Aelsif Ability Scores
Partner said to put these up for review. Said he couldn't see all three mental attributes being high making sense from a roleplay perspective. He also thinks that having high strength and high dexterity at the same time doesn't make sense mechanically. Not sure I agree with either, but here I am passing those questions on to you.
Strength:
Melee attack, if higher than dex. (Throw attack with feat.)
Melee damage.
Some ranged damage.
Carrying capacity.
Strength checks. (Common)
Dexterity:
Melee attack, if higher than strength. (Slash or pierce damage with feat.)
Ranged attack.
Dodge bonus to AC.
Reflex saves. (Least used save.)
A lot of skills, including acrobatics and stealth.
Dexterity checks. (Rare)
Constitution:
Hit points.
Aura points. (Magic resource.)
Fortitude saves.
Constitution checks. (Very common.)
Intelligence:
Learning ability, logic and memory retention.
Skill points.
Proficiency points.
Language points.
A lot of skills, including the craft and knowledge groups.
Intelligence checks. (Rare)
Charisma:
Spirit points. (Magic resource.)
A lot of skills, including all social and musical skills.
Charisma checks. (Common.)
Faith:
Negative energy resistance. (Positive if undead.)
Will save. (Most used save.)
A couple skills, which are auto-hypnosis, concentration and profession.
Faith checks. (Very rare.)
Strength:
Melee attack, if higher than dex. (Throw attack with feat.)
Melee damage.
Some ranged damage.
Carrying capacity.
Strength checks. (Common)
Dexterity:
Melee attack, if higher than strength. (Slash or pierce damage with feat.)
Ranged attack.
Dodge bonus to AC.
Reflex saves. (Least used save.)
A lot of skills, including acrobatics and stealth.
Dexterity checks. (Rare)
Constitution:
Hit points.
Aura points. (Magic resource.)
Fortitude saves.
Constitution checks. (Very common.)
Intelligence:
Learning ability, logic and memory retention.
Skill points.
Proficiency points.
Language points.
A lot of skills, including the craft and knowledge groups.
Intelligence checks. (Rare)
Charisma:
Spirit points. (Magic resource.)
A lot of skills, including all social and musical skills.
Charisma checks. (Common.)
Faith:
Negative energy resistance. (Positive if undead.)
Will save. (Most used save.)
A couple skills, which are auto-hypnosis, concentration and profession.
Faith checks. (Very rare.)