FANDOM


Ability Scores

Ability scores are what determines your character's natural physical and mental attributes.

Types of Ability ScoresEdit

In O4E, there are six kinds of natural ability scores.

StrengthEdit

The ability that measures a character's muscle and physical power.

IntelligenceEdit

The ability that determines how well a character learns and reasons.

WisdomEdit

The ability that describes a character's willpower, common sense, perception, and intuition.

DexterityEdit

The ability that measures a character's hand-eye coordination, agility, reflexes, and balance.

ConstitutionEdit

The ability that represents a character's health and stamina.

CharismaEdit

The ability that measures a character's force of personality, persuasiveness, personal magnetism, ability to lead, and physical attractiveness.

Supernatural AbilitiesEdit

There are some races or forces that can push beyond their natural abilities and do things that seem impossible.

How It WorksEdit

Not all races have access to supernatural abilities, or they require an outside force to give them the added boost. Supernatural abilities take up a separate line than normal abilities and the maximum number for any of the abilities is 5. Example:

Name: Jack

Strength: 16

SN Strength: 1

This means that the character 'Jack', has 16 natural strength and one supernatural strength. Characters with at least 13 wisdom can control themselves enough so that they do not always end up using their supernatural abilities. Each level of SN abilities means different things.

StrengthEdit

  • SN Strength 1: Character gains an extra +2 meter to jump distance and has their lifting capacity increased by 500 pounds. Any Ranged weapons thrown by character have their distances doubled. The the character also gains +10 melee Attack Bonus. Attacks that the character lands have a knockback of 1d4+1 yards (Fortitude DC 20 to resist). All Strength checks start at base 18.
  • SN Strength 2: Character gains an extra +4 meter to jump distance and has their lifting capacity increased by 1000 pounds. Any Ranged weapons thrown by character have their distances quadrupled. The character also gains +17 melee Attack Bonus. Attacks that the character lands have a knockback of 1d4+3 yards (Fortitude DC 26 to resist). All Strength checks start at base 25.
  • SN Strength 3: Character gains an extra +6 meter to jump distance and has their lifting capacity increased by 2000 pounds. Any Ranged weapons thrown by character have their distances multiplied by 8. The character also gains +25 melee Attack Bonus. Attacks that the character lands have a knockback of 1d6+3 yards (Fortitude DC 30 to resist). All Strength checks start at base 32.
  • SN Strength 4: Character gains an extra +8 meter to jump distance and has their lifting capacity increased by 4000 pounds. Any Ranged weapons thrown by character have their distances multiplied by 12. The character also gains +32 melee Attack Bonus. Attacks that the character lands have a knockback of 1d6+6 yards (Fortitude DC 35 to resist). All Strength checks start at base 40.
  • SN Strength 5: Character gains an extra +12 meter to jump distance and has their lifting capacity increased by 8000 pounds. Any Ranged weapons thrown by character have their distances multiplied by 20. The character also gains +40 melee Attack Bonus. Attacks that the character lands have a knockback of 1d8+6 yards (Fortitude DC 40 to resist). All Strength checks start at base 50.

IntelligenceEdit

  • SN Intelligence 1: Character gains +10 to Intelligence-based skills that they are familiar with.
  • SN Intelligence 2: Character gains +17 to Intelligence-based skills that they are familiar with. Character is well-read and familiar with a huge variety of subjects that may come to help them later (DM's discretion).
  • SN Intelligence 3: Character gains +26 to Intelligence-based skills that they are familiar with. Character has a perfect memory.
  • SN Intelligence 4: Character gains +34 to Intelligence-based skills that they are familiar with. Character can understand any language spoken to them with just a few times of hearing it.
  • SN Intelligence 5: Character gains +45 to Intelligence-based skills that they are familiar with. Character can attempt up to five Intelligence-related tasks simultaneously without penalty.

WisdomEdit

  • SN Wisdom 1: Character gains +10 to Will Saves. Character gains first initiative in all ground melee situations.
  • SN Wisdom 2: Character gains +15 to Will Saves. Character gains +10 to Wisdom-based checks.
  • SN Wisdom 3: Character gains +20 to Will Saves. Character gains +15 to Wisdom-based checks.
  • SN Wisdom 4: Character gains +25 to Will Saves. Character gains +20 to Wisdom-based checks.
  • SN Wisdom 5: Character gains +30 to Will Saves. Character gains +25 to Wisdom-based checks.

DexterityEdit

  • SN Dexterity 1: Character gains +3 Dodge AC. Base movement speed increases +30 and Run Speed is x2 normal. Character gains +8 ranged combat bonus. Character gains +4 to Reflex saves.
  • SN Dexterity 2: Character gains +6 Dodge AC. Base movement speed increases +50 and Run Speed is x4 normal. Character gains +12 ranged combat bonus. Character gains +8 to Reflex saves.
  • SN Dexterity 3: Character gains +10 Dodge AC. Base movement speed increases +60 and Run Speed is x6 normal. Character gains +15 ranged combat bonus. Character gains +12 to Reflex saves.
  • SN Dexterity 4: Character gains +15 Dodge AC. Base movement speed increases +80 and Run Speed is x8 normal. Character gains +20 ranged combat bonus. Character gains +16 to Reflex saves.
  • SN Dexterity 5: Character gains +20 Dodge AC. Base movement speed increases +100 and Run Speed is x10 normal. Character gains +26 ranged combat bonus. Character gains +20 to Reflex saves.

ConstitutionEdit

  • SN Constitution 1: Character gains damage reduction 3/-. Character can go without sleep (without penalty) for two days and can go without food and water for one week. Character can breathe underwater for twice as long as normal. Character gains +5 to Fortitude saves.
  • SN Constitution 2: Character gains damage reduction 5/-. Character can go without sleep (without penalty) for three days, can go without food for ten days and water for one week. Character can breathe underwater for three times as long as normal. Character can survive in a vacuum for 5 minutes. Character gains +10 to Fortitude saves.
  • SN Constitution 3: Character gains damage reduction 8/-. Character can go without sleep (without penalty) for four days, can go without food for two weeks and water for nine days. Character can breathe underwater for four times as long as normal. Character can survive in a vacuum for 10 minutes. Character gains +15 to Fortitude saves.
  • SN Constitution 4: Character gains damage reduction 10/-. Character can go without sleep (without penalty) for five days, can go without food for two weeks and water for twelve days. Character can breathe underwater for five times as long as normal. Character can survive in a vacuum for 15 minutes. Character gains +20 to Fortitude saves.
  • SN Constitution 5: Character gains damage reduction 14/-. Character can go without sleep (without penalty) for five days, can go without food for two weeks and water for two weeks. Character can breathe underwater for six times as long as normal. Character can survive in a vacuum for 20 minutes. Character gains +25 to Fortitude saves.

CharismaEdit

  • SN Charisma 1: Character gains +10 to Charisma-based checks.
  • SN Charisma 2: Character gains +16 to Charisma-based checks.
  • SN Charisma 3: Character gains +25 to Charisma-based checks.
  • SN Charisma 4: Character gains +32 to Charisma-based checks.
  • SN Charisma 5: Character gains +40 to Charisma-based checks.

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.