Originally Posted by
Makkuroi
I wanted to have a look at the usefulness of main stats, and which build options they have.
Strength
Weapon Damage:
basically all melee weapons, bows with bow strength feat
DCs
Tactical DCs: Stun, Trip, Sunder, some LD abilities
Saves
-
Skills
Jump, Swim - not that useful
Conclusion:
Str doesnt have much to offer except very flexible weapon damage which is easily boosted by divine might or rage effects.
Dexterity
Weapon Damage:
Class enhancements: Ninja Spy, Staff Acrobat (limited to certain weapons)
Racial enhancements: Elf (limited to certain weapons)
Named Weapons: several, for example tiefling assassins blade, Staff of Nat Gann
DCs
very few (sweeping strikes from acrobat)
Saves
Reflex
Skills:
Open Lock, Sneak, Move Silently, Balance, Tumble
Conclusion:
Dex based builds only make sense when centered on a few enhancement trees which allow dex to damage. Shuriken builds, Elven AA, and acrobat builds come to mind, Ninja Short sword builds are at least possible. Except for Shuriken, Dex isnt optimal for most builds since dex cant benefit from divine might or know the angles.
Constitution
Weapon Damage:
Only racial enhancement: throw your weight around
DCs:
almost none (Sorc enhancements, vanguard)
Saves: Fortitude
Skills: Concentration
Conclusion: Only useful for specific dwarf fighter or pally builds, for example dwarven defender parody. These benefit from +6 con +20% HP defensive stances a lot.
To be continued (Cha, Int, Wis)
Intelligence
Weapon Damage:
Enhancements: Harper for all weapons, Rogue Mechanic for Crossbows
Spells: Artificer insightful damage (all Weapons)
Named Weapons: (Midnight greetings, Staff of the Seer)
DCs: Wizard and arti Spells, Assassinate, many destiny abilities (mainly draconic, magister, shadowdancer)
Saves: Reflex (with insightful reflexes feat)
Skills: more skillpoints, search, disable device
Conclusion: Int is the main stat for wizards and artificers, and with the harper tree it offers excellent weapon damage, too. Int-based builds are very versatile nowadays, with the option to combine spell great DCs and good weapon damage (and trap skills) in one build.
Charisma
Weapon Damage:
Purple Dragon Knight (limited to swords)
Named Weapons (Elyd Edge, Mad Lute)
DCs: Sorceror and Bard Spells, Bard Abilities, Draconic DCs, EA Soundburst
Saves: Will (with FoP feat), all saves (with Paladin divine grace)
Skills: UMD, Diplomacy, Bluff, Intimidate
Conclusion: Charisma based builds are very versatile, with UMD, great saves (if Pally), great STR-based damage from divine might, and either bard or paladin abilities. The only problem are alignment restrictions.
Wisdom
Weapon Damage:
Few named weapons (staff of the seer, forgotten Light)
Druid Spell: Flame Blade
DCs: Druid, Cleric, FVS spells, Monk abilities (stunning fist), GMoF and Exalted Angel Destiny abilities
Saves: Will
Skills: Spot, Listen, Heal
Conclusion: Wis-based builds offer good DC casting/DC abilities, but weapon damage is extremely limited, as are saves.