Fighter Perks: Difference between revisions

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*2/- Damage Resistance vs Bludgeoning
*2/- Damage Resistance vs Bludgeoning
'''Level 5'''
'''Level 5'''
*Weapon Specialization: Close Quarters feat
*Weapon Specialization: Unarmed feat
'''Level 8'''
'''Level 8'''
*Improved Critical: Close Quarters feat
*Improved Critical: Unarmed feat
 
NOTE: The perk does not currently give the proper feats, Weapon Specialization: Close Quarters or Improved Critical: Close Quarters, and is not getting it's bonuses as a result.




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'''Fighter Perk''' '' "/c fighter_perk" ''
'''Fighter Perk''' '' "/c fighter_perk" ''
*10/5 damage reduction, up to 30 total damage. +CHA modifier as Positive Damage. Lasts 1 turn.
*10/5 damage reduction, up to 30 total damage. Gain half of CHA modifier as Positive Damage. Lasts 1 turn.




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'''Fighter Perk''' '' "/c fighter_perk" ''  
'''Fighter Perk''' '' "/c fighter_perk" ''  
* Gloom Gamble: in an area with a gloom, they can 'reroll' the gloom for another. Might be better, might be worse, might be the same! (Note: Creatures that have already spawned with the previous gloom won't change glooms. Only the new ones spawned).  
* Gloom Gamble: in an area with a gloom, they can 'reroll' the gloom for another. Might be better, might be worse, might be the same! (Note: Creatures that have already spawned with the previous gloom won't change glooms. Only the new ones spawned).  
*When not in gloom area now applies a random effect, as if they were in a gloom for 1 turn
* When not in gloom area, the perk power applies a random boom effect, as per the L5 bonus, for 1 turn
 
* Gloom Walkers become Magic Projectors in gloom areas. Interval between beams is 20 seconds, 75% hit chance. Damage is 2d6, Damage type and visual determined by the gloom (should generally be opposite of the gloom, but at the minimum not something the gloom grants damage immunity to)




'''Level 1'''  
'''Level 1'''  
* 5% random elemental damage immunity each rest  
* 5% random elemental damage immunity each rest  
* Gloom Walkers become Magic Projectors in gloom areas. Interval between beams is 20 seconds, 75% hit chance. Damage is 2d6, Damage type and visual determined by the gloom (should generally be opposite of the gloom, but at the minimum not something the gloom grants damage immunity to)
'''Level 5'''
'''Level 5'''
* +1 random elemental damage each rest
* +1 random elemental damage each rest
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Base men with loyalties as fluid as a dying man's bowels, sellswords can be found milling about potential conflicts like carrion crows. It has been said that a sellsword can only be trusted as far as he can be paid, and many a lordling has been ruined by ignoring this wisdom.
Base men with loyalties as fluid as a dying man's bowels, sellswords can be found milling about potential conflicts like carrion crows. It has been said that a sellsword can only be trusted as far as he can be paid, and many a lordling has been ruined by ignoring this wisdom.


Fighter Perk "/c fighter_perk"
'''Fighter Perk "/c fighter_perk"'''
*Sellsword bribes nearby reasonable creatures to consider him neutral for 4d6 gp. Lasts for 2 turns.


    Sellsword bribes nearby reasonable creatures to consider him neutral for 4d6 gp. Lasts for 2 turns.
'''Level 1'''
*1d4 gp gained each rest/reset


'''Level 5'''
*+5 Intimidate
*+2 Appraise


Level 1
'''Level 8'''
 
*1d6 Sneak Attack
    1d4 gp gained each rest/reset
*5gp wage.
 
Level 5
 
    +5 Intimidate
    +2 Appraise
 
Level 8
 
    1d6 Sneak Attack
    5gp wage.


==Sharpshooter==
==Sharpshooter==
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'''Level 1'''
'''Level 1'''
* Light Armor bonus (maximum bonus of 2 AC)
* +2 Vagabond Armor bonus (maximum 4 armor AC)
* Can track in wilderness.
* Can track in wilderness.
'''Level 5'''
'''Level 5'''
* Light Armor bonus (maximum bonus of 3 AC)
* +3 Vagabond Armor bonus (maximum 5 armor AC)
* +10% Movement speed.
* +10% Movement speed.
'''Level 8'''
'''Level 8'''
* Light Armor bonus (maximum bonus of 4 AC)
* +4 Vagabond Armor bonus (maximum 6 armor AC)
* +2 Reflex.  
* +2 Reflex.  


'''Light Armor bonus'''
'''Vagabond Armor bonus'''
* Adds armor bonus to '''Leathers''', '''Studded Leathers''', and '''Chain Shirt''' armor pieces worn; No other armors receive this bonus (Cloths, Padded Cloth, Breastplates, or Heavy Armors).
* Adds armor bonus to '''Leathers''', '''Studded Leathers''', and '''Chain Shirt''' armor pieces worn; No other armors receive this bonus (Cloths, Padded Cloth, Breastplates, or Heavy Armors).
* Your armor will be increased to a maximum of 4/5/6 AC at levels 1/5/8 respectively.
* Your armor will be increased to a maximum of 4/5/6 AC at levels 1/5/8 respectively.
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