Perk Suggestion Thread

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

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Bearic

Monk Perk: Chanter:
 
(in the idea of a monastery monk)
 
Disabled Cleave, Stunning fist, Knockdown, Improved Knockdown, and Ki Strike.
 
Instead the Monk focuses not on martial pursuits, but reciting the word of his or her deity.
 
Level 1: Scribe scroll, Bless 3 times per day; Sound Burst 3 times per day.
 
Level 5: Chant (A Prayer like effect that forces the player to stand still and make a concentration dc to any incoming attack, or spell, but enables a bonus +1 AB, and +1 Saves to all friendly targets, and - 1 ab, and saves to enemies.); Balagarn's Iron horn 3 times per day.
 
Level 8: Prayer 3 times per day.
 
 
 
Barbarian Perk: Skirmisher
 
Those who feint and hide, or trample upon the enemy lines to begin the battle, or test the waters, as it were, find themselves with the need to understand the dynamics of a quick and decisive battle, even if many call their tactics cowardly.
 
Level 1: + 1 ab with throwing weapons, 5 % Damage immunity
Level 5: Bonus Feat: Blank Point Shot, 10 % Damage Immunity
Level 8: 3/- to piercing when wearing light or less armor, 15 % Damage Immunity
 
 
Rage;
 
+ 4 Dex, + 10% movement speed, + 1d6 Sneak attack damage, + 20 % piercing immunity
 
Duration: 5 Rounds
 
Charisma Modifiers to Dex, Sneak attack Damage, and Piercing immunity while raging:
 
Level 1 Capped at: + 4, + 1d6, + 20%(Total)
Level 4 Capped at: + 6, 2d6, + 50%
Level 8 Capped at: + 8, 4d6, + 80%

oni_misho

Pure Class Perks, Paladin

Paladin
 Paladins find there faith only as a pillar to support there fight against evil. not all paladins however fight in the exact same way. every Paladin is taught differently whether they are taught by another night who fights evil or is the chosen one from there god to even fight in the name of a fallen deity.
I give you these class perk ideas in hopes to give you some flavor and reason to stay pure Paladin.

((note at any point one cross classes out of paladin they lose all abilities from these perks.))



Perk Name: Ancestral worshipper

Explanation: This warrior comes from distant and far lands. He fallows the path that his family has laid out for him. he asks for help from those who have done this before him. his only true prayer is in hopes not to meet the same end as they do.

special requirement: must be a faithless
Level 1: access to divine spells
Level 5: Gain Divine shield
Level 8: Gain Divine Might



Perk Name: Holy Archer
Explanation: focused on taking out there god's enemy with range. many look at you and think you a fool or afraid, but you know this is the path your god wants you on. A path of ranged exaltation against your enemy.

Level 1: Weapon Focus Longbow
Level 5: spawn 10 Arrows that deal Holy Damage
Level 8: +2 Dexterity



Perk Name: the crusader
Explanation: You lead the charge, you preach the name of your god as you run in on those who would speak ill of your god. the Crusader is a fighter in the name of his god, going where he is told and inspiring those who wish to fallow.

Level 1: +2 Discipline
Level 5: +3 Taunt
Level 8: Righteous Call 1/day

Righteous call Provides bonuses to companions around you.
+charisma mod AB, +charisma mod AC, +charisma mod will, +charisma mod concentration.
Lasts Charisma mod rounds.




Perk Name: the inquisition
Explanation: you are the one they fear, the lairs and corrupted. you are the one who shines light on those who wish to lie and say they are upholding the dogma. your ability to be where they don't want you makes you, The Inquisition!

Level 1: +3 Persuade
Level 5: 1/day Invisibility Purge
Level 8: Excommunication (( removes a person from there god so long as they share the same god in the beginning))



Perk Name: Vanguard

Explanation: there are those who fight the good fight and then there are those who shine bright in the darkness. you show them all to shame as you dive head first against evil and wickedness, if it's evil and it's breathing on this plane then it's your problem.

Level 1: attacks +2 vs Evil
Level 5: +1d4 divine damage vs evil
Level 8: Banishing the Wicked

Banishing the Wicked:
 If target isn't good / Target takes 1d6/level Divine damage, Make will save for half
 if the target is also an outsider / double damage




Perk Name: exorcist
Explanation: the dead don't always stay dead and you know that better than anyone. unlike the undead that most clerics usually rebuke, you are called on for the more troubling undead. your knack for putting up a fight against those should stay dead is what makes you a Paladin Exorcist.

Level 1: 1/day can have his weapon hit incorporeal creatures for 1 min/ caster level
Level 5: gain Favoured enemy undead
Level 8: Exorcism / once per day an exorcism can gain a +10 to his turn undead for 10 seconds



Perk Name: Avenger

Explanation: your god, dead, the followers becoming faithless. more and more you see the people turn from your church as the clerics no longer granted power. you on the other hand stand strong, but not in defiance of your gods death. You swear an oath that you will avenge your god and uphold his Dogma at all cost.

Required: Must Fallow a dead god

Level 1: Avenger's Might: gain Strength mod to all saves.
Level 5: dieing faith Defender: gain charisma mod to ac as a deflective bonus
Level 8: upholding the Dogma: Gains access to his lay on hands.



Perk Name:Righteous Guardian
Explanation: you are the Guard to your faith. you protect those around you as you dish out the pain to those who would defy your god.

Level 1: gains feat expertise mode
Level 5: +2 Divine Damage on all attacks
Level 8: +4 Divine bonus to AC



Perk Name: Virtue fighter
Explanation: you never put your faith in an all knowing deity. you have decided to put your faith into a Virtue and you swear to uphold it. many look at you and think you are a fraud or that your faith is misplace, but you let them think what they want because you are a warrior of Virtue.

Requirement: must be faithless

Level 1: acts as if he has a valid Deity
Level 5: cast protection from evil 1/day
Level 8: +2 Wisdom



Perk Name: Arcanist

Explanation: your god is a master of the mystical arts, and even if he may have left you, he left behind his magic. you are his warrior, his knight, and you will use that power in his name to further his dogma.

Level 1: 3/day Magic Missile
Level 5: 3/day Melf's Acid Arrow
Level 8: 3/day Isaac's Lesser Missile Storm
Special note (arcane spell failure still applies to these spells)



Perk Name:The legalist
Explanation: focused more on the lawful than the good in most things, the legalist is the one that changes the evil laws in the office position.

Level 1: +4 persuade
Level 5: 1/day Charm Person
Level 8: Detect Alignment full (instead of just detect evil, he sees the true agenda of those around him)



Perk Name: Faithful Tank
Explanation: there is a position in faith for all men and the Faithful Tank is no exception. the Crusader may inspire his men but it's your job to take he front lines and brace for all the hits. you have honed your body and faith to take everything.

Level 1: half level in DR/-
Level 5: Feats great Fortitude
Level 8: half level +10 in Spell Resistance

Bearic

I was thinking about the possibility of skill focus perks, like heal, and how they could be interesting and fun across most classes, as well as encourage feats based around a character's social actions.
 
It could be something simple, like rerolling checks for persuade, intimidate, and bluff, or something more complex.
 
For instance: Skill Focus Bluff and five total points in Bluff could allow you to change your character's outward name appearance once per reset for twenty minutes, if scriptable, or perhaps apply a synergy bonus to perform, persuade or intimidate once per day.
 
Skill Focus Persuade and points in Persuade could be used to allow a once per day charm person spell with a low dc, or perhaps unlock extra dialogue options from npcs, who could give extra lore or coins, or even threats depending.
 
Skill Focus Intimidate and points in Intimidate could allow a once per day scare spell with low dc, that works only on sizes smaller or equal to your own characters'. If not, perhaps a bane like effect, or maybe a allow a synergy bonus to taunt once per day.
 
 
There could probably be more skill focus perk ideas too, and these aren't exactly needed, but I thought they could give interesting representation of the feats and skill points invested into characters, alongside the perks limited to a character's class.

The Crimson Magician

Level 5 Rogue Perk

Overcompensation

While not as skilled with the tools of the trade as your colleagues, you have developed a solution to dealing with your shortcomings.

-2 Open Lock -2 Disable Trap +2 Discipline +2 Concentration
Pure Bonus: Martial Weapon Proficiency

Knight Of Pentacles

Speed Boozer (Barbarian Perk)

Happiness only comes when you're drowning yourself in a tide of alcohol.  Your enthusiasm for the bottle is so great that you've learned to tap into the mindless powers of your drunken euphoria.

Level 1: 10% physical immunity, Old Drunkenmaster Perk
Level 5: 15% physical immunity, Vomit Tornado (Stinking Cloud number of times per day equal to constitution modifier), Immunity: Stinking Cloud
Level 8:  1 physical damage DR, +5% movement speed

Drunkard's Boon (a replacement for rage):
Take One: The barbarian receives an "alcohol" points pool.  Depending on how drunk he is, is how many benefits he gets.

Take Two: Drinking certain types of alcohol gives you certain benefits.

Take Three: Has a standard rage but the rage is augmented by how drunk you are. (Alike the withering perk... but with drunkenness).

Knight Of Pentacles

Painter (Bard Background)

[someone else can write the description, I'm terrible at them]

Song: A curse song that summons magical paint and douses those around them in it.  

Perk:  Access to a tool that allows them to apply dyes to armor for a tithe of xp.   Allows them to essentially become dye merchants.

Shackled

Bard Background:

Diplomat - A sealer of deals and recorder of treaties. From the most vile to the most righteous; at some stage in their dealings, almost everyone seeks a third party to ensure their contracts are met.

Receives writing tools/ink on reset, (small amount of gold for completed pages?)

Spiffy Has

Paladin Perks:

The Occultist:
The Paladin has taken to the worship of 'the cosmic force of good' or to the worship of Angels as the true bastions of the realms, instead of the gods, perhaps his god has fallen silent, or he has lost faith. The deific beings he once served no longer grant him the solace and guidance he desires, and instead chooses to follow beings who are compromised of the very essence and meaning of what is good, and thus, gain the benefit of Angelic Protection.

Level 1: Lay on Hands, Divine Grace, and Smite Evil are Removed.
Level 5: "Summon Ally" as the paladin ability is re-enabled, and is capable of summoning a weak, angelic being to aid him in combat.
Level 8: Angelic Form- The Paladin is able to temporarily assume the form of a powerful angelic being (1 round per level, similar to Tenser's Transformation) and deliver judgment upon evil.


The Penitent:

You were once a sinner of the worst kind, murderer, torturer, vile and wicked. When the End of the World came, your nightmares twisted your deeds into the worst kind of horror, and in self-reflection, you rose up to repent for your sins by taking the mantle of redemption and of the penitent. Your cause is not one of righteous fury or  holy zeal- it is the redemption of mankind, and you hold the banner to lead the fallen into the lands of the Holy.

Level 1: Smite Evil is disabled, Immunity to Fear is removed. Divine Grace removed.
Level 5: Summon Ally is altered to summon a Planar Being in which evil/neutral aligned beings may 'confess their sins' in return for a small good point.
Level 8: The Mantle of Redemption: The player gains a player tool that lets him target an evil individual, making them feel guilt and regret for their sinful ways and reveal unto them the wickedness of their hearts in comparison to true good. The target suffers -3 AB, AC, and to all saves for 1 round per level.

Order of Pandemonium:
The planes are thrown into disarray and all is uncertain, whether one goes to their deserved ends come their doom or not is also uncertain- yet there are those who reject the whimsical chaos that now flounders around them, and seek to impose their ideals upon the multiverse at large. The Order of Pandemonium, Warriors who seek to make certain the unknown in the world. Theirs is the sword that halts chaos and seeks to define all that lies around them.

Level 1: Paladin Associated BonusesDisabled. Gain Detect Chaos.
Level 5: Summon Planar Ally summons an entity from mechanus to aid them in battle.
Level 8: Absolute Order- A 'howl' type of ability that forces all chaotic aligned beings (regardless of mind immunity) to make a save versus DC 12 + charisma or be paralyzed for 1/2 the paladin level.

half_man_can

Rogue Perk: Major ( L8 )

Undead Hunter

You've spent your days roaming crypts and other dark places either in the service of your god or seeking profits from those long dead.  You've learned that the undead also have weak points that others cannot see.  How you use this knowledge is up to you but you're the envy of your peers.

+1d6 divine damage vs Undead, +1 positive damage vs Undead

Knight Of Pentacles

QuoteRogue Perk: Minor

Amphibious

Born with webs between your toes and salt in your lungs you're a world class diver.  Whether raised in a water-going culture or it being a passion you took on later in life, being submerged comes practically second nature to you.  

Significant underwater breathing duration increase.
Pure Bonus: Armor isn't taken into consideration when determining your movement speed underwater.
QuoteRogue Perk: Minor

Mountaineer

You are a master of the mountains.  Nothing satisfies you more than hiking up every hill and peak in sight often to the displeasure of those you leave behind.

No auto fail climb checks.
Pure Bonus: Gain a light weight hook, grapple and rope that disappears on reset.

Knight Of Pentacles

Quote from: Blooded BurrowerEvil Gnomes Only.

Growing up your mother told you Urdlen would pop up out of the ground and devour you whole if you didn't eat ALL your turnips.  She was only half right.  The more crazed and fearful of gnomekind take their mother's advice into adulthood, knowing full well that The Evil One makes no distinction between those it devours.   The more blood they spill in the name of The Crawler Below, the more like their insatiable mole god they become.
 
Level 1: 10% Damage Immunity, Burrow I, 2 Piercing Damage on Gloves,  +2 Strength, -2 Wisdom
Level 5: 15% Damage Immunity, Burrow II, Darkvision, 1d4 Piercing Damage on Gloves
Level 8: 20% Damage Immunity, Burrow III, Blindfight, 1d6 Piercing Damage

Quote from: BurrowingA special ability that allows the gnome to burrow under the earth and pop out the otherside.  Works like the Tree Genasi root burrowing ability. Burrowing I allows one use per day, II two, III three.

Quote from: Rage+4 STR, +2 CON. 1d6 Sneak Attack
Duration: 7 rounds + CON modifier

Special: Glows Red with Bloodlust and can burrow indefinitely during rage period.

Charisma Modifiers to STR/CON/Sneak Attack
Level 1 rage is capped at +4/+2/1d6 (Total)
Level 4 rage is capped at +6/+3/2d6
Level 8 rage is capped at +8/+4/3d6

Random_White_Guy

QuoteRogue minor perk:  Pocket Sand!

"From the highly trained to the lowest street criminal everyone knows if you're going to fight you fight to win. A common trade in many circles is the use of sawdust, sand, smokeballs or other peasant tools. A clever ambush, beating a hasty retreat, or simply to ruin someone's day.

Non-Lawful  Only

1/day: Colorspray

Pocket Sand
[11:23 PM] Howlando: Feel free LealWG
[11:23 PM] Howlando: I'll give you a high five + fist bump tip

[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips

Pandip

I'm not going to write up a big long example because I'd probably botch it, but I'd love to see a barbarian perk that incorporates a modified version of the epic level feat Terrifying Rage -- i.e. a fearsome aura that "scares" any creatures who come within a radius of the barbarian, giving them penalties to AB, AC, etc.

Grotesque

Sorcerer perk: Artificer

Artificers are rare arcanists who treat magic in the same manner that a mason might see a chisel - as a tool for the creation of marvels. They infuse objects of the world, inanimate or alive, with latent imbuements; utilizing their crafted wonders to great effect. This profound use of their artifice eventually gives them heightened resistance to magic, making them both resourceful and sturdy.

Level 1: Craft Wand feat, +3 spellcraft, +3 appraise, Infuse Object
Level 5: 2/ DR to all elements
Level 8: Immunity to level 2 spells, 5% chance to dodge any spell used from an item.

QuoteInfuse Object: Any wand or item with a spell charge used by the Artificer gets his charisma modifier and spell focus bonus halved and added to the item/wand's DC.

Thus, for an example, a sorcerer with 18 charisma and GSF evocation would have a DC of 19 instead of 16 when using a charge of fireball.

Random_White_Guy

Rogue Perk: Peddler

Narcotics themed perk relating to acquiring sources from a guy who knows a guy, since everyone knows that one guy who can get whatever they need.

Every reset acquire 3 samples of a random narcotic.

Junksnuff, Phaladrine, Thanatol, Substance, Red Smile, etc.
[11:23 PM] Howlando: Feel free LealWG
[11:23 PM] Howlando: I'll give you a high five + fist bump tip

[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips