
When a character has completed their turn they will hold in place until the next 6 seconds. Also improves the Cleric’s Channel Energy healing (or damage), and the skills Persuasion and Use Magic Device.Įvery 6 seconds represents a combat round where characters take turns making actions.


Intelligence: increases the potency of spells used by Wizards, Magus, and Alchemists.Constitution: grants a bonus to HP and Fortitude saving throws.Dexterity: increases ranged attack (or melee attacks with the Finesse feat), armor class, reflex saving throws, turn order, and the skills Mobility, Stealth, and Thievery.Strength: increases melee attack, damage of melee and ranged weapons, carrying capacity, and the Athletics skill.For example, a character has a +6 enhancement Strength, the spell Bull’s Strength (+4 enhancement) would give them no benefit. Bonuses of one type usually do not stack, only the highest is used. Ability scores can be raised every 4 levels or with certain equipment. An average score is 10-11 which gives 0 bonus or penalty every 1 score above these gives an additional +1 bonus, and 1 below a -1 penalty.

All characters have six Ability Scores assigned at creation.
