Dexterity is a character’s readiness and grace in physical activity; skill and ease in using the hands; and expertness in manual acts such as balancing or aiming missile weapons.
A high Dexterity score is useful by all classes as it benefits very important activities (reaction, missile attacks, defense, and saves). Thieves and those classes that use similar abilities benefit even more from a high Dexterity. See also Character Classes.
This value adjusts all ranged attack rolls in combat. These adjustments do not modify melee attacks or damage rolls.
This applies to both initiative and surprise.
Initiative Effect. If positive, use this value to adjust the result of the group initiative die roll for the individual (only) if all of the following is true:
The individual is in the LOW initiative group;
The individual declared the use of a missile weapon;
The individual is unencumbered.
Assuming these requirements are met, the individual will compare the adjusted initiative result with the HIGH initiative group die and, if equal to or higher, the individual will act during HIGH initiative. If the modifier is negative, use it to adjust the result of group initiative if the individual is in the HIGH initiative group and, if equal to or lower than the LOW initiative group die, they will act during LOW initiative. See Combat, Initiative.
Surprise Effect. If positive, use the number to modify the number of segments where the individual would have otherwise been inactive (having the surprise condition). Thus, if a character with high Dexterity is with a group that has been surprised, that individual will have the surprised condition for less time than others in their group. If negative, add more surprise segments to the surprise round for the individual. See Combat, Surprise.
Characters with a high Dexterity have the ability to dodge and partially avoid damaging area effects or attacks. Likewise, those with low Dexterity are more susceptible to these effects. This is represented as an adjustment to any saving throws allowed. Saves which include this adjustment will be noted as “make a Dexterity save vs. Breath (or other saving throw category) or be take full damage (save for half damage)”.
A creature’s armor class value may be modified by a high or low Dexterity score. Positive numbers are bonuses to armor class (and will actually make the creature’s AC lower/better) while negative numbers have the opposite effect. See also, Combat Basics.
Dexterity also plays a roll for creatures attempting to fight with more than one melee weapon at the same time. This is called two-weapon fighting. Each (humanoid-shaped) creature normally has a primary hand and secondary hand. See Two-weapon Fighting for more information.
Legendary Dexterity. Some exceptional creatures will possess a Dexterity score that is beyond the normal scale. While not impossible, it is rare for normal humanoids (unless they are an elf) to possess a Dexterity of over 18 and PCs or NPCs would require magic to do so. Elves may attain a 19 Dexterity without the use of magic.