More Perks?

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

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TeufelHunden

Thickskinned(Yes I did take an already existing name) For every 2 con above ten you gain 1 melee dmg resistance while not wearing armor which stacks with barb resistance.
Healthy!- Con of 18+ You regenerate 1 health every 5 rounds. ( stole this from Baldur's Gate. That dwarf with high con regened due to his superhuman constitution)

Cerberus

Vow of Poverty: You lose 10% of  all coins carried each rest (tithed) and are not allowed to have a savings account (DM's might have to monitor this part). You gain one extra (3rd) domain abilty and luck of heros feat.
 
This is best for clerics of course but any class could take it.

Cerberus

Here's something interesting that may help stimulate ideas for more perks...

derfo

Voyager: Travel times and fares for rafting/shipping are cut by a large percentage.

Beacon of Light: Effects of healing spells upon you are increased by a small percentage. Being inflicted with the light spell gives the character a slight benefit.

Rain Dance: Once per reset a character can make it rain in an outdoor area for a brief amount of time. You gain a slight benefit in the rain.

Cerberus

Healing Hands: Your knowledge of healing gives you insite for unarmed fighting.
 
+1 heal... Your unarmed strike counts as a +1 weapon, -1 damage (you know where to strike and make it count)... Replaces a monks stunning blow with true strike.

Lulzebub

Quote from: derflaro;172670Rain Dance: Once per reset a character can make it rain in an outdoor area for a brief amount of time. You gain a slight benefit in the rain.

That suggestion has the advantage of settling the Call Lightning debate forever. I like it for that reason alone.

Here are my offerings:

Deep Slumber
The Weave gives you unusually compelling dreams that render you practically comatose, but you sleep like a stone each night. (Wizard, Sorcerer, Bard only)
- Bonus: The PC can only rest every 30 minutes, but they recover full hit points when they sleep in an inn.

Mark of the Damned
It doesn't take divine insight to see into the wicked souls of those who have earned the wrath of their own patron deity, and you are one of the cursed few whose profane nature is self-evident. (Evil only)
- Bonus: Red glowing eyes with -1 AB/dmg, -1 to all saves, -1 to all skills, and the spells Raise Dead and Resurrection have no effect on the PC's corpse. The PC can still respawn.

Barfly
You like to go where everybody knows your name. You're such a regular fixture at the local tavern that just it wouldn't be the same place without you.
- Bonus: +2 to Persuade and Intimidate along with a small experience bonus based on the PC's Charisma modifier for each hour they spend in a tavern. The PC must consume alcohol to be eligible for the XP award.

Old Timer
The polite term is elderly, but they may as well call you "almost dead." You're at the end of your days and you can feel it in your bones.
- Bonus: -2 to Constitution and Strength, +2 to Wisdom, -2 to Dexterity when it rains, the property Special Walk: Zombie Walk is applied to the PC's skin, and the PC is unable to respawn, but receives 10% more experience from quests. Magical resurrection is still possible.

Repeat Offender
All the guards know you by name. You're such a frequent visitor to the jail that you practically have your own reserved room. (Chaotic only)
- Bonus: The PC is able to rest in the stocks or a jail cell and recover full hit points with a significant XP penalty.

I'll post more if I think of them.

Lulzebub

Island Castaway
Years of desperate solitude have conditioned your appetite to the taste of wild game. You'll eat almost anything that moves. (Non-lawful only)
- Bonus: The PC recovers a small amount of hit points each time they kill a wild animal.

Gem Collector
Ah, the fruit of the mine. You are utterly obsessed with acquiring gemstones of every shape and size, regardless of the cost or consequences. (Gnome and dwarf only)
- Bonus: The PC receives a Gem Pouch plot item in their inventory. Gems placed in it are destroyed for a small XP reward.

Wanderlust
For you, nothing compares to the thrill of discovery. You don't need a map, you just go wherever your feet take you.
- Bonus: Exploration experience awards are doubled.

Colonial Investor
You became an affluent and influential citizen because you know where to put your money. Without people like you to finance new development, the colony can't expand. (Patrician only)
- Bonus: At the PC's option, bank holdings mature at a rate of 7% each month, with the risk of losing up to 60% and a fractional chance of being wiped out.

Nihm

Malarite - Perk that allows followers of this deity to charm Malar Panthers once per day

Drakill Tannan

Better even, malarite rangers/druids should get a malar beast as a companion.

Lulzebub

I've seen people summon Malar panthers using the basic Summon Creature spells, so there's already either a reagent or a theme for them.

All druids can wildshape into a Malar beast at level 8.

Drakill Tannan

It's a blood panther actually, i think, and it's the level 4 for regular theme. But i'm talking animal companion here, not summon.

Thomas_Not_very_wise

Beacon of Courage:

You are an inspiration to us all.

Replaces Paladin feat Immunity to fear, and instead gives all non-hostile PCs and NPCs +4 versus fear. (Paladin only.)

Balance:

You're attune with the balance, and you often loose track of the current issues at hand.

+1 wisdom. -2 dexterity, -4 reflex, -1 con. ((Druid, true neutral only.]

Drakill Tannan

Unlucky:
Something always goes wrong for you. No matter what.
-2 to all skill rolls, -1 to all saving throws. Extra XP gain.

Divine Intervention

The power of positive thinking: You know your positive outlook helps but your look on the bright side attitude is very irratating.
+1 will, +1 positive damage, cure minor 1/day, -2 CHA

Pitiful: Weaker than your fellows you've learned to rely on your wits and plead for pity: -2 STR, +4 persuade, +1 INT

Drakill Tannan

Arcane necromancer
Replaces your familiar with a skeleton warrior, you loose no XP when it dies.

Experimentalist
You are allowed 2 familiars, they both count as 2 levels lower

Familiar bond
Your familiar is 2 levels higher, you loose 50 more XP if it dies.