Frozen Rager: Having lived your life in the cold lands of Reghed Icewindale or various other cold lands you have developed a greater resistance to the cold and a mastery of the use of the element.
Level 1: +4 vs cold
Level 5: 10% immunity to cold
Level 8: +2 cold damage while raging
Desert berserker: You hail from the arid lands across Fearun and as a result of such you have gotten used to the heat of the sun and days without water that would cause normal men to die.
Level 1: +4 vs fire
Level 5: +2 fortitude
Level 8: 20% immunity to fire.
Reckless: Having forgone the use of armor and shields you have developed other means to defend yourself such as your increased mobility and hardened.(The effects are lost if armor or a shield is equiped)
Level 1: +2 reflex save
Level 5: 2/4 DR
Level 8: 10% concealment
Battlerager: When enraged you take aggression to a whole new level putting yourself in danger just so you can harm your opponent as much as possible.
Level 1: +2 intimidate
Level 5: -2 ac +1d4 dmg when raging
Level 8: -3 ac +1d6 dmg when raging
Thug: You have forgone the teachings of your tribe, instead adopting the life of a common criminal in one of the larger cities such as Westgate, Athkatla or Luskan. (Non-good only)
Level 1: +2 intimidate
Level 5: +3 taunt
Level 8: 1d6 sneak attacks
Fearless Leader: The son of the chief or one of the village elders you may not have brilliant tactics or large words to persuade those around you, but you have a force of leadership that only certain men are born with.
Level 1: +2 persuade +2 intimidate
Level 5: When raging those around you are inspired by you and gain +1 attack bonus
Level 8: +2 charisma
Natural defender: Your tribe has taken to the defense of nature. You often find yourself in the company of druids and rangers and walk as one with nature.
Level 1: +1 fort
Level 5: When in the wilds you gain +1 ab
Level 8: Most animals do not attack you.
Fearless: Having spent your whole life threatened by imminent attack by hostile entities you have grown to look at all battles with the posibility of victory and are more resilient toward magical intimidation
Level 1: +3 fear saving throws
Level 5: +2 will saving throws
Level 8: Changed to +5 saving throws versus fear
I'd love to see barbarians re-balanced a bit to be able to have their own perk system. In fact I love the perk systems which have support for "wonky builds" so much that normally I can't bother to play anything but a pure fighter or rogue.
So if barbarians are too strong baseline+these, maybe we could re-balance them a bit so having their own perk system is feasible for balance. Those creative perks just feel like they add so much more to playing characters and are often sources of great inspiration for me.
I'd like to see something with bonuses to hide/ms, and animals won't attack you >_>
MY SUGGESTIONS:
Tenacious: When you set your mind to someting, nothing gets in your way. Calling on deep reserves of will, you brush aside distractions and will not accept failure.
lvl 1: +2 vs fear, +1 vs Mind Effecting
lvl 5: Bullheaded feat (OR +1 will, +2 vs taunt)
lvl 8: Die Hard -You stabilize on a 75 instead of 90 when bleeding (ala old Survivor perk)
Uthgardt: The blood of the ancient conqueror runs in your veins, and you follow the totem of your tribe with zeal. The ancient ways are yours, and you will not willingly cut down a living tree.
lvl 1: +2 vs fear, +2 intimidate
lvl 5: 10% bonus MS in wilderness (ala old Pathfinder perk)
lvl 8: +1 Fort and Will in wilderness (ala old Totem Warrior perk)
Sea-Raider: Wether a terrible costal raider, a noble corsair, or simply a cutthroat pirate, you live your life at sea and are at home on the rocking surface of a boat. Your experiance leaves you hale and sure footed.
lvl 1: +5 Efuss Sailing, +2 vs disease, +2 poisen
lvl 5: +1 fortitude, +2 disc, +2 tumble, +2 Intimidate
Lvl 8: +1 reflex, +2 initiative, Ironlungs Perk
Jungle Warrior: Wether from the lush forests of ymph, or the dense thick jungles of Chult and Maztica, you come from a verdant land where civilization is all but unknown and survival depends on ones ability to make use of nature's assets.
lvl 1: +2 vs Disease, +2 vs Poisen +5 Efuss Wilderness Survival
lvl 5: Use poisen, gain a random poisen each rest
lvl 8: Woodland Stride (Or the immunities associated with, web grease and entangle)
Dervish: Holding a weapon in each hand or an exotic double weapon, you have embraced the ultimate wisdom of combat: one axe good, two axe better! You like nothing more than to wade into combat like a whirlwind of steel.
Lvl 1: -2 wisdom, -2 disc, -1 initiative, +2 Intimidate, Ambidextry
Lvl 5: Exotic Weapon Proficiency
Lvl 8: Whirlwind Attack
Wilderness Defender: The land shrouds and protects these warriors who stalk low to the ground. With the blessings of the realm around them, these beserkers fall upon their targets in terrible ambush and soon fade into the darkness once more.
Level 1: +3 Hide, +3 MS, +3 tumble
Level 5: Increase in Movement speed (Additional 10% in Wilderness areas)
Level 8: Changed to +5 Hide/MS, Animals do not attack you.
Check out the game Pathfinder for some really interesting Barbarian archetypes:
http://paizo.com/pathfinderRPG/prd/advanced/coreClasses/barbarian.html
http://paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/barbarian.html
I am hoping to redo the current barbarian / ranger bonuses with a perk system. The perks will be equivalent to current bonuses. You can post suggestions here.
Example: The Craven
In the mad scrabble of life, it's not the brave or the wise that lives, it's the craven.
Level 1: Evasion, +1 reflex, cowering rage
Level 5: defensive roll, additional +1 reflex, 2/- DR
Level 8: +5% speed, additional +1 reflex, 10% DR
Craven rage: Fear 1/round, 90% DR 1/round, 20% DR / +20% speed / +4 dex / +1/2 charisma bonus in Dex for 5 + CON rounds.
Example: Wiseman
Perhaps in a less harsh world, a world not inhabited by barbarians, these men could have developed their magical talents. Instead, these untrained powers manifest in minor miracles of fortitude, healing or sight.
Level 1: +4 healing, Spellcraft, lore, herbalism, alchemy, +1 will
Level 5: Additional +4 healing, Spellcraft, lore, herbalism, alchemy, 2/- DR, +1 will
Level 8: Additional +4 healing, Spellcraft, lore, herbalism, alchemy, +1 will, chance during the day to spot invisible creatures
Above examples are for barbarians.
Alas! There goes my evasion ranger concept. :(
Am I reading Cowering rage right in that YOU get feared? Because thats awesome/hilarious
Can you elaborate on the "Fear 1/round, 90% DR 1/round" please? Also, I assume your DR is meant to be damage immunity, excluding the 2/- DR at level 5?
Yes, it is immunity. %s are immunity.
You get feared for 1 / round at start of rage, but take nearly no physical damage (90 to 100% immunity) for that same 1/round and then for the remainder of the rage you get the other listed benefits.
As I am currently playing a Barbarian thought I'd weigh in- I don't mind it to be honest, if people want other perks for changes. I kind of like the current perks as it makes the class stand out moreso than any other.
The Cha-Boost to Rage I'd say keep standard on each of them since it prevents too many "ME CRUSH" barbs, but anything else for flavor is great!
Shamanic Warrior
Some barbarians call on the might of the Gods or their ancestors to empower them in battle and protect them from harm. Their minds are made strong through exposure to the great wisdom of shamanic traditions.
Level 1: Divine Might 1/day, +2 Intimidate.
Level 5: Divine Shield 1/day, +2 Will.
Level 8: Bless Weapon 1/day, +10 EFUSS Consecration.
Superstitious
Some tribes of the wilds are superstitious when it comes to arcane magic. Rather than toughen their bodies to resist the rigours of the wild, they prepare themselves for magical assault through a combination of rituals and natural or divine practices.
Level 1: +1/2 levels vs. Spells.
Level 5: Dispel Magic (5) 1/day.
Level 8: Spell Resistance 5 + level (including friendly spells).
Rimeheart
Born among frozen climates such as the Great Glacier or high in the mountains, some barbarians grow tough against the cold of their homelands. Though uncomfortable in the jungle, they can resist and ultimately ignore the pain of freezing.
Level 1: 5/- Damage Resistance vs. Cold, +2 saves vs. Cold
Level 5: 1/day Flame Weapon (Cold subtype), 10% Damage Immunity to Cold.
Level 8: 50% Damage Immunity to Cold, +1 cold damage to all attacks (does not stack with Flame Weapon).
Beastmaster
Some barbarian tribes cannot live without the wild and tamed animals of their homelands. Their connections to one or many types of animal is strong enough that they begin to take on characteristics of the animals themselves. Some are rumoured even to be able to change their form.
Level 1: Tracking (as per Ranger/Druid ability), 1/day Charm Person or Animal.
Level 5: Animals don't attack you, +2 Reflex, +2 Spot and Listen.
Level 8: Wild Shape 1/day.
Indomitable
Even among a tough group, there are some barbarians that stand out. Though often slower and more ponderous than their cousins, they make up for it with the ability to shrug off blows like no-one else. They pay a further price, however, with their looks, often suffering far more scars than is normal.
Level 1: Remove Uncanny Dodge, Remove Fast Movement, 1/+5 DR for every 2 levels
Level 5: Remove Improved Uncanny Dodge, -1 Charisma, +1 Natural AC
Level 8: -2 Charisma, +2 Natural AC
Vicious
A berserker can become so vicious that they hurt themselves without knowing or caring. Their affinity for destruction is often unmatched, but that especially reckless style often results in strain on the body or recoil that adds up over time. A vicious barbarian who loses control can fight himself to death without ever taking a blow.
Level 1: Barbarian deals +1d6 damage and takes 1d4 damage every time they hit during rage.
Level 5: Rage damage modifiers are increased to +1d8/1d6.
Level 8: Rage damage modifiers are increased to +2d6/1d8.
Grappler
Some barbarians prefer to take a more hands-on approach to combat. They are able to throw their opponents around, and are even able to defend themselves when on the ground.
Level 1: +1d4 damage to unarmed attacks (requires gloves), 10% bludgeoning damage immunity
Level 5: Knockdown, +4 AC when prone, +2 Discipline.
Level 8: Improved Knockdown, +4 Discipline.
I would be highly dissapointed to see the current class bonuses for the barbarians removed. They have been in for so long and make the class different and enjoayble. If you want to add perks for the class that is excellent but to in essence completely change the class around to add these new perks is a bit silly. The same goes with rangers. No other classes was changed up so much to add 'perks'.
Thats atleast what I think.
I'm not seeing Barbarian and Ranger being in need of Perks as much as I was the other three classes. They are both more or less niche classes and require a bit of finesse to play around with to the same success as other ones. In terms of flavor and roleplay, there are a lot of options here and I don't think trivial buffs to two already unique classes is going to make that big of a difference. Fighters had nothing but feats to rely on. Rogues practically had nothing but a plethora of relatively useful skills. Amongst a plethora of other benefits (full AB, sizeable HP, trap use, favored enemies, etc), Barbarians and Rangers have a ton of unique loot geared towards their use (the nature-only items come predominantly to mind) and mechanical deviations from their respective base classes. There also isn't much of an issue with cross-classing for either of these (especially the Ranger, who gets bonuses versus his favored enemy based on max level).
If anything, I think perks should be aimed towards refining or modifying their current unique characteristics rather than taking on the 1-5-8 mold that Fighters and Sorcerers have. For instance, I really liked the "Coward" rage format that Gippy presented. Or something along the lines of a perk that allows a Barbarian to gain rage bonuses based on both his Charisma and Wisdom scores. I'm having more troubles seeing why a Ranger would need more flavor than the favored enemies it already has. You can do a lot with a character, their background, and their personality based on which favored enemies he takes.
Honestly, perks provide ways of themeing your character that are far cooler then the raw stat bonuses both classes receive at the moment. I will trust in our design team to have a good sense of what to keep and what not to. However some of the boons from these are really what make them useful as classes. I'd expect the Cha to rages, DI, and at least similar boons to ranger's choice to targets.
I'll think up some possibles and send them this way. However if the team is looking to redo perks, the rogue perks should prolly be set up in the 1/5/8 style as well. As it is, I feel only the level 8 ability matters, and it's a touch too drastic all at once.
Honestly, perks provide ways of themeing your character that are far cooler then the raw stat bonuses both classes receive at the moment. I will trust in our design team to have a good sense of what to keep and what not to. However some of the boons from these are really what make them useful as classes. I'd expect the Cha to rages, DI, and at least similar boons to ranger's choice to targets.
I'll think up some possibles and send them this way. However if the team is looking to redo perks, the rogue perks should prolly be set up in the 1/5/8 style as well. As it is, I feel only the level 8 ability matters, and it's a touch too drastic all at once.
I see some sweet stuff in this thread. Here's my attempt; just a couple of ideas to kick around.
Ranger perks
Venomist
Through years spent working with poisons and venoms, you have grown resistant to the effects of these substances, and know several ways in which to counteract their effects. Beyond simple resilience, you have also developed a talent in suffusing your weapons with these poisons.
L1: +2 Saving throw vs poison, spawn 1 Antitoxin, Lesser Restoration, or Antidote per reset
L5: Use Poison feat, +2 Heal
L8: +4 Saving throw vs poison, spawn a random (medium to strong) poison in inventory per reset
Archer
Your bow is an extension of you. You send your arrows every which way seemingly at whim. Your dedication to the craft of archery allows you to pepper your foes from a certain range, but your lack of experience in the fray is apparent.
L1: WF: Longbow, WF: shortbow, -1AB when using melee weapons
L5: Spawn 99 arrows (from a selection of reasonable arrows) every reset.
L8: +1 AB when using a bow
Wanderer
You've always been more comfortable in the open plains or dense jungles of the wilderness. The time you've spent roaming various terrains has taught you to be swift and efficient when traveling, and you can glean more from the signs left by nature than most of your peers.
L1: Lore +2, Search +2
L5: +10% movespeed in wilderness areas, -10% movespeed in city areas
L8: +15% movespeed in wilderness areas, Lore +4 Search +4
Sophisticate
Raised on the cobbled streets of the city, you are more comfortable behind stone walls and on paved roads than you are out in the precarious wilderness.
L1: -4 Hide/MS in wilderness areas, +4 Hide/MS in city areas, -20 Animal Empathy
L5: +10% movespeed in city areas
L8: +20% movespeed in city areas
Hunter
Whether for sport or necessity, you have spent much of your time tracking and hunting the fauna of the land. Years spent in this pursuit has left you with the skills needed in taking down game, small and large.
L1: FE: Animal, Set Trap +2
L5: Harvest double the meat/skins from animals, Spot/Listen +2, Set Trap +4
L8: Access to a special hunter's store (maybe with the NPC that asks for stag antlers)
Zoophile
From your time spent amongst the beasts of the land, you've not only learned to identify the many varied creatures that you've encountered, but you've also developed an affinity for these creatures. You understand their thoughts, instincts, and body language more than most could imagine.
L1: AE +2, Lore +2
L5: AE +4, Lore +4
L8: Access to a special menu of (slightly stronger/cooler) animal companions. Double the XP penalty for animal companion death.
Just personally, while I love the idea of class specific perks, I also love that Rogue has its first tier at 5 and then second tier at 8 which you can pick separately. I'd love to see even the progression paths as unique to each class, although this is obviously a ridiculously minor thing. Maybe a selection of perks, or multiple tiers of choice?
I really don't think these two classes need to be improved per se as much as given some unique options/perks to allow for more flexibility in unique concepts. Here are some examples I've had in mind for the ranger.
Bowman - disable duel wield permanently, grant point black shot/rapid shot for free while wearing light armor.
Vanguard - disable duel wield permanently, grant +1 ab +1 dmg on all attacks while wearing medium armor. -10 stealth skills.
Make a separate thread for rangers. This is for barbarians.
NO NO NO NO! Barbarians is perhaps the single most bad ass class there is on EFU: it is already HEAVY modded and it absolutely KICK A** They defenatly do not need any more buffs.
On a side note It would be funny and interresting to have these perks, but it is not needed.
Quote from: Legacy;273862I really don't think these two classes need to be improved per se as much as given some unique options/perks to allow for more flexibility in unique concepts. Here are some examples I've had in mind for the ranger.
Bowman - disable duel wield permanently, grant point black shot/rapid shot for free while wearing light armor.
Vanguard - disable duel wield permanently, grant +1 ab +1 dmg on all attacks while wearing medium armor. -10 stealth skills.
If I may?
Brute - disable dual-wield permanently, grant Power Attack and Cleave for free while wearing light or medium armour.
Feral - disable dual-wield permanently, grant Improved Unarmed Strike and Monk unarmed-damage progression while wearing light or no armor.
No need to fix wasn't isn't broken.
Quote from: One_With_Nature;273908No need to fix wasn't isn't broken.
Ditto...
But then I didn't think the rogue, sorcerer or tank were broken either. [shrug]
Quote from: Disco;273871NO NO NO NO! Barbarians is perhaps the single most bad ass class there is on EFU: it is already HEAVY modded and it absolutely KICK A** They defenatly do not need any more buffs.
On a side note It would be funny and interresting to have these perks, but it is not needed.
I was under the impression these suggestions were to replace the current barbarian perks. Giving them more ontop of the current system is unbalancing.
This thread isn't about buffs so much as it is about giving them alternative options that let them express a wider range of concepts more fluently.
Or atleast I would hope so.
In all honesty, Much rather see something happen with another class like paladin feats, or ranger feats then Barbs, they really dont need a buff or change, and are one of the most favored classes on EFU by far.
Barbarians don't need any help, but if there's intent to see them redone, might as well make suggestions.
(for barbarian) Runt/Outcast
Maybe weak or crippled, maybe an overthrown chieftain or the offspring of the camp whore, this one was for whatever reason thrown to the bottom of the tribe hierarchy. Fighting with the camp dogs for the poorest portions of meat, being scapegoated for the bad luck or mistakes of everyone else, having the most unnatractive and unhealthy mate, and being mocked and beaten were frequent experiences for this unfortunate. Keeping quiet and unnoticed was his preferred role. Absorbing punishment and fleeing quickly at signs of aggression were his strengths.
Though having little or no training in the esteemed roles of warrior or hunter, the Runts' harsh life has developed him into an amazingly gifted survivor.
Loses Medium Armor and Martial Weapon feats, and starts with -2 ab to represent his lack of opportunity in the traditional Barbarian roles. His Rage increases his durability and movement speed instead of his offensive ability.
Starts with a small Disease resistance, resistance to physical damage, and movement speed. Every level the Runt gains one hide, move silently, and concentration.
As he progresses, the Runt gains increasing Disease , movespeed, Bleeding Stabilization, and physical resistance bonuses, and his Rage enhances those traits instead of adding strength.
Most classes have their cool quirks and fun:
Druid: shapeshift/Travel
Ftr/rogue/sorc: special perks
Clerics: religious token
Bards: Special songs
All classes can be powerful in their own way. We dont need any backgrounds for barbarians, but I would suggest there be special rages that suit each barbarian.
I know it was considered in the past and CoA has something similar.
So far I don't think people get this -
Rangers and barbarians each have bonuses, similar to what other classes got via perks, but just one set of them. What I am proposing and asking for ideas for -- is additional perk paths of similar power to ranger and barbarian current bonuses.
The classic bonuses would remain as a perk path. There would simply be other flavorful choices.
I think this is a great idea!!!! I wuold love to see better barb variety!
Quote from: Gippy;274034So far I don't think people get this -
Rangers and barbarians each have bonuses, similar to what other classes got via perks, but just one set of them. What I am proposing and asking for ideas for -- is additional perk paths of similar power to ranger and barbarian current bonuses.
The classic bonuses would remain as a perk path. There would simply be other flavorful choices.
Imo a flavorful choice is summoning themes, or a choice between two weapon fighting or the use of a bow. It's not eliminating Dragon Disciple from the PrC because you can become one without having to app anymore. To me that's not a 'perk' it's breaking a PrC. On the same line how does giving one classes ability to another class count as a perk? Why is it a perk when you can do the same thing (or close) by multi-classing? To me it's close to game breaking when you use the bonus of the other class without having to deal with the negatives of actually multi-classing. Barring very few exceptions I can make any of the sorcerer 'flavorful choices' (perks) by multi classing or earning and apping for a PrC. So how do any of these 'perks' make the game more interesting other than simply eliminating
favored class from the equation?
EDIT: Sorry for derailing the thread but in my defense it was already skidding off course a bit anyway.
The perks give players options and choices. If you don't think either of those make a game more interesting, I would ask how you think a game becomes interesting at all. Sure, they're not the entirety of the point; plenty of things, including just doing what you actually do (from stacking blocks to balancing budgets) make a game fun or not fun. Look at EVE Online: relatively dull if you go out and mine asteroids every day, but there's so much available for you to choose from, and so many people who chose differently, that it feels like a living world.
I understand your concerns about power creep and taking away from the PrCs, but I would note two things about that: first, that the PrC benefits not just mechanically, but from stronger, more unique roleplaying situations (based on their goals) and unique, PrC-only loot; second, that although PrCs and some of these perks may overlap, when was the last time you saw a Dragon Disciple? If more people play Sorcerers, it's possible that someone will get the idea to make that PrC.
It's possible for it to be game-breaking, yes. That's why balance is an issue in so many games. But that doesn't mean we shouldn't innovate. Let's just stay on top of our jobs as players/DMs alike and in cases where things seem unbalanced we can point out examples and change things to better suit the server. In a living world like we have here, with so many people that aren't just DMs involved in the "behind-the-scenes" stuff, I think that if balance becomes an issue, it won't remain one for long.
-
Sprinter
In the raging barbarian's mind, every second they aren't attacking their enemy is a second wasted. Some have turned sprinting into an art, and are capable of bursts of speed that make their charge truly terrifying.
Level 1: 5% speed boost, Rallying Cry 1/day.
Level 5: 10% speed boost, +20% speed boost while raging, +2 Reflex.
Level 8: 15% speed boost, +50% speed boost while raging, Immunity: Entangle, Grease, Web.
Two quick for instances;
Contriver -20% arcane SF, armor Prof (light)
~ Wow, can you say free suite of Elvin chain for every sorcerer (SWEET!). When do wizards and bards get their free elvin chain?
Scion -
Level 1: +1 Natural AC, +1d4 Slashing Damage to unarmed attacks (Needs gauntlets), +3 Lore, +2 Saves VS Traps
Level 5: +1 Attack Bonus, +2 Strength, Damage Reduction 2/+4, Changed to +3 Saves VS Traps
Level 8: Changed to +2 Natural AC, Changed to +1d6 Slashing Damage to unarmed attacks (Needs gauntlets), Immunity to Poison, Changed to +4 Saves VS Traps
~ Now lets add these Scion bonuses to the RDD PrC (//%22http://nwn.wikia.com/wiki/Red_dragon_disciple%22) which would be a probable goal of the perk. First word that comes to my mind isnt flavor, it's 'holyshitawsome'.
Ive been working on a new idea, here it is:
Xenophobe:
Level 1: -2 will vs own race, +1 will vs all other races.
Level 5: -2 AC vs own race, +1 AC vs all other races.
Level 8: +2 damage vs all other races.
Barb rage then scales depending on how many creatures of opposing race there are compared to how many creatures there are of the barbs own race. The bonuses only work on members of other races. The more there are around of your own race compared to other races, the bigger the bonus.
I like that, Socks. It looks like, as a replacement of the current barbarian perk, it's a little bit weak. It might also be a really good choice for monster PCs; is there a balance issue there?
When you say rage scales based on the number of opposing races, are you referring to enemies like Dwarves hate Orcs/Goblins/Giants and Gnomes hate Kobolds and Elves hate Drow, etc.? Or just non-same races? If so, I think that in any situation that would hit whatever cap you impose really fast. Would it include non-hostile xenoforms?
Dead-Horse Beater perk
Level 1. Derail a thread with your complaints when it's a suggestion forum and not a discussion forum
level 5. Complain endlessly despite being shown the true meaning of the thread's purpose.
Level 8. Continue using congested forum thread despite another thread describing the purpose of the perks as flavorful alternative paths for a base class and not power-boosts.
Alternatively,
New Thread:
Hopefully people won't spam this one with rants and raves over something they don't seem to fully comprehend and likely make it much less desirable for DMs to make awesome tweaks to the module in the future.
Lvl 1 http://www.escapefromundeath.com/forums/showthread.php?t=63617
Lvl 5 http://www.escapefromundeath.com/forums/showthread.php?t=63617
Lvl 8 http://www.escapefromundeath.com/forums/showthread.php?t=63617
The concept is that if you are in a big group of your own race then you are more likely to pick on outsiders. If you are 5 humans and there is just 1 gnome then a human barb with this perk will be able to get a bigger bonus vs other races than if there were just 2 humans and 1 gnome or much bigger even than if there is 1 human and 3 gnomes. Its all about the hatred of the majority against minorities and the fear of minority groups towards the majority!
Oh! I see. Okay, that seems good. Certainly we can all enjoy a bit of prejudice in the setting.
I think the situations where you're outnumbering people in racial groups are pretty limited. I would feel sorry for someone with the xenophobic concept who didn't have other people around to help him be racist. Is it possible to find some way to increase your concept's utility? The theme is a good idea and should not go ignored.
Quote from: Legacy;274092Dead-Horse Beater perk
Level 1. Derail a thread with your complaints when it's a suggestion forum and not a discussion forum
level 5. Complain endlessly despite being shown the true meaning of the thread's purpose.
Level 8. Continue using congested forum thread despite another thread describing the purpose of the perks as flavorful alternative paths for a base class and not power-boosts.
Alternatively,
New Thread:
Hopefully people won't spam this one with rants and raves over something they don't seem to fully comprehend and likely make it much less desirable for DMs to make awesome tweaks to the module in the future.
Lvl 1 http://www.escapefromundeath.com/forums/showthread.php?t=63617
Lvl 5 http://www.escapefromundeath.com/forums/showthread.php?t=63617
Lvl 8 http://www.escapefromundeath.com/forums/showthread.php?t=63617
Sorry all... I always forget Trolling (
see quoted post) is acceptable and sharing ones opinion is not. I'll stop being that I've been troll-spanked by a noob...
With all due respect, I'd like to see this thread not locked. Please help me with that?
Afer that nonsense locking seems immineint, thanks for hating on each other guys :\
The only thing that I'd like to see for Barbarians is some kind of theme for their rage, with slightly different effects based on it while you rage. So you can have some really buff dudes that just get very mad and pumped full of adrenaline, you can have fey touched warriors, berserkers that draw upon the power of their animal totems, warriors that are able to innately draw upon the weave to increase their strength. I think barbarian rage is usually kind of glanced over (I admit I do this a lot when using it, not because I don't want to rp it out but because when I use it it's usually because there's intense fighting going on and I don't want to be stuck trying to type some stuff out when I suddenly need to heal or change tactics).
I don't think that any other passive skills, feats or defensive bonuses are needed, just thematic tweaks/additions to their rage to allow the players to customize them.
Sorcerers are more martial inclined than the traditional wizard, yet the only difference represented is simple weapon proficiency. The backgrounds helped to provide more flavor and more martial backing should a sorcerer choose that direction.
Scion doesn't remove the unique opportunity of being a dragon disciple.
Please don't be passive-aggressive towards each other or the changes we make. You can make arguments against without sneaking in a stab at the maker.
Don't troll each other.
Stick to the topic. This is a suggestion for barbarian backgrounds/perks.
Crump, I think there's a lot of good choices for barbarian perks just around changing Rage. You're right!
I liked the Craven rage idea Gippy posted; seemed like if you time it right you could survive just about anything for one round. In that same vein, how about a rage that lasts twice as long but has half the effect?
Right now, 'Barb classic' is really good because all the bonuses are nonmagical unremovable buffs that stack with everything else. I'd argue that they're probably a little too strong if a PC can stack up some DI loot an CHA buffs, and this might be a time to reconsider them. Assuming then that alternate barb lines have have the same penalties for low CHA but different rage and level bonuses:
Bane of the Perverse (may not be Faithless)
"You bear a deep and unrelenting hatred for those things that are neither of one world or the other. Creatures more animal than man, beasts touched by the Realms of Madness, or the undying minions of corruption. Someone up there clearly agrees it's a worthy cause"L1: +1 Mind Saves
L5: Favoured Enemy: Shapechanger, Undead
L8: Favoured Enemy: Fey, Outsider, Aberration.
Rage grants the following bonuses to equipped weapon:
- 1/2 CHA bonus in AB vs Shapechanger, Fey, Outsider, Undead, Aberration.
- +1/4 of CHA Bonus in Divine Damage vs Shapechanger, Fey, Outsider, Undead, Aberration.
Elemental Fury"Your emotions tap some latent power of the elements within you, or maybe the favour of an elemental patron. Regardless, when you give in to your rage, you become a literal force of nature."L1: Summon theme overrode to chosen element, 5% immunity to chosen element.
L5: 10% immunity to chosen element, 5% weakness to opposed element
L8: 20% immunity to chosen element, 10% weakness to opposed element.
Rage grants:
- +1/4 CHA bonus AB
- +1/4 CHA damage of chosen element.
- +5 DR against chosen element
- +1 AB vs Elemental
- Elemental visual effect on wielded weapon
- 30% weakness to opposed element.
Champion of Freedom (Chaotic Good only)
"There's those that face evil with a pure heart and an unbending will to uphold the law. That's not for me, son. Where there's laws, there's craven scum like Banites that hide under them. Men don't need shackles, they need a conscience."L1: +1/2 CHA bonus to all saves, Detect Evil, Fear Immunity.
L5: Cure Serious Wounds (5) 1/day
L8: Bless Weapon 1/day
When raging, gain the following:
- +1/2 CHA Modifier Divine Damage vs Evil
- +1/2 CHA Modifier AB vs Evil
- Immunity to mind spells from casters of Evil Alignment.
Restrictions
Must obey the following code:
A Champion of Freedom must be of chaotic good alignment and loses all class abilities if he ever willingly commits an evil act. Additionally, a champion of freedom's code requires that he respect individual liberty, help those in need (provided they do not use the help for lawful or evil ends), and punish those who threaten or curtail personal liberty.
This is basically the Paladin of Freedom variant, but rather than divine spells and Smiting they get a rage with similar effects. I'd love to see it in to really show that Good doesn't have to equal lawful or honourable.
[edit] added this one:
Frenzy
"You don't strike that much harder in a rage, but damn, you're fast."L1: +1 Reflex
L5: Improved Initiative
L8: +1 Reflex
Rage grants:
+1 Attack per round
-5 AB
-5 Damage
+1 AB and damage per point of CHA bonus
I like the idea of this one, but I'm worried about it getting ridiculous with damage buffs.
Those are excellent!