Perk Suggestion Thread

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

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HerDarkMajesties

Sorcerer Perk: Starpact

As a child you were always fascinated with the stars. When The Darkening came, and their radiance bathed the world, you sensed a fundamental change - in them, and you. The voyeuristic bargain has now reversed, for in dreams and waking moments you sense -them- peering at -you-. They draw you close now, whispering profane knowledge into your very mind. Your mind strains as you come to understand that it is you who is the inescapable subject of study and maddening adoration.


Level 1:
-1 Wisdom
Access to Aberrant Summoning Theme
Faint Green Glow
+2 to Astronomy, +3 Spot / Search

Level 5:
-2 Wisdom
Bonus Feat: Slippery Mind
Wielded Weapon gains OnHit: Confusion, DC14, 10% / 4 Rounds

Level 8
-4 Wisdom

Feeblemind 1 / day
Strong Green Glow
Ensorcelled in The Star's Radiance (You intuit a way to open a rift to The Far Realm, bathing in its aberrant twilight. This will fundamentally alter your character, perhaps fatally)


If you decide to go ahead with this one, I don't mind mocking up a quick randomized Table of Results for the Radiance Ritual and PMing it to the DM that intends to implement it.

HerDarkMajesties

Sorcerer Perk: Disciple of the Many Eyed

They called you mad. Physikers and physicians alike could not account for your erratic and bemusing cries of blindness. It wasn't until you took up the scalpel and released your Inner Eye in a bloody torrent that you at last felt at ease. At long last your eyes are all open - but now you must contend that others find yours a most unsettling gaze.

Level 1:
Opening The Third Eye (Your Character Description should include a notation of the third eye in your forehead)
Access to Beholder Summoning Theme
+5 Spot / Search
See Invis 1 / day

Level 5:
Eyeball Flame Ray Unlimited Uses / Day
Eyeball Negative Ray Unlimited Uses / Day
Eyeball Frost Ray Unlimited Uses / Day
Clairaudience / Clairvoyance 3 / Day
Additional +5 Spot

Level 8:
Beholder Eye Rays One Use / Day
Permanent See Invisibility

Grotesque

QuoteRogue Minor Perk: Charlatan

Carving out a life on grounds of fraudulence, you have acquired an impressive ability to lead people astray from the truth.

Bonus: +3 Bluff
Pure Bonus: Re-roll failed bluff checks.
QuoteRogue Perk: Pyrotechnician

You have a flair for flares, to put it short. A profound understanding of fire and its potential when paired with contraptions has given you the means for creating incendiary inventions to rival even the artifice of renowned mages. You never leave home without some way to set your foes ablaze or induce a searing amaurosis.

5/ Fire DR, +2 fire damage, weapon gets DC 14 blindness on-hit / 10% chance. Worn armor gets Flare on-hit.
 1 random fire-themed object per reset.
QuoteSorcerer Perk: Thaumaturge (good only)

Touched by celestial influence, or perhaps the gods themselves in some remote manner, miracles are bound to be flung hither and thither in your wake. Often found leaping from comrade to comrade across the battlefield, it is without doubt that you are destined to pull men from the brink of death.

Level 1: +4 Heal, Restorative Sorcery, +2 Reflex
Level 5: Bonus Feat: Mobility, +10% speed
Level 8: Clotting Aura, Bonus Feat: Combat Casting

Quote from: RESTORATIVE SORCERYNon-hostile spells heal others depending on the spell's innate level.

Level 0 = 1d3 HP
Level 1 = 3+1d3 HP
Level 2 = 6+1d4 HP
Level 3 = 10+1d8 HP
Level 4 = 14+1d10 HP
Quote from: CLOTTING AURAAll neutral creatures within RADIUS_SIZE_MEDIUM of the character cannot bleed out.
QuoteBarbarian Perk: Indomitable

Born with a formidable aptitude for defense, albeit at the cost of a slow pace, you have learned to fend off blows that would cleave a man in twain. Driven by strength of mind and savage persistence, you trudge through battles with little opposition to bar your slow egress.

Level 1: +15% DI, -15% movement speed, +3 discipline
Level 5: +20% DI, bonus feat: cleave
Level 8: +25% DI, +2 fortitude, TACKLE ability
Quote from: Rage+6 STR, +6 CON, -4 Reflex, +10% DI, -20% Movement Speed (cumulative), Immunity to Knockdown
Duration: 7 rounds + 1/2 of fortitude score

Charisma modifiers to STR/CON/DI when raging.
Level 1 rage is capped at +6/+6/+10% (total)
Level 4 rage is capped at +7/+7/+15%
Level 8 rage is capped at +8/+8/+20%

Quote from: TACKLESpecial playertool: The character makes a save vs fortitude. If successful, they gain +45% movement speed for 2 rounds if a hostile creature is located within RADIUS_SIZE_LARGE of them. This tool has a cooldown of 1 turn.


Kinslayer988

Warrior Medic (Fighter)
Upon the battlefield many find the act of being surgeon and warrior to be one in the same. A physician more than capable of healing targets on and off the field, but able to put their knowledge of anatomy and health to action in a fight.

1. 2x Medical Herbs on rest, +3 Heal, +2 Lore
5. Imp Critical: Dagger (Scalpel), 1/day Neutralize Poison/Cure Disease
8. Sneak Attack 1d6, 1x Improved Medical Herbs on rest
<SkillFocuspwn> no property developers among men only brothers

Maimed

This is not a suggestion for a new perk, but rather, modification for an existing one. Specifically, the Vagabond Fighter Background.

[hide=Current Perk]
Vagabond
Drifting from place to place and caravan to caravan, vagabonds pack lightly for speed of journey. Long years of experience have made them adept at fending off blows, nimbleness replacing their more thickly armored counterparts' reliance on armor.

Level 1: Light armor bonus. Can track in wilderness.
Level 5: Light armor bonus. +10% Movement speed.
Level 8: Light armor bonus. +1 Reflex. Evasion feat.


Light armor bonus
Adds armor bonus to leather, studded leather and chain shirt armor pieces worn. Total armor bonus is calculated:
+2/+3/+4 on level 1/5/8 respectively.
- Armor AC on the item.
+2 that negates penalty for leather armor.
- Dexterity modifier above 2.
Resulting in total max 16 AC at level 1, 17 AC at level 5 and 18 AC at level 8 regardless of armor worn.

/c fighter_perk
Invisibility. Lasts 2 turns.[/hide]

As it stands, this is a pretty fun and solid perk which allows fighters to take advantage of the myriad of lighter armor options without being a dex fighter. Thematically it's fun and different, I happen to feel it could use a few tweaks though.

The current AC gain is just *slightly* too low. In comparison, at lvl 1 all light armors give you the AC equivilant of Breastplate (with only 1 dex mod) or 16 ac. At lvl 5 you get 17 ac, or the equivilant of wearing banded. At lvl 8, 18, or the equivalent of wearing Halfplate.

At the high end this is more or less fine, but at the low end you suffer. I would recommend increasing the AC at all lvls by 1, or +3 at 1, +4 at 5, and +5 at 8. This would give you the AC equivilant (assuming 14-15 dex) of Banded/Halfplate/Fullplate at 1/5/8 respectively, or 17/18/19.

I feel this is balanced because banded plate is available immediately for conventional fighters in char creation, and halfplate is easily obtainable by lvl 5. Increasing this AC gain by 1 puts you on par with a 'normal' fighter, and you give up the bonuses that other perks offer for this = ac at lighter weight. Furthermore, the minus dex over 2 calculation prevents Dex Buffing exploitation - besides, you don't get uncanny dodge, making high dex AC functionally useless.

Also, the track bonus skill at lvl 1 doesn't quite fit the theme of the perk IMO, and is functionally useless anyway. No fighter will have the myriad of skills necessary to functionally use track. It's just useless padding. You could remove it completely and have nothing there, or I suggest giving +1 or +2 initiative (easily done with the Improved Initiative) feat there.\

Everything else is really great, particularly the MS bonus at lvl 5 and the Evasion feat at lvl 8.

Stranger

Quote from: Maimed;422001Increasing this AC gain by 1 puts you on par with a 'normal' fighter, and you give up the bonuses that other perks offer for this = ac at lighter weight. Furthermore, the minus dex over 2 calculation prevents Dex Buffing exploitation - besides, you don't get uncanny dodge, making high dex AC functionally useless.

The feat also allows for a Tumble bonus, putting Vagabond Fighters toe-to-toe with optimized full plate. This doesn't apply until level 7 or higher, but remember that there is more to this than AC. Leather armor is substantially lighter. An indefinite increase to movement speed, even a slight one, is the difference between a close escape and being lunch for a Vilstrak Tunnel Hunter.

Hound

Quote from: Stranger;422027The feat also allows for a Tumble bonus, putting Vagabond Fighters toe-to-toe with optimized full plate. This doesn't apply until level 7 or higher, but remember that there is more to this than AC. Leather armor is substantially lighter. An indefinite increase to movement speed, even a slight one, is the difference between a close escape and being lunch for a Vilstrak Tunnel Hunter.

No, optimised full plate builds usually have a tumble bonus too, typically landing them at 10 AC total.


As a side note, I'm personally of the opinion that - rather than merely offering stylistic bonuses that are almost never on-par with the advantages of traditional builds - perks should be geared towards enabling unusual/unconventional builds to a degree of power that doesn't make them dead weight in the rather mechanically demanding world of EFU. If this was done, I think we'd see a lot more variety in the styles of characters on the server rather than one or two breaking the mold of fighter/rogues and therein accepting a somewhat masochistic experience in return for a personal feeling of 'class' or 'uniqueness' that almost never translates to mechanical viability.

Some spontaneous notions off the top of my head - quarterstaff monk, dual-wielding fighter, light armour fighter, two-headed weapon barbarian, whip builds of all shapes and sizes, non-monk fist fighters (Punisher Barbarian isn't particularly good at this. The amount of Punisher Barbs I've seen running around with two-handed weapons is depressing).

Grotesque

QuoteSorcerer perk: Warlock

Like sorcerers, many warlocks come from a supernatural bloodline and it has been said that warlocks are ''born, not made''. This is not true for all warlocks, however, though many do come from fiendish bloodlines. These mages, with powers wrought from their ancestry or nefarious pacts with extraplanar entities offer a unique threat to their enemies, searing flesh from bone with eldritch ensorcellments.

Level 1: Eldritch Blast, 12 SR, +3 Lore
Level 5: 3/- DR, +1 AB
Level 8: 14 SR, +1 additional AB

QuoteSlowed spell progression: The Warlock only masters a new spell tier every third level, thus the available spells per level are as follows.
-- Level 1: Cantrips.
-- Level 2: Cantrips.
-- Level 3: Level 1 spells.
-- Level 4: Level 1 spells.
-- Level 5: Level 1 spells.
-- Level 6: Level 2 spells.
-- Level 7: Level 2 spells.
-- Level 8: Level 2 spells.
-- Level 9: Level 3 spells.

The amount of known spells is not changed from standard class progression.
QuoteEldritch Blast player tool: At certain levels the Warlock gets new eldritch blasts. Each blast has a cooldown of one turn but the Warlock might switch from one blast to another with only a cooldown of 1 round.

Available blasts:
+ Level 1: Fire, blindness / 10% chance (fortitude)
+ Level 3: Acid, DEX poison on-hit (fortitude)
+ Level 5: Cold, slow on-hit (reflex)
+ Level 8: Negative, CON drain on-hit. (will)

- Cooldown durations are halved when hasted, allowing the blasts to be used at the same speed as casting spells when hasted.
- The blast is ranged touch attack.
- The damage is 1d6 / 2 levels
- The DC for the blast's side effects is 10 + CHA mod.
- The blasts may be used indefinitely, as long as they pass an increasingly higher spellcraft check.
- Spell failure applies.
QuoteBard perk: Pioneer
Intrepid and inquisitive, you are drawn to the unknown like a moth to a flame. Many tales have been spun (by yourself) of your voyages into uncharted lands.
[INDENT]- Song: Calley Olwyn's Swift Seekings
- Perk: Half of exploration bonus for visiting new areas is converted to permanent xp.
[/INDENT]
QuoteFighter Perk: Shock Trooper

Ever at the fore of assaults, the most dangerous place for an organized attack, you have learned the merits of being swift and canny through trials of warfare and close calls with death.

Level 1: +10% Movement Speed, +3 Tumble, +2 Reflex
Level 5: +15% Movement Speed, Bonus Feat: Uncanny Dodge I
Level 8: +20% Movement Speed, Bonus Feat: Defensive Roll

Quote/c fighter_perk

+4 Reflex. Lasts 5 turns.

MaximumOverDrive

Sorcerer: Venomancer: You always had an odd fascination with spiders... Your resistance to a majority of "toxins" always gave you something to brag about when drinking, but when it came to actual poison, it even saved your life.. Now you have learned to manipulate your latent raw talent, becoming a master of poisons, and feared as if a deadly viper..

Level 1: Sorcerer Token: Poison 3x per day. Use Poison feat.
Level 5: Improved Saving Throws Vs Poison: +4, Spiders, And snakes are now more friendly in the wilderness, now emit a green glow (Bright: 10 ft)

Level 8: Flame Weapon switched to acid theme, and now also bestows a random strong poison for duration of spell on weapon. Immune: Poison.

Sorcerer Perk: Slime Weaver: Even as a child, you had an odd fascination with the reviled oozes, jellies, and puddings that seemed so deadly to others.. But you had an affinity for them, and they even in their mindlessness realized that too.. Your magic, and your appearance began to mirror that, and where others walked in danger of being devoured.. You walked in peace..

Level 1: Ooze Summoning Theme, Charisma -1

Level 5: Immune: Disease, Acid Flame Weapon, Oozes are now more friendly

Level 8: Acid Resist /5, See Invis 1x per day, Ultravision 1x per day, clauradience/clairvoyance 1x per day, Charisma -2 (-1 negated), glowing green eyes.

Drakuul House

Stormlord

A master of the elements, the Stormlord commands the forces of nature to act as he desires. Stormlords are traditionally nomadic, prefering to roam the world as the wind would. They often have short tempers and a stormlord's mood can be seen in the weather that surrounds him.

QuoteEvil only
L1: +1 Electricity Damage to weapon(if possible, strictly spears and short spears), lightning resistance(5), summon theme Air

L5: Changed to +2 Electricity on Spears, 4/day electric jolt, 1/day gedlee's loop

L8: Changed to 1d4 Electricity on Spears, Changed to Lightning Resistance(10), 1/day Great Thunderclap

Echigo

THIS

QuoteSorcerer perk: Warlock
Evil Only

Like sorcerers, many warlocks come from a supernatural bloodline and it has been said that warlocks are ''born, not made''. This is not true for all warlocks, however, though many do come from fiendish bloodlines. These mages, with powers wrought from their ancestry or nefarious pacts with extraplanar entities offer a unique threat to their enemies, searing flesh from bone with eldritch ensorcellments.

Level 1: Eldritch Blast, 12 SR, +3 Lore
Level 5: 3/- DR, +1 AB
Level 8: Fire Resistance: 5, Cold Resistance: 5, +1 additional AB


QuoteSince making your pact with outsiders, you have forsaken your old blood talents, therefor casting basic spells now incurs a 100% spell failure as your ability to touch the weave has been forever tainted from the sinister pact.

To compensate, the Warlock gains 1/day abilities, based on alignment

Chaotic Evil: Darkness, Ultra Vision
Neutral Evil: Death Armor, Ultra Vision
Lawful Evil: Invisibility, Ultra Vision

QuoteEldritch Blast player tool: At certain levels the Warlock gets new eldritch blasts. Each blast has a cooldown of one turn but the Warlock might switch from one blast to another with only a cooldown of 1 round.

Available blasts:
+ Level 1: Fire, blindness / 10% chance (fortitude)
+ Level 3: Acid, DEX poison on-hit (fortitude)
+ Level 5: Cold, slow on-hit (reflex)
+ Level 8: Negative, CON drain on-hit. (will)
Upon reaching level 8, Eldritch Blast can be casted as an AoE with the size of Negative Energy Burst for 3d6 magic damage.

- Cooldown durations are halved when hasted, allowing the blasts to be used at the same speed as casting spells when hasted.
- The blast is ranged touch attack.
- The damage is 1d6 / 2 levels
- The DC for the blast's side effects is 10 + CHA mod.
- The blasts may be used indefinitely, as long as they pass an increasingly higher spellcraft check.
- Spell failure applies.

Slightly edited because I WANT this to happen. [Froths at the mouth.]
meth

Random_White_Guy

Rogue perk suggestion:

Low tier perks:


Fence[/b]

QuoteYour connection with the sticky finger crowd has brought you no shortage of opportunity for easy coin. It's a After all- the sale of stolen goods is pure profit for funding your enterprise.

Every reset you receive 10 pieces of Gold jewelry.
Access to a special shop and informed of its location allowing you to sell "Stolen Goods" acquired from certain NPCs

Pusher[/b]

QuoteFrom the shady alleyways to the pompus cushions of the Red Lantern there is a vice for everyone and predators pushing addiction on the weak willed, desperate, or affluent and bored. Through a series of connections you find yourself moving up the ladder in a risky but highly lucrative business of drug trafficing. From the exotic ploys of Azure Wine and Fine Cigars to the more common street fare of Junksnuff and Thanatol "I have just what you need" makes you friends in high and low society.

Every reset you receive 5 doses of EFU's scripted narcotics

Snake-Oil Salesman[/b]

Quote"BUY DR. OLIVER HAMSHECKLE'S WONDEROUS VITRIOLIC TONIC! GUARANTEED TO SHED THE POUNDS AND REGAIN HAIR IN ANY AGING MALE. PRIEST-PROVEN WARD OF EVIL SPIRITS AND FOULEST WITCH CURSES. A YOUNG MAN'S MIRACLE CURE FOR LACKING FACIAL HAIR AND A YOUNG GIRLS DREAM FOR UNBLEMISHED SKIN!"

"Yeah...Yeah that'll work, the suckers you think to yourself." Everyone wants the easy fix and thanks to shoe-polish, colored fungus mixed with water and a bit of troll hair you've got just what everyone needs...for a price

Every reset you receive a large number of EFU's custom dissipating potions to sell
[11:23 PM] Howlando: Feel free LealWG
[11:23 PM] Howlando: I'll give you a high five + fist bump tip

[1:34 AM] BigOrcMan: RwG, a moment on the lips, forever on the hips

GoldLover

Humans or dwarves may be the "optimal" fighter race from a mechanical  standpoint, how about some race-specific fighter perks to help encourage  fighters of other races?

Does anyone have any ideas on what they could be like?  The mechanical  benefits could probably use some tweaking, any other theme ideas?


Halfling Sheriff
Not all halflings are whimsical or stealthy, an ancient tradition of  halfling sheriffs have long kept halfling-kind safe.  You carry on that  tradition, having fought to defend a halfling village or town in the  past, standing at the forefront when others flee.

Level 1: +4 saving throw v fear.
Level 5: +1 AB shortsword, hammer or handaxe.  May not dual wield.
Level 8: 1 AB shortsword, hammer or handaxe.  May not dual wield.



Elven Swordsman
Many stories are told of the sylvan, dextrous fighting styles of the  elven people and some believe this is how all elves fight.  Such stories  neglect places such as Myth Drannor and Evermeet, where stout elves  have stood tall, sword and shield in hand and heavy armor upon their  backs, trained over long centuries to fight any who dare challenge the  elven people.  Your character represents the martial tradition of  heavy-elven infantry.

Level 1: +2 v disease, +2 discipline, +2 concentration.
Level 5: +1 AB with longsword.  May not duel wield.
Level 8: +2 damage with longsword.  May not dual wield.



Gnomish Miner
In places such as Waterdeep, gnomes are often thought of as tinkerers  and toy makers.  This neglects the great history of gnomish miners who  have dug deep into the depths of the earth, seeking to unlock the  earth's treasures.  Your character can use a warhammer or a mining pick  to remove a gem from earthen stone or the head of a kobold with equal  skill.

Level 1: +5 Mining Skill.  +2 AB v Kobold.  +2 AB v Goblins.
Level 5: +1 AB, +1 damage for warhammer or mining pick(waraxe).
Level 8:  Bonus Feat:  Cleave

el groso

Sorcerer Perk Suggestion:

QuoteMechamancer - Those who come to the realization that their magic energy is primarily what makes animatrons and Mechanical contraptions work, canalize their arcane skills to technomancy.

Level 1: +2 EFUSS Engineering, +2 Search, Skill focus: Craft Trap, Electric Flame weapon Elemental Theme, animation summoning theme.

Level 5: 1 random throwable object each reset, Detect Trap 1/day, 2/- DR Bludgeoning, boost in Craft Wands

Level 8: Cleric ability to Turn Construct, 2/day Summon special Animatrons. Polymorph self option shape: Animatron

Knight Of Pentacles

Low Tier Rogue Perk

Spell-scarred
QuoteYou've survived the effects of a malignant enchantment.  Whether a guis that hardened your loyalty to a magi master or a terrible curse bestowed by a pox marked witch. However, to the dismay of these practitioners, your pain and suffering only stood to make you stronger.  

+2 spellcraft, +1 vs Spells
Pure Bonus: Always identify cast spells.