| Post/Author/DateTime | Post |
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| #1melloredNov 13, 2014 10:09:50 | 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. |
| #2ClutchboneNov 13, 2014 12:11:04 | Not sure if this is what you're looking for but here goes:
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| #3melloredNov 13, 2014 12:15:36 |
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| #4AshrymNov 13, 2014 14:28:22 |
Some armors apply disadvantage to stealth regardless of proficiency. |
| #5whitishknightNov 13, 2014 14:52:09 | Do a category for Saving Throws, too! Warcaster feat, Resilient feat, Paladin's Aura of Protection... |
| #6melloredNov 13, 2014 14:52:37 |
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| #7melloredNov 13, 2014 14:53:53 |
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| #8MorukaiNov 14, 2014 3:52:15 |
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| #9melloredNov 14, 2014 5:13:05 |
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| #10ErevanNov 16, 2014 7:48:05 | 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! |
| #11Jay_Ibero_911Nov 16, 2014 7:54:17 | 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... |
| #12raleelNov 16, 2014 8:16:02 |
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| #13melloredNov 16, 2014 9:20:29 |
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| #14ScuroNotteFeb 15, 2015 9:42:06 | How about list what can be affected by ability modifiers bonuses/penalties. Example Bardic Inspiration affects Initiative, Counterspell, Dispel Magic, etc |
| #15EggnogfoolFeb 15, 2015 14:32:12 |
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| #16KalaniFeb 15, 2015 14:38:27 |
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