Checks
All types of checks, from skill checks to attack rolls to saving throws, follow these basic steps.
- Roll a d20 and identify the modifiers, bonuses, and penalties that apply.
- Calculate the result.
- Compare to the DC.
- Determine the degree of success and the effect.
No matter the details, for any check you must roll the d20 and achieve a result equal to or greater than the DC to succeed. Each of these steps is explained below.
Step 1: Roll D20
Attribute Modifier
Bonuses
There are three other types of bonus that frequently appear: circumstance bonuses, item bonuses, and status bonuses. If you have different types of bonuses that would apply to the same roll, you'll add them all. But if you have multiple bonuses of the same type, you can use only the highest bonus on a given roll—they aren't cumulative. For instance, if you have both a proficiency bonus and an item bonus, you add both to your d20 result, but if you have two item bonuses, you add only the higher of the two.
Circumstance bonuses involve the situation you find yourself in when attempting a check. For instance, using Raise a Shield with a compact shield grants you a +1 circumstance bonus to AC. Being behind cover grants you a +2 circumstance bonus to AC.
Item bonuses are granted by some item that you are wearing or using, either mundane or magical. For example, armor gives you an item bonus to AC, while a tactical holoskin grants you an item bonus to Impersonate someone using the Deception skill while wearing it.
Status bonuses typically come from spells, other magical effects, or something applying a helpful, often temporary, condition to you. For instance, the akashic download spell grants a +1 status bonus to a chosen Recall Knowledge check.
Proficiency Rank | Proficiency Bonus |
---|---|
Untrained | 0 |
Trained | Your level + 2 |
Expert | Your level + 4 |
Master | Your level + 6 |
Legendary | Your level + 8 |
Penalties
Unlike bonuses, penalties can also be untyped, in which case they won't be classified as “circumstance,” “item,” or “status.” Unlike other penalties, you always add all your untyped penalties together rather than simply taking the worst one. For instance, when you use attack actions, you incur a multiple attack penalty on each attack you make on your turn after the first attack of the turn, and when you attack a target that's beyond your weapon's normal range increment, you incur a range penalty on the attack. Because these are both untyped penalties, if you make multiple attacks at a faraway target, you'd apply both the multiple attack penalty and the range penalty to your roll.
Once you've identified all your various modifiers, bonuses, and penalties, you move on to the next step.
Step 2: Calculate Result
Step 3: Compare to DC
Sometimes you'll know the DC and make the comparison yourself. Other times, you might not know the DC right away. Unlocking a looted comm unit would require a Computers check, but it doesn't have a specified DC—so how will you know if you succeed or fail? You call out your result to the GM and they'll let you know if it's a success, failure, or otherwise. While you might learn the exact DC through trial and error, DCs sometimes change, so asking the GM whether a check is successful is best.
Getting a DC From a Modifier
Step 4: Degrees of Success
You critically succeed when the check's result meets or exceeds the DC by 10 or more. If the check is an attack roll, this is also known as a critical hit. You can also critically fail a check. The rules for critical failure—sometimes called a fumble—are the same as those for a critical success, but in the other direction: if you fail a check by 10 or more, that's a critical failure.
Some actions and abilities have stronger effects on a critical success or failure. For example, a Strike deals double damage on a critical hit. If an effect doesn't list a critical success effect, the critical success effect is the same as the success effect, and the same goes for critical failures.
Natural 1 and Natural 20
Certain abilities can change the degree of success on a roll. When resolving such an ability, apply the adjustment from a natural 20 or natural 1 before anything else.
Attack Rolls
Melee attack rolls use Strength as their attribute modifier by default. If you're using a weapon or attack with the finesse trait, then you can use your Dexterity modifier instead.
Melee attack roll result = d20 roll + Strength modifier (or optionally Dexterity modifier for a finesse weapon) + proficiency bonus + other bonuses + penalties
Ranged attack rolls use Dexterity as their attribute modifier.
Ranged attack roll result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties
When attacking with a weapon, whether melee or ranged, you add your proficiency bonus for the weapon you're using. Your class determines your proficiency rank for various weapons. Sometimes, you'll have different proficiency ranks for different weapons or groups of weapons.
The bonuses you might apply to attack rolls can come from a variety of sources. Circumstance bonuses can come from the aid of an ally or a beneficial situation. Status bonuses are typically granted by spells and other magical aids. The item bonus to attack rolls comes from tracking weapons.
Penalties to attack rolls come from situations and effects as well. Circumstance penalties come from risky tactics or detrimental circumstances, status penalties come from spells and magic working against you, and item penalties occur when you use a shoddy item. When making attack rolls, two main types of untyped penalties are likely to apply. The first is the multiple attack penalty, and the second is the range penalty. The first applies any time you make more than one attack action during the course of your turn, and the other applies only with ranged or thrown weapons. Both are described below.
Multiple Attack Penalty
Some weapons and abilities reduce multiple attack penalties, such as agile weapons, which reduce these penalties to –4 on the second attack or –8 on further attacks.
Always calculate your multiple attack penalty based on the weapon you're using on that attack, not ones you used on previous attacks. For example, let's say you're wielding a plasma sword in one hand and a battleglove (which has the agile trait) in your other hand, and you make three Strikes with these weapons over the course of your turn. The first Strike you make during your turn has no penalty, no matter what weapon you're using. The second Strike will take either a –5 penalty if you use the plasma sword or a –4 penalty if you use the battleglove. Your third attack would be a –10 penalty with the plasma sword and a –8 penalty with the battleglove, no matter what weapon you used for your previous Strikes.
The multiple attack penalty applies only during your turn, so you don't have to keep track of it if you can perform a Reactive Strike or a similar reaction that lets you make a Strike on someone else's turn.
Attack | Multiple Attack Penalty | Agile |
---|---|---|
First | None | None |
Second | –5 | –4 |
Third or subsequent | –10 | –8 |
Range Penalty
For example, the range increment of a commercial seeker rifle is 120 feet. If you're shooting at a target no farther away than that distance, you take no penalty due to range. If they're beyond 120 feet but no more than 240 feet away, you take a –2 penalty due to range. If they're beyond 240 feet but no more than 360 feet away, you take a –4 penalty due to range, and so on, until you reach the last range increment: beyond 600 feet but no more than 720 feet away, where you take a –10 penalty due to range.
Compare to AC
Spell Attack Rolls
The attribute modifier for a spell attack roll depends on how you gained the spell. If your class grants you spellcasting, use your key attribute modifier (such as Wisdom for a mystic). Innate spells use your Charisma modifier unless the ability that granted them states otherwise. Focus spells and other sources of spells specify which attribute modifier you use for spell attack modifiers in the ability that granted them. If you have spells from multiple sources or traditions, you might use different attribute modifiers for spell attack modifiers for these different sources of spells. For example, a lashunta healing mystic with the Psychic Talent ancestry feat would use their Charisma modifier when casting a cantrip from that feat since it's an occult innate spell, but they would use their Wisdom modifier when casting infusion and other spells using their mystic divine spellcasting.
If you have the ability to cast spells, you'll have a proficiency rank for your spell attack modifier, so you'll always add a proficiency bonus. Spell attack rolls can benefit from circumstance bonuses and status bonuses, though item bonuses to spell attack rolls are rare. Penalties affect spell attack rolls just like any other attack roll—including your multiple attack penalty.
Calculate a spell attack roll with the following formula.
Spell attack roll result = d20 roll + spellcasting attribute modifier + proficiency bonus + other bonuses + penalties
Spell DC
Spell DC = 10 + spellcasting attribute modifier + proficiency bonus + other bonuses + penalties
Defenses
Armor Class
Armor Class = 10 + Dexterity modifier (up to your armor's Dex Cap) + proficiency bonus + armor's item bonus to AC + other bonuses + penalties
Use your proficiency bonus for the category (light, medium, or heavy) or the specific type of armor you're wearing. If you're not wearing armor, use your proficiency in unarmored defense.
Armor Class can benefit from bonuses with a variety of sources, much like attack rolls. Armor itself grants an item bonus, so other item bonuses usually won't apply to your AC, but magic armor can increase the item bonus granted by your armor.
Penalties to AC come from situations and effects in much the same way bonuses do. Circumstance penalties come from unfavorable situations, and status penalties come from effects that impede your abilities or from broken armor. You take an item penalty when you wear shoddy armor.
Saving Throws
Fortitude saving throws allow you to reduce the effects of abilities and afflictions that can debilitate the body. They use your Constitution modifier and are calculated as shown in the formula below.
Fortitude save result = d20 roll + Constitution modifier + proficiency bonus + other bonuses + penalties
Reflex saving throws measure how well you can respond quickly to a situation and how gracefully you can avoid effects that have been thrown at you. They use your Dexterity modifier and are calculated as shown in the formula below.
Reflex save result = d20 roll + Dexterity modifier + proficiency bonus + other bonuses + penalties
Will saving throws measure how well you can resist attacks to your mind and spirit. They use your Wisdom modifier and are calculated as shown in the formula below.
Will save result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties
Sometimes you'll need to know your DC for a given saving throw (such as a Grapple attempt requiring a roll against your Fortitude DC). Like any other DC derived from a modifier, the DC for a saving throw is 10 + the total modifier for that saving throw.
Most of the time, when you attempt a saving throw, you don't have to use your actions or your reaction. You don't even need to be able to act to attempt saving throws. However, in some special cases you might have to take an action to attempt a save. For instance, you can try to recover from the sickened condition by spending an action to attempt a Fortitude save.
Basic Saving Throws
Perception
Perception check result = d20 roll + Wisdom modifier + proficiency bonus + other bonuses + penalties
Nearly all creatures are at least trained in Perception, so you will almost always add a proficiency bonus to your Perception modifier. You might add a circumstance bonus for advantageous situations or environments and typically get status bonuses from spells or other magical effects. Items can also grant you a bonus to Perception, typically in a certain situation. For instance, the retinal reflectors augmentation grants a +1 item bonus to Perception checks to Seek.
Circumstance penalties to Perception occur when an environment or situation (such as fog) hampers your senses, while status penalties typically come from conditions, spells, and magic effects that foil the senses. You'll rarely encounter item penalties or untyped penalties for Perception.
Many abilities are compared to your Perception DC to determine whether they succeed. As with any DC based on a modifier, your Perception DC is 10 + your total Perception modifier.
Perception for Initiative
Skill Checks
Skill check result = d20 roll + the skill's key attribute modifier + proficiency bonus + other bonuses + penalties
You're unlikely to be trained in every skill. As normal, when using a skill in which you're untrained, your proficiency bonus is +0; otherwise, it equals your level plus 2 for trained, or higher once you become expert or better. The proficiency rank is specific to the skill you're using. Aid from another character or some other beneficial situation might grant you a circumstance bonus. A status bonus might come from a helpful spell or magical effect. Sometimes tools related to the skill grant you an item bonus to your skill checks. Conversely, unfavorable situations might give you a circumstance penalty to your skill check, while harmful spells, magic, or conditions might also impose a status penalty. Using shoddy or makeshift tools might cause you to take an item penalty. Sometimes a skill action can be an attack, and in these cases, the skill check might take a multiple attack penalty.
When an ability calls for you to use the DC for a specific skill, you can calculate it by adding 10 + your total modifier for that skill.