Perk Suggestion Thread

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

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Spiffy Has

Fickle Fury

You live life by your whims, desires- and impulse. Plans, plots, and long-winded, thoroughly discussed campaigns are thrown into the trashbin with your coming- you do as you please, when you please, and be damned all who would attempt to stop you. You would prefer to cross the bridge than swim the river, but sometimes- you can't keep your boldness restrained.

CHaotic Only.

Level 1: 5% dmg immunity. Chaos Shield, 2% increase every Barbarian level.
Level 5: Fickle Luck, every reset you gain, or loose, 1d4 universal saves.
level 8: Pandemonium's Favor (Same as Unpredictable, can be perma...)

Rage

Activating rage results in random, chaotic effects, that can hinder or aid your allies. Like the War Champion Barb perk, but instead of a flat bonus, it's +/- 1d4 strength/con to everyone in the area (can be deadly..)

The rage lasts 15 rounds rounds +/- 1d10 rounds +/- charisma

Level 1: +/- 1d4 strength and constitution.
Level 4: +/- 1d6 strength and constitution
Level 8: +/- 1d8 strength and constitution.

Spiffy Has

Star Mad

When the sun went out, the stars shinned unnaturally bright in the new, cold sky. It was as if the ephemeral entities of the far distant places in spaced spared you a cursory glance as you wandered the now desolate surface- and provided you a boon, out of random inclination to assist, or nefarious twisted sadism to turn you an enemy into all who would stand against you. Regardless, this boons come at the cost of something precious, the steady sapping of one's sanity.

Level 1: Star Touched, -2 wisdom, 10% immunity to damage, +1 magic damage to all weapons.
Level 5: The Stars Brighten- -4 wisdom, 15% damage immunity, eyes begin to glow.
Level 8: The casting of Sanity- -6 wisdom, 20% dmg immunity- roll 1d100 for unique Aberrant trait or boon, loose all OOC courtesy privilege in PvP.

[rage]
Raging causes everyone, and everything, to roll a will save against temporary insanity (confusion).

For the first round of combat, you gain 70% damage immunity, and are confused.

Duration is: 15 rounds + wisdom, reduce when wisdom is negative.
Level 1: +4 strength and constitution
Level 4: +6 strength/constitution
Level 8: Echoes of Madness, your weapon gains onhit confusion for the duration of rage.

Spiffy Has

Wanderer

You trecked far, you  have covered thousands of miles in your journeys. Your body hardened against the elements, your frame lean, corded, and wiry. Always prepared, you always have the essential tools to explore and traverse into the unknown, wherever you go, you are home.

Level 1: +5 EFUSS wilderness survival, +5 EFUSS climbing. 5% damage immunity. 10% movement speed increase. Exploration XP doubled.
Level 4: %15 movement speed increase. You spawn on every reset with food, which vanishes on reset.  
Level 8: 10% damage immunity, 10% elemental damage immunity, can rest without bedroll.

[rage]

When raging, the player gains 25% movement speed increase.

Duration: 7 turns + constitution modifier
level 1: All climb checks succeed, gain +5 to tumble.
Level 4: Swimming underwater is not hindered. Immunity to Grease, Web, Spike Growth.
Level 8: Immunity to Paralysis

Spiffy Has

Reaper

Like a carrion crow, death follows where you walk- you may not intend it, you may not desire it- but it is there, and like a skeletal reaper hovering behind you, where you walk, people die. Violence is ever in your footsteps, death is your marker, and with eyes filled with dread of sadistic desire, you stare at the world as a Reaper amongst men.

Level 1: Reaper- Appropriate enemies have a 1% chance as rising as hostile spirit intent on slaying everything near it. 10% immunity to negative energy.
Level 5: Improved Reaper- Enemies have a 5% chance as rising as a hostile spirit. You gain +1 negative energy damage to weaponry. You gain +3 versus death.
Level 8: Reaper of the Damned- Where you tread the spirits of the hateful dead you have slain follow in an effort to slay you. When you aren't in areas with blue NPCs, spirits randomly assault you with varying strengths. You gain -5 resistence to negative energy, +5 versus death, and a player tool that grants you OATH OF WRATH against a single foe who you have sworn to slay (if used on a PC, the player is switched to full damage mode by default).

Rage

When raging, the player is consumed by a blood red aura, and spirits flock to him in a howling rage in an effort to slay him.

He gains immunity to death  magic.

Duration: 7 + Constitution.
Level 1- +4 strength/constitution, 25% immunity to negative energy.
Level 4: +6 strength/constitution, 50% immunity to negative energy.
Level 8: +8 strength/constitution, gains +1d4 negative energy damage.

Aefar

Quote from: efuincarnate;382579KULDJARGH (Dwarven Only)

The crazed style of combat that dwarven berserkers engage in results in  dwarves who are immensely strong and durable and, unfortunately,  mentally unstable. Dwarven berserkers usually focus only on what they  need to fight and survive, and their personal hygiene tends to suffer as  a result.

Level 1: 5% Damage Immunity, Bonus Feat: Exotic Wep  Bonus Feat: Wep focus Dwarven Waraxe
Level 5: Bonus Feat:Amb Dex  Bonus Feat: 2 wep fighting
Level 8: 10% Damage Immunity  Bonus Feat:Wep Spec Dwarven Waraxe


Charisma modifiers to STR/CON while rageing
Level 1 rage capped at 6/3
Level 5 rage capped at 8/6
Level 8 rage capped at 10/8

*spell confusion kicks in 1 round into rage, for 1 round, alternating thru rage.  Confusion or other appropriate spell to simulate pure bloodlust when raging..detrimental to anyone within reach!

I have kuldjargh perk in my head too, but I have another idea:

Level 1: 10 temporary HP after each reset, power attack
Level 5: 20 temporary HP after each reset, cleave
Level 8: 30 temporary HP after each reset, great cleave


Charisma modifiers to STR/CON while rageing, 20 temporary HP, AC -4
Level 1 rage capped at 2/6
Level 5 rage capped at 3/8
Level 8 rage capped at 4/10

Spiffy Has

Devourer

Lusting for food constantly- what drives your blade, axe, or flail is the desire to feast, take, and consume. Lairs of muscle cover layers of fate upon your form, and you can never have enough. At the expense of others, you always seem to find food, no matter where you are- and this almost mystical ability to find your (probably) clogged heart's yearning is what you are known for.

Must be obese


Level 1: 5% damage immunity, you spawn every reset with 5 random items of food.
Level 5: 10% damage immunity, enemies drop food items more often.
Level 8: 15% Ravenous Hunger, You gain a player tool that guarantees a food drop on an enemy.

Rage
While raging, enemies you slay drop random food stuffs that can have magical properties.

Twenty Turns + Constitution

Level 1: +2 strength and constitution
Level 4: Add 1/2 constitution to strength/con bonus of rage.
Level 8: Aura of Frenzy- You gain DC 10+ Charisma fear aura, driving enemies away from you at the sight of your ravenous hunger.

Bearic

Tribal spirit
 
 Some guardians take a step further and train themselves entirely in the way of their animal spirit. While others seek to emulate the greatest dangers they've faced, or heard legendary tales of, seeking themselves the powers of these relentless foes.
 
 (Wolf Spirit)
 
 Level 1: Sprint (the barbarian gains a bonus 10% speed)
 Level 5: Fear Howl (the barbarian gains the ability to unlease a fear like aura upon raging - can effect any one)
 Level 8: + 1 STR, gain + 2 DC to Fear Howl
 
Rage: - 2 AC, + Cha mods to DEX and STR; normal caps
 
 (Feline Spirit)
 
 Level 1: + 2 tumble
 Level 5: + 5 Hide/ Move Sliently
 Level 8: + 1 Dex, gain + 1d6 sneak attack damage
 
Rage: - 2 AC, + Cha mods to DEX and Hide/ Move Sliently, normal caps
 
 (Troll Spirit)
 
 Level 1: + 1 Con
 Level 5: + 50 Vulerablity to Acid and Fire, 1 use of Monsterous Renegeration a day.
 Level 8: A bonus + 1 Con, and another use of Monsterous Renegeration
 
 Rage: - 4 AC, + Cha Mods to CON and 1/2 to renegeration, normal caps
 
 
 (Dragon Spirit)
 
 Level 1: + 1 CHA
 Level 5: Fire Breath: Breathe a elemental cone attack once per day.
 Level 8: Cold Blooded: The user becomes 50% weak to ice, but gains 25% resistance to fire, and the Jump spell three times a day
 
 Rage: - 4 AC, + 1/2 Cha Mods to STR, CON, DEX, and INT: Caps at plus 6 in each.

Spiffy Has

Brawler

Your only weapon is your fists. You engineered them to be things of destruction, crushing steel, breaking bones, and shattering skulls. Thhe strength of one's fist is a measure of his manliness, and you are assuredly the most manly of all.

May not wield any weapo or shield, ever.

Level 1: Fists gain 1d4 bludgeoning damage. 5% damage immunity, 2/- to bludgeon.
Level 5: Gain improved critical, unarmed strike. 10% damage immunity, 5/- to bludgeon.
Level 8: 1d6 bludgeoning damage, 15% damage immunity. Gain whirlwind attack (fists of fury)

Rage
The brawler flies into an absolute frenzy, hurting himself as well as others in his fury. (Every successful attack causes 1d12 damage to himself).

Level 1: 1d4 extra damage is added to the barbarian's attacks. Rage is +2 strength/constitution plus charisma.
Level 4: 1d6 extra damage is added to the Barbarian's attacks.
Level 8: 1d8 extra damage, gains 5% possibility to stun opponent.

7 rounds + charisma

Ebok

I dont have a full perk fleshed out, nor motivation to do it right now. But there are a few prestige classes from D&D that could make a good perk base set. A Resource for Concepts?
http://www.wizards.com/default.asp?x=dnd/lists/prc

We should be looking at new class perks in much the same way we look at new module areas. Pick perks that give the class new abilities to make use of a niche within EFU rather then adding to many arbitrary new ones.

Some Examples might be...

Bone Collector
jergalite special, half thayvian gladiator, half zen badassery. Design the perk around the core concept of destroying faithless undead, having a higher base carrying capacity over stronger rages, and maybe something that lets them fight with no / less armor (more room for corpses). Or maybe a corpse bag that lets them reduce corpse weight, only useable for... etc. Necromantic themes could be neat, as we've no perk support for the dark-arts in any non-caster class.

Killing Machine
get a perk that can rep neat things, like maybe animatron parts built in after a certain level that stick ascetically when you die. Or maybe taking the perk gives you the "parts" to look half scrapped automatically, and the levels in the class represent using those parts more efficiently. Honestly, this would be beyond cool if someone went and designed it.

Blighted Ooze
something for lower, like a sewer dweller or drugged up psychopath. A substance theme. Getting random drugs on reset could make it an interesting perk, or maybe just a dose of substance each reset. Make the class less aware but more interesting. It seems a pretty important part of lower sanctuary's theme.

Scarred Man
give us a class so filled with hate for aberrants that they make it only reason left for existing. It cant be too good at killing them, nor not good at killing anything else. But I'm sure some creative minds could think up some checks and balances for this. Bonus saves are certainly something that would allow you to walk up to a beholder without instantly dying.

Primal Seer
an observation based barbarian. Maybe they have some supernatural senses, like the ability to smell the air and gain See Invisibility, Ultravision, or maybe they've got like mad bonuses to spot, listen and search while raging rather then being as aggressive. Could be astrological in nature, could be open for pro-aberrant concepts, could be a tribal visionary, or a hunter with supernatural senses. Lots of ways to skin it, lots of divination magic to mix in that wouldn't be all that broken.

Ex-Slave
honestly, a perk on lines with this might have lots of thematic use. Someone that has been a slave all their lives might have a horrible will save, but they might also have a furious amount of hate building up inside them. Maybe they're faster, maybe they're slippery, maybe they've got bonuses when hit by the spell charm person with RP incentive to act for the charmer. Dunno, might have some potential.

Lost Soul
Give us a class that hands out penalties, they're starving, gaunt, hollow eyed. They've got less reasons to live, they're shells of their former lives. But when they get mad... When they throw themselves at you trying to kill you or to die, you're not sure. They leave a swath of bloody death in their wake. For that moment, when seeking death with raged filled eyes, they're truly a monster, beyond salvation, a new creation of the darkened world.

The Ghoul
hey with all the horrible crap we've seen up til now on the surface world, giving a perk to rep the MADNESS that's seeping into someone like this would be somewhat cool. This would be themed for darkness, fear, and minor perk bonuses for corpse consumption. We've seen them in perks before, I don't see why not use them again. When they rage this toss out a wide area low dc fear roll against hostile targets at higher levels. Might freak some things out, and they run, might not. A cool visual fear wave would be cool imo. bonuses against fear due to insanity, -wisdom, maybe a green glowy colour at higher levels. Dunno.

Barrel Roller (must be Fat phenotype)
You've always been one for living large. You indulge in all the things that make you feel good: food, drink, companionship. Celebrations and care-free living has always been your goal in life, and even now at the end of the world, you're still just here to enjoy the ride. You shrug of blows, get the most out of a good drink, and wen it comes to throwing down you just roll over your enemies with bellowing laugh.
QuoteLevel 1: 5% Damage Immunity, Heavy Armor Proficiency,
     +5% movement speed increase (as they lose some speed when in H/armor)
Level 5: 10% Damage Immunity, +2 Constitution
Level 8: 15% Damage Immunity, +2 Constitution

Flavor: Booze counts as a minor healing potion for you in addition to its normal effects. (there was a perk around this, maybe it could just be reapplied)

RAGE: THE BARREL ROLL
When you rage you gain 10 temporary HP, +1d6 fire (or bludgeon?) damage with each attack, -2 Armor Class, and a +10% movement speed; Your rage lasts 10 rounds + Constitution modifier.

Charisma modifier x5 as bonus temporary hit-points,
Add 1/2 Charisma to attack bonus while raging
Level 1: capped at 20 total temporary hp, +1 attack bonus.
Level 4: capped at 30 total temporary hp, +2 attack bonus.
Level 8: capped at 40 total temporary hp, +3 attack bonus.
Dry-land Savage
something happened when the red star rose into the sky and mystra died. You felt something slip away. Now whenever you see magic woven or cast, your stomach turns and your hatred builds. It is disgusting, this new magic. You'll rise with your own strength and your own strength alone.
QuoteLevel 1: 5% immunity to all damage except magical, SR 10
Level 5: 10% immunity to all damage except magical, SR 12
Level 8: 15% immunity to all damage except magical, SR 14

Flavor: On a Critical Hit, hit both you and the target with a greater dispel magic effect cast at your barbarian level. If you can be immune to magical healing, do it, and replace with a slow regeneration.

RAGE: THE MORTAL POWER
When you rage you gain +6 Strength and +6 Constitution; Your rage lasts 10 rounds +  Constitution modifier.

Add Charisma modifier to all saving throws, strength, and constitution while raging.
Level 1: capped at 6/6 strength and constitution
Level 4: capped at 8/8 strength and constitution
Level 8: no caps

Mass Transit

Bog Beast

When a man chooses to live in places beyond civilization, it is said that he forgets what being a man really is. The bog beast may have once been a man, but rumor and legend has evolved him to something more. The beast of bedtime tales told to scare mischievous children, or the reason guard patrols avoid the swamplands.

Level 1: 5% Physical Immunity +2 Vs Disease, Poison, +2 Intimidate
Level 2: 10% Physical Immunity 5% Acid Immunity
Level 3: 15% Damage Immunity 10% Acid Immunity, The Ooze Trail Player Tool

     Quote:
                                                                      Originally Posted by Rage                                      
                 +2 Strength, +2 Con, -2 Ac, Glow Green, Armor Gains Onhit: Acid Splash, +1 Acid Damage
7 Rounds + Con Modifier

Charisma bonus to rage
Level 1 +4/4, +1 Acid Damage
Level 4 +6/6 +2 Acid Damage
Level 8  +8/8 +4 Acid Damage

Plague Patron (Evil Only)

Foul arts have always plagued Faerun, dark mages and foul clergymen gain the most infamy for these acts, but they always have underlings. Plague Patrons are henchmen to dark powers, they obey and perform their duties for sinister boons.

Level 1: 5% Physical Immunity, 5% Negative Immunity, 5% Divine Vulnerability
Level 2: 10% Physical Immunity, +1 Negative Damage 10% Negative Immunity, 10% Divine Vulnerability
Level 3: 15% Physical Immunity, +2 vs Death, Negative Energy, Fear

     Quote:
                                                                      Originally Posted by Rage                                      
                 +6 Strength, 5% Concealment, Glows Red, +1 Vamp Regen
7 Rounds + Con

Charisma modifier to ...
Level 1 +6 Strength, 10% Concealment, +1 Vamp
Level 4 +7 Strength, 15% Concealment, +2 Vamp
Level 8 +8 Strength, 20% Concealment, +3 Vamp



NecronomiconV

Blighted Ooze

You have always done better off in the realm below even those who belong in the gutters, you have found yourself attracted to drugs, and the foulest of things as your mind has been warped by your habits and dark desires.. You start to reflect your dangerous life and your dangerous decisions, to the point where you may as well be a creature of the sewers yourself..

Level 1: 5% Physical Immunity, Random Drug on reset, -2 Wisdom, +1 Fortitude Save

Level 5: 10% Physical Immunity, Ooze Trail Added To Char, (Upgraded to +2 Fortitude Save), Random 2 drugs on reset

Level 8: 15% Physical Immunity, Light Green Skin Glow, (Upgraded to -4 Wisdom), Random 3 drugs on reset, (Upgraded to +3 Fortitude Save)

Note: To prevent drug stockpile, all drugs gained on reset left over by next reset also disappear.

Rage:
While Raging: +2 Str/+4 Con, Acid damage, Acid Resistance, Swarm of flies surrounds the rager

Level 1: +2 Str/+4 con, 1 Acid Damage, 10% Acid Resistance
Level 4: +2 Str/+6 con, 2 Acid Damage, 20% Acid Resistance
Level 8: +2 Str/+8 con, 3 Acid Damage, 30% Acid Resistance

Aberrant Starlight

Wrath of the Fallen

You are alone. No one there to stand beside you, derive you, aid you- you are alone in this pitiless, dying world where you stand atop the pile of corpses of those who were once your friends. When your companions die, you become so enraged- loss, hatred, memories- that you loose all control.

Special: When a PC dies around you, the character gains temporary haste/20temporary hp/1d4 extra damage.

Level 1: 5% damage immunity, Perk Special lasts 5 rounds.
level 5: 10% damage immunity, Perk special lasts 7 rounds.
Level 8: 15% damage immunity, Avenger of the Fallen, 15 rounds.


Rage:
SPECIAL: May only rage while the "SPECIAL" is activated (Someone must have been sent to the fugue)

Level 1: the 'special' duration is reapplied/doubled, +4 strength/con cap.
Level 4: Cap raised to 6
Level 8: Cap remains at 6, immunity increases to 35%

efuincarnate

Quote from: Aberrant Starlight;383847Wrath of the Fallen

You are alone. No one there to stand beside you, derive you, aid you- you are alone in this pitiless, dying world where you stand atop the pile of corpses of those who were once your friends. When your companions die, you become so enraged- loss, hatred, memories- that you loose all control.

Special: When a PC dies around you, the character gains temporary haste/20temporary hp/1d4 extra damage.

Level 1: 5% damage immunity, Perk Special lasts 5 rounds.
level 5: 10% damage immunity, Perk special lasts 7 rounds.
Level 8: 15% damage immunity, Avenger of the Fallen, 15 rounds.



Rage:
SPECIAL: May only rage while the "SPECIAL" is activated (Someone must have been sent to the fugue)

Level 1: the 'special' duration is reapplied/doubled, +4 strength/con cap.
Level 4: Cap raised to 6
Level 8: Cap remains at 6, immunity increases to 35%

This is an amazing idea!!!! What a great way to incorporate the history of this chapter into the perk. MUST BE DONE!  - well I think so anyhow.

xXCrystal_Rose

Here is one inspired by RagingPurpleGiant's barbarian who served Quadima :) Something that might be absolutely hated and utterly reviled by all.




Otherworld Carrier



You have had experiences with aberrant beings and managed to scrape through the encounters and survive against the odds. It has not come without a cost however. Maybe you stared at the stars too long, bathed in too much alien blood, or something crawled into you when you slept. Whatever the cause you have begun to take on horrible mutative traits. Loathed by mankind the paths of your future are dark no matter which way you walk. Will you turn the curse you bear against those who inflicted it or seek companionship with more enlightened alien minds?



Level 1: -2 will save vs mind effect, gains Toughness as a feat (5% Damage Immunity)
Level 5: 2/+2 Physical resistance (10% Damage Immunity)
Level 8: Aberrant Mutation*, -2 wisdom (15% Damage Immunity)

QuoteOriginally Posted by Rage                                      
 +4 str/ +4 con, No ac reduction, +4 fortitude
10 rounds + con

Ability modifier to ...
Level 1: +4/+4, +1 dodge ac, +1 fort
Level 4: +5/+5, +2 dodge ac, +2 fort, purple glow when in rage
Level 8: +6/+6, +3 dodge ac,
+2 fort,  +1 regeneration, purple glow while in rage



*Mutations would be a permanent change that is extremely obvious. Glowing purple eyes, a tentacle appendage in an inopportune location, a new eye(s), oozing slime etc. Maybe even something more specific for a particular concept. The theme is to be physically empowered/changed and show the terrible power of the alien and their cohorts, but the corruption rapidly revealing them as the monsters to be slaughtered that they are. Like our old Withering's Clutch ^^

Aberrant Starlight

Gasp of Clarity

Everything is honed into sharp focus, every scent, every sight, every feel and touch. This gasp of clarity lends itself to battle, battling foes where every sense is required to succeed- when you in this heightened state of clarity, nothing escapes your notice but the most cunning of cowards.

Level 1: 5% dmg immunity, +4 spot/listen
Level 5: 10% dmg immunity, Changed to +6 spot/listen
Level 8: 15% damage immunity, gain 1/day see invisibility playertool.

Rage:

When raging, your senses are so acute, you will take notice of everything around you.
Gain TRUE SEEING (lasts 1 round)

Duration is  7 rounds + wisdom

Level 1: Rage capped at 4strength and wisdom.
Level 5: Rage capped at 6 strength/wisdom
Level 8: Rage capped at 6, True seeing lasts the entire duration. Eyes glow.