Baldur Gate 3 All Abilities with Calculator

Baldur’s Gate 3 ingeniously incorporates the mechanics of the fifth edition of Dungeons & Dragons, the latest rendition of the iconic pen & paper RPG launched in 2014. This implementation includes the unique system of utilizing a 20-sided die, known as a d20, to determine outcomes during various scenarios in the game’s immersive world. This dice-rolling process happens seamlessly in the background, automated by the game software, but players can observe the outcomes of their rolls displayed in the screen’s lower corner.

Your character achieves two Ability points at four specific intervals (levels 4, 8, 12, 16), as well as upon reaching level 19. These points can be allocated to enhance an ability by two points or divided to improve two different abilities by one point each. It’s important to note that no ability can be increased beyond 20 points using this approach.

In the world of Baldur’s Gate 3, the conventional term ‘attributes’ is replaced with ‘Ability Scores’, signifying Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. This may initially seem bewildering as most other role-playing games designate character skills or functions as ‘abilities’. These are typically referred to as attributes or stats; however, in Baldur’s Gate 3, they are christened as Abilities.

BALDUR’S GATE 3 ABILITIES CALCULATOR

 

Each Ability encapsulates a myriad of proficiencies, including various skills that a character or monster might excel in. A skill is an extension of an ability score, denoting a specific area of expertise. Proficiency in a skill highlights a character’s particular focus on that aspect. (A character’s initial skill proficiencies are decided at character creation, while a monster’s skill proficiencies are presented in the monster’s stat block.)

To illustrate, a Dexterity check could signify a character’s endeavor to execute an acrobatic feat, surreptitiously manipulate an object, or remain unseen. Each of these Dexterity facets corresponds to a specific skill: Acrobatics, Sleight of Hand, and Stealth, respectively. Hence, a character proficient in the Stealth skill excels at Dexterity checks related to stealth and evasion. The skills associated with each ability score are listed later in this chapter. (There are no skills tied to Constitution.) Subsequent sections provide examples of how to employ a skill related to an ability.

ALL BALDUR’S GATE 3 ABILITIES

STRENGTH

In the universe of Baldur’s Gate 3, Strength is a prime Ability, influencing a broad spectrum of capabilities, including skills and Spells where a character or monster may possess proficiency.

Strength Explained

Strength fundamentally impacts your likelihood of successful strikes (attack roll) and the inflicted damage with weapons based on Strength. Furthermore, it governs the distance you can leap and the maximum weight you can bear.

The Dynamics of Strength Checks

Strength checks are utilised to simulate any exertion to lift, push, pull, or rupture something, to compel your physique through a confined space, or to employ raw power in any given situation. The Athletics skill exemplifies proficiency in certain types of Strength checks.

Athletics: Your Strength (Athletics) check encapsulates challenging scenarios you face while climbing, jumping, or swimming. Such activities might include:

Endeavoring to scale a sheer or slick cliff, evading obstacles while ascending a wall, or clinging to a surface while an external force tries to dislodge you.

Attempting to leap an unusually vast distance or executing a mid-air stunt.

Battling to swim or stay buoyant amidst treacherous currents, storm-whipped waves, or areas of dense seaweed. Or resisting another creature’s attempt to submerge you or interfere with your swimming.

Other Strength Checks:

  • Forcing open a jammed, locked, or barricaded door.
  • Breaking free from bonds.
  • Squeezing through an unusually narrow tunnel.
  • Clinging to a wagon while being dragged along.
  • Toppling over a statue.
  • Preventing a boulder from rolling.

Attack Rolls and Damage Dynamics

When engaging with a melee weapon such as a mace, battleaxe, or javelin, your Strength modifier gets added to your attack roll and damage roll. Melee weapons are typically used in close combat and some can be hurled to make a ranged attack.

Carrying and Lifting

Your Strength score dictates the maximum weight you can manage. The following terms detail your lifting and carrying capabilities.

Carrying Capacity: Your Strength score multiplied by 15 determines your carrying capacity. This represents the weight (in pounds) you can carry, which is typically high enough that most characters seldom need to concern themselves with it.

Push, Drag, or Lift: You can exert force to push, drag, or lift a weight in pounds up to twice your carrying capacity (or 30 times your Strength score). When exerting effort beyond your carrying capacity, your speed reduces to 5 feet.

Size and Strength: Bigger creatures can handle more weight, while Tiny creatures can bear less. For every size category above Medium, the creature’s carrying capacity and the amount it can push, drag, or lift double. For Tiny creatures, these weights are halved.

Variant Encumbrance

If you’re carrying a weight exceeding 5 times your Strength score, you become encumbered, causing your speed to decrease by 10 feet.

If you’re bearing weight surpassing 10 times your Strength score, up to your maximum carrying capacity, you’re heavily encumbered. This state results in a speed reduction of 20 feet and inflicts disadvantage on ability checks, attack rolls, and saving throws that utilize Strength, Dexterity, or Constitution.

DEXTERITY

Dexterity stands as a critical Ability, influencing a wide range of proficiencies, including skills or spells in which a character or a monster may demonstrate mastery.

Dexterity Demystified

Dexterity affects your odds of landing a successful hit (Attack Roll) and your inflicted damage with weapons based on Dexterity. It further impacts your likelihood of gaining the upper hand in combat (Initiative) and the enemy’s probability of striking you (Armour Class).

Dexterity Checks Explained

A Dexterity check represents any attempt to maneuver swiftly, nimbly, or stealthily, or to prevent falling in precarious conditions. The Acrobatics, Sleight of Hand, and Stealth skills showcase proficiency in certain kinds of Dexterity checks.

Acrobatics: Your Dexterity (Acrobatics) check reflects your attempt to maintain balance in a challenging situation, such as when trying to sprint across an ice sheet, balance on a tightrope, or remain upright on a swaying ship’s deck.

Sleight of Hand: Any time you attempt an act of trickery or manual dexterity, like planting something on someone or concealing an object on your person, you perform a Dexterity (Sleight of Hand) check.

Stealth: Perform a Dexterity (Stealth) check when you strive to hide from enemies, sneak past guards, disappear unnoticed, or approach someone stealthily without being seen or heard.

Other Dexterity Checks:

  • Control a heavily laden cart on a steep decline.
  • Navigate a chariot around a sharp turn.
  • Pick a lock.Neutralize a trap.
  • Securely bind a prisoner.
  • Escape from restraints.
  • Play a stringed instrument.
  • Craft a small or detailed object.

Attack Rolls and Damage Dynamics

Your Dexterity modifier is added to your attack roll and damage roll when attacking with a ranged weapon, such as a sling or a longbow. Your Dexterity modifier can also augment your attack roll and damage roll when engaging with a melee weapon exhibiting the finesse property, such as a dagger or a rapier.

Armor Class (ac)

Your Armor Class (AC) value may be enhanced by some or all of your Dexterity modifier, contingent on the armor you wear.

Your Armor Class (AC) denotes how adeptly your character evades injury in combat. Factors that contribute to your AC include the armor you don, the shield you wield, and your Dexterity modifier. Not all characters don armor or carry shields, however.

In the absence of armor or a shield, your character’s AC is equivalent to 10 plus their Dexterity modifier. If your character sports armor, wields a shield, or both, calculate your AC using the corresponding armor values.

Your character must be proficient with armor and shields to utilize them effectively. Your armor and shield proficiencies are determined by your class. There are penalties for wearing armor or carrying a shield without the requisite proficiency. Certain spells and class features provide alternative methods to calculate your AC.

Initiative

At the onset of every combat, you roll initiative by performing a Dexterity check. Initiative dictates the sequence of creatures’ turns in combat.

CONSTITUTION

Constitution, an indispensable Ability in Baldur’s Gate 3, influences a broad spectrum of capabilities, including skills or spells where a character or monster may demonstrate proficiency.

Understanding Constitution

Constitution directly impacts your maximum Hit Points, essentially determining the quantum of damage you can withstand.

Constitution Checks in Focus

Constitution checks are relatively uncommon, with no Skills directly tied to them, largely because the endurance this ability represents is predominantly passive, not requiring specific effort from a character or monster. However, a Constitution check can demonstrate your endeavor to push beyond ordinary limits. Some instances where Constitution Checks might come into play include:

  • Holding your breath.
  • Enduring labor or marching for hours without rest.
  • Managing without sleep.
  • Surviving without food or water.
  • Downing an entire stein of ale in one go.

Deciphering Hit Points

Your Constitution modifier significantly contributes to your hit points. Ordinarily, you add your Constitution modifier to each Hit Dice you roll for your hit points.

If your Constitution modifier changes, your hit point maximum also changes, as if you had the new modifier from the 1st level. For instance, if you increase your Constitution score when you reach the 4th level and your Constitution modifier improves from +1 to +2, you adjust your hit point maximum as if the modifier had always been +2. Therefore, you add 3 hit points for your initial three levels and then roll your hit points for the 4th level using your new modifier. Alternatively, if you are at level 7 and an effect decreases your Constitution score, reducing your Constitution modifier by 1, your hit point maximum is lowered by 7.

Hit Points and Hit Dice Dissected

Your character’s hit points illustrate how resilient your character is in combat and other perilous situations. Your hit points are determined by your Hit Die (short for Hit Point Dice).

At the 1st level, your character possesses one Hit Die, with the type of dice determined by your class. You commence with hit points equal to the highest roll of that die, as specified in your class description. (You also add your Constitution modifier, which you’ll decide in step 3.) This figure also represents your hit point maximum.

INTELLIGENCE

In Baldur’s Gate 3, Intelligence is a critical Ability that influences a wide spectrum of capabilities, including skills or spells that a character or a monster can excel in.

Intellectual Vigor

Intelligence is the measure of your mental agility, precision of recollection, and capacity for reasoning. Significantly, wizards depend on Intelligence as their primary spellcasting Ability – essentially, how likely their spells are to land successfully.

Intellectual Assessments

An Intelligence check is usually required when you need to exercise logic, utilize your education, remember information, or apply deductive reasoning. The skills of Arcana, History, Investigation, Nature, and Religion represent aptitude in certain kinds of Intelligence checks:

Arcana: Your Intelligence (Arcana) check measures your ability to recollect lore about spells, magical items, eldritch symbols, magical traditions, different planes of existence, and the inhabitants of those planes.

History: Your Intelligence (History) check determines your ability to remember information about historical events, legendary individuals, ancient kingdoms, past disputes, recent wars, and lost civilizations.

Investigation: When you search for clues and deduce information based on those clues, you make an Intelligence (Investigation) check. You might deduce the location of a concealed object, understand what kind of weapon caused a specific wound by studying its appearance, or identify the weakest point in a tunnel that could lead to a collapse.

Nature: Your Intelligence (Nature) check assesses your capacity to recollect lore about terrain, flora and fauna, the weather, and natural cycles.

Religion: Your Intelligence (Religion) check estimates your ability to recall lore about deities, religious rituals and prayers, religious hierarchies, holy symbols, and the activities of secret cults.

Other situations that might necessitate an Intelligence check include:

  • Communicating with a creature without using words.
  • Estimating the value of a precious item.
  • Creating a disguise to pass as a city guard.
  • Forging a document.
  • Recalling lore about a craft or trade.
  • Winning a game of skill.

Spellcasting Potential

Wizards rely on Intelligence as their spellcasting ability, which helps ascertain the saving throw DCs (Difficulty Class) of the spells they cast. This mechanism essentially determines how challenging it is for others to resist or avoid the effects of their spells. In other words, the higher a wizard’s Intelligence, the more potent their magic can be.

WISDOM

Wisdom is a potent Ability, influencing a broad range of capabilities, including certain skills or spells that a character or monster can master.

Wisdom Essentials

Druids, Rangers, and Clerics use Wisdom as their primary Spellcasting Ability – effectively dictating the probability of their spells landing successfully.

Wisdom Assessments

Wisdom checks often represent efforts to comprehend body language, empathize with someone’s feelings, observe environmental details, or provide medical aid. The skills of Animal Handling, Insight, Medicine, Perception, and Survival are indicative of competence in certain Wisdom checks:

Animal Handling: If there’s a question about your ability to soothe a domesticated animal, prevent a mount from panicking, or understand an animal’s intentions, the game might prompt a Wisdom (Animal Handling) check. This check also applies when attempting risky maneuvers on your mount.

Insight: Your Wisdom (Insight) check determines if you can understand the true intentions of a creature, such as when discerning a lie or predicting someone’s next move. This process involves picking up clues from body language, speech patterns, and shifts in behavior.

Medicine: A Wisdom (Medicine) check allows you to attempt to stabilize a dying companion or diagnose an illness.

Perception: Your Wisdom (Perception) check enables you to spot, hear, or otherwise detect the presence of something. It gauges your overall awareness of your surroundings and the sharpness of your senses. For instance, you might try to overhear a conversation through a closed door, eavesdrop under an open window, or detect stealthy monsters in the forest.

Survival: The game may require a Wisdom (Survival) check to follow tracks, hunt wild game, guide your group through harsh terrains, identify signs of nearby owlbears, predict the weather, or avoid natural hazards like quicksand.

Additional scenarios that might necessitate a Wisdom check:

  • Getting a gut feeling about what course of action to follow.
  • Discerning whether a seemingly dead or living creature is undead.

Spellcasting Potential

Clerics, Druids, and Rangers utilize Wisdom as their spellcasting ability, which helps determine the saving throw DCs (Difficulty Class) of the spells they cast. In essence, this mechanism establishes how challenging it is for others to resist or dodge the effects of their spells. Thus, the higher a character’s Wisdom, the more potent their spells can become.

CHARISMA

In the fantastical world of Baldur’s Gate 3, Charisma represents a significant Ability, affecting an extensive range of capabilities, including certain skills or spells that a character or monster can become proficient in.

Charisma Essentials

Bards, Paladins, Sorcerers, and Warlocks use Charisma as their primary Spellcasting Ability, thus determining the likelihood that their spells will successfully land.

Charisma Assessments

Charisma checks become necessary when you’re trying to sway or entertain others, make a lasting impression or tell a convincing lie, or navigate a complex social situation. The skills of Deception, Intimidation, Performance, and Persuasion reflect proficiency in certain types of Charisma checks:

Deception: Your Charisma (Deception) check gauges how effectively you can hide the truth, either through words or actions. Deception can range from ambiguously misleading others to telling outright lies. Typical situations might involve trying to deceive a guard, con a merchant, make money through gambling, disguise yourself, placate someone’s suspicions with false assurances, or maintain a poker face while telling a blatant lie.

Intimidation: When you try to influence someone via explicit threats, aggressive actions, and physical violence, the game might call for a Charisma (Intimidation) check. Examples could include extracting information from a captive, dissuading street thugs from a confrontation, or using a broken bottle’s edge to coerce a defiant official to reconsider a decision.

Performance: Your Charisma (Performance) check determines how well you can delight an audience with music, dance, acting, storytelling, or other forms of entertainment.

Persuasion: When you attempt to influence an individual or a group of people with tact, social etiquette, or kindness, the game might require a Charisma (Persuasion) check. Typically, you use Persuasion when acting in good faith, to foster friendships, make polite requests, or display appropriate manners. Examples of persuading others might include convincing a chamberlain to grant your party an audience with the king, negotiating peace between warring tribes, or inspiring a crowd of townsfolk.

Additional situations that might necessitate a Charisma check include:

  • Identifying the best person to approach for news, rumors, and gossip.
  • Blending into a crowd to grasp key conversation topics.

Spellcasting Potential

Bards, Paladins, Sorcerers, and Warlocks utilize Charisma as their spellcasting ability, which aids in determining the saving throw DCs (Difficulty Class) of the spells they cast. In essence, this factor establishes how difficult it is for others to resist or evade the effects of their spells. Consequently, the higher a character’s Charisma, the more potent their spells can become.

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