Ability Modifiers and Benchmarks

Ability Modifiers
Each ability score has a modifierassociated with it, based on how above or below average it is. An average ability score (10-11) has a modifier of +0. Ability scores below 10 have negative modifiers (penalties) while abilities above 11 have positive modifiers (bonuses). An ability score’s modifier is calculated by subtracting 10 from the score, dividing by 2, and rounding down any fractions.

(ability/2) -5 [round result down]

Modifiers are shown on the Ability Modifiers and Benchmarks table.

The modifier is added to, or subtracted from, die rolls when your character does something related to that ability. For example, your Strength modifier affects the amount of melee damage you do. Your Intelligence modifiercomes into play when you roll skills based on Intelligence, and so forth. Sometimes your modifier is used to calculate another value, such as when you use your Dexterity modifier to help determine how good you are at avoiding harm with your reflexes (your Reflex saving throw).

The maximum modifier you can have with an ability is equal to the cam-paign’s power level +5. So the maximum score you can have in any ability is therefore equal to twice power level, plus 20. A power level 10 character, for example, cannot have an ability score greater than 40 (a +15 modifier). Strength is affected by the power level limits on damage.

Ability Modifiers and Benchmarks Table
===Modifiers and Odd Ability Scores === Since an ability score’s modifier is based on subtracting 10 from the score, dividing by 2 and rounding down, there seems to be little reason to have anything other than an even score in an ability, saving as many power points as possible for other things. However, there are a few reasons why players may want to consider having an odd score in an ability. First, odd ability scores are excellent tiebreakers, particularly for comparison checks. Strength 17 is stronger than Strength 16, pure and simple, even though they have the same modifier. Odd ability scores provide a bit of a cushion against effects like Drain and Transfer; one power point lost from Str 17 (reducing it to Str 16) leaves the modifier unchanged. In situations where the actual ability score is used rather than the modifier, the character with the odd score has an edge. Odd ability scores also advance a bit faster, since they’re halfway to the next higher modifier. It only takes 1 power point to improve an odd ability score to a higher modifier, rather than 2. Some characters may have odd ability scores while “building up” to a higher score.

This material is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.