667
edits
No edit summary |
mNo edit summary |
||
(4 intermediate revisions by 2 users not shown) | |||
Line 54: | Line 54: | ||
*2/- Damage Resistance vs Bludgeoning | *2/- Damage Resistance vs Bludgeoning | ||
'''Level 5''' | '''Level 5''' | ||
*Weapon Specialization: | *Weapon Specialization: Unarmed feat | ||
'''Level 8''' | '''Level 8''' | ||
*Improved Critical: Close Quarters | *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. | |||
Line 63: | Line 65: | ||
'''Fighter Perk''' '' "/c fighter_perk" '' | '''Fighter Perk''' '' "/c fighter_perk" '' | ||
*10/5 damage reduction, up to 30 total damage. | *10/5 damage reduction, up to 30 total damage. Gain half of CHA modifier as Positive Damage. Lasts 1 turn. | ||
Line 192: | Line 194: | ||
'''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 | * When not in gloom area, the perk power applies a random boom effect, as per the L5 bonus, for 1 turn | ||
'''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 | ||
Line 334: | Line 335: | ||
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. | |||
'''Level 1''' | |||
*1d4 gp gained each rest/reset | |||
'''Level 5''' | |||
*+5 Intimidate | |||
*+2 Appraise | |||
'''Level 8''' | |||
*1d6 Sneak Attack | |||
*5gp wage. | |||
Level 8 | |||
==Sharpshooter== | ==Sharpshooter== | ||
Line 412: | Line 408: | ||
'''Level 1''' | '''Level 1''' | ||
* | * +2 Vagabond Armor bonus (maximum 4 armor AC) | ||
* Can track in wilderness. | * Can track in wilderness. | ||
'''Level 5''' | '''Level 5''' | ||
* | * +3 Vagabond Armor bonus (maximum 5 armor AC) | ||
* +10% Movement speed. | * +10% Movement speed. | ||
'''Level 8''' | '''Level 8''' | ||
* | * +4 Vagabond Armor bonus (maximum 6 armor AC) | ||
* +2 Reflex. | * +2 Reflex. | ||
''' | '''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. |
edits