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List of ability check modifiers (Skills, Initiative, ect...) (mellored)
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<blockquote data-quote="Clockwerk66" data-source="post: 6746184" data-attributes="member: 6801596"><p><strong>Originally posted by mellored:</strong></p><p></p><p></p><p><strong>Bonuses:</strong></p><p><strong>Feats:</strong></p><p>Actor (advantage) *Some Deception and Performance</p><p>Alert (+5) * Initiative.</p><p>Dungeon Delver (advantage) *Some Perception and Investigation.</p><p>Lucky (reroll)</p><p> </p><p><strong>Class abilities</strong></p><p>Barbarian, Rage (advantage) *Str</p><p>Barbarian, Feral Instinct (advantage). *Initiative</p><p>Barbarian, Totem, Bear (advantage) *Str</p><p>Bard, Bardic Insperation (1d6 -> 1d12, ally)</p><p>Bard, Jack of all trades (+1->3, non proficenct)</p><p>Bard, Expertise (+2->6)</p><p>Bard, Lore, Peerless skill (1d6->1d12, self)</p><p>Cleric, Knowlage (+2->6) * Certain skills</p><p>Fighter, Champion (+2-3) *Dex, Str, and Con (incuding initiative).</p><p>Rogue, Expertsie (+2->6)</p><p>Rogue, Reliable talent (min 10 roll) *Proficet skills</p><p>Rogue, Stroke of Luck (take 20)</p><p>Rogue, Thief, Supreme Sneak (advantage) *stealth</p><p>Rogue, Assassin, Master of Deception (advantage) *some deception</p><p>Sorcerer, Wild, Tide of Chaost (advantage)</p><p>Sorcerer, Wild, Bend Luck (1d4)</p><p>Warlock, Fiend, Darkone's Own Luck (1d10)</p><p>Wizard, Divination, Portent (pre-roll)</p><p> </p><p><strong>Spells:</strong></p><p>Guidance Cantrip (1d4).</p><p>Enhance Ability (advantage)</p><p>Enlarge/Reduce, Enlarge (advantage)</p><p>Glibness (min 15 roll) *Deception</p><p>Forsight (advantage)</p><p> </p><p><strong>Conditions and misc:</strong></p><p>Charmed (advantage) *Social only</p><p>Ability Scores (obviously)</p><p>Skill proficencies (2->6).</p><p>Insperation die (advantage).</p><p> </p><p> </p><p> </p><p><strong>Reductions:</strong></p><p><strong>Class abilities:</strong></p><p>Bard, Lore, Cutting Words (1d6->1d12)</p><p>Sorcerer, Wild, Bend Luck (1d4)</p><p> </p><p><strong>Spells:</strong></p><p>Bestow Curse (disvantage)</p><p>Contagion, several (disavantage) *Varies</p><p>Enlarge/Reduce, Reduce (disadvantage) *Strength</p><p>Eyebite, sicken (disavantage)</p><p>Heat Metal (disvantage)</p><p>Hex (disvantage, 1 stat)</p><p>Raise dead (4->1 for target).</p><p>Resurection (4->1 for target, disavantage for caster)</p><p>Staggering Smite (disavantage)</p><p>Symbol, Doom (disavantage)</p><p> </p><p><strong><strong>Conditions and misc:</strong></strong></p><p>Blind (auto-fail) *Sight checks</p><p>Defened (auto-fail) *Hearing checks</p><p>Exhaustion (disvantage)</p><p>Frightened (disvantage).</p><p>Posioned (disvantage)</p><p>Restrianed (disvantage) *Dex only.</p><p>Heavily Encumbered (disvantage)</p><p>No Armor Proficency (disvantage)</p><p>Armor Penalty (disvantage) *stealth.</p><p> </p><p><strong>Things that are not, but should be errated into penalties.</strong></p><p>Paralized (auto-fail) *Str and Dex checks</p><p>Petrified (auto-fail) *Str and Dex checks</p><p>Stunned (auto-fail) *Str and Dex checks</p><p>Unconcious (auto-fail) *Str and Dex checks</p><p> </p><p> </p><p>Let me know if i missed any.</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Clutchbone:</strong></p><p></p><p></p><p>Not sure if this is what you're looking for but here goes:</p><p></p><ul> <li data-xf-list-type="ul">Thief's Supreme Sneak gives adv. on Stealth checks</li> <li data-xf-list-type="ul">Assassin's Imposter gives adv. on certain Deception checks</li> <li data-xf-list-type="ul">Actor feat gives adv. on certain Deception and Performance checks</li> <li data-xf-list-type="ul">Dugeon Delver gives adv. on certain Perception and Investigation checks</li> </ul><p></p><p></p><p></p><p></p><p></p><p><strong>Originally posted by mellored:</strong></p><p></p><p></p><p>Added, thx.</p><p></p><p></p><p><strong>Originally posted by Ashrym:</strong></p><p></p><p></p><p> </p><p>Some armors apply disadvantage to stealth regardless of proficiency.</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by whitishknight:</strong></p><p></p><p></p><p>Do a category for Saving Throws, too! Warcaster feat, Resilient feat, Paladin's Aura of Protection...</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by mellored:</strong></p><p></p><p></p><p>added</p><p></p><p></p><p><strong>Originally posted by mellored:</strong></p><p></p><p></p><p>That would be a seperate list. </p><p>As would attack rolls and AC.</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Morukai:</strong></p><p></p><p></p><p> </p><p></p><p></p><p> </p><p><em>Inexplicably</em>, by RAW, the Paralyzed, Petrified, Stunned and Unconscious conditions don't automatically fail those checks(!); rather, they fail those <em>saves</em>...</p><p> </p><p>However, I think it's pretty safe to assume that a creature affected by any of those would automatically fail a check too. </p><p> </p><p>Just pointing out what seems to me be to a rather large oversight by the designers.</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by mellored:</strong></p><p></p><p></p><p>Oh, good catch. </p><p>Kinda funny that you can more easily grab a statue of a 200lbs fat wizard then a statue of a 200lbs muscled barbarian.</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Erevan:</strong></p><p></p><p></p><p>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.</p><p> </p><p>It has the added benefit of fooling any lie-detecting magic.</p><p> </p><p>Thanks for the list, btw. It's proven useful!</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Jay_Ibero_911:</strong></p><p></p><p></p><p>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...</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by raleel:</strong></p><p></p><p></p><p> </p><p>The barbarian obviously has an oiled physique.</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by mellored:</strong></p><p></p><p></p><p>added.</p><p></p><p></p><p><strong>Originally posted by ScuroNotte:</strong></p><p></p><p></p><p>How about list what can be affected by ability modifiers bonuses/penalties. Example Bardic Inspiration affects Initiative, Counterspell, Dispel Magic, etc</p><p></p><p></p><p></p><p></p><p><strong>Originally posted by Eggnogfool:</strong></p><p></p><p></p><p>how does someone under one of those conditions attempt to use a skill? </p><p></p><p></p><p><strong>Originally posted by Kalani:</strong></p><p></p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Clockwerk66, post: 6746184, member: 6801596"] [b]Originally posted by mellored:[/b] [b]Bonuses:[/b] [b]Feats:[/b] Actor (advantage) *Some Deception and Performance Alert (+5) * Initiative. Dungeon Delver (advantage) *Some Perception and Investigation. Lucky (reroll) [b]Class abilities[/b] 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) [b]Spells:[/b] Guidance Cantrip (1d4). Enhance Ability (advantage) Enlarge/Reduce, Enlarge (advantage) Glibness (min 15 roll) *Deception Forsight (advantage) [b]Conditions and misc:[/b] Charmed (advantage) *Social only Ability Scores (obviously) Skill proficencies (2->6). Insperation die (advantage). [b]Reductions:[/b] [b]Class abilities:[/b] Bard, Lore, Cutting Words (1d6->1d12) Sorcerer, Wild, Bend Luck (1d4) [b]Spells:[/b] 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) [b][b]Conditions and misc:[/b][/b] 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. [b]Things that are not, but should be errated into penalties.[/b] 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. [b]Originally posted by Clutchbone:[/b] Not sure if this is what you're looking for but here goes: [LIST] [*]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 [/LIST] [b]Originally posted by mellored:[/b] Added, thx. [b]Originally posted by Ashrym:[/b] Some armors apply disadvantage to stealth regardless of proficiency. [b]Originally posted by whitishknight:[/b] Do a category for Saving Throws, too! Warcaster feat, Resilient feat, Paladin's Aura of Protection... [b]Originally posted by mellored:[/b] added [b]Originally posted by mellored:[/b] That would be a seperate list. As would attack rolls and AC. [b]Originally posted by Morukai:[/b] [i]Inexplicably[/i], by RAW, the Paralyzed, Petrified, Stunned and Unconscious conditions don't automatically fail those checks(!); rather, they fail those [i]saves[/i]... 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. [b]Originally posted by mellored:[/b] Oh, good catch. Kinda funny that you can more easily grab a statue of a 200lbs fat wizard then a statue of a 200lbs muscled barbarian. [b]Originally posted by Erevan:[/b] 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! [b]Originally posted by Jay_Ibero_911:[/b] 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... [b]Originally posted by raleel:[/b] The barbarian obviously has an oiled physique. [b]Originally posted by mellored:[/b] added. [b]Originally posted by ScuroNotte:[/b] How about list what can be affected by ability modifiers bonuses/penalties. Example Bardic Inspiration affects Initiative, Counterspell, Dispel Magic, etc [b]Originally posted by Eggnogfool:[/b] how does someone under one of those conditions attempt to use a skill? [b]Originally posted by Kalani:[/b] 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. [/QUOTE]
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