Perk Suggestion Thread

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

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Ryan

Level 8 Rogue Perk: Animatron Affinity

You spend your waking hours constantly researching and unlocking the mysteries of animatrons. You have gained a keen understanding of their inner systems, enabling you to more easily defeat them... or, better, turn them over to your side.

Bonus: +1 AB vs Constructs
Pure Bonus: Gain ability akin to animal empathy, which turns hostile animatrons friendly for a brief time.

Gnaga

Self serving suggestion here really.

Could the rogue "Engineer" perk be modified to grant a piece of baublium instead of a random throw-able. That way they can always at least power one baublium fueled device per reset.

Pool

Shameless self serving. Ish.

Fighter perk:
Werehunter.

Either zealous, vindictive or simply fearful of an unchecked future, men and women have taken to arms in the pursuit of slaying shapeshifters, their existence unwelcome by both Society and Hunters belonging to certain tribes for the harm that's been done to their kind in the past. Now in the Underdark, with the Chosen swarming and the surface dwellers fleeing into the dark, their presence has never been more opportune.

Level 1: Favored enemy: Shapechanger. One item of Belladonna per reset.
Level 5: +1 Dodge AC VS. Shapechanger.
Level 8: +2 AB VS. Shapechanger.

Pentaxius

Sorcerer background - can be restricted to the Spellguard/scrappers.

Implanted Sorcerer


While power over the arcane can come from  blood, it can also be acquired through the unnatural mixture of flesh and arcane, symbiotic mechanics. Few are those who survive such cruel experiments, and rarer even those who do not fall to madness for having lost so much of their humanity...

Level 1 : -2 WIS, -2 CHA / +2 Vs mind-affecting, +3 intimidate
Level 5 : Irkul's mantle 1/day* / 10% Physical DR
Level 8 : Sequencer (2 spells / 1 day)  

*The visuals of this spell is just perfect for this perk

The Marauder

Gah! Spent hours writing up different backgrounds/perks for classes! But the forums booted me for being inactive for so long -.-

Well  fine! Just one for tonight then. This is my first suggested  background... and a magnificent one imo. The Marauder! (are you really  surprised?)



Barbarian Background Perk:


Marauder: Non-Good Alignments Only

Sometimes  in order to live, someone else has to die. Whether they hail from  particularly ruthless tribes or savage bandit clans, marauders earn  their livelihoods off the bones and blood of their victims in the wilds.  Be they caravans or groups of travelers, these folk are infamous for  their bold and furious attacks on 'civilized' people. While others would  rely solely on tact and ambush, marauders rely on speed (mainly to  chase down fleeing victims) and shock. The deadliest marauders are the  ones who've synthesized their savagery with the element of surprise.

Level 1: Surprise!: 6+ hide/move silently; Survival: 5% damage reduction
Level 5: Surprise! (Veteran): 1d6 sneak attack; Survival (Veteran): 10% damage reduction
Level 8: Surprise! (Grizzled Veteran): Woodland Stride; Survival (Grizzled Veteran): 20% damage reduction, +2 to reflex saves


Barbarian Rage Bonuses: Uncanny Swiftness
Level 1: +2 strength, +5% concealment, -2 ac, +10% movement speed
Level 5: +3 strength, +10% concealment, -3 ac, +20% movement speed
Level 8: +4 strength, +20% concealment, -4 ac, +30% movement speed

Immunity to movement impairing effects during rage.

Knight Of Pentacles

Hustler - Rogue 5

Ery' day I'm hustlin'.

Gain 1d3 random drugs per reset.
Pure Bonus: Get access to a source of cheap drugs to peddle.

Knight Of Pentacles

Level 8 Rogue: Scrappa

You spend your 'darks scavenging the machine for shiny bounty. While doing so  you've learned to fight many of its hostile denizens and navigate its labyrinthine features.  

1 magic damage versus constructs, undead, and shapechangers.

 +1 ab, +5% movement speed, +4 Hide; Move silently while in the machine.

+4 Search, +2 open lock, +2 UMD

Every reset you get 1d3 baublium, 1d2 smooth gems.

Nights Bane

Rogue perk - Sheldon

Rogue perk - Level 5

You are awkward and unsociable, you don't quite fit in anywhere, but you know you're not crazy because your mother had you tested.  

As a result you have always had an affinity for knowledge, even if it has came at the expense of getting a date.  

Lore + 4
Persuade - 3
Bluff - 3
Intimidate - 3
efuss Engineering + 5
efuss Archaelogy + 5
efuss Astronomy + 5
efuss Carpentry + 5
efuss Wilderness Survival - 5

Level 8 - Permanent after reset
INT + 1
Dog eared holy book or Ruined spell book (on reset)

Zango_Unchained

Rogue perk lvl 5 - Hard worker

Life was never easy for you on the surface, a survivor of many a brutal and deadly manufacturer in lantan or back breaking labor in chult. You don't expect life to be much diffrent in the depths, so you grit your teeth and get to work.

+2 UMD
+2 discipline
 
Pure bonus: +3 efuss Engineering

Tratzell

Self serving, but:

Cleric Perk: Cloistered

Not all ordained agents of the divine are trained in martial matters, or even suited to it; some priests are focused on more esoteric matters, seeking scholarly pursuits and understanding where their fellows prepare to do battle.

Level One: Loses proficiency with medium and heavy armor, gains the knowledge domain
Level Five: Gain Skill Focus (Lore)
Level Eight: +1 to Saves against Divine Magic

Frenzied

-Edited out

Whoops, I didn't read that this one had already been suggested as combat medic by Vlaid earlier!

The Marauder

Sorcerer Perk: Hydromancer

"Where others prefer walking  on dry land, you prefer to swim. Your entire life, you have always  seemed to have an affinity with the natural element of water. Many  denizens who lurk in the murky depths seem to take an interest in you as  opposed to simply seeing you as their next meal; which has lead to many  interesting encounters. You have learned from an early age how to  manipulate and use the element in ways few other mages can."

Alignment Restrictions: None.

Recommendations: Recommend water-summons and/or ice based spells only. Recommended spell focuses: Evocation/Conjuration.

Level 1: Child of The Waves:  Certain aquatic creatures are no longer hostile towards you. You gain  +5 to Swimming and Fishing. You gain a token that allows you to unleash  gouts of water three times a day (Bolt Attack: 1d6 Bludgeoning damage,  Knockdown effect).

Level 5: Adept of The Waves: Shield  becomes Bubble; it no longer grants any AC bonus or immunity to magic  missile, but grants 50% concealment and 5/- resistance to  ice/bludgeoning damage. Caster gains a new token that replaces the old  one and allows for more sophisticated hydromancy; the gouts are more  powerful (3d6 damage instead of 1d6) and the caster gains the Small Tide  spell (Cone Attack: 4d6 damage, knockdown effect) which they may use  twice a day. The Adept also gains 30 more rounds to underwater  breathing.

Level 8: Denizen of The Depths: The sorcerer's  blood calls for a return to where he/she belongs in the murky depths  (should get a dm present for this). They do not return to the shores the  same. The hydromancer undergoes physical changes; developing gills,  pale blue skin, and pitch black orbs for eyes; they have become  something else entirely (this change is permanent). The sorcerer can now  breathe under. They gain an additional +5 to swimming. Their eyes allow  them to see even the smallest of ripples in the water to alert them of  predators or worse (true sight is applied when underwater). The  hydromancer also gains a special item that works as a conjurative focus;  it allows them to summon special aquatic creatures as opposed to water  elementals (underwater only!). The hydromancer is at their prime; once  again their token is replaced with a new one. They may now spray even  more powerful gouts three times a day (from 3d6 damage to 5d6 damage),  the Small Tide spell's damage is also increased (6d6 damage) and, once a  day, the hydromancer may attempt to fill the lungs of a single creature  with water (Drown). The caster no longer has difficulty casting underwater either (arcane spell failure penalty from being underwater is removed . However, the hydromancer also becomes very  vulnerable to electricity (50% more damage received from electrical  attacks).

Note on "Denizen of The Depths": The hydromancer is now more aquatic than amphibious, and should be roleplayed appropriately according to this.

Pentaxius

Great perk concept, Marauder. (It's overpowered when compared to other perks, but balance concerns doesn't belong in this thread). Such ''elementalist'' perks have been suggested already a few times, but it doesn't hurt to give the concept a bump as there seems to be a clear demand for it.

I would like, if possible, for all four elemental aspects to be represented as sorcerer perks. The general idea would be that you become closer and closer to your preferred elemental, gaining elemental DI against your type, and perhaps spell tokens / improved elemental effects on your spells, such as the ones conferred by the old elemental mastery perks.

I would suggest the following structure :

L1 : Elemental resistance 50%, elemental vulnerability 25% (to your opposite element) Special spell token 1*

L5 : old elemental mastery perk (your chosen element). Special spell token 2.*

L8 : permanent change in skin color (according to your element). Special spell token 3.*

*Of course, elements with very little spells available such as Earth would get more powerful spell tokens.

cicafritz

Dirty 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.

Hexblade
Like the spellsword before him, the hexblade wades into battle wielding sword and spell. However, instead of enchanted blades, they sheathe themselves and their enemies in crippling magic.

Level 1: Hexblade's Curse: A player tool useable on an enemy. They make a save vs a curse, or lose AB, damage, etc equal to half the hexblades level.

Level 5: Mettle: The Hexblade gains a  +1 to saves and attack bonus.

Level 8: Aura of Unluck: Once per day, the Hexblade creates a field in which enemy attacks fail and his allies prevail. Allies within his aura gain 30% concealment and +2 AB and damage.

cicafritz

Some for monks, hope these haven't been done. Each comes in two parts, an activated style and passive bonuses. Durations augmented by wis mod, maybe.

Way of the Flaming Fist
Monks following this path fight with a strange, flickering motion, like a candle struggling to stay lit. Eventually, their devotion opens a road to elemental fire, which augments their attacks.

L1: Passive: The monks movements flit about in combat, striking whoever dares approach. Gain Circle Kick, +1 AB.
The Monk gains a player tool command: Fighting Style. Activating this style causes the monk's successful strikes to combust the enemy for (monk level augmented damage) x rounds.

L5: Passive: The monk gains 5/- damage resistance to fire. 1d4 fire damage on gloves.

L8: Passive: 10/- damage resistance to fire.
Fighting Style: The monk's fighting style increases glove damage to 1d8 for duration, add wisdom score as fire immunity.

More of these when I think of more.