More Perks?

Started by Thomas_Not_very_wise, February 13, 2010, 02:55:46 AM

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Drakill Tannan

Inverted transmutation
You have never been good with transmutations, and always end up screwing up and doing more harm than good... but thanks to this, you're skilled in weakening the oponents.
Effect: Ability buffing spells are inverted (Bulls makes the target loose 1d4+1 STR, etc)

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


The knight of scorpion
Effect: your current health modifies your damage and AB.
Uninjured: -2
Barely injured -1
Injured +1
Badly injured +2
Near death +4

Drakill Tannan

Armored casting
You have been trained in the art of the arcane while hindered by physical obstacles, therefore you can, to a certian degree, cast arcane spells while in armor.
Effect: -20% spell failture

lovethesuit

Quote from: Drakill Tannan;199854Armored casting
You have been trained in the art of the arcane while hindered by physical obstacles, therefore you can, to a certian degree, cast arcane spells while in armor.
Effect: -20% spell failture

I really like this idea. This could work either at -20% or even -15%. My thought is, 20% is the spell failure from Hide Armor and Chain Shirts, while 15% is from Large Shields. It seems a little powerful that just with a perk, a bard, wizard, or whoever could cast arcane spells perfectly with armour that is the equivalent of mage armour in AC bonus. However, a bard taking this would no longer be able to also take a bard song perk so maybe that is a fair trade-off.

Nightshadow

Don't underestimate elemental bonds for wizards and sorcerers. I don't think it's OP for them to have a perk for removing armor check penalties in armor, as first they either have to take a level in something like fighter or cleric, which makes it so that they get the really good high level spells at even later levels that they may never achieve (cleric/sorcerer could make a good build, though), then they have to get the perk, or they have to invest a ton of feats in armor proficiency feats. Finally, the armor is heavy, so you need strength if you want to be able to carry it and all the other tools necessary to adventuring.

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

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

I think it would be nice, but maybe a little overpowered.

Udenbur

Slum Bum

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

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

[Applies to certain predesignated areas only]

Egon the Monkey

Signature Spell
You may prepare one spell from your school of choice without the need for a spell book.

Thomas_Not_very_wise

Shield Wall

When wielding a tower shield, you gain +1 Dodge ac at the cost of 20% movement speed penalty

Drakill Tannan

Ironymancer:
The damage of your elemental attacks is changed to the oposite
(Fire->Cold, Acid->Electrical)

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

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

Drakill Tannan

...why?

Master of disguise
Sometimes, hide in plain sight is the best way to avoid trobule, what better way to do so than through a disguise!
  • Effect: You gain the ability to change your head model to a random one when using certian comand (Say /c disguise), this also changes your portiait to the generic male/female misterious one.

Egon the Monkey

Lab Rat
"Your many long nights at the lab bench have given you a great insight into natural philosphy, at the cost of more practical skills"
+2 EFUSS Alchemy
+2 EFUSS Herbalism
-2 Concentration
-2 Hide

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

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

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

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

Gravebane Blasts
You understand how necromancy can be used to disrupt and unmake the fabric of undead creatures as much as positive energy can harm the living. Your spells are attuned to destroy, but this means they may never bolster.
All your negative energy spells now deal positive damage to undead. You have no Animation Points.

MrGrendel

Trained Tracker (PnP Track approximation)
 
Some wild folk have a born talent for following tracks. Through your own study, huntsman apprenticeship or even books on the subject, you have aquired similar skills - or supplemented your natural abilities.
 
This perk grants a tracking tool that replaces the usual skills required for tracking with a score based on your EFUSS wilderness survival skill, unless any of the usual skills would be higher. The ranger level bonus is replaced with a bonus for class levels which would normally receive PnP survival as a class skill: rangers, druids and barbarians.
 
Characters already able to track naturally may use this to improve their tracking ability beyond either method alone. In addition to the benefits already mentioned, the perk will grant characters who already have free tracking a bonus based on their wilderness survival.

MrGrendel

Entropic Caster (Requires Chaos, Luck or Fate domains; or Sorceror)
 
Is it luck, your fate or just random chance? Or perhaps you don't have your talent completely under control. Either way, your magical powers on any given day wax and wane.
 
Any spell you cast has a very small chance of not using up it's spell slot and thus being free, but an only slightly smaller chance of completely failing to cast and being a lost spell.

Thomas_Not_very_wise

Halfling Chef-

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

+2 to Cooking.

MrGrendel

Quote from: Drakill Tannan;199854Armored casting
You have been trained in the art of the arcane while hindered by physical obstacles, therefore you can, to a certian degree, cast arcane spells while in armor.
Effect: -20% spell failture

I do like this idea, but I think it might make the other perk choices inferior.
 
One way to balance things is to find the closest existing ability and try to make it equivalent.
 
-20% is 3 or 4 ac with a single feat or level, respectively - not including that it may give access to magical shield bonuses. There are no other perks I see to compare to for AC, but there is one for AB, which is, in a rough sense, it's inverse equivalent.
 
That perk is 1 ab, 1 slash resist and 2 intimidate - it requires no feat, but has a serious limitation: only while you are in the docks, so it is not useful for levelling, and it's benefits in pvp are circumstantial.
 
Based on all that, I would make "Armored Casting" no more than -5% spell failure (1ac padded cloth). It would still be much better than Slum Child imo, since you can quest with it, and AC is more valuable than AB outside of pvp.

Drakill Tannan

Remember mage armor. It already grants +4 AC -1 per each 1 AC that your armor grants. At best it would allow a caster to look stylish, get it an additional spell slot, or if they get shield proficiency, +2 AC without spell failture.

Or get over 4 AC but some arcane failture.