Perk Suggestion Thread

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

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Vlaid

Bodyguard Fighter Perk

Fighter Perk "/c fighter_perk"

Nearest neutral creature within 10 feet receives +2 AC, +4 vs Fear and +2 vs Mind Affecting. Lasts 1 turn.

Change to

Nearest neutral creature within 10 feet has shield other applied to them for 1 turn.
[url=https://www.efupw.com/forums/index.php?topic=706473.msg747918#msg747918]The Entirely True Legends of Velan Volandis[/url]

Empress of Neon

~Update :Sharpshooter/Marksman Perks~

As it stands, both of these classes have access to a fairly minimal pool of 'special' , randomized ammunition that trickles in small handfuls at a time. Unfortunately, it takes so long to actually save a decent amount that there's fairly little incentive to do anything but save-save-save through subsequent rests.

I would like to suggest either one of the following, so this facet of the perk receives more representation ig.

1. Triple (Or even quadruple) the amount of ammunition received; this way players won't be so conservative about their 'special munitions' and still benefit from the (normally +2) damage that I think was intended for this class?
2. Completely throw out the special munitions of a magical nature and just offer a flat +2 damage quiver of bolts or arrows per rest, depending on the class (Or alternatively, a special-ammunition effect for whatever ranged item they're holding respective to that class; could even make some neat ig rewards to have it changed to another type of ammo!).



TsunamiWombat

update/modification
rogue perks
(I am not currently playing a rogue)
Rogues remain the dip king (after Bard), I feel greater emphasis on PURE bonuses that relieve their feat taxes or provide them other opportunities could be valid. Some of these are taken from existing level 8 pure perks, which may necessitate those being rebalanced OR simply allowing for a greater diversification of abilities.

Fencing Lessons
"Classical swordsmanship was an aspect of your early training."
Bonus: +2 Parry, +2 Discipline, +2 Concentration.
Pure Bonus: Weapon Finesse feat
Weapon finesse is a tax feat

Ironmind
"Whether a stubborn personality trait or practice through hard lessons, people have a hard time with changing your mind."
Bonus: +2 Concentration. +1 save vs Mind Affecting.
Pure Bonus: +1 Will

Bruiser
"Long brawls in the streets and exposure to numbing fists have made you more resilient to heavy-handed blows. As the number of fights increased you learnt to cover your openings and improve your hand-to-hand combat."
Bonus: Weapon Specialization Unarmed Feat. 5% Immunity Bludgeoning and +3 intimidate.
Pure Bonus: Weapon Specialization Unarmed Feat
This is just a shuffle

Diplomat
"You have made a living of moving in diplomatic circles, adapting to the social climate and improving your own skills in the same."
Bonus: +2 Bluff, Intimidate, Persuade
Pure Bonus: re-roll failed Bluff/Persuade checks.
Taken from Diplomat, which nobody takes, and scripted bluff/persuade checks are useless to you at level 8

Street Magician
Bonus: +1 Use Magic Device, each reset you get a random arcane scroll based on your wizard/sorcerer levels; requires a minimum of 4 rogue levels
Pure Bonus: 25% chance of retaining a scroll or a charge on a wand after use
All minor perks require a minimum of 4 rogue levels already

Lurker
"To thrive you must be daring they said. Stand still and be left behind they said. You have seen people come and go over the years from your corner and other hiding places. Like a spider you prefer to remain still until the moment is right, only then making a decisive strike. Fortune favours the bold they said. They don't say anything anymore."
Bonus: +2 Hide
Pure Bonus: +1 saving throw vs Fire and Cold 1/- DR vs Fire/Cold
Save bonus vs evo dmg on a class with high reflex and evasion? really?

Smuggler
"Transferring illegal contraband from one place to another is a thrill you chase. Whether successful or not, you have learnt enough to carry on with the trade and how to avoid getting caught with contraband that'll see you dead."
Bonus: +3 Pick Pocket
Pure Bonus: Able to better hide items when being searched. Able to better hide items when being searched or looting items in stealth mode
Because that is a thing, and as scummy as loot skimming from the group is, rogues are scummy people. No one ever takes this anyway

Dirty Fighter
"Whether it is biting, a sharp elbow to the side or cheap punches you have done it all and will do it again in order to win a fight."
Bonus: Dirty Fighting feat.
Pure Bonus: Thug feat
No one takes this. +1d4 dmg for losing all extra attacks is not worth it in the action economy.

Educated
"Always studious, you received an extensive and well rounded education."
Bonus: +3 Lore. Gain XP for translating ancient texts.
Pure Bonus: Dissipating potion of lore every reset

Explorer
"Curiosity has always been a driving motivator in your life. From the deepest canyons to the highest peaks, upon vast oceans of sea or sand, deep in rural communities or in the capital cities of Faerun; you have either seen the sights or your feet will bring you there someday. With every sight comes the experience of something new, something you may one day bring others to explore in full."
Bonus: Half of exploration bonus for visiting new areas is converted to permanent XP. Works retroactively. Also gain 50% additional XP from Discoveries.
Pure Bonus: Dissipating One With The Land potion every reset

Fortune Teller
"In the uncertain times when even gods perish, the frightful commoner seeks ways to ensure there is a tomorrow. Hidden in dark corners and covered in mystical symbols are the fortune tellers responding to this need; holding the answers to the future in a deck of cards, the posing of a question and, of course, a bit of gold."
Bonus: Special tarot card draws and interpretations. Tarot deck given PC.
Pure Bonus: Dissipating Clairaudience/Clairvoyance potion every reset

TsunamiWombat

Rogue Perks
4/6

Steady Aim: You've learned the value of keeping a cool head under fire and don't let loose until you know you've got your target
Pure Bonus: Point Blank Shot
Down with tax feats

Random_White_Guy

In EFUR crumble let ooze savant play up the Ghuan angle of destroying animatrons, fight the machine, etc.

This chapter though it's effectively useless and 1/day does basically nothing, the main thing would be golem and those have SR to the moon

Suggestion wise I'm not sure what would be balanced but Crumble just doesn't do anything lol.
[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

SunrypeSlim

1/day Ooze Ioun Stone for Ooze Savant, instead of Crumble?
PM me for an apology! :3

LoveLess

For the new Eldritch Archer perk...

It would be nice if cantrip arrows persisted resets.

Perhaps each reset they get +1 arrows made for spells of lower circles or below up to a certain amount. Maybe ten at level 1+ and then an additional ten arrows at level 5+ for a total only about twenty additional arrows than they would have without it causing too slippery of a slope. It would basically allow them to build up a slight stock with each reset.  At level 8, would allow for three arrows per cast, a nice quality of life for post reset yet limited to lower circles.

Arrows spawning without stacking into each other is a bit annoying and requires equipping arrows to make them stack, as stacking normally isn't possible due to their untradeable nature count as "giving it away."

TsunamiWombat

New Rogue Perk

Exotic Tastes
4 or 6
PURE Bonus: Gives Exotic Weapon proficiency
No Multiclass Bonus

Dhund

Sorcerer Perk: Warlock

Trading much of their potential in variety and utility for a focus upon destructive power, a Warlock has mastered enhancing basic cantrips into elemental blasts to be feared.

Level 1

  • Eldritch Blast - Ray of Frost, Electric Jolt, Flare, and Acid Splash become modified for the Warlock, casting elemental Eldritch Blasts instead.
  • Eldritch Blast deals 1d8 + CHA Modifier elemental damage
  • Non-cantrip spells per day are decremented to 2 spells per spell circle on Rest. (Ignores spell slot gear.)
  • Gain Light Armor Proficiency
  • -20% Arcane Spell Failure on armor


Level 5

  • Eldritch Blast deals 1d10 elemental damage

Level 8

  • Eldritch Blast deals 2d8 elemental damage





This perk is all about the Eldritch Blasts, and just pew-pewing and numbers given I've been balancing a 16 CHA sorc against a Heavy Crossbow fighter and a longbow fighter with rapid shot

Level 1
Crossbow Fighter: 1d10 per round (average 5 damage), 10% chance for x2 crit
Longbow Fighter: 2d8 per round (average 9 damage), 5% chance for x3 crit

Warlock: 1d8 + 3 per round (average 7 damage)

Level 5
Crossbow Fighter: 1d10 per round (average 5 damage), 10% chance for x2 crit.
Longbow Fighter: 2d8 per round (average 9 damage), 5% chance for x3 crit

Warlock: 1d10 + 3 per round (average 8 damage)

Level 8
Crossbow Fighter: 2d10 per round (average 11 damage), 10% chance for x2 crit.
Longbow Fighter: 3d8 per round (average 14 damage), 5% chance for x3 crit

Warlock: 2d8 + 3 per round (average 12 damage)




<@Mort> Dhund is on the money, imo

C_o_M

For the Zealous Faith...

Level 1: +2 Divine Save; When cast on oneself, "Shield" offers an additional +2 AC, and 50% Damage Immunity to negative energy damage for neutral & good, 50% Damage Immunity to divine damage for evil; add bless to spellbook

Level 5: Remove the fear save and replace it with a save reflecting the sorc's alignment; Add Prayer to spellbook

level 8: Add Hammer of the gods  to spell book; +2 will; "Magic Weapon" induces an additional +1 divine damage for neutral & good, +1 negative energy damage for evil. Works on other player character weapons.


Alternatively, if you don't want to change anything about this perk, just add divine power to the Sorc's spellbook at level 8, if that is indeed possible.

Zickery

Totemist
(Sorcerer Perk)
There is great power to be found in the countless layered ruins that comprise the City of Rings. Beneath every upturned broken stone lies the fragmented remains of magic older than the ken of mortalkind, and none excel at exploiting it as well as the Totemist. Covered from head to toe in trinkets and effigies, these rare few use the magic in their blood as an accelerant and amplifier for what magic they can scavenge out of this dying world.

Totemists do not benefit from the bonus spells known given to Sorcerers. In addition, they have one less spell per level than a Sorcerer normally would. They also receive one less spell slot for each circle. The power of a Totemist stems from augmenting the magic of other sources, and they have far less natural power to draw on than others.

At tenth level, a Totemist would have:
7    4    3    2    1    0     Spells Known
6    5    5    3    4    2     Spells Per Day

+2 CL on all magical items used.
-2 CL on all spells the Totemist casts themselves.
Creatures summoned from magical items are from one circle higher than they would be otherwise. Creatures summoned normally are from one circle lower.
Totemists may choose the "Animated Weapon" theme on character creation.

Totemists are skilled in taking the ruins of the City and fashioning them into usable trinkets, drawing upon forgotten magic left behind in every stone. They may craft special consumable items called 'Totems' that harbor a spell. These can only be properly made use of by a Totemist, and do not work correctly in the hands of those not skilled in their craft.

Level 1
Craft Lesser Totem (Player Tool)
Create a lesser totem, placing it in your inventory. You may make one freely per reset. Additional totems cost (small gp/xp cost).
Lesser totems bind a single use of the first spell cast upon them, saving them for future use. Other players may cast their spells upon these totems to bind them for the Totemist's benefit, but they cannot make use of such a Totem themselves.

Level 5
Craft Middling Totem
Create a middling totem. These function the same as lesser totems, except that they hold three uses of a given spell. You may create one freely per reset, with additional totems costing (medium gp/xp cost).
You gain two additional free uses of Craft Lesser Totem per reset, raising the number of free lesser totems you receive to three.

Level 8
Craft Greater Totem
Create a greater totem. These function the same as other totems, except they hold five uses of a given spell. You may only create one per reset freely. Additional greater totems cost (large gp/xp cost).
You gain two additional free uses of Craft Lesser Totem per reset, in addition to two additional free uses of Craft Middling Totem, raising the number of free lesser and middling totems you can craft to five and three respectively.

At Level 8, the Totemist can also craft a new additional Totem type: Exquisite Totems.
Exquisite Totems function the same as Middling Totems, except they may be used by all players, not just Totemists. These always have a cost to craft, unlike other totems, and are essentially meant to serve as a cheaper alternative to wands with less uses. Imbuing these with a spell also has an associated cost.

Totems weigh (0.1/0.2/0.3/0.4) units respectively, depending on type. (lesser/middling/greater/exquisite)
Totems are all one inventory space wide, but grow in height depending on tier. (1x1, 1x2, 1x3, 1x4 respectively.)

Draugir

Fighter perk: Vigilant Watcher

lvl 1: Rogue examine tool

lvl 5: +5 spot, +5 listen

lvl 8: rapid shot, +2 will saves

This would basically be your go-to if you want to be a wisdom-based archer and not bother investing anything in dexterity.

Draugir

Also, I think there should be more feats where you trade off things to further specialize in particular fields:

rogue perk lvl 4/6 perk:

Flanker: -2 con, when you flank enemies you you get a +4 to hit instead of +2

LoveLess

Would still like to see some kind of electric-based fighter perk, sort of feels like it's unused entirely, even with two perks that deal directly with it for sorcerers.

If the damge conversion idea was a bust, where physical because lightning damage... maybe something like this?
Fighter Perk: Heavy Engineer

Fighter Perk Active
For 1 turn all Electrical spells that target you are repeated (not blocked), targeting the caster. Or maybe your attacks cause electrical damage if they kill an enemy, or have a chance to occur in general (like an onhit 25% chance or something)

Level 1
+2 Saves v. Electric
+2 Engineering

Level 5
10% Electrical Damage Immunity
+1d4 Electrical Damage v. Constructs

Level 8
+2 Engineering
When hit by Gedlee's, Electric Jolt, etc, you gain 10% bonus movement speed and d4 electric damage shield for X rounds. (It's the Overcharged perk from Sorcerer)
-or-
Throwables deal electrical damage in additional to their other effects

One_With_Nature

Fighter Perk Amendment: Witch Hunter Fighter

Change the level 8 disruptor to a 1 use dissipating dispel item as the disruptors don't do anything