Statistics and Attributes
The following section goes over the common statistics in the Unbound system. These statistics have more detailed explanations in their respective areas, this just acts as a primer for what to look for.
Attributes
Attributes are the building blocks of every character and almost every aspect of a character or ability they have is influenced by an attribute in some way. Many abilities call for an attributes modifier or mod to be used for a calculation, to calculate an attributes modifier you take the attribute and subtract ten from it before dividing by two and rounded down. There are nine different attributes broken up into the following three categories.
Body Attributes
These attributes represents a characters physical capabilities such as how strong or agile they are. The body attributes are Strength, Dexterity, and Constitution.
Strength (Str): Strength represents a characters raw strength and their ability to do various physical actions. Some examples of what strength is used for is carrying capacity, moving heavy objects, melee attacks, melee damage, thrown damage, bow damage, and appropriate skills.
Dexterity (Dex): Dexterity represents a characters agility and skill in fine physical manipulation. Some examples of what dexterity is used for is base Armor Class, initiative, ranged attacks, finesse damage, and appropriate skills.
Constitution (Con): Constitution represents a characters overall health and endurance. Some examples of what constitution is used for is stamina, Hit Points, part of your negative Hit Points, and is called for checks related to endurance.
Mind Attributes
These attributes represents a characters mental capabilities such as how smart or charismatic they are. The mind attributes are Intellect, Fellowship, and Thaumaturgy.
Intellect (Int): Intellect represents a characters overall intelligence and ability to learn. Some examples of what intellect is used for are starting skill points, some abilities, and is used for many skills such as profession, craft and knowledge skills.
Fellowship (Fel): Fellowship represents a characters charismatic skill and force of will. Some examples of what fellowship is used for are social skills, starting attitudes (not always), is used in opposed rolls vs Possession/Item Ego, and a high Fellowship has benefits for followers and cohorts.
Thaumaturgy (Thm): Thaumaturgy represents a characters magical knowledge and skill in complex magic formulas. Some examples of what thaumaturgy is used for are some magic skills, spell points, spell save DC's, and identifying magic.
Soul Attributes
These attributes represents how strong a characters soul and it's capabilities such as how strong their magic is to how lucky they are. The soul attributes are Magic, Spirit, and Luck.
Magic (Mag): Magic represents a characters raw magical potential and the strength of many magic effects. Some examples of what magic is used for are some magic skills, scaling spell effects, and calculating a characters mana pool.
Spirit (Spr): Spirit represents how strong a characters soul is and how many connections they can have. Some examples of what spirit is used for are attunement slots, bound companion strength, negative hit points, and summoning contracts.
Luck (Lck): Luck represents how lucky a character is or if fate is on their side. The primary use luck servers is giving the character a daily Luck Pool, though it does influence other abilities occasionally. For full details on what luck does and how it's used go to Luck and Luck Pool.
Basic Statistics
The following are basic statistics that every character uses to shape a characters capabilities.
Combat Maneuver (CMD)
A character's Combat Maneuver Defense is their defense against Combat Maneuvers and abilities that may physically move their target. CMD is the combined total of a character's bonus from Strength Modifier, Dexterity Modifier, Dodge, Deflection, as well as other miscellaneous modifiers, plus 10. If they are flat footed they lose their Dexterity and Dodge modifiers to CMD. For more information see Armor Class.
Hit Points and HP Multiplier
A characters hit points dictate how much damage they can take before taking penalties and ultimately going unconscious or dying. HP Multiplier is the primary way of increasing Hit Points. For a more in depth explanation please see Hit Points and Injuries.
Mana Pool and Mana Multiplier
A characters mana pool represents how many spells the character is able to cast on a daily basis. A characters mana is based on their magic score times mana multiplier plus spirit score. For more information go to the Unbound Magic article.
AC
AC or Armor class is broken down into 4 basic categories. Armor Class, Touch Armor Class, Flat Footed Armor Class, and Flat Footed Touch Armor Class. Armor class defends against most weapon attacks, Touch Armor class defends against special touch attacks such as from some spells. And Flat Footed armor class defends against attacks you are unaware of. For more information see Armor Class.
Saves
Saves are a characters ability to defend against effects that do not directly attack them, such as dodging a fireball or resisting a poison. Making a save is typically a passive reaction that happens automatically, however a character can choose to not resist an effect and automatically fail a save. They are broken up into three different general categories Body, Mind, and Soul saves based on the attributes used to calculate them and what they defend against. When calculating you take either the middle modifier of the three attributes in that group or the average of all three attributes rounded down, whichever is higher. Then you add any other modifiers such as bonuses from save bonuses in the xp shop, talents, racials, spells, etc.
Body Saves: Body saves represent the characters ability to resist effects that target the body, everything from dodging an explosion to the bodies ability to resist poison and disease. The attributes used at base to calculate a characters body save are Strength, Dexterity, and Constitution.
Mind Saves: Mind saves represent the characters ability to resist effects that target the mind, everything from resisting a fear effect from a monster to fighting a mind control effect. The attributes used at base to calculate a characters mind save are Intellect, Fellowship, and Thaumaturgy.
Soul Saves: Soul saves represent the characters ability to resist effects that target the soul, everything from resisting an ability that targets your luck to soul destruction. The attributes used at base to calculate a characters soul save are Magic, Spirit, and Luck.
Stamina
A characters stamina pool represents their ability to push themselves beyond their normal abilities and perform exerted actions. This stamina pool can be used to activate various abilities that can be gained through talents in addition to abilities from things such as Martial Traditions. At base every character has an amount of stamina equal to their Constitution modifier plus highest skill rank bonus, and has the following two exerted actions they may use stamina on.
Quick Draw: The character may spend 1 stamina to draw a stowed item as a quick action.
Sprint: The character may spend 2 stamina to perform a Move with a Quick Action.
If a character runs out of stamina they gain the Fatigued condition until they have at least 1 stamina. Characters regain half their constitution mod in stamina on a short rest, and refill the entire pool on a long rest. For more information on what Stamina can be used for see the Character Creation rules.
Secondary Statistics
These statistics are minor characteristics that influence the character in subtle or passive ways but are still important.
Soul Bindings
A character can have a number of bound creatures, and abilities such as Supernatural Ties equal to 1 + their Spirit modifier. This number may be increased by various abilities and talents.
Size
A characters size can influence various things such as reach and may give bonuses or negatives to certain skills and attributes. Most characters on average are either small, medium, or large though many other sizes exist. For a full list of sizes and their effects see Size Categories.
Initiative Score
A characters initiative score helps determine in what order characters in a combat act. At base characters initiative score is the higher modifier between dexterity and intellect, that is then added to a d20 roll to determine initiative. For the full initiative rules go to Initiative.
Carrying Capacity
A characters carrying capacity represents how much they are able to carry without suffering penalties. There are different levels of carrying capacity in order of Base Carrying Capacity, Lift and Overhead Carrying Capacity, Maximum Carrying Capacity, and Dragging Carrying Capacity.
Base Carrying Capacity: At base a character has the ability to carrying an amount of weight equal to their Strength score Plus Constitution Modifier multiplied by ten pounds. If they go over this amount they have their movement speed lowered by 50%, minimum of five feet, due to being over encumbered.
Lift and Overheard Carrying Capacity: A character is able to to lift up to quadruple their base carrying capacity however they gain the staggered condition while lifting anything over double their base carrying capacity. These lift capacities are halved if the character is lifting over their head.
Maximum Carrying Capacity: A characters maximum carrying capacity is six times their base carrying capacity. If they are carrying quadruple their base capacity they gain the staggered condition and if they reach the six times limit they cannot move and must make an DC 15+1 per round endurance check every round or become fatigued and must lower the weight or fail prone.
Dragging Carrying Capacity: A character typically has the ability to push or drag up to ten times their base carrying capacity. Depending on conditions this amount can range from a quarter of the amount or up to double as appropriate.
Carrying Capacity Modifiers: Various modifiers from items to the characters body type can influence their base carrying capacity. The most common of these is a characters size and body type such as extra limbs.
Size: The size modifiers to a characters base carrying capacity are double capacity for each size above medium and 25% less for each size below medium.
Body Type and Limbs: A characters body type and any extra limbs can also influence their base carrying capacity. A quadruped has their base capacity quadrupled with each additional pair of weight baring limbs increasing this multiplier by one.
Typed Bonuses
Over the course of a game characters gain access to various numerical bonuses to stats, attributes, skills, etc. These bonuses may be from many different sources and typically stack with each other, however bonuses from the same source do not stack unless otherwise noted. Instead characters take the higher of the two bonuses from the same source. The following list are common sources of bonuses that characters may gain over the course of the game but is not necessarily all that are available.
Attributes
Attributes are the building blocks of every character and almost every aspect of a character or ability they have is influenced by an attribute in some way. Many abilities call for an attributes modifier or mod to be used for a calculation, to calculate an attributes modifier you take the attribute and subtract ten from it before dividing by two and rounded down. There are nine different attributes broken up into the following three categories.
Body Attributes
These attributes represents a characters physical capabilities such as how strong or agile they are. The body attributes are Strength, Dexterity, and Constitution.
Strength (Str): Strength represents a characters raw strength and their ability to do various physical actions. Some examples of what strength is used for is carrying capacity, moving heavy objects, melee attacks, melee damage, thrown damage, bow damage, and appropriate skills.
Dexterity (Dex): Dexterity represents a characters agility and skill in fine physical manipulation. Some examples of what dexterity is used for is base Armor Class, initiative, ranged attacks, finesse damage, and appropriate skills.
Constitution (Con): Constitution represents a characters overall health and endurance. Some examples of what constitution is used for is stamina, Hit Points, part of your negative Hit Points, and is called for checks related to endurance.
Mind Attributes
These attributes represents a characters mental capabilities such as how smart or charismatic they are. The mind attributes are Intellect, Fellowship, and Thaumaturgy.
Intellect (Int): Intellect represents a characters overall intelligence and ability to learn. Some examples of what intellect is used for are starting skill points, some abilities, and is used for many skills such as profession, craft and knowledge skills.
Fellowship (Fel): Fellowship represents a characters charismatic skill and force of will. Some examples of what fellowship is used for are social skills, starting attitudes (not always), is used in opposed rolls vs Possession/Item Ego, and a high Fellowship has benefits for followers and cohorts.
Thaumaturgy (Thm): Thaumaturgy represents a characters magical knowledge and skill in complex magic formulas. Some examples of what thaumaturgy is used for are some magic skills, spell points, spell save DC's, and identifying magic.
Soul Attributes
These attributes represents how strong a characters soul and it's capabilities such as how strong their magic is to how lucky they are. The soul attributes are Magic, Spirit, and Luck.
Magic (Mag): Magic represents a characters raw magical potential and the strength of many magic effects. Some examples of what magic is used for are some magic skills, scaling spell effects, and calculating a characters mana pool.
Spirit (Spr): Spirit represents how strong a characters soul is and how many connections they can have. Some examples of what spirit is used for are attunement slots, bound companion strength, negative hit points, and summoning contracts.
Luck (Lck): Luck represents how lucky a character is or if fate is on their side. The primary use luck servers is giving the character a daily Luck Pool, though it does influence other abilities occasionally. For full details on what luck does and how it's used go to Luck and Luck Pool.
Attribute Score Caps
Each individual attribute has a maximum cap that normally can not be exceeded. This cap is equal to 18 + Racial Attribute Bonuses + Permanent Size Modifiers + Highest Rank Bonus + Other Bonuses. If a creature has an attribute that would exceed the cap it is limited to the cap until such time that they can benefit from the excess attributes. These excess attributes are treated as not existing. Some very rare items and effects, such as certain Elixirs, can increase a characters cap.Basic Statistics
The following are basic statistics that every character uses to shape a characters capabilities.
Combat Maneuver (CMD)
A character's Combat Maneuver Defense is their defense against Combat Maneuvers and abilities that may physically move their target. CMD is the combined total of a character's bonus from Strength Modifier, Dexterity Modifier, Dodge, Deflection, as well as other miscellaneous modifiers, plus 10. If they are flat footed they lose their Dexterity and Dodge modifiers to CMD. For more information see Armor Class.
Hit Points and HP Multiplier
A characters hit points dictate how much damage they can take before taking penalties and ultimately going unconscious or dying. HP Multiplier is the primary way of increasing Hit Points. For a more in depth explanation please see Hit Points and Injuries.
Mana Pool and Mana Multiplier
A characters mana pool represents how many spells the character is able to cast on a daily basis. A characters mana is based on their magic score times mana multiplier plus spirit score. For more information go to the Unbound Magic article.
AC
AC or Armor class is broken down into 4 basic categories. Armor Class, Touch Armor Class, Flat Footed Armor Class, and Flat Footed Touch Armor Class. Armor class defends against most weapon attacks, Touch Armor class defends against special touch attacks such as from some spells. And Flat Footed armor class defends against attacks you are unaware of. For more information see Armor Class.
Saves
Saves are a characters ability to defend against effects that do not directly attack them, such as dodging a fireball or resisting a poison. Making a save is typically a passive reaction that happens automatically, however a character can choose to not resist an effect and automatically fail a save. They are broken up into three different general categories Body, Mind, and Soul saves based on the attributes used to calculate them and what they defend against. When calculating you take either the middle modifier of the three attributes in that group or the average of all three attributes rounded down, whichever is higher. Then you add any other modifiers such as bonuses from save bonuses in the xp shop, talents, racials, spells, etc.
Body Saves: Body saves represent the characters ability to resist effects that target the body, everything from dodging an explosion to the bodies ability to resist poison and disease. The attributes used at base to calculate a characters body save are Strength, Dexterity, and Constitution.
Mind Saves: Mind saves represent the characters ability to resist effects that target the mind, everything from resisting a fear effect from a monster to fighting a mind control effect. The attributes used at base to calculate a characters mind save are Intellect, Fellowship, and Thaumaturgy.
Soul Saves: Soul saves represent the characters ability to resist effects that target the soul, everything from resisting an ability that targets your luck to soul destruction. The attributes used at base to calculate a characters soul save are Magic, Spirit, and Luck.
Stamina
A characters stamina pool represents their ability to push themselves beyond their normal abilities and perform exerted actions. This stamina pool can be used to activate various abilities that can be gained through talents in addition to abilities from things such as Martial Traditions. At base every character has an amount of stamina equal to their Constitution modifier plus highest skill rank bonus, and has the following two exerted actions they may use stamina on.
Quick Draw: The character may spend 1 stamina to draw a stowed item as a quick action.
Sprint: The character may spend 2 stamina to perform a Move with a Quick Action.
If a character runs out of stamina they gain the Fatigued condition until they have at least 1 stamina. Characters regain half their constitution mod in stamina on a short rest, and refill the entire pool on a long rest. For more information on what Stamina can be used for see the Character Creation rules.
Secondary Statistics
These statistics are minor characteristics that influence the character in subtle or passive ways but are still important.
Soul Bindings
A character can have a number of bound creatures, and abilities such as Supernatural Ties equal to 1 + their Spirit modifier. This number may be increased by various abilities and talents.
Size
A characters size can influence various things such as reach and may give bonuses or negatives to certain skills and attributes. Most characters on average are either small, medium, or large though many other sizes exist. For a full list of sizes and their effects see Size Categories.
Spell Resistance
A character with spell resistance has a natural resistance to magic. Whenever they would potentially be affected by a spell they may make a check to resist, rolling a d20 plus their spell resistance rating. This check is opposed by the caster with a spell casting check plus any bonuses to penetrate spell resistance. If the spell resistance check is higher than the opposed check they are unaffected by the spell, if it is lower the spell resolves normally.Initiative Score
A characters initiative score helps determine in what order characters in a combat act. At base characters initiative score is the higher modifier between dexterity and intellect, that is then added to a d20 roll to determine initiative. For the full initiative rules go to Initiative.
Carrying Capacity
A characters carrying capacity represents how much they are able to carry without suffering penalties. There are different levels of carrying capacity in order of Base Carrying Capacity, Lift and Overhead Carrying Capacity, Maximum Carrying Capacity, and Dragging Carrying Capacity.
Base Carrying Capacity: At base a character has the ability to carrying an amount of weight equal to their Strength score Plus Constitution Modifier multiplied by ten pounds. If they go over this amount they have their movement speed lowered by 50%, minimum of five feet, due to being over encumbered.
Lift and Overheard Carrying Capacity: A character is able to to lift up to quadruple their base carrying capacity however they gain the staggered condition while lifting anything over double their base carrying capacity. These lift capacities are halved if the character is lifting over their head.
Maximum Carrying Capacity: A characters maximum carrying capacity is six times their base carrying capacity. If they are carrying quadruple their base capacity they gain the staggered condition and if they reach the six times limit they cannot move and must make an DC 15+1 per round endurance check every round or become fatigued and must lower the weight or fail prone.
Dragging Carrying Capacity: A character typically has the ability to push or drag up to ten times their base carrying capacity. Depending on conditions this amount can range from a quarter of the amount or up to double as appropriate.
Carrying Capacity Modifiers: Various modifiers from items to the characters body type can influence their base carrying capacity. The most common of these is a characters size and body type such as extra limbs.
Size: The size modifiers to a characters base carrying capacity are double capacity for each size above medium and 25% less for each size below medium.
Body Type and Limbs: A characters body type and any extra limbs can also influence their base carrying capacity. A quadruped has their base capacity quadrupled with each additional pair of weight baring limbs increasing this multiplier by one.
Typed Bonuses
Over the course of a game characters gain access to various numerical bonuses to stats, attributes, skills, etc. These bonuses may be from many different sources and typically stack with each other, however bonuses from the same source do not stack unless otherwise noted. Instead characters take the higher of the two bonuses from the same source. The following list are common sources of bonuses that characters may gain over the course of the game but is not necessarily all that are available.
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