More Perks?

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

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Ordeal

Monkey Grip would be excellent as a perk. Very specific to certain situations!

Basically, in PnP it allows you to use a two-handed weapon one-handed. It's more complicated than that, but that's the basic gist of it. If it were a perk that could be taken, then characters who lose a limb could still use a two-handed weapon.

The Boom King

I'd like to see more rogue-based perks...
 
Something like,
 
Silver-Tongued Gentleman: You can talk your way in and out of just about anything, and look good doing it.
 
+2 Intimidate/Persuade/Bluff
 
Requirement: Rogue only, Charisma of at least 12

Drakill Tannan

That kind of perks is quite useless IMO, because the chances you get to show them are only on DM quests where the DMs ask you to do such rolls. That means if a PC takes that perk there will be nothing different about him, and i thought the point was to make characters -look- unique.

Halfbrood

Not at all. My understanding is the Perk System is there to further customise a character, beyond what normal skills/feats offer. Not to mention Intimidate/Bluff/Persuade are used quite extensively in scripted conversations.

Also, Johannes viewing this topic? Everyone look busy.

Johannes

I'd say that I live to serve you, but I'd just be lying to you. :cool:

12 Hatch

Loving Touch

Your touch is soft, supple, and caring.  You have difficulty inflicting harm on any living creature, and you want more than anything to nurture the ill back to health.

-1 Damage
+6 Heal
(Good only)

Purple Crystal Addict

Your time spent mining purple crystals has led you to become somewhat reliant on their delightful properties.  You seem always to be absorbing their healing energies to satisfy your urges.

Every reset, there is a percent chance equal to (10 X EFUSS Mining skill) [so 100% at 10] that you get a Purple Crystal Chunk (1x Cure Moderate) in your inventory.

Spike Technician

You have quite the knack for puncturing things in a very painful fashion, and you always seem to know just how to arrange spikes on the ground to inflict maximum damage.

Spike traps and caltrops used by the character inflict movement speed reduction as per the druid spell Spike Growth.

Barehander

Quote from: Ordeal;187595Monkey Grip would be excellent as a perk. Very specific to certain situations!

Basically, in PnP it allows you to use a two-handed weapon one-handed. It's more complicated than that, but that's the basic gist of it. If it were a perk that could be taken, then characters who lose a limb could still use a two-handed weapon.

Can be done with temporary polymorph into Large size. When you shift back, the weapon isn't unequipped.

However, two-handers retain the 1,5 x Str mod damage bonus even one-handed, and you don't suffer AB penalty (which could probably be scripted, though).

OldPortOutcast

Ymphian Smuggler:

Each reset, a random illicit good appears in the person's inventory.  Mist Essence as an example.

Ymphian Explorer:

Small chance of 1% per level that when an exploration area spawns, that your character is informed the general side of the Isle it is on.(Nothing more specific than North, South, East, or West)

Ymphian Adventurer:

Going out of your way to find adventure provides a 10% experience bonus and +1 attack bonus during quests that aren't so close to home.(DMs would flag which quests they feel are not commonly done for this perk)

Veteran Sailor:

Due to your knowledge of vessels on the high seas, various sailing NPCs might temporarily recruit you to the crew in exchange for safe passage for your party.  Occasionally rafters or sailing NPCs will grant a party you lead free passage.

Hierophant of the Wilds:

Your knowledge of the mysteries of nature has granted you a +2 bonus to wisdom and +3 to Animal Empathy.  In exchange, you are permanently confined to your natural form.  Wild Shape feat removed/disabled.  Druid Only.

Bog Hermit:

Foregoing the bonds of civilization and choosing instead to live in the extraordinarily dangerous bogs of Ymph has given you a bond with the plants of the bogs.  Assassin Vines spawned naturally are non-hostile to you.  If in any area other than the bogs, you feel uncomfortable, and suffer a -4 penalty to discipline and concentration.

Consort of H'bala:

You are entirely obsessed with the idea of freeing the porcelain skinned goddess from her tower, to the point of fanaticism.  10% additional chance that a Carved Stone may drop on any quest it already drops on.  1% chance that a Carved Stone may show itself in a random exploration area chest.(May only apply to stones up to a certain number)

Loross Expert:

Your fluency in the language of High Netheril gives you a +10 to lore checks on anything written in Netherese.

Gobsquat resident:

You are more civilized than the average monster.  As a result, your threats are taken less seriously.  +3 persuade/bluff  -3 to intimidate.  Extra services on certain Gobsquat merchants.  Monster PCs only.

Mistwalker:

You sometimes enter the Mists.  Fortunately for you, you often survive the experience. At random, Mist patches appear around the Isle which act as modified exploration areas which send a person on a journey not unlike a rafter.  With this perk you are able to enter the Mist and come out at a specified location.  Without this perk, the Mist throws you into a random location around the Isle.  Dangers and rewards both may await those who enter the Mist, even if you don't have the perk. Lessened chance of a 'danger' event when in the Mist with this perk.

The Crimson Magician

Quote from: Barehander;189835Can be done with temporary polymorph into Large size. When you shift back, the weapon isn't unequipped.

However, two-handers retain the 1,5 x Str mod damage bonus even one-handed, and you don't suffer AB penalty (which could probably be scripted, though).

wuold be pointless because you cant equip anything while polymorphed

The Crimson Magician

Disruptive/Unstable Magical Build-Up[/u]

If you have spells still to cast, for every a random magical effect occurs to you (Maybe like an alchemist fire explosion bursts from you, or you start glowing purple, your hands start to sizzle, and your heart begins to wiggle, because it's Thriller. Or, alternatively, it does something nice. Like buffs you with bull's strength. Something noticeable/random would be cool.) for every you do not cast a spell.

GoblinSapper

Quote from: Cerberus;187588Paranoia
You always feel like somebody is watching you.
+ Alertness feat (+2 spot & listen)
+ You are twitchy (would be cool if the *ducks* macro could be made to activate every so often on the avatar. :D )

Add a will penalty to that and it sounds good.

Barehander

Quote from: The Crimson Magician;190056wuold be pointless because you cant equip anything while polymorphed

I'm fairly sure you can, if only the model is appropriate. Actually, it's probably a skin change rather than an actual polymorph. Temporary skin change just changes your model (and creature size is AFAIK tied to the model) but you retain the ability to use items and equip them. I don't remember the details, but it was done easily and successfully back on my old server.

Not that I think it's necessarily a good perk, though. It's over-powered in a low-damage setting such as this, where weapon base damage matters. It should at least require 18 Str, too. But admittedly, using the spear with a shield would be cooler and make more sense than two-handering a short spear like NWN vanilla.

Drakill Tannan

If that allows a character to dual-wield battleaxes without the -4 penatly, it would be awsome.

Barehander

When you revert to the original size, the size penalties apply, it's just the weapon that stays equipped. You also can't equip a Large weapon in the off-hand no matter your size, NWN just won't let you.

Basically, all it does it let you get all the benefits of a two-handed weapon with none of the draw-backs. Your off-hand is free for anything it could normally hold, that is, a shield or a tiny, small or medium weapon. It's probably best left as a widget you could request from the DMs for excellent RP, if it's to be added at all.

Drakill Tannan

In most weapons it just doesn't make any sence. A single handed great axe or dire mace is just silly.

I would say limit this perk to tridents and spears, scripting so that if you have a shield and any large weapon but spear/trident, it unequips inmedietly.

Greatsword and others should be applied for. A fighter with this perk using a greatsword instead of a longsword is just too strong IMO.