Awesome Stuff, All the Time

Group Renown Perks

BASE PERKS

“As a team you’ve learned how to interrogate a person for information better than before.”

 

Benefit:

With this perk when you interrogate an NPC for information (RP required still) you can add your PROFICIENCY BONUSES to the rolls to both your INTIMIDATE skill and PERSUASION skills.

“As a team you’ve learned how to interrogate a person for information EVEN better than before.”

 

Prerequisite: Good Cop / Bad Cop

 

Benefit:

With this perk when you interrogate an NPC for information (RP required still) you can add you PROFICIENCY BONUSES to the rolls to both your INTIMIDATE skill and PERSUASION skills AS WELL AS ROLL WITH ADVANTAGE.

You protect an ally from attacks he doesn’t see coming.

 

Benefit:

If you successfully use the help action to give an ally a +2 bonus to AC against an opponent’s next attack, the ally is also not considered flanked or flat- footed against that opponent until the beginning of your next turn.

REQ COMBO MOVE

As a team you have been able to learn how your teammates attack in battle this ability unlocks combo moves you can do in battle.

 

Benefit:

When you choose this Perk you may choose one combo move from the Combo Move list and once your group levels up you may choose more combo moves

As a team you have been able to learn how your teammates attack in battle this ability unlocks EVEN MORE combo moves you can do in battle.

 

Prerequisite:

Combo Move, Group level 5

 

Benefit:

When you choose this Perk you may choose one combo move from the Combo Move list and once your group levels up you may choose more combo moves

You disarm a creature of an object

 

Prerequisite:

Combo Move

 

Benefit:

If your partner is within 5 feet of the object, they can use their reaction to grab it or knock it away 10 feet in any direction.

Cast a spell that targets only one creature

 

Prerequisite:

Improved Combo Move

Benefit:

If your partner is within 30 feet of you, they can use their reaction to become the origin of the spell, allowing you to cast touch spells at a longer range or make spell attacks against creatures you otherwise couldn’t see. The
target has advantage on the first saving throw made to resist the effects of the spell and any spell attack roll you make as part of the initial casting is made with disadvantage.

You hit a creature with a ranged attack

 

Prerequisite:

Improved Combo Move

 

Benefit:

Each group member within 15 feet of you that can see the target can use their reaction to make a single ranged attack with a weapon (if a ranged weapon is equipped) or cantrip they can cast against the target. On a hit, the attack deals half damage.

You hit a creature with a melee weapon attack

 

Prerequisite:

Improved Combo Move

 

Benefit:

One group member within 5 feet of the target that can see you can use their reaction to make a melee weapon attack against the target. On a hit, they deal half damage, and both you and your partner can immediately move to the opposite side of the target. This movement does not provoke opportunity attacks.

You attempt to shove a creature more than one size larger than you

 

Prerequisite:

Combo Move

 

Benefit:

Before attempting to fell an insurmountable foe, each group member within 5 feet of the target can use their reaction to assist. For each creature that does so, treat your size as one size larger for determining if you can shove the target and add a +2 bonus to your Strength (Athletics) check.

You attempt to shove a creature while the target is directly between you and your partner

 

Prerequisite:

Improved Combo Move

 

Benefit:

As a reaction, your partner falls prone and you gain advantage on your Strength (Athletics) check to shove the target. On a successful shove, the target is pushed back 10 feet and trips over your partner, falling prone.

You know how to work together to trip your foes.

 

Prerequisite:

Combo Move

 

Benefit:

Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this perk, you gain a +2 to the roll.

REQ TANDEM ATTACKS

As a team you’ve improved the way you can attack a single target, you’ve learned the way each other moves in combat and can adapt on the fly to create openings on a target.

 

Benefit:

With this perk when you decide to make an Improved Tandem Attack you can roll an extra d4 to both your damages, both have to hit obviously in order to roll the extra damage and also this might not affect EVERY target because of certain stipulations to hit the target.

Example:

If the target requires tandem attacks to work per se in order to do damage on a target, the first player need to hit the AC to create the opening in the armor before it regens and the second player does the damage, only the second player can use the extra damage.

You feign weakness, making yourself a tempting and distracting target.

 

Prerequisite:

Improved Tandem Attacks.

 

Benefit:

Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you until the end of your next turn or until your opponent attacks you, whichever happens first. If that opponent attacks you with this bonus, it provokes attacks of opportunity from your allies who have this perk.

A little diversion is all you need to slip through your foe’s defenses.

 

Prerequisite:

Improved Tandem Attacks.

 

Benefit:

Whenever an ally feints an opponent, that opponent also loses his Dexterity bonus to AC against the next attack you make against him before the end of the feinting ally’s next turn.

Knowledge of your companions’ tricks and techniques allow you to take even greater advantage of your allies’ feints.

 

Prerequisite:

Improved Tandem Attacks, Feint Partner.

 

Benefit:

Whenever an ally feints against an opponent, that opponent provokes an attack of opportunity from you.

Prerequisite:

Improved Tandem Attacks

 

Benefit:

When using the steal combat maneuver you can attempt to steal even more difficult items such as backpacks, rings, and wielded objects can be taken

You know how to make an enemy pay for lax defenses.

 

Prerequisite:

Improved Tandem Attacks.

 

Benefit:

Whenever you are adjacent to an ally, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.

You are skilled at striking where it counts, as long as an ally distracts your foe.

 

Prerequisite:

Improved Tandem Attacks.

 

Benefit:

Whenever you and an ally are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.

You distract a mark with friendly conversation while your partner robs the victim blind.

 

Prerequisite:

Improved Tandem Attacks.

 

Benefit:

Whenever an ally succeeds a Deception check to feint an opponent, if you are adjacent to that creature, you can spend an reaction to make a Dexterity check to pickpocket that opponent and gain a +4 bonus on that attempt.

Your enemy sees you as an easy mark, but doesn’t notice your allies poised to shoot.

 

Prerequisite:

Improved Tandem Attacks, Broken Wing Gambit.

 

Benefit:

Whenever you use Broken Wing Gambit and an opponent attacks you as a result, each ally within 30 feet of that opponent can attempt a ranged/cantrip attack against it as a reaction. The ally’s ranged weapon must be in hand, loaded, and ready to be fired or thrown in order to make this attack possible.