
Jellidrone |
I've been unable to find a clarification anywhere. When you have two different sources of SR it's said they don't stack but overlap, not take the highest like nearly every other condition like this. All I've found for overlap is when multiple things are in play at once, like two planes or fear conditions.
So when you do have two SR's, how does it work?
Say you have SR 10 and SR 5, and are hit by a spell. The CL check hits 11 on the first and breaks the first SR shield for lack of a better word, but because they're overlapping the second SR would be treated as a different entity to the first requiring a second roll to pierce it (Because if not this wouldn't overlap, it'd be take the highest)
Am I in the wrong here?

OmniMage |
I would only use a single SR; use whichever is the best in a given situation.
If you allowed multiple SRs, it would provide multiple chances for a spell to get blocked. It would be like getting multiple rerolls, which is a perk handed out by some abilities. I wouldn't make it that easy to get freebies.

Ryze Kuja |
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If you have SR 15 as an enchantment on your shield or armor, but then someone casts the spell Spell Resistance that gives you SR 22, you now have two sources of SR and the higher of the two would overlap, meaning that the SR 22 effect overlaps the SR 15 effect.
So if you get hit with a spell, that enemy caster now needs to defeat an SR 22 in order to affect you with a spell, at least until the SR 22 spell wears off, which then your SR becomes 15 again.

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In pathfinder terms, overlap means that only the highest applies but the weakest is still present. Overlap primarily revolves around duration of the effect. It is also relevant if someone dispels are overlapped effect, as the weaker effect still kicks in.
If the highest has a shorter duration, once it expires you go back to the lower value. In other words, the stronger one doesn't get rid of the weaker one, the weaker effect just has no effect.
There is more information on pg 208 & 209 of the core rulebook.
What you are described would be more in line with stacking than overlap.
Ryze Kuja has this right.

Derklord |
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For cases of specific spell resistance. To quote form the 3.5 Dungeon Master's Guide, "Spell resistance does not stack. It overlaps. If a cleric wearing +1 chainmail that grants him spell resistance 15 casts holy aura, which grants spell resistance 25 against evil spells and spells cast by evil creatures, he has spell resistance 25 against the aforementioned spells and spell resistance 15 against other spells and spell-like abilities."

Kayerloth |
If this was the case why doesn't it just say to use the highest like it does for nearly every other case of something like this?
Not certain but clarity might be one reason (or at least the neverending attempt for clarity :P).
What's the highest of -2 or -6? ... If those are penalties from spells or conditions the -6 is 'actually' the highest not -2 for instance.

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If this was the case why doesn't it just say to use the highest like it does for nearly every other case of something like this?
It says they overlap because both stay in effect. If, as an example, one SR works only against evil spells and the other against enchantment spells, if you are hit by a non-enchantment evil spell the first works, if you are hit by non-evil enchantment spells the second works, if you are hit by evil enchantments spells the highest works.
Check spell resistance only once for any particular casting of a spell or use of a spell-like ability. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it always succeeds. If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance is back up.
As I read it, the bolded part means that you roll only once even when using a spell against multiple targets, not only when a target encounters the same instance of a spell multiple times.
The text is ambiguous, so other GM thinks differently.

Derklord |

No, you definitely check individually for every creature, the sentence right after the bolded one makes it clear - it talks about "the creature", singular. Otherwise, you'd need rules which creature's SR you base the check on, and there are none.
What's the highest of -2 or -6? ... If those are penalties from spells or conditions the -6 is 'actually' the highest not -2 for instance.
How are penalties related to spell resistence?

Hendelbolaf |

I read that as "only once" for any casting of a spell, so I roll one spell resistance check.
If I have two targets with SR, one a 15 and one a 20 and I get an 18, then I affect the first and not the second. If it is an effect that lingers and they both are affected the following round, then the first will still be affected while the second will still not be affected.

Derklord |

I read that as "only once" for any casting of a spell, so I roll one spell resistance check.
While I think that's a valid method, it's not what the rules say (there are abilities that behave like that, but that's something that needs to be stated). The sentence Diego Rossi bolded is for spells like Flaming Sphere, where you may affect the same target more than once.

Anguish |
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Derklord is correct. The quote has context, and the context is creature-specific. You only check once for a given casting--against a particular creature with spell resistance.
Errr, maybe I'm not understanding the disagreement, but I think I disagree.
"Check spell resistance only once for any particular casting of a spell or use of a spell-like ability."
Very clear. I cast a spell, I roll one caster-level check for that spell. Doesn't matter if it's fireball and there are ten targets within that spell, so far the rule is: roll one CL check against SR.
"If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell."
Next sentence, it's telling me that I never have to re-roll that caster level check if the spell effects any given creature more than once. An example perhaps being a creature that leaves then re-enters the area of a spell, or a spell that acts multiple rounds such as call lightning. Once I know my CL result for that casting of the spell, I know my result for that creature. If a different creature enters the area or is struck by that spell, I use my original CL check, because the first sentence says to do so.
"Likewise, if the spell resistance succeeds the first time, it always succeeds."
Reinforces and agrees with the previous three sentences, no exceptions have been made.
"If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance is back up."
The final sentence underlines all that has transpired so far. Just like a creature entering a spell's area after the initial casting, a creature whose SR suddenly comes into effect for the first time, there is one and only one opportunity to resist. This would use the original roll, way back at the first sentence.
I believe the rule is written this way because the CL check is measuring how powerful the spell is this time it is cast. So a fireball is measuring the potency of this this single casting, and that CL check is used against everyone within its area. A call lightning spell similarly has a potency based on its actual casting, and each bolt uses that original CL result.
No matter how many creatures, no matter how many times a given creature is impacted by the spell, there's only one CL check against SR.
Or am I strongly agreeing with you because I've misunderstood?

Ryze Kuja |

Check spell resistance only once for any particular casting of a spell or use of a spell-like ability. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it always succeeds. If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance is back up.
This rule is primarily for spells/SLA's that have multiple round durations. For example, if you cast Hold Person on someone for 1 round/level, you only do one SR check, not one SR check per round. For a more complicated example, there's a psionic power called Energy Current, and once you activate it, it "channels" towards your target and causes energy damage for 1 round/level, but you can switch targets with the Energy Current each round. You only check for Power Resistance once for each enemy you hit, and only the first time that they get hit with the Power while it's active. So, in round 1 if you activate Energy Current and hit Creature X, you do a PR check, and then in round 2 you decide to switch targets to hit Creature Y, and you would do PR check, but in round 3 if you decide to switch targets to hit Creature X again, you wouldn't do a 2nd PR check; you would use the results of the first PR check you made against Creature X.

Anguish |

Spell Resistance wrote:Check spell resistance only once for any particular casting of a spell or use of a spell-like ability. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it always succeeds. If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance is back up.This rule is primarily for spells/SLA's that have multiple round durations. For example, if you cast Hold Person on someone for 1 round/level, you only do one SR check, not one SR check per round. For a more complicated example, there's a psionic power called Energy Current, and once you activate it, it "channels" towards your target and causes energy damage for 1 round/level, but you can switch targets with the Energy Current each round. You only check for Power Resistance once for each enemy you hit, and only the first time that they get hit with the Power while it's active. So, in round 1 if you activate Energy Current and hit Creature X, you do a PR check, and then in round 2 you decide to switch targets to hit Creature Y, and you would do PR check, but in round 3 if you decide to switch targets to hit Creature X again, you wouldn't do a 2nd PR check; you would use the results of the first PR check you made against Creature X.
It literally says that you don't.

blahpers |

blahpers wrote:Derklord is correct. The quote has context, and the context is creature-specific. You only check once for a given casting--against a particular creature with spell resistance.Errr, maybe I'm not understanding the disagreement, but I think I disagree.
"Check spell resistance only once for any particular casting of a spell or use of a spell-like ability."
[i](read and understood but snipped for space)
You're right, we disagree. : )
Beyond that, I just can't bring myself to rehash this argument again, so feel free to read previous discussions on the topic and play it as you will.

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blapers has linked this thead that already has the same argument.
Honestly, the text is unclear enough and it can be read both ways.
I think that similarly to greater dispell magic you roll only once and apply the result to all target with SR, but it is an opinion, no clear rule state that.
It is mostly a way to speed up the game, something that generally the Developers support. It makes the spells that are affected by SR somewhat weaker against multiple targets, as a bad roll will make all targets with SR immune while rolling for each creature will have it affect at least some of them.

Ryze Kuja |

Ryze Kuja wrote:It literally says that you don't.Spell Resistance wrote:Check spell resistance only once for any particular casting of a spell or use of a spell-like ability. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it always succeeds. If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance is back up.This rule is primarily for spells/SLA's that have multiple round durations. For example, if you cast Hold Person on someone for 1 round/level, you only do one SR check, not one SR check per round. For a more complicated example, there's a psionic power called Energy Current, and once you activate it, it "channels" towards your target and causes energy damage for 1 round/level, but you can switch targets with the Energy Current each round. You only check for Power Resistance once for each enemy you hit, and only the first time that they get hit with the Power while it's active. So, in round 1 if you activate Energy Current and hit Creature X, you do a PR check, and then in round 2 you decide to switch targets to hit Creature Y, and you would do PR check, but in round 3 if you decide to switch targets to hit Creature X again, you wouldn't do a 2nd PR check; you would use the results of the first PR check you made against Creature X.
Are you suggesting I could hit Creature X and defeat his PR and then in the following round I switch to Creature Y and use the results of the PR check on Creature X to determine if I can hit Creature Y?

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Power Resistance isn’t from a Paizo product. It shouldn’t be used for guidance on how Spell resistance works.
I’ve seen Spell Resistance run both ways. One roll or one roll per creature. I’m not sure which of those is right. However, I don’t think that matters to answer this question. Even if it’s one roll per creature, it’s not one roll per instance of Spell Resistance. Roll once, and if it doesn’t defeat the highest SR, the spell doesn’t work. You don’t have to roll separately for the other instance of SR.

Anguish |

Are you suggesting I could hit Creature X and defeat his PR and then in the following round I switch to Creature Y and use the results of the PR check on Creature X to determine if I can hit Creature Y?
Yes, but only because that's what it says you should do. If you cast wall of fire and each round different creatures pass through it, the CL check you rolled when you cast it is what you use for the entire duration of the spell. But - again - only because that's what it says.
I've read the other referenced thread (which evidently I participated in back then) and still can't even almost see any other interpretation supported by the rules.
The closest thing to disagreement is this one line: "If several different resistant creatures are subjected to such a spell, each checks its spell resistance separately."
Thing is, target creatures don't roll. The only way a target creature "checks its spell resistance" is "is my SR higher than the rolled CL of the spell effect I am being subject to?" The SR number comes from the target creature's statblock and the rolled CL of the spell effect comes from the roll the caster made... which the rules say there should only ever be one of.
So barring any other quoted text I'm missing, I say "yes, exactly".
And yes, I'm aware that it leads to circumstances where you fireball a clutch of vrocks and - please hold while I make sure vrocks have SR - roll poorly, thus wasting your spell. Tough. No different from rolling badly on an attack roll and missing with your ray. Spell's gone. I don't see that as "unfair".
In fact, I don't understand why it even almost makes sense to do multiple rolls. SR is a resistance, like AC. Why would my spell suddenly be randomly stronger or weaker several rounds after I cast it, just because a different creature walked through it?
Edit: and yes, PR isn't Paizo 1st-party material. There may be slight wording differences based on the migration from WotC's 3.5e Expanded Psionics Handbook. I very much use psionics at our table, but for this discussion its wording doesn't come into play.

Ryze Kuja |

Spell Resistance
Spell resistance (abbreviated SR) is the extraordinary ability to avoid being affected by spells. Some spells also grant spell resistance.
To affect a creature that has spell resistance, a spellcaster must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance. The defender’s spell resistance is like an Armor Class against magical attacks. If the caster fails the check, the spell doesn’t affect the creature. The possessor does not have to do anything special to use spell resistance. The creature need not even be aware of the threat for its spell resistance to operate.
Only spells and spell-like abilities are subject to spell resistance. Extraordinary and supernatural abilities (including enhancement bonuses on magic weapons) are not. A creature can have some abilities that are subject to spell resistance and some that are not. Even some spells ignore spell resistance; see When Spell Resistance Applies, below.
A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature’s next turn. At the beginning of the creature’s next turn, the creature’s spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).
A creature’s spell resistance never interferes with its own spells, items, or abilities.
A creature with spell resistance cannot impart this power to others by touching them or standing in their midst. Only the rarest of creatures and a few magic items have the ability to bestow spell resistance upon another.
Spell resistance does not stack, but rather overlaps.
When Spell Resistance Applies
Each spell includes an entry that indicates whether spell resistance applies to the spell. In general, whether spell resistance applies depends on what the spell does.
Targeted Spells
Spell resistance applies if the spell is targeted at the creature. Some individually targeted spells can be directed at several creatures simultaneously. In such cases, a creature’s spell resistance applies only to the portion of the spell actually targeted at that creature. If several different resistant creatures are subjected to such a spell, each checks its spell resistance separately.
Area Spells
Spell resistance applies if the resistant creature is within the spell’s area. It protects the resistant creature without affecting the spell itself.
Effect Spells
Most effect spells summon or create something and are not subject to spell resistance. Sometimes, however, spell resistance applies to effect spells, usually to those that act upon a creature more or less directly, such as web.
Spell resistance can protect a creature from a spell that’s already been cast. Check spell resistance when the creature is first affected by the spell.
Check spell resistance only once for any particular casting of a spell or use of a spell-like ability. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it always succeeds. If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance is back up.
Spell resistance has no effect unless the energy created or released by the spell actually goes to work on the resistant creature’s mind or body. If the spell acts on anything else and the creature is affected as a consequence, no roll is required. Spell-resistant creatures can be harmed by a spell when they are not being directly affected.
Spell resistance does not apply if an effect fools the creature’s senses or reveals something about the creature.
Magic actually has to be working for spell resistance to apply. Spells that have instantaneous durations but lasting results aren’t subject to spell resistance unless the resistant creature is exposed to the spell the instant it is cast.
So yes, you do check SR/PR for each individual target you hit with a given spell or power, but if the spell or power in question has multiple round duration, the SR/PR is only checked once, and at the first occurrence the targets are affected by the spell or power.
And...
Spell resistance is effective against powers, using the same mechanics. Likewise, power resistance is effective against spells, using the same mechanics as spell resistance. If a creature has one kind of resistance, it is assumed to have the other. (The effects have similar ends despite having been brought about by different means.)
Power Resistance is the exact same thing as Spell Resistance. They're not only synonymous and interchangeable, but the exact same rules and mechanics.

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It’s not interchangeable in a system where it doesn’t exist. If you’re just using the term, fine. If you’re quoting a rule from Dreamscar Press to explain how Spell Resistance works, that’s not relevant here. It very much looks like you were referencing a power from a 3rd party publisher in a Paizo rules discussion as an example of how a Paizo rule works. I have no idea what Energy Current is or what additional text might be present in a 3rd party book (like the text you quoted saying it works like spell resistance), nor does any of that matter. So it’s not a great example in this discussion, because it’s not something that can be referenced in a Paizo product. Using it as an example just confuses things.
It’s difficult to tell from the formatting in your quote of the spell resistance rules which heading the second bolded section is under. From what you have above, you only check individually for targeted spells. Tracking down what’s quoted, the second bold section is under Effect Spells. Area Effect Spells don’t say one way or the other whether to check once for each creature or only once. I’m also not sure the sentence under Effect Spells means only check it once or only check it once for each creature, since it also says to check it when the creature is first affected a little above that. If in this case “check” means roll against spell resistance, then you’d roll each time a new creature is affected, but never twice for the same creature, even if they leave the area and reenter.
I’m beginning to think it’s check each creature for targeted spells, check once for Area Effect Spells, check each time a new creature enters the area for ongoing effects.

Ryze Kuja |

This is Energy Current:
Energy Current
Discipline Psychokinesis [see text]; Level Kineticist 5
MANIFESTING
Display Visual; see text
Manifesting Time 1 standard actionEFFECT
Range Close (25 ft. + 5 ft./2 levels)
Target Any two creatures no more than 15 ft. apart
Duration Concentration, up to 1 round/level
Saving Throw Reflex half or Fortitude half; see text; Power Resistance Yes
Power Points 9DESCRIPTION
Your body’s psionically fueled bioenergetic currents produce an arc of energy of your active energy type (cold, electricity, fire, or sonic) that targets a creature you designate as the primary foe for 9d6 points of damage in every round when the power remains in effect. Energy also arcs off the primary foe to strike one additional foe that is initially within 15 feet of the primary foe, or that subsequently moves within 15 feet of the primary foe while the duration lasts. Secondary foes take the same damage that the primary foe takes in every round while the duration lasts.
Should either the primary or secondary foe fall to less than 0 hit points (or should a target completely evade the effect with a special ability or power), or should the primary foe move out of range of the effect, the energy current’s arc randomly retargets another primary and/
or secondary foe while the duration lasts, depending on which foe or foes can no longer be targeted. Targeted foes can move normally, possibly moving out of range of the effect, but each round they are targeted and remain in range they must make a saving throw to avoid taking full damage in that round.
Concentrating to maintain energy current is a full-round action. If you take damage while maintaining energy current, you must make a successful concentration check (DC 10 + damage dealt) to avoid losing your concentration on the power.
The save DC to halve the damage for the secondary target is 2 lower than the DC for the primary target.
Cold A current of this energy type deals +1 point of damage per die. The saving throw to reduce damage from a cold current is a Fortitude save instead of a Reflex save.
Electricity Manifesting a current of this energy type provides a +2 bonus to the save DC and a +2 bonus on manifester level checks for the purpose of overcoming power resistance.
Fire A current of this energy type deals +1 point of damage per die.
Sonic A current of this energy type deals –1 point of damage per die and ignores an object’s hardness.
This power’s subtype is the same as the type of energy you manifest.
Augment You can augment this power in one or both of the following ways.
For every additional power point you spend, this power’s damage increases by one die (d6). For each extra two dice of damage, this power’s save DC increases by 1.
For every 4 additional power points you spend, this power can affect an additional secondary foe. Any additional secondary foe cannot be more than 15 feet from another target of the power.Special A kineticist does not need to select an energy type for this power when he gains psionic focus. He may choose the type of damage at the time the power is manifested.
Even if you don't like the Energy Current example because it's technically 3rd party, another highly comparable spell is Flaming Sphere. So let's use that as an example.
Flaming Sphere
School evocation [fire]; Level bloodrager 2, druid 2, magus 2, sorcerer/wizard 2; Subdomain arson 2; Elemental School fire 2
CASTING
Casting Time 1 standard action
Components V, S, M/DF (tallow, brimstone, and powdered iron)EFFECT
Range medium (100 ft. + 10 ft./level)
Effect 5-ft.-diameter sphere
Duration 1 round/level
Saving Throw Reflex negates; Spell Resistance yesDESCRIPTION
A burning globe of fire rolls in whichever direction you point and burns those it strikes. It moves 30 feet per round. As part of this movement, it can ascend or jump up to 30 feet to strike a target. If it enters a space with a creature, it stops moving for the round and deals 3d6 points of fire damage to that creature, though a successful Reflex save negates that damage. A flaming sphere rolls over barriers less than 4 feet tall. It ignites flammable substances it touches and illuminates the same area as a torch would.
The sphere moves as long as you actively direct it (a move action for you); otherwise, it merely stays at rest and burns. It can be extinguished by any means that would put out a normal fire of its size. The surface of the sphere has a spongy, yielding consistency and so does not cause damage except by its flame. It cannot push aside unwilling creatures or batter down large obstacles. A flaming sphere winks out if it exceeds the spell’s range.
This is how you're supposed to do SR checks:
Let's say that you have 3 enemy archer creatures with different levels of spell resistance and they're spread out with 20 ft between all of them; Creature X has SR15, Creature Y has SR17, and Creature Z has SR22.
Round 1: Cast Flaming Sphere on top of Creature X. You roll an SR check of 17, so your spell affects Creature X.
Round 2: You move the Flaming Sphere on top of Creature Y. You roll an SR check of 12, so your spell does not affect Creature Y.
Round 3: You move the Flaming Sphere on top of Creature Z. You roll an SR check of 23, so your spell affects Creature Z.
Round 4: You move the Flaming Sphere on top of Creature X. You do not roll another SR check because you have already defeated the creature's SR with this particular spell. The spell affects Creature X normally.
Round 5: You move the Flaming Sphere on top of Creature Y. You do not roll another SR check because because you have already attempted to defeat the creature's SR and were unsuccessful with this particular spell. The spell does not affect Creature Y.
Round 6: You move the Flaming Sphere on top of Creature Z. You do not roll another SR check because you have already defeated the creature's SR with this particular spell. The spell affects Creature Z normally.
Round 7: Creature A with SR 13 leaps from the shadows and joins the fight! You move the Flaming Sphere on top of Creature A. You roll an SR check of 12, so your spell does not affect Creature A.
Round 8: Your Flaming Sphere spell ends.
Round 9: You cast a new Flaming Sphere, and new SR checks need to be made against each enemy you hit because it's a new spell.

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This is how you're supposed to do SR checks:
How you suppose it should be checked. The rules don't really say that. They say that is should be checked only once. Then they say that you always use the result of the first check against a creature each time it encounters the same casting of the spell.
The rules don't say anything specific on how it should be checked against multiple opponents.
Barring some text hidden in other rulebooks, the CRB and the Bestiary 1 don't say at all how it should be checked against multiple opponents.

Anguish |
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Spell Resistance wrote:If several different resistant creatures are subjected to such a spell, each checks its spell resistance separately.
That doesn't say you roll separately. It says the creatures check separately. So if you follow the rules and roll once, getting an SR check of say... 23, and then target two different creatures, one of which has SR of 21 and the other has SR of 25, those are checked individually, meaning one check succeeds and one fails. The caster doesn't roll separately. The targets check separately.
It specifically says who does what, and nothing there says anything about multiple rolls.
How does a target creature "check" it's SR against a spell? It doesn't roll. It compares the number on its statblock against the caster-level check the caster made. Once.
Yes, this is written atypically.

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“Check” is a defined game term. Full disclosure, I’ve pulled this off Roll20 Compendium for now, because I’m on my phone and searching the core rulebook is difficult at the moment. I’ll verify the quote later.
Check
A check is a d20 roll which may or may not be modified by another value. The most common types are attack rolls, ability checks, Skill Checks, and Saving Throws.
So a check is a roll. If it’s telling you to check, then it’s telling you to roll. There is awkwardness in the wording only in that it’s saying the creature should check when it’s the caster who makes the check.
EDIT: Ryze - Thank you. That’s much clearer and easier to follow and how I now also think it works in that situation.

Kayerloth |
...
Kayerloth wrote:What's the highest of -2 or -6? ... If those are penalties from spells or conditions the -6 is 'actually' the highest not -2 for instance.How are penalties related to spell resistence?
I was replying to the quoted posters question, who asked, to paraphrase, why use the term overlap instead of highest.

Anguish |

Check wrote:So a check is a roll. If it’s telling you to check, then it’s telling you to roll. There is awkwardness in the wording only in that it’s saying the creature should check when it’s the caster who makes the check.Check
A check is a d20 roll which may or may not be modified by another value. The most common types are attack rolls, ability checks, Skill Checks, and Saving Throws.
If you're willing to bend the wording of the sentence all the way to the opposite of what it says (X does Y against Z becomes Z does Y against X) then blahpers was right a long time ago; the discussion goes nowhere, sadly.
The way I see it, you've quoted the definition of "a check", which is a noun, while the sentence in the book is using the verb form "to check". So I untangle the sentence as "this use of 'check' is meant as a real-world word meaning 'to compare' so just do that" and you untangle it as "this use of 'check' is meant to use the game term, which is clearly backwards from what a check means, so reverse it." Fair enough.
Most of this wording is inherited from the 3.5e DMG and PHB, and while Paizo did excise quite a bit of example wording, the was originally present doesn't expressly clarify.

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I'm not going to argue the English language with you or whether or not the writers of the game meant "check" when they said "check" and defined "check" or if they really meant check instead. It never gets anywhere in these discussions. I'm just pointing out that a "check" is defined in the context of the game, which had not been done previously in this thread, and that shouldn't be ignored in this discussion.
The full rule has been quoted many times, so here are a couple of excerpts:
To affect a creature that has spell resistance, a spellcaster must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance.
...
(Under Targeted Spells)If several different resistant creatures are subjected to such a spell, each checks its spell resistance separately.
...
(Under Effect Spells)
Spell resistance can protect a creature from a spell that’s already been cast. Check spell resistance when the creature is first affected by the spell.
It tells you how to check spell resistance at the very beginning of the ability. By the spell caster making a caster level check. Yes, there is some confusing language under Targeted Spells because it talks about the creature checking spell resistance... but a creature affected does not make a spell resistance check, the caster does.
Under Effect Spells, however, it says nothing about the creature making the check. It says, "Check spell resistance when the creature is first affected by a spell." How do you check spell resistance? The caster makes a caster level check.
If you choose to read a game term and interpret it as not a game term, that's your choice to make for your game. I just find the use of and existence of a game term in the rule to be something important to point out within the discussion, and convincing enough to me about how it should work.
Why did they choose to specify under Targeted Spells that each check is separate, but not specify anything under Area of Effect Spells? How would those work differently in your interpretation? To me, it seems like there's probably a reason why there is extra language under Targeted Spells and not just a general rule that says when multiple creatures are affected by a spell, each checks its spell resistance separately regardless of the type of spell.

Latrecis |
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An observation someone once made to me: If you ask someone who their favorite Doctor Who is or favorite James Bond, it very often turns out to be the first one they saw. So how you read this rule is probably driven by how you first read it and that makes it hard for you to understand the other interpretation.
I suspect the reason this has never gotten addressed by a FAQ (which I assume simply because if it had someone would have quoted it by now) is that the answer is irrelevant. All that matters is that everyone at the table agree on the interpretation and follow it consistently.
It really just comes down to how bursty you like your math. One roll for all targets produces a lot of all or nothing results; while one roll for each target will rarely produce all or nothing results. In time they both should average out. So how bloody do you like your battles?