Perk Suggestion Thread

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

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Random_White_Guy

Rogue Perks

Minor Perk: Con Artist: From carnival barkers to swindlers you've always managed to work all the angles moving from one town to the next. With the world's end you've been forced to adapt your talents upwards instead of outwards and now find yourself with not only one side business but many managing a pleasant chunk of change through out your new home.

+2 Bluff, 4 GP wage (No stackable with higher level wages)
[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

Grotesque

These are a few monk stances intended for regular monks.

The Mourner's Melancholy
+10% concealment; medium duration

Teachings of the Flagellator
+2/- DR vs slashing; medium duration

A Glimpse...
+See invisibility/ultravision for 2 rounds; considerable cooldown

Transient Clarity
+Immune to mind-affecting effects for 1 round; considerable cooldown

The Wayward Traveller's Gait
+5% Movement Speed, +2 vs poison, +2 vs disease, +1 fortitude; relatively long-lasting.

The Art of Vanishing
+Invisibility for 1 round, -2 AB/AC for 5 rounds; considerable cooldown
 

CondorHero

I know ranger get their bonus from FA.But I wonder if there is a way to give them fighting styles like they have in NWN2, through the perk system? Like ranger could stay default for the dual-wield fighting style, or select a perk to give them archery related feat and removes the dual-wield and improve two weapon fighting feat?

Archery Fighting Style:

lvl 1: Lose Dual-wield feat, gain Point blank shot and rapid shot.
lvl 3: gain Rapid Reload.
lvl 9: lose Improve Two Weapon Fighting.

WriterX

A New Rogue Perk (that might cause a sudden rise in the number of Rogue Mechanics), based on the recent systems introduced by Talir for Henchmen (like Houndmaster and Ooze Savant)

Level 8 Rogue Perk: Machinist

You get a small Animatronic Companion that may be "summoned" (turned on) and follows the owner around doing his every bidding.

Initially the Animatron is no better than one of the Salvagers, but the skillful Machinist can improve his creation through the use of scraps of metal and junk. The better the quality of the parts the better you can improve it, until eventually it will increase in size and strength. Eventually, perhaps, achieving something relatively close to what the Spellguard can create!

Alas, if your creation is destroyed all the parts are lost and you will have to start over.

 

Valo56

Potentially ridiculously overpowered but the intent is to give an idea of different abilities it might have, not everything it would have. The idea is to have something similar to a hybrid of the Infuser and Ooze Master, that fills the currently empty role of fire-mages.

Ember (Sorcerer)
Fire is the ultimate weapon. It is both life and death, a force of destruction, creation and renewal. It is the purest force in the cosmos, and it answers your beck and call.

Spell Changes:
-Fire spells apply the old combust effect from the Elemental Bond perk from EfU:A. Combust itself does not add an additional combust effect.
-Spells that deal acid or cold damage are disabled for these sorcerers.
-Fire Elemental summon theme, increased duration based on Evocation foci.
-Fire elementals, strength depending on level, will emerge from cast Elemental Shields (one every 3 rounds?), fireballs (on point of impact) and combusts (a weak one on cast only).

Level 2: Fire Elemental Summon Theme, can start a campfire without oil
Level 5: 50% fire damage immunity, perhaps some fire spell castings per day
Level 8: Fire spells dispel a single elemental protection spell if the enemy fails their save and a dispel check is successful.

Random_White_Guy

Not 100% certain how it balances but a different take on ranged besides Jungle Hunter for Barbarians would be cool and the Throwing Axe is a widely underutilized aspect of ranged combat.

Barbarian Perk: Axe-Master

Be it the marksmen of the dwarven war bands or the savage huntsmen of the Uthgardt the practice of death from afar with a weighted axe is older than the written word. Steel on swift wind brings a new dynamic to the barbarian lifestyle of raiding, pillaging, ambush and guerilla tactics.

Level 1: A 100% holding bag that can be only used for throwing axes with risk of retirement/other punishments, WF: Throwing Axe
Level 5: A random spawn of a throwing axe of unique type, Weapon Specialization: Throwing Axe
Level 8: Improved Critical: Throwing Axe

Ideas for Rage: Imbuing of Axes with Sonic Damage to represent howling, wind, etc. for extent of rage which scales as per other rages. Rage would boost Dex/Str instead of Str/Con, with a movement speed increase to represent guerilla tactics.
[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

xXCrystal_Rose

Adding to the Ember idea, something around the theme of burning. Not a complete copy of corroding, or maybe it would be, but sacrifice is a strong theme in fire. Ores, works of metal, gems, gold, and anything that can burn to feed the flame! Ritual bonfires and collection of offerings from PCs are usually common traits among Kossuthan sorcerers and clerics so similar to how Ooze Savant corrodes items to feed their ooze if a fire mage could burn their sacrifices to grow an ever building fire entity from an ember to something greater that would be cool. Won't need a DM to oversee every fire sacrifice, while rewarding people who go out of their way to collect matter and burn and spread flames! Plus it's something people can mess around with when the server is low to busy themselves. Oozes and hounds just look so fun!

xXCrystal_Rose

Druid stuff comes up once in a while here. Nobody can contest that druids do not need perks to make them stronger. They're strong enough as is. A lot of their spells are just bad and never used, and some themes are harder to represent than others. So druid paths again! Either changing how existing things work or making useless unused spells on par with other equivalents at their spell level. Here are some general ideas.


Path of:


Water:
-Automatic moray eel form access
Maybe extended waterbreathing?



Ice:
-Barkskin is icy effect. Cold kills fungus and plants after all!
-Stoneskin is icy also.
-Flame Lash does cold damage, and a one round freeze on failed save.

The only cold damage druid spell is 5th circle Ice Storm, and barkskin visual is just out of place, but if you multiclass to avoid having the barkskin visual you lose the only ice druid spell at 5th circle. Flame lash is never used because it scales so poorly for a second circle short range spell. So this can help give more ice elemental focus to Aurilite druids and make a never used spell more appealing!

Fire:

-Flame Lash can apply a combust on failed save, or perhaps splashes 1d4 fire damage around the lashed target.
-Stone Skin becomes Flaming Hide and no longer gives soak or DR. Instead it now applies a ring of fire visual effect or an orange glow and provides a 1d6 fire shield for its duration. No fire or cold immunities like elemental shield would provide though.


Life:

-Good Aligned only.
-Something to do with healing spells. Only cast spells, not items. Maybe when a heal is personally cast it also provides 1 hp to nearby targets, and splashes 1 hp of damage when cast on undead. Wouldn't work on cure minor.


Death:

-Evil Aligned only.
-Must have GSF necromancy.
-Healing Sting becomes the same as Vampiric Touch. 2d7/2 levels, saving throw removed.
-Maybe 1d4 heal when they kill something also?

Healing Sting is probably one of if not the most poorly designed spell out there. A third circle spell to boot. For druids focused on the ending of the cycle and drawing power by the spread of death it could be made up to par with a similar third circle spell so it might actually be used.



Growth:

-Something to do with entangle or maybe spiked growth. Thematic to the overgrowth of untamed wilderness.
-The druid either gets 1d4 random seeds per reset or can harvest 2 herbs instead of 1 from plants.




Decay:


-Can't think of any suggestions at the moment.

The only decay themed spell is Infestation of Maggots, and that is a good spell already. That's really the only way to represent this aspect of nature though. Maybe this path is already represented well enough and doesn't need anything custom. Maybe instead of curing ability drains Lesser Restoration actually inflicts an ability drain.



Rot:

-Rot stuff





Beast:


-Blood Frenzy applies to allies in close proximity as well, but half the duration.
-Maybe reduced xp cost when training a companion? Or charisma bonus or some kind of AE modifier when taming. There is so much AE stuff out there and nothing to use it for.




Luminescence:


-Camouflage, One with The Land, and Mass Camouflage do not grant a hide or move silently bonus. They instead have a different effect on the druid, or potentially targets the druid casts it on!


All the brightly colored and glowing mosses, lichen and insects of the underdark have rubbed off on the druid. Maybe even literally! Some of the natural magics they call upon better reflect the light bearing traits of its environment. Buzz buzz little glowfly.



Poison:


-Gains Use Poison
-Either extended poison duration like Poisoner or a change to Quillfire, perhaps firing multiple quills as levels increase.
-Casting the Poison spell on an empty potion bottle can brew a random poison. Maybe take brew potion feat also as a requirement for that. This is for all those witches hermited out in the wilds stewing over their cauldrons of bile and surrounded by all kinds of herbs and gross animal parts!



The poison spell does get some use since it works on food and potions. It and quillfire don't tend to get used offensively though because they are a fixed DC that can't be modified from spell focus or wisdom. The only harvestable poisons around are spider poisons and certain food poisons so poisoner druids using their knowledge of exotic animals and herbs of the wilderness being able to brew alternate random types of weapon poisons besides just spider would be fun and thematic.



Totem:

Something that disables wildshape, but provides other bonuses, or when they use specific wildshapes they gain some of the traits of that animal instead. Maybe instead of turning into a bear they call upon the bear totem and gain power attack and temporary hp. Not as much power as the actual bear form itself would give since they still get to use items which would otherwise be disabled from the animal shape. Would only work on certain common totem shapes since there are so many of them out there. Shark totem sure. Beetle, alright, but don't need seagull totem. I think.










So hey, feel free to add other path ideas if there are any other prominent things! Druids are already strong, so nothing that would give any big edge. Just changes to bad spells to make them on par with others and more thematic, or alternate functions for spells or traits to better fill certain themes that could use some stronger representation.

Bearic

Barb perk:

Addict

Level 1: Using drugs grants 20 % Damage immunity, gain 1 hp temporary for drinking alcohol, or restore 1 hp for drinking?
Level 5: The barbarian can reroll drug saves once.
Level 8: Gain 5% Damage immunity, cumulative with the bonus offered by drug use. Gain a 1/day use of lesser Restore to represent the addict's tolerance to his drug of choice.

Rage:

+2 Will, 2 Con, + 2 Cha, and + 2 spot and search

Rage Modifies Will, Cha, spot and search. Rage adds a bonus + 1 will for every two cha points about 10, as well. So a level 1 barb with 14 cha would receive +4 to everything, but at level 5 they would receive + 4 cha, spot, and search, and + 6 will. A barb at level 8 with 18 cha would be able to get + 6 cha, spot, and search, and + 8 will.

Level 1 rage is capped at + 4
Level 5 rage is capped at + 6
Level 8 rage is capped at + 8

Valo56

Scrapper (Rogue Perk)
You are both reviled and seen as a necessary part of Sanctuary. Whether your goal is to provide the Workmill with much needed materials or simply have turned to a sort of manic scavenging to cope with the horrors of the End, you've managed to assemble quite the collection and have found some remarkably unique applications for these bits of wire and rusty nails.

Pure Bonus: The Scrapper receives a makeshift suit of "armor" that improves as more scrap is added to it. Small chance of finding more scrap, and even some useful scrap, in the Machine.

It'd be nice if the armor could be largely randomized in appearance, though with more or less the same rusted color scheme. "Improvements" to the armor could be temporary and require scrap to be applied, in much the same way that the temporary buffs to the Ooze Savant's familiar work. I think it should be a level 4/6 perk, maybe even taking up both slots. However, maybe the strength/availability of certain improvements could be level restricted.

sharkinajar

Seeing how wizard's are vastly superior to sorcerers in terms of abjuration, here is a perk idea which I think would balance it out.


Abnegator:

Sorcerer's with the ability to proved the ultimate protections and the power to take it all away with a simple incantation. Unlike their book-keeping counterparts, they are solely devoted to these two tasks, and excel at such.

Level 1: Resistance (1) 3/day, Resistance gains 5 more damage soak (total at 5 without any spell focus, 10 with SF abjuration, and 15 with GSF abjuration), Per reset gain a random potion of protection from a specific element

Level 5: Circle of Protection against Alignment now also grants Endure Elements to anyone it effects, Clarity gains an additional 2x duration. Lesser Dispel/Dispel now dispel an additional spell when targeted on the ground

Level 8: Stoneskin can absorb an additional 25 damage, lesser spell breach and greater spell breach lower spell resistance by another 3 (for a total of 6 SR for lesser and 8 SR for greater)

Adhesive

I'm trash at balancing, but I think I communicated the general idea for the perk.

Runic Barbarian
Naturally suspicious and insular, you mistrusted outsiders to your tribe even before the sun died and the eternal night fell. Now with the deaths of your tribes young caused by the strange red star, the subjugation of your people at the hands of the powerful and strange dread masters, you know you can trust only the familiar powers of the spirits your people have worshiped for centuries.

Level 1: Ascetic item restrictions. 10% damage immunity. +1 regen. Choose 1 rage/day
Level 5: 2/- damage reduction. +5 heal. Choose 2 rage/day
Level 8: 15% damage immunity. +2 regen. Choose 3 rage/day

Default barbarian rage disabled.
Runic Rage may be selected using the crafting menu in slots 1, 2 or 3. Each rage may be used 1/day with a 10 minute cooldown. Each rage lasts for 7 rounds + 1 per 3 barb levels.
Rage may be activated with /c rage 1, 2, or 3

Steadfast Mountain
+2 STR, +3 CON +1 per 4 barb levels, +2 AC, 20% damage immunity, -20% movement speed, +5 taunt +1 per 3 barb levels, immune to first circle spells, +1 additional regen

Raging Tiger
+3 STR + 1 per 4 barb levels, +2 CON, -2 AC, +10% movement speed, +3 reflex, +5 concentration +1 per 3 barb levels, +5 discipline +1 per 3 barb levels

Dragon's Scales
+2 STR, +2 CON, -1 AC, 20% Acid immunity, 20% Fire immunity, 20% Electric immunity, 20% sonic vuln, 20% negative vuln, 20% cold vuln, +3 fort, +1d4+1 magical damage shield

Serene River
+3 WIS +1 per 4 barb levels, +2 CON, +3 will, +5 heal +1 per 3 barb levels, +5 listen +1 per 3 barb levels, 10 sr + barb level/2 rounded down

EventHorizon

I'm really serious about this one, so here's something from the Pure Bards thread.

Adjustment of Pure Bards and Spellsinger/Dwarven Barreller perks.

Give all pure bards -20% arcane spellcasting failure. This allows them to wear studded leather armour. Then give the Spellsinger perk -10% additional failure negation, allowing them to wear chainmail. Add a Ranger-like clause that negates these traits in heavy armor EXCEPT for Dwarven Barrellers.

Bearic

Bard Perk

Painter:
Artist Perk
Appropriate song.


Fighter Perk

Lumberjack

level 1: Weapon focus Handaxe and Battleaxe
Level 5: + 2 carpentry / woodworking
Level 8: + 1 ab and damage versus Constructs.

/c fighter perk: +1d8 HP, + 5 damage versus Constructs, lasts 2 turns.

Bearic

Sorcerer Perk:

Antipode:

Not all bloodborn find their powers in magic alone. Some, though born into it of a kind, find the weave as it is as deplorable as those defiant of the Red Star. For those that complete their journey, or are born into it, transformed into it, perhaps, they walk a path where magic is rendered in their wake.

Level 1: Monk AC feat, Divine Grace Feat, Ascetic Spell and Item restrictions. Can spawn Hostile magic eaters that scale per level, and raise in allowed summons at a time as per a summoner's point system.
Level 5: 3 dispel magic uses per day, /dispel command on weapon. Can Access Monk Stances.
Level 8: +5 Concentration, and Spellcraft. Can cast Greater Dispel as a level 4 spell.


It could be done that they were limited to just adjuration spells, if it were too imbalanced, but aside, I think the monk ac and divine grace could make them survivable while a really interesting reason to play. Aside, I would give them 100% spell failure, and give them lesser dispel, dispel, and greater dispel castings alongside other strip spells only, and the feats listed above.

Just an idea. =]