Shark's semiannual go-around at different suggestions to make those flavor perks have more attraction!
FIGHTER:
Brawler: swap level 5 ability for worn gauntlets get +1d4 bludgeoning. This is to up their damage a bit more, since they can already take specialization as a fighter.
Desert warrior: level 5 add +1 fire damage
Drill sgt: up level 5 bonuses to +2 instead of +1, increase master of drill to 3/day
Duelist: add +1 AB at level 8, or more parry
Lay sword: Level 1 add Protection from Alignment (2) 1/day
Pit fighter: for the active, up AC at under 40% hp to +2 instead of +1
RSD: make SR passive instead of a brew
Self taught: lower penalties to -3 concentrate and discipline
ROGUE:
Scavenger: with the addition of treasure hunter, this perk pales in comparison for finds and amount of finds. Change it from every 30 mins or so to 10 mins, or up its likelyhood of triggering a lot.
Archaeologist: up retain charge % to 33%. With the nerf to UMD, the likelyhood of failing checks has increased, so a bit of a boost to the umd rogue perk would be quite helpful I think.
Athletic: change +2 reflex to +2 dex
SORCERER:
Carrion feaster: remove +2 str and the on-hit ghoil touch. Add level 8 - consume corpse 2/day, and up consume to 1/2 hp replenished. Perhaps also up animate tool to 3/day.
Contiver: move shield proficiency to level 5. Level 8 add 10% DI
Cultist: add level 1: magic fang (5) 1/day. Change bless at level 5 to GMF (2) 2/day
Dream eater: Double nightmare amounts per milestone. Either make sleep have 50% chance of going through PfE, or so that Nightnmare doesnt wake the target
Hydromancer: level 1 add +3 EFUSS swimming. Level 5: 25% cold immunity.
Infuser: level 1: 10% electrical immunity. Electric jolt self playertool 3/day
Lifestealer: level 5: ray of enfeeblement DC increased by +2. Level 8: increased by another +2
Maiden of Woe: up caster level of Negative Energy Ray to (5) to make it better than phagebeads
Mesmerizing: level 1 add spell focus enchantment. Level 8: change mass charm to mindfog
Ooze savant: level 5: 25% +acid immunity
Planar bound: level 5: +20 points to your summoning pool
Scion: up level 8 natural ac to +3 to be equivalent to a barkskin
Tribal shaman: level 5 or 8: add contagion 1/day, poison 1/day
Unpredictable: up chaos shield to level 5 from 3
Witchcraft: change level 5 bonus to lore instead of spellcraft, and add +2 vs spellsaves
Zealous Faith: level 1: let the MW bonus apply to others. Level 5: prayer (5) 1/day. Level 8: let the FW bonus apply to others. Also add GMW gives a +2 divine damage bonus.
BARBARIAN:
Just up all rage durations (except jungle hunter) to 12+con mod rounds
Quote from: sharkinajar;n672562Shark's semiannual go-around at different suggestions to make those flavor perks have more attraction!
ROGUE:
Scavenger: with the addition of treasure hunter, this perk pales in comparison for finds and amount of finds. Change it from every 30 mins or so to 10 mins, or up its likelyhood of triggering a lot.
Archaeologist: up retain charge % to 33%. With the nerf to UMD, the likelyhood of failing checks has increased, so a bit of a boost to the umd rogue perk would be quite helpful I think.
Athletic: change +2 reflex to +2 dex
As a Rogue with
Scavenger, I was crushed when I realized Treasure Hunter completely stomped this Perk. I agree wholeheartedly with this.
As for Athletic, it is weak in comparison to the others and I think Sharkinajar has a fine suggestion.
BARBARIAN (continued):
Arctic warrior: on-hit freeze dc upped to dc 12 + d4 + 1/2 level OR charisma mod, have rage increase str at 4 to +3 and to +4 at 8
Aspect of the bear: increase rage duration to 15 + con rounds, so you can bear for longer
Aspect of the wolf: increase rage duratiion to 15 + con rounds so your wolves last longer
Cursed: level 8 +1 AB
Desert nomad: longer rage
Gore Reaver: instead of having the "Special: Gain 1 vampiric regeneration for each base charisma modifier and +1 Regeneration for every two", add that into the ragecap instead. Level 1 rage +1 vamp regen, level 5 +2 vamp regen and +1 regen, level 8 +4 vamp regen and +2 regen.
Jungle Hunter: change back ab bonus to +2, lower duration to 5 + 1/2 level + wis turns
Mad berserker: make cha stat do more, such as increasing the rage damage to 1d6 at level 5 and 2d4 at level 8.
Punisher: add 1d4 bludgeoning to worn gauntlets. Lower rage ac penalty to -2.
Tribal guardian: fix armor bug ( +1 leathers or other armors give less bonus than mundane armor from the perk), change rage to +2 ab or +4 dex instead of +4 str, to better synergize with the armor bonus/theme.
Currently playing and having talked to numerous players, I've come up with a few buffs to really help dream eaters (and those spellchange suggestions!) :
Nightmare does not do enough damage, especially since it causes the target to wake. Up the damage to 1d6/level instead (currently you can get negative energy ray to 7d6 by 9, so I think upping the damage to 1d6/level is unreasonable)
You don't have enough uses of nightmare, and the buffs expire way too soon. Double both the number of nightmares per day AND the duration of each boon. Also fix that sleep bug on the summon.
I think that after doing these changes, Dream Eater will be a lot more viable than it currently is.