Perk Suggestion Thread

Started by Talir, January 16, 2013, 10:50:18 PM

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Vlaid

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.
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I love cats

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.

sharkinajar

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?

Kinslayer988

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
<SkillFocuspwn> no property developers among men only brothers

sharkinajar

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.

Colin609

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

Colin609

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



Random_White_Guy

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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putrid_plum

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.

sharkinajar

Rogue:

Fisher- Pure bonus +3 EFUSS fishing

xXCrystal_Rose

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.

Bearic

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.

Grotesque

(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]

sharkinajar

Rogue lvl 8 perk- Doctor:

+2 lore, +2 concentration, +4 heal, herbs tick for an additional 1 hp (stacks with SF heal)

sharkinajar

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