Post by Head Moderator on Sept 27, 2016 14:32:43 GMT -5
Pistol Whip is a constant skill. (Updated)
blindfight is innate
blindsense is constant
Tweaked Snowflake War Dance
Snowflake War Dance : You have mastered the snowflake war dance, a mystical style of fighting with a light slashing weapon that allows you to leap, dance and almost seem to float haphazardly across the battlefield like a whirling, razor-edged snowflake. This allows you to add your Charisma (CHA) trait bonus to your damage instead of your Strength (STR). At Sapphire, you may use SWD twice per combat, at Emerald/Ruby three times per combat, at Obsidian four times per combat, and at Diamond throughout a full combat. You cannot use this skill if you are using a shield, or wearing medium or heavy armor of any kind, or using any weapon other than "light".
Prerequisites: Bard (Primary or Secondary), Charismatic Fighter
(Pam's Notes- Already on A-Z, NOT on other list)
Critical Shift: You may choose to forgo a critical hit in order to pass it on to an ally. Once per combat, if you roll a critical hit, choose another ally to use the critical on their next turn. You must choose and name your ally before your turn ends.
Combat
Improved Winged Fist: A monk may channel his chi and damage a ranged target with his unarmed attacks, gaining all boosts to unarmed that he normally gains. At Sapphire, he may use IWF twice per combat, at Emerald/Ruby three times per combat, at Obsidian four times per combat, and at Diamond throughout a full combat.
Prerequisites: Monk (Primary), Sapphire Rank
COMBAT
Spellcasters Unite [Teamwork]
At the beginning of a quest or mission, during the initial state, you must choose whether you are going to add to all magical damage of teammates with this teamwork skill, or add to your Defense DC. Choose +5 to all magical damage, or a +1 to Defense DC (not to exceed limits). Both cannot be in use during the same quest, so it would be a good idea to discuss in IM with anyone else that has this skill to decide whether you want damage, or ddc boost because the first person that states this teamwork skill and chooses, that is what everyone who has this teamwork skill gets for the rest of the quest!
Prerequisites: Magical or Psionic Affinity
COMBAT
Combined Darting Retrieval and Disarm Partner into: (A-Z done, not other list)
Disarming 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. When your ally fails to disarm an opponent within your reach, this teamwork skill allows you to 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
Getting rid of "Coordinated Fire" and turning it into "Coordinated Attack"
Coordinated Attack [Teamwork]
You and an ally gain damage bonuses on attacks. If you hit an opponent with a ranged or melee attack, until your next turn, the next successful attack made by any ally with the Coordinated Attack skill against the same opponent deals +5 damage. This can be used once per combat.
COMBAT
NOT on A-Z
(IN PROCESS)
Animal Defiance: You can rebuke animals as priests. 3+CHA a day.
Prerequisites: Animal Affinity
Animal Control: You can turn animals as priests 3+CHA a day
Prerequisites: Animal Defiance
Child of Fire
Child of Stone
Child of Storm
Child of the Sea
Child of Wind
Child of Light
Child of Shadow
Child of Snow
Deep Denizen Underground terrain +2 Listen checks, +4 bonus when tracking by Scent.
Desert Dweller Desert terrain DC 10 subdual heat damage, resist dehydration.
Grass Trekker Plains terrain +2 Jump, lowered Fort saves for a forced march.
Peak Hopper Hill or mountain terrain +2 Balance and Climb checks.
Swamp Stalker Marsh terrain +2 Swim, +2 bonus to break entanglements.
Treefriend Forest terrain +2 Climb, +2 to avoid being lost in the forest.
Winter’s Child Cold terrain DC 10 subdual cold damage, resist hypothermia
Associate
You are on good terms with a large organization, though not necessarily an official member.
Prerequisite(s): Maintain a positive relationship with an organization for at least 6 months or achieve a major accomplishment on behalf of an organization.
Benefit(s): Select a single organization with which you have a positive relationship. You gain a +4 circumstance bonus on Diplomacy checks to influence members of that group or when making gather information checks about the organization. In any settlement that is the size of a small town or larger, you can spend 1d4 hours to attempt to track down a representative of your organization to gain a minor resource or service for free (such as information), a place to stay, or transportation. If you succeed at a Diplomacy check (DC = 20 + the gp cost of the service requested [minimum 1 gp]), you successfully call in a favor and gain that service for free; otherwise, you must pay the normal fee. You can attempt this check once per week.
Special: You can take this feat multiple times. Each time you select this feat, you associate yourself with an additional organization.
blindfight is innate
blindsense is constant
Tweaked Snowflake War Dance
Snowflake War Dance : You have mastered the snowflake war dance, a mystical style of fighting with a light slashing weapon that allows you to leap, dance and almost seem to float haphazardly across the battlefield like a whirling, razor-edged snowflake. This allows you to add your Charisma (CHA) trait bonus to your damage instead of your Strength (STR). At Sapphire, you may use SWD twice per combat, at Emerald/Ruby three times per combat, at Obsidian four times per combat, and at Diamond throughout a full combat. You cannot use this skill if you are using a shield, or wearing medium or heavy armor of any kind, or using any weapon other than "light".
Prerequisites: Bard (Primary or Secondary), Charismatic Fighter
(Pam's Notes- Already on A-Z, NOT on other list)
Critical Shift: You may choose to forgo a critical hit in order to pass it on to an ally. Once per combat, if you roll a critical hit, choose another ally to use the critical on their next turn. You must choose and name your ally before your turn ends.
Combat
Improved Winged Fist: A monk may channel his chi and damage a ranged target with his unarmed attacks, gaining all boosts to unarmed that he normally gains. At Sapphire, he may use IWF twice per combat, at Emerald/Ruby three times per combat, at Obsidian four times per combat, and at Diamond throughout a full combat.
Prerequisites: Monk (Primary), Sapphire Rank
COMBAT
Spellcasters Unite [Teamwork]
At the beginning of a quest or mission, during the initial state, you must choose whether you are going to add to all magical damage of teammates with this teamwork skill, or add to your Defense DC. Choose +5 to all magical damage, or a +1 to Defense DC (not to exceed limits). Both cannot be in use during the same quest, so it would be a good idea to discuss in IM with anyone else that has this skill to decide whether you want damage, or ddc boost because the first person that states this teamwork skill and chooses, that is what everyone who has this teamwork skill gets for the rest of the quest!
Prerequisites: Magical or Psionic Affinity
COMBAT
Combined Darting Retrieval and Disarm Partner into: (A-Z done, not other list)
Disarming 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. When your ally fails to disarm an opponent within your reach, this teamwork skill allows you to 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
Getting rid of "Coordinated Fire" and turning it into "Coordinated Attack"
Coordinated Attack [Teamwork]
You and an ally gain damage bonuses on attacks. If you hit an opponent with a ranged or melee attack, until your next turn, the next successful attack made by any ally with the Coordinated Attack skill against the same opponent deals +5 damage. This can be used once per combat.
COMBAT
NOT on A-Z
(IN PROCESS)
Animal Defiance: You can rebuke animals as priests. 3+CHA a day.
Prerequisites: Animal Affinity
Animal Control: You can turn animals as priests 3+CHA a day
Prerequisites: Animal Defiance
Child of Fire
Child of Stone
Child of Storm
Child of the Sea
Child of Wind
Child of Light
Child of Shadow
Child of Snow
Deep Denizen Underground terrain +2 Listen checks, +4 bonus when tracking by Scent.
Desert Dweller Desert terrain DC 10 subdual heat damage, resist dehydration.
Grass Trekker Plains terrain +2 Jump, lowered Fort saves for a forced march.
Peak Hopper Hill or mountain terrain +2 Balance and Climb checks.
Swamp Stalker Marsh terrain +2 Swim, +2 bonus to break entanglements.
Treefriend Forest terrain +2 Climb, +2 to avoid being lost in the forest.
Winter’s Child Cold terrain DC 10 subdual cold damage, resist hypothermia
Associate
You are on good terms with a large organization, though not necessarily an official member.
Prerequisite(s): Maintain a positive relationship with an organization for at least 6 months or achieve a major accomplishment on behalf of an organization.
Benefit(s): Select a single organization with which you have a positive relationship. You gain a +4 circumstance bonus on Diplomacy checks to influence members of that group or when making gather information checks about the organization. In any settlement that is the size of a small town or larger, you can spend 1d4 hours to attempt to track down a representative of your organization to gain a minor resource or service for free (such as information), a place to stay, or transportation. If you succeed at a Diplomacy check (DC = 20 + the gp cost of the service requested [minimum 1 gp]), you successfully call in a favor and gain that service for free; otherwise, you must pay the normal fee. You can attempt this check once per week.
Special: You can take this feat multiple times. Each time you select this feat, you associate yourself with an additional organization.