Perk Suggestion Thread

Started by Talir, January 16, 2013, 10:50:18 PM

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Aberrant Starlight

Wordsmith

While you may be a man of war, there are those men who stand above the rank in file in being an awe-inspiring man of rhetoric, or a baseman of competent, stinging insults. Be you either man, the wordsmith stands at the fore when it becomes to backing up his words with metal and spit.

Level 1: +5 to persuade/bluff, +2 taunt/intimidate. 5% immunity to damage.
Level 5: 10% immunity to damage, re-roll failed intimidate/persuade/bluff checks.
Level 8: 15% immunity, Master of the Art- taunt/intimidate changed to +5.

Rage
The Wordsmith Rage is unique in that it is based off his persuade/bluff/intimidate collectively, the higher the score, the better the rage.

7 rounds + every 5 ranks, collectively, in persuade/bluff/intimidate (Meaning, 20 in each would result in +4 rounds) + charisma

Rage bonus is every 5 ranks in social skills, +1 to strength/con
Level 1: Uncapped, starts with +2 to strength/constitution
Level 4: +4 strength/constitution
Level 8: +6 strength/constitution


Aberrant Starlight

Deathly Darkness

"The rage can only be brought forth in the deepest darkness, it was said- when all light was vanquished, and only the void remain. He came from the shadows, beckoning cruelly with a tight-faced grin of murderous intent. He stalked the shadows, axe in hand, metal moving noiselessly...I don't know why he spared me, but he moved as fluid as the darkness, and only fled when the torch was lit."

Level 1: +5 hide/movesilent if large, +2hide/ms if small. Light sensitive.
Level 4: Gain 1/day camouflage.
Level 8: Gain 1/day One with Land, when in DARKNESS, gain hide in plain sight.

RAGE
Duration: Two Turns + dexterity modifier

Level 1: Stealth increases by +4 ranks on hide/ms, gain +2 strength/constitution.
Level 4: Stealth bumped to +6, movement speed upped to 10%.
Level 8:  Stealth bumped to +8, gain onhit DC 14 constitution poison to weapon.

Aefar

Totem animal warrior

Uthgardt, guardian of druidic circle, tribal warrior - the binding to the primal spirits is great, supported by the ages of rituals of tribal shamans. Elite warriors of tribes allow the animal spirits incarnation.

Level 1: 10% damage immunity, animals don't attack you
Level 5: 15% damage immunity, totem animal shape change 1/day*
Level 8: 20% damage immunity, totem animal shape change 2/day
*

QuoteOriginally Posted by Rage                                      
                 +2 STR, +2 CON, +2 DEX
Duration: 7 rounds + CON mod.

Special: Magic fang (only in shaped form) +1 magic damage, +1 attack, 1/+1 damage reduction

Charisma modifiers add to STR/CON/DEX, Magic fang

Level 1 rage is capped at +2 STR/+2 CON/ +2 DEX, +1 magic damage /+1 attack / 1/+1 damage reduction
Level 4 rage is capped at +3 STR/+3 CON/ +3 DEX, +2 magic damage /+2 attack / 2/+2 damage reduction
Level 8 rage is capped at +4 STR/+4 CON/ +4 DEX, +3 magic damage /+3 attack / 3/+3 damage reduction

*Totem tribe should be chosen when taking the perk. Lasts 5 hours (or 1 hour/lvl).

NecronomiconV

Rot Themed Perks!

Sorcerer: Blightbringer

Roaming the world you only see beauty when somethin falls prey to a disease of your creation, only find joy at seeing the diseased flesh of another, only satisfied at last when the world finally is consumed in the rot of corruption and sickness... And your inherent powers reflect this.. Bending to your darkest desire

Level 1: Special: Inflict a random plague-type disease 3x per day on individual, fort save to resist, DC depends on plague.
Level 5: Feat: Use Poison, random poison on reset.
Level 8: Manifestation Of Plague: Upon logging in you are inflicted with a random plague-type disease, but are immune to all plague effects instead acting as a constant carrier to spread the plague. Special: Now has higher DC plagues.

Barbarian: Blightwalker

Perhaps once a mighty warrior, a tribal guardian you have now been inflicted with some wasting disease, or other form of rotting ailment that has driven you to a deep anger to spread your ailment wherever you go.. If you must suffer, so must everyone else along with you.. Your rotting has made you feel less pain, but that has its price.

Level 1: 10% Physical Immunity, Flies Appearance, Con -1, /1 dr
Level 5: 20% Physical Immunity, Con -3,  /3 dr
Level 8: 30% Physical Immunity, Con -5,  /5 dr

RAGE:
+2 str, 1 regen, onhit: Contagion DC: 10.
Charisma modifier to contagion DC and str bonus.

Duration: 7 rounds + Charisma Modifer

Level 1: +2/+1R/DC:10
Level 5: +6/+2R/DC:15
Level 8 +8/+3R/DC:20

TheTurboNerd

Sorc Background

Child of Light

Good Only

Whether born from a shard of the shattered sun, the dying embers of a divinity, or the wept tears of a celestial your powers have become closely attuned with what dying light is left in creation. Purity and hope burns through your spells.

level 1: Celestial Summon theme. Flare does 1d4+1 fire damage (in line with other 0 cantrips) in addition to it's blinding effect. Missle (magic missle, lesser and greater missle storms) do positive energy damage instead of magic damage.

level 5: 5/- Positive energy resistance. Beams of Light are drawn to the sorcerer (level 1 celestial summon) - Player toggle tool. Searing Light (2) 3/day.

Level 8: Sorcerer begins to permanently glow (Light, Bright/White). More Beams of Light flock to the Sorcerer. On death, Aid is cast on all non-hostile creatures in a large area.

TheTurboNerd

Time to, once again, attempt to create Monk perks that will be found acceptable and balanced.

---
Level 1: At level 1, a Monk will select a VOW that exemplifies their path

Vow of Poverty: The Monk eschews all worldly comforts and goods to become closer to the sublime philosophy. Grants ability to rest in wilderness area's without campfire

Vow of Temperance: The Monk rejects worldly pleasures, understanding the transience of flesh and substance. Grants +2 saves vs mind affecting and +1 vs poison

Vow of Ferocity: The Monk learns to embrace their own inner turmoil and the clangor of the battlefield. They are quick to leap into the fray. Grants Bonus Feat: Thug

Vow of Charity: The Monk embraces a life of giving, and lending aide to their fellow man. Grants Bonus Feat: Skill Focus Heal

Vow of Silence: The Monk embraces a life of silent contemplation, eschewing words and communication except when it is truly important. +1 Hide/MS. Gain Spell Like Ability - Silence (lvl 2), 1x Day.

---
Level 5: At level 5, the Monk develops a unique fighting style based on their weapon of choice.

Quarterstaff: Grants bonus feats Ambidexterity and Two Weapon Fighting only when wielding quarterstaff.

Crossbow: Grants Point Blank Shot and Zen Archery feat, only when wielding a light or heavy crossbow.

Shuriken/Sling: Grants the Point Blank Shot and Rapid Fire feats, only when wielding Shurikens or a Sling

Handaxe/Club/Dagger: Weapon gains an automatic +1 on equip, only works with Handaxes, Clubs, and Daggers.

Kama: +2 Parry, Disarm Feat only when wielding Kama

Empty Hand: Grants Weapon Focus: Unarmed Strike

Paha

Just as an advice, when you make such suggestions, try to compare other perks we have, and think why some perks give something to specific class. Monk, for example, is by no means  weak class. It already has unique aspects to it that no other does, and can benefit from them greatly, up to being one of the strongest possible classes in efu levels. It has weaknesses, I know, we need not discuss of it, but point being - if we would add monk perks, they would be flavor at most.

We would certainly not be giving huge ab bonuses or feats for that matter, to any perk. Our perks may give flavorful feat or two at most, to some classes that lack them deeply. Like sorcerer that goes for more melee oriented style, which is quite far from their norm and intended purpose - so weapon feat may be appropriate there. Not necessarily for monk.

TheTurboNerd

Huge AB bonuses? Seriously? "Strongest class"? Monk is strong but by no means 'one of the strongest'. I'm not sure where your concept of balance is, their AB is low, their HP is low, they rely on 3-4 different stats. They can be VERY strong with buffs - but as EFU has cut back on consumables to a large degree, that's not as big of an issue.

Nothing here is handing out 'big ab bonuses' and to a large degree, is intended to make more than just 'unarmed or kama monk' viable.

Paha

By far the strongest and most dangerous characters in efu, have been monks. It is not all about ab, but they can have plenty of it. This was not any invitation for an argument about it. Monks, or any other classes strength or weaknesses are not as two dimensional as having one or two sides to it. Ab is not only thing that defines monks, but we surely wouldn't be raising it to levels where it compares to higher ab classes - because then it would have both speed, mobility and easier time to gain the ab as well on top of all.

My advice was just that, whether you take it or not is up to you of course and it doesn't really change the fact that if we add perks for them or not, what type of perk or in what shape we would add those perks. I am simply hoping to make sure nobody needs to expect too much only to discover their expectations were not met in the least.

Moonlighter

... Going to be self serving here, but since that's encouraged and I'm basically the only Monk main around, perks would be rather neat.

But I rather disagree with just giving them free feats, yes, as Turbonerd suggests. Flavorful things would be lovely.

If they would be considered I would write up a list of some things that I think are more flavorful 'boons' in line with the perks that other classes get. Last I heard, there were no plans for Monk perks, so I hadn't bothered to this point with trying to suggest any.

As far as class strength goes, I won't comment beyond: Sometimes you're on the top of the world, and others you're so thoroughly in the dumpster you can't see the light.

Paha

You can make suggestions. Whether we make use of them and to what level, is something we consider as we work on things. There's no saying when and if such things would come to be even if we decide to make something new. Perks for one, often take months to plan, put in, test and balance, before we release such.

oni_misho

I would like to sugest the idea of pure class paladin perks. I have discussed with other players, it is never an advantage to stay pure paladin. if you wish I would be willing to give you 12 paladin ideas where you can tweek from there. there is also talk of making some of them godless or idealist where the paladin is actually willing to sacrifice is prayers just to uphold a dead gods dogma.

Silent Lord of Ten

QuoteSorcerer Archetype: Warlock (Evil only)

You've sold away your soul to an outsider of some power and have gone down the path of the fabled Warlock. This gives your already arcane blood a malicious flare.

LVL 1:
Lawful Evil(Infernal Pact): Ray of Frost unlimited/day, mini combust with fire spells
All Other Evil(Dark Pact): Acid Splash unlimited/day, bleed from damaging spells

+2 intimidate, +2 lore

LVL 5:
Lawful Evil(Infernal Pact): Combust 1/day, Burning Bolt(3) 1/day, Charm Person 1/day, +2 persuade/bluff
All Other Evil(Dark Pact): Acid Arrow 1/day, Negative Ray 1/day, Scare 1/day, +2 hide/ms

2/+3 DR, +5 Alchemy

LVL 8:
Lawful Evil(Infernal Pact): +2 CON, further +2 persuade/bluff, Red Eyes
Any Other Evil(Dark Pact): +2 DEX, further +2 hide/ms, Green Eyes

Talir

This thread is for suggestions, not discussions. I've deleted some posts due to that. Monk perks are not going to happen but feel free to suggest even so.

Kotenku

Two Perk suggestions for the Paladin class, to hopefully bring some interest to what some may view as a very tedious and hard to roleplay class. Rather than be minor changes to the class, they are rather significant departures from what a Paladin is. Arguably weaker than core, but providing for a great range of new concepts, I present the Abberant Scourge, and the (questionably holy) Inquisitor.

Pure-classed Paladins only. Because of the nature of the perks, they should only be selectable in the OOC Starting Area or by DM Application, since it wouldn't make any sense for currently existing Paladins to have their powers dramatically change overnight.

Quote from: "Abberant Scourge"Here at the end of things, the evil of undeath is a whisper barely heard amid the cacophonous roar of planar rifts and Eldritch Horrors. The Abberant Scourge is a new breed of Paladin, empowered by the Gods to destroy the unnatural things which threaten the ultimate destruction of Toril. It is said that they alone are able to truly resist the psionic domination of Abberant creatures.

Turn Abberation: functions as Turn Undead, but only for creatures of the Abberant Type

Steel Will: The Abberant Scourge gains a bonus to Will saves equal to her level in the Paladin Class. At Level 8, the Abberant Scourge becomes permanently immune to Mind-Affecting Spells and abilities. This ability replaces Divine Grace.

Check for Enthrallment: As Spellguard Tool, check PC for enthrallment. If not too difficult to script, this should replace Lay On Hands ability.

Bless Weapon: The Abberant Scourge can bless her weapons to destroy Abberant creatures, instead of the Undead. Bless Weapon provides +1 Enhancement Bonus, and +2d6 magical damage against creatures of the Abberation type.

Quote from: "Inquisitor"In a time when the last bastions of Humanity are organized in civilized settlements, it is more important than ever before that society be rigidly structured. Rather than devoting themselves to the combined ideals of Law and Good, these Paladins devote themselves utterly to the concept of Law, and view disorder as a greater threat to life than evil. They are hard-nosed, steely-nerved pursuers of justice, who will stop at nothing to see agents of chaos brought to heel.

Detect Chaos: As Detect Evil, the Inquisitor can discern the auras of creatures with chaotic alignments. The Inquisitor is forbidden to aid in the goals of a chaotic creature, as a normal paladin would be forbidden to aid the forces of evil. This ability replaces Detect Evil, and an Inquisitor is thereby relieved of the restriction on associating with evil beings.

Smite Chaos: As Smite Evil, the Inquisitor can smite chaotic creatures, The character applies her charisma modifier to her attack roll, and her class level to the damage delivered. Smite Chaos may be used once per day. This ability replaces Smite Evil.

Divine Duty: Inquisitors are known for their rigid sense of discipline, and receive supernatural aid in enforcing order. They receive a bonus equal to their charisma modifier to Concentration, Discipline, Intimidate, Search, and Taunt. This ability replaces Divine Grace.

Turndown: The Inquisitor receives supernatural guidance in finding hidden things. Whether searching a criminal for contraband, or searching a cabinet or room for secret compartments. Once per day, an Inquisitor may gain a +10 bonus to Search and Spot. This ability lasts 3 rounds + CHA. This ability replaces Lay on Hands.
[INDENT]Upon selecting the Inquisitor Perk, the Inquisitor may make a one-time  selection of any Lawful Alignment. Inquisitors may worship and receive  powers from any Lawful Deity. If they should ever lose lawful status, or  violate the legal code of Sanctuary they risk losing their divine  powers.
[/INDENT][INDENT] Here is a list of all lawful Deities. Those with *'s are unresponsive. At the discretion of the DMs, these Deities may be an appropriate list for Patrons of Inquisitors: Azuth, Bane, Helm, Ilmater, Kelemvor*, Torm*, Tyr, Gargauth, Hoar, Jergal, Loviatar*, Nobanion*, Red Knight, Savras, Siamorphe*, Tiamat*, Ulutiu, Berronar Truesilver, Clangeddin Silverbeard, Deep Duerra, Gorm Gulthyn, Laduguer, Moradin, Gaerdal Ironhand, Garl Glittergold, Arvoreen, Cyrollalee, Urogalan, Yondalla, Horus-Re*, Osiris*, Set, Ilsensine, Kurtulmak, Null, Sekolah, Surtr, Bahamut.[/INDENT]