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I don't think any of the others are displayed. You might be able to check them in the combat log (hovering over a line displays the calculation) though when you spot something, are spotted, and pick a lock.
That's uncomfortable. Hmph. I kinda need to know them right now as I am distributing new items on the characters and selling the ones I won't need...
You should be able to calculate it as I believe there are no hidden bonuses. Just take the relevant stat bonus (dex for stealth/locks, wis for search) and add any bonuses from equipment and abilities.
2. Disadvantage = 2 x 1d20 rolls, with the lowest score being used.
3.A. Dexterity: Measures agility, reflexes, and balance. Ranged attacks and finesse weapons use Dexterity to determine damage. A high dexterity score also makes sneaking, disarming traps and unlocking things easier. Your Dexterity modifier can only contribute to your AC up to your armor's Max Dexterity value.
3.B. Wisdom: Wisdom reflects how attuned you are to the owrld around you and represents perceptiveness and intuition. Spells of the divine nature use Wisdom to determine their potency, and Wisdom also helps in locating hidden objects.
4.A. Search: Toggle: Grants a Proficiency Bonus when attempting to perceive hidden things.
Search uses a 1d20 roll + Proficiency Bonus, + Wisdom modifier + Skill modifier
4.B. Lockpicking: Passive: Grants Proficiency Bonus on any attempt to disarm a trap or pick a lock.
Lockpicking uses a 1d20 roll + Proficiency Bonus + Dexterity Modifier + Skill modifier
Disarm Traps uses a 1d20 roll + Proficiency Bonus + Dexterity Modifier + Skill modifier
5. Stealth uses 1d20 roll + Proficiency Bonus + Dexterity Modifier + Skill Modifiers VS enemy passive detection.
Proficiency bonus is located underneath your character (and above your current experience total) on the character sheet.[/b]
Example: You have to add each ranger/rogue to your party, take them out to any location, then compare whose lock picking bonus is highest, then decide whom to take with you. It's as annoying as having to take out your party members in order to compare current equipment... Of course, you could take notes, but seriously, that's additional work I don't want.
Sometimes I wonder if that was the intention of WotC all along, limit the amount of hands on information of the game so people like me buy the books to understand wtf is going on. I'll take my tinfoil hat off for now though, with all it's faults I still enjoy the game.
I just roll with the punches in this game, for a D&D game it is missing an incredible amount of information compared to most D&D games.
Troika made Temple of Elemental Evil in just over 20 months with only 14 developers in 2002, with an edition change half way through their development cycle and they included a rulebook and in game cyclopedia with full explanation of every single in game statistic and detailed updated information to all mechanics depending on what items you equipped. Not only that it was the first D&D game ever to have successfully recreated Turn-Based combat with combat options like Parry, Trip, Disarm, Called shots, Power Attack and Combat Expertise as basic options to the auto attack. It is the closest a D&D video game has ever come to replicating the D&D ruleset, and it sent the damn company into receivership.
It's really a shame, though. WotC make enough money as is, this is not going to help their cause. People are going to look for downloadable PDF versions of the rulebook, so...
But for a general knowledge most of the stuff is here, it's already pretty clear from in game information that wisdom contributes to search. And if you look closer you quote a skill alows boost it in some tree of the Cleric.
That's a point I realized after to have decided make my main character the lockpick and search character. It provides more freedom for companions. But have both sustained by one character is a bit a burden because of the double SKP cost.