Every character has eight basic Ability Scores:
The Score of these Abilities ranges from 0 to infinity. A limit, if any, will be specified in the rules. The normal human range is 3 to 30 and no score can be increased above 30 when generating ability scores, though the absolute maximum for humans and most other mortals is 40, which can be achieved through Feats and other means.
Each ability will have a modifier to some action related to that ability. The modifier can be calculated using this formula: (ability/2) -7 [round result down] Modifiers have a minimum of +0 (i.e. bonuses start at 16).
Use Of Ability Scores
Strength measures your character’s muscle and physical power. This ability is important for characters because it helps them prevail in melee combat. Strength also limits the amount of equipment a character can carry
Strength modifiers are doubled and added to melee and unarmed damage.
Dexterity measures hand-eye coordination, agility, reflexes, and balance. This ability is an important one for characters who typically wear light or medium armor or no armor at all, and for anyone who wants to be a skilled defender.
Quickness measures movement speed. This ability is an important one for characters who want to avoid danger, and for anyone who wants to be a skilled runner.
Quickness does not have a modifier. Speed is equal to Quickness times 15 feet.
Constitution represents the character’s health and stamina. Constitution increases character’s wound points and Fortitude saves, so the ability is important for all characters.
Constitution modifiers are added to Fortitude saves.
Intelligence determines how well the character learns and reasons. This ability is important for any character who wants to be good at a wide assortment of skills.
Intelligence modifiers are halved and added to all skill checks.
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. If characters want to have acute willpower, it’s important to have a high score in Wisdom.
Wisdom modifiers are added to Will saves.
Charisma measures a character’s force of personality, persuasiveness, and ability to lead. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting.
Charisma modifiers are added to Diplomacy, Bluff and Intimidate skill checks. This bonus does not stack with the Intelligence and Appearance modifiers.
Appearance measures a character’s force of personal magnetism and physical attractiveness. This ability represents actual strength of personality, not merely how one is perceived by others in a social setting.
Appearance modifiers are added to Diplomacy and Gather Information skill checks. This bonus does not stack with the Intelligence and Charisma modifiers.
Generating Ability Scores
Each character receives a number of points to spend on increasing his basic attributes. In this method, all attributes start at a base of 10. A character can increase an individual score by spending one of his points. Likewise, he can gain a point to spend on other scores by decreasing one of his ability scores. No score can be reduced below 3 or raised above 30 using this method.
The number of points you have to spend using the purchase method depends on the type of campaign you are playing. See Table: Ability Score Points for a number of possible point values depending on the style of campaign.