More Perks?

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

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Gnome on the Strange

Two-Fisted
Your two weapons move as one, strike as one, take magic as one.

Effect: Whenever a weapon spell is cast on you, it affects both the weapons you are wielding.
I think this would be a great way to promote dual wielders not always using double weapons because they don't take twice as many spells to enhance.

Eye of the Tiger
Whether by affinity to them, or looking like a threat, not prey, you can stare down the deadly cats of Ymph and back away unharmed.
Effect: All cats will ignore you as if you had a high Animal Empathy score.

Mystery Ally
You have gained the attention of a mysterious tracker who will occasionally aid you in fights.
Effect: Gain an item or player tool that has a 50% chance of summoning a longbow-wielding ranger mid-level Ranger for 2 turns once a day. The Ranger cannot be commanded.

Porky

Man o' the Wilds
You can sleep without a campfire in the wilds, but still need a bedroll.

chrijone

Walkway Idler.
Spending countless hours outside the Kingsman you have grown used to the sights of the ziggurat, unfortuantly you havent been away from there ether.

+1 spot/search/listen in the Ziggurat -1 spot/search/listen everywhere else

KjetilofNorway

Webbed feet/fingers
Your hideously deformed, webbed  fingers and feet make you clumsy with fine machinery and gizmos, but enable you to swim faster!  
+10% movement speed underwater, -1 charisma, -2 pick pocket, -2 pick lock, -2 disarm trap

Twelve

Quote from: AKMatt;167232Swashbuckler - Your particular brand of daring escapades require a quick wit and a quicker sword-arm. Unhindered by such things as armor or shield, you make short work of your enemies with nothing more than steel in your hands and the occasional witty retort. Add intelligence modifier to ab and ac (dodge) as long as you are not wearing medium or heavy armor or using a shield, and have a finesseable weapon equipped.

+1.  
 
I have no idea if even doable, but after the rash of swashbucklers die down, this would be a cool concept to play, IMHO.

Nihm

Pure Druid or Ranger only -
 
 
Animal Handler - Plus two dodge AC versus animals, plus two empathy
 
Bushwhacker - Can access a few “shortcut” transitions (to be added to the module) that no one else can, and perhaps even a small camp unique to them.
 
Beast Tender - Can select from cat, wolf, or bear. Enemies of this type will now be neutral by default to the character.
 
 
Rogue or Assassin -
 
 
Backstabber - The first sneak attack of the day does extra damage
 
Night Owl - gain Ultravision and bonus to hearing skill during the darkest hours, 23 - 3.
 
Housebreaker - Indoor areas enchance your senses with plus two to picklock, search and remove trap.
 
Blackjack Expert - a sneak attack with a blunt weapon gains a small chance to Daze a foe.
 
Kidnapper - you acquire a rope that functions as the Shackle item does.
 
 
Fighter -
 
Tradeoff - A foe who lands a strike that puts you into bleeding or death gets the same amount of damage returned..
 
Whip expert - A small chance for a fighter with specialization: whip to cause Entangle on hit.
 
Pikeman - Does 2 bonus damage when using spear or trident.
 
Rock - you gain immunity : knockdown and DR/1, but suffer -3 to reflex and a 20% movement speed penalty.
 
 
Non-Class specific -
 
Stoic - Taunt penalty against you can be no more than 3 Points of AC. You can also camp without fire and rest in the rain.
 
Necromantic Penetration - your negative energy spells have a chance of removing Negative Energy Protection from their target. No longer can one potion or spell make them take for granted immunity to your entire arsenal of enfeeblements, negative energy circles, enervations, and direct damage from your school.
 
Nightriser Survivor - You’ve lived here long enough to see your share of undead and their ways. Plus two bonus to saves versus negative energy, /1 negative energy resistance
 
Orc Survivor - You’ve encountered the ambushes of Ymphan orcs time and time again. /1 Fire and Piercing resistance
 
Docks Dweller - Living amongst prostitutes and thieves has had its effects on your development. plus two versus disease, plus two spot in civilized areas.
 
Ziggurat Dweller - You are a wuss who wouldn’t dare speak up about the cruel, slaving ways of your Duke, otherwise you’d be dead. You keep a stiff upper lip and say the politically correct things even if your feelings say otherwise. Bonus to bluff and concentration.
 
 
Monk -
 
 
I am not your Pincushion - in a pathetic compensation for never getting their 50% concealment, monks can elect for permanent Entropic Shield effect (20% concealment versus missile weapons)
 
Spell Barrier - in a pathetic compensation for never getting mindspell immunity or spell resistance, monks may elect for a save bonus versus spells of One.
 
Iron Fist - Those monks unfortunate enough to start the game without 1d4 elemental damage gauntlets and so are stuck doing 3 or 4 damage per average hit for their entire lifespan will appreciate this perk. It gives them a non-drop glove with bonus feat : Weapon Specialization Unarmed. It cannot have Magic Weapon or darkfire cast on it however, as it simply is an ooc tool to represent a harder fist. Masters of the martial arts who take this perk may actually do more damage than a crippled kobold.
 
Darkmoon - gains plus one Dodge AC during night, evil only
 
Kossuthan - gains plus three saves versus fire
 
Broken Ones Order - When a nearby friendly PC is near death, gains plus five to Heal skill and a 10% movespeed increase
 

RIPnogarD

Animal instinct: One of two things happens to a cornered animal; fight or flight...
While in animal form you gain the feat flurry of blows (or rage) and a 10% base land move rate.

Note: If it could be done to animal forms only would be cool.

Drakill Tannan

Staff Master (Monk Only)
While most orders train their warriors to use martial arts in hand-to-hand combat, you are much better with the staff.
Mechanics: Gains weapon specialisation: Quarterstaff, but losses improved unarmed strike as a feat.

Magical inestability (sorcerer & bard)
People should know better than bugging the bloodwizards when they wiggle their fingers.
Mechanics: If you are hit while casting a spell and fail the concentration check, you automatically cast one of the following spells: Balgarians iron horn, death armor, gedlees electric loop or fireball (2) on yourself.

Low circle focus (Wizards and sorcerers)
Your compenhension of the low magic circles allows you more castings each day, but the latter and more advanced circles are still a challenge to you.
Effect: Gain +4 level 0 slots, +2 level 1 slots, +1 level 2 slots, -1 level 3 slots, -1 level 4 slots.

Gnome on the Strange

Quote from: Nihm;168063
 
Rock - You no longer need to use Discipline.

Necromantic Penetration - You no longer need to use Dispel.
 
Monk -
 I am not your Pincushion - Missile weapons suck even more in addition to your potentially hilarious AC.
 
Spell Barrier - Your Uber Saves become Doppel-Uber.
 
Iron Fist - You gain even more hilarious damage than you usually get with your Finesseable Blunt Weapons with Bonus Diremace Mode.
 

There I fixed it, 'kay?

@Drakill.
IMO that staff thing doesn't go far enough. Staves can't use Flurry in NWN and they don't allow Monk Unarmed AB/ I think it prevents Deflect Arrows too. Not even worth it for high STR monks over fists. i thought of it, but it's IMO more gimped than a non-monk with Unarmed Strikes.

I'd say:
Gain Weapon Spec: Staff and Imp Crit: Staff. No penalty. That way a staff is useful with this perk because it's got a better crit range than fists and it's 2 handed, but less flexible because it can't use combat modes. A monk with a staff is

Drakill Tannan

Staff Master (Monk Only)
While most orders train their warriors to use martial arts in hand-to-hand combat, you are much better with the staff.
Mechanics: Gain +1d4 bludgeoning damage when using quarterstaves, and get an aditional 1d6 at level six. Aditionally, the cahracter can cast entropic shield three times a day.

In before you troll this as too strong, consider:
At level 4, a monk with 16 STR unarmed deals a damage of 1d6 +3 with an AB of +4/+4 (8-18 damage,12 average)
At level 4, a monk with 16 and this perk, deals a damage of 1d6 + 4 + 1d4 with an AB of +6 (6-14 damage, 9 damage average)

At level 6 a monk with 16 STR unardmed deals a damage of 1d8 +3 with an AB of +5/+2/+5 (12-33 being 21 average)
At level 6, a monk with this perk deals a damage of 1d6 + 4 + 1d4 + 1d6, with an AB of +7 (12 Damage average)

Not OP at all.

Nihm

You no longer need discipline - thanks Gnome, I wasn't aware they'd removed the other feats that discipline opposes, such as disarm.
 
You no longer need dispel - chance of dispelling negative energy protection, which still absorbs the spell, isn't even remotely comparable to a dispel which can strip more than just negative energy protection
 
Missile weapons now suck even more in addition to your potentially hilarious AC - Yeah, because monks are never in a situation where they're attacked without having prebuffed, and cannot be dispelled either, when they are buffed this perk probably wouldn't matter much, you're right about that, so what's the problem?
 
Saves become even more uber - It's just like getting Luck of Heroes without taking the feat, no wait, only applying to spells makes it limited and not nearly as good as a feat, maybe something like a Perk should be
 
The Iron Fist one - not such a drastic gamebreaker considering that gloves that add two damage with no drawbacks aren't very rare, hmm?

Ebok

Pack Mule
You're always carrying everything of everyone's and you're more accustom to walking with the heavy loads.
+1(or 2) Strength, -1 ab, -1 damage.

derfo

a perk that lightens the exp penalty from dying

a perk that conceals you from detect evil

a perk that makes being a parry fighter a worthwhile pursuit

a perk that makes dual-wielding two different weapons possible without sucking

a perk that lets you make tasha's hideous laughter wands at half price

a perk that lets you easily access a simple array of dyes

a perk that lets arcane spellcasters cast animate dead once a day at the cost of a curse, health loss, or being pursued by random spirits and such

TheImpossibleDream

Dino Rider - You can ride any dinosaur you meet. Note: Deep Lizards are not dinosaurs.

Pup

On the "Pack Mule" theme:

+25% to Your max inventory weight before encumbered.  (If this is even possible)
"So what else is on your mind besides 100 proof women, 90 proof whisky, and 14 karat gold?"
"Amigo, you just wrote my epitaph."

"Maybe there's just one revolution.  The good guys against the bad guys.  The question is, who are the good guys?"

~The Professionals