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Main Forums => Suggestions => Topic started by: Mort on June 19, 2009, 09:52:15 PM

Title: Perk Suggestion:
Post by: Mort on June 19, 2009, 09:52:15 PM
At level 5, you'd gain one perk à la fallout. That you can select via craftmenu that provides you a few bonuses or unique abilities.

Here's a few we had in mind: ...

Soldier's Vigor:

With each rest, you gain 10 temporary HP that can go over your maximum.

Animal Skinning:
You are extremely proficient at skinning the poor little animals granting you two skins per animal you skin.

Skeleton in the Closet:
With each reset, a skeleton susceptible to necromantic powers will spawn in your backpack.

Night Stalker:
Your eyes have become adjusted to the dark, permanently, making you a capable hunter at night but damaging them during the day...
+3 spot/+3 listen during night. -2 spot/-2 listen during day.

Gloom Walker:

Your shadowy ways have learned you extra skills in the domain of blending with the darkness. However, you have develop an aversion for light.
+2 Hide/+2 MS, light sensitivity

Brawler:
Fist fights are a tradition for you and with such experience, your fists seem to make more teeth fly away than anyone else. Chaotic only.
Improved Critical (Unarmed Fighting).

Quick Learner:

Whenever you lockpick a new lock or disable a new trap, you gain a small XP bonus (1-5xp).

Elemental Focus: Element
You've made the focus of you studies or power tied to a specific element granting you to access its powers.
 - Change Flame Weapon Element
 - Change Bard Song Element

Packrat:
You're always amazed at how you can stuff things in your inventory.
Grants you a 60% weight reduce pack that you cant drop.

Nebudzznos Sewer Dweller:
Living in the sewers for so long gave you a special affinity with the filth and dirt.
 +3 vs. disease, +4 Hide / +4 MS when in sewers.

Totem Warrior:
Your dedication to the ancient ways have given you greater willpower and resilience to survive the hardship of the Wild.
+1 will/+1 fort in Wild Areas. Barbarian only.

Now... These are to give you an idea of what we are looking for. We are looking for stylish perks that can help to develop your ideas and concept and give them more style. So if you have an idea for a perk, just write it here. They will be modified/changed and a final list will be posted.
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Post by: Jasede on June 19, 2009, 10:07:08 PM
One-Armed Jack
You are particularly skilled using only one one-handed weapon and no shield. +1 AC and +1 damage only when using a single one-handed weapon and no shield.

Compulsive Liar
You just have to! +3 Bluff checks, but -1 CHA. Nobody likes a liar.

Tough Skin
From all the fighting you've been through, your skin has hardened. Not a pretty sight. 1 DR / -, 1 Fire/Acid/Electricity DR, -2 CHA

Knife Man
You've always been very handy with a knife. Improved Critical (Dagger).

Awesomely Lucky
Someone up there -really- doesn't want you to die. Once, just once, a PC with this perk may use a special dialogue line in the Fugue to respawn without XP loss.

Greased Lightning
You have the reflexes of a rat! And its attention span. +2 Iniative, +5% Run/walk speed, -2 WIS

Mysterious ???
Once a day, you can call upon a MYSTERIOUS ??? you befriended to help you out in battle. (Can only be used once in 24 RL hours, pretty good summon, something Summon Monster 3 would give)

Serious Anger Issues
You may use Bloodlust as per the spell (cast as level 5) once per day because sometimes you really just have to hulk out. Or else. -2 Diplomacy & Bluff.

Ascet
Worldly Temptations hold no power over you. +2 vs Mind-Affecting spells, but can only be taken if you have long hair & a beard.
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Post by: Verybigliar on June 19, 2009, 10:18:44 PM
I am not entirely sure how this could work, but a perk of somekind like a beastmaster or animal lover

Chance to choose or chance to gain access to grow somekind different pet/companion for those who have such, or tame.
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Post by: Jasede on June 19, 2009, 10:26:21 PM
Miser
You just have to collect all these little nicknacks lying about and turn 'em into gold. Don't judge me! PCs with this perk gain 1-5 gp everytime they rest, to represent their urge of collecting stuff.
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Post by: lovethesuit on June 19, 2009, 10:29:48 PM
http://www.d20srd.org/srd/variant/buildingCharacters/characterTraits.htm

Like this?

How about:

Luck of the Draw
When it comes to cards, you have a sixth sense. If you don't like your hand in Royal Dragon, you can re-draw it once per day.

Improvise
Sometimes a weapon isn't readily available, so you have to improvise. You can grab a chair leg or branch nearby to help you fight. This works as a Club that cannot be lost, even if you die!
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Post by: Talir on June 19, 2009, 10:30:07 PM
Public chairman
You have mastered the arts of politics in a way that leaves people drawn into your words. The drawback? So are you.
+3 bluff, +3 persuade
-2 concentration, -2 discipline


Veteran of the battlefield
You have been through a lot and seen much that would leave others shaken to the core. Although the experience has helped you prevail, you do not attach yourself easily to other people anymore because you know that if you do, the next battle may kill you emotionally should they perish. Therefore you may seem gruff or foreboding to others.
+2 save vs. fear, +1 intimidate

Heritage of Netheril
The ziggurat has awoken powers within you that lay dormant. You are drawn to the past and functionally of that which is now the Sharboneth colony, enthusing you to discover relics and artifacts of the lost prime age.
+2 search, +2 spellcraft, +1 lore
[Sorcerer or Bard]
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Post by: Verybigliar on June 19, 2009, 10:32:08 PM
Drunken haze

Everytime you drink alcohol you numb your senses and wit.
Provides you with -2 will saves and +2 fort saves.
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Post by: Talir on June 19, 2009, 10:44:33 PM
Unlucky
Through no fault of your own, the spawns that meet you are always for a character one level higher.
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Post by: Jasede on June 19, 2009, 10:47:19 PM
by greenergrass:

Survivor
You just won't go down! +1 death saves, and when you are bleeding, +10 on your roll to recover.

by transitioncube:

Flower Child
You can't get enough of these! You harvest double the amount of herbs than normal PCs.
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Post by: Fliggin McButton on June 19, 2009, 10:49:18 PM
Bloody Mess (Big Fallout fan here)
For whatever reason, you can not kill something in a clean manner. Through sheer viciousness or poor luck, everything you kill ends up dying in a horrific manner.

Statistical Benefit
: You always see the bloody explosion animation when you kill things, and you gain +1 damage with all weapons.
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Post by: VanillaPudding on June 19, 2009, 10:55:13 PM
I'd personally rather see things that don't have ability score penalties for no apparent reason, especially since it's a major drawback. Anyway, I'll toss some of my own in here.


Master Herbalist - Upon harvesting a plant, you gain twice as many products from it's effect due to your skilled hands. Also, you gain +2 to Herbalism checks.

Beastmaster - Non magical animals no longer see you as a threat in the wilds. Animal empathy will last longer on these animals than normal.

Iron Will? I'm Iron Mike - Once going under 50% of your maximum health, you gain  50% damage reduction for 20 rounds or until healed to full health.

Stalker - You gain the ability to target one person / 4 levels, tracking their movements with keen precision. This effect will fade upon rest and is useless against those with trackless step.

Stalk this! - You can trackless step feat and +2 hide / move silenty

Quiver me timbers! - As a master with the bow, you gain improved critical for your chosen ranged weapon. You'll also be able to create a stack of arrows with special spice! (A chosen list of arrows to pick from with 1d4 bonus damage of non elemental type or something)

Barter Harder - Learning the ways of a master merchant, you've become quite keen on the business and how to work your magic!
+2 bluff, +4 appraise

Special somebody - Ever feel like someone is always watching you? Well, they are. (After resting, there is a small chance that a companion fitting of your class / alignment / deity will be at your side, ready to fight for your cause)

I sing, dance, and cut your face! - A so called spellsword, you've learned to master the art of using your magic in armor, granting a 30% reduction in arcane spell failure no matter what you wear!

Shady business - You've become attached to the underground world, thugs will no longer attack you and you have connections to the most informed of people!

Strike it rich - You've stumbled upon the chance of a lifetime, make it count! (A medium length adventure targeted around you and your friends, one time only, thanks DMs!)

Master explorer - You've learned the lands well, all non secret areas are revealed to you on the minimap.

Rogue's touch - Mastering the art of locks and traps, you take 20 on them even in combat!

Cannibal - You sick bastard, you can eat the corpse of monsters or players to gain monstrous regeneration until you're fully healed.

Intimation - While your barbarian rage is on, you gain an aura of fear. Will save DC 5 + level + CHA
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Post by: lovethesuit on June 19, 2009, 11:06:16 PM
What would be really handy is a non-druid/non-ranger only perk that gives Animal Empathy bonus at +1/character level, for people who want to break into herbalism.
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Post by: Talir on June 19, 2009, 11:11:10 PM
Detect Chaos
As a character strong in faith of lawfulness, you have become able to better discern the chaotic elements of the colony. Similar to the paladin Detect Evil, you are able to discern who is of the chaotic alignment.

[Restricted: House Sharboneth Faction, Stygian Armada faction, paladins of law emphazising gods, champions and clerics of the same. Lawful only.]

Banner carrier
As a member of a banner faction, you stand out in you deeds. For whatever action you commit that either increase or decrease the reputation of your banner, the effect is doubled.
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Post by: Vlaid on June 19, 2009, 11:16:55 PM
I love it in concept, I'll leave the number crunching to the DM's. But lots of perks ala Fallout seems like an awesome idea to me as long as they are balanced carefully.

All for it!
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Post by: Thomas_Not_very_wise on June 19, 2009, 11:23:34 PM
Errant wanderer.
You wander, because you have nothing else to do, or perhaps you do so because it's fun, but anyways, yuo can move faster than anyone else.
10% movement speed increase, in wild areas, doesn't stack with barb/ranger/druid/monk speed.

The lock Picker
You specialize in picking locks, it's a compulsion, you cannot seem to leave a lock alone.
+3 to lock pick.

A serene mind.
You're at peace with yourself, but you seem to dislike those who disrupt your serenity.
+1 Ab to Chaotic, -1 ab to lawful.

The Skies the limit.
You like climbing mountains, in fact, the higher the better. You're used to thin air, as well as avoiding the tough beasts upon the mountain side.
+3 hide and Move silent when on, and in a mountain. Also +2 con in a mountain area

Tree Hugger
You like trees. You like fighting by trees. You also like sneaking around them as well. but you tend to stick out like a sore thumb anywhere else.
+2 to hide and Ms in forests. +2 AB as well.
-4 hide and MS anywhere else. -1 AB as well.

War Priest.
You fight for your god, and wield weapons in his name. You learned to cast in intense combat.
Feat: Combat Casting/Or +3 concentration. Cleric Only.

Blade dancer.
You learned to wield two weapons of the same length at the same time. In fact, you like you're dancing.
+2 AB when wielding weapons of the same length, and type. ((Won't work for double axe/sword/mace))

Lore Master/
You like books. You like traveling with books. In fact, you memorized your books, but bring them with you. But you seem to know a lot about stuff that doesn't really matter to a common person.
+3 Lore.
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Post by: Garem on June 19, 2009, 11:42:53 PM
I dunno. Don't we already have a feat system? You just get them once every three levels, not five...

I suppose I'm just not convinced that this is worth the time and effort to create, implement, balance, etc.. You can already do a lot to make characters unique! Skills, multiclassing, etc..
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Post by: Thrall on June 19, 2009, 11:51:48 PM
Sailor's Honor
Used for people who would want to sail. +2 Lore, and +2 Spot/Search.

Justicar
You become truely enlightened with the wisdom of the Sun. -1 damage, 1 Divine damage instead. (Lathanderite only!)
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Post by: Thrall on June 19, 2009, 11:55:01 PM
Quote from: Jasede;131827 Ascet
Worldly Temptations hold no power over you. +2 vs Mind-Affecting spells, but can only be taken if you have long hair & a beard.

Thats exactly like: Chuck NORRIS >.>
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Post by: Luke Danger on June 20, 2009, 12:16:39 AM
How about racial bonuses you can choose, sort of your char really adapting to their racial backround.

Human Versitality - The Versitality of humans is definitely strong in you, and you get an extra 2 skill points a level -after- L5 [So L6 you get your skill points +2, L7 your skill points +2]

Dwarven Courage - The Pride of the Dwarves runs strong, and you are resiliant to fear. +2 VS Fear, +1 VS Mind-Affecting

Elven Grace - The Grace of the Elves is powerful, and runs through your veins. +1 to Reflex, +1 VS Mind Affecting

Halfling Luck - Lucky sod. +1 to all saves.

Gnomish Tinkering - As a gnome, you've picked up a lot. +1 to all Craft skills, Lore, and Spellcraft.

Half-elven Grace - While only half the grace of the elves, you are still versitile and graceful. +1 reflex, +1 skill point a level after five.

Half-orcan Strength - You're big. Your Strong. Damn you can hit hard, but of course, giving into your beastily backround makes you hated. +1 STR. -1 CHA


So you can only pick it if you are of an approperiate subrace.


Smith/Engineer - You were a smith/Engineer before you wound up 'ere, and still are today. +2 to Craft skills and Lore.

Archer's Eye - Archers with experiance know how to make their arrows count. +1 Attack to all arrows, required DEX 16 or Wisdom/Zen Archery and any of the following: Point Blank Shot, Rapid Shot, Rapid Reload, WF: Any Bow/sling

Riser-killer: Having fought with the Nightrisers, you're -very- good and always learn from killing the Risers, so you can kill more.
+5 XP points per Riser killed

Everything is better with EXPLOSIONS - Can make Alchemist's Fire with only 1 of the ingrediants required for it, fireballs deal extra 1d4 Fire damage.
Requires DM Unlocking: Must LOVE making big booms!
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Post by: Vlaid on June 20, 2009, 12:35:26 AM
I stand by my statement of leaving the mechanics of the perks to the DM's. As some of the perks suggested in this thread serve as a shining beacon of why. <_<
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Post by: VanillaPudding on June 20, 2009, 01:03:45 AM
They're called ideas, the DMs would obviously balance and implement them with balance in mind.
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Post by: AKMatt on June 20, 2009, 01:53:38 AM
Out of all the suggestions put forth, Jasede's idea of a perk for fighting with a one-handed weapon and no shield is my favorite.  I love the "swashbuckler" style of adventurer from books and movies, and it really just makes sense for such a character to be one handing a rapier with no shield.  Plenty of people have made it work already, but it'd be cool to see more characters like that keeping up in the thick of things with the steel-clad juggernauts (who are also pretty cool).

I'm thinking like Wesley or Inigo from Princess Bride, or any Errol Flynn character, or that guy who trained the young Starks in A Game of Thrones.
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Post by: UnholyWon on June 20, 2009, 01:54:58 AM
I based my ideas on the feats we, as players, rarely get to see without then being attached to an item. Being able to have one epic feat at lvl 5 would be incredible. It would also make for some interesting builds, and even story lines for characters.

I'm not sure if this can be done or if there are certain hardcoded bioware issues, but this is my idea.

Maybe it takes the fun out of creating something. I just figured why not use what's already there, and tweak if needed.

Epic level feats at 5th level would be awesome!

That's my thoughts... and a few examples...


Mortal Aegis â€" Rigorous training and fighting has granted the body with uncanny defenses against attackers.
Armor skin â€" The character gains a natural +2 bonus to armor class.

Quick Mind â€" The weave sprints through the mind allowing spells to be seized and caste with startling haste.
Automatic quicken spell I: Quicken any level 0 - 3 spells.
Automatic quicken spell II: Quicken any level 4 - 6 spells.

Flick of the Wrists â€" The weave has become attune to respond to the gestures with no need for the arcane words.
Automatic silent spell I: Cast any level 0 - 3 spell as a silent spell.
Automatic silent spell II: Cast any level 4 - 6 spell as a silent spell.

Hex Hiss â€" The weave has become attune to respond to the uttering of just the arcane words.
Automatic still spell I: Cast any level 0 - 3 spell as a still spell.
Automatic still spell II: Cast any level 4 - 6 spell as a still spell.

Bane of the Enemies â€" Any weapon the character wields against any of their favored enemies is treated as a bane weapon for that creature type (+2 to hit and an additional +2d6 damage).
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Post by: derfo on June 20, 2009, 01:55:11 AM
deaf mofo
you can't hear as well as most, but it comes in handy every once in awhile
+2 saves vs sonic, -2 listen


king of green
due to extensive research, you are able to harness the power of green on command
given a tool that spawns an unlimited amount of lime green dye only the creator can use

eye of the storm
makes one more in tune with the forces of destruction, yet also makes them more susceptible to physical attacks as they harness their power
gives +1 electrical damage, 10% bludgeon/piercing/slashing vuln, only usable by people who worship storm domain deities

retard's tenacity
you are stubbornly stupid, which has it's ups and downs
+1 vs mind affecting, -1 int

chastity's advantage
due to your pure and devout outlook, your god has granted you a plethora of minor blessings
1/day resistance, 3/day virtue, 1/day light, good gods only

skeleton hater
you got some major anti-skeleton in your heart
favored enemy: undead

natural weirdo
your wholeness of a body shines greater than most monks, granting you an added bonus to it's effectiveness
monstrous regeneration 1/day, monk only

artful troublemaker
you get arrested for slip-ups to the point where the guards are often jaded to your presence
duration decrease for crimes punished via imprisonment, price decrease for crimes punished via fine

voyager
being a natural born sailor, you know your ways around the seas with ease
voyage durations and prices are decreased

strangely rich spiders
you can smell the treasure on the spiders in the webbed woods, oddly they have gathered the treasures of conflicts long forgotten, though you are not as good at searching elsewhere
when in the webbed woods region, spiders executed by you have a chance to drop the spoils of past conflicts of the woods, in forms of supplies, weapons, or gold, -2 search

blightwalker
your grime encrusted feet feel comfortable on the isle of blight
immune to the periodic negative energy damage on isle of blight

weird fish man
people say you were raised by fish, this may or may not hold true to an extent, though you've not the land legs you'd prefer
double breath time underwater, significantly increased move speed underwater, slightly decreased move speed on land

lap runner
you really love running laps
barbarian fast movement

master of the unhearing
due to extensive training and stress upon your body, you have finally harnessed the energy to invoke an overpowering strike
1/day deafening clang, -1 strength, -1 dexterity, -1 constitution
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Post by: AKMatt on June 20, 2009, 02:03:30 AM
Scion of Kurtulmak

Can only be taken by kobolds.  For your devotion, your god has granted you steely scales and a poisonous tail in his image.

Kobold natural AC bumped up to +2 instead of +1.  Poison touch attack 1/day, DC 12 fort, str dmg.
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Post by: BoganOverlord on June 20, 2009, 02:08:23 AM
Yip!
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Post by: hbns on June 20, 2009, 03:16:27 AM
City Slicker:  
You are accustomed to crowded places and use this to blend right in.  Unfortunately you haven't spent the time outdoors to translate the skill to the wilds.
+2Hide/+2 MS City, -2/-2 Wilderness

Combat Medic:
You've spent much time tending wounds in the heat of battle.  It no longer phases you.
Increased Healing DC during combat does not apply to you.

Quick worker:

You keep your head down and mind set and can turn out more work in the same amount of time.
Extra 2 uses of alchemy/herbalism/etc. equipment per day.

Photographic Memory:
You remember the places you've been and faces you've seen down to the smallest detail.
Creates an undroppable map of one area of your selection, as if you've used mapping equipment.  Can swap out this map for another once per reset.

Iron Boots:
You have the feet of an ogre, and rarely ever lose your footing in combat.
Count as one size class larger (than you are) when resisting knockdowns.
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Post by: Drakill Tannan on June 20, 2009, 03:33:49 AM
You people hate mages or what? only one has proposed something that could be usefull to spellcasters! asjfashfvjagfac

Greater spellweave (Spellcasters)
Buffing spells are cast with a +2 caster level.

Spell Guard (Spellcasters)
A creature becomes inmunte to the caster's spells, 2 creatues at level 8.

Cantrip adept (Wizards/sorcerers)
Can cast unlimited offensive 1d4+1 damage cantrips.

Mage fire (Wizards/sorcerers)
Gains the ability to cast a d6 fire bolt unlimited times/day.

Arcane healer (Wizards/Sorcerers)
Gains "Cure light wounds" as a level 1 spell, "Cure minor wounds" as a level 0 spell.

Summon focus (Spellcasters minus paladin)
Summons are cast as if by "extend spell".

Gifted Crafter (Spellcasters)
Wands, scrolls and potions cost 10% less gold to craft, but significantly more XP

Trickster (Spellcasters)
Can cast spells without any animation or sound (great for RP! usless for mechanics, they woulnd't be stilled/silenced)

Summon the rains (Druids & Clerics of a diety that makes sence)
Can summon/end rain in a single area for 1 hour, once per day.

Life transfer (Good aligned divine spellcsaters and bards)
Can cast any healing spell on any target unlimited times/day, but suffers from the equivalent "inflict wounds" spell.

Lesser natural spell (Druids duh)
Can cast spells while in wildshape, with a 30% arcane failture.

Animal talk (Druids & Clerics of nature dieties)
Can talk normaly while in wildshape, can talk to animals.

Spellfire (Spellcasters)
Add +1d4 fire damage to all offensive spells.

PS: The thing about mage hating, don't take it seriusly.
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Post by: Vlaid on June 20, 2009, 03:41:11 AM
I take back what I said. Some of these are pure awesome if they were to get put in!
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Post by: Nihm on June 20, 2009, 04:38:07 AM
Elves :
 
Fletching : may create 15 plus one arrows per day
Archery : plus one damage with arrows
Elven duelist : plus one damage with longsword
Superior Wizardy : one extra spellslot for level one spells
Keen Senses 2 : can add an additional plus one to spot, search and listen
 
Halflings :
 
Lucky 2 : plus one to reflex and saves versus traps
Racial weapon bonus : plus one damage when using slings or darts
 
Dwarves :
 
Ale soaker : an additional plus 2 versus poison
Racial weapon bonus : plus one damage with hammers and axes
Stonecunning 2 : an additional plus two to search underground
 
Human :
 
Farsteps : embracing the weirdness of the world, humans are quicker to adapt to new environments and encounters : plus two Initiative
 
Talker : good at talking to other races to get your way in the world, you select one type of creature you get social skill bonuses for when in conversation with a DM possessed creature of this type
 
Half - Orc : Sprinter : you've learned to run away fast when things are turning ugly. Once per day, can increase movespeed by 30% for 10 seconds
 
Edit : for balance, the racial damage bonuses probably shouldn't stack with the extra damage from magic weapon
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Post by: TheImpossibleDream on June 20, 2009, 05:53:58 AM
Wilderness Survival: When in the wilderness Ride skill converted to hide and move silent.

Pure barbarian only.
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Post by: Velve on June 20, 2009, 07:53:35 AM
Haven't read all through it, so forgive me if there's something too similar.

City Herbalist:
You may not know the ways of the wilds, but you certainly know herbs.
Can tell how healthy plants are like a Druid or Ranger can, +4 herbalism checks.

Darkcrawler:
You love the dark, you've grown an affinity to darkness, but abrupt light hurts your eyes.
Gain Low-Light Vision, Light Sensitivity and +2 Hide/MS (At night or any primarily dark area (Like sewers)).

Good Looker!:
Not only are you naturally attractive, you know how to enhance upon this. People will do anything for a beautiful person. But you do tend to find yourself getting lost in your own eyes in any nearby reflective surfaces.
+4 persuade and bluff, -2 concentration and discipline.

Not sure how possible some of these are.. Or how balanced they are.
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Post by: Sion Ti'ren on June 20, 2009, 09:30:39 AM
Death Singer: Your bardic magics manifest in the ways of negative energies, perhaps the magic in your blood comes from ancestors carrying blood of demons, devils or minions to a dark god.
- Sets bard song damage type to negative energy damage
- Gives access to “Negative Energy Ray” as a bard spell (or as a one use per day spell like ability)

Divine Song
: Your bardic magics manifest in the ways of divine energies, perhaps the magic in your blood comes from ancestors carrying blood of celestials or servants of a goodly god.
- Sets bard song damage type to divine damage
- Gives access to “Seering Light” as a bard spell (or as a one use per day spell like ability)

Mystic Singer
: Your bardic magics manifest in the ways of magical energies, perhaps the magic in your blood comes from ancestors carrying blood of magical creatures or dragons.
- Sets bard song damage type to magical damage
- Gives access to “Magic Missile” as a bard spell (or as a one use per day spell like ability)

(not sure if its possible to add spells to the list of selectable bard spells [like how cleric domains do] without a mod which is why I added the "or spell like ability" part)
 
Battle Rager
: Your barbaric raging is more furious than most due to your consistent battles, you can endure the adrenaline rush for longer.
- Doubles the duration of barbarian rage.

City Ranger
: unlike most rangers, you are a master of the city streets and surrounding structures. Your passion lies with the lands made by men, not the wilds.
- change rangers outdoors bonuses (trackless step, movment speed…etc) to work in city areas instead of wilderness areas.

Arcane Deflector
: your skills as a battle mage and parry master are matched by none, your obscure art has lead to and unexplained excellence.
- +2 to all stats while duel wielding bastard swords
- +10 ab while duel wielding bastard swords
(Wizard/Sorc only, must have 10 or more ranks in parry)
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Post by: Letsplayforfun on June 20, 2009, 03:43:58 PM
I'm so not in favor of this.

It's seems so 1/pointless 2/lots of work for little gain 3/hard to balance 4/giving even more weight to mechanics 5/out of phase with EfU's low proficiency atmophere (though EfUA is different) 6/letting players chose perks that are best handled by DMs 7/ i'm sure there's more to say...

Any ways, that's just me.
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Post by: The Wind-Up Bird on June 20, 2009, 04:08:42 PM
I am going to have to agree.
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Post by: DeputyCool on June 20, 2009, 04:09:30 PM
I am not sure I see why allowing more players customization is bad. This is also not as hard to script as people likely think. I am sure it could be knocked out in perhaps 2-3 hours.

This is basically liking making sure everyone gets a minor perk, without a DM being necessary.

Also keep in mind that the things -players- suggest might not get put in, so don't look at their suggestions as a gauge of what sort of things this would be.
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Post by: Halfbrood on June 20, 2009, 04:40:16 PM
I think this is a great idea and would surely like to see it implemented, so long as the perks are somewhat setting specific, instead of just a bunch of minor feats for people.
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Post by: Vlaid on June 20, 2009, 04:55:30 PM
Drunken Thuggery: Anytime you are under the effects of alchohol, you gain +2 str/con. Anytime you are not affected by alchohol, you suffer a -2 str/con and a negative to charisma. You are not easy to get along with when you haven't had a drink yet.
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Post by: derfo on June 20, 2009, 04:56:44 PM
mist huffer
you have an uncanny fixation towards the shrouded mist, in an enlightening, comforting way
when near the lake of steam or inside a mind fog spell you receive +2 wisdom and intelligence

Embraced by the mist: You are easier influenced by the mist upon Ymph, attuning yourself to the mysteries surrounding it. Alas, you are more exposed to other influences as well. (-1 will).

At one with the Mist. You inhale and spew mist. 1/day cloud of bewilderment. Slow movement for 10 rounds whilst you get your breath back
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Post by: Champion_of_brandobaris on June 20, 2009, 05:11:37 PM
Bad luck John

You were always susceptible to badluck, and seems to always will be. However, you learned to deal with this as best you can, by avoiding chancy situations in the first place!

-1 to universal saves. +1 wis
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Post by: Sandstorm on June 20, 2009, 05:20:29 PM
It is very unlikely that they will be adding bonuses to stats, skill bonuses above +3 (unless in very specific scenarios), or spells that are very useful. Ambient ideas, like twice the faction prestige for deeds, seems more in line with the 'perk' than some of the other ideas!
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Post by: Mort on June 20, 2009, 06:21:04 PM
Yes. Perks unique to efu:a, our areas, our setting, our systems that permits people to have access to a variety of goods that make their character more unique without having access or beg a DM for it.
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Post by: SkillFocuspwn on June 20, 2009, 07:14:01 PM
Hunter of... Rangers with Favoured Enemy against certain Ymphian creatures can improve it with these feats.

Hunter of Nightrisers - Make the Ranger +AB capable of piercing Nighteriser DR, and add 10% damage resistance to Negative Energy.

Hunter of Wild Orcs - + heavy tracking bonus against Wild Orcs in the wilderness, and Sneak Attack 1d6 vs. Wild Orcs.

Hunter of Stargazers - +2 spot/listen vs. Halflings, +1d3 gold per death of Stargazer from knowledge of harvesting the Stargazers and their valuables.

Hunter of Rot - +2 vs. Disease, +2 hide/move silently in the Bogs, Knowledge of Secret Rot Hunter only recipe capable of brief Immunity to Drown to stop Shambling Mounds from hurting you.
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Post by: Talir on June 20, 2009, 07:35:02 PM
Veteran of Red Eleint
In the final days of Red Eleint, you fought against the tides of orcs coming against the colony alongside heroes such as Grand Larson Burkden, Lord Commander Antoine Trenada and Karzen 'Dogshead' Fyoris. You enjoy a reputation with the remnants of Fyoris' supporters and the Armada for this deed, but others of the colony may think of you as a bloodthirsty opportunist or self-centered person as you choose to go with Burkden instead of remaining and protecting the colonists at the Governor's Tower.

[Can only be taken if you start as a resident of the colony, or have experienced Red Eleint yourself. Bonuses and drawbacks with various groups for this deed.]

Protector of the people
As the tides of orcs were rising against the colony, you stood your ground beside governor Sharboneth and his loyalists as the rescue was coming. When others went to do their own whims, you stood up for House Sharboneth and the people, and the people remember you for it. You may be surprised to learn that someone recognizes you from that day and occasionally, you may find yourself given a favor for your efforts. Since that day, you have enjoyed an increased reputation with the Armsmen of the House (of those who remember you) and it may be that upon that fateful day, you held the gaze of the governor himself for but an instant. Of course, you may be seen as a coward from others.

[Small reputation boost for those who were defended by you under Red Eleint and House Sharboneth. Only taken if you start as a resident or if your character lived during the war.]
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Post by: The Crimson Magician on June 20, 2009, 07:38:51 PM
Beast
You are a beast. In combat, and society.
Transform into a WORG(probably a different animal though) once/day. Chaotic Barbarians only.

Magical Prayer
Your deity really loves you. Feel the love.
Twice/RL day, +1 Divine Damage to attacks, add +1 every 3 levels after 5. Cleric only.
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Post by: Thrall on June 20, 2009, 11:21:17 PM
Hey, well although perks and skills would be nice but also lets have some story running and some class/race only stuff you know? For me I'd have to say a correct amount is 30.

10 are race only.

10 are class only.

10 are any person.
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Post by: Mort on June 21, 2009, 02:05:43 AM
I'm not sure what you are talking about, man. But I just want people to give ideas about possible perks they thought would be interesting.

Let's just keep that the focus of the thread.
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Post by: Shade on June 21, 2009, 03:25:24 AM
He means like there would be 30 "Perks" total. 10 of them would be race specific, 10 would be of class specific, and 10 would be available to anybody.
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Post by: N/A on June 21, 2009, 03:26:01 AM
Spirit Talk-You have spent a great amount of time in the Spirit Commune. You can talk to the spirits there.

Iron Lungs-Living on an island, you have spent a great amount of time swimming in the waters. You are capable of holding your breath longer. You get an item that functions like bubbleberries. You can use it as many times as you want, but only you can use the item.

Desert Nomad-Spending a great amount of time in the Ymphian Desert, you became used to the immense heat of the burning sun. +2 saves against fire or 1/day endure elements

Blight Walker-Due to a deep fascination with the Isle of Blight, and time spend there researching, you are no longer damaged by the negative energies of the isle.

Vampire Hunter-You hunt the vampires of Ymph. You have learned, but only for a short time, to protect yourself from their life draining abilities. 1/day Negative Energy Protection.

Frozen Blood-You have lived in the high frozen mountains of Ymph. You are not damaged by the cold in the Frozen Mountain areas.

Rot Fortitude-You were once infected by the Rot, but through sheer strength, you survived. +2 saves against disease. +1 AB against Shambling Mounds.
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Post by: Random_White_Guy on June 21, 2009, 06:24:49 AM
Greatly approve of the "No damage from area" feats.

Could create some interesting situations and perks.
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Post by: Champion_of_brandobaris on June 21, 2009, 07:20:18 AM
Half drowned- You drown often. So you take half the dmg you would normally!
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Post by: Vlaid on June 21, 2009, 07:55:51 AM
Lycanthrope Hunter: Any attack you make against a lycanthrope is made as if you were using a +1 weapon. Your fanatacism for destroying lycanthropes as made you slightly mad however, and more susceptible to mind affecting spells. -2 Saves vs Mind Effects.
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Post by: derfo on June 21, 2009, 07:58:13 AM
idiot incorporated
you work for the illustrious idiot incorporated company, obviously taking the traits of a usual employee but becoming a more well rounded business man
-2 intelligence, +2 appraise, +1 persuade
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Post by: Egon the Monkey on June 21, 2009, 01:12:42 PM
Drakill's mage perk sugestions are excellent. Although, I find a big problem for offense mages is that saves are dead easy to acquire, but DC is a bugger to get hold of.

So, a few suggestions. Yes, they are powerful, but bear in mind they are defensive and offensive buffs to wizards and sorcs designed to reward players who don't just buff then invis.

Focused to Firepower
You have concentrated on the offensive nature of magic over dull enhancements. Your spells are more difficult to evade, but your enhancements don't have much staying power.
-1 CL duration on buffs, +1 DC to all spells.

Ignore Distractions
Your long experience of being burned, zapped, drained and exploded during experiments has made you more resilient to pain and able to shrug off minor injuries. It does make you less adept at fine working though.
Gain EfU Barbarian Damage Immunity, requires Toughness. -5 Spellcraft.
Yes, it's pretty strong at first glance, but as a mage you don't have the HP pool for immunity to be really useful by weakening blows.

"Eat hot Weave, Nightrisers!"
Your in depth research into the undead and bizarrely spell resistant creatures of Ymph has given you an aptitude for getting your blasts past their defenses.
Gain Spell Penetration. Requires 8 Lore.

"Robes Are for Wusses"
After being riddles with arrows, dispelled, and generally annoyed by men with pointed sticks, you have come to the following conclusion. Real Mages Wear Leather.
Gain Automatic Still Spell I, Requires Still Spell

Stalwart
You have trained to resist the tricks of battle.
+10 Discipline, Requires 2 Discipline ranks. The bonus vanishes if you take a class that has Discipline as a class skill.
Stops Knockdown from being such a guaranteed Win Button on a non-discipline PC.

Breakfast of Champions
You can take a break to replenish spells anywhere. So long as you've got your snacks.
Able to rest anywhere, just like a Ranger, so long as you have food in the inventory. One food item is always consumed on rest.Could be a tool that destroys a Ration item to give you the Ranger rest bonus for 5 min.

Catnap
Chill out, relax. More than usual. All the time. You lazy bastard.
You can rest every 20 minutes.
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Post by: The Crimson Magician on June 21, 2009, 04:22:15 PM
The Beggar's Nap
You're such a bum, you can sleep anywhere.
You can rest anywhere.
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Post by: SkillFocuspwn on June 21, 2009, 04:28:40 PM
Traits that just give Feats are pointless. Just take the feat.

I really like this suggestion though! The more customization, the better!
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Post by: Drakill Tannan on June 21, 2009, 05:07:03 PM
Inquisitor (Paladin only)
Some people take the law too seriously, a past of iron fist proclaiming your god's law has made you feared throughout Ymph.
Effect: Once a day, as a spell-like ability you can summon an aura that affect evil & caothic creatures. Faling a will saving throw against a DC of 10 + charisma modifier they will be shaken for 2d3 rounds.

Intimidate (any)
An ugly face, a fearsome howl, whatever it might be you are talented in making people piss on their pants, and you use this ability in the abttlefield.
Effect: An ability similar to taunt, that reduces AB rather than AC. Check being the same.

Weakling portaier (Rogues & Assasins)
No worse mistake than underestimating your foes, and you know this. As such, you make sure everyone underestimate you, giving you the chance of stabbing them in the back.
Effect: Whenever you engage combat with somone, it makes a concentration check against your bluff skill, if it fails you get an automatic sneak attack against it.

Fake intimidate (Any)
Although not really as fearsome, good acting can make you look defently bigger, more dangerous and more deadly.
Effect: Whenever you engage combat with somone, it makes a concentration check agaisnt your bluff skill, or gains -2 AB +1 AC representing it being carefull of you. Lasts for 1d4 rounds +charimsa modifier, also +1 round for each 5 ranks in perform.

Filthy (any)
Spending your life either in the sewers the bogs or anywhere unplesantly filhty, you've become one with it.
Effect: -2 Charisma, +2 saving throws against disease whenever you hit someone, it makes a saving throw or becomes diseased.

Command (Any)
You are a natural leader, born to lead, not to follow. Your talents allow you to inspire and command the warriors in the battlefield.
Effect: An ability similar to bard song, wich grants allies a +4 on initiave chekcs, +10% movement speed and +1 attack and damage for 1 round +twice your charisma modifier. once/day per 3 caster levels.

Speedster (any)
You're fast. Perhaps, a bit too fast.
Effect: +10% speed movement bonus, +2 initiative checks, automatically gets an Attack of oportunity every time it engages combat.

Fighting stance: Passive (Fighter, paladin & monk? Only classes that had any kind of combat training)
Best way to fight: wait for the right moment, strike when it comes.
Effect: Character can activate this mode at anytime as a toggle/untoggle command. Gains +3 AB and +1d4 damage but loses any aditional attacks per round when on melee weapons (Only toggleable when the character has 2 or mroe attacks per round)

Fighting stance: Agresive (Same as above)
Best defence: offence. Best offence OFENCE.
Effect: toggled same as above, gain an aditional attack per round, but -2 AC & -2 Damage.

One shot (Fighters and Rangers?)
One shot is all you need, no more, no less. Rather striking a perfect strike, than 3 lame strikes.
Effect: Losses all attacks per round including thouse by rapid shot, gain +5 AB and + 2d6 damage  when using a bow. If posible, that it may be able to pierce DR wold be nice too.. (Bows, crossbows & slings)

Hail of arrows (Fighters and rangers?)
Whoever said one shot was enough was an idiot. When multiple enemies come, you need like a thousand shots.
Effect: Gain an aditional attack per round when using a bow, crossbow or sling, -2 Damage to all arrows. (-1 to slings or it makes them do 0 damage)

EDIT: I was reading the stealth suggestion thread, wich got closed before i could post, so i thought of a few things that might help stealthers because, while you should be spotted if you are walking in board daylight, even on a dark noisy caves, if you stand there, hiding trying to spy on somone, it is a matter of time untill someone gets a 20 on his roll and detects you unless your hide/mv is 20 over his. was going to post in that thread some ideas to fix this but hey, maybe perks can help?

Hide in Plain sight (Any)
Effect: While standing still, may enter a "hide in plain sight" mode (not as the feat wich is banned for pc anyway?) that allows you to, while remaining still, to gain +15 Hide/Move silently. Deactivates when you begin to move or make a combat action.

This way, you only need to be 5 ranks above their spot/listen to evesdrop safetly. I think, if 20 is automatical succes that should be removed. You'd still need not to be detected wghen you reach the actual spying spot.

Hide amongs the crowds (any)
Effect: Gain +1 Hide/Move silently for every PC or non-mounstrous humanoid NPC in a "X" radious. Add to your Hide/Move silently skills +1 for each point in your bluff skill when surrounded by many PCs/Non-mounstrous humanoid npcs. I'm thinking 6, maybe more. gotta be crowds after all.
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Post by: putrid_plum on June 25, 2009, 03:06:45 PM
Real Dungeons and Dragons Avatar:

Does not need a perk like in the game 'Fallout' mostly because this game is based on dungeons and dragons in the setting of Toril, Faerun.  Unlike most characters this one remains true to the same character system to be played in this type of game and does not try and become another game avatar.  Staying true to form, this character recieves no bonuses or anything silly like extra 'perks'.
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Post by: Equinox on June 25, 2009, 03:17:05 PM
See I personally am really in favour of perks that enhances skills your pc cant normall have. Diplomacy.

Defendants Plea: 1/day raise your persuade skill by 10 for rounds equal to character level.

Illusionists Trickery: 1/day raise your Bluff skill by 10 for rounds equal to character level.

Savage's Growl: 1/day raise your intimidate by 10 for rounds equal to character level.

Stone Stance: 1/day raise your discipline by 10 for rounds equal to character level. (mages, sorcs only)
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Post by: Raposa_Fox on June 26, 2009, 04:11:50 AM
Quote from: putrid_plum;132696Real Dungeons and Dragons Avatar:

Does not need a perk like in the game 'Fallout' mostly because this game is based on dungeons and dragons in the setting of Toril, Faerun.  Unlike most characters this one remains true to the same character system to be played in this type of game and does not try and become another game avatar.  Staying true to form, this character recieves no bonuses or anything silly like extra 'perks'.

There are 'perks', called 'traits' in D&D 3rd, unearthed arcana suplement, of course they are optional.
Check it out (//%22http://www.dandwiki.com/wiki/UA:Character_Traits%22). It also can give you guys ideas to adapt some of these.
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Post by: Raposa_Fox on June 26, 2009, 11:05:39 AM
Ah, also, there are the flaws (//%22http://www.dandwiki.com/wiki/UA:Character_Flaws%22), could also inspire some perks.