Clockwerk66
First Post
Originally posted by mellored:
Bonuses:
Feats:
Actor (advantage) *Some Deception and Performance
Alert (+5) * Initiative.
Dungeon Delver (advantage) *Some Perception and Investigation.
Lucky (reroll)
Class abilities
Barbarian, Rage (advantage) *Str
Barbarian, Feral Instinct (advantage). *Initiative
Barbarian, Totem, Bear (advantage) *Str
Bard, Bardic Insperation (1d6 -> 1d12, ally)
Bard, Jack of all trades (+1->3, non proficenct)
Bard, Expertise (+2->6)
Bard, Lore, Peerless skill (1d6->1d12, self)
Cleric, Knowlage (+2->6) * Certain skills
Fighter, Champion (+2-3) *Dex, Str, and Con (incuding initiative).
Rogue, Expertsie (+2->6)
Rogue, Reliable talent (min 10 roll) *Proficet skills
Rogue, Stroke of Luck (take 20)
Rogue, Thief, Supreme Sneak (advantage) *stealth
Rogue, Assassin, Master of Deception (advantage) *some deception
Sorcerer, Wild, Tide of Chaost (advantage)
Sorcerer, Wild, Bend Luck (1d4)
Warlock, Fiend, Darkone's Own Luck (1d10)
Wizard, Divination, Portent (pre-roll)
Spells:
Guidance Cantrip (1d4).
Enhance Ability (advantage)
Enlarge/Reduce, Enlarge (advantage)
Glibness (min 15 roll) *Deception
Forsight (advantage)
Conditions and misc:
Charmed (advantage) *Social only
Ability Scores (obviously)
Skill proficencies (2->6).
Insperation die (advantage).
Reductions:
Class abilities:
Bard, Lore, Cutting Words (1d6->1d12)
Sorcerer, Wild, Bend Luck (1d4)
Spells:
Bestow Curse (disvantage)
Contagion, several (disavantage) *Varies
Enlarge/Reduce, Reduce (disadvantage) *Strength
Eyebite, sicken (disavantage)
Heat Metal (disvantage)
Hex (disvantage, 1 stat)
Raise dead (4->1 for target).
Resurection (4->1 for target, disavantage for caster)
Staggering Smite (disavantage)
Symbol, Doom (disavantage)
Conditions and misc:
Blind (auto-fail) *Sight checks
Defened (auto-fail) *Hearing checks
Exhaustion (disvantage)
Frightened (disvantage).
Posioned (disvantage)
Restrianed (disvantage) *Dex only.
Heavily Encumbered (disvantage)
No Armor Proficency (disvantage)
Armor Penalty (disvantage) *stealth.
Things that are not, but should be errated into penalties.
Paralized (auto-fail) *Str and Dex checks
Petrified (auto-fail) *Str and Dex checks
Stunned (auto-fail) *Str and Dex checks
Unconcious (auto-fail) *Str and Dex checks
Let me know if i missed any.
Originally posted by Clutchbone:
Not sure if this is what you're looking for but here goes:
Originally posted by mellored:
Originally posted by Ashrym:
Some armors apply disadvantage to stealth regardless of proficiency.
Originally posted by whitishknight:
Do a category for Saving Throws, too! Warcaster feat, Resilient feat, Paladin's Aura of Protection...
Originally posted by mellored:
Originally posted by mellored:
As would attack rolls and AC.
Originally posted by Morukai:
However, I think it's pretty safe to assume that a creature affected by any of those would automatically fail a check too.
Just pointing out what seems to me be to a rather large oversight by the designers.
Originally posted by mellored:
Kinda funny that you can more easily grab a statue of a 200lbs fat wizard then a statue of a 200lbs muscled barbarian.
Originally posted by Erevan:
Since you've listed Reliable Talent, you might consider Glibness, which operates in a similar fashion. Double-check me on all of this, but I believe it's an 8th level spell available to bards and locks that makes Charisma-based checks have a minimum 15 roll for an hour.
It has the added benefit of fooling any lie-detecting magic.
Thanks for the list, btw. It's proven useful!
Originally posted by Jay_Ibero_911:
Kind of a funny thing about Remarkable Athlete vs. Jack of All Trades, one gives half-proficiency rounded up, and the other is rounded down. They couldn't even be consistent with that...
Originally posted by raleel:
Originally posted by mellored:
Originally posted by ScuroNotte:
How about list what can be affected by ability modifiers bonuses/penalties. Example Bardic Inspiration affects Initiative, Counterspell, Dispel Magic, etc
Originally posted by Eggnogfool:
Originally posted by Kalani:
Bonuses:
Feats:
Actor (advantage) *Some Deception and Performance
Alert (+5) * Initiative.
Dungeon Delver (advantage) *Some Perception and Investigation.
Lucky (reroll)
Class abilities
Barbarian, Rage (advantage) *Str
Barbarian, Feral Instinct (advantage). *Initiative
Barbarian, Totem, Bear (advantage) *Str
Bard, Bardic Insperation (1d6 -> 1d12, ally)
Bard, Jack of all trades (+1->3, non proficenct)
Bard, Expertise (+2->6)
Bard, Lore, Peerless skill (1d6->1d12, self)
Cleric, Knowlage (+2->6) * Certain skills
Fighter, Champion (+2-3) *Dex, Str, and Con (incuding initiative).
Rogue, Expertsie (+2->6)
Rogue, Reliable talent (min 10 roll) *Proficet skills
Rogue, Stroke of Luck (take 20)
Rogue, Thief, Supreme Sneak (advantage) *stealth
Rogue, Assassin, Master of Deception (advantage) *some deception
Sorcerer, Wild, Tide of Chaost (advantage)
Sorcerer, Wild, Bend Luck (1d4)
Warlock, Fiend, Darkone's Own Luck (1d10)
Wizard, Divination, Portent (pre-roll)
Spells:
Guidance Cantrip (1d4).
Enhance Ability (advantage)
Enlarge/Reduce, Enlarge (advantage)
Glibness (min 15 roll) *Deception
Forsight (advantage)
Conditions and misc:
Charmed (advantage) *Social only
Ability Scores (obviously)
Skill proficencies (2->6).
Insperation die (advantage).
Reductions:
Class abilities:
Bard, Lore, Cutting Words (1d6->1d12)
Sorcerer, Wild, Bend Luck (1d4)
Spells:
Bestow Curse (disvantage)
Contagion, several (disavantage) *Varies
Enlarge/Reduce, Reduce (disadvantage) *Strength
Eyebite, sicken (disavantage)
Heat Metal (disvantage)
Hex (disvantage, 1 stat)
Raise dead (4->1 for target).
Resurection (4->1 for target, disavantage for caster)
Staggering Smite (disavantage)
Symbol, Doom (disavantage)
Conditions and misc:
Blind (auto-fail) *Sight checks
Defened (auto-fail) *Hearing checks
Exhaustion (disvantage)
Frightened (disvantage).
Posioned (disvantage)
Restrianed (disvantage) *Dex only.
Heavily Encumbered (disvantage)
No Armor Proficency (disvantage)
Armor Penalty (disvantage) *stealth.
Things that are not, but should be errated into penalties.
Paralized (auto-fail) *Str and Dex checks
Petrified (auto-fail) *Str and Dex checks
Stunned (auto-fail) *Str and Dex checks
Unconcious (auto-fail) *Str and Dex checks
Let me know if i missed any.
Originally posted by Clutchbone:
Not sure if this is what you're looking for but here goes:
- Thief's Supreme Sneak gives adv. on Stealth checks
- Assassin's Imposter gives adv. on certain Deception checks
- Actor feat gives adv. on certain Deception and Performance checks
- Dugeon Delver gives adv. on certain Perception and Investigation checks
Originally posted by mellored:
Added, thx.Clutchbone wrote:Not sure if this is what you're looking for but here goes:
- Thief's Supreme Sneak gives adv. on Stealth checks
- Assassin's Imposter gives adv. on certain Deception checks
- Actor feat gives adv. on certain Deception and Performance checks
- Dugeon Delver gives adv. on certain Perception and Investigation checks
Originally posted by Ashrym:
Some armors apply disadvantage to stealth regardless of proficiency.
Originally posted by whitishknight:
Do a category for Saving Throws, too! Warcaster feat, Resilient feat, Paladin's Aura of Protection...
Originally posted by mellored:
addedAshrym wrote:
Some armors apply disadvantage to stealth regardless of proficiency.
Originally posted by mellored:
That would be a seperate list.whitishknight wroteo a category for Saving Throws, too! Warcaster feat, Resilient feat, Paladin's Aura of Protection...
As would attack rolls and AC.
Originally posted by Morukai:
Inexplicably, by RAW, the Paralyzed, Petrified, Stunned and Unconscious conditions don't automatically fail those checks(!); rather, they fail those saves...mellored wrote:Reductions:
Conditions and misc:
Blind (auto-fail) *Sight checks
Defened (auto-fail) *Hearing checks
Exhaustion (disvantage)
Frightened (disvantage).
Paralized (auto-fail) *Str and Dex checks
Petrified (auto-fail) *Str and Dex checks
Posioned (disvantage)
Restrianed (disvantage) *Dex only.
Stunned (auto-fail) *Str and Dex checks
Unconcious (auto-fail) *Str and Dex checks
Heavily Encumbered (disvantage)
No Armor Proficency (disvantage)
Armor Penalty (disvantage) *stealth.
Let me know if i missed any.
However, I think it's pretty safe to assume that a creature affected by any of those would automatically fail a check too.
Just pointing out what seems to me be to a rather large oversight by the designers.
Originally posted by mellored:
Oh, good catch.Morukai wrote:Inexplicably, by RAW, the Paralyzed, Petrified, Stunned and Unconscious conditions don't automatically fail those checks(!); rather, they fail those saves...
However, I think it's pretty safe to assume that a creature affected by any of those would automatically fail a check too.
Just pointing out what seems to me be to a rather large oversight by the designers.
Kinda funny that you can more easily grab a statue of a 200lbs fat wizard then a statue of a 200lbs muscled barbarian.
Originally posted by Erevan:
Since you've listed Reliable Talent, you might consider Glibness, which operates in a similar fashion. Double-check me on all of this, but I believe it's an 8th level spell available to bards and locks that makes Charisma-based checks have a minimum 15 roll for an hour.
It has the added benefit of fooling any lie-detecting magic.
Thanks for the list, btw. It's proven useful!
Originally posted by Jay_Ibero_911:
Kind of a funny thing about Remarkable Athlete vs. Jack of All Trades, one gives half-proficiency rounded up, and the other is rounded down. They couldn't even be consistent with that...
Originally posted by raleel:
The barbarian obviously has an oiled physique.mellored wrote:
Oh, good catch.Morukai wrote:Inexplicably, by RAW, the Paralyzed, Petrified, Stunned and Unconscious conditions don't automatically fail those checks(!); rather, they fail those saves...
However, I think it's pretty safe to assume that a creature affected by any of those would automatically fail a check too.
Just pointing out what seems to me be to a rather large oversight by the designers.
Kinda funny that you can more easily grab a statue of a 200lbs fat wizard then a statue of a 200lbs muscled barbarian.
Originally posted by mellored:
added.Erevan wrote:Since you've listed Reliable Talent, you might consider Glibness, which operates in a similar fashion.
Originally posted by ScuroNotte:
How about list what can be affected by ability modifiers bonuses/penalties. Example Bardic Inspiration affects Initiative, Counterspell, Dispel Magic, etc
Originally posted by Eggnogfool:
how does someone under one of those conditions attempt to use a skill?mellored wrote:
Oh, good catch.Morukai wrote:Inexplicably, by RAW, the Paralyzed, Petrified, Stunned and Unconscious conditions don't automatically fail those checks(!); rather, they fail those saves...
However, I think it's pretty safe to assume that a creature affected by any of those would automatically fail a check too.
Just pointing out what seems to me be to a rather large oversight by the designers.
Kinda funny that you can more easily grab a statue of a 200lbs fat wizard then a statue of a 200lbs muscled barbarian.
Originally posted by Kalani:
About the only skills they might be forced to attempt would be opposed checks. Of those, opposed Athletics/Acrobatics checks to resist grapples/shoves is about the only one that comes to mind.Eggnogfool wrote:
how does someone under one of those conditions attempt to use a skill?mellored wrote:
Oh, good catch.Morukai wrote:Inexplicably, by RAW, the Paralyzed, Petrified, Stunned and Unconscious conditions don't automatically fail those checks(!); rather, they fail those saves...
However, I think it's pretty safe to assume that a creature affected by any of those would automatically fail a check too.
Just pointing out what seems to me be to a rather large oversight by the designers.
Kinda funny that you can more easily grab a statue of a 200lbs fat wizard then a statue of a 200lbs muscled barbarian.