Perk Suggestion:

Started by Mort, June 19, 2009, 09:52:15 PM

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Mort

At level 5, you'd gain one perk à la fallout. That you can select via craftmenu that provides you a few bonuses or unique abilities.

Here's a few we had in mind: ...

Soldier's Vigor:

With each rest, you gain 10 temporary HP that can go over your maximum.

Animal Skinning:
You are extremely proficient at skinning the poor little animals granting you two skins per animal you skin.

Skeleton in the Closet:
With each reset, a skeleton susceptible to necromantic powers will spawn in your backpack.

Night Stalker:
Your eyes have become adjusted to the dark, permanently, making you a capable hunter at night but damaging them during the day...
+3 spot/+3 listen during night. -2 spot/-2 listen during day.

Gloom Walker:

Your shadowy ways have learned you extra skills in the domain of blending with the darkness. However, you have develop an aversion for light.
+2 Hide/+2 MS, light sensitivity

Brawler:
Fist fights are a tradition for you and with such experience, your fists seem to make more teeth fly away than anyone else. Chaotic only.
Improved Critical (Unarmed Fighting).

Quick Learner:

Whenever you lockpick a new lock or disable a new trap, you gain a small XP bonus (1-5xp).

Elemental Focus: Element
You've made the focus of you studies or power tied to a specific element granting you to access its powers.
 - Change Flame Weapon Element
 - Change Bard Song Element

Packrat:
You're always amazed at how you can stuff things in your inventory.
Grants you a 60% weight reduce pack that you cant drop.

Nebudzznos Sewer Dweller:
Living in the sewers for so long gave you a special affinity with the filth and dirt.
 +3 vs. disease, +4 Hide / +4 MS when in sewers.

Totem Warrior:
Your dedication to the ancient ways have given you greater willpower and resilience to survive the hardship of the Wild.
+1 will/+1 fort in Wild Areas. Barbarian only.

Now... These are to give you an idea of what we are looking for. We are looking for stylish perks that can help to develop your ideas and concept and give them more style. So if you have an idea for a perk, just write it here. They will be modified/changed and a final list will be posted.

Jasede

One-Armed Jack
You are particularly skilled using only one one-handed weapon and no shield. +1 AC and +1 damage only when using a single one-handed weapon and no shield.

Compulsive Liar
You just have to! +3 Bluff checks, but -1 CHA. Nobody likes a liar.

Tough Skin
From all the fighting you've been through, your skin has hardened. Not a pretty sight. 1 DR / -, 1 Fire/Acid/Electricity DR, -2 CHA

Knife Man
You've always been very handy with a knife. Improved Critical (Dagger).

Awesomely Lucky
Someone up there -really- doesn't want you to die. Once, just once, a PC with this perk may use a special dialogue line in the Fugue to respawn without XP loss.

Greased Lightning
You have the reflexes of a rat! And its attention span. +2 Iniative, +5% Run/walk speed, -2 WIS

Mysterious ???
Once a day, you can call upon a MYSTERIOUS ??? you befriended to help you out in battle. (Can only be used once in 24 RL hours, pretty good summon, something Summon Monster 3 would give)

Serious Anger Issues
You may use Bloodlust as per the spell (cast as level 5) once per day because sometimes you really just have to hulk out. Or else. -2 Diplomacy & Bluff.

Ascet
Worldly Temptations hold no power over you. +2 vs Mind-Affecting spells, but can only be taken if you have long hair & a beard.

Verybigliar

I am not entirely sure how this could work, but a perk of somekind like a beastmaster or animal lover

Chance to choose or chance to gain access to grow somekind different pet/companion for those who have such, or tame.

Jasede

Miser
You just have to collect all these little nicknacks lying about and turn 'em into gold. Don't judge me! PCs with this perk gain 1-5 gp everytime they rest, to represent their urge of collecting stuff.

lovethesuit

http://www.d20srd.org/srd/variant/buildingCharacters/characterTraits.htm

Like this?

How about:

Luck of the Draw
When it comes to cards, you have a sixth sense. If you don't like your hand in Royal Dragon, you can re-draw it once per day.

Improvise
Sometimes a weapon isn't readily available, so you have to improvise. You can grab a chair leg or branch nearby to help you fight. This works as a Club that cannot be lost, even if you die!

Talir

Public chairman
You have mastered the arts of politics in a way that leaves people drawn into your words. The drawback? So are you.
+3 bluff, +3 persuade
-2 concentration, -2 discipline


Veteran of the battlefield
You have been through a lot and seen much that would leave others shaken to the core. Although the experience has helped you prevail, you do not attach yourself easily to other people anymore because you know that if you do, the next battle may kill you emotionally should they perish. Therefore you may seem gruff or foreboding to others.
+2 save vs. fear, +1 intimidate

Heritage of Netheril
The ziggurat has awoken powers within you that lay dormant. You are drawn to the past and functionally of that which is now the Sharboneth colony, enthusing you to discover relics and artifacts of the lost prime age.
+2 search, +2 spellcraft, +1 lore
[Sorcerer or Bard]

Verybigliar

Drunken haze

Everytime you drink alcohol you numb your senses and wit.
Provides you with -2 will saves and +2 fort saves.

Talir

Unlucky
Through no fault of your own, the spawns that meet you are always for a character one level higher.

Jasede

by greenergrass:

Survivor
You just won't go down! +1 death saves, and when you are bleeding, +10 on your roll to recover.

by transitioncube:

Flower Child
You can't get enough of these! You harvest double the amount of herbs than normal PCs.

Fliggin McButton

Bloody Mess (Big Fallout fan here)
For whatever reason, you can not kill something in a clean manner. Through sheer viciousness or poor luck, everything you kill ends up dying in a horrific manner.

Statistical Benefit
: You always see the bloody explosion animation when you kill things, and you gain +1 damage with all weapons.

VanillaPudding

I'd personally rather see things that don't have ability score penalties for no apparent reason, especially since it's a major drawback. Anyway, I'll toss some of my own in here.


Master Herbalist - Upon harvesting a plant, you gain twice as many products from it's effect due to your skilled hands. Also, you gain +2 to Herbalism checks.

Beastmaster - Non magical animals no longer see you as a threat in the wilds. Animal empathy will last longer on these animals than normal.

Iron Will? I'm Iron Mike - Once going under 50% of your maximum health, you gain  50% damage reduction for 20 rounds or until healed to full health.

Stalker - You gain the ability to target one person / 4 levels, tracking their movements with keen precision. This effect will fade upon rest and is useless against those with trackless step.

Stalk this! - You can trackless step feat and +2 hide / move silenty

Quiver me timbers! - As a master with the bow, you gain improved critical for your chosen ranged weapon. You'll also be able to create a stack of arrows with special spice! (A chosen list of arrows to pick from with 1d4 bonus damage of non elemental type or something)

Barter Harder - Learning the ways of a master merchant, you've become quite keen on the business and how to work your magic!
+2 bluff, +4 appraise

Special somebody - Ever feel like someone is always watching you? Well, they are. (After resting, there is a small chance that a companion fitting of your class / alignment / deity will be at your side, ready to fight for your cause)

I sing, dance, and cut your face! - A so called spellsword, you've learned to master the art of using your magic in armor, granting a 30% reduction in arcane spell failure no matter what you wear!

Shady business - You've become attached to the underground world, thugs will no longer attack you and you have connections to the most informed of people!

Strike it rich - You've stumbled upon the chance of a lifetime, make it count! (A medium length adventure targeted around you and your friends, one time only, thanks DMs!)

Master explorer - You've learned the lands well, all non secret areas are revealed to you on the minimap.

Rogue's touch - Mastering the art of locks and traps, you take 20 on them even in combat!

Cannibal - You sick bastard, you can eat the corpse of monsters or players to gain monstrous regeneration until you're fully healed.

Intimation - While your barbarian rage is on, you gain an aura of fear. Will save DC 5 + level + CHA

lovethesuit

What would be really handy is a non-druid/non-ranger only perk that gives Animal Empathy bonus at +1/character level, for people who want to break into herbalism.

Talir

Detect Chaos
As a character strong in faith of lawfulness, you have become able to better discern the chaotic elements of the colony. Similar to the paladin Detect Evil, you are able to discern who is of the chaotic alignment.

[Restricted: House Sharboneth Faction, Stygian Armada faction, paladins of law emphazising gods, champions and clerics of the same. Lawful only.]

Banner carrier
As a member of a banner faction, you stand out in you deeds. For whatever action you commit that either increase or decrease the reputation of your banner, the effect is doubled.

Vlaid

I love it in concept, I'll leave the number crunching to the DM's. But lots of perks ala Fallout seems like an awesome idea to me as long as they are balanced carefully.

All for it!
[url=https://www.efupw.com/forums/index.php?topic=706473.msg747918#msg747918]The Entirely True Legends of Velan Volandis[/url]

Thomas_Not_very_wise

Errant wanderer.
You wander, because you have nothing else to do, or perhaps you do so because it's fun, but anyways, yuo can move faster than anyone else.
10% movement speed increase, in wild areas, doesn't stack with barb/ranger/druid/monk speed.

The lock Picker
You specialize in picking locks, it's a compulsion, you cannot seem to leave a lock alone.
+3 to lock pick.

A serene mind.
You're at peace with yourself, but you seem to dislike those who disrupt your serenity.
+1 Ab to Chaotic, -1 ab to lawful.

The Skies the limit.
You like climbing mountains, in fact, the higher the better. You're used to thin air, as well as avoiding the tough beasts upon the mountain side.
+3 hide and Move silent when on, and in a mountain. Also +2 con in a mountain area

Tree Hugger
You like trees. You like fighting by trees. You also like sneaking around them as well. but you tend to stick out like a sore thumb anywhere else.
+2 to hide and Ms in forests. +2 AB as well.
-4 hide and MS anywhere else. -1 AB as well.

War Priest.
You fight for your god, and wield weapons in his name. You learned to cast in intense combat.
Feat: Combat Casting/Or +3 concentration. Cleric Only.

Blade dancer.
You learned to wield two weapons of the same length at the same time. In fact, you like you're dancing.
+2 AB when wielding weapons of the same length, and type. ((Won't work for double axe/sword/mace))

Lore Master/
You like books. You like traveling with books. In fact, you memorized your books, but bring them with you. But you seem to know a lot about stuff that doesn't really matter to a common person.
+3 Lore.