More Perks?

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

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Paha

Regarding that Grenadier, if I may suggest a small tweak for the idea Luke:

Grenadier, or perhaps with some other name
Benefits: A chance to make actually 1-3 throwable items on crafting, instead of just one, and they would do a little more dmg.

Barehander

Ascetic: You have renounced worldly concerns in order to cultivate your spirit. Through rigorous abstinence you have achieved wisdom, peace and resilience, but your body has withered.
+1 Wisdom, +1 Fortitude, +1 Will, -1 Damage/AB, -4 Appraise (subject to balancing).

Stabs-Below-The-Belt: You're determined to show the tall folk size does matter - but not the way they think. You've spent your life fighting foes bigger than you, so you're somewhat clueless when facing someone your own size. (Small stature only.)
+1 AB vs. Medium, Large. +1d4 Massive Criticals vs. Medium, Large. -2 AB vs. Small. (Not sure if this is mechanically possible. I suppose you could treat races/skins individually, which is very much possible with scripts. But a lot of work.)

Egon the Monkey

Second Wind
Just when they think they have you, you can always find a way to bounce back.
Once a day, if reduced to Near Death, you automatically (go into Barbarian Rage/have Blood Frenzy or Aid cast on you)

Natural Trapper
You can build a booby trap out of two twigs and a hairpin. Hell, ONE twig and an hairpin.
Once per reset, some form of minor trap will spawn in your pack

BULLSEYE!
(Halfling only)
You're a champion shot with the sling and that makes you kind of a big deal. Halflings know you.
While wielding a sling you gain (rogue) Sneak Attack (1d6) as a feat and +2 Persuade.

I Have a Cunning Plan...
"An excellent idea, with only one minor flaw...."
Every time you rest you wake up with a "Brilliant Idea" that gives you +2 Int, but -2 WIS for 1d8 hrs.

Handyman
"There's few things can't be solved with a tap of the hammer, lad!"
When you have a Light Hammer equipped, you gain +1d4 Bludgeoning Damage, as well as a +2 bonus to EFUSS Engineering.

Half-Elf, ALL Man! (or woman)
Half-elf only
Your mixed ancestry and culture helps with putting the moves on most races. You are a sexy, sexy beast, if a little unwilling to get your pretty hands dirty.
+1 Charisma, +2 Persuade, -1 Fort.
 I also love VP's ideas as a way to let expert snipers stand out and cope with the DR beasts. Also Swashbuckler as that's epically cool. Should come with a witty comment requirement :P.

Drakill Tannan

Combat stance: Passive (Fighter or Monk)
Throughout your training, you have been taught that being pacient, and wait for the best chance to strike is what in the ends earns you victory, this mentality is traspassed to your combat style.
Mechanics: After level 6, the character looses any aditional attacks per round, but gains +1 AC, +1d4 Damage and +1 AB, as well as +4 to parry and concentration checks.

Master duelist (any lawful)
As far as fighting goes, you know the way of the duelist better than anyone else.
Mechanics: +4 to parry. Ripside attacks deal an additional 1d4 damage to creatures vulnerable to sneak attacks. -2 damage when not in parry mode.

Focused Shooter (any)
Your philosofy when it comes to ranged weapons? Pacience, focus, 1 strike is all that is needed.
Mechanics: +1 AB and Improved critical with all non-throwing ranged weapons. Losses any additional attacks per round when using ranged weapons.

Ofensive magic specialisation (wizards and sorcerers)
Wherever your school of specialisation is, in battle you are better at raining destruction over your foes that supporting your allies, but lack the support skills you don't like anyway.
Mechanics: All offensive spells are cast as if with +1 (at levels 5-7) and +2 (8+) caster level that the current. All non-offesnive spells are cast as if -2 caster level. +4 additional level 0 spellslots, cantrips do 1d8 damage.

Defensive magic specialisation (Wizards and sorcerers)
Although you are capable of laying waste to weak enemies, the real power of your magic lays in supporting your allies, as such, you are better doing so than raining destruction over your enemies, ability you are weak upon.
Mechanics: All buffing spells are cast as if with a +2 caster level. Offensive spells are cast as if with a -2 caster level.

Necromanctic specialisation (Wizards, sorcerers or clerics)
As an apretice necromancer, you know a few tricks and so that can be usefull(ish) in battle.
Mechanics: 3 times/day you can summon a lesser undead (Large zombie rat, zombie kobold, weak skeleton), that works as a weak but permanent summon.

derfo

Those are some incredibly random and overpowered suggestions.

http://www.escapefromunderdark.com/forums/showthread.php?t=30259

^ Link to the original perk topic, for what it's worth.

Sandstorm

AKMatt's suggestions are gold. I want to be a Trog.

Howlando

I do like this one -

QuoteScourge of Shipwreck Beach - You're proficient at waiting in a tiny boat to attack passing rafts. You gain +2 ab when on rafts (kobold only)

Thomas_Not_very_wise

Adonus:

You're the capital embodiment of a man, female NPCs simply love you.

Perk: Special conversations from female NPCs, opportunity for better loot from the female/gay NPC quest givers.

Aphrodite:

You're the capital Embodiment of a woman, Men kneel before you in adoration.

Perk: Special conversations from Male NPCs, opportunity for better loot from the male/Lesbian Quest givers.

Drakill Tannan

Physician:
You have great knowledge of the humanoid body, wich an be used in several unique ways.
Mechanics: +1 to heal checks, and +1d3 sneak attack damage vs humanoids. (even though the character is not a rogue)

The stare:
There is something in your eyes.. something that scares the shit out of people if you decide to look at their eyes and not let go.
Mechanics: +2 Intimidate and initiative checks

AKMatt

Hot Stuff - Accustomed to being the center of attention, you can take the heat.  +1d4 xp every time an NPC sets you on fire.

KjetilofNorway

What a great system! I'll throw in some suggestions as well:
 
Crabfaced
You have asbolutely no sense of humor.  
- 1 charisma, spell immunity: Tasha's Hideous Laughter, +2 concentration, -4 taunt
 
Barrel of laughs
Your skeleton is made entirely from funny bones.
+2 taunt, -4 concentration
 
Green fingers
The plants you plant grow faster!
 
Beast whisperer
You get along better with animals than people
+ 3 animal empathy, -3 persuade
 
Captain Hook
Hey, you can take someone's eye out with that thing!
Bonus feat: weapon specializtaion unarmed strike (Must have a hook for a hand)  
 
Godless
You have attracted the ire of the gods by forsaking them all.
Hellbent for The Wall of the Faithless, cursing and defying the gods all the way, you are left with nothing left to lose: fearless.  
- 5 saves vs divine, 10% divine damage vulnerability, immunity: fear (must have empty diety field)
 
Lord of the Flies
You have a special bond with insects and flies, they cling to you like a hot turd and do your bidding.
- 2 charisma, ability to cast Creeping Doom (7) 1/day, and permament flies vfx on PC
 
Great Dancer
Being highly sensitive to sound and music, you've got great great rythm and know how to dance and piroutte about.
- 5 saves vs sonic, 10% sonic damage vulnerability, bonus feat: Whirlwind attack, +2 tumble

KRUNTO

Akmatt's suggestions were spot on, for what it's worth.

Drakill Tannan

Wild
You've learned to survive in the wild, and are quite used to it, and you are not at all used to civilisation.
Effect: No need for a campfire to rest, +1 hide/move silently while in the wilds, +2 to wilderness survival checks. You cannot rest in taverns, -2 hide/move silently and concentration while in non-natural areas.

The scavager
Your life has only reached this lengt due to your innate talent to find usefull stuff in the trash.
Effect: +1 Search, each time you rest, a random usefull(ish) item appears in your inventory (Minor spike trap, a couple +1 Darts, or rare ocacions a copper ring or a wheatstone, that kinda stuff) -4 persuade, nobody likes scavagers.

Too powerfull for confort (Sorcerer or bard)
You have not yet learned to controll your magic. And people notice that.
Effect: Visual effects will randomly happen to your character, and on rare ocacions, other benefitial (or not so quite) effects.(such as becoming invisible for 2 rounds, suddently becoming shiny, a 1 round daze.. etc.)

Careless speeder
You run fast. And trip a lot.
Effect: +10% movement speed, -2 Reflex saves.

Egon the Monkey

Improviser
"To the creative mind, anything's a weapon"
Your character can find a potential for mayhem in any innocuous item. You gain a basic club with 90% weight reduction that cannot be lost to anything.

Creatively Honest (Good, non Lawful Only)
"Morals first. Law second"
+2 Bluff, +2 Pick Pocket.

Treasure Hunter

"All that glitters... somehow ends up in your pocket"
+50% chance to trigger the spawning of a random encounter.

Expert Tracker
You might not know where it *is* but you sure as hells know where it *was*.
+10 bonus added to all your /c track rolls. (yes I know that sounds like a lot but Tracking is a combination of a lot of skills)

Symbol of the Shadows (Trickery Domain Only)
To serve your patron's shadowy goals, you have cunningly disguised their holy symbol as that of an obscure, forgotten cult.
When Turning Undead, your symbol has an extremely high Lore DC to identify.

Knife Up Your Sleeve (Chaotic Only)
You have a knack for concealing weapons on your person
Knives, darts and slings never show up when you are searched.

Sawbones
"You've healed people as rocks and arrows fly around you. You can work in the toughest of conditions"
-3 to all heal DCs while in combat.

Soundtrack Of My Life (pure Bard Only)
"Always humming, whistling or tapping a tune. Even your mundane music can inspire your allies to greater feats of heroism or villainy"
Every time you activate the "music" power on an instrument it will give all allies in the area +1 saves for (CHA mod) rounds.

Horns of Battle (pure Bard only)
"All know that your marching song heralds swift death to those who oppose your comrades"
Every time you activate an instrument, all hostiles in the area gain -1 to all saves for (CHA mod) rounds

Egon the Monkey

Now that's way too strong. Saves 15lbs worth of gear? woah. I'd say +2 AC and it's restricted to one handed weapons. A +1 large shield is still better than this, so this is a "take it for the cool factor" perk.