THE ABILITIES
This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
Each ability partially describes your character and affects some of his or her actions.
- STRENGTH (STR)
Strength measures your 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. Strength also limits the amount of equipment your character can carry.
You apply your character’s Strength modifier to:
- Melee attack rolls.
- Damage rolls when using a melee weapon.
- DEXTERITY (DEX)
Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is the most important one for rogues, but it’s also high on the list for characters who typically wear light or medium armor (rangers and barbarians) or no armor at all (monks, wizards, and sorcerers), and for anyone who wants to be a skilled archer.
You apply your character’s Dexterity modifier to:
- Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and other ranged weapons.
- Armor Class (AC), provided that the character can react to the attack.
- 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.
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 or she advances in level).
- INTELLIGENCE (INT)
Intelligence determines how well your character learns and reasons. This ability 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 wide assortment of skills. You apply your character’s Intelligence modifier to:
- The number of languages your character knows at the start of the game.
- The number of skill points gained each level. (But your character always gets at least 1 skill point per level.)
- WISDOM (WIS)
Wisdom describes a character’s willpower, common sense, perception, and intuition. While Intelligence represents one’s ability to analyze information, Wisdom represents being in tune with and aware of one’s surroundings. Wisdom is the most important ability for clerics and druids, and it is also important for paladins and rangers. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score.
You apply your character’s Wisdom modifier to:
- Will saving throws (for negating the effect of charm person and other spells).
- CHARISMA (CHA)
Charisma measures a character’s force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting. Charisma is most important for paladins, sorcerers, and bards. It is also important for clerics, since it affects their ability to turn undead. Every creature has a Charisma score.
You apply your character’s Charisma modifier to:
- Checks that represent attempts to influence others.
- Turning checks for clerics and paladins attempting to turn zombies, vampires, and other undead.
When an ability score changes, all attributes associated with that score change accordingly. A character does not retroactively get additional skill points for previous levels if she increases her intelligence.
IOA RPG uses the point buy system to determine ability scores during character creation. The system is based on points rather than random rolls.
A character starts with an ability score of 8 in each of his six abilities, and then draws upon a pool of 30 points to raise these abilities. For example, a player might want to set his character's Strength to 10, and so he would spend two points to raise it from 8.
However, as an ability score is raised to exceptional levels, it becomes more expensive to raise further, as per the following chart: Raising an ability score from 8 to 16 costs 10 points, so be careful not to neglect the rest of a character's abilities when making one or two exceptional.
| Base Ability Score | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
| Cost | 0 | 1 | 1 | 1 | 1 | 1 | 1 | 2 | 2 | 3 | 3 |
| Total Cost | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 8 | 10 | 13 | 16 |
*Ability information is taken from the D20 System Reference Document and is reproduced here under the Open Gaming License, Version 1.0a.
*portions of the source information may have been modified or excluded from this document to fit with our RPG.
**Information on the Point Buy system is taken from NWNWiki
