Hexblade
2015-11-10, 09:10 PM
I thought the Ability Scores were a bit narrow, so I expanded a bit. This started with me reading a thread about Charisma, so I took the time to create a new submenu of ability scores.
Strength:
*Melee (How well you can punch things, physical strength)
*Weapon (How hard you can swing your blade)
*Breaking (How easy it is to break something, eg doors, windows, etc.)
Dexterity:
*Finesse (How well you can do things that require skill, eg threading a needle)
*Agility (How well you can dodge, duck, jump, etc.)
*Speed (How fast you can run)
Constitution:
*Endurance (How well you can survive in harsh conditions, eg drowning, freezing, etc.)
*Toughness (How well you can take blows)
*Natural Healing (How fast you heal from wounds)
Wisdom:
*Philosophy (Your "thinking" skill, thinking outside the box)
*Perception (How well you notice things)
*Devoutness (How religious you are)
Charisma:
*Personality (Force of will)
*Manipulation (How well you lie or deceive)
*Attractiveness (How attractive you are)
Intelligence:
*Street Smarts (How well you know the city)
*Book Smarts (How well you know academic knowledge)
*People Smarts (How well you know how someone will react)
As well, new saves:
Fortitude: Endurance Mod.
Will: 1/2 Personality Mod. + 1/2 Philosophy Mod.
Reflex: 1/2 Agility Mod. + 1/2 Perception Mod.
HP is calculated off of Toughness, Dex Mod. for AC becomes Agility Mod. BAB is Melee/Weapon/Finesse, depending on what you are using. Skills are pretty simple, things like Bluff become 1/2 People Smarts Mod. + 1/2 Manipulation Mod. Everything is rolled as 18 different skills, but you roll the 6 base skills first. Those modifiers affect the ones within them. For example, let's say you are doing Intelligence and get 15, 18, and 9 for the sub-abilities, and 13 for the main one. A way of organizing this is:
Intelligence-13
Street Smarts-9
Book Smarts-18
People Smarts-15
Then, you factor in the Intelligence bonus, and it becomes:
Street Smarts-9+1(10)
Book Smarts-18+1(19)
People Smarts-15+1(16)
Any racial bonuses apply to the base stat.
Strength:
*Melee (How well you can punch things, physical strength)
*Weapon (How hard you can swing your blade)
*Breaking (How easy it is to break something, eg doors, windows, etc.)
Dexterity:
*Finesse (How well you can do things that require skill, eg threading a needle)
*Agility (How well you can dodge, duck, jump, etc.)
*Speed (How fast you can run)
Constitution:
*Endurance (How well you can survive in harsh conditions, eg drowning, freezing, etc.)
*Toughness (How well you can take blows)
*Natural Healing (How fast you heal from wounds)
Wisdom:
*Philosophy (Your "thinking" skill, thinking outside the box)
*Perception (How well you notice things)
*Devoutness (How religious you are)
Charisma:
*Personality (Force of will)
*Manipulation (How well you lie or deceive)
*Attractiveness (How attractive you are)
Intelligence:
*Street Smarts (How well you know the city)
*Book Smarts (How well you know academic knowledge)
*People Smarts (How well you know how someone will react)
As well, new saves:
Fortitude: Endurance Mod.
Will: 1/2 Personality Mod. + 1/2 Philosophy Mod.
Reflex: 1/2 Agility Mod. + 1/2 Perception Mod.
HP is calculated off of Toughness, Dex Mod. for AC becomes Agility Mod. BAB is Melee/Weapon/Finesse, depending on what you are using. Skills are pretty simple, things like Bluff become 1/2 People Smarts Mod. + 1/2 Manipulation Mod. Everything is rolled as 18 different skills, but you roll the 6 base skills first. Those modifiers affect the ones within them. For example, let's say you are doing Intelligence and get 15, 18, and 9 for the sub-abilities, and 13 for the main one. A way of organizing this is:
Intelligence-13
Street Smarts-9
Book Smarts-18
People Smarts-15
Then, you factor in the Intelligence bonus, and it becomes:
Street Smarts-9+1(10)
Book Smarts-18+1(19)
People Smarts-15+1(16)
Any racial bonuses apply to the base stat.