Post by Head Moderator on Jun 30, 2015 20:54:45 GMT -5
Back to Back: [Teamwork]
Your ally’s eyes are your own, and yours are his. While you are attacking the same target with a melee attack as another teammate with this skill, you both gain a +2 to your DDC while you both continue to attack the same target.
COMBAT
Bottomless Pockets: Your pockets seem to have no end of useful objects that you packed with you on your journey. You can carry mundane equipment in your pockets instead of carrying a pack, and can retrieve any of your mundane gear without it taking up a round of combat.
FLAVOR
Coordinated Fire: [Teamwork]
You and an ally gain damage bonuses on ranged attacks. If you hit an opponent with a ranged attack, until your next turn, the next successful ranged attack made by any ally with the Coordinated Fire skill against the same opponent deals +5 damage. This can be used once per combat.
Prerequisites: Point Blank Shot
COMBAT
Counterpoint to Inspiration [Teamwork]
When an allied bard with this skill is within 60 feet and uses their bardic performance to grant allies a bonus, you may perform the same bardic performance or to increase those bonuses by +1. This increase only lasts as long as you and your ally each maintain the same performance, and can only be extended if you both have Lasting Inspiration.
Prerequisite: Bard Profession
Darting Retrieval [Teamwork]
As your ally disarms a foe, you knock the disarmed item out of the way. If your ally disarms a foe (or otherwise removes an item from them), if the item lands within melee range you can move the disarmed item further away as a free action, causing the target to be unable to retrieve the item in one round; needing two instead. If you have at least one hand free and could carry the disarmed item, you can instead pick it up. Your ally with this Teamwork skill must also have Disarm Skill.
Defensive Disarm
When attacked and missed you may attempt to disarm the attacker once per combat. If you are attacked by an opponent using a melee weapon and the attack misses you may make an opposed Strength check once per combat to try and disarm the attacker. If you win, they are disarmed and will need to take a turn of combat to pick up their weapon.
Prerequisite: Disarm
COMBAT
Devil's Foe:
Face 10 different demons or devils in combat and take damage or suffer some other sort of injury from five or more attacks made by each one without falling unconscious, fleeing, or otherwise becoming unable to strike back at them. This skill enables you to bypass any damage reduction that demons or devils might have.
Prerequisite: Proof
COMBAT
Disarm Partner [Teamwork]
When your ally fails to disarm an opponent within your reach, if you both share this teamwork skill, you can try to disarm that same foe even if it is not your turn in combat. Roll an opposed Strength check, if you win, then you successfully disarm the opponent and they must take a round of combat to pick up that weapon.
Prerequisite: Disarm
COMBAT
Elemental Co-Mixture [Teamwork]
You can combine your elemental spells with those of your allies to produce entirely new and synergistic magical effects. You and an ally within 30 feet who shares this skill can cast your regged spells together to create a more powerful, hybrid effect. Both spells must have an elemental descriptor (air, earth, fire, shadow or water), or an energy descriptor that corresponds to one of the elements (acid [earth], cold [water], electricity [air], or fire [fire]). The primary caster's regged spell is considered the primary spell, and that is the spell that the opponent must save against. If they fail, then both spells take effect. For instance, you could combine a spell that does Fire DMG + a spell that uses smoke for a Hold. This can be used once per combat.
Prerequisites: Magical or Psionic Affinity
COMBAT
Flame Survivor: You must be knocked unconscious or killed by fire damage at least 10 times to gain this skill. It grants you a +5 defense against fire damage, and a +2 to any saves or checks versus fire effects.
Prerequisites: Proof
Gotcha: You can stop an ally from falling or being moved. When an ally in reach is knocked prone, pushed, pulled, or is falling you can make a DC15 Strength or Quickness check immediately to keep them standing or prevent the movement. In the case of falling allies you must keep hold of them. You must have a free hand to perform this action but you may drop an item as part of this action before making the check.
Prerequisites: Acrobatics
Manipulate Probability: A number of times per day equal to 1+INT bonus, you may roll 5d4 in the place of a d20 for a skill check, save, or strike.
Polearm Acrobat: While wielding a polearm, spear, staff, or similarly shaped object, you receive a +3 bonus to Acrobatics checks and a +1 to your Defense DC.
Prerequisites: Two-Handed Weapon, Uses a Polearm
COMBAT
Secret Language: [Teamwork]
You and your allies have worked out a complex set of codes and phrases that allow you to secretly pass information back and forth. This can be used only by those that have this teamwork skill.
Shake It Off: [Teamwork]
You support your allies and help them recover from crippling effects. You gain a +1 to saves for every ally that has this skill (Maximum +4).
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Jumper: A Grippli can always 'take 10' for Jump Checks, and once per day they may choose to auto-pass one Jump Check.
Prerequisite: Grippli Race Only
Camouflage Grippli: Gripplis receive a +5 bonus to Stealth checks in marshes, swamps and forested areas.
Prerequisite: Grippli Race Only
Glider: Gripplis' aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this skill if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless).
Prerequisite: Grippli Race Only
Toxic Skin: Once per day, a grippli can create a poison that can be applied to a weapon or delivered as a melee attack. Alternatively, the grippli can smear the poison on its own body (this takes a round of combat), affecting the first creature to hit it with an unarmed hit or natural weapon. The poison loses its potency after 1 hour of not being used. The grippli is immune to its own poison. Grippli Poison: Skin or weapon—contact or injury; DC12+Gemstone Rank Endurance save (so at Crystal it would be 12+1 = 13); effect 1d4 Quickness Bonus Debuff. A cure poison must be gained to regain the lost Quickness points.
Prerequisite: Grippli Race Only
Agile Tongue: You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, and this allows you to disarm a target once per combat. Disarming this way takes a successful melee strike to knock a weapon out of your opponent's hand instead of doing damage. It takes up a turn to pick it up if they want to continue using it. You can, instead of disarming a weapon, choose to steal one item that is visible on the target instead of removing a weapon such as a visible amulet, a wand, a bracelet, etc.
Prerequisite: Grippli Race Only
Your ally’s eyes are your own, and yours are his. While you are attacking the same target with a melee attack as another teammate with this skill, you both gain a +2 to your DDC while you both continue to attack the same target.
COMBAT
Bottomless Pockets: Your pockets seem to have no end of useful objects that you packed with you on your journey. You can carry mundane equipment in your pockets instead of carrying a pack, and can retrieve any of your mundane gear without it taking up a round of combat.
FLAVOR
Coordinated Fire: [Teamwork]
You and an ally gain damage bonuses on ranged attacks. If you hit an opponent with a ranged attack, until your next turn, the next successful ranged attack made by any ally with the Coordinated Fire skill against the same opponent deals +5 damage. This can be used once per combat.
Prerequisites: Point Blank Shot
COMBAT
Counterpoint to Inspiration [Teamwork]
When an allied bard with this skill is within 60 feet and uses their bardic performance to grant allies a bonus, you may perform the same bardic performance or to increase those bonuses by +1. This increase only lasts as long as you and your ally each maintain the same performance, and can only be extended if you both have Lasting Inspiration.
Prerequisite: Bard Profession
Darting Retrieval [Teamwork]
As your ally disarms a foe, you knock the disarmed item out of the way. If your ally disarms a foe (or otherwise removes an item from them), if the item lands within melee range you can move the disarmed item further away as a free action, causing the target to be unable to retrieve the item in one round; needing two instead. If you have at least one hand free and could carry the disarmed item, you can instead pick it up. Your ally with this Teamwork skill must also have Disarm Skill.
Defensive Disarm
When attacked and missed you may attempt to disarm the attacker once per combat. If you are attacked by an opponent using a melee weapon and the attack misses you may make an opposed Strength check once per combat to try and disarm the attacker. If you win, they are disarmed and will need to take a turn of combat to pick up their weapon.
Prerequisite: Disarm
COMBAT
Devil's Foe:
Face 10 different demons or devils in combat and take damage or suffer some other sort of injury from five or more attacks made by each one without falling unconscious, fleeing, or otherwise becoming unable to strike back at them. This skill enables you to bypass any damage reduction that demons or devils might have.
Prerequisite: Proof
COMBAT
Disarm Partner [Teamwork]
When your ally fails to disarm an opponent within your reach, if you both share this teamwork skill, you can try to disarm that same foe even if it is not your turn in combat. Roll an opposed Strength check, if you win, then you successfully disarm the opponent and they must take a round of combat to pick up that weapon.
Prerequisite: Disarm
COMBAT
Elemental Co-Mixture [Teamwork]
You can combine your elemental spells with those of your allies to produce entirely new and synergistic magical effects. You and an ally within 30 feet who shares this skill can cast your regged spells together to create a more powerful, hybrid effect. Both spells must have an elemental descriptor (air, earth, fire, shadow or water), or an energy descriptor that corresponds to one of the elements (acid [earth], cold [water], electricity [air], or fire [fire]). The primary caster's regged spell is considered the primary spell, and that is the spell that the opponent must save against. If they fail, then both spells take effect. For instance, you could combine a spell that does Fire DMG + a spell that uses smoke for a Hold. This can be used once per combat.
Prerequisites: Magical or Psionic Affinity
COMBAT
Flame Survivor: You must be knocked unconscious or killed by fire damage at least 10 times to gain this skill. It grants you a +5 defense against fire damage, and a +2 to any saves or checks versus fire effects.
Prerequisites: Proof
Gotcha: You can stop an ally from falling or being moved. When an ally in reach is knocked prone, pushed, pulled, or is falling you can make a DC15 Strength or Quickness check immediately to keep them standing or prevent the movement. In the case of falling allies you must keep hold of them. You must have a free hand to perform this action but you may drop an item as part of this action before making the check.
Prerequisites: Acrobatics
Manipulate Probability: A number of times per day equal to 1+INT bonus, you may roll 5d4 in the place of a d20 for a skill check, save, or strike.
Polearm Acrobat: While wielding a polearm, spear, staff, or similarly shaped object, you receive a +3 bonus to Acrobatics checks and a +1 to your Defense DC.
Prerequisites: Two-Handed Weapon, Uses a Polearm
COMBAT
Secret Language: [Teamwork]
You and your allies have worked out a complex set of codes and phrases that allow you to secretly pass information back and forth. This can be used only by those that have this teamwork skill.
Shake It Off: [Teamwork]
You support your allies and help them recover from crippling effects. You gain a +1 to saves for every ally that has this skill (Maximum +4).
----
Jumper: A Grippli can always 'take 10' for Jump Checks, and once per day they may choose to auto-pass one Jump Check.
Prerequisite: Grippli Race Only
Camouflage Grippli: Gripplis receive a +5 bonus to Stealth checks in marshes, swamps and forested areas.
Prerequisite: Grippli Race Only
Glider: Gripplis' aerodynamic bodies and thick webbing between the toes enable a falling grippli to treat the distance fallen as half the actual distance. The grippli can steer himself while falling, moving horizontally up to a number of feet equal to half the vertical distance fallen. The grippli cannot use this skill if it is wearing heavy armor, is carrying a heavy load, or is unable to react to the fall (such as being helpless).
Prerequisite: Grippli Race Only
Toxic Skin: Once per day, a grippli can create a poison that can be applied to a weapon or delivered as a melee attack. Alternatively, the grippli can smear the poison on its own body (this takes a round of combat), affecting the first creature to hit it with an unarmed hit or natural weapon. The poison loses its potency after 1 hour of not being used. The grippli is immune to its own poison. Grippli Poison: Skin or weapon—contact or injury; DC12+Gemstone Rank Endurance save (so at Crystal it would be 12+1 = 13); effect 1d4 Quickness Bonus Debuff. A cure poison must be gained to regain the lost Quickness points.
Prerequisite: Grippli Race Only
Agile Tongue: You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, and this allows you to disarm a target once per combat. Disarming this way takes a successful melee strike to knock a weapon out of your opponent's hand instead of doing damage. It takes up a turn to pick it up if they want to continue using it. You can, instead of disarming a weapon, choose to steal one item that is visible on the target instead of removing a weapon such as a visible amulet, a wand, a bracelet, etc.
Prerequisite: Grippli Race Only