Strength/Efficiency:
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To hit for melee weapons & unarmed.
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Max Light Load = 2*((bonus+5)^2)
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Strength/Muscle:
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Damage for melee weapons & unarmed.
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Max Press = (bonus+5)^3
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Dexterity/Coordination:
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To hit for missile weapons & unarmed.
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Dexterity/Balance: (also Dexterity/Reflex)
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Armor Class.
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Reflex saving throws.
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Constitution/Fitness:
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Hit points per HD.
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Constitution/Health: (also Constitution/Fortitude)
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Fortitude saving throws.
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Regeneration rate = (bonus-4)/r.
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Intelligence/Knowledge:
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Nonweapon Proficiencies.
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Max Spell Level for Wizards (SL=bonus+5)
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Intelligence/Reason:
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Illusion spell immunity (SL=bonus-4)
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Bonus spells for progressions that get Int bonus.
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Wisdom/Intuition:
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Charm spell immunity (SL=bonus-4)
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Bonus spells for progressions that get Wis bonus.
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Wisdom/Willpower:
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Necromancy spell immunity (SL=bonus-4)
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Will Saving throws.
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Max Spell Level for Priests (SL=bonus+3)
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Charisma/Presence:
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Comeliness adjustment.
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Bonus spells for progressions that get Chr bonus.
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Charisma/Leadership:
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Maximum henchmen (based on 4), Loyalty adj.
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Luck pts per reset (0: spend bonus pt as +- 1 on roll)
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Comeliness:
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Reaction adjustment.
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