most basic attributes. They are his raw talent and prowess. While a character rarely rolls a check using just an ability score, these scores, and the modifiers they create, affect nearly every aspect of a character's skills and abilities. Each ability score generally ranges from 3 to 18, although racial bonuses and penalties can alter this; an average ability score is 10. Generating Ability ScoresThere are a number of different methods used to generate ability scores. Each of these methods gives a different level of flexibility and randomness to character generation.
Racial modifiers (adjustments made to your ability scores due to your character's race—see Races) are applied after the scores are generated. Standard: Roll 4d6, discard the lowest die result, and add the three remaining results together. Record this total and repeat the process until six numbers are generated. Assign these totals to your ability scores as you see fit. This method is less random than Classic and tends to create characters with above-average ability scores. Classic: Roll 3d6 and add the dice together. Record this total and repeat the process until you generate six numbers. Assign these results to your ability scores as you see fit. This method is quite random, and some characters will have clearly superior abilities. This randomness can be taken one step further, with the totals applied to specific ability scores in the order they are rolled. Characters generated using this method are difficult to fit to predetermined concepts, as their scores might not support given classes or personalities, and instead are best designed around their ability scores. Dice Pool: Each character has a pool of 24d6 to assign to his statistics. Before the dice are rolled, the player selects the number of dice to roll for each score, with a minimum of 3d6 for each ability. Once the dice have been assigned, the player rolls each group and totals the result of the three highest dice. For more high-powered games, the GM should increase the total number of dice to 28. This method generates characters of a similar power to the Standard method. Purchase: Each character receives a number of points to spend on increasing his basic attributes. In this method, all attributes start at a base of 10. A character can increase an individual score by spending some of his points. Likewise, he can gain more points to spend on other scores by decreasing one or more of his ability scores. No score can be reduced below 7 or raised above 18 using this method. See Table: Ability Score Costs for the costs of each score. After all the points are spent, apply any racial modifiers the character might have. The number of points you have to spend using the purchase method depends on the type of campaign you are playing. The standard value for a character is 15 points. Average nonplayer characters (NPCs) are typically built using as few as 3 points. See Table: Ability Score Points for a number of possible point values depending on the style of campaign. The purchase method emphasizes player choice and creates equally balanced characters. Click on the button in the box below for the number of points you are able to spend on Ability Scores. The content in the box below is hosted off-site. Click here to email the developer or click here to open this in a new window. Determine Bonuses (or Penalties)
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Ability Score | Bonus Spells per Day (by Spell Level) | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Modifier | 0th | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
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 | — | — | — |
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 ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, and rangers; and Charisma for bards, paladins, and sorcerers. In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells of a given spell level. See individual class descriptions for additional details.
The Abilities
Each ability partially describes your character and affects some of his actions.
Strength (Str)
See Carrying Capacity for details on lifting and dragging.
Strength measures muscle and physical power. This ability is important for those who engage in hand-to-hand (or “melee”) combat, such as fighters, monks, paladins, and some rangers. Strength also sets the maximum amount of weight your character can carry.
A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures (such as incorporeal creatures) do not possess a Strength score and have no modifier at all to Strength-based skills or checks.
You apply your character's Strength modifier to:
- Melee attack rolls.
- Damage rolls when using a melee weapon or a thrown weapon, including a sling. (Exceptions: Off-hand attacks receive only half the character's Strength bonus, while two-handed attacks receive 1–1/2 times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.)
- Climb and Swim checks.
- Strength checks (for breaking down doors and the like).
Your Strength score determines your characters carrying capacity.
Temporary Bonuses: Temporary increases to your Strength score give you a bonus on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The bonus also applies to your Combat Maneuver Bonus (if you are Small or larger) and to your Combat Maneuver Defense.
Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.
Ability Damage: Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The Ability Damage penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense. See Ability Score Damage below.
Score | Light Load (lbs.) | Medium Load (lbs.) | Heavy Load (lbs.) | Modifier | Examples | Description |
---|---|---|---|---|---|---|
— (no score) | — | — | — | — | Allip, shadow, will-o'-wisp | A creature with no Strength score is likely to be incorporeal (like ghosts) |
0 | 0 | 0 | 0 | — | — | Too weak to move in any way and is unconscious. |
1 | 0-3 | 4–6 | 7–10 | –5 | Lantern archon, bat, toad | Morbidly weak, has significant trouble lifting own limbs |
2 | 0-6 | 7–13 | 14–20 | –4 | Rat swarm | Needs help to stand, can be knocked over by strong breezes |
3 | 0-10 | 11–20 | 21–30 | –4 | ||
4 | 0-13 | 14–26 | 27–40 | –3 | Grig, monstrous centipede | Knocked off balance by swinging something dense |
5 | 0-16 | 17–33 | 34–50 | –3 | ||
6 | 0-20 | 21–40 | 41–60 | –2 | Hawk, cockatrice, pixie | Difficulty pushing an object of their weight |
7 | 0-23 | 24–46 | 47–70 | –2 | ||
8 | 0-26 | 27–53 | 54–80 | –1 | Quasit, badger | Has trouble even lifting heavy objects |
9 | 0-30 | 31–60 | 61–90 | –1 | ||
10 | 0-33 | 34–66 | 67–100 | +0 | Human | Can literally pull their own weight |
11 | 0-38 | 39–76 | 77–115 | +0 | ||
12 | 0-43 | 44–86 | 87–130 | +1 | Dog, pony, ghoul | Carries heavy objects for short distances |
13 | 0-50 | 51–100 | 101–150 | +1 | ||
14 | 0-58 | 59–116 | 117–175 | +2 | Gnoll, dire badger, baboon | Visibly toned, throws small objects for long distances |
15 | 0-66 | 67–133 | 134–200 | +2 | ||
16 | 0-76 | 77–153 | 154–230 | +3 | Black pudding, choker, shark | Carries heavy objects with one arm |
17 | 0-86 | 87–173 | 174–260 | +3 | ||
18 | 0-100 | 101–200 | 201–300 | +4 | Centaur, displacer beast, minotaur | Can break objects like wood with bare hands |
19 | 0-116 | 117–233 | 234–350 | +4 | ||
20 | 0-133 | 134–266 | 267–400 | +5 | Ape, ogre, flesh golem, gorgon | Able to out-wrestle a work animal or catch a falling person |
21 | 0-153 | 154–306 | 307–460 | +5 | ||
22 | 0-173 | 174–346 | 347–520 | +6 | Rhinoceros, ogre destroyer | Can pull very heavy objects at appreciable speeds |
23 | 0-200 | 201–400 | 401–600 | +6 | ||
24 | 0-233 | 234–466 | 467–700 | +7 | Troll berserker | Pinnacle of brawn, able to out-lift several people |
25 | 0-266 | 267–533 | 534–800 | +7 | Hill giant, marilith demon | |
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 | Fire giant, triceratops, elephant | Amongst the strongest creatures to have ever existed |
+10 | ×4 | ×4 | ×4 | - |
Dexterity (Dex)
Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it's also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons, such as the bow or sling. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).
You apply your character's Dexterity modifier to:
- Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and many ranged spell attacks like scorching ray or searing light.
- Armor Class (AC), provided that the character can react to the attack.
- Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly.
- Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks.
Temporary Bonuses: Temporary increases to your Dexterity score give you a bonus on Dexterity-based skill checks, Ranged attack rolls, initiative checks, and Reflex saving throws. The bonus also applies to your Armor Class, your Combat Maneuver Bonus (if you are Tiny or smaller), and your Combat Maneuver Defense.
Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.
Ability Damage: Damage to your Dexterity score causes you to take penalties on Dexterity-based skill checks, ranged attack rolls, initiative checks, and Reflex saving throws. The Ability Damage penalty also applies to your Armor Class, your Combat Maneuver Bonus (if you are Tiny or smaller), and to your Combat Maneuver Defense. See Ability Score Damage below.
The following information is gathered from various d20 sources by d20pfsrd.com editors. The Scores and Modifiers are "official" but examples and descriptions are determined by d20pfsrd.com editors. Consult your GM with any questions. Note also that the description texts are not intended to be "mechanical"- that is, they are merely for descriptive purposes.
Score | Modifier | Examples | Description |
---|---|---|---|
— | — | Shrieker |
Immobile |
0 | –6 | – | Incapable of moving (but not unconscious) |
1 | –5 | Gelatinous cube | Barely mobile, probably significantly paralyzed |
2-3 | –4 | Many oozes, living wall, sea urchin | Incapable of moving without great effort |
4–5 | –3 | Hungry fog | Visible paralysis or physical difficulty |
6–7 | –2 | Purple worm, ogre zombie | Significant klutz or very slow to react |
8–9 | –1 | Ogre, basilisk, fire giant, tendriculos | Somewhat slow, occasionally trips over own feet |
10–11 | +0 | Human, triton, boar, giant fire beetle | Capable of usually catching a small tossed object, average human agility |
12–13 | +1 | Bugbear, lammasu, hobgoblin | Able to often hit large targets at a distance |
14–15 | +2 | Displacer beast, hieracosphinx | Can catch or dodge a medium-speed surprise projectile |
16–17 | +3 | Blink dog, wraith, lion, octopus | Able to often hit small targets at a distance |
18–19 | +4 | Astral deva, ethereal filcher | Light on feet, able to often hit small moving targets at a distance |
20–21 | +5 | Arrowhawk, bone devil | Graceful, able to flow from one action into another easily |
22-23 | +6 | Kirin, dweomercat | Very graceful, capable of dodging multiple thrown objects |
24-25 | +7 | Cat lord, balor | Moves like water, reacting to all situations with almost no effort |
32–33 | +11 | Elder air elemental | Moves like the wind, capable of reactions unseen by mortals, reaction-time is virtually instantaneous |
Constitution (Con)
Constitution represents your character's health and stamina. A Constitution bonus increases a character's hit points, so the ability is important for all classes. Some creatures, such as undead and constructs, do not have a Constitution score. Their modifier is +0 for any Constitution-based checks. A character with a Constitution score of 0 is dead.
You apply your character's Constitution modifier to:
- Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he advances in level).
- Fortitude saving throws, for resisting poison, disease, and similar threats.
If a character's Constitution score changes enough to alter his or her Constitution modifier, the character's hit points also increase or decrease accordingly.
Temporary Bonuses: Temporary increases to your Constitution score give you a bonus on your Fortitude saving throws. In addition, multiply your total Hit Dice by this bonus and add that amount to your current and total hit points. When the bonus ends, remove this total from your current and total hit points.
Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.
Ability Damage: Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by the Ability Damage penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed. See Ability Score Damage below.
Notes:
- Constructs do not have a Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
- Undead creatures do not have a Constitution score. Undead use their Charisma score in place of their Constitution score when calculating hit points, Fortitude saves, and any special ability that relies on Constitution(such as when calculating a breath weapon’s DC).
The following information is gathered from various d20 sources by d20pfsrd.com editors. The Scores and Modifiers are "official" but examples and descriptions are determined by d20pfsrd.com editors. Consult your GM with any questions. Note also that the description texts are not intended to be "mechanical"- that is, they are merely for descriptive purposes.
Score | Modifier | Examples | Description |
---|---|---|---|
— | — | Ghoul, mummy, shadow | Most undead creatures do not have a Constitution score |
0 | — | – | A creature with a Constitution score of 0 is dead, it has kicked the bucket, it has shuffled off it's mortal coil, run down the curtain and joined the choir invisible |
1 | –5 | – | Minimal immune system, body reacts very poorly to anything foreign |
2-3 | –4 | – | Frail, suffers constant illnesses |
4-5 | –3 | – | Bruises very easily, knocked out by a light punch |
6-7 | –2 | Toad, hedgehog | Unusually prone to disease and infection |
8–9 | –1 | Centipede swarm, locust swarm | Easily winded, incapable of a full day’s hard labor |
10–11 | +0 | Human, imp, dire weasel, grick | Occasionally contracts mild sicknesses, average human healthiness |
12–13 | +1 | Rust monster, medusa, otyugh, nymph | Can take a few hits before being knocked unconscious |
14–15 | +2 | Light horse, merfolk, troglodyte | Able to labor for twelve hours most days |
16–17 | +3 | Tiger, chimera, assassin vine | Easily shrugs off most illnesses |
18–19 | +4 | Polar bear, gargoyle, umber hulk | Able to stay awake for days on end |
20–21 | +5 | Elephant, aboleth, tyrannosaurus | Very difficult to wear down, almost never feels fatigue |
22-23 | +6 | Emperor walrus, night hag, | Never gets sick, resistant even to the most virulent diseases |
24-25 | +7 | Brontosaurus, mountain aurochs | Virtually tireless, practically immune to mundane illnesses and diseases |
35 | +12 | Tarrasque | Nearly immune to any level of fatigue, illness, disease, or infection- such a creature's stamina is practically god-level |
Intelligence (Int)
If I wear a headband of vast intelligence, do I get retroactive skill ranks for my Int increase in addition to the skill ranks associated with the item?
No. The skill associated with the magic item represents the "retroactive" skill ranks you'd get from the item increasing your Intelligence. You don't get the item's built-in skill ranks and another set to assign however you want.
[Source]
Unoffical Paizo Board Post...
"All bonuses are retroactive when an ability score increases, be they bonuses to damage, to skill ranks, to hit points, to saves, to skill checks... all of them. Skill ranks not being retroactive are a 3.5 convention we specifically removed from the game because it was a weird exception to the rule, and since now there are no exceptions to this rule, there's no need to specifically state that skill ranks are retroactively granted if your Intelligence goes up."
[Source]
Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects their spellcasting ability in many ways. Creatures of animal-level instinct have Intelligence scores of 1 or 2. Any creature capable of understanding speech has a score of at least 3. A character with an Intelligence score of 0 is comatose. Some creatures do not possess an Intelligence score. Their modifier is +0 for any Intelligence-based skills or checks.
You apply your character's Intelligence modifier to:
- The number of bonus languages your character knows at the start of the game. These are in addition to any starting racial languages and Common. If you have a penalty, you can still read and speak your racial languages unless your Intelligence is lower than 3.
- The number of skill points gained each level, though your character always gets at least 1 skill point per level.
- Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks.
A wizard gains bonus spells based on his Intelligence score. The minimum Intelligence score needed to cast a wizard spell is 10 + the spell's level.
Temporary Bonuses: Temporary increases to your Intelligence score give you a bonus on Intelligence-based skill checks. This bonus also applies to any spell DCs based on Intelligence.
Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.
Ability Damage: Damage to your Intelligence score causes you to take penalties on Intelligence-based skill checks. The Ability Damage penalty also applies to any spell DCs based on Intelligence. See Ability Score Damage below.
Notes:
- Animals have Intelligence scores of 1 or 2 (no creature with an Intelligence score of 3 or higher can be an animal).
- Oozes do not have an Intelligence score, and as such they have immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). An ooze with an Intelligence score loses this trait.
- Regular plants, such as one finds growing in gardens and fields, lack Intelligence, Wisdom, and Charisma scores; even though plants are alive, they are objects, not creatures.
- Vermin do not have an Intelligence score, and as such they have immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Mindless creatures have no feats or skills. A vermin-like creature with an Intelligence score is usually either an animal or a magical beast, depending on its other abilities.
The following information is gathered from various d20 sources by d20pfsrd.com editors. The Scores and Modifiers are "official" but examples and descriptions are determined by d20pfsrd.com editors. Consult your GM with any questions. Note also that the description texts are not intended to be "mechanical"- that is, they are merely for descriptive purposes.
Score | Modifier | Examples | Description |
---|---|---|---|
— | — | Zombie, golem, ochre jelly | |
0 | – | – | Comatose |
1 | –5 | Carrion crawler, purple worm, camel | Lives by the most basic instincts, not capable of logic or reason |
2-3 | –4 | Tiger, hydra, dog, horse | Animal-level intelligence, acts mostly on instinct but can be trained |
4–5 | –3 | Otyugh, griffon, displacer beast | Can speak but is apt to react instinctively and impulsively, sometimes resorts to charades to express thoughts |
6–7 | –2 | Troll, hell hound, ogre, yrthak | Dull-witted or slow, often misuses and mispronounces words |
8–9 | –1 | Troglodyte, centaur, gnoll | Has trouble following trains of thought, forgets most unimportant things |
10–11 | +0 | Human, bugbear, wight, night hag | Knows what they need to know to get by |
12–13 | +1 | Dragon turtle, cloud giant, lamia | Picks up new ideas quickly and learns easily, knows a bit more than is necessary, fairly logical |
14–15 | +2 | Invisible stalker, wraith, will-o'-wisp | Can solve most problems without even trying very hard, able to do math or solve logic puzzles mentally with reasonable accuracy |
16–17 | +3 | succubus, trumpet archon | Noticeably above the norm, fairly intelligent, able to understand new tasks quickly |
18–19 | +4 | Nightwing | Genius-level intelligence, may invent new processes or uses for knowledge |
20–21 | +5 | Kraken, titan, nightcrawler | Highly knowledgeable, probably the smartest person many people know |
22-23 | +6 | Great wyrm red dragon, planetar | Able to make amazing leaps of logic |
24-25 | +7 | Mythic ice devil, the demon lord Kostchtchie | World-famous level intelligence, sought out for advice constantly |
32–33 | +11 | Great wyrm gold dragon | Unfathomable intellect |
Wisdom (Wis)
Wisdom describes a character's willpower, common sense, awareness, and intuition. Wisdom is the most important ability for clerics and druids, and it is also important for monks and rangers. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score. A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.
You apply your character's Wisdom modifier to:
- Will saving throws (for negating the effects of charm person and other spells).
- Heal, Perception, Profession, Sense Motive, and Survival checks.
Clerics, druids, and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom score needed to cast a cleric, druid, or ranger spell is 10 + the spell's level.
Temporary Bonuses: Temporary increases to your Wisdom score give you a bonus on Wisdom-based skill checks and Will saving throws. This bonus also applies to any spell DCs based on Wisdom.
Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.
Ability Damage: Damage to your Wisdom score causes you to take penalties on Wisdom-based skill checks and Will saving throws. The Ability Damage penalty also applies to any spell DCs based on Wisdom. See Ability Score Damage below.
Notes:
- Regular plants, such as one finds growing in gardens and fields, lack Intelligence, Wisdom, and Charisma scores; even though plants are alive, they are objects, not creatures.
The following information is gathered from various d20 sources by d20pfsrd.com editors. The Scores and Modifiers are "official" but examples and descriptions are determined by d20pfsrd.com editors. Consult your GM with any questions. Note also that the description texts are not intended to be "mechanical"- that is, they are merely for descriptive purposes.
Score | Modifier | Examples | Description |
---|---|---|---|
0 | – | – | Incapable of rational thought and is unconscious. |
1 | –5 | Gelatinous cube (ooze), animated object | Seemingly incapable of thought, barely aware |
2-3 | –4 | Shrieker (fungus) | Rarely notices important or prominent items, people, or occurrences |
4-5 | –3 | Giant maggot, bogwid | Seemingly incapable of planning |
6–7 | –2 | Gibbering abomination, blood orc, ifrit | Seems to have almost no common sense |
8–9 | –1 | Purple worm, grimlock, troll | Forgets or fails to consider options before taking action |
10–11 | +0 | Human, lizardfolk, phantom fungus | Capable of planning and makes reasoned decisions most of the time |
12–13 | +1 | Owlbear, hyena, shadow, remorhaz | Can sense when a person is upset |
14–15 | +2 | Wraith, owl, giant praying mantis | Can get hunches about a situation that doesn’t feel right |
16–17 | +3 | Devourer, lillend, androsphinx | Reads people and situations fairly well |
18–19 | +4 | Couatl, erinyes devil, guardian naga | Often looked to as a source of wisdom or as a counselor |
20–21 | +5 | Unicorn, storm giant | Reads people and situations very well, almost without effort |
22-23 | +6 | Xacarba, nalfeshnee demon, royal time elemental | Can tell minute differences among many situations |
24-25 | +7 | Kirin emperor, Amon (Duke of Hell), tarn linnorm | Nearly prescient, able to see potential results far beyond that which pure logic would reveal |
32–33 | +11 | Great wyrm gold dragon |
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Charisma (Cha)
Charisma measures a character's personality, personal magnetism, ability to lead, and appearance. It is the most important ability for paladins, sorcerers, and bards. It is also important for clerics, since it affects their ability to channel energy. For undead creatures, Charisma is a measure of their unnatural “lifeforce.” Every creature has a Charisma score. A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious.
You apply your character's Charisma modifier to:
- Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device checks.
- Checks that represent attempts to influence others.
- Channel energy DCs for clerics and paladins attempting to harm undead foes.
Bards, paladins, and sorcerers gain a number of bonus spells based on their Charisma scores. The minimum Charisma score needed to cast a bard, paladin, or sorcerer spell is 10 + the spell's level.
Temporary Bonuses: Temporary increases to your Charisma score give you a bonus on Charisma-based skill checks. This bonus also applies to any spell DCs based on Charisma.
Permanent Bonuses: Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics as appropriate. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.
Ability Damage: Damage to your Charisma score causes you to take penalties on Charisma-based skill checks. The Ability Damage penalty also applies to any spell DCs based off Charisma and the DC to resist your channeled energy. See Ability Score Damage below.
Notes:
- Regular plants, such as one finds growing in gardens and fields, lack Intelligence, Wisdom, and Charisma scores; even though plants are alive, they are objects, not creatures.
The following information is gathered from various d20 sources by d20pfsrd.com editors. The Scores and Modifiers are "official" but examples and descriptions are determined by d20pfsrd.com editors. Consult your GM with any questions. Note also that the description texts are not intended to be "mechanical"- that is, they are merely for descriptive purposes.
Score | Modifier | Examples | Description |
---|---|---|---|
0 | – | – | Unable to express itself in any way and is unconscious. |
1 | –5 | Zombie, golem, shrieker |
Barely conscious, appears blank and expressionless |
2-3 | –4 | Spider, crocodile, lizard, rhinoceros | Capable of only minimal independent decision-making |
4–5 | –3 | Dire rat, weasel, chuul, donkey | Has no awareness of the needs of others, almost no sense of empathy |
6–7 | –2 | Badger, troll, fire beetle, bear | Uninteresting, rude, boorish, and generally unpleasant to be around |
8–9 | –1 | Gnoll, dire boar, manticore, gorgon | Something of a bore or makes people mildly uncomfortable |
10–11 | +0 | Human, wolverine, dretch |
Understands most conventions of social interactions and acts relatively acceptably in social circumstances |
12–13 | +1 | Treant, roper, doppelganger, night hag | Mildly interesting, usually knows what to say |
14–15 | +2 | Storm giant, barghest, medusa | Interesting, almost always knows what to say |
16–17 | +3 | Ogre mage, pixie, harpy, achaierai | Popular, receives greetings and conversations on the street |
18–19 | +4 | Greater barghest, nixie | Immediately likeable by many people, subject of favorable talk |
20–21 | +5 | Astral deva, kraken | Life of the party, able to keep people entertained for hours |
22-23 | +6 | Kirin, adult crystal dragon, hamadryad, phoenix | Immediately likeable by almost everybody |
24-25 | +7 | Marilith demon, star drake, solar, nymph | Renowned for wit, personality, and/or looks |
32–33 | +11 | Great wyrm gold dragon |
Ability Score Bonuses
Some spells and abilities increase your ability scores. Ability score increases with a duration of 1 day or less give only temporary bonuses. For every two points of increase to a single ability, apply a +1 bonus to the skills and statistics listed with the relevant ability.
Do Temporary Ability Score Increases affect the DCs of monster and PC supernatural abilities based on those ability scores?
Although the description of temporarily ability score bonuses just refers to increasing spell DCs, that is a legacy of some older game terminology not being updated as new features were added to the rules. Temporary ability score increases should affect supernatural ability DCs based on those ability scores, such as a medusa's gaze attack or a witch's hexes.
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Temporary Bonuses
Strength: Temporary increases to your Strength score give you a bonus on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The bonus also applies to your Combat Maneuver Bonus (if you are Small or larger) and to your Combat Maneuver Defense.
Dexterity: Temporary increases to your Dexterity score give you a bonus on Dexterity-based skill checks, ranged attack rolls, initiative checks, and Reflex saving throws. The bonus also applies to your Armor Class, your Combat Maneuver Bonus (if you are Tiny or smaller), and your Combat Maneuver Defense.
Constitution: Temporary increases to your Constitution score give you a bonus on your Fortitude saving throws. In addition, multiply your total Hit Dice by this bonus and add that amount to your current and total hit points. When the bonus ends, remove this total from your current and total hit points.
Intelligence: Temporary increases to your Intelligence score give you a bonus on Intelligence-based skill checks. This bonus also applies to any spell DCs based on Intelligence.
Wisdom: Temporary increases to your Wisdom score give you a bonus on Wisdom-based skill checks and Will saving throws. This bonus also applies to any spell DCs based on Wisdom.
Charisma: Temporary increases to your Charisma score give you a bonus on Charisma-based skill checks. This bonus also applies to any spell DCs based on Charisma and the DC to resist your channeled energy.
Permanent Bonuses
Ability bonuses with a duration greater than 1 day actually increase the relevant ability score after 24 hours. Modify all skills and statistics related to that ability. This might cause you to gain skill points, hit points, and other bonuses. These bonuses should be noted separately in case they are removed.
Ability Score Damage
Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.
For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die. Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration.
Strength: Damage to your Strength score causes you to take penalties on Strength-based skill checks, melee attack rolls, and weapon damage rolls (if they rely on Strength). The penalty also applies to your Combat Maneuver Bonus (if you are Small or larger) and your Combat Maneuver Defense. A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures do not possess a Strength score and have no modifier at all to Strength-based skills or checks.
Dexterity: Damage to your Dexterity score causes you to take penalties on Dexterity-based skill checks, ranged attack rolls, initiative checks, and Reflex saving throws. The penalty also applies to your Armor Class, your Combat Maneuver Bonus (if you are Tiny or smaller), and to your Combat Maneuver Defense. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).
Constitution: Damage to your Constitution score causes you to take penalties on your Fortitude saving throws. In addition, multiply your total Hit Dice by this penalty and subtract that amount from your current and total hit points. Lost hit points are restored when the damage to your Constitution is healed. A character with a Constitution score of 0 is dead.
Intelligence: Damage to your Intelligence score causes you to take penalties on Intelligence-based skill checks. This penalty also applies to any spell DCs based on Intelligence. A character with an Intelligence score of 0 is comatose.
Wisdom: Damage to your Wisdom score causes you to take penalties on Wisdom-based skill checks and Will saving throws. This penalty also applies to any spell DCs based on Wisdom. A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.
Charisma: Damage to your Charisma score causes you to take penalties on Charisma-based skill checks. This penalty also applies to any spell DCs based off Charisma and the DC to resist your channeled energy. A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious.
Ability Score Penalties
Some spells and abilities cause you to take an ability penalty for a limited amount of time. While in effect, these penalties function just like ability damage, but they cannot cause you to fall unconscious or die. In essence, penalties cannot decrease your ability score to less than 1.
Ability Drain
Ability drain actually reduces the relevant ability score. Modify all skills and statistics related to that ability. This might cause you to lose skill points, hit points, and other bonuses. Ability drain can be healed through the use of spells such as restoration.