| Slaughteralus |
So, i was looking over 'Remote Bomb' for the alchemist and noticed that the DC to remote detonate is 'INT check of DC 20 +1/ten feet'. Now, my understanding of, and what i have been told by just about everyone, ability checks is 1d20 + ability mod, which would mean that if i were lucky enough to get a 20 INT, i would need to roll a 15 to detonate adjacent to my bomb.
In the Core Rulebook, the only place 'Ability Checks' show up is on page 15, under 'Ability Scores', read as follows.
"While a character rarely rolls a check using an ability score, these scores and the modifiers they create, affect nearly every aspect of a characters skills and abilities. Each ability score generally ranges from 3 to 18, although racial bonuses and penalties can alter this."
This implies that it is the ability score, not the ability modifier that is used.
'check using an ability score...ability score ranges from 3 to 18...'
Any answer would be extremely helpful.
| Vendis |
The modifier is the number you apply to the die roll when your character tries to do something related to that ability.
That's the relevant bit you need to worry about. It is indeed the modifier and not the ability score. Most aspects of the game care more about the modifiers than it does the actual scores, though there are plenty of exceptions (carrying capacity, negative hitpoint threshold, spell level known, etc.). However, in any given ability check, assume unless otherwise stated that you are adding your modifier and not the flat score.
Remote Bomb is an extended form of the Delayed Bomb discovery.
The length of the delay is increased by tenfold.
An intelligence check DC of 20 + 1/ten feet is pretty high, but at later levels, it's not that bad.
| Drejk |
Ability check is a d20 roll + ability modifier. Remember that there are ways to get a bonus to ability score, which increase relevant modifier, there are ways to get bonus directly to ability check (for example 0th level spell guidance if I remember correctly and most spells granting bonus to multiple types of checks).
| Vendis |
Ability check is a d20 roll + ability modifier. Remember that there are ways to get a bonus to ability score, which increase relevant modifier, there are ways to get bonus directly to ability check (for example 0th level spell guidance if I remember correctly and most spells granting bonus to multiple types of checks).
Guidance was a good idea, but...
This spell imbues the subject with a touch of divine guidance. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
It's not for ability checks.
| Drejk |
I should check it before writing as possible example. I used it not long ago for ability check. Except that really was untrained skill check and not raw ability check. Let me see, heroism? Nope, no ability checks, neither prayer helps... It seems that effects that bestow penalties more often give penalty to both ability checks and skill checks while the bonuses are harder to get. Here! Got one at least: good hope.
| Vendis |
Hurray!
You can get a potion of Fox's Cunning and use your Alchemist spells to just have to buy it once.
That'd give you an extra +2 on the check. If you can the the spell Drejk mentioned, you'd be at a +4. If you're running with a 20 base stat, that's a +11, before you have anything else.