Perk Suggestion Thread

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

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Talir

There's been a few threads already trying to make suggestions but I thought it'd be easier just to collect them all in one thread. If you have suggestions for any perk -- be it for the classes already implemented or for those currently without -- feel free to make your suggestion here. There is no guarantee that they are put in-game but I'll go over the thread every now and then and see if there's anything that seems fun.

Don't be afraid to have more complicated and unique suggestions. Although they're less likely to happen, a new way of playing a class can be of tremendous value and spark some more fun out of an already old game.

A couple of guidelines:
[INDENT]-- Always list which class (or race? General? Faction/Association?) the perk(s) are meant for.
-- This is a thread for suggestions, not discussions. Let us worry about (im)balance.
-- Don't go overboard with pluses and minuses. Sometimes simple and precise works best.
-- These are the feats that can be easily added. EFUM may have a few more.
-- If the suggestion is for a class already implemented, try to follow the format already used.
-- Strength of creativity, ease of implementation and also what it provides of flavor are three aspects that are put weight on.[/INDENT]

Mr Howardson

Aberdenn Association Perks

These can only be taken if you are in Clan Aberdenn. These can be selected on top of the other fighter/sorcerer/barb perk that may have already been selected.

QuoteAberdenn Forester

Traveling the wilds alone or in a team, you are a man of Aberdenn Colors and proud to wear them, you know the forests of Ymph intimately and can best many with your intimate knowledge of the shroud, finding your way through hidden paths.

Level 1: 5% movement speed increase when in Forest Areas.
Level 5: You gain the skills, +2 hide/ms
Level 8: You gain the feat 1d6 sneak attack
QuoteAberdenn Huntsman

Knowing your prey intimately and often hunting out in the woods for dangerous game, you are quite adept at skinning game and can make use of what many would otherwise throw away.

50% chance of an extra fur when skinning/carving meat/hide from animals.
QuoteAberdenn Warrior

A man of honor and skill, you are a warrior who values the ancient traditions of Mistlocke and answers the call to defend Mistlocke from the ever-increasing savagery of the Isle.  Your honor is unquestionable.

Level 1: +2 discipline.
Level 5: Discipline changes to +4
Level 8: Bonus Feat Oath of Wrath
QuoteAberdenn Squire

You are a squire in service to one of the Clan's few remaining Knights, learning at their feet, you desire to gain the prestige and honor that comes with being a Knight of the Clan.

The same as the Squire Perk under fighters.
QuoteAberdenn Chaplain

You are a priest in service to the Clan Aberdenn, it's great faith in the gods of nature and war can bolster your prestige and various powers, and the support of your brethren diligently provide the bulwark required to wage a crusade on behalf of your faith.

Level 1: +2 lore/spellcraft
Level 5: Extra turning
Level 8: +2 Caster Level on all dispel/casting checks.
QuoteAberdenn Skald

A noted storyteller of the Clan, you're ability to recount the legends of clan enthrall all of Mistlocke, and even make the Caermyn question the feasibility of their own heroics. You portray your clan with daring and skill, and do honor to the name Donyarth.

Bonus: Each reset you spawn with a RANDOM SONG PAGE to add to your song book.

QuoteAberdenn Brawler

You are a rough, tough peasant who devotedly supports the Name of Aberdenn when common street peasants talk shit and beg to get hit. You allow the more upright and honorable of the Clan not to lower themselves in dealing with men closer to your own rank. Preferably with a fist to the face.

Same as Brawler Perk.

Deception

QuoteSeer (sorcerer perk)

Time and fate flows in complex branches, and a select few people know how to harness and decipher its fluctuating tides with ease. Whether you carry the descent of a sphinx, or your abilities of foresight were ignited through magical exposure; you're an adept seer.

Level 1: +2 spot/search

Level 5: Clairvoyance/clairaudience can be bestowed upon allies to grant them 10/1 DR.

Level 8: 20% permanent concealment to represent lesser premonition.
Clairvoyance/clairaudience changed to 12/1 DR.

Adam

Slime touched (Sorcerer perk)

From a young age you've been able to interact with these odd globs of living filth, disturbing your friends and family with your play and protection of the small ooze and slimes that would work their way into the trash and waste ares of the village. Now things are looking to have come full circle..
(Must have ooze cube familiar)

lvl 1: -1 ooze summoning theme. +1 saves acid and mind effecting

lvl 5: Flame weapons element shifts to acid, +2 saves V acid and mind effecting.

lvl 8: Ooze summoning theme (without penalty) Immunity to hold person

Sheer Gluttony

A few ideas for Monk perks designed around adding some more style and variety to a class which thematically is often quite boring.

Zen Soul:

Your teachings have always been of focus and balance, committed to the idea of a state of perfection above any one faith or political alignment, your training has given you the ability to trust your instincts and resist the pressures of combat.

Level 1: +2 Listen, +2 Concentration, +2 Mind affecting saves.
Level 5: Bonus feat: Zen Archery.
Level 8: +1 Universal saves.

Warrior Spirit:

Breeds of warrior priest and secular orders of battle trained monks are found throughout the lands of Faerun.  Shunning the conventional armours of the knights or soldiers that often march across the fields of war, these individuals mix skill at arms with their uncanny senses and abilities.  They are fearless fighters and channel fearsome emotions when necessary, but they lack the subtlety of other orders.

Level 1: +2 Discipline, +2 fear saves, Martial/Exotic Weapon Proficiency.
Level 5: -20 Hide/Move Silently, -4 AB using fists, +3 AB using a weapon.
Level 8: Special Ability akin to Barbarian Rage.


Peaceful Mind:

Men of the cloth who use their extensive isolation and study not simply to shape themselves into weapons, but to harden themselves against the suffering of the world and bring peace or comfort to those who need it.  Able to endure great pain for their fellow man and masters of the healing arts, monks who follow this path are almost universally respected.

Level 1: -5 AB, -5 Damage, +2 Wisdom.
Level 5: +5 Heal, 5/1 DR.
Level 8: 5/day Divine shield/Magic Vestment ((Only use on other)) or add Heroic Shield feat.

One with the Dark:

Trained in the shadowy recesses of hidden monasteries and temples, these monks are masters of subterfuge and espionage.  Assassins, spies and thieves, they put their talents to use hidden from the sight of men, for good or ill.  Their time lurking in blackness does tend to have an adverse effect on their tolerance of the light.

Level 1: +2 Hide, +2 Move silently, -2 Spot/Search.
Level 5: Feat: Blind Fight, -25% fire vulnerability.
Level 8: 1/day Darkness, 1d6 sneak attack, Light Sensitivity.

Wildsman:

There are those men who shun the conventional monasteries and churches in which many monks learn their skills for a more natural place to study and reflect.  In tune with nature and learned in the ways of the land, these individuals are often reclusive and shy.

Level 1: Animals do not attack you, +5 EFUSS Herbalism, +5 EFUSS Gardening.
Level 5: -2 Charisma, +2 Hide/Move Silently in the wilds.
Level 8: 1/day Barkskin.

Student of Fire/Water/Earth/Air:

Often in order to reach a state of perfection, a student of the monks path will choose to focus on a specific element or it's relevant deity in order to channel this power and embrace it's behaviours.

Water:

Level 1: +1 Cold Damage, +25% Cold Resistance, -50% Fire Resistance.
Level 5: On Hit Freeze, DC 10, 5% chance.
Level 8: 50% Cold Resistance, -75% Fire resistance.

((Rest of the elements a similar lay out but with element appropriate positives and negatives)).

Lightbringer:

Followers of the deities of light such as Lathander, Amaunator and others, these monks embrace the powers of the sun and moon to bring light and banish darkness wherever they may find it.

Level 1: 3/day light, +2 spot, -20 Hide/Move Silently.
Level 5: Permanent Gold Light 20 ft, 1/day searing light.
Level 8: 1/day Hammer of the Gods.

Pentaxius

I would love to see monk perks ! So here are a few more :

Withered disciple

Sordid tales of reclusive hermits who embraced the curse to seek enlightment abound on the island. It is said that by drawing upon the Maiden's curse, they can manage to discover a new, tainted form of ''Ki''

L1 : Embrace of the maiden,
L5 : +1 negative energy damage
L8 : SR : 10 +1/Withering level.

Flaggelant
 
These zealots seek enlightment within pain itself. By submitting  their bodies to endless flaggelation, they strongly believe that they  can purify others and themselves from the sins they commited.

L1 Exotic weapon (whip). +5% damage resistance slashing, bludg, piercing vuln.
L2 Damage shield 1d4
L3 Masochism 3/day

Astral Meditator

Some monks manage to project their bodies outside themselves. Rarer are those who are able to control their projections without loosing their sanity.

L1 : Resting (meditating) can grant various bonuses-1 Will
L2 : Exchange position with a target (medium range) 1/day -1 Will
L3 : Arcane eye 1/day -1 Will  

Tatooed Monk

These monks channel their Ki within the numerous tatoos decorating their bodies. It is said that some achieve to animate the mysterious figures upon their skin, granting them extraordinary powers. Others have been driven to insanity.

Bear tatoo
L1 +1 Fort, -2 Ref. -2 Wis
L5 Bear familiar, possess familiar  
L8 1/day intensity I

Dragon tatoo (App)
L1 +1 Will, -2 Ref.  -2 Wis
L5 Dragonling familiar, possess familiar
L8 1/day lesser dragon breath

Snake tatoo
L1 +1 REF -2 Fort -2 Wis
L5 Snake familiar, possess familiar  
L8 1/day poison weapon

Bone tatoo
L1 +1 Fort -2 Ref -2 Wis
L5 Floating skull familiar, possess familiar
L8 1/day Fear

Tiger tatoo
L1 +1 Ref -2 Will -2 Wis
L5 Summon tiger familiar, possess familiar
L8 +1d6 sneak attack

Outcast

Rogue Level 5

Stern Handed

When it comes to children, you do not tolerate their whinny screams of protest when you strike them or about trivial things like "human rights" and fair trade.

Beggar children always make your sending deliveries and at half-price.

granny

QuoteRotten Fist (monk perk)

Through long time of discipline and dedication to the rot and decay, you managed to create an usual affinity with the many illnesses and diseases of the lands. This brought to you the disdain and disgust of many but at the same time made you stronger and tougher.

Level 1: +2 CON, cast contagion 1 time/ Day with DC based on wis modifier, - 2 CHA

Level 5: Diseased Body (the same as Purity of Body, but you got Contagion on Touch if fighting unarmed) [another option: cast Contagion at the expense of a stunning fist]

Level 8: Rotten Flesh, flies swarming around you (every time someone attack you, there is 40% chance of you infecting them with some sort of random disease, if you chose to infect them with a specific disease, you will have to beat a higher DC based on Wis modifier), -2 CHA

Maybe with further work, it would be possible to exchange more CHA in order to having something like the Aura of Disease that surrounds the Ghouls, making the monk a presence of constant danger for anyone that dares to step near.

Outcast

Sorcerer Perk - Dreamer

A pilgrim bathing in the sacred mists or a mystic spending hours contemplating its most befuddling visions with time you have developed a slight understanding, or at least, what you would consider an understanding of this most curious phenomena.  

Level One:  +2 vs saves against spells, +2 vs mind-affecting spells, 1d3 Sylvan dryroots per reset.

Level Five: Cold Perk. Immunity Spell: Mind Fog

Level Eight: Mist-Touched - Once per day for 2d8 turns you're able to take upon yourself an encasement of mist that protects you from 2/5 physical damage and gives you 18 SR.  (Uses the "personal mist" VFX)

MirrorMask

Fighter Perk - Michael Tommas Farm Fresh

Like a vast number of folk, you were raised on or around a farm.  Whether a long hired hand or born and raised on one of these rural settlements, their tool and trades are just as familiar to you as many urban practices are not.

Level 1: +5 EFUSS Farming, Know when harvesting a plant will kill it, -3 Discipline.
Level 5: +1 AB with any farm tools [Scythe, Sickle, Pitchfork, Handaxe, Light Hammer, Club, Sling] -2 AB with all other weapons.
Level 8: 5 random shrub produces/plant cuttings per reset.

prestonhunt

Barbarian Perk - Reaver

You just never felt quite right without a little bit of death in each hand, unfortunately the concentration required to do so well detracts from your mad raging.


Level 1:  Two Weapon Fighting, Exotic Weapon Proficiency

Level 5:  Ambidexterity

Level 8:  Improved Two Weapon Fighting

Quote from: Rage+2 STR, +2 CON, -2 AC.
Duration: 7 rounds + CON mod before raging.

Charisma modifiers to STR/CON when raging.

Level 1 rage is capped at +2/+2 (Total)
Level 4 rage is capped at +3/+3
Level 8 rage is capped at +4/+4

One_With_Nature

H’balan Cultist Perks
 Withered Soldier (Fighter)

Even the most loyal and disciplined soldiers can find themselves corrupted by the Maidens touch; embracing the Withering as their source of strength they draw upon these gifts to rage war against the living.

Level 1: Embrace of the maiden, +2 vs. Negative saves, +5 intimidate (Neutral to H’balan Faction)
  Level 5: /5 negative energy resistance, +1 fortitude saves +1 negative damage
  Level 8: +3 discipline/concentration, +2 will, +2 vs. Death/Fear/Mind/Disease, Death armour (15) 1/day

  (Withered land bonus: +2 str, +2 con, +10% speed bonus)

  Withered Infiltrator (Rogue)

  Operating from the shadows or openly within the midst of their enemies, these cultists have learnt to disguise themselves well and spread the Maidens corruption in subtle ways.

  Level 5: Embrace of the Maiden, +2 vs. Negative Energy, /5 negative energy resistance, +5 bluff, , 1/per reset special substance that can be used to poison potions to inflict large amounts of withering points to whoever drinks/eats said substance.  (Neutral to H’balan faction)
  Level 8: +2 reflex, +2 will, defensive roll, +2 vs. Death/Fear/Mind/Disease, Expeditious Retreat 3/day, Able to conceal withered items easier.

  (Mist land bonus: +3 Hide/Move silently, +10% Movement speed, +15% concealment)

  Touch of the Maiden (Edit Current Perk - Sorcerer)
  Those who find themselves tainted with the touch of undeath have a strange path paved for themselves upon the isles. Their natural affixing to the strong powers of necromancy on Ymph allow them to more easily walk amongst the many powers of undeath, though they often find themselves shunned by the living, attributing it to the hated and feared H'bala. Regardless of its origin, their ability to walk between life and death is commendable.

Level 1: Animate Dead (5) 1/day, Embrace of the Maiden, Negative energy ray unlimited/day (1), (Neutral to H’balan faction)
Level 5: +3 Saves VS Negative Energy, 5/- Negative Energy Resistance, +2 fortitude, Stone Bones 1/day
Level 8: On Hit Contagion Level 3 (Needs a held weapon), +2 Saves VS Disease, Death, Fear, Mind Affecting, Control Undead (13) 1/day, Animate dead 2/day, Animated summons eyes glow green

  (Withered land bonus: +2 con, Immunity to Negative energy, 100% vulnerability to divine)

Damien

...what server do you think we are playing own?

SkillFocuspwn

Monk perk -

Mist touched

A contemplator and seeker of unconventional wisdom, you strike a chord with the Mists of Ymph; as you slumber, ponder, and breath in deeply the calming fumes, however, you come to rely upon its mystic properties over your inner strength.

Level 1: -1 Will, When in the Mist, +2 Will
Level 5: -1 AB, When in the Mist, +2 WIS, +1 AB
Level 8: -2 WIS, When in the Mist, +4 WIS, 20% concealment

Paha

This is not for discussion or opinions. We'll worry about the balance and possible implementation of usable ideas. Don't start throwing your likes or dislikes here.