| What's in the box? |
Reading through the different abilities STR is the only one that mentions an actual ability check (it is also the only one I am familiar with- STR check to smash object, etc.)
I was wondering what the implications are to things that penalize an ability check.
Evil Eye (witch hex) specifically states it can be applied to Ability checks. What would be the benefit of putting a -2 penalty (or -4) to something like Charisma or Constitution?
I have homebrewed some WIS checks (just to let characters remember a piece of information).
Would this affect Spell Casting DCs? That is the only thing I can tangentially think of: -2 INT ability checks would reduce DC of Wizard spells by 1?
Or is it basically a useless feature and not REALLY meant to apply to anything outside of STR?
| Rynjin |
To Stabilize: a Con check.
Several things require opposed Charisma checks (such as when using Command Undead to take control of already controlled undead).
Int checks: Many people use these for "My character would be smart enough to know this" checks, but it's also for spells like Contact Other Plane to avoid penalties.
Wis checks: Ditto above for "Common sense checks", but also for some spells like Detect Poison.
Initiative rolls are Dex checks.
And technically speaking, any Untrained skill check is an ability check.
| jbadams |
Take a look at the movement rules for some other examples.
A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage.
When the speeds of the two concerned characters are equal, there's a simple way to resolve a chase: If one creature is pursuing another, both are moving at the same speed, and the chase continues for at least a few rounds, have them make opposed Dexterity checks to see who is the faster over those rounds. If the creature being chased wins, it escapes. If the pursuer wins, it catches the fleeing creature.
Sometimes a chase occurs overland and could last all day, with the two sides only occasionally getting glimpses of each other at a distance. In the case of a long chase, an opposed Constitution check made by all parties determines which can keep pace the longest.
Also, the Environment rules for certain conditions such as drowning:
Any character can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.
I'm sure there are other examples that require ability checks (and I'm sure you'll probably find a few more of them digging through those environment rules in more detail), but those are the ones I remember off the top of my head.
| jbadams |
Initiative rolls are Dex checks.
I'm not sure if that's technically correct; an initiative roll certainly uses Dex, but given other bonuses also often apply I would think it's not just a straight stat check.
EDIT: It looks like the combat rules agree with you though, never mind me! :)
| Rynjin |
Rynjin wrote:Initiative rolls are Dex checks.I'm not sure if that's technically correct; an initiative roll certainly uses Dex, but given other bonuses also often apply I would think it's not just a straight stat check.
From the Combat section:
t the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll, as well as other modifiers from feats, spells, and other effects. Characters act in order, counting down from the highest result to the lowest. In every round that follows, the characters act in the same order (unless a character takes an action that results in his or her initiative changing; see Special Initiative Actions).
There are things that add to checks to Stabilize as well. Doesn't mean it's not still a Con check.
| Cevah |
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From the CRB:
strength check
breaking stuff
opposed check with a net
burst net
burst chain
force open door/chest
break tanglefoot bag
move vs. wind
push a wall of iron over
push thru wall of thorns
lift a portcullis
unbury self
hold spring loaded trap door open
pull self up pulley elevator
pull victim from quicksand
winch catapult arm
checked/blown away by wind
stay afloat in fast moving water
move immovable rod
hold a decanter of endless water in geyser mode
dexterity check
opposed check in chase rules
initiative check
constitution check
holdin breath underwater
stabalizing
continue runing
avoid non-leathal damage from forced march
avoid non-leathal damage from starving/thirst
opposed check long duration chase rules
regain conciousness when negative but tended
avoid lethal damage when unconcious and buried
intelligence check
avoid int/cha decrease from Contact Other Plane
escape a maze spell
delicate use of TK
untrained craft check
proper use of Amulet of the Planes
wisdom check
avoid false conclusion from deciphering writing
id poison with detect poison
avoid scroll mishap
charisma check
when untrained, handle/push domestic animals or animal companion
opposed check to control undead
opposed check to control spell enchanted creatures
opposed check to charm creature into doing something not normal
opposed check to break an enthrall spell
opposed check to break a magic circle/planar blinding
/cevah