Perk Suggestion Thread

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

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sinclairlim

Quote from: Entheogen on April 22, 2019, 04:26:18 AM
Mainly I just don't understand the justification for dual wielders being able to enchant their blades? This sounds like something a spellsword would do not a dual wielder?

I agree, it feels out of place. I don't mind the damage boost, but I don't think it should be elemental.
Personally I'd like to some something more akin to a "Special attack".

For example:

Off-hand gains an additional attack per round at full AB.
Lasts 1 round.
Usable 1/day per caster level.

Being a free action it can be timed with no trouble so it is never wasted.
It adds just a little bit of damage, like what, a potential +5-10 or so per round? Assuming it hits, and it feels more fitting.

If not, it can always just be Haste and -4 AC that lasts 2 rounds.

Jello!

Rogue perk Ambidextrous

Maybe make it
QuoteAmbidextrous
Add feat: Effects such as Magic weapon, flame weapon, ect are duplicated onto the off hand
Pure bonus: Ambidextrous


sinclairlim

Fighter perk: Versatile.
Some Fighters must learn to adapt to ever-changing situations, making the best use of what limited resources they have. While they do not excel is the use of a particular weapon or technique, they become very versatile, allowing them to fill several roles in the battlefield.

Level 1
-Weapon focus grants +1 damage in addition to its normal benefits.
-Weapon specialization's damage bonus reduced to +1 damage from +2 damage.
- Add a -2 discipline penalty
-May never become a weapon master.

Level 5
- If your strength is lower than your dexterity, add +1 damage to all melee attacks.
-If your dexterity is lower than your strength, add +1 AB to all ranged attack rolls.
-If your dexterity and strength are the same value, add both bonuses.

Level 8
-When wearing a one-handed weapon and no shield nor torch, add half of your strength bonus to the damage, as if you wielded a two-handed weapon.
-When wearing a one-handed weapon and a torch, add +1d3 fire damage to your regular damage rolls.

Intended effect:
-Dex-based fighters are more viable. If using the same build, due to the +1 damage at level 5, and ability yo increase their damage by 1d3 fire damage by sacrificing shields at level 8.
-Fighters will take specialize in either 2 melee weapons by substituting weapon specialization for a second weapon focus feat, trading 1 damage for more versatility.
-Fighters will switch between ranged and melee combat more often, more efficiently due to the attack bonus at level 5 and possibly even more by taking weapon focus on a ranged weapon.
-Sword and board fighters will switch between "damage mode" or "defensive mode" by removing the shield they are using, swapping it for a torch, or switching to a two-handed weapon, instead of sticking to a single fighting style.

Crow

I feel like Houndmaster needs a little something more. It's definitely a perk with some issues, especially so with EE crashes being a relatively common problem still, but I think it could use a little boost at level 5 in the form of a more reliable source of DR piercing. Currently the level 5 bonuses are as follows:
Quote from: HoundmasterLevel 5
    Gain access to Tracking Tool
    +2 Spot
    +2 Listen
    +2 Search
My suggestion would be add a player tool with 1/day Magic Fang at a CL that seems fair. The duration for the spell is turn/level compared to magic weapon which is  hour/level so I don't think it'd be too unreasonable to ask for a caster level that's a little more on the higher end just to make sure it's enough for most of a quest at the very least. Ideally, this would make the perk a little less reliant on having a druid (something that both Ticker and Peerage characters won't reliably have access to) or ranger friend that can spare the spells for their dog or hoarding consumables for spells that are often ignored and therefore that much more difficult to find reliably.

sinclairlim

Sorcerer perk: Spellslinger
Spellslingers are sorcerers who don't focus on developing more coplex and versatile magic, but instead to empower the simplest of spells in whatever way possible, allowing cantrips to be more effective as offensive weapons, and simple bursts of magic to fire an echo of themselves, nearly as effective as the first.

Level 1:
Cantrip damage increased from 1d4+1 to 1d6+1.
Spellcraft penalty: -3

Level 5:
Cantrip damage increased from 1d6+1 to 1d8+1
Whenever the sorcerer casts the spell "magic missile", she gains a misc. item which can cast "Magic missile" one time, at a level that allows 1 less missile than the sorcerer's current level.
Level 5: "Magic missile (3): Single use".
Level 7: "Magic missile (5): Single use".
These items disappear on rest.

Level 8:
Cantrip damage increased from 1d8+1 to 1d10 +1
Whenever the sorcerer casts the spell "magic missile", she gains a misc. item which can cast "Magic missile" one time, at a level equal to the sorcerer's level.
Level 8: "Magic missile (7): Single use".
Level 9: "Magic missile (9): Single use".
These items disappear on rest.

Intended effect:
A sorcerer that is actually able to spam offensive magic if she chooses to specialize in it. Intended for PvE rather than PvP.

wundyboy

Bards are in a wierd spot. The last variation of perks mostly reinforced the idea of them being melee savants rather than the multitude of aspects the class offers. To address this, heres some ideas to allow them variance.

Master of Whispers

A bard focused in stealth and subterfuge. Far more quiet and dealing in backroom deals, this perk grants them rogue like benefits to be more similar to their rogue companions.

Level 1: +5 h/ms if medium, +2 h/ms if small statured. 1/day one with the land (7). -3 attack bonus ( this is to make them worse than vanilla bards)
Level 5: 1/day darkness, uncanny dodge feat
Level 8:  vanishing smoke 1/reset, dissipating, +3 persuade +3 bluff

Minstrel

Focused more upon singing and regaling tales of valor or villainy, these bards are masters of folk tales and heralding legendary figures of their lives.

Level 1: -5 ab, granted a special songbook filled with various unique songs (5 custom songs in game) extra music feat
Level 5; Curse song, +3 perform, +3 persuade
Level 8: upon reaching this level the player should contact a DM to roll from a chart that contains more powerful songs unobtainable normally in game. (1-20 or however little or many the DMs wish) Upon a permanent death, their songbook is burned.

Weavers

These bards are focused more upon drawing upon their natural talent for the arcane by focusing their potential into a powerful robe. Giving up martial prowess for latent abilities, they are comparable to true blood sorcerers or well versed wizards.

Level 1: Courteous Magocracy, gains a cloth item that increases in potency as levels are gained. Starts with +2 level 1 slots, and 1 level 2 slots. -5 AB

Level 5: The cloth item increases in power, gaining an additional level 2 slot and a new level 3 slot. Craft potion feat is granted as well.

Level 8: +3 spellcraft, +3 lore, the robe reaches its maximum potential, gaining a third level slot and a single 4th level slot.

Just some ideas I had for bards. They can be changed around as necessary to be EFU viable.

One_With_Nature

Purely self serving having just tried it out:

Ooze Savant Sorcerer:

Level 5: Remove 3/day acid splash as redundant. Add "Oozes do not attack you"

Level 8: Remove Crumble 1/day. Add Ooze Companion Bonus - As long as your ooze companion is summoned the ooze sewer bonus applies in all area's.

The ooze companion could also do with a little tweaking, it doesn't seem to massively change as it gets bigger with exception of HP.

SunrypeSlim

Pathfinder Bards get 6 skill points instead of 4, which I think fits better for an in-between class anyways.

How about for Bard perks, you pick 2 skills in which you have no ranks. You gain 3+(Bard Level) as a permanent bonus to those skills.

Also, +1 EFUSS point per Bard level to encourage half-orc bards.
PM me for an apology! :3

MAGIC

A little self serving...

I think it would be interesting and fitting if Hematologists got Whispering Wind 1/day and could target the spell on drawn blood to set that character as the target of the whisper effect.

HelenOfTroy

Fighter - Field Medic

Level 1 - +3 Heal, +3 Lore Gain 1d(your level) medicine herbs per reset or rest.
Level 5 - Healing Herbs Heal an additional HP point/tick. 3/day Expeditious Retreat Gain 1d(your level) herbalism plants or seeds per reset or rest.
Level 8 - +15 Herbalism, ability to determine plants produce amounts.

Fighter Active 1/day
1 Random Effective of imbibing secret plants.
+2 Regen
+20% Movement Speed
+10 Heal Skill



Maybe a few too many things per level, maybe too many plants/herbs per rest. Just an idea, adjust if desired.

One_With_Nature

Add General Perks for taking skill focus in a certain skill, I know that some already do!

As a for instance:

Animal Empathy - Animals less likely to attack you
Appraise - Bonus price reductions with merchants or access to special store
Bluff/Persuade/Intimidate - Auto-re-roll
Concentration - Cap on -AC/Spell Failure from Taunt / Channeled Spells Bonus to maintain concentration
Disable Trap - If you trigger a trap take half damage
Discipline - Immunity to Disarm
Hide - 1/reset vanishing smoke
Move Silently - If hit by an AOE effect while in stealth received temporary speed bonus
Listen - Bonus resistance to deafening. Successful listen checks will give nearby hostile creature a temporary negative to Hide.
Spot - Bonus resistance to blindness. Successful spot check gives nearby allies a bonus to spot temporarily.
Lore - XP bonus for translating texts.
Open Lock - 50% chance to retain a set of lock picks when used
Parry - +2 ac if using no off-hand weapon or shield
Perform - +1 round to songs
Heal (already awesome).
Pick Pocket - Add d6 to amount of gold that can be taken
Search - Already pretty good skill to have
Set Trap - Can set traps at +50% speed
Spellcraft - Already pretty good. Maybe be able to automatically identify any spells your character knows without a check.
Taunt - Add your charisma modifier to taunt checks (base charisma)
Tumble - Climbing checks don't fail on a 1
UMD - Bonus to using items only with UMD (Not wands/Scrolls etc)

Stranger

The Cantrip Lord

While some sorcerers seek to conquer their challenges with ever more dazzling and complex spells, you scoff at such pretension. The answers they've been looking for have been in CANTRIPS all along! Armed with a limitless supply of humble, simple, and sometimes quirky spells, you will overcome anything that gets in your way.

Level 1:
Cantrip damage increased from 1d4+1 to 1d8+(Charisma Modifier). All spell levels above 0 are disabled for the caster.

When cast on self, Resistance now applies 5/+5 DR. The absorption limit remains 10. SF: Abjuration increases the absorption limit to 15. GSF: Abjuration increases the absoprtion limit to 20.

Daze no longer has an HD cap.

When cast on self, Light grants Ultravision. With GSF: Divination, it grants See Invisibility for one round.

Level 5:
Cantrip damage increased to 1d10+(Charisma Modifier).

Automatic Silent Spell I

Cantrips dispel the effects of Ghostly Visage.

Level 8:
Cantrip damage increased to 1d12+(Charisma Modifier).

Automatic Quickened Spell I

Spring Attack

SunrypeSlim

The most elegant solution to Bard perks was staring us in the face the whole time:

Rogue minor perks at 5 and 7.
PM me for an apology! :3

MAGIC

Self serving suggestion time, as I'm playing a Hematologist...

Spitballing some ideas for Hematologist perk spell changes:

Disrupt Undead:
    When cast on a non-undead hostile target, does 1d8 negative energy damage. The amount of damage dealt is stored on the caster
    When cast on a non-undead friendly target, heals the target for half the amount of dmg stored on the caster above. This number is cleared out.

Summons:
    Gains the ability to use Blood vials as conjuring items? Grants a blood Clone/Haemonculi theme?

Grease:
    Becomes blood pool. Enemies in the blood pool take 1d4 neg dmg/round if they fail a save. This hp is transfered to an injured ally in the pool.

Flame Weapon:
    Grants a red glow, adds Vamp Regen +1 to the weapon

Negative Energy Burst:
    Doesn't harm allies. Allies caught in the AOE are healed for the total amount of dmg inflicted by the spell, divided equally among the number of allies. Allies also get +2 str for 1 round/level equal to the number of enemies that failed the saving throw to resist the str drain.


Autarch

I think the Duelist fighter perk is kind of sad nowadays. There's barely anything it does that Pit Fighter doesn't do better so I'd like to make some suggestions.

[hide=Duelist vs Pit Fighter]Both get +3 Taunt at level 1 while Duelist gets an additional +3 Parry which isn't a great skill. Both get the Dodge feat except Pit Fighter gets it sooner. Duelist gets a +1 Dodge AC vs Piercing which isn't bad but I wouldn't call it impressive either. I figure it's pretty nice to have a 10% movement speed bonus at all times. Their fighter perks are very similar where both can get +1 AB/AC under different circumstances. Pit Fighter just gets more and isn't restricted by their armor type. Sure they need to drop below 40% HP first but I'd say that's better than being locked out of fullplates.[/hide]

Level 1: Dodge feat.

I'd probably suggest this for Pit Fighter as well if they're both gonna get it but that's besides the point. It's pretty lackluster to get it at level 8 on an already feat heavy fighter and in the event you want to take mobility and spring attack it kind of sucks.

Level 5: +3 Taunt, +3 Parry, +1 Dodge AC vs Piercing.

While I may think Parry isn't great and the Dodge AC against one particular damage type isn't that impressive, they're nice things to have. The +3 Taunt is pretty solid on its own and I see no particular reason to change these perk features (I also couldn't immediately think of a good replacement).

Level 8: Create a set of dissipating potions each reset.

Every master duelist should have a cache of impressive supplies and I think something like this would be highly appropriate considering EfU's dueling scene of extreme potion chugging before slugging. How many and what they actually get would be the balancing factor.

Fighter Perk: +2 AB and +2 AC (while wearing cloth/light/medium armor) for 1 turn OR +1 AB and +1 AC (while wearing cloth/light/medium armor) for 5 turns.

I don't think the current perk is that impressive considering the armor restriction, especially considering Pit Fighter has more powerful potential without that restriction. A short burst of extreme prowess or a longer lasting boon would make up for it though I think.