Ability Scores

Tome has six ability scores, also called stats. Each stat has an associated modifier.

  • Strength (Str)
  • Dexterity (Dex)
  • Constitution (Con)
  • Intelligence (Int)
  • Wisdom (Wis)
  • Charisma (Cha)
Stat Modifier
3 -4
4-5 -3
6-7 -2
8-9 -1
10-11 +0
12-13 +1
14-15 +2
16-17 +3
18 +4

As you may be able to tell, every 2 points above or below 10 give 1 point of modifier above or below 0. A positive modifier is a bonus and a negative modifier is a penalty. If a rule says to "add your Strength bonus" then you don't add anything if your Strength modifier is 0 or less. Things can increase or decrease your stats, and when that happens your modifier (and values based on that modifier) immediately changes accordingly.

Most of the info about things that will change your stats can be found in the Combat or Magic chapters, depending on the thing in question. Usually a spell, monster, or poison.

Stat Ranges

The chart only shows modifiers for stats from 3 to 18, because these are the starting ranges for player characters. If a stat is outside these ranges just continue the progression up or down.

Ability Checks

Most things that you'll want to do are covered by an "actual ability" of some sort (A skill, spell, feat, etc). If you want to do something that there doesn't seem to be an ability for at all, but that the group thinks is something you should be able to try, you make an Ability Check. An ability check is just rolling 1d20 and adding your Ability Modifier to the result without any other sorts of automatic bonuses (like a skill or save bonus). The main thing that sets ability checks apart from other sorts of checks is that they represent the sorts of things that don't care about your character's level or training, like holding your breath or something.

The DC assigned to the task by the MC should probably be lower than they might otherwise pick to account for the fact that you're only adding an ability modifier and nothing else. Probably 10 to 15 or so, depending on the difficulty of the task at hand.

Ability checks are great for comedic effect, when a character might get too drunk, forget important details, blurt out the wrong thing, or otherwise cause their own mishap. Not in a way that would kill them, but in a way that will let everyone laugh at them a bit. A DC 10 ability check of some sort is an easy way to give someone a "fair" chance to avoid the mishap.

Zero Stats

If a stat is reduced to zero your character is rendered incapable (or dead) in some way or another.

  • Strength: You fall to the ground, unable to lift your own weight.
  • Dexterity: You are totally paralyzed.
  • Constitution: You die immediately.
  • Intelligence: You stand motionless, unable to comprehend anything.
  • Wisdom: You go entirely mad, unable to make any sense of the world around you at all.
  • Charisma: You fall into a coma and have an unending series of nightmares.

The only thing that can reduce a stat to 0 is stat damage. You can also be affected by a stat penalty, but a stat penalty can only penalize a stat down to a minimum of 1.

Lacking Ability Scores

Some creatures lack certain ability scores. These creatures do not have an ability score of 0, they lack the ability altogether. The modifier for a nonability is +0. Other effects of nonabilities are detailed below.

Strength: Any creature that can physically manipulate other objects has at least 1 point of Strength. A creature with no Strength score can’t exert force, usually because it has no physical body or because it doesn't move. The creature automatically fails Strength checks. If the creature can attack, it applies its Dexterity modifier to its base attack bonus instead of a Strength modifier.

Dexterity: Any creature that can move has at least 1 point of Dexterity. A creature with no Dexterity score can't move. If it can perform actions (such as casting spells), it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature automatically fails Reflex saves and Dexterity checks.

Constitution: Any physical creature has at least 1 point of Constitution. A creature with no Constitution has no body. It is immune to any effect that requires a Fortitude save unless the effect works on objects or is harmless. A creature with no Constitution cannot tire and thus can run indefinitely without tiring (unless the creature's description says it cannot run).

Intelligence: Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature with no Intelligence score is mindless, an automaton operating on simple instincts or programmed instructions. It has immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) and automatically fails Intelligence checks. Mindless creatures do not gain feats or skills, although they may have bonus feats or racial skill bonuses.

Wisdom: Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score.

Charisma: Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma. Anything with no Charisma score is an object, not a creature. Anything without a Charisma score also has no Wisdom score.

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