Perk Suggestion:

Started by Mort, June 19, 2009, 09:52:15 PM

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Garem

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..

Thrall

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!)

Thrall

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 >.>

Luke Danger

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!

Vlaid

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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VanillaPudding

They're called ideas, the DMs would obviously balance and implement them with balance in mind.

AKMatt

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.

UnholyWon

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).

derfo

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

AKMatt

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.

BoganOverlord


hbns

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.

Drakill Tannan

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.

Vlaid

I take back what I said. Some of these are pure awesome if they were to get put in!
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Nihm

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