Dexterity This ability score is divided into the subabilities of Aim, which represents hand-eye coordination and manual acuity, and Balance, which denotes reflexes and overall agility. Leon chooses to use these
Dexterity subabilities for his character:
Strength 16
| Dexterity 14
|
Stamina 15
| Aim 12
|
Muscle 17
| Balance 16
|
Constitution 12
| Wisdom 8
|
Intelligence 12
| Charisma 11
|
Aim
A character with a high Aim score might be an expert marksman or a
sleight-of-hand artist.
Table 4: Aim
| Aim
| Missile
| Pick
| Open
|
| Score
| Adj.
| Pockets
| Locks
|
| 3
| 3
| 30%
| 30%
|
| 4
| 2
| 25%
| 25%
|
| 5
| 1
| 25%
| 20%
|
| 6
| 0
| 20%
| 20%
|
| 7
| 0
| 20%
| 15%
|
| 8
| 0
| 15%
| 15%
|
| 9
| 0
| 15%
| 10%
|
| 10
| 0
| 10%
| 5%
|
| 11
| 0
| 5%
| 0%
|
| 1215
| 0
| 0%
| 0%
|
| 16
| +1
| 0%
| +5%
|
| 17
| +2
| +5%
| +10%
|
| 18
| +2
| +10%
| +15%
|
| 19
| +3
| +15%
| +20%
|
| 20
| +3
| +20%
| +20%
|
| 21
| +4
| +20%
| +25%
|
| 22
| +4
| +25%
| +25%
|
| 23
| +4
| +25%
| +30%
|
| 24
| +5
| +30%
| +30%
|
| 25
| +5
| +30%
| +35%
|
Missile Adjustment: This modifier is applied to the d20 combat roll whenever a character attacks
with a missile weapon, such as firing arrows or hurling a spear. As above,
negative modifiers are penalties to the die roll, and positive numbers are bonuses.
Pick Pockets: This modifier applies only to rogue characters who have the ability to pick
another characters pockets (see chapter four).
Open Locks: Similarly, this modifier is used only by rogue characters with the open locks
ability.
Proficiencies: The juggling, cobbling, pottery, rope use, seamstress/tailor, forgery, and
gem cutting proficiencies all use Aim as their base number.
Balance
A character possessing a high Balance score may be an acrobat or a tightrope
walker. A new rule for the Players Option system is that all unarmored warrior
and rogue characters gain an additional +2 bonus to armor class while
unencumbered. This bonus is in addition to any the characters might receive for high
Balance scores.
Table 5: Balance
| Balance
| Reac.
| Def.
| Move
| Climb
|
| Score
| Adj.
| Adj.
| Silently
| Walls
|
| 3
| 3
| +4
| 30%
| 30%
|
| 4
| 2
| +3
| 30%
| 25%
|
| 5
| 1
| +2
| 30%
| 20%
|
| 6
| 0
| +1
| 25%
| 20%
|
| 7
| 0
| 0
| 25%
| 15%
|
| 8
| 0
| 0
| 20%
| 15%
|
| 9
| 0
| 0
| 20%
| 10%
|
| 10
| 0
| 0
| 15%
| 5%
|
| 11
| 0
| 0
| 10%
| 0%
|
| 12
| 0
| 0
| 5%
| 0%
|
| 1314
| 0
| 0
| 0%
| 0%
|
| 15
| 0
| 1
| 0%
| 0%
|
| 16
| +1
| 2
| 0%
| 0%
|
| 17
| +2
| 3
| +5%
| +5%
|
| 18
| +2
| 4
| +10%
| +10%
|
| 19
| +3
| 4
| +15%
| +15%
|
| 20
| +3
| 4
| +15%
| +20%
|
| 21
| +4
| 5
| +20%
| +20%
|
| 22
| +4
| 5
| +20%
| +25%
|
| 23
| +5
| 6
| +25%
| +25%
|
| 24
| +5
| 6
| +25%
| +30%
|
| 25
| +5
| 6
| +30%
| +30%
|
Reaction Adjustment: This modifier is applied to a d10 to determine if a character is surprised by
an unexpected encounter. The more positive the value, the less likely the
character is to be surprised.
Defensive Adjustment: This modifier is applicable to a characters saving throws versus attacks
that can be dodged, such as lightning bolt spells, hurled boulders, etc. It also modifies the characters armor class,
representing the characters ability to dodge normal missile attacks and parry
melee attacks. The lower the negative value, the more difficult the character
will be to strike.
Move Silently: This concerns only those rogue characters who have the move silently ability.
The higher the positive value, the easier the skill becomes for the character.
Climb Walls: This modifier also applies to those rogue characters with the climb walls
ability.
Proficiencies: Balance is used as a base number for such proficiencies as tumbling, dancing,
seamanship, tightrope walking, and charioteering.
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