Dexterity:
Dexterity encompasses several elements of physical prowess including hand-eye coordination, agility, foot speed, and balance. Missile Adjustments denote bonuses when operating bows, slings, and other missile or hurled weapons for determining to hit scores. Dexterity affects initiative rolls, armour class, and reflex saving throws. The Reaction Adjustment denotes the amount added or subtracted from the initiative roll, the first number listed below, or the amount subtracted from the number of segments / rounds which the character is surprised, the second number.
Table 3: Dexterity
Score | Missile Adjustment | Defense Adjustment | Reaction Adjustment | Reflex Saves* | Exceptional Feats** |
3 – 4 | -3 | +2 | -3 / +3 | -3 | 0% |
5 – 6 | -2 | +1 | -2 / +2 | -2 | 0% |
7 – 8 | -1 | – | -1 / +1 | -1 | 1% |
9 – 10 | – | – | – | – | 2% |
11 – 12 | – | – | – | – | 4% |
13 | – | -1 | +1 / -1 | +1 | 7% |
14 | +1 | -1 | +1 / -1 | +1 | 10% |
15 | +1 | -2 | +2 / -2 | +2 | 13% |
16 | +2 | -2 | +2 / -2 | +2 | 16% |
17 | +2 | -3 | +3 / -3 | +3 | 20% |
18 | +3 | -4 | +3 / -3 | +3 | 25% |
19 | +4 | -5 | +4 / -4 | +4 | 30% |
20 | +5 | -5 | +4 /-5 | +4 | 35% |
* Reflex Saves are Breath Weapon/ Gas Attacks, Rod/Staff/Wand and selected Spells.
** Exceptional feats of dexterity include leaping onto a dragon, catching thrown objects, etc.