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Main Forums => Suggestions => Topic started by: Thomas_Not_very_wise on February 13, 2010, 02:55:46 AM

Title: More Perks?
Post by: Thomas_Not_very_wise on February 13, 2010, 02:55:46 AM
Well, ehre goes a few more Perks

Wild Shifter:
You grow attuned to the wilderness around you and your wild shapes are slightly more powerful
Bonus: Strength/dex/con bonus to all wild shapes. (Druid only)

Transmutor:
Your transmutations are slightly more effective, lasting longer.
Bonus: All transmutations last one hour longer.

Rabbit:
You're a terrible coward, but can run really fast.
-4 to fear, 10% movement increase.
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Post by: Thomas_Not_very_wise on February 13, 2010, 02:59:23 AM
Shark
You're a member of the Stygian Armada, badassery required.
+4 versus fear, +4 to discipline, +4 to intimidation. +2 ab versus chaos.

Son of Sabuth
You're a Son of Sabuth
+4 versus fear, +2 AB versus Lawful. +2 to Discipline.

Conclave
You're a member of the Trascendant Conclave
+4 to Spellcraft/concentration/Lore.
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Post by: Dr Dragon on February 13, 2010, 03:03:14 AM
Faction Specific perks like that are lame in my OP.
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Post by: Relinquish on February 13, 2010, 03:04:25 AM
Yeah, the factions already get their uniforms which increase skills like that.
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Post by: Thomas_Not_very_wise on February 13, 2010, 03:10:45 AM
Mort ultimately decides what gets added mind you all.
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Post by: Ommadawn on February 13, 2010, 03:24:11 AM
And they seem very OP compared to Mort's original list.
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Post by: Drakill Tannan on February 13, 2010, 03:25:27 AM
Yeah, faction perks OP
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Post by: VanillaPudding on February 13, 2010, 03:45:02 AM
Really Blooded : Your innate talents with the arcane have proven to be more powerful. +2 on caster level for spells, +2 intimidate, -4 persuade, -4 Bluff (Pure Sorcerer only)

A hasted Song: Your inspirational songs come more naturally and require less focus at the cost of quality. Free action Bard Song.
-10% Arcane Spell failure, -2 perform, bluff, persuade (Pure bard only)

Forked Tongue: Your skill with words and lies are remarkable, sadly everyone knows it. +5 Bluff and persuade, -2 Charisma
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Post by: Dr Dragon on February 13, 2010, 05:16:18 AM
Quote from: Thomas_Not_very_wise;167214Shark
You're a member of the Stygian Armada, badassery required.
+4 versus fear, +4 to discipline, +4 to intimidation. +2 ab versus chaos.

Son of Sabuth
You're a Son of Sabuth
+4 versus fear, +2 AB versus Lawful. +2 to Discipline.

Conclave
You're a member of the Trascendant Conclave
+4 to Spellcraft/concentration/Lore.


Well if Mort is going to make faction specific Perks then I demand that I get that perk considering I feel that Both the Sons and the Stygians have perks availiable that reflect them. Srsly I feel the perk Slum Child goes out of its right to label itself a sons perk. I mean at this rate we will need Faction specific perks for the Unspecified criminal faction, the Stewards, Stargazers, Palid mask, Nightrisers, It makes no sense the current perks suite everyone including those disgusting sewer freaks.
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Post by: AKMatt on February 13, 2010, 05:28:42 AM
Scourge of Shipwreck Beach - You're proficient at waiting in a tiny boat to attack passing rafts.  You gain +2 ab when on rafts (kobold only)

Trog - They call you Trog, because they're too lazy to say troglodyte.  They come to your home and slaughter your kin, but now your vengeance is at hand.  +1 ab and +1d4 damage vs. PCs in 2-6 lvl range.  (Troglodyte only)

Swashbuckler - Your particular brand of daring escapades require a quick wit and a quicker sword-arm.  Unhindered by such things as armor or shield, you make short work of your enemies with nothing more than steel in your hands and the occasional witty retort.  Add intelligence modifier to ab and ac (dodge) as long as you are not wearing medium or heavy armor or using a shield, and have a finesseable weapon equipped.

Silent But Deadly - You strike when your enemies least expect it.  +1 move silently, +1d4 dmg for one round after coming out of stealth.

I Have a Knife - You have a knife, and aren't afraid to let people know it.  When a dagger is equipped, you get +1 damage and +2 intimidate.

Favored of Chauntea - Blessed all your days by the Earthmother, you find favor with kindred spirits.  Mother Oggla sells you barkskin for 50 gold instead of 200.

Hapless Researcher - You've singed an eyebrow or two in your day, but it's all been worth it for the knowledge you've gained.  Your character is a master evoker, +1 to evocation DC, +1 saves vs. fire, 5% chance of spells backfiring and putting a "Combust" effect on you.  (Wizard only)

Master of Disguise - Your infinitely clever costumes deceive everyone.  Changes your PC's name to Kedrick Reynolds if you have both a simple robe and pot helm equipped.  +2 bluff.
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Post by: Meldread on February 13, 2010, 05:35:55 AM
Quote"Master of Disguise - Your infinitely clever costumes deceive everyone. Changes your PC's name to Kedrick Reynolds if you have both a simple robe and pot helm equipped. +2 bluff."

YOU WILL NEVER FIND HIM!   Like a ninja.  Out of sight.  Poof!
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Post by: Dr Dragon on February 13, 2010, 05:47:08 AM
PC Perk

Perk Suggestor

You have the uncanny ability to suggest perks that pcs should be able to have weather outright overpowered or outright trolling you have been posting perk ideas inside the suggestion forum;

-Mechanical benefits

Increased Load speed when posting ideas for a perk no matter how legitament or outright trolling it is.
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Post by: Paha on February 13, 2010, 10:21:43 AM
I am not very good with these ideas, but I would love to see something related to ranged weapons, secondary trinkets such as weak grenade style weapons and the efuss skills.

There are many nice perks, but I just haven't anything related to those areas hit my eyes.
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Post by: VanillaPudding on February 13, 2010, 10:59:16 AM
Ymphian marksman - Months on Ymph have allowed you to learn how to face it's  most ferocious inhabitants. +1 AB and -1 damage / 5 levels against Undead and Lycans.

Master Archer - Training with a bow has allowed you to avoid the clumsy mishaps in close combat and you'll no longer be the victim of an AOO while using a ranged weapon.

Sneak attacker - Master the art of precision has allowed you to inflict extra damage against creatures typically resilient to such things. You deal an extra 1d4 bonus piercing damage to any creatures normally immune to sneak attacks.

Gnomish design - With a few special modifications you've learned to change any crossbow you wield into a more deadly creation. Add damage to your crossbow equal to your intelligence modifier.

Keen Shot - Your aim with a bow is a thing of legends and you've learned to deal more damage with well placed shots. Half of your dexterity modifier is added to bow damage. (Ranger only, no multiclass)
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Post by: Luke Danger on February 13, 2010, 12:52:52 PM
Grenadier: They all laughed at you, saying that alchemists fire, acid flasks, and cantrips were all to expensive for combat use. You prove them wrong, proving resourceful enough to find what you need for them when all is down, and are effective with them.
Benefits: Random chance of 1, 2, or 3 throwables at reset. Cannot be sold. All throwables deal an extra 1d4 points of damage if damage is dealt.

Guardian: Protecting your allies is how you rock the world. Draw fire for them by getting the enemies' attention.
Mechanics: When an ally is attacked, your AoO's and taunts against said foe will draw their attention to you depending if they can succeed a Discipline check equal to your Taunt modifer.

Holy Guardian: You are a shield for the weak, and protector of justice, shield your friends and allies in battle, take their wounds for them, and hold the line.
Mechanics: Paladin Only, Turn Undead instead draws foes attention to you in a similar manner to turning. Also grants +3 AC from said turn.

Soul of Steel: Your soul might as well be ironclad. Only the most powerful mental influences can get through to you, and your body is resiliant. Unfortunetly, it comes at a cost: You aren't as quick as you used to be. Still, you can fight both mighty warriors and cunning wizards with much more efficiancy... presuming they use their traditional arsenal.
Mechanics: +2 Fort, +2 Will, -2 Reflex.
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Post by: Paha on February 13, 2010, 01:02:10 PM
Regarding that Grenadier, if I may suggest a small tweak for the idea Luke:

Grenadier, or perhaps with some other name
Benefits: A chance to make actually 1-3 throwable items on crafting, instead of just one, and they would do a little more dmg.
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Post by: Barehander on February 13, 2010, 01:03:59 PM
Ascetic: You have renounced worldly concerns in order to cultivate your spirit. Through rigorous abstinence you have achieved wisdom, peace and resilience, but your body has withered.
+1 Wisdom, +1 Fortitude, +1 Will, -1 Damage/AB, -4 Appraise (subject to balancing).

Stabs-Below-The-Belt: You're determined to show the tall folk size does matter - but not the way they think. You've spent your life fighting foes bigger than you, so you're somewhat clueless when facing someone your own size. (Small stature only.)
+1 AB vs. Medium, Large. +1d4 Massive Criticals vs. Medium, Large. -2 AB vs. Small. (Not sure if this is mechanically possible. I suppose you could treat races/skins individually, which is very much possible with scripts. But a lot of work.)
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Post by: Egon the Monkey on February 13, 2010, 02:44:20 PM
Second Wind
Just when they think they have you, you can always find a way to bounce back.
Once a day, if reduced to Near Death, you automatically (go into Barbarian Rage/have Blood Frenzy or Aid cast on you)

Natural Trapper
You can build a booby trap out of two twigs and a hairpin. Hell, ONE twig and an hairpin.
Once per reset, some form of minor trap will spawn in your pack

BULLSEYE!
(Halfling only)
You're a champion shot with the sling and that makes you kind of a big deal. Halflings know you.
While wielding a sling you gain (rogue) Sneak Attack (1d6) as a feat and +2 Persuade.

I Have a Cunning Plan...
"An excellent idea, with only one minor flaw...."
Every time you rest you wake up with a "Brilliant Idea" that gives you +2 Int, but -2 WIS for 1d8 hrs.

Handyman
"There's few things can't be solved with a tap of the hammer, lad!"
When you have a Light Hammer equipped, you gain +1d4 Bludgeoning Damage, as well as a +2 bonus to EFUSS Engineering.

Half-Elf, ALL Man! (or woman)
Half-elf only
Your mixed ancestry and culture helps with putting the moves on most races. You are a sexy, sexy beast, if a little unwilling to get your pretty hands dirty.
+1 Charisma, +2 Persuade, -1 Fort.
 I also love VP's ideas as a way to let expert snipers stand out and cope with the DR beasts. Also Swashbuckler as that's epically cool. Should come with a witty comment requirement :P.
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Post by: Drakill Tannan on February 13, 2010, 06:39:39 PM
Combat stance: Passive (Fighter or Monk)
Throughout your training, you have been taught that being pacient, and wait for the best chance to strike is what in the ends earns you victory, this mentality is traspassed to your combat style.
Mechanics: After level 6, the character looses any aditional attacks per round, but gains +1 AC, +1d4 Damage and +1 AB, as well as +4 to parry and concentration checks.

Master duelist (any lawful)
As far as fighting goes, you know the way of the duelist better than anyone else.
Mechanics: +4 to parry. Ripside attacks deal an additional 1d4 damage to creatures vulnerable to sneak attacks. -2 damage when not in parry mode.

Focused Shooter (any)
Your philosofy when it comes to ranged weapons? Pacience, focus, 1 strike is all that is needed.
Mechanics: +1 AB and Improved critical with all non-throwing ranged weapons. Losses any additional attacks per round when using ranged weapons.

Ofensive magic specialisation (wizards and sorcerers)
Wherever your school of specialisation is, in battle you are better at raining destruction over your foes that supporting your allies, but lack the support skills you don't like anyway.
Mechanics: All offensive spells are cast as if with +1 (at levels 5-7) and +2 (8+) caster level that the current. All non-offesnive spells are cast as if -2 caster level. +4 additional level 0 spellslots, cantrips do 1d8 damage.

Defensive magic specialisation (Wizards and sorcerers)
Although you are capable of laying waste to weak enemies, the real power of your magic lays in supporting your allies, as such, you are better doing so than raining destruction over your enemies, ability you are weak upon.
Mechanics: All buffing spells are cast as if with a +2 caster level. Offensive spells are cast as if with a -2 caster level.

Necromanctic specialisation (Wizards, sorcerers or clerics)
As an apretice necromancer, you know a few tricks and so that can be usefull(ish) in battle.
Mechanics: 3 times/day you can summon a lesser undead (Large zombie rat, zombie kobold, weak skeleton), that works as a weak but permanent summon.
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Post by: derfo on February 13, 2010, 07:09:08 PM
Those are some incredibly random and overpowered suggestions.

http://www.escapefromunderdark.com/forums/showthread.php?t=30259

^ Link to the original perk topic, for what it's worth.
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Post by: Sandstorm on February 13, 2010, 08:06:25 PM
AKMatt's suggestions are gold. I want to be a Trog.
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Post by: Howlando on February 13, 2010, 08:16:13 PM
I do like this one -

QuoteScourge of Shipwreck Beach - You're proficient at waiting in a tiny boat to attack passing rafts. You gain +2 ab when on rafts (kobold only)
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Post by: Thomas_Not_very_wise on February 13, 2010, 11:08:02 PM
Adonus:

You're the capital embodiment of a man, female NPCs simply love you.

Perk: Special conversations from female NPCs, opportunity for better loot from the female/gay NPC quest givers.

Aphrodite:

You're the capital Embodiment of a woman, Men kneel before you in adoration.

Perk: Special conversations from Male NPCs, opportunity for better loot from the male/Lesbian Quest givers.
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Post by: Drakill Tannan on February 14, 2010, 01:40:47 AM
Physician:
You have great knowledge of the humanoid body, wich an be used in several unique ways.
Mechanics: +1 to heal checks, and +1d3 sneak attack damage vs humanoids. (even though the character is not a rogue)

The stare:
There is something in your eyes.. something that scares the shit out of people if you decide to look at their eyes and not let go.
Mechanics: +2 Intimidate and initiative checks
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Post by: AKMatt on February 14, 2010, 05:36:14 AM
Hot Stuff - Accustomed to being the center of attention, you can take the heat.  +1d4 xp every time an NPC sets you on fire.
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Post by: KjetilofNorway on February 14, 2010, 10:17:28 AM
What a great system! I'll throw in some suggestions as well:
 
Crabfaced
You have asbolutely no sense of humor.  
- 1 charisma, spell immunity: Tasha's Hideous Laughter, +2 concentration, -4 taunt
 
Barrel of laughs
Your skeleton is made entirely from funny bones.
+2 taunt, -4 concentration
 
Green fingers
The plants you plant grow faster!
 
Beast whisperer
You get along better with animals than people
+ 3 animal empathy, -3 persuade
 
Captain Hook
Hey, you can take someone's eye out with that thing!
Bonus feat: weapon specializtaion unarmed strike (Must have a hook for a hand)  
 
Godless
You have attracted the ire of the gods by forsaking them all.
Hellbent for The Wall of the Faithless, cursing and defying the gods all the way, you are left with nothing left to lose: fearless.  
- 5 saves vs divine, 10% divine damage vulnerability, immunity: fear (must have empty diety field)
 
Lord of the Flies
You have a special bond with insects and flies, they cling to you like a hot turd and do your bidding.
- 2 charisma, ability to cast Creeping Doom (7) 1/day, and permament flies vfx on PC
 
Great Dancer
Being highly sensitive to sound and music, you've got great great rythm and know how to dance and piroutte about.
- 5 saves vs sonic, 10% sonic damage vulnerability, bonus feat: Whirlwind attack, +2 tumble
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Post by: KRUNTO on February 14, 2010, 11:06:52 AM
Akmatt's suggestions were spot on, for what it's worth.
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Post by: Drakill Tannan on February 14, 2010, 09:38:14 PM
Wild
You've learned to survive in the wild, and are quite used to it, and you are not at all used to civilisation.
Effect: No need for a campfire to rest, +1 hide/move silently while in the wilds, +2 to wilderness survival checks. You cannot rest in taverns, -2 hide/move silently and concentration while in non-natural areas.

The scavager
Your life has only reached this lengt due to your innate talent to find usefull stuff in the trash.
Effect: +1 Search, each time you rest, a random usefull(ish) item appears in your inventory (Minor spike trap, a couple +1 Darts, or rare ocacions a copper ring or a wheatstone, that kinda stuff) -4 persuade, nobody likes scavagers.

Too powerfull for confort (Sorcerer or bard)
You have not yet learned to controll your magic. And people notice that.
Effect: Visual effects will randomly happen to your character, and on rare ocacions, other benefitial (or not so quite) effects.(such as becoming invisible for 2 rounds, suddently becoming shiny, a 1 round daze.. etc.)

Careless speeder
You run fast. And trip a lot.
Effect: +10% movement speed, -2 Reflex saves.
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Post by: Egon the Monkey on February 15, 2010, 12:32:55 AM
Improviser
"To the creative mind, anything's a weapon"
Your character can find a potential for mayhem in any innocuous item. You gain a basic club with 90% weight reduction that cannot be lost to anything.

Creatively Honest (Good, non Lawful Only)
"Morals first. Law second"
+2 Bluff, +2 Pick Pocket.

Treasure Hunter

"All that glitters... somehow ends up in your pocket"
+50% chance to trigger the spawning of a random encounter.

Expert Tracker
You might not know where it *is* but you sure as hells know where it *was*.
+10 bonus added to all your /c track rolls. (yes I know that sounds like a lot but Tracking is a combination of a lot of skills)

Symbol of the Shadows (Trickery Domain Only)
To serve your patron's shadowy goals, you have cunningly disguised their holy symbol as that of an obscure, forgotten cult.
When Turning Undead, your symbol has an extremely high Lore DC to identify.

Knife Up Your Sleeve (Chaotic Only)
You have a knack for concealing weapons on your person
Knives, darts and slings never show up when you are searched.

Sawbones
"You've healed people as rocks and arrows fly around you. You can work in the toughest of conditions"
-3 to all heal DCs while in combat.

Soundtrack Of My Life (pure Bard Only)
"Always humming, whistling or tapping a tune. Even your mundane music can inspire your allies to greater feats of heroism or villainy"
Every time you activate the "music" power on an instrument it will give all allies in the area +1 saves for (CHA mod) rounds.

Horns of Battle (pure Bard only)
"All know that your marching song heralds swift death to those who oppose your comrades"
Every time you activate an instrument, all hostiles in the area gain -1 to all saves for (CHA mod) rounds
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Post by: Egon the Monkey on February 15, 2010, 09:05:32 AM
Now that's way too strong. Saves 15lbs worth of gear? woah. I'd say +2 AC and it's restricted to one handed weapons. A +1 large shield is still better than this, so this is a "take it for the cool factor" perk.
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Post by: Gnome on the Strange on February 15, 2010, 01:19:24 PM
Two-Fisted
Your two weapons move as one, strike as one, take magic as one.

Effect: Whenever a weapon spell is cast on you, it affects both the weapons you are wielding.
I think this would be a great way to promote dual wielders not always using double weapons because they don't take twice as many spells to enhance.

Eye of the Tiger
Whether by affinity to them, or looking like a threat, not prey, you can stare down the deadly cats of Ymph and back away unharmed.
Effect: All cats will ignore you as if you had a high Animal Empathy score.

Mystery Ally
You have gained the attention of a mysterious tracker who will occasionally aid you in fights.
Effect: Gain an item or player tool that has a 50% chance of summoning a longbow-wielding ranger mid-level Ranger for 2 turns once a day. The Ranger cannot be commanded.
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Post by: Porky on February 15, 2010, 02:10:50 PM
Man o' the Wilds
You can sleep without a campfire in the wilds, but still need a bedroll.
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Post by: chrijone on February 15, 2010, 03:25:30 PM
Walkway Idler.
Spending countless hours outside the Kingsman you have grown used to the sights of the ziggurat, unfortuantly you havent been away from there ether.

+1 spot/search/listen in the Ziggurat -1 spot/search/listen everywhere else
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Post by: KjetilofNorway on February 17, 2010, 08:27:44 AM
Webbed feet/fingers
Your hideously deformed, webbed  fingers and feet make you clumsy with fine machinery and gizmos, but enable you to swim faster!  
+10% movement speed underwater, -1 charisma, -2 pick pocket, -2 pick lock, -2 disarm trap
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Post by: Twelve on February 17, 2010, 12:21:23 PM
Quote from: AKMatt;167232Swashbuckler - Your particular brand of daring escapades require a quick wit and a quicker sword-arm. Unhindered by such things as armor or shield, you make short work of your enemies with nothing more than steel in your hands and the occasional witty retort. Add intelligence modifier to ab and ac (dodge) as long as you are not wearing medium or heavy armor or using a shield, and have a finesseable weapon equipped.

+1.  
 
I have no idea if even doable, but after the rash of swashbucklers die down, this would be a cool concept to play, IMHO.
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Post by: Nihm on February 17, 2010, 02:06:29 PM
Pure Druid or Ranger only -
 
 
Animal Handler - Plus two dodge AC versus animals, plus two empathy
 
Bushwhacker - Can access a few “shortcut” transitions (to be added to the module) that no one else can, and perhaps even a small camp unique to them.
 
Beast Tender - Can select from cat, wolf, or bear. Enemies of this type will now be neutral by default to the character.
 
 
Rogue or Assassin -
 
 
Backstabber - The first sneak attack of the day does extra damage
 
Night Owl - gain Ultravision and bonus to hearing skill during the darkest hours, 23 - 3.
 
Housebreaker - Indoor areas enchance your senses with plus two to picklock, search and remove trap.
 
Blackjack Expert - a sneak attack with a blunt weapon gains a small chance to Daze a foe.
 
Kidnapper - you acquire a rope that functions as the Shackle item does.
 
 
Fighter -
 
Tradeoff - A foe who lands a strike that puts you into bleeding or death gets the same amount of damage returned..
 
Whip expert - A small chance for a fighter with specialization: whip to cause Entangle on hit.
 
Pikeman - Does 2 bonus damage when using spear or trident.
 
Rock - you gain immunity : knockdown and DR/1, but suffer -3 to reflex and a 20% movement speed penalty.
 
 
Non-Class specific -
 
Stoic - Taunt penalty against you can be no more than 3 Points of AC. You can also camp without fire and rest in the rain.
 
Necromantic Penetration - your negative energy spells have a chance of removing Negative Energy Protection from their target. No longer can one potion or spell make them take for granted immunity to your entire arsenal of enfeeblements, negative energy circles, enervations, and direct damage from your school.
 
Nightriser Survivor - You’ve lived here long enough to see your share of undead and their ways. Plus two bonus to saves versus negative energy, /1 negative energy resistance
 
Orc Survivor - You’ve encountered the ambushes of Ymphan orcs time and time again. /1 Fire and Piercing resistance
 
Docks Dweller - Living amongst prostitutes and thieves has had its effects on your development. plus two versus disease, plus two spot in civilized areas.
 
Ziggurat Dweller - You are a wuss who wouldn’t dare speak up about the cruel, slaving ways of your Duke, otherwise you’d be dead. You keep a stiff upper lip and say the politically correct things even if your feelings say otherwise. Bonus to bluff and concentration.
 
 
Monk -
 
 
I am not your Pincushion - in a pathetic compensation for never getting their 50% concealment, monks can elect for permanent Entropic Shield effect (20% concealment versus missile weapons)
 
Spell Barrier - in a pathetic compensation for never getting mindspell immunity or spell resistance, monks may elect for a save bonus versus spells of One.
 
Iron Fist - Those monks unfortunate enough to start the game without 1d4 elemental damage gauntlets and so are stuck doing 3 or 4 damage per average hit for their entire lifespan will appreciate this perk. It gives them a non-drop glove with bonus feat : Weapon Specialization Unarmed. It cannot have Magic Weapon or darkfire cast on it however, as it simply is an ooc tool to represent a harder fist. Masters of the martial arts who take this perk may actually do more damage than a crippled kobold.
 
Darkmoon - gains plus one Dodge AC during night, evil only
 
Kossuthan - gains plus three saves versus fire
 
Broken Ones Order - When a nearby friendly PC is near death, gains plus five to Heal skill and a 10% movespeed increase
 
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Post by: RIPnogarD on February 17, 2010, 02:27:36 PM
Animal instinct: One of two things happens to a cornered animal; fight or flight...
While in animal form you gain the feat flurry of blows (or rage) and a 10% base land move rate.

Note: If it could be done to animal forms only would be cool.
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Post by: Drakill Tannan on February 17, 2010, 03:28:25 PM
Staff Master (Monk Only)
While most orders train their warriors to use martial arts in hand-to-hand combat, you are much better with the staff.
Mechanics: Gains weapon specialisation: Quarterstaff, but losses improved unarmed strike as a feat.

Magical inestability (sorcerer & bard)
People should know better than bugging the bloodwizards when they wiggle their fingers.
Mechanics: If you are hit while casting a spell and fail the concentration check, you automatically cast one of the following spells: Balgarians iron horn, death armor, gedlees electric loop or fireball (2) on yourself.

Low circle focus (Wizards and sorcerers)
Your compenhension of the low magic circles allows you more castings each day, but the latter and more advanced circles are still a challenge to you.
Effect: Gain +4 level 0 slots, +2 level 1 slots, +1 level 2 slots, -1 level 3 slots, -1 level 4 slots.
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Post by: Gnome on the Strange on February 17, 2010, 03:35:43 PM
Quote from: Nihm;168063
 
Rock - You no longer need to use Discipline.

Necromantic Penetration - You no longer need to use Dispel.
 
Monk -
 I am not your Pincushion - Missile weapons suck even more in addition to your potentially hilarious AC.
 
Spell Barrier - Your Uber Saves become Doppel-Uber.
 
Iron Fist - You gain even more hilarious damage than you usually get with your Finesseable Blunt Weapons with Bonus Diremace Mode.
 

There I fixed it, 'kay?

@Drakill.
IMO that staff thing doesn't go far enough. Staves can't use Flurry in NWN and they don't allow Monk Unarmed AB/ I think it prevents Deflect Arrows too. Not even worth it for high STR monks over fists. i thought of it, but it's IMO more gimped than a non-monk with Unarmed Strikes.

I'd say:
Gain Weapon Spec: Staff and Imp Crit: Staff. No penalty. That way a staff is useful with this perk because it's got a better crit range than fists and it's 2 handed, but less flexible because it can't use combat modes. A monk with a staff is
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Post by: Drakill Tannan on February 17, 2010, 04:09:35 PM
Staff Master (Monk Only)
While most orders train their warriors to use martial arts in hand-to-hand combat, you are much better with the staff.
Mechanics: Gain +1d4 bludgeoning damage when using quarterstaves, and get an aditional 1d6 at level six. Aditionally, the cahracter can cast entropic shield three times a day.

In before you troll this as too strong, consider:
At level 4, a monk with 16 STR unarmed deals a damage of 1d6 +3 with an AB of +4/+4 (8-18 damage,12 average)
At level 4, a monk with 16 and this perk, deals a damage of 1d6 + 4 + 1d4 with an AB of +6 (6-14 damage, 9 damage average)

At level 6 a monk with 16 STR unardmed deals a damage of 1d8 +3 with an AB of +5/+2/+5 (12-33 being 21 average)
At level 6, a monk with this perk deals a damage of 1d6 + 4 + 1d4 + 1d6, with an AB of +7 (12 Damage average)

Not OP at all.
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Post by: Nihm on February 18, 2010, 02:54:39 AM
You no longer need discipline - thanks Gnome, I wasn't aware they'd removed the other feats that discipline opposes, such as disarm.
 
You no longer need dispel - chance of dispelling negative energy protection, which still absorbs the spell, isn't even remotely comparable to a dispel which can strip more than just negative energy protection
 
Missile weapons now suck even more in addition to your potentially hilarious AC - Yeah, because monks are never in a situation where they're attacked without having prebuffed, and cannot be dispelled either, when they are buffed this perk probably wouldn't matter much, you're right about that, so what's the problem?
 
Saves become even more uber - It's just like getting Luck of Heroes without taking the feat, no wait, only applying to spells makes it limited and not nearly as good as a feat, maybe something like a Perk should be
 
The Iron Fist one - not such a drastic gamebreaker considering that gloves that add two damage with no drawbacks aren't very rare, hmm?
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Post by: Ebok on February 18, 2010, 03:45:37 AM
Pack Mule
You're always carrying everything of everyone's and you're more accustom to walking with the heavy loads.
+1(or 2) Strength, -1 ab, -1 damage.
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Post by: derfo on February 18, 2010, 06:32:07 AM
a perk that lightens the exp penalty from dying

a perk that conceals you from detect evil

a perk that makes being a parry fighter a worthwhile pursuit

a perk that makes dual-wielding two different weapons possible without sucking

a perk that lets you make tasha's hideous laughter wands at half price

a perk that lets you easily access a simple array of dyes

a perk that lets arcane spellcasters cast animate dead once a day at the cost of a curse, health loss, or being pursued by random spirits and such
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Post by: TheImpossibleDream on February 18, 2010, 06:42:32 AM
Dino Rider - You can ride any dinosaur you meet. Note: Deep Lizards are not dinosaurs.
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Post by: Pup on February 18, 2010, 08:04:34 AM
On the "Pack Mule" theme:

+25% to Your max inventory weight before encumbered.  (If this is even possible)
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Post by: Egon the Monkey on February 18, 2010, 09:26:56 AM
Quote from: TheImpossibleDream;168185Dino Rider - You can ride any dinosaur you meet. Note: Deep Lizards are not dinosaurs.
(http://www.topatoco.com/graphics/00000001/rb-raptorbandit-sm.gif)
Naga, you fool. This perk should require Weapon Focus: Six-Shooter :D
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Post by: Divine Intervention on February 18, 2010, 10:57:00 AM
Real men don't wear armour!:  If your fighter fights in cloth armour he gains +1 ac and +4 fear saves.
Disco Inferno:  By performing a wardance in battle you will explode in flames of glory. (one day self cast fireball if you use the dance emote)
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Post by: KjetilofNorway on February 18, 2010, 11:20:53 AM
Death wish
You do not fear for your life; your soul longs for death. Known for your suicidally reckless abandon, people are skeptical towards your ideas, but are intimidated of you. Who wants to anger a man with nothing to lose?

-10 saves vs death, immunity: fear, -3 persuade, +3 intimidate  
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Post by: Gnome on the Strange on February 18, 2010, 12:34:12 PM
Quote from: Divine Intervention;168195Real men don't wear armour!:  If your fighter fights in cloth armour he gains +1 ac and +4 fear saves.
If that was Armor AC it would be cool but Dodge AC would be nasty. Small finessers in Mage Armored cloth can gain fairly obnoxious AC and Dodge would stack.
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Post by: Divine Intervention on February 18, 2010, 12:47:54 PM
I meant armour.
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Post by: Yalta on February 18, 2010, 12:49:07 PM
Pup's sounds good
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Post by: RIPnogarD on February 18, 2010, 05:56:45 PM
Leadership
This persons personality inspires those around him with courage.

Grants an aura of valor X times daily, where X is equal to 1 + cha modifier, (either bard song or bless but call it aura of valor).
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Post by: Paha on February 18, 2010, 06:05:45 PM
I'm gonna do the favor for ya all and bring you back on the ground.

Don't try to get free weapon spec feats, weapon focus, humongous stats or spells.

Perks so far are a flavor to boost up your experience. One that gives stats, also removes a lot. So far there have been a lot of massive boosting perks, but you know what. You ain't giving any balance on them. None what so ever. 90% of perks suggested here, are super perks. Take it in a bit lower level and think of something that gives flavor, not ability. Perks are small things that bring flavor, bonus or a change. It's not transmutation, evolution or "I got boosted to superman". Few pieces of dmg, skill boosts, perhaps even some feat, but it also affects in some other way on top of that.
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Post by: Ommadawn on February 18, 2010, 11:19:57 PM
Quote from: Paha Poika;168254Perks so far are a flavor to boost up your experience. One that gives stats, also removes a lot. So far there have been a lot of massive boosting perks, but you know what. You ain't giving any balance on them. None what so ever. 90% of perks suggested here, are super perks. Take it in a bit lower level and think of something that gives flavor, not ability. Perks are small things that bring flavor, bonus or a change. It's not transmutation, evolution or "I got boosted to superman". Few pieces of dmg, skill boosts, perhaps even some feat, but it also affects in some other way on top of that.
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Post by: derfo on February 19, 2010, 04:34:33 AM
what kind words
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Post by: RIPnogarD on February 19, 2010, 12:54:48 PM
Quote from: Paha Poika;168254I'm gonna do the favor for ya all and bring you back on the ground.

Don't try to get free weapon spec feats, weapon focus, humongous stats or spells.

Perks so far are a flavor to boost up your experience. One that gives stats, also removes a lot. So far there have been a lot of massive boosting perks, but you know what. You ain't giving any balance on them. None what so ever. 90% of perks suggested here, are super perks. Take it in a bit lower level and think of something that gives flavor, not ability. Perks are small things that bring flavor, bonus or a change. It's not transmutation, evolution or "I got boosted to superman". Few pieces of dmg, skill boosts, perhaps even some feat, but it also affects in some other way on top of that.

Are you reading the same perks list I'm looking at? I'm looking at the list that gives perks like these...
Quote from: mort- Bonus: Improved Critical (Unarmed)
- Bonus: +50 Summoning Points.
- Bonus: +4vs. Fear, +2 discipline.
- Bonus: Bless (Spell) also adds +1 divine damage to everyone around. You may also be rewarded each night by your deity as you rest.
- Bonus: With each rest, you gain 10 temporary HP that can go over your maximum.
- Bonus: Every time you rest, you gain extra d4 gp.
- Bonus: +10% speed increase while in the wilderness.
- Bonus: +4 hide/ +4 MS while in the sewers. +3 vs. Disease.
- Bonus: +1 ab, 1/- Slash Resist, and +2 intimidate while in the Docks.
- Bonus: Double duration of breath while underwater.
- Bonus: You are 15% more likely to stabilize when bleeding.
- Bonus: In the wild, you gain +1 will, +1 fort, +2 concentration.
Sorry.... But... I fail to see the negatives to these... My PC actually gets the 10 free HP perk, pretty sweet if ya ask me.
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Post by: Paha on February 19, 2010, 01:18:29 PM
Yes. 10 hp of -temporary- hp, on a rest. It is not a max hp buff permanently, it lasts that one hit between each rest.

And on the perk list, I see bonuses towards one spell, few skill points, small dmg/ab bonus in -certain area-. Double the duration of breath, cool, you can stay longer under water. Nothing Op in that, but it gives a cool flavor to some fellow.

Bonuses to certain areas, like sewers that are already bloody tough to be at? Nothing wrong with that, only natural if a concept spends time in such place for him to have small perks there.

They all are balanced somehow, or then they are bringing in reasonable bonuses for concepts that surely could have earned such at that point of level.

If you give someone +2 stats and take nothing away, or limit it anywhere, booyah. Free racial boost.

If you give daily spells, booyah, why do they need to take that certain class to get it anymore?

If you give global, uneffected boosts that only make someone stronger in combat, boost their battle statistic or durability, without any limitations or reductions, it's gone over the board, except if it's something reasonable and can be based on something.

Like that imp crit unarmed. It's special and little used area that few can master and earn something like that. In certain areas it's only reasonable to think that some could master something to get small boost to certain ability or weapon of choice.
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Post by: RIPnogarD on February 19, 2010, 02:56:37 PM
Quote from: Paha Poika;168371Yes. 10 hp of -temporary- hp, on a rest. It is not a max hp buff permanently, it lasts that one hit between each rest.
Quote from: Paha Poika;168371If you give daily spells, booyah, why do they need to take that certain class to get it anymore?
Why take a level of fighter, here are your extra hp... Also feel free to scratch toughness off the feat list being this perk smokes it. The only reason you'd need toughness is if you need it for a PrC.

Quote from: Paha Poika;168371And on the perk list, I see bonuses towards one spell, few skill points, small dmg/ab bonus in -certain area-. Double the duration of breath, cool, you can stay longer under water. Nothing Op in that, but it gives a cool flavor to some fellow.
Scratch water genasi from the app list, why bother. And can you say bubbleberry? this makes bubble berry min at least 60 seconds. With a high Con this PC may not be a fish but it's at least amphibian.

Also there are some that are broken based on class. Druids should be restricted from free gold per rest, maybe rangers too. And aren't druids, rangers and barbarians fast enough already? Why not just give them wings because tack the simple movement perk on them and they'll be flying.

I'm not even going to get into every one of these, but quite honestly, the only thing keeping some of them from being broken is that you can't get them until 5th level, (which is another story basing off of 5th level PC's now being that much better than 4th and lower).
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Post by: Drakill Tannan on February 19, 2010, 04:02:16 PM
The point of a perk is that it is SEEN. If it's something useless or something that really doesn't visualy appear or change the behaviour of the PC (like +1 fort) then it's not a perk, it's a bonus.
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Post by: Egon the Monkey on February 19, 2010, 07:46:46 PM
*drives a bulldozer at the side of the thread in an attempt to get it back on the rails*
No perk on the list is going to make you a god. Very few ones suggested are that broken. Many of the ones that are would be cool if applied in a weaker form, and are therefore a good suggestion. Not "perfectly balanced final version", SUGGESTION. Stop whinging, start being creative.

Masterchef
"Delicious PIE"
You gain 2 basic Cooking recipes in your journal. Your EFUSS cooking gains a +5 racial bonus.

Scrumping (Chaotic only)

"It's basically Fruit Larceny"

Every reset, you start with a random piece of fresh fruit from the Orchard loot table. +2 Chaotic Points

Faithful Companion
"One man and his dog. Or one elf and his cat. Or one halfling and his spider..."
Your  animal companion gains +1 AB and +1 Saves. EXP penalty for losing your animal companion  increased 50%. HP damage penalty doubled.

Experimental Familiar
"You spent a LOT of time working on improving this thing. Losing it would be... frustrating"
Some form of improvement to the Familiar (New utility spell, maybe?). All penalties for its death are increased 50% .

Pipeweed Addict
"Best Wishes to your Black Lung"
-2 Fort saves. For 2 hours after smoking a pipe, you gain +1 Fort, +1 Reflex, +1 Dex
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Post by: derfo on February 19, 2010, 08:02:25 PM
this topic: people who are masters of mort's mind
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Post by: Drakill Tannan on February 20, 2010, 12:52:47 AM
Quote from: Egon the Monkey;168418Experimental Familiar
"You spent a LOT of time working on improving this thing. Losing it would be... frustrating"
Some form of improvement to the Familiar (New utility spell, maybe?). All penalties for its death are increased 50% .

I love this one. Maybe also allowing the PC to roleplay any intresting fact about the familiar? such as an ooze speaking. That would be hilarious.
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Post by: Drakill Tannan on February 20, 2010, 01:17:08 AM
Some perk that gives -10% movement speed, but +2 dicipline and +1 hit point per level.
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Post by: TheImpossibleDream on February 25, 2010, 01:41:04 PM
I had almost forgotten about these feats until recently. Offensive training vs orcs, reptiles and goblinoids seem like they could be a nice perk for non dwarven folk(who already have it.)

Might be a "ranger only" perk that requires you have the favored enemy. If it were "ranger only" favored enemy giant could also grant the ability to take "offensive training vs giants"
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Post by: AKMatt on March 02, 2010, 03:10:48 AM
Sorry if somebody already suggested this one, but I thought of it separately and am too lazy to scroll through and see if somebody else posted it.

Dog Whisperer - You're not aggressive, you're dominant.  +3 AE vs. dogs, wolves, dire wolves, etc, +1 dmg vs. werewolves.
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Post by: Equinox on March 02, 2010, 03:25:32 AM
Magician: You've spent lots of time practicing magic tricks, but people still think you as a bit of a looser.

-1CHA +4 UMD
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Post by: Drakill Tannan on March 02, 2010, 03:49:35 AM
Warcry:
Substitues barbarian rage, instead it now gives all allies +1 Attack and Damage, +1 per 4 caster levels after level 1, for 1 round per level +  CON modifier.
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Post by: Luke Danger on March 02, 2010, 08:00:26 PM
Banzai Charge: What can you say, you'd die just so your buds/master can get a tactical advantage.

Replaces Barb Rage, gives a major boost to STR and Attack, as well as a speed boost, but your armor kisses dirt and you have to weild a melee weapon. (exact stats... well, I'm not sure what would be balanced :/ )
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Post by: Ebok on March 02, 2010, 08:37:58 PM
Sounds like rage Luke...
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Post by: petey512 on March 02, 2010, 09:44:09 PM
Quote from: KjetilofNorway;168203
Death wish
You do not fear for your life; your soul longs for death. Known for your suicidally reckless abandon, people are skeptical towards your ideas, but are intimidated of you. Who wants to anger a man with nothing to lose?

-10 saves vs death, immunity: fear, -3 persuade, +3 intimidate  

I love this one. Maybe add something like -2 AC and +3 AB?
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Post by: ExileStrife on March 02, 2010, 10:34:11 PM
Quote from: petey512;170434I love this one. Maybe add something like -2 AC and +3 AB?
Yes, and -1 will save and +2d6 damage.
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Post by: Thomas_Not_very_wise on March 02, 2010, 10:51:26 PM
Quote from: ExileStrife;170439Yes, and -1 will save and +2d6 damage.

More like, I imagine, means -6 AC for +2 AB.
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Post by: Drakill Tannan on March 02, 2010, 10:58:28 PM
I agree with exile strife, but i actually like the perk.

-3 Saves vs death, +2 saves vs fear sounds fine to me.
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Post by: Luke Danger on March 03, 2010, 12:03:16 AM
Frontal Assault:
Tactics? BAH! You need no tactics, just going in and slugging it out until one side runs outta guys.

Effects: +1 Attack, STR, CON, and damage, but -1 INT, WIS, and CHA as you become less a being of reason and more a being of battle.

As usual, jsut the rough idea. Figured it'd be cute to have all the min maxes become even more min max... and suffer for it in other areas that they already fail (and should be RP'd so)
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Post by: 9lives on March 03, 2010, 01:35:54 AM
LOL

There is no way in hell we are adding the above. It would, likely, though, solve EFUA's current obesity epidemic.
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Post by: petey512 on March 03, 2010, 05:51:26 AM
Yeah I really like the idea of -1 Will and +2d6 Damage too. Because that's equally as powerful as my idea. How clever. What a clever thing to say.

I'm assuming however you get my general notion, make it much easier to get hit but make it so you hit easier. I'll let the techheads decide what's balanced, I'm just trying to make suggestions.
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Post by: Nightshadow on March 03, 2010, 02:28:23 PM
Talented Shifter:
You are so talented with your wildshape abilities, you can even talk while in the forms of animals that normally cannot.
Effect: No mechanical effect, no mechanical downside, you are just allowed to speak in your wildshape forms now.
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Post by: Drakill Tannan on March 03, 2010, 05:20:10 PM
Paranoid
Always ready for battle, 'cause you know there's someone out to get you.
+4 to initiative checks. -4 saves VS fear.

Coward
Bonus feat: defensive roll
Once a day, and every time you recive a critical hit, your character gains +30% movements speed, +5 tumble and +2 AC, but is aflicted by fear (as in the effect, fear) for 1d4 rounds.

The faithfull
+2 Saves vs. Divine. cast resistance 2 times/day.
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Post by: Disco on March 03, 2010, 08:28:39 PM
Fearfull rage.
When raging you caurse fear, but at a reduced str and con penalty.

Thickskinned
When raging you soak five damage.
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Post by: derfo on March 04, 2010, 05:09:38 AM
sorcerer's mud:

sorcerer class only you can choose to make so that every minute while you walk a permanent mud placable appears under you until reset
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Post by: TheImpossibleDream on March 04, 2010, 07:48:43 PM
Bog Walker: Freedom or immunity to paralysis whilst walking through bog type areas (places where things like assassin vines etc spawn) this way certain nature type concepts based around the bogs can actually go there without worry!
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Post by: Drakill Tannan on March 04, 2010, 08:06:19 PM
Elemental Bond: Element addition for sorcerers:

Add a visual effect upon the caster when he/she uses a high level spell of that element (3,4, 5+) for a few rounds (1d4 +1?)

Fire: as if the player had been cast comburst ipon
Water: Give the frozen skin for a few rounds
Earth: The effect of rocks being digged, under the caster's feet.
Air: A shaft of light, maybe?

Aura of pacifism:
Animals (wolves, island cats...) make a save vs the players AE and if they fail, become friendly towards him for a few rounds.
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Post by: Meldread on March 08, 2010, 02:29:52 AM
Mask of the Wicked
Your deity or some other being working against the forces of good shields your blackened soul from the gaze of Paladins.

Effect:  Your evil alignment cannot be detected by Paladins.
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Post by: Ideal_Misconception on March 08, 2010, 07:44:04 AM
Duelist
Your focus on dueling technique often leaves your opponents unable to land a blow... As long as they come one at a time.

+5 Parry, -3 AC

Insane
You are completely out of touch with reality... And nobody will convince you otherwise.

Wisdom is set to 3, +5 Will

Brute
You're scarred, cut up, and mean looking. You scare small children... And most everyone else.

-2 Charisma, +3 Intimidate

RAGE
YOU ARE AN ANGRY PERSON. SOMETIMES YOU DO ANGRY THINGS.

-2 Charisma, Barbarian Rage 1/Day

Lightning Berserker
Some people get strong when they get mad. You get fast.

+4 Dexterity, +10% movement rate. Replaces Barbarian Rage.

Half-Human
You were always more like your human parent. You could probably pass for one, if you wanted.

Extra Feat, Replaces Darkvision (Half-Elf only)

Diplomatic Speaker
Singing at your enemies? That's just silly... But sometimes violence can be just as pointless.

Replaces Bard Song. +2 Diplomacy, Bluff. Lasts one hour.

(I'm pretty sure nothing here is properly balanced.)
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Post by: AntoninD'Erlon on March 08, 2010, 08:28:51 AM
QuoteLightning Berserker
Some people get strong when they get mad. You get fast.

+4 Dexterity, +10% movement rate. Replaces Barbarian Rage.

Something like this would be very cool IMO. As you can see on the link below it's actually already in game for some monsters.
http://nwn.wikia.com/wiki/Improved_intensity

Some modifications to that and I think it would be really great!
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Post by: Nihm on March 08, 2010, 06:13:09 PM
Wall - When equipped with a Tower shield, you and allies behind you gain a bonus against missile weapons
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Post by: Caster13 on March 08, 2010, 06:23:09 PM
Graceful Fighter (AKA Improved Weapon Finesse) -
 
In addition to DEX being used to determine your AB, it is also used to determine bonus to melee damage.
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Post by: Drakill Tannan on March 09, 2010, 06:59:00 PM
The bard of Hamelin
Replaces bard song. When the bard sings, all enemies must make a will saving throw or become charmed.

(Though one should limit the number of enemies, maybe 1d4 HD enemies per caster level?)
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Post by: Nihm on March 09, 2010, 07:55:25 PM
Bullshitter - Bullshit is the key to building relationships and you're a paragon of it, knowing how to say what people want to hear.
 
-10% discount at npc merchants, can try every limited time quest given by an npc, such as Bilbys, three additional times, and gain a bonus to persuade or bluff checks used to get additional payment in the scripted conversations
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Post by: Drakill Tannan on March 11, 2010, 05:21:41 AM
Death Kneel
Every time you kill an enemy, something good happens, depending on the strenght of the enemy:
-+1 temporary hit points for 1 turn per level (most common)
-+1 to saving throws for 1 turn (Not as common)
-Gain temporary +1 AB, +1 DMG or +1 AC. for 1d3 turns (For strong monsters)
-Gain +1d2 points of any stat. for 1d4+1 hours (For bosses and sub-bosses or just reaaaally tough foes)

Soul binder (Evil only)
Every time you kill an enemy, there is a chance a summoned ghost will apear, as if the PC had casted sumon creature 1 with it's current caster level and the undead summoning theme. If the enemy is significantly stronger than the average, same with summon creature 2 or 3.

Breath of the dieing
Every time you kill an enemy, you regain a small amount of health, depending on the strenght of the enemy, from 1d2 to 1d6.

Battle orders (Replaces barbarian rage)
All allies gain +1 dicipline per caster level, +10% movement speed, +1 attack and damage and +4 initiative.

Savage Roar (Replaces barbarian rage)
Enemies nerby must make a saving throw or become scared for 1d3 rounds, and a more dificult saving throw or recive a -2 attack penalty.

Charge (Replaces barbarian rage)
Gain +20 initiative, +30% movement speed and +1 Attack and damage (+2 at level 7).
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Post by: TeufelHunden on March 11, 2010, 12:07:10 PM
Thickskinned(Yes I did take an already existing name) For every 2 con above ten you gain 1 melee dmg resistance while not wearing armor which stacks with barb resistance.
Healthy!- Con of 18+ You regenerate 1 health every 5 rounds. ( stole this from Baldur's Gate. That dwarf with high con regened due to his superhuman constitution)
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Post by: Cerberus on March 16, 2010, 04:03:31 PM
Vow of Poverty: You lose 10% of  all coins carried each rest (tithed) and are not allowed to have a savings account (DM's might have to monitor this part). You gain one extra (3rd) domain abilty and luck of heros feat.
 
This is best for clerics of course but any class could take it.
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Post by: Cerberus on March 17, 2010, 02:26:29 PM
Here's (//%22http://www.crystalkeep.com/d20/rules/DnD3.5Index-Feats.pdf%22) something interesting that may help stimulate ideas for more perks...
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Post by: derfo on March 17, 2010, 10:41:15 PM
Voyager: Travel times and fares for rafting/shipping are cut by a large percentage.

Beacon of Light: Effects of healing spells upon you are increased by a small percentage. Being inflicted with the light spell gives the character a slight benefit.

Rain Dance: Once per reset a character can make it rain in an outdoor area for a brief amount of time. You gain a slight benefit in the rain.
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Post by: Cerberus on March 19, 2010, 02:57:13 PM
Healing Hands: Your knowledge of healing gives you insite for unarmed fighting.
 
+1 heal... Your unarmed strike counts as a +1 weapon, -1 damage (you know where to strike and make it count)... Replaces a monks stunning blow with true strike.
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Post by: Lulzebub on March 20, 2010, 05:06:29 PM
Quote from: derflaro;172670Rain Dance: Once per reset a character can make it rain in an outdoor area for a brief amount of time. You gain a slight benefit in the rain.

That suggestion has the advantage of settling the Call Lightning debate forever. I like it for that reason alone.

Here are my offerings:

Deep Slumber
The Weave gives you unusually compelling dreams that render you practically comatose, but you sleep like a stone each night. (Wizard, Sorcerer, Bard only)
- Bonus: The PC can only rest every 30 minutes, but they recover full hit points when they sleep in an inn.

Mark of the Damned
It doesn't take divine insight to see into the wicked souls of those who have earned the wrath of their own patron deity, and you are one of the cursed few whose profane nature is self-evident. (Evil only)
- Bonus: Red glowing eyes with -1 AB/dmg, -1 to all saves, -1 to all skills, and the spells Raise Dead and Resurrection have no effect on the PC's corpse. The PC can still respawn.

Barfly
You like to go where everybody knows your name. You're such a regular fixture at the local tavern that just it wouldn't be the same place without you.
- Bonus: +2 to Persuade and Intimidate along with a small experience bonus based on the PC's Charisma modifier for each hour they spend in a tavern. The PC must consume alcohol to be eligible for the XP award.

Old Timer
The polite term is elderly, but they may as well call you "almost dead." You're at the end of your days and you can feel it in your bones.
- Bonus: -2 to Constitution and Strength, +2 to Wisdom, -2 to Dexterity when it rains, the property Special Walk: Zombie Walk is applied to the PC's skin, and the PC is unable to respawn, but receives 10% more experience from quests. Magical resurrection is still possible.

Repeat Offender
All the guards know you by name. You're such a frequent visitor to the jail that you practically have your own reserved room. (Chaotic only)
- Bonus: The PC is able to rest in the stocks or a jail cell and recover full hit points with a significant XP penalty.

I'll post more if I think of them.
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Post by: Lulzebub on March 20, 2010, 08:49:58 PM
Island Castaway
Years of desperate solitude have conditioned your appetite to the taste of wild game. You'll eat almost anything that moves. (Non-lawful only)
- Bonus: The PC recovers a small amount of hit points each time they kill a wild animal.

Gem Collector
Ah, the fruit of the mine. You are utterly obsessed with acquiring gemstones of every shape and size, regardless of the cost or consequences. (Gnome and dwarf only)
- Bonus: The PC receives a Gem Pouch plot item in their inventory. Gems placed in it are destroyed for a small XP reward.

Wanderlust
For you, nothing compares to the thrill of discovery. You don't need a map, you just go wherever your feet take you.
- Bonus: Exploration experience awards are doubled.

Colonial Investor
You became an affluent and influential citizen because you know where to put your money. Without people like you to finance new development, the colony can't expand. (Patrician only)
- Bonus: At the PC's option, bank holdings mature at a rate of 7% each month, with the risk of losing up to 60% and a fractional chance of being wiped out.
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Post by: Nihm on March 20, 2010, 11:06:28 PM
Malarite - Perk that allows followers of this deity to charm Malar Panthers once per day
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Post by: Drakill Tannan on March 21, 2010, 02:38:49 AM
Better even, malarite rangers/druids should get a malar beast as a companion.
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Post by: Lulzebub on March 21, 2010, 09:38:15 AM
I've seen people summon Malar panthers using the basic Summon Creature spells, so there's already either a reagent or a theme for them.

All druids can wildshape into a Malar beast at level 8.
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Post by: Drakill Tannan on March 21, 2010, 02:28:49 PM
It's a blood panther actually, i think, and it's the level 4 for regular theme. But i'm talking animal companion here, not summon.
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Post by: Thomas_Not_very_wise on March 21, 2010, 05:46:32 PM
Beacon of Courage:

You are an inspiration to us all.

Replaces Paladin feat Immunity to fear, and instead gives all non-hostile PCs and NPCs +4 versus fear. (Paladin only.)

Balance:

You're attune with the balance, and you often loose track of the current issues at hand.

+1 wisdom. -2 dexterity, -4 reflex, -1 con. ((Druid, true neutral only.]
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Post by: Drakill Tannan on March 21, 2010, 07:13:36 PM
Unlucky:
Something always goes wrong for you. No matter what.
-2 to all skill rolls, -1 to all saving throws. Extra XP gain.
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Post by: Divine Intervention on March 21, 2010, 08:36:07 PM
The power of positive thinking: You know your positive outlook helps but your look on the bright side attitude is very irratating.
+1 will, +1 positive damage, cure minor 1/day, -2 CHA

Pitiful: Weaker than your fellows you've learned to rely on your wits and plead for pity: -2 STR, +4 persuade, +1 INT
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Post by: Drakill Tannan on March 21, 2010, 09:35:37 PM
Arcane necromancer
Replaces your familiar with a skeleton warrior, you loose no XP when it dies.

Experimentalist
You are allowed 2 familiars, they both count as 2 levels lower

Familiar bond
Your familiar is 2 levels higher, you loose 50 more XP if it dies.
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Post by: Equinox on March 22, 2010, 01:33:35 PM
Quote from: Cerberus;172941Healing Hands: Your knowledge of healing gives you insite for unarmed fighting.
 
+1 heal... Your unarmed strike counts as a +1 weapon, -1 damage (you know where to strike and make it count)... Replaces a monks stunning blow with true strike.

This is utterly rediculous. Sorry but monks do -not- need this.
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Post by: Lulzebub on March 22, 2010, 01:51:13 PM
Card Shark
You know when to hold 'em and when to fold 'em. Some call it luck, but you know the odds and you always stack them in your favor.
- Bonus: PC has a 0.5% better chance of being dealt a Royal Dragon.
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Post by: Egon the Monkey on March 22, 2010, 05:13:35 PM
Marksmans's Path (Ranger Only)
"We'll fight in the shade"
Your Dual-Wield ability and Imp Two Wep Fighting is permanently disabled. While wearing light or no armor, you gain Point Blank Shot and Rapid Shot. Upon reaching L9 you gain Weapon Spec in Short and Long Bows.
Seems a decent way to implement the "ranged" over "2-weapon" specialisation for rangers.

Snakebite
"You make a habit of draining poison from beasts of the isle to coat your blades or arrows.
"
Every reset, you start with 3 low-grade weapon poisons.

Revenge Is Sweet (Only with 5 rogue levels)
"You can't shoot them in the eye. You can't stab them in the neck. But you have learned a few dirty tricks to let you debilitate the many foes a subtle blade is hard-pressed against"
Gain Favoured Enemy Undead and Slime, rank 1.

War Mage (Only with 5 levels of Wizard or Sorc)
"Your skills are not as fine with the Weave as a research wizard, but you can cope and adapt under stressful, violent situations"
-4 Spellcraft -2 Lore. +4 Discipline, +2 Concentration

Blood of the Negotiator (Only with 5 levels of Sorc)
"Your sorcerous powers constantly manifest themselves as a sort of presence on those around you, making your arguments more persuasive, your threats seem more sincere"
-
1 L1 Sorcerer Spellslot
+3 Bluff, Persuade, Intimidate, Appraise
All that Charisma, no class skills for it  and only 2 SP a level. Yes it's a lot of skills, but they're all social and no sorc will have the SP to focus on more than a couple.
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Post by: Cerberus on April 13, 2010, 05:25:12 PM
Seeing the Drunken Haze (//%22http://www.escapefromunderdark.com/forums/showthread.php?t=40282%22) and Pathfinder (//%22http://www.escapefromunderdark.com/forums/showthread.php?p=177585#post177585%22) threads brings me back to this perks thread. Sorry, I tried to bite my tongue and stay out of it but I can't control myself...
 
In a nut-shell simply having these "perks" is considered overpowered. By overpowered I mean that any option that gives a higher value than is expected. Overpowered effects add or remove options, but do not fundamentally change the game.
 
Then there is bent options, or in this case "perks". Those perks that can actually change the way the game plays out by giving an advantage to advanced players over beginners. Advanced players can exploit overpowered options fundamentally changing the way the game is played between advanced players and beginners.
 
Last but not least there are broken options, which are options or perks that when combined with other options or perks make something unplayable, puts it into a loop or makes the word infinite appear.
 
I don't see any of these "perks" as broken but without a doubt they are overpowered. And based on the fact that 4 out of 5 druids recommend pathfinder (if it actually did what it said it does, +10% move rate in the wilds) would make it a bent option. Sorry but a 6th level PC of a certain class that mathematically has a +30% movement rate is beyond a doubt, "Bent". In most cases you shouldn't have that until at least 9th level. With that in mind beginner players could be taken advantage of.
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Post by: TheImpossibleDream on April 13, 2010, 05:33:51 PM
Druids gain 10% movement at level 3 in the wilds, 15% at 6 and 20% at 9. This is listed on the mechanics page.
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Post by: Cerberus on April 13, 2010, 05:40:00 PM
Quote from: TheImpossibleDream;177632Druids gain 10% movement at level 3 in the wilds, 15% at 6 and 20% at 9. This is listed on the mechanics page.
My point exactly...
These changes were made to the game based on this servers low level, low spell environment. Now you add the Pathfinder perk and presto! You have a PC that's is far better than the PC any beginner would think he was up against.
 
Thanks for backing me on this TID. You used your advanced knowlage to take advantage of me and just bent the perk ;)
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Post by: Howlando on April 13, 2010, 08:24:14 PM
You are welcome to make a new thread against the Perk system, it is a subject off topic in this one. Of course I make no promises that I will even read such a thread or bother to take the time to explain why the perk system is actually very cool and something most players are (and should be) happy that mort took a lot of time to implement.
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Post by: TheImpossibleDream on April 13, 2010, 08:26:59 PM
Quote from: Cerberus;177634My point exactly...
These changes were made to the game based on this servers low level, low spell environment. Now you add the Pathfinder perk and presto! You have a PC that's is far better than the PC any beginner would think he was up against.
 
Thanks for backing me on this TID. You used your advanced knowlage to take advantage of me and just bent the perk ;)

After adding pathfinder perk you have an additional 10% movement speed in wilds areas. Thats 20% movement at level 3, 25% at level 6 and 30% at 9. This movement speed drops off when you enter non wild lands. Having been a level 10 druid I can tell you the pathfinding perk doesn't work half the time. When it does, it's only moderately useful.

A level 8 barbarian moves just as fast as a level 9+ druid due to the way the movement speed seems to be applied to them. So a barbarian with knockdown will make short work of a druid. Tanglefoot bags also work very well against druids and rangers due to their low reflex saves. Nothing can be immune to tanglefoot bag, not even with freedom of movement spell.

Personally if I were ever to make a ranger or druid again I'd not waste my time with the pathfinder perk. Not really what I would call overpowered.

It's not hard for a new or old player to look in the "information for new players" section of the forum and read the "Perks" and "Mechanics changes" thread. The player with the least knowledge of mechanics will almost always lose out to the player who knows his numbers well.

Name any perk you think is overpowered and I will point out why it is not. Though I think you'll find the answer is often the same. Either it replaces a feat or offers a meager insignificant boost that really does neither effect pve or pvp.
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Post by: derfo on April 13, 2010, 08:39:35 PM
are you serious cerberus
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Post by: Mort on April 14, 2010, 12:28:42 AM
Quote from: cerberusHealing Hands: Your knowledge of healing gives you insite for unarmed fighting.
 
+1 heal... Your unarmed strike counts as a +1 weapon, -1 damage (you know where to strike and make it count)... Replaces a monks stunning blow with true strike.
Quote from: cerberusIn a nut-shell simply having these "perks" is considered overpowered. By overpowered I mean that any option that gives a higher value than is expected. Overpowered effects add or remove options, but do not fundamentally change the game.
You proposed this (Healing Hands) and say CURRENT perks are overpowered?
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Post by: Kinslayer988 on April 14, 2010, 12:36:41 AM
Back on subject (and glad to be back),

Night watcher

Many say you have the best eyes in the dark. That you can point out a person wandering in the dark almost a mile away!

Gives Darkvision, +2 Spot, and +2 Search at night.

Acrobat

You are one of the people with the best reflexes and speed. However when you do take hits you take them rather hard.

You recieve +1 Dodge AC, and +2 tumble but you are lose -6 Discipline
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Post by: FleetingHeart on April 14, 2010, 02:40:57 AM
This should be a place to freely post ideas, no matter how out of whack they may be. Please refrain from ridiculing other people's ideas and stick to posting Perk ideas of your own. We, the DM team, will decide if/when any of these will go in.
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Post by: putrid_plum on April 19, 2010, 04:05:37 PM
Caver: +2 listen in caves

You spend much of your time underground and have learned to follow the echos people make in the damp, dark, caverns.
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Post by: Drakill Tannan on April 19, 2010, 04:19:00 PM
Daredevil
Your character is blind, but has learned to get by either way.

Inmunity: Blindness
-40 penalty to all spot checks
-4 penalty, hide, move silently, open lock, parry, pick pocket, set trap, tumble & search.
-1 to attack rolls
+1 dodge AC
+8 to all listen checks
Bonus feat: Blind fight
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Post by: Egon the Monkey on April 20, 2010, 01:39:42 PM
Linguist
You've got the gift of the gab, whatever the language.
You have a +5 bonus to all scripted Lore checks to read items. +1 Persuade and Bluff.

Cloistered (Cleric Only)
You spend more time contemplating the mysteries of writ and dogma than smiting the infidel.
-1 AB, -1 Fortitude Save, +1 L1 Cleric Spellslot, +1 Will save

Underground Contacts (Rogue only)
You've got contacts in a local criminal or covert organisation who owe you favours. Occasionally they're good for a tip or some equipment.
+2 Persuade. Every time you rest, there is a  25% chance  of gaining a small, useful item (set of lockpicks, Minor trap, grenadelike, weak poison).


Life Giver
(Bard Only)
Somehow, your songs bring out determination and strength within listeners, helping them put aside their pains.
You gain the Healing Domain Powers feat. (Non-Evil only)

This means all  cure spells will be automatically empowered. I wouldn't consider this OP due to the limited number of spells a Bard has and the fact their other spells are generally better (CSW vs Haste?). It would simply make the cures worthwhile. I played a Cleric/Bard healer in the UD, and really enjoyed the concept. This would let a pure bard do something similar.
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Post by: Drakill Tannan on April 22, 2010, 04:04:05 AM
Extraordianre escapist
Once a reset, your character gains a 30% movement speed bonus and +4 skill bonus to tumble & search for a turn, or so, but recives a -10% movement speed, -2 to all skill rolls and -1 to all saving throws untill next reset.
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Post by: SN on April 22, 2010, 07:12:23 AM
Quote from: "Egon"Marksmans's Path (Ranger Only)
"We'll fight in the shade"
Your Dual-Wield ability and Imp Two Wep Fighting is permanently  disabled. While wearing light or no armor, you gain Point Blank Shot and  Rapid Shot. Upon reaching L9 you gain Weapon Spec in Short and Long  Bows.
Seems a decent way to implement the "ranged" over "2-weapon"  specialisation for rangers.

YESSS.
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Post by: Zymnarkmar on April 22, 2010, 06:15:11 PM
If this is possible this sounds awesome.
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Post by: Drakill Tannan on April 28, 2010, 08:31:45 PM
Negative focus

- Change Flame Weapon/Dark Fire to negative damage
- Change Bard Song Damage Bonus to negative damage
  - Change Summoning Theme to undead
  - +2 Saving Throw vs. negative energy

-Negative damage spells will force a will saiving throw or have the creature slowed for a small duration

While negative energy is far stronger than elemental damage because you need negative energy protection to stop it, it also makes darkfire/flame weapon worthless against undead, and bard song too.

Plus, i belive necromancer arcanists could shine with this.
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Post by: Egon the Monkey on April 28, 2010, 09:33:12 PM
Hoo boy, that woudl be rediculously strong. Negative is only stopped by one fairly expensive potion, and negative damage does work against undead if it's bonus weapon damage. I know because Danny's anti-riser weapon was a club with +1 Negative damage. it's only negative energy spells that are reversed or ignored.
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Post by: Mort on April 28, 2010, 09:46:59 PM
Negative Damage on weapon goes through Undeads. And yeah, that's why they aren't present on the perk list!

Wouldn't mind a Necromancy focus to help out Negative Energy spells.
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Post by: Thomas_Not_very_wise on April 28, 2010, 09:55:05 PM
The Bio-Mancer

You study life, and have perfected the art of life itself, and the manipulation of positive energy.

ALL NEGATIVE ENERGY SPELLS NOW DO POSITIVE ENERGY DAMAGE
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Post by: Drakill Tannan on April 29, 2010, 01:57:29 AM
Quote from: Mort;179862Negative Damage on weapon goes through Undeads. And yeah, that's why they aren't present on the perk list!

Wouldn't mind a Necromancy focus to help out Negative Energy spells.

And if the flame weapon damage were to be reduced in exchange for the empowerment of negative damage?

Say, 1d2 & 1d3 instead of 1d4 & 1d6? If negative energy damage is so unblockable, it might still be worth it.
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Post by: TheMacPanther on April 29, 2010, 07:55:18 AM
Homeless

- Ability to rest anywhere within the ziggurat, ruins and docks.
- -2 persuade -2 bluff +1 Disease resist.
- (Possible) Flies animation for a time after you rest.
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Post by: Pup on April 29, 2010, 07:55:33 AM
If you're worried about the mechanics of your Bard Song perk, don't take one.  The original Bard Song still works great.

If, however, you want your Bard Song to be more interesting and more appropriate to your char, then by all means enjoy the fine work Mort put into them for you.
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Post by: Egon the Monkey on April 29, 2010, 08:54:50 AM
Quote from: Thomas_Not_very_wise;179865The Bio-Mancer

You study life, and have perfected the art of life itself, and the manipulation of positive energy.

ALL NEGATIVE ENERGY SPELLS NOW DO POSITIVE ENERGY DAMAGE
YES. Yes on so many levels. That would mean a necromancer who's willing to sacrifice the ability to buff up undead would be able to prep spells that would be useful against Riser Invasions. I'd have loved to have taken this on Ahmed. Positive energy is more powerful yes, but this only affects 2 spells, Ray and Burst. Since the cantrip Disrupt Undead doesn't exist (Necromancy, Ray, 1d6 Negative vs Undead) this would be great.


Alternatively, for a combat necromancer:

    Negative focus
- Change Flame Weapon/Dark Fire to Cold damage, Negative visual effect
- Change Bard Song Damage Bonus to negative damage
  - Change Summoning Theme to shadow
  - +2 Saving Throw vs. negative energy
- All necromancy spells apply a stacking  vulnerability to negative energy on hit.
-All negative spells heal the caster for X% of the damage inflicted.
or
-All Negative spells apply a short duration STR drain

The big trouble with necromantic spells is they are less strong than the alternatives for sheer offense. Neg Ray has a slightly higher max damage than Magic Missile, but has the same average damage output, lower minimum damage and a willsave for half. Negative Burst is weak, although pretty nasty at L8, when you start dealing 2 STR damage. Also, Polarization is a 100% protective measure.

I think that a Negative Focus should have a specific bonus that allows you to slip damage spells past that, so adding a vulnerability to negative that lasts for a few rounds and stacks would allow you to cut into that protection and reduce it to something like Insulation vs elements (whichg can be worn down). Or with vulnerability applied against an unprotected target, make negative spells more dangerous than Magic Missile, which they should be, as they get a save.
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Post by: Drakill Tannan on April 29, 2010, 02:30:48 PM
The problem being, egon, that would make negative spells very powerfull for PvP, but worthless in PvM unless you saved them for the boss of the quest.

Wich is why i'd rather have it slow the PC/NPC down, it makes it a good support weapon, or if it is you who are killing the target, let's you run, reposition, then attack again.

Also, undead seems more fitting, because what i had in mind was making an arcane necromancer that didn't look like a watered down version of the cleric one.
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Post by: putrid_plum on April 29, 2010, 03:30:53 PM
Necromancery spells are already extremely strong pvp and weak pve.  It would be cool to be able to use posative energy somehow, so those palemasters can take a thrashing on their weakness.
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Post by: Egon the Monkey on April 29, 2010, 04:28:19 PM
Very true. They have a weakness to positive energy which is a joke. Because the only way to deal positive damage to a living target that I know of is.... A rare dagger with +1 Positive vs everything. Maybe have the Focus perk apply some form of AoE effect to negative spells?
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Post by: lolmagics on April 30, 2010, 10:58:53 AM
Blood Siphon -

Your inflict wound spells will now cause an additional effect when a successful touch attack is made. The wounds created from this effect will now aid the caster and grant them temporary hitpoints equal to half of the damage caused. This effect will not stack but a stronger effect can override the prior temporary bonus. If used upon a creature that would normally be healed by this process, the caster will instead take damage from the effect. (Requires 5 cleric levels)

Perfectly Called Shot -

Your aim is sometimes so flawless that it would make the gods jealous. When using called shot show and a Longbow, Shortbow, or Crossbow, you're luck seems to shine through even further. When a successful called shot is made against the arms, your opponent must also resist a disarm check (second effect, DC = Attack Bonus). When made against the legs they must resist a tangle check (reflex, DC = Attack Bonus) or be stuck in place for one round.
(Requires Weapon focus in Longbow, Shortbow, or a Crossbow and Called Shot feat)
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Post by: Drakill Tannan on April 30, 2010, 04:25:17 PM
Balanced hands:

Whenver the character is dual wielding two large weapons, he gets +2 AB but -2 Damage.
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Post by: Lulzebub on May 01, 2010, 02:11:22 PM
Chosen of the Faith
You are on a mission for your god, and cannot suffer failure until your work is complete. (Cleric only)
- Bonus: The PC is able to respawn one single time at their choosing without incurring an experience penalty. Not applicable to deaths from PvP.
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Post by: Drakill Tannan on May 08, 2010, 10:42:15 PM
Balanced hands:

When dual-wielding large weapons, the player gets +2 AB but -2 Damage.

You know, just for the looks
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Post by: Caddies on May 08, 2010, 10:59:44 PM
Keep them coming. Some of these are quite good, and will be added.
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Post by: Drakill Tannan on May 09, 2010, 04:27:15 AM
I just realized i suggested the exact same perk twice..
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Post by: Egon the Monkey on May 09, 2010, 12:09:27 PM
Since there's been a lot of "why are there so few full-on rogues on EFU:A", a few rogue-based perks.

Misdirection (5 Rogue needed)

You are extremely skilled at distracting the attention of a target, forcing them to expose their back to your blows.
Gain +4 Taunt.
QuoteRogues often have some decent CHA, and taunt bonuses would help vs unsneakable foes.
Improvised Weapon Proficency (5 Rogue needed)
Years of street fighting and bar brawls have taught you one of the great truths of combat: Anything's a weapon. Chairlegs, broken bottles, a sock with a rock in the end.
Gain a +1 Mighty sling that cannot be dropped or traded, as per the player tool. Gain a 1d4 Massive Crits Dagger called "Shiv" with the same property.
QuoteGives a weapon that can harm undead  to some degree at range, and an emergency melee weapon
Brutal Efficiency (5 Rogue needed)
If you can't hit it good, you can at least hit it hard. Having learned what foes cannot be stabbed in the back with ease, you know when to really put the boot in.
Versus any foe that is immune to sneak attacks, you instead deal a single point of damage per Rogue Level when you would normally sneak attack.
QuoteIf scriptable as a result of the immunity showing up, this would reduce fighting undead and oozes from "damn near impossible" to "annoying"
Agent of Righteousness (5 Rogue needed, Good Only)
Perhaps you've a background in the Harpers. Perhaps you're a spy in the service of Cloakshadow. Regardless, you are both goodly and devious. Infiltration of villainous threats requires a certain knack for disguises and using unconventional equipment, and you have it.
Gain +2 UMD, +2 Bluff
QuoteI can't remember any Good-aligned specialist rogues that have made a huge impact. Most seem to me more Neutral "Classic Thief"
Man of A Thousand Faces
You have a talent for disguising your appearance to an observer, and cobbling together a disguise from any available parts.
Every reset, you gain a random cloth outfit,  helm, and an untradeable dye.
QuoteThis would allow disguise based PCs to have a new disguise every reset and be more varied in them than just looting.
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Post by: Nihm on May 17, 2010, 11:34:20 PM
Embalmer : Gives an increased chance of monsters for which there is a corpse item to drop a corpse, if killed by the embalmer.  Also grants a slight bonus to Heal and reduction of the penalties incurred when modifying Animate Dead summons.
 
Could alternatively be added as a Efuss skill.
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Post by: Barehander on May 18, 2010, 01:41:02 PM
QuoteHeir of the People

You may be tainted with human blood, but you're proud of the elven culture you've been raised into. (Half-elf only.)

Weapon Proficiency: Elf
QuoteSon of Man

The pointy ears may draw some looks, but you carry your weight like any human of the community. You're a quick learner, and you've had more time than most. (Half-elf only.)

+1 to all skills.
Considering half-elves have none of the boons of other races and are easily the weakest, I don't think these two are overpowered. If you wanted to add penalties, you might remove the saving throw bonuses from the human variant. Not sure about the elf-side. Either way, they'll be just a weaker copy of human or elf even with these perks.

QuoteTrapper

Snares, deadfalls, foothold traps, pits, poison needles, alchemical mines - you know your way around the most devious traps man has devised. Whether to plunder a mage's crypt, booby trap an orc trail or catch breakfast, you're the one to turn to.

+2 Set Trap, +1 Search, +1 Disable Trap.
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Post by: Porkolt on May 18, 2010, 02:16:45 PM
Annoying diplomat
 
You're an excellent negotiator, but most people agree that you know that slightly too well.
 
+3 Persuade, +3 Bluff, -1 CHA
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Post by: Drakill Tannan on May 19, 2010, 10:47:46 PM
Fury (Replaces Barbarian rage)

-Gives a 20% speed bonus (+5% per charisma modifier)
-Gives +4 to dexterity (+1 per charisma modifier)
-Gives another attack per round

Fearsome Warcry (Replaces barbarian rage)

-All enemies near the barbarian recive -2 to AB and saving throws for the duration of the rage, plus two rounds per charisma modifier

Battle Orders (Replaces barbarian rage)
-Grants +2 AB to all nerby allies, +1 per two points of charisma modifier.
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Post by: lovethesuit on May 20, 2010, 12:04:42 AM
Quote from: Drakill Tannan;182888Fury (Replaces Barbarian rage)

-Gives a 20% speed bonus (+5% per charisma modifier)
-Gives +4 to dexterity (+1 per charisma modifier)
-Gives another attack per round

Fearsome Warcry (Replaces barbarian rage)

-All enemies near the barbarian recive -2 to AB and saving throws for the duration of the rage, plus two rounds per charisma modifier

Battle Orders (Replaces barbarian rage)
-Grants +2 AB to all nerby allies, +1 per two points of charisma modifier.

Fearsome Warcry might work well as straight-up Warcry, as per the spell. The one you've got there seems a little weak, but certainly a good direction to go!

Also, I love the Fury idea. It seems pretty good balance to replace +4 Str/Con with +4 Dex and speed. The extra attack may be a little much though.
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Post by: DollarPhil on May 20, 2010, 08:16:50 AM
Fury is a brilliant idea, and probably balanced as is. The extra attack makes sense as +4 STR is a good amount of damage and AB. Since the Rage AC penalty would cancel out the +4 DEX's AC, what this would do is make finesse barbs rather worthwhile rather than being a short term AC buff. The +1 Attack (done at a -5 penalty like for Battlemarch or Imp 2wep)would make up for the lower damage.

I know finesse+barb may sound daft to some people, but I think a whirling, slashing "angry cat" of a Stargazer Barbarian would be very cool.
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Post by: Cerberus on May 20, 2010, 11:40:27 AM
Quote from: perksBrawler:
Fist fights are a tradition for you and with such experience; your fists seem to make more teeth fly away than anyone else. (Chaotic only).
- Bonus: Improved Critical (Unarmed)
Is there a way we can get "Brawler" for other than chaotic only. How about make another one, same perks, only call it "Boxer" or something and make it for everybody. Chaotic people arent the only people who get in fist fights. I can see where you might want to keep this perk from monks but it would be nice if it could be done some how. Or maybe at least make it non-lawful to say that lawful people would try to avoid fist fights as it would be against most laws.
 
Note: I'm being selfish with this request. I have a T/N boxer build that I would love to add this perk to.
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Post by: DollarPhil on May 20, 2010, 12:02:01 PM
I agree with that. There's no way a Monk should be allowed this, but it would have been a perfect Perk for someone like Luca Shepherd, who I think was NG, the same goes for that NE unarmed rogue we had a while back. It's a nice little perk for PCs who want to use unarmed attacks, and have already spent a feat in order to use an exceptionally sub-par weapon because it's cool for them.
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Post by: Drakill Tannan on May 20, 2010, 04:16:37 PM
Quote from: DollarPhil;182962Fury is a brilliant idea, and probably balanced as is. The extra attack makes sense as +4 STR is a good amount of damage and AB. Since the Rage AC penalty would cancel out the +4 DEX's AC, what this would do is make finesse barbs rather worthwhile rather than being a short term AC buff. The +1 Attack (done at a -5 penalty like for Battlemarch or Imp 2wep)would make up for the lower damage.

I know finesse+barb may sound daft to some people, but I think a whirling, slashing "angry cat" of a Stargazer Barbarian would be very cool.

Axe throwing barbarian ftw
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Post by: Drakill Tannan on May 20, 2010, 04:20:31 PM
What i'd like to see is a perk that allows you to effectively be able to use unarmed strike without having to be a monk. For example:

Fist fighter
Your unarmed strike becomes 1d6 damage.

You'd still need to take improved unarmed strike to be able to fight unarmed effectively, and you'd be far more diferent than the monk. And there are several characters that make sence they fight unrmed, think of a divine champion of Malar, or a cleric of Malar. A tribal barbarian or ranger, or just a martial artist who isn't a monk, etc.
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Post by: Nightshadow on May 20, 2010, 04:31:54 PM
Making it 1d6 would be far better, in my opinion.
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Post by: Cerberus on May 20, 2010, 04:44:10 PM
I'd rather double my chances for crit...
 
A 5th level fighter with a 16 str and these:
- Improved Unarmed Strike
- Weapon Focus (unarmed strike)
- Weapon Specialization (unarmed strike)
 
Is looking at 1d3+5 dam... X2 crit = 12-16 with a punch
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Post by: Nightshadow on May 20, 2010, 05:20:01 PM
Not all non-monk unarmed fighter builds will be a fighter, though. That works great for a fighter, but not so much for others.
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Post by: lovethesuit on May 20, 2010, 10:27:03 PM
Quote from: DollarPhil;182972I agree with that. There's no way a Monk should be allowed this, but it would have been a perfect Perk for someone like Luca Shepherd, who I think was NG, the same goes for that NE unarmed rogue we had a while back. It's a nice little perk for PCs who want to use unarmed attacks, and have already spent a feat in order to use an exceptionally sub-par weapon because it's cool for them.

lol those are both me unarmed 4lyf

Would definitely say that making the base damage of an unarmed attack d6 is a great option. I'd also say leave in the other one. Each character only gets one perk, so if you leave both options in, everybody happy.
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Post by: Thomas_Not_very_wise on May 20, 2010, 10:48:07 PM
You can actually earn multiple perks if the Dms see you put effort in it.

Perks like, Elemental Focus: Air, fire, etc...can be earned.
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Post by: DollarPhil on May 21, 2010, 09:05:59 AM
I could see this system being quite handy to implement variant classes without actually tasking them so far as to be a PrC, thinking about it. It could help people wanting to not have to multiclass to represent their PC's abilities.

Urban Ranger
(requires 5 ranger)
You are not a tracker of the wild frontier, but an investigator of the mean streets.Compared to other rangers, you are less sensitive to the rhythm of the natural world, but more adept in society.
All ranger speed/skill  bonuses are reversed, working only in "city" and "sewer" maps. -4 H/MS in the wild, +3 in town. If you take this Perk, you may not use items tagged as "pure ranger only". -2 AE +2 Persuade.

Wilderness Rogue (Requires 5 Rogue)
Not a crook or a spy, but  a hunter specialising in ambush and traps.
-3 Bluff, -3 Persuade, -2 H/MS in the city, Trackless Step, Tracking, 5 point bonus to EFUSS Wilderness Survival.

Wisdom Of the Wielder (must be pure Monk, Weapon Focus)
You have trained with the traditional weapon of your Order, so much that you and it act as one. This has however impacted on your unarmed proficiency.
Gives you an extra attack per round at -3 AB when you have a melee weapon equipped. Your Unarmed Attacks are at -1 AB.
If Battlemarch can add attacks, I assume this is scriptable, and a way to see monks for who it is actually worth using a Monk Weapon.


Crafting Ideas

Grandma's Traditional Recipe
Your family have a secret recipe for a useful herbal product, passed down from generation to generation.
This perk will give you the exact recipe for any one herbalism product from a list of relatively basic ones.
This would IMO promote people wanting to learn herbalism by immediately giving them an exact starting point.

Alchemical Breakthrough
Before this blasted incident, you had made a great stride forward in your research, creating a simple recipe for an alchemical device that could be replicated even in field condtions.
This perk will give you the recipe for any one alchemical product from a list of relatively basic ones.

Divine Inspiration
Your patron has seen fit to grant you the means to create artifacts of their power.
This perk will give you the recipe for any one consecration product from a list of relatively basic ones.
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Post by: Cerberus on May 21, 2010, 12:43:10 PM
Boxer: You have either been in so many bar brawls or have had training in the art of fist fighting either profesionally or as a gladiator that you have become dangerous in an unarmed fight.
- Unarmed damage becomes 1d4
- you gain the Improved Parry feat
 
 
 
I can't think of any good drawbacks to put on this... Hmm...? Monks aren't going to want this so you wouldn't have to worry about that... Is no arcane spell users a reasonable restriction?
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Post by: Porkolt on May 21, 2010, 12:58:54 PM
Quote from: DollarPhil;183165IGrandma's Traditional Recipe
Your family have a secret recipe for a useful herbal product, passed down from generation to generation.
This perk will give you the exact recipe for any one herbalism product from a list of relatively basic ones.
This would IMO promote people wanting to learn herbalism by immediately giving them an exact starting point.

This sounds more like something suitable for cooking.
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Post by: Drakill Tannan on May 21, 2010, 03:53:44 PM
Not really Pork, sounds to me like one of thouse "home made cures" name to me.

Quote from: DollarPhil;183165I could see this system being quite handy to implement variant classes without actually tasking them so far as to be a PrC, thinking about it. It could help people wanting to not have to multiclass to represent their PC's abilities.

Yess. Exelent suggestion.

I also LOVE the idea of the recipies.
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Post by: lovethesuit on May 22, 2010, 08:37:16 AM
Clearly something for resting in the wilds.

Once per rest, get an oil flask in your inventory if you don't already have one?

Get a 0 weight bedroll that is non-droppable?

I dunno.
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Post by: Barehander on May 22, 2010, 09:00:39 AM
Quote from: lovethesuit;183344Clearly something for resting in the wilds.

Once per rest, get an oil flask in your inventory if you don't already have one?

Get a 0 weight bedroll that is non-droppable?

I dunno.

Bushnap

The comfort of a bed means nothing to you. You sleep wherever and whenever it's prudent and safe to do so, rocks and sticks be damned.

No bedroll required to rest in the wilderness. (Oil would still be required unless you were ranger or druid, I guess.)
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Post by: Drakill Tannan on May 22, 2010, 01:52:16 PM
I'd like it better if it were soemthing like

Man o' the wild
You can rest in the wilderness without oil not a bedroll
You can't rest in an inn.

Wich would be more noticable.
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Post by: Porkolt on May 22, 2010, 03:27:54 PM
As someone who's slept well both under the open sky without a bedroll as well as in a hotel, I can tell you that makes no sense.
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Post by: Oskar Maxon on May 22, 2010, 04:17:28 PM
IMO it should be:
Can rest in wilderness without bedroll and oilflask as long as you've just failed two saving throws in a row vs alcohol. Win.
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Post by: Relinquish on May 22, 2010, 04:18:37 PM
Perk: Wizard, conjurer specialist only

Summon Adept

All summons are +1 lvls, as if summoned with the animal domain.
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Post by: Drakill Tannan on May 22, 2010, 04:21:17 PM
Make it sorcerer too IMO
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Post by: Thomas_Not_very_wise on May 22, 2010, 05:03:10 PM
Perk: Wizard, conjurer specialist only

Summon Adept

All summons are +1 lvls, as if summoned with the animal domain.
That is exceptionally powerful.



-------------------

With certain summon themes, this would be entirely over powered.
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Post by: Nightshadow on May 22, 2010, 05:07:33 PM
It is powerful, but conjurer specialist gets rid of transmutation, which is exceptionally suck.
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Post by: Thomas_Not_very_wise on May 22, 2010, 05:12:03 PM
Quote from: Nightshadow;183411It is powerful, but conjurer specialist gets rid of transmutation, which is exceptionally suck.

You don't understand. This Theme at level 9 would destroy any mage on the server and make them near impossible to kill. The sixth circle summon theme is -devastating- on any theme. It can take on a fully buffed level 9 fighter without support.
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Post by: Divine Intervention on May 24, 2010, 06:00:55 PM
This would also be like animal domain, a cleric domain.  Perks shouldn't be getting powers like that, it would also remove the point of earning this IG.
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Post by: Drakill Tannan on May 24, 2010, 10:54:03 PM
How about this then:

Skilled summoner
Summon creature 1 is treated as if cast with the animal domain.

So, summon creature 1 becomes summon creature 2, but only that.
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Post by: Relinquish on May 24, 2010, 10:57:14 PM
Quote from: Thomas_Not_very_wise;183413You don't understand. This Theme at level 9 would destroy any mage on the server and make them near impossible to kill. The sixth circle summon theme is -devastating- on any theme. It can take on a fully buffed level 9 fighter without support.

I beg to differ, not every theme is so uber awesome. It's just that summons scale so weirdly, the summon 1 of a theme can be as useful as the wizard running at an enemy with a club, but they 3rd or 4th one can be totally devastating.
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Post by: Porkolt on May 24, 2010, 11:04:43 PM
Quote from: Oskar Maxon;183403IMO it should be:
Can rest in wilderness without bedroll and oilflask as long as you've just failed two saving throws in a row vs alcohol. Win.

This shouldn't require a perk.
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Post by: lovethesuit on May 25, 2010, 05:04:55 PM
Flexible Summoner

Effect: You are a master of summoning creatures of many different varieties. Whenever you use a summoning reagent, your summoning theme changes as per that reagent until such time as you use a different one or until you rest.

(Basically, instead of each reagent only lasting for one use, you can cast multiple summons with it, but only until the next time you rest.)

Cross-Dominance
Requires: Two-Weapon Fighting (feat)

Effect: When using two weapons of medium size or larger (ex. Longsword and Battleaxe), you temporarily gain the benefits of Dual-Wield as per the Ranger class ability.

(A very limited form of dual-wielding for characters with lower dexterity. It requires you to essentially take a -4 penalty to AB, as well as wearing light armor.)

Jeweler


Effect: You have plenty of experience with objects of finery, and you know how to spot them. Whenever you deal the killing blow on a creature, there is a 1% chance of finding a copper, silver, or gold ring or necklace on its remains.

(Just a little thing to help out folks more concerned about money than strength.)
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Post by: Thomas_Not_very_wise on May 25, 2010, 05:16:20 PM
Mind over Matter.

This perk allows your character to keep fighting until your character's hp hits below -9hp.

However, you're no longer able to be subdued or winded.
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Post by: lovethesuit on May 25, 2010, 05:41:10 PM
Insightful Strike

Effect: For 1 turn, you gain a bonus to your AB equal to your wisdom modifier. You can use this ability 1/day at 5th level, and one additional time per day every three levels after (to a maximum of 3/day at 11th level.)

Ethical Diviner
Requires: Greater Spell Focus (Divination) (feat)

Effect: You can make use of your gifts of divination to determine the character of those around you. When you cast Identify, you gain temporary access to the chat commands for Detect Good and Detect Evil (as per the Paladin and Blackguard class abilities) until the spell ends.

Interrogator
Requires: Greater Spell Focus (Enchantment) (feat)

Effect: You have a unique ability to draw out detailed information from the subjects of your enchantment spells. The duration of the spells Charm Person, Charm Monster, and Dominate Person are doubled.

Invoker
Requires: Greater Spell Focus (Evocation) (feat)

Effect: You are in excellent control of your own Evocation magic, and rarely hit yourself with your own fireballs. For 6 seconds after casting a spell from the Evocation school, you temporarily gain the feat Improved Evasion.

Master of Curses
Requires: Greater Spell Focus (Transmutation) (feat)

Effect: Your transmutations often take a darker turn. Any creature affected by your Bestow Curse spell takes an additional penalty of -1 to all ability scores, attack bonus, armor class, and saves.

Ghost Sounds
Requires: Greater Spell Focus (Illusion) (feat)

Effect: As a master illusionist, you can create very convincing sounds from any source. You can select any location or creature from which originates a sound of your choosing. You can use this ability once per day at level 5, and one additional time per day for every two levels thereafter (to a maximum of four times per day at level 11.)

Spell Disruption
Requires: Greater Spell Focus (Abjuration) (feat)

Effect: Your familiarity with the fundamental forces of magic give you the ability to control other casters, and punish them for casting in your presence. Every time you counter a spell, the caster suffers 1d6 magical damage for each level of the spell countered.
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Post by: Drakill Tannan on May 25, 2010, 05:43:41 PM
Last stand:

You can continue to fight untill your character reaches -9Hp. Whenever your character reaches 5 Hp or less, he gains +6 To strenght for as long as he remains below 6 Hp.
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Post by: Decimate_The_Weak on May 25, 2010, 05:49:53 PM
Agile Acrobat - Due to your extensive training in acrobatics, you've focused on your agility over power.
 
+2 DEX / - 2 STR
 
Arrogant Leader - You've been a banner for people to rally beneath since birth, lucky you, however, you tend to forget your limits.
 
+1 Intimidate / +1 Persuade / +1 Bluff / -2 Concentration
 
Tyrant - You're definately freightening, but when it comes to persuading someone who isn't scared of you... you have second thoughts on this "I'll beat you" thing.
 
+2 Intimidate / -2 Persuade
 
~ ~ ~ ~ ~ ~
 
I'm also stating that increasing the level of summons is very, very, VERY overpowering. We just saw the other day about a dozen water elements stomp on moderately high level PCs. Making them any more powerful would just be LOLwtfNO.
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Post by: Drakill Tannan on May 25, 2010, 05:52:07 PM
Trickster Illusionist:

Once a day you can cast a version of polymorph self that changes no stats and still allows you to cast spells. Also, there are more models. Lasts for 1 hour/level.
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Post by: lovethesuit on May 25, 2010, 05:52:57 PM
Quote from: Drakill Tannan;183941Last stand:

You can continue to fight untill your character reaches -9Hp. Whenever your character reaches 5 Hp or less, he gains +6 To strenght for as long as he remains below 6 Hp.

I think this is easier to implement and safer than Thomas' suggestion above.

Contagious Contagion

Effect: When you cast the spell Contagion, it affects every creature that comes within 5 ft. of the subject after 1 round.
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Post by: Drakill Tannan on May 25, 2010, 05:56:19 PM
Pestilence bearer:

Whenever your character is diseased, poisoned or has his stats drained any PC/NPC in a short range must make a saving throw every turn or so, or share his penatlies for a few rounds.
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Post by: Thomas_Not_very_wise on May 25, 2010, 05:56:29 PM
Unholy Blight ((Requires GSF NEcromancy, Cleric Only))

Whenever you cast the "Curse Spell" it performs the same effect as Unholy Blight, cursing everyone within a radius with -3 ability stats.
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Post by: lovethesuit on May 25, 2010, 06:11:36 PM
Hardcore

You gain 10% more XP from everything, including quests, kills, exploration, and DM bonuses. However, you may never respawn.

I told you I was hardcore!
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Post by: Drakill Tannan on May 25, 2010, 06:12:14 PM
Don't you mean GSF: Transmutation?
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Post by: Winston Martin on May 25, 2010, 06:14:02 PM
Insomniac:
It takes you twice as long to fall asleep, so you might as well read a book or two.
- Bonus: You rest every 50 minutes instead of 25, and receive +3 lore.
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Post by: Drakill Tannan on May 25, 2010, 06:15:20 PM
How about inmmunity to "sleep" too?
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Post by: lovethesuit on May 25, 2010, 06:35:58 PM
YES! Winston wins and Drakill gets a producer credit.

Sleep Deprivation

Effect: Every 25 IG minutes you go without sleep, you gain a +1 save bonus against mind-affecting spells, to a maximum of +10. After you rest, however, you gain a temporary -1 save penalty against mind-affecting spells, to a maximum of -10, based on your previous bonus.
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Post by: lovethesuit on May 25, 2010, 06:42:18 PM
Dwarf-style Two-Weapon Fighting

Effect: When wielding a hammer in one hand and an axe in the other, gain +1 AB and +1 AC against goblinoids, orcs, and giants.

Stone-skipper

Effect: When you damage an enemy with a sling, you deal regular sling damage (1d4) to another hostile creature within 5 ft. of the first.

WAKE UP!

Effect: You deal no damage against non-hostile creatures affected by magical sleep.

Light Sleeper

Effect: While resting, you are not blind and gain a +8 to listen checks.

Cave-born

Effect: Whether a survivor of Sanctuary, a former slave from the Underdark, or just a natural-born cave dweller, your eyes are well adjusted to the darkness. You gain Low-light vision as a racial ability.
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Post by: Winston Martin on May 25, 2010, 06:54:52 PM
HARD BOILED:
You regularly deal with humanity's seedy underbelly, and are well known for getting results with your cool, cocky, and flippant attitude. Unfortunately it is often at the expense of your own well being.
- Bonus: +2 Bluff, +2 Intimidate, -1d10 hp awakening from rest. (Non-evil only)
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Post by: Winston Martin on May 25, 2010, 07:21:11 PM
Coward:
Not everyone's a hero.
- Bonus: Expeditious Retreat (6) 1/day, -3 discipline
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Post by: lovethesuit on May 25, 2010, 08:07:25 PM
Quote from: Winston Martin;183962HARD BOILED:
You regularly deal with humanity's seedy underbelly, and are well known for getting results with your cool, cocky, and flippant attitude. Unfortunately it is often at the expense of your own well being.
- Bonus: +2 Bluff, +2 Intimidate, -1d10 hp awakening from rest. (Non-evil only)

Level 5 Elf Wizard with 6 con. Die on rest.

LOL DO THIS ONE
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Post by: Drakill Tannan on May 25, 2010, 09:03:03 PM
Quote from: lovethesuit;183961Stone-skipper

Effect: When you damage an enemy with a sling, you deal regular sling damage (1d4) to another hostile creature within 5 ft. of the first.

Glaive Wurm
Effect: Just like above, but it bounces two times.

...

Sorry, i had to. On a more serious note:

David

Effect: When using a sling, you gain +4 damage vs giants & ogres. If you are a halfling, you get +5 damage instead.
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Post by: Damien on May 30, 2010, 10:25:40 PM
Melody of the Seas: - Your songs can summon even the waves themselves.

- Summons water elemental
- Gives acid damage maybe...water damage..?
- Gives some fire reduction and some elec vulnerability
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Post by: meow-mix on May 31, 2010, 12:56:26 AM
'Tis a Good Day to Die:[/u]
Barbarian Only

You've always known that you would die in battle, but by all the heavens and hells, you won't be going alone.

Effect:
1x/day Gain level/+2 Damage Reduction
Gain Immunity to Fear or Mind-altering effects
Gain an extra attack per round
Sustain level x 3 magical damage per round.  Effect lasts until end of combat or death.
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Post by: meow-mix on May 31, 2010, 01:19:01 AM
Wanted:  Dead or Alive[/u]

You thought you had given them the slip for good, and that the deeds of your past were long forgotten. You thought wrong.

Effect:
Gain +3 Hide
Gain +3 Move Silently
Gain +3 Spot
Gain +3 Listen
Gain +3 Intimidate

On rest, slight chance that increases with level of an assassin spawning.
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Post by: meow-mix on May 31, 2010, 01:29:22 AM
Ugly Duckling[/u]
Large Phenotype Only

People have always said that "you've got a great personality."  Well, at least your mother did.  All you know is that, unlike fairer folk, you've never gotten anything for free.  Never having been able to rely on your good looks, you've had to hone other points of character to get by.

Effect:
Gain +2 Intelligence
Gain +2 Wisdom
Suffer -5 penalty to persuade
Suffer -5 penalty to bluff
Suffer -5 penalty to appraise
Suffer a drastically lower reaction from NPC's of the opposite sex
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Post by: Drakill Tannan on May 31, 2010, 03:12:53 AM
Quote from: meow-mix;185030Wanted:  Dead or Alive

You thought you had given them the slip for good, and that the deeds of your past were long forgotten. You thought wrong.

Effect:
Gain +3 Hide
Gain +3 Move Silently
Gain +3 Spot
Gain +3 Listen
Gain +3 Intimidate

On rest, slight chance that increases with level of an assassin spawning.

I have a better idea. Instead, this character gets a 1k gold bounty on his head, automatically.
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Post by: BoomdaddyBP on May 31, 2010, 03:26:05 AM
Would need more like a 10k bounty instantly, those are some nice skill boosts.
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Post by: Father of the Four Winds on May 31, 2010, 04:31:15 AM
Evil Eye
 
Bestow Curse once/day
+3 Intimidate
-2 Charisma
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Post by: Father of the Four Winds on May 31, 2010, 04:49:15 AM
Hyperactive
 
You're always wired and on the go.  You can't sit still.
 
+1 attack/round
+10% movement
-4 Concentration
-2 Hide
-2 Move Silently
Double amount of time between rests
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Post by: Father of the Four Winds on May 31, 2010, 04:55:01 AM
Scrounger
 
Spawn 1-4 random potions every reset
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Post by: Father of the Four Winds on May 31, 2010, 05:03:18 AM
Packrat
 
"No, I really don't want to know where you hide that stuff."
 
Receive an undroppable container that reduces weight of contents by 10%
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Post by: SanTelmo on June 02, 2010, 01:02:26 AM
Boogeymen aren't real, are they?

Oh, but they are. Each time you rest, it is possible that you see...living nightmares. A hideous creature attacks you and those with you!
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Post by: TheMacPanther on June 02, 2010, 01:19:17 AM
Smelly Pirate Hooker
(Female only)
Your gain peg legs, hook hands, and flies.
1/day stinking cloud and Contagion
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Post by: Cluckyx on June 02, 2010, 09:30:01 AM
Quote from: TheMacPanther;185427Smelly Pirate Hooker
(Female only)
Your gain peg legs, hook hands, and flies.
1/day stinking cloud and Contagion

I love you
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Post by: DollarPhil on June 02, 2010, 09:55:15 AM
Some of these would be incredibly OP. +2 Int and Wis, would let you make a horrific powerbuild of most caster classes without costing any attribute points. Just imagine it on a monk, or a potential 22 INT Sun Elf Wizard with PhK. Hyperactive would be taken by every single fighter ever made, and Packrat would be a great place to store all your PVP potions where nobody can steal them.

Although:
QuoteHyperactive
-2 Concentration
-1 Will
+2 Tumble
+1 Reflex
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Post by: Cerberus on June 02, 2010, 06:39:20 PM
Shurikenjutsu
You have spent much time training with the shuriken.
(Monk only)
+ Weapon focus (shuriken)
+ Weapon Specialization (shuriken)
 
 
 
 
NOTE: Before everybody starts whining about OP. this perk would give a +1 to hit and a +2 to damagae to a weapon that deals 1d3 damage. How much damage does a base light crossbow with no perks and no enchantments do?
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Post by: Nihm on June 02, 2010, 07:37:26 PM
This one is probably too difficult to script, but here goes anyway:
 
 
True Believer : a faithful soul who reveres the gods and their messengers, the believer's faith means increased benefits from spells cast on them by friendly clerics, but a marked disadvantage when attempting to resist spells from unfriendly ones.
 
Gains an additional plus one to hit and damage from bless or Aid (whichever came first) cast by a cleric (not a potion) as well as Fear Immunity.  This wouldn't stack, therefore bless and Aid combined would be plus three Ab, not four.
 
Is penalized by -3 to all saves made against spells cast by clerics.
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Post by: Drakill Tannan on June 02, 2010, 11:02:45 PM
QuoteHyperactive:

+10% movement speed
+8 Initiative

-3 Dicicpline
-3 Concentration
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Post by: DollarPhil on June 14, 2010, 12:12:49 PM
QuoteArcane Cross-Training
Only if the PC has at least two levels in a non wizard or sorc class. That way it can't raise your CL above your character level.
Although not your main focus, you have cross-trained in the arcane arts and become remarkably adept  at those few spells  you find complement your physical skills.

Your Caster Level for arcane spells increases by 2. This perk grants no extra spells known, nor does it grant spellslots.
There have been some cool PCs in the past who have been arcane/other multiclasses, for example Jharla Decker, Landor Amortice and Rob Darkspell. The trouble is that these builds suffer from the low BAB of Wizard and Sorc, without having much real offense from low CL spells either. Great for RP, but much less so in a fight. The same could be said for non-melee Palemasters until PM levels were added to necromantic spells.

This would not be abusable to jack up your caster level on a pure mage (read the description), but it would mean that mage/other would be closer to being as useful as Cleric/other or Bard/other. It is a weakened version of Practiced Spellcaster (//%22http://nwn2.wikia.com/wiki/Practiced_Spellcaster%22) from NWN2.
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Post by: Cerberus on June 14, 2010, 03:08:44 PM
Paranoia
You always feel like somebody is watching you.
+ Alertness feat (+2 spot & listen)
+ You are twitchy (would be cool if the *ducks* macro could be made to activate every so often on the avatar. :D )
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Post by: Ordeal on June 14, 2010, 03:29:26 PM
Monkey Grip would be excellent as a perk. Very specific to certain situations!

Basically, in PnP it allows you to use a two-handed weapon one-handed. It's more complicated than that, but that's the basic gist of it. If it were a perk that could be taken, then characters who lose a limb could still use a two-handed weapon.
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Post by: The Boom King on June 25, 2010, 03:57:09 PM
I'd like to see more rogue-based perks...
 
Something like,
 
Silver-Tongued Gentleman: You can talk your way in and out of just about anything, and look good doing it.
 
+2 Intimidate/Persuade/Bluff
 
Requirement: Rogue only, Charisma of at least 12
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Post by: Drakill Tannan on June 25, 2010, 04:33:36 PM
That kind of perks is quite useless IMO, because the chances you get to show them are only on DM quests where the DMs ask you to do such rolls. That means if a PC takes that perk there will be nothing different about him, and i thought the point was to make characters -look- unique.
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Post by: Halfbrood on June 25, 2010, 06:08:29 PM
Not at all. My understanding is the Perk System is there to further customise a character, beyond what normal skills/feats offer. Not to mention Intimidate/Bluff/Persuade are used quite extensively in scripted conversations.

Also, Johannes viewing this topic? Everyone look busy.
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Post by: Johannes on June 25, 2010, 06:12:25 PM
I'd say that I live to serve you, but I'd just be lying to you. :cool:
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Post by: 12 Hatch on June 27, 2010, 03:30:38 PM
Loving Touch

Your touch is soft, supple, and caring.  You have difficulty inflicting harm on any living creature, and you want more than anything to nurture the ill back to health.

-1 Damage
+6 Heal
(Good only)

Purple Crystal Addict

Your time spent mining purple crystals has led you to become somewhat reliant on their delightful properties.  You seem always to be absorbing their healing energies to satisfy your urges.

Every reset, there is a percent chance equal to (10 X EFUSS Mining skill) [so 100% at 10] that you get a Purple Crystal Chunk (1x Cure Moderate) in your inventory.

Spike Technician

You have quite the knack for puncturing things in a very painful fashion, and you always seem to know just how to arrange spikes on the ground to inflict maximum damage.

Spike traps and caltrops used by the character inflict movement speed reduction as per the druid spell Spike Growth.
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Post by: Barehander on June 27, 2010, 04:13:16 PM
Quote from: Ordeal;187595Monkey Grip would be excellent as a perk. Very specific to certain situations!

Basically, in PnP it allows you to use a two-handed weapon one-handed. It's more complicated than that, but that's the basic gist of it. If it were a perk that could be taken, then characters who lose a limb could still use a two-handed weapon.

Can be done with temporary polymorph into Large size. When you shift back, the weapon isn't unequipped.

However, two-handers retain the 1,5 x Str mod damage bonus even one-handed, and you don't suffer AB penalty (which could probably be scripted, though).
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Post by: OldPortOutcast on June 28, 2010, 08:54:57 AM
Ymphian Smuggler:

Each reset, a random illicit good appears in the person's inventory.  Mist Essence as an example.

Ymphian Explorer:

Small chance of 1% per level that when an exploration area spawns, that your character is informed the general side of the Isle it is on.(Nothing more specific than North, South, East, or West)

Ymphian Adventurer:

Going out of your way to find adventure provides a 10% experience bonus and +1 attack bonus during quests that aren't so close to home.(DMs would flag which quests they feel are not commonly done for this perk)

Veteran Sailor:

Due to your knowledge of vessels on the high seas, various sailing NPCs might temporarily recruit you to the crew in exchange for safe passage for your party.  Occasionally rafters or sailing NPCs will grant a party you lead free passage.

Hierophant of the Wilds:

Your knowledge of the mysteries of nature has granted you a +2 bonus to wisdom and +3 to Animal Empathy.  In exchange, you are permanently confined to your natural form.  Wild Shape feat removed/disabled.  Druid Only.

Bog Hermit:

Foregoing the bonds of civilization and choosing instead to live in the extraordinarily dangerous bogs of Ymph has given you a bond with the plants of the bogs.  Assassin Vines spawned naturally are non-hostile to you.  If in any area other than the bogs, you feel uncomfortable, and suffer a -4 penalty to discipline and concentration.

Consort of H'bala:

You are entirely obsessed with the idea of freeing the porcelain skinned goddess from her tower, to the point of fanaticism.  10% additional chance that a Carved Stone may drop on any quest it already drops on.  1% chance that a Carved Stone may show itself in a random exploration area chest.(May only apply to stones up to a certain number)

Loross Expert:

Your fluency in the language of High Netheril gives you a +10 to lore checks on anything written in Netherese.

Gobsquat resident:

You are more civilized than the average monster.  As a result, your threats are taken less seriously.  +3 persuade/bluff  -3 to intimidate.  Extra services on certain Gobsquat merchants.  Monster PCs only.

Mistwalker:

You sometimes enter the Mists.  Fortunately for you, you often survive the experience. At random, Mist patches appear around the Isle which act as modified exploration areas which send a person on a journey not unlike a rafter.  With this perk you are able to enter the Mist and come out at a specified location.  Without this perk, the Mist throws you into a random location around the Isle.  Dangers and rewards both may await those who enter the Mist, even if you don't have the perk. Lessened chance of a 'danger' event when in the Mist with this perk.
Title:
Post by: The Crimson Magician on June 28, 2010, 10:37:05 PM
Quote from: Barehander;189835Can be done with temporary polymorph into Large size. When you shift back, the weapon isn't unequipped.

However, two-handers retain the 1,5 x Str mod damage bonus even one-handed, and you don't suffer AB penalty (which could probably be scripted, though).

wuold be pointless because you cant equip anything while polymorphed
Title:
Post by: The Crimson Magician on June 29, 2010, 05:56:51 AM
Disruptive/Unstable Magical Build-Up[/u]

If you have spells still to cast, for every a random magical effect occurs to you (Maybe like an alchemist fire explosion bursts from you, or you start glowing purple, your hands start to sizzle, and your heart begins to wiggle, because it's Thriller. Or, alternatively, it does something nice. Like buffs you with bull's strength. Something noticeable/random would be cool.) for every you do not cast a spell.
Title:
Post by: GoblinSapper on June 29, 2010, 08:58:32 AM
Quote from: Cerberus;187588Paranoia
You always feel like somebody is watching you.
+ Alertness feat (+2 spot & listen)
+ You are twitchy (would be cool if the *ducks* macro could be made to activate every so often on the avatar. :D )

Add a will penalty to that and it sounds good.
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Post by: Barehander on June 29, 2010, 01:15:13 PM
Quote from: The Crimson Magician;190056wuold be pointless because you cant equip anything while polymorphed

I'm fairly sure you can, if only the model is appropriate. Actually, it's probably a skin change rather than an actual polymorph. Temporary skin change just changes your model (and creature size is AFAIK tied to the model) but you retain the ability to use items and equip them. I don't remember the details, but it was done easily and successfully back on my old server.

Not that I think it's necessarily a good perk, though. It's over-powered in a low-damage setting such as this, where weapon base damage matters. It should at least require 18 Str, too. But admittedly, using the spear with a shield would be cooler and make more sense than two-handering a short spear like NWN vanilla.
Title:
Post by: Drakill Tannan on June 29, 2010, 02:48:45 PM
If that allows a character to dual-wield battleaxes without the -4 penatly, it would be awsome.
Title:
Post by: Barehander on June 29, 2010, 03:04:28 PM
When you revert to the original size, the size penalties apply, it's just the weapon that stays equipped. You also can't equip a Large weapon in the off-hand no matter your size, NWN just won't let you.

Basically, all it does it let you get all the benefits of a two-handed weapon with none of the draw-backs. Your off-hand is free for anything it could normally hold, that is, a shield or a tiny, small or medium weapon. It's probably best left as a widget you could request from the DMs for excellent RP, if it's to be added at all.
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Post by: Drakill Tannan on June 29, 2010, 04:51:46 PM
In most weapons it just doesn't make any sence. A single handed great axe or dire mace is just silly.

I would say limit this perk to tridents and spears, scripting so that if you have a shield and any large weapon but spear/trident, it unequips inmedietly.

Greatsword and others should be applied for. A fighter with this perk using a greatsword instead of a longsword is just too strong IMO.
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Post by: Drakill Tannan on June 29, 2010, 04:54:58 PM
QuoteGiant (small races only)
You're a giant among your tiny kin, but still smaller than the tall-folk. However, tall enough to use large weapons just like them.

You are made 1 cathegory size larger.
(That takes away the +1 AB and +1 AC right? if not, then add a -1 to AB and -1 to AC)
QuoteKatana expert
The katana becomes finesable.
Title:
Post by: DollarPhil on July 02, 2010, 10:16:55 AM
Mister Fix-it
"You're handy with a hammer"

Gain Improved Critical, Light Hammer, +2 EFUSS Engineering.
(this would make the light hammer as good as the powerful... Dagger)

Book Learning (Half-Orc Only)
You may not have been the brighest spark to begin with, but your unwavering dedication to learning has paid off, even if you are now rather prone to over-analysing.
+1 Int -1 Wis

Rise above the Rest (Half-Orc Only, non-Barbarian/Druid/Ranger only)
You are determined to present a confident and civilised outlook, proud of yourself despite your deformed appearance. This extra confidence can however lead to reckless acts of bravery.
+1 Cha -1 Wis

Half orc penalties are rather heavy (-2 on 2 stats for +2 on a single stat) and their only other bonus is darkvision, meaning the huge majority are straight up combat monsters. These perks would give a little boost to PCs that go against the grain and play classes that need INT or CHA.
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Post by: The Boom King on July 04, 2010, 03:14:59 AM
Not Sure if this is possible to script, but I think these would be cool PURE Rogue Perks.
 
Demanufacturer: You have studied mechanical devices well enough to know a good inkling on how animatrons, golems, and their ilk, work. You can strike them right where they're the weakest, and where the most damage will be done to their inner workings.
 
Allows Sneak Attacks vs. Constructs.
Requires: Pure Rogue, 8 EFUSS Engineering Skill Points.
 
 
 
Soul-Seeker: You have an idea of how to loosen nercomantic anchors holding souls to this plane of existance.
 
Allows Sneak Attacks vs. Undead.
Requires: Pure Rogue, 8 EFUSS Consecration Skill Points.
 
 
 
Cold-Blooded Killer: You have extensively studied the insides of many reptilian creatures by means of disection, and can spot their weaknesses when others cannot.
 
Allows Sneak Attacks vs. Snakes, Reptiles, (Perhaps Dragons?)
 
Requires: Pure Rogue, 8 EFUSS Herbalism Skill Points. (Maybe Secondary Healing instead? Not sure.)
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Post by: Drakill Tannan on July 04, 2010, 03:19:27 AM
I dobut the above is scriptable. However, one can perfectly give the rogues damage vs said races, say, 1d4, 1d6 or 1d8,
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Post by: Thomas_Not_very_wise on July 17, 2010, 02:33:57 AM
Infernalist-

You have studied the arts of the infernal.

All infernal summons are summoned at a +1 to spell level. (So first circle becomes second circle.)

Diabolitist.

All demonic summons are summoned at a +1 to spell level.

Wicked Favor

The Divine Might feat offers Negative energy damage instead of divine.
Bless offers +1 negative energy bonus.
All Wounding spells are empowered.
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Post by: Lenthis on July 17, 2010, 02:42:17 AM
Master of disgue
 From day to day you have diffrent voice tones, outfits, and, mannerisms.. Your are truely a master of disgue. Your living proof that only the strong minded can keep thier many identtities apart.
 
+3 bluff
+1 will save
 
Requirements
14 int
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Post by: Drakill Tannan on July 17, 2010, 03:11:35 AM
Quote from: Thomas_Not_very_wise;191916Wicked Favor

The Divine Might feat offers Negative energy damage instead of divine.
Bless offers +1 negative energy bonus.
All Wounding spells are empowered.

I like this.

Dirty Figthing
You gain +1 damage
When fighting humanoid monsters, the PC automatically emotes things such as
Quote*Aims for the crotch*
*Bites his arm*
*Grabs it by the hair*
*Tries to rip off an ear*
*Aims for the kidneys*
*Attacks the eyes*
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Post by: Drat on July 17, 2010, 04:47:48 AM
Every warrior would take dirty fighting, and it's already a name of a feat. And having that message on every attack would spam so bad it would make me cry.
Title:
Post by: Craig210 on July 17, 2010, 09:51:57 AM
Quote from: Thomas_Not_very_wise;191916Infernalist-

You have studied the arts of the infernal.

All infernal summons are summoned at a +1 to spell level. (So first circle becomes second circle.)

Diabolitist.

All demonic summons are summoned at a +1 to spell level.

Wicked Favor

The Divine Might feat offers Negative energy damage instead of divine.
Bless offers +1 negative energy bonus.
All Wounding spells are empowered.


I like all of these, the problem I see however is divine damage is better than negative damage, as negative damage can be negated easily enough.
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Post by: Cerberus on July 17, 2010, 11:38:07 AM
Gentle Giant (//%22http://www.youtube.com/watch?v=Bj8DiTokjbw%22)
Your are considered extremely large for your race. During your life you have found that you tend to break and hurt things even when you don't intend to. This has made you feel a bit awkward and somewhat shy.
 
Gain one (1) size category, (or if that can't be done +4 discipline, +2 concentration vs threat)
-2 intimidate
-4 threat
Title:
Post by: Drakill Tannan on July 17, 2010, 02:47:55 PM
Quote from: Drat;191925Every warrior would take dirty fighting, and it's already a name of a feat. And having that message on every attack would spam so bad it would make me cry.

I didn't mean every attack, just, ocacionally.
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Post by: DollarPhil on July 17, 2010, 06:08:21 PM
Quote from: Craig210;191930I like all of these, the problem I see however is divine damage is better than negative damage, as negative damage can be negated easily enough.
That's a point in its favour. Emp wounding is very powerful, and I'd argue it should be a perk in itself as Empowered Cures are the Healing Domain power.

Fist of the God.
"You channel the very rage and anger of your god, but this gives you little empathy for the pains of others."
All Inflict Spells are auto empowered. All Cure spells you cast fail.
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Post by: Craig210 on July 17, 2010, 07:08:22 PM
well, that would make it a perk only bards benifit from. My suggestion would be keep divine damage but provide the negative energy effect for the duration of the spell. Allowing people to clearly see your a evil divine servant, but retaining the strength of the feat invested.
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Post by: lovethesuit on July 17, 2010, 07:16:46 PM
Subtle

The effect of this perk is, as the name suggests, subtle. A description of its mechanical effects is not immediately forthcoming. However, should you discover what that effect is, you are sure to be pleasantly surprised.

(I dunno what the actual effect would be, but leave that up to a clever and creative DM)
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Post by: derfo on July 17, 2010, 07:50:55 PM
Focused Mind - your will save is changed as per half your intelligence modifier instead of your wisdom.
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Post by: Lenthis on July 17, 2010, 08:17:27 PM
Last one left
 
Known to be the last standing after many a fight, your mind knows things to make is easier for you to endure. But in this adaption you lose seem to be a bit heartless.. as you only stand to keep yourself alive
 
+1 con
+2 reflex
-1 will
Evil only
 
Dark callings
Ever since you were young you had a drive to embrace the vices of life. And now as you embody them you feel a dark touch making your life slightly easier to lie, cheat, murder, and, steal.
Yet when you go to strike the allies of dark your aim wavers. The dark taint seems to cause a mist to fall over you as well. Making it harder to think clearly
 
+2 Persuade
+2 bluff
+1 ab V good
+2 negitive damage V good
-1 ab V evil
-2 will saves
Evil only
 
One with Oneself
 
Years of training finally pay off, Your fists hit harder and your mind clear. Your regime of poverty and your vows of focus for the years you trained pay back now. You see the world as two sides of a coin in which you happily stand inbetween.
 
+2 damage with fists
 
Cannot have a bank account
Monk only
Nuet only
 
 
Ooze connection
 
When you were young your friends had dogs and cats for pets,
You on the other hand had a pet ooze, after all your time with it you grew to love your little pet but it set you apart from the rest.
You were rediculed and insulted.. Well Ooze is now older and more powerfull.. Lets see your dogs eat a horse..
 
The ablity to summon a ooze that is equall to your level 1/day
Also all summons are changed to Ooze
+2 to acid saves
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Post by: lovethesuit on July 24, 2010, 01:05:22 AM
Holy Choir
(Paladin and Cleric only)

This perk will replace Turn Undead with the basic Bard Song. The effect will be as a Bard of two levels lower than the character, much like Paladins turn as Clerics of two levels lower. So, a Cleric with this perk at level 8 will benefit from Bard Song as a level 6 bard.

The reason I don't think this is necessarily overpowered is because of the changes to Bard Song that mean it doesn't require Perform, but that Perform extends the duration. Without any Perform at all, the duration will be significantly shorter, so the Cleric or Paladin shouldn't step on any toes. It also means that they can't use any of the unique bard song perks.
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Post by: DollarPhil on July 24, 2010, 09:46:30 AM
O_O
That would be OP for the following reasons:
-You can get a shitload of Turn Undead uses especially if you buff your CHA, and have the Extra Turning feat for six more. That cleric could have more song than most bards.
-The most obvious advantage of Bard Song is the +1 AB and dmg, which your cleric with this perk would get at L5. I'd already say that the War Screamer perk's too strong, even though it doesn't buff your own AB or anyone's dmg. Tthis would be even more so.
Title: Perk
Post by: Lenthis on July 25, 2010, 06:31:23 AM
Perk

Sniper
 
You have exterme accuracy with the crossbow and are known for picking your foes of from extreme distances. You go for acuracy not power, so when your shots land they often target soft spots or internal organs due to your extensive medical knowldge thankfully you know exatactly where that is.
 
Requirements
eight ranks in heal
Wep focus Heavy or light crossbow
 
-3 damage with crossbows
+1 ab with crossbows
Improved critical Crossbow Light or heavy depending on which they have Wep Focus in
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Post by: Drakill Tannan on July 30, 2010, 02:38:43 PM
Final stand

Whenever your character's HP reaches -10, he is fully restored of his hitpoints and cured of any negative effects. This lasts for 1 turn, after wich the chracter dies, inevitably.
Title:
Post by: Lenthis on August 02, 2010, 03:54:36 AM
Warlord
 
You rule the battlefield with an iron thumb, you comand your lessers with unending persistance and make sure every step is the one you wanted. But.. You have little to none people skills.
 
 
+4 intimidate
1/per day Aura that gives foes -2 ab.. the one the bear has.
-8 bluff,apraise,diplomacy
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Post by: Drakill Tannan on August 02, 2010, 04:15:36 AM
Bullrush (Replaces barbarian rage)

+2 strength (+1 per cha modifier)
+30% Movement speed (+5% per charisma modifier)
Whenever you hit a target, it is knocked down for 1 round

Lasts 2 + charisma modifier rounds

Thick-Skulled

Most of the time, you "don't get it".

+4 to concentration
-2 Wisdom
Title:
Post by: lovethesuit on August 02, 2010, 04:24:32 AM
Quote from: Drakill Tannan;193465Bullrush (Replaces barbarian rage)

+2 strength (+1 per cha modifier)
+30% Movement speed (+5% per charisma modifier)
Whenever you hit a target, it is knocked down for 1 round

Lasts 2 + charisma modifier rounds

This is the most ridiculously overpowered thing I've ever seen.
Title:
Post by: lovethesuit on August 02, 2010, 04:34:39 AM
Okay how about this one:

Fair-weather Companions
(Druid and Ranger only)

You're better at making new friends than keeping old ones. Lose the Animal Companion class ability. The duration of your Animal Empathy skill is increased by 100%.
Title:
Post by: Drakill Tannan on August 02, 2010, 05:09:05 AM
Gee, it's just an idea!
Title:
Post by: DollarPhil on August 02, 2010, 07:01:09 AM
Yeah but the idea is irresistible KD spam that could be buffed to last longer than normal barb rage O_O.
Title:
Post by: Lenthis on August 02, 2010, 10:58:11 PM
Cloak and Dagger
 
You always slide into the shadows before a strike.. and when you strike its hard and brutal but.. you more then paper thin.
 
-4 Con
+2 hide, Ms
+ 1d6 sneak attack
Title:
Post by: Semli on August 03, 2010, 01:34:42 AM
Perversion

When a player is near a subdualed PC and activates a widget, a random emote will be issued. The emote reads as "Soandso gives Whathisface a(n) " and then draws two random words from list A and B as follows:

List A:
Dirty/Suckling/Burning/Pink/Crushing/Soulless/Doctors/Sunite/

List B:
Surprise/Dragon/Shakedown/Inspecttion/Snake/Fist/Spray

The results of this are a temporary +1 bonus to AB, AC, and saves for the perk owner that lasts for 15 minutes. Players utilizing this perk will brew up some interesting conflict while creating some good ol' fashioned entertainment.
Title:
Post by: Lenthis on August 03, 2010, 02:24:05 AM
.... I cant say anything about the one before this..
 
Long shot
 
You know how to shoot when your foes are right on you, but from days of training you can also hit your foes from hundreds of yards away... All you need to do is put weight on your left foot.. aim at a 84 degree angle.. keep tracking that orc...
 
+3 damage to targets more then 45 meters away from the bowman
Title:
Post by: lovethesuit on August 03, 2010, 02:51:46 AM
I dunno man. I'm excited to be able to give a guy the Dirty Spray, or the Pink Fist, or the Suckling Inspection.

I like this Long Shot idea. I like it alot.

Also, "Doctor's Dragon"? Ultimate sex move.
Title:
Post by: Lenthis on August 03, 2010, 02:59:20 AM
Well mate, Frist thanks for thumbs up on my idea!
And I would think the feat perversion would give a taunt bonus rather then an amazing buff.
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Post by: Thomas_Not_very_wise on August 03, 2010, 03:17:14 AM
Siren's Call

"The haunting voice of the mysterious ladies of the sea are learned by a select few, but those who master the call are true enchantresses."

Bard perk only, woman only- All enemies in a radius must pass a will save or be become charmed for 4+1/2 character levels +Charisma modifier rounds.

The charm person will still force the hostile NPCs to register as hostile to other players, but in their stance toward the bard, they will register as friendly and will not attack her.
Title:
Post by: lovethesuit on August 03, 2010, 03:25:20 AM
That's a good idea that I came up with.

FOOL!

In addition to the charm, which could be the main benefit, it would also be a good idea to give bonuses to your allies. How about bonuses against mind-affecting spells and a charisma bonus, both of which scale by class level? Like +1 Charisma and +1 vs. Mind-affecting spells for every two levels of bard. It would help bards who focus on casting to increase their DC, which would help make up for their lack of spells per day. Obviously, it would also be a great help for Paladins, Barbarians, and other Bards.
Title:
Post by: Relinquish on August 03, 2010, 03:28:07 AM
The duration seems a bit long, seeing how you can easily get 10 uses/day of this.
Title:
Post by: AceOfSpadesX on August 03, 2010, 06:54:40 AM
Quote from: Drakill Tannan;193465Bullrush (Replaces barbarian rage)

+2 strength (+1 per cha modifier)
+30% Movement speed (+5% per charisma modifier)
Whenever you hit a target, it is knocked down for 1 round

Lasts 2 + charisma modifier rounds

This would be cool if it was something like 10% chance of knockdown on hit.
Title:
Post by: Cerberus on August 04, 2010, 12:35:44 PM
Quote from: lovethesuit;193562That's a good idea that I came up with.
 
FOOL!
 
In addition to the charm, which could be the main benefit, it would also be a good idea to give bonuses to your allies. How about bonuses against mind-affecting spells and a charisma bonus, both of which scale by class level? Like +1 Charisma and +1 vs. Mind-affecting spells for every two levels of bard. It would help bards who focus on casting to increase their DC, which would help make up for their lack of spells per day. Obviously, it would also be a great help for Paladins, Barbarians, and other Bards.
lmao... And you call other peoples ideas overpowered! tff! :rolleyes:
Title:
Post by: lovethesuit on August 04, 2010, 03:33:08 PM
Wildman
(Barbarian only)

You are just as much at home in the wilderness as a ranger or druid. When you take this feat, you lose your Barbarian speed bonus, but gain the class ability Trackless Step.
Title:
Post by: Lenthis on August 04, 2010, 04:15:06 PM
Quote from: Lenthis;193556Long shot
 
You know how to shoot when your foes are right on you, but from days of training you can also hit your foes from hundreds of yards away... All you need to do is put weight on your left foot.. aim at a 84 degree angle.. keep tracking that orc...
 
+3 damage to targets more then 45 meters away from the bowman

*Teh bumps*
Title:
Post by: lovethesuit on August 04, 2010, 07:00:23 PM
Why are you bumping that? We've seen it, it's good. Moving on.
Title:
Post by: Lenthis on August 05, 2010, 02:28:15 AM
No clue I dont get the point of bumping then x.x
Title:
Post by: Thomas_Not_very_wise on August 05, 2010, 02:48:09 AM
Dead man's eyes

You're eyes look like x.x

+2 intimidate. +2 versus death. +2 versus fear.

because you obviously are always x.x
Title:
Post by: The Crimson Magician on August 05, 2010, 03:02:17 AM
Death in his Eyes

You see nothing but death in his eyes.

Effects:



This is a perk.
Title:
Post by: Lenthis on August 05, 2010, 03:08:31 AM
Quote from: Thomas_Not_very_wise;193852Dead man's eyes
 
You're eyes look like x.x
 
+2 intimidate. +2 versus death. +2 versus fear.
 
because you obviously are always x.x

 On record these are my eyes..
Title:
Post by: DollarPhil on August 06, 2010, 10:41:56 AM
Wildman is awesome. Anything that lets non stealth classes playing wilderness PCs get about the wilds without crossclassing is good IMO.  Wouldn't get you to amazing stealth but would let you avoid more mobs at the penalty of being unable to outrun them. I'd say lock it to pure barb only though or it'd be really good for Bard/Barb or rogue/barb. Something similar for sorc would be cool.
Title:
Post by: Lenthis on August 06, 2010, 04:04:09 PM
Explosive augment
 
When you frist got your familar he died sadly in an explosion the day after.. when he ate gunpowder instead of his birdfood.
Since that day in his honor when ever you try to call forth your familar the arena around you explodes in flames.
 
-Sorc only
+2 saves Verus Fire
Instead of summoing your familair you do a self targeted fireball
Title:
Post by: Drakill Tannan on August 06, 2010, 04:53:49 PM
Unstable casting (Any spellcasting class)

You're not too good at spellcasting, and have to improvse a lot, it always ends up right though, as long as no one interrupts you creating... unexpected results.

When your spellcasting is interrupted, a random effect happens to your character, wich may or may not be harmfull to him, but it's defenetly harmfull to whoever interrupted the spell.

Examples:

Self-Targeted fireball/electric fireball variant, Balgarians iron horn, mass blindness/deafness.

Stunning, dacing, or knocking down all creatures near the caster (caster included)

Cast combirs on all creatures near the caster (including the caster)

etc.
Title:
Post by: Kinslayer988 on August 08, 2010, 08:25:48 AM
Divine Wraith

Your turn undead is turned into a minor rage that increases Str by 1 and Con by 1 to all allied but lowers your AC by 4.

Beast Master:
You have been known as a good tamer with animals but they sure don't like your techniques.
You may have 2 AE animals at a time but they become loose twice as fast.

Heavy Thinker:
After living as a labworker all your life you have studied all forms of life, most minerals and many other ancient empires. However you seem to have became a twig after so many years.
+1 Int, +2 Lore, +2 Concentration, and -2 strength

The Shopping Rush
After rushing to get the best prices and carry all your bags of money and merchandise you have trained yourself to walk for the best price.
+20% movement in cities, merchanter only.
Title:
Post by: DollarPhil on August 09, 2010, 09:34:48 AM
Quick Learner
You rapidly pick up new skills and trades.
Gain 1 extra EFUSS Skill Point per level.

Whhp-PISH!

You are very, very good at whip-cracking tricks.
Gain the Improved Disarm feat whenever you wield a whip.

Alternative:
Whhp-PISH!
Gain Disarm permanently, but it's disabled if not using a whip.

Why? Because if you have a Whip you can use Disarm with it, but you still need to buy both Disarm and Improved Disarm if you want to avoid AoOs when Disarming (or even keep Disarm hotkeyed). This makes the Disarming feature of whips a bit redundant. The Perk would either enhance disarming for whip-focused PCs immediately, or let them buy Imp Disarm without buying Disarm first, since they already chose a feat that lets them use a weak weapon with the ability to Disarm.  Since Whips are Small weapons, this would not  be OP.
Title:
Post by: Cerberus on August 12, 2010, 03:47:56 PM
Swashbuckler
Your fenence with a weapon is more like unto a dnacer than a fighter...
(need 8 ranks in parry)
Your parry mode now also adds; +1 to AC and +1 to initiative
Title:
Post by: Decimate_The_Weak on August 12, 2010, 04:48:15 PM
Chivalrous Conduct

Living with a strong sense of generosity, courtesy, and valor, you shine as a banner of these knightly commandments.

+1 Persuade, +1 Concentration, +1 Discipline

Natural Leader

Born with a charismatic smile, persuasive demeanor, and manipulative antics, you're obviously a leader amongst your people.

+1 Intimidate, +1 Bluff, +1 Persuade, -1 Discipline, -1 Concentration


Title:
Post by: Nihm on August 16, 2010, 06:51:45 PM
Escape from Battlemarcher Perk (credit : Equinox)
 
Long have you pondered on methods to escape the Battlemarcher Gank, unleashing latent abilities that allow you to, if not compete in combat, at least have a chance to escape from one.
 
Provides a 50% speed boost when Battlemarcher sings nearby.  
 
Also might deduct one attack/round from the Battlemarcher so it only has three like it was supposed to, instead of four (five with haste).
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Post by: Lenthis on August 17, 2010, 12:06:53 PM
Light of the gods
 
As you pray and hold up your holy symbol no longer does it turn the dead but it bolsters your allies in a call of divine light, all allies near you feel invigorated and enthused with divine light
 
Uses a charge of turn undead
It gives aid to all in range and 1 divine damage
Damage will grow as the cleric or paliden does in levels
and once the paliden of cleric has reached a higher leve such as 7-10 it grants imunity to blindness/deafness for the duration
 
Its duration works off your charisma modifer of 1 turn + 1/2 charisma modifer
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Post by: _-Xenith-_ on August 19, 2010, 07:08:43 AM
Typical Halfling (Halfling only perk)
 
Your just another annoying little nobody who craves attention and has dreams to become infamous, spreading word and causing chaos at every turn.
 
+2 Perform
+4 Pick pocket
+4 bluff
-6 Intimidate
-2 Persuade
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Post by: Drakill Tannan on September 02, 2010, 11:07:28 PM
Forced march

While walking you recive a 20% speed bonus.
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Post by: ScottyB on September 10, 2010, 07:08:36 PM
Vampiric Conscriptor
When your Vampiric Touch spell causes a (non-player) creature to die, an echo of its pain-wracked spirit is spawned in your service; you cannot have more than one such spirit serving you at a time, but it has no effect on your summons or other animated servants. If your Vampiric Touch spell would have caused a player character to die it instead deals no damage and confuses them for a number of rounds equal to the damage that would have been caused.

Oh look, it's a level 3 necromancy spell that can create an undead monster.

I can script the spell change if it's green-lighted. I can probably add the perk itself, too, if I bother looking for a guide/asking for help. For now, discuss.
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Post by: Echigo on September 10, 2010, 07:17:21 PM
Quote from: ScottyB;198667Vampiric Conscriptor
When your Vampiric Touch spell causes a (non-player) creature to die, an echo of its pain-wracked spirit is spawned in your service; you cannot have more than one such spirit serving you at a time, but it has no effect on your summons or other animated servants. If your Vampiric Touch spell would have caused a player character to die it instead deals no damage and confuses them for a number of rounds equal to the damage that would have been caused.

Oh look, it's a level 3 necromancy spell that can create an undead monster.

I can script the spell change if it's green-lighted. I can probably add the perk itself, too, if I bother looking for a guide/asking for help. For now, discuss.

Love it.
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Post by: Drakill Tannan on September 10, 2010, 07:44:55 PM
Sounds awsome scotty.
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Post by: The Boom King on September 10, 2010, 09:53:58 PM
YES
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Post by: derfo on September 13, 2010, 05:05:23 PM
vomit painter:

after consuming a food item your character automatically produces an item that can either be used as light green dye, or rotten fruit
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Post by: lovethesuit on September 14, 2010, 05:02:18 PM
You're on Fire!

You take success to the next level and really roll with it. Once you're on a winning streak, it's hard to stop you and everybody knows it. Every time you make a successful critical hit, you gain +1 fire damage to your attacks and the Combust visual effect for one round.

Mod Edit:  Reference (//%22http://www.mr-atari.com/afbeeldingen/jag%20nba%20jam.jpg%22)
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Post by: Drakill Tannan on September 16, 2010, 01:53:46 AM
Inverted transmutation
You have never been good with transmutations, and always end up screwing up and doing more harm than good... but thanks to this, you're skilled in weakening the oponents.
Effect: Ability buffing spells are inverted (Bulls makes the target loose 1d4+1 STR, etc)

Battle Frenzy
When fighting in close combat, you soemtimes let yourself go, making your blows more powerfull, but inacurate.
Effect: Every time you strike an enemy you gain a comulative +1 damage and -AB that mutlyiply
First hit: +1 Damage, -1 AB
Second hit: +2 damage, -2 AB
Third hit +4 damage, -3 AB
Fourth hit +8 damage, -4 AB
etc.
Lasts for 1 round.


The knight of scorpion
Effect: your current health modifies your damage and AB.
Uninjured: -2
Barely injured -1
Injured +1
Badly injured +2
Near death +4
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Post by: Drakill Tannan on September 18, 2010, 12:57:28 AM
Armored casting
You have been trained in the art of the arcane while hindered by physical obstacles, therefore you can, to a certian degree, cast arcane spells while in armor.
Effect: -20% spell failture
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Post by: lovethesuit on September 18, 2010, 04:20:02 AM
Quote from: Drakill Tannan;199854Armored casting
You have been trained in the art of the arcane while hindered by physical obstacles, therefore you can, to a certian degree, cast arcane spells while in armor.
Effect: -20% spell failture

I really like this idea. This could work either at -20% or even -15%. My thought is, 20% is the spell failure from Hide Armor and Chain Shirts, while 15% is from Large Shields. It seems a little powerful that just with a perk, a bard, wizard, or whoever could cast arcane spells perfectly with armour that is the equivalent of mage armour in AC bonus. However, a bard taking this would no longer be able to also take a bard song perk so maybe that is a fair trade-off.
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Post by: Nightshadow on September 18, 2010, 04:31:14 AM
Don't underestimate elemental bonds for wizards and sorcerers. I don't think it's OP for them to have a perk for removing armor check penalties in armor, as first they either have to take a level in something like fighter or cleric, which makes it so that they get the really good high level spells at even later levels that they may never achieve (cleric/sorcerer could make a good build, though), then they have to get the perk, or they have to invest a ton of feats in armor proficiency feats. Finally, the armor is heavy, so you need strength if you want to be able to carry it and all the other tools necessary to adventuring.

Perhaps have it to a varying amount, based on how proficient with armor you are (makes sense, in my opinion, as the more proficient a spellcaster is with armor the better he would be, with this perk, at casting in it).
Light Armor Proficiency: -10%
Medium Armor Proficiency: -25%
Heavy Armor Proficiency: -40%
Shield Proficiency: Additional -10%

With this, you'd still be doing rather poorly wearing the heaviest armor or shield you're trained for, but would be able to wear lighter armors than your trained for nearly perfectly. For instance, with Heavy Armor and Shield proficiency, you'd have a -50% spell failure. But having a full plate and large shield grants 60% spell failure, so you'd be at 10% spell failure, and fail one out of ten spells. Basic light armor proficiency would grant you the ability to wear leather armor without spell failure, but with hide and studded leather armor, you'd also have a 10% chance of failure.

I think it would be nice, but maybe a little overpowered.
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Post by: Udenbur on September 20, 2010, 05:59:58 PM
Slum Bum

You have always been a lazy one. You will squat just about anywhere.

Perk: Can rest about anywhere, without the need for a campfire or a bedroll.

[Applies to certain predesignated areas only]
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Post by: Egon the Monkey on October 18, 2010, 01:28:05 PM
Signature Spell
You may prepare one spell from your school of choice without the need for a spell book.
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Post by: Thomas_Not_very_wise on November 07, 2010, 11:13:13 PM
Shield Wall

When wielding a tower shield, you gain +1 Dodge ac at the cost of 20% movement speed penalty
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Post by: Drakill Tannan on November 07, 2010, 11:44:18 PM
Ironymancer:
The damage of your elemental attacks is changed to the oposite
(Fire->Cold, Acid->Electrical)

Wild Mage:
While most spellcasters practice controll over magic, instead you harness the uncontrolled power of it, letting it go wild and empowered, but with effects dificult to forsee.

-Whenever you summon a creature, the creature will be randomly selected from all possible themes of that level. This happens for each summon.
-All offensive spells have a small chance of triggering a random additional effect, such as: Confusing, 1d10 elemental damage, stun, daze, blind, deaf, silence, spell failture, etc.
-All Defensive spells have a chance of adding a benefit to the effects of the spells (+1d10 temporal hitpoints, ultravision, see invisibility, elemental DI, etc.) And adding a penalty as well (Damage vulnerability, blindness, deafness, -Attack bonus, etc.)
-All offensive spells have a 5% chance of backfiring causing 1d12 magical damage to all in a small area of effect to the caster, or causing stun, or both.
-10% spell failture
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Post by: Drakill Tannan on November 12, 2010, 04:43:19 PM
...why?

Master of disguise
Sometimes, hide in plain sight is the best way to avoid trobule, what better way to do so than through a disguise!
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Post by: Egon the Monkey on November 12, 2010, 05:42:41 PM
Lab Rat
"Your many long nights at the lab bench have given you a great insight into natural philosphy, at the cost of more practical skills"
+2 EFUSS Alchemy
+2 EFUSS Herbalism
-2 Concentration
-2 Hide

Scourge of the Unnatural
The perverted creations upon this island will not stand. It's time to destroy.
While in the wilds, gain 5% acid immunity and +1 AB vs Elementals.
While in the city, gain +1 AB vs Undead.
While under the city, gain +1 AB vs Aberration.
While in the Underdark, gain +1 AB vs Aberration.

Master Of My Trade *pure Rogue*
"You are truly devoted to the path of the thief, tomb raider or investigator, and shine above those who merely dabble in such skills"
+1 to Set Trap, Disable Trap, Open Lock, Search, Spot, Listen, Tumble.

Cast The First Stone
"Be it by peasant upbringing or halfling tradition, you are impressively accurate and deadly with the simple sling. You have always relied on staying back and hurling rocks though."
You gain +2 damage with the sling, and -1 AB with all other weapons
(Slings are supposed to be Mighty Unlimited weapons but NWN managed to totally miss that)

A Light in the Darkness (Good only)
"You are a shining beacon of hope in a grim world, and your presence in battle inspires others to fight the good fight"
Whilst you have a Torch equipped and are not invisible or hidden, you give all nearby allies +1 saves vs Evil, +1 Slashing damage vs Evil, and 5% Negative Damage Immunity.
(This perk is strong yes, but the drawbacks are obvious. You can't use a shield or most ranged weapons while giving these bonuses, nor can you hide.)

Gravebane Blasts
You understand how necromancy can be used to disrupt and unmake the fabric of undead creatures as much as positive energy can harm the living. Your spells are attuned to destroy, but this means they may never bolster.
All your negative energy spells now deal positive damage to undead. You have no Animation Points.
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Post by: MrGrendel on November 12, 2010, 09:06:45 PM
Trained Tracker (PnP Track (//%22http://www.d20srd.org/srd/feats.htm#track%22) approximation)
 
Some wild folk have a born talent for following tracks. Through your own study, huntsman apprenticeship or even books on the subject, you have aquired similar skills - or supplemented your natural abilities.
 
This perk grants a tracking tool that replaces the usual skills required for tracking with a score based on your EFUSS wilderness survival skill, unless any of the usual skills would be higher. The ranger level bonus is replaced with a bonus for class levels which would normally receive PnP survival (//%22http://www.d20srd.org/srd/skills/survival.htm%22) as a class skill: rangers, druids and barbarians.
 
Characters already able to track naturally may use this to improve their tracking ability beyond either method alone. In addition to the benefits already mentioned, the perk will grant characters who already have free tracking a bonus based on their wilderness survival.
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Post by: MrGrendel on November 12, 2010, 10:20:49 PM
Entropic Caster (Requires Chaos, Luck or Fate domains; or Sorceror)
 
Is it luck, your fate or just random chance? Or perhaps you don't have your talent completely under control. Either way, your magical powers on any given day wax and wane.
 
Any spell you cast has a very small chance of not using up it's spell slot and thus being free, but an only slightly smaller chance of completely failing to cast and being a lost spell.
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Post by: Thomas_Not_very_wise on November 12, 2010, 11:17:07 PM
Halfling Chef-

Halflings are known for their ability to make good food. You only prove the rumors true.

+2 to Cooking.
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Post by: MrGrendel on November 13, 2010, 12:21:30 AM
Quote from: Drakill Tannan;199854Armored casting
You have been trained in the art of the arcane while hindered by physical obstacles, therefore you can, to a certian degree, cast arcane spells while in armor.
Effect: -20% spell failture

I do like this idea, but I think it might make the other perk choices inferior.
 
One way to balance things is to find the closest existing ability and try to make it equivalent.
 
-20% is 3 or 4 ac with a single feat or level, respectively - not including that it may give access to magical shield bonuses. There are no other perks I see to compare to for AC, but there is one for AB, which is, in a rough sense, it's inverse equivalent.
 
That perk is 1 ab, 1 slash resist and 2 intimidate - it requires no feat, but has a serious limitation: only while you are in the docks, so it is not useful for levelling, and it's benefits in pvp are circumstantial.
 
Based on all that, I would make "Armored Casting" no more than -5% spell failure (1ac padded cloth). It would still be much better than Slum Child imo, since you can quest with it, and AC is more valuable than AB outside of pvp.
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Post by: Drakill Tannan on November 13, 2010, 02:38:17 PM
Remember mage armor. It already grants +4 AC -1 per each 1 AC that your armor grants. At best it would allow a caster to look stylish, get it an additional spell slot, or if they get shield proficiency, +2 AC without spell failture.

Or get over 4 AC but some arcane failture.
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Post by: MrGrendel on November 14, 2010, 03:14:52 AM
Armor can't be dispelled / it saves some classes a spell slot / people with mage armor in a prohibited school still get 3 or 4+ additional ac out of this / shields also have magical bonuses, so even then it will go beyond "just" 2+ ac, which by itself is already a good bit more advantageous than existing perks that are comparable.
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Post by: Drakill Tannan on November 14, 2010, 04:10:34 AM
If you take the feats, wich is already a sacrfice. Furthermore you underestimate the power of other perks. The elemental perks are pretty good.
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Post by: MrGrendel on November 14, 2010, 10:41:05 AM
"Having to" take a feat is not a sacrifice, you gain the benefits of the feat.
 
If you want a feat to compare to, one without the drawback of spell failure balancing it out, let's look at dodge: 1 ac against one single attacker a round. -5% spell failure for a constant 1 ac is still more than plenty.
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Post by: Drakill Tannan on November 14, 2010, 02:11:32 PM
I meant compare with perks, not feats since this is a perk suggestion, not a feat suggestion. Anyway...

Bestial
More a beast than a man, your phisical abilities and keen sences are beyond most of your race, but your rational thinking and... well any kind of thinking is always lacking.
+5 bonus to listen and spot
Tracking ability
-2 Inteligence.
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Post by: Nightshadow on November 14, 2010, 08:47:55 PM
I like the Bestial idea, but +5 listen/spot is pretty strong, especially if you add in the likelihood of ranger levels with that, which give +4 spot/listen. An additional -2 charisma may balance it out, though.
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Post by: Drakill Tannan on November 15, 2010, 05:41:42 AM
Or even a total of -4 Inteligence, the perk is meant to make a PC more of an animal, less of a person.
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Post by: The Crimson Magician on November 15, 2010, 06:07:22 AM
can i be a majestic lion with this perk?
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Post by: Decimate_The_Weak on November 15, 2010, 04:55:29 PM
Tantrum: (barbarian only)

When you get mad, you stay mad. You unleash all your physical energy on the poor guy that pissed you off... you better have time to catch your breath!

-2 Will during Barbarian Rage,
Barbarian Rage lasts twice as long, but after it expires, the user becomes weaker for the same duration as what he's able to rage.
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Post by: Egon the Monkey on November 17, 2010, 06:01:51 PM
Quote from: MrGrendel;209322Armor can't be dispelled
Nor can Mage Armor. Anything that adds an item property is undispellable.
Quoteit saves some classes a spell slot
There's quite a few +1 spellslot garments with the same effect, and definitely more useful robes than medium armors for a PC that can cast.

If a perk could give -10%, i think it'd be fine. Mithral armor is uncommon yes, but far from impossible for anyone with medium prof to acquire. Removing the relatively low but still annoying spellfailure from leathers would let bards have the light armor casting they're meant to if they take this perk, and be awesome for say, martially-inclined Evokers who could go about with armor. Incidentally, a shield has effectively 0% Spell Failure, as you can unequip to cast, and for a Wizard, Expertise is an amazing choice of feat compared to armor. Just put it up every time you're done casting and it's +5 AC no spellfail, lasts until the next cast ends.

Obligatory relevant Perk suggestions:
Strong Back
"Faith might move mountains, but you can at least move boulders."
+2 Strength
-1 AB and damage
(or any other way of increasing carry weight)

Know-It All
"The walking, talking, condescending image of an abrasive smart-ass. People get sick of your superiority, and fast."
-
1 Charisma
+3 Taunt (+2 overall, note CHA loss)
-3 Persuade
+2 UMD (+1 overall, note CHA loss)
+2 Lore

Fast Metabolism
"Toxic substances might go right through you, but wow are you hyperactive."
+4 Will versus addiction
Drugs last half as long.
+1 vs Poison
+10 minutes to Rest timer
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Post by: Drakill Tannan on November 23, 2010, 06:45:21 PM
nvm-
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Post by: Drakill Tannan on November 23, 2010, 06:56:15 PM
Undead Hunter (Rogue only)
You've learned not to trust too much on your "hit-where-it-hurts" skills due to the amount of undead you've found on your journeys. Luckly for you, you know a few tricks to deal with them.
Effect: Through an option in the crafting menu, the rogue can create any number of undroppable/untradable vials of holy water at the cost of 5gp and 2xp. The rogue gains a item that allows her to cast "Disrupt undead" three times a day.

De-Mechanist (Rogue only)
Golems and the like are probably the worse enemies of the rogue. Through study and god knows how many failed bulglary attempts due to some golem guardian, you've learned how to get past them.
Effect: You gain a special ability of unlimited uses/day that deals one damage per level, and slows the golem for 1d3 rounds as long as you succeed in a touch attack.

Master of poisons (Rogue only)
Nothing better than a few drops of poison to deal with a small problem. You know this, so you're rather good at using poison yourself.
Effect: Bonus feat: Use poison, poison weapon lasts 5 rounds instead of 3, through the crafting menu, you can craft 1 random weak venom at the cost of 20gp and 8xp.

Master of the unseen (Rogue only)
Prior training or experience on remaining unseen in plain sight have given you the ability to melt with any enviorment perfectly.
Effect: +8 hide/Move silently while standing still.

Hide amongs the crowd (Rogue only)
Cloaks, crouching and carboard boxes are great for passing by unseen, however, you've learned there is no better way to do so than using crowds to do so.
Effect: +2 hide/move silently for each PC or human/demihuman in a radius once there are 3 or more of these arround.

Make-up master (Rogue only)
The best disguise is the one used all over your skin. You've mastered the ability to paint yourself in such way, you're very dificult to actually see.
Effect: The rogue can create an item with 1 charge of camuflage that cannot be dropped/traded at any time she wishes at the cost of 15gp and 5xp.
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Post by: Kinslayer988 on November 28, 2010, 06:02:18 AM
That Studying Fatass
After studying so long, you have become rather anti-social and gained some pounds. Most see you as unsatisfying, and believe your filthy. However you are much smarter and know better than to talk back at them.
(+2 Int, -1 Cha, -1 Dex, also +8 lore and concentration, -3 tumble)

Beat down Thug
You have been known as a beat down thug and not many trust you, however after all your time you have become tougher and stronger than most.
(Bonus Feat: Tougness, +8 discipline, -2 persuade, -4 bluff (they know you always lie), Chaotic Only
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Post by: Dr Dragon on November 28, 2010, 07:47:26 PM
Patrician

-Through gold or service you have obtained the status of Patricianship increasing your status in the Dominion.

Requirement (Must be a patrician)

+2 Persuade, Bluff, and Intimidate Within the Ziggurat
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Post by: derfo on December 02, 2010, 01:32:57 PM
gorilla teeth expert

your knowledge of the dental capacity of large primates knows no bounds. gain a permanent undroppable dagger called 'gorilla fang' that has -2 damage and +1 intimidate
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Post by: One_With_Nature on December 20, 2010, 01:54:55 AM
Basically something similar to "Skeliton in the Closet" perk but in relation to a Rogue:

Each reset recieve one random Trap in your inventory. (Could be chance based like High chance of getting a minor trap(50%), moderate chance of getting a medium trap(40%) and minimal chance of getting a strong trap(10%) and the type of trap it is out to random chance.)
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Post by: tropic on December 22, 2010, 04:02:17 AM
Because there are few appropriate selections for Monks:

The Path of the Shadow
Your master emphasized your training in assassination, but neglected your effectiveness in a straight-up, knock-down fight. (Monk only)The Way of the Raging Fist
Your Stunning Fist attack draws upon your ki to such a degree that it hampers your balance, but when the attack lands it is much more difficult to resist. (Monk only)The Way of the Subtle Fist
You strike more precisely with your Stunning Fist attacks, but with less resonance. (Monk only) Lumbering Ogre Style
Your fighting style mimics the mighty ogre. Your movements are ponderous but you strike with incredible force. (Monk only)Thousand Cuts Style
You attack in a hail of punches and kicks, probing for an opening in your opponent's defense. (Monk only)
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Post by: The Boom King on December 22, 2010, 04:16:39 AM
On that note-
 
Drunken Master (Monk Only)
 
When inebriated the Drunken Master gains the bizzare ability to weave away from an opponents blows. Unfortunately, his attacks are limp weak blows.
 
When a monk drinks an alchohol he gains the following:

 
+1 AC
 
- 3 damage or so, up to the discretion of the DMs.
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Post by: tropic on December 22, 2010, 04:34:14 AM
Lanky
Your long legs get you where you need to go, but occasionally get tangled up. (non-Halfling, non-Gnome, non-Dwarf, non-Monk, non-Barbarian)Scared of the Dark
Sleepless nights were the story of your childhood. Every creak in your house kept you awake for hours. You've got a phobia of the dark that leaves you paranoid and timid to this day.Queen's War Veteran
You and your family have served the noble families of Old Port for generations. Most recently, you served faithfully in the Queen's War, but sustained an injury. Now you receive a small pension which almost makes up for the limp. (Lawful, Human only)
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Post by: TheImpossibleDream on December 22, 2010, 05:26:25 AM
Quote from: tropic;214846Because there are few appropriate selections for Monks:

The Way of the Raging Fist
Your Stunning Fist attack draws upon your ki to such a degree that it hampers your balance, but when the attack lands it is much more difficult to resist. (Monk only)
  • Stunning Fist attack penalty increased to -6 (from -4)
  • +2 to Stunning Fist save DC
The Way of the Subtle Fist
You strike more precisely with your Stunning Fist attacks, but with less resonance. (Monk only)
  • Stunning Fist attack penalty reduced to -2 (from -4)
  • Duration of the Stunning Fist hold effect reduced to 1 round (from 3)

The stunning fist penalties do not apply to monks. Only non monks.
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Post by: tropic on December 22, 2010, 05:40:20 AM
Soldier
Before your arrival on Ymph, you were a loyal soldier in your lord's army. You're used to drills, long marches, and surviving attacks from pike charges as well as hails of arrow- and bolt-fire. Taking orders for so long, however, has sapped your free will. (Fighter, Lawful only)Mercenary
Before your arrival on Ymph, you were a sell-sword, fighting for the highest bidder. Your shady dealings taught you how to deal with a knife in the dark and customers who wouldn't pay, while nights of drinking after a payoff have weakened your kidneys and liver. (Fighter, Chaotic only)
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Post by: tropic on December 22, 2010, 05:43:11 AM
Quote from: TheImpossibleDream;214854The stunning fist penalties do not apply to monks. Only non monks.

Good call. I guess for Raging Fist you could do -1 attack +1 save DC, and for Subtle Fist you could do +1 attack, held for 1 round.
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Post by: TheImpossibleDream on December 22, 2010, 05:48:31 AM
-2 ab for +2 dc would be nice, whether or not its possible I'm uncertain.

For the second one why not flip it around to -2 ab for +2 rounds held.
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Post by: tropic on December 22, 2010, 05:56:20 AM
Or we could do both, and another:

Quote from: tropic;214846The Way of the Raging Fist
Your Stunning Fist attack draws upon your ki to such a degree that it hampers your balance, but when the attack lands it is much more difficult to resist. (Monk only)
  • Stunning Fist attacks made a -2 penalty
  • +2 to Stunning Fist save DC
The Way of the Subtle Fist
When you use a Stunning Fist attack, you gather your ki to create an a powerful resonance that disables your foes longer, but weakens your strike. (Monk only)
  • Stunning Fist attacks made a -2 penalty
  • Duration of the Stunning Fist hold effect increased to 4 rounds (from 3)
The Way of the Precise Fist
You concentrate your ki when you attack with Stunning Fist to strike accurately, but discharge less into your opponent. (Monk only).
  • Stunning Fist attacks made at +2 bonus
  • Duration of the hold effect decreased to 1 round (from 3)