A list of uses of Abilities


General Discussion


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For reference, I made a list of all uses for the six main abilities, to better understand their impact on the game (after seeing multiple thread talking about the uses of X or Y ability) and what to choose when creating a character. I am sharing it with you all now that it's finished.

"Mod" means "you add the ability modifier", "Score" means "you add the ability score". Ancestry and Class specific usages are in italic.

Strength

Spoiler:

  • mod to bludgeoning damages dealt by Boulder Roll (Dwarf feat 1)
  • mod to claw and jaws damages for Feral Mutagen (Alchemist Feat 8)
  • mod/day uses of Wild Shape (Druid Feat 1)
  • Barbarian class DC
  • Fighter class DC (can be swapped for Dexterity)
  • Monk class DC (can be swapped for Dexterity)
  • Paladin class DC
  • Ranger class DC (can be swapped for Dexterity)
  • mod damages for Positioning Assault if the target can’t move (Fighter feat 8)
  • mod damages for Brutal Finish if you fail your Strike roll (Fighter feat 12)
  • mod bludgeoning damages when grappling a target for Crushing Grab (Monk feat 4)
  • mod persistant bleed damage for Tiger Slash if the attack is a critical success (Monk feat 6)
  • 10+5*mod feet to max throwing distance and mod bludgeoning damages for Whirling Throw (Monk Feat 6)
  • mod bludgeoning damages for Improved Knockback (Monk feat 12)
  • mod damages if the target fails a Reflex save against the monk’s Athletics DC (damages doubled if the target rolls a critical failure ; half damages if the target rolls a success) for Moutain Root Quake (Monk Feat 14)
  • Athletics checks (Break Grapple, Break Open, Climb, Grapple, High Jump, Long Jump, Shove, Swim, Trip, Disarm)
  • Prerequisit (12) for Hefty Hauler (General Feat 1)
  • Prerequisit (16) for Intimidating Prowess (Skill Feat 2) (enhanced when Strength = 20)
  • Encumbered bulk = 5 + Strength ; Max bulk = 10 + Strength
  • Mod to Melee attack rolls
  • Mod to Melee damage rolls
  • Half mod to ranged damage rolls for weapons with the propulsive trait (sometimes)
  • Mod to ranged damage rolls for thrown weapons
  • Mod to spell touch attacks
  • Mod to resistance from Enduring Might (Power 2)
  • Mod to damages from Hurtling Stone (Power 1)
  • Prerequisit (16) for Fighter Dedication (Archetype Feat 2)
  • Prerequisit (16) for Gray Maiden Dedication (Archetype Feat 6)
  • Mod to bludgeoning damage if you do a Trip attack thanks to Wolf Fang (Item 1)

Dexterity
Spoiler:

  • Mod to AC and TAC (up to armor’s cap)
  • Mod to Ranged attack rolls
  • Mod to Reflex save rolls
  • Fighter class DC (can be swapped with Strength)
  • Monk class DC (can be swapped with Strength)
  • Ranger class DC (can be swapped with Strength)
  • Rogue class DC
  • Melee attack damages with agile or finess one-handed melee weapon for Rogue only
  • Acrobatics checks (Balance, Escape, Grab Edge, Maintain Balance, Squeeze, Tumble Through, Maneuver in Flight)
  • Stealth checks (Conceal an Object, Hide, Sneak)
  • Thievery checks (Palm an object, Steal an object, Disable device, Pick a lock)
  • Prerequisit (14) for Feather Step (General Feat 1)
  • Melee attack roll for weapons with the finesse trait
  • Ranged attack roll
  • Spell ranged attack rolls
  • Prerequisit (16) for Fighter Dedication (Archetype Feat 2)
  • Prerequisit (12) for Pirate Dedication (Archetype Feat 2)
  • Prerequisit (16) for Rogue Dedication

Constitution
Spoiler:

  • Mod to Fortitude save rolls
  • Mod to Hit points per level
  • Mod to the temporary Hit Points gained from Rage for a Barbarian
  • Mod to resistance to two damage types based on a level 9 Barbarian’s totem
  • Reduce the target’s resistance from a physical damage type used in an attack by 2*mod when a level 19 Barbarian Strikes
  • Mod temporary Hit Points gained from Renewed Vigor (Barbarian feat 8)
  • Mod temporary Hit Points gained when hit the target of Come and Get Me (Barbarian feat 10)
  • Mod to damage of Spirit’s Wrath (Barbarian feat 12)
  • Prerequisit (14) for Fast Recovery (General feat 1)
  • Score to number of actions a character can make before suffocating without Breathe Deep (10*score if Breath Deep used) for Breath Control (General feat 1)
  • Mod resistance to slashing from Scars (Archetype feat 8 (Gray Maiden))
  • 2*score to number of actions a character can make before suffocating under water (not increased by Breathe Deep) from Sea Legs (Archetype feat 4 (Pirate))
  • Score to number of actions you can do before suffocating (double if Breathe Deep)
  • Mod*level Hit Points regained after an 8 hour rest.
  • Mod to number of Dents you can take before being broken when petrified

Intelligence
Spoiler:

  • Need to be at 14 to learn an aditionnal langage at level 1
  • Mod to number of skills trained at level 1
  • Alchemist class DC
  • Mod to Alchemist’s Resonance instead of Charisma
  • Mod extra damage from bombs’ splash damages from Calculated Splash (Alchemist feat 4)
  • Mod extra damage from bombs’ splash damages from Expanded Splash (Alchemist feat 10)
  • Mod formulas selectable from Improbable elixirs (Alchemist feat 18)
  • Wizard class DC, spell rolls and number of Spell Points
  • Arcana checks (Recall Knowledge, Borrow an Arcane Spell, Identify Magic, Learn an Arcane Spell, Read Magic)
  • Crafting (Repair, Craft, Identify Alchemy)
  • Lore (Recall Knowledge, Practice a Trade)
  • Occultism (Recall Knowledge, Identify Magic, Learn an Occult Spell, Read Esoterica)
  • Society (Recall Knowledge, Subsist on the Streets, Create Forgery, Decipher Writing)
  • Prerequisit (12) for Skill Training (Skill feat 1)
  • Can be used for Trick Magic item if it’s the highest score (Skill Feat 1)
  • Prerequisit (16) for Wizard Dedication (Archetype feat 2)
  • Mod to number of Spell Points gained through Arcane School (Archetype feat 4 (Wizard))

Wisdom
Spoiler:

  • Mod to Perception
  • Mod to Will save rolls
  • Cleric class DC, spell rolls and Spell points
  • Monk spell rolls and Spell points
  • Half mod to damage rolls after reloading against the target of Hunt Target from Crossbow Ace (Ranger feat 1)
  • Medicine checks (Administer First Aid, Treat Disease, Treat Poison)
  • Nature checks (Command an Animal, Handle an Animal, Recall Knowledge, Identify Magic, Learn a Primal Spell)
  • Religion checks (Recall Knowledge, Identify Magic, Learn a Divine Spell, Read Scripture)
  • Survival checks (Sense direction, Survive in the wild, Cover tracks, Track)
  • Mod to Hit Points regained from Battle Medic (Skill feat 1)
  • Mod to Hit Points regained from Natural Medicine (Skill feat 2)
  • Can be used for Trick Magic item if it’s the highest score (Skill Feat 1)
  • Prerequisit (16) for Cleric Dedication (Archetype feat 2)
  • Mod to number of Spell Points gained through Domain (Archetype feat 4 (Cleric))

Charisma
Spoiler:

  • Mod to number of Resonance Points (except for Alchemist)
  • Bard class DC, spell rolls and number of Spell Points
  • Mod to number of times per day a Cleric can Channel Energy
  • Mod to reduce resistance to positive or negative energy when you cast heal or harm from Irresistible Energy (Cleric feat 4)
  • Mod to number of creatures you can remove from a 3-action version of harm or heal area from Selective Energy (Clercic feat 4)
  • Mod to number of times per day you can use Determination (Fighter feat 14)
  • Mod to number of Spell Points for a Paladin
  • Mod persistent good damage of Holy smite (Paladin 9)
  • Sorcerer class DC, spell rolls and number of spell points
  • Deception checks (Create a diversion, Impersonate, Lie, Feint)
  • Diplomacy checks (Gather information, Make an impression, Request)
  • Intimidation checks (Demoralize, Coerce)
  • Performance checks (Perform, Stage a Performance)
  • Prerequisit (12) for Remarkable Resonance (General feat 1)
  • Can be used for Trick Magic item if it’s the highest score (Skill Feat 1)
  • Innate Spells Dcs


Small correction for strength. Your bulk Limit is 5/10 + MOD, not Score.


A miniature version, with only the things 'relevant to all characters' (with the understanding that some characters will nearly never make certain rolls, or be dented while petrified, etc)

Strength:

  • Mod to Melee attack rolls
  • Mod to Melee damage rolls
  • Half mod to ranged damage rolls for weapons with the propulsive trait (sometimes)
  • 
Mod to ranged damage rolls for thrown weapons
  • Encumbered bulk = 5 + mod ; Max bulk = 10 + mod
  • 
Athletics checks (Break Grapple, Break Open, Climb, Grapple, High Jump, Long Jump, Shove, Swim, Trip, Disarm)

Dexterity:

  • Melee attack roll for weapons with the finesse trait
  • Mod to AC and TAC (up to armor’s cap)
    [
*]Mod to Ranged attack rolls
  • Mod to Reflex save rolls
  • Acrobatics checks (Balance, Escape, Grab Edge, Maintain Balance, Squeeze, Tumble Through, Maneuver in Flight)
  • 
Stealth checks (Conceal an Object, Hide, Sneak)
  • Thievery checks (Palm an object, Steal an object, Disable device, Pick a lock)

Fortitude:

  • Mod to Fortitude save rolls
  • Mod to Hit points per level
  • Mod*level Hit Points regained after an 8 hour rest.
  • Score to number of actions you can do before suffocating (double if Breathe Deep)
  • Mod to number of Dents you can take before being broken when petrified

Intelligence:

  • Need to be at 14 to learn an additional language at level 1
  • 
Mod to number of skills trained at level 1
  • Arcana checks (Recall Knowledge, Borrow an Arcane Spell, Identify Magic, Learn an Arcane Spell, Read Magic)
  • Crafting (Repair, Craft, Identify Alchemy)
  • Lore (Recall Knowledge, Practice a Trade)
  • Occultism (Recall Knowledge, Identify Magic, Learn an Occult Spell, Read Esoterica)
  • Society (Recall Knowledge, Subsist on the Streets, Create Forgery, Decipher Writing)

Wisdom:

  • Mod to Perception
  • Because of above, mod to most initiative rolls
  • 
Mod to Will save rolls
  • Medicine checks (Administer First Aid, Treat Disease, Treat Poison)
  • 
Nature checks (Command an Animal, Handle an Animal, Recall Knowledge, Identify Magic, Learn a Primal Spell)
  • Religion checks (Recall Knowledge, Identify Magic, Learn a Divine Spell, Read Scripture)
  • Survival checks (Sense direction, Survive in the wild, Cover tracks, Track)

Charisma:

  • Mod to number of Resonance Points (except for Alchemist)
  • Deception checks (Create a diversion, Impersonate, Lie, Feint) 

  • Diplomacy checks (Gather information, Make an impression, Request) 

  • Intimidation checks (Demoralise, Coerce)
  • Performance checks (Perform, Stage a Performance)

For fun, here's what I consider the 'core benefits' that all players are likely to use.

Minimal:

Str:

  • Encumbered bulk = 5 + Strength ; Max bulk = 10 + Strength 

  • Athletics checks (Break Grapple, Climb, Swim)

Dex:

  • Mod to AC and TAC (up to armor’s cap)
  • Mod to Reflex save rolls
  • Stealth checks (Hide, Sneak) 


Con:

  • Mod to Fortitude save rolls 

  • Mod to Hit points per level 

  • Mod*level Hit Points regained after an 8 hour rest.

Int:

  • Need to be at 14 to learn an additional language at level 1
  • Mod to number of skills trained at level 1

Wis:

  • Mod to Perception 

  • Because of above, mod to most initiative rolls
  • Mod to Will save rolls

Cha:

  • Mod to number of Resonance Points (except for Alchemist)
  • Diplomacy checks (Make an impression, Request)


DerNils wrote:
Small correction for strength. Your bulk Limit is 5/10 + MOD, not Score.

Thanks for the errata ;)

I also forgot Wisdom being Druid's class DC, spells rolls and number of Spell Points

And thanks Lyee for the minimal version :)

To complete it, here's a version per class :

Alchemist

Spoiler:

Strength
  • mod to claw and jaws damages for Feral Mutagen (Alchemist Feat 8)

Intelligence
  • Alchemist class DC
  • Mod to Alchemist’s Resonance instead of Charisma
  • Mod extra damage from bombs’ splash damages from Calculated Splash (Alchemist feat 4)
  • Mod extra damage from bombs’ splash damages from Expanded Splash (Alchemist feat 10)
  • Mod formulas selectable from Improbable elixirs (Alchemist feat 18)[

Barbarian

Spoiler:

Constitution
  • Mod to the temporary Hit Points gained from Rage for a Barbarian
  • Mod to resistance to two damage types based on a level 9 Barbarian’s totem
  • Reduce the target’s resistance from a physical damage type used in an attack by 2*mod when a level 19 Barbarian Strikes
  • Mod temporary Hit Points gained from Renewed Vigor (Barbarian feat 8)
  • Mod temporary Hit Points gained when hit the target of Come and Get Me (Barbarian feat 10)
  • Mod to damage of Spirit’s Wrath (Barbarian feat 12)

Cleric

Spoiler:

Wisdom
  • Cleric class DC, spell rolls and Spell points

Charisma
  • Mod to number of times per day a Cleric can Channel Energy
  • Mod to reduce resistance to positive or negative energy when you cast heal or harm from Irresistible Energy (Cleric feat 4)
  • Mod to number of creatures you can remove from a 3-action version of harm or heal area from Selective Energy (Clercic feat 4)

Druid

Spoiler:
Strength
  • mod/day uses of Wild Shape (Druid Feat 1)

Wisdom
  • Druid class DC, spell rolls and Spell points

Fighter

Spoiler:
Strength
  • Fighter class DC (can be swapped for Dexterity)
  • mod damages for Positioning Assault if the target can’t move (Fighter feat 8)
  • mod damages for Brutal Finish if you fail your Strike roll (Fighter feat 12)

Dexterity
  • Fighter class DC (can be swapped with Strength)

Charisma
  • Mod to number of times per day you can use Determination (Fighter feat 14)

Monk

Spoiler:
Strength
  • Monk class DC (can be swapped for Dexterity)
  • mod bludgeoning damages when grappling a target for Crushing Grab (Monk feat 4)
  • mod persistant bleed damage for Tiger Slash if the attack is a critical success (Monk feat 6)
  • 10+5*mod feet to max throwing distance and mod bludgeoning damages for Whirling Throw (Monk Feat 6)
  • mod bludgeoning damages for Improved Knockback (Monk feat 12)
  • mod damages if the target fails a Reflex save against the monk’s Athletics DC (damages doubled if the target rolls a critical failure ; half damages if the target rolls a success) for Moutain Root Quake (Monk Feat 14)

Dexterity
  • Monk class DC (can be swapped with Strength)

Wisdom
  • Monk spell rolls and Spell points

Paladin

Spoiler:
Strength
  • Paladin class DC

Charisma
  • Mod to number of Spell Points for a Paladin
  • Mod persistent good damage of Holy smite (Paladin 9

Ranger

Spoiler:
Strength
  • Ranger class DC (can be swapped for Dexterity)

Dexterity
  • Ranger class DC (can be swapped with Strength)

Wisdom
  • Half mod to damage rolls after reloading against the target of Hunt Target from Crossbow Ace (Ranger feat 1)

Sorcerer

Spoiler:
Charisma
  • Sorcerer class DC, spell rolls and number of spell points

Wizard

Spoiler:
Intelligence
  • Wizard class DC, spell rolls and number of Spell Points


Minor correction on rogue's Dex to damage. It doesn't apply in melee, it applies to melee weapons - including when melee weapons are thrown.

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