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Abilities: Difference between revisions
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== Saving throws == | == Saving throws == |
Revision as of 03:03, 9 January 2024
Abilities are representations of a creature's physical and mental attributes in Baldur's Gate 3. There are six abilities in Baldur's Gate 3, and every creature has a set of six ability scores – numerical values which represent how well they perform at each ability.
Each ability score translates directly into an ability score modifier – modifiers which function as bonuses or penalties that are added to most dice rolls in the game.
Overview
The six abilities each represent an aspect of a creature's capabilities:
- Strength (STR), physical power and might
- Dexterity (DEX), agility, coordination and balance
- Constitution (CON), health and endurance
- Intelligence (INT), rational reasoning and memory
- Wisdom (WIS), awareness and insight
- Charisma (CHA), influence and force of character
Ability scores are bought with points during character creation. The minimum ability score during character creation is 8, and the maximum is 15, before any of the ability score increases are applied.
Ability score modifiers
Each ability has an ability score modifier, which is derived from its ability score. The ability score modifiers are being added to any ability checks, saving throws and attack rolls a creature makes associated with that ability, as well as to the Difficulty Class (DC) of any spells that they cast.
Creatures also add an ability score modifier to initiative rolls and some damage rolls they make, and some features allow creatures to add additional or alternative ability score modifiers to specific rolls.
An ability's modifier is decreased by 1 for every odd score below 10, and is increased by 1 for every even score above 10. Alternatively, it can be calculated by subtracting 10 from the ability score, then dividing by 2 and rounding down.[note 1]
Ability score | Modifier value | Ability score | Modifier value | |
---|---|---|---|---|
1 | -5 | 16-17 | +3 | |
2-3 | -4 | 18-19 | +4 | |
4-5 | -3 | 20-21 | +5 | |
6-7 | -2 | 22-23 | +6 | |
8-9 | -1 | 24-25 | +7 | |
10-11 | +0 | 26-27 | +8 | |
12-13 | +1 | 28-29 | +9 | |
14-15 | +2 | 30 | +10 |
Ability checks
Ability checks are dice rolls made to determine whether a creature succeeds or fails at a task. They are rolled against the task's Difficulty Class (DC), which is generally predetermined by the game. Each ability check is made using one of the six abilities in the game, and creatures add an ability's corresponding ability score modifier to the results of ability checks they make.
Skills
Ability checks are usually made using a specified skill. Skills are specific areas of expertise, each associated with an ability, that characters can be proficient in.
Characters add their proficiency bonus to any ability checks they make using skills they are proficient in.
All characters gain proficiency in two skills based on their chosen background during character creation, and can choose 2-4 more skills to be proficient in from a list of skills determined by their class.
Additionally, some races, subclasses, and feats also give proficiency in specific skills, and bards receive the class feature Jack of All Trades at level 2, allowing them to add their proficiency bonus (rounded down) to ability checks they make using skills they proficient in.
Proficiency does not stack – there's no benefit to having multiple sources of proficiency for a skill.
Expertise
Characters can also have expertise in a skill, which allows them to add their proficiency bonus when making a corresponding ability check. While it is possible to have proficiency expertise in a skill at the same time, they do not stack. Some sources of expertise do, however, require the character to already be proficient in a skill.
Sources of expertise that require prior proficiency in the respective skill include:
- Rogues gain expertise in any two skills they are proficient in at both level 1 and level 6.
- Bards gain expertise in any two skills they are proficient in at both level 3 and level 10.
Sources of expertise that require prior proficiency in the respective skill include:
- Knowledge Domain Clerics can select two skills to master amongst Arcana, History, Nature and Religion at level 1.
- The Actor feat gives expertise in Deception and Performance.
- Rock Gnomes have expertise in History.
- The Illithid Expertise feature grants expertise in Persuasion, Deception, and Intimidation.
Common scenarios
- Automatic rolls
- Some ability checks are automatic. For example, when a creature approaches an inactive trap, the game rolls a Perception ability check to determine whether the creature notices the trap. Perception is a Wisdom skill, so the character adds their Wisdom modifier and, if proficient in Perception, their proficiency bonus to the ability check. Once the trap is discovered, the character can interact with it to attempt to Disarm it, which requires a successful Sleight of Hand check, a Dexterity skill.
- During dialogue
- Ability checks are also common during dialogue, where some responses require an ability check to determine the outcome. Examples include using Charisma-based skills like Persuasion, Deception, or Intimidation to influence others, or Intelligence-based skills like Investigation, History, or Religion to determine or remember facts.
- Contests
- A contest is a special type of ability check where one creature rolls an ability check against another creature's skill. Rather than rolling, the opposing creature uses a passive skill value given by with on the relevant skill check adding 5 or subtracting 5. The passive skill value serves as the Difficulty Class (DC) of the skill check.
- An example of this with . The creature attempting the shove makes an Athletics check versus the target's passive Athletics Acrobatics, whichever is higher.
- Another example is with where the sneaking creature makes a Stealth check against an enemy's passive Perception while in their cone of vision to avoid being detected.
Saving throws
Each saving throw has an associated ability, and creatures can have proficiency with or advantage on saves that use a specific ability, usually granted by class and race, respectively.
All classes give save proficiency with two abilities; when multiclassing, only the first class taken gives its save proficiencies. An additional save proficiency can be gained by taking the Resilient feat.
Spellcasting ability
Every class has a spellcasting ability whose modifier they add to the attack rolls and save DCs of their known spells.[note 2][note 3]
Spells from sources other than class instead use the spellcasting ability of the class the caster most recently took a first level in.
Interactions with classes
Each class has designated primary and secondary abilities. While these have no particular mechanical significance, they are mentioned in the character creator, and serve as recommendations for players unfamiliar with the rules of the game. Classes do, however, frequently have features that rely on these abilities.
Overview of abilities and skills
Strength
Strength represents a creature's ability to exert physical force, and is the game's recommended primary stat for barbarians and fighters.
Uses of Strength
- Attack and damage rolls
- Creatures add their Strength modifier to the results of attack and damage rolls for melee weapons.
- Jump distance
- The distance which a creature can jump is determined by their Strength score.
- Carrying capacity
- A creature's Strength score is used to determine how much weight a creature can carry before becoming encumbered.
- Throws
- The maximum weight a creature can throw is determined by their Strength score.
Strength checks
- General
- Strength checks are made when physical might is required, such as when attempting to push over a heavy object or when attempting to force open locked doors or containers during dialogue.
- Athletics
- Athletics is used during attempts to shove other creatures, as well as when attempting to resist being shoved.
Strength saves
Strength saves are rare, and primarily called for when attempting to resist being knocked prone.[1]
Dexterity
Dexterity represents a creature's agility and reflexes.
Dexterity is the game's recommended primary stat for monks, rangers and rogues.
Uses of Dexterity
- Attack and damage rolls
- Creatures add their Dexterity modifier to the results of attack and damage rolls of ranged weapons and, when the creature's Dexterity score is higher than their Strength score, melee weapons with the Finesse property.
- Armour Class
- Creatures also add their Dexterity modifier to their Armour Class (AC) – making them more difficult to hit, up to a maximum of +2 when wearing most medium armour. The bonus is ignored when wearing heavy armour, unless otherwise specified.
- Initiative
- Creatures add their Dexterity modifier when rolling for initiative, used to determine the turn order during combat.
Dexterity checks
- General
- Dexterity checks are made when attempting to be nimble.
- Acrobatics
- Acrobatics is used to resist attempts at being shoved.
- Sleight of Hand
- Sleight of Hand is used when attempting to pick locks, disarm traps, pickpocket NPCs or when attempting to steal items without being noticed.
- Stealth
- Stealth is used to hide from other characters and when attempting to remain undetected while invisible.
Dexterity saves
Dexterity saves are commonly called for by spells that deal area of effect damage, often halving the damage rolls of those spells.
Constitution
Constitution represents a creature's health and endurance.
Uses of Constitution
- Hit points
- Creatures add their Constitution modifier to the amount of hit points they gain on level up. This increase is applied retroactively.
Constitution checks
Constitution checks are rare and have no associated skills.
- General
- Constitution checks are made when a creature's resilience is tested, but more commonly a Constitution save is attempted instead.
Constitution saves
Constitution saves are made to maintain concentration on long-duration spells, and are used when saving against poisons or spells that test a target's endurance or resilience.
Intelligence
Intelligence represents a creature's recall, as well as their ability to reason and think quickly.
Intelligence is the game's recommended primary stat for wizards, and it is the spellcasting ability of wizards, fighters and rogues.
Intelligence checks
- General
- Intelligence checks are used when a creature attempts to apply logic or reason, or when attempting to remember something specific.
- Arcana
- Arcana is used when attempting to remember facts about the Weave, the source of magic and spells.
- History
- History is used when attempting to remember specific historical dates or events.
- Investigation
- Investigation is used by creatures to discover unusual things in their surroundings, and is used during attempts at deduction during dialogue.
- Nature
- Nature is used when attempting to remember facts about nature.
- Religion
- Religion is used when attempting to remember facts about deities and the planes of existence.
Intelligence saves
Intelligence saves are used against psionic spells and features, such as those used by illithids.
Wisdom
Wisdom represents a creature's awareness of their surroundings and their intuition.
Wisdom is the game's recommended primary stat for clerics and druids, and it is the spellcasting ability of clerics, druids, monks and rangers.
Wisdom is also an important ability for monks, as several of their class features benefit from it.
Wisdom checks
- General
- Wisdom checks are attempts to discern situations and read between the lines.
- Animal Handling
- Animal Handling is used when interacting with animals.
- Insight
- Insight is used to read situations and when attempting to get a greater understanding of someone's intentions.
- Medicine
- Medicine is used during dialogue to heal and aid others, as well as by Transmutation School wizards to craft extra materials with the Experimental Alchemy class feature.
- Perception
- Perception is used when a creature attempts to discover hidden or hard to find things in their surroundings, such as hidden containers, mechanisms or traps, as well as when attempting to spot hidden creatures. During dialogue, it is used to notice hard to spot details.
- Survival
- Survival is used when attempting to spot hidden treasure, as well as during dialogues when dealing with anything related to experience with animals or the wilderness.
Wisdom saves
Wisdom saves are some of the most common saves in the game, frequently made to resist spells that test a creature's composure, willpower or self control.
Charisma
Charisma represents a creature's ability to exert their will when interacting with others.
Charisma is the game's recommended primary ability for bards, sorcerers, warlocks and paladins, and it is the spellcasting ability of barbarians, bards, paladins, sorcerers and warlocks.
Charisma checks
- General
- Charisma checks are attempts at influencing others during dialogue.
- Deception
- Deception is used when attempting to deceive or trick others.
- Intimidation
- Intimidation is used when attempting to frighten or coerce others.
- Performance
- Proficiency in Performance allows characters to play instruments, and the skill is used when attempting to entertain others.
- Persuasion
- Persuasion is used when attempting to negotiate with or convince others.
Improving or reducing ability scores
There are multiple ways of improving or reducing ability scores, either permanently or temporarily.
Permanently
Ability scores can be permanently improved through the Ability Improvement feat, though this cannot raise any score above 20.
There are also several ways of permanently improving ability scores through quests and interactions, which can raise ability scores over 20.[note 4]
Temporarily
Ability scores may be temporarily increased above 20 through various enhancements, such as magical spells, elixirs, or special equipment.[note 4]
Ability score reduction
Some supernatural or magical effects (like Devour Intellect) can temporarily drain abilities, reducing one or more of the target's ability scores, potentially to zero. If any score is reduced to zero, the target dies instantly.
Footnotes
- ↑ Ability score modifiers cannot be increased beyond +10, even if their respective ability scores are increased further.
- ↑ The primary ability of caster classes always corresponds to their spellcasting ability, with the exception of Rangers and classes that gain spellcasting via a subclass class feature.
- ↑ Racial spells may use their own designated ability. For example, the cantrip granted during character creation by the elf or half-elf race always uses Intelligence, regardless of the creature's class.
- ↑ 4.0 4.1 The Mirror of Loss can both permanently improve and temporarily reduce ability scores.