Perk Suggestion Thread

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

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Hollow_Mage

Jungle Hunter deserves something in line with archery, sneak attack, or pure stealth.

zDark Shadowz

Fighter Perk - Red Star Defiant

Cats' Paw
+4 Hide +4 Move Silently, +5% movement speed.

Reason: A sneaky red star defiant is just too appealing when they can nab stealthy/skill focus x2 instead of saving throw feats and still maintain good martial combat skills.

wundyweiss

I dont know why this is a thing but...

Why do the stacks of ranged projectiles that spawn for sharpshooter, knifemaster, and marksman anything but the max stack of 99 arrows/bolts/throwing knives? These perks are super under used as is, so why punish them for being ranged classes? I merely dislike the idea of having to spam rest far more than any other perk / class to be as effective as them. Also, the ammunition you can get from resting are already super RNG- this leads to eight or so different not stacked piles of ammunition that can't really be used effectively.

derkot

I do like simple bump suggestion about more druidic kits on different themes what was offered by InsectPlague and offer just simple options of what was offered. I feel what with amount of vermins-type monsters in EFU currently it is will be nice first make vermin-theme druid .

Here is just simple idea/suggest how to make vermin-theme kit more simple for start.

Vermin-druid Kit.
Gives tool of command vermins or make them able to animal empathy.
Make it for all vermins or separate on bugs and spiders.
Bugs/spiders summon theme.
Powerful variation of vermins wild shape instead of bears/wolfs/panthere etc.


Радостное одиночество.

Hollow_Mage

RSD Brew:

Parlour Trick - Gain access to Steal Spell 1 and Recall Spell 1 as an Arcane Mimic with a caster level of 0. (Only cantrips can be stolen in this way.)

Castle_of_Moonlight

Aspect of the wolf:


Level 5:+ 2 spot and search


Level 8: Summon slightly stronger wolves


While summoning wolves is nice, I think they should eventually get slightly stronger as the player progresses, as they currently are and for how long they last, these summons would probably get in the way for most things and do little to nothing to help. 
It's not about how long they'll survive, but how long they'll be remembered.

Hollow_Mage

I had an idea for balancing Red Star Defiant:


Brews are just one of the sources of magic. There's also scrolls, wands, and the like. Relevant to Fighters, however, are Magic Weapons and Armor. Fighters rely most on their equipment to specialize and survive.


My idea: completely remake the perk level progression, reduce the number of active brews, and at level 5 and 8, allow the RSD to attune to a weapon/armor like the Relic guardian attuned to relics.


The idea is to use the current armor enchantment system as a base and allow RSDs to sacrifice XP into their attuned equipment, giving it bonuses with a wider variety than possible with Brews.


For example; my lvl 6 neutral evil human RSD has the +str brew, damage immunity (phys) brew, vampiric regen on his attuned weapon, and +discipline/AC on his armor.


Or my lvl 8 dwarf RSD, who uses regen and Con brews, a dwarves waraxe with +dmg/-AC, and full plate with onhit; disrupt undead (1).


Most importantly: tie in the Brews and other effects of the Perk to which skills and feats and alignment your RSD has. Defiance is not a team sport; it's deeply personal, the truest form of self-defense,the discovery of identity through "violence".


Just like Examine Mark has different effects based on Spot, Heal, Rogue levels, you can balance the Brews/equipment bonuses by raising the requirements, or restricting in more permanent ways, including app-only effects. Think "finally, a use for Craft Weapon that doesn't take a year to implement fairly."


The spending XP mechanic is similar to the potion/wand cost of standard crafting and would scale appropriately, giving players a choice as to how much their characters rely on any particular bonus/effect/"magic".

The coolest potential character I could think of would be a weapon master of Ilmater, whose self-sacrifice turns his weapon into a permanent magic weapon that stays IN Game for other characters to discover. Imagine if a long dead RSD's famous Short Sword was surreptitiously added to the Loot Tables without any manual effort by a DM.

------


OR: a player tool that lets you drink potions in your inventory but reduces their CL to minimum. CLW would always be 2 HP, blur would always be 1 turn, etc.

zDark Shadowz

I like RSD's how they are at the moment [hides from torched and pitchforks] but quests in explorables to find new limit break'ing RSD abilities that could only be used once per reset might be interesting, just small things though like +2 Regen per round/level or temporary Whirlwind Attack / other combat feat usage.

Hollow_Mage

I like RSDs too much and I don't want to see them become app only. I got scared and in a moment of weakness I made a suggestion. Oh god, what have I wrought?


I don't like exploreables though; it's a somewhat hollow (scuse me) replacement for the large open world of previous server iterations.

zDark Shadowz

(imo) Gore Reaver barbarian perk could use an OnHit Wounding to go with their vampiric Regen after a certain level, low DC though. Would promote the theme of making everything bleed.

d1n4l9q7


Prestige Class : Candle Caster


Flame holds a special attraction to some people. Simply burning, a candle is a work of art - a teardrop of fire clinging to the dark wick, itself shrouded in a column of wax that is both the flame's base and fuel: a wonder indeed. Secrets could be stored in that wax: secrets.., or spells.


Requirements:
Spells - Ability to cast 3rd level spells or higher.
Skills - Spellcraft 8, Lore 8, Concentration 5, Appraise 3
Feats - Scribe Scroll.


Restrictions:
Feats - Brew Potion, Craft Wand.
(Reasoning: the Candle Caster focuses on honing their specialised craft.)


Class:
The Candle Caster continues to take their base caster class levels unhindered. They receive the following benefits/abilities once their Candle Caster class is activated:


Level 1 - Scribe Candle: Functions the same as scribe scroll including xp and gold costs except it applies to a candle item. Scribed candles work the same as NWN scrolls including all restrictions, so only caster of the same magic types and no opposition spell school use, etc.
The player must also have a "Bundle of Tindertwigs" item in their inventory to use the candle.
All candles are unidentified after crafted.


Level 2 - Extend Candle: Candle Casters may now use Extend Spell spells on a candle to create extended candles. But this only works on Scribed Candles.


Level 3 - Unfettered Candle: Functions the same as Brew Potion, including any gold and xp costs. A Unfettered Candle can be lit and used by anyone. Only spells of 3rd level or below can be scribed in an Unfettered Candle.


Level 4 - Empower Candle: The Candle Caster may now use Empower Spell spells on a candle to create empowered candles. Only works on Scribed Candles.


Level 5 - Dipped Candle: The Candle Caster has refined their craft to the point where they can store 2 spells in the same candle. The caster must scribe both spells into the candle paying full cost.


Level 6 - Maximize Candle: The Candle Caster may now use Maximize Spell spells on a candle to create maximized candles. Only works on Scribed Candles.


http://www.realmshelps.net/charbuild/classes/prestige/general/candlecaster.shtml


This is my take on implementing this class. Any caster who meets the requirements may become a Candle Caster but the class favours Wizards.

d1n4l9q7

Prestige Class : Doom Priest


Doom Priest of Kelemvor, Doom Priest of Jergal, etc.


In a world filled with wise outsiders and magical divination, there's little question about what happens to a being's soul after death. Perhaps surprisingly, this knowledge has done little to assuage the fears of the people of Faerûn, who remain frightened that some demon might carry off their spirits while in transit to the Fugue Plane. Worse, many fear that their bodies will be unearthed and animated by the kind of debased death-obsessed spellcasters who seem common since the fall of Myrkul during the Time of Troubles.


Doom Priests are devoted clerics and paladins of Kelemvor, Jergal, etc, one of the fitting gods of the dead, whom they serve, along with the people of Faerûn, by helping mortals deal with their fears of death and existence after the fact(adjust to specific deity dogma). In order to help combat these fears, many of which are tied to the works of necromancers, Doom Priests also serve as elite divine spellcasters who seek out necromancers and their undead servitors to destroy them and bring a measure of peace to the world.


To Doom Priests and their god there is no greater abomination than the undead and Doom Priests train throughout their careers to free these souls and send them on their way to the City of Judgment. To aid them their god grants their priests some measure of his power and grace, instilling Doom Priests with a power over death that fills the undead and their masters with fear.


Requirements:
Class: Cleric, Paladin.
Alignment - Non-Evil
Skills - Lore 8, Persuade 5
Feats - Great Fortitude, Extra Turning
Saves - Base Will 4+
Deity - Deity of Death
Special - The character must have destroyed an undead of at least 6 HD, whether by using weapons, spells, or positive energy. He does not need to have done this alone.


Doom Priests continue to take their base class levels but also gain the following abilities.


Level 1:
Rite of the Passing: Doom Priests may touch a corpse or set of bones to protect it from those who would seek to animate it. A dead creature for whom the ritual has been performed may not be animated in any way except the direct intervention of a deity. A Doom Priest may perform the rite of the passing upon one creature per day. Corpses of creatures with four or more Hit Dice more than the Doom Priest are immune to the ritual.


Level 2:
Converse with UnDeath: Beginning at 2nd level, the Doom Priests study of the process of death has granted him the guile and understanding to coax information from animated corpses when using the Converse with UnDeath ability. The undead may reveal a variety of different information such as their name, where they are from, what area they were raised from the dead in, who killed them, or the name of the necromancer who raised them from the dead. This action may be preformed on hostile Undead. The Doom Priest may use this ability once per day.


Level 3:
At level 3 the Doom Priest may use the Rite of Passing and the Converse with UnDeath abilities twice per day.


Level 4:
Save Bonus: At 4th level, Doom Priests get a +2 bonus on saving throws against death effects and +2 to saves against negative energy.


Level 5:
At level 5 casting Bless now does 1d6+Charisma Bonus damage to all undead creatures within the area of effect.


Level 6:
At level 6 the Doom Priest may use the ability Rite of Passing 3 times a day. Divine Favor now adds an additional 1d4 damage to undead.


Level 8:
The Doom Priest gains the feat Divine Might.




My idea based upon the Doomguide class:
http://www.realmshelps.net/charbuild/classes/prestige/realms/doomguide.shtml

Hollow_Mage

Additional General Perks:


All classes have access to these general perks. Unlike other perks, backgrounds, and archetypes, general perks have little mechanical benefit and at least one downside. However, they should allow unusual character builds to find a niche.


-
Scourge of the Market: -3 Appraise/Persuade inside the House of Trade, rented stalls only cost 3 gp.


Delicate: Resting disabled in padded armor or heavier, double HP regen from resting.


Impoverished: Lose 1 gp per tick, gain XP the first time you scavenge any particular scavenging spot.


Handsome: +1 Taunt/Persuade, -2 Concentration within 30 ft of a creature with opposite gender.

Tent-dweller: May rest for free outdoors in Upper Sanctuary, -1 Charisma in Upper Sanctuary. Bedroll still required.

Go'fer: Bonus XP for non-combat delivery quests, no exploration XP.

Wilder: Gains 40 XP per tick until level 7 while in a nature area, bonus XP otherwise disabled at level 5.

Cityborn: gains 60 XP per tick until level 6 within Sanctuary (upper, lower, and vaults; NOT 'dunwarren'), bonus XP otherwise disabled at level 4.

Hollow_Mage

I'm also a huge fan of these PrCs, both of which fit perfectly in the para-apocalypse of the Underdark.

TsunamiWombat


Sorcerer
IMMOLATOR


The Flame is purity. The Flame is life. Where others shrink from the flame, you embrace it, understanding that it's burning touch brings salvation.


Level 1: Fire Resist 5/-. Tinders to Cinders: Any fire damaging spell, afflicts 25% fire vulnerability on affected targets for 4 rounds.
Level 5: +1 Reflex save. Inner Warmth: Able to rest in the wilderness without a campfire
Level 8: Heat Venting: Receive flame trinket, casts flame shield 1x/Day