Perks à la Fallout!

Started by Mort, February 12, 2010, 11:49:39 PM

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Mort

Well, I've finished implemented partially, at least, something that was in the Suggestion forum a while ago. Thanks for everyone's ideas!

Here's the current available perks that can be selected by your character after level 5. Only 1 perk can be selected. There are 39 of them available so far with more in the works as well as possible balance touch in the future. Feel free to not select one if you dont find one that fits your character as more may be implemented in the future.

QuoteAnimal Skinner:
  You’ve always been proficient at skinning the fur or scales out of the hapless critters of the land.
  - Bonus: You will now receive twice the amount of hide when skinning an animal.
   
  Artificier:
  Pouring your magical essence into artefacts and goods holds no secret to you and you are capable to do it more efficiently.
  - Bonus: Crafted Wands will have a bonus d4 charges.
   
  Battle Rager:
  Having attain the pinnacle of releasing your fury in battle, you care even less about incoming blow in order to gnaw, bite and crush your foes.
  - Bonus: Extra -2AC to Barbarian Rage, but extra d4 damage to your attacks while raging.
   
  Blight Walker:
  Covered in filth and swamp matter not only attracts flies but also makes you more resilient to poison and diseases. (Evil only).
  - Bonus: You attract flies. +2 vs. Disease, +2 vs. Poison.
   
  Bloody Mess:
  People tend to die in horrible horrible ways as long as you are around.
  - Bonus: More gruesome killing blows with slight bonus XP.
   
  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).
  - Bonus: Improved Critical (Unarmed)
   
  Cannibal:
  Eating your relatives and friends hold no secret for you. You’ve partaken in the pleasure of the flesh in ways most would not dare of…
  - Bonus: Killing a member of your race restores 10% of your hit-points, as well as providing you a temporary bloodlust bonus.
   
  Catnap:
  You require more sleep than most to live through the day, but it does allow to appear more vigorous in the few moments where you are awake.
  - Bonus: You may rest every 20 minutes instead of 25.
   
  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.
  - Bonus: +2/+2 Hide/MS in the City. -2/-2 Hide/MS in the Wild.
   
  Channeler:
  You’ve mastered the way to pull out energy from outer planes, and can therefore channel more summoned creatures at once.
  - Bonus: +50 Summoning Points.
   
  Crusader’s Zeal:
  You are a growing beacon of faith for those around granting them more courage as you fight alongside them. (Non-Evil Only).
  - Bonus: Replaces Turn Undead; Grants +1 to all saving throws, restores HP equal to the user’s charisma modifier, and grants +4 vs. Fear to all friendly PCs nearby for a duration of :character level + (charisma modifier x 2)/rounds.
   
  Dreamer:
  You’re a dreamer. The Mist speaks to you through your dreams and can provide you guidance through them.
  - Bonus: Every time you sleep, there is a slight probability that you will wake up more clairvoyant, wise and vigorous.
   
  Drunken Haze:
  While alcohol is a poison to others, it is an essential condiment of life for you.
  - Bonus: Drinking alcohol restores your hit-points as well as grants you temporary hit-points as long as you succeed the fortitude saving throw.
 
  Elemental Bond: Element
  You've made the focus of you studies or power tied to a specific element granting you to access its powers.
  - Bonus:
  - Change Flame Weapon/Dark Fire to chosen Element
- Change Bard Song Damage Bonus to chosen Element
  - Change Summoning Theme to chosen Element
  - +2 Saving Throw vs. chosen Element
   
   
  Eunuch:
  You were castrated in your youth in order to perform a social function… how lucky. (Male Only)
  - Bonus: -1 Fortitude, +2 vs. Mind-Affect, +2 Concentration.
   
  Flower Child:
  You’ve lived in harmony with the plants and animals of your homeland and have grown knowledgeable in their wellness.
  - Bonus: You harvest twice as many produces from plants.
   
  Gloom Walker:
Your shadowy ways have learned you extra skills in the domain of blending with the darkness. However, you have developed an aversion for light.
  - Bonus: +Blindfight Feat, light sensitivity (reductions in AB, saves, and chance of blindness while in sunlight)
   
  Herbalist:
  Being a competent herbalist allows you to cut corners while creating certain balms, ointments and potions.
  - Bonus: -10% to the cost of brewed Potions
   
  Lion Heart:
  You’re generosity and care for the wellbeing of others grant courage and discipline in even the most hopeless of situations. (Non-Evil Only)
  - Bonus: +4vs. Fear, +2 discipline.
   
  Man of Faith:
  Following the dogma of your patron has seen you both rewarded and mystified. You are truly faithful to your deity.
  - Bonus: Bless (Spell) also adds +1 divine damage to everyone around. You may also be rewarded each night by your deity as you rest.
   
  Miser
  You collect every knick-knack from the junk piles to the ruined armours in hopes of making a few extra coins… and you do.
  - Bonus: Every time you rest, you gain extra d4 gp.
   
  Night Stalker:
  Your eyes have become adjusted to the dark, permanently, making you a capable hunter at night but damaging them during the day...
  - Bonus: +3 spot/ +3 listen during Night. -2 spot/ -2 listen during Day.
   
  Obese Stigma:
  You’re large and in charge. Of what you may ask? Who knows, but it definitely gives you more bulk to support more punishment. (Fat Phenotype Only)
  - Bonus: -2 Dexterity. +2 Constitution. -1 Fortitude.
   
  Pathfinder:
  You’ve always been one to find the easiest paths to travel the wild and not waste any time.
  - Bonus: +10% speed increase while in the wilderness.
   
  Planar Lock:
  You’re able to sustain the link of your summoned servants to the prime material realm longer than most.
  - Bonus: +20% summon duration (also affects charges from items).
   
  Putrescent Flesh:
  You smell like a corpse that has been taken out of the ground after a few years of decomposition…
  - Bonus: You attract flies. +4 vs. Disease, +2 intimidate.
   
  Rune Master:
  You’ve developed a dominion over the magical powers that are bestowed upon you making them harder to spells.
  - Bonus: Any cast spell on you will count as 1 level higher for the purpose of dispel magic.
   
  Sewer Dweller:
  You are strange. You are filthy and you live off the filth in the sewers below the city…
  - Bonus: +4 hide/ +4 MS while in the sewers. +3 vs. Disease.
   
  Slum Child:
  Living with the gangs of the Docks has left you hardened and tougher while you hang with this crowd.
  - Bonus: +1 ab, 1/- Slash Resist, and +2 intimidate while in the Docks.
   
  Soldier’s Rest:
  You’re a born warrior; however, you do need a restful night of sleep in order to endure the punishment that awaits you during the day.
  - Bonus: With each rest, you gain 10 temporary HP that can go over your maximum.
   
  Skeleton in the Closet:
  You’re grim and your past has been built over the dead bodies of a thousand men… which means that sometimes they chose to keep you company.
  - Bonus: With each reset, a skeleton susceptible to necromantic powers will spawn in your backpack.
   
  Steel Lungs:
  You’ve lungs of steel while it is time to hold your breath making you capable of staying underwater a great length of time.
  - Bonus: Double duration of breath while underwater.
   
  Survivor:
  You’ve always been the lucky one. The one that survives against the odds and it has always remained a trait of your personae.
  - Bonus: You are 15% more likely to stabilize when bleeding.
   
  Totem Warrior:
  Your dedication to the ancient ways has given you greater willpower and resilience to survive the hardship of the Wild.
  - Bonus: In the wild, you gain +1 will, +1 fort, +2 concentration.
   
  Undeath Mourner:
  You mourn for your fellow undeads that are always persecuted by the so-called goodly forces of this world, which is why you have develop means to bolster them.
  - Bonus: Replaces Turn Undead. Grants +2 AB, turn resistance equal to charisma bonus, and a 5/- DR that absorbs (charisma bonus x 2) to all nearby undeads for a duration of: character level + (charisma modifier x 2)/rounds.
 
  War Screamer:
  You’re a war priest, a priest that leads his companions in the midst of battle and revel in the glory of warfare. Let’s enjoy it.
  - Bonus: Replaces Turn Undead; Deals 1d8 damage to nearby foes. Gives 1d8 Temporary HP and +1 AB to nearby friendly PCs for a duration of: character level + (charisma modifier x 2)/rounds.
   
  Whisperer:
  You’ve always been the quiet one and you’ve always been one to follow a patron that would allow you more to blend in.. and blend away…
  - Bonus: Replaces Turn Undead; Grants Invisibility to all friendly PCs nearby with a bonus to hide/ms equal to your charisma modifier for a duration of :character level + (charisma modifier x 2)/rounds.
These should be selected in ways that best fit your character, in order to make him more unique, and so on.

Caddies

Accessible from the Craft Menu, BTW.

Mort

QuoteElemental Bond: Element
[/B]
QuoteYou've made the focus of you studies or power tied to a specific element granting you to access its powers.
  - Bonus:
  - Change Flame Weapon/Dark Fire to chosen Element
- Change Bard Song Damage Bonus to chosen Element
  - Change Summoning Theme to chosen Element
  - +2 Saving Throw vs. chosen Element

Elemental Spells from the chosen element will gain a bonus:

- If Water is selected, cold spells will freeze their target when casted.

- If Fire is selected, fire spells will immolate their target for a short duration similar to a weaker combust spell.

 - If Earth is selected
, acid spells will render whoever is dissolved by their corrosive powers more vulnerable lowering their AC temporarily.

- If Air is selected, lightning spells will send out lightning arcs toward neighbouring enemies doing additional damage.

Johannes

Rash Spellcaster:
You are aggressive but undisciplined in your spellcasting.
- Bonus: All of your spells get +1 to DC, but they also last only half as long.

Kamikaze Evoker:
Your spellcasting exhibits an utter disregard for your personal well-being.
- Bonus: All of your hostile spells will deal 1d6 damage to you, but your damaging spells will deal an additional 1d6 damage to your opponents

Death Channels:
Your obsessive research of death has had interesting implications on your magical abilities...
- Each time that your spells deal negative energy, your opponent must make a fortitude save or lose 1 constitution for 1d6 rounds (this effect is non-cumulative).

Pervasive Spell:
Your obstinate nature manifests in your spells.
- Some of the damage from damaging spells and damage shields will be replaced by a small amount of positive damage.

Howlando

I'm moving this thread here as the website is not listing the perks correctly (and hasn't been for a few days).

Howlando

It seems these have been removed for EFU:M, so I will unsticky. Hopefully we'll re-implement something roughly similar at some point!