Perk Suggestion Thread

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

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Vlaid

Was bored as a new low lvl PC so I decided to do something constructive with my spare time. Most of these suggestions are more thematic and stylistic suggestions for flavor than mechanical though.

I don't believe every perk needs to be exactly equal in power, but it would be nice if some of the more stylistic/quirky perks were a little less....inferior and custom flavor loot dependent.
[hide=Fighter Perks]
The perks for Fighter feel very bland to me. Just going to throw out some rough suggestions on some interesting stylistic improvements to make them more interesting. Changes made are in red.

Body Guard
Be it a Sheik's loyal eunuch guarding his harem or a King's most trusted  Knight guarding his vulnerable heir, powerful men have always needed  trustworthy and loyal men to guard what they treasure most.

Level 1: Immunity: Charm Person, Remove Fear 1/day
Level 5: +3 Discipline, Remove Blindness/Deafness 1/day
Level 8: +1 Will, Immunity: Dominate Person, Remove Paralysis 1/day


Bounty Hunter
When a runner is noted and bounty is posted, the target is all that  matters. Bounty hunter seeks the wanted for fair reward, and no one  else. Nothing can come in between the payday and the hunter when  contract is taken.

Level 1: Special tanglefoot bag each reset
Level 5: +4 Disable Trap, +4 Set Trap (Both only work if you have skills invested in them), Special entangle trap each reset
Level 8: Gain 5% movement speed, 5% physical immunity and +4 saving throw vs traps. Special paralysis trap each reset

Brawler
While the powerful of the Realms seek their enjoyment in grand tourneys  involving gleaming armor and groomed destriers, the peasants make do  with a baser form of contest: the bareknuckle brawl. The haggard men and  women who take part in this bloody and storied contest in the inns and  streets of the great cities bear its clear markings of flattened noses,  missing teeth, and swelled brows.
 
Level 1: 2/- DR while unarmed
Level 5: WS: Unarmed Strike
Level 8: Improved Critical: Unarmed Strike

Cutthroat
Every city has its slum, and every slum has its thug-- dim men, often as  not, who rule their shabby blocks by right of might and fear. From  thieves guild enforcer to dockside pimp, these lesions of humanity  plague the already grim lives of the poor and oppressed.

Level 1: +5 Intimidate
Level 5: Use Poison, +2 Discipline
Level 8: 10% Concealment, +2 Save vs Poison


Desert Warrior
Be it a Calishite Mameluke or a Bedine raider, the harsh deserts of  Faerun produce a unique breed of warrior. As harsh and sharp as the red  sun, these men and women are death on the sands with their shamshirs  gleaming bright.
 
Level 1: +4 vs Fire
Level 5: +2 Fortitude, Toughness
Level 8: 20% Fire Immunity, Evasion

Drill Sergeant
The terror of the aspirant, you are the supreme commander and second to  none -- upon the training grounds. Where others vied their martial  talents to selfish or protective duties,  you have dedicated yourself to  ensure the future generations know which end of the blade to hold. A  master of practice matches and troop inspiration, your students will  praise all the devious little assignments given them. Someday.
 
Level 1: You train characters at or below half your levels + 1  (max level 7). They receive bonus XP for getting beaten in sparring  matches (time limited), whereas you regenerate up to 1/4th of your own  max HP if you lose.
Level 5:  Get Up Maggot: 1/day, target downed/bleeding character and heal them for up to 1/4 of your health and +4 AC to the target for 2 rounds following(medium range),+1 Concentration, Discipline, Heal, Intimidate, Listen and Spot.
Level 8: 2/day Master of the Drill Ability -- +1 AB, +1 AC, +10%  movement speed and give allies 1/4th of your Concentration, Discipline,  Listen and Spot ranks as bonus inspiration. Lasts 1 turn.

Duelist
Quick-footed, quick-tongued, and quick-witted men go by many names in  the realms: bravos, swashbucklers, fencers, corsairs. Eschewing the  heavy arms and armor of the traditional warrior, they live (and die) by  their cunning.
 
Level 1: +3 tumble, +3 taunt
Level 5: +2 AC vs Slashing
Level 8: +2 Dex, expeditious retreat for 1 round following a successful parry

Lay Sword
Temples of all faiths often boast a number of lay members skilled with  blade and hammer, but unsuited for the life of a priest. These men wage  war for their respective deities, taking orders not from worldly lords  but the sanctified mouths of priests and priestesses.

Level 1: +1 Fort, +1 Divine
Level 5: +1 Will
Level 8: +1 Universal Saves, +1 Universal,+2 Discipline and +1 AC while within long range of a priest or priestess of your faith


Man-at-arms
These rugged men make up the bulk of any Lord's army, but they are not  the characters of tales and stories. Often as not, these soldiers die  nameless deaths on the battlefield-- fodder for the tales of greater  men. Still, someone must walk the walls and guard the tents.

Level 1: +4 vs Disease
Level 5: +3 Discipline, +4 vs Poison
Level 8: 10% Physical Immunity, +1 AC while injured or below, +1 AB while barely injured or above

Pit Fighter
Be it a freeman seeking coins and glory in the Great Arena of Westgate  or a Thayan slave fighting for his very life, pit fighters are a common  fixture among the realm. These men, if they survive, tend to be  excellent warriors but poor soldiers.

Level 1: +3 Taunt
Level 5: Dodge
Level 8: 10% movement speed, Spring Attack

Self-taught
Not every man is so lucky to have a mentor to school them in battle.  Some, forced by circumstance, win their martial skill through the  teachers of hardship and experience. These individuals, while lacking  the discipline of formally trained soldiers, can be fearsome with their  unorthodox and unpredictable styles-- if they manage to survive long  enough to hone them.

Level 1: -5 Concentration, -5 Discipline
Level 5: +1 AB, Mobility
Level 8: +1 Dodge AC, +3 Taunt

Sharpshooter

A trained longbowman or selftaught, the Sharpshooter is a force to be  reckoned upon the battlefield. With the know-how to destroy an opponent  from afar, few enemies have the chance to ever inspect the fighter's  expertise at a close range.

Level 1:  +3 spot, +3 listen
Level 5: Access to a special ammunition store.
Level 8:  +2 Dexterity, +10% movement speed.

Squire
The children of the wealthy receive a very different sort of warrior's  education than the common footman-- one based as much in morality and  honor as it is in swordplay and siegecraft. Though some see such codes  as more hindrance than help, the noble warriors of the realm see it as  the only thing separating them from the common filth that pollute the  battlefields.

Level 1: +3 Persuade, Lore, Concentration
Level 5: +2 AB for 1 round when activating Expertise
Level 8: +2 Charisma, +2 AC for 1 round when activating Power Attack

Watchman
Every settlement from Waterdeep to the hamlet of Pig's Bottom has its  guards. These warriors vary as much as the towns they serve-- some are  little more than farmer's whelps armed with cudgels, while others more  closely resemble a standing army. All have some expertise in watching  the walls and bringing low threats from within and without.

Level 1: +4 spot/listen
Level 5: Cleave
Level 8: +4 vs Mind Affecting, See Invis 1/day[/hide]

Decided to just do fighter for now. I guess some might be too strong of suggestions or scripting heavy. Just pipedream ideas ect.
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NecropolisV

Rogue Perk: Drug Dealer

You always had a knack for having what people needed or wanted when the time was right, now you've taken that interest to heart and usually have on hand what the people really "need".

Level 8 Perk:
-One Random Drug Spawned Per Rest (Exclusively drugs, equal chance for all of the types)

//Basically a more exclussive advanced version of Smuggler, just only drugs, and per rest due to the fact that its a 8th level perk. Thought it would be nice, and not OP due to the fact merchant lord gives 20 gold a tick. Also if your playing a drug dealer this really helps actually make it worth it, because good luck finding a merchant that everyone doesn't know about to buy cheap drugs and sell them for more, and depending on smuggler every reset kinda sucks if it gives poison.

morva


Echigo

Quote from: morva;341825Um....Monk perks
meth

Kinslayer988

Quote from: vlaidBounty Hunter
When a runner is noted and bounty is posted, the target is all that  matters. Bounty hunter seeks the wanted for fair reward, and no one  else. Nothing can come in between the payday and the hunter when  contract is taken.

Level 1: Special tanglefoot bag each reset
Level 5: +4 Disable Trap, +4 Set Trap (Both only work if you have skills invested in them), Special entangle trap each reset
Level 8: Gain 5% movement speed, 5% physical immunity and +4 saving throw vs traps. Special paralysis trap each reset

Yes please
<SkillFocuspwn> no property developers among men only brothers

Adhesive

Rogue - Level 8
Street Rat
Living in the alleys and gutters of the big cities has taught you how to stay light on your feet and move nimbly through even the most crowded of streets. And, when the heat is on, no one can better to lose themselves in the pulsing crowds and darkened doorways of the most dangerous neighborhoods than you.

Bonuses: +3 Hide, +3 Move Silently +3 Tumble, +15% movement speed while in an urban area, +2 Reflex.

Bearic

Sorcerer perk
 
Addled
the harsh realities around you have begun to wear on your mind, but you become slowly more immune to the stresses of real life, and the advances of those that might know the average mind. As you become accustomed to these threats, you learn to grow strong from them, and function normally, or even better in a chaotic environment.
 
level 1: + 2 versus mind affecting spells and abilities, - 2 persuade; the daze spell adds expeditious retreat to the target, as well, if dazed the mage gains expeditious retreat.
level 5: one per day use of lesser mind blank; confusion adds haste to the target, as well, if the mage is confused he gains haste.
level 8: Charm person grants the mage a charisma bonus to those it is cast upon, as well if it is cast upon himself. Likewise, Charm animal and charm monster add magic fang to that creature.
 
 
Fighter perk
 
Laconic Soldier
 
Level 1: Sword and shield: As long as using a shield, receive + 1 ab.
 
level 5:
Ephodos: a three times per day song like ability that raises saves versus fear by four, and produces a bless like effect for five rounds, to all allies within a thirty foot radius. + 2 discipline

Level 8: Phalanx tactics: Receive + 1 ac for every two players standing within ten feet of the player while using a shield, as well, gain sneak attack damage when flanking with two or more neutral/ally players.
 
 

Paha

Same people keep repeating the same mistakes, despite recent reminders of how to conduct yourself in suggestion forums.

You make suggestions of perks in this thread especially. It's not for frivolous posts.

I'll be starting to give bans to forums soon.

Pentaxius

Clerical perks to replace/modify turn undead

Some of these existed long - it would be really cool if they could come back in some form or another. Here, I based them on Charisma - but we could even imagine to make them depend on the consecration system ! It would, of course - be much more complicated than a simple charisma scaling to implement.

Call to arms (E.G : Torm)
+1 AB, +1 divine damage to all allies for Charisma/rounds

Warcry (E.G : Tempus)
1d4+charisma bonus divine damage to all enemies in the area of effect

Shroud of deception (E.G : Shar)
Invisibility to all allies in the area of effect for Charisma/rounds

Summon of the winds (E.G : Shaundakul)
Expeditious retreat on all allies in the area of effects for Charisma/rounds

Negative Aura (E.G : Myrkul)
2 points of STR damage to all enemies in the area of effect. DC 10+Charisma bonus to resist the effect

Tyranny Aura (E.G : Bane)
Fears enemies for 1 round. DC 10+Charisma bonus to resist the effect.

Misfortune Aura (E.G : Beshaba)
-1 Universal save to all enemies within the area of effect for Charisma/round.

Inspire Madness (E.G : Cyric)
As Tyranny aura, except with a confusion effect.

Immaculate beauty (E.G Sune)
Charm person on all creatures in the area of effect for Charisma/round.

Pentaxius

A few more !

Spontaneous growth (E.G Sylvanus)
All allies within the area of effect receive temporary HP equal to the Cleric's charisma modifier.

Call for blood(E.G Garagos)
All (allies, enemies and the cleric) within the area of effect suffer 10% damage vulnerability to all physical types for 1round/Charisma modifier.

Blessed purses(E.G Waukeen)
All ennemies within the area of effect have a chance to drop coins when killed. Duration of 1 round per charisma modifier.

Lucky star(E.G Tymora)
All allies within the area of effect receive +1 to all saves for 1round / charisma modifier.

It goes without saying that multiple castings would not stack with each other.

Knight Of Pentacles

Harrowed - Sorcerer

You are the product of a mind collapsed and corrupted by the perpetual darkness around you. No prospect, no future, no hope.  The once-latent magical abilities within you reflect your broken psyche by manifesting in the most twisted and macabre of ways.  

Level One:  -2 vs. Fear Effects. Waking Nightmare: You're able to project visions of horror and dread upon another, leaving them flushed and unsettled.  Changes the "Rouse" spell to cause penalties in those who fail their save.

Level Five: Spell Immunity: Darkness, Echoing Wails: Three times a day you're able to project your voice onto distant areas. Works as a "Whispering Winds" spell.  

Level 8: The Other Guy: Once per day you can construct an illusory, warped visage of yourself that stirs feelings of terror in others around it.

Knight Of Pentacles

The Elementalist - Sorcerer

Unlike the pyromancer or geomancer, your powers do not specialize in a singular element. Instead they, over small periods of time, incarnate one of the four primary elements in a way that shapes the entire scope of your spells.

Level 1:  Elemental Entropy:  Every reset you're given one of four themes.  Fire, water, earth, or air.  Every damaging elemental spell is then modified to that elements damage type. For example; fireball does acid damage if you've gained the Earth theme and electricity if you've gained the air theme.  

Level 5  Elemental Mastery You have mastered the primordial forces and can shape them with even greater art.  You gain the EFUA "perk" function of whichever element your powers express.  Additionally you've gained a small resistance (15%) to your particular element and a 25% vulnerability to its opposition element .

Level 8 The Fifth Element There is a 10% chance that you gain neither of the basic four themes on reset and your spells take form of a mysterious and powerful element that is an enigma even to yourself.

MirrorMask

Level 5 Rogue Perk:  Piecemail

You may use set items without a full set.

Vlaid

Level 8 Rogue Perk : Combat Medic

For some the chaos of battle makes patching up wounds near impossible. But not for you. You have become an expert at treating the wounded amid the fray.

While in combat, you gain +5 to your Heal Skill (only intended to offset the in-combat penalty to heal checks).

And maybe some other misc relevant passive +'s.
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SN

Druid Backgrounds/Specializations?:

With the UD setting, there's a lot more types of creatures out there than your generic animals wolf/bear/panther/badger stuff...This would serve the purpose of adding more flavor/distinction to the 'generic' druid, 90% of which are basically the same.

A druid can choose the 'type' of a 'natural' creature he is attuned to.
  • Animal (default)
  • Vermin/Insects - could either work as a 'whole' category, or split into subtypes, i.e:
    • Beetles, worms
    • Spiders
    • Buzzing bug swarms
    • Whatever else is out there.
    • Reptilians (snakes etc)
    • Oozes
    • Elementals (might work as a whole category, or be split into Air/Earth/Water/Fire etc)
    • Magical Beasts (Grey renders etc - no idea what else is out there under this category)
    Once choosing, you can not change it anymore and the 'generic' Animal category (faction?) becomes hostile and non-AEable, while the type you chose becomes AE-able and 'ignores' the druid like generic animals (depending on the AE check of course.)

    Further, the list of available of shapes varies depending on the druid's attunement.

    Might even add an app-only 'perk' for Fallen Druids/Blighters, too!

    Probably hard to implement though!