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Downtime Rules
Chapter 2: Character Creation
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Ability Scores
Ability Descriptions
Source
Starfinder Core Rulebook pg. 20
Each ability describes a distinct aspect of your character and affects different capabilities and actions.
Strength (Str)
Strength measures muscle and physical power. A character with a Strength score of 0 is unconscious. Your character’s Strength modifier is factored into the following:
Melee attack rolls and attack rolls made with thrown weapons (such as grenades).
Damage rolls when using melee weapons or thrown weapons (but not grenades).
Athletics skill checks.
Strength checks (for breaking down doors and the like).
How much gear your character can carry (see page 167).
Dexterity (Dex)
Dexterity measures agility, balance, and reflexes. A character with a Dexterity score of 0 is unconscious. Your character’s Dexterity modifier is factored into the following:
Ranged attack rolls, such as those made with projectile weapons and energy weapons, as well as some spells.
Energy Armor Class (EAC) and Kinetic Armor Class (KAC); see page 240 for details.
Reflex saving throws (for leaping out of harm’s way).
Acrobatics, Piloting, Sleight of Hand, and Stealth skill checks.
Constitution (Con)
Constitution represents your character’s health. A living creature whose Constitution score reaches 0 dies. Your character’s Constitution modifier is factored into the following:
Stamina Points (see page 22), which represent the damage your character can shrug off before it starts to be a problem. If this score changes enough to alter its modifier, your character’s Stamina Points increase or decrease accordingly.
Fortitude saves (to resist diseases, poisons, and similar threats).
Intelligence (Int)
Intelligence represents how well your character learns and reasons, and is often associated with knowledge and education. Animals have Intelligence scores of 1 or 2, and any creature capable of understanding a language has a score of at least 3. A character with an Intelligence score of 0 is unconscious. Your character’s Intelligence modifier is factored into the following:
The number of bonus languages your character knows at the start of the game. Even if this modifier is a penalty, your character can still use her starting languages unless her Intelligence score is lower than 3. See page 40 for more about languages.
The number of skill ranks gained each level, though your character always gets at least 1 skill rank per level.
Computers, Culture, Engineering, Life Science, Medicine, Physical Science, and some Profession skill checks.
Bonus technomancer spells. The minimum Intelligence score needed to cast a technomancer spell is 10 + the spell’s level.
Wisdom (Wis)
Wisdom describes a character’s common sense, intuition, and willpower. A character with a Wisdom score of 0 is unconscious. Your character’s Wisdom modifier is factored into the following:
Will saving throws (for defending against things like magical mind control).
Mysticism, Perception, Sense Motive, Survival, and some Profession skill checks.
Bonus mystic spells. The minimum Wisdom score needed to cast a mystic spell is 10 + the spell’s level.
Charisma (Cha)
Charisma measures a character’s personality, personal magnetism, ability to lead, and appearance. A character with a Charisma score of 0 is unconscious. Your character’s Charisma modifier is factored into the following:
Bluff, Diplomacy, Disguise, Intimidate, and some Profession skill checks.
Checks that represent attempts to influence others, including the envoy’s extraordinary abilities.