More Perks?

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

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Drakill Tannan

Balanced hands:

Whenver the character is dual wielding two large weapons, he gets +2 AB but -2 Damage.

Lulzebub

Chosen of the Faith
You are on a mission for your god, and cannot suffer failure until your work is complete. (Cleric only)
- Bonus: The PC is able to respawn one single time at their choosing without incurring an experience penalty. Not applicable to deaths from PvP.

Drakill Tannan

Balanced hands:

When dual-wielding large weapons, the player gets +2 AB but -2 Damage.

You know, just for the looks

Caddies

Keep them coming. Some of these are quite good, and will be added.

Drakill Tannan

I just realized i suggested the exact same perk twice..

Egon the Monkey

Since there's been a lot of "why are there so few full-on rogues on EFU:A", a few rogue-based perks.

Misdirection (5 Rogue needed)

You are extremely skilled at distracting the attention of a target, forcing them to expose their back to your blows.
Gain +4 Taunt.
QuoteRogues often have some decent CHA, and taunt bonuses would help vs unsneakable foes.
Improvised Weapon Proficency (5 Rogue needed)
Years of street fighting and bar brawls have taught you one of the great truths of combat: Anything's a weapon. Chairlegs, broken bottles, a sock with a rock in the end.
Gain a +1 Mighty sling that cannot be dropped or traded, as per the player tool. Gain a 1d4 Massive Crits Dagger called "Shiv" with the same property.
QuoteGives a weapon that can harm undead  to some degree at range, and an emergency melee weapon
Brutal Efficiency (5 Rogue needed)
If you can't hit it good, you can at least hit it hard. Having learned what foes cannot be stabbed in the back with ease, you know when to really put the boot in.
Versus any foe that is immune to sneak attacks, you instead deal a single point of damage per Rogue Level when you would normally sneak attack.
QuoteIf scriptable as a result of the immunity showing up, this would reduce fighting undead and oozes from "damn near impossible" to "annoying"
Agent of Righteousness (5 Rogue needed, Good Only)
Perhaps you've a background in the Harpers. Perhaps you're a spy in the service of Cloakshadow. Regardless, you are both goodly and devious. Infiltration of villainous threats requires a certain knack for disguises and using unconventional equipment, and you have it.
Gain +2 UMD, +2 Bluff
QuoteI can't remember any Good-aligned specialist rogues that have made a huge impact. Most seem to me more Neutral "Classic Thief"
Man of A Thousand Faces
You have a talent for disguising your appearance to an observer, and cobbling together a disguise from any available parts.
Every reset, you gain a random cloth outfit,  helm, and an untradeable dye.
QuoteThis would allow disguise based PCs to have a new disguise every reset and be more varied in them than just looting.

Nihm

Embalmer : Gives an increased chance of monsters for which there is a corpse item to drop a corpse, if killed by the embalmer.  Also grants a slight bonus to Heal and reduction of the penalties incurred when modifying Animate Dead summons.
 
Could alternatively be added as a Efuss skill.

Barehander

QuoteHeir of the People

You may be tainted with human blood, but you're proud of the elven culture you've been raised into. (Half-elf only.)

Weapon Proficiency: Elf
QuoteSon of Man

The pointy ears may draw some looks, but you carry your weight like any human of the community. You're a quick learner, and you've had more time than most. (Half-elf only.)

+1 to all skills.
Considering half-elves have none of the boons of other races and are easily the weakest, I don't think these two are overpowered. If you wanted to add penalties, you might remove the saving throw bonuses from the human variant. Not sure about the elf-side. Either way, they'll be just a weaker copy of human or elf even with these perks.

QuoteTrapper

Snares, deadfalls, foothold traps, pits, poison needles, alchemical mines - you know your way around the most devious traps man has devised. Whether to plunder a mage's crypt, booby trap an orc trail or catch breakfast, you're the one to turn to.

+2 Set Trap, +1 Search, +1 Disable Trap.

Porkolt

Annoying diplomat
 
You're an excellent negotiator, but most people agree that you know that slightly too well.
 
+3 Persuade, +3 Bluff, -1 CHA

Drakill Tannan

Fury (Replaces Barbarian rage)

-Gives a 20% speed bonus (+5% per charisma modifier)
-Gives +4 to dexterity (+1 per charisma modifier)
-Gives another attack per round

Fearsome Warcry (Replaces barbarian rage)

-All enemies near the barbarian recive -2 to AB and saving throws for the duration of the rage, plus two rounds per charisma modifier

Battle Orders (Replaces barbarian rage)
-Grants +2 AB to all nerby allies, +1 per two points of charisma modifier.

lovethesuit

Quote from: Drakill Tannan;182888Fury (Replaces Barbarian rage)

-Gives a 20% speed bonus (+5% per charisma modifier)
-Gives +4 to dexterity (+1 per charisma modifier)
-Gives another attack per round

Fearsome Warcry (Replaces barbarian rage)

-All enemies near the barbarian recive -2 to AB and saving throws for the duration of the rage, plus two rounds per charisma modifier

Battle Orders (Replaces barbarian rage)
-Grants +2 AB to all nerby allies, +1 per two points of charisma modifier.

Fearsome Warcry might work well as straight-up Warcry, as per the spell. The one you've got there seems a little weak, but certainly a good direction to go!

Also, I love the Fury idea. It seems pretty good balance to replace +4 Str/Con with +4 Dex and speed. The extra attack may be a little much though.

DollarPhil

Fury is a brilliant idea, and probably balanced as is. The extra attack makes sense as +4 STR is a good amount of damage and AB. Since the Rage AC penalty would cancel out the +4 DEX's AC, what this would do is make finesse barbs rather worthwhile rather than being a short term AC buff. The +1 Attack (done at a -5 penalty like for Battlemarch or Imp 2wep)would make up for the lower damage.

I know finesse+barb may sound daft to some people, but I think a whirling, slashing "angry cat" of a Stargazer Barbarian would be very cool.

Cerberus

Quote from: perksBrawler:
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).
- Bonus: Improved Critical (Unarmed)
Is there a way we can get "Brawler" for other than chaotic only. How about make another one, same perks, only call it "Boxer" or something and make it for everybody. Chaotic people arent the only people who get in fist fights. I can see where you might want to keep this perk from monks but it would be nice if it could be done some how. Or maybe at least make it non-lawful to say that lawful people would try to avoid fist fights as it would be against most laws.
 
Note: I'm being selfish with this request. I have a T/N boxer build that I would love to add this perk to.

DollarPhil

I agree with that. There's no way a Monk should be allowed this, but it would have been a perfect Perk for someone like Luca Shepherd, who I think was NG, the same goes for that NE unarmed rogue we had a while back. It's a nice little perk for PCs who want to use unarmed attacks, and have already spent a feat in order to use an exceptionally sub-par weapon because it's cool for them.

Drakill Tannan

Quote from: DollarPhil;182962Fury is a brilliant idea, and probably balanced as is. The extra attack makes sense as +4 STR is a good amount of damage and AB. Since the Rage AC penalty would cancel out the +4 DEX's AC, what this would do is make finesse barbs rather worthwhile rather than being a short term AC buff. The +1 Attack (done at a -5 penalty like for Battlemarch or Imp 2wep)would make up for the lower damage.

I know finesse+barb may sound daft to some people, but I think a whirling, slashing "angry cat" of a Stargazer Barbarian would be very cool.

Axe throwing barbarian ftw