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Main Forums => General Discussion => Topic started by: Talir on April 20, 2012, 09:42:59 PM

Title: Character Class Perk/Background Competition
Post by: Talir on April 20, 2012, 09:42:59 PM
I'd like to put the creativity of our community to the test and see what manner of class perks/backgrounds you think should be added to our rather limited pool. The competition is thus: make a rogue perk or a fighter/sorcerer background and post it here for a chance to earn an uniquely crafted item resembling a part of your character's history in-game. I'll look through the suggestions and hand over the reward to the winner(s) after this weekend. Regardless of victory, I'll add the contributions I like to the selection in-game so this is your chance to put in the stuff you've always wanted.

Feel free to make as many suggestions as you'd like.

A few things to consider:


What I look for in the perk/background:

Please include:
Title:
Post by: putrid_plum on April 20, 2012, 09:54:41 PM
Tribal Warrior - Fighter Perk

You have spent your life in the service of your tribe, a great warrior.  The land is your friend, you defend it and fight for it.  Either a great warrior in the service to the Gods of Nature or someone who lives on the land your attunement to the natural world shows.

Level 1/2: +10% Speed Bonus in the Wilds
Level 5: +1 Fortitude and Will saves in the Wilds
Level 8: Animals no longer attack you
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Post by: Ever Vigilant on April 20, 2012, 09:55:51 PM
Rogue Perks:

Level 5- -Forger:

"From falsified receipts to false orders a Forger's work in crime is unprecedentedly useful. A clerk in your youth or simply a dedicated criminal you have found that personal business brings far more wealth than public office."

Perk: Per-reset generated Citizenship Papers. Special Consideration for DM-aided forged letters, orders, or otherwise.

Level 8 -Conman

"Whether a shiftless troublemaker wandering from town to town or a dedicated and debonair gentleman there is no limit to the lengths you'll go to game a mark be it tailored disguises, wigs, or more."

Perk: Access to the "/C setheadset" command outside of the starting area to represent disguises, No charge for tailored clothes at Brem Blazon's.
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Post by: chrijone on April 20, 2012, 09:58:19 PM
Sorcerer Background

Name: Pestilent Host

Description:  You are filthy, your breath stinks and always your clothes are stained in some manner of refuse. At first, resentful, cast into the filth but slowly you shall arise from the grime bloated with powers others would find foul.

Level 1: Vomit breath 1 use a day, +2 vs diseases, +2 vs poison
Level 5: Dragon Breath Gas 1 use a day, 10% Acid immunity
Level 8: Phenotype changed to fat, +2 Con, 10% slash resistance
Title:
Post by: Pigadig on April 20, 2012, 10:20:53 PM
Rogue Perk

Level 5 -  Rooftop Runner

"Born in the big cities, you know that often the fastest way to get around isn't the streets. Whether from Calimport, Waterdeep or any other large city in the lands, extensive use of the so-called Thieves' Highway has served you well and given you an edge on your peers who have used less uneven methods of travel."

Bonus: +5% movement speed.
Pure Bonus: +2 Tumble.
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Post by: xXCrystal_Rose on April 20, 2012, 10:38:35 PM
Sorcerer Background: Elemental Savant (earth, air, fire, water)


You were born with a natural connection to one of the prime elemental planes, for whatever reason remains unknown. Spells of a certain element seem to call to you in ways not experienced by others.

Earth:

Level 1: Elemental Bond: Earth
Level 5: +2 fortitude, 10% bludgeoning Damage Immunity
Level 8: Earthquake 1/day

Air:

Level 1: Elemental Bond: Air
Level 5: +2 reflex, 10% Electricity Immunity
Level 8: Blinding Speed 1/day

Fire:

Level 1: Elemental Bond: Fire
Level 5: +2 will, 10% Fire Immunity
Level 8: Incendiary Cloud 1/day

Water:

Level 1: Elemental Bond: Water
Level 5: +2 fortitude, 10% ice immunity
Level 8: Drown 1/day
Title:
Post by: chrijone on April 20, 2012, 10:52:19 PM
Fighter Background

Name: Greenhorn

Description: The Ziggurat holds no bias. Man, woman, noble and commoner. It plucks them all. Forced from your previous life into one of battle and heroics. You are the farmer, merchant, sweeper, barkeep, etc who has taken up the path of adventurer.

Level 1: -2 Discipline, -2 fear saves, increased experience gain and gore when killing things (same as bloody mess perk gave)
Level 5: +5 EFUSS Skills, Random basic consumable on reset
Level 8: +2 Reflex
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Post by: chrijone on April 20, 2012, 10:57:47 PM
Fighter background

Name: Lucky Son/Daughter

Description: You were born under a lucky star, named after an auspicious event. Maybe your blessed by the gods? Who knows, all we do know for sure is that when dice tumble they tend to favour you.

Level 1: +1 Universal Saves, +3 tumble
Level 5: +1 Reflex, +1 Will
Level 8: Bonus Feat: Defensive Roll
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Post by: xXCrystal_Rose on April 20, 2012, 11:04:23 PM
Sorcerer Background: Cancer Mage

Those whose magic become corrupted by the numerous plagues and diseases of Ymph find themselves in a less than desireable position. Poison and disease run rampant, and the cancer mage seems to draw them in, willing or not. carrying the disease in their magic as much as their bodies. A gift to be cherished or a curse to be cured of the cancer mage is a gruesome sight to behold, always festering with one plague or another.

Level 1: -3 disease resist, Plagued (acquires random disease on reset), contagion 3/day
Level 5: -5 disease resist, +2 intimidate, Held weapons gain on-hit Contagion, small chance spells may bestow the disease the cancer mage carries to allies or enemies (if scriptable. If not then add 2/+4 DR and +2 con). A cloud of flies surrounds the cancer mage.
Level 8: Immune to ability score decrease or otherwise immune to the damage of the diseases they carry inside them, -10 disease resist, familiar becomes a diseased cloud, Disease form (mist form) 1/day, +2 intimidate.

Edit: Maybe at level 8 have the "plagued" change from random disease to custom disease. Would make the spreading level 5 ability much scarier to allies, and have offensive purpose too for spreading it, and give further reason to stay consistently diseased at all times. It does come across as a little strong if plagued with a scripted disease like corpse blight, but like Touch of the Maiden it's a giant target on your forehead for most.
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Post by: chrijone on April 20, 2012, 11:07:23 PM
Fighter Background

Name: Anatomist

Description: Whether it came from being a battlefield medic, a physician or you just like to know what your cutting apart. You have a deeper understanding of bodily mechanics than others, woe unto those that expose their weak spots to you.

Level 1: +2 intimidate, +4 heal, +2 lore
Level 5: +4 heal becomes +6 heal, +1 fort
Level 8: 1d6 Sneaks, +6 heal becomes +8
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Post by: Paha on April 20, 2012, 11:08:22 PM
Fighter perk:

Bounty Hunter
When a runner is noted and bounty is posted, the target is all that matters. Bounty hunter seeks the wanted for fair reward, and no one else. Nothing can come in between the payday and the hunter when contract is taken.

Level 1: Tanglefoot bag each reset
Level 5: +3 discipline, iron will feat
Level 8: Spring attack
Title:
Post by: Apocalypse Nigh on April 20, 2012, 11:12:56 PM
Godless Heathen- Fighter

You are a godless fanatic, fearing neither hell or heaven as you preach staunchly against the gods. Despite the conformity of society, you work relentlessly to end the grasp of the gods over mankind.

Level 1: Cursed by the Gods  (-2 to all universal saves.) +4 versus divine
Level 5: Feat gained: Iron Will
Level 8: +3 will, +2 reflex. Potential for Divine Smite
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Post by: Apocalypse Nigh on April 20, 2012, 11:17:35 PM
Wretched Dionysium - Sorcerer

A bard, play write, muse, or otherwise balladeer oriented individual, the Wretched Dionysium is a bard who never receives praise or applause for his works, and is jealously bitter of the world for scorning his genius. His tales and fables come to life, often in the form of angry fairy-tales and  monsters.


Level 1: UNIQUE Sorcerer SUMMONING THEME (Oriented around Fairy-Tales etc...)
Level 5: , +3 Bluff.
Level 8: The Grim Knight's  Herald (Unique 1/day summon of a Dark Knight, spouts random, horrid Shakespearean battle cries.)
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Post by: chrijone on April 20, 2012, 11:23:02 PM
Rogue Perks.

Name: Pottymouth
Level: 5
Description: Rude, and foul mouthed. You are a pain upon everyone's ears. Perhaps you came to be like this from a rough childhood or maybe it's just a family trait.
Abilities: +5 Taunt

Name: Jester
Level: 5
Description: There are two types of clowns. Those that wish to make people happy and those that are willing to knock them dead, with or without the punchline.
Abilities: -2 persuade, -2 intimidate, widget granting the spell Tasha Hideous Laughter one use a day.

Name: Megalomaniac
Level: 5  
Description: You must always be in control, always. You were overly possessive as a child, you had to know what was going on and where at all times and it's a trait you could never shake off.
Abilities: +2 spot, +2 listen
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Post by: Lyvathar on April 20, 2012, 11:32:08 PM
Fighter Perk

Name: Born Under a Sign

Description: You were born during astronomical event of great auspicious meaning. It has been for told that you will go fourth into the world to accomplish great things. As a result you often find yourself surviving in situations where others would perish.

Level 1: +1 Universal Saves
Level 5: +1d6 Massive Criticals on any weapon held. Bonus Feat: Dodge
Level 8: Bonus Feat: Evasion
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Post by: chrijone on April 20, 2012, 11:44:57 PM
Fighter Background

Name: Coward

Description: After seeing what all those monsters can do, your not sure you want to play this game anymore. Always the first one in -- retreat.

Level 1: -4 vs Fear saves
Level 5: 10% Movement speed increase
Level 8: Mobility as a feat
Title:
Post by: Apocalypse Nigh on April 20, 2012, 11:46:09 PM
She's a Keeper! - Rogue, Female Only!

You are the bestest house wife that ever was and you are gay, cheerful, and willing to obey the more masculine sex. However, you know how to wield the knife, and you aren't afraid to screech like a fishwoman at the docks.

Level 1: +5 EFUSS Cooking +3 Intimidate, +3 persuade.
Level 5: You gain a random food ingredient each reset
Level 8: 1d6 sneak attack gained.
Title:
Post by: Gotham on April 20, 2012, 11:47:47 PM
Quote from: Apocalypse Nigh;284478She's a Keeper! - Rogue, Female Only!

You are the bestest house wife that ever was and you are gay, cheerful, and willing to obey the more masculine sex. However, you know how to wield the knife, and you aren't afraid to screech like a fishwoman at the docks.

Level 1: +5 EFUSS Cooking +3 Intimidate, +3 persuade.
Level 5: You gain a random food ingredient each reset
Level 8: 1d6 sneak attack gained.

Needs -5 atk when outside the kitchen
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Post by: Knight Of Pentacles on April 21, 2012, 12:34:37 AM
Rogue Perk Level 5

Name: Briney Stevedore
Description:  Whether you were a longshoreman taking more than your share off the job or a wrecker luring ships to smash on the crags; you plied your shady craft around the salty wharfs and coasts of Faerun raking the bounty off others labored sweat.
Base Bonus: Ironlungs (Double underwater breathing duration)
Pure Bonus: Per reset, you're granted a one use token that allows free passage upon the Imperator to any other destination.
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Post by: Aethereal on April 21, 2012, 12:39:54 AM
Sorcerer Background

Arcane Scholar - Magic courses through your very being, you know this, your birthright, but unlike many others who share this fate, you are motivated by a deep desire to understand and master through the path of knowledge.

Requirement - Minimum Intelligence score: 14 (at character creation)
Level 1: Bonus Feat: Scribe Scroll
Level 5: Receive a spellbook allowing you to learn, memorise and cast spells of the 1st circle as a Wizard would.
Level 8: 2nd circle magic is now available through your spellbook.


[INDENT]Implementation of the spellbook is up to the DMs who would script it. Whether that be it functions off the Intelligence modifier instead of Charisma, or that its caster level is restricted preset, or even that its just an in-game object which allows a few 1st circle spells as cast / day - its just mechanics, the concept doesn't change.

The general idea is to present kind of sorcerer / wizard hybrid who isn't mechanically inept as a multi classed sorcerer / wizard would be but can declare their power is innate![/INDENT]
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Post by: Cerberus on April 21, 2012, 01:01:49 AM
Rogue perk

[COLOR="DarkRed"]Security guard:[/COLOR] Who makes the best security? Somebody that can think like a thief. You've become a whitehat rogue and now work to keep thieves out instead of breaking in.

3) Alertness
5) Toughness
8 ) Opportunist
_
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Post by: Relinquish on April 21, 2012, 01:18:12 AM
Fighter Perk
Title: Mages Custodian
Description: Wherever mages go, they are often followed by servants whom are more martially inclined. While these servants are unable to produce their own spells, they have an uncanny familiarity with them. Always eager to clean up after a messy alchemist or escort a fragile mage in search of lost knowledge.

Level 1: 10 Spell Resistance +3 Spellcraft
Level 5: +2 Saves VS Spells
Level 8: 16 Spell Resistance
Title:
Post by: Lenthis on April 21, 2012, 01:30:17 AM
Fighter Perk: Blade-dancer

Your are a acrobat, an artist, you are a master of a dance that many fail to understand. At the start you were laughed at, made a curio, not taken seriously, yet as time progresses, you may just shock them all.

(Must have at least 14 Charisma, 3 in entertainment, 3 acrobatics)
Level 1:
 -1 Damage
 +4 perform
 +1 Tumble

Level 5:
 +1 Sonic damage
 +6 perform (Overrides the 4)
 Efuss skills Entertainment, acrobatics +2

Level 8:
 +8 Perform (Overrides the 6)
 +2 Dex
 1/- DR

Rogue Feat: Ripper 1 & 2

The darked caped figure in the night, the knife held in a reverse grip to better stab your foes in the dark. The allies of the night give you nod of caution and reverence. People say your ancestors were Drow, or Shadow beasts, yet you know the truth. One of the lucky or the unlucky few blessed by the lords of the night.

You can take two tiers of it.

Level 5:
-2 Hide &  -2 Move silently during the day.
+3 hide & +3 Move Silently at night.
+1 reflex/will at night.

Level 8:
-3 hide & Move Silently during the day.
+5 hide & Move silently at night.
+1d6 Sneak Attack


Sorc Feat: Cryptozoologist

They said you were crazy, you were insane, yet on arriving to Ympth you wish you could see their faces now, well- You wish you could leave the island to see their faces, none the less. Your knowledge of the unknown, and soon to be more known is unmatched.

Level 1:
 +2 lore
Favored Foe: Magical Beast

Level 5:
 +2 spell craft
 +2 to saves against Petrification, Mind effecting, and, Death

Level 8:
 +1 Universal saves
 Saves now made +3 against Death, Mind effect, and, Petrification.
 1 random warding item on reset: Dry-roots, Abjurers nightshade, objects of  such manner, made to ward or aid, such as garlic.
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Post by: The Boom King on April 21, 2012, 02:39:05 AM
Sorceror Background: Descended from Madness
 
At some point in time, one of your ancestors delved into something they shouldn't have- forces they never should have tried to call upon, and mysteriously fell into a madness that ended in their demise as well as those around them. Unfortunately with your newfound proximity to the supernatural happenings on Ymph, you are beginning to fall into the same habits of your poor and utterly insane great-great-somebody.
 
Level 1: -1 Will, +5 Astronomy, +2 Lore
 
Level 5: +2 Intimidate, Abberant Summoning Theme
 
Level 8: Evards Black Tentacles once per day. Also have a chance of slipping into complete madness, as well as having some slightly abberant transformation.
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Post by: The Boom King on April 21, 2012, 02:53:45 AM
Rogue Perk: Physician
 
You grew up learning the basics of healing. You're proud to say that your abilities as a healer have never relied on the ineffable whims of the gods.
 
Level 5: +3 Heal, +2 Saves Vs. Disease and Poison, +2 EFUSS Herbalism
Pure Bonus: Cure Light Wounds 1/Per Day
 
 
Level 8 Rogue Perk: Deathly Physician
 
Who would have guessed that all your studies in the arts of healing also would have taught you all you needed to know in the arts of killing? You are now a kind doctor by day, and a deadly assassin by night, or whichever time you prefer; it doesn't really matter. What does matter is all the things you know about a humanoid's anatomy.
 
+1 AB, +1d6 Sneak Attack, Use Poison
 
It was just brought to my attention the 1d6 sneak attack wouldn't stack with the rogue sneak attacks you already have, so would the blackguard sneak attack work instead? I'm guessing it would, but if not, some kind of improved critical or enhanced critical score would suffice as well. As long as it comes across that you're hitting the right place harder and in the worst way.
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Post by: The Boom King on April 21, 2012, 03:01:39 AM
Level 5 Rogue Perk: Youngest of Many
 
You were the youngest in your family, and had many brothers and sisters. Being the impressionable little tyke you were, you participated in all of their interests, if only for a little while. Sadly this didn't do much for your focus.
+2 to all Rogue Class skills. - 3 Discipline, -1 Will
 
Pure Rogue Bonus: Actually you've come to focus on all ofyour abilities, determined to get outside of your elder brother and sisters' shadows.
An additional +1 to the initial +2 to all Rogue Class skills. You still keep the -3 Discipline and -1 Will though.
Title:
Post by: The Boom King on April 21, 2012, 03:16:04 AM
Sorceror Background: Angry at Fighters.
 
All your life, big tough people in heavy armor have ridiculed you for not having the ability to make them even tougher, as your abilities have manifested instead into more offensive magics. After all these years, you've had enough. One more word about your inability to make their weapons catch on fire, and heads are going to pop off with pure arcane wrath.
 
Requires: NO DEFENSIVE SPELLS
 
Level 1: Bloodrage 1/Day, -2 Concentration
 
Level 5: 1/Day Fully Metamagiced Magic Missle. Another -2 Concentration
 
Level 8: Mass Hold Person 1/Day, Power Word Kill. -2 CON
 
 
//And this one is more a joke than anything, feel free to piggy back the idea, I just couldn't think of any bonuses that would really fit and also not be OP. Also realized jokes probably shouldn't be posted, but it started out semi-serious. Just got ridiculous there. I put too much thought into it though, so I'm not deleting it.//
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Post by: xXCrystal_Rose on April 21, 2012, 03:58:47 AM
Sorcerer Background: Sunchild

In places where darkness and undeath are most potent are where the light of hope is needed the most. Some find it a calling, some an impediment, others simply beautiful. However it is received the leadership and aura of majesty that surrounds these mages is a welcome light in the end of times.

Level 1: Aura of Radiance- Light unlimited/day, disrupt undead 5/day. +3 persuade.

Level 5: Aura of Radiance- Searing Light 2/day, Turn Undead

Level 8: Aura of Radiance- Sunbeam 1/day



(Maybe the description could be worded better, but the idea is that the sorcerer channels the power of light and the sun supplementing their magical talent. It would acquire a sorcerer token that is replaced as upgraded with Aura of Radiance as a name, so it shows "xxxxx uses Aura of Radiance" in the combat log.)
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Post by: xXCrystal_Rose on April 21, 2012, 04:15:45 AM
Sorcerer Background: Moon Whisperer

There is a beauty to the night that is often not given its proper appreciation. Bathed in the light of Selune the world is seen in a different light, and through the silvery veil you see a world beyond what others comprehend. While others see shadow and blackness you see things clearer than ever before. The night calls to you and it is a beckoning that cannot be resisted.

Level 1: darkvision, +3 spot/listen at night, -3 spot/listen during day.

Level 5: Enhanced caster level at night, reduced caster level during day, darkness 1/day. +5 Astronomy.

Level 8: Lesser planar binding 1/day (celestial theme- moonlight orb), spell focus: divination
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Post by: Caster13 on April 21, 2012, 06:16:38 AM
Sorcerer Background: A Drop of Shadow

Somewhere down your ancestral line, shadow and darkness was introduced into your bloodline. How or why? You don't know and perhaps you wouldn't dare to know. You just know that when you pluck at the strings of the Weave, the Weave responds by allow shadows and darkness to flow through you.

Level 1: +2 vs. negative energy, +2 vs. fear

Level 5: Ultravision (5) 1/day, Darkness (2) 3/day

Level 8: Immune to effects of the Old Stones Darkness
Title:
Post by: Relinquish on April 21, 2012, 06:19:40 AM
Quote from: Caster13;284546Sorcerer Background: A Drop of Shadow

Somewhere down your ancestral line, shadow and darkness was introduced into your bloodline. How or why? You don't know and perhaps you wouldn't dare to know. You just know that when you pluck at the strings of the Weave, the Weave responds by allow shadows and darkness to flow through you.

Level 1: +2 vs. negative energy, +2 vs. fear

Level 5: Ultravision (5) 1/day, Darkness (2) 3/day

Level 8: Immune to effects of the Old Stones Darkness

I like it, but I'll suggest some adjustments to the bonuses.

Level 1. Immune to Old Stones Effects
Level 5. +2 vs negative/fear
Level 8 1/day Greater Shadow Conjuration, 1/day Shadow Conjuration
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Post by: NecroDude on April 21, 2012, 06:37:27 AM
Sorceror Background: Seer

You always seem to avoid trouble, just feeling something before it actually happens, over time this ability adapted to seeing the future bit by bit, now with your new-found strengths you find yourself able to harness these powers.

Level 1: Universal saves: +1
Level 3: See invisibility(1x per day) Universal saves +1
Level 5: See invisibility(1x per day) Clairaudience/Clairvoyance(1x per day) Universal saves +1
Level 9: Upon reaching this level of skill you finally feel your true talents unlock and you shed away your old skills for the greater one. True Seeing (3x per day)

Hope you all like it!
Oh yeah just saying the level bonuses do not stack the +1 universal saves stays plus 1 all the way the powers stay the same amount granted. And on lvl 9 you lose all past bonuses from earlier within the perk for the true seeing
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Post by: NecroDude on April 21, 2012, 06:46:00 AM
Thief Background: Deceiver

You always had the knack to lieing, always managed to worm your way out of trouble through words, and over time lieing came as naturally as breathing you are an adapt deceiver of all those around you... sadly you've also found it hard to tell the truth and such talents lock away your true self... no one will ever know you for who you truly are...

Lvl 3: Bluff+3 Persuade+3 Appraise+3 Intimidate+3 Charisma -1
Lvl 5: Bluff(is now +6) Persuade(is now +6) Intimidate(is now +6) Appraise( is now +6) Charisma -1...
Lvl 7: No one knows who you are and your proud of it, you don't care what others will know, you only care about what you want them to know... but alas your lieing nature has lost your favor with the light and you find yourself separating from what you once were living on your lies...
Bluff,Persuade,Appraise,Intimidate(is now +9) Charisma -1, Wisdom -1, Intelligence -1

:P
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Post by: Aethereal on April 21, 2012, 06:51:14 AM
Sorcerer Background

Jack of all trades, master of all - You are a jack-of-all-trades with a forked tongue to boot. Perhaps due to delusionally high levels of self confidence or the majesty of your arcane blood, you possess a unique magnetism and are able to talk your way into the heights of society, despite the fact that you may well be incompetent in a highly specialised role.

Level 1: +2 to all skills, +10 Secondary Diplomacy
Level 5: +4 Bluff & Persuade
Level 8: Special consideration when dealing with NPCs for political gain / employment
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Post by: NecroDude on April 21, 2012, 06:55:47 AM
Fighter Background: Achilles Champion

You have found the secret to victory, not getting hit, you always manage to avoid a death blow, or always manage to shrug off some damage others would normally take, but you also find yourself weaker to one thing, your achilles heel, and this weakness is magic...

Lvl 3:Piercing,Blunt,Slashing(damage immunity 10%) Saving throws vs magic -5
Lvl 5:You move faster, stronger, better than the average human, but magic continues to weaken you. (as well as the past bonuses) Haste(1x per day) saving throws vs magic -5, vulnerability to magic 15%
Lvl 9: You are as great as the mighty warrior Achilles himself, you have truly embraced the ways of battle, but have gained a great weakness to magic. (as well as all past abilitys) Bulls strength(1x per day) Stoneskin(1x per day) saving throws vs magic -5 vulnerability to magic 20%

(basicly the ending bonuses and weaknesses would be: resistance to blunt, piercing, slashing(10%) stoneskin, bulls strength, haste(1x per day) Saving throws vs magic -5, vulnerability to magic 20%)

A little bit overpowering in my opinion but i thought it was cool!
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Post by: NecroDude on April 21, 2012, 07:06:11 AM
Sorcerer Background: Demented (Evil Only)

Something went wrong in your childhood, or something terrible happened to you to change your life, your very connection to the weave forever... now your powers reflect your demented personality, your twisted humor.

Lvl 1: Scare(1x per day) Charisma -1
Lvl 3: Tasha's hideous laughter(1x per day)
Lvl 5: Fear(1x per day) Persuade -3, Charisma -1
Lvl 9: your disturbing ways scare those around you and tend to push you towards hate.. Bestow Curse(3x per day) Wisdom -1

All these powers and drains add up as the lvls go on so the powers are kept and the stat damages, yes i know the charisma loss is not good for a Sorcerer but im not sure how else id implement a damaged personaloty. Plus the powers are pretty sweet.
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Post by: NecroDude on April 21, 2012, 07:15:08 AM
LAST ONE! Fighter Background: Knight Of The Shadows (Neutral only, NG,TN,LN,CN)

In your past you committed horrible sins and deeds, now you seek to repent by dedicating yourself to a new purpose so serving one goal. Whether that be helping an individual or a group of many you do not care, all you wish to do is to save others to safe yourself...
(Establish a code or credo for your fighter to live by that he must implement into his normal days and must fulfill)
Lvl 1: Bless (1x per day) Cure light wounds (1x per day) Universal Saving throws -1
Lvl 3: Cure moderate wounds (1x per day)
Lvl 5: Cure Serious Wounds (1x per day)
Lvl 9: You feel yourself nearing that point..Enlightment only a breath away, only a life saved away.. perhaps you will redeemm your damned soul.
Cure Critical (3x per day) Remove Disease (1x per day)

Again bonus powers and drains add up! This one doesn't have many downs as it requires you to RP your code or credo out... this one is like playing a paladin without to many rules, or boundaries! Abandon your code or path though and well ill leave it to DMs to decide what happens there!
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Post by: Deception on April 21, 2012, 08:36:19 AM
Military Dropout: Fighter
Alignment: Non-lawful

For whatever reason, you've found yourself within a division in the ranks of the militia. Be it Chessentan, Amnish or Cormyrian; you've dropped out, and you haven't looked back. You're a mildly unpredictable person, and therefore, you're not fit for systematical or rigid environs. You are - however, a man of prowess. And the unpredictability might just be a boon.

Level 1: Protection from law 1/day, dodge, +3 parry, -3 discipline

Level 5: Protection from law 3/day, favoured enemy: human (Ranger level5)

Level 8: +1 strength, +1 constitution, +1 dexterity, 1d4 slashing damage against lawful, mobility, iron will.
Title:
Post by: Ghosticus on April 21, 2012, 10:03:30 AM
Sorcerer Background

Battlemage
Forged in the fires of battle, you've taken to the magical arts of destruction and bodily defense like a fish to water. Your spells hit harder, your magical armor protects more efficiently, and you feel as much at home in the face of the enemy, on the battlefield, blasting your enemies with fire, frost, and lightning as the full-plated warrior beside you hacks with their blade.

Level 1: Dodge feat, Mage Armor spells give an additional +1 AC
Level 5: +3 damage to all Evocation spells, Mobility feat
Level 8: 10% Damage Reduction
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Post by: Divine Intervention on April 21, 2012, 12:36:03 PM
Sorcerer Background: Seer

"The seer is an individual both blessed and cursed, burdened with the vision to ssee random glimpses of the weaving strands of fate, this inborn talent often comes with a heavy price.  Regarded by some as oracles and storehouses of powerful knowledge to be revered and respected, they are elsewhere scorned or shunned for their sporadic prophecies.  Often their powers manifest as seizurelike bursts of sight and this has led to fears of their sanity or accusations of charlatanism.  Furthermore their preoccupation with matters beyond the mortal plane often leaves them blind to the world around and so many learn to compensate with magical senses."

Level 1: SF: Divination, -10  spot/search, -3 concentration,  +5 lore.
Level 5: GSF: Divination, random chance to awake from resting with benefits (Those used on perk dreamer)
Level 8: Gain a portable scrying focus, -2 CHA.
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Post by: Divine Intervention on April 21, 2012, 12:48:24 PM
Fighter Background: Slaver

"Whether a former man of Stenton, a pirate, or one of the many slaver bands that roam the mainland, you've spent your life making a profit off the suffering and misery of others.  Indifferent to the plight of your fellow man you will capture and sell anyone or anything you can, from beasts to monsters and other sentient races."

Level 1: +5 Intimidate.
Level 5: Weapon Spec: Whip.
Level 8: A chance on reset you will spawn with a set of manacles.

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Post by: One_With_Nature on April 21, 2012, 01:41:17 PM
Fighter Perk

Sailor

You have spent your life serving aboard ships under the treacherous elements of the seas; you are no stranger to these harsh environments and have developed a resistance to these unforgiving conditions.


Level 1: +5 efuss sailing +5 efuss swimming +1 reflex
Level 5: /5 cold +2 vs Cold
Level 8: +2 fortitude +3 discipline (double breathing time under water)


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 Sorcerer Perk

Elemental Master (Select on element Fire/Cold/Electric/Acid)

The raw power coursing through your blood has always given you dominance over the element of (#Chosen Element) and over time you find
yourself to be taking on aspects of that element onto your very being.


Level 1: +3 vs. (said element) Elemental theme (Like the old perks flame weapon of chosen element/summon theme)

Level 5: Fire- +1 dc to all fire based spells, +2
 reflex, Fireball 1/day (5)
Level 5: Cold- Chance to freeze a target if they strike you (must be wearing armour), +2 fortitude Ice dagger 1/day (5)
Level5: Electric- 5% chance your electric based spells will stun your target for 2 rounds (dc:14 vs. will),+2 reflex, Scintillating sphere 1/day (5)
Level5: Acid- Your acid spells erode away at your foes, chance when casting acid spells to inflict wounding on them, +2 fortitude Acid Breath 1/day (5)

Level8: /5 elemental resistance to chosen element, Chosen element Orb (spell) 1/day, +2 constitution


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Rogue Perk

Stalker

You spend most of your time lurking in the shadows, trying to blend in with your environment and remain unseen to those you wish to avoid. You keep to the shadows and those dark corners that nobody ever thinks to look.

Level 5- +2 hide, +2 move silently, Potion of hide 1/reset

Straight Shooter

You prefer to strike your foe from a distance, avoiding confrontation and have become exceedingly good at it. Your cowardly ways will not do you well when that inevitable encounter happens.

Level 8- +1ab with ranged weapon (must have ranged weapon equipped), rapid shot bonus feat, Random magic ammo each reset (3x99), -2 ac
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Post by: Dauerschlaf on April 21, 2012, 02:16:40 PM
Here's my shot at a couple backgrounds/perks. Skill bonuses are replaced by the stronger ones given.

Sorcerer Backgrounds

Arcane Trickster[INDENT] Even before you realized your powers, you were a troublesome child - hiding things, ripping pages out of books, and so on. General mischief was your hobby, and that grew into something more as you realized your innate ability to control the Weave. This ended up being rather frustrating for your confused parents.
[/INDENT]Level 1: +4 Bluff & Pickpocket
Level 5: Spell Focus: Illusion, +2 Hide & Move Silently
Level 8: Greater Spell Focus: Illusion, +4 Hide & Move Silently

Natural Performer
[INDENT]Before being whisked away to Ymph, you were a stage performer. Either acting a play or performing acrobatics, the magic that you control naturally ended up being part of the performance. You learned to manipulate your audience and how to add a little extra 'oomph' to your lines or spins.
[/INDENT]Level 1: +2 Perform, Bluff & Persuade, +1 Taunt & Tumble
Level 5: +4 Perform, Bluff & Persuade, +2 Taunt & Tumble, Spell Focus: Enchantment
Level 8: Mass Charm (1/day), Greater Spell Focus: Enchantment


Fighter Backgrounds
Fencer
[INDENT]"Touché!" you hear your opponent grunt, as you tap him with your rapier. Fencing has always been your favourite sport, and you'd practice for hours back at home. You've now been dropped on Ymph, and must learn to use real weaponry and adjust your sportsman skills to make sure you survive.
[/INDENT]Level 1: +4 Parry, -2 Discipline
Level 5: Skill Focus: Parry, +2 Tumble
Level 8: +2 Dexterity, Improved Parry

Blessed by Darkness
[INDENT]Whatever foul and dark god you worship has chosen to bestow upon you powers - for what ends, you are unsure, but you serve nonetheless. You seem less lucky due to this drain on your soul, but the power you seem to gain...
[/INDENT]Level 1: +2 Discipline, -2 Universal Saves
Level 5: 1d6 Sneak Attack, +4 Discipline
Level 8: Dark Blessing, Crippling Strike, -4 Universal Saves

Craftsman
[INDENT]All your life, you've built, built, built. Truly, that was all you did before landing on the isle. You lack of experience initially will hinder you, but your control with hammer, pick and chisel may eventually be an advantage.
[/INDENT] Level 1: -1 AB, -2 Discipline, +2 to (EFUSS Carpentry, Woodworking, Metalworking & Masonry)
Level 5: +4 to above listed EFUSS crafting skills, +2 Concentration
Level 8: +6 to listed EFUSS crafting skills, +3 AB (on top of the -1 AB, leveling out to +2 AB at level 8)
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Post by: Knight Of Pentacles on April 21, 2012, 02:45:42 PM
Rogue

Level 5

Name: Briney Stevedore

Description
:  Whether you were a longshoreman taking more than  your share off the job or a wrecker luring ships to smash on the crags;  you plied your shady craft around the salty wharfs and coasts of Faerun  raking the bounty off others labored sweat.

Base Bonus
: Ironlungs (Double underwater breathing duration)

Pure Bonus
:
Per reset, you're granted a one use token that allows free passage upon the Imperator to any other destination.

Level 8

Name: Pirate!

Description:
Sailing the high-seas, you're a despicable thieving barnacle-breathed privateer hootin' while lootin' every ship and sea shanty you come across.  Dare I say, you are a pirate! Arrrr!    

Bonus:
Granted Martial Weapon Proficiency, Weapon Focus: Cutlass (Sicimitar), Weapon Specialization: Cutlass, +1 AB, +1 Dodge AC, +10% Physical Damage Immunity.

Fighter

Name: Mist-Addled Warrior

Description: Some portal-rats take the Shrouded Isle's mist in stride, though some are warped by the antediluvian fogs mystic powers.  Some learn to channel this effect to strengthen their physical prowess in-exchange for an unpredictable mind; weak and susceptible to outwardly forces.    

Level 1:  Slight resistance to the effects of H'balas Withering.  -2 Will, -2 Concentration.

Level 5: Increased resistance to the effects of H'balas Withering. -1 Wisdom, Penalties increased to -3 will  and -4 concentration.

Level 8: Further increase of resistance, -2 wisdom, penalties increased to -4 will, and -6 concentration. Cast spell Remove Curse as Level 5 Divine Caster Once Per Day to remove the affects of withering only.


Sorcerer

Name: Something Diabolical

Description: Your magical abilities stem from a drop of fiendish blood and you will stop at nothing to strengthen your ancestral bond.  Perhaps it isn't in your blood, instead it is a deep fascination with the dreadful lower realms? Or maybe a desperate search for power and exponential gain?  Regardless the circumstances, prepare for a journey through fire and brimstone as you tread on dangerous grounds that many have perished treading before in their fool-hardy attempts to grasp knowledge and sway beyond their mortal station.  

Pre-requisites: Evil Only, Neutral Forbidden

Level 1:25% Divine Damage Vulnerability ----  If Lawful: Granted the Devil Summoning Theme, If Chaotic: Granted the Demon Summoning Theme

Level 5: 50% Divine Damage Vulnerability ----- If Lawful: 5 Fire resistance, +2 lore, +2 concentration, Lesser Planar Binding One Use Per Day. If Chaotic: 5 Electricity resistance, +2 lore, +2 spell-craft, Lesser Planar Binding One Use Per Day.

Level 8: 100% Divine Damage Vulnerability ----- The Forbidden Threshold**: You have crossed a point of no return in your studies.  Fiendish traits have arisen in your appearance, marking you for what you are; a delver into forbidden arts.  Although this is not without merit for your powers have grown in kind. If Lawful: +1 Devils Summoning Theme, +25% Fire Immunity. If Chaotic: +1 Demons Summoning Theme, +25% Electricity Immunity.

** The Forbidden Threshold will cause the PC to be marked as monstrous in regards to PvP rules.  They will be granted an appearance change at DM discretion (much like the Sorcerer Perk trait Pandemonium) that will make it obvious to other PCs that they are a diabolist.   Regardless of being knocked down from level 8, they will remain marked yet lose their Level 8 powers.  The Forbidden Threshold Mark will balance out the powers granted to a sorcerer who takes this particular perk.
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Post by: Divine Intervention on April 21, 2012, 04:09:18 PM
Sorcerer Background: Foe of Undeath

"There are those who feel the withering within them and embrace it's touch, necromancers who give into the temptations of the dark. You are one of the few strong enough not only to resist it, but to actively seek to counteract it.  Devoted to the destruction of the undead by any means you have studied ways to combat them alongside your standard magical prowess."

Level 1: 5/day disrupt undead, withering occurs at a slightly reduced rate.
Level 5: +3 vs Death/Negative Energy, 2/day searing light.
Level 8: 1/day Undeath to Death, 1/day Healing Circle.

Sorcerer Background: Cursed

"Be it the result of a witches hex, a broken oath or the displeasure of Beshaba herself, you've always found yourself to be the unlucky one.  Constantly suffering misfortune you are bitter at the world and perhaps the Gods themselves for failing to understand.  You'll make them pay even if you have to change the world around you to do it!"

Level 1: -1 Universal saves, chance to awaken from resting with a random stat penalty, +5 intimidate, 1/day bestow curse.
Level 5: Increase to -2 Universal saves, Aura of Fear/Doom 1/day.
Level 8: 1/day Baleful Polymorph.

Fighter Background: Longbowman

"The archer is a vital part of any army and the longbow is the perfect ranged weapon for a soldier, with a long range and the power to punch through armour, it's a favourite the world over"

Level 1: Rapid Shot, +3 spot,
Level 5: Wep Spec: Longbow.
Level 8: Spawn with a bundle of magical arrows each reset.
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Post by: Deception on April 21, 2012, 04:26:10 PM
Luckbringer: Fighter

Touched in some manner by either Tymora or Beshaba, you've a tilt towards sheer luck. Dices seem to roll in your favour, ladies drawn towards you and the concept of unpredictability loosens slightly in your own personal favour.

Level 1: Luck of heroes, +3 tumble
Level 5: Uncanny dodge 1, you can no longer roll less than 3 on saving throws.
Level 8: Defensive roll, any rolls that are 18 or higher are instant success.
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Post by: Lenthis on April 21, 2012, 05:32:46 PM
Fighter Class Feat: Mistman

(Requires 14 Wisdom, Iron Will, Must start in mistlocke)
At a young age, you always enjoyed the mist, and while your parents worked on the Ziggurat, you would always going about and gently playing in the depths when your parents warned you otherwise. One day in your childish pursuits, it decided that you would make an excellent herald and as you stared into its depths on  a childish eve, it stared back into you- changing you forever.

Level 1:
 +1 saves against magic
 +2 Intimidate

Level 5:
 The Saves are now +2 against Magic
 1/day You can give your weapon a short term 1d4 cold damage buff. (Does  not stack with flame weapon)

Level 8:
 You are Immune to  Mist damage in the pass of Rabanatha
 The saves are now +3 against Magic.

Sorc Class Feat: Alienist

You watch the stars for the signs of the unknown, you embrace and will it to come, to contact you. You pursued this your entire life, and when taken to Ympth you only saw it as a chance for finally encountering the "Magnificence" you seek, and as you stare out at the stars in the night, you always get this aching feeling something beyond your very comprehension, gives you, the smallest of passing glances. But, as you feel humbled, you also wish to command and be one with the beasts you are certain, linger beyond the stars.

Level 1:
 +3 Lore
 +2 Efuss Astronomy

Level 5:
 +5 Lore (Overrides the 3)
 +5 Efuss Astronomy (Overrides the 2)
 +1 Will

Level 8:
 Aberrant Summoning Theme Given
 +6 Lore (Overrides the 5)
 +3 Against Mind Effecting.
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Post by: Apocalypse Nigh on April 21, 2012, 05:44:48 PM
Filled with Hate- Fighter

You hate the world, everything in it. You work tirelessly to bring suffering and pain to all who live within the lands and as such, gain peculiar abilities to cause unmatched suffering.

Level 1: +3 intimidate, +2 versus neg energy
Level 5: 1/day inflict moderate wounds
Level 8: 1/day inflict moderate wounds because 1/day inflict serious. 1/day bestow curse.
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Post by: Lenthis on April 21, 2012, 06:01:41 PM
Rogue Feat: Sand-Man

They sleep in their beds all sound and quiet, you stab them dead, and cause quite a riot. They call you the Sand-man, for not cheery dreams you give, only that of blood, and of death your bring.

You are a master of the sleeping kill, and you bring forth with the skill and flair of an assassin with your skill of night murder, luckily for you you have the connection to obtain your rare poisons, and the skill to avoid poisoning yourself with them.

Level 8:
1/day use of DC 18 Sleep Poison
+2 against mind effecting
Every Reset, you have a chance to obtain a vial of sleeping poison of varying potency.

Rogue Feat: Hunter of Men

Hunting, its quite a thrill, yet you demanded a greater challenge, when you started hunting the more humanoid persons about the isle, it gave you that exact rush. Not looked on very favorably by authorities or otherwise, you work in secret. Knowing how to kill a man with finesse and make it look like an accident when they go missing in the forest is your expertise.

Level 8:
You gain the Tracking Ability
+2 to listen, search, spot
+1 Ab/Damage Against all humanoids
Once per reset, you get a trap of strong quality.
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Post by: Ever Vigilant on April 21, 2012, 06:10:10 PM
Quote from: Talir;284447I'd like to put the creativity of our community to the test and see what manner of class perks/backgrounds you think should be added to our rather limited pool. The competition is thus: make a rogue perk or a fighter/sorcerer background and post it here for a chance to earn an uniquely crafted item resembling a part of your character's history in-game. I'll look through the suggestions and hand over the reward to the winner(s) after this weekend. Regardless of victory, I'll add the contributions I like to the selection in-game so this is your chance to put in the stuff you've always wanted.

Feel free to make as many suggestions as you'd like.

A few things to consider:

  • The perk/background should offer bonuses. Negatives may be fine but don't try to vastly modify the class with it and give skills like -20 bluff, +20 persuade.
  • The feat bonuses that can be given are limited. As a rule, anything you can add to an item is easy enough to give as a reward.
  • Less special scripting is easier but creative adjustments can be done.
  • Follow the system already in place for the different perks/backgrounds. This means that the backgrounds get stronger by levels whereas the strength of the rogue perks is different between the level 5 pick and level 8 pick.
  • Feel free to look at those we already have for ideas and balance (*cough*).
  • ... I'll update this short list if needed.

What I look for in the perk/background:
  • Creativity.
  • Strength in concept.
  • Appealing to a wide range of characters yet providing a special niche or flavor.
  • Subtle but meaningful adjustments.
  • Easy to implement.

Please include:
  • Name.
  • Description.
  • Perk/background bonuses (and progression where needed).

Just a suggestion, people should actually read this post before just blasting out massive duplicates of current perks or slight alterations that are vastly overpowered.
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Post by: Pup on April 21, 2012, 11:43:22 PM
Level 5 Rogue Perk:

Investigator
[INDENT]"Your youth exposed you to less-than-moral methods of obtaining what you need.  Now reformed, you use your familiarity with under-handed methods to expose and thwart wrongdoers."

Bonus: +2 Spot, Listen, Search[/INDENT]


Level 8 Rogue Perk:

Detective
[INDENT]"A rare commodity to law enforcement, a skilled thief that uses her skills to oppose society's underbelly is a criminal's worst fear.  She can eye a cut-purse or sniff out a lie better than anyone."

Bonus: +3 Spot, Listen, Search.  +2 Wisdom[/INDENT]
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Post by: Aethereal on April 22, 2012, 01:40:11 AM
Fighter Background

Jackeroo - You are a rancher, perhaps even a nobleman who partakes of the hunt beside your trusty hounds. Learned are you in the ways of animal mentality and commandant of your animal companions.

Level 1: +5 Animal Empathy
Level 5: Animal Empathy is updated to +10, Summon Creature II (5) 1 / day
Level 8: Animal Empathy is updated to +15, Summon Creature IV (9) 1 / day
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Post by: One_With_Nature on April 22, 2012, 12:50:03 PM
Some really nice suggestions in this thread, but i just wondered why have people included a lot of per days spells for fighters when they can't cast magic?
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Post by: Caster13 on April 22, 2012, 09:22:22 PM
Sorcerer Background:

Wild Magician
You have a natural connection to the Weave but it appears to be a very wild and unpredictable one. Magic seems to go haywire when you approach. Some people with an amateur's understanding of the Weave might even think you're a walking null field.

Level 1:
25% spell failure
Spell focus: Abjuration
Greater spell focus: Abjuration

Level 5:
20% spell failure
+5 to spellcraft
On hit, 25% lesser dispel (3) (when you are struck, there is a chance of lesser dispel being cast on the person attacking you).

Level 8:
15% spell failure
Spell resistance 20
1/day lesser spell breach (7)

Someone with more familiarity with how spell resistance and magic dispelling is calculated might have a better idea of what levels/numbers should be chosen.
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Post by: Talir on April 23, 2012, 04:23:09 PM
Putting the line for the competition here.

Thank you all for participating.
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Post by: Canzah on April 23, 2012, 10:05:58 PM
Rogue Level 5 Perk:

Lowersman

"Either born or adopted by the harsh streets of Lower Sanctuary, your eyes have adjusted to the lightless depths and your mind to the ideals of freedom. You truly are a Lowersman."

Bonus: Darkvision, Iron Will
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Post by: Ever Vigilant on April 23, 2012, 10:09:53 PM
Lower4Lyfe, don't play by no rules, even Talir's.