Dexterity

Dexterity (DEX, ) is one of the primary attributes in and.

Overview
Dexterity is an abstraction of a character's hand-eye coordination, balance, and overall grace. In interactions, it can be used for sleight-of-hand and fast reactions. In combat, it affects the character's Action Speed with all attacks, spells, and abilities and contributes to the Reflex defense.


 * Ratings:
 * 5 - Clumsy
 * 10 - Average
 * 15 - Agile
 * 20 - Incredibly Graceful

Combat
Per point of Dexterity above/below 10, a character gains:
 * ±2 to their Reflex defense.
 * ±3% to their Attack Speed.

See Attribute for more explanation on how bonuses are calculated and applied.

Dialog and scripted interactions
In conversations, the protagonist's dexterity is sometimes checked for attempts at sleight-of-hand etc.

In scripted interactions, any party member's dexterity may be checked to determine success at actions that require finesse or fast reactions.

See Uses of Dexterity in interactions for a detailed list.

Allocation
A player character's Dexterity score is allocated during character creation, and does not progress with levels. By default you may put between 3 and 18 points in it, but the character's race and culture can modify those limits - for example for an Elf from the Deadfire Archipelago, it would be between 5 and 20:

Buffs in
There are various ways to (temporarily) increase a character's Dexterity beyond their base score. These buffs are not restricted to the upper limit that is imposed during character creation - so a temporary score of 30 or more is not impossible.

Passive abilities/talents
unlimited – permanently active once learned

Equipment
one – bonus while equipped

Resting bonuses
one

Prostitute boons
one – for the protagonist only

Modal or active buffs
one – which includes:

Active abilities/spells – temporary bonus when used

Consumable items – temporary bonus when used

Buffs in
Most dexterity buffs are applied via one of the three Dexterity Inspirations; Quick, Nimble, and Swift. Stacking rules apply depending on whether the effect is passive or active. Generally, all passives stack - but actives do not and will instead use the highest bonus. In the case of inspirations, a Tier 1 inspiration will always be superseded by a Tier 2 one of the same type, and so on.

Passive effects
unlimited – obtained during gameplay

Abilities/spells
one – temporary bonus when used, mostly combat only

Weapons
unlimited – bonus only in combat, and either triggers under certain conditions or granted as a castable ability

Equipment
unlimited – bonus only in combat, and either triggers under certain conditions or granted as a castable ability

unlimited – bonus while equipped

Pets
unlimited – bonus while equipped to either self or party

Resting bonuses
one - until next rest

Prostitute boons
one – for the protagonist only, lasts until next rest.

Consumable items
one – for the user until next rest

unlimited – for the user for a duration (sometimes only in combat)

Class
unlimited – permanently to the character, sometimes under a condition

Debuffs in
Most dexterity debuffs are applied via one of the three Dexterity Afflictions; Hobbled, Immobilized, and Paralyzed/Petrified. Stacking rules apply depending on whether the effect is passive or active. Generally, all passives stack - but actives do not and will instead use the highest penalty. In the case of afflictions, a Tier 1 afflictionwill always be superseded by a Tier 2 one of the same type, and so on.

Abilities/spells
one – temporary bonus when used, mostly combat only

Class
unlimited – permanently to the character, sometimes under a condition