Perk Suggestion Thread

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

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Richørd

Name : Defender
Other name ideas : Stalwart , Tower

Description : You have given up on nimble tricks and toys, all you rely on now is your own strength and the craftsmanship of your armor and shield. You are the last bastion, the wall that will hold back the tides and secure victory for your allies. The enemy shall break upon you.

Fighter Perk "/c fighter_perk"

  • 50% movement speed decrease, 30 temporary hitpoints gained, -3 AB, +2 Shield AC. Lasts for 5 turns.

Level 1

  • Toughness feat

Level 5

  • +4 Discipline
  • +1 Fortitude

Level 8

  • 2/day Hold Your Ground Ability:

    • Only works if base STR is equal to or higher than base CON.
    • Lasts for 1 turn.
    • 100% movement speed decrease
    • 4/- Damage Resistance vs Physical
    • Immune to Flatfooted
    • Adds armor bonus to Half Plate and Full Plate armor pieces worn; No other armors receive this bonus:

      • Your Armor AC will be increased by 4
      • Enhancements to armor or them having an AC bonus already on the armor do not stack with this.

Egon the Monkey

Dumpster Diver
We were discussing this on Discord, and it sounded genuinely awesome. The problem with Maiden of Woe being the ghosts are crap, and fairly kill on sight. Whereas attracting FLY summons... Disgusting and unlikely to make your friends, but more likely to be openly out.  I'm suggesting + sumnmoning points, as one issue with Maiden of Woe is the weak summons lower your summon budget.

L1:

  • Summoning theme changed to Insects
  • Flies circle the Sorcerer. Insect summons are drawn to the Sorcerer. (Player tool toggle)
  • +20 Summoning Points
  • +4 Disease saves, +2 Search.
L5:
  • When opening a chest, gain random loot like the Rogue Treasure Hunter perk
  • +4 Poison Saves
  • Sorcerer Token: Magic Fang 2/day
L8:

  • Stronger insect summons are drawn to the sorcerer
  • 10% Physical DI

Jello!

Spymaster changes
------------------------
+3 Bluff, +2 vs Mind Affecting, +2 vs Fear, +4 vs Poison. 5gp wage. Disguise Ability.
Add: +2 Will, +3 Perform

Disguise Ability
-  A PC must spend X rounds setting up or removing the disguise
- While disguised a PC does reduced damage, has reduced ac and ab, and drinking any potions/using items removes disguise (Promoting the X round removal.)
- Other PCs in detect mode (or those with keen senses) will roll listen/spot skills to detect the disguise (Kinda like stealth.)
- Dc to detect disguise might be: 10 + 1/2 bluff + perform
- PCs with spymaster may purchase different  disguises of varying quality at a hidden shop (Better quality disguises give bonus to perform.)
- Disguise changes PC name


Egon the Monkey

Rogue L8 Perk: Cat Burglar
"In the alley of the City of Rings, stealthy predators move with feline grace. Also, there are stray cats. And you have one. Sometimes it's helpful!"
+1 H/MS . +1 AC. +1 AB vs Animal. 5% Slashing DI. Access to the Tracking Skill.
Gain a Gutter Cat companion. If it dies, it recovers on reset. Or you wave a fish about and a new raggedy moggy shows up.

The Cat has good AC and AB, low base damage and 1d6 Sneak Attack. It's there as a way to let you solo occasional mostlers without a pile of summons, and to provide ranger-like pet support.

Egon the Monkey

Rogue Minor Perk: Alleybow Sniper.
Bonus Feat: Rapid Reload. Gain special bolts each rest.

Crossbows are just terrible, as most of a Rogue's damage is from Sneak Attack, so the tradeoff of slightly more base damage vs "can't do rapid shot or 2 APR" isn't worth it. Bows are lighter and rapid shoot. Slings are super light and you can use a shield while you deliver your sneaks.
However crossbows are cool.

Poolson

Barbarian Furor: Skald's Warcry:
X magic damage to barbarian's weapon, where X is barbarian's intelligence modifier (cannot be increased with fox's cunning, like eagle's splendor for exhilarating rage, or owl's wisdom for everlasting rage).

Taught by the Sage.

Barbarian Furor: Boundless Stamina:
Gain 1dx strength and constitution, where X is the barbarian's constitution modifier. (Cannot be increased with endurance or bloodfrenzy, like eagle's splendor for exhilarating rage, or owl's wisdom for everlasting rage.). Half-Orc and Dwarf only.

Taught by Grahoom the Savage.

Abandoned-1

Monk Perk: King's Peace [App only]

"The truth is I kept crawling and it kept working!"

The King's Peace permits no violence upon an adherent to the philosophy, so long as the adherent does no harm to others.

In this perk, all NPC's are set to non-hostile. If a practitioner of the King's Peace hits anything, NPC's become hostile again and, as an RP consequence, the PC is no longer tolerated in social areas.
Currently playing: Quass al Quadra

Poolson

Change to Fighter Perk "Cutthroat.".

At level 8, gain 1d6 sneak attack.

I realize this might curb on sellsword's ability to rock, but I see it as a trade-off between poison proficiency vs gp wage.

Jello!

Level 7 ranger perks for the unlikely case people don't cross class:

QuotePath of the Vanguard:
Toughness feat, on reset: 5 dissipating CSW potions.

QuotePath of the Marksmen (Bow)/Path of the Marksmen (Crossbow):
On rest/reset: Spawn bundle of magical arrows/bolts,   1+ mighty on weapon

QuotePath of the Beast Master:
Animal companion permanent magic fang,  Skill focus: AE

QuotePath of the Skirmisher :
Mobility, 2% movement speed



Stranger

Barbarian Furors

Inescapable Rage
Increase the barbarian's movement speed bonus by X*5%, where X is equal to the barbarian's charisma modifier, provided it is positive. The barbarian becomes immune to Slow and Entangle for the duration of rage.

Indomitable Rage
Provide a bonus to all saving throws equal to the barbarian's charisma modifier for the duration of the rage.

Unflinching Rage
On entering rage, the barbarian receives the benefits of Remove Fear at a caster level equal to their barbarian level.

Invincible Rage
The barbarian receives an additional Consitution bonus during their rage equal to their barbarian level.

Lethal Rage
The barbarian's weapon receives a DC 20 Wounding effect of a magnitude equal to half their barbarian level.

Hierophant

Rogue Minor Perk

Levyman

In the Weald, many serve as serfs for the landholders; in times of war and Ghyl incursions, they are oft called to arms by their liege and armed with spear and gambeson to fend the attacker. You were one of these such men or women and for that experience, you're keen with a spear and other such simple weaponry seen oft on the battlefield.

Receive Simple Weapons proficiency.

Pure Bonus: +2 Discipline, +2 Concentration, Expertise Feat
How long, Catiline, will you continue to abuse our patience?

zerotje

Summoning Theme, Dwarf Only
"Ancestors"

Summon Warrior Spirit Dwarves
With a low % chance of summoning a ex-Player Character turned into an Ancestor.

LoveLess

Still would like a rogue minor perk that just gives simple weapon proficiency as has been suggested before.

Simplicity
Sometimes the simplest weapons are the best for the situation, and in your time spent with more cut-throat weaponry you have learned this truth.
Pure Bonus: Simple Weapon Proficiency


Poolson

Man of Chains

The flail's history is scattered, yet has persisted throughout the ages as a niche but effective weapon for the purposes of overcoming defenses.  Whether you are prisoner on the run, armed with nothing but the chains of your shackles, or a duelist seeking to exploit an enemy who's strength is their defense, you are at your best when controlling this weapon of momentum and drift.

Perk ability:
[Swings their flail in an erratic loop. The flail head becomes even more dangerous - both to its target and its wielder!]

Deal 1d4 bludgeoning damage to the enemy.  Suffer 2 damage every time your attack lands. Lasts one turn.

Level 1:
Whenever you roll a 1, you roll weapon damage against yourself, plus strength. (1D8+STR, or 1D10+STR/half if using a heavy flail.)

Level 5:
Bonus feat: Knockdown

Level 8:
Superior Weapon Focus: Light Flail & Heavy Flail.

Or, if capable through scripting: +1 AB vs targets with two handed weapons or shields in their offhand.

----
Pikeman

Conscripts. Mercenaries. Career soldiers. The spear finds its way into the hand of commoner and nobleman alike, favored for its incredible reach, which has been used to devastate opponents of superior skill.

There are many weapons like this, but this one is yours.

Perk Ability:
[Anchors themselves and readies to strike within formation!]
Decrease movement speed by 50%. Increase damage by 1d4. This effect lasts 2 rounds.

Level 1:
+3 Discipline
+3 Concentration.

Level 5:
+2 piercing damage while wielding a long spear.
+2 natural AC while wielding a short spear.

Level 8:
Bonus Feat: Spring Attack.


Stranger

Medic
Sometimes, in the heat and peril of battle, the only person who can reach an injured soldier is another soldier. You are the man for that job. When someone's life is on the line, you're ready to brave the fires of hell to save them.

/c fighter_perk
  • Lesser Restoration on self.
Level 1
  • +2 Heal
  • Medicinal Herbs gained each rest.
Level 5
  • +4 Heal
  • The healing rate of Medicinal Herbs is increased by 1.
Level 8
  • Healing trinkets (such as yellow ash) heal 1.5 as much as usual when used by the fighter.
  • +2 Fortitude