Character Class Perk/Background Competition

Started by Talir, April 20, 2012, 09:42:59 PM

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NecroDude

Sorceror Background: Seer

You always seem to avoid trouble, just feeling something before it actually happens, over time this ability adapted to seeing the future bit by bit, now with your new-found strengths you find yourself able to harness these powers.

Level 1: Universal saves: +1
Level 3: See invisibility(1x per day) Universal saves +1
Level 5: See invisibility(1x per day) Clairaudience/Clairvoyance(1x per day) Universal saves +1
Level 9: Upon reaching this level of skill you finally feel your true talents unlock and you shed away your old skills for the greater one. True Seeing (3x per day)

Hope you all like it!
Oh yeah just saying the level bonuses do not stack the +1 universal saves stays plus 1 all the way the powers stay the same amount granted. And on lvl 9 you lose all past bonuses from earlier within the perk for the true seeing

NecroDude

Thief Background: Deceiver

You always had the knack to lieing, always managed to worm your way out of trouble through words, and over time lieing came as naturally as breathing you are an adapt deceiver of all those around you... sadly you've also found it hard to tell the truth and such talents lock away your true self... no one will ever know you for who you truly are...

Lvl 3: Bluff+3 Persuade+3 Appraise+3 Intimidate+3 Charisma -1
Lvl 5: Bluff(is now +6) Persuade(is now +6) Intimidate(is now +6) Appraise( is now +6) Charisma -1...
Lvl 7: No one knows who you are and your proud of it, you don't care what others will know, you only care about what you want them to know... but alas your lieing nature has lost your favor with the light and you find yourself separating from what you once were living on your lies...
Bluff,Persuade,Appraise,Intimidate(is now +9) Charisma -1, Wisdom -1, Intelligence -1

:P

Aethereal

Sorcerer Background

Jack of all trades, master of all - You are a jack-of-all-trades with a forked tongue to boot. Perhaps due to delusionally high levels of self confidence or the majesty of your arcane blood, you possess a unique magnetism and are able to talk your way into the heights of society, despite the fact that you may well be incompetent in a highly specialised role.

Level 1: +2 to all skills, +10 Secondary Diplomacy
Level 5: +4 Bluff & Persuade
Level 8: Special consideration when dealing with NPCs for political gain / employment
---
'Even life eternal is not time enough to see, all the folly and despair of poor Humanity.' - [url=https://www.youtube.com/watch?v=OJAoaCHdTJY]To Life - A Shoggoth on the Roof[/url]

It is through Art, and through Art only, that we can realise our perfection.

NecroDude

Fighter Background: Achilles Champion

You have found the secret to victory, not getting hit, you always manage to avoid a death blow, or always manage to shrug off some damage others would normally take, but you also find yourself weaker to one thing, your achilles heel, and this weakness is magic...

Lvl 3:Piercing,Blunt,Slashing(damage immunity 10%) Saving throws vs magic -5
Lvl 5:You move faster, stronger, better than the average human, but magic continues to weaken you. (as well as the past bonuses) Haste(1x per day) saving throws vs magic -5, vulnerability to magic 15%
Lvl 9: You are as great as the mighty warrior Achilles himself, you have truly embraced the ways of battle, but have gained a great weakness to magic. (as well as all past abilitys) Bulls strength(1x per day) Stoneskin(1x per day) saving throws vs magic -5 vulnerability to magic 20%

(basicly the ending bonuses and weaknesses would be: resistance to blunt, piercing, slashing(10%) stoneskin, bulls strength, haste(1x per day) Saving throws vs magic -5, vulnerability to magic 20%)

A little bit overpowering in my opinion but i thought it was cool!

NecroDude

Sorcerer Background: Demented (Evil Only)

Something went wrong in your childhood, or something terrible happened to you to change your life, your very connection to the weave forever... now your powers reflect your demented personality, your twisted humor.

Lvl 1: Scare(1x per day) Charisma -1
Lvl 3: Tasha's hideous laughter(1x per day)
Lvl 5: Fear(1x per day) Persuade -3, Charisma -1
Lvl 9: your disturbing ways scare those around you and tend to push you towards hate.. Bestow Curse(3x per day) Wisdom -1

All these powers and drains add up as the lvls go on so the powers are kept and the stat damages, yes i know the charisma loss is not good for a Sorcerer but im not sure how else id implement a damaged personaloty. Plus the powers are pretty sweet.

NecroDude

LAST ONE! Fighter Background: Knight Of The Shadows (Neutral only, NG,TN,LN,CN)

In your past you committed horrible sins and deeds, now you seek to repent by dedicating yourself to a new purpose so serving one goal. Whether that be helping an individual or a group of many you do not care, all you wish to do is to save others to safe yourself...
(Establish a code or credo for your fighter to live by that he must implement into his normal days and must fulfill)
Lvl 1: Bless (1x per day) Cure light wounds (1x per day) Universal Saving throws -1
Lvl 3: Cure moderate wounds (1x per day)
Lvl 5: Cure Serious Wounds (1x per day)
Lvl 9: You feel yourself nearing that point..Enlightment only a breath away, only a life saved away.. perhaps you will redeemm your damned soul.
Cure Critical (3x per day) Remove Disease (1x per day)

Again bonus powers and drains add up! This one doesn't have many downs as it requires you to RP your code or credo out... this one is like playing a paladin without to many rules, or boundaries! Abandon your code or path though and well ill leave it to DMs to decide what happens there!

Deception

Military Dropout: Fighter
Alignment: Non-lawful

For whatever reason, you've found yourself within a division in the ranks of the militia. Be it Chessentan, Amnish or Cormyrian; you've dropped out, and you haven't looked back. You're a mildly unpredictable person, and therefore, you're not fit for systematical or rigid environs. You are - however, a man of prowess. And the unpredictability might just be a boon.

Level 1: Protection from law 1/day, dodge, +3 parry, -3 discipline

Level 5: Protection from law 3/day, favoured enemy: human (Ranger level5)

Level 8: +1 strength, +1 constitution, +1 dexterity, 1d4 slashing damage against lawful, mobility, iron will.

Ghosticus

Sorcerer Background

Battlemage
Forged in the fires of battle, you've taken to the magical arts of destruction and bodily defense like a fish to water. Your spells hit harder, your magical armor protects more efficiently, and you feel as much at home in the face of the enemy, on the battlefield, blasting your enemies with fire, frost, and lightning as the full-plated warrior beside you hacks with their blade.

Level 1: Dodge feat, Mage Armor spells give an additional +1 AC
Level 5: +3 damage to all Evocation spells, Mobility feat
Level 8: 10% Damage Reduction

Divine Intervention

Sorcerer Background: Seer

"The seer is an individual both blessed and cursed, burdened with the vision to ssee random glimpses of the weaving strands of fate, this inborn talent often comes with a heavy price.  Regarded by some as oracles and storehouses of powerful knowledge to be revered and respected, they are elsewhere scorned or shunned for their sporadic prophecies.  Often their powers manifest as seizurelike bursts of sight and this has led to fears of their sanity or accusations of charlatanism.  Furthermore their preoccupation with matters beyond the mortal plane often leaves them blind to the world around and so many learn to compensate with magical senses."

Level 1: SF: Divination, -10  spot/search, -3 concentration,  +5 lore.
Level 5: GSF: Divination, random chance to awake from resting with benefits (Those used on perk dreamer)
Level 8: Gain a portable scrying focus, -2 CHA.

Divine Intervention

Fighter Background: 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: +5 Intimidate.
Level 5: Weapon Spec: Whip.
Level 8: A chance on reset you will spawn with a set of manacles.


One_With_Nature

Fighter Perk

Sailor

You have spent your life serving aboard ships under the treacherous elements of the seas; you are no stranger to these harsh environments and have developed a resistance to these unforgiving conditions.


Level 1: +5 efuss sailing +5 efuss swimming +1 reflex
Level 5: /5 cold +2 vs Cold
Level 8: +2 fortitude +3 discipline (double breathing time under water)


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 Sorcerer Perk

Elemental Master (Select on element Fire/Cold/Electric/Acid)

The raw power coursing through your blood has always given you dominance over the element of (#Chosen Element) and over time you find
yourself to be taking on aspects of that element onto your very being.


Level 1: +3 vs. (said element) Elemental theme (Like the old perks flame weapon of chosen element/summon theme)

Level 5: Fire- +1 dc to all fire based spells, +2
 reflex, Fireball 1/day (5)
Level 5: Cold- Chance to freeze a target if they strike you (must be wearing armour), +2 fortitude Ice dagger 1/day (5)
Level5: Electric- 5% chance your electric based spells will stun your target for 2 rounds (dc:14 vs. will),+2 reflex, Scintillating sphere 1/day (5)
Level5: Acid- Your acid spells erode away at your foes, chance when casting acid spells to inflict wounding on them, +2 fortitude Acid Breath 1/day (5)

Level8: /5 elemental resistance to chosen element, Chosen element Orb (spell) 1/day, +2 constitution


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Rogue Perk

Stalker

You spend most of your time lurking in the shadows, trying to blend in with your environment and remain unseen to those you wish to avoid. You keep to the shadows and those dark corners that nobody ever thinks to look.

Level 5- +2 hide, +2 move silently, Potion of hide 1/reset

Straight Shooter

You prefer to strike your foe from a distance, avoiding confrontation and have become exceedingly good at it. Your cowardly ways will not do you well when that inevitable encounter happens.

Level 8- +1ab with ranged weapon (must have ranged weapon equipped), rapid shot bonus feat, Random magic ammo each reset (3x99), -2 ac

Dauerschlaf

Here's my shot at a couple backgrounds/perks. Skill bonuses are replaced by the stronger ones given.

Sorcerer Backgrounds

Arcane Trickster[INDENT] Even before you realized your powers, you were a troublesome child - hiding things, ripping pages out of books, and so on. General mischief was your hobby, and that grew into something more as you realized your innate ability to control the Weave. This ended up being rather frustrating for your confused parents.
[/INDENT]Level 1: +4 Bluff & Pickpocket
Level 5: Spell Focus: Illusion, +2 Hide & Move Silently
Level 8: Greater Spell Focus: Illusion, +4 Hide & Move Silently

Natural Performer
[INDENT]Before being whisked away to Ymph, you were a stage performer. Either acting a play or performing acrobatics, the magic that you control naturally ended up being part of the performance. You learned to manipulate your audience and how to add a little extra 'oomph' to your lines or spins.
[/INDENT]Level 1: +2 Perform, Bluff & Persuade, +1 Taunt & Tumble
Level 5: +4 Perform, Bluff & Persuade, +2 Taunt & Tumble, Spell Focus: Enchantment
Level 8: Mass Charm (1/day), Greater Spell Focus: Enchantment


Fighter Backgrounds
Fencer
[INDENT]"Touché!" you hear your opponent grunt, as you tap him with your rapier. Fencing has always been your favourite sport, and you'd practice for hours back at home. You've now been dropped on Ymph, and must learn to use real weaponry and adjust your sportsman skills to make sure you survive.
[/INDENT]Level 1: +4 Parry, -2 Discipline
Level 5: Skill Focus: Parry, +2 Tumble
Level 8: +2 Dexterity, Improved Parry

Blessed by Darkness
[INDENT]Whatever foul and dark god you worship has chosen to bestow upon you powers - for what ends, you are unsure, but you serve nonetheless. You seem less lucky due to this drain on your soul, but the power you seem to gain...
[/INDENT]Level 1: +2 Discipline, -2 Universal Saves
Level 5: 1d6 Sneak Attack, +4 Discipline
Level 8: Dark Blessing, Crippling Strike, -4 Universal Saves

Craftsman
[INDENT]All your life, you've built, built, built. Truly, that was all you did before landing on the isle. You lack of experience initially will hinder you, but your control with hammer, pick and chisel may eventually be an advantage.
[/INDENT] Level 1: -1 AB, -2 Discipline, +2 to (EFUSS Carpentry, Woodworking, Metalworking & Masonry)
Level 5: +4 to above listed EFUSS crafting skills, +2 Concentration
Level 8: +6 to listed EFUSS crafting skills, +3 AB (on top of the -1 AB, leveling out to +2 AB at level 8)

Knight Of Pentacles

Rogue

Level 5

Name: Briney Stevedore

Description
:  Whether you were a longshoreman taking more than  your share off the job or a wrecker luring ships to smash on the crags;  you plied your shady craft around the salty wharfs and coasts of Faerun  raking the bounty off others labored sweat.

Base Bonus
: Ironlungs (Double underwater breathing duration)

Pure Bonus
:
Per reset, you're granted a one use token that allows free passage upon the Imperator to any other destination.

Level 8

Name: Pirate!

Description:
Sailing the high-seas, you're a despicable thieving barnacle-breathed privateer hootin' while lootin' every ship and sea shanty you come across.  Dare I say, you are a pirate! Arrrr!    

Bonus:
Granted Martial Weapon Proficiency, Weapon Focus: Cutlass (Sicimitar), Weapon Specialization: Cutlass, +1 AB, +1 Dodge AC, +10% Physical Damage Immunity.

Fighter

Name: Mist-Addled Warrior

Description: Some portal-rats take the Shrouded Isle's mist in stride, though some are warped by the antediluvian fogs mystic powers.  Some learn to channel this effect to strengthen their physical prowess in-exchange for an unpredictable mind; weak and susceptible to outwardly forces.    

Level 1:  Slight resistance to the effects of H'balas Withering.  -2 Will, -2 Concentration.

Level 5: Increased resistance to the effects of H'balas Withering. -1 Wisdom, Penalties increased to -3 will  and -4 concentration.

Level 8: Further increase of resistance, -2 wisdom, penalties increased to -4 will, and -6 concentration. Cast spell Remove Curse as Level 5 Divine Caster Once Per Day to remove the affects of withering only.


Sorcerer

Name: Something Diabolical

Description: Your magical abilities stem from a drop of fiendish blood and you will stop at nothing to strengthen your ancestral bond.  Perhaps it isn't in your blood, instead it is a deep fascination with the dreadful lower realms? Or maybe a desperate search for power and exponential gain?  Regardless the circumstances, prepare for a journey through fire and brimstone as you tread on dangerous grounds that many have perished treading before in their fool-hardy attempts to grasp knowledge and sway beyond their mortal station.  

Pre-requisites: Evil Only, Neutral Forbidden

Level 1:25% Divine Damage Vulnerability ----  If Lawful: Granted the Devil Summoning Theme, If Chaotic: Granted the Demon Summoning Theme

Level 5: 50% Divine Damage Vulnerability ----- If Lawful: 5 Fire resistance, +2 lore, +2 concentration, Lesser Planar Binding One Use Per Day. If Chaotic: 5 Electricity resistance, +2 lore, +2 spell-craft, Lesser Planar Binding One Use Per Day.

Level 8: 100% Divine Damage Vulnerability ----- The Forbidden Threshold**: You have crossed a point of no return in your studies.  Fiendish traits have arisen in your appearance, marking you for what you are; a delver into forbidden arts.  Although this is not without merit for your powers have grown in kind. If Lawful: +1 Devils Summoning Theme, +25% Fire Immunity. If Chaotic: +1 Demons Summoning Theme, +25% Electricity Immunity.

** The Forbidden Threshold will cause the PC to be marked as monstrous in regards to PvP rules.  They will be granted an appearance change at DM discretion (much like the Sorcerer Perk trait Pandemonium) that will make it obvious to other PCs that they are a diabolist.   Regardless of being knocked down from level 8, they will remain marked yet lose their Level 8 powers.  The Forbidden Threshold Mark will balance out the powers granted to a sorcerer who takes this particular perk.

Divine Intervention

Sorcerer Background: Foe of Undeath

"There are those who feel the withering within them and embrace it's touch, necromancers who give into the temptations of the dark. You are one of the few strong enough not only to resist it, but to actively seek to counteract it.  Devoted to the destruction of the undead by any means you have studied ways to combat them alongside your standard magical prowess."

Level 1: 5/day disrupt undead, withering occurs at a slightly reduced rate.
Level 5: +3 vs Death/Negative Energy, 2/day searing light.
Level 8: 1/day Undeath to Death, 1/day Healing Circle.

Sorcerer Background: Cursed

"Be it the result of a witches hex, a broken oath or the displeasure of Beshaba herself, you've always found yourself to be the unlucky one.  Constantly suffering misfortune you are bitter at the world and perhaps the Gods themselves for failing to understand.  You'll make them pay even if you have to change the world around you to do it!"

Level 1: -1 Universal saves, chance to awaken from resting with a random stat penalty, +5 intimidate, 1/day bestow curse.
Level 5: Increase to -2 Universal saves, Aura of Fear/Doom 1/day.
Level 8: 1/day Baleful Polymorph.

Fighter Background: Longbowman

"The archer is a vital part of any army and the longbow is the perfect ranged weapon for a soldier, with a long range and the power to punch through armour, it's a favourite the world over"

Level 1: Rapid Shot, +3 spot,
Level 5: Wep Spec: Longbow.
Level 8: Spawn with a bundle of magical arrows each reset.

Deception

Luckbringer: Fighter

Touched in some manner by either Tymora or Beshaba, you've a tilt towards sheer luck. Dices seem to roll in your favour, ladies drawn towards you and the concept of unpredictability loosens slightly in your own personal favour.

Level 1: Luck of heroes, +3 tumble
Level 5: Uncanny dodge 1, you can no longer roll less than 3 on saving throws.
Level 8: Defensive roll, any rolls that are 18 or higher are instant success.