Class Perks and Backgrounds

Started by Talir, April 25, 2011, 08:18:21 PM

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Talir

Fighter


Fighters find their uniqueness in their training. Hailing from different cultures, traditions and barracks, they all have learned their trade differently and with varying priorities. So with the coming of these twelve new backgrounds specially aimed at pure fighters, we hope to add another flavour to the canvas that is your character.

Some of these backgrounds now have an additional ability activated by chat command. These are 1/day abilities. [INDENT]Body Guard
Be it a Sheik's loyal eunuch guarding his harem or a King's most trusted Knight guarding his vulnerable heir, powerful men have always needed trustworthy and loyal men to guard what they treasure most.

Level 1: +1 vs Mind Affecting, Immunity: Charm Person
Level 5: +3 Discipline
Level 8: +1 Will, Immunity: Dominate Person

Quote/c fighter_perk

Nearest neutral creature within 10 feet receives +2 AC, +4 vs Fear and +2 vs Mind Affecting. Lasts 1 turn.


Bounty Hunter
When a runner is noted and bounty is posted, the target is all that matters. Bounty hunter seeks the wanted for fair reward, and no one else. Nothing can come in between the payday and the hunter when contract is taken.

Level 1: Special tanglefoot bag each reset
Level 5: +4 Disable Trap, +4 Set Trap. Get a trap kit each rest.
Level 8: Gain 5% movement speed, 5% physical immunity and +4 saving throw vs traps

Quote/c fighter_perk

25% movement speed increase. Lasts 1 turn.


Brawler
While the powerful of the Realms seek their enjoyment in grand tourneys involving gleaming armor and groomed destriers, the peasants make do with a baser form of contest: the bareknuckle brawl. The haggard men and women who take part in this bloody and storied contest in the inns and streets of the great cities bear its clear markings of flattened noses, missing teeth, and swelled brows.

Level 1: 2/- Damage Resistance vs Bludgeoning
Level 5: WS: Unarmed Strike
Level 8: Improved Critical: Unarmed Strike

Quote/c fighter_perk

Gloves receive 1d4 bludgeoning damage bonus and the brawler gets 5/+1 damage reduction for 30 points of damage. Lasts 1 turn.


Cutthroat
Every city has its slum, and every slum has its thug-- dim men, often as not, who rule their shabby blocks by right of might and fear. From thieves guild enforcer to dockside pimp, these lesions of humanity plague the already grim lives of the poor and oppressed.

Level 1: +5 Intimidate
Level 5: Use Poison, double poison duration
Level 8: 10% Concealment

Quote/c fighter_perk

Weapon and gloves receive on-hit: Poison DC 14 1d2 strength damage. Lasts 1 turn.


Desert Warrior
Be it a Calishite Mameluke or a Bedine raider, the harsh deserts of Faerun produce a unique breed of warrior. As harsh and sharp as the red sun, these men and women are death on the sands with their shamshirs gleaming bright.

Level 1: +4 vs Fire
Level 5: +2 Fortitude
Level 8: 20% Fire Immunity

Quote/c fighter_perk

The Desert Warrior is surrounded by a flame shield dealing 1d6 fire damage to attacking creatures. Lasts 1 turn.


Drill Sergeant
The terror of the aspirant, you are the supreme commander and second to none -- upon the training grounds. Where others vied their martial talents to selfish or protective duties, you have dedicated yourself to ensure the future generations know which end of the blade to hold. A master of practice matches and troop inspiration, your students will praise all the devious little assignments given them. Someday.

Level 1: You train characters at or below half your levels + 2 (max level 7). They receive bonus XP for getting beaten in sparring matches (time limited), whereas you regenerate up to 1/4th of your own max HP if you lose
Level 5: +1 Concentration, Discipline, Heal, Intimidate, Listen and Spot
Level 8: 2/day Master of the Drill Ability -- +1 AB, +1 AC, +10% movement speed and give allies 1/4th of your Concentration, Discipline, Listen and Spot ranks as bonus inspiration. Lasts 1 turn.

Quote/c fighter_perk

Drill Sergeant inspires allies to give a little bit more. 20 temporary hitpoints given allies. Lasts 5 turns.


Dual-wielder
Regardless of whether you started as right handed or left handed, you always considered favoring one over the other would hamper you in the long run. Sacrificing the comfort and reliance of a shield you instead enter combat with blades blazing, whether in the form of two singular weapons or a staff for both hands.

Level 1: Gain ambidexterity if dexterity is 13 or above.
Level 5: 5% phyiscal immunity. The effects of magic weapon, flame weapon, darkfire. poison and alchemist's fire duplicated to off-hand weapon when cast.
Level 8: +2 off-hand attack bonus.

Quote/c fighter_perk fire|acid|electrical|cold

Gain +1d4 elemental damage for 2 turns. Overrides existing bonus. If held, off-hand weapon receives +2 Deflection AC for 5 turns. Defaults to fire.


Duelist
Quick-footed, quick-tongued, and quick-witted men go by many names in the realms: bravos, swashbucklers, fencers, corsairs. Eschewing the heavy arms and armor of the traditional warrior, they live (and die) by their cunning.

Level 1: +3 tumble, +3 taunt
Level 5: +2 AC vs Slashing, +3 parry
Level 8: Uncanny Dodge 1 feat

Quote/c fighter_perk

Duelist receives +2 AB. Lasts 1 turn.


Houndmaster
Where others focused solely on their own martial expertise, you broadened your training to include a particular breed of species. Now wherever battle is joined you fight fiercely beside man's best friend.

Level 1: +2 intimidate, animals are less likely to attack you.
Level 5: Tracking, +2 spot, +2 listen, +2 search.
Level 8: 2/- DR piercing. Your dog is trained more rapidly.

Quote/c fighter_perk

Call dog -- your faithful companion joins you. The dog gains XP over time and will grow stronger while called. On its death you get a new pup. Can name it with the /c name_companion X command.


Lay Sword
Temples of all faiths often boast a number of lay members skilled with blade and hammer, but unsuited for the life of a priest. These men wage war for their respective deities, taking orders not from worldly lords but the sanctified mouths of priests and priestesses.

Level 1: +1 vs Divine
Level 5: +1 Will
Level 8: +1 Universal Saves

Quote/c fighter_perk

If evil: Receives +2 AB and +1 AC vs Good.
If good: Receives +2 AC and +1 universal saving throw vs Evil.
If neutral: Receives +1 AC and +1 fortitude save.

Lasts 1 turn.


Man-at-arms
These rugged men make up the bulk of any Lord's army, but they are not the characters of tales and stories. Often as not, these soldiers die nameless deaths on the battlefield-- fodder for the tales of greater men. Still, someone must walk the walls and guard the tents.

Level 1: +4 vs Disease
Level 5: +3 Discipline, Cleave feat
Level 8: 10% Physical Immunity

Quote/c fighter_perk

Gain 20% physical damage immunity. Lasts 1 turn.


Marksman
Favoring shots of precision and strength, marksmen are a common contribution in any army. Few things are as intimidating as a deadly shot aimed at close range and the cold certainty that the man behind it will not miss.

Level 1: +3 spot, +3 listen
Level 5: Spawn a bundle of magical bolts each rest
Level 8: +2 Dexterity

Quote/c fighter_perk

Held crossbow receives +1 attack bonus and 2d8 massive criticals. Lasts 1 turn.


Pit Fighter
Be it a freeman seeking coins and glory in the Great Arena of Westgate or a Thayan slave fighting for his very life, pit fighters are a common fixture among the realm. These men, if they survive, tend to be excellent warriors but poor soldiers.

Level 1: +3 Taunt
Level 5: Dodge
Level 8: 10% movement speed

Quote/c fighter_perk

Gain bonuses depending on hitpoint percentage:
> 70% gain +1 AC, 5% speed.
> 40% gain +1 AC, +1 Regeneration, 5% speed.
<= 40% gain +1 AB, +1 AC, +2 Regeneration, 10% speed.

Lasts 1 turn.


Rebel
Champion of freedom or a rabble-rouser going alone, rebels fight against the established government for personal or idealistic reasons. As their path often leads to being an outcast, they befriend easily fellow outlaws and rarely depend on beds to get back lost strength.

Chaotic Alignment Only.

Level 1: 1 Potion of protection vs Law each reset, neutral to the bandit faction NPCs, can rest without campfire in the wilderness
Level 5: 2/- Physical Damage Resistance vs. Lawful
Level 8: +1 Attack vs. Lawful

Quote/c fighter_perk

All nearby chaotic-aligned creatures receive +2 AB. Lasts 1 turn.


[hide=Red Star Defiant - UNAVAILABLE]Red Star Defiant
The aftermath of the Red Star rising brought along countless tragedies throughout Faerun. As gods fall to the Night Serpent and the weave of magic causing chaos at Mystryl's whims, you sought natural answers to cope with the changed world. Now you will never again dread the silence or kneel before arcanists' folly, you rely solely on own concoctions and prowess.

Level 1: May prepare two brews. Ascetic item and spell restrictions. Leftover herbs are used to create a healing kit each time brews are prepared. Humans, Half-Orcs and Half-Elves receive +1 versus Spells.
Level 5: May prepare four brews. -5 DC on medicinal herbs and kits when used on yourself.
Level 8: May prepare six brews. Additional level 8 abilities available to choose one from 1/day.

Restoration spell effect is applied the Defiant after resting.

Brews are special effects prepared for each rest cycle, giving permanent powers. These can be swapped before resting and must be organized through the crafting menu: [INDENT]Ogre's Brawn - +2 + level/3 strength.
Ape's Reflexes - +2 + level/3 dexterity.
Toughness - +2 + level/3 constitution.

Herbalist's Touch - +2 heal, double effect of medicinal herbs and +5 to Herbalism.
Cat's Mind - +4 spot, +4 listen, +4 search and Ultravision.
Peacock's Rufflement - +1 will, +4 concentration, +3 taunt and + base ranks in taunt.
Bladework - +5 parry and 2/- damage resistance slashing.
Silvertongue - +2 + level/2 appraise, bluff, intimidate and persuade. +2 charisma. Reroll failed social checks.

Mongoose Dance - +2 + level/4 reflex.
Guile of the Fox - +2 + level/4 will.

Snake Blood - Immunity: Poison.
Leper's Sanction - Immunity: Disease.
Fearless - Immunity: Fear.

Focus - +1 AB and +1 AC.
Streak of Lizard - Regenerate 2 hp every 18 - 2*con mod seconds.
Earth's Endurance - 15% physical damage immunity.
Weathering the Elements - 20% elemental damage immunity.
Draught of the Porcupine - 1d4 piercing damage shield.
Flight of the Predator - 10% movement speed.
Shield of Mystra - 14 spell resistance.

Purifier's Breath - 15% negative energy immunity, +1 AB and +1 positive damage vs Undead and +2 saves vs Death.
Aberration Bane - +1 AB, + 2 AC, +2 fort and +2 will: vs Aberrations.

Goblin Purge - +1 AB and +1d4 slashing vs Goblinoids.
Reptilian Hunt - +2 vs poison. +1 AB and +2 AC vs Reptilian.
Trapper - +4 disable and set trap. +2 search. Trap kit prepared. (Note: You need to cross-class in the skills once to benefit).
Fury - +1 AB and +1 piercing damage.
Hallow - Immunity: Cursed.

Gardener - Gain 1 seed and d2 produce of a random Underdark plant. +3 Farming.
Hunter - Can rest without a campfire and animals do not attack you.[/INDENT]
Quote/c fighter_perk dispel|sharpen|purge|heal
Can be used again after 10 min duration.

Base Charisma modifier affects the delay duration. Bonuses each give -45s, up to -180s (3 minutes). Penalties each give +60s, up to +120 (2 minutes). Half-Orcs and Half-Elves receive +1 bonus to Charisma modifier in this regard.

dispel

Weapon gains on-hit cast spell: Dispel Magic (2) for 1 turn.

sharpen

Weapon gains +1 attack bonus for 4 + fighter level turns.

purge

Invisibility Purge in area around the Red Star Defiant for 1 turn.

heal (default)
Overrides perk reset duration. Perk can be used again after 4 min.

Level 1: Cure Wounds (2d8 + fighter level*2 hp).
Level 5: Cure Wounds (3d8 + fighter level*2 hp).
Level 8: Cure Wounds (4d8 + fighter level*2 hp).

QuoteLevel 8 one 1/day:
/c rsd fervor|shade|haste|calmmind|defiance|endurance|res tore

fervor <acid|cold|electrical> (fire default)

Right hand weapon gains +2 attack bonus and +1d4 elemental damage. Lasts 2 turns/level.

shade

50% concealment. Lasts 2 + level/2 turns.

haste

Haste. Round/level.

calmmind

Immunity: Mind Affecting. 7 + level rounds.

defiance

Minor globe of invulnerability. 5 + level rounds.

endurance

Stoneskin 7/+4 DR for level * 10 damage. Lasts until destroyed or rest.

restore

Greater restoration. Remove Curse. Heal 50% of total HP.
[/hide]

Self-taught
Not every man is so lucky to have a mentor to school them in battle. Some, forced by circumstance, win their martial skill through the teachers of hardship and experience. These individuals, while lacking the discipline of formally trained soldiers, can be fearsome with their unorthodox and unpredictable styles-- if they manage to survive long enough to hone them.

Level 1: -5 Concentration, -5 Discipline
Level 5: +1 AB
Level 8: +1 Dodge AC

Quote/c fighter_perk

Random [-2 - +3] attack decrease/bonus and [-2 - +3] AC decrease/bonus. Lasts 1 turn.


Sellsword
Base men with loyalties as fluid as a dying man's bowels, sellswords can be found milling about potential conflicts like carrion crows. It has been said that a sellsword can only be trusted as far as he can be paid, and many a lordling has been ruined by ignoring this wisdom.

Level 1: 1d4 gp gained each rest/reset
Level 5: +5 intimidate, +2 appraise
Level 8: 1d6 Sneak Attack

Quote/c fighter_perk

Sellsword bribes nearby reasonable creatures to consider him neutral. Costs 4d6gp. Lasts 2 turns.


Sharpshooter
A trained longbowman or selftaught, the Sharpshooter is a force to be reckoned upon the battlefield. With the know-how to destroy an opponent from afar, few enemies have the chance to ever inspect the fighter's expertise at a close range.

Level 1: +3 spot, +3 listen
Level 5: Spawn a bundle of magical arrows each rest
Level 8: +2 Dexterity

Quote/c fighter_perk

Held bow receives +1 attack bonus and +2 mighty property. Lasts 1 turn.


Slaver

Whether a former man of Stenton, a pirate, or one of the many slaver bands that roam the mainland, you've spent your life making a profit off the suffering and misery of others. Indifferent to the plight of your fellow man you will capture and sell anyone or anything you can, from beasts to monsters and other sentient races.

Level 1: +3 appraise, +3 intimidate, special tanglefoot throwable each reset
Level 5: Dominate Person 1/day, Weapon Proficiency Exotic Feat
Level 8: On login gain a set of shackles that disappear on reset

Quote/c fighter_perk

Slaver throws out a set of chains trapping up to two hostile creatures to himself. Chained victims receive 30% movement speed penalty. Lasts 3 rounds.


Squire
The children of the wealthy receive a very different sort of warrior's education than the common footman-- one based as much in morality and honor as it is in swordplay and siegecraft. Though some see such codes as more hindrance than help, the noble warriors of the realm see it as the only thing separating them from the common filth that pollute the battlefields.

Level 1: +3 Persuade, Lore, Concentration
Level 5: Disarm
Level 8: +2 Charisma

Quote/c fighter_perk

Squire gains immunity to fear and +2 will. Lasts 5 turns.

Vagabond
Drifting from place to place and caravan to caravan, vagabonds pack lightly for speed of journey. Long years of experience have made them adept at fending off blows, nimbleness replacing their more thickly armored counterparts' reliance on armor.

Level 1: Light armor bonus. Can track in wilderness.
Level 5: Light armor bonus. +10% Movement speed.
Level 8: Light armor bonus. +1 Reflex. Evasion feat.

QuoteLight armor bonus
Adds armor bonus to leather, studded leather and chain shirt armor pieces worn. Total arnor bonus is calculated: [INDENT]+2/+3/+4 on level 1/5/8 respectively.
- Armor AC on the item.
+2 that negates penalty for leather armor.
- Dexterity modifier above 2.[/INDENT] Resulting in total max 16 AC at level 1, 17 AC at level 5 and 18 AC at level 8 regardless of armor worn.

Quote/c fighter_perk

Invisibility. Lasts 2 turns.


Vigilante
Champions of the established rule or of their own governance, vigilantes hunt mercilessly any dissenters who stray from the desired path. They are more capable upon familiar grounds, this often being the place they reside.

Lawful Alignment Only.

Level 1: 1 Potion of protection vs Chaos each reset, Locale Bonus Dunwarren: +1 AC, +2 vs Mind Affecting, +10% Movement Speed
Level 5: 2/- Physical Damage Resistance vs. Chaotic
Level 8: +1 Attack vs. Chaotic

Quote/c fighter_perk

The Vigilante dashes forward in pursuit, gaining +1 AB and +15% movement speed. Lasts 1 turn.


Watchman
Every settlement from Waterdeep to the hamlet of Pig's Bottom has its guards. These warriors vary as much as the towns they serve-- some are little more than farmer's whelps armed with cudgels, while others more closely resemble a standing army. All have some expertise in watching the walls and bringing low threats from within and without.

Level 1: +4 spot/listen
Level 5: Darkvision is put on worn helmet
Level 8: +2 vs Mind Affecting

Quote/c fighter_perk

Watchman can see invisible creatures. Lasts 2 turns.
[/INDENT]

Talir


Rogue






Rogue on EFU is a very versatile class, able to fill a lot of different roles. Although it works well in combination as a multiclass, the EFU DM team would give this additional incentive to remain pure and help better realize your character's concept through sixteen new perks added specifically for rogues - as a bonus to the selection already available.

Some of them have additional bonuses if you play a pure rogue (PRC allowed), some of them only work if you play pure and all of them are selectable at your leisure from the time you hit the required level (as a rogue).

You may only select two minor perks (level 4 and 6) and one level 8 perk. Once taken, they are yours even if you drop a few levels.

[hide=Minor perks] 


Ambidextrous 
"Since childhood you've made use of any tools at hand and unlike your more common associates you realize you have two of them. Favoring no hand above the other, you are as trained and adept in the use of the left as much as the right, making you a capable wielder of dual and double weapons."

Pure Bonus: Ambidexterity feat.
Bruiser
"Long brawls in the streets and exposure to numbing fists have made you more resilient to heavy-handed blows. As the number of fights increased you learnt to cover your openings and improve your hand-to-hand combat."

Bonus: Weapon Specialization Unarmed Feat. 5% Immunity Bludgeoning and +3 intimidate.

Diplomat
"You have made a living of moving in diplomatic circles, adapting to the social climate and improving your own skills in the same."

Bonus: +2 Bluff, Intimidate, Persuade


Cutpurse
"Growing up as a street urchin you were soon taught the sole means of survival relied on how softly your small hands could get away with the purse of those passing by. Where many others would end up in worse fates, you survived the ordeals of youth with only a slight streak of kleptomania."

Bonus: +2 Pickpocket.
+2d6 more gold stolen by using the Cutpurse player tool.


Dirty Fighter
"Whether it is biting, a sharp elbow to the side or cheap punches you have done it all and will do it again in order to win a fight."

Bonus: Dirty Fighting feat.

Duck
"Some ordeals are simply too much to bear. In the cutthroat and missile-heavy onslaught of tavern brawls you found it easier just to pick up a stool, plate or table; and quietly head for the nearest exit with the makeshift cover beside you. While others may mock your behaviour, it is not your feathers they have to pick up afterwards."

Bonus: Shield Proficiency feat.

Educated
"Always studious, you received an extensive and well rounded education."

Bonus: +3 Lore.
Gain XP for translating ancient texts

Engineer
"Mechanical contraptions and magical devices have always fascinated you. From an early age you have been fiddling with different devices, enough to know a bit more than your peers on how to avoid wrecking such."

Bonus: +1 Disable Trap, +1 Open Lock, +2 Craft Trap, +1 Use Magic Device
Pure Bonus: 1 random throwable object each rest.

Explorer
"Curiosity has always been a driving motivator in your life. From the deepest canyons to the highest peaks, upon vast oceans of sea or sand, deep in rural communities or in the capital cities of Faerun; you have either seen the sights or your feet will bring you there someday. With every sight comes the experience of something new, something you may one day bring others to explore in full."

Pure Bonus: Half of exploration bonus for visiting new areas is converted to permanent xp. Works retroactively.

Fencing Lessons
"Classical swordsmanship was an aspect of your early training."

Bonus: +2 Parry, +2 Discipline, +2 Concentration.

Forger
"From falsified receipts to false orders a Forger's work in crime is unprecedentedly useful. A clerk in your youth or simply a dedicated criminal you have found that personal business brings far more wealth than public office."

Bonus: May forge a copy of a license in someone else's name. Player tool 2/day. Target first the license to forge, then the PC whose name it should be forged in.

Fortune Teller
"In the uncertain times when even gods perish, the frightful commoner seeks ways to ensure there is a tomorrow. Hidden in dark corners and covered in mystical symbols are the fortune tellers responding to this need; holding the answers to the future in a deck of cards, the posing of a question and, of course, a bit of gold."

Bonus: Special tarot card draws and interpretations. Tarot deck given PC.

Fugitive
"Being on the run has taught you to make do with minimal comforts. While you may be cold sleeping in the dark without a fire, at least you are not dead."

Bonus: +2 Listen. Can sleep in wilderness without the need of a fire. Still needs a bedroll.

Investigator
"Your youth exposed you to less-than-moral methods of obtaining what you need. Now reformed, you use your familiarity with under-handed methods to expose and thwart wrongdoers."

Bonus: +2 Spot, Listen, Search. Player tool to detect forged items.

Ironmind
"Whether a stubborn personality trait or practice through hard lessons, people have a hard time with changing your mind."

Bonus: +2 Concentration.
+1 save vs Mind Affecting.
Knifemaster
"From a young age knives always fascinated you. More than just a convenient tool - you have learnt to adapt its uses to your own battle repertoire and you never leave home without a selection of throwing knives and daggers at the ready."

Bonus: 5% Immunity Slashing.
Pure Bonus: Random set of throwing knives each rest.

Locksmith
"The study of locks - particularly belonging to others - has drawn you to it. You know the trademarks of the best locks in Faerun and have picked a few yourself."

Bonus: +3 Open Lock
Pure Bonus: +1 Thieves' Tools each reset.

Lurker
"To thrive you must be daring they said. Stand still and be left behind they said. You have seen people come and go over the years from your corner and other hiding places. Like a spider you prefer to remain still until the moment is right, only then making a decisive strike. Fortune favours the bold they said. They don't say anything anymore."

Bonus: +2 Hide
Pure Bonus: +1 saving throw vs Fire and Cold[

Packed
"A long life of gathering pointless objects has paid off, as dragging them along has made your muscles strong and back sturdy. You're able to bring with you even more pointless objects."

Only available for medium-sized races with 13 or less strength, or small-sized races with 11 or less strength.

Pure Bonus: +1 Strength.

Physician
"You grew up learning the basics of healing. You're proud to say that your abilities as a healer have never relied on the ineffable whims of the gods."

Level 5: +4 Heal, +2 Saves Vs. Disease and Poison
Pure Bonus: Healed of disease after rest.

Poisoner
"Few things are as deadly or as promising as the poisoner's arts. Through careful study you have learnt to apply poison and your failures have given you an increased resistance to being poisoned."

Bonus: +2 vs Poison
Pure Bonus: 1 random poison each rest, Use Poison Ability, Poison Weapon has double duration.

Rooftop Runner
"Born in the big cities, you know that often the fastest way to get around isn't the streets. Whether from Calimport, Waterdeep or any other large city in the lands, extensive use of the so-called Thieves' Highway has served you well and given you an edge on your peers who have used less uneven methods of travel."

Bonus: +3 Tumble.
Pure Bonus: +5% movement speed.

Scavenger
"Broken-nailed, sootfaced and covered in grime. Surrounded by flies more often than not. You are a sore sight that puts you at a disadvantage in social circles, but that is an easy tradeoff for one who has found what you did in places shied by others. Digging through trash piles you sometimes discover treasures left forgotten."

Bonus: +3 Search, +3 vs Disease.
Digging through trashpiles occasionally yield results.

Smuggler
"Transferring illegal contraband from one place to another is a thrill you chase. Whether successful or not, you have learnt enough to carry on with the trade and how to avoid getting caught with contraband that'll see you dead."

Bonus: +3 Pick Pocket
Pure Bonus: Able to better hide items when being searched.

Starthrower
"As an added means to distract your opponent before a well placed hidden attack, you have adopted the way of the throwing star."

Pure Bonus: Gain a set of special shuriken each rest.

Survivor
"Like rats, you have an uncanny ability to know when it is time to leave a sinking ship. Years of unfortunate practice has left you with honed instincts, giving you that extra surge of energy to crawl away from certain death."

Bonus: +2 saving throw vs Death.
Pure Bonus: +15% higher chance of stabilizing.

Tail
"Be it for work or idle curiosity, few have you beat at following a mark. Countless attempts of shaking you off have only made you bolder. You know where they live. You are their greatest fan."

Bonus: +2 Move Silently
Pure Bonus: +1 saving throw vs Traps

Thief
"Personal property is a foreign word to you and so you pay it no heed. Whether a two-story man, cutpurse or enterprising looter, you know how to open locks people make much effort to keep locked and get away with the contents."

Bonus: +2 Open Lock, +1 Hide and Move Silently

Trapsmith
"The careful application of a length of wire, the keeping of tension where the thread is cut, the concealed manner of placement - you know a lot about traps and it keeps you alive."

Bonus: +2 Disable Trap, +2 Set Trap, +2 Search
Pure Bonus: 1 random trap each reset.

Treasure Hunter
"Some people leave their plates half-full. Some people leave their plates with a tiny bit of leftovers. You dig out every single morsel you can find and then scrutinize for more.A cursory glance has never satisfied you and you spend far too much time to make sure something has been done in full. While usually a waste of time, there are occasions you discover things others pass by."

Bonus: +2 Search
Pure Bonus: Small chance to discover random loot when opening a treasure chest for the first time.[/hide]
[hide=Level 8 perks]

All these perks require you to remain pure.


Apothecary
"For whatever reason, you have taken up an apron and refined yourself into both a formidable alchemist and herbalist - rivaling even mages in these same fields."

Perk bonuses: +15 Alchemy, +15 Herbalism. Create a set of dissipating potions each reset.
Arcane Trickster
"Rogues with an affinity for magic sometimes take the path of the arcane trickster, utilizing his natural intelligence and charisma to play tricks with the weave itself. Nothing is as frustrating to an opponent as someone not only capable of dodging spells - but also stealing his own enchantments."

Perk bonuses: +1 magical damage, +2 Will, +2 Vs Spells, 10% chance to dodge spells targeting you from a hostile creature.

QuoteSpellthief 3/day

Steal up to three enchantments from 1-3 enemy targets (Intelligence modifier + Charisma modifier) around you, removing them from the victim and applying the effect to you for a turn. After the theft, you must wait one turn to do it again.

Archaeologist
"Delving into old ruins, studying lost civilization and uncovering strange artifacts, the life of an archaeologist enticed you from the beginning and over time you have only grown more experienced in studying ancient ruins, searching for the lost."

Perk bonuses: +2 Disable Trap, +2 Lore, +2 Search, +2 Spot, +5 UMD, +2 will, +4 Saving Throw vs Traps (All), 25% chance of retaining a scroll or a charge on a wand after use. If not already in possession of it, gain two Magic Disruptor throwables each reset.

Athletic
"Chased throughout childhood and being on the run have given you increased speed as a trait of survival. A standing motto for you have always been to be a bit faster than the slowest of the group."

Perk bonus: +15% movement speed, +2 reflex. Climb player tool no longer auto-fails on a roll of 1.

Commander
"You were born with an influence that touched others, meant to lead in noble campaigns or ruthless slaughter. When the world is in chaos and danger near, you are the one they look to for inspiration."

Perk bonus: +2 will, +1% Immunity to everything except magical damage, +5% Movement Speed, +3 Persuade.

QuoteCommand 3/day

Provide bonuses to companions around you and yourself.

+2 AB, +2 AC, +10% movement speed, +20 temporary hitpoints, +2 will, +4 concentration, +4 discipline, 5/+1 Damage Reduction for 20 damage.

Lasts 60s.

Detective
"A rare commodity to law enforcement, a skilled thief that uses her skills to oppose society's underbelly is a criminal's worst fear. She can eye a cut-purse or sniff out a lie better than anyone."

Bonus: +1 AB, +3 Spot, Listen, Search. +2 Wisdom. Use of /c detect act to judge someone's bluffing ability. Player tool to identify forged items. If not already in possession of it, gain two Sparks of Revelation throwables each reset.
Merchant Lord
"Coin and commerce, both are words that you learnt the meaning of long ago. Now you are an enterprising individual through which the currency flows, a person of repute in circles coveting gold."

Perk Bonuses: +4 Appraise, wage of 12 gold per tick, +2 will.

Politician
"Your character's ordeals and trials in the game of politics have paid off, giving you increased presence. Your character receives +2 charisma to represent his force of personality."

Perk bonus: +2 will, +2 Charisma, +3 Bluff, +3 Persuade, 7gp sponsor wage in Sanctuary, re-roll failed Bluff/Persuade checks.

Scout
"A life in the wilderness has become yours by choice or force. Whether a nomad or a hired scout, you have grown fond of the wilds and your place in it, at the point where animals consider you one of them and leave you alone for the most parts."

Perk bonuses: +2 Hide, +2 Move Silently, +20% movement speed in the wilds, +2 Fort, Animals don't attack you. Access to tracking. If not already in possession of it, gain four Alarm throwables each reset.
Shadow
"Years of elusive play has made you a part of the background, more easily concealed in both day and night."

Perk bonuses: 15% Concealment, +3 Hide, +3 Move Silently. If not already in possession of it, gain one Vanishing Smoke throwable each reset.

Spymaster
"Forsaking the more traditional role of your peers, the grit and blood of dungeons have been exchanged with the sophisticated dance of cloak and daggers in noblemen's halls. A master of spies, you hear and see everything with the appearance of never even leaving your comfortable seating of choice. You, of course, know that appearances are deceiving, and remain cold-thinking and undaunted in face of the next threat to rise against your chosen dedication."

Perk bonuses: +3 Bluff, +2 vs Mind Affecting, +2 vs Fear, +4 vs Poison. 5gp wage. Disguise Ability.
Swashbuckler
"A swift cut here, a taunt there and an impossible backflip that leaves you out of harm's way - the way of a Swashbuckler. You have learnt the art of fighting a style that most consider mere theatrics than actual swordplay. Of course, you know better."

Perk bonus: +1 AB, +1 AC, +2 Reflex

QuoteSwashbuckling 3/day

+1 AB, +2 AC, +10% Movement speed.

Random effect either on yourself or your enemies every second round.

Lasts 120s.


Thug
"Your character has survived a tough life in the streets and the fights have paid off. You are able to shrug off some damage and strike with more precision."

Perk bonuses: +1 AB, 2/- Physical Damage Resistance, +3 Taunt, +3 Intimidate, +2 Constitution.[/hide]

Talir


Sorcerer  [INDENT]Arcane Mimic - Flexible, powerful and relentless, the Arcane Mimic is born with the unusual ability not to cast spells of his own, but to mimic manifestations of the Weave around him. These bizarre magical phenomena are especially dreaded by more conventional mages, who understand the power of their own spells... and the talent of the Mimic in using these spells against them.

Notice: Bugs are possible, report if found. Spells and abilities themselves should not be changed and are to be considered as they are usually in efu, such as spell targeting. Self-only spells are self-only, and so on. Failure to report bugs such as these and intentional self-benefitting abuse of said bugs , is a valid reason for retirement of the character. Please do not take Craft Wand with Arcane Mimic as there are issues with that, however feel free to take Brew Potion (but do not brew potions that are normally unbrewable).

Level 1:
The sorcerer has no spells of his own.
Steal Spell 1 - There are two possible uses for this spell. Note that in each case, you may not steal a spell of a level higher than half of your total hit die, or greater than your charisma score - 10.
Used on a creature: The previous spell cast by the target creature is stolen and stored. You may not target yourself. You may not steal the same spell again until you've rested.
Used on a potion: You destroy a potion and steal its spell.
Recall Spell 1 - Casts the spell stored by "Steal Spell 1" at your full sorcerer level. A spellcraft check must be made to retain the spell in memory, which increases every time you cast that spell without mimicking a new one. Otherwise the spell is lost.
Sequencer (1 spell) - 1 use/day
10 Spell Resistance

Level 5:
Steal Spell 2 - As Steal Spell 1, but acts on a separate spell slot
Recall Spell 2 - As Recall Spell 1, but acts on a separate spell slot
Sequencer (2 spells) - 1 use/day
12 Spell Resistance

Level 8:
Steal Spell 3 - As Steal Spell 1/2, but acts on a separate spell slot
Recall Spell 3 - As Recall Spell 1/2, but acts on a separate spell slot
Sequencer (3 spells) - 1 use/day
14 Spell Resistance



Bone Warden -The long vigil is the popular name for the service you're known, guarding the tombs of ancient warriors and kings. Somewhat less known is your ordeals into the dark arts of necromancy and the communion with the bones you have in your keep. Now the knuckles of saints and villains alike bend to one man -- you.

Evil only.

Level 1: Animate Dead 2/day player tool. Receive raisable skeleton bones each rest.
Level 5: 3/- DR Slashing and Piercing. Animated minions receive +3 natural AC.
Level 8: 15% Negative Energy Immunity. Attendance at the Court of Bones 2/day.

QuoteAttendance at the Court of Bones

Summon two skeleton royal guards. Nearby undead minions receive +2 AB, +2 AC amd regeneration. Lasts 2 turns.



Carrion Feaster - Scorned, reviled, pursued. Even at the end of the world there is room for contempt of those who have embraced survival. While it sickened you at first, you have learnt to go by through doing what others dare not and you feast upon those that stand in your way. Better they nurture someone alive than through ignorance succumbing, either to starvation or the influence of the Dread.

Evil only.

Level 1: Animate Dead 2/day player tool. Standard animate dead creature replaced with a ghoul.
Level 5: Immunity: Disease, +10% movement speed. Consume Corpse player tool 1/day.
Level 8: +2 STR, gloves receive on-hit: ghoul touch. +2 vampiric regeneration and +15% movement speed on animated creatures.

QuoteConsume Corpse

Destroy target undead minion and restore your life with 1/4th of the target's hitpoints.



Contriver - To harness the energies of one's innate power is no easy task, especially when one's own well being is at stake. Many arcanists must improvise to survive the dangers adventuring often offers, and the contriver is more than apt at this task. Their ingenuity, experience, and hardiness allows them to make use of a multitude of protective equipment that would bog down most mages.

Level 1: -35% Arcane Spell Failure, Armor Proficiency (Light)
Level 5: +3 Discipline, Armor Proficiency (Medium)
Level 8: +2 Constitution, Shield Proficiency



Cultist - Many powers, fell or strange, find themselves happy to accept fervent worship. Those lucky enough to be born with arcane talent to supplement their presence of self often find it a great boon to assist their object of praise. Thus, the cultist's eagerness gains them a significant advantage in coaxing recruits, escaping those distraught at their beliefs, and calling forth minions relevant to the pursuit of their worship's ends. Whether these ends are nefarious, strange, or otherwise, is ultimately up to the whims of this natural leader.

Level 1: +3 Persuade, +20 Total Maximum Summoning Points
Level 5: Bless (2) 1/day, +1 Universal Saves, Changed to +40 Total Maximum Summoning Points
Level 8: Lesser Planar Binding (9) 1/day, Changed to +60 Total Maximum Summoning Points



Dream Eater - The deepest desires and darkest secrets, the most haunting experiences and worst fears. Dreams create and shape a world of imagination few others ever see. In a world where the sanctuary of dreams has been perverted by the Night Serpent, it is horrifying to know others have learnt to do the same.

Evil only.

Level 1: Immunity: Sleep. Nightmare 1/day.
Level 5: Sleep spell affects 4 + 1d4 HD's worth of more creatures. Nightmare 2/day.
Level 8: 20% Concealment. +2 to Sleep spell DC. Nightmare 3/day.

QuoteNightmare (player tool)

Deals 2d6 + 1/level magical damage to the sleeping target. Heals the sorcerer for half.
Kills a sleeping NPC of hit dice 4 or below.
Provides a random boon.



Hematologist - The idea that the blood is what sparks the talent within many young sorcerers is well known throughout the lands, and some sorcerers take this research to heart, studying the blood of others and pushing the limits of their own. This makes them more privy to the expertise of a physician, for good or ill, while the research is often used to strengthen the sorcerer's own physical form, empowered by what magic courses through their veins.

Level 1: +2 Fortitude Save, Drawn blood can produce magical benefits, Blood Track 5/day player tool (use on PC blood vials)
Level 5: +3 Heal, +1d6 Sneak Attack, Spell Penetration
Level 8: Spell Resistance: 10, 10% Physical Damage Reduction, Blood Expunge 1/day player tool (use on PC blood vial, knockdown effect on blood owner for 2-3 rounds)



Hydromancer -The call of the sea has forever lured adventurers. While those who cross its surface are often attuned to the winds for ease of sailing, there are some who take their path deeper. Like as not followers of the Bitch Queen, it is thought that something within these sorcerers' blood is deeply attuned to the hidden powers of the depths and they grow to be almost as comfortable beneath the surface as above.

Spell modifications:

       
  • Ice dagger -- Upon impact, the dagger splits into shards damaging nearby enemy creatures for 1d4 cold damage.
  • Burning Hands -- Changed to Gout of Water, dealing cold damage and causing 25% Cold vulnerability for 4 rounds.
  • Flame Arrow -- Damage changed to cold.
  • Vampiric Touch -- Hand of Umberlee, damage changed to cold and freezes target for 2 rounds.
  • Elemental Shield -- Damage shield changed to cold.
  • Firebrand -- Damage changed to cold.
  • Stoneskin -- VFX changed to cold.
Level 1: Flame Weapon changed to cold. Slow regeneration underwater. Drinking potions restores 1 hp.
Level 5: +1 cold damage. Halves spellcasting penalty underwater. Double water breath duration.
Level 8: 50% Cold Immunity. Negates spellcasting penalty underwater. +10% movement speed underwater.



Infuser -While the potency of electrical charges is widely known within arcane circles, few go the length to investigate the potential for use and storage like the Infusers. Narrowing their innate powers to a specific field they have gained a recklessness few others envy. It is not an uncommon sight when Talos makes his call to find these mad sorcerers holding themselves and objects aloft at high places, devotedly beckoning the Storm Lord's favour.

Spell modifications:

       
  • Horizikaul's boom -- Also does 1d4 electrical damage.
  • Ice storm -- Cold damage changed to electrical.
Level 1: Flame Weapon changed to electrical. When hit by Electric Jolt or Geedle's Electric Loop the sorcerer is charged up, granting a 1d4 electrical damage shield and 10% movement speed for 2 turns.
Level 5: Rechargable Infuser Orb with 1/charge Electric Jolt, 3/charge Lightning Bolt and 5/charge Scintillating Sphere. Gains 1d3 charges when Electrical Jolt is casted on the item. Max 9 charges.
Level 8: 50% Electrical Immunity. Orb max charges now 18.

QuoteThe rechargable orb will correctly give you charges for the different spells on first charge-up after a rest. Using any of the spells from the orb until the spell charges reach zero will make you unable to cast more of the same spell, even after charging with electrical jolt. A rest will fix that.

However, as long as you do not deplete the number of spell charges to 0 (not item charges) you can continue to refresh them through charging with electrical jolt. At level 5 this method can only be used for the lightning bolt and electrical jolt spells, as scintillating sphere can only be used once.



Lifestealer - Some magic has the power to scour away the soul and leave a man hollow within. Sorcerers, who often lack the circumspection and understanding of wizards, will occasionally and tragically dabble in such dark fonts of the Arcane without any regard for the price. Though none could possibly accept such a terrible price willingly, those who inadvertently do pay this toll welcome upon themselves a malevolent and relentless hunger which must continually seek the souls and lifeforce of other beings to prevent it from consuming them utterly. It is when this cruel curse intersects and interacts with the innate magical power of the Sorcerer that the wretched Lifestealer is born.

Level 1: Ray of Enfeeblement will apply all stolen strength to the caster as a strength buff for the spell's duration, the sorcerer's equipped weapon has +3 vampiric regeneration.

Level 5: If Negative Energy Burst successfully saps the strength of at least 1 target, the same is applied as a strength bonus to the caster. Negative energy burst no longer drains the caster's strength. Gluttonous Thirst: If you slay an NPC that is not immune to ability drain, you are healed a number of hitpoints equal to your caster level.

Level 8: Enervation applies a +1 bonus to BAB for every 2 levels stolen. This buff effect lasts for 1 turn/level, and is refreshed every time Enervation is cast. This rise in BAB may be sufficient to increase the sorcerer's attacks per round. Does not apply if Enervation is cast on an NPC. Relentless Hunger: If an opponent affected by the spell Negative Energy Protection is hit by one of Negative Energy Ray, Negative Energy Burst, Vampiric Touch, Ray of Enfeeblement or Enervation then the spell will be successfully blocked. However, Negative Energy Protection is dispelled in the process, enabling penetration by any subsequent draining or negative energy spells.



Maiden of Woe (female only) - Broken lips have long since stopped uttering pleas and praise to silence. Now sorrow surround you like a blanket against a dark world, a world in which misery has come with company. The unjudged come at your call and beckon, seeking respite before returning to a plane of a god unresponsive.

Evil only.

Level 1: Negative Energy Ray (3) 5/day. Spirit summoning theme. Spirits are drawn to the sorceress (player tool toggle).
Level 5: 5/- DR Negative Energy. Absorb necromancy spells of level 2 and below. A larger number of spirits are drawn to the sorceress.
Level 8: A ghostly white aura circle the sorceress. 15% Concealment. Upon death, hostile creatures nearby must succeed against a fortitude save of DC 18 + Sorceress' charisma modifier or be cursed. Stronger spirits flock to the sorceress.



Mesmerizing - From beautiful maidens to the smooth tongued, the charismatic presence of the blood-born can seldom be denied. Some find themselves so thoroughly exalted even among others who share their magics, and this reflects in their very visage, offering an arbiter who has immense power over their fellow man.

Level 1: +3 Bluff, +3 Intimidate, +3 Persuade, +5 Appraise
Level 5: Charm player tool 2/day (failed will save makes target confused for 3 + Cha mod rounds, only works on hostile monsters), Charm Person and Dominate Person induce a variety of additional effects, Re-roll failed bluff/persuade rolls automatically once
Level 8: +2 Charisma, Mass Charm (15) 1/day



Ooze Savant - The primordial ooze has always had an occult charm drawing in the impressionable or the mad. As a fervent servant you carry a piece of sentience with you that may once have been a part of this legendary being, your devout purpose to make it grow and make it consume.

Evil only.

Sewer and oozed Lower area bonus:
+4 Hide, +4 Move Silently, 5/+1 damage reduction and slow regeneration.

Spell modifications:

       
  • Special Summon Familiar. Disabled until level 5. Can name it with /c name_companion.
  • Acid Splash summons the Summon I Slime at target.
  • Slimes innate summoning theme.
Level 1: Flame Weapon changed to acid. Player tool to corrode items into a mush usable for the ooze (Gives XP at low levels).
Level 5: Acid Splash 3/day. Can call upon an ooze which can be fed to grow stronger. And bigger. Use the Corrode Tool on the ooze.
Level 8: 50% Acid Immunity. Crumble 1/day.



Planar Bound - Some sorcerers have an ancestry that one way or another is directed towards the higher or lower planes. These arcanists often find it easier to call upon or command allies from a more reflective society and often carry some traits connected to those.

Good/Evil only.

Level 1: Summon Creature 1 1/day token. Summoning theme set depending on alignment (Good: Higher Planes, Lawful-Evil: Devils, Non-lawful evil: Demons).
Level 5: +2 save vs opposite alignment's spells. Light emanates from the sorcerer. Good only: 10% Cold Immunity. Evil only: 10% Fire Immunity.
Level 8: Damage Reduction 5/+1. Good only: +2 wisdom. Evil only: +2 int. Stronger light emanates from the sorcerer.



Positivist - Positivists are those sorcerers who specialize exclusively in the manipulation and control of positive energy. Although such a focus grants access to incredible healing powers and weapons against the undead, it does come at a cost: the inability to conjure other offensive forms of damage.

APPLICATION ONLY

Good only (Exceptions possible via app)

Spell modifications:[/INDENT]  [LIST=1]

       
  • All hostile spells are disabled (unless otherwise modified below)
  • Flare: Grants 1d4 + [heal skill/5] points of healing - can be cast at a distance
  • Light: in addition to causing light, does1d6 + [heal skill/5] points of healing (can only be cast next to the PC)
  • Burning Hands - Purifying Fire: does no damage (unless undead), 1d4 per caster level of positive healing (or damage to undead) - capped at 5, cures disease/neutralizes poison
  • Combust - Positive Energy Bath - does no damage (unless undead), 2d6 + [heal skill/5] points of healing (or damage to undead), lesser Restoration. Bursts as normal Combust with a slight difference: Burst every round, number of bursts equal to the Positovist's levels, and each burst will be: Lesser Restoration + [Charisma Modifier healing]. If Undead, the bursts damage [Charisma Modifier] positive energy.
  • Fireball - Positive Energy Blast - does no damage (unless undead), 1d6/caster level points of healing (or damage to undead) to all PCs and NPCs in area of effect.
  • Wall of Fire - Wall of Purifying Positive Energy - does no damage (unless undead), does 4d6 points of healing to all PCs and NPCs that remain in its area of effect (/round)
  • Elemental Shield - Beacon of Positive Energy - The Positivist and all those who around her receive 4d6 points of healing and Restoration (unless Undead, then damage 4d6 Positive Energy). All who were initially in the radius get bursts similar to the Positive Energy Bath - Lesser Restoration + Healing for Positivist's CHA modifier.
  • Cloudkill - Regenerative Cloud - Undead must pass a fortitude DC or be banished/destroyed on enter.
  • Firebrand - Rain of Positive Energy - 1d6/lvl Healing for every non undead ally in the area, 1d6/lvl positive energy damage to Undead. (Number of bolts is still bound by the regular Firebrand)
[INDENT]Level 1: Flame Weapon changed to positive energy, celestial summoning theme granted
Level 5: Sorcerer Token in order to brew healing/restortive brews 5/day (Need the Brew Potion feat in order to use)
Level 8: +1 positive energy to physical attacks, begins to glow, regeneration +1. Receive Rain of Positive Energy Token (Firebrand(4) 1/day)[/INDENT]  [INDENT]

Rotbringer (male only) - In the halls of the shuffling, the strong-legged man is king. Whatever innate power dwells within you, it is clear that it draws the unliving like moths to a flame. Wherever you go there is an army waiting to be raised, ready to follow one who is turning slowly into someone like them.

Evil only.

Level 1: Animate Dead 2/day player tool. Suitable creatures slain come back as special zombies.
Level 5: Negative Energy Ray and Negative Energy Burst heal the sorcerer. Flies start to circle. Animating without a corpse creates two zombies.
Level 8: Negative Energy Burst (5) 2/day. Control Undead 1/day.



Scion - Most bloodborn arcanists realize their origin and fates greater than the ordinary, though a select few of them ever seek to research and harness the power of their past and descendants. Whether that of an ancient race, relation to the draconic, or an ancestry even more obscure, the Scion's body is greatly empowered in many ways in line with what his bloodline and predecessors would sanction. These many peculiar benefits assist him as he uncovers the secrets of the past, and what a Scion's destiny holds henceforth.

Level 1: +1 Natural AC, +1d4 Slashing Damage to unarmed attacks (Needs gauntlets), +3 Lore, +2 Saves VS Traps
Level 5: +1 Attack Bonus, +2 Strength, 2/- physical damage resistance, Changed to +3 Saves VS Traps
Level 8: Changed to +2 Natural AC, Changed to +1d6 Slashing Damage to unarmed attacks (Needs gauntlets), Immunity to Poison, Changed to +4 Saves VS Traps



Spellsword - Uncommonly heard of, and even more rarely practiced, the mages who do combine their magical talent with martial expertise epitomize why this style of combat is often unfounded. Regardless of it's difficulty, a minority of arcanists continue down this path in the pursuit of their own prosperity, offering a unique versatility on the battlefield.

Level 1: Weapon Proficiency (Martial), Weapon Proficiency (Exotic), +1 AB
Level 5: +3 Taunt, +2 Magical Damage on melee & ranged attacks
Level 8: Damage Reduction 5/+1, +1 Dodge AC, AB bonus changed to +2



Stalker - Some sorcerers who discover the ability to withdraw away from the realm of sight become all too comfortable with the solitude, and become drunk upon the secrets that pervade the dark and hidden places of the world. The habit is frightfully addictive, and self-destructive in equal measure. It is a horrible thing for a man to wake up one day, and to forget what it means to have a face...

Level 1: +5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller, Camouflage (5) 1 use/day
Level 5: Darkness (3) 3 use/day, -2 WIS, +2 DEX
Level 8: Permanent Invisibility - Every 10 rounds, if the PC is not already invisible, the effect "Invisibility" is applied to them automatically. The PC may not switch this off. Skin irreversibly becomes ashen in tone.



Tribal Shaman - Whether someone who makes their way as a shaman among their tribe, or a witch doctor somewhere else in the wilds, those who bear inherent arcane power are often feared and respected among similarly primitive people. The abilities of these sorcerers give them the tools to allow them to more easily survive their harsh environments and the many inhabitants that stalk them.

Level 1: Animals do not attack you, +5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller, One With the Land (7) 1/day
Level 5: +3 Spot, +3 Listen, 10% Elemental Damage Reduction, Tracking Ability
Level 8: +2 Wisdom, Hold Animal (3) 1/day



Unpredictable - Either born from the chaos of Limbo or one who's talents has manifested in a way beyond their understanding, these subjects, willing or not, find their potentially immense powers to be kept in check by their inability to control the erratic ways they become divulged. These sorts of arcanists are often feared by others and themselves alike, unknowing as to what their affliction will cause them to procure next.

Level 1: +3 Intimidate, On Hit Chaos Shield Level 3 (Needs a worn armor of any kind)
Level 5: Spell DC fluctuation, Random element on cast of "Flame Weapon"
Level 8: A Gift of Pandemonium (Contact a DM upon reaching this level with this perk to receive your "gift" from the table. This can possibly permanently end your character)



Witchcraft - Whether one who finds their home within the bogs, or who's hands are oft found clasped around the stirring rod of a cauldron, witches who make their home amongst the Archipelago's numerous exotic herbs and reagents find a welcome boon in their pursuit of creating concoctions that negate their otherwise gossamer and abnormal outward appearance.

Level 1: +5 EFUSS Alchemy, +5 EFUSS Herbalism, +2 VS Disease, Use Poison
Level 5: +5 Spellcraft, + 2 VS Poison
Level 8: Regeneration +1



Zealous Faith - Those who come to the realization that their magic is a god given gift find that their devotion does not go unrewarded. Often, this manifests itself depending on what deity a person will serve, becoming more and more obvious in the magics they call forth. Whatever the origin, their spellcraft becomes empowered to smite the foes of their patron.

Level 1: +2 Divine Save, When cast on oneself, "Magic Weapon" induces an additional +1 divine damage for neutral & good, +1 negative energy damage for evil, Bless (2) 3/day
Level 5: +2 Fear Save, When cast on oneself, "Shield" offers an additional +2 AC, and 50% Damage Immunity to negative energy damage for neutral & good, 50% Damage Immunity to divine damage for evil
Level 8: +2 Will Save, When cast on oneself, the damage of "Flame Weapon" is replaced with divine damage and glow for neutral & good, negative energy damage and glow for evil[/INDENT] Akin to the fighter class implementations:

These are selected from the crafting menu.

Only usable by pure sorcerers, with the exception of PRCs.

Changes are very possible in the future, as well as additional perks.

Please report any bugs here.

Any ambiguously written perks are to be found out in game!

Have fun!

Talir

As of EFU: City of Rings, the Barbarian Perks are no longer in play. Instead we presented the Furors system.


[hide=Past Barbarian Perks]

Barbarian




QuoteUnmodified  [INDENT]Level 5: 10% Damage Immunity
Level 7: 20% Damage Immunity

Quote from: Rage+4 STR, +4 CON, +2 Will, -2 AC.
Duration: 7 rounds + CON mod before raging.

Charisma modifiers to STR/CON when raging.
Level 1 rage is capped at +4/+4 (Total)
Level 4 rage is capped at +6/+6
Level 8 rage is capped at +8/+8
Level 10 rage uncapped
[/INDENT]

To gain the full benefits of the barbarian battlestyles a base charisma of 16 is needed at level 8. For the level 4 part of the rage a base charisma of at least 14 is needed.

QuoteArctic Warrior  [INDENT]Tales of the barbarians who make their home in the frozen north and beyond are well known, from the men and women who count themselves within the tribes of Uthgardt, to those who wander Auril's cold touch in search of something greater. Regardless of their affiliation, these savages are able to endure much more than the chill of winter, and some are able to harness its fury in their very being.

Level 1: 5% Damage Immunity, 1/- Cold Damage Resistance
Level 5: 10% Damage Immunity, 3/- Cold Damage Resistance
Level 8: 15% Damage Immunity, 5/- Cold Damage Resistance

Quote from: Rage
+2 STR, +4 CON, +10% Bludgeoning Damage Immunity, +15% Cold Damage Immunity, +1 Cold Damage, -2 AC.
Duration: 7 rounds + CON mod before raging.

Weapon: Onhit Castspell Freeze DC 12 + d4().

Charisma modifiers to Bludgeon DI, Cold DI, and Cold Damage when raging:
Level 1 rage is capped at +10%/+15%/+1 (Total)
Level 4 rage is capped at +15%/+20% +2
Level 8 rage is capped at +20%/+25%/+4 additional cold damage.
[/INDENT]

QuoteAspect of the Bear

Some barbarian tribes follow animal totems to guide them on their path in life. The followers of the Bear are sturdy warriors that often seek a solitary existence, some rumoured to come from a shapeshifting lineage that grants them powers to turn into their animal of devotion.

Level 1: 5% Damage Immunity, can rest without the need of a campfire or bedroll in the wilderness.
Level 5: 10% Damage Immunity, +3 discipline.
Level 8: 15% Damage Immunity, no longer requires food to rest.

Quote from: Rage+2 STR, +4 CON, +2 Will, -2 AC, +5% physical immunity.
Duration: 7 rounds + CON mod before raging.

Special: Polymorph into a bear at level 6 if charisma is over 13.

Charisma modifiers to STR/CON/Immunity when raging.
Level 1 rage is capped at +2/+4/+5% (Total)
Level 4 rage is capped at +3/+6/+7%
Level 8 rage is capped at +4/+8/+10%

QuoteAspect of the Wolf

Some barbarian tribes follow animal totems to guide them on their path in life. Followers of the Wolf are often spread into smaller tribes wandering the wild wherein each tribesman has an established part in the pack hierarchy. It is said that their ancestors sometimes leave their rest to walk amongst the pack, guarding and guiding them in life.

Level 1: 5% Damage Immunity, access to tracking.
Level 5: 10% Damage Immunity, +5% movement speed.
Level 8: 15% Damage Immunity, +2 listen, +2 search.

Quote from: Rage+2 AB, +4 CON, +2 Reflex, +3% movement speed.
Duration: 7 rounds + CON mod before raging.

Special: Summons a number of spirit wolves based on charisma modifier.

Charisma modifiers to CON/Speed/Wolves when raging.
Level 1 rage is capped at +4/+3%/1 (Total)
Level 4 rage is capped at +6/+6%/2
Level 8 rage is capped at +8/+9%/3

QuoteChosen by Ilneval

Half-Orc only.

Most half-orcs are known for their rasher and more physical engagements in communication. While not stupid by any means, the tendency lies in doing what feels right in that moment. The fervents of Ilneval have taken to leading their more impressionable kinsmen, raging battle in a more strategic and cold-minded fashion.

Level 1: 5% Damage Immunity, +2 INT (Counts into rage).
Level 5: 10% Damage Immunity, +2 Spot/Listen.
Level 8: 15% Damage Immunity, +1 AB vs Dwarf and Elf.

Quote from: Rage+4 STR, +4 CON, +2 Will, -2 AC.
Duration: 7 rounds + CON mod before raging.

Special: +1d4 divine damage against elves and dwarves.

Intelligence modifiers to STR/CON when raging.
Level 1 rage is capped at +4/+4 (Total)
Level 4 rage is capped at +6/+6
Level 8 rage is capped at +8/+8

QuoteCraven  [INDENT]In the mad scrabble of life, it's not the brave or the wise that lives through the most terrible of catastrophes, it's the Craven. Found among the sewers, bandit camps, or whatever other nooks and crannies they can enjoy survival in, the Craven relies on wits, paranoia, and experience to guide him through a world he or she has likely pissed off one too many times already. It is left to wonder how he or she will use his or her sharpened skills to do so even more, and hopefully get away with it.

Level 1: 5% Damage Immunity, +5% movement speed bonus.
Level 5: 10% Damage Immunity, access to Examine Mark.
Level 8: 20% Total movement speed bonus (+10%), Bonus Feat: Evasion.

Quote from: RageFeared for 1 round, +75% Physical Damage Immunity 1 round
+2 STR, +2 CON, +4 DEX, +10% Additional Movement Speed
Duration: 7 rounds + CON mod before raging.

Charisma modifiers to DEX while raging.
Level 1 rage is capped at +4 (Total)
Level 4 rage is capped at +6
Level 8 rage is capped at +8
[/INDENT]

QuoteCursed

There are curses in this world not so easily removed. Whether the results of a great grandfather's misdeeds or a decision in your own life, someone has cast a terrible spell upon you that follows you to this day. It is unknown for what end you are intended but whenever death threatens, something awakens within you. Something that will not let you go so easily.

Level 1: 10% Damage Immunity, Cleave feat.
Level 5: 15% Damage Immunity, slow regeneration.
Level 8: 20% Damage Immunity, +2 CON.

Quote from: RageDisabled.

Instead, there is a 33% chance that a blow putting you beneath 1 hp will trigger the curse, healing you for half health and transforming you into a terrible raging beast.

QuoteDemonbound

Evil only.

Where the monks keep an iron discipline, the savage barbarians rely on their emotions and rage to see them through combat. But there are some who take it further, believing their own strength insufficient. Sacrificing a restful death, they have instead been granted a taste of the abyss to come and bring this power into demonic fury for whatever nefarious ends they seek.

Level 1: 5% Damage Immunity., +2 Intimidate, old Bloody Mess perk.
Level 5: 10% Damage Immunity, 10% immunity to Fire.
Level 8: 15% Damage Immunity, +1 AB vs Good.

Quote from: Rage+4 STR, +2 CON, 2 Damage Shield: Fire, 10% Fire Immunity, -2 AC.
Duration: 7 rounds + CON mod before raging.

Special: Burning VFX during rage, lose a small amount of health when raging.

Charisma modifiers to STR/CON/Fire Immunity/Damage Shield when raging.
Level 1 rage is capped at +4/+2/10%/2 (Total)
Level 4 rage is capped at +6/+3/20%/1d4
Level 8 rage is capped at +8/+4/30%1d6

QuoteDesert Nomad  [INDENT]Whether a Bedine wanderer or Calishite camel raider, any barbarian who lives and endures the heated wind and freezing nights of the desert can be called a Desert Nomad. Usually garbed in robes and wielding light weaponry, they make their living in sands unforgiving for mistakes. This fact makes them more prone to flourish and mobility than their counterparts.

Level 1: 5% Damage Immunity, 1/- Fire Damage Resistance
Level 5: 10% Damage Immunity, 3/- Fire Damage Resistance, Bonus Feat: Mobility
Level 8: 15% Damage Immunity, 5/- Fire Damage Resistance

Quote from: Rage
+2 STR, +2 DEX, +4 CON, 10% Fire Immunity, +1 Fire Damage, -2 AC
Duration: 7 rounds + CON mod before raging.

Charisma modifiers to DEX, Fire Immunity and Fire damage
Level 1 rage is capped at +2/+10%/+1
Level 4 rage is capped at +4/+15%/+2
Level 8 rage is capped at +6/+20%/+4
[/INDENT]

QuoteGore Reaver  [INDENT]Blood is an offering for many a greater being, and the Gore Reaver is an adept at procuring it. A devout of warfare, the Gore Reaver relishes in continuous bloodshed, for either him or herself, or a higher purpose. They are a fearsome upon the battlefield, and known to leave a circle of corpses behind wherever they fight, without regard for their own wounds, for often their craving to rend alone is enough to sustain them.

Level 1: 5% Damage Immunity
Level 5: 10% Damage Immunity, Slain enemies can heal the Reaver.
Level 8: 15% Damage Immunity, +2 Con.

Quote from: Rage+2 STR, +4 CON, +5% DI, +4 vs Fear, -2 AC.
Duration: 7 rounds + CON mod.

Special: Gain 1 vampiric regeneration for each base charisma modifier and +1 Regeneration for every two.

Charisma modifiers add to STR/CON, Damage Immunity, and save VS fear while raging.
Level 1 rage is capped at +2/+4/+5%/+4(Total)
Level 4 rage is capped at +3/+6/+7%/+6
Level 8 rage is capped at +4/+8/+10%/+8
[/INDENT]

QuoteJungle Hunter  [INDENT]The lands of Chult require a certain breed of man to survive their many dangers, and the Jungle Hunter is one of the few who brave it. In times of great peril, they can harness their guile to many crafts with great success, including hiding in their environment, heightening their senses, envenoming their weapon, and enduring the terrible toxins of the plethora of dangerous encounters they are sure to face in life.

Level 1: 5% Damage Immunity, Bonus Feat: Use Poison, +3 save vs Poison.
Level 5: 10% Damage Immunity, +3 Hide, +3 Move Silently.
Level 8: 15% Damage Immunity, +3 Spot, +3 Search, Poison Weapon has double duration.

Quote from: Rage
+1 AB,+5% speed movement, +6 Hide, +6 Move Silently, +6 Spot, +6 Search.
Duration: Turn * (WIS mod + Barb Level + 4) before raging.

WIS modifiers to Speed, Hide, Move Silently, Spot and Search when raging:
Level 1 rage is capped at +5%/+6/+6/+6/+6
Level 4 rage is capped at +8%/+8/+8/+8/+8
Level 8 rage is capped at +10%/+10/+10/+10/+10
[/INDENT]

QuoteMad Berserker  [INDENT]The barbarian's concern for their own safety can sometimes be minimal, but some define it in an entirely new way. The mad berserker has little regard for little else than how much violence they can procure when they are enraged... to foes and themselves alike. The lifespans of both are typically abrupt, bloodied weapons in tow.

Level 1: 5% Damage Immunity, Bonus Feat: Cleave
Level 5: 10% Damage Immunity, Bonus Feat: Ambidexterity if base dexterity is 13+
Level 8: 15% Damage Immunity, Defy Death: 50% chance when struck into negative hitpoints to instead heal (level)d4 damage. Once every rest.

Quote from: Rage
+8 STR, -4 WIS, -2 AC, Immunity:Fear, blindness, +1d4 Bludgeon Damage, +10% movement speed
Duration: 7 rounds + CON mod before raging.

Charisma modifier to STR while raging:
Level 1 rage is capped at +8
Level 4 rage is capped at +10
Level 8 rage is capped at +12
[/INDENT]

QuotePunisher  [INDENT]Engaging in a brutal battle style that is as much about inflicting pain that it is for the enemy to hit you, the Punisher is a master at getting up close and personal with the enemy and returning damage - twicefold. Whether by brawling or through deadly spikes on reinforced armor, few are able to withstand the pain coming when the Punisher is in the field.

Level 1: 5% Damage Immunity, Weapon Specialization: Unarmed.
Level 5: 10% Damage Immunity, 1d4 Damage Shield: Slashing.
Level 8: 15% Damage Immunity, 1d6 Damage Shield: Slashing.

Quote from: Rage+4 STR, +4 CON, 1d4 Damage Shield: Piercing, -4 AC
Duration: 7 rounds + CON mod before raging.

Charisma modifiers to STR/CON, and damage shield while raging.
Level 1 rage is capped at +4/+4/1d4 (Total)
Level 4 rage is capped at +6/+6/1d6
Level 8 rage is capped at +8/+8/2d4
[/INDENT]

QuoteSalt Raider  [INDENT]Most sailors whisper the names of them with great fear. Ports rue the day they are chosen to be pillaged by pirates who are akin to the Salt Raider. While these viking-like berserkers are oft motivated by avarice, it is a rare case to focus on this trait in lieu of their cruelty and recklessness. Though, fortunately, it isn't unheard of to find one with other desires than utterly terrorizing their victims and looting them dry. Whatever their aim, one can be certain that they are a force to be reckoned with, especially on the high seas.

Level 1: 5% Damage Immunity, 1/- Electrical Damage Resistance, Plunder: Enemies slain by the Raider may yield a few gold pieces.
Level 5: 10% Damage Immunity, 3/- Electrical Damage Resistance, Underwater breathing boost.
Level 8: 15% Damage Immunity, 5/- Electrical Damage Resistance, Armor does not deter swim speed.

Quote from: Rage
+6 STR, +4 Taunt, +15% Electrical Damage Immunity, +2 Reflex, -2 AC.
Duration: 7 rounds + CON mod before raging.

Charisma bonus to Taunt, Electrical Damage Immunity, and Reflex while raging:
Level 1 rage is capped at +4/+15%/+2
Level 4 rage is capped at +6/+20%/+3
Level 8 rage is capped at +8/+25%/+4
[/INDENT]

QuoteSewer Dweller

Thriving in places most shy, whispering tales talk of enigmatic creatures lurking beneath the glamours of cities. It is unknown why some would seek to live in such filthy existence but adaptation has made them more resilient to the dangers of their own environments, parts of which they drag along with them to the horror of any who choose to meet them in battle.

Level 1: 5% Damage Immunity, Immunity: Disease.
Level 5: 10% Damage Immunity, +4 vs Poison. Flies circle.
Level 8: 15% Damage Immunity, 5/- Acid Damage Reduction.

Area Bonus: Sewers and oozed Lower
+1 AB, +2 AC, +10% movement speed.

Quote from: Rage+2 STR, +4 CON, +1 Acid Damage -2 AC.
Duration: 7 rounds + CON mod before raging.

Charisma modifiers to STR/CON/Acid Damage when raging.
Level 1 rage is capped at +2/+4/1 (Total)
Level 4 rage is capped at +3/+6/2
Level 8 rage is capped at +4/+8/4

QuoteSpirit Caller

Some are attracted to the spirits of the dead, seeking communion through the mediation of shamans to answer questions or reconcile with the lost. There are some however whose presence the spirits seek themselves. Whenever these barbarians attune themselves to battle and bloodshed, the fallen rise in anger to join them in a last grasp at life.

Evil only.

Level 1: 5% Damage Immunity, 5% Negative Energy Immunity.
Level 5: 10% Damage Immunity, Rage now calls back the spirits of creatures killed to fight beside you for 23 + level rounds.
Level 8: 15% Damage Immunity, +2 Will.

Quote from: Rage+3 STR, +3 CON, +2 Will, -2 AC
Duration 12 rounds + CON before raging.

Charisma modifiers to STR/CON when raging:
Level 1 rage is capped at +3/+3 (Total)
Level 4 rage is capped at +5/+5
Level 8 rage is capped at +7/+7

QuoteTribal Guardian  [INDENT]Coming from all cultures and origins, tribal barbarians may not share a common background but all follow the same commitment to tribe and home. Living outside civilization, these nomads have learnt to survive as one with the land.

Level 1: 5% Damage Immunity, Animals see you as a threat and do not strike often.
Level 5: 10% Damage Immunity, Armor of the wilds: armor bonus to worn armor to make it equal to a chain shirt, gain access to Tracking.
Level 8: 15% Damage Immunity, Armor of the wilds: armor bonus now makes it equal to a chain mail, +5% physical immunity in wilderness areas.

Quote from: Rage+4 STR, +4 CON, +4 Listen, +4 Spot, -2 AC
Duration: 7 rounds + CON mod before raging.

Special: Allies nearby receive +1 AC, 5% Concealment, 10% Movement Speed Increase, +2 Discipline and +2 Concentration during the barbarian's rage.

Charisma modifiers to STR/CON while raging.
Level 1 rage is capped at +4/+4 (Total)
Level 4 rage is capped at +6/+6
Level 8 rage is capped at +8/+8
[/INDENT]

QuoteWar Champion  [INDENT]No matter the race or culture, the barbarian knows the calling of war as much as the war's sides know the need for leaders and heroes. Whether the War Champion is a hero of legend or a fresh recruit with a charismatic presence on the battlefield, the simple action of charging beside he or she on the battlefield alone is enough to inspire a comrade, whatever the cause.

Level 1: 5% Damage Immunity.
Level 5: 10% Damage Immunity, Prayer 1/day
Level 8: 15% Damage Immunity, Battle Cry unique power 1/day

Quote from: Rage
Party: Barbarian CHA mod * 2 Temporary Hit Points.
Barbarian: +2 STR, +2 CON, +1 Universal Saves, -2 AC
Duration: 7 rounds + CON modifier before raging.

Allies get half the bonuses the barbarian gets, rounded down.

Charisma modifiers to STR/CON, and Universal Saves (divided by two) while raging.
Level 1 rage is capped at +2/+2/+1
Level 4 rage is capped at +4/+4/+2
Level 8 rage is capped at +6/+6/+3
[/INDENT]

QuoteWithering's Clutch  [INDENT]Many upon Ymph fear the withering's effects, though some seek it as a means of self-empowerment. The touch of the maiden is most commonly feared, but a select few seek it as a means to enhance themselves in untold ways, much to the dismay of the living upon the isle. Whether it is used by a cultist eager to serve the maiden, or someone who simply endures it to get by, it is an effective, while wretched condition. Yet with every breath they take as a creature in the embrace of undeath, so do they attract the ire of the celestial.

Level 1: 5% Damage Immunity, Embrace of the Maiden.
Level 5: 10% Damage Immunity, +1 Negative Damage.
Level 8: 15% Damage Immunity, Withered Lands bonus: +2 Strength, +2 Constitution, +10% Concealment, and Negative Energy Resist 5/-.

Quote from: Rage
+4 STR, +4 CON, +10% Negative Damage Immunity, +20% Divine Vulnerability, -2 DEX, -2 AC.
Duration: 10 rounds + CON mod before raging.

Withering points affect STR, CON, Negative Immunity, and Divine Vulnerability while raging.
Level 1 rage is capped at +4/+4/+10%/+20%
Level 4 rage is capped at +6/+6/+15%/+40%
Level 8 rage is capped at +8/+8/+20%/+60%
[/INDENT]
[/S]

Akin to previous implementations:

These are selected from the crafting menu.

Only usable by pure barbarians, with the exception of prestige classes. Otherwise, multiclassed characters with barbarian levels will benefit from "unmodified."

Changes are very possible in the future, as well as additional perks.

Please report any bugs in the appropriate forum.

Any ambiguously written factors are to be found out in game!

Have fun!

[/hide]

Talir

Ranger




The DM team is happy to announce some new changes to the ranger class. We have aimed to address the overuse of some choices while making others more thematic and viable.

Thanks to Derflaro, Gip and others for concepting these additions.

Default bonus changes:

- +1AB/3 levels (Changed from +1AB/2 levels)
- Movement Speed bonus for rangers in wilderness areas capped at +10% default (no movement speed in heavy armor)
- Other bonuses are unchanged

All of the ranger bonuses below kick in only with minimum six ranger levels:

  • Aberration

    • +1 Will.
    • +2 Concentration and Heal.
    • +2 Hide, +2 Move Silently, +1 AB, +1 AC, while within the Lowerdark.
  • Animal

    • +2 Animal Empathy, Disable Trap, and Set Trap.
    • Random generated trap each rest.
  • Beast

    • +1 additional AB and damage VS magical beasts.
    • 2/- DR slashing.
    • Awaken bonus to Animal Companion.
  • Construct

    • 2/- DR bludgeoning.
    • +1 electrical damage vs constructs.
    • +2 Search, +2 Spot, +1 AC, +1 AB, while within the Machine.
  • Dragon

    • +4 dodge AC vs Dragons.
    • +1 additional AB and Damage VS reptilians.
    • +5% Physical damage immunity.
    • Immunity: Fear.
  • Dwarf

    • +1 non-magical AB VS Lawful.
    • +2 Appraise and Search.
    • Plunder: Enemies slain may yield a few gold pieces.
    • Retrieve a flesh trophy from slain PC dwarves.
  • Elemental

    • 10% Elemental Immunity. (acid, cold, electrical and fire)
    • +1 random elemental damage (acid, cold, electrical or fire) each rest/reset.
  • Elf

    • Immunity: Sleep.
    • +1 additional AB and damage VS half-elves.
    • +2 Listen and Spot.
    • Retrieve a flesh trophy from slain PC elves.
  • Fey

    • +2 VS mind affecting.
    • 7% concealment.
  • Giant

    • +4 Discipline.
    • +4 dodge AC against giants. (if not dwarf or gnome)
    • Dwarves and gnomes with FE: Giant gain +1 additional AB and damage VS giants.
  • Gnome

    • Spell Immunity: Color Spray.
    • Spell Immunity: Tasha's Hideous Laughter.
    • Retrieve a flesh trophy from slain PC gnomes.
  • Goblinoid

    • Bonus Feat: Cleave.
    • Retrieve a flesh trophy from slain PC goblins.
  • Half-elf

    • +1 additional AB and damage VS elves.
    • +1 additional AB and damage VS humans.
    • +2 Bluff, +2 Persuade.
    • Retrieve a flesh trophy from slain PC half-elfs.
  • Half-orc

    • +1 additional AB and damage VS humans.
    • +1 additional AB and damage VS orcs.
    • +2 Intimidate, +2 Taunt.
    • Retrieve a flesh trophy from slain PC half-orcs.
  • Halfling

    • +1 AC vs halflings.
    • +1d4 bludgeoning VS halflings.
    • +2 Spot and Listen VS halflings.
    • Retrieve a flesh trophy from slain PC halflings.
  • Human

    • Gain access to Examine Mark player tool.
    • Retrieve a flesh trophy from slain PC humans.
  • Magical Beast

    • +1 additional AB and damage VS beasts.
    • +1 VS Spells (if not dwarf).
    • +3 Lore and +2 Spellcraft.
  • Monstrous Humanoid

    • 5% Physical damage immunity.
    • +5% Movement speed added to wilderness speed (creating a total of 15% instead of 10%).
    • +1 Fortitude.
  • Orc

    • +1 additional AB and damage VS half-orcs.
    • 5/- DR fire.
  • Outsider

    • Protection from alignment benefits against all Outsiders.
    • 1/day Dismissal (7).
  • Reptilian

    • +1 additional AB and damage VS dragons.
    • Use Poison feat.
    • +4 VS poison.
    • +4 VS traps.
    • Retrieve a flesh trophy from slain PC kobolds.
  • Shapechanger

    • Immunity: Disease.
    • Drawn blood has a chance of revealing lycanthropic nature of other PCs, both natural and infected.
    • +2 spot and listen.
    • An additional +2 spot and listen against shapechangers.
    • +2 dodge AC vs shapechangers.
  • Undead

    • 10% negative energy immunity.
    • +2 VS death and negative energy.
    • +1 Divine damage VS undead.
  • Vermin

    • +4 vs poison.
    • +1 Reflex.
    • Spell Immunity: Web.
    • +2 Listen, +2 Spot, +1 AB, +1 AC, while within the Sewers and oozed Lower.
Regarding these changes:

Access these simply by choosing the matching Favored Enemy feat.

These kick in when you have six ranger levels.

Multiclassing is possible, PRCs, etc., so long as you have six ranger levels. Otherwise you will only benefit from the +1 AB/3 levels, and default ranger bonuses.

Additional changes are likely in the future, though please refrain from making knee jerk, fussy suggestions.


Any ambiguity should be found out in game.

These will be available as of next reset.

Have fun!

Talir

Until further notice, the bard perks have been disabled.

[hide=Disabled Bard Perks]

Bard
    [INDENT]Blade
You are a master artisan with your weapon, as much a performer as a warrior. You made your trade at festivals and carnivals as a sword swallower and knife juggler. You jump and spin with your weapon in an impressive and intimidating display, or in a slow and graceful dance. If there is a showy way to wield, throw, or display a weapon, nobody knows it better than you.  [INDENT]- Song: Excelion's Excellent Introduction.
- Perk: Cleave feat.[/INDENT]

Cantor (Good only)
Once you led the gospel at your deity's church or temple, singing harmony to soothe and inspire the following. Now at the end of all days you are a shining light in a world cast to darkness, bringing hope and praise in the name of a deity that may be dead.  [INDENT]- Song: Holy Canticle of the Righteous.
- Perk: Bless is bestowed the bard on singing.[/INDENT]

Dwarven Barreller (Dwarf only)
You enjoy the finer things in life. A hearty laugh, a goblin to clobber, and a barrel of dwarven ale. The most whimsical of dwarves, you are still stout and dependable and your brothers are always glad to have you along to brighten the dark tunnels of the mines.  [INDENT]- Song: Hennrick Hammerhand's Song of the Deep.
- Perk: Heavy Armor Proficiency.[/INDENT]

Gypsy
You are of the Gur, the Bedine, or perhaps the Argenti. To live is to take what you can and run with it, stand tall when you must, or flee to survive. You have learned the stories and songs of your people and family, walked the long path and lived a life of free soul - and whether it was questionable or honorable in the eyes of others, you are free to do what you like.  [INDENT]- Song: Macasta's Ballad of the Bandit Princess.
- Perk: +10% Movement Speed.[/INDENT]

Jack of All Trades
The True Bard, versatile but a master of no craft. You can wield all weapons, wear most armor, cast spells, and employ the thief's arsenal of skills. You are an entertainer, a storyteller, a singer, a lore keeper and when the mood strikes, you are not one to be held back.  [INDENT]- Song: Calley Olwyn's Swift Seekings
- Perk: Weapon Proficiency: Martial.[/INDENT]

Jester
You are the fool, the clown, the buffoon. Everything is a joke, including yourself! You are the comedian who raises morale, entertain, and crafts scapegoats for the world's problems. Mirth and merriment are your bread and butter and you like it slathered on thick.  [INDENT]- Song: Gnomish party Song.
- Perk: Receive a throwable object each reset.[/INDENT]

Loremaster
Ancient scrolls and dusty tomes are old friends to the ones who seek the most secret and hidden lore. While your oration and tone may be as dry as what you pursue, the knowledge found inspire further progress.  [INDENT]- Song: Esoterotept's Esoteric Expression of Examination.
- Perk: Gain XP for translating ancient texts.[/INDENT]

Minstrel
You are a musician, a master of the lute, flute, horn, or even cowbell. Making your living supplying festivity at ins and for crowds, there is nothing more joyous than the music you've written to inspire others. Your value as an entertainer is known and appreciated by all.  [INDENT]- Song: Goldbrick's Golden Glories.
- Perk: Free resting at inns.[/INDENT]

Orator
Few are those born with such vocal force that rivets attention with every word. The power to turn a crowd to one's own agenda is comparable to the highest spells and most deadly weapons, a power you are well on your way to master.  [INDENT]- Song: Bhast's Honeyed Tongue.
- Perk: Re-roll failed bluff and persuade checks.[/INDENT]

Piper
Exposed to destitution at a young age, for years your only friends were the rats salvaging the garbage alongside you. Their squeaks and scratching turned to melody in your ears and soon you joined the orchestra, quickly becoming the conductor playing the pipe. Animals have ever since found harmony in your songs but it is the friends who started it all who have come with you all the way.  [INDENT]- Song: Wild Pipings of the Rat Prince.
- Perk: Animals don't attack you.[/INDENT]

Skald
Honored and respected, you are the warrior-bard. You travel and fight alongside your fellows, seeking adventure and acclaim and then immortalizing them and yourself through songs and poetry. Woe be to the one who maligns you for they will find themselves slandered as villains for the world to know.  [INDENT]- Song: Saga of the Grey Mist Raiders.
- Perk: 5% Immunity to slashing and cold damage.[/INDENT]

Spellsinger
Some bards sacrifice their spellcasting flexibility for sturdier armors. Spellsingers have learnt to make use of leather without incurring penalties, and have an easier time casting spells in the heavier variants if they are daring enough.  [INDENT]- Song: Spellsong's Chant.
- Perk: -15% Arcane Spell Failure on armor.[/INDENT]

Spirit Chanter (Evil only)
From an early age you've always felt that you were never quite alone. Restless voices whispered to you in tranquil moments, their grief beckoning your inquiry. Now you sing for spirits only you see, voice tingling with the undertones of the incorporeal.  [INDENT]- Song: Dirge of the Tormented.
- Perk: 2/- Negative Energy DR.[/INDENT]

Troubadour
You are the romantic poet, the chivalrous writer. Nobody espouses the ideals of pure heart and true love as you. Even in these darks days, there is love to be found, and you will find it. You will nurture and protect it and bring it back into the world through poetry and song.  [INDENT]- Song: Christopher Donrick's Ballad to Beauty.
- Perk: 4gp wage while within an inn.[/INDENT] [/INDENT]

[/hide]

ShadowCharlatan

Stalker perk now takes 10 rounds to reapply invisibility, instead of 3.

Talir

Added two new fighter backgrounds: Marksman and Vagabond. Also updated Scout description with hitherto undocumented tracking ability.

Talir

Added one new sorcerer background. Take note that the spell Sleep can target HD 5 and above creatures.

Talir

FE bonuses now kick in at six levels of ranger. FE dragon phyiscal immunity down to 5%. Magical Beasts +2 vs Spells now doesn't apply for dwarves. Movement speed for monstrous humanoids now added to the wilderness movement speed instead, creating a total of 15% movement speed instead of the 10% (at six ranger levels and not wearing heavy armor).

Talir

Adjusted (finally?) Mad Berserker rage to give 50% miss chance instead of blindness. We'll see how the change works. Not very well.

Added one new bard origin, Spellsinger.

And replacements for the now removed Touch of the Maiden Sorcerer background. Available next reset.

Talir

Six new barbarian battlestyles available next reset.

Talir

Five minor rogue perks added and one large update to the rogue set. Please let me know if there's any bugs.

Talir

Made some modifications to the fighter backgrounds.

Talir

Gave the rest of the fighter backgrounds abilities. Enjoy.