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Main Forums => Suggestions => Topic started by: Talir on January 16, 2013, 10:50:18 PM

Title: Perk Suggestion Thread
Post by: Talir on January 16, 2013, 10:50:18 PM
There's been a few threads already trying to make suggestions but I thought it'd be easier just to collect them all in one thread. If you have suggestions for any perk -- be it for the classes already implemented or for those currently without -- feel free to make your suggestion here. There is no guarantee that they are put in-game but I'll go over the thread every now and then and see if there's anything that seems fun.

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

A couple of guidelines:
[INDENT]-- Always list which class (or race? General? Faction/Association?) the perk(s) are meant for.
-- This is a thread for suggestions, not discussions. Let us worry about (im)balance.
-- Don't go overboard with pluses and minuses. Sometimes simple and precise works best.
-- These (https://nwnlexicon.com/index.php?title=Ip_const_feat) are the feats that can be easily added. EFUM may have a few more.
-- If the suggestion is for a class already implemented, try to follow the format already used.
-- Strength of creativity, ease of implementation and also what it provides of flavor are three aspects that are put weight on.[/INDENT]
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Post by: Mr Howardson on January 21, 2013, 09:59:38 PM
Aberdenn Association Perks

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

QuoteAberdenn Forester

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

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

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

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

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

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

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

The same as the Squire Perk under fighters.
QuoteAberdenn Chaplain

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

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

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

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

QuoteAberdenn Brawler

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

Same as Brawler Perk.
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Post by: Deception on January 22, 2013, 12:46:35 PM
QuoteSeer (sorcerer perk)

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

Level 1: +2 spot/search

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

Level 8: 20% permanent concealment to represent lesser premonition.
Clairvoyance/clairaudience changed to 12/1 DR.
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Post by: Adam on January 22, 2013, 01:23:49 PM
Slime touched (Sorcerer perk)

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

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

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

lvl 8: Ooze summoning theme (without penalty) Immunity to hold person
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Post by: Sheer Gluttony on January 22, 2013, 03:13:26 PM
A few ideas for Monk perks designed around adding some more style and variety to a class which thematically is often quite boring.

Zen Soul:

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

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

Warrior Spirit:

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

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


Peaceful Mind:

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

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

One with the Dark:

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

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

Wildsman:

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

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

Student of Fire/Water/Earth/Air:

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

Water:

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

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

Lightbringer:

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

Level 1: 3/day light, +2 spot, -20 Hide/Move Silently.
Level 5: Permanent Gold Light 20 ft, 1/day searing light.
Level 8: 1/day Hammer of the Gods.
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Post by: Pentaxius on January 23, 2013, 12:17:05 PM
I would love to see monk perks ! So here are a few more :

Withered disciple

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

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

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

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

Astral Meditator

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

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

Tatooed Monk

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

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

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

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

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

Tiger tatoo
L1 +1 Ref -2 Will -2 Wis
L5 Summon tiger familiar, possess familiar
L8 +1d6 sneak attack
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Post by: Outcast on January 24, 2013, 02:42:30 AM
Rogue Level 5

Stern Handed

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

Beggar children always make your sending deliveries and at half-price.
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Post by: granny on January 24, 2013, 03:23:05 AM
QuoteRotten Fist (monk perk)

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

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

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

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

Maybe with further work, it would be possible to exchange more CHA in order to having something like the Aura of Disease that surrounds the Ghouls, making the monk a presence of constant danger for anyone that dares to step near.
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Post by: Outcast on January 25, 2013, 12:38:45 AM
Sorcerer Perk - Dreamer

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

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

Level Five: Cold Perk. Immunity Spell: Mind Fog

Level Eight: Mist-Touched - Once per day for 2d8 turns you're able to take upon yourself an encasement of mist that protects you from 2/5 physical damage and gives you 18 SR.  (Uses the "personal mist" VFX)
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Post by: MirrorMask on January 25, 2013, 04:09:02 PM
Fighter Perk - Michael Tommas Farm Fresh

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

Level 1: +5 EFUSS Farming, Know when harvesting a plant will kill it, -3 Discipline.
Level 5: +1 AB with any farm tools [Scythe, Sickle, Pitchfork, Handaxe, Light Hammer, Club, Sling] -2 AB with all other weapons.
Level 8: 5 random shrub produces/plant cuttings per reset.
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Post by: prestonhunt on January 25, 2013, 07:03:52 PM
Barbarian Perk - Reaver

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


Level 1:  Two Weapon Fighting, Exotic Weapon Proficiency

Level 5:  Ambidexterity

Level 8:  Improved Two Weapon Fighting

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

Charisma modifiers to STR/CON when raging.

Level 1 rage is capped at +2/+2 (Total)
Level 4 rage is capped at +3/+3
Level 8 rage is capped at +4/+4
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Post by: One_With_Nature on February 20, 2013, 03:48:19 PM
H’balan Cultist Perks
 Withered Soldier (Fighter)

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

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

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

  Withered Infiltrator (Rogue)

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

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

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

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

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

  (Withered land bonus: +2 con, Immunity to Negative energy, 100% vulnerability to divine)
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Post by: Damien on February 20, 2013, 03:58:50 PM
...what server do you think we are playing own?
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Post by: SkillFocuspwn on February 20, 2013, 04:24:37 PM
Monk perk -

Mist touched

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

Level 1: -1 Will, When in the Mist, +2 Will
Level 5: -1 AB, When in the Mist, +2 WIS, +1 AB
Level 8: -2 WIS, When in the Mist, +4 WIS, 20% concealment
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Post by: Paha on February 20, 2013, 04:30:06 PM
This is not for discussion or opinions. We'll worry about the balance and possible implementation of usable ideas. Don't start throwing your likes or dislikes here.
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Post by: RotheandAle on March 01, 2013, 04:19:40 AM
Ranger Perk- Trapper

'Whether it be a pitfall or beartrap, you've spent enough time in the wild to be able to piece together snares to better help capture your prey.'

-Receive a random trap per reset.

Please give rangers a reason to put points into Set Trap. Or even allowing them to take the Rogue Trapsmith perk would be fine.
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Post by: Dr Dragon on March 01, 2013, 04:59:00 AM
Pure fighter perks, and must belong to the indicated race.

Dwarven Warrior- You are a dwarven soldier. Honoring your clan, and your race. Your manner of fighting  different these tall folk, and short folk you are of proud Dwarven stock. You will show those pointy eared Elves, those Humans, and of course the enemies of your people what a true Dwarven warrior is made of.

Level 1 +2 saves vs Poison.

Level 5 Exotic Wep prof +1 physical damage against Half-Orcs, Orcs, goblinoids, and giants.

Level 8  Bonus Feat Wep focus Dwarven Waraxe, Wep Spec Dwarven Waraxe.


Halfling soldier-- While small you can still pack a punch you plan to show these people how a hon uses a blade.

Level 1 Bonus Feat dodge

Level 5 Bonus feat Expertise

Level 8  bonus Feat Sneak Attack 1d6
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Post by: lovethesuit on March 01, 2013, 05:17:14 AM
Throwing axes are not used very often, for various reasons. They weigh a lot, they are rare, and they require martial weapon proficiency.

I would love to see a Barbarian perk involving Throwing Axes. How about giving Rapid Shot as a feat, and some free, low weight Throwing Axes every reset?

I think the best part about this would be changing the Rage to give whatever Throwing Axe you have equipped infinite ammo while you're raging. At higher levels it might even give you a bonus to attacks per round.

Thematically, tie it into something Talosian, like each axe is similar to a lightning bolt. A furious style common to hunters on the Steppes and Plains, where large game necessitates a powerful weapon to bring them down.
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Post by: Cerberus on March 15, 2013, 08:09:23 PM
[SIZE="3"][COLOR="DarkRed"]Jack of all Trades[/COLOR][/SIZE]
You have a natural ability to adjust and learn from life and retain the benefits from your life.
level 1: Alertness (+2 Spot & Listen)
level 4: Silver Palm (+2 Appraise & Persuade)
level 8:  Courteous Magocracy (+2 Lore & Spellcraft)

This perk could be added to all classes perk categories and would be good for backgrounds of most any class and would be far from OP. It would also help to make for more/better RP explaining how one is not just your basic (insert class here).
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Post by: Jasede on March 21, 2013, 06:26:28 PM
Alienist - Sorcerer

You have been touched in some manner by an entity from beyond the stars, twisting your mind and body as it whispers of unspeakable horrors and forbidden knowledge.

Level 1: +2 Lore, +2 Spellcraft, -2 Persuade, -2 Concentration, Aberrant summoning theme
Level 5: +2 to the DC of all your spells, 5% spell failure
Level 8: Random mutation from a list of horrible mutations with boons and drawbacks, some more, some less. Possibility of retirement.
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Post by: NecropolisV on March 21, 2013, 10:57:22 PM
moved here

Dark Gifts:

Those who delve into the black arts often find themselves victims of  their own magic. Whether it be that an evil force took notice of the  necromancer, or the necromancers patron has rewarded them for their...  work, or maybe just the very fabric of their soul has been tainted by  the arts that they practice they find themselves gifted with unnatural  and evil powers.. of course though, with all powers recieved by evil..  theres a price.


-Lvl1: Receive Random Dark Power From The Dark Power Chart (1d100)
Receive Random Dark Power Curse From The Dark Power Curse Chart (1d100)

Lvl5: (Same as lvl one added to the first)

Lvl8: (Same as lvl one and five stacks with the first two)

This is one variation as the original necromancer Dark gifts basically  were received as they got higher level and ended up with a total of  three dark powers and three curses to go along with it, whether they  were visual deformities (glowing red eyes, black twisted wings, blue corpse-like  appearance, ect.) Physical Malfunctions! (fatigue, lethargy, sickly[the  malfunctions usually resulted in loss of stat points or skill  weakenings]) or even other insane dark losses.                                                                                                  __________________ Also note: The dark gifts recieved at each level should be equally measured by their level so therefore a level one dude won't get the most powerful gift at first level and at 8th lvl end up with something lame ect. ect. Also most necromancers never end well due to their deathly arts and the risks involved, the 8th lvl should be like the chaos perk, could be potentially dangerous or awesome.
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Post by: Deception on April 16, 2013, 12:16:53 PM
I suggest that the level 5 rogue perk ''Poisoner'' recieves the ability to know the effects of food poison prior to using them.
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Post by: Vlaid on April 17, 2013, 10:10:45 PM
I had an interesting idea for the Mad Berserker (Barbarian) perk.

When you rage, you are already blind....but maybe make it so anyone you hit (or maybe only people who hit you? or people who are near you when you rage?), you are able to see regardless of what they do. Like a mad berserk tunnel vision on your enemies.
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Post by: HalflingPower on April 17, 2013, 10:14:06 PM
I don't think that can actually be done.
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Post by: Zango_Unchained on April 29, 2013, 03:39:45 PM
Channeler (Sorc perk):
Restrictions: You cannot take any spells beyond beam/orb spells. Ex. (Scorching ray and ray of frost also the elemental orbs)
Your magical training combined with your sorcerous talent have developed in such a way that you now are able to use and channel spells that are focused in a beam like way to degrees much more potent then any other.

(OOC note: The gist of this perk is that it would give more versatility to the term "Envoker sorc" This perk works off single target elimination and has cast times. Also a light effect could be used as you channel much like the wild magic of shifting colors over time, as the next degree of the channel is reached the color will change)

Level 1:
Gain Sorc token (Channel)
Arcane focus:
All beam spells of lvl 0 gain 1d4 additional damage if you channel for a round prior.

Lvl 4:
Gain 3/day of Searing ray (Cl 5)
All beam spells of 2nd circle and below gain an additional 2d4 damage if you channel for 2 rounds prior.

Lvl 8:
Gain 5/day of searing ray (CL 7)

Sorc token: (Prismatic Beam: A unlimited use per day spell that is 1d6 of a random element, each round channeled up to three rounds allows for it to gain +3 per round of a random element.)

All beam/orb spells of fourth circle and lower as well as "Prismatic beam" gain an additional 3d4 damage is you channel for 3 rounds prior.
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Post by: Extraplanar Witchdoctor on April 30, 2013, 03:47:04 PM
Allowing the LVL5 rogue perk scavenger to get the ability to crawl through digged holes that are relatively close to eachother, using them for sneaking away or other purposes.
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Post by: Trevor White on April 30, 2013, 06:05:56 PM
[SIZE="3"]Wizard Perks.[/SIZE]
Yes, wizard is powerful and flexible. But is misses out on the awesome flavour perks of Sorcerer perks, so there are fewer niche options to pull players away from buffbots.

Spellsword.
As per the Sorcerer perk but without the 5 DR.

Contriver.
As per the Sorcerer perk but without the +2 CON.

Elemental Bond
The fire one was brilliant for PVE as it meant that you would actually kill mobs with offensive spells, rather than just wound them a bit, and wasn't broken in PVP as it was low damage that a little DR negated.
This could be returned as simply "all elemental spells deal +1d4 damage each round from "Someone" until the victim makes a Reflex save"

Aggressive Echoes.
Some wizards concentrate their focus on a barrage of offence, squeezing every last drop of power out of the basic spells of destruction. They are skilled at demolishing opposition, but make poor support troops.
 
All buffs cast on targets other than yourself are at 2/3 duration.
L1: Echo Cantrip. Ability to mimic own cantrip spells as per Steal Spell from Arcane Mimic.
L5: Echo Spell: Ability to mimic own L1 direct damage spells as per Steal Spell 1 (Magic Missile, Burning Hands, Ice Dagger, Negative Energy Ray, Burning Bolt Horizakaul's Boom). Casts at your level -3.

[SIZE="3"]Ranger Perks[/SIZE]
Witch Hunter
The curse draws in closer, and the Lich's minions lie even within the walls of Mistlocke. The Witch Hunter has dedicated herself to rooting these necromancers and sympathisers out, choosing them as her prey.

Favoured Enemy bonuses disabled. Wilderness speed bonuses disabled. Wilderness Spot/Search/Listen buff disabled.

L1: 20% Negative DI, +2 Negative Energy, Fear and Death saves
L5: +3 Negative Energy, Fear and Death saves. Weapon of Quietus: The Witch Hunter's weapon has +1 AB and +1 Fire Damage vs Undead. 1/day Turn Undead based off of Wisdom modifier.
L8: Weapon of Quietus: The Witch Hunter's equipped weapon has +1 AB and +2 Fire Damage vs Undead. 1/reset Potion of Boon.

Bowhunter

Favoured Enemy Bonuses disabled, Dual-Wield disabled.

L1: When wearing light armour only, gain Weapon Specialisation: Longbow and Shortbow.
L5: Spawn a bundle of magical arrows 1/reset
L8:+2 Dexterity, -1 Hide/Move Silently/Set Trap

Swiftblade
Some Rangers concentrate on the mastery of light, short weapons they can easily fight with in the close quarters of deep jungles and thick forests. The Swiftblade learns to dodge and strike nimbly with paired weapons.
Lose the Shield Proficiency feat. Lose Favoured Enemy damage bonuses and AB.
L1: Bonus Feats: Uncanny Dodge, Ambidexterity, Two-Weapon Fighting. These are disabled when using Heavy Armour, a Shield or a Two-Handed Weapon.
L5: Weapon Specialisation: Shortsword, Dagger, Handaxe, Mace, Kukri, Light Hammer, Sickle, Whip.
L8: Some sort of offhand-only buff.

Venom Master
Poison is everywhere in the Wilderness, from the tiny, deadly bright frogs to the sharp fangs of the viper. To master this lands a hunter a sure kill from even a small nick to his prey.

Favoured Enemy AB disabled.
L1: Use Poison, +3 Poison Saves. Poison lasts longer on your weapon.
L5: Gain 2 Poisons whenever you use the Extract Poison Glands Player Tool. +2 EFUSS Herbalism
L8: Poison save improves to +5. Constant Toxicity: The Ranger's equipped weapon gains +1 Acid Damage.
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Post by: Blue41 on May 23, 2013, 04:46:53 PM
To encourage something beyond FE: Undead/Human/Elves

Pure Ranger Perks


Aberrant Hunter

Some revere the alien, the bizarre, the abhorrent creatures which creep and hunt in the darkest, deepest corners of the world. Others choose to dedicate their lives to wiping out every trace of these monstrosities, gaining an intimate knowledge of how to oppose them without falling prey to their bewildering abilities.

FE Bonuses disabled
Level 1: +2 Fortitude
Level 5: Receive 1 Clarity potion/reset, Iron Will
Level 8: Weapon receives +1 attack bonus vs. aberration, +1 ac vs aberration

Lycanthrope Hunter

Few creatures are more chilling to encounter in the dead of night than the dreaded shapechanger, but the lycanthrope hunter is never caught off-guard. Whether the victim of one of their attacks or newly reformed and seeking to make amends, they make the destruction of were-creatures their goal in life.

FE Bonuses disabled
Level 1: Weapon receives +1 attack bonus vs. shapechanger
Level 5: Receive 1 belladonna, 15 silver darts per reset.
Level 8: Weapon recieves +3 attack bonus vs. shapechanger

Planar Hunter

There are some things on our world that simply do not belong: beings which have been called into our plane at the behest of their summoner, or simply tore their way into the Prime through sheer will and desire. Planar hunters expel such beings one way or the other.

FE Bonuses disabled.

Level 1: Resist Poison feat gained.
Level 5: 1d4 Divine damage vs. outsiders, receive protection from chaos potion/reset.
Level 8: 1d6 Divine damage vs. outsiders, 20% fire immunity.
Title:
Post by: Dillusionist on May 24, 2013, 05:03:39 AM
Fey-bound (Sorcerer)
Taken by wild huntsman under the full moon as an infant, you awoke in the forest thirteen years later with no memory of the time passed. Your village never truly accepted you again. There were always rumors that you were a changeling or fetch...

Level 1: You may rest in the wilderness as a ranger or druid, +5 Hide/+5 Move Silently for a PC if medium stature or larger, +2 Hide/+2 Move Silently if small stature or smaller.
Level 5: Forgotten Forest summoning theme
Level 8: Your faerie nature begins to manifest itself. Females may sprout leaves or gossamer wings, males take on the countenance of a satyr.


Shape-shifter
(Sorcerer)
Whether the blood of trickster-fey flows in your veins, or the product of some magical experiment, you have a decided affinity for changing your shape. But if you can be a small boy one day, and a dragon the next, who are you really? Are you even human anymore?

Level 1: Polymorph Self 1/day
Level 5: +3 Bluff, +2 Fortitude
Level 8: +1 Regeneration

//Shape-shifting is a fairly iconic magical power in  almost any world. I think its a shame that polymorph related concepts  need to wait so long to come into fruition. Intended to do for  shape-changers what touched by the maiden does for animators.
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Post by: Cerberus on May 24, 2013, 04:38:45 PM
[SIZE="4"][COLOR="Firebrick"]Slave[/COLOR][/SIZE]  (fighter perk)
You are  slave, either born into it, or recently enslaved by one of the many bands of slavers that inhabit the island. You are dominated!
NOTE: This perk can only be taken if you have a "Master" PC to submit to.

Level 1:  -1 will ([SIZE="1"]you have been dominated and lost your will[/SIZE]), +1 hide, +3 MS ([SIZE="1"]You learn not to upset your master by being loud and obnoxious[/SIZE])
Level 5:  Sleep anywhere without a fire ([SIZE="1"]You have learned to sleep where-ever and when-ever you can[/SIZE]), Heal +2 ([SIZE="1"]You have learned to better bind your own wounds[/SIZE]), Gain 1 healing herb each reset ([SIZE="1"]You can make bandages out of most anything and have a habit of collecting such for later use[/SIZE]).
Level 8:  +1 will ([SIZE="1"]you have accepted and submitted to your position and no longer fight it, your will is your own[/SIZE]), +1/soak ([SIZE="1"]you have toughened yourself against the beatings and learned to ignore the pain aspect of each wound.[/SIZE])


[COLOR="firebrick"]Note:[/COLOR] This "slave" perk is something that just came to me and I only quickly added some bonuses that might make sense. Of course it would be subject to change but I kinda like the general concept of it.
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Post by: Vlaid on May 31, 2013, 09:20:44 AM
Was bored as a new low lvl PC so I decided to do something constructive with my spare time. Most of these suggestions are more thematic and stylistic suggestions for flavor than mechanical though.

I don't believe every perk needs to be exactly equal in power, but it would be nice if some of the more stylistic/quirky perks were a little less....inferior and custom flavor loot dependent.
[hide=Fighter Perks]
The perks for Fighter feel very bland to me. Just going to throw out some rough suggestions on some interesting stylistic improvements to make them more interesting. Changes made are in red.

Body Guard
Be it a Sheik's loyal eunuch guarding his harem or a King's most trusted  Knight guarding his vulnerable heir, powerful men have always needed  trustworthy and loyal men to guard what they treasure most.

Level 1: Immunity: Charm Person, Remove Fear 1/day
Level 5: +3 Discipline, Remove Blindness/Deafness 1/day
Level 8: +1 Will, Immunity: Dominate Person, Remove Paralysis 1/day


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: Special tanglefoot bag each reset
Level 5: +4 Disable Trap, +4 Set Trap (Both only work if you have skills invested in them), Special entangle trap each reset
Level 8: Gain 5% movement speed, 5% physical immunity and +4 saving throw vs traps. Special paralysis trap each reset

Brawler
While the powerful of the Realms seek their enjoyment in grand tourneys  involving gleaming armor and groomed destriers, the peasants make do  with a baser form of contest: the bareknuckle brawl. The haggard men and  women who take part in this bloody and storied contest in the inns and  streets of the great cities bear its clear markings of flattened noses,  missing teeth, and swelled brows.
 
Level 1: 2/- DR while unarmed
Level 5: WS: Unarmed Strike
Level 8: Improved Critical: Unarmed Strike

Cutthroat
Every city has its slum, and every slum has its thug-- dim men, often as  not, who rule their shabby blocks by right of might and fear. From  thieves guild enforcer to dockside pimp, these lesions of humanity  plague the already grim lives of the poor and oppressed.

Level 1: +5 Intimidate
Level 5: Use Poison, +2 Discipline
Level 8: 10% Concealment, +2 Save vs Poison


Desert Warrior
Be it a Calishite Mameluke or a Bedine raider, the harsh deserts of  Faerun produce a unique breed of warrior. As harsh and sharp as the red  sun, these men and women are death on the sands with their shamshirs  gleaming bright.
 
Level 1: +4 vs Fire
Level 5: +2 Fortitude, Toughness
Level 8: 20% Fire Immunity, Evasion

Drill Sergeant
The terror of the aspirant, you are the supreme commander and second to  none -- upon the training grounds. Where others vied their martial  talents to selfish or protective duties,  you have dedicated yourself to  ensure the future generations know which end of the blade to hold. A  master of practice matches and troop inspiration, your students will  praise all the devious little assignments given them. Someday.
 
Level 1: You train characters at or below half your levels + 1  (max level 7). They receive bonus XP for getting beaten in sparring  matches (time limited), whereas you regenerate up to 1/4th of your own  max HP if you lose.
Level 5:  Get Up Maggot: 1/day, target downed/bleeding character and heal them for up to 1/4 of your health and +4 AC to the target for 2 rounds following(medium range),+1 Concentration, Discipline, Heal, Intimidate, Listen and Spot.
Level 8: 2/day Master of the Drill Ability -- +1 AB, +1 AC, +10%  movement speed and give allies 1/4th of your Concentration, Discipline,  Listen and Spot ranks as bonus inspiration. Lasts 1 turn.

Duelist
Quick-footed, quick-tongued, and quick-witted men go by many names in  the realms: bravos, swashbucklers, fencers, corsairs. Eschewing the  heavy arms and armor of the traditional warrior, they live (and die) by  their cunning.
 
Level 1: +3 tumble, +3 taunt
Level 5: +2 AC vs Slashing
Level 8: +2 Dex, expeditious retreat for 1 round following a successful parry

Lay Sword
Temples of all faiths often boast a number of lay members skilled with  blade and hammer, but unsuited for the life of a priest. These men wage  war for their respective deities, taking orders not from worldly lords  but the sanctified mouths of priests and priestesses.

Level 1: +1 Fort, +1 Divine
Level 5: +1 Will
Level 8: +1 Universal Saves, +1 Universal,+2 Discipline and +1 AC while within long range of a priest or priestess of your faith


Man-at-arms
These rugged men make up the bulk of any Lord's army, but they are not  the characters of tales and stories. Often as not, these soldiers die  nameless deaths on the battlefield-- fodder for the tales of greater  men. Still, someone must walk the walls and guard the tents.

Level 1: +4 vs Disease
Level 5: +3 Discipline, +4 vs Poison
Level 8: 10% Physical Immunity, +1 AC while injured or below, +1 AB while barely injured or above

Pit Fighter
Be it a freeman seeking coins and glory in the Great Arena of Westgate  or a Thayan slave fighting for his very life, pit fighters are a common  fixture among the realm. These men, if they survive, tend to be  excellent warriors but poor soldiers.

Level 1: +3 Taunt
Level 5: Dodge
Level 8: 10% movement speed, Spring Attack

Self-taught
Not every man is so lucky to have a mentor to school them in battle.  Some, forced by circumstance, win their martial skill through the  teachers of hardship and experience. These individuals, while lacking  the discipline of formally trained soldiers, can be fearsome with their  unorthodox and unpredictable styles-- if they manage to survive long  enough to hone them.

Level 1: -5 Concentration, -5 Discipline
Level 5: +1 AB, Mobility
Level 8: +1 Dodge AC, +3 Taunt

Sharpshooter

A trained longbowman or selftaught, the Sharpshooter is a force to be  reckoned upon the battlefield. With the know-how to destroy an opponent  from afar, few enemies have the chance to ever inspect the fighter's  expertise at a close range.

Level 1:  +3 spot, +3 listen
Level 5: Access to a special ammunition store.
Level 8:  +2 Dexterity, +10% movement speed.

Squire
The children of the wealthy receive a very different sort of warrior's  education than the common footman-- one based as much in morality and  honor as it is in swordplay and siegecraft. Though some see such codes  as more hindrance than help, the noble warriors of the realm see it as  the only thing separating them from the common filth that pollute the  battlefields.

Level 1: +3 Persuade, Lore, Concentration
Level 5: +2 AB for 1 round when activating Expertise
Level 8: +2 Charisma, +2 AC for 1 round when activating Power Attack

Watchman
Every settlement from Waterdeep to the hamlet of Pig's Bottom has its  guards. These warriors vary as much as the towns they serve-- some are  little more than farmer's whelps armed with cudgels, while others more  closely resemble a standing army. All have some expertise in watching  the walls and bringing low threats from within and without.

Level 1: +4 spot/listen
Level 5: Cleave
Level 8: +4 vs Mind Affecting, See Invis 1/day[/hide]

Decided to just do fighter for now. I guess some might be too strong of suggestions or scripting heavy. Just pipedream ideas ect.
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Post by: NecropolisV on July 01, 2013, 02:35:14 AM
Rogue Perk: Drug Dealer

You always had a knack for having what people needed or wanted when the time was right, now you've taken that interest to heart and usually have on hand what the people really "need".

Level 8 Perk:
-One Random Drug Spawned Per Rest (Exclusively drugs, equal chance for all of the types)

//Basically a more exclussive advanced version of Smuggler, just only drugs, and per rest due to the fact that its a 8th level perk. Thought it would be nice, and not OP due to the fact merchant lord gives 20 gold a tick. Also if your playing a drug dealer this really helps actually make it worth it, because good luck finding a merchant that everyone doesn't know about to buy cheap drugs and sell them for more, and depending on smuggler every reset kinda sucks if it gives poison.
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Post by: morva on July 01, 2013, 03:36:29 AM
Um....Monk perks
Title:
Post by: Echigo on July 01, 2013, 07:39:29 AM
Quote from: morva;341825Um....Monk perks
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Post by: Kinslayer988 on July 01, 2013, 07:47:21 AM
Quote from: vlaidBounty 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: Special tanglefoot bag each reset
Level 5: +4 Disable Trap, +4 Set Trap (Both only work if you have skills invested in them), Special entangle trap each reset
Level 8: Gain 5% movement speed, 5% physical immunity and +4 saving throw vs traps. Special paralysis trap each reset

Yes please
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Post by: Adhesive on July 01, 2013, 08:54:20 AM
Rogue - Level 8
Street Rat
Living in the alleys and gutters of the big cities has taught you how to stay light on your feet and move nimbly through even the most crowded of streets. And, when the heat is on, no one can better to lose themselves in the pulsing crowds and darkened doorways of the most dangerous neighborhoods than you.

Bonuses: +3 Hide, +3 Move Silently +3 Tumble, +15% movement speed while in an urban area, +2 Reflex.
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Post by: Bearic on July 01, 2013, 09:34:47 AM
Sorcerer perk
 
Addled
the harsh realities around you have begun to wear on your mind, but you become slowly more immune to the stresses of real life, and the advances of those that might know the average mind. As you become accustomed to these threats, you learn to grow strong from them, and function normally, or even better in a chaotic environment.
 
level 1: + 2 versus mind affecting spells and abilities, - 2 persuade; the daze spell adds expeditious retreat to the target, as well, if dazed the mage gains expeditious retreat.
level 5: one per day use of lesser mind blank; confusion adds haste to the target, as well, if the mage is confused he gains haste.
level 8: Charm person grants the mage a charisma bonus to those it is cast upon, as well if it is cast upon himself. Likewise, Charm animal and charm monster add magic fang to that creature.
 
 
Fighter perk
 
Laconic Soldier
 
Level 1: Sword and shield: As long as using a shield, receive + 1 ab.
 
level 5:
Ephodos: a three times per day song like ability that raises saves versus fear by four, and produces a bless like effect for five rounds, to all allies within a thirty foot radius. + 2 discipline

Level 8: Phalanx tactics: Receive + 1 ac for every two players standing within ten feet of the player while using a shield, as well, gain sneak attack damage when flanking with two or more neutral/ally players.
 
 
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Post by: Paha on July 01, 2013, 10:05:36 AM
Same people keep repeating the same mistakes, despite recent reminders of how to conduct yourself in suggestion forums.

You make suggestions of perks in this thread especially. It's not for frivolous posts.

I'll be starting to give bans to forums soon.
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Post by: Pentaxius on July 04, 2013, 01:14:58 PM
Clerical perks to replace/modify turn undead

Some of these existed long - it would be really cool if they could come back in some form or another. Here, I based them on Charisma - but we could even imagine to make them depend on the consecration system ! It would, of course - be much more complicated than a simple charisma scaling to implement.

Call to arms (E.G : Torm)
+1 AB, +1 divine damage to all allies for Charisma/rounds

Warcry (E.G : Tempus)
1d4+charisma bonus divine damage to all enemies in the area of effect

Shroud of deception (E.G : Shar)
Invisibility to all allies in the area of effect for Charisma/rounds

Summon of the winds (E.G : Shaundakul)
Expeditious retreat on all allies in the area of effects for Charisma/rounds

Negative Aura (E.G : Myrkul)
2 points of STR damage to all enemies in the area of effect. DC 10+Charisma bonus to resist the effect

Tyranny Aura (E.G : Bane)
Fears enemies for 1 round. DC 10+Charisma bonus to resist the effect.

Misfortune Aura (E.G : Beshaba)
-1 Universal save to all enemies within the area of effect for Charisma/round.

Inspire Madness (E.G : Cyric)
As Tyranny aura, except with a confusion effect.

Immaculate beauty (E.G Sune)
Charm person on all creatures in the area of effect for Charisma/round.
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Post by: Pentaxius on July 10, 2013, 05:13:53 PM
A few more !

Spontaneous growth (E.G Sylvanus)
All allies within the area of effect receive temporary HP equal to the Cleric's charisma modifier.

Call for blood(E.G Garagos)
All (allies, enemies and the cleric) within the area of effect suffer 10% damage vulnerability to all physical types for 1round/Charisma modifier.

Blessed purses(E.G Waukeen)
All ennemies within the area of effect have a chance to drop coins when killed. Duration of 1 round per charisma modifier.

Lucky star(E.G Tymora)
All allies within the area of effect receive +1 to all saves for 1round / charisma modifier.

It goes without saying that multiple castings would not stack with each other.
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Post by: Knight Of Pentacles on July 17, 2013, 05:05:59 AM
Harrowed - Sorcerer

You are the product of a mind collapsed and corrupted by the perpetual darkness around you. No prospect, no future, no hope.  The once-latent magical abilities within you reflect your broken psyche by manifesting in the most twisted and macabre of ways.  

Level One:  -2 vs. Fear Effects. Waking Nightmare: You're able to project visions of horror and dread upon another, leaving them flushed and unsettled.  Changes the "Rouse" spell to cause penalties in those who fail their save.

Level Five: Spell Immunity: Darkness, Echoing Wails: Three times a day you're able to project your voice onto distant areas. Works as a "Whispering Winds" spell.  

Level 8: The Other Guy: Once per day you can construct an illusory, warped visage of yourself that stirs feelings of terror in others around it.
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Post by: Knight Of Pentacles on August 09, 2013, 03:13:49 PM
The Elementalist - Sorcerer

Unlike the pyromancer or geomancer, your powers do not specialize in a singular element. Instead they, over small periods of time, incarnate one of the four primary elements in a way that shapes the entire scope of your spells.

Level 1:  Elemental Entropy:  Every reset you're given one of four themes.  Fire, water, earth, or air.  Every damaging elemental spell is then modified to that elements damage type. For example; fireball does acid damage if you've gained the Earth theme and electricity if you've gained the air theme.  

Level 5  Elemental Mastery You have mastered the primordial forces and can shape them with even greater art.  You gain the EFUA "perk" function of whichever element your powers express.  Additionally you've gained a small resistance (15%) to your particular element and a 25% vulnerability to its opposition element .

Level 8 The Fifth Element There is a 10% chance that you gain neither of the basic four themes on reset and your spells take form of a mysterious and powerful element that is an enigma even to yourself.
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Post by: MirrorMask on August 13, 2013, 09:27:22 PM
Level 5 Rogue Perk:  Piecemail

You may use set items without a full set.
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Post by: Vlaid on August 16, 2013, 06:51:42 PM
Level 8 Rogue Perk : Combat Medic

For some the chaos of battle makes patching up wounds near impossible. But not for you. You have become an expert at treating the wounded amid the fray.

While in combat, you gain +5 to your Heal Skill (only intended to offset the in-combat penalty to heal checks).

And maybe some other misc relevant passive +'s.
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Post by: SN on August 16, 2013, 08:48:57 PM
Druid Backgrounds/Specializations?:

With the UD setting, there's a lot more types of creatures out there than your generic animals wolf/bear/panther/badger stuff...This would serve the purpose of adding more flavor/distinction to the 'generic' druid, 90% of which are basically the same.

A druid can choose the 'type' of a 'natural' creature he is attuned to.
Once choosing, you can not change it anymore and the 'generic' Animal category (faction?) becomes hostile and non-AEable, while the type you chose becomes AE-able and 'ignores' the druid like generic animals (depending on the AE check of course.)

Further, the list of available of shapes varies depending on the druid's attunement.

Might even add an app-only 'perk' for Fallen Druids/Blighters, too!

Probably hard to implement though!
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Post by: Ryan on August 19, 2013, 08:20:07 PM
Level 8 Rogue Perk: Animatron Affinity

You spend your waking hours constantly researching and unlocking the mysteries of animatrons. You have gained a keen understanding of their inner systems, enabling you to more easily defeat them... or, better, turn them over to your side.

Bonus: +1 AB vs Constructs
Pure Bonus: Gain ability akin to animal empathy, which turns hostile animatrons friendly for a brief time.
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Post by: Gnaga on August 27, 2013, 07:44:15 PM
Self serving suggestion here really.

Could the rogue "Engineer" perk be modified to grant a piece of baublium instead of a random throw-able. That way they can always at least power one baublium fueled device per reset.
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Post by: Pool on September 04, 2013, 11:06:15 PM
Shameless self serving. Ish.

Fighter perk:
Werehunter.

Either zealous, vindictive or simply fearful of an unchecked future, men and women have taken to arms in the pursuit of slaying shapeshifters, their existence unwelcome by both Society and Hunters belonging to certain tribes for the harm that's been done to their kind in the past. Now in the Underdark, with the Chosen swarming and the surface dwellers fleeing into the dark, their presence has never been more opportune.

Level 1: Favored enemy: Shapechanger. One item of Belladonna per reset.
Level 5: +1 Dodge AC VS. Shapechanger.
Level 8: +2 AB VS. Shapechanger.
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Post by: Pentaxius on September 14, 2013, 08:19:28 PM
Sorcerer background - can be restricted to the Spellguard/scrappers.

Implanted Sorcerer


While power over the arcane can come from  blood, it can also be acquired through the unnatural mixture of flesh and arcane, symbiotic mechanics. Few are those who survive such cruel experiments, and rarer even those who do not fall to madness for having lost so much of their humanity...

Level 1 : -2 WIS, -2 CHA / +2 Vs mind-affecting, +3 intimidate
Level 5 : Irkul's mantle 1/day* / 10% Physical DR
Level 8 : Sequencer (2 spells / 1 day)  

*The visuals of this spell is just perfect for this perk
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Post by: The Marauder on September 21, 2013, 11:33:21 AM
Gah! Spent hours writing up different backgrounds/perks for classes! But the forums booted me for being inactive for so long -.-

Well  fine! Just one for tonight then. This is my first suggested  background... and a magnificent one imo. The Marauder! (are you really  surprised?)



Barbarian Background Perk:


Marauder: Non-Good Alignments Only

Sometimes  in order to live, someone else has to die. Whether they hail from  particularly ruthless tribes or savage bandit clans, marauders earn  their livelihoods off the bones and blood of their victims in the wilds.  Be they caravans or groups of travelers, these folk are infamous for  their bold and furious attacks on 'civilized' people. While others would  rely solely on tact and ambush, marauders rely on speed (mainly to  chase down fleeing victims) and shock. The deadliest marauders are the  ones who've synthesized their savagery with the element of surprise.

Level 1: Surprise!: 6+ hide/move silently; Survival: 5% damage reduction
Level 5: Surprise! (Veteran): 1d6 sneak attack; Survival (Veteran): 10% damage reduction
Level 8: Surprise! (Grizzled Veteran): Woodland Stride; Survival (Grizzled Veteran): 20% damage reduction, +2 to reflex saves


Barbarian Rage Bonuses: Uncanny Swiftness
Level 1: +2 strength, +5% concealment, -2 ac, +10% movement speed
Level 5: +3 strength, +10% concealment, -3 ac, +20% movement speed
Level 8: +4 strength, +20% concealment, -4 ac, +30% movement speed

Immunity to movement impairing effects during rage.
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Post by: Knight Of Pentacles on September 25, 2013, 01:46:18 AM
Hustler - Rogue 5

Ery' day I'm hustlin'.

Gain 1d3 random drugs per reset.
Pure Bonus: Get access to a source of cheap drugs to peddle.
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Post by: Knight Of Pentacles on October 29, 2013, 07:30:16 AM
Level 8 Rogue: Scrappa

You spend your 'darks scavenging the machine for shiny bounty. While doing so  you've learned to fight many of its hostile denizens and navigate its labyrinthine features.  

1 magic damage versus constructs, undead, and shapechangers.

 +1 ab, +5% movement speed, +4 Hide; Move silently while in the machine.

+4 Search, +2 open lock, +2 UMD

Every reset you get 1d3 baublium, 1d2 smooth gems.
Title: Rogue perk - Sheldon
Post by: Nights Bane on November 16, 2013, 04:05:51 AM
Rogue perk - Sheldon

Rogue perk - Level 5

You are awkward and unsociable, you don't quite fit in anywhere, but you know you're not crazy because your mother had you tested.  

As a result you have always had an affinity for knowledge, even if it has came at the expense of getting a date.  

Lore + 4
Persuade - 3
Bluff - 3
Intimidate - 3
efuss Engineering + 5
efuss Archaelogy + 5
efuss Astronomy + 5
efuss Carpentry + 5
efuss Wilderness Survival - 5

Level 8 - Permanent after reset
INT + 1
Dog eared holy book or Ruined spell book (on reset)
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Post by: Zango_Unchained on November 16, 2013, 04:30:15 AM
Rogue perk lvl 5 - Hard worker

Life was never easy for you on the surface, a survivor of many a brutal and deadly manufacturer in lantan or back breaking labor in chult. You don't expect life to be much diffrent in the depths, so you grit your teeth and get to work.

+2 UMD
+2 discipline
 
Pure bonus: +3 efuss Engineering
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Post by: Tratzell on November 16, 2013, 04:53:17 AM
Self serving, but:

Cleric Perk: Cloistered

Not all ordained agents of the divine are trained in martial matters, or even suited to it; some priests are focused on more esoteric matters, seeking scholarly pursuits and understanding where their fellows prepare to do battle.

Level One: Loses proficiency with medium and heavy armor, gains the knowledge domain
Level Five: Gain Skill Focus (Lore)
Level Eight: +1 to Saves against Divine Magic
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Post by: Frenzied on November 16, 2013, 06:47:10 AM
-Edited out

Whoops, I didn't read that this one had already been suggested as combat medic by Vlaid earlier!
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Post by: The Marauder on November 19, 2013, 11:08:10 PM
Sorcerer Perk: Hydromancer

"Where others prefer walking  on dry land, you prefer to swim. Your entire life, you have always  seemed to have an affinity with the natural element of water. Many  denizens who lurk in the murky depths seem to take an interest in you as  opposed to simply seeing you as their next meal; which has lead to many  interesting encounters. You have learned from an early age how to  manipulate and use the element in ways few other mages can."

Alignment Restrictions: None.

Recommendations: Recommend water-summons and/or ice based spells only. Recommended spell focuses: Evocation/Conjuration.

Level 1: Child of The Waves:  Certain aquatic creatures are no longer hostile towards you. You gain  +5 to Swimming and Fishing. You gain a token that allows you to unleash  gouts of water three times a day (Bolt Attack: 1d6 Bludgeoning damage,  Knockdown effect).

Level 5: Adept of The Waves: Shield  becomes Bubble; it no longer grants any AC bonus or immunity to magic  missile, but grants 50% concealment and 5/- resistance to  ice/bludgeoning damage. Caster gains a new token that replaces the old  one and allows for more sophisticated hydromancy; the gouts are more  powerful (3d6 damage instead of 1d6) and the caster gains the Small Tide  spell (Cone Attack: 4d6 damage, knockdown effect) which they may use  twice a day. The Adept also gains 30 more rounds to underwater  breathing.

Level 8: Denizen of The Depths: The sorcerer's  blood calls for a return to where he/she belongs in the murky depths  (should get a dm present for this). They do not return to the shores the  same. The hydromancer undergoes physical changes; developing gills,  pale blue skin, and pitch black orbs for eyes; they have become  something else entirely (this change is permanent). The sorcerer can now  breathe under. They gain an additional +5 to swimming. Their eyes allow  them to see even the smallest of ripples in the water to alert them of  predators or worse (true sight is applied when underwater). The  hydromancer also gains a special item that works as a conjurative focus;  it allows them to summon special aquatic creatures as opposed to water  elementals (underwater only!). The hydromancer is at their prime; once  again their token is replaced with a new one. They may now spray even  more powerful gouts three times a day (from 3d6 damage to 5d6 damage),  the Small Tide spell's damage is also increased (6d6 damage) and, once a  day, the hydromancer may attempt to fill the lungs of a single creature  with water (Drown). The caster no longer has difficulty casting underwater either (arcane spell failure penalty from being underwater is removed . However, the hydromancer also becomes very  vulnerable to electricity (50% more damage received from electrical  attacks).

Note on "Denizen of The Depths": The hydromancer is now more aquatic than amphibious, and should be roleplayed appropriately according to this.
Title:
Post by: Pentaxius on November 20, 2013, 11:18:22 AM
Great perk concept, Marauder. (It's overpowered when compared to other perks, but balance concerns doesn't belong in this thread). Such ''elementalist'' perks have been suggested already a few times, but it doesn't hurt to give the concept a bump as there seems to be a clear demand for it.

I would like, if possible, for all four elemental aspects to be represented as sorcerer perks. The general idea would be that you become closer and closer to your preferred elemental, gaining elemental DI against your type, and perhaps spell tokens / improved elemental effects on your spells, such as the ones conferred by the old elemental mastery perks.

I would suggest the following structure :

L1 : Elemental resistance 50%, elemental vulnerability 25% (to your opposite element) Special spell token 1*

L5 : old elemental mastery perk (your chosen element). Special spell token 2.*

L8 : permanent change in skin color (according to your element). Special spell token 3.*

*Of course, elements with very little spells available such as Earth would get more powerful spell tokens.
Title:
Post by: cicafritz on December 10, 2013, 03:03:29 AM
Dirty Fighter
Not quite a thug, the dirty fighter's purpose is survival, plain and simple. Willing to do anything to get through a fight, the dirty fighter is a terror in single combat.

Level 1: Dirty Fighting: The fighter gains the dirty fighting feat, which does acid damage instead of physical.

Level 5: +3 to Parry and Taunt

Level 8: The fighter recieves a special whetstone, with 2 uses per day. The stone applies a random on-hit effect (blindness, daze, etc) to the fighter's weapon or ammo.

Hexblade
Like the spellsword before him, the hexblade wades into battle wielding sword and spell. However, instead of enchanted blades, they sheathe themselves and their enemies in crippling magic.

Level 1: Hexblade's Curse: A player tool useable on an enemy. They make a save vs a curse, or lose AB, damage, etc equal to half the hexblades level.

Level 5: Mettle: The Hexblade gains a  +1 to saves and attack bonus.

Level 8: Aura of Unluck: Once per day, the Hexblade creates a field in which enemy attacks fail and his allies prevail. Allies within his aura gain 30% concealment and +2 AB and damage.
Title:
Post by: cicafritz on December 11, 2013, 01:55:29 AM
Some for monks, hope these haven't been done. Each comes in two parts, an activated style and passive bonuses. Durations augmented by wis mod, maybe.

Way of the Flaming Fist
Monks following this path fight with a strange, flickering motion, like a candle struggling to stay lit. Eventually, their devotion opens a road to elemental fire, which augments their attacks.

L1: Passive: The monks movements flit about in combat, striking whoever dares approach. Gain Circle Kick, +1 AB.
The Monk gains a player tool command: Fighting Style. Activating this style causes the monk's successful strikes to combust the enemy for (monk level augmented damage) x rounds.

L5: Passive: The monk gains 5/- damage resistance to fire. 1d4 fire damage on gloves.

L8: Passive: 10/- damage resistance to fire.
Fighting Style: The monk's fighting style increases glove damage to 1d8 for duration, add wisdom score as fire immunity.

More of these when I think of more.
Title:
Post by: TheTurboNerd on December 11, 2013, 02:56:29 AM
Quote from: cicafritz;365076Dirty Fighter
Not quite a thug, the dirty fighter's purpose is survival, plain and simple. Willing to do anything to get through a fight, the dirty fighter is a terror in single combat.

Level 1: Dirty Fighting: The fighter gains the dirty fighting feat, which does acid damage instead of physical.

Level 5: +3 to Parry and Taunt

Level 8: The fighter recieves a special whetstone, with 2 uses per day. The stone applies a random on-hit effect (blindness, daze, etc) to the fighter's weapon or ammo.

If I may make a suggestion?

Rename this to Cad (which is a Pathfinder Archetype)

Level 1:  +3 Taunt, +3 Tumble
Level 5: Dirty Fighting
Level 8: +1d6 Sneak Attack

Monk Suggestions:

Monk of the Old Order

Associated Diety: Any
LG, LN, LE

Monks of the Old Order do not worship any deity, but are devoted to the philosophy espoused by a deity who is either now dead or has never existed on the material plane of Toril. The monks contradict themselves on this point, but the deity's identity isn't important to them, it's the message they care about. The Old Order never has huge monasteries, but has spread widely through Faerun.

Lvl 1: +3 Hide, +3 MS
Lvl 5: 5/- Bludgeoning DR
Lvl 8: +1d6 Sneak Attack

Reasoning: Old Order monks are a blank slate in case players wanted to be a generic monk in FR, but we do know several things about them. They can freely multiclass as rogues and shadowdancers (hence the Hide/MS, Sneak attack bonuses), their initiation involves "being beaten by an ogre" (hence the  DR)

Monk of the Sun Soul

Associated deities: Lathander, Selune, or Sune
Alignment: Lawful good and lawful neutral

The Order of the Sun Soul believe that in every mortal, there is a shard of divinity that can be coaxed to it's full potential. The Order is well-known for the fringe beliefs of it's grand master, that the dieties Lathander, Selune, and Sune are all triune fragments of the ancient deity Amauntor.

Lvl 1: +3 Disc, +3 Concentration
Lvl 5: All unarmed attacks do +1 positive energy damage (must wear gloves)
Lvl 8: +2 Charisma

Shining Hand
Associated Dieties: Annam, Azuth, Corellon Larethian, Hanali Celanil, Ilsenine, Isis, Ladugeur, Mystril, Savras, Set, Thoth, Velsharoom

Alignment: LG, LN, LE

Devoted to one of the Gods of magic, Monks of the Shining Hand tradition seek to channel the power of the arcane through their very bodies.

lvl 1: +3 Spellcraft, +3 Lore
Lvl 5: 10 SR
Lvl 8: Armor of the Arcane: All 0 Ac armor (Clothing) gains Mage Armor when equipped

Broken One

Alignment: LG, LN

Associated with the dieties of mercy and healing, Broken Ones act as healers and trackers for their temples, seeking out the unjust and the needy alike and meting out the appropriate response.

lvl 1: +3 heal, +3 spot
lvl 5: Gain tracking feat, Skill Focus Healing
Lvl 8: 10% DR
Title:
Post by: John Doe on December 11, 2013, 01:48:28 PM
Crazed Chosen Fanatic / Sewertown Survivor / Sewer Friend / Rat Friend (or something along those lines) Sorcerer.

You lived most of your life in the filth of sewers with the rats to keep you company. In time, they have come to appreciate you almost as much as you have come to appreciate them. You have become something of an accepted sight among that which dwells within the sewers.

L1. Default Rat Summon Theme. +4 saves vs. Disease. +50 Summoning Points. -3 persuade, intimidate
L5. Chosen are less likely to attack you. 25% chance that your spells attract a random rat (with or without variety)
L8. Rats have come to appreciate your company. Once a day when it's feeding time, they all swarm to your side: 1/day summon 2d6 rats under your control. Your spells can attract more powerful rats (add wererats to the pool)


Note: feel free to make all necessary modifications in my texts to make it fit. It's annoying to do from this phone.
Title:
Post by: John Doe on December 13, 2013, 08:33:20 PM
Painbearer / Martyr. (sorcerer)

There are those who take the pain of others so close to heart that they wish nothing more than to take the pain of the world upon themselves. Their arcane talents can manifest in most unique ways.

Level 1: Unique ability: Self-sacrifice x/day. The Martyr is able to channel his own life force into that of another PC (searing light visual). The Martyr is set back to 1 HP and the PC is healed for the amount of HP that the Martyr lost. The PC receives a temporary bonus to AC.

Level 5: Familiarity to pain. Bonus to CON (1 or 2)

Level 8: Unique ability: Martyrdom x/day for x duration (limit it as it seems appropriate): The Martyr takes on the pain of others, suffering in their stead. Half the damage taken by the selected PC is redirected to the Martyr instead. This can potentially kill the Martyr.
Title:
Post by: cicafritz on December 16, 2013, 02:14:29 AM
Dunwarren Native (any class)
The native of Sanctuary, perhaps a citizen born, perhaps simply a longtime resident, newly joining the ranks of the adventuring class.

L1: Locale Bonus: The Native receives +2 to all social skills while within Sanctuary. -2 to social skills in the wilds, and -3 in lower. The actions of the Upper Denizen are unmistakeable.

L5: Heart of the Machine: the Native receives +4 to engineering checks, and a bonus to damage and AB vs constructs. -4 to wilderness survival checks. The native is not made for survival beyond the shield.

L8: Blood of the Shield: While within Sanctuary, the native receives +1 saves, a spot bonus, and a modest damage reduction.
Title:
Post by: Aefar on December 17, 2013, 06:18:24 PM
Making    current randoms (traps, darts, arrows) adjustable. Not strength, amount, but type for next reset. It will be more tactical and better reflecting the fact, that characters are producing their equipment themselves... and that they should influence it.
Title:
Post by: John Doe on December 17, 2013, 08:39:57 PM
Dustdancer, L8 rogue

The Dustdancer uses pouches filled with dusts to to give himself a fighting edge. Thieves, assassins and cowards alike use these dirty tactics to either win a fight or to run from it. Constant exposure to the fine dusts have made the Dustdancer a little more resistant to them.

+2 fortitude saving throws, +2 hide/move silently/pick pocket

Spell token:
QuoteColordust (colorspray) 2/day.
Noxious dust (cloud of bewilderment) 2/day.
Thick dust (smoke bomb) 1/day.

Title:
Post by: John Doe on December 18, 2013, 08:20:39 PM
It all started out as a simple hobby for pastime.  (Warrior perk)

L1. Apprentice engineer: +2 concentration,  +2 discipline
L5. Novice engineer: +5 efuss engineering
L8. Expert engineer: your time spent tinkering has paid off. It is a very dangerous thing to carry around all those contraptions and devices but then again, you know what you're doing.. right? On Hit: chaos shield level 3. Needs a worn armor of any kind. +2 intimidate.
Title:
Post by: Dr Dragon on December 19, 2013, 12:03:47 PM
Fighter perk Imbecile

Many intellectuals say the pen is mightier then the Sword. You prove them wrong by beating them up. You despise intellectualism, and probably are illiterate. As their skill with a blade improves they get even more stupider. Those around you are shocked by your sheer stupidity, but amazed by your swordplay.


Level 1  -2 intelligence -2 Wisdom -20 Lore  -20 Spell-craft +2 Discipline +2 intimidate

Level 3 Using a perk/player tool you can destroy books, and notes to recieve a temporary +2 bonus to AB Damage. Destroying scrolls gives your saves against spells.  Contact a DM if you find a rather unique item or a high level scroll for a more permanent bonus.  

Level 5 Blood frenzy 1/day  

Level 8 +2 Charisma +2 intimidate  -2 Intelligence -2 Wisdom



Fighter Perk Alcoholic

Weather to escape your troubles or to cope with living in the North were it gets dark early. Or you are just a Dwarf.  You find yourself drinking excessively. It does not matter if it is Ale, Spirits or Wine you will drink it. Amazingly your years of experience, and alcoholism has made you able to fight while intoxicated. Adventuring for you is a means of acquiring the gold needed for booze.

Level 3 +2 saves against poison. You do not get penalties to AB, and spellfailuire when drunk like a normal person. In fact you have been so used to being intoxicated that being sober makes you go through withdrawal or a terrible hangover. Thus you receive a bunch of penalties when sober.

Level 5 +2 intimidate bluff, and persuade when alcohol applies. -8 intimidate bluff, and persuade when sober. +2 to Ab Damage, AC, and Saves when fighting in a bar or tavern anywhere

Level 8 +3 Cha -2 Wisdom -4 CHA sober. Every reset roll 1d20, and you receive bottles of alcohol based on that. (Any booze from fancy wine to spirits.)  (Special Note Dms if they notice you are going through withdrawal can inflict special damages. Dms are also free to have you wake up in strange places, and have nights you do not remember because of your excessive drinking. Dms are also free to have agreements with NPCS you do not remember.)



Rogue perk Seducer

You have been blessed with looks, and charm. You find it easy to get what you want from the opposite gender.

Level 5 +5 Persuade, and bluff when dealing with the opposite gender

Pure Bonus Each reset you get a romantic present.
Title:
Post by: ObsceneOoze on January 13, 2014, 07:57:17 AM
Fighter Perk: Veteran

Whether your a grizzled old fighter and faced many challenges, or been forced into much combat in your short time of life you've accumulated your share of scars, as well as the wisdom to "always be prepared" you seem to just know when danger is coming and know when to stow away a trinket here or there for when you will -really- need it.

-Level 3: -2 Charisma, Random Potion On Reset

-Level 5: +2 spot/listen/search

-Level 8: Battle-Hardened Veteran: +2 Wisdom, Fighter gains 1 hp regen when in search mode
Title:
Post by: Moonlighter on January 21, 2014, 02:04:57 AM
Incredibly self serving, though I'd already picked my perk out of lack of a suitable substitute... but a suggestion nonetheless:

Rogue 8 Perk: Scrapper

The Dunwarren Machine has created a special breed of scavengers known as Scrappers. Scrappers tend to be very good at picking the Machine's bones and going where others can't or won't get to.

+2 Search
+2 Spot
+2 Disable Trap
+10% movement speed while in the Machine
+1d2 Smooth Gems every reset.

Searching debris piles may occasionally yield useful supplies.
Title:
Post by: Knight Of Pentacles on February 04, 2014, 02:05:49 AM
Bard Perk
Artist

A visionary and a peerless aesthete. All you do is with finesse and meticulous technique.  Whether it's spreading color on vacant ruined walls or drawing the noble's daughter from afar.  Your illusory craft is only limited by the depth of your imagination.  

Song: (???)
Passive: One paint bomb per reset, buy signs at 1/4 of the original cost (to represent works of art).
Title:
Post by: Knight Of Pentacles on February 08, 2014, 11:46:40 AM
Zealous Faith Sorcerer Perk

The buffs they get in regards to "magic weapon" and "flame weapon" can be added to those of the same faith.
Title:
Post by: Dillusionist on February 15, 2014, 08:00:27 PM
Master Smith (Fighter)
An expert in the creation and maintenance of arms and armor, as well as their use...

Level 1: +5 EFUSS Alchemy, +5 EFUSS Metalworking, +5 EFUSS Mining.
Level 5: Once per reset you receive a random melee weapon with 1 use of Magic Weapon (2), with a name or description indicating you forged it.
Level 8: You now have a SMALL chance to receive a Chain Shirt +1, Large Shield +1, or Full Plate.

//I realize the stance of the DM team on would-be craftsman has been PCs should be adventurers first and foremost. Nonetheless clerics, rogues, and mages all have perks and skills allowing them to better create and sell other trinkets. This should facilitate PCs who are part-time smiths by giving them minor consumable weapons to sell.
Title:
Post by: gravekeeper on March 12, 2014, 05:44:17 PM
I am a bit stuck into the discussion for Monk perks and I think I have figured out a nice way to sum up flavor while not making them overempowered. This system would be based on removing the stun fist and adding abilities per day. I could go around the following ideas:

QuoteDisciple of the White Hands (must have Yurtrus as Deity)
Infestation of Maggots

QuoteFakir (Lawful Neutral Only)
Masochism

QuoteServant of the Dark Moon (must have Shar as Deity)
Ultravision at lvl 1
Darkness at lvl 5
Title: Additions to barbarian battlestyles
Post by: Talir on April 14, 2014, 01:56:45 PM
Additions to barbarian battlestyles

Currently we have:

I was thinking of adding a few more options for our barbarians and wondered if you guys had any bright ideas. Instead of cluttering the perk thread more and making navigation harder, please add your suggestions here.

The way these battlestyles work is that there's a damage immunity progression coupled with the possibility of a thematically sound boon. The total immunity will be less than the unmodified barbarian, but that is what the other additions offset.

As well, there is a custom rage that is either quirky (Mad Berserker), modified for another purpose (Jungle Hunter) or a variation of the standard barbarian rage. The duration and effects increase with specific ability modifiers.

Like other perks, the battlestyles are centered around a theme or concept for the class. They could also be tied to a specific area in the module.

Please follow this format when posting suggestions:

QuoteName

Flavourful description of the battlestyle.

Level 1: (5% Damage Immunity)
Level 2: (10% Damage Immunity)
Level 3: (15% Damage Immunity)

Quote from: "Rage"Modifiers.
Duration.

Ability modifier to ...
Level 1 rage cap.
Level 4 rage cap.
Level 8 rage cap.

There should be no penalties in level progression bonus (no Level 1: 5% Damage Immunity, -5 Discipline, + 5 Tumble).
Boons can be something we have added for other classes if it makes sense.
Boons should not be too powerful.
Rage should not be too powerful.
Title:
Post by: NecronomiconV on April 14, 2014, 02:21:53 PM
Sewer Dweller

This barbarian, a desperate survivor scraping a life in the trash of the world above him.. He fights off the creatures desperately likewise trying to make a life for themselves.. He has become a survivor, a thing of the sewer, and become more attuned to its life.. He knows them like home, and is a formiddable opponent in his home enviroment.

Level 1: 5% damage immunity, Acid Resist 5/
Level 5: 10% damage immunity, 1 regen while in sewer enviroment
Level 8: Creature Of The Sewer: +10% movement speed in sewer enviroments, +2 AC when in sewer enviroment, +1 to all saves when in sewer enviroment. The compiled filth and exposure to sickening material causes you to have a green tinge to your skin. (Sickish skin appearance +flies)

Rage:
Modifiers: +2 str, +4 con, -2 AC, acid resistance: 10%, +1 acid damage
Duration: 7 Rounds + CON Bonus

Charisma Modifier to acid damage
Level 1: +2/+10%/+1
Level 5: +4/+15%/+2
Level 8: +6/+20%/+4
Title:
Post by: The Samophlange on April 14, 2014, 02:46:40 PM
Bulwark

Not all warriors can survive on strength of arm alone. Whether they be from the frozen north, the searing sands, or even just the unforgiving back alleys of the teeming cities, some barbarians have realized that the world is an unkind place. Rather than give up hope, however, these potent battlers have merely vowed to be tougher. Possessed by an unrelenting will to survive, they weather the oncoming storm.

Level 1: 5% Damage Immunity
Level 2: 5% Damage Immunity, 1/- soak
Level 3: 10% Damage Immunity, 2/- soak

QuoteOriginally Posted by Rage
+4 Con, +10 Temporary Hp
Duration: 7 rounds + CON bonus before raging.

Charisma modifier to Con, Temp. Hp
Level 1 rage is capped at +4, +10
Level 4 rage is capped at +6, +15
Level 8 rage is capped at +8, +20.

Numbers could probably use some adjusting, but I liked to idea of a very defensive style of barbarian compared to the current perks.
Title:
Post by: Spiffy Has on April 14, 2014, 03:14:34 PM
Mage Hunter

Be you an uthgardt warrior or a foreign warrior who despises mages, you have absolutely detested the scrawny, arrogant little twigs that wiggle their fingers and make things happen. These wizards have no right to lead or exist- especially with the coming of the Darkening, and you intend to show them their place- beneath your hide-boots.

Level 1: 5% dmg immunity, +4 spellcraft.
Level 2: 10% elemental immunity
Level 3: 12 Spell resistence OR 10% chance to dodge spells (like spell thief)
     
                                                                     
Quote from: rage+4 strength, +2 constitution, 14 Spell resistence

Duration: 7 rounds + charisma modifier
Level 1 rage cap= 4 strength, 14 spell resistence (Or 10% dodge)
Level 4 rage cap= 6 strength, 16 spell resistence. (Or 20% dodge)
Level 8 rage cap = 8 strength, 18 spell resistence (or 30% dodge)
Title:
Post by: Stranger on April 14, 2014, 03:42:50 PM
QuoteDemonbound

There will always be those who are glad to embrace the greed and fury of unholy patrons; the heedless reach for power is not unique to arcanists. Fiendish cults need their enforcers. The tribes of Nar wander a landscape littered with legacies of corruption. Anyone with the ambition can sacrifice a child to the Abyss. For all the horror that awaits such souls, the rewards are great indeed if they survive long enough to claim them.

Evil only.

Level 1: 5% Damage Immunity, +5 Spellcraft, +2 Intimidate
Level 5: 10% Damage Immunity, Dark Blessing
Level 8: 15% Damage Immunity, Lesser Planar Binding (9) 1/day

Quote from: "Rage"+4 STR, Damage Reduction 5/+1, Protection from Good, -2 AC
Duration: 7 rounds + CON mod before raging.

Charisma bonus to Strength and Damage Reduction while raging:
Level 1 rage is capped at +4/+2
Level 4 rage is capped at +6/+6
Level 8 rage is capped at +8/+10

Undocumented shift to demons summoning theme, for use by Lesser Planar Binding.

Intention is for DR to be significantly less than that of Ghostly Visage until level 4, to prevent the trivialization of introductory content.
Title:
Post by: Zango_Unchained on April 14, 2014, 04:45:44 PM
Name: Hurricane

Be you Akadi cultist or simply a man who has trained with the quarterstaff his entire life. You feel the woosh of wind and the rip of its current behind the blows of your stave or knives. This airy feeling allows you to wade into the battle like a hurricane of steel or wood.

 Level 1: (5% Damage Immunity) +3 Tumble Two weapon fighting
 Level 5: (10% Damage Immunity) Whirlwind attack
 Level 8: (15% Damage Immunity) Improved two weapon fighting

Quote from: Rage+4 Dex, Movement speed 10% increase +1 electrical damage -4 ac
 Duration: 4 rounds + Dex^2 mod before raging.

 Ability modifier to ...
 Level 1rage is caped at  4/10%/1
 Level 4 rage is caped at 6/15%/2
 Level 8 rage is caped at 8/20%/3
Title:
Post by: Kinslayer988 on April 14, 2014, 05:44:52 PM
QuoteBrutal Thug
Among the alleys across Faerun, scattered among the low of the low, are the brutal thugs and enforcers. The favored champions of the dockside gangs, they come into battle to bring unrelenting pain to their opponents. They have no honor, no rules that guide their battling. Only a desire for coin, and to laugh over their opponents corpse.

Level 1: 5% Damage Immunity, Light Armor Bonus, +4 Intimidate
Level 5: 10% Damage Immunity, Light Armor Bonus, Examine Mark
Level 8: 15% Damage Immunity, Light Armor Bonus, 1d10gp per rest/reset

QuoteLight armor bonus
Adds armor bonus to leather, and studded leather armor pieces worn. Total armor bonus is calculated:
+2/+3/+4 on level 1/5/8 respectively.
- Armor AC on the item.
EDIT: DOES NOT negate dex penalty for leather or studded leather armor.
If dex mod is above 2 it results in total max 16 AC at level 1, 17 AC at level 5 and 18 AC at level 8 regardless of armor worn.

QuoteOriginally posted by Rage
-2 AC, -2 Wisdom, +2 Con, +4 STR, +2 Intimidate, Sneak Attack 1d6 (Or slashing 1d6)

Charisma modifier to Strength/Intimidate/Sneak Attack when raging:
Level 1 rage is capped at 4/2/1d6
Level 4 rage is capped at 6/4/2d6
Level 8 rage is capped at 6/4/3d6
Title:
Post by: Pentaxius on April 14, 2014, 06:36:50 PM
Drug-addled Warrior  

You were the junky, a lowly drug-addled thug, or simply a gladiator in search of an edge against your foe. Proof that it worked, you are seemingly still alive in this world - but, are you sure? Years of abuse of narcotic substances have taken its toil on your sanity and your body. But who cares? right, as long as your find your fix before the bloodletting of tomorrow. Heck, your blood is so dense with that shit you've been taking that all sort of weird stuff occurs when you start to bleed.

QuoteLevel 1: (5% Damage Immunity) : +2 save vs poison.
Level 2: (10% Damage Immunity) : random drug dose on reset.
Level 3: (15% Damage Immunity) : Drugs can produce additional benefits.  

+2 STR / +2 CON, disables all negative drug side-effects.

Duration: Turn * (CON mod + Barb Level + 6)

Charisma modifier to Chaos shield level and poison save while raging.
Level 1 rage cap= Chaos shield level 2 (4%)  / +4 vs poison  
Level 4 rage cap= Chaos shield level 4 (8%)  / +6 vs poison
Level 8 rage cap= Chaos shield level 6 (12%) / +8 vs poison
Title:
Post by: shadesofblack on April 15, 2014, 03:33:28 AM
QuoteDesperate Rager

Some  fear to approach their own mortality. The Desperate Rager, however,  relishes such a moment. He is a battle-born warrior  who thrives in the narrow breadth between life and death, his might  surging along with his lifeblood. The fear of death is made manifest in a  different way than most with this warrior, driving him to  unimaginable feats of strength and prowess that inspire courage in his  allies and evoke dread in his foes.

Rage has different effects depending on health level when triggered.
Duration: 7 rounds + cha modifier
Rage - Uninjured: +1str/+1con
Rage - Barely Injured: +2str/+2con
Rage - Injured: +3str/+3con
Rage - Badly Wounded: +4str/+4con, +10% movespeed, +2 vampiric regen
Rage - Near Death: +6str/+6con/+2cha, +20% movespeed, +3 vampiric regen, red aura

Charisma modifiers to str/con/vamp regen while raging.
Level 1 rage is capped at +1/+1/+1
Level 4 rage is capped at +2/+2/+2
Level 8 rage is capped at +3/+3/+3
Not sure about the balance but the bonuses are supposed to reflect the inherent risk in being at that particular health level.
[/SIZE][/FONT]
Title:
Post by: Knight Of Pentacles on April 15, 2014, 04:24:36 AM
Menace

You're kind of an asshole.  The kind of asshole who enjoys making life as hard for the others around you as absolutely possible.   You aren't necessarily oblivious to what an enormous jerk you are, in fact you sort of enjoy it.  

Level 1: 5% Damage Immunity; stink bomb, laughing gas, or flash powder per reset.
Level 5: 10% Damage Immunity; has a chance of spawning a swarm of raging flies each time hit that are hostile to both the menace and others.
Level 8: 15% Damage Immunity; Dirty fighting feat, improved expertise ( but not regular expertise).  

Quote from: RageTurn * (CON mod + Barb Level + 6)

+2 dex, +2 str, -6 charisma, stinking cloud surrounds the rager and forces those that inhale it to make a fortitude save against daze.

  • Level 1 rage cap. +4/+4 (Intelligence modifier determines strength of stinking cloud)
  • Level 4 rage cap. +6/+6 (Intelligence modifier determines strength of stinking cloud)
  • Level 8 rage cap. +8/+8 (Intelligence modifier determines strength of stinking cloud
Title:
Post by: Spiffy Has on April 15, 2014, 04:33:40 AM
Goblin Suicide Bomber

Trained and groomed for the day you will die, you are given a hammer, and a vest filled with explosives. Your sole purpose in life is to throw yourself upon the enemy, and explode.

The GOBLIN must regularly emote wearing explosives.

GOBLIN ONLY

Level 1: Damage Vulnerability= 15%, Suicide Bomber: You gain an item that is activated on rage. After 5 minutes, it explodes, killing you, and causing 3d10 damage to everyone around you if you aren't slain in that time period.
Level 5: Damage Vulnerability = 30% The damage is upped to 5d10, and the time reduced to 2 minutes.
Level 8: Damage Vulnerability = 50% You are considered a first class martyr. Your fellow goblins salute you. One Minute Timer, 10d10 explosive blast.

Death stops the timer. Rage can only be activated once combat commences. Smoke emits from the goblin as a visual warning. Attacking the goblin causes a 5% chance of it being detonated early.

[Rage]

When raging, you gain an additional: 10% movement speed, 100% vulnerability to fire/ice/lightning/acid

Duration: 5 minutes.
Level 1 Rage Cap: +4 constitution
Level 4 rage Cap: +6 constitution
Level 8 Rage Cap: +8 Constitution.
Title:
Post by: Damien on April 15, 2014, 03:16:41 PM
Black blooded (half-orc only)
Born into strife, the life of a half-orc has been not an easy one. You lack the patience and charisma of any other race, but it combat there are few so equal. The passion and rage of the orc flows through your veins, an unyielding chaos which knows no bounds.

Level 1: 5% damage immunity, Bonus feat: cleave, Bonus feat: Strong soul
Level 5: Bonus feat: Power attack,  damage shield (1d4 piercing)
Level 8: 10% damage immunity, damage shield (1d6 piercing)

Quote from: RageOriginally Posted by Rage
+6 STR, -2 Will, -4 AC.
Duration: 7 rounds + CON mod before raging.

Charisma modifiers to STR while raging
Level 1 rage is capped at +6
Level 4 rage is capped at +8
Level 8 rage is capped at +10

The numbers may need changing but the perk is designed to make half-orcs not the most terrible barbarians around.
Title:
Post by: efuincarnate on April 15, 2014, 03:45:24 PM
KULDJARGH (Dwarven Only)

The crazed style of combat that dwarven berserkers engage in results in  dwarves who are immensely strong and durable and, unfortunately,  mentally unstable. Dwarven berserkers usually focus only on what they  need to fight and survive, and their personal hygiene tends to suffer as  a result.

Level 1: 5% Damage Immunity, Bonus Feat: Exotic Wep  Bonus Feat: Wep focus Dwarven Waraxe
Level 5: Bonus Feat:Amb Dex  Bonus Feat: 2 wep fighting
Level 8: 10% Damage Immunity  Bonus Feat:Wep Spec Dwarven Waraxe


Charisma modifiers to STR/CON while rageing
Level 1 rage capped at 6/3
Level 5 rage capped at 8/6
Level 8 rage capped at 10/8

*spell confusion kicks in 1 round into rage, for 1 round, alternating thru rage.  Confusion or other appropriate spell to simulate pure bloodlust when raging..detrimental to anyone within reach!
Title:
Post by: Stranger on April 15, 2014, 04:25:03 PM
Quote from: Spiffy Has;382359Mage Hunter


I think Mage Hunter is a really cool concept, though perhaps some implementation of Lesser Dispel at level 8 would be acceptable? Either on-hit or as a token, and in addition to the ten percent chance of spell dodge.
Title:
Post by: Knight Of Pentacles on April 15, 2014, 04:35:44 PM
Dumpster Diver

You relish in the cornucopia of filth that is waste.  Either to survive the harsh climate of the Underdark or because you are made ravenous by the aroma of ripe trash.   You dig, claw, and tunnel your way through the mounds of stench with a smile on your face.  

Level 1: 5% DI, flies swarm about you, spell immunity: grease, one use of grease per day
Level 5: 10% DI, spell immunity: stinking cloud, spell immunity: cloud of bewilderment
Level 8: 15% DI, you've gained a mudman companion!
.

Quote from: rageCon modifiers to STR and DEX while raging
+2 strength, +2 dex, each time you're stricken you cause the striker to make a save against the spell contagion.  

Turn * (CON mod + Barb Level + 6)

Level 1 rage is capped at +2, power of contagion increase
Level 4 rage is capped at +4, power of contagion increase
Level 8 rage is capped at +6, power of contagion increase
Title:
Post by: Spiffy Has on April 15, 2014, 04:41:20 PM
Magic Eater

You are creature that lives, thrives, and consumes magic, fueling your mortal existence. With the rebirth of Mystyl, and the rise of the Dread, the loose nature of the weave and the delicious tendrils of magic that waft through the air gives rise to the everburning hunger to devour what sustains the very world.

Level 1: 5% dmg immunity, Devourer of Magic- You are given a playertool that lets you strip 1 random buff from the target in return for a random benefit.
Level 5: 10% Elemental Immunity, Devourer of Magic, lets you strip 2 buffs at random from the target.
Level 8: 12 Spell resistence, Magic Devouring is empowered.

Rage
While raging, the barbarian randomly devours magic from both allies and foes. Those within a 25ft radius will have spells stripped from them at random, be they ally or foe, should they fail a DC 10+Barbarian level check on Spellcraft.

Duration: 7 rounds + Charisma
Level 1: +2 strength/endurance
level 4: +4 strength/endurance, 14 spell resistence.
Level 8: +6 strength/endurance, Magic devoured while in rage mode provides benefits (healing, AB, random perks.)
Title:
Post by: Spiffy Has on April 15, 2014, 09:12:26 PM
Fickle Fury

You live life by your whims, desires- and impulse. Plans, plots, and long-winded, thoroughly discussed campaigns are thrown into the trashbin with your coming- you do as you please, when you please, and be damned all who would attempt to stop you. You would prefer to cross the bridge than swim the river, but sometimes- you can't keep your boldness restrained.

CHaotic Only.

Level 1: 5% dmg immunity. Chaos Shield, 2% increase every Barbarian level.
Level 5: Fickle Luck, every reset you gain, or loose, 1d4 universal saves.
level 8: Pandemonium's Favor (Same as Unpredictable, can be perma...)

Rage

Activating rage results in random, chaotic effects, that can hinder or aid your allies. Like the War Champion Barb perk, but instead of a flat bonus, it's +/- 1d4 strength/con to everyone in the area (can be deadly..)

The rage lasts 15 rounds rounds +/- 1d10 rounds +/- charisma

Level 1: +/- 1d4 strength and constitution.
Level 4: +/- 1d6 strength and constitution
Level 8: +/- 1d8 strength and constitution.
Title:
Post by: Spiffy Has on April 15, 2014, 09:33:59 PM
Star Mad

When the sun went out, the stars shinned unnaturally bright in the new, cold sky. It was as if the ephemeral entities of the far distant places in spaced spared you a cursory glance as you wandered the now desolate surface- and provided you a boon, out of random inclination to assist, or nefarious twisted sadism to turn you an enemy into all who would stand against you. Regardless, this boons come at the cost of something precious, the steady sapping of one's sanity.

Level 1: Star Touched, -2 wisdom, 10% immunity to damage, +1 magic damage to all weapons.
Level 5: The Stars Brighten- -4 wisdom, 15% damage immunity, eyes begin to glow.
Level 8: The casting of Sanity- -6 wisdom, 20% dmg immunity- roll 1d100 for unique Aberrant trait or boon, loose all OOC courtesy privilege in PvP.

[rage]
Raging causes everyone, and everything, to roll a will save against temporary insanity (confusion).

For the first round of combat, you gain 70% damage immunity, and are confused.

Duration is: 15 rounds + wisdom, reduce when wisdom is negative.
Level 1: +4 strength and constitution
Level 4: +6 strength/constitution
Level 8: Echoes of Madness, your weapon gains onhit confusion for the duration of rage.
Title:
Post by: Spiffy Has on April 15, 2014, 09:53:30 PM
Wanderer

You trecked far, you  have covered thousands of miles in your journeys. Your body hardened against the elements, your frame lean, corded, and wiry. Always prepared, you always have the essential tools to explore and traverse into the unknown, wherever you go, you are home.

Level 1: +5 EFUSS wilderness survival, +5 EFUSS climbing. 5% damage immunity. 10% movement speed increase. Exploration XP doubled.
Level 4: %15 movement speed increase. You spawn on every reset with food, which vanishes on reset.  
Level 8: 10% damage immunity, 10% elemental damage immunity, can rest without bedroll.

[rage]

When raging, the player gains 25% movement speed increase.

Duration: 7 turns + constitution modifier
level 1: All climb checks succeed, gain +5 to tumble.
Level 4: Swimming underwater is not hindered. Immunity to Grease, Web, Spike Growth.
Level 8: Immunity to Paralysis
Title:
Post by: Spiffy Has on April 16, 2014, 01:08:29 AM
Reaper

Like a carrion crow, death follows where you walk- you may not intend it, you may not desire it- but it is there, and like a skeletal reaper hovering behind you, where you walk, people die. Violence is ever in your footsteps, death is your marker, and with eyes filled with dread of sadistic desire, you stare at the world as a Reaper amongst men.

Level 1: Reaper- Appropriate enemies have a 1% chance as rising as hostile spirit intent on slaying everything near it. 10% immunity to negative energy.
Level 5: Improved Reaper- Enemies have a 5% chance as rising as a hostile spirit. You gain +1 negative energy damage to weaponry. You gain +3 versus death.
Level 8: Reaper of the Damned- Where you tread the spirits of the hateful dead you have slain follow in an effort to slay you. When you aren't in areas with blue NPCs, spirits randomly assault you with varying strengths. You gain -5 resistence to negative energy, +5 versus death, and a player tool that grants you OATH OF WRATH against a single foe who you have sworn to slay (if used on a PC, the player is switched to full damage mode by default).

Rage

When raging, the player is consumed by a blood red aura, and spirits flock to him in a howling rage in an effort to slay him.

He gains immunity to death  magic.

Duration: 7 + Constitution.
Level 1- +4 strength/constitution, 25% immunity to negative energy.
Level 4: +6 strength/constitution, 50% immunity to negative energy.
Level 8: +8 strength/constitution, gains +1d4 negative energy damage.
Title:
Post by: Aefar on April 16, 2014, 07:22:07 AM
Quote from: efuincarnate;382579KULDJARGH (Dwarven Only)

The crazed style of combat that dwarven berserkers engage in results in  dwarves who are immensely strong and durable and, unfortunately,  mentally unstable. Dwarven berserkers usually focus only on what they  need to fight and survive, and their personal hygiene tends to suffer as  a result.

Level 1: 5% Damage Immunity, Bonus Feat: Exotic Wep  Bonus Feat: Wep focus Dwarven Waraxe
Level 5: Bonus Feat:Amb Dex  Bonus Feat: 2 wep fighting
Level 8: 10% Damage Immunity  Bonus Feat:Wep Spec Dwarven Waraxe


Charisma modifiers to STR/CON while rageing
Level 1 rage capped at 6/3
Level 5 rage capped at 8/6
Level 8 rage capped at 10/8

*spell confusion kicks in 1 round into rage, for 1 round, alternating thru rage.  Confusion or other appropriate spell to simulate pure bloodlust when raging..detrimental to anyone within reach!

I have kuldjargh perk in my head too, but I have another idea:

Level 1: 10 temporary HP after each reset, power attack
Level 5: 20 temporary HP after each reset, cleave
Level 8: 30 temporary HP after each reset, great cleave


Charisma modifiers to STR/CON while rageing, 20 temporary HP, AC -4
Level 1 rage capped at 2/6
Level 5 rage capped at 3/8
Level 8 rage capped at 4/10
Title:
Post by: Spiffy Has on April 16, 2014, 06:01:24 PM
Devourer

Lusting for food constantly- what drives your blade, axe, or flail is the desire to feast, take, and consume. Lairs of muscle cover layers of fate upon your form, and you can never have enough. At the expense of others, you always seem to find food, no matter where you are- and this almost mystical ability to find your (probably) clogged heart's yearning is what you are known for.

Must be obese


Level 1: 5% damage immunity, you spawn every reset with 5 random items of food.
Level 5: 10% damage immunity, enemies drop food items more often.
Level 8: 15% Ravenous Hunger, You gain a player tool that guarantees a food drop on an enemy.

Rage
While raging, enemies you slay drop random food stuffs that can have magical properties.

Twenty Turns + Constitution

Level 1: +2 strength and constitution
Level 4: Add 1/2 constitution to strength/con bonus of rage.
Level 8: Aura of Frenzy- You gain DC 10+ Charisma fear aura, driving enemies away from you at the sight of your ravenous hunger.
Title:
Post by: Bearic on April 16, 2014, 06:22:04 PM
Tribal spirit
 
 Some guardians take a step further and train themselves entirely in the way of their animal spirit. While others seek to emulate the greatest dangers they've faced, or heard legendary tales of, seeking themselves the powers of these relentless foes.
 
 (Wolf Spirit)
 
 Level 1: Sprint (the barbarian gains a bonus 10% speed)
 Level 5: Fear Howl (the barbarian gains the ability to unlease a fear like aura upon raging - can effect any one)
 Level 8: + 1 STR, gain + 2 DC to Fear Howl
 
Rage: - 2 AC, + Cha mods to DEX and STR; normal caps
 
 (Feline Spirit)
 
 Level 1: + 2 tumble
 Level 5: + 5 Hide/ Move Sliently
 Level 8: + 1 Dex, gain + 1d6 sneak attack damage
 
Rage: - 2 AC, + Cha mods to DEX and Hide/ Move Sliently, normal caps
 
 (Troll Spirit)
 
 Level 1: + 1 Con
 Level 5: + 50 Vulerablity to Acid and Fire, 1 use of Monsterous Renegeration a day.
 Level 8: A bonus + 1 Con, and another use of Monsterous Renegeration
 
 Rage: - 4 AC, + Cha Mods to CON and 1/2 to renegeration, normal caps
 
 
 (Dragon Spirit)
 
 Level 1: + 1 CHA
 Level 5: Fire Breath: Breathe a elemental cone attack once per day.
 Level 8: Cold Blooded: The user becomes 50% weak to ice, but gains 25% resistance to fire, and the Jump spell three times a day
 
 Rage: - 4 AC, + 1/2 Cha Mods to STR, CON, DEX, and INT: Caps at plus 6 in each.
Title:
Post by: Spiffy Has on April 17, 2014, 05:16:24 AM
Brawler

Your only weapon is your fists. You engineered them to be things of destruction, crushing steel, breaking bones, and shattering skulls. Thhe strength of one's fist is a measure of his manliness, and you are assuredly the most manly of all.

May not wield any weapo or shield, ever.

Level 1: Fists gain 1d4 bludgeoning damage. 5% damage immunity, 2/- to bludgeon.
Level 5: Gain improved critical, unarmed strike. 10% damage immunity, 5/- to bludgeon.
Level 8: 1d6 bludgeoning damage, 15% damage immunity. Gain whirlwind attack (fists of fury)

Rage
The brawler flies into an absolute frenzy, hurting himself as well as others in his fury. (Every successful attack causes 1d12 damage to himself).

Level 1: 1d4 extra damage is added to the barbarian's attacks. Rage is +2 strength/constitution plus charisma.
Level 4: 1d6 extra damage is added to the Barbarian's attacks.
Level 8: 1d8 extra damage, gains 5% possibility to stun opponent.

7 rounds + charisma
Title:
Post by: Ebok on April 17, 2014, 09:33:49 AM
I dont have a full perk fleshed out, nor motivation to do it right now. But there are a few prestige classes from D&D that could make a good perk base set. A Resource for Concepts?
http://www.wizards.com/default.asp?x=dnd/lists/prc

We should be looking at new class perks in much the same way we look at new module areas. Pick perks that give the class new abilities to make use of a niche within EFU rather then adding to many arbitrary new ones.

Some Examples might be...

Bone Collector
jergalite special, half thayvian gladiator, half zen badassery. Design the perk around the core concept of destroying faithless undead, having a higher base carrying capacity over stronger rages, and maybe something that lets them fight with no / less armor (more room for corpses). Or maybe a corpse bag that lets them reduce corpse weight, only useable for... etc. Necromantic themes could be neat, as we've no perk support for the dark-arts in any non-caster class.

Killing Machine
get a perk that can rep neat things, like maybe animatron parts built in after a certain level that stick ascetically when you die. Or maybe taking the perk gives you the "parts" to look half scrapped automatically, and the levels in the class represent using those parts more efficiently. Honestly, this would be beyond cool if someone went and designed it.

Blighted Ooze
something for lower, like a sewer dweller or drugged up psychopath. A substance theme. Getting random drugs on reset could make it an interesting perk, or maybe just a dose of substance each reset. Make the class less aware but more interesting. It seems a pretty important part of lower sanctuary's theme.

Scarred Man
give us a class so filled with hate for aberrants that they make it only reason left for existing. It cant be too good at killing them, nor not good at killing anything else. But I'm sure some creative minds could think up some checks and balances for this. Bonus saves are certainly something that would allow you to walk up to a beholder without instantly dying.

Primal Seer
an observation based barbarian. Maybe they have some supernatural senses, like the ability to smell the air and gain See Invisibility, Ultravision, or maybe they've got like mad bonuses to spot, listen and search while raging rather then being as aggressive. Could be astrological in nature, could be open for pro-aberrant concepts, could be a tribal visionary, or a hunter with supernatural senses. Lots of ways to skin it, lots of divination magic to mix in that wouldn't be all that broken.

Ex-Slave
honestly, a perk on lines with this might have lots of thematic use. Someone that has been a slave all their lives might have a horrible will save, but they might also have a furious amount of hate building up inside them. Maybe they're faster, maybe they're slippery, maybe they've got bonuses when hit by the spell charm person with RP incentive to act for the charmer. Dunno, might have some potential.

Lost Soul
Give us a class that hands out penalties, they're starving, gaunt, hollow eyed. They've got less reasons to live, they're shells of their former lives. But when they get mad... When they throw themselves at you trying to kill you or to die, you're not sure. They leave a swath of bloody death in their wake. For that moment, when seeking death with raged filled eyes, they're truly a monster, beyond salvation, a new creation of the darkened world.

The Ghoul
hey with all the horrible crap we've seen up til now on the surface world, giving a perk to rep the MADNESS that's seeping into someone like this would be somewhat cool. This would be themed for darkness, fear, and minor perk bonuses for corpse consumption. We've seen them in perks before, I don't see why not use them again. When they rage this toss out a wide area low dc fear roll against hostile targets at higher levels. Might freak some things out, and they run, might not. A cool visual fear wave would be cool imo. bonuses against fear due to insanity, -wisdom, maybe a green glowy colour at higher levels. Dunno.

Barrel Roller (must be Fat phenotype)
You've always been one for living large. You indulge in all the things that make you feel good: food, drink, companionship. Celebrations and care-free living has always been your goal in life, and even now at the end of the world, you're still just here to enjoy the ride. You shrug of blows, get the most out of a good drink, and wen it comes to throwing down you just roll over your enemies with bellowing laugh.
QuoteLevel 1: 5% Damage Immunity, Heavy Armor Proficiency,
     +5% movement speed increase (as they lose some speed when in H/armor)
Level 5: 10% Damage Immunity, +2 Constitution
Level 8: 15% Damage Immunity, +2 Constitution

Flavor: Booze counts as a minor healing potion for you in addition to its normal effects. (there was a perk around this, maybe it could just be reapplied)

RAGE: THE BARREL ROLL
When you rage you gain 10 temporary HP, +1d6 fire (or bludgeon?) damage with each attack, -2 Armor Class, and a +10% movement speed; Your rage lasts 10 rounds + Constitution modifier.

Charisma modifier x5 as bonus temporary hit-points,
Add 1/2 Charisma to attack bonus while raging
Level 1: capped at 20 total temporary hp, +1 attack bonus.
Level 4: capped at 30 total temporary hp, +2 attack bonus.
Level 8: capped at 40 total temporary hp, +3 attack bonus.
Dry-land Savage
something happened when the red star rose into the sky and mystra died. You felt something slip away. Now whenever you see magic woven or cast, your stomach turns and your hatred builds. It is disgusting, this new magic. You'll rise with your own strength and your own strength alone.
QuoteLevel 1: 5% immunity to all damage except magical, SR 10
Level 5: 10% immunity to all damage except magical, SR 12
Level 8: 15% immunity to all damage except magical, SR 14

Flavor: On a Critical Hit, hit both you and the target with a greater dispel magic effect cast at your barbarian level. If you can be immune to magical healing, do it, and replace with a slow regeneration.

RAGE: THE MORTAL POWER
When you rage you gain +6 Strength and +6 Constitution; Your rage lasts 10 rounds +  Constitution modifier.

Add Charisma modifier to all saving throws, strength, and constitution while raging.
Level 1: capped at 6/6 strength and constitution
Level 4: capped at 8/8 strength and constitution
Level 8: no caps
Title:
Post by: Mass Transit on April 18, 2014, 06:26:38 PM
Bog Beast

When a man chooses to live in places beyond civilization, it is said that he forgets what being a man really is. The bog beast may have once been a man, but rumor and legend has evolved him to something more. The beast of bedtime tales told to scare mischievous children, or the reason guard patrols avoid the swamplands.

Level 1: 5% Physical Immunity +2 Vs Disease, Poison, +2 Intimidate
Level 2: 10% Physical Immunity 5% Acid Immunity
Level 3: 15% Damage Immunity 10% Acid Immunity, The Ooze Trail Player Tool

     Quote:
                                                                      Originally Posted by Rage                                      
                 +2 Strength, +2 Con, -2 Ac, Glow Green, Armor Gains Onhit: Acid Splash, +1 Acid Damage
7 Rounds + Con Modifier

Charisma bonus to rage
Level 1 +4/4, +1 Acid Damage
Level 4 +6/6 +2 Acid Damage
Level 8  +8/8 +4 Acid Damage

Plague Patron (Evil Only)

Foul arts have always plagued Faerun, dark mages and foul clergymen gain the most infamy for these acts, but they always have underlings. Plague Patrons are henchmen to dark powers, they obey and perform their duties for sinister boons.

Level 1: 5% Physical Immunity, 5% Negative Immunity, 5% Divine Vulnerability
Level 2: 10% Physical Immunity, +1 Negative Damage 10% Negative Immunity, 10% Divine Vulnerability
Level 3: 15% Physical Immunity, +2 vs Death, Negative Energy, Fear

     Quote:
                                                                      Originally Posted by Rage                                      
                 +6 Strength, 5% Concealment, Glows Red, +1 Vamp Regen
7 Rounds + Con

Charisma modifier to ...
Level 1 +6 Strength, 10% Concealment, +1 Vamp
Level 4 +7 Strength, 15% Concealment, +2 Vamp
Level 8 +8 Strength, 20% Concealment, +3 Vamp


Title:
Post by: NecronomiconV on April 19, 2014, 01:16:43 AM
Blighted Ooze

You have always done better off in the realm below even those who belong in the gutters, you have found yourself attracted to drugs, and the foulest of things as your mind has been warped by your habits and dark desires.. You start to reflect your dangerous life and your dangerous decisions, to the point where you may as well be a creature of the sewers yourself..

Level 1: 5% Physical Immunity, Random Drug on reset, -2 Wisdom, +1 Fortitude Save

Level 5: 10% Physical Immunity, Ooze Trail Added To Char, (Upgraded to +2 Fortitude Save), Random 2 drugs on reset

Level 8: 15% Physical Immunity, Light Green Skin Glow, (Upgraded to -4 Wisdom), Random 3 drugs on reset, (Upgraded to +3 Fortitude Save)

Note: To prevent drug stockpile, all drugs gained on reset left over by next reset also disappear.

Rage:
While Raging: +2 Str/+4 Con, Acid damage, Acid Resistance, Swarm of flies surrounds the rager

Level 1: +2 Str/+4 con, 1 Acid Damage, 10% Acid Resistance
Level 4: +2 Str/+6 con, 2 Acid Damage, 20% Acid Resistance
Level 8: +2 Str/+8 con, 3 Acid Damage, 30% Acid Resistance
Title:
Post by: Aberrant Starlight on April 22, 2014, 09:05:09 AM
Wrath of the Fallen

You are alone. No one there to stand beside you, derive you, aid you- you are alone in this pitiless, dying world where you stand atop the pile of corpses of those who were once your friends. When your companions die, you become so enraged- loss, hatred, memories- that you loose all control.

Special: When a PC dies around you, the character gains temporary haste/20temporary hp/1d4 extra damage.

Level 1: 5% damage immunity, Perk Special lasts 5 rounds.
level 5: 10% damage immunity, Perk special lasts 7 rounds.
Level 8: 15% damage immunity, Avenger of the Fallen, 15 rounds.


Rage:
SPECIAL: May only rage while the "SPECIAL" is activated (Someone must have been sent to the fugue)

Level 1: the 'special' duration is reapplied/doubled, +4 strength/con cap.
Level 4: Cap raised to 6
Level 8: Cap remains at 6, immunity increases to 35%
Title:
Post by: efuincarnate on April 22, 2014, 04:20:09 PM
Quote from: Aberrant Starlight;383847Wrath of the Fallen

You are alone. No one there to stand beside you, derive you, aid you- you are alone in this pitiless, dying world where you stand atop the pile of corpses of those who were once your friends. When your companions die, you become so enraged- loss, hatred, memories- that you loose all control.

Special: When a PC dies around you, the character gains temporary haste/20temporary hp/1d4 extra damage.

Level 1: 5% damage immunity, Perk Special lasts 5 rounds.
level 5: 10% damage immunity, Perk special lasts 7 rounds.
Level 8: 15% damage immunity, Avenger of the Fallen, 15 rounds.



Rage:
SPECIAL: May only rage while the "SPECIAL" is activated (Someone must have been sent to the fugue)

Level 1: the 'special' duration is reapplied/doubled, +4 strength/con cap.
Level 4: Cap raised to 6
Level 8: Cap remains at 6, immunity increases to 35%

This is an amazing idea!!!! What a great way to incorporate the history of this chapter into the perk. MUST BE DONE!  - well I think so anyhow.
Title:
Post by: xXCrystal_Rose on April 22, 2014, 04:29:06 PM
Here is one inspired by RagingPurpleGiant's barbarian who served Quadima :) Something that might be absolutely hated and utterly reviled by all.




Otherworld Carrier



You have had experiences with aberrant beings and managed to scrape through the encounters and survive against the odds. It has not come without a cost however. Maybe you stared at the stars too long, bathed in too much alien blood, or something crawled into you when you slept. Whatever the cause you have begun to take on horrible mutative traits. Loathed by mankind the paths of your future are dark no matter which way you walk. Will you turn the curse you bear against those who inflicted it or seek companionship with more enlightened alien minds?



Level 1: -2 will save vs mind effect, gains Toughness as a feat (5% Damage Immunity)
Level 5: 2/+2 Physical resistance (10% Damage Immunity)
Level 8: Aberrant Mutation*, -2 wisdom (15% Damage Immunity)

QuoteOriginally Posted by Rage                                      
 +4 str/ +4 con, No ac reduction, +4 fortitude
10 rounds + con

Ability modifier to ...
Level 1: +4/+4, +1 dodge ac, +1 fort
Level 4: +5/+5, +2 dodge ac, +2 fort, purple glow when in rage
Level 8: +6/+6, +3 dodge ac,
+2 fort,  +1 regeneration, purple glow while in rage



*Mutations would be a permanent change that is extremely obvious. Glowing purple eyes, a tentacle appendage in an inopportune location, a new eye(s), oozing slime etc. Maybe even something more specific for a particular concept. The theme is to be physically empowered/changed and show the terrible power of the alien and their cohorts, but the corruption rapidly revealing them as the monsters to be slaughtered that they are. Like our old Withering's Clutch ^^
Title:
Post by: Aberrant Starlight on April 22, 2014, 04:39:07 PM
Gasp of Clarity

Everything is honed into sharp focus, every scent, every sight, every feel and touch. This gasp of clarity lends itself to battle, battling foes where every sense is required to succeed- when you in this heightened state of clarity, nothing escapes your notice but the most cunning of cowards.

Level 1: 5% dmg immunity, +4 spot/listen
Level 5: 10% dmg immunity, Changed to +6 spot/listen
Level 8: 15% damage immunity, gain 1/day see invisibility playertool.

Rage:

When raging, your senses are so acute, you will take notice of everything around you.
Gain TRUE SEEING (lasts 1 round)

Duration is  7 rounds + wisdom

Level 1: Rage capped at 4strength and wisdom.
Level 5: Rage capped at 6 strength/wisdom
Level 8: Rage capped at 6, True seeing lasts the entire duration. Eyes glow.
Title:
Post by: Aberrant Starlight on April 22, 2014, 08:18:51 PM
Wordsmith

While you may be a man of war, there are those men who stand above the rank in file in being an awe-inspiring man of rhetoric, or a baseman of competent, stinging insults. Be you either man, the wordsmith stands at the fore when it becomes to backing up his words with metal and spit.

Level 1: +5 to persuade/bluff, +2 taunt/intimidate. 5% immunity to damage.
Level 5: 10% immunity to damage, re-roll failed intimidate/persuade/bluff checks.
Level 8: 15% immunity, Master of the Art- taunt/intimidate changed to +5.

Rage
The Wordsmith Rage is unique in that it is based off his persuade/bluff/intimidate collectively, the higher the score, the better the rage.

7 rounds + every 5 ranks, collectively, in persuade/bluff/intimidate (Meaning, 20 in each would result in +4 rounds) + charisma

Rage bonus is every 5 ranks in social skills, +1 to strength/con
Level 1: Uncapped, starts with +2 to strength/constitution
Level 4: +4 strength/constitution
Level 8: +6 strength/constitution

Title:
Post by: Aberrant Starlight on April 22, 2014, 11:19:03 PM
Deathly Darkness

"The rage can only be brought forth in the deepest darkness, it was said- when all light was vanquished, and only the void remain. He came from the shadows, beckoning cruelly with a tight-faced grin of murderous intent. He stalked the shadows, axe in hand, metal moving noiselessly...I don't know why he spared me, but he moved as fluid as the darkness, and only fled when the torch was lit."

Level 1: +5 hide/movesilent if large, +2hide/ms if small. Light sensitive.
Level 4: Gain 1/day camouflage.
Level 8: Gain 1/day One with Land, when in DARKNESS, gain hide in plain sight.

RAGE
Duration: Two Turns + dexterity modifier

Level 1: Stealth increases by +4 ranks on hide/ms, gain +2 strength/constitution.
Level 4: Stealth bumped to +6, movement speed upped to 10%.
Level 8:  Stealth bumped to +8, gain onhit DC 14 constitution poison to weapon.
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Post by: Aefar on April 23, 2014, 07:10:56 AM
Totem animal warrior

Uthgardt, guardian of druidic circle, tribal warrior - the binding to the primal spirits is great, supported by the ages of rituals of tribal shamans. Elite warriors of tribes allow the animal spirits incarnation.

Level 1: 10% damage immunity, animals don't attack you
Level 5: 15% damage immunity, totem animal shape change 1/day*
Level 8: 20% damage immunity, totem animal shape change 2/day
*

QuoteOriginally Posted by Rage                                      
                 +2 STR, +2 CON, +2 DEX
Duration: 7 rounds + CON mod.

Special: Magic fang (only in shaped form) +1 magic damage, +1 attack, 1/+1 damage reduction

Charisma modifiers add to STR/CON/DEX, Magic fang

Level 1 rage is capped at +2 STR/+2 CON/ +2 DEX, +1 magic damage /+1 attack / 1/+1 damage reduction
Level 4 rage is capped at +3 STR/+3 CON/ +3 DEX, +2 magic damage /+2 attack / 2/+2 damage reduction
Level 8 rage is capped at +4 STR/+4 CON/ +4 DEX, +3 magic damage /+3 attack / 3/+3 damage reduction

*Totem tribe should be chosen when taking the perk. Lasts 5 hours (or 1 hour/lvl).
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Post by: NecronomiconV on May 06, 2014, 08:27:53 PM
Rot Themed Perks!

Sorcerer: Blightbringer

Roaming the world you only see beauty when somethin falls prey to a disease of your creation, only find joy at seeing the diseased flesh of another, only satisfied at last when the world finally is consumed in the rot of corruption and sickness... And your inherent powers reflect this.. Bending to your darkest desire

Level 1: Special: Inflict a random plague-type disease 3x per day on individual, fort save to resist, DC depends on plague.
Level 5: Feat: Use Poison, random poison on reset.
Level 8: Manifestation Of Plague: Upon logging in you are inflicted with a random plague-type disease, but are immune to all plague effects instead acting as a constant carrier to spread the plague. Special: Now has higher DC plagues.

Barbarian: Blightwalker

Perhaps once a mighty warrior, a tribal guardian you have now been inflicted with some wasting disease, or other form of rotting ailment that has driven you to a deep anger to spread your ailment wherever you go.. If you must suffer, so must everyone else along with you.. Your rotting has made you feel less pain, but that has its price.

Level 1: 10% Physical Immunity, Flies Appearance, Con -1, /1 dr
Level 5: 20% Physical Immunity, Con -3,  /3 dr
Level 8: 30% Physical Immunity, Con -5,  /5 dr

RAGE:
+2 str, 1 regen, onhit: Contagion DC: 10.
Charisma modifier to contagion DC and str bonus.

Duration: 7 rounds + Charisma Modifer

Level 1: +2/+1R/DC:10
Level 5: +6/+2R/DC:15
Level 8 +8/+3R/DC:20
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Post by: TheTurboNerd on May 19, 2014, 06:15:27 AM
Sorc Background

Child of Light

Good Only

Whether born from a shard of the shattered sun, the dying embers of a divinity, or the wept tears of a celestial your powers have become closely attuned with what dying light is left in creation. Purity and hope burns through your spells.

level 1: Celestial Summon theme. Flare does 1d4+1 fire damage (in line with other 0 cantrips) in addition to it's blinding effect. Missle (magic missle, lesser and greater missle storms) do positive energy damage instead of magic damage.

level 5: 5/- Positive energy resistance. Beams of Light are drawn to the sorcerer (level 1 celestial summon) - Player toggle tool. Searing Light (2) 3/day.

Level 8: Sorcerer begins to permanently glow (Light, Bright/White). More Beams of Light flock to the Sorcerer. On death, Aid is cast on all non-hostile creatures in a large area.
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Post by: TheTurboNerd on May 28, 2014, 07:52:24 AM
Time to, once again, attempt to create Monk perks that will be found acceptable and balanced.

---
Level 1: At level 1, a Monk will select a VOW that exemplifies their path

Vow of Poverty: The Monk eschews all worldly comforts and goods to become closer to the sublime philosophy. Grants ability to rest in wilderness area's without campfire

Vow of Temperance: The Monk rejects worldly pleasures, understanding the transience of flesh and substance. Grants +2 saves vs mind affecting and +1 vs poison

Vow of Ferocity: The Monk learns to embrace their own inner turmoil and the clangor of the battlefield. They are quick to leap into the fray. Grants Bonus Feat: Thug

Vow of Charity: The Monk embraces a life of giving, and lending aide to their fellow man. Grants Bonus Feat: Skill Focus Heal

Vow of Silence: The Monk embraces a life of silent contemplation, eschewing words and communication except when it is truly important. +1 Hide/MS. Gain Spell Like Ability - Silence (lvl 2), 1x Day.

---
Level 5: At level 5, the Monk develops a unique fighting style based on their weapon of choice.

Quarterstaff: Grants bonus feats Ambidexterity and Two Weapon Fighting only when wielding quarterstaff.

Crossbow: Grants Point Blank Shot and Zen Archery feat, only when wielding a light or heavy crossbow.

Shuriken/Sling: Grants the Point Blank Shot and Rapid Fire feats, only when wielding Shurikens or a Sling

Handaxe/Club/Dagger: Weapon gains an automatic +1 on equip, only works with Handaxes, Clubs, and Daggers.

Kama: +2 Parry, Disarm Feat only when wielding Kama

Empty Hand: Grants Weapon Focus: Unarmed Strike
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Post by: Paha on May 28, 2014, 08:32:32 AM
Just as an advice, when you make such suggestions, try to compare other perks we have, and think why some perks give something to specific class. Monk, for example, is by no means  weak class. It already has unique aspects to it that no other does, and can benefit from them greatly, up to being one of the strongest possible classes in efu levels. It has weaknesses, I know, we need not discuss of it, but point being - if we would add monk perks, they would be flavor at most.

We would certainly not be giving huge ab bonuses or feats for that matter, to any perk. Our perks may give flavorful feat or two at most, to some classes that lack them deeply. Like sorcerer that goes for more melee oriented style, which is quite far from their norm and intended purpose - so weapon feat may be appropriate there. Not necessarily for monk.
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Post by: TheTurboNerd on May 29, 2014, 01:59:24 AM
Huge AB bonuses? Seriously? "Strongest class"? Monk is strong but by no means 'one of the strongest'. I'm not sure where your concept of balance is, their AB is low, their HP is low, they rely on 3-4 different stats. They can be VERY strong with buffs - but as EFU has cut back on consumables to a large degree, that's not as big of an issue.

Nothing here is handing out 'big ab bonuses' and to a large degree, is intended to make more than just 'unarmed or kama monk' viable.
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Post by: Paha on May 29, 2014, 06:14:13 AM
By far the strongest and most dangerous characters in efu, have been monks. It is not all about ab, but they can have plenty of it. This was not any invitation for an argument about it. Monks, or any other classes strength or weaknesses are not as two dimensional as having one or two sides to it. Ab is not only thing that defines monks, but we surely wouldn't be raising it to levels where it compares to higher ab classes - because then it would have both speed, mobility and easier time to gain the ab as well on top of all.

My advice was just that, whether you take it or not is up to you of course and it doesn't really change the fact that if we add perks for them or not, what type of perk or in what shape we would add those perks. I am simply hoping to make sure nobody needs to expect too much only to discover their expectations were not met in the least.
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Post by: Moonlighter on May 29, 2014, 07:03:23 AM
... Going to be self serving here, but since that's encouraged and I'm basically the only Monk main around, perks would be rather neat.

But I rather disagree with just giving them free feats, yes, as Turbonerd suggests. Flavorful things would be lovely.

If they would be considered I would write up a list of some things that I think are more flavorful 'boons' in line with the perks that other classes get. Last I heard, there were no plans for Monk perks, so I hadn't bothered to this point with trying to suggest any.

As far as class strength goes, I won't comment beyond: Sometimes you're on the top of the world, and others you're so thoroughly in the dumpster you can't see the light.
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Post by: Paha on May 29, 2014, 07:27:37 AM
You can make suggestions. Whether we make use of them and to what level, is something we consider as we work on things. There's no saying when and if such things would come to be even if we decide to make something new. Perks for one, often take months to plan, put in, test and balance, before we release such.
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Post by: oni_misho on June 17, 2014, 09:09:18 PM
I would like to sugest the idea of pure class paladin perks. I have discussed with other players, it is never an advantage to stay pure paladin. if you wish I would be willing to give you 12 paladin ideas where you can tweek from there. there is also talk of making some of them godless or idealist where the paladin is actually willing to sacrifice is prayers just to uphold a dead gods dogma.
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Post by: Silent Lord of Ten on June 17, 2014, 09:40:22 PM
QuoteSorcerer Archetype: Warlock (Evil only)

You've sold away your soul to an outsider of some power and have gone down the path of the fabled Warlock. This gives your already arcane blood a malicious flare.

LVL 1:
Lawful Evil(Infernal Pact): Ray of Frost unlimited/day, mini combust with fire spells
All Other Evil(Dark Pact): Acid Splash unlimited/day, bleed from damaging spells

+2 intimidate, +2 lore

LVL 5:
Lawful Evil(Infernal Pact): Combust 1/day, Burning Bolt(3) 1/day, Charm Person 1/day, +2 persuade/bluff
All Other Evil(Dark Pact): Acid Arrow 1/day, Negative Ray 1/day, Scare 1/day, +2 hide/ms

2/+3 DR, +5 Alchemy

LVL 8:
Lawful Evil(Infernal Pact): +2 CON, further +2 persuade/bluff, Red Eyes
Any Other Evil(Dark Pact): +2 DEX, further +2 hide/ms, Green Eyes
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Post by: Talir on June 17, 2014, 10:44:54 PM
This thread is for suggestions, not discussions. I've deleted some posts due to that. Monk perks are not going to happen but feel free to suggest even so.
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Post by: Kotenku on June 18, 2014, 05:22:36 AM
Two Perk suggestions for the Paladin class, to hopefully bring some interest to what some may view as a very tedious and hard to roleplay class. Rather than be minor changes to the class, they are rather significant departures from what a Paladin is. Arguably weaker than core, but providing for a great range of new concepts, I present the Abberant Scourge, and the (questionably holy) Inquisitor.

Pure-classed Paladins only. Because of the nature of the perks, they should only be selectable in the OOC Starting Area or by DM Application, since it wouldn't make any sense for currently existing Paladins to have their powers dramatically change overnight.

Quote from: "Abberant Scourge"Here at the end of things, the evil of undeath is a whisper barely heard amid the cacophonous roar of planar rifts and Eldritch Horrors. The Abberant Scourge is a new breed of Paladin, empowered by the Gods to destroy the unnatural things which threaten the ultimate destruction of Toril. It is said that they alone are able to truly resist the psionic domination of Abberant creatures.

Turn Abberation: functions as Turn Undead, but only for creatures of the Abberant Type

Steel Will: The Abberant Scourge gains a bonus to Will saves equal to her level in the Paladin Class. At Level 8, the Abberant Scourge becomes permanently immune to Mind-Affecting Spells and abilities. This ability replaces Divine Grace.

Check for Enthrallment: As Spellguard Tool, check PC for enthrallment. If not too difficult to script, this should replace Lay On Hands ability.

Bless Weapon: The Abberant Scourge can bless her weapons to destroy Abberant creatures, instead of the Undead. Bless Weapon provides +1 Enhancement Bonus, and +2d6 magical damage against creatures of the Abberation type.

Quote from: "Inquisitor"In a time when the last bastions of Humanity are organized in civilized settlements, it is more important than ever before that society be rigidly structured. Rather than devoting themselves to the combined ideals of Law and Good, these Paladins devote themselves utterly to the concept of Law, and view disorder as a greater threat to life than evil. They are hard-nosed, steely-nerved pursuers of justice, who will stop at nothing to see agents of chaos brought to heel.

Detect Chaos: As Detect Evil, the Inquisitor can discern the auras of creatures with chaotic alignments. The Inquisitor is forbidden to aid in the goals of a chaotic creature, as a normal paladin would be forbidden to aid the forces of evil. This ability replaces Detect Evil, and an Inquisitor is thereby relieved of the restriction on associating with evil beings.

Smite Chaos: As Smite Evil, the Inquisitor can smite chaotic creatures, The character applies her charisma modifier to her attack roll, and her class level to the damage delivered. Smite Chaos may be used once per day. This ability replaces Smite Evil.

Divine Duty: Inquisitors are known for their rigid sense of discipline, and receive supernatural aid in enforcing order. They receive a bonus equal to their charisma modifier to Concentration, Discipline, Intimidate, Search, and Taunt. This ability replaces Divine Grace.

Turndown: The Inquisitor receives supernatural guidance in finding hidden things. Whether searching a criminal for contraband, or searching a cabinet or room for secret compartments. Once per day, an Inquisitor may gain a +10 bonus to Search and Spot. This ability lasts 3 rounds + CHA. This ability replaces Lay on Hands.
[INDENT]Upon selecting the Inquisitor Perk, the Inquisitor may make a one-time  selection of any Lawful Alignment. Inquisitors may worship and receive  powers from any Lawful Deity. If they should ever lose lawful status, or  violate the legal code of Sanctuary they risk losing their divine  powers.
[/INDENT][INDENT] Here is a list of all lawful Deities. Those with *'s are unresponsive. At the discretion of the DMs, these Deities may be an appropriate list for Patrons of Inquisitors: Azuth, Bane, Helm, Ilmater, Kelemvor*, Torm*, Tyr, Gargauth, Hoar, Jergal, Loviatar*, Nobanion*, Red Knight, Savras, Siamorphe*, Tiamat*, Ulutiu, Berronar Truesilver, Clangeddin Silverbeard, Deep Duerra, Gorm Gulthyn, Laduguer, Moradin, Gaerdal Ironhand, Garl Glittergold, Arvoreen, Cyrollalee, Urogalan, Yondalla, Horus-Re*, Osiris*, Set, Ilsensine, Kurtulmak, Null, Sekolah, Surtr, Bahamut.[/INDENT]
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Post by: Bearic on June 18, 2014, 08:03:31 PM
Monk Perk: Chanter:
 
(in the idea of a monastery monk)
 
Disabled Cleave, Stunning fist, Knockdown, Improved Knockdown, and Ki Strike.
 
Instead the Monk focuses not on martial pursuits, but reciting the word of his or her deity.
 
Level 1: Scribe scroll, Bless 3 times per day; Sound Burst 3 times per day.
 
Level 5: Chant (A Prayer like effect that forces the player to stand still and make a concentration dc to any incoming attack, or spell, but enables a bonus +1 AB, and +1 Saves to all friendly targets, and - 1 ab, and saves to enemies.); Balagarn's Iron horn 3 times per day.
 
Level 8: Prayer 3 times per day.
 
 
 
Barbarian Perk: Skirmisher
 
Those who feint and hide, or trample upon the enemy lines to begin the battle, or test the waters, as it were, find themselves with the need to understand the dynamics of a quick and decisive battle, even if many call their tactics cowardly.
 
Level 1: + 1 ab with throwing weapons, 5 % Damage immunity
Level 5: Bonus Feat: Blank Point Shot, 10 % Damage Immunity
Level 8: 3/- to piercing when wearing light or less armor, 15 % Damage Immunity
 
 
Rage;
 
+ 4 Dex, + 10% movement speed, + 1d6 Sneak attack damage, + 20 % piercing immunity
 
Duration: 5 Rounds
 
Charisma Modifiers to Dex, Sneak attack Damage, and Piercing immunity while raging:
 
Level 1 Capped at: + 4, + 1d6, + 20%(Total)
Level 4 Capped at: + 6, 2d6, + 50%
Level 8 Capped at: + 8, 4d6, + 80%
Title: Pure Class Perks, Paladin
Post by: oni_misho on June 18, 2014, 08:06:34 PM
Pure Class Perks, Paladin

Paladin
 Paladins find there faith only as a pillar to support there fight against evil. not all paladins however fight in the exact same way. every Paladin is taught differently whether they are taught by another night who fights evil or is the chosen one from there god to even fight in the name of a fallen deity.
I give you these class perk ideas in hopes to give you some flavor and reason to stay pure Paladin.

((note at any point one cross classes out of paladin they lose all abilities from these perks.))



Perk Name: Ancestral worshipper

Explanation: This warrior comes from distant and far lands. He fallows the path that his family has laid out for him. he asks for help from those who have done this before him. his only true prayer is in hopes not to meet the same end as they do.

special requirement: must be a faithless
Level 1: access to divine spells
Level 5: Gain Divine shield
Level 8: Gain Divine Might



Perk Name: Holy Archer
Explanation: focused on taking out there god's enemy with range. many look at you and think you a fool or afraid, but you know this is the path your god wants you on. A path of ranged exaltation against your enemy.

Level 1: Weapon Focus Longbow
Level 5: spawn 10 Arrows that deal Holy Damage
Level 8: +2 Dexterity



Perk Name: the crusader
Explanation: You lead the charge, you preach the name of your god as you run in on those who would speak ill of your god. the Crusader is a fighter in the name of his god, going where he is told and inspiring those who wish to fallow.

Level 1: +2 Discipline
Level 5: +3 Taunt
Level 8: Righteous Call 1/day

Righteous call Provides bonuses to companions around you.
+charisma mod AB, +charisma mod AC, +charisma mod will, +charisma mod concentration.
Lasts Charisma mod rounds.




Perk Name: the inquisition
Explanation: you are the one they fear, the lairs and corrupted. you are the one who shines light on those who wish to lie and say they are upholding the dogma. your ability to be where they don't want you makes you, The Inquisition!

Level 1: +3 Persuade
Level 5: 1/day Invisibility Purge
Level 8: Excommunication (( removes a person from there god so long as they share the same god in the beginning))



Perk Name: Vanguard

Explanation: there are those who fight the good fight and then there are those who shine bright in the darkness. you show them all to shame as you dive head first against evil and wickedness, if it's evil and it's breathing on this plane then it's your problem.

Level 1: attacks +2 vs Evil
Level 5: +1d4 divine damage vs evil
Level 8: Banishing the Wicked

Banishing the Wicked:
 If target isn't good / Target takes 1d6/level Divine damage, Make will save for half
 if the target is also an outsider / double damage




Perk Name: exorcist
Explanation: the dead don't always stay dead and you know that better than anyone. unlike the undead that most clerics usually rebuke, you are called on for the more troubling undead. your knack for putting up a fight against those should stay dead is what makes you a Paladin Exorcist.

Level 1: 1/day can have his weapon hit incorporeal creatures for 1 min/ caster level
Level 5: gain Favoured enemy undead
Level 8: Exorcism / once per day an exorcism can gain a +10 to his turn undead for 10 seconds



Perk Name: Avenger

Explanation: your god, dead, the followers becoming faithless. more and more you see the people turn from your church as the clerics no longer granted power. you on the other hand stand strong, but not in defiance of your gods death. You swear an oath that you will avenge your god and uphold his Dogma at all cost.

Required: Must Fallow a dead god

Level 1: Avenger's Might: gain Strength mod to all saves.
Level 5: dieing faith Defender: gain charisma mod to ac as a deflective bonus
Level 8: upholding the Dogma: Gains access to his lay on hands.



Perk Name:Righteous Guardian
Explanation: you are the Guard to your faith. you protect those around you as you dish out the pain to those who would defy your god.

Level 1: gains feat expertise mode
Level 5: +2 Divine Damage on all attacks
Level 8: +4 Divine bonus to AC



Perk Name: Virtue fighter
Explanation: you never put your faith in an all knowing deity. you have decided to put your faith into a Virtue and you swear to uphold it. many look at you and think you are a fraud or that your faith is misplace, but you let them think what they want because you are a warrior of Virtue.

Requirement: must be faithless

Level 1: acts as if he has a valid Deity
Level 5: cast protection from evil 1/day
Level 8: +2 Wisdom



Perk Name: Arcanist

Explanation: your god is a master of the mystical arts, and even if he may have left you, he left behind his magic. you are his warrior, his knight, and you will use that power in his name to further his dogma.

Level 1: 3/day Magic Missile
Level 5: 3/day Melf's Acid Arrow
Level 8: 3/day Isaac's Lesser Missile Storm
Special note (arcane spell failure still applies to these spells)



Perk Name:The legalist
Explanation: focused more on the lawful than the good in most things, the legalist is the one that changes the evil laws in the office position.

Level 1: +4 persuade
Level 5: 1/day Charm Person
Level 8: Detect Alignment full (instead of just detect evil, he sees the true agenda of those around him)



Perk Name: Faithful Tank
Explanation: there is a position in faith for all men and the Faithful Tank is no exception. the Crusader may inspire his men but it's your job to take he front lines and brace for all the hits. you have honed your body and faith to take everything.

Level 1: half level in DR/-
Level 5: Feats great Fortitude
Level 8: half level +10 in Spell Resistance
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Post by: Bearic on July 07, 2014, 03:46:01 AM
I was thinking about the possibility of skill focus perks, like heal, and how they could be interesting and fun across most classes, as well as encourage feats based around a character's social actions.
 
It could be something simple, like rerolling checks for persuade, intimidate, and bluff, or something more complex.
 
For instance: Skill Focus Bluff and five total points in Bluff could allow you to change your character's outward name appearance once per reset for twenty minutes, if scriptable, or perhaps apply a synergy bonus to perform, persuade or intimidate once per day.
 
Skill Focus Persuade and points in Persuade could be used to allow a once per day charm person spell with a low dc, or perhaps unlock extra dialogue options from npcs, who could give extra lore or coins, or even threats depending.
 
Skill Focus Intimidate and points in Intimidate could allow a once per day scare spell with low dc, that works only on sizes smaller or equal to your own characters'. If not, perhaps a bane like effect, or maybe a allow a synergy bonus to taunt once per day.
 
 
There could probably be more skill focus perk ideas too, and these aren't exactly needed, but I thought they could give interesting representation of the feats and skill points invested into characters, alongside the perks limited to a character's class.
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Post by: The Crimson Magician on July 07, 2014, 05:15:06 AM
Level 5 Rogue Perk

Overcompensation

While not as skilled with the tools of the trade as your colleagues, you have developed a solution to dealing with your shortcomings.

-2 Open Lock -2 Disable Trap +2 Discipline +2 Concentration
Pure Bonus: Martial Weapon Proficiency
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Post by: Knight Of Pentacles on July 26, 2014, 02:07:47 PM
Speed Boozer (Barbarian Perk)

Happiness only comes when you're drowning yourself in a tide of alcohol.  Your enthusiasm for the bottle is so great that you've learned to tap into the mindless powers of your drunken euphoria.

Level 1: 10% physical immunity, Old Drunkenmaster Perk
Level 5: 15% physical immunity, Vomit Tornado (Stinking Cloud number of times per day equal to constitution modifier), Immunity: Stinking Cloud
Level 8:  1 physical damage DR, +5% movement speed

Drunkard's Boon (a replacement for rage):
Take One: The barbarian receives an "alcohol" points pool.  Depending on how drunk he is, is how many benefits he gets.

Take Two: Drinking certain types of alcohol gives you certain benefits.

Take Three: Has a standard rage but the rage is augmented by how drunk you are. (Alike the withering perk... but with drunkenness).
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Post by: Knight Of Pentacles on July 30, 2014, 04:42:56 AM
Painter (Bard Background)

[someone else can write the description, I'm terrible at them]

Song: A curse song that summons magical paint and douses those around them in it.  

Perk:  Access to a tool that allows them to apply dyes to armor for a tithe of xp.   Allows them to essentially become dye merchants.
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Post by: Shackled on July 30, 2014, 02:44:57 PM
Bard Background:

Diplomat - A sealer of deals and recorder of treaties. From the most vile to the most righteous; at some stage in their dealings, almost everyone seeks a third party to ensure their contracts are met.

Receives writing tools/ink on reset, (small amount of gold for completed pages?)
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Post by: Spiffy Has on August 02, 2014, 03:57:35 PM
Paladin Perks:

The Occultist:
The Paladin has taken to the worship of 'the cosmic force of good' or to the worship of Angels as the true bastions of the realms, instead of the gods, perhaps his god has fallen silent, or he has lost faith. The deific beings he once served no longer grant him the solace and guidance he desires, and instead chooses to follow beings who are compromised of the very essence and meaning of what is good, and thus, gain the benefit of Angelic Protection.

Level 1: Lay on Hands, Divine Grace, and Smite Evil are Removed.
Level 5: "Summon Ally" as the paladin ability is re-enabled, and is capable of summoning a weak, angelic being to aid him in combat.
Level 8: Angelic Form- The Paladin is able to temporarily assume the form of a powerful angelic being (1 round per level, similar to Tenser's Transformation) and deliver judgment upon evil.


The Penitent:

You were once a sinner of the worst kind, murderer, torturer, vile and wicked. When the End of the World came, your nightmares twisted your deeds into the worst kind of horror, and in self-reflection, you rose up to repent for your sins by taking the mantle of redemption and of the penitent. Your cause is not one of righteous fury or  holy zeal- it is the redemption of mankind, and you hold the banner to lead the fallen into the lands of the Holy.

Level 1: Smite Evil is disabled, Immunity to Fear is removed. Divine Grace removed.
Level 5: Summon Ally is altered to summon a Planar Being in which evil/neutral aligned beings may 'confess their sins' in return for a small good point.
Level 8: The Mantle of Redemption: The player gains a player tool that lets him target an evil individual, making them feel guilt and regret for their sinful ways and reveal unto them the wickedness of their hearts in comparison to true good. The target suffers -3 AB, AC, and to all saves for 1 round per level.

Order of Pandemonium:
The planes are thrown into disarray and all is uncertain, whether one goes to their deserved ends come their doom or not is also uncertain- yet there are those who reject the whimsical chaos that now flounders around them, and seek to impose their ideals upon the multiverse at large. The Order of Pandemonium, Warriors who seek to make certain the unknown in the world. Theirs is the sword that halts chaos and seeks to define all that lies around them.

Level 1: Paladin Associated BonusesDisabled. Gain Detect Chaos.
Level 5: Summon Planar Ally summons an entity from mechanus to aid them in battle.
Level 8: Absolute Order- A 'howl' type of ability that forces all chaotic aligned beings (regardless of mind immunity) to make a save versus DC 12 + charisma or be paralyzed for 1/2 the paladin level.
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Post by: half_man_can on August 23, 2014, 03:40:18 PM
Rogue Perk: Major ( L8 )

Undead Hunter

You've spent your days roaming crypts and other dark places either in the service of your god or seeking profits from those long dead.  You've learned that the undead also have weak points that others cannot see.  How you use this knowledge is up to you but you're the envy of your peers.

+1d6 divine damage vs Undead, +1 positive damage vs Undead
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Post by: Knight Of Pentacles on September 08, 2014, 06:59:30 PM
QuoteRogue Perk: Minor

Amphibious

Born with webs between your toes and salt in your lungs you're a world class diver.  Whether raised in a water-going culture or it being a passion you took on later in life, being submerged comes practically second nature to you.  

Significant underwater breathing duration increase.
Pure Bonus: Armor isn't taken into consideration when determining your movement speed underwater.
QuoteRogue Perk: Minor

Mountaineer

You are a master of the mountains.  Nothing satisfies you more than hiking up every hill and peak in sight often to the displeasure of those you leave behind.

No auto fail climb checks.
Pure Bonus: Gain a light weight hook, grapple and rope that disappears on reset.
Title:
Post by: Knight Of Pentacles on September 18, 2014, 04:38:22 PM
Quote from: Blooded BurrowerEvil Gnomes Only.

Growing up your mother told you Urdlen would pop up out of the ground and devour you whole if you didn't eat ALL your turnips.  She was only half right.  The more crazed and fearful of gnomekind take their mother's advice into adulthood, knowing full well that The Evil One makes no distinction between those it devours.   The more blood they spill in the name of The Crawler Below, the more like their insatiable mole god they become.
 
Level 1: 10% Damage Immunity, Burrow I, 2 Piercing Damage on Gloves,  +2 Strength, -2 Wisdom
Level 5: 15% Damage Immunity, Burrow II, Darkvision, 1d4 Piercing Damage on Gloves
Level 8: 20% Damage Immunity, Burrow III, Blindfight, 1d6 Piercing Damage

Quote from: BurrowingA special ability that allows the gnome to burrow under the earth and pop out the otherside.  Works like the Tree Genasi root burrowing ability. Burrowing I allows one use per day, II two, III three.

Quote from: Rage+4 STR, +2 CON. 1d6 Sneak Attack
Duration: 7 rounds + CON modifier

Special: Glows Red with Bloodlust and can burrow indefinitely during rage period.

Charisma Modifiers to STR/CON/Sneak Attack
Level 1 rage is capped at +4/+2/1d6 (Total)
Level 4 rage is capped at +6/+3/2d6
Level 8 rage is capped at +8/+4/3d6
Title:
Post by: Random_White_Guy on October 01, 2014, 05:39:30 AM
QuoteRogue minor perk:  Pocket Sand!

"From the highly trained to the lowest street criminal everyone knows if you're going to fight you fight to win. A common trade in many circles is the use of sawdust, sand, smokeballs or other peasant tools. A clever ambush, beating a hasty retreat, or simply to ruin someone's day.

Non-Lawful  Only

1/day: Colorspray

Pocket Sand (https://www.youtube.com/watch?v=PTAXUYLbFYk)
Title:
Post by: Pandip on October 01, 2014, 04:37:32 PM
I'm not going to write up a big long example because I'd probably botch it, but I'd love to see a barbarian perk that incorporates a modified version of the epic level feat Terrifying Rage (http://nwn.wikia.com/wiki/Terrifying_rage) -- i.e. a fearsome aura that "scares" any creatures who come within a radius of the barbarian, giving them penalties to AB, AC, etc.
Title:
Post by: Grotesque on October 28, 2014, 04:10:08 PM
Sorcerer perk: Artificer

Artificers are rare arcanists who treat magic in the same manner that a mason might see a chisel - as a tool for the creation of marvels. They infuse objects of the world, inanimate or alive, with latent imbuements; utilizing their crafted wonders to great effect. This profound use of their artifice eventually gives them heightened resistance to magic, making them both resourceful and sturdy.

Level 1: Craft Wand feat, +3 spellcraft, +3 appraise, Infuse Object
Level 5: 2/ DR to all elements
Level 8: Immunity to level 2 spells, 5% chance to dodge any spell used from an item.

QuoteInfuse Object: Any wand or item with a spell charge used by the Artificer gets his charisma modifier and spell focus bonus halved and added to the item/wand's DC.

Thus, for an example, a sorcerer with 18 charisma and GSF evocation would have a DC of 19 instead of 16 when using a charge of fireball.
Title:
Post by: Random_White_Guy on November 22, 2014, 06:51:32 PM
Rogue Perk: Peddler

Narcotics themed perk relating to acquiring sources from a guy who knows a guy, since everyone knows that one guy who can get whatever they need.

Every reset acquire 3 samples of a random narcotic.

Junksnuff, Phaladrine, Thanatol, Substance, Red Smile, etc.
Title:
Post by: HerDarkMajesties on December 25, 2014, 11:56:25 PM
Sorcerer Perk: Starpact

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


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

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

Level 8
-4 Wisdom

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


If you decide to go ahead with this one, I don't mind mocking up a quick randomized Table of Results for the Radiance Ritual and PMing it to the DM that intends to implement it.
Title:
Post by: HerDarkMajesties on December 26, 2014, 01:20:16 AM
Sorcerer Perk: Disciple of the Many Eyed

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

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

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

Level 8:
Beholder Eye Rays One Use / Day
Permanent See Invisibility
Title:
Post by: Grotesque on January 09, 2015, 08:25:47 AM
QuoteRogue Minor Perk: Charlatan

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

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

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

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

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

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

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

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

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

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

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

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

Title:
Post by: Kinslayer988 on January 09, 2015, 05:41:05 PM
Warrior Medic (Fighter)
Upon the battlefield many find the act of being surgeon and warrior to be one in the same. A physician more than capable of healing targets on and off the field, but able to put their knowledge of anatomy and health to action in a fight.

1. 2x Medical Herbs on rest, +3 Heal, +2 Lore
5. Imp Critical: Dagger (Scalpel), 1/day Neutralize Poison/Cure Disease
8. Sneak Attack 1d6, 1x Improved Medical Herbs on rest
Title:
Post by: Maimed on January 11, 2015, 12:41:02 AM
This is not a suggestion for a new perk, but rather, modification for an existing one. Specifically, the Vagabond Fighter Background.

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

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


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

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

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

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

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

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

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

Everything else is really great, particularly the MS bonus at lvl 5 and the Evasion feat at lvl 8.
Title:
Post by: Stranger on January 11, 2015, 02:30:30 PM
Quote from: Maimed;422001Increasing this AC gain by 1 puts you on par with a 'normal' fighter, and you give up the bonuses that other perks offer for this = ac at lighter weight. Furthermore, the minus dex over 2 calculation prevents Dex Buffing exploitation - besides, you don't get uncanny dodge, making high dex AC functionally useless.

The feat also allows for a Tumble bonus, putting Vagabond Fighters toe-to-toe with optimized full plate. This doesn't apply until level 7 or higher, but remember that there is more to this than AC. Leather armor is substantially lighter. An indefinite increase to movement speed, even a slight one, is the difference between a close escape and being lunch for a Vilstrak Tunnel Hunter.
Title:
Post by: Hound on January 11, 2015, 08:57:30 PM
Quote from: Stranger;422027The feat also allows for a Tumble bonus, putting Vagabond Fighters toe-to-toe with optimized full plate. This doesn't apply until level 7 or higher, but remember that there is more to this than AC. Leather armor is substantially lighter. An indefinite increase to movement speed, even a slight one, is the difference between a close escape and being lunch for a Vilstrak Tunnel Hunter.

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


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

Some spontaneous notions off the top of my head - quarterstaff monk, dual-wielding fighter, light armour fighter, two-headed weapon barbarian, whip builds of all shapes and sizes, non-monk fist fighters (Punisher Barbarian isn't particularly good at this. The amount of Punisher Barbs I've seen running around with two-handed weapons is depressing).
Title:
Post by: Grotesque on January 15, 2015, 11:34:18 AM
QuoteSorcerer perk: Warlock

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

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

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

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

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

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

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

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

Quote/c fighter_perk

+4 Reflex. Lasts 5 turns.
Title:
Post by: MaximumOverDrive on February 02, 2015, 09:52:15 AM
Sorcerer: Venomancer: You always had an odd fascination with spiders... Your resistance to a majority of "toxins" always gave you something to brag about when drinking, but when it came to actual poison, it even saved your life.. Now you have learned to manipulate your latent raw talent, becoming a master of poisons, and feared as if a deadly viper..

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

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

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

Level 1: Ooze Summoning Theme, Charisma -1

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

Level 8: Acid Resist /5, See Invis 1x per day, Ultravision 1x per day, clauradience/clairvoyance 1x per day, Charisma -2 (-1 negated), glowing green eyes.
Title: Stormlord
Post by: Drakuul House on February 02, 2015, 04:41:23 PM
Stormlord

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

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

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

L8: Changed to 1d4 Electricity on Spears, Changed to Lightning Resistance(10), 1/day Great Thunderclap
Title: THIS
Post by: Echigo on February 11, 2015, 01:44:36 AM
THIS

QuoteSorcerer perk: Warlock
Evil Only

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

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


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

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

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

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

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

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

Slightly edited because I WANT this to happen. [Froths at the mouth.]
Title:
Post by: Random_White_Guy on March 02, 2015, 05:59:37 PM
Rogue perk suggestion:

Low tier perks:


Fence[/b]

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

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

Pusher[/b]

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

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

Snake-Oil Salesman[/b]

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

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

Every reset you receive a large number of EFU's custom dissipating potions to sell
Title:
Post by: GoldLover on March 06, 2015, 02:44:39 AM
Humans or dwarves may be the "optimal" fighter race from a mechanical  standpoint, how about some race-specific fighter perks to help encourage  fighters of other races?

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


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

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



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

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



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

Level 1: +5 Mining Skill.  +2 AB v Kobold.  +2 AB v Goblins.
Level 5: +1 AB, +1 damage for warhammer or mining pick(waraxe).
Level 8:  Bonus Feat:  Cleave
Title:
Post by: el groso on March 19, 2015, 08:00:29 PM
Sorcerer Perk Suggestion:

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

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

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

Level 8: Cleric ability to Turn Construct, 2/day Summon special Animatrons. Polymorph self option shape: Animatron
Title:
Post by: Knight Of Pentacles on March 19, 2015, 11:59:37 PM
Low Tier Rogue Perk

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

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


Title:
Post by: Vlaid on March 20, 2015, 09:15:22 AM
QuoteDream Eater - The deepest desires and darkest secrets, the  most haunting experiences and worst fears. Dreams create and shape a  world of imagination few others ever see. In a world where the sanctuary  of dreams has been perverted by the Night Serpent, it is horrifying to  know others have learnt to do the same.

Evil only.

Level 1: Immunity: Sleep. Nightmare 1/day.
Level 5: Sleep spell affects 4 + 1d4 HD's worth of more creatures. Nightmare 2/day.
Level 8: 20% Concealment. +2 to Sleep spell DC. Nightmare 3/day.

    Quote:
                                      Nightmare (player tool)

Deals 2d6 + 1/level magical damage to the sleeping target. Heals the sorcerer for half.
Kills a sleeping NPC of hit dice 4 or below.
Provides a random boon.

A suggestion to make this perk a little less limited. Make sleep spells cast by Dream Eaters dispel Protection vs Evil (but not Clarity) similar to the way Lifestealer dispels negative energy protection on casting some of their spells. PfE is one of the most common buffs used by virtually every PC who can drink a potion or cast a spell and Dream Eaters are required to be evil.
Title:
Post by: I love cats on March 22, 2015, 06:12:23 PM
Quote from: GoldLover;427684Humans or dwarves may be the "optimal" fighter race from a mechanical  standpoint, how about some race-specific fighter perks to help encourage  fighters of other races?

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


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

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



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

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



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

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

Honestly I like the idea of race specific perks like these ones. Although I think level 8 for Halfling Sheriff should be somethin different.
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Post by: sharkinajar on March 22, 2015, 08:08:19 PM
Sorcerer Perk Pyromancer:
Everything burns. Friends, foes, and even the earth if it gets hot enough. The Pyromancer revels in flame, and seeks to ignite any foe. The flames from the burning passion of your soul seek to set anything and everything alight.

(Chaotic only)

Level 1: Alchemist's fire player tool 1/day (or perhaps item 2/reset). Resist fire 2/-. Summon theme set to fire elementals. Cold spells disabled. Ray of frost becomes Ray of flame, which has an additional effect of the target must make a reflex save or take an 2 additional fire damage per round. This will continue until the target makes the save.

Level 5: Resist fire 5/-. Flame Lash (6) 2/day. Flame Weapon gives 1d6 damage instead of 1d4 and has double duration.

Level 8
: All fire spells have +2 DC for their saving throws. +2 fire damage on all melee and ranged attacks. Fire shield player tool 1/day: for 2 rounds/level, target becomes completely immune to fire, and has a 1d8 fire damage shield.

Edit: Not really sure about the whole fire shield thing. Any ideas?
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Post by: Kinslayer988 on March 29, 2015, 10:36:34 AM
Disguise: (Rogue lv 4/6 perk)
You disguise yourself into a few forms to better blend in with a shady or noble environment.

Gives the disguises:
Hooded Contact
Masked Beggar
Masked prostitute
Handsome Bachelor
Beautiful Courtier
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Post by: sharkinajar on April 05, 2015, 03:48:27 PM
I've played a number of perks, and I feel like they need somewhat of an overhaul. A lot of them are fine and fun to play, yet some feel weak and even though the theme is good, their drawbacks make them hard to play. Haven't played many fighters, rogues or rangers, so if any have suggestions for those go ahead.

Perk changes:

Rogue-
Physician: Change Pure Bonus to Lesser Restoration 1/day


sorcerer-
Dream eater: nightmare lvl/day, sleep dispels PfE
scion: /c reset_perk command, lvl 5 dmg reduction changed to 3/+3


barb-
apect of bear: Special: polymorph at level five, Duration: 7 rounds + CON mod before raging
Cursed: Increase in % curse triggers, or lvl 8 polymorph into cursed form 1/day
Jungle hunter: Duration: Turn * (WIS mod + 7)
Mad Beserker: make it so cleave works when blinded (or when using blindfight), lvl 5 change bonus feat to ambidexterity
War Champion: Level 1: bless 1/day or heavy armor proficiency which works with barb speed and immunity. Party: Barbarian CHA mod * 3 Temporary Hit Points. Duration: 1 turn.
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Post by: Colin609 on April 22, 2015, 02:01:49 AM
Arcane crafter,
Level 1, potion brewing as feat, +5 appraise, +5 persuade
Level 5 10% reduction on exp taken away from wand,scroll, and potion making, craft wand as feat
Level 8 25% reduction, craft scroll
For sorc
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Post by: Colin609 on May 18, 2015, 01:06:22 AM
Drill Sargent: "You train characters at or below half your levels + 1 (max level 7). They receive bonus XP for getting beaten in sparring matches (time limited), whereas you regenerate up to 1/4th of your own max HP if you lose"

Change +1 to +2 or 3+ , Because at half your char level+1, the max level you can train other pcs while being level 7 is level 4 pcs, because the system rounds down. And since the starting quests gets you to level 4 it kinda makes a drill Sargent pointless without being level 7. With the +2 or +3 the max level you could train other pcs is 5 or 6


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Post by: Random_White_Guy on May 18, 2015, 05:34:58 PM
Add to the Unpredictable Sorcerer Perk a rotary summoning theme.

It makes the magic appear all the more unpredictable if with every summon cast it alternates between EFU's various summoning themes. It could at times be terrifying and evil (Shadows, spirits, demons, etc) or other times supremely powerful (einherjar, Slaad, ooze, aberrant) or everything in between.

Not even sure if it's possible to script but every single summon spell brings up a different creature from EFU's various themes so their conjurations are ultimately unpredictable.
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Post by: putrid_plum on May 18, 2015, 05:53:01 PM
This isn't a new perk but a suggestion for all ranger perks.  Perhaps give rangers with 8 levels, to encourage pure ranger and less 6 ranger / 'x' other class, +1 dodge armor class bonus against your favored enemy.
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Post by: sharkinajar on May 28, 2015, 11:55:43 PM
Rogue:

Fisher- Pure bonus +3 EFUSS fishing
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Post by: xXCrystal_Rose on May 28, 2015, 11:57:22 PM
Barbarian







Bloodrager

Themed for something like Loviataran warriors who claw at their faces raking blood in frenzy before battle or reckless berserkers throwing armor and caution to the wind burning themselves out. Screaming wildmen or suffering repentants growing more desperate or zealous the closer they come to death.


Rage: Applies an effect similar to Masochism, but perhaps stacking until the rage ends instead of just one round. When Rage is activated the barbarian suffers a % of max hp as self inflicted damage.


Level 1: 0% DI, fatality comes at -15 health.
Level 5: 0% DI, Toughness
Level 8: 0% DI, Fatality comes at -20 health, Survivor perk





Sorcerer




Plagueborn/Cancer Mage


Strange sorcerers and witches born of a sickly mother, queer sewer dwellers and madmen, cultists praising the most poisonous and infectious of natures aspects. These are people who revel in sickness and even draw their power from the blights that they carry within them, be they willing or unwilling hosts.



Level 1: +2 vs disease, +2 vs poison, Talona's Kiss - The sorcerer is afflicted with a random contagious disease every rest. They are not given a fortitude saving throw to resist contraction, but the host may save to resist the ability drains and other effects.

Level 5: +2 vs disease, +2 vs poison, Talona's Dagger - Opponents who fail a saving throw vs the sorcerers spells are also automatically afflicted with a random contagious disease as if they had also failed the disease check. They may continue making fortitude saves to resist the harmful effects thereafter.

Level 8: +2 vs disease, +2 vs poison Talona's Gift - The sorcerers familiar perishes under the sickness carried by its master. Instead one of the diseases or tumors the sorcerer carries absorbs its power and partial or complete sentience. The strange and grotesque power drawn from the diseases in the host manifest in odd and unpredictable ways, not always beneficial to the one who carries them (or those around them). Random effect bestowed upon the sorcerer similar to Gift of Pandemonium. Maybe they might gain sores that ooze a nasty pustulant liquid at all times which protects them or hurts those who touch them, maybe their contagion becomes more virulent, maybe they gain a special contagion like the moanderite disease, maybe they can afflict a follower with a disease that also regenerates them as long as the contagion survives, who knows how the queer disease magic will evolve! Perhaps if approved they could even try to guide and cultivate a certain type of disease for this to manifest to with the aid of DMs and other cancer mages and worshippers.
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Post by: Bearic on June 07, 2015, 02:54:49 AM
Some big, likely silly ideas.


Skin Grafter (Evil Only):

Sorc perk:

Grants the ability to make use of items in game akin to a sort of alchemy system, with positive and negative effects attached to most objects used. For example, perhaps, let troll warts and certain binding agents, like guts and sinews to cast monstrous regeneration.


Likewise, at level 5 or 8 you could allow for certain permanent grafts that would lower either wisdom or charisma and make you kill on sight for terms of pvp conflict.


Maybe give spell failure entire, or a percentage.



Therianthrope:


Sorc Perk:


Disable normal spells like with a mimic, however instead of casting spells, the Therianthrope gains a certain amount of polymorph self abilities.


Basic Polymorph: As the spell, Polymorph Self it can be cast as long as a spellcraft check is made at increasing DC per usage, and perhaps at a limit per day, such as 2 or 3 times at levels below 5 or 8. Otherwise, a certain amount of uses per day at current level would work.


Doppelgänger: Once per day, the caster can shift-shape to resemble something within view of the caster. While not exact duplicates, it could use a search function to find gender/race or type to transform into something similar. Examples would be transforming into a bandit while around the in-betweens, a child near lower, a watcher in upper, or a goblin in the crossroads. Consequences could be the most fun aspect if this was possible.


Lesser Polymorph: Allow the use of 3 spells from a choice of bull's strength, endurance, cat's grace, bark skin, ghostly visage, iron guts, jump, or other transmutation spells or minor illusion spells, per day, that increases by one every level. To reflect a minor transformation comparative to something the caster is transforming into.

So, for example, a level 2 Sorc with this perk could cast bull's strength, endurance, cat's grace, iron guts and then attempt a polymorph self. While a level six would have 9 spells per day from this limited selection.  

The selection could also expand once a certain level is reached, for instance a level 4 sorc could unlock level 3 spells or illusion level 2 or some such.


Baneful Polymorph: At level 5 or 8, allow a once per day use of bestow curse or baneful polymorph, perhaps with the same sort of spellcraft check used for Polymorph self.
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Post by: Grotesque on July 12, 2015, 08:04:44 PM
(Level 8 Rogue Perk)
Browbeater
[INDENT]"In the underbelly of society, followers are had through rule of fear and prejudice. The browbeater expertly attracts companions through means of demagoguery and violence."

Perk bonus: +5 Intimidate, +3 Persuade, +2 Will, +4 vs Fear, Subordinate Player Tool

Quote from: SUBORDINATEYou can bully bandits into submission for a period of time determined by your intimidate score. The amount of bandits you can have bullied into service is dependent on your charisma. Some bandits, e.g Bandit Veterans, require either more charisma or habitual payment. In practice, this would be something akin to Animal Empathy.
[/INDENT]
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Post by: sharkinajar on July 24, 2015, 10:02:42 PM
Rogue lvl 8 perk- Doctor:

+2 lore, +2 concentration, +4 heal, herbs tick for an additional 1 hp (stacks with SF heal)
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Post by: sharkinajar on July 29, 2015, 05:23:07 PM
Barbarian perk - Blitzkrieg:

A whirring mass of blades who focuses on using double-weapons or multiple blades in battle.

Medium sized or larger only.

Level 1: 5% Damage Immunity, Ambidexterity
Level 5: 10% Damage Immunity, off-hand weapon can be medium sized without incurring a penalty.
Level 8: 15% Damage Immunity, Improved Two-Weapon Fighting

Rage:
5% move speed, +4 AB, +2 STR, +1 slashing damage, -4 AC
Duration: 7 Rounds + DEX mod before raging.

Dex Modifiers to move speed, STR, and slashing damage
Level 1 Rage is capped at 5%/2/1
Level 4 Rage is capped at 10%/4/1d4
Level 8 Rage is capped at 15%/6/1d6
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Post by: Random_White_Guy on October 15, 2015, 07:24:06 AM
Rogue Perks

Minor Perk: Con Artist: From carnival barkers to swindlers you've always managed to work all the angles moving from one town to the next. With the world's end you've been forced to adapt your talents upwards instead of outwards and now find yourself with not only one side business but many managing a pleasant chunk of change through out your new home.

+2 Bluff, 4 GP wage (No stackable with higher level wages)
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Post by: Grotesque on October 18, 2015, 12:14:30 PM
These are a few monk stances intended for regular monks.

The Mourner's Melancholy
+10% concealment; medium duration

Teachings of the Flagellator
+2/- DR vs slashing; medium duration

A Glimpse...
+See invisibility/ultravision for 2 rounds; considerable cooldown

Transient Clarity
+Immune to mind-affecting effects for 1 round; considerable cooldown

The Wayward Traveller's Gait
+5% Movement Speed, +2 vs poison, +2 vs disease, +1 fortitude; relatively long-lasting.

The Art of Vanishing
+Invisibility for 1 round, -2 AB/AC for 5 rounds; considerable cooldown
 
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Post by: CondorHero on October 21, 2015, 05:04:42 AM
I know ranger get their bonus from FA.But I wonder if there is a way to give them fighting styles like they have in NWN2, through the perk system? Like ranger could stay default for the dual-wield fighting style, or select a perk to give them archery related feat and removes the dual-wield and improve two weapon fighting feat?

Archery Fighting Style:

lvl 1: Lose Dual-wield feat, gain Point blank shot and rapid shot.
lvl 3: gain Rapid Reload.
lvl 9: lose Improve Two Weapon Fighting.
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Post by: WriterX on October 21, 2015, 07:07:55 PM
A New Rogue Perk (that might cause a sudden rise in the number of Rogue Mechanics), based on the recent systems introduced by Talir for Henchmen (like Houndmaster and Ooze Savant)

Level 8 Rogue Perk: Machinist

You get a small Animatronic Companion that may be "summoned" (turned on) and follows the owner around doing his every bidding.

Initially the Animatron is no better than one of the Salvagers, but the skillful Machinist can improve his creation through the use of scraps of metal and junk. The better the quality of the parts the better you can improve it, until eventually it will increase in size and strength. Eventually, perhaps, achieving something relatively close to what the Spellguard can create!

Alas, if your creation is destroyed all the parts are lost and you will have to start over.

 
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Post by: Valo56 on October 22, 2015, 03:32:20 AM
Potentially ridiculously overpowered but the intent is to give an idea of different abilities it might have, not everything it would have. The idea is to have something similar to a hybrid of the Infuser and Ooze Master, that fills the currently empty role of fire-mages.

Ember (Sorcerer)
Fire is the ultimate weapon. It is both life and death, a force of destruction, creation and renewal. It is the purest force in the cosmos, and it answers your beck and call.

Spell Changes:
-Fire spells apply the old combust effect from the Elemental Bond perk from EfU:A. Combust itself does not add an additional combust effect.
-Spells that deal acid or cold damage are disabled for these sorcerers.
-Fire Elemental summon theme, increased duration based on Evocation foci.
-Fire elementals, strength depending on level, will emerge from cast Elemental Shields (one every 3 rounds?), fireballs (on point of impact) and combusts (a weak one on cast only).

Level 2: Fire Elemental Summon Theme, can start a campfire without oil
Level 5: 50% fire damage immunity, perhaps some fire spell castings per day
Level 8: Fire spells dispel a single elemental protection spell if the enemy fails their save and a dispel check is successful.
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Post by: Random_White_Guy on November 10, 2015, 05:52:04 PM
Not 100% certain how it balances but a different take on ranged besides Jungle Hunter for Barbarians would be cool and the Throwing Axe is a widely underutilized aspect of ranged combat.

Barbarian Perk: Axe-Master

Be it the marksmen of the dwarven war bands or the savage huntsmen of the Uthgardt the practice of death from afar with a weighted axe is older than the written word. Steel on swift wind brings a new dynamic to the barbarian lifestyle of raiding, pillaging, ambush and guerilla tactics.

Level 1: A 100% holding bag that can be only used for throwing axes with risk of retirement/other punishments, WF: Throwing Axe
Level 5: A random spawn of a throwing axe of unique type, Weapon Specialization: Throwing Axe
Level 8: Improved Critical: Throwing Axe

Ideas for Rage: Imbuing of Axes with Sonic Damage to represent howling, wind, etc. for extent of rage which scales as per other rages. Rage would boost Dex/Str instead of Str/Con, with a movement speed increase to represent guerilla tactics.
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Post by: xXCrystal_Rose on November 12, 2015, 08:01:12 PM
Adding to the Ember idea, something around the theme of burning. Not a complete copy of corroding, or maybe it would be, but sacrifice is a strong theme in fire. Ores, works of metal, gems, gold, and anything that can burn to feed the flame! Ritual bonfires and collection of offerings from PCs are usually common traits among Kossuthan sorcerers and clerics so similar to how Ooze Savant corrodes items to feed their ooze if a fire mage could burn their sacrifices to grow an ever building fire entity from an ember to something greater that would be cool. Won't need a DM to oversee every fire sacrifice, while rewarding people who go out of their way to collect matter and burn and spread flames! Plus it's something people can mess around with when the server is low to busy themselves. Oozes and hounds just look so fun!
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Post by: xXCrystal_Rose on November 23, 2015, 01:55:19 PM
Druid stuff comes up once in a while here. Nobody can contest that druids do not need perks to make them stronger. They're strong enough as is. A lot of their spells are just bad and never used, and some themes are harder to represent than others. So druid paths again! Either changing how existing things work or making useless unused spells on par with other equivalents at their spell level. Here are some general ideas.


Path of:


Water:
-Automatic moray eel form access
Maybe extended waterbreathing?



Ice:
-Barkskin is icy effect. Cold kills fungus and plants after all!
-Stoneskin is icy also.
-Flame Lash does cold damage, and a one round freeze on failed save.

The only cold damage druid spell is 5th circle Ice Storm, and barkskin visual is just out of place, but if you multiclass to avoid having the barkskin visual you lose the only ice druid spell at 5th circle. Flame lash is never used because it scales so poorly for a second circle short range spell. So this can help give more ice elemental focus to Aurilite druids and make a never used spell more appealing!

Fire:

-Flame Lash can apply a combust on failed save, or perhaps splashes 1d4 fire damage around the lashed target.
-Stone Skin becomes Flaming Hide and no longer gives soak or DR. Instead it now applies a ring of fire visual effect or an orange glow and provides a 1d6 fire shield for its duration. No fire or cold immunities like elemental shield would provide though.


Life:

-Good Aligned only.
-Something to do with healing spells. Only cast spells, not items. Maybe when a heal is personally cast it also provides 1 hp to nearby targets, and splashes 1 hp of damage when cast on undead. Wouldn't work on cure minor.


Death:

-Evil Aligned only.
-Must have GSF necromancy.
-Healing Sting becomes the same as Vampiric Touch. 2d7/2 levels, saving throw removed.
-Maybe 1d4 heal when they kill something also?

Healing Sting is probably one of if not the most poorly designed spell out there. A third circle spell to boot. For druids focused on the ending of the cycle and drawing power by the spread of death it could be made up to par with a similar third circle spell so it might actually be used.



Growth:

-Something to do with entangle or maybe spiked growth. Thematic to the overgrowth of untamed wilderness.
-The druid either gets 1d4 random seeds per reset or can harvest 2 herbs instead of 1 from plants.




Decay:


-Can't think of any suggestions at the moment.

The only decay themed spell is Infestation of Maggots, and that is a good spell already. That's really the only way to represent this aspect of nature though. Maybe this path is already represented well enough and doesn't need anything custom. Maybe instead of curing ability drains Lesser Restoration actually inflicts an ability drain.



Rot:

-Rot stuff





Beast:


-Blood Frenzy applies to allies in close proximity as well, but half the duration.
-Maybe reduced xp cost when training a companion? Or charisma bonus or some kind of AE modifier when taming. There is so much AE stuff out there and nothing to use it for.




Luminescence:


-Camouflage, One with The Land, and Mass Camouflage do not grant a hide or move silently bonus. They instead have a different effect on the druid, or potentially targets the druid casts it on!


All the brightly colored and glowing mosses, lichen and insects of the underdark have rubbed off on the druid. Maybe even literally! Some of the natural magics they call upon better reflect the light bearing traits of its environment. Buzz buzz little glowfly.



Poison:


-Gains Use Poison
-Either extended poison duration like Poisoner or a change to Quillfire, perhaps firing multiple quills as levels increase.
-Casting the Poison spell on an empty potion bottle can brew a random poison. Maybe take brew potion feat also as a requirement for that. This is for all those witches hermited out in the wilds stewing over their cauldrons of bile and surrounded by all kinds of herbs and gross animal parts!



The poison spell does get some use since it works on food and potions. It and quillfire don't tend to get used offensively though because they are a fixed DC that can't be modified from spell focus or wisdom. The only harvestable poisons around are spider poisons and certain food poisons so poisoner druids using their knowledge of exotic animals and herbs of the wilderness being able to brew alternate random types of weapon poisons besides just spider would be fun and thematic.



Totem:

Something that disables wildshape, but provides other bonuses, or when they use specific wildshapes they gain some of the traits of that animal instead. Maybe instead of turning into a bear they call upon the bear totem and gain power attack and temporary hp. Not as much power as the actual bear form itself would give since they still get to use items which would otherwise be disabled from the animal shape. Would only work on certain common totem shapes since there are so many of them out there. Shark totem sure. Beetle, alright, but don't need seagull totem. I think.










So hey, feel free to add other path ideas if there are any other prominent things! Druids are already strong, so nothing that would give any big edge. Just changes to bad spells to make them on par with others and more thematic, or alternate functions for spells or traits to better fill certain themes that could use some stronger representation.
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Post by: Bearic on December 10, 2015, 02:24:59 AM
Barb perk:

Addict

Level 1: Using drugs grants 20 % Damage immunity, gain 1 hp temporary for drinking alcohol, or restore 1 hp for drinking?
Level 5: The barbarian can reroll drug saves once.
Level 8: Gain 5% Damage immunity, cumulative with the bonus offered by drug use. Gain a 1/day use of lesser Restore to represent the addict's tolerance to his drug of choice.

Rage:

+2 Will, 2 Con, + 2 Cha, and + 2 spot and search

Rage Modifies Will, Cha, spot and search. Rage adds a bonus + 1 will for every two cha points about 10, as well. So a level 1 barb with 14 cha would receive +4 to everything, but at level 5 they would receive + 4 cha, spot, and search, and + 6 will. A barb at level 8 with 18 cha would be able to get + 6 cha, spot, and search, and + 8 will.

Level 1 rage is capped at + 4
Level 5 rage is capped at + 6
Level 8 rage is capped at + 8
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Post by: Valo56 on March 25, 2016, 07:28:17 AM
Scrapper (Rogue Perk)
You are both reviled and seen as a necessary part of Sanctuary. Whether your goal is to provide the Workmill with much needed materials or simply have turned to a sort of manic scavenging to cope with the horrors of the End, you've managed to assemble quite the collection and have found some remarkably unique applications for these bits of wire and rusty nails.

Pure Bonus: The Scrapper receives a makeshift suit of "armor" that improves as more scrap is added to it. Small chance of finding more scrap, and even some useful scrap, in the Machine.

It'd be nice if the armor could be largely randomized in appearance, though with more or less the same rusted color scheme. "Improvements" to the armor could be temporary and require scrap to be applied, in much the same way that the temporary buffs to the Ooze Savant's familiar work. I think it should be a level 4/6 perk, maybe even taking up both slots. However, maybe the strength/availability of certain improvements could be level restricted.
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Post by: sharkinajar on March 28, 2016, 12:58:13 AM
Seeing how wizard's are vastly superior to sorcerers in terms of abjuration, here is a perk idea which I think would balance it out.


Abnegator:

Sorcerer's with the ability to proved the ultimate protections and the power to take it all away with a simple incantation. Unlike their book-keeping counterparts, they are solely devoted to these two tasks, and excel at such.

Level 1: Resistance (1) 3/day, Resistance gains 5 more damage soak (total at 5 without any spell focus, 10 with SF abjuration, and 15 with GSF abjuration), Per reset gain a random potion of protection from a specific element

Level 5: Circle of Protection against Alignment now also grants Endure Elements to anyone it effects, Clarity gains an additional 2x duration. Lesser Dispel/Dispel now dispel an additional spell when targeted on the ground

Level 8: Stoneskin can absorb an additional 25 damage, lesser spell breach and greater spell breach lower spell resistance by another 3 (for a total of 6 SR for lesser and 8 SR for greater)
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Post by: Adhesive on March 31, 2016, 12:10:49 AM
I'm trash at balancing, but I think I communicated the general idea for the perk.

Runic Barbarian
Naturally suspicious and insular, you mistrusted outsiders to your tribe even before the sun died and the eternal night fell. Now with the deaths of your tribes young caused by the strange red star, the subjugation of your people at the hands of the powerful and strange dread masters, you know you can trust only the familiar powers of the spirits your people have worshiped for centuries.

Level 1: Ascetic item restrictions. 10% damage immunity. +1 regen. Choose 1 rage/day
Level 5: 2/- damage reduction. +5 heal. Choose 2 rage/day
Level 8: 15% damage immunity. +2 regen. Choose 3 rage/day

Default barbarian rage disabled.
Runic Rage may be selected using the crafting menu in slots 1, 2 or 3. Each rage may be used 1/day with a 10 minute cooldown. Each rage lasts for 7 rounds + 1 per 3 barb levels.
Rage may be activated with /c rage 1, 2, or 3

Steadfast Mountain
+2 STR, +3 CON +1 per 4 barb levels, +2 AC, 20% damage immunity, -20% movement speed, +5 taunt +1 per 3 barb levels, immune to first circle spells, +1 additional regen

Raging Tiger
+3 STR + 1 per 4 barb levels, +2 CON, -2 AC, +10% movement speed, +3 reflex, +5 concentration +1 per 3 barb levels, +5 discipline +1 per 3 barb levels

Dragon's Scales
+2 STR, +2 CON, -1 AC, 20% Acid immunity, 20% Fire immunity, 20% Electric immunity, 20% sonic vuln, 20% negative vuln, 20% cold vuln, +3 fort, +1d4+1 magical damage shield

Serene River
+3 WIS +1 per 4 barb levels, +2 CON, +3 will, +5 heal +1 per 3 barb levels, +5 listen +1 per 3 barb levels, 10 sr + barb level/2 rounded down
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Post by: EventHorizon on March 31, 2016, 05:58:44 AM
I'm really serious about this one, so here's something from the Pure Bards thread (http://www.efupw.com/forums/forum/main-forums/suggestions/656278-pure-bards?p=656293#post656293).

Adjustment of Pure Bards and Spellsinger/Dwarven Barreller perks.

Give all pure bards -20% arcane spellcasting failure. This allows them to wear studded leather armour. Then give the Spellsinger perk -10% additional failure negation, allowing them to wear chainmail. Add a Ranger-like clause that negates these traits in heavy armor EXCEPT for Dwarven Barrellers.
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Post by: Bearic on April 19, 2016, 12:14:27 AM
Bard Perk

Painter:
Artist Perk
Appropriate song.


Fighter Perk

Lumberjack

level 1: Weapon focus Handaxe and Battleaxe
Level 5: + 2 carpentry / woodworking
Level 8: + 1 ab and damage versus Constructs.

/c fighter perk: +1d8 HP, + 5 damage versus Constructs, lasts 2 turns.
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Post by: Bearic on April 23, 2016, 01:05:17 AM
Sorcerer Perk:

Antipode:

Not all bloodborn find their powers in magic alone. Some, though born into it of a kind, find the weave as it is as deplorable as those defiant of the Red Star. For those that complete their journey, or are born into it, transformed into it, perhaps, they walk a path where magic is rendered in their wake.

Level 1: Monk AC feat, Divine Grace Feat, Ascetic Spell and Item restrictions. Can spawn Hostile magic eaters that scale per level, and raise in allowed summons at a time as per a summoner's point system.
Level 5: 3 dispel magic uses per day, /dispel command on weapon. Can Access Monk Stances.
Level 8: +5 Concentration, and Spellcraft. Can cast Greater Dispel as a level 4 spell.


It could be done that they were limited to just adjuration spells, if it were too imbalanced, but aside, I think the monk ac and divine grace could make them survivable while a really interesting reason to play. Aside, I would give them 100% spell failure, and give them lesser dispel, dispel, and greater dispel castings alongside other strip spells only, and the feats listed above.

Just an idea. =]
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Post by: Anonymous Lemur on June 12, 2016, 08:46:12 PM
With some really neat new modifiers being seen in game for certain casters. I'd really love to see a perk set around filth, disease and pestilence. This would be a universal perk that is based around gaining strength from disease rather than being inhibited by them. So instead of losing 1d4 wisdom and int for being inflicted by burrowing maggots you gain a smaller amount of wisdom and int. The main drawback for the perk would be whenever you make a saving throw against disease all nearby allies must make a saving throw or be diseased and receive the negative effects associated with said disease immediately.

This would provide characters who follow the gods of pestilence like Talona and Moander with a way to create instant enmity to other players just by existing, while also allowing them to provide the thematic relief/affliction of diseases to supplicants. Characters without the aid of a cleric/druid will have the strange task of seeking out ways to inflict various diseases upon themselves creating a lot of weird scenario's for those involved. The character will have to -fail- the dc on the disease to benefit from it. This makes it more beneficial to characters with lower fortitude saves or those who invest heavily in items with negative saving throws against disease.

The only requirement for this perk would be to follow an appropriate deity such as Talona, Moander and perhaps Ghaunadaur. The positive effects of the disease would stack with other spells and so the numbers on the buffs should be suitably low given their duration.

Here are some examples of disease effects:

QuoteBlinding Sickness: +1 strength. End of 24 hour effect: +1 strength Ultravision
Mummy Rot: +1 Constitution. End of 24 hour effect: +1 constitution
The Shakes: +1 Strength. End of 24 Hour effect: +1 strength
Filth Fever: +1 int. End of 24 hour effect: +1 con
Red Slaad Eggs: 4d6 Magical damage taken as before, knocked prone for 2 rounds, no ability damage, but the slaadi becomes your henchman for 1 turn per character level. End of 24 hour effect: +1 strength +1 con

I realize this is all just fantasy and it would probably be an absolute nightmare to script, but I think it'd be a neat so I figured I'd post it.
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Post by: Elfception on June 12, 2016, 10:10:30 PM
Actually, your idea is -really- good, I like the idea of diseases and such empowering the "Blightbringer" so to say, and infecting those around them negatively. Maybe put in terms better suited for a perk suggestion if you don't mind me doing so Lemur: If I completely butchered your idea and you don't like it just tell me and i'll have it deleted, your post inspired this after all.

Blightbringer:

-Evil Only
-Must serve a god of plagues, sickness, rot, or wasting to receive the Blightbringer blessing

While disease, plague, and sickness has ravaged every corner of many worlds there have always been those who dedicated themselves to the very gods that created the first plagues, the very gods who would see the world waste away in rotting plague and sickness, and their disciples have found that whether through dark sorcery, or the blessings of these dark gods, they have managed to become harbingers of waste and plague, carrying the worst of illnesses everywhere they go, watching as everything around them becomes afflicted and wastes away.. And these disciples, they too waste away.. But the unnatural blessing or magic that sustains them only makes them grow stronger even as their body falls to ruin.

Level 1: The Sorcerer is afflicted with a random disease/plague every rest and cured of their previous sickness given from the past rest. -1 Charisma (Body Begins To Waste Away), Plagues and Diseases now give beneficial effects to the Sorcerer, the bonuses depending on the plague/disease they are currently suffering from

Level 5: The Sorcerer now receives an aura that forces all around him to make a save against disease or be inflicted with their current plague/disease. Contagion Spells DC's are boosted significantly and now inflict only the worst of plagues (Scripted so that it only chooses from specific plagues that are particularly hindering), Additional -1 Charisma (The Sorcerer begins to take on the appearance of a leper, his facial features warping and showing signs of decay), Flies

Level 8: Additional -1 Charisma, Upon Reaching 8th level the Blightbringer has become a true harbinger of plague and waste, a sickening champion of disease, it is upon becoming so afflicted and attuned with illness that the Blightbringer must roll 1d20 and be permanently afflicted with a deadly wasting plague, curse, or disease like no other, while these plagues and illnesses will empower the Blightbringer far more than any of the before plagues or diseases, the Blightbringer's time becomes limited, as even magic cannot sustain the Blightbringer's body from eventually dieing and falling apart from these powerful plagues. This plague is considered a supernatural plague that will not replace the Blightbringers previous disease/plague every rest, nor will his aura inflict this supernatural plague on others, it will inflict the plagues and diseases he gains from resting only, the supernatural plague is his to endure and suffer alone, at the boon of gaining greater power.

I have no particular suggestions for the benefits and empowerment that each plague or disease should provide, perhaps whatever you normally take penalties in, you instead gain bonuses in, with room for special effects for diseases like Red Slaad Eggs perhaps conjuring a 24 hour or until rest slaadi minion that isn't too powerful, but useful, I think a good suggestion for the disease empowerment though it could be weakened as mine might be asking a bit much, grant the complete opposite of what it inflicts, Mummy Rot inflicts 1d6 constitution damage? So gain 1d6 constitution instead that lasts for a decent amount of time, and once it runs out, decreases to only 1/3 or 1/4 of its bonuses that last as long as the Blightbringer is afflicted with that particular disease.

As to the 1d20 table a few suggestions
Bubonic Plague, Death Rot, Living Death, Scarlet Fever, Smallpox, The Withering

Resource for a few diseases: http://www.dandwiki.com/wiki/3.5e_Diseases
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Post by: One_With_Nature on July 20, 2016, 02:01:02 PM
Association Perks (Lower)

Cult of Ooze
Level 1: Receieve 3/day ooze placeable
Level 5: summon ooze (2) 1/day
Level 8: +1 acid damage to all attacks
Favoured of the ooze (Dm approval only)
Glows green and leaves an oozing trail behind them. Worn armour occasionally spits acid and reduces attackers ac by 1.

Cult of Ibrandul

Level 1: Receieve 1/day shadowstuff
Level 5: 1/day darkness item
Level 8: Can rest in the wilderness without a fire / +1 hide/ms in caverns
Favoured of Ibrandul (Dm approved only)
Worn helmet receives the shadowy effect &
When struck in combat small chance that the shadows will come to you aid (similar to chaos shield)

Cathedral of the Ascension
Level 1: 3/day light ability
Level 5: searing light item 2/day(5)
Level 8: Ultravision (as spell) granted on helmet (to represent their gaze piercing the darkness).
Favoured of the Ascension (Dm approved only) Recieve a faint glowing light aura, when struck has a chance to trigger a divine shield inflicting 1d4 divine damage to the attacker.
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Post by: Pentaxius on July 21, 2016, 04:28:27 PM
With the new EC faction, I feel its time to revisit the aberrant-aligned sorcerer perks.

Eye disciple
Level 1 : +4 spot, +4 search. On every reset, receive a single-use beholder theme focus if you do not already have one.
Level 5 : Can use eyeball rays (Frost ray 3/day, inflict wound ray 3/day, daze bolt 1/day)
Level 8 : Gain permanent see invisibility.

Drooler
Level 1 : Lobotomized (random intellectual impairment to role-play) Inject drool 2/day.
Level 5 : 10% physical DI, Spit drool 2/day, immunity fear.
Level 8 : 20% physical DI, immunity mind-affecting.

QuoteInject drool
On a subdued PC, acts as a long lasting dominate person (turn/level)

QuoteSpit drool
Ranged touch attack. On a hit, victim saves fortitude DC 10+drooler level/2+Charisma modifier. On a failed save, the target is affected with a blue glow for 1 round/level, suffers 1d8+level acid damage and is slowed for 1 round/level.

Star-touched freak
Level 1 : +4 EFUSL astronomy. On every reset, receive a single-use aberration theme focus if you do not already have one.
Level 5 : Spell immunity : Evard's black tentacles
Level 8 : Far realm portals 2/day

QuoteFar realm portals 2/day
3 round incantation. Teleports the star-touched freak and his allies into the twisted realms above. Sanity ticker (similar to drowning effects based on WIS). This is similar the steward ley traveling except it uses the stars as a medium of teleportation. Used to access exotic, aberrant-themed places like the lower-dark.

 
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Post by: OneForAll on July 22, 2016, 05:00:18 PM
Quote from: WriterX;n647052A New Rogue Perk (that might cause a sudden rise in the number of Rogue Mechanics), based on the recent systems introduced by Talir for Henchmen (like Houndmaster and Ooze Savant)

Level 8 Rogue Perk: Machinist

You get a small Animatronic Companion that may be "summoned" (turned on) and follows the owner around doing his every bidding.

Initially the Animatron is no better than one of the Salvagers, but the skillful Machinist can improve his creation through the use of scraps of metal and junk. The better the quality of the parts the better you can improve it, until eventually it will increase in size and strength. Eventually, perhaps, achieving something relatively close to what the Spellguard can create!

Alas, if your creation is destroyed all the parts are lost and you will have to start over.

 

Well, writerX? Eningeer bait right here!

Maybe something like an animal companion, permenant duration, with a chat system akin to the necromancy system? Or maybe just a reskin and rebuff of the necromancy system with a machine companion.
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Post by: Pentaxius on July 22, 2016, 06:27:09 PM
Spellguard/Engineer perk based PrC. The equivalent of a palemaster, except Machine themed.

Animator PrC

QuoteControl Animatron 5/day
Similar to control undead. DC 10+level/2+Int mod vs Will, Construct becomes an ally until death. Maximum 1

QuoteImprove Animatron
Similar to necromancy system, except applied to Animatrons. Costs Baublium.

QuoteSupreme Engineering
+5 EFUSL engineering +5 Craft trap. Receive a random, powerful contraption every reset





 
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Post by: Silverfang906 on July 26, 2016, 02:56:19 PM
War champion

Level 1: Maybe 1/day divine shield? Could also even be bless or heck even +4 persuade

 
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Post by: Hound on October 03, 2016, 05:41:22 PM
Soulsinger

Bard perk, unique songs, immune to friendly magic (ascetic)

Sacrifice own stats and abilities to strengthen aura of song
Significant increase (+1 at 3, +2 at 5, +3 at 8) to every circle
Every soulsinger song provides scaling SR bonus and temporary DR for the bard whilst draining their movement speed.
Freedom of Movement does not negate.

Description:

Yours is a twisted, tarnished spirit. Marked as anathema by the very Weave itself, you have found yourself afflicted with
an arcane cancer that torments your mind and flesh with the havoc every act of spellcasting wreaks on your animus. Yet you,
 in your deranged ambition, have wrested power from your own soul and imbue its very essence into your music, resonating
with the very song that ripples through the foundations of the world.



Level 1:
Magic restrictions apply: the Bard can only benefit from its own spells. Items do not work.
Permanent -10% Movement Speed
Slow regeneration, 1HP/12 sec
1/- DR, 11 SR, -3 Universal when singing
Healing spells cast on self are empowered.

Unique song progression, buffs differ according to song purpose.

Level 3:
+1 casting slot to all spell circles (does not circumvent circle level progression)
3/- DR, 13 SR, -3 Universal when singing

Level 5:
+1 casting slot to all spell circles (does not circumvent circle level progression)
Slow regeneration changed to 2HP/12 sec
5/- DR, 17 SR, -3 Universal when singing

Level 8
+1 casting slot to all spell circles (does not circumvent circle level progression)
Slow regeneration changed to 3HP/12 sec
8/- DR, 24 SR, -3 Universal when singing


Song examples:


BELLICOSE CHANT OF THE BATTLEBORN

Level 1:
ALLIES: +1 AB, +1 STR, +1 CON, +2 Fortitude, 1HP/3 sec regen
SELF: -2 AB, -2 STR, -2 CON, -3 Fortitude, 1HP/3 sec regen, -30% Movement Speed

Level 5:
ALLIES: +1 AB, +2 STR, +2 CON, +3 Fortitude, 2HP/3 sec regen
SELF: -2 AB, -4 STR, -4 CON, -4 Fortitude, 2HP/3 sec regen, -30% Movement Speed

Level 8:
ALLIES: +2 AB, +2 STR, +3 CON, +3 Fortitude, 2HP/3 sec regen
SELF: -4 AB, -4 STR, -6 CON, -4 Fortitude, 2HP/3 sec regen, -30% Movement Speed

BOLERO OF THE BLOODIED BULWARK

Level 1:
ALLIES: +1 AC, +1 CON, +1 Universal, 1/- DR Physical, +10 Temporary HP
SELF: -2 AC, -2 CON, -1 Universal, +10 Temporary HP, -60% Movement Speed

Level 5:
ALLIES: +2 AC, +1 CON, +1 Universal, 2/- DR Physical, +15 Temporary HP
SELF: -4 AC, -2 CON, -1 Universal, +15 Temporary HP, -60% Movement Speed

Level 8:
Allies: +3 AC, +2 CON, +2 Universal, 4/- DR Physical, +20 Temporary HP
SELF: -6 AC, -4 CON, -2 Universal, +20 Temporary HP, -60% Movement Speed

SIBILANT SCREAM OF THE SERPENTINE

Level 1:
ALLIES: +1 AB, +1 Acid Damage, +1 DEX, +2 Saves vs Poison, +1 Reflex, +10% Movement Speed
SELF: -2 AB, -2 DEX, -3 Saves vs Poison, -2 Reflex, -80% Movement Speed

Level 5:
ALLIES: +1 AB, +2 Acid Damage, +2 DEX, +4 Saves vs Poison, +2 Reflex, +15% Movement Speed
SELF: -2 AB, -4 DEX, -6 Saves vs Poison, -4 Reflex, -80% Movement Speed

Level 8:

ALLIES: +2 AB, +3 Acid Damage, +3 DEX, Immune to Poison, +4 Reflex, +20% Movement Speed
SELF: -4 AB, -6 DEX, -6 Saves vs Poison, -5 Reflex, -80% Movement Speed

SONNET OF THE SPELLBREAKER

Level 1:
ALLIES: +5 SR, +1 Magic Damage, +1 WIS, +2 Will
SELF: -2 WIS, -4 Will, -40% Movement Speed

Level 5:
ALLIES: +10 SR, +1 Magic Damage, +1 WIS, +3 Will
SELF: -2 WIS, -5 Will, -40% Movement Speed

Level 8:
ALLIES: +10 SR, +1d4 Magic Damage, +2 WIS, +4 Will, Silence Aura
Self: -4 WIS, -6 Will, -40% Movement Speed
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Post by: Pentaxius on October 12, 2016, 02:53:10 PM
WARLOCK

Bard perk. Application required.
Unique Eldritch blast and powers, bard song disabled.

QuoteEldritch Blast
1d6 fire damage per 2 level. Range attack. Replaces normal attack. Two eldritch blasts per round at level 8 (at -5 AB for the second). Spell resistance applies.

QuoteManifestations
Modifies the basic Eldritch Blast. Similar to sapper grenades in function.

Examples

Manifestation of Shadows
Eldritch Blast becomes negative energy. Fort save DC 10+Warlock level/2+CHA mod or -2 STR.

Manifestation of Styx
Eldritch Blast becomes cold damage. Fort save DC 10+Warlock level/2+CHA mod or target is slowed for one round.

Manifestation of Null
Eldritch Blast becomes 1d4/2 level magical damage. Target is hit with lesser dispel magic (CL 5).

Manifestation of Limbo
Eldritch Blast becomes 1d4/2 level acid damage. Fort save DC 10+Warlock level/2+CHA mod or target is confused for one round.
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Post by: Heart Of Oak on November 09, 2016, 06:00:09 PM
I'm not the best at knowing what can and can't be done with NWN but here are some loose suggestions for druid kits.

Vermancer. Neutral Evil

This druid has dedicated their life to the protection of and communion with the often less desirable vermin of the world.

Add vermin to the list for animal empathy (New skill/feat?)

Allow vermin as companions.

Monstrous Beetles and queen spider wildshape forms.

Gauntlets are equipped and cannot be removed giving the Vermmancer extra damage in unarmed combat, upgraded at lvl8

Web spell

Perday abilities; Disease cone, Poison cone.




Elemental Druid. Chaotic Neutral

This druid has dedicated themselves and continues to work with the prime elements.

Add Elementals to the list for animal empathy (New skill/feat?)

Below lvl 8 - basic elemental forms and summons. 1/day random flame/ice/acid/electrical berry.

At lvl 8 the druid must choose an element to attune to. Powerful single elemental form and summon. Alignment shift towards the chosen element

1/rest flame/ice/acid/electrical berry of chosen element.

Spells - Acid splash, electric jolt, flare, ray of frost.
Ice dagger, burning hands.

At lvl8 new spells become available according to the attuned element chosen.

Fireball, Gust of wind, Lightning bolt, Acid breath.




Hunter of Undeath. Neutral Good.

This druid has dedicated their lives to putting to rest the undead and slaying those who raise them.

Turn undead feat/ability

Protection from Alignment , disrupt undead and Aura of glory spell.

1per/rest random, improved version of holy water throwable or bullets.





Aspect of the Balance - Lawful Neutral.

Before the darkening and the loss of the surface world, this druid had become the very embodiment and a true guardian of the Balance that so many druids hold dear.
Even now, in the face of the shattering of that Balance, this druid maintains their vigil.


Feats - Monk AC bonus, still mind, purity of body and wholeness of body at their respective levels.


Spontaneous casting for healing spells.

Unique summoning theme. Instead of conventional summons the druid calls upon various "aspects" of the Balance (similar to the Law theme?) Birth- An immobile beacon that summons random animals to fight beside the druid over time. Life - an immobile minor healing beacon which heals allies slowly over time.
Death- an immobile beacon that deals negative energy dmg over time.
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Post by: granny on November 10, 2016, 07:32:09 AM
Vermin Keeper (Druid Kit)
The vermin keeper is one that has devoted themselves to the tending of the verminous creatures of the Underdark for so many years that slowly they have became less and less farmiliar with the ways the other creatures, lurking away even from other druid circles. Their companions and trusted fellows are the skitering beings that little by little are attracted to the Keeper, whose body becomes the host of several colonies of insects and arachnids.

Permanent Visual Effect: Insect Swarm

Restrictions:  [INDENT]Wildshapes restricted to insect and arachnid forms
Creature companions restricted to insects and arachnids
Is attacked by all sorts of creatures but vermin
Cannot AE creatures
-2 CHA
Cannot wield weapons
Summoning themes restricted to spiders or insect swarm
No Neutral Good[/INDENT] Bonues:  [INDENT]1st Lvl: Web 1/day; +1d4 negative unarmed attack (requires gauntlets); vermin swarm towards the druid (cannot be toggled off)
5th Lvl: Unarmed attacks have a small chance of inflicting Infestation of Maggots;2/- physical damage resistance, Additional Spell: Endurance 1/day (self only); Poison Cone 1/day; Disease Cone 1/ day; more vermin swarm towards the druid
8th Lvl: Bonus Feat: Deflect Arrows; Evil Blight 1/day; Creeping Doom 1/day; Disease Immunity; stronger vermin swarm towards the druid; Acess to special wildshapes: Insect Swarm and Beast of Pestilence
9th Lvl: Aura of Pestilence (1/day a random EFU custom disease starts surrounding the druid, forcing anyone nearby to make a fort save or be inflicted with it; cannot be toggled off)[/INDENT]
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Post by: MiddleGround on November 21, 2016, 05:23:51 AM
Dwarven Battle Charger

(Dwarf only)
Filled with the adrenaline of charging into battle side by side with their brothers and sisters in arms these dwarves excel at leading the charge. Dodging the swinging weapons of their foes they bringing honor as well as victory to their clan, even if they are a bit reckless.

Level 1: 5% DI, Mobility
Level 5: 10% DI, +3 Discipline
Level 8: 15% DI, Battletide

When raging
+4 Str/Con/Checks vs Fear
-3 Wis/Ac
10% Movement bonus
2+ blunt Damage

7 rounds + con mod

Charisma modifiers to Movement speed and Blunt damage
Level rage is capped at +10%/+2
Level 4 rage is capped at +15%/+3
Level 8 rage is capped at +20%/+4
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Post by: Gentlemen of the Empire on November 22, 2016, 06:58:03 PM
Rogue Minor Perk: Fletcher

"Whether a crafty poacher or rooftop lookout, you have learned that the right arrow in the right place ends most disputes."

Spawns a bundle of magical arrows each rest.
+1 spot

Rogue Minor Perk: Hold-up

"Easy to use and a terrifying weapon in the right hands, there are few who would dare make sudden moves when your weapon of choice is pointed towards them. Those that do quickly learn a valuable lesson."

Spawns a bundle of magical bolts each rest.
+1 Intimidate
 
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Post by: MiddleGround on November 23, 2016, 06:38:25 AM
Ranger Favored: Ooze
5 damage reduction vs acid
5+ vs poison


 
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Post by: Pool on November 28, 2016, 10:53:47 AM
Pikeman (Fighter)
Pikemen are the most basic infantry in any army, armed with polearms to devastating effect. With the advantage of reach alone, many novice combatants have been trained to inflict great harm in the short timespan of a month. From the Dalelands Farmer with a sharp rock and a stick, to the Archendale Soldier armed with a well forged Glaive, the Pikeman's use in battles across Toril have been tried and true beneath the test of time, and remain well valued to this day.

Level 2: 1D4 additional piercing damage to the wielder's damage when wielding a spear (so that their damage may look like 1D8+str/half+1d4), and a 1D2 additional piercing damage to the wielder's damage when wielding a halberd (so that their damage look like 1D10+str/half+1D2).
Level 6. Bonus Feat: Improved Initiative.
Level 8: +4 discipline.
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Post by: Zango_Unchained on December 10, 2016, 04:40:01 AM
Scrounger (Rogue level 8)

"Finding the forgotten and ignored, the false bottom of a crate or the dusty skeleton in the rubble. The lost relics and trinkets of the world are yours to find for in a world of the delicate you're the one who gets down and dirty. A boon to adventurers and merchants everywhere. When something is lost, they know who to call."

Bonus: +4 Search, Open Lock, and, Spot, 5% physical DI. When ever you search a container you have a chance based on your search, spot, appraise, and, lore of finding an additional piece(s) of random loot. You also gain a special light weight shovel.
 
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Post by: Zango_Unchained on December 11, 2016, 06:23:51 PM
Ruiner (Barbarian|Evil only)

"You have left ruin in your wake, dozens of corpses which twitch and heave in the path of your culling blade. The dead never lay still when your damned bloodline goes to war and this talent once hated and disgusted has finally had room to grow. What ever sinister power cursed your blood line or dark pact was made to grant this most unholy of potency it shall be put to dark and glorious use."

Level 1: 5% Damage Immunity, +3 intimidate, Negative energy resist 1/-
Level 5 : When you kill a foe there is a small chance it reanimates into a Zombie, +2 lore, +2 Spell craft, Negative energy resist 3/-
Level 8: 10% Damage Immunity, You can now have additional animated zombies, Bonus feat SF: Necromancy, Negative energy resist 5/-

Rage:
+1 Ab +2 Con +1 Will 5% physical DI 5% negative DI -2 ac
Duration: Rounds/level + Cha Modifier

Special: +1d4 negative damage against Good alignment. If Charisma is 14 or higher: CL 1 Negative energy burst on hit

Charisma modifies to Ab/Con/Negative DI
Level 1 rage is capped at +1 +2 5%
Level 4 rage is capped at +2 +4 10%
Level 8 rage is capped at +4 +8 15%



Embalmer (Sorcerer|Evil Only)

"Gray gloves they call them in the dark, the Jergalite and corpse tender. You may call to the lord of nothing or to some other aged power of death, but one thing is certain, you are a rehearsed hand around the dead. You know what is needed to prepare these forms for their mandated duties and what is required to ensure they reach their full potential in death. You are not unpracticed or maddened like that of the lesser arts of animators. No, you are an artist of death, your creations the pinnacle of undead manifestation."

Spell Changes:

Flame weapon becomes necrotic infusion, when used on a corpse you grant it a powerful boon, infusing it with unholy powers through the carefully scribbled runes on its form. +d4 negative damage and +2 ab to what ever weapon the undead is holding.

Stone bones becomes Crypt skin, Castable on yourself and undead you have summoned, +3 ac +1/3 levels Natural Ac, 15% physical DI.

Stoneskin is selfcast only, when casted it applies a Soak 10/+5 for 50 points of damage to your undead.

Haste is selfcast only, when casted it makes all undead gain 20% movement speed.

Flame hands damage becomes negative as does its combust ticks and for every target hit, the caster gains d4 temp hp for 1 turn.

Combust becomes Foul Bloom, if casted on a person it will work normally with negative damage being done instead of fire applying a stacking 10% slow, if casted on an undead it grants the corpse a damage shield of d8 negative damage for Turn/Level


Level 1: Animate dead token 1/day. Gain an Embalmed Corpse per RESET, +4 heal, +4 lore. You may only animate a single corpse.

Level 5: +5 Alchemy +5 Painting The maximum ceiling for undead augmentation increases. Summoned undead gain turn resistance of your level +2

Level 8: Animate dead token becomes 2/day. You gain TWO Embalmed Corpses per RESET, You may animate two corpses. +4 Spellcraft, the ceiling for undead augmentation grows even higher.
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Post by: Zango_Unchained on December 12, 2016, 03:15:59 PM
Heretic Level 8 perk (Rogue)

"Damn their Dogma and to the rest, a seat in the blasted and overfilled hells. You have fought against the clergy of a region and their ways, be you a Talontar Poisoner or Tormite crusader, warring in the name of the divine against your foes relentlessly. Yet, as the lords above grew silent so did your faith, and your war became one of survival instead of reaping holy vengeance. You take what tools you need to survive now, damning holy purpose."

Perk Bonuses: +3 UMD, +2 Will | UMD can now unlock a single Relic-guardian item at a time, DC for use being 15 + Spell Circle + Cleric level, you can also absorb the power of guardian relics.
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Post by: zDark Shadowz on December 13, 2016, 09:38:45 PM
Contriver perk alteration:

Mage Armor spell to provide a minimum of +2 AC regardless of armor-type, or apply a temporary property of weight reduction.

Reason: This sorcerer perk won't be using its light or medium arnor proficiency when they can cast Mage Armor on a robe (thats more likely to provide spell slots for Sorcerers) for the same AC, no armor check penalties or DEX modifier caps and save a considerable amount of weight in the process.
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Post by: sharkinajar on January 01, 2017, 01:15:19 AM
Weapon Animator (sorcerer):

A sorcerer whom is attuned to weapons, and able to call them to do their bidding in battles and slay their enemies while they stand watching from a distance.

Level 1: the sorcerer's equipped weapon has +3 vampiric regeneration (From lifestealer perk, to give your weapons Vamp Regen), Shelgarn's (5) 3/day.

Level 5: Magic Fang (2) 2/day, Greater Magic Fang (8) 1/day, Bless (2) 2/day. Gain 2 plain quarterstaves on Rest.

Level 8: Gain a special Quarterstaff that is not destroyed by Shelgarn's. Gain this only once.
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Post by: Echigo on January 01, 2017, 09:30:57 PM
Quote from: Pentaxius;n667916WARLOCK

Bard perk. Application required.
Unique Eldritch blast and powers, bard song disabled.





I legit just wanna see a Warlock perk. PLEASE, TALIR!
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Post by: Kinslayer988 on January 24, 2017, 06:58:12 PM
Sorcerer Perks

QuoteFar-Minded

You have heard them calling for you. They speak to you in indescribable tongues. Secrets await those who search outside this ignorant world. Few dare follow this path.It is as much a path of knowledge as it is a path of madness. To delve into the alien mind is to remove all known logics, all known standards, all previous truths to the human mind... Will your mind survive the eldritch truths? Or will it turn to mush as you delve deeper and deeper...

Level 1: Lore +3, EFUSS Astronomy +3. random -1 Star/aberrant summoning theme

Level 5: Clairaudience/Clairvoyance 3/day, -2 Wisdom

Level 8: The Brink of Madness. You are near the peak of truth... you delve deeper than you ever have into the recesses of your mind.... and confront the madness within. Grab a DM and roll on the Brink of Madness table when you hit level 8. Possibility of permadeath. Regular star/aberrant summoning theme.

Required: Non-good alignment

QuotePlaguebearer

Long has the desire to make someone rot been in the mind of men... long has plague and poison been seen as a righteous justice on the deserving... and long have you held this strange power. Whether it be the streets, sewers, swamps, or bogs, you have not only survived, you have conquered it. Your own body now a living vessel for plague. You are content to spread it wherever you go... content to see the world that rejected you punished.

Level 1: Rot or rat summoning theme. Immunity: Disease, Armor has On-hit: Contagion, vermin do not attack you.

Level 5: Stinking Cloud now reduces occupant fortitude by 3. Contagion 2/day

Level 8: Debilitating Aura. An aura surrounds the plaguebearer forcing all nearby diseased players to make a fortitude save DC 14 + caster cha or else take disease/poison damage.

​Required: Evil alignment

QuoteFey-Touched

It is not unknown for fey tricks to end in blurry nights and mysterious births. Your own birth was said to have brought a celebration lasting days. Your presence brings unintended rounds of drinks, pleasures, and susceptible people... You find a deep satisfaction in spreading this whimsy... but for what purpose? To manipulate your victims before you land the killing blow? To keep a lord's banquet entertained with shining lights and dazzling displays. Your blood urges you to revel and find joy in your powers.

Level 1: +2 Persuade, +2 Bluff, Armor has On-hit charm person. On rest receive a 1x paint bomb and 1x unique drug.

Level 5: Fey-Drunk player tool: You make the target drunk on fey power. The target receives +2 Charisma, -2 Wisdom, and +10 concealment. This can be considered a hostile action.

Level 8: Fairy wings. On hit charm is removed and replaced with on-hit confusion. The DC for this will be low.

Required: Chaotic alignment


 
Title:
Post by: MiddleGround on January 26, 2017, 03:59:53 AM
Rogue perk - Gypsy
(desired to be added) Gives a +5 to Efuss skill Wilderness survival or a being able to rest without a fire.
 
(reason) Gypsies are a traditionally nomadic group, and while some may have settled down in a certain area it is more common for the majority to move around.
Title:
Post by: crapper_scrapper on January 26, 2017, 05:12:43 PM
Barbarian Perk

Axe Thrower: In many primitive cultures mighty men throw mighty axes at their foes. You are one of these men. All before you fear the deadly throwing axes!

1. +5% damage immunity; Random set of throwing axes each rest; Weapon Specialization: Throwing Axes.

5. +10% damage immunity; Extra 5% damage immunity to slashing; 100% weight reduction 'axe sack' only to be used for throwing axes.

8. +15% damage immunity; Extra 5% damage immunity to slashing (total +10 extra); Improved Critical: Throwing Axes.

Rage:
**Same as default**
Title:
Post by: sharkinajar on February 16, 2017, 06:28:30 AM
Rogue minor perk: Fisher

The ones whom have mastered patience, a keen eye, and the reflexes needed for going after the biggest and toughest catches in the underdark, whether to feed their families or the thrill of the greatest catch.

Pure bonus: +2 spot, +1 reflex, +5 EFUSS Fishing
Title:
Post by: Pentaxius on April 08, 2017, 11:05:13 AM
It's been proposed. But the problem is you can't have a confusion effect that bypasses immunity to mind affecting. I agree one round of confusion once and a while would be the most thematic effect.  
Title:
Post by: Vlaid on April 08, 2017, 11:46:38 AM
Quote from: Pentaxius;n675007It's been proposed. But the problem is you can't have a confusion effect that bypasses immunity to mind affecting. I agree one round of confusion once and a while would be the most thematic effect.


Are you sure about that? Laughing Gas bypasses mind affecting immunity.
Title:
Post by: Talir on April 08, 2017, 04:19:17 PM
Posting a reminder here that this thread is for perk suggestions, not discussions.
Title:
Post by: zDark Shadowz on April 19, 2017, 10:57:37 PM
Barbarian Perk

Marked Raider

For the marked raider, the application of war paint is not just a symbolic ritual before battle, through various means the raider has infused their war paints with magical protective properties, allowing them to charge at their foes without fear in the coming hours.

Rage: 4 Str 4 Con +2 Will Duration 7 rounds

Level 1: 5% physical immunity, +3 Herbalism
Level 5: 10% physical immunity, Dodge. If not already in possession of it, gain 1dX Ethereal War Paint per reset (dice dependant on CHA mod, minimum one)
Level 8: 15% physical immunity, +2 wisdom. If not already in possession of it, gain 1dX Protective War Paint per reset (dice dependant on CHA mod, minimum one)

Level 1: 4/4/, 1
Level 4: 6/6/, 1d2 (at +2 modifier)
Level 8: 8/8/, 1d3 (at +3 modifier)
Title:
Post by: zDark Shadowz on May 25, 2017, 10:41:01 AM
Red Star Defiant suggestion

/c fighter_perk heal on its own cool-down timer separate from the other 3 basic fighter perk abilities would be appreciated, thanks

Or more junk weapons with +1 AB to specific races for RSDs to collect so they don't lock themselves out of healing when they need to break past DR (spell applied or natural DR) on things.

Would not mind if the junk racial weapons had both AB increase and decrease properties for the net effect of a weapon whose attack roll can't be increased but bypasses DR.
Title:
Post by: SemStar on August 08, 2017, 06:28:44 PM
Apothecary Rogue Perk Suggestion

Instead of dissipating potions (some of which don't work, like levitation) I suggest it instead get an increase of 1 hp healed per tick on herbs.

Instead of 1 every tick, it'll be 2 regularly. If they have SF heal, it'll be 3 per tick.
Title:
Post by: tharkuhn on August 12, 2017, 02:08:19 PM
Agree with zDark suggestion about RSD. Heal seperate timer from the others. Hardly ever use the others because you would lose your ONLY chance to heal a little. They can't chug potions or drink invis to survive bad situations.

Also would be nice to able to use the lvl 8 perk more than 1/day similar to the melee based lvl 8 rogue perks which are 3/day.
Title:
Post by: Certified Retrievals on September 22, 2017, 03:53:22 PM
Maybe a fighter perk that lets you give your weapon keen edge 1/day but destroys the weapon afterward or something
Title:
Post by: One_With_Nature on October 31, 2017, 02:58:11 PM
Just a couple of alterations to current sorcerer perks and some new ones:

Current:


Contriver: Level 8 Add Heavy Armour - -45% Spell Failure.

Cultist: Allow Cultist to pick from a larger range of summons in the start area. Lesser planar binding counts as +1 summon from the sorcerers theme (So they have a permanent 4th Circle summon instead of 3rd).

Zealous Faith: Allow the benefits of the spell modifications to affect targets as well as self cast.

New:

Sporemancer:
Level 1: Immunity to cloud based spells. +2 vs poisons.
Level 5: All cloud based spells are treated as if cast with Extend Spell. Any creature who fails a save in a cloud based spell cast by the sorcerer must past a fortitude save or be afflicted with Spore Fever (Custom disease: Movement speed reduced by 10%, Vulnerability to gasses (takes 1d10 damage per round while caught in a cloud effect). Spell alteration: Iron Guts; if cast by the sorcerer offers protection against spore fever to target creature.
Level 8: +2 fort. Sorcerers skin permanently takes on a mushroom like appearance, +2 natural AC, Skin colour is changed to barkskin effect, cloud spells now have a % chance (each round) of removing one random beneficial spell from any creature caught within.


Plague Belcher
Level 1: Worn armour receives property On hit: Disease (as the spell) DC:14. +4 vs diseases. Flies Circle. (Fat phenotype only)
Level 5: Custom ability: Plague Belch 1/day; Cone effect disease DC:14 + Charisma modifier. Any creature who fails a fortitude save will be inflicted with a custom plague. Only removable by a cure disease spell/potion or salutary tonic with a successful heal check pass of DC:21. Plagued creature will suffer the following effects over time:
Instantaneous: -2 Dexterity, -10% movement speed, -2 Fortitude
After 5 Turns: Additional affect: Additional -10% movement spell, -1ab, 10% spell failure.
After 10 Turns: -1 hp tick every 5 rounds. (until cured).
Level 8: Invisible aura of disease; any creature that walks close to the Sorcerer must make a fortitude save or be afflicted with a random disease. +2 con. Spell Alteration: Contagion; when cast on a PC if the fortitude save is failed, they are afflicted with the Plague Belch ability in addition the the random disease. Plague Belch 2/day.



 
Title:
Post by: One_With_Nature on November 01, 2017, 04:21:25 PM
Sorcerer Perk:

Matter Manipulator
Level 1: /3 Bludgeoning resistance, 3/day tool (Equivalent of ranged disarm vs discipline check), unlimited/day tool (limited to 1/round) can target a projectile and launch it at a target without the use of a ranged weapon (bolts/arrows/bullets etc..) uses ranged touch attack.
Level 5: Gain feat: Deflect Arrows, 1/day tool - knocks down all targets for 1d2+1 rounds around the caster (check vs discipline)
Level 8: +2 will, 5/day player tool (Same as levitate potion), 10% chance a hostile spell or attack will miss the sorcerer and be deflected back at the attacker.
Title:
Post by: One_With_Nature on November 02, 2017, 02:44:03 PM
Sorcerer Perk:

Twin-Bound

Level 1:
The sorcerer is able to bring forth an exact replica of themselves (Through familiar being a custom familiar) the copy is exactly the same in every way except the replica's charisma is capped at 10 (meaning no spell casting ability and can't use items only equipped with what the player is equipped with). The replica is a part of the sorcerer and as such their fates are intertwined, should one of them fall so shall the other. (Sorcerer is instantly subdued/killed if the replica is destroyed depending on combat mode used). The sorcerer or replica are able to gain multiple powerful benefits at the risk of the safety of the other (can be switched by using a player tool while not in combat).
Bonus: +2 strength, +2 Con, +5 Spellcraft, +10% Movement Speed, 10% Immunity to damage.
Negative effects: -2 Strength, -2 Con, -1 Universal saves, -10% movement speed, 10% vulnerability to damage.
Level 5:
3/day spell ability regroup.
Additional bonus: +1/5 dr, /1 resistance to fire/water/electric/acid, 10% concealment.
Additional negative effects: -2 Dodge AC, 10% vulnerability to fire/water/electric/acid.
Level 8:
Additional bonus: 14 Spell Resistance, +1 universal saves, spell DC counts as +1 for all spells, +2 Natural AC, Armour receives on hit chaos shield level 3.
Additional negative effects: -Universal saves changed to -2, Armour received -2 ac, +15% spell failure, Can not go invisible.

The sorcerer gains no benefits while the replica is not summoned and may control the replica using the companion tool. If the replica is defeated (Brought to 0 hp or less) the sorcerer is immediately subdued/killed (depending on combat mode used). If the sorcerer is killed or subdued the replica is instantly destroyed. If the replica is un-summoned while in combat, the sorcerer is instantly subdued.
Title:
Post by: zDark Shadowz on November 02, 2017, 06:33:37 PM
With this last suggestion, the charisma would need to be set lower or the replica could cast cantrips.

Would there be any penalties for people that left their replicas sitting at the beginning of QAs and areas so they could draw all the benefits to them without (virtually) any risk?

Also why have a negative effect as 15% failure to unload on to your replica if they can't cast spells? Is chaos shield something that accurately reflects the power of having a Twin?

Any RP rules about possessing your twin familiar? Speech or otherwise?

Should the Twins physical abilities be capped lower to prevent them from being a dex-based clone with effectively regenerative electric svirfneblin crossbow bolts?
Title:
Post by: InsectPlague on November 17, 2017, 09:23:25 AM
A few alternate druid kit idea's!

Hivemaster: Druid Kit

While you are a druid who upholds the balance, your connection to insect-kind and vermin has always been very strong, where others found companions and home among the many animals of the wilds, you instead found kinship in the crawling, buzzing, and creeping insect life of the world, your connection to them has granted you additional powers in working in balance among them.

Level 1-Chosen at level 1, swarms of insects or spiders (beginning choice) now gather to the hivemaster, their strength dependent on level (Basically like maiden of woe, except with insect summon theme or spiders summon theme)

Level 5-The Hivemaster may now use animal empathy on all spiders and insect spawns (Midges, Hellwasps, beetles of all kinds, ect.) , however checks made to animal empathy non-vermin suffer a -5 penalty, Spiders of all variants are now also trainable as a animal companion.

Level 8-The Hivemaster gains access to a deadly wildshape form, a swarm of deep midges (Alternatively, Hivemaster gains stronger swarms of insects or spiders that are drawn to him, and in higher quantities)



Beastmaster: Druid Kit

Your connection with beast-kind was always strong, from the beginning of your oaths you've always been adept at calming and taming the beasts of the land, your instincts stronger and more feral, you are a master of either taming the feral hearts of the wild, or working so close in attunement, they recognize you as one of their own.

Level 1- +2 to Animal Empathy, Access to a special resource permitting unique and slightly stronger beast animal companions, those permitted depending on level (The Beastman Maughe possibly opening this resource?..)

Level 5- +4 to Animal Empathy (Does not stack with +2), Level requirements for Animal Companions are decreased by 1 Level


Level 8-+6 to Animal Empathy (Again, doesn't stack with previous bonuses), Spell Like Ability: Awaken (9) 1x Per Day




Blighter: Druid Kit (I know all of these bonuses basically exist and are granted when the rot lair is achieved, however, it would be nice if it were just a kit, so it doesn't require an app to show off some cool rot-themed power)

A druid who has taken to following the dark ways of Moander, their attunement to the rot, and it's servants has grown considerably, their power with the ley powers of rot strengthened considerably through their dark praise


Level 1- Access to weakest Formian wildshape

Level 5- Access to stronger formian wildshape, all rot-themed creatures are now friendly, Infestation of Maggots 1x per day

Level 8-Access to strongest formian wildshapes, Bonus Feat: GSF: Necromancy



Totem Druid: Druid Kit

You were born what you were, but your spirit, your spirit is a whole different matter.. What you choose to follow, what you've been attuned to on a spiritual level grants you additional power depending on your totem, making your powers and attunement to that animal, considerably stronger

Level 1-Choose upon taking, either Wolf totem, Bear totem, or Cat totem, depending on choice, totem druid gains a unique animal companion based off of their totem that grows in power similar to the houndmaster fighter kit,eventually becoming quite powerful if it survives long enough, and starting over if killed

Level 5-Gain a tool based on totem that can with a 5 min cooldown be used to apply a +2 to a stat based on your totem, the effect lasts until dispelled or death otherwise. Wolf: +2 Strength. Bear: +2 Constitution. Cat: +2 Dexterity. These bonuses stack with other statistic buffs, intended to be basically be a permanent +2 to stat based on totem without effecting permanent scores.

Level 8-All wildshapes falling under the category of wolf, bear, or cat totem depending on your choice receive a considerable buff bonus that is reapplied whenever the form is refreshed.
Title:
Post by: InsectPlague on November 17, 2017, 01:14:34 PM
One last Druid kit idea!

Pack Leader:  Druid Kit

It's in your blood, you were born to lead your fellow animals into unity that would leave you all invincible. You have the blood of the beast in you, your soul is that of a animal reborn into intelligence and cunning, and the spirits of your ancestors run alongside you strengthening the pack, strengthening you.

--All bonuses granted only last as long as you are wildshaped, and only activate when wildshaped--


Level 1- Choose an animal past at the beginning of choosing this kit, available pasts: Wolf, Bear, Feline. Depending on your chosen animal, you now get 1 animal companion per modifier of base charisma scaled by levels for maximum. (2/3, 3/6, 4/9) your animal companions now being spiritual versions of your past animal, your animal ancestors, they are moderately strong, however, for every companion, you now gain +1 AB, +1 AC, and +10 (or 5) Temp Hp per companion you have with you, stacking on top of any other bonuses to yourself and to your companions lasting as long as the temp hp is still up, this ability only activates when you are in a wildshape of the same animal as your past.

Level 5- You can now Animal empathy 1 additional animal as long as the additional animal is of the same type as your past animal (cave prowlers for feline, worgs/deep wounds for wolf, cave bears for bear) per 5 levels (2/5,3/10) and for every animal of your type you have animal empathied, you and your pack, including companions and the animal empathied animals gain +1 damage, the ability only activating when you are in a wildshape of the same animal type, the bonus only lasting as long as the companion temp hp.

Level 8- The favor of extra consideration for powerful shapes of your past animal (Cave Bear-Bear, Ymphian Saber Tiger-Feline, Black Wolf-Wolf) not gaurenteed the shape, but functions as a boon to the rp consideration, an app must still be passed however.
Title:
Post by: tinfoilhat on November 18, 2017, 09:41:20 PM
Fighters
Rogue
Barbarian

Gore Reaver rework

QuoteLevel 1: 5% Damage Immunity, Bonus Feat: Cleave
Level 5: 10% Damage Immunity, Slain Enemies can heal the Reaver
Level 8: 15% Damage Immunity, +2 CON

Rage Bonus
+1 AB,+5% DI, +4 vs Fear. +1 Vampiric Regeneration
Duration: Turn * (Con + Barb Level ) before raging.

A base 50% chance on a kill against an enemy not immune to sneak attack/critical hits to grant the barbarian a stacking strength bonus, a stacking AC penalty, and a 5% movespeed bonus that lasts 1 turn. A new stack refreshes the duration.

Charisma modifiers to bonus kill proc chance, strength cap, and max AC penalty cap reduction
Level 1 rage is capped at +10%/+4/-4 | +1
Level 4 rage is capped at +20%/+6/-3 | +2
Level 8 rage is capped at +50%/+10/-2 | +4 ]
Title: Re: Perk Suggestion Thread
Post by: Hollow_Mage on February 02, 2018, 06:39:04 PM
OLD

Witchcraft -
Whether one who finds their home within the bogs, or who's hands are oft found clasped around the stirring rod of a cauldron, witches who make their home amongst the Archipelago's numerous exotic herbs and reagents find a welcome boon in their pursuit of creating concoctions that negate their otherwise gossamer and abnormal outward appearance.

Level 1: +5 EFUSS Alchemy, +5 EFUSS Herbalism, +2 VS Disease, Use Poison
Level 5: +5 Spellcraft, + 2 VS Poison
Level 8: Regeneration +1

-

NEW?


Witchcraft - Whether one who finds their home within the bogs, or whose hands are oft found clasped around the stirring rod of a cauldron, witches who make their home amongst the Underdark's numerous exotic herbs and reagents find a welcome boon in their pursuit of creating concoctions that negate their otherwise gossamer and abnormal outward appearance.

Level 1: Skin/Hair colour restrictions removed, +2 VS Disease and Poison, Use Poison
Level 5: +5 Spellcraft, Special Witch's Cauldron: brews potions at reduced XP costs (must have Brew Potion). If the Brew Potion feat is not found, the Cauldron will still create 1 Potion of any potionable spell cast at regular gold and XP costs when used by the Witch.
Level 8: Regeneration +1, Witch's Familiar has permanent Augment Familiar and increased HP, along with an increased XP drain for the Witch if it dies. If the Familiar dies, the bonuses will not come back until the next reset.

-

I suggest getting rid of the Alchemy/Herbalism bonuses, while giving the Witch something thematic towards crafting. The familiar suggestion is based on the relative power of other level 8 perks, and again, something thematic for Witches.
Title: Re: Perk Suggestion Thread
Post by: Hollow_Mage on February 02, 2018, 07:04:37 PM
FIGHTER BACKGROUND:

Campaign Veteran
Heroes who return from war are often scarred by the experience, and their wounds serve as a reminder of victories or defeats in campaigns past. For a soldier, the fight is not over because you have lost an eye or a limb. The fight is never over, until you have given everything you have to your cause. A Campaign Veteran will learn to make their disabilities part of their unique fighting style.

Level 1:
Effects at each level are dependent on which Optional Impairments your character takes in the OOC area. Bonuses stack with previous bonuses unless otherwise stated.

Lost Left Arm/Forearm/Hand: +2 Dmg on held melee weapon.
Lost Leg(s): +1 Deflection AC.
Light Sensitivity: +3 Concentration, +3 Discipline.
Dark Sensitivity: +3 Listen, +3 Search.

Level 5:

Lost Left Arm/Forearm/Hand: +1 AB.
Lost Leg(s): +1 Dodge AC.
Light Sensitivity: 1/day Darkness.
Dark Sensitivity: 3/day Light.

Level 8:

Lost Left Arm/Forearm/Hand: +2 Dex.
Lost Leg(s): +2 Con.
Light Sensitivity: Ultravision
Dark Sensitivity: Blind-Fight feat.
Title: Re: Perk Suggestion Thread
Post by: JungleRumble on February 06, 2018, 06:43:10 PM
While deserving the nerf, Jungle Hunter lost too much and is now floundering about. As a way to give them a bit more strength and make them more in-line with other perks, I suggest giving them 1/2/3 piercing damage on rage.


This would give it a bit more oomph without making it nearly as absurd as it used to be.
Title: Re: Perk Suggestion Thread
Post by: Hollow_Mage on February 06, 2018, 09:30:54 PM
Jungle Hunter deserves something in line with archery, sneak attack, or pure stealth.
Title: Re: Perk Suggestion Thread
Post by: zDark Shadowz on February 08, 2018, 12:45:55 AM
Fighter Perk - Red Star Defiant

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

Reason: A sneaky red star defiant is just too appealing when they can nab stealthy/skill focus x2 instead of saving throw feats and still maintain good martial combat skills.
Title: Re: Perk Suggestion Thread
Post by: wundyweiss on February 09, 2018, 08:26:48 PM
I dont know why this is a thing but...

Why do the stacks of ranged projectiles that spawn for sharpshooter, knifemaster, and marksman anything but the max stack of 99 arrows/bolts/throwing knives? These perks are super under used as is, so why punish them for being ranged classes? I merely dislike the idea of having to spam rest far more than any other perk / class to be as effective as them. Also, the ammunition you can get from resting are already super RNG- this leads to eight or so different not stacked piles of ammunition that can't really be used effectively.
Title: Re: Perk Suggestion Thread
Post by: derkot on February 10, 2018, 12:53:55 AM
I do like simple bump suggestion about more druidic kits on different themes what was offered by InsectPlague and offer just simple options of what was offered. I feel what with amount of vermins-type monsters in EFU currently it is will be nice first make vermin-theme druid .

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

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


Title: Re: Perk Suggestion Thread
Post by: Hollow_Mage on February 11, 2018, 01:15:23 AM
RSD Brew:

Parlour Trick - Gain access to Steal Spell 1 and Recall Spell 1 as an Arcane Mimic with a caster level of 0. (Only cantrips can be stolen in this way.)
Title: Re: Perk Suggestion Thread
Post by: Castle_of_Moonlight on February 19, 2018, 10:07:53 AM
Aspect of the wolf:


Level 5:+ 2 spot and search


Level 8: Summon slightly stronger wolves


While summoning wolves is nice, I think they should eventually get slightly stronger as the player progresses, as they currently are and for how long they last, these summons would probably get in the way for most things and do little to nothing to help. 
Title: Re: Perk Suggestion Thread
Post by: Hollow_Mage on March 22, 2018, 04:21:57 PM
I had an idea for balancing Red Star Defiant:


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


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


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


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


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


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


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


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

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

------


OR: a player tool that lets you drink potions in your inventory but reduces their CL to minimum. CLW would always be 2 HP, blur would always be 1 turn, etc.
Title: Re: Perk Suggestion Thread
Post by: zDark Shadowz on March 22, 2018, 08:08:46 PM
I like RSD's how they are at the moment [hides from torched and pitchforks] but quests in explorables to find new limit break'ing RSD abilities that could only be used once per reset might be interesting, just small things though like +2 Regen per round/level or temporary Whirlwind Attack / other combat feat usage.
Title: Re: Perk Suggestion Thread
Post by: Hollow_Mage on March 22, 2018, 08:23:28 PM
I like RSDs too much and I don't want to see them become app only. I got scared and in a moment of weakness I made a suggestion. Oh god, what have I wrought?


I don't like exploreables though; it's a somewhat hollow (scuse me) replacement for the large open world of previous server iterations.
Title: Re: Perk Suggestion Thread
Post by: zDark Shadowz on March 22, 2018, 09:01:26 PM
(imo) Gore Reaver barbarian perk could use an OnHit Wounding to go with their vampiric Regen after a certain level, low DC though. Would promote the theme of making everything bleed.
Title: Re: Perk Suggestion Thread
Post by: d1n4l9q7 on March 25, 2018, 10:13:38 AM

Prestige Class : Candle Caster


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


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


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


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


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


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


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


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


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


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


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


This is my take on implementing this class. Any caster who meets the requirements may become a Candle Caster but the class favours Wizards.
Title: Re: Perk Suggestion Thread
Post by: d1n4l9q7 on March 28, 2018, 05:05:08 AM
Prestige Class : Doom Priest


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


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


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


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


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


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


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


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


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


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


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


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


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




My idea based upon the Doomguide class:
http://www.realmshelps.net/charbuild/classes/prestige/realms/doomguide.shtml (http://www.realmshelps.net/charbuild/classes/prestige/realms/doomguide.shtml)
Title: Re: Perk Suggestion Thread
Post by: Hollow_Mage on March 28, 2018, 04:30:40 PM
Additional General Perks:


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


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


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


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


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

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

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

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

Cityborn: gains 60 XP per tick until level 6 within Sanctuary (upper, lower, and vaults; NOT 'dunwarren'), bonus XP otherwise disabled at level 4.
Title: Re: Perk Suggestion Thread
Post by: Hollow_Mage on March 28, 2018, 05:33:21 PM
I'm also a huge fan of these PrCs, both of which fit perfectly in the para-apocalypse of the Underdark.
Title: Re: Perk Suggestion Thread
Post by: TsunamiWombat on April 10, 2018, 02:31:29 PM

Sorcerer
IMMOLATOR


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


Level 1: Fire Resist 5/-. Tinders to Cinders: Any fire damaging spell, afflicts 25% fire vulnerability on affected targets for 4 rounds.
Level 5: +1 Reflex save. Inner Warmth: Able to rest in the wilderness without a campfire
Level 8: Heat Venting: Receive flame trinket, casts flame shield 1x/Day
Title: Re: Perk Suggestion Thread
Post by: TsunamiWombat on April 11, 2018, 07:32:36 AM
Fighter
RED STAR EMBRACED

Whether born in a magocracy like Thay or Halruua, or the recipient of strange new sorcerous abilities since the ressurection of Mystryl, you are more comfortable with arcane magic than most laymen and can incorporate it's tools in with your martial prowess.

Level 1: +3 lore, +3 spellcraft
Level 5: +1 save vs spells
Level 8: Gain the ability to use Arcane Wands

Fighter ability: equipped weapon gains +1 ab, +1 magic dmg, 1/turn


---



Fighter
RED STAR EMBRACED (toned down version)


Whether born in a magocracy like Thay or Halruua, or the recipient of strange new sorcerous abilities since the ressurection of Mystryl, you are more comfortable with arcane magic than most laymen and can incorporate it's tools in with your martial prowess.


Level 1: +3 lore, +3 spellcraft
Level 5: gain magic weapon trinket 1x/day
Level 8: +1 saves vs spells


Fighter ability: equipped weapon gains +1 magic dmg, 1/turn
Title: Re: Perk Suggestion Thread
Post by: TsunamiWombat on April 11, 2018, 08:06:56 AM
Rogue perk
MINOR
Cartographer: Whether a hobbiest explorer or a professional surveyor, you have the tools and the skills to create accurate maps for navigation


Receive Mapmakers toolkit. Receive free blank map on rest.
Title: Re: Perk Suggestion Thread
Post by: TsunamiWombat on April 12, 2018, 05:33:04 AM

FIGHTER

Farmer


The humble farmer is the bedrock upon which civilization lays, and must often provide for themselves in both sustenance and defense.



Lvl 1: Efusl Farming +5, exotic weapon proficiency
Lvl 5: ability to determine when picked plants will die as ranger, Cleave
Lvl 8: animals will attack you less


Ability: Reaping and Sowing - Gain +2 bludgeoning damage, 1 turn


Marine
Professional Sailors and Armsmen, Marines are experienced nautical fighters who know how to handle themselves at sea and keep their footing.


Lvl 1: Efusl Sailing +5, tumble +3
Lvl 5: Double water breath duration, + 3 discipline
Lvl 8: Negates armor penalties to swim speed, +1 reflex save


Ability: The Marine gains 50% cold and Electrical damage immunity, 1 turn

Title: Re: Perk Suggestion Thread
Post by: TsunamiWombat on April 19, 2018, 01:01:26 PM
SORCERER
Geomancy


The powers of the land are a curious sort all their own, with deep and ancient energies running through crystal and rock. Whether a worshipper of ancient Grumbar or a practitioner of arts more esoteric, the reticent stones and soils of the earth heed your call and come to your defense.


Spell Changes:


Acid Splash -- Becomes Mud Clot. Damage type changed to physical (bludgeoning). On hit cast spell freeze dc 10 + d4
Burning Hands -- Becomes Sand Spray, dealing physical damage (piercing) and afflicting Blind, DC 10 + d4
Mage Armor  -- Adds bonus 5% damage reduction but also slows move speed by 5%
Stoneskin -- Bonus 10 points of Damage reduction
Mestils Acid Breath -- Becomes Crystal Shower, dealing physical damage (slashing) and afflicting bleed, dc 10 + d4
Melfs Acid Arrow -- Becomes Stone Spike. Does 3d6 physical damage (Piercing) and inflicts 10% physical damage vulnerability for 1d4 rounds
Flame Arrow -- Becomes lava arrow. Inflicts bonus 1d6 fire damage per round, reflex saves.


Level 1: Flame weapon changed to acid. +5 EFUSS Mining skill.
Level 5: +5% movement speed bonus in wilderness. +1 acid damage. Can rest in wilderness without a fire.
Level 10: Movement Speed bonus increases to 10%. 10% physical damage immunity. Can rest in wilderness without a bedroll
Title: Re: Perk Suggestion Thread
Post by: Ka of Fate on April 20, 2018, 02:29:16 PM
FIGHTER
Red Star Defiant


Change level 8 abilities from 1/day to either 3/day, 1/day per ability, or set on a long timer.
Too many abilities to hinge on a single day use, especially with needing to use Restore during every hard fight due to not being able to AC buff.(See all high level fights)



Title: Re: Perk Suggestion Thread
Post by: TsunamiWombat on April 22, 2018, 04:33:21 AM
I think it's apparent that many of our older perks are lackluster and uninteresting compared to the newer, which are creative and amazing and breath new life and viability into certain niches. With that in mind i'd like to suggest an overhaul of some of our older perks.


Starting with


FIGHTER


Bodyguard
Lvl 1: +1 vs mind affecting, +2 spot, +2 listen
Lvl 5: Gain Expertise feat
Lvl 8: +1 will, Immunity: Charm Person, Dominate Person


Bounty Hunter
Lvl 1: Gain one of Choking Powder, Caltrops, or Tanglefoot bag every REST, +2 search
Lvl 5: +4 disable trap, +4 set trap, get random trap every rest
Level 8: Gain 5% movement speed, 5% physical damage reduction, +4 save vs traps




Brawler
Lvl 1: Weapon Focus: Unarmed Strike, +2 Discipline
Lvl 5: 5% damage reduction, gain feat Stunning Fist
Lvl 8: Gain Feat: Circle Kick, Improved Critical: Unarmed Strike


Cutthroat
Lvl 1: Gain feat: Thug, +3 intimidate
Lvl 5: Use Poison feat, Poison Duration doubled
Lvl 8: 10% damage reduction, +2 saves vs poison and disease


Desert Warrior
Lvl 1: 10% fire damage immunity, +2 vs blind
Lvl 5: gain feat Mobility
Lvl 8: +5% move speed, +2 fortitude


Drill Sergeant
Lvl1:You train characters at or below half your levels + 2 (max level 7). They receive bonus XP for getting beaten in sparring matches (time limited), whereas you regenerate up to 1/4th of your own max HP if you lose.
Level 5: +2 Concentration, Discipline, Heal, Intimidate, Listen and Spot
Level 8: 3/day Master of the Drill Ability -- +1 AB, +1 AC, +10% movement speed and give allies 1/4th of your Concentration, Discipline, Listen and Spot ranks as bonus inspiration. Lasts 1 turn.
Title: Re: Perk Suggestion Thread
Post by: TsunamiWombat on April 26, 2018, 04:02:04 AM
MONK
Warrior Monk


Some orders have a decidedly more martial bent, being devoted to the defense of their home monastery and enforcement of temple laws.


Lvl 1: martial weapon proficiency, light armor proficiency.
Level 5: equipped light armor gains bonus AC to bring it in line with chainshirt (max total 4 armor ac) equipped melee weapon gains +2 deflection AC. 10% bonus move speed, does not stack worh base monk speed bonus but will apply even when wearing armor.
Level8: equipped weapon gains +1 ab. Does not work with Kama. equipped light armor gains bonus AC to bring it in line with Chainmail (max total 5 ac).


Note armor will still disable monk bonus ac, apr, and move speed
Title: Re: Perk Suggestion Thread
Post by: Hollow_Mage on April 26, 2018, 05:27:35 AM
Composer - The practical applications of sound through magic are more often explored by wandering bards and the occasional devout of Milil. However, the potential for this rare elemental force is equal at least to the flames and frost for which sorcerers are commonly known. Composers are those sorcerers who hear, rather than feel, the flow of the Weave around them. These dangerous and poorly-understood mages are able to pluck the strings of magic to create harmony from chaos, or vice versa.

Spell modifications:
Level 1: +2 Concentration, +2 Listen, gain a free thunderstone once per rest.
Level 5: 10% Sonic Damage Immunity, gain Craft Wand as a bonus feat.
Level 8: Deafening Clang 1/day, crafted wands of modified spells gain 1d4 extra charges.
Title: Perk Suggestion Thread
Post by: Random_White_Guy on August 08, 2018, 02:50:15 AM
Would it be possible to add the Rogue Cutpurse Perk to Gypsy Bard?
Bards get pickpocket and I can totally see the RP of a gypsy bard cutpurse running around picking purses and such of crowds drawn to another bard's performance or etc.
Title: Re: Perk Suggestion Thread
Post by: Hautevillee on August 21, 2018, 01:55:05 AM
Rogue (level 4 or 6 perk)


RESOURCEFUL


Bonus Feat: Weapon Proficiency (Simple)


You've always had a knack for finding a weapon. Be it making a barstool into a club, turning a fence post into a spear or grabbing the nearest farm implement to bring the hurt to your enemies.


----


This makes up for the weirdness that NWN Rogues don't get Simple weapon proficiency. Mainly it gives rogues access to spears without using one of their few feats, as the only 2 hander they have access to normally is the quarterstaff.
Title: Re: Perk Suggestion Thread
Post by: Wench on August 29, 2018, 09:50:28 PM
Sorcerer

**Survivalist**

From combining your arcane expertise with your culinary artistry, keeping a pristine campsite, and a roaring fire, you quickly find yourself an adventuring party's best friend. From the long roads to the eerie wilderness you always find a way to survive.

Level 1:
+X Wilderness Survival
Every rest get X amount of food items.
You cast spells on food items for people to use, these items go stale on reset.

Level 5:
Anyone resting at your fire heals XX% amount. (Maybe some campfire token that creates a usable fire and casts healing circle.)
Free feat Brew Potion

Level 8:
3/day cast spells on food items that don't go stale on reset.
+X Con
-X Wis
Title: Re: Perk Suggestion Thread
Post by: Anonymous Lemur on February 02, 2019, 05:32:12 AM
Fighter and Sorcerer Perk (requires two players)

Bonded

A warrior and a sorcerer bound by ancient blood rites to battle alongside one another for good or for ill.  Once paired the duo become inseparable even in death. This rite is not undertaken lightly and typically signifies a pact between to two to achieve some great feat or perish side by side in the attempt.

Special: To be bonded one PC must be a pure sorcerer and the other must be a pure fighter.

Both Level 1:

Soul Link:

Spells, potions and items consumed apply to partner.  This includes hostile effects. All sources of damage are shared between the bonded, but all damage is reduced by 50%. If one of the bonded dies or is subdued the other is similarly killed or incapacitated.  For example death magic upon one, will certainly kill the other.

Suffers a -15 penalty to attack bonus and 75% spell failure when partner is outside of short range.

Both Level 5:

Improved Soul Link:

Bonded gain the saving throws and base attack bonus of their partner if higher.

Both Level 8:

Summon Partner 1/day

Soul Link penalty now only applies outside medium range
Title: Re: Perk Suggestion Thread
Post by: Empress of Neon on March 12, 2019, 06:33:27 AM
Chloromancer: Sorceror Perk

Just as we've plenty of undeath-sorceror variants, I thought I'd suggest one to complement the Positivist perk. The Chloromancer!

(https://images2.minutemediacdn.com/image/upload/c_fill,w_912,h_516,f_auto,q_auto,g_auto/shape/cover/sport/5bf1a2e1d6ab7f9b82000001.png)

"Whether you are descended from a woodland dryad, a servant to the Earth Mother, or simply have an affinity for nursing life, your capacity to sprout plants (however fleeting) and replenish the health of others makes you both loved by your allies and feared by your enemies. Moral motivations aside, one question remains profoundly ingrained in your pursuit to elevate your powers: How far would you go to nurture your pretties?"

Special: Access to the Plant Theme

Lvl 1: +5 to Farming/Herbalism. Special Token: Able to cast cure light wounds (5) 3 times a day. 20% vulnerability to fire.
Lvl 5: -2 Constitution (Your blood sustains your pretties...) . Gain a new special token that allows you to cast cure serious wounds (10) twice a day. Gain access to a special plant familiar.
Lvl 8: -2 Strength and another -2 constitution(Your blood continues to sustain your pretties...) . Gain the benefits of the Animal Domain perk (All summons are now 1 tier higher than their defaults). In addition, your familiar grows significantly more powerful (And bigger!).

Title: Re: Perk Suggestion Thread
Post by: Entheogen on April 22, 2019, 04:26:18 AM
https://wiki.efupw.com/index.php?title=Fighter_Perks#Dual-wielder

First off I think the level 5 bonus of duplicating flame weapon to both weapons should be a universal quality of life change for everyone, not a specific perk factor.

I don't know why specializing in dual-wielding would let someone magically enchant elements onto their blades for a short time? What does this have to do with dual-wielding?
When I think of dual-wielding I think of speed, whirling blades, and sacrificing defense for attack.

Instead of gaining 1d4 damage for 2 turns and +2 deflection AC for 5 turns I'd like to suggest a few alternatives that might be used more and give the perk more flair.

1) -2 AC and +2 AB for 1 turn.
2) Gain the feat great cleave for 2 turns.
3) Whirlwind attack 3 uses per rest.
4) Haste for 5 rounds once per rest.

The first option would give a chance to fight on par in a duel or against a tough high AC opponent for a short time at risk.
The second option would solidify them as great PvE characters, and would look really good for "big fights".
The third option lets dual-wielders whirl and spin their blades a few times per rest. Looks cool, adds utility, adds flair.
The fourth option is a 150 gold value (potion) once per rest, a lesser form of "blinding speed" lasting only half a turn.

Mainly I just don't understand the justification for dual wielders being able to enchant their blades? This sounds like something a spellsword would do not a dual wielder?
Title: Re: Perk Suggestion Thread
Post by: Random_White_Guy on May 05, 2019, 02:57:18 PM
I'm uncertain exactly how much of a headache this would be, but with the new "Meta, the rate of exponential odds of sooner or later getting smeared into a fine paste has never been higher and there's a massively different questing dynamic on EFUV than previous chapters.

It's always been horribly unpleasant losing a perk simply since you die and was wondering if it'd be possible to take a look at balancing things out?

- Fighter, Sorceror, and Rogue perks altered for Top Tier to be level 7 instead of Level 8? As the average player number is far from what it was of EFUR with people hitting 8/9/10 like raindrops.

- Fighter and Sorceror Perks survive through death, similar to Rogues. Hit 8 once and even if you die to level 2 the perk still activates.  That being universal would be very welcomed.
Title: Re: Perk Suggestion Thread
Post by: sinclairlim on June 28, 2019, 02:53:12 AM
Quote from: Entheogen on April 22, 2019, 04:26:18 AM
Mainly I just don't understand the justification for dual wielders being able to enchant their blades? This sounds like something a spellsword would do not a dual wielder?

I agree, it feels out of place. I don't mind the damage boost, but I don't think it should be elemental.
Personally I'd like to some something more akin to a "Special attack".

For example:

Off-hand gains an additional attack per round at full AB.
Lasts 1 round.
Usable 1/day per caster level.

Being a free action it can be timed with no trouble so it is never wasted.
It adds just a little bit of damage, like what, a potential +5-10 or so per round? Assuming it hits, and it feels more fitting.

If not, it can always just be Haste and -4 AC that lasts 2 rounds.
Title: Re: Perk Suggestion Thread
Post by: Jello! on July 07, 2019, 10:46:19 PM
Rogue perk Ambidextrous

Maybe make it
QuoteAmbidextrous
Add feat: Effects such as Magic weapon, flame weapon, ect are duplicated onto the off hand
Pure bonus: Ambidextrous

Title: Re: Perk Suggestion Thread
Post by: sinclairlim on July 20, 2019, 09:23:22 PM
Fighter perk: Versatile.
Some Fighters must learn to adapt to ever-changing situations, making the best use of what limited resources they have. While they do not excel is the use of a particular weapon or technique, they become very versatile, allowing them to fill several roles in the battlefield.

Level 1
-Weapon focus grants +1 damage in addition to its normal benefits.
-Weapon specialization's damage bonus reduced to +1 damage from +2 damage.
- Add a -2 discipline penalty
-May never become a weapon master.

Level 5
- If your strength is lower than your dexterity, add +1 damage to all melee attacks.
-If your dexterity is lower than your strength, add +1 AB to all ranged attack rolls.
-If your dexterity and strength are the same value, add both bonuses.

Level 8
-When wearing a one-handed weapon and no shield nor torch, add half of your strength bonus to the damage, as if you wielded a two-handed weapon.
-When wearing a one-handed weapon and a torch, add +1d3 fire damage to your regular damage rolls.

Intended effect:
-Dex-based fighters are more viable. If using the same build, due to the +1 damage at level 5, and ability yo increase their damage by 1d3 fire damage by sacrificing shields at level 8.
-Fighters will take specialize in either 2 melee weapons by substituting weapon specialization for a second weapon focus feat, trading 1 damage for more versatility.
-Fighters will switch between ranged and melee combat more often, more efficiently due to the attack bonus at level 5 and possibly even more by taking weapon focus on a ranged weapon.
-Sword and board fighters will switch between "damage mode" or "defensive mode" by removing the shield they are using, swapping it for a torch, or switching to a two-handed weapon, instead of sticking to a single fighting style.
Title: Re: Perk Suggestion Thread
Post by: Crow on July 21, 2019, 03:57:04 PM
I feel like Houndmaster needs a little something more. It's definitely a perk with some issues, especially so with EE crashes being a relatively common problem still, but I think it could use a little boost at level 5 in the form of a more reliable source of DR piercing. Currently the level 5 bonuses are as follows:
Quote from: HoundmasterLevel 5
    Gain access to Tracking Tool
    +2 Spot
    +2 Listen
    +2 Search
My suggestion would be add a player tool with 1/day Magic Fang at a CL that seems fair. The duration for the spell is turn/level compared to magic weapon which is  hour/level so I don't think it'd be too unreasonable to ask for a caster level that's a little more on the higher end just to make sure it's enough for most of a quest at the very least. Ideally, this would make the perk a little less reliant on having a druid (something that both Ticker and Peerage characters won't reliably have access to) or ranger friend that can spare the spells for their dog or hoarding consumables for spells that are often ignored and therefore that much more difficult to find reliably.
Title: Re: Perk Suggestion Thread
Post by: sinclairlim on July 24, 2019, 11:58:43 PM
Sorcerer perk: Spellslinger
Spellslingers are sorcerers who don't focus on developing more coplex and versatile magic, but instead to empower the simplest of spells in whatever way possible, allowing cantrips to be more effective as offensive weapons, and simple bursts of magic to fire an echo of themselves, nearly as effective as the first.

Level 1:
Cantrip damage increased from 1d4+1 to 1d6+1.
Spellcraft penalty: -3

Level 5:
Cantrip damage increased from 1d6+1 to 1d8+1
Whenever the sorcerer casts the spell "magic missile", she gains a misc. item which can cast "Magic missile" one time, at a level that allows 1 less missile than the sorcerer's current level.
Level 5: "Magic missile (3): Single use".
Level 7: "Magic missile (5): Single use".
These items disappear on rest.

Level 8:
Cantrip damage increased from 1d8+1 to 1d10 +1
Whenever the sorcerer casts the spell "magic missile", she gains a misc. item which can cast "Magic missile" one time, at a level equal to the sorcerer's level.
Level 8: "Magic missile (7): Single use".
Level 9: "Magic missile (9): Single use".
These items disappear on rest.

Intended effect:
A sorcerer that is actually able to spam offensive magic if she chooses to specialize in it. Intended for PvE rather than PvP.
Title: Re: Perk Suggestion Thread
Post by: wundyboy on August 18, 2019, 11:45:07 PM
Bards are in a wierd spot. The last variation of perks mostly reinforced the idea of them being melee savants rather than the multitude of aspects the class offers. To address this, heres some ideas to allow them variance.

Master of Whispers

A bard focused in stealth and subterfuge. Far more quiet and dealing in backroom deals, this perk grants them rogue like benefits to be more similar to their rogue companions.

Level 1: +5 h/ms if medium, +2 h/ms if small statured. 1/day one with the land (7). -3 attack bonus ( this is to make them worse than vanilla bards)
Level 5: 1/day darkness, uncanny dodge feat
Level 8:  vanishing smoke 1/reset, dissipating, +3 persuade +3 bluff

Minstrel

Focused more upon singing and regaling tales of valor or villainy, these bards are masters of folk tales and heralding legendary figures of their lives.

Level 1: -5 ab, granted a special songbook filled with various unique songs (5 custom songs in game) extra music feat
Level 5; Curse song, +3 perform, +3 persuade
Level 8: upon reaching this level the player should contact a DM to roll from a chart that contains more powerful songs unobtainable normally in game. (1-20 or however little or many the DMs wish) Upon a permanent death, their songbook is burned.

Weavers

These bards are focused more upon drawing upon their natural talent for the arcane by focusing their potential into a powerful robe. Giving up martial prowess for latent abilities, they are comparable to true blood sorcerers or well versed wizards.

Level 1: Courteous Magocracy, gains a cloth item that increases in potency as levels are gained. Starts with +2 level 1 slots, and 1 level 2 slots. -5 AB

Level 5: The cloth item increases in power, gaining an additional level 2 slot and a new level 3 slot. Craft potion feat is granted as well.

Level 8: +3 spellcraft, +3 lore, the robe reaches its maximum potential, gaining a third level slot and a single 4th level slot.

Just some ideas I had for bards. They can be changed around as necessary to be EFU viable.
Title: Re: Perk Suggestion Thread
Post by: One_With_Nature on August 21, 2019, 12:43:24 PM
Purely self serving having just tried it out:

Ooze Savant Sorcerer:

Level 5: Remove 3/day acid splash as redundant. Add "Oozes do not attack you"

Level 8: Remove Crumble 1/day. Add Ooze Companion Bonus - As long as your ooze companion is summoned the ooze sewer bonus applies in all area's.

The ooze companion could also do with a little tweaking, it doesn't seem to massively change as it gets bigger with exception of HP.
Title: Re: Perk Suggestion Thread
Post by: SunrypeSlim on August 25, 2019, 03:56:23 AM
Pathfinder Bards get 6 skill points instead of 4, which I think fits better for an in-between class anyways.

How about for Bard perks, you pick 2 skills in which you have no ranks. You gain 3+(Bard Level) as a permanent bonus to those skills.

Also, +1 EFUSS point per Bard level to encourage half-orc bards.
Title: Re: Perk Suggestion Thread
Post by: MAGIC on September 01, 2019, 06:11:08 AM
A little self serving...

I think it would be interesting and fitting if Hematologists got Whispering Wind 1/day and could target the spell on drawn blood to set that character as the target of the whisper effect.
Title: Re: Perk Suggestion Thread
Post by: HelenOfTroy on September 01, 2019, 02:22:31 PM
Fighter - Field Medic

Level 1 - +3 Heal, +3 Lore Gain 1d(your level) medicine herbs per reset or rest.
Level 5 - Healing Herbs Heal an additional HP point/tick. 3/day Expeditious Retreat Gain 1d(your level) herbalism plants or seeds per reset or rest.
Level 8 - +15 Herbalism, ability to determine plants produce amounts.

Fighter Active 1/day
1 Random Effective of imbibing secret plants.
+2 Regen
+20% Movement Speed
+10 Heal Skill



Maybe a few too many things per level, maybe too many plants/herbs per rest. Just an idea, adjust if desired.
Title: Re: Perk Suggestion Thread
Post by: One_With_Nature on September 03, 2019, 03:57:14 PM
Add General Perks for taking skill focus in a certain skill, I know that some already do!

As a for instance:

Animal Empathy - Animals less likely to attack you
Appraise - Bonus price reductions with merchants or access to special store
Bluff/Persuade/Intimidate - Auto-re-roll
Concentration - Cap on -AC/Spell Failure from Taunt / Channeled Spells Bonus to maintain concentration
Disable Trap - If you trigger a trap take half damage
Discipline - Immunity to Disarm
Hide - 1/reset vanishing smoke
Move Silently - If hit by an AOE effect while in stealth received temporary speed bonus
Listen - Bonus resistance to deafening. Successful listen checks will give nearby hostile creature a temporary negative to Hide.
Spot - Bonus resistance to blindness. Successful spot check gives nearby allies a bonus to spot temporarily.
Lore - XP bonus for translating texts.
Open Lock - 50% chance to retain a set of lock picks when used
Parry - +2 ac if using no off-hand weapon or shield
Perform - +1 round to songs
Heal (already awesome).
Pick Pocket - Add d6 to amount of gold that can be taken
Search - Already pretty good skill to have
Set Trap - Can set traps at +50% speed
Spellcraft - Already pretty good. Maybe be able to automatically identify any spells your character knows without a check.
Taunt - Add your charisma modifier to taunt checks (base charisma)
Tumble - Climbing checks don't fail on a 1
UMD - Bonus to using items only with UMD (Not wands/Scrolls etc)
Title: Re: Perk Suggestion Thread
Post by: Stranger on September 22, 2019, 05:03:31 PM
The Cantrip Lord

While some sorcerers seek to conquer their challenges with ever more dazzling and complex spells, you scoff at such pretension. The answers they've been looking for have been in CANTRIPS all along! Armed with a limitless supply of humble, simple, and sometimes quirky spells, you will overcome anything that gets in your way.

Level 1:
Cantrip damage increased from 1d4+1 to 1d8+(Charisma Modifier). All spell levels above 0 are disabled for the caster.

When cast on self, Resistance now applies 5/+5 DR. The absorption limit remains 10. SF: Abjuration increases the absorption limit to 15. GSF: Abjuration increases the absoprtion limit to 20.

Daze no longer has an HD cap.

When cast on self, Light grants Ultravision. With GSF: Divination, it grants See Invisibility for one round.

Level 5:
Cantrip damage increased to 1d10+(Charisma Modifier).

Automatic Silent Spell I

Cantrips dispel the effects of Ghostly Visage.

Level 8:
Cantrip damage increased to 1d12+(Charisma Modifier).

Automatic Quickened Spell I

Spring Attack
Title: Re: Perk Suggestion Thread
Post by: SunrypeSlim on September 24, 2019, 03:28:45 PM
The most elegant solution to Bard perks was staring us in the face the whole time:

Rogue minor perks at 5 and 7.
Title: Re: Perk Suggestion Thread
Post by: MAGIC on September 29, 2019, 03:30:00 PM
Self serving suggestion time, as I'm playing a Hematologist...

Spitballing some ideas for Hematologist perk spell changes:

Disrupt Undead:
    When cast on a non-undead hostile target, does 1d8 negative energy damage. The amount of damage dealt is stored on the caster
    When cast on a non-undead friendly target, heals the target for half the amount of dmg stored on the caster above. This number is cleared out.

Summons:
    Gains the ability to use Blood vials as conjuring items? Grants a blood Clone/Haemonculi theme?

Grease:
    Becomes blood pool. Enemies in the blood pool take 1d4 neg dmg/round if they fail a save. This hp is transfered to an injured ally in the pool.

Flame Weapon:
    Grants a red glow, adds Vamp Regen +1 to the weapon

Negative Energy Burst:
    Doesn't harm allies. Allies caught in the AOE are healed for the total amount of dmg inflicted by the spell, divided equally among the number of allies. Allies also get +2 str for 1 round/level equal to the number of enemies that failed the saving throw to resist the str drain.

Title: Re: Perk Suggestion Thread
Post by: Autarch on October 16, 2019, 12:06:11 AM
I think the Duelist fighter perk is kind of sad nowadays. There's barely anything it does that Pit Fighter doesn't do better so I'd like to make some suggestions.

[hide=Duelist vs Pit Fighter]Both get +3 Taunt at level 1 while Duelist gets an additional +3 Parry which isn't a great skill. Both get the Dodge feat except Pit Fighter gets it sooner. Duelist gets a +1 Dodge AC vs Piercing which isn't bad but I wouldn't call it impressive either. I figure it's pretty nice to have a 10% movement speed bonus at all times. Their fighter perks are very similar where both can get +1 AB/AC under different circumstances. Pit Fighter just gets more and isn't restricted by their armor type. Sure they need to drop below 40% HP first but I'd say that's better than being locked out of fullplates.[/hide]

Level 1: Dodge feat.

I'd probably suggest this for Pit Fighter as well if they're both gonna get it but that's besides the point. It's pretty lackluster to get it at level 8 on an already feat heavy fighter and in the event you want to take mobility and spring attack it kind of sucks.

Level 5: +3 Taunt, +3 Parry, +1 Dodge AC vs Piercing.

While I may think Parry isn't great and the Dodge AC against one particular damage type isn't that impressive, they're nice things to have. The +3 Taunt is pretty solid on its own and I see no particular reason to change these perk features (I also couldn't immediately think of a good replacement).

Level 8: Create a set of dissipating potions each reset.

Every master duelist should have a cache of impressive supplies and I think something like this would be highly appropriate considering EfU's dueling scene of extreme potion chugging before slugging. How many and what they actually get would be the balancing factor.

Fighter Perk: +2 AB and +2 AC (while wearing cloth/light/medium armor) for 1 turn OR +1 AB and +1 AC (while wearing cloth/light/medium armor) for 5 turns.

I don't think the current perk is that impressive considering the armor restriction, especially considering Pit Fighter has more powerful potential without that restriction. A short burst of extreme prowess or a longer lasting boon would make up for it though I think.
Title: Re: Perk Suggestion Thread
Post by: Electrohydra on November 08, 2019, 05:44:50 PM
I was talking to people the other day about how it would be nice if more classes had access to perks letting them use the crafting system. Here is my idea that came out of that, a perk for more clever Fighters...


MILITARY ENGINEER


Fighter Perk "/c fighter_perk"

Equiped weapon gains an Enhancement bonus equal to half your INT modifier. Lasts 1 turn.

Level 1

+10 EFUSS Tinkering
Create a set of random dissipating siege weapon ammunition each rest.

Level 5

+4 Set Trap
+4 Dissable Trap

Level 8

+2 INT
Title: Re: Perk Suggestion Thread
Post by: RedMoney on November 18, 2019, 08:08:33 AM
Some tweaks to Maiden of Woe that I think would make the class more on par with the corpse animator style necrosorcs:

Revamp the entire passive spirit calling. Its honestly near useless as it is now especially compared to the megaundead that can be made with animate and experimenting.  Instead it should function as follows:

Whenever a Maiden of Woe kills a living creature, she has a % chance (spellcraft/2) to gain a soul fragment of varying quality. These fragments can be used to conjure spirits of varying power. The higher level the maiden, the better quality spirit shards she can gain. These shards are temporary and last until reset. The spirits summoned by these shards can be enhanced similar to the creations of the animate dead spell. I think this will be a nice balance and RP effect since you can actively go hunt souls just like you can with corpses. It would be good to see both Spirits and Shadows instead of just spirits.

The spirits need HD to avoid being blasted with Turn Undead. Right now all summons are 1 HD for some reason, meaning even a summon monster 5 spirit can be obliterated by a rather weak paladin.

While amusing, the Curse on Death effect of Lvl 8 is not really worth using. It should be replaced with a Consume Sorrow player tool that uses a soul fragment to grant a random boon to the Maiden. Effects can include any of several buff spells or a tiny amount of xp. And/or the lvl 8 maiden of woe absorbs lvl 3/4 and lower necromancy spells.

I feel the negative ray 5 per day tool is lackluster with all the items available to do neg rays with. Being able to use something like ghostly visage 3/day or displacement 1/day would be more useful. The neg ray could also just be taken out if the soul fragment and experimentable spirits are added.

Other improvements could involve some spell changes such as:

Spells that grant concealment grant additional concealment.

Invisibility grants additional movement speed when cast on self.

Spells that grant concealment also cause Jump to be cast on the Maiden.

See invisibility is extended or perhaps gain as a passive power.

Flame weapon converts to negative energy.

Disrupt undead functions on living targets dealing d6 negative dmg.

Title: Re: Perk Suggestion Thread
Post by: Hierophant on December 05, 2019, 09:07:13 PM
Some additions to the different Rogue Perks.

Locksmith
Bonus: +3 Open Lock.
Pure Bonus: +1 Thieves' Tools each reset & 15 XP for every door unlocked.

Smuggler
Bonus: +3 Pick Pocket
Pure Bonus: Able to better hide items when being searched & receive one magical bag with reduced weight.

Trapsmith
Bonus: +2 Disable Trap, +2 Set Trap, +2 Search
Pure Bonus: 1 random trap each reset & 15 XP for each trap disabled.

Knifemaster

Bonus: 5% Immunity Slashing.
Pure Bonus: Random set of throwing knives each rest & receive Weapon Finesse feat for free.

Diplomat

"You have made a living of moving in diplomatic circles, adapting to the social climate and improving your own skills in the same."
Bonus: +2 Bluff, Intimidate, Persuade

Pure Bonus: Receive Silver Palm feat for free.
Title: Re: Perk Suggestion Thread
Post by: whyemmdee on January 03, 2020, 12:58:26 PM
I would suggest that the Tribal Shaman perk for sorcerer receives the same +1 Healing per tick with medicinal herbs as does the rogue's Physician perk at level 5 to keep with the theme of a tribal witch. This gives sorcerers a fitting option if they'd like to play a heal oriented character.
Title: Re: Perk Suggestion Thread
Post by: Jello! on January 10, 2020, 06:57:10 PM
QuoteDirty Fighter

"Whether it is biting, a sharp elbow to the side or cheap punches you have done it all and will do it again in order to win a fight."

Bonus: Dirty Fighting feat.

Suggestion: Remove this and replace with a perk that gives called shot as a pure bonus as this seems more useful. 
QuoteEducated

"Always studious, you received an extensive and well-rounded education."

Bonus: +3 Lore. Gain XP for translating ancient texts.

Pure bonus: Feat added: Courteous magocracy
QuoteFencing Lessons

"Classical swordsmanship was an aspect of your early training."

Bonus: +2 Parry, +2 Discipline, +2 Concentration.

Pure bonus: Feat added: Improved parry
QuoteForger

"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."

Bonus: May forge a copy of a license in someone else's name. Player tool 2/day. Target first the license to forge, then the PC whose name it should be forged in.

Suggestion: Add the ability to write on stronghold signs. Example: Joe forges a sign for the adventure Mart controlled by Ted. Also, the ability to create Ticker square protection papers and Peerage veteran retainer badges (In name only)

QuoteFortune Teller

"In the uncertain times when even gods perish, the frightful commoner seeks ways to ensure there is a tomorrow. Hidden in dark corners and covered in mystical symbols are the fortune tellers responding to this need; holding the answers to the future in a deck of cards, the posing of a question and, of course, a bit of gold."

Bonus: Special tarot card draws and interpretations. Tarot deck given PC.

Pure bonus: 2+ bluff and persuade 
QuoteIronmind

"Whether a stubborn personality trait or practice through hard lessons, people have a hard time with changing your mind."

Bonus: +2 Concentration. +1 save vs Mind Affecting.

Pure bonus: +1 will
QuoteThief

"Personal property is a foreign word to you and so you pay it no heed. Whether a two-story man, cutpurse or enterprising looter, you know how to open locks people make much effort to keep locked and get away with the contents."

Bonus: +2 Open Lock, +1 Hide and Move Silently

Pure bonus: An additional +1 to Hide and move silently 


Rogue Major Perks

QuotePolitician

"Your character's ordeals and trials in the game of politics have paid off, giving you increased presence. Your character receives +2 charisma to represent his force of personality."

Perk bonus: +2 will, +2 Charisma, +3 Bluff, +3 Persuade, re-roll failed Bluff/Persuade checks. 3/day charm spell (if possible, a charm spell equal to that of a level 7 caster)
QuoteThug

"Your character has survived a tough life in the streets and the fights have paid off. You are able to shrug off some damage and strike with more precision."

Perk bonuses: +1 AB, 2/- Physical Damage Resistance, +3 Taunt, +3 Intimidate, +2 Constitution. Feat: dirty fighting
Title: Re: Perk Suggestion Thread
Post by: Poolson on January 30, 2020, 12:20:58 PM
Simply Trained perk for Rogue

"Whether you were recruited (or conscripted) into the local Lord's army, fished at the local creek by spear point for the water's bounty or found yourself having a knack for threshing grain, you're a little more familiar with the common tools and weaponry of the simple masses."

BONUS FEAT:

Proficiency: Simple weapons.
Title: Re: Perk Suggestion Thread
Post by: Misas on February 16, 2020, 11:01:34 AM
Major rogue perk: Combat medic
+ 6 Heal, 5/1 damage reduction

You aren't magic fiddler, nor divine errand boy. Nevertheless, your companions rely on you and you won't disappoint them. When the battle rages their lives are literally in your hands.
Title: Re: Perk Suggestion Thread
Post by: SunrypeSlim on March 02, 2020, 01:31:49 AM
Rogue Minor Perk:

Fence
Legitimate goods and fair prices are for suckers. You'll fleece the market for everything it's worth, and make your suppliers happy in the process.

Bonus: +1 Pickpocket, +2 Appraise, +1 Bluff, +1 Persuade.
Pure Bonus: Doubled duration for merchant stall rentals.
Title: Re: Perk Suggestion Thread
Post by: Electrohydra on March 02, 2020, 09:47:36 PM
Just a little something I thought about the other day, as a way to give an extra use to all these cool relics. Would be a rogue major perk (Though you could also nerf it a lot and make it a minor perk).

LIP SERVICE
Your ability to deceive magic has reached such a point that you are able to fake Faith itself and steal the divine energies of holy relics.
+3 Use Magic Device, +3 Bluff
10% divine damage immunity
Bless 3/day, Bane 3/day
You can attune to a relic as if you where a cleric of a level equal to your Rogue level.
Title: Re: Perk Suggestion Thread
Post by: RedMoney on April 18, 2020, 02:34:52 AM
Aracnomancer Sorcerer Perk

Base power: familiar override, Juvenile Aranea (some combat potential at lower levels, can cast web bolt, cat's grace, greatly diminished familiar death penalty)

Lvl 1:
Summon monster functions at +1 level (as animal domain) but the caster cannot change from Spiders theme.
Use Poison Feat
+2 saves vs poison

Lvl 5:
Creatures caught in a Web spell cast by the Aracnomancer are affected by giant spider venom
immune to Web effects
familiar gains awakened effect on summon

Lvl 8:
Casting web also summons a spider
Poison immunity
Aranea familiar gains size/power



Title: Re: Perk Suggestion Thread
Post by: Egon the Monkey on May 08, 2020, 01:22:35 PM
Give Bards a choice of Spell Focus as a L4 Perk
I've been trying to roll a future Bard, and I find that any pure bard concept based around combat rather than being a buff dispenser gets a bit samey. Because in order to feel useful, some feats are head and shoulders above the rest.
- I probably want Toughness if I'm not a Gnome or Dwarf, because I have very poor HP for a combat class and don't have as many medium term defensive buffs as a cleric.
- I want Blind Fight so I can hit annoying things like ghosts and "whatever just drank displacement". Because I can't realistically use my spells as my primary means of damage.
- At this point I could take SF and GSF on a human or gnome, but I have so few spells a day and such a limited spell list it probably won't give me much fun. As it only helps if the spell has either a DC or an EFU boost from SF.
- So let's just fall back on Curse Song and Extra Music because that's like an extra pile of spell slots and a new known spell, and it's a thematic bard thing too.

I could drop the combat feats and go full spells, except I don't have any damage spells except Sound Burst. About the only SFs that have enough spells to show them off well are Necromancy (For Scare, Fear and buffing your undead) and Enchantment (because there's a lot of Enchantment). Even so, pretty much all you have is Mind-Affecting. So a lot of things ignore you, and you want the highest possible DC as its' not "save for half" it's "save negates it completely".

And with all the dispel that even monsters put out now, having few spells means you're unlikely to be able to reapply buffs if you lose them. So the bard song feats stand out even more because you can't dispel Bard song or Spell Resist Curse Song.

EFU gave Bards some nice bonuses to spells based on having SF and GSF. For example, Wounding Whispers. But a lot of these are L3 spells, and I don't feel that spending 2 Feats on a bit of a gimmick build is worth it. Yes, GSF Transmutation +Slow is nasty, but it's one spell (along with whatever L2 Ability buff you pick).

So, I think what would make caster bards more useful, and pure bards a bit more varied, is to let them take a Spell Focus as a L4 Perk. The current perks are a bit lacklustre, especially as you can get away without spellfail in light armour now, which is most of what Spellsinger gave you. For me, it's a toss up between "Martial Weapons" or "Move speed". Other than Cantor, Barreller and Spellsinger, the rest's all stuff that saves you a little bit of money or is really situational.  If you got a spell school, it would encourage you to take more of the offensive spells, which are otherwise too low DC to be worth bothering with. Especially if you're only running 14-16 CHA because you can't get away with 10 DEX like a Cleric can.

Bard stretches you thin on attributes and feats if you want to be useful, and currently I don't see the Perks as being as good as multiclassing a full BAB class for some hits, AB and feats. Whereas multiclassing a rogue means I give up on a load of thematic and useful abilities that make my Rogue look and feel very different to someone else's. And Ranger FE bonuses are a very significant change to what you can do in some cases.
Title: Re: Perk Suggestion Thread
Post by: sirTouchington on June 18, 2020, 02:32:53 PM
Dream Eater Rework:

Lvl 1- gain nightmare tool that is useable every 60 seconds, immunity to sleep, sleep DC +1, gain Spell token with sleep 3/day

Lvl 5 - sleep and slumber both affect x2 HD, sleep DC +1, Slumber DC +1, Nightmare useable every 40 second, spell token upgraded to sleep 5/day and Slumber 1/day

Lvl 8 - Sleep and slumber DC +1, nightmare useable every 20 Seconds, +2 cha, Sleep Token upgraded to Slumber 2/day

Remove the crappy dream eater summon from the nightmare pool. It isn't even immune to sleep and will knock itself out, it's also incredibly useless against anything that's not rats.

Title: Re: Perk Suggestion Thread
Post by: Fuzz on June 30, 2020, 04:30:13 PM
Quick suggestion:

Allow Forger perk rogues to forge notes using the new note system, but in the name of other PCs. They would need a note of some sort that the PC signed with their name, and they could use their forging skill on it to write a new note with the option to sign it with that PC's name. For the lay person this would effectively look like that other PC wrote the note.
Title: Re: Perk Suggestion Thread
Post by: sinclairlim on July 03, 2020, 11:26:27 PM
Rogue perk (Minor)

Pocket Sand!

1 use/day. Target makes a reflex save with a DC of 10 + half the rogue's level, or becomes blinded by 1d3 rounds.
Title: Re: Perk Suggestion Thread
Post by: Egon the Monkey on September 02, 2020, 11:51:17 AM
Rogue L4 Perk: Sapper.
+2 Craft Trap., +1 Set/Disable Trap
Gain a random Catapult Ammunition or set of ballista bolts each time you rest.

This would be a very niche perk, but the problem with siege engines is that you can't construct enough ammo to get you through a quest, as you can only build Schematics once a day. Honestly I just want to make a 18 STR Rogue who would prefer horrendous ballista overkill to Sneak Attacks :P,
Title: Re: Perk Suggestion Thread
Post by: Richørd on October 02, 2020, 12:35:38 PM
Name : Defender
Other name ideas : Stalwart , Tower

Description : You have given up on nimble tricks and toys, all you rely on now is your own strength and the craftsmanship of your armor and shield. You are the last bastion, the wall that will hold back the tides and secure victory for your allies. The enemy shall break upon you.

Fighter Perk "/c fighter_perk"

Level 1

Level 5

Level 8
Title: Re: Perk Suggestion Thread
Post by: Egon the Monkey on October 02, 2020, 02:25:10 PM
Dumpster Diver
We were discussing this on Discord, and it sounded genuinely awesome. The problem with Maiden of Woe being the ghosts are crap, and fairly kill on sight. Whereas attracting FLY summons... Disgusting and unlikely to make your friends, but more likely to be openly out.  I'm suggesting + sumnmoning points, as one issue with Maiden of Woe is the weak summons lower your summon budget.

L1:
L5:
L8:
Title: Re: Perk Suggestion Thread
Post by: Jello! on October 05, 2020, 07:11:38 PM
Spymaster changes
------------------------
+3 Bluff, +2 vs Mind Affecting, +2 vs Fear, +4 vs Poison. 5gp wage. Disguise Ability.
Add: +2 Will, +3 Perform

Disguise Ability
-  A PC must spend X rounds setting up or removing the disguise
- While disguised a PC does reduced damage, has reduced ac and ab, and drinking any potions/using items removes disguise (Promoting the X round removal.)
- Other PCs in detect mode (or those with keen senses) will roll listen/spot skills to detect the disguise (Kinda like stealth.)
- Dc to detect disguise might be: 10 + 1/2 bluff + perform
- PCs with spymaster may purchase different  disguises of varying quality at a hidden shop (Better quality disguises give bonus to perform.)
- Disguise changes PC name

Title: Re: Perk Suggestion Thread
Post by: Egon the Monkey on October 06, 2020, 01:28:03 PM
Rogue L8 Perk: Cat Burglar
"In the alley of the City of Rings, stealthy predators move with feline grace. Also, there are stray cats. And you have one. Sometimes it's helpful!"
+1 H/MS . +1 AC. +1 AB vs Animal. 5% Slashing DI. Access to the Tracking Skill.
Gain a Gutter Cat companion. If it dies, it recovers on reset. Or you wave a fish about and a new raggedy moggy shows up.

The Cat has good AC and AB, low base damage and 1d6 Sneak Attack. It's there as a way to let you solo occasional mostlers without a pile of summons, and to provide ranger-like pet support.
Title: Re: Perk Suggestion Thread
Post by: Egon the Monkey on October 21, 2020, 02:51:37 PM
Rogue Minor Perk: Alleybow Sniper.
Bonus Feat: Rapid Reload. Gain special bolts each rest.

Crossbows are just terrible, as most of a Rogue's damage is from Sneak Attack, so the tradeoff of slightly more base damage vs "can't do rapid shot or 2 APR" isn't worth it. Bows are lighter and rapid shoot. Slings are super light and you can use a shield while you deliver your sneaks.
However crossbows are cool.
Title: Re: Perk Suggestion Thread
Post by: Poolson on October 24, 2020, 10:54:42 AM
Barbarian Furor: Skald's Warcry:
X magic damage to barbarian's weapon, where X is barbarian's intelligence modifier (cannot be increased with fox's cunning, like eagle's splendor for exhilarating rage, or owl's wisdom for everlasting rage).

Taught by the Sage.

Barbarian Furor: Boundless Stamina:
Gain 1dx strength and constitution, where X is the barbarian's constitution modifier. (Cannot be increased with endurance or bloodfrenzy, like eagle's splendor for exhilarating rage, or owl's wisdom for everlasting rage.). Half-Orc and Dwarf only.

Taught by Grahoom the Savage.
Title: Re: Perk Suggestion Thread
Post by: Red_Judas on November 01, 2020, 05:52:31 PM
Monk Perk: King's Peace [App only]

"The truth is I kept crawling and it kept working!"

The King's Peace permits no violence upon an adherent to the philosophy, so long as the adherent does no harm to others.

In this perk, all NPC's are set to non-hostile. If a practitioner of the King's Peace hits anything, NPC's become hostile again and, as an RP consequence, the PC is no longer tolerated in social areas.
Title: Re: Perk Suggestion Thread
Post by: Poolson on December 07, 2020, 11:09:44 PM
Change to Fighter Perk "Cutthroat.".

At level 8, gain 1d6 sneak attack.

I realize this might curb on sellsword's ability to rock, but I see it as a trade-off between poison proficiency vs gp wage.
Title: Re: Perk Suggestion Thread
Post by: Jello! on December 09, 2020, 05:15:44 PM
Level 7 ranger perks for the unlikely case people don't cross class:

QuotePath of the Vanguard:
Toughness feat, on reset: 5 dissipating CSW potions.

QuotePath of the Marksmen (Bow)/Path of the Marksmen (Crossbow):
On rest/reset: Spawn bundle of magical arrows/bolts,   1+ mighty on weapon

QuotePath of the Beast Master:
Animal companion permanent magic fang,  Skill focus: AE

QuotePath of the Skirmisher :
Mobility, 2% movement speed


Title: Re: Perk Suggestion Thread
Post by: Stranger on January 01, 2021, 09:59:09 PM
Barbarian Furors

Inescapable Rage
Increase the barbarian's movement speed bonus by X*5%, where X is equal to the barbarian's charisma modifier, provided it is positive. The barbarian becomes immune to Slow and Entangle for the duration of rage.

Indomitable Rage
Provide a bonus to all saving throws equal to the barbarian's charisma modifier for the duration of the rage.

Unflinching Rage
On entering rage, the barbarian receives the benefits of Remove Fear (https://nwn.fandom.com/wiki/Remove_fear) at a caster level equal to their barbarian level.

Invincible Rage
The barbarian receives an additional Consitution bonus during their rage equal to their barbarian level.

Lethal Rage
The barbarian's weapon receives a DC 20 Wounding effect of a magnitude equal to half their barbarian level.
Title: Re: Perk Suggestion Thread
Post by: Hierophant on February 04, 2021, 09:45:06 PM
Rogue Minor Perk

Levyman

In the Weald, many serve as serfs for the landholders; in times of war and Ghyl incursions, they are oft called to arms by their liege and armed with spear and gambeson to fend the attacker. You were one of these such men or women and for that experience, you're keen with a spear and other such simple weaponry seen oft on the battlefield.

Receive Simple Weapons proficiency.

Pure Bonus: +2 Discipline, +2 Concentration, Expertise Feat
Title: Re: Perk Suggestion Thread
Post by: zerotje on April 14, 2021, 05:00:04 PM
Summoning Theme, Dwarf Only
"Ancestors"

Summon Warrior Spirit Dwarves
With a low % chance of summoning a ex-Player Character turned into an Ancestor.
Title: Re: Perk Suggestion Thread
Post by: LoveLess on April 17, 2021, 03:23:47 AM
Still would like a rogue minor perk that just gives simple weapon proficiency as has been suggested before.

Simplicity
Sometimes the simplest weapons are the best for the situation, and in your time spent with more cut-throat weaponry you have learned this truth.
Pure Bonus: Simple Weapon Proficiency

Title: Re: Perk Suggestion Thread
Post by: Poolson on April 19, 2021, 09:40:01 AM
Man of Chains

The flail's history is scattered, yet has persisted throughout the ages as a niche but effective weapon for the purposes of overcoming defenses.  Whether you are prisoner on the run, armed with nothing but the chains of your shackles, or a duelist seeking to exploit an enemy who's strength is their defense, you are at your best when controlling this weapon of momentum and drift.

Perk ability:
[Swings their flail in an erratic loop. The flail head becomes even more dangerous - both to its target and its wielder!]

Deal 1d4 bludgeoning damage to the enemy.  Suffer 2 damage every time your attack lands. Lasts one turn.

Level 1:
Whenever you roll a 1, you roll weapon damage against yourself, plus strength. (1D8+STR, or 1D10+STR/half if using a heavy flail.)

Level 5:
Bonus feat: Knockdown

Level 8:
Superior Weapon Focus: Light Flail & Heavy Flail.

Or, if capable through scripting: +1 AB vs targets with two handed weapons or shields in their offhand.

----
Pikeman

Conscripts. Mercenaries. Career soldiers. The spear finds its way into the hand of commoner and nobleman alike, favored for its incredible reach, which has been used to devastate opponents of superior skill.

There are many weapons like this, but this one is yours.

Perk Ability:
[Anchors themselves and readies to strike within formation!]
Decrease movement speed by 50%. Increase damage by 1d4. This effect lasts 2 rounds.

Level 1:
+3 Discipline
+3 Concentration.

Level 5:
+2 piercing damage while wielding a long spear.
+2 natural AC while wielding a short spear.

Level 8:
Bonus Feat: Spring Attack.

Title: Re: Perk Suggestion Thread
Post by: Stranger on April 21, 2021, 10:59:18 PM
Medic
Sometimes, in the heat and peril of battle, the only person who can reach an injured soldier is another soldier. You are the man for that job. When someone's life is on the line, you're ready to brave the fires of hell to save them.

/c fighter_perk
Level 1
Level 5
Level 8
Title: Re: Perk Suggestion Thread
Post by: Poolson on April 22, 2021, 09:02:18 AM
Change to Marksman & Sharpshooter Perk for fighter:

Level 1:
You gain +1 mighty to wielded bow/crossbow per every 3 levels in fighter (+1 at 1, +2 at 3, +3 at 6, +4 at 9.)
Title: Re: Perk Suggestion Thread
Post by: Poolson on May 01, 2021, 02:32:28 AM
Marksman, major perk for Rogue ( 8 )

Skirmishers oft fire and retreat, to incite chaos, strike key targets and weaken weak points in the enemy formation. The Marksman's work is quick and often unseen by any other way than the victim they leave behind.

+1 AB, +10% movement speed, +1 reflex.
Title: Re: Perk Suggestion Thread
Post by: SunrypeSlim on June 14, 2021, 06:16:25 PM
Sniper

App Only Major Rogue Perk

Snipe (Replaces Sneak Attack at level 1):
For each round the Sniper is in Detect Mode and not moving, they will gain 1d6 damage on their next ranged attack volley, capped at the same rate as sneak attack.

Ex. Level 7 Sniper is stationary for four rounds in detect Mode. They fire a crossbow and gain 4d6 DMG for that attack.

Then probably like Called Shot at 4 and +3 spot/search and call it a day.

Good perk, good perk.
Title: Re: Perk Suggestion Thread
Post by: Hierophant on June 21, 2021, 02:47:09 PM
Bard Perk

(https://theroomfillswithwater.files.wordpress.com/2015/10/halfling_bard.jpg)

Madcap

The Madcap is wild and frenzied in the thick of battle and often running into or out of the fray in fear and valor both to tend to their wounded comrades or to flee from danger. They've grown accustomed to avoiding attacks of opportunity with a roll here and a dive there, looking like a chicken without its head.

Perk: Mobility Perk

Arbalist

Specializing in machinery and mechanisms, combining their street magick with the precision of a crossbow leaves the Arbalist with a comfortable space between him and his target, and ample time to sing an ode to joy towards victory.

Perk: Point Blank Shot, Rapid Reload, +1 EFUSS Tinkering
Title: Re: Perk Suggestion Thread
Post by: Hierophant on June 23, 2021, 09:21:02 PM
Torturer (Male & Evil Only)


Level 1

Sorcerer Token: Death Armor ( 8 ) 5/day.
Sorcerer emanates a ghostly blue hue.
Exotic Weapon Proficiency.

Level 5

Toughness Feat.
Wounding Effect on weapon.


Level 8

When Masochism (Torturer) is cast, it is instead reversed; rather than the luck-bonuses for receiving damage, the luck-bonuses are received for delivering damage.
Title: Re: Perk Suggestion Thread
Post by: Astegard on June 27, 2021, 08:24:33 PM
Change the current "On reset get X" perks to work of a timer like tinkering schematics.
With server stability  getting the benefits of your perk can be far in between.

Fighter:
Witch hunter
Bounty hunter
Salver
Vigilante
Rebel

Rogue:
Locksmith
Street Magician
Trapsmith
Apothecary

Title: Re: Perk Suggestion Thread
Post by: TsunamiWombat on August 30, 2021, 10:24:46 AM
Modifications to Certain existing fighter perks:

Bodyguard
Lvl1. +2 VS mind effecting (up from 1), immune to charm person
Lvl5. +3 discipline, Shield Other token 1x day
Lvl 8. +1 will, +3 Concentrate, Immune to Domination

Laysword
Lvl1. +1 will
Lvl5. Receive Feat: Strong Soul
Lvl8. +1 universal save

Marksman
Lvl1. +3 Spot, +3 listen, receive Feat- point blank shot
Lvl 5. Receive free magical bolts
Lvl 8. +2 dex

Sharpshooter
Lvl1. +3 spot, +3 listen, receive Feat- rapid shot
Lvl5. Receive free magical arrows
Lvl8. +2 dex


Title: Re: Perk Suggestion Thread
Post by: SunrypeSlim on September 25, 2021, 03:11:34 PM
Weapon Finesse as a Rogue minor perk.
Title: Re: Perk Suggestion Thread
Post by: Hierophant on October 20, 2021, 02:55:45 AM
Street Magician:

Bonus: +1 Use Magic Device, each reset you get a random arcane scroll based on your wizard/sorcerer/bard levels; requires a minimum of 4 rogue levels.

Every wizard/sorc level counts as a spell circle; as normal.

1/2 bard levels count as a spell circle; I.e 4 rogue 2 bard would net you either a 0 circle scroll or a 1 circle scroll.

4 bard 4 rogue would net you either a 0 circle, 1 circle or 2 circle scroll per reset.

4 rogue 6 bard would net you either a 0 circle, 1 circle, 2 circle or 3 circle scroll per reset.

4 rogue 8 bard would net you the above + a 4 circle scroll per reset.

I think this change would make the perk more worthwhile and fun and bards are more street magician material! It's not super strong but adds to the flavor of also having wands and such without UMD.

Title: Re: Perk Suggestion Thread
Post by: SunrypeSlim on October 26, 2021, 08:46:51 PM
Rogue Major Perk:

Jinx

Whether by your own deliberate actions or sheer misfortunate, you always seem to be around when things go wrong. You have developed a sixth sense for trouble, whether or not you can do anything to forestall it.

Perk Bonuses: Gain 'Aura of Menace (https://nwn.fandom.com/wiki/Aura_of_menace)' player tool that can be toggled; increased chances of Hero spawns in your vicinity; +3 Spot, Listen, Taunt; +2 reflex.
Title: Re: Perk Suggestion Thread
Post by: AsheandCinders on November 18, 2021, 03:48:40 PM
Ashen Mirage Changes/Addition Ideas

(Not a Cohesive list, just a pick and choose of possible ideas)

Change Default Familiar to a possessable Mirror Image, perhaps growing in power as you level.

Change Whispering Winds Spawn to a Mirror Image

Player tool to allow Familiar style possession of any Mirror Image, including those created of others via Displacement or Glass Doppelganger

Player tool toggle to randomly summon Mirror Images, like Maiden of Woe ghost aura.

Player Tool version of Mislead, Invis and spawning only one Mirror Image, without a casting Animation.

Title: Re: Perk Suggestion Thread
Post by: LoveLess on November 26, 2021, 05:38:15 PM
Fighter Perk: Conduit

Fighter Perk Active
For a single turn, all Electrical spells that target you are repeated (not blocked), targeting the caster. You also gain a 1d4 Electric damage shield.

Level 1
+3 Saves v. Electric
You take 5% of all Physical Damage as Electrical Damage instead

Level 5
+1 Electrical Damage
You take 10% of all Physical Damage as Electrical Damage instead (instead of 5%)

Level 8
10% Electrical Damage Immunity
You take 15% of all Physical Damage as Electrical Damage instead (instead of 10%)

Maybe some sort of bonus versus constructs?
Title: Re: Perk Suggestion Thread
Post by: Scumlord Spiffy on November 27, 2021, 02:10:43 PM
Curse Meister: Sorcerer

Gain 2/day "Bestow Curse" player tool that can bestow a random curse on items or gear.
Gain 2/day Remove Curse Player Tool that can remove curses from players.

Spells Such as Negative Energy Ray Decrease a Random Stat Attribute by 1d2
Frost Ray can reduce speed by 10%, and is cumulative for 1d4 rounds.
Melf's Acid Ray has a 10% chance to paralyze versus a poison save of DC 18 similar to the cube paralysis.
Bestow Curse automatically does -3 attribute, GSF transmutation makes it go to -4.
Phantasmal Killer can bestow the 'fear' effect if the fortitude will save fails, but the fortitude save passes.
Remove Curse makes the target immune to curses for hour/level. GSF Abjuration Grants Remove Curse +4 versus poison, death, and disease.

Level 1: +3 to spellcraft, Lore, and +1 will.
Level 5: Gain Chaos Shield (1) to armor, 5% physical damage immunity.
Level 8: Parade of Curses- gain an aura of menace and curse can afflict a small area around a target to decrease their status attributes collectively.
Title: Re: Perk Suggestion Thread
Post by: Empress of Neon on December 06, 2021, 02:57:16 AM
Death Syphon Minor Changes/Ideas:

1. Increase the amount of life gained from the death of creatures respectively in tiers:

1- 1 hp
2- 2 hp
3- 3 hp

This will make the death syphon's unnatural healing far more noticeable and balanced for higher level encounters (1 hp won't be doing much against a tribe of ogres...)

2. Add some kind of spell effect for visual representation, whenever players murder something and feed the death syphon's magic (maybe something along the lines of  death-magic to really sound the alarm?)

3. Perhaps some minor bonuses v.s death spells/effects respectively in tiers:

1-+1

3-+2

(P.S I love the theme of this class and hope it becomes more popular in due time :) )

P.P.S I have never once seen a spell refunded from the death of a magic-using npc. Perhaps the chances of it occurring should be increased reliably?
Title: Re: Perk Suggestion Thread
Post by: LoveLess on December 18, 2021, 02:58:24 AM
Perhaps in any future Fighter perk overhaul, Bodyguard could get a version of Shield Other made available? It seems like it would fit the perk a lot more than some of their current bonuses.
Title: Re: Perk Suggestion Thread
Post by: Vlaid on December 24, 2021, 06:37:14 AM
Bodyguard Fighter Perk

Fighter Perk "/c fighter_perk"

Nearest neutral creature within 10 feet receives +2 AC, +4 vs Fear and +2 vs Mind Affecting. Lasts 1 turn.

Change to

Nearest neutral creature within 10 feet has shield other applied to them for 1 turn.
Title: Re: Perk Suggestion Thread
Post by: Empress of Neon on December 25, 2021, 07:58:22 AM
~Update :Sharpshooter/Marksman Perks~

As it stands, both of these classes have access to a fairly minimal pool of 'special' , randomized ammunition that trickles in small handfuls at a time. Unfortunately, it takes so long to actually save a decent amount that there's fairly little incentive to do anything but save-save-save through subsequent rests.

I would like to suggest either one of the following, so this facet of the perk receives more representation ig.

1. Triple (Or even quadruple) the amount of ammunition received; this way players won't be so conservative about their 'special munitions' and still benefit from the (normally +2) damage that I think was intended for this class?
2. Completely throw out the special munitions of a magical nature and just offer a flat +2 damage quiver of bolts or arrows per rest, depending on the class (Or alternatively, a special-ammunition effect for whatever ranged item they're holding respective to that class; could even make some neat ig rewards to have it changed to another type of ammo!).


Title: Re: Perk Suggestion Thread
Post by: TsunamiWombat on January 15, 2022, 06:11:04 AM
update/modification
rogue perks
(I am not currently playing a rogue)
Rogues remain the dip king (after Bard), I feel greater emphasis on PURE bonuses that relieve their feat taxes or provide them other opportunities could be valid. Some of these are taken from existing level 8 pure perks, which may necessitate those being rebalanced OR simply allowing for a greater diversification of abilities.

Fencing Lessons
"Classical swordsmanship was an aspect of your early training."
Bonus: +2 Parry, +2 Discipline, +2 Concentration.
Pure Bonus: Weapon Finesse feat
Weapon finesse is a tax feat

Ironmind
"Whether a stubborn personality trait or practice through hard lessons, people have a hard time with changing your mind."
Bonus: +2 Concentration. +1 save vs Mind Affecting.
Pure Bonus: +1 Will

Bruiser
"Long brawls in the streets and exposure to numbing fists have made you more resilient to heavy-handed blows. As the number of fights increased you learnt to cover your openings and improve your hand-to-hand combat."
Bonus: Weapon Specialization Unarmed Feat. 5% Immunity Bludgeoning and +3 intimidate.
Pure Bonus: Weapon Specialization Unarmed Feat
This is just a shuffle

Diplomat
"You have made a living of moving in diplomatic circles, adapting to the social climate and improving your own skills in the same."
Bonus: +2 Bluff, Intimidate, Persuade
Pure Bonus: re-roll failed Bluff/Persuade checks.
Taken from Diplomat, which nobody takes, and scripted bluff/persuade checks are useless to you at level 8

Street Magician
Bonus: +1 Use Magic Device, each reset you get a random arcane scroll based on your wizard/sorcerer levels; requires a minimum of 4 rogue levels
Pure Bonus: 25% chance of retaining a scroll or a charge on a wand after use
All minor perks require a minimum of 4 rogue levels already

Lurker
"To thrive you must be daring they said. Stand still and be left behind they said. You have seen people come and go over the years from your corner and other hiding places. Like a spider you prefer to remain still until the moment is right, only then making a decisive strike. Fortune favours the bold they said. They don't say anything anymore."
Bonus: +2 Hide
Pure Bonus: +1 saving throw vs Fire and Cold 1/- DR vs Fire/Cold
Save bonus vs evo dmg on a class with high reflex and evasion? really?

Smuggler
"Transferring illegal contraband from one place to another is a thrill you chase. Whether successful or not, you have learnt enough to carry on with the trade and how to avoid getting caught with contraband that'll see you dead."
Bonus: +3 Pick Pocket
Pure Bonus: Able to better hide items when being searched. Able to better hide items when being searched or looting items in stealth mode
Because that is a thing, and as scummy as loot skimming from the group is, rogues are scummy people. No one ever takes this anyway

Dirty Fighter
"Whether it is biting, a sharp elbow to the side or cheap punches you have done it all and will do it again in order to win a fight."
Bonus: Dirty Fighting feat.
Pure Bonus: Thug feat
No one takes this. +1d4 dmg for losing all extra attacks is not worth it in the action economy.

Educated
"Always studious, you received an extensive and well rounded education."
Bonus: +3 Lore. Gain XP for translating ancient texts.
Pure Bonus: Dissipating potion of lore every reset

Explorer
"Curiosity has always been a driving motivator in your life. From the deepest canyons to the highest peaks, upon vast oceans of sea or sand, deep in rural communities or in the capital cities of Faerun; you have either seen the sights or your feet will bring you there someday. With every sight comes the experience of something new, something you may one day bring others to explore in full."
Bonus: Half of exploration bonus for visiting new areas is converted to permanent XP. Works retroactively. Also gain 50% additional XP from Discoveries.
Pure Bonus: Dissipating One With The Land potion every reset

Fortune Teller
"In the uncertain times when even gods perish, the frightful commoner seeks ways to ensure there is a tomorrow. Hidden in dark corners and covered in mystical symbols are the fortune tellers responding to this need; holding the answers to the future in a deck of cards, the posing of a question and, of course, a bit of gold."
Bonus: Special tarot card draws and interpretations. Tarot deck given PC.
Pure Bonus: Dissipating Clairaudience/Clairvoyance potion every reset
Title: Re: Perk Suggestion Thread
Post by: TsunamiWombat on January 15, 2022, 06:22:13 AM
Rogue Perks
4/6

Steady Aim: You've learned the value of keeping a cool head under fire and don't let loose until you know you've got your target
Pure Bonus: Point Blank Shot
Down with tax feats
Title: Re: Perk Suggestion Thread
Post by: Random_White_Guy on February 01, 2022, 04:59:30 PM
In EFUR crumble let ooze savant play up the Ghuan angle of destroying animatrons, fight the machine, etc.

This chapter though it's effectively useless and 1/day does basically nothing, the main thing would be golem and those have SR to the moon

Suggestion wise I'm not sure what would be balanced but Crumble just doesn't do anything lol.
Title: Re: Perk Suggestion Thread
Post by: SunrypeSlim on February 02, 2022, 09:30:30 AM
1/day Ooze Ioun Stone for Ooze Savant, instead of Crumble?
Title: Re: Perk Suggestion Thread
Post by: LoveLess on April 29, 2022, 12:04:09 AM
For the new Eldritch Archer perk...

It would be nice if cantrip arrows persisted resets.

Perhaps each reset they get +1 arrows made for spells of lower circles or below up to a certain amount. Maybe ten at level 1+ and then an additional ten arrows at level 5+ for a total only about twenty additional arrows than they would have without it causing too slippery of a slope. It would basically allow them to build up a slight stock with each reset.  At level 8, would allow for three arrows per cast, a nice quality of life for post reset yet limited to lower circles.

Arrows spawning without stacking into each other is a bit annoying and requires equipping arrows to make them stack, as stacking normally isn't possible due to their untradeable nature count as "giving it away."
Title: Re: Perk Suggestion Thread
Post by: TsunamiWombat on June 06, 2022, 08:27:30 PM
New Rogue Perk

Exotic Tastes
4 or 6
PURE Bonus: Gives Exotic Weapon proficiency
No Multiclass Bonus
Title: Re: Perk Suggestion Thread
Post by: Dhund on June 06, 2022, 11:05:45 PM
Sorcerer Perk: Warlock

Trading much of their potential in variety and utility for a focus upon destructive power, a Warlock has mastered enhancing basic cantrips into elemental blasts to be feared.

Level 1

Level 5

Level 8





This perk is all about the Eldritch Blasts, and just pew-pewing and numbers given I've been balancing a 16 CHA sorc against a Heavy Crossbow fighter and a longbow fighter with rapid shot

Level 1
Crossbow Fighter: 1d10 per round (average 5 damage), 10% chance for x2 crit
Longbow Fighter: 2d8 per round (average 9 damage), 5% chance for x3 crit

Warlock: 1d8 + 3 per round (average 7 damage)

Level 5
Crossbow Fighter: 1d10 per round (average 5 damage), 10% chance for x2 crit.
Longbow Fighter: 2d8 per round (average 9 damage), 5% chance for x3 crit

Warlock: 1d10 + 3 per round (average 8 damage)

Level 8
Crossbow Fighter: 2d10 per round (average 11 damage), 10% chance for x2 crit.
Longbow Fighter: 3d8 per round (average 14 damage), 5% chance for x3 crit

Warlock: 2d8 + 3 per round (average 12 damage)




Title: Re: Perk Suggestion Thread
Post by: C_o_M on August 16, 2022, 03:59:43 PM
For the Zealous Faith...

Level 1: +2 Divine Save; When cast on oneself, "Shield" offers an additional +2 AC, and 50% Damage Immunity to negative energy damage for neutral & good, 50% Damage Immunity to divine damage for evil; add bless to spellbook

Level 5: Remove the fear save and replace it with a save reflecting the sorc's alignment; Add Prayer to spellbook

level 8: Add Hammer of the gods  to spell book; +2 will; "Magic Weapon" induces an additional +1 divine damage for neutral & good, +1 negative energy damage for evil. Works on other player character weapons.


Alternatively, if you don't want to change anything about this perk, just add divine power to the Sorc's spellbook at level 8, if that is indeed possible.
Title: Re: Perk Suggestion Thread
Post by: Zickery on August 22, 2022, 03:22:44 AM
Totemist
(Sorcerer Perk)
There is great power to be found in the countless layered ruins that comprise the City of Rings. Beneath every upturned broken stone lies the fragmented remains of magic older than the ken of mortalkind, and none excel at exploiting it as well as the Totemist. Covered from head to toe in trinkets and effigies, these rare few use the magic in their blood as an accelerant and amplifier for what magic they can scavenge out of this dying world.

Totemists do not benefit from the bonus spells known given to Sorcerers. In addition, they have one less spell per level than a Sorcerer normally would. They also receive one less spell slot for each circle. The power of a Totemist stems from augmenting the magic of other sources, and they have far less natural power to draw on than others.

At tenth level, a Totemist would have:
7    4    3    2    1    0     Spells Known
6    5    5    3    4    2     Spells Per Day

+2 CL on all magical items used.
-2 CL on all spells the Totemist casts themselves.
Creatures summoned from magical items are from one circle higher than they would be otherwise. Creatures summoned normally are from one circle lower.
Totemists may choose the "Animated Weapon" theme on character creation.

Totemists are skilled in taking the ruins of the City and fashioning them into usable trinkets, drawing upon forgotten magic left behind in every stone. They may craft special consumable items called 'Totems' that harbor a spell. These can only be properly made use of by a Totemist, and do not work correctly in the hands of those not skilled in their craft.

Level 1
Craft Lesser Totem (Player Tool)
Create a lesser totem, placing it in your inventory. You may make one freely per reset. Additional totems cost (small gp/xp cost).
Lesser totems bind a single use of the first spell cast upon them, saving them for future use. Other players may cast their spells upon these totems to bind them for the Totemist's benefit, but they cannot make use of such a Totem themselves.

Level 5
Craft Middling Totem
Create a middling totem. These function the same as lesser totems, except that they hold three uses of a given spell. You may create one freely per reset, with additional totems costing (medium gp/xp cost).
You gain two additional free uses of Craft Lesser Totem per reset, raising the number of free lesser totems you receive to three.

Level 8
Craft Greater Totem
Create a greater totem. These function the same as other totems, except they hold five uses of a given spell. You may only create one per reset freely. Additional greater totems cost (large gp/xp cost).
You gain two additional free uses of Craft Lesser Totem per reset, in addition to two additional free uses of Craft Middling Totem, raising the number of free lesser and middling totems you can craft to five and three respectively.

At Level 8, the Totemist can also craft a new additional Totem type: Exquisite Totems.
Exquisite Totems function the same as Middling Totems, except they may be used by all players, not just Totemists. These always have a cost to craft, unlike other totems, and are essentially meant to serve as a cheaper alternative to wands with less uses. Imbuing these with a spell also has an associated cost.

Totems weigh (0.1/0.2/0.3/0.4) units respectively, depending on type. (lesser/middling/greater/exquisite)
Totems are all one inventory space wide, but grow in height depending on tier. (1x1, 1x2, 1x3, 1x4 respectively.)
Title: Re: Perk Suggestion Thread
Post by: Draugir on October 02, 2022, 08:36:47 AM
Fighter perk: Vigilant Watcher

lvl 1: Rogue examine tool

lvl 5: +5 spot, +5 listen

lvl 8: rapid shot, +2 will saves

This would basically be your go-to if you want to be a wisdom-based archer and not bother investing anything in dexterity.
Title: Re: Perk Suggestion Thread
Post by: Draugir on October 02, 2022, 12:40:51 PM
Also, I think there should be more feats where you trade off things to further specialize in particular fields:

rogue perk lvl 4/6 perk:

Flanker: -2 con, when you flank enemies you you get a +4 to hit instead of +2
Title: Re: Perk Suggestion Thread
Post by: LoveLess on October 31, 2022, 08:19:11 AM
Would still like to see some kind of electric-based fighter perk, sort of feels like it's unused entirely, even with two perks that deal directly with it for sorcerers.

If the damge conversion idea was a bust, where physical because lightning damage... maybe something like this?
Fighter Perk: Heavy Engineer

Fighter Perk Active
For 1 turn all Electrical spells that target you are repeated (not blocked), targeting the caster. Or maybe your attacks cause electrical damage if they kill an enemy, or have a chance to occur in general (like an onhit 25% chance or something)

Level 1
+2 Saves v. Electric
+2 Engineering

Level 5
10% Electrical Damage Immunity
+1d4 Electrical Damage v. Constructs

Level 8
+2 Engineering
When hit by Gedlee's, Electric Jolt, etc, you gain 10% bonus movement speed and d4 electric damage shield for X rounds. (It's the Overcharged perk from Sorcerer)
-or-
Throwables deal electrical damage in additional to their other effects
Title: Re: Perk Suggestion Thread
Post by: One_With_Nature on November 02, 2022, 09:46:38 AM
Fighter Perk Amendment: Witch Hunter Fighter

Change the level 8 disruptor to a 1 use dissipating dispel item as the disruptors don't do anything
Title: Re: Perk Suggestion Thread
Post by: Gordan on November 03, 2022, 07:38:53 AM
A 5e class turn it in a efu perk
Figther perk

Blood hunter

Through careful study and practice, blood hunters hone the rites of hemocraft into unique combat techniques, forfeiting a portion of their own health to call blood curses down upon their enemies or summon the elements to aid their strikes.


Fighter Perk "/c fighter_perk"

Lose 40% hp gain +3 AB for one turn

Level 1
Toughness free feat

Level 5
+3 lore
+3 spellcraft

Level 8
Weapon gain vampiric rigenration 2
Title: [Death Syphon: Improvements]
Post by: Empress of Neon on November 29, 2022, 07:04:49 PM
I really like this sub-class of sorceror. And it reminds me a lot of how sorcery functions in the Dark Sun setting (which is my favorite dnd setting to this day!). Having said that, it's also quite possibly one of the most difficult-to-recognize (as in, way too easy for a sorceror to hide) and  somewhat underpowered sub-classes I've gotten to enjoy (which is strange, since the theme is literally DEATH). Not that meta should ever come before what's thematic, but all the same, I have some suggestions to improve the class!

1. More Spell Effects During Syphoning: The death syphon has a rather pathetic vampiric-regeneration as it is. Be it for them or other pcs. You could easily miss it. Rather than a flat '1' being dripped with the death of every enemy, I would rather suggest a 1d*lvl* effect on how much life is taken. Not only would this make the death syphon significantly easier to discover, but it would also make their capacity to act as a vampiric font of life for others in their group more useful. Remember that it's not true regeneration; players still have to be killing in order to mend. I would also add a creepy spell effect around the syphon every time the effect triggers. Maybe a red glow, or the actual vampiric-regeneration effect you see above peoples' heads when they're bloodletting.


2. Rework the Spellpower Drain: I haven't had a single instance in which my character has been able to successfully nab anymore spells from slain mages/priests. I don't know if it's bugged or if the chances are too low, but I think it's worth remembering that this trait of death syphons is beholdened to: 1. The levels of a spellcaster slain and 2. A spellcaster npc to begin with (which are obviously more rare).  My two suggestions to improve on this hilariously low-chance of benefit are twofold. Either:

A. Rather than have the perk focus around spellcasters killed, make it so that -any- creature killed has a 3-1% chance (From 1st circle to 3rd) of refunding a spell used. This keeps the chances of refund chaos-shield-levels of low, but less dependent on the presence of other casters.

B. Significantly up the chances of taking spellpower; or to just a flat 100%. Spellcasters are much more rare, and their varying levels of power are ultimately going to decide what circle of spells are refunded. A sorceror who seems to never run out of spells to throw might also stick out more; adding to the chances of discovery.

Like suggestion one, I think another spell effect should be added when this ability sets off. Like the one we see from negative energy burst, or inflict wounds (visual cues are great give-aways!)


3. Exchange Mass Virulent Bomb: For balancing reasons, this spell had to be nerfed (And frankly, I don't disagree with the decision!); though it did feel like the death syphon lost their signature move as a result (And let's be honest... a free virulent bomb isn't much of a lvl 8 power for a sorceror). As such, I have two suggestions on what to replace it with thematic to the class's flavor:

A. Cloudkill: The most obvious option. Mostly balanced, but might have the danger of encouraging transmutation-focused death syphons.

B. Circle of Death: Perhaps too powerful, but a spell almost never seen and thematically appropriate to the class. (It is also essentially impossible for sorcerors to ever acquire this otherwise; even if they get a lvl 11 app approval!)

C. Undeath to Death: A distinctly necromantic ability appropriate to the class. Harmless to the living, but demonstrates the death syphon's growing mastery over 'death' as an element.

D. Slay Living: Another dangerous ability, but far less lethal than most suggestions above; and thematic to the theme of the class.



Anywho, those are my suggestions. Hope we'll see an update sometime!  :)
Title: Re: Perk Suggestion Thread
Post by: Astegard on December 22, 2022, 11:50:29 AM
A perk that has synergy with curses and cursed gear.

Aka regular buffs like bulls etc actually harm them giving minus attributes.
But spells like curse give them +2 to all attributes across the board.

Idea is that normally negative spells, gear and diseases buff them instead.
Title: Re: Perk Suggestion Thread
Post by: Zickery on March 16, 2023, 11:18:40 PM
Cosmic Sorcerer
Good (Lunar) or Evil (Solar) only.

Cosmic Sorcerers are fundamentally aligned to either the Sun or Moon through either fate or some inexplicable freak accident. They derive great and esoteric power from their stellar body that bolsters their magic in ways strange and exotic. They gain bonuses (and penalties) during the time of day the font of their power rules. Evil is associated with the Sun and Good with the Moon.

1:
Flame Weapon set to Astral VFX.
+4 Astronomy
+2 Lore
+1 to all skill checks during your aligned time.
inf/day Starblight player tool

5:
Regeneration 1 during your aligned time.
+1 CL during your aligned time, -1 CL during your disaligned time.

8:
1/day Solar Circle player tool (Evil only)
1/day Contingency player tool (Good only)
CL bonus raises to +2.

During the new moon, Solar Sorcerers temporarily receive +2 CON. During the full moon, Lunar Sorcerers temporarily receive +2 CHA.
Title: Re: Perk Suggestion Thread
Post by: LoveLess on April 02, 2023, 06:45:25 PM
Contriver suggestions:
Double the health of your Shelgarn's animated weapons
Reduce the duration of all Shelgarn effects by half
Title: Re: Perk Suggestion Thread
Post by: Zickery on July 01, 2023, 10:43:13 PM
Invoker

Beckoning ancient powers or drawing on some deep reservoir of internal power Invokers project into being forces far stronger than themselves.

1:
- Summon Familiar is replaced by a creature from your summoning theme of the highest spell tier you can cast.
- Summon Familiar persists until your creature dies or you rest.
- Your Familiar receives +AB equal to your base INT mod.
- Your Familiar receives +AC equal to your base WIS mod.
- Your Familiar receives +HP equal to your CHA mod times level.
- You cannot use normal summoning spells. They are barred to you.
- You cannot possess your Familiar.
- You do not lose experience when your familiar dies.

5:
- Augment Familiar 1/day token, works on your modified Familiar.
- Familiar gets special VFX to indicate that it is more dangerous than normal summons.

8:
- Your Familiar can no longer be banished by dispel or dismissal. Banishment still destroys it as normal.
- You can now possess your Familiar.
Title: Re: Perk Suggestion Thread
Post by: KreShar on October 04, 2023, 10:28:39 PM
Can we give + archaeology points to the archaelogist rogue perk and + lore points to the loremaster bard perk? Maybe +2 each?
Title: Cutthroat: Fighter_Perk
Post by: CoffeeBean on October 24, 2023, 04:43:37 PM
Requested change: Change poison on hit to have a primary and secondary effect. Suggested primary effect being a d8 in poison damage if failed the 14 dc save, and the secondary applying a wounding effect if the target, again, fails the 14 dc save.

Reason: The active itself only lasts for one minute- Meaning you'll only have the opportunity to inflict the poison once. The poison itself is only a d2 at a 14 dc and only applies that d2 after a minute, thus preventing the target from being poisoned again for that duration. In both pvp and pve, I do not see a use.
Title: Re: Perk Suggestion Thread
Post by: thegn on December 28, 2023, 02:14:59 PM
Fighter Perk: Shield Bearer

[Tower Shield Only]

Level 1: Equipped Tower Shield gains 10% Physical Damage Immunity

Level 5: Equipped Tower Shield gains 1d4 piercing damaging shield

Level 8: 3/day Shield Charge: Creates an aura around the fighter that inflicts 4d4 bludgeoning damage / round for 5 rounds AOE to mimic a shield charge.
Title: Barb Gladiator
Post by: CoffeeBean on January 16, 2024, 08:46:44 AM
"While raging ONCE per rest, if HP is brought below 1 the barbarian is healed instead with cure critical wounds"

I think, if it isn't already, this would be better off as a general feature rather than being restricted to when raging. Rage only lasts about 2 minutes at 18 con while level 8, and if you're already low on health, you're probably going to be healing yourself (or be healed by a teammate), so it doesn't really give you the opportunity to make use of this feature.
Title: Re: Perk Suggestion Thread
Post by: Runic on February 17, 2024, 02:17:31 PM
Rogue Major Perk: Barber

Rogues with a reputation as a renowned tender of wounds, the Barber is oft known by the age old saying; "One hand on the wound, one hand on the wallet."

+3 Heal, +3 Pickpocket, Immunity to Disease, Wounding added to equipped small arms (Daggers, etc)

Level 9 Skill Bonus +10 Heal
Title: Re: Perk Suggestion Thread
Post by: Fuzz on February 18, 2024, 02:24:38 PM
Barbarian Perk

SAVAGE PUMMELER

LEVEL 1
- Improved Unarmed Strike feat
- +1d2 Bludgeoning damage to gloves when Raging
- Rage also gives -4 Concentration for the duration

LEVEL 5
- 5% Bludgeoning Immunity
- Damage bonus increases to +1/2 Strength Bonus Bludgeoning damage to gloves when Raging

LEVEL 8
- Damage bonus increases to +Strength Ability modifier Bludgeoning damage to gloves

This is similar in theory to BG3 Tavern Brawler in that it gets to double the Strength Bonus, but it's only to unarmed attacks and only while raging to keep it pretty balanced and limited use.


Sorcerer Perk

ASPECT ATTUNER

With the advent of Aspects since the Ringfall, a new breed of sorcerer has been arising - those who can attune their very bodies to synchronize with Aspects.

LEVEL 1
- Attune Aspect 1x/day
This new player tool/feat allows the player to attune to a random aspect currently equipped on their body for 1 Hour/level. Unequipping items or equipping any new items will immediately cancel the effect. When attuned, the Sorcerer counts that aspect as 1 higher than its equipped value for the purpose of bonuses.

LEVEL 5
- Attune Aspect 2x/day
- Spellcraft +3

LEVEL 8
- Aspect Avatar 1x/day
This new feat/tool clears any existing attunement and instead attunes the Sorcerer's body to ALL aspects currently equipped, with each one counting as 1 level higher for 2 rounds/level. At the end of the duration the strain on the Sorcerer's body deals Xd2 Astral damage, where X is the number of different aspects improved.
Title: Re: Perk Suggestion Thread
Post by: Runic on March 20, 2024, 04:17:19 PM
Furnisher - Sorcerer Perk

Level 1 - Summon theme changed to Furniture, Summon Creature is cast at one tier higher (Summon I becomes Summon II)

Level 5 - Building +5, Sorcerer's Token that casts Crafters Insight 3/Day, Proficiency with Light Hammers

Level 8 - Character gains special barricade pack upon resting (barricade pack has stoneskin (DR 10/+5) applied to it upon placement. If pack is detected in inventory, another pack is not spawned). Furniture costs 50% less from furniture vendors, repairing furniture costs 50% less.
Title: Perk change: Physician
Post by: CoffeeBean on April 21, 2024, 11:00:16 PM
I'd like to suggest that the on rest benefit of this perk be changed. The irony of this perks "on-rest" ability is that it's way less effective than simply using a salutary tonic. Since it doesn't remove the negative effects of resting with a disease (if you fail the fort check), resting usually requires you to restore yourself anyways.

I think it would be more useful if, per rest, you get either an anti-toxin, a salutary tonic, or a medicinal herb at random.