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    Default 3.5 Rules Supplement - Perks [PEACH]

    Perks are additions to characters that come at a cost in 'perk points'.

    Each perk point costs 500xp.

    Spending perk points allows for the acquisition of abilities - these abilities are similar to the granted affects from permanencied spells that can target the caster, but with higher costs - namely due to the fact that they do not require the permanency spell.
    ---
    The following is a guideline for GMs that wish to run with this system

    XP is now divided into three pools.

    Standard Progression Pool - This is the pool from which you subtract or add acquired XP during an adventure, whenever the GM hands it out.

    Summary Pool - This pool is the total XP, spent and unspent from perks and/or leveling.

    Advent Pool - At any time, you may move XP from your standard progression pool over to this pool. Leveling up usually spends all of the XP in this pool and then moves the remainder over to the standard progression pool - unless the character has enough XP in the advent pool to level twice or more; in which case, they can select to level up to that amount (or less) and then move the remainder over to the standard progression pool.

    When moving XP over to the Advent pool without having enough to level up, the XP must remain in the Advent pool until the character is able to level up at least once (so players must choose wisely, or wait until they can level up immediately). XP in the Advent pool cannot be spent on anything other then leveling up. Otherwise, the XP should stay in the Standard Progression pool.
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    Under this system, a character that gains a level does not acquire a new level in a class. Instead, they move all of their XP over to their 'advent pool'. In order to level up in a new class and gain HD, they must expend all of their XP in their advent pool. Leveling up now requires XP in the advent pool equal to the amount of XP needed to level up from the previous level - subtract total XP required to reach previous level from XP needed to achieve new level.

    Otherwise, they must move all of the XP over to their standard progression pool, and convert some of it into perk points to invest in abilities.

    Ie. Joe Buddy, Fighter 1, levels up to Fighter 2. This requires 1000XP - thus, he moves 1000XP over to his advent pool. He spends all of the XP in his advent pool to become a Fighter 2. Thus, he gains 1d10 hp, and all the benefits of a second level in Fighter. To reach Fighter 3, he must have another 2000XP put into his advent pool to spend. But currently, his XP in his Standard Progression pool (where the XP goes every time he acquires XP) is 0. He has no XP to move over to his Advent pool, so it also has 0 XP in it. His Summary pool however, the record of all contained XP spent on perks, levels or otherwise, is at 1000XP.

    If he were to take a level in warblade (requires 2000XP from Advent pool) to become a Fighter 1/Warblade 1, he could then spend say, 500XP on learning a maneuver. His Standard Progression pool, with 500XP in it, is expended on learning the maneuver. His Summary pool has 3500XP and Advent and Progression pools both have 0 XP. Later on, he could expend 500XP to acquire a perk point to expend on a perk. To do this, he needs another 500XP in his Standard Progression pool (the Advent pool can remain at 0 XP). If this is done, his Summary pool will have 4000XP, while the Standard Progression and Advent pools remain at 0 XP.

    If he wishes to reach ECL 3, he needs to move at least 3000XP from his Standard Progression pool into his advent pool to be spent - at which point his Summary pool will be 7000XP.


    Under this system, players can choose when to level up their characters - although the GM can provide advice for when it would be okay to do so.

    Some GMs can also rule that players are only allowed to level up when they say so (which might be almost never for gritty games). They can give out XP like candy for players to otherwise spend on perks, crafting or learning spells/powers/maneuvers and/or casting, etc. at any time.

    -----
    At first level, a character chooses a class. Depending on the class's features, saves and BAB, they can acquire those things at a lowered cost in perk points comparative to other abilities. A class that has more skill points per level has a lowered cost per skill point.

    Ie. A rogue can purchase 1 + Int skill points at 2 perk points (1000XP), whereas a fighter can only purchase 1 + Int skill points at 8 perk points (4000XP).

    (Ex) Ability Perks
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    Bonus Half-Feat
    Cost: 8 Perk Points

    Acquite a bonus feat from the general list. Such a feat cannot have any prerequisites whatsoever (except racial or ability score based ones).

    Special: This perk can be taken multiple times. Each additional time, the cost increases by 1 perk point.

    Bonus Feat
    Cost: 12 Perk Points

    Acquire a bonus feat from the general list. You must meet all the prerequisites to take the feat.

    Special: This perk can be taken multiple times. Each additional time, the cost increases by 12 perk points.

    Bonus Fancy Feat
    Cost: 20 Perk Points

    Acquire a bonus feat from any list. You must meet all the prerequisites to take the feat.

    Special: This perk can be taken multiple times. Each additional time, the cost increases by 15 perk points.

    [Fighter] Bonus Feat
    Cost: 12 Perk Points

    Acquire a bonus feat from the fighter list. You must meet all the prerequisites to take the feat.

    Special: If you have levels in fighter, then you may take this perk at the cost of 12 - (levels in fighter) perk points (minimum 6).

    This perk can be taken multiple times. Each additional time, the cost increases by 8 perk points (minus levels in fighter; minimum 2 perk point increase).

    Speed Increase
    Cost: 4 Perk Points

    Increase creature's base speed by 5ft.

    Special: This perk can be taken multiple times. Each additional time, the cost increases by 4 perk points.

    Ready Additional Maneuvers
    Cost: 10 Perk Points
    Prerequisite: Must be able to ready and initiate at least one martial maneuver

    You can ready and initiate one additional martial maneuver per day. Note that this perk doesn't grant you additional maneuvers known.

    Special: This perk can be taken multiple times. Each additional time, the cost increases by 4 perk points.

    Gritty
    Cost: 4 Perk Points

    Acquire a +1 permanent bonus to fortitude saves.

    Special: This perk can be taken multiple times. Each additional time, the cost increases by 3 perk points.

    Recoiler
    Cost: 4 Perk Points

    Acquire a +1 permanent bonus to reflex saves.

    Special: This perk can be taken multiple times. Each additional time, the cost increases by 3 perk points.

    Stubborn
    Cost: 4 Perk Points

    Acquire a +1 permanent bonus to will saves.

    Special: This perk can be taken multiple times. Each additional time, the cost increases by 3 perk points.

    Trap Sense
    Cost: 10 Perk Points

    Acquire 'trap sense +1' as the barbarian/rogue ability. If you already have levels in barbarian and/or rogue, the cost of this perk is instead 5 Perk Points.

    Special: This perk can be taken multiple times. Each additional time, the cost increases by 10 perk points (5 if already a barbarian or rogue), and trap sense increases by an additional +1.

    Damage Reduction
    Cost: 15 Perk Points

    Acquire DR 1/-. If the character taking this perk already has levels in barbarian, then the cost of this perk is instead 8 points.

    Special: This perk can be taken multiple times. Each additional time, the cost increases by 10 perk points (5 if the character already has levels in barbarian).

    Rageaholic
    Prerequisite: Rage at least 1/day
    Cost: 10 Perk Points

    You can rage an additional time per day. If you have levels in barbarian, this perk only costs 6 points.

    Special: This perk can be taken multiple times. Each additional time, the cost increases by 10 perk points (6 if the character has levels in barbarian), and you can rage 1 additional time per day.

    Greater Rage
    Prerequisite: Rage ability
    Cost: 100 Perk Points

    Acquire 'Greater Rage' as the barbarian class feature. If you already have 'Greater Rage' then this becomes 'Mighty Rage' as the epic feat. If you have levels in barbarian, then this perk only costs 75 points.

    Special: This perk can be taken multiple times. Each additional time, the cost increases by 50 points (25 if you have levels in barbarian). Each time taken, your bonus to Strength and Constitution granted by rage increase by +2, and your morale bonus to will saves increases by +1; however your penalty to AC during the rage also increases by -1.

    Heightened Rage
    Prerequisite: Must have invested in the 'Greater Rage' perk at least twice.
    Cost: 40 Perk Points

    You have heightened combat awareness while raging.

    You receive an intuition bonus to AC while raging equal to +2. This goes against the penalty to AC normally taken while raging, rather than replacing it.

    Special: This perk can be taken multiple times. Each additional time, the cost increases by 20 Perk Points. The intuition bonus to AC while raging increases by +2 per investiture in this perk. Intuition bonuses are separate from insight bonuses in that they always stack against the same target (as a result of zen awareness).

    Indomitable Will
    Prerequisite: Indomitable Will barbarian class feature
    Cost: 3 Perk Points

    Receive an additional +1 to will saves versus enchantments while raging.

    Special: This perk can be taken multiple times. Each additional time, the cost increases by 2 perk points. You receive a +1 to will saves versus enchantments while raging per investiture in this perk.

    Skillful Raging
    Prerequisite: Rage ability
    Cost: 150 Perk Points

    You can now perform purely mental actions, including those that require patience and concentration while raging as well as Dexterity related skills, but all at a penalty equal to your AC. If you have an intuition bonus to AC while raging, you do not apply this bonus to your purely mental or dexterity related skills (except when it would negate the AC penalty during a rage). You can also activate magic items and use any feat (even combat expertise and metamagic). You still cannot cast spells unless they are purely vocal component-wise. You can manifest powers.

    Before: While raging, a barbarian cannot use any Charisma, Dexterity, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.

    Rage Overload
    Prerequisite: Rage or Frenzy Ability
    Cost: 60 Perk Points

    You literally explode with anger and combat adrenaline.

    You may boost your Strength and Constitution bonus acquired from Rage or Frenzy by a number that you wish, however this requires a Fortitude save DC 10 + boost amount each round that you continue to rage thereafter. Failure means you take lethal damage equal to 1d6*boost amount and your rage ends abruptly - creatures (allies included) in a 5ft.*boost amount radius (burst) must make a reflex save equal to your ECL + Constitution Score or take the full damage as well (half on success). You must succeed on a concentration DC (20) or become dazed for 1 round immediately after the rage that ceased in this way.

    Finally, if your rage ends abruptly with an explosion such as detailed above, you can duplicate the affects of an iron heart surge on yourself.

    Slayer Adept
    Cost: 15 Perk Points

    Receive a permanent +1 class bonus to attacks with either ranged or melee weapons (must choose one; choice cannot be modified thereafter). If your character is at at least 3/4 BAB in relation to their ECL, then the perk point cost is 10. If your character is at full BAB equal to their ECL, then the perk point cost is 5.

    Special: This perk can be taken multiple times. Each additional time, the cost increases by 10 perk points; or 8 if the character is at at least 3/4 BAB in relation to their ECL, or 5 if the character is at BAB equal to their ECL. Your class bonus to attacks with the chosen weapon type rises by +1 for each investiture in this perk. Alternatively, you can choose another weapon type and increase your attack modifier with it by +1.

    Robust
    Cost: 7 Perk Points

    You gain a number of hit points equal to your ECL as soon as you select this perk. Thereafter, you gain +1 hit point with each additional level you acquire.

    Second Wind
    Prerequisite: Robust
    Cost: 10 Perk Points

    Once per encounter you may, as a free action, recover a number of hit points equal to your constitution modifier. This does not increase your hit points beyond your standard maximum for a character of your ECL.

    Unwinded
    Prerequisite: Second Wind
    Cost: 17 Perk Points

    Once per encounter you may, as a free action, recover a number of hit points equal to your constitution score. This does not increase your hit points beyond your standard maximum for a character of your ECL. This perk replaces 'Second Wind'.

    Extreme Effort
    Prerequisite: 13 Strength
    Cost: 3 Perk Points

    If you devote a full round action to a strength based ability check (such as breaking an object through sheer strength or knocking down a door) or strength based skill check (such as jump or climb), you may receive a +2 class bonus to this check.

    Special: This perk can be taken multiple times. Each additional time, the cost increases by 3 perk points and the class bonus raises by +2.

    Ignore Hardness
    Cost: 5 Perk Points

    When making a melee attack to break an object (includes vehicles), you may ignore up to 2 points of hardness concerning that object.

    Special: This perk can be taken multiple times. Each additional time, the cost increases by 3 perk points. The amount of hardness you may ignore rises by 2 with each investiture in this perk.

    Keen Killer
    Cost: 15 Perk Points

    Receive a permanent +1 class bonus to damage with either ranged or melee weapons (must choose one category; choice cannot be modified thereafter). If your character is at at least 3/4 BAB in relation to their ECL, then the perk point cost is 10. If your character is at full BAB equal to their ECL, then the perk point cost is 5.

    Special: This perk can be taken multiple times. Each additional time, the cost increases by 10 perk points; or 8 if the character is at at least 3/4 BAB in relation to their ECL, or 5 if the character is at BAB equal to their ECL. Your class bonus to damage with the chosen weapon type rises by +1 for each investiture in this perk. Alternatively, you can choose another weapon type and raise damage with it by +1.

    Exploit Weakness
    Prerequisite: Int 13
    Cost: 6 Perk Points

    With keen observation, you are able to find ways to outthink your opponent and notice weaknesses in their fighting style.

    After 1 round of combat, you may designate one opponent within line of sight and try to find ways to gain an advantage by using brains over brawn. With a move action, make an Intelligence check (DC 15) with a bonus equal to your ECL (the enemy can oppose this, however, with a bluff check of their own as a move action; thus setting a new DC equal to the bluff check thereafter).

    If your intelligence check succeeds, you may, for the rest of the combat encounter, use your Intelligence bonus instead of either Strength or Dexterity bonuses on attack rolls and touch AC versus the targeted creature. To redesignate another opponent, refer to the above paragraph once more.

    Exploit Many Weaknesses
    Perequisite: Exploit Weakness
    Cost: 14 Perk Points

    You can now designate any number of opponents with your 'exploit weakness' ability.

    If you observe a creature for at least 5 rounds, you can bypass any immunity to precision damage. If you observe a creature for at least 3 rounds, you now have the knowledge necessary to make coup de graces against them while they are unaware of you (instead of being helpless, as before).

    Coup de graces made in this way still require full actions and still provoke attacks of opportunity.

    Smash!
    Prerequisite: Able to Rage or Frenzy without assistance
    Cost: 5 Perk Points

    While raging, you gain one (1) slam as a natural weapon, which deals bludgeoning damage appropriate to a creature of your size - this damage increases with any change in size. For all intents and purposes, treat this as a regular natural weapon - however it no longer exists when you are not under the affects of rage (as the spell or otherwise). Optionally, this natural weapon can also exist during 'frenzy'.

    Special: You may select this perk multiple times, but the cost will increase by 8 perk points per investiture. Each time it's taken, acquire an additional slam as a natural weapon during a rage or a frenzy.

    Keen Killer... sometimes
    Cost: 5 Perk Points

    Upon selecting this perk, choose from the category of either melee or ranged weapons - this choice cannot be altered after being made the first time. A number of times per day equal to your ECL, you may apply a +1 class bonus to damage with your chosen weapon type as a free action - this applies only upon your next attack.

    Special: This perk can be taken multiple times. Each time, you may either choose to apply the damage bonus to a different type of weapon or raise the bonus to damage for your chosen weapon type by +1. The cost increases by 4 perk points per investiture after the first time this perk is taken.

    Keen Slaughterer... sometimes
    Perequisite: Keen Killer... sometimes
    Cost: 20 Perk Points

    Works just like 'keen killer... sometimes', with the exception that the damage bonus will now apply to all attacks made by you during your turn - once your turn is over, the bonus disappears.

    Blind Basher
    Prerequisite: Must be permanently, utterly blind with no vision whatsoever (if ever cured from this blindness, or the affects of blindness do not apply due to race, the affects of this perk do not apply)
    Cost: 5 Perk Points

    You gain 'Blind Fight' as a bonus feat, with some exceptions to what the feat says - even though you are blind and have no line of sight ever, you are unaffected by darkness.

    Special: This perk can be taken multiple times. Each time you miss an enemy you cannot see due to miss chance, you may reroll to hit the enemy one (1) additional time per investiture in this perk - if you manage to beat the miss chance through any one of these additional rolls, however, you must count only the first roll made towards the opponent's AC as your attack. Each investiture in this perk increases the cost by 3 perk points.

    Blind Whistler
    Prerequisite: Blind Basher perk
    Cost: 9 Perk Points

    As a free action that can be made once per round (during your turn or otherwise), you can replicate the affects of blind sense during the turn that you perform the action. However you cannot detect objects or creatures that are moving.

    Special: This perk can be taken multiple times. Each time, the cost (after the first) is only 2 perk points, and increases by 2 points thereafter. You may perform the action to trigger blind sense (as described above) one additional time per investiture.

    Two Weapon Rending
    Prerequisite: Two Weapon Rend [Epic]
    Cost: 1000 Perk Points

    You may now apply the affects of Two Weapon Rend any number of times per round.

    Before: If you hit an opponent with a weapon in each hand in the same round, you may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1 times your Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. You can only rend once per round, regardless of how many successful attacks you make.

    Special: This perk may be taken any number of times. Each time, apply a +1d6 bonus to damage from a Rend granted by the 'Two Weapon Rend' feat. The cost for each investiture is 500 perk points, increasing by 500 points per investiture.

    Invigor
    Prerequisite: Heal (6 ranks)
    Cost: 25 perk points

    With a DC 25 heal check (+ any circumstantial difficulties; the check is meant to be higher than the one made to stabilize) as a full round action, you can heal allies for 1d6 Hp - but this healing is only temporary (Hp is temporary Hp) and lasts for the duration of an encounter - or ten minutes (this type of healing may be used to revive or temporarily stabilize downed creatures). If you devote 2 minutes towards healing without taking 20 or taking 10 and rolling one DC 30 heal check, you may restore 1d4 Hp permanently - however it can only be done one per hour; and not on the same creature in the same day (unless they suffer lethal damage in the time window; with the window being the next hour).

    Special: This perk may be taken any number of times. The second time it is taken, the cost is instead only 15 perk points, with the cost increasing by 5 points per investiture afterwards. Each additional investiture raises the amount of temporary healing on a full round action by +1d6. Permanent healing is raised by +1d4.

    If you are able to heal 20 points of damage on a creature through use of this perk, you may instead elect to remove all negative affects of a non-magical disease affecting that creature for 1 day - with the exception of diseases that are mind-compulsion. This also costs 5d20 gp worth of materials.


    Perks To Do
    Spoiler
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    - Favored Enemies

    Emulation (in perks) of class features of:
    - Ranger
    - Rogue
    - Paladin
    - Monk
    - Assassin
    - Ninja
    - Duelist
    - Horizon Walker
    - Loremaster
    - Shadowdancer
    - Arcane Trickster
    - Blackguard
    - Dwarven Defender

    - Buffing the Class Features of all of the Above Classes

    - Perks that emphasize tactic in combat and rotate gameplay towards more player unique strategical thinking

    NOTE: Feel free to suggest more classes to emulate! Currently shooting for non-arcane/non-divine approach. Other things such as ToB, psionics and incarnum are okay.

    -------

    OP's NOTE: Heavy work in progress so far. Comments welcome.
    Last edited by imp_fireball; 2010-09-22 at 10:49 PM.

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    Ogre in the Playground
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    Default Re: 3.5 Rules Supplement - Perks [PEACH]

    You might have better luck with a simpler system: add perks as an a la carte option alongside levels, so it's exactly how the system normally works except you can also spend XP on perks. Then perks are like crafting magic items in how they affect a person's XP supply.

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    Default Re: 3.5 Rules Supplement - Perks [PEACH]

    Quote Originally Posted by Glimbur View Post
    You might have better luck with a simpler system: add perks as an a la carte option alongside levels, so it's exactly how the system normally works except you can also spend XP on perks. Then perks are like crafting magic items in how they affect a person's XP supply.
    So wait, gain levels alongside perks?

    I initially thought that that'd be okay - and the system should be good for that; but I've decided to adapt the system as an alternative to levels as well.

    Basically another take on EL 6. Both options are readily available for players and I hope to make it that flexible.
    Last edited by imp_fireball; 2010-08-31 at 09:17 PM.

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    Default Re: 3.5 Rules Supplement - Perks [PEACH]

    Heres a few ideas:

    A perk to gain an extra allotment of power points for psionics, or 1 extra spell per day, extra uses of a class ability, soulmelds etc.

    Grant minor Elemental resistances up to a max limit

    Increase a speed by a maximum of 5.

    Add new form of locomotion, except for flight.


    I definitely like the idea of making feats obtainable without leveling, the system looks good so far, keep it up.
    Last edited by Kiren; 2010-08-09 at 03:51 PM.

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    Default Re: 3.5 Rules Supplement - Perks [PEACH]

    500 XP per perk point seems like a lot. A bonus feat costs more than reaching level 3. I'm really not sure what a good amount would be, but it seems like actual playtesting would be the best way to go.
    Keep 3.5 alive!
    Creepy psychics, shark dogs, and whatever else I feel like drawing.
    Sci-Fi/Fantasy Homebrew Setting: Breakdown

    I am willing and able to critique 3.5 homebrews. I'm still learning though, and I may not be able to help with unfamiliar material. PM me if you are having trouble getting your work reviewed.

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    Default Re: 3.5 Rules Supplement - Perks [PEACH]

    Quote Originally Posted by TabletopNuke View Post
    500 XP per perk point seems like a lot. A bonus feat costs more than reaching level 3. I'm really not sure what a good amount would be, but it seems like actual playtesting would be the best way to go.
    That's what I'd like to do.
    Last edited by imp_fireball; 2010-08-09 at 07:24 PM.

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    Default Re: 3.5 Rules Supplement - Perks [PEACH]

    Hey Imp, when you playtest, also try advancing only by perks and equipment, not gaining a level and only advancing by gaining more perks and buying better equipment.

    Edit: I'd probably help.
    Last edited by Kiren; 2010-08-10 at 09:50 AM.

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    Default Re: 3.5 Rules Supplement - Perks [PEACH]

    I'm not too good at drafting out campaigns round-by-round, day-by-day so I could use help yes.

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    Default Re: 3.5 Rules Supplement - Perks [PEACH]

    I can't run a campaign too well, I can probably work out setting and events, and help playtest.

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    Default Re: 3.5 Rules Supplement - Perks [PEACH]

    Personally, I'm terrible with maps and setting up things like encounter rewards - we could try testing it with an EL 6 adventure in a book (if anyone can find one online).

    If we want to conduct this PbP, then you guys better remain active.

    Otherwise, IRC seems fine.

    We could also refer to the adventures here (and I might expand upon some the settings provided or tie one or more together) - but with the perks system, combat will probably go a lot differently if nobody is allowed to gain levels (also assuming if everyone remains at ECL 1 - of course with perks their CR would rise regardless).
    Last edited by imp_fireball; 2010-08-10 at 05:27 PM.

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