Ability

From Arelith Wiki
(Redirected from Dexterity)
Jump to: navigation, search

Warning: This article was based strictly on relation with the books and tabletop gaming, and may not reflect precisely the stat ability logic presented in Arelith or NWN in general.

An ability is one of six basic character qualities, each representing a different aspect of a character's presence in the world. For each of these qualities a character has an ability score listed on character sheet. They are selected on character creation and increased each 4th level. They can be also increased by epic feats, and temporary by spells and items found or improved in enchantment basin.


"Normal" or average ability score is 10-11. Commoners, more often than not, have 10-11 in all their abilities. An exceptional one might have 12-14, the lacking one may fall to 8.


Players are expected to roleplay character sheet to the best of their abilities. This is part of the roleplay rule.


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 limit’s the amount of equipment your character can carry.

More info is located on NWNWiki.


Panel of average STR of creatures

written by Aken Shadows from the D&D PHB
Creature Average Str
Allip, shadow, will-o’-wisp -
Lantern archon, bat, toad 1
Rat swarm 2
Stirge, monkey, Tiny monstrous spider 3
Grig, Small monstrous centipede 4-5
Hawk, cockatrice, pixie 6-7
Quasit, badger 8-9
Human, beholder, dire rat 10-11
Mind flayer, dog, pony, ghoul 12-13
Gnoll, dire badger, baboon, manta ray 14-15
Black pudding, choker, Large shark 16-17
Centaur, displacer beast, minotaur 18-19
Ape, ogre, flesh golem, gorgon 20-21
Fire Giant, Triceratops, elephant 30-31
Great Wyrm Gold Dragon 46-47


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 (barbarians and rangers) or none at all (monks, wizards, and sorcerers), or for any character who wants to be a skilled archer.

More info is located on NWNWiki.


Panel of average DEX of creatures

written by Aken Shadows from the D&D PHB
Creature Average Dex
Shrieker (fungus) -
Gelatinous cube (ooze) 1
Colossal animated object 4-5
Purple worm, ogre zombie 6-7
Ogre, basilisk, fire giant, tendriculos 8-9
Human, triton, boar, giant fire beetle 10-11
Bugbear, lammasu, hobgoblin 12-13
Displacer beast, hieracospinx 14-15
Blink dog, wraith, lion, octopus 16-17
Astral deva (angel) ethereal filcher 18-19
Arrowhawk, bone devil 20-21
Elder air elemental 32-33


Constitution (Con)

Constitution represents the health and stamina of a character. High constitution increases the number of hit points a character has (affecting how much damage they can take), and this makes it important for everyone, but especially so for fighters. If constitution ever increases, hit points increase retroactively as well. Spellcasters also need strong constitution to keep their spells from being interrupted during combat.

More info is located on NWNWiki.


Panel of average CON of creatures

written by Aken Shadows from the D&D PHB
Creature Average Con
Ghoul, mummy, shadow -
Centipede swarm, locust swarm 8-9
Human, imp, dire weasel, grick 10-11
Rust monster, medusa, otyugh, nymph 12-13
Light horse, merfolk, troglodyte 14-15
Tiger, chimera, assassin vine 16-17
Polar bear, gargoyle, umber hulk 18-19
Elephant, aboleth, tyrannosaurus 20-21
The Tarrasque 35

Intelligence (Int)

Intelligence determines how well a character learns and reasons. Together with Lore skill it represents characters' learned knowledge and education. Intelligence 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 is also important for any character who wants to have a strong assortment of skills


A stereotypical 'village idiot' might have int 7. Four is nearly unheard of between humans. A good guide is to add a 0 to end of Intelligence and compare it to real life IQ.

More info is located on NWNWiki.


Panel of average INT of creatures

written by Aken Shadows from the D&D PHB
Creature Average Int
Zombie, golem, ochre jelly -
Carrion crawler, purple worm, camel 1
Tiger, hydra, dog, horse 2
Grey render, tendriculos, rast 3
Otyugh, griffon, displacer beast 4-5
Troll, hell hound, ogre, yrthak 6-7
Troglodyte, centaur, gnoll 8-9
Human, bugbear, wight, night hag 10-11
Dragon turtle, cloud giant, lamia 12-13
Invisible stalker, wraith, will-o’-wisp 14-15
Beholder, succubus, trumpet archon 16-17
Mind flayer, death slaad, nightwing 18-19
Kraken, titan, night crawler 20-21
Great Wyrm Gold Dragon 32-33


Wisdom (Wis)

Wisdom describes a character's willpower, common sense, perception (attention to surrounding), and intuition. While Intelligence represents the ability to analyze information; Wisdom represents being in tune and aware of one's surroundings.

An "absent-minded professor" has low Wisdom and high Intelligence. A simpleton with low Intelligence might nevertheless have great insight (high Wisdom).

Wisdom is important for clerics and druids, affecting the strength and number of their spells, and is also significant for paladins and rangers. It is very important for monks as well, modifying many of their abilities. The wise character is capable of intuitively understanding others, occasionally having insights into their motivations. Every creature has a Wisdom score.

More info is located on NWNWiki.

Panel of average WIS of creatures

written by Aken Shadows from the D&D PHB
Creature Average Wis
Gelatinous cube (ooze), animated object 1
Shrieker (fungus) 2
Red slaad, githyanki 6-7
Purple worm, grimlock, troll 8-9
Human, lizard folk, phantom fungus 10-11
Owlbear, hyena, shadow, remorhaz 12-13
Wraith, owl, giant preying mantis 14-15
Devourer, lillend, androsphinx 16-17
Couatl, erinyes devil, guardian naga 18-19
Unicorn, storm giant 20-21
Great Wyrm Gold dragon 32-33


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.


BloodAndBurial:

"Charisma helps to determine a character's sense of self, and helps them discern themselves from the world around them. A character with high charisma knows he's unique compared to everyone else, and can show it, while a low charisma character cannot. When a character hits zero charisma and falls unconscious (the mind abilities do this), it's not because they stopped being pretty, it's because they stopped being able to discern between themselves and the floor."


"I like to downplay the whole "charisma makes me hot" thing, and go for the surety of self route. (Though I do make occasional jokes about charisma, in places.)
My sorcerer doesn't get spells because Mystra thinks he's hot, he gets them because he's sure enough in his own personality to sink it into the weave, collect what he needs, and get out without losing himself in a sea of pure magic. His DCs don't increase because he happens to have gotten a new hairdo, his DCs increase because he knows exactly what he is, who he is, and what he's capable of, and can put more of himself into the spell. This is why the stereotypical sorcerer is over-confident and emotional- They aren't truly over-confident, though they can get there, just keenly aware of their own powers."


More info is located on NWNWiki.


Panel of average CHA of creatures

written by Aken Shadows from the D&D PHB
Creature Average Cha
Zombie, Golem, shrieker (fungus) 1
Spider, crocodile, lizard, rhinoceros 2
Tendriculos, octopus 3
Dire rat, weasel, chuul, donkey 4-5
Badger, troll, giant fire beetle, bear 6-7
Gnoll, dire boar, manticore, gorgon 8-9
Human, wolverine, dretch (demon) 10-11
Treant, roper, doppelganger, night hag 12-13
Storm ginat, barghest, medusa 14-15
Ogre mage, pixie, harpy, achaierai 16-17
Greater garghest, nixie 18-19
Astral deva (angel), kraken 20-21
Great Wyrm Gold Dragon 32-33


More epic values

written by Aken Shadows from the D&D epic level handbook

Atropal

Average Cha 42, Average Str 43
Atropals are stillborn gods.

Infernal

Average Str 43
Infernals are born of the ill-starred meeting of god and fiend.

Phaethon

Average Str 58, Average Cha 39
Phaethons are the progeny of Gods

Xixecal

Average Str 66, Average Con 40
Xixecal are born of gods whose portfolios include evil, ice, and chaos. (Their basicaly moving snowy alps)

Brachyurus

Average Dex 38, Average Con 47
Brachyuruses are the primordial stock from which all lesser wolves and canines devloved. The mythological Fenris Wolf itself springs directly from brachyurus stock.

Iron Colossus

Average Str 80
Iron Colossus are as the name implies giant golems of sorts.

A Great Wyrm Prismatic Dragon looks like this (Also force dragons are quite close)

Str: 73, Dex: 10, Con: 65, Int:64, Wis:65, Cha: 64

Gibbering Orb

Average Int 40
Gibbering Orbs are like the grandads of gibbering mouthers and beholderkin, and as such have mouths and eyes that can tear stuff up wickedly.

Gloom

Average Dex 46
A gloom is basical a camouflaged essence of shadow.

LeShay

Average Dex 45, Average Con 37, Average Int 33, Average Cha 47
As elves are to humans, so are LeShay to elves (but more so): a race immortal, enigmatic, and exceptionally powerful. LeShay look like tall, thin, albino elves, except they lack the over sized ears of true elves.


Roleplay

One does not need epic ability statistics for epic deeds.


Halaster:

CE Male human Wiz20/Acm5/Epic5: CR 30;
Medium-size humanoid (human);
Fort +9, Ref +10, Will +18;
Str 9, Dex 18, Con 16, Int 24, Wis 22, Cha 10


Elminster:

CG Male human (Chosen of Mystra)
Ftr1/Rog2/Clr3/Wiz20/Acm5/Epic4: CR 45.
Fort +17, Ref +13, Will +17.
Str 13, Dex 18, Con 24, Int 24, Wis 18, Cha 17.