More Perks?

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

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Thomas_Not_very_wise

Perk: Wizard, conjurer specialist only

Summon Adept

All summons are +1 lvls, as if summoned with the animal domain.
That is exceptionally powerful.



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With certain summon themes, this would be entirely over powered.

Nightshadow

It is powerful, but conjurer specialist gets rid of transmutation, which is exceptionally suck.

Thomas_Not_very_wise

Quote from: Nightshadow;183411It is powerful, but conjurer specialist gets rid of transmutation, which is exceptionally suck.

You don't understand. This Theme at level 9 would destroy any mage on the server and make them near impossible to kill. The sixth circle summon theme is -devastating- on any theme. It can take on a fully buffed level 9 fighter without support.

Divine Intervention

This would also be like animal domain, a cleric domain.  Perks shouldn't be getting powers like that, it would also remove the point of earning this IG.

Drakill Tannan

How about this then:

Skilled summoner
Summon creature 1 is treated as if cast with the animal domain.

So, summon creature 1 becomes summon creature 2, but only that.

Relinquish

Quote from: Thomas_Not_very_wise;183413You don't understand. This Theme at level 9 would destroy any mage on the server and make them near impossible to kill. The sixth circle summon theme is -devastating- on any theme. It can take on a fully buffed level 9 fighter without support.

I beg to differ, not every theme is so uber awesome. It's just that summons scale so weirdly, the summon 1 of a theme can be as useful as the wizard running at an enemy with a club, but they 3rd or 4th one can be totally devastating.

Porkolt

Quote from: Oskar Maxon;183403IMO it should be:
Can rest in wilderness without bedroll and oilflask as long as you've just failed two saving throws in a row vs alcohol. Win.

This shouldn't require a perk.

lovethesuit

Flexible Summoner

Effect: You are a master of summoning creatures of many different varieties. Whenever you use a summoning reagent, your summoning theme changes as per that reagent until such time as you use a different one or until you rest.

(Basically, instead of each reagent only lasting for one use, you can cast multiple summons with it, but only until the next time you rest.)

Cross-Dominance
Requires: Two-Weapon Fighting (feat)

Effect: When using two weapons of medium size or larger (ex. Longsword and Battleaxe), you temporarily gain the benefits of Dual-Wield as per the Ranger class ability.

(A very limited form of dual-wielding for characters with lower dexterity. It requires you to essentially take a -4 penalty to AB, as well as wearing light armor.)

Jeweler


Effect: You have plenty of experience with objects of finery, and you know how to spot them. Whenever you deal the killing blow on a creature, there is a 1% chance of finding a copper, silver, or gold ring or necklace on its remains.

(Just a little thing to help out folks more concerned about money than strength.)

Thomas_Not_very_wise

Mind over Matter.

This perk allows your character to keep fighting until your character's hp hits below -9hp.

However, you're no longer able to be subdued or winded.

lovethesuit

Insightful Strike

Effect: For 1 turn, you gain a bonus to your AB equal to your wisdom modifier. You can use this ability 1/day at 5th level, and one additional time per day every three levels after (to a maximum of 3/day at 11th level.)

Ethical Diviner
Requires: Greater Spell Focus (Divination) (feat)

Effect: You can make use of your gifts of divination to determine the character of those around you. When you cast Identify, you gain temporary access to the chat commands for Detect Good and Detect Evil (as per the Paladin and Blackguard class abilities) until the spell ends.

Interrogator
Requires: Greater Spell Focus (Enchantment) (feat)

Effect: You have a unique ability to draw out detailed information from the subjects of your enchantment spells. The duration of the spells Charm Person, Charm Monster, and Dominate Person are doubled.

Invoker
Requires: Greater Spell Focus (Evocation) (feat)

Effect: You are in excellent control of your own Evocation magic, and rarely hit yourself with your own fireballs. For 6 seconds after casting a spell from the Evocation school, you temporarily gain the feat Improved Evasion.

Master of Curses
Requires: Greater Spell Focus (Transmutation) (feat)

Effect: Your transmutations often take a darker turn. Any creature affected by your Bestow Curse spell takes an additional penalty of -1 to all ability scores, attack bonus, armor class, and saves.

Ghost Sounds
Requires: Greater Spell Focus (Illusion) (feat)

Effect: As a master illusionist, you can create very convincing sounds from any source. You can select any location or creature from which originates a sound of your choosing. You can use this ability once per day at level 5, and one additional time per day for every two levels thereafter (to a maximum of four times per day at level 11.)

Spell Disruption
Requires: Greater Spell Focus (Abjuration) (feat)

Effect: Your familiarity with the fundamental forces of magic give you the ability to control other casters, and punish them for casting in your presence. Every time you counter a spell, the caster suffers 1d6 magical damage for each level of the spell countered.

Drakill Tannan

Last stand:

You can continue to fight untill your character reaches -9Hp. Whenever your character reaches 5 Hp or less, he gains +6 To strenght for as long as he remains below 6 Hp.

Decimate_The_Weak

Agile Acrobat - Due to your extensive training in acrobatics, you've focused on your agility over power.
 
+2 DEX / - 2 STR
 
Arrogant Leader - You've been a banner for people to rally beneath since birth, lucky you, however, you tend to forget your limits.
 
+1 Intimidate / +1 Persuade / +1 Bluff / -2 Concentration
 
Tyrant - You're definately freightening, but when it comes to persuading someone who isn't scared of you... you have second thoughts on this "I'll beat you" thing.
 
+2 Intimidate / -2 Persuade
 
~ ~ ~ ~ ~ ~
 
I'm also stating that increasing the level of summons is very, very, VERY overpowering. We just saw the other day about a dozen water elements stomp on moderately high level PCs. Making them any more powerful would just be LOLwtfNO.

Drakill Tannan

Trickster Illusionist:

Once a day you can cast a version of polymorph self that changes no stats and still allows you to cast spells. Also, there are more models. Lasts for 1 hour/level.

lovethesuit

Quote from: Drakill Tannan;183941Last stand:

You can continue to fight untill your character reaches -9Hp. Whenever your character reaches 5 Hp or less, he gains +6 To strenght for as long as he remains below 6 Hp.

I think this is easier to implement and safer than Thomas' suggestion above.

Contagious Contagion

Effect: When you cast the spell Contagion, it affects every creature that comes within 5 ft. of the subject after 1 round.

Drakill Tannan

Pestilence bearer:

Whenever your character is diseased, poisoned or has his stats drained any PC/NPC in a short range must make a saving throw every turn or so, or share his penatlies for a few rounds.