Abilities: Difference between revisions

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{{PageSeo
{{PageSeo
| title = Abilities
| title = Abilities
| description = Abilites are representations of a creature's physical and mental attributes in ''Baldur's Gate 3''.
| description = Abilities are representations of a creature's physical and mental attributes in ''Baldur's Gate 3''.
}}
}}
{{hatnote|This article is about the in-game attributes. You may be looking for [[Actions]].}}
{{hatnote|This article is about the in-game attributes. You may be looking for [[Actions]].}}
'''Abilites''' 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 repdesent how well they perform at each ability.
'''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 translate directly into an '''ability score modifier''' – modifiers which function as bonuses or penalties that are added to most [[dice rolls]] in the game.
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.


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=== Ability score modifiers ===
=== Ability score modifiers ===
Each ability has an ability score modifier, which is derived from its ability score, that add their ability score modifiers to any ability checks, [[saving throws]] and [[attacks|attack rolls]] they make associated with that ability, as well as to the [[Difficulty Class]] (DC) of any spells that they cast.
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 [[attacks|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|initiative rolls]] and some [[damage|damage rolls]] they make, and some [[features]] allow creatures to add additional or alternative ability score modifiers to specific rolls.
Creatures also add an ability score modifier to [[Initiative|initiative rolls]] and some [[damage|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.{{note|Ability score modifiera cannot be increased beyond ''+10'', even if their respective ability scores are increased further.}}
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.{{note|Ability score modifiers cannot be increased beyond ''+10'', even if their respective ability scores are increased further.}}


{{AbilityScoreModifierTable}}
{{AbilityScoreModifierTable}}


== Ability checks ==
== Ability checks ==
Ability checks are dice rolls made to determine whether a creature succeeds or fails at a task. When attempting an ability check, a creature rolls a d20, and then adds the relevant [[Ability score#Ability score modifiers|ability score modifier]] and, if applicable, [[Proficiency bonus|proficiency bonus]] to the results of the roll. If the final results equal or exceeds a target [[Difficulty Class]] (DC), specific to that task, it is considered as success.
Ability checks are dice rolls made to determine whether a creature succeeds or fails at a task. When attempting an ability check, a creature rolls a d20, and then adds the relevant [[Ability score#Ability score modifiers|ability score modifier]] and, if applicable, [[Proficiency bonus|proficiency bonus]] to the results of the roll. If the final results equals or exceeds a target [[Difficulty Class]] (DC), specific to that task, it is considered as success.


<div style="text-align: center;"> Formula: {{InfoBlob|{{D20}} + Ability Score Modifier + (when applicable) proficiency Bonus}}</div>
<div style="text-align: center;"> Formula: {{InfoBlob|{{D20}} + Ability score modifier + Proficiency bonus (when applicable)}}</div>


=== Skills ===
=== 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 [[Proficiency|proficient]] in.{{note|Ability checks made using skills are often referred to as ''skill checks'' by the community, although they are not referred to as such in-game.}}
Ability checks are usually made using a specified skill. Skills are specific areas of expertise, each associated with an ability, that characters can be [[Proficiency|proficient]] in.{{note|Ability checks made using skills are often referred to as ''skill checks'' by the community, although they are not referred to as such in-game.}}


Character add their proficiency bonus to any ability checks they make using skills they are proficient in.
Characters add their proficiency bonus to any ability checks they make using skills they are proficient in.


{{SkillsTable}}
{{SkillsTable}}
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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.
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 {{em|half}} their proficiency bonus to ability checks they make using skills they {{em|are not}} proficient in.
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 {{em|half}} their proficiency bonus to ability checks they make using skills they {{em|are not}} proficient in.


{{BackgroundSkillsTable}}
{{BackgroundSkillsTable}}
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Characters can also have expertise in a skill, which allows them to add {{em|double}} their proficiency bonus:
Characters can also have expertise in a skill, which allows them to add {{em|double}} their proficiency bonus:
* [[Rogue|Rogues]] gain expertise in two skills they are proficient in at both level 1 and level 6.
* [[Rogue|Rogues]] gain expertise in two skills they are proficient in at both level 1 and level 6.
* [[Bard|Bards]] gain expertise in two skills they are proficient in at both level 3 and level 10
* [[Bard|Bards]] gain expertise in two skills they are proficient in at both level 3 and level 10.
* [[Knowledge Domain|Knowledge Domain clerics]] gain expertise in two skills, from a choice of Arcana, History, Nature and Religion, at level 1.
* [[Knowledge Domain|Knowledge Domain clerics]] gain expertise in two skills, from a choice of Arcana, History, Nature, and Religion, at level 1.
* The [[Actor]] feat gives expertise in Deception and Performance.
* The [[Actor]] feat gives expertise in Deception and Performance.
* [[Gnome#Rock gnomes|Rock gnomes]] have expertise in History.
* [[Gnome#Rock gnomes|Rock gnomes]] have expertise in History.


==== Multiple sources of skill proficiency ====
==== Multiple sources of skill proficiency ====
Neither proficiency nor expertise stack: there is no special benefit to having multiple sources of proficiency on a single character, nor is there any benefit to having both proficiency {{em|and}} expertise at the same time. Some sources of expertise do, however, require the character to already be proficient in a skill in order to gain expertise in it.
Neither proficiency nor expertise stack: There is no special benefit to having multiple sources of proficiency on a single character, nor is there any benefit to having both proficiency {{em|and}} expertise at the same time. Some sources of expertise do, however, require the character to already be proficient in a skill in order to gain expertise in it.


=== Common scenarios ===
=== Common scenarios ===
==== Automatic rolls ====
==== Automatic rolls ====
Some ability checks are automatic. For example, when a creature approaches an unactivated trap, the game rolls a [[Perception]] ability check to determine whether the creation 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.
Some ability checks are automatic. For example, when a creature approaches an unactivated trap, the game rolls a [[Perception]] ability check to determine whether the creation 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 ====
==== During dialogue ====
Ability checks are also common during dialogue, where some responses require a 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.
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 ====
==== Contests ====
A contest is a special type of ability check in which two creatures both roll an ability check to oppose each other, and one wins over the other. The creatures don't necessarily roll the same type of check.
A contest is a special type of ability check in which two creatures both roll an ability check to oppose each other, and one wins over the other. The creatures don't necessarily roll the same type of check.


An example of this is the {{SAI|Shove}} action. The creature attempting the Shove rolls Athletics, and the defending creature rolls either Athletics or Acrobatics (the game chooses the Skill with the highest bonus) to contest the Shove. If the attacker's roll is higher than the defender's, the Shove succeeds; otherwise it fails.
An example of this is the {{SAI|Shove}} action. The creature attempting the Shove rolls Athletics, and the defending creature rolls either Athletics or Acrobatics (the game chooses the Skill with the highest bonus) to contest the Shove. If the attacker's roll is higher than the defender's, the Shove succeeds; otherwise, it fails.


== Interactions with classes ==
== Interactions with classes ==
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=== Spellcasting ability ===
=== Spellcasting ability ===
{{hatnote|For more information, see [[Spells#Spellcasting_ability_and_proficiency|Spellcasting ability and proficiency]].}}
{{hatnote|For more information, see [[Spells#Spellcasting_ability_and_proficiency|Spellcasting ability and proficiency]].}}
Every class has an spellcasting ability whose modifier they add to the attack rolls and save DCs of their known spells.{{note|The primary ability of casters classes always corresponds to their spellcasting ability, with the exception of rangers and classes that gain spellcasting via a subclass class feature.}}{{note|Racial spells may use their own designated ability. For example, the [[cantrip]] granted during character creation by the [[Elf|elf]] or [[Half-Elf|half-elf]] race always uses Intelligence, regardless of the creature's class.}}
Every class has a spellcasting ability whose modifier they add to the attack rolls and save DCs of their known spells.{{note|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.}}{{note|Racial spells may use their own designated ability. For example, the [[cantrip]] granted during character creation by the [[Elf|elf]] or [[Half-Elf|half-elf]] race always uses Intelligence, regardless of the creature's class.}}


{{table list|
{{table list|
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Dexterity represents a creature's agility and reflexes.
Dexterity represents a creature's agility and reflexes.


Dexterity is the gams's recommended primary stat for monks, rangers and rogues.
Dexterity is the game's recommended primary stat for monks, rangers and rogues.


==== Uses of Dexterity ====
==== Uses of Dexterity ====
; Attack and damage rolls : Creatures add their Dexterity modifier to 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.
; 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 medium [[armour]]. The bonus is ignored when wearing heavy armour.
; 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-based mode|turn order]] during combat.
; Initiative : Creatures add their Dexterity modifier when rolling for [[initiative]], used to determine the [[Turn-based mode|turn order]] during combat.


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; General : Dexterity checks are made when attempting to be nimble.
; General : Dexterity checks are made when attempting to be nimble.
; Acrobatics : Acrobatics is used to resist attempts at being shoved.
; Acrobatics : Acrobatics is used to resist attempts at being shoved.
; Sleight of Hand : Sleigh of Hand is used when attempting to pick locks, disarm [[traps]], pickpocketing NPCs or when attempting to steal items without being noticed.
; 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]].
; Stealth : Stealth is used to [[hide]] from other characters and when attempting to remain undetected while [[invisible]].


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==== Uses of Constitution ====
==== 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.
; 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 ====
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{{main|Intelligence}}
{{main|Intelligence}}
[[File: Intelligence Score Icon.png|frameless|left|150px]]
[[File: Intelligence Score Icon.png|frameless|left|150px]]
Intelligence represents a creature's recall, as well as their ability to think quickly and reason.
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, as it is the spellcasting ability of wizards, fighters and rogues.
Intelligence is the game's recommended primary stat for wizards, and it is the spellcasting ability of wizards, fighters and rogues.


==== Intelligence checks ====
==== Intelligence checks ====
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; History : History is used when attempting to remember specific historical dates or events.
; 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.
; 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 when attempting to remember facts about nature.
; 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.
; Religion : Religion is used when attempting to remember facts about deities and the planes of existence.


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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 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.
Wisdom is also an important ability for monks, as several of their class features benefit from it.


==== Wisdom checks ====
==== Wisdom checks ====
; General : Wisdom checks are attempts to discern situations and read between the lines.
; General : Wisdom checks are attempts to discern situations and read between the lines.
; Animal Handling | Animal Handling is used when interacting with animals.
; 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
; 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 [[Alchemy|craft]] extra materials with the [[Experimental Alchemy]] class feature.
; Medicine : Medicine is used during dialogue to heal and aid others, as well as by [[Transmutation School]] wizards to [[Alchemy|craft]] extra materials with the [[Experimental Alchemy]] class feature.
; Perception: Perception is used when a creatures 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.
; 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 to dialogues when dealing with anything related to experience with animals or the wilderness.
; 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 ====
Wisdom saves are some of the most common saves in the game, frequently mads to resist spells that test a creature's composure, willpower or self control.
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 ===
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=== Permanently ===
=== Permanently ===
Ability scores can be permanently improved through the [[Ability Improvement]] feat, though this cannot raise a score above 20.
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 [[permanent bonuses|permanently improving]] ability scores by through [[quests]] and interactions, which can raise ability scores over 20.{{note|The [[Mirror of Loss]] can both permanently improve and temporarily reduce ability scores.|name=mirror}}
There are also several ways of [[permanent bonuses|permanently improving]] ability scores through [[quests]] and interactions, which can raise ability scores over 20.{{note|The [[Mirror of Loss]] can both permanently improve and temporarily reduce ability scores.|name=mirror}}


=== Temporarily ===
=== Temporarily ===