Blood_caller
2010-10-21, 07:10 PM
This being somthing i stardet using back in the 3.0 days and needing it for a PBP im gonna run here I thought why not get some PEACHing at the same time so with no more ado i present the:
Perks
These rules introduce a new concept, namely the perk. Characters start with 3 of these at 1st level, and they can be used for the abilities that are not quite powerful enough to be worth a “true” feat, though characters may always spend a feat on a perk ability. Besides both half-elves and half-orcs receive an extra perk at 1st level. The list below lists some perks:
{table=head]Perk|Game effect|Requirement
High Class|You come from a family of high social standing. Ex. You might be the son/daughter of the mayor of a fair sized town.|None
Nobel Lineage|Your Lineage can be traced back for at least half a dozen generations. Ex. You might be the son/daughter of a duke or baron. You also gets Knowledge: Nobility and Royality as a class skill.|High Class
Blue Blood|You are the trueborn son/daughter of the king. You also gets Diplomacy as a class skill Requires Nobel Lineage.|Nobel Lineage
Special|You are born with a special ability or a special fate. Dm decides the effect.|None
Exceptional Special|You are born with a Exceptional special ability or a Exceptional special fate. Dm decides the effect.|Special
Super Special|You are born with a Super special ability or a Super special fate. Dm decides the effect.|Exceptional Special
Chariest Item|You have one item that you value very much. You start with one item of large value arrange with the DM.|None
Family Item|You have one item that is of great value to your family. You start with one item of Major value arrange with the DM.|Chariest Item.
Heirloom Item|You have one item of great value that have been I your family for generations. You start with one item of Great value arrange with the DM.|Family Item.
Lucky|You get +2 to pure charisma checks not skill checks.|None
Exceptional Lucky|You get 1 reroll per session.|Lucky
Super Lucky|You got the Shine.. DM favors you|Exceptional Lucky
Against the odds|You are at your best when facing overwhelming odds. You get +1 to attack rolls and AC when fighting one-on-one against creatures with a CR higher than your level.|None
Beautiful / Handsome|Physically, your are more appealing to others. You gain +1 to competence bonus to your Bluff ( when in a social situation), Diplomacy and Gather Information when dealing with members of the opposite sex.|None
Blood of the old ones|You have a 50% longer life span.|
Brave|You get +4 to saves against Fear effects.|None
Dirty Fighter|You know all the dirty tricks in the book (and a few more.). You get +1 to bluff checks when feinting in combat. What’s more, you get +1 to damage rolls when your opponent is caught flat-footed.|None
Disciplined|You get +2 to save vs. compulsions. And concentration is a class skill.|None
Exceptional Hardiness|You get +1 to Fortitude saves|None
Exceptional Reflexes|You get +1 to Reflex saves|None
Exceptional Willpower|You get +1 to Will saves|None
Elf-friend ( or dwarf-friend, orc-friend, etc.)|You have a long history of good standing with the race in question, and therefore gain a +4 circumstance bonus to social interaction with members of the race. And no, you cannot choose your own race!|None
Elven Reverie|Your elven heritage allows you to get by with only 4 hours of sleep (“reverie”).|Only half-elves may take this perk.
Elven Upbringing|Having grown up among the elven folk, you have also learned to easily discern secret doors (as the elven racial ability).|Only half-elves may take this perk.
Firm Grip|You have an iron vice, granting you a +2 bonus to avoid being disarmed and +1 to climb checks.|None
Great Leader|You get +1 to your Leadership score and +1 to diplomacy skill checks.|None
Great Strength|You get +1 to strength checks, such as bending iron bars, bull rushes, kick in the doors, etc., but not attack rolls, damage rolls or skill checks.|None
Healthy|You get + 2 to saves vs. disease.|None
High Pain Threshold|You get +2 to saves involving great pain and massive trauma (massive damage, torture, symbol of pain, etc.).|None
Inherent Immunity: Cold|Your are able to remain comfortable in temperatures that most find chilling, and you can sometimes avoid the worst effects of cold-based attack such as white dragon breath. In game terms you get +2 to saving throws against cold, and survival checks in cold environments.|None
Inherent Immunity: Heat|Your are able to remain comfortable in temperatures that most find overly warm, and you can sometimes avoid the worst effects of fire-based attack such as red dragon breath. In game terms you get +2 to saving throws against fire, and survival checks in warm environments.|None
Knack|Make any skill permanently a class skill for all classes you haveor get. This perk may be taken more than once each time applying to a new skill.|None
Precise memory|You may reroll one knowledge skill check per game session. What’s more, you get a +2 competence bonus to Intelligence checks involving memory (not including knowledge skill checks).|None
Strong Back|Your strength counts as 4 higher for the purpose of carrying capacity.|None
Superstitious|You are highly suspicious of magic. You get a +2 to saves vs. spells. However, you must always try to resist magic – even beneficial magic such as healing, buffs, etc.. The benefit and drawback of this perk does not apply if you are unconscious.|None
Talented Mage|Once per day you may cast a spell as if you were one level higher.|None
Tenacious Magic|Your CL counts as being one higher for the purpose of resisting dispelling.|None
Thick Blood|You get +5% chance to stabilize.|None
[/table]
The why
well its mostly for the highclass-> Noble-> and royal perk i made the others becaus i feel that if you are one of those you ought to mostly be better off (read your birth caste gives bonuses if you are high born) but to avoid people going noble for the power all others gets other bonuses instead...
And why the ½elf and ½orc bonuses it help upset my DM ingame racisme vs ½ bloods and also until i Made that rule I had not had a single PC ½orc/elf
Perks
These rules introduce a new concept, namely the perk. Characters start with 3 of these at 1st level, and they can be used for the abilities that are not quite powerful enough to be worth a “true” feat, though characters may always spend a feat on a perk ability. Besides both half-elves and half-orcs receive an extra perk at 1st level. The list below lists some perks:
{table=head]Perk|Game effect|Requirement
High Class|You come from a family of high social standing. Ex. You might be the son/daughter of the mayor of a fair sized town.|None
Nobel Lineage|Your Lineage can be traced back for at least half a dozen generations. Ex. You might be the son/daughter of a duke or baron. You also gets Knowledge: Nobility and Royality as a class skill.|High Class
Blue Blood|You are the trueborn son/daughter of the king. You also gets Diplomacy as a class skill Requires Nobel Lineage.|Nobel Lineage
Special|You are born with a special ability or a special fate. Dm decides the effect.|None
Exceptional Special|You are born with a Exceptional special ability or a Exceptional special fate. Dm decides the effect.|Special
Super Special|You are born with a Super special ability or a Super special fate. Dm decides the effect.|Exceptional Special
Chariest Item|You have one item that you value very much. You start with one item of large value arrange with the DM.|None
Family Item|You have one item that is of great value to your family. You start with one item of Major value arrange with the DM.|Chariest Item.
Heirloom Item|You have one item of great value that have been I your family for generations. You start with one item of Great value arrange with the DM.|Family Item.
Lucky|You get +2 to pure charisma checks not skill checks.|None
Exceptional Lucky|You get 1 reroll per session.|Lucky
Super Lucky|You got the Shine.. DM favors you|Exceptional Lucky
Against the odds|You are at your best when facing overwhelming odds. You get +1 to attack rolls and AC when fighting one-on-one against creatures with a CR higher than your level.|None
Beautiful / Handsome|Physically, your are more appealing to others. You gain +1 to competence bonus to your Bluff ( when in a social situation), Diplomacy and Gather Information when dealing with members of the opposite sex.|None
Blood of the old ones|You have a 50% longer life span.|
Brave|You get +4 to saves against Fear effects.|None
Dirty Fighter|You know all the dirty tricks in the book (and a few more.). You get +1 to bluff checks when feinting in combat. What’s more, you get +1 to damage rolls when your opponent is caught flat-footed.|None
Disciplined|You get +2 to save vs. compulsions. And concentration is a class skill.|None
Exceptional Hardiness|You get +1 to Fortitude saves|None
Exceptional Reflexes|You get +1 to Reflex saves|None
Exceptional Willpower|You get +1 to Will saves|None
Elf-friend ( or dwarf-friend, orc-friend, etc.)|You have a long history of good standing with the race in question, and therefore gain a +4 circumstance bonus to social interaction with members of the race. And no, you cannot choose your own race!|None
Elven Reverie|Your elven heritage allows you to get by with only 4 hours of sleep (“reverie”).|Only half-elves may take this perk.
Elven Upbringing|Having grown up among the elven folk, you have also learned to easily discern secret doors (as the elven racial ability).|Only half-elves may take this perk.
Firm Grip|You have an iron vice, granting you a +2 bonus to avoid being disarmed and +1 to climb checks.|None
Great Leader|You get +1 to your Leadership score and +1 to diplomacy skill checks.|None
Great Strength|You get +1 to strength checks, such as bending iron bars, bull rushes, kick in the doors, etc., but not attack rolls, damage rolls or skill checks.|None
Healthy|You get + 2 to saves vs. disease.|None
High Pain Threshold|You get +2 to saves involving great pain and massive trauma (massive damage, torture, symbol of pain, etc.).|None
Inherent Immunity: Cold|Your are able to remain comfortable in temperatures that most find chilling, and you can sometimes avoid the worst effects of cold-based attack such as white dragon breath. In game terms you get +2 to saving throws against cold, and survival checks in cold environments.|None
Inherent Immunity: Heat|Your are able to remain comfortable in temperatures that most find overly warm, and you can sometimes avoid the worst effects of fire-based attack such as red dragon breath. In game terms you get +2 to saving throws against fire, and survival checks in warm environments.|None
Knack|Make any skill permanently a class skill for all classes you haveor get. This perk may be taken more than once each time applying to a new skill.|None
Precise memory|You may reroll one knowledge skill check per game session. What’s more, you get a +2 competence bonus to Intelligence checks involving memory (not including knowledge skill checks).|None
Strong Back|Your strength counts as 4 higher for the purpose of carrying capacity.|None
Superstitious|You are highly suspicious of magic. You get a +2 to saves vs. spells. However, you must always try to resist magic – even beneficial magic such as healing, buffs, etc.. The benefit and drawback of this perk does not apply if you are unconscious.|None
Talented Mage|Once per day you may cast a spell as if you were one level higher.|None
Tenacious Magic|Your CL counts as being one higher for the purpose of resisting dispelling.|None
Thick Blood|You get +5% chance to stabilize.|None
[/table]
The why
well its mostly for the highclass-> Noble-> and royal perk i made the others becaus i feel that if you are one of those you ought to mostly be better off (read your birth caste gives bonuses if you are high born) but to avoid people going noble for the power all others gets other bonuses instead...
And why the ½elf and ½orc bonuses it help upset my DM ingame racisme vs ½ bloods and also until i Made that rule I had not had a single PC ½orc/elf