More Perks?

Started by Thomas_Not_very_wise, February 13, 2010, 02:55:46 AM

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petey512

Yeah I really like the idea of -1 Will and +2d6 Damage too. Because that's equally as powerful as my idea. How clever. What a clever thing to say.

I'm assuming however you get my general notion, make it much easier to get hit but make it so you hit easier. I'll let the techheads decide what's balanced, I'm just trying to make suggestions.
"Proving concerned parents from the 80's wrong, just in time for them to be dead. "

Nightshadow

Talented Shifter:
You are so talented with your wildshape abilities, you can even talk while in the forms of animals that normally cannot.
Effect: No mechanical effect, no mechanical downside, you are just allowed to speak in your wildshape forms now.

Drakill Tannan

Paranoid
Always ready for battle, 'cause you know there's someone out to get you.
+4 to initiative checks. -4 saves VS fear.

Coward
Bonus feat: defensive roll
Once a day, and every time you recive a critical hit, your character gains +30% movements speed, +5 tumble and +2 AC, but is aflicted by fear (as in the effect, fear) for 1d4 rounds.

The faithfull
+2 Saves vs. Divine. cast resistance 2 times/day.

Disco

Fearfull rage.
When raging you caurse fear, but at a reduced str and con penalty.

Thickskinned
When raging you soak five damage.

derfo

sorcerer's mud:

sorcerer class only you can choose to make so that every minute while you walk a permanent mud placable appears under you until reset

TheImpossibleDream

Bog Walker: Freedom or immunity to paralysis whilst walking through bog type areas (places where things like assassin vines etc spawn) this way certain nature type concepts based around the bogs can actually go there without worry!

Drakill Tannan

Elemental Bond: Element addition for sorcerers:

Add a visual effect upon the caster when he/she uses a high level spell of that element (3,4, 5+) for a few rounds (1d4 +1?)

Fire: as if the player had been cast comburst ipon
Water: Give the frozen skin for a few rounds
Earth: The effect of rocks being digged, under the caster's feet.
Air: A shaft of light, maybe?

Aura of pacifism:
Animals (wolves, island cats...) make a save vs the players AE and if they fail, become friendly towards him for a few rounds.

Meldread

Mask of the Wicked
Your deity or some other being working against the forces of good shields your blackened soul from the gaze of Paladins.

Effect:  Your evil alignment cannot be detected by Paladins.

Ideal_Misconception

Duelist
Your focus on dueling technique often leaves your opponents unable to land a blow... As long as they come one at a time.

+5 Parry, -3 AC

Insane
You are completely out of touch with reality... And nobody will convince you otherwise.

Wisdom is set to 3, +5 Will

Brute
You're scarred, cut up, and mean looking. You scare small children... And most everyone else.

-2 Charisma, +3 Intimidate

RAGE
YOU ARE AN ANGRY PERSON. SOMETIMES YOU DO ANGRY THINGS.

-2 Charisma, Barbarian Rage 1/Day

Lightning Berserker
Some people get strong when they get mad. You get fast.

+4 Dexterity, +10% movement rate. Replaces Barbarian Rage.

Half-Human
You were always more like your human parent. You could probably pass for one, if you wanted.

Extra Feat, Replaces Darkvision (Half-Elf only)

Diplomatic Speaker
Singing at your enemies? That's just silly... But sometimes violence can be just as pointless.

Replaces Bard Song. +2 Diplomacy, Bluff. Lasts one hour.

(I'm pretty sure nothing here is properly balanced.)

AntoninD'Erlon

QuoteLightning Berserker
Some people get strong when they get mad. You get fast.

+4 Dexterity, +10% movement rate. Replaces Barbarian Rage.

Something like this would be very cool IMO. As you can see on the link below it's actually already in game for some monsters.
http://nwn.wikia.com/wiki/Improved_intensity

Some modifications to that and I think it would be really great!

Nihm

Wall - When equipped with a Tower shield, you and allies behind you gain a bonus against missile weapons

Caster13

Graceful Fighter (AKA Improved Weapon Finesse) -
 
In addition to DEX being used to determine your AB, it is also used to determine bonus to melee damage.

Drakill Tannan

The bard of Hamelin
Replaces bard song. When the bard sings, all enemies must make a will saving throw or become charmed.

(Though one should limit the number of enemies, maybe 1d4 HD enemies per caster level?)

Nihm

Bullshitter - Bullshit is the key to building relationships and you're a paragon of it, knowing how to say what people want to hear.
 
-10% discount at npc merchants, can try every limited time quest given by an npc, such as Bilbys, three additional times, and gain a bonus to persuade or bluff checks used to get additional payment in the scripted conversations

Drakill Tannan

Death Kneel
Every time you kill an enemy, something good happens, depending on the strenght of the enemy:
-+1 temporary hit points for 1 turn per level (most common)
-+1 to saving throws for 1 turn (Not as common)
-Gain temporary +1 AB, +1 DMG or +1 AC. for 1d3 turns (For strong monsters)
-Gain +1d2 points of any stat. for 1d4+1 hours (For bosses and sub-bosses or just reaaaally tough foes)

Soul binder (Evil only)
Every time you kill an enemy, there is a chance a summoned ghost will apear, as if the PC had casted sumon creature 1 with it's current caster level and the undead summoning theme. If the enemy is significantly stronger than the average, same with summon creature 2 or 3.

Breath of the dieing
Every time you kill an enemy, you regain a small amount of health, depending on the strenght of the enemy, from 1d2 to 1d6.

Battle orders (Replaces barbarian rage)
All allies gain +1 dicipline per caster level, +10% movement speed, +1 attack and damage and +4 initiative.

Savage Roar (Replaces barbarian rage)
Enemies nerby must make a saving throw or become scared for 1d3 rounds, and a more dificult saving throw or recive a -2 attack penalty.

Charge (Replaces barbarian rage)
Gain +20 initiative, +30% movement speed and +1 Attack and damage (+2 at level 7).