Jorin |
1 person marked this as a favorite. |
Trying to list some of the things that could improve my initiative and cape across a suggestion of the spell Good Hope.
This gives (among other things) a +2 morale bonus to ability checks.
The person making the suggestion said this counts as an ability check. Meaning it would give the morale bonus to my initiative rolls
Is that correct?
Taffer |
1 person marked this as a favorite. |
Trying to list some of the things that could improve my initiative and cape across a suggestion of the spell Good Hope.
This gives (among other things) a +2 morale bonus to ability checks.The person making the suggestion said this counts as an ability check. Meaning it would give the morale bonus to my initiative rolls
Is that correct?
Core Rulebook, p.178, Initiative.
"At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check." (emphasis mine)
So, yes. It is an ability check.
===
Taffer
"Devil's Advocate" |
Actually, no it is not. It is an Ability-based check, but not an ability check.
Each character has six ability scores that represent his character’s most basic attributes. They are his raw talent and prowess. While a character rarely rolls an ability check (using just an ability score), these scores, and the modifiers they create, affect nearly every aspect of a character’s skills and abilities. Each ability score generally ranges from 3 to 18, although racial bonuses and penalties can alter this; an average ability score is 10.
Deities: Gorum, Iomedae, Sarenrae.
Granted Powers: You are infused with the glory of the divine, and are a true foe of the undead. In addition, when you channel positive energy to harm undead creatures, the save DC to halve the damage is increased by 2.
Touch of Glory (Sp): You can cause your hand to shimmer with divine radiance, allowing you to touch a creature as a standard action and give it a bonus equal to your cleric level on a single Charisma-based skill check or Charisma ability check. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability to grant the bonus a number of times per day equal to 3 + your Wisdom modifier.
Aura faint transmutation; CL 5th
Slot head; Price 4,500 gp; Weight —
DESCRIPTION
This silver headband grants a +3 competence bonus on the
wearer’s Charisma-based checks.
Cheapy |
1 person marked this as a favorite. |
I believe it's true! But no, you wouldn't be able to. It's a core assumption of the game that you have a base 10 for AC, so they don't mention that AC is a roll anywhere as far as I know. But!
3.5 had a variant rule about this if you are interested in it!
RedDogMT |
Hey Devil's Advocate. I'm sorry, but am missing the point you are trying to make.
Is it defined in the rulebook what the difference is between an ability check and an ability-based check? If not, can you explain what you see as the difference? As I read it, it seems like they are essentially the same thing: a d20 that is modified by an ability bonus.
I have always considered Initiative a Dexterity check. The CRB says An initiative check is a Dexterity check. If there is a difference, I think if it was a Dexterity-based check, it would say Dexterity-based.
"Devil's Advocate" |
Basically its a small difference. An ability check is simply a d20 roll + an ability modifier, with no other modifiers. So for example, if you wanted to try to haggle prices, that is not really a Bluff or Diplomacy Skill check, but certainly something related to Cha, so the DM might just call for a Cha check, which would not get any benefits from your skills, or things like that. Basically an "ability check" just uses your ability score mod and any mods that apply to the specific circumstance, while an "ability-based check" is any d20 roll that also uses that given ability score mod, for example it could be an ability check, a skill check, or even an attack roll for some ability scores.
Actually a better comparison would be an (melee) attack roll. It is a "Str-Based Check", but it is not a "Str Check", because it uses your Str Mod, your BaB, your weapon's bonus', and any number of other modifiers. If it where a Str check, only your Str Mod would apply, and then a few other things that related to boosting your Str or to the specific circumstances, like attacking from higher ground.
Barry Armstrong |
1 person marked this as a favorite. |
"An initiative check is a dexterity check". And I don't think anyone will argue that a dexterity check is an ability check.
A straight ability check is used when you don't have the overlying appropriate skill.
Using Devil's Advocate's example, if you wanted to Haggle prices, you certainly could use the Diplomacy skill, or a Bluff check, if you wanted to. That would be a skill check.
If you didn't, you use a straight Charisma roll. That would be an ability check.
However, EVERYONE has initiative (and attack). So they're kind of a hybrid, especially since each specifies which bonuses apply to it, above and beyond your base ability bonus.
Quantum Steve |
When I read Taffer's post, I figured this thread was over before it started. I guess not...
A Dexterity check is an ability check.
An ability check is simply a d20 roll + an ability modifier, with no other modifiers.
So, just like initiative.
A straight ability check is used when you don't have the overlying appropriate skill.
Yes, that's one instance that uses an ability check, others might include a Strength check to lift a portcullis, or a Charisma check to bargain with an outsider bound via Planar Binding. Dexterity checks, like Initiative, are also ability checks.
If Initiative was a Dexterity-based check, don't you think the rules would have said "Dexterity-based chack" rather than "Dexterity check"?
Barry Armstrong |
Yes, it's all well and good, but Initiative, the very target of the question, specifically calls out in it's description that it is, in fact, a Dexterity check. So, the question should have been answered at the first post, with the reference to the exact Core Rulebook text of the specific check in question.
Specific rules always override general rules, yes?
fretgod99 |
When I read Taffer's post, I figured this thread was over before it started. I guess not...
A Dexterity check is an ability check.
Quote:An ability check is simply a d20 roll + an ability modifier, with no other modifiers.So, just like initiative.
I don't disagree with the ultimate point (that Initiative is an Ability Check, since that's specifically what the rules call it), but Improved Initiative, numerous trait bonuses, class abilities (like from the Duelist), etc. all can modify Initiative Checks. So, there can be other modifiers involved.
KainPen |
Hey Cheapy,
I had heard once that AC starts off at 10 because every character is considered to be taking a 10 to protect themselves at all times. How true do you think that is?
Cuz if that is the case, then couldn't someone opt to roll d20 for a base AC each round? lol
lol that is intresting theroy, but the reality is it starts at 10 because of T.H.A.C.0. To simply the numbers and remove negative numbers from the AC and hit system of AD&D and keep the same diffculty to hit on a d20 roll. It need to start out as a 10.
It is actual very intresting because before pathfinder in 3.X version even the armors give the same bonus valued bonuse they did in ADD for improving the difficulty to hit. pathfinder added that extra +1 to some medium and heavy armors.
3.x edtiion is based off THAC20 now.
Pyro_Ferno |
Do keep in mind, there are things that modify Ability checks that are not spells or feats. A medium who channels literally any spirit gets their spirit bonus to the associated ability check (int for Archmage, Str for Champion, Dex *wink, wink* for trickster). Saying that an ability check is a check with no modifiers is a misconception. They are more the checks that have no special training associated with them other than maintaining an ability score.
Nefreet |
1 person marked this as a favorite. |
Well, was there a final anwser? Or it's still for debate?
It was answered when the Core Rulebook was first printed.
Generally speaking, though, it's not beneficial to anyone to Necro a multi year old thread. You're guaranteed to miss any information or discussion that's happened since the thread was last seen, and it's either going to cause further problems or arguments by bringing it back to the surface.