Level 3. PERKS.
Strength.
Black widow (female) / lady killer (male).
Level 3 /strength 3 /
10% extra damage against the opposite sex.
Brawler (Level 1).
Level 3 /Strength 3 /
Your unarmed attacks now do 1D4 more damage.
Strong back.
Level 3 /Strength 3 /
You gain another 25lbs of carry weight. To your maximum.
Second wind.
Level 3/strength 5/ endurance 6/
When you drop below 25% of your Max Hp you gain the ability to take a Second wind, and Boost your Ac by 25%, you can use this ability 3 times in a single day and the count resets after a long Rest. (25% should be rounded down to the Nearest whole number).
PERCEPTION.
Friend of the night (level 1).
Level 3 /perception 3 /
Your eyes have adjusted to a life in the shadows you can see a bonus 5 feet as light and 5 feet as dim light when in darkness.
Awareness.
Level 3 /Perception 5 /
Examining a creature allows 25% bonus to attack damage on the next turn (requires 1 action and 1 round cool down time).
Attentive.
Level 3 /perception 6 /
you have a knack for telling when something's off and for hearing abnormal noises, such as distant conversations, whispers and people muttering under their breath, footsteps in a house no one should be in, etc. If you sense something you will get a gut feeling that something isn’t right, and can attempt a scavenging, History or Perception check (Depending on the source) to find out what’s wrong.
Urchin.
Level 3 /Perception 4 /
When in a settlement you always know where to find cheap food and a place to sleep.
Fire Breather.
Level 3 /Perception 5, /Strength 5 /
You have learned the way of the fire breathers, all unique effects from the scorch environment are halved on you, additionally you gain 10% more damage when attacking the scorches native creatures.
Keen eyes.
Level 3 /Perception 5 /
You are able to read any pre-war signs, notices, labels, leaflets and any other old writing others would struggle to read without passing a History Dc check.
Endurance.
Old world Gourmet (Level 1).
Level 3 /Endurance 5 /Perception 4 /
All food items you cook or prepare also heal whoever consumes them, 1D4 per meal.
Vaccinated (level 1).
Level 3 /Endurance 7 /
You are immune to some diseases including, TDC, Tetanus, Rabies, Scorch Plague and Dysentery.
Charisma.
Cherez la Femme/ Confirmed Bachelor.
Level 3 /charisma 3 /
Bonus +25 on persuasion, Intimidation or Charisma checks with either women or men.
Distracting.
Level 3 /Charisma3 /
you can try to distract one humanoid you can see, who can see and hear you. Make a Deception check contested by the humanoid’s Perception check (with Disadvantage). If your check succeeds, you grab the humanoid’s attention enough all attacks not made against you have disadvantage until you stop performing.
Beg for your life.
Level 3 /charisma 5 /
When in combat you can use one action to attempt to beg for your life by passing a persuasion check set by the DM, this only works against enemies that can speak English, you can only attempt this once per target.
Intelligence.
Wasteland chemist (level 1).
Level 3 /Intelligence 5 /
With this perk you can craft simple chems out of materials you find in the wasteland, using the Chemistry Skill.
Quick Thinking.
Level 3 /Intelligence 5 /
You may not be the most powerful fighter, but you're quick to think and even quicker to act, you can use the Help, Use Object, or Disengage actions as a bonus action.
Mechanic (level 1).
Level 3 /Intelligence 4 /
All healing items you use on Robots gain a +2 bonus
(Cannot be taken by a Robot).
Counterfeiter.
Level 3 /Intelligence 5 /
When you find a working sheet press in the wasteland (in factories and robotic works) you can use it to turn 5lb of scrap metal into 50 caps.
Medic (level 1).
Level 3 /Intelligence 4 /
All healing items you use on other players (except Robots) gain a +2 bonus.
Agility.
Faster Running.
Level 3 /Agility 1 /
You gain a bonus of 5ft to your speed.
(This perk can be taken a maximum of 3 times).
Cunning Action.
Level 3 /Agility 5 /
Your agility allows you to move and act quickly. You can take an Extra action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Mr Sandman.
Level 3 /Agility 5 /Strength 6 /
You can attack a sleeping creature with an unarmed attack for 1D20 damage plus your normal unarmed damage with any perks you have, you are also guaranteed to hit.
Luck.
More picks.
Level 3 /Luck 3 /
When scavenging this perk will allow you to find 1extra lock pick, anytime you find lock picks In the wasteland.
Horticulturist.
Level 3 /luck 4 /
Anytime you harvest part of a plant in the wasteland, you get 1 extra piece.
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