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Dexterity: Difference between revisions

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<h3>{{PSR|Saving Throw}}s</h3>
<h3>{{PSR|Saving Throw}}s</h3>
The higher number between your {{PSR|Strength}} and Dexterity modifiers is added to your [[Scuffle]] [[save]]s.
Dexterity {{psr|Saving Throw}}s are made against hazards that can be overcome with reaction time, coordination, or agility. This could include slipping out of a {{psr|Grab}}, maintaining your footing on slippery ice, or taking cover from an imminent explosion.
 
The higher modifier between your Dexterity and {{PSR|Perception}} is added to your [[Reflex]] [[save]]s.


<h3>{{PSR|Defense}}</h3>
<h3>{{PSR|Defense}}</h3>
Your defense equals:<br/>
A higher {{psr|Defense}} score means you're harder to hit with attacks. Your defense score equals:<br/>
'''10 + Dexterity<nowiki>*</nowiki> + total {{psr|Armor}} bonus''', to a maximum of 25.
'''10 + Dexterity + total {{psr|Armor}} bonus''', to a maximum of 25.


{{PSR|Cover}} and a {{psr|Shield}} can increase your defense even above 25.
{{PSR|Cover}} and a {{psr|Shield}} can increase your defense even above 25.
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Your {{PSR|Ability Mark|Dexterity mark}} equals '''8 + [[Skill Level]] + Dexterity'''.
Your {{PSR|Ability Mark|Dexterity mark}} equals '''8 + [[Skill Level]] + Dexterity'''.


Bombs, acids, holy water, and other lobbed projectiles call for the target to make a {{psr|Saving Throw}} against your Dexterity {{psr|Mark}}.
Bombs, acids, holy water, and other lobbed projectiles call for those affected to make a {{psr|Saving Throw}} against your Dexterity {{psr|Mark}}.


<h3>Stealth Mark</h3>
<h3>Stealth Mark</h3>

Revision as of 13:06, 26 September 2026

Dexterity is one of the six attributes. Dexterity measures agility, reflexes, and coordination.

Dexterity Checks

A Dexterity check can model any attempt to move nimbly, quickly, quietly, gracefully, or with balance. Other possibilities include:

  • Athletics. Stay on your feet in a tricky situation. Perform acrobatic stunts such as backflips and rolls.
  • Engineering. Craft a miniscule, detailed item such as a ship in a bottle.
  • Performance. Play a stringed instrument or perform a difficult dance.
  • Sleight of Hand. Pick locks or pockets. Juggle. Perform legerdemain. Pull tricks with cards and coins.
  • Stealth. Hide or remain hidden. Move quietly without being detected.
  • Wilderness. Steer a speeding steed through a dense forest while evading pursuers.

Dexterity saving throws are made against hazards that can be overcome with reaction time, coordination, or agility. This could include slipping out of a grab, maintaining your footing on slippery ice, or taking cover from an imminent explosion.

A higher defense score means you're harder to hit with attacks. Your defense score equals:
10 + Dexterity + total armor bonus, to a maximum of 25.

Cover and a shield can increase your defense even above 25.

Wearing heavy attire limits how much of your Dexterity is added to your defense. If you're wearing 2 or more pieces of heavy attire, your Dexterity isn't added to your defense at all—even if your Dexterity is negative.

Dexterity Mark

Your Dexterity mark equals 8 + Skill Level + Dexterity.

Bombs, acids, holy water, and other lobbed projectiles call for those affected to make a saving throw against your Dexterity mark.

Stealth Mark

When you take the Hide action, how well you’re hidden is determined by your Stealth mark. This normally equals 10 + your Dexterity. If you're proficient in Stealth, you also add your Skill Level to this total.

  • Subtract 5 if you're wearing loud attire or would otherwise have disadvantage on a Dexterity (Stealth) check. Add 5 if you would have advantage on such a check.
  • Any other modifier that would be added to your Dexterity (Stealth) check is applied to this mark.

Attack and Damage Rolls

You can add your Dexterity modifier to your attack roll and your damage roll when you attack with certain weapons, such as a rapier or slingshot.