Perk Suggestion Thread

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

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TheTurboNerd

Quote from: cicafritz;365076Dirty Fighter
Not quite a thug, the dirty fighter's purpose is survival, plain and simple. Willing to do anything to get through a fight, the dirty fighter is a terror in single combat.

Level 1: Dirty Fighting: The fighter gains the dirty fighting feat, which does acid damage instead of physical.

Level 5: +3 to Parry and Taunt

Level 8: The fighter recieves a special whetstone, with 2 uses per day. The stone applies a random on-hit effect (blindness, daze, etc) to the fighter's weapon or ammo.

If I may make a suggestion?

Rename this to Cad (which is a Pathfinder Archetype)

Level 1:  +3 Taunt, +3 Tumble
Level 5: Dirty Fighting
Level 8: +1d6 Sneak Attack

Monk Suggestions:

Monk of the Old Order

Associated Diety: Any
LG, LN, LE

Monks of the Old Order do not worship any deity, but are devoted to the philosophy espoused by a deity who is either now dead or has never existed on the material plane of Toril. The monks contradict themselves on this point, but the deity's identity isn't important to them, it's the message they care about. The Old Order never has huge monasteries, but has spread widely through Faerun.

Lvl 1: +3 Hide, +3 MS
Lvl 5: 5/- Bludgeoning DR
Lvl 8: +1d6 Sneak Attack

Reasoning: Old Order monks are a blank slate in case players wanted to be a generic monk in FR, but we do know several things about them. They can freely multiclass as rogues and shadowdancers (hence the Hide/MS, Sneak attack bonuses), their initiation involves "being beaten by an ogre" (hence the  DR)

Monk of the Sun Soul

Associated deities: Lathander, Selune, or Sune
Alignment: Lawful good and lawful neutral

The Order of the Sun Soul believe that in every mortal, there is a shard of divinity that can be coaxed to it's full potential. The Order is well-known for the fringe beliefs of it's grand master, that the dieties Lathander, Selune, and Sune are all triune fragments of the ancient deity Amauntor.

Lvl 1: +3 Disc, +3 Concentration
Lvl 5: All unarmed attacks do +1 positive energy damage (must wear gloves)
Lvl 8: +2 Charisma

Shining Hand
Associated Dieties: Annam, Azuth, Corellon Larethian, Hanali Celanil, Ilsenine, Isis, Ladugeur, Mystril, Savras, Set, Thoth, Velsharoom

Alignment: LG, LN, LE

Devoted to one of the Gods of magic, Monks of the Shining Hand tradition seek to channel the power of the arcane through their very bodies.

lvl 1: +3 Spellcraft, +3 Lore
Lvl 5: 10 SR
Lvl 8: Armor of the Arcane: All 0 Ac armor (Clothing) gains Mage Armor when equipped

Broken One

Alignment: LG, LN

Associated with the dieties of mercy and healing, Broken Ones act as healers and trackers for their temples, seeking out the unjust and the needy alike and meting out the appropriate response.

lvl 1: +3 heal, +3 spot
lvl 5: Gain tracking feat, Skill Focus Healing
Lvl 8: 10% DR

John Doe

Crazed Chosen Fanatic / Sewertown Survivor / Sewer Friend / Rat Friend (or something along those lines) Sorcerer.

You lived most of your life in the filth of sewers with the rats to keep you company. In time, they have come to appreciate you almost as much as you have come to appreciate them. You have become something of an accepted sight among that which dwells within the sewers.

L1. Default Rat Summon Theme. +4 saves vs. Disease. +50 Summoning Points. -3 persuade, intimidate
L5. Chosen are less likely to attack you. 25% chance that your spells attract a random rat (with or without variety)
L8. Rats have come to appreciate your company. Once a day when it's feeding time, they all swarm to your side: 1/day summon 2d6 rats under your control. Your spells can attract more powerful rats (add wererats to the pool)


Note: feel free to make all necessary modifications in my texts to make it fit. It's annoying to do from this phone.

John Doe

Painbearer / Martyr. (sorcerer)

There are those who take the pain of others so close to heart that they wish nothing more than to take the pain of the world upon themselves. Their arcane talents can manifest in most unique ways.

Level 1: Unique ability: Self-sacrifice x/day. The Martyr is able to channel his own life force into that of another PC (searing light visual). The Martyr is set back to 1 HP and the PC is healed for the amount of HP that the Martyr lost. The PC receives a temporary bonus to AC.

Level 5: Familiarity to pain. Bonus to CON (1 or 2)

Level 8: Unique ability: Martyrdom x/day for x duration (limit it as it seems appropriate): The Martyr takes on the pain of others, suffering in their stead. Half the damage taken by the selected PC is redirected to the Martyr instead. This can potentially kill the Martyr.

cicafritz

Dunwarren Native (any class)
The native of Sanctuary, perhaps a citizen born, perhaps simply a longtime resident, newly joining the ranks of the adventuring class.

L1: Locale Bonus: The Native receives +2 to all social skills while within Sanctuary. -2 to social skills in the wilds, and -3 in lower. The actions of the Upper Denizen are unmistakeable.

L5: Heart of the Machine: the Native receives +4 to engineering checks, and a bonus to damage and AB vs constructs. -4 to wilderness survival checks. The native is not made for survival beyond the shield.

L8: Blood of the Shield: While within Sanctuary, the native receives +1 saves, a spot bonus, and a modest damage reduction.

Aefar

Making    current randoms (traps, darts, arrows) adjustable. Not strength, amount, but type for next reset. It will be more tactical and better reflecting the fact, that characters are producing their equipment themselves... and that they should influence it.

John Doe

Dustdancer, L8 rogue

The Dustdancer uses pouches filled with dusts to to give himself a fighting edge. Thieves, assassins and cowards alike use these dirty tactics to either win a fight or to run from it. Constant exposure to the fine dusts have made the Dustdancer a little more resistant to them.

+2 fortitude saving throws, +2 hide/move silently/pick pocket

Spell token:
QuoteColordust (colorspray) 2/day.
Noxious dust (cloud of bewilderment) 2/day.
Thick dust (smoke bomb) 1/day.


John Doe

It all started out as a simple hobby for pastime.  (Warrior perk)

L1. Apprentice engineer: +2 concentration,  +2 discipline
L5. Novice engineer: +5 efuss engineering
L8. Expert engineer: your time spent tinkering has paid off. It is a very dangerous thing to carry around all those contraptions and devices but then again, you know what you're doing.. right? On Hit: chaos shield level 3. Needs a worn armor of any kind. +2 intimidate.

Dr Dragon

Fighter perk Imbecile

Many intellectuals say the pen is mightier then the Sword. You prove them wrong by beating them up. You despise intellectualism, and probably are illiterate. As their skill with a blade improves they get even more stupider. Those around you are shocked by your sheer stupidity, but amazed by your swordplay.


Level 1  -2 intelligence -2 Wisdom -20 Lore  -20 Spell-craft +2 Discipline +2 intimidate

Level 3 Using a perk/player tool you can destroy books, and notes to recieve a temporary +2 bonus to AB Damage. Destroying scrolls gives your saves against spells.  Contact a DM if you find a rather unique item or a high level scroll for a more permanent bonus.  

Level 5 Blood frenzy 1/day  

Level 8 +2 Charisma +2 intimidate  -2 Intelligence -2 Wisdom



Fighter Perk Alcoholic

Weather to escape your troubles or to cope with living in the North were it gets dark early. Or you are just a Dwarf.  You find yourself drinking excessively. It does not matter if it is Ale, Spirits or Wine you will drink it. Amazingly your years of experience, and alcoholism has made you able to fight while intoxicated. Adventuring for you is a means of acquiring the gold needed for booze.

Level 3 +2 saves against poison. You do not get penalties to AB, and spellfailuire when drunk like a normal person. In fact you have been so used to being intoxicated that being sober makes you go through withdrawal or a terrible hangover. Thus you receive a bunch of penalties when sober.

Level 5 +2 intimidate bluff, and persuade when alcohol applies. -8 intimidate bluff, and persuade when sober. +2 to Ab Damage, AC, and Saves when fighting in a bar or tavern anywhere

Level 8 +3 Cha -2 Wisdom -4 CHA sober. Every reset roll 1d20, and you receive bottles of alcohol based on that. (Any booze from fancy wine to spirits.)  (Special Note Dms if they notice you are going through withdrawal can inflict special damages. Dms are also free to have you wake up in strange places, and have nights you do not remember because of your excessive drinking. Dms are also free to have agreements with NPCS you do not remember.)



Rogue perk Seducer

You have been blessed with looks, and charm. You find it easy to get what you want from the opposite gender.

Level 5 +5 Persuade, and bluff when dealing with the opposite gender

Pure Bonus Each reset you get a romantic present.

ObsceneOoze

Fighter Perk: Veteran

Whether your a grizzled old fighter and faced many challenges, or been forced into much combat in your short time of life you've accumulated your share of scars, as well as the wisdom to "always be prepared" you seem to just know when danger is coming and know when to stow away a trinket here or there for when you will -really- need it.

-Level 3: -2 Charisma, Random Potion On Reset

-Level 5: +2 spot/listen/search

-Level 8: Battle-Hardened Veteran: +2 Wisdom, Fighter gains 1 hp regen when in search mode

Moonlighter

Incredibly self serving, though I'd already picked my perk out of lack of a suitable substitute... but a suggestion nonetheless:

Rogue 8 Perk: Scrapper

The Dunwarren Machine has created a special breed of scavengers known as Scrappers. Scrappers tend to be very good at picking the Machine's bones and going where others can't or won't get to.

+2 Search
+2 Spot
+2 Disable Trap
+10% movement speed while in the Machine
+1d2 Smooth Gems every reset.

Searching debris piles may occasionally yield useful supplies.

Knight Of Pentacles

Bard Perk
Artist

A visionary and a peerless aesthete. All you do is with finesse and meticulous technique.  Whether it's spreading color on vacant ruined walls or drawing the noble's daughter from afar.  Your illusory craft is only limited by the depth of your imagination.  

Song: (???)
Passive: One paint bomb per reset, buy signs at 1/4 of the original cost (to represent works of art).

Knight Of Pentacles

Zealous Faith Sorcerer Perk

The buffs they get in regards to "magic weapon" and "flame weapon" can be added to those of the same faith.

Dillusionist

Master Smith (Fighter)
An expert in the creation and maintenance of arms and armor, as well as their use...

Level 1: +5 EFUSS Alchemy, +5 EFUSS Metalworking, +5 EFUSS Mining.
Level 5: Once per reset you receive a random melee weapon with 1 use of Magic Weapon (2), with a name or description indicating you forged it.
Level 8: You now have a SMALL chance to receive a Chain Shirt +1, Large Shield +1, or Full Plate.

//I realize the stance of the DM team on would-be craftsman has been PCs should be adventurers first and foremost. Nonetheless clerics, rogues, and mages all have perks and skills allowing them to better create and sell other trinkets. This should facilitate PCs who are part-time smiths by giving them minor consumable weapons to sell.

gravekeeper

I am a bit stuck into the discussion for Monk perks and I think I have figured out a nice way to sum up flavor while not making them overempowered. This system would be based on removing the stun fist and adding abilities per day. I could go around the following ideas:

QuoteDisciple of the White Hands (must have Yurtrus as Deity)
Infestation of Maggots

QuoteFakir (Lawful Neutral Only)
Masochism

QuoteServant of the Dark Moon (must have Shar as Deity)
Ultravision at lvl 1
Darkness at lvl 5

Talir

Additions to barbarian battlestyles

Currently we have:
  • 20 fighter backgrounds.
  • 18x13 combinations of rogue perks.
  • 19 sorcerer backgrounds.
  • 14 bard origins.
  • ... and 10 barbarian battlestyles.

I was thinking of adding a few more options for our barbarians and wondered if you guys had any bright ideas. Instead of cluttering the perk thread more and making navigation harder, please add your suggestions here.

The way these battlestyles work is that there's a damage immunity progression coupled with the possibility of a thematically sound boon. The total immunity will be less than the unmodified barbarian, but that is what the other additions offset.

As well, there is a custom rage that is either quirky (Mad Berserker), modified for another purpose (Jungle Hunter) or a variation of the standard barbarian rage. The duration and effects increase with specific ability modifiers.

Like other perks, the battlestyles are centered around a theme or concept for the class. They could also be tied to a specific area in the module.

Please follow this format when posting suggestions:

QuoteName

Flavourful description of the battlestyle.

Level 1: (5% Damage Immunity)
Level 2: (10% Damage Immunity)
Level 3: (15% Damage Immunity)

Quote from: "Rage"Modifiers.
Duration.

Ability modifier to ...
Level 1 rage cap.
Level 4 rage cap.
Level 8 rage cap.

There should be no penalties in level progression bonus (no Level 1: 5% Damage Immunity, -5 Discipline, + 5 Tumble).
Boons can be something we have added for other classes if it makes sense.
Boons should not be too powerful.
Rage should not be too powerful.