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Attributes (See also Ability Score) Edit

  • Strength (STR) Strength measures muscles and physical power. [Affects Melee Attack, Melee Damage and Ranged Damage (if the ranged weapon is mighty), Encumberance weight]
  • Dexterity (DEX) Dexterity measures agility, reflexes and balance. [Affects AC (if armor does not restrict), Reflex saving throws, Ranged Attack, Melee Attack with Weapon Finesse Feat, and many skills]
  • Constitution (CON) Constitution represents health and stamina. [Affects Hit Points, Fortitude saving throws, and is used to determine endurance]
  • Intelligence (INT) Intelligence determines how well your character learns and reasons. [Affects skill points (if it is a positive modifier), Arcane (Wizard) spells, and if your INT is too low (below 9), your character acts mentally challenged]
  • Wisdom (WIS) Wisdom describes a willpower, common sense, perception and intuition. [Affects Will saving throws, Divine (Cleric, Druid, Paladin, Ranger, Blackguard & Spirit Shaman) spells, DC for Favored Soul, and also affects other things such as a monk's AC bonus]
  • Charisma (CHA) Charisma measures force of personality, persuasiveness, ability to lead, and physical attractiveness. [Affects many diplomatic skills (Persuade, etc) Arcane (Bard, Sorcerer) and Favored Soul spells, DC of Spirit Shaman and and also affects abilities such as turn undead]


Ability Score Modifier Table Edit

Ability Modifier Bonus Spells per Day by Level
1 2 3 4 5 6 7 8 9
1 (-5) -- Cant cast spells tied to this ability --
2-3 (-4) -- Cant cast spells tied to this ability --
4-5 (-3) -- Cant cast spells tied to this ability --
6-7 (-2) -- Cant cast spells tied to this ability --
8-9 (-1) -- Cant cast spells tied to this ability --
10-11 (0)
12-13 (+1) 1
14-15 (+2) 1 1
16-17 (+3) 1 1 1
18-19 (+4) 1 1 1 1
20-21 (+5) 2 1 1 1 1
22-23 (+6) 2 2 1 1 1 1
24-25 (+7) 2 2 2 1 1 1 1
26-27 (+8) 2 2 2 2 1 1 1 1
28-29 (+9) 3 2 2 2 2 1 1 1 1

Character Creation Attribute Point Buy System Edit

NWN2 uses the point buy system to determine ability scores during character creation. The system is based on points rather than random dice rolls.

A character starts with an ability score of 8 in each of his six abilities, and then draws upon a pool of 32 points to raise these abilities. However, as an ability score is raised to exceptional levels, it becomes more expensive to raise further, as per the following chart:

Base Cost Total Cost
8 0 0
9 1 1
10 1 2
11 1 3
12 1 4
13 1 5
14 1 6
15 2 8
16 2 10
17 3 13
18 3 16

Racial Ability AdjustmentsEdit

Races that have modified ability scores are applied after the scores are initially allocated. This makes raising scores to exceptional levels costly for score penalties. As an example, moon elves have a -2 to Constitution, so where one would normally spend 10 points to increase that to 16, it would ultimately cost 16 points to start a moon elf with 16 points. On the other hand, ability bonuses, such as the moon elves' +2 to Dexterity, would essentially require only spending 10 points to reach 18 dexterity.

In most cases, these ability score adjustments cancel each other out, resulting in no major bonus over a human or half-elf. A few subraces however, such as aasimar and drow, have more bonuses than penalties and combined with other race features warrant an ECL adjustment. For example: the aasimar have +2 bonuses to both Wisdom and Charisma with no penalty to ability scores; as such, with their celestial resistances and skill bonuses, Aasimar have an ECL of +1.

Pages in category "Base Abilities"

The following 7 pages are in this category, out of 7 total.

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