More Perks?

Started by Thomas_Not_very_wise, February 13, 2010, 02:55:46 AM

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Drakill Tannan

Extraordianre escapist
Once a reset, your character gains a 30% movement speed bonus and +4 skill bonus to tumble & search for a turn, or so, but recives a -10% movement speed, -2 to all skill rolls and -1 to all saving throws untill next reset.

SN

Quote from: "Egon"Marksmans's Path (Ranger Only)
"We'll fight in the shade"
Your Dual-Wield ability and Imp Two Wep Fighting is permanently  disabled. While wearing light or no armor, you gain Point Blank Shot and  Rapid Shot. Upon reaching L9 you gain Weapon Spec in Short and Long  Bows.
Seems a decent way to implement the "ranged" over "2-weapon"  specialisation for rangers.

YESSS.

Zymnarkmar

If this is possible this sounds awesome.

Drakill Tannan

Negative focus

- Change Flame Weapon/Dark Fire to negative damage
- Change Bard Song Damage Bonus to negative damage
  - Change Summoning Theme to undead
  - +2 Saving Throw vs. negative energy

-Negative damage spells will force a will saiving throw or have the creature slowed for a small duration

While negative energy is far stronger than elemental damage because you need negative energy protection to stop it, it also makes darkfire/flame weapon worthless against undead, and bard song too.

Plus, i belive necromancer arcanists could shine with this.

Egon the Monkey

Hoo boy, that woudl be rediculously strong. Negative is only stopped by one fairly expensive potion, and negative damage does work against undead if it's bonus weapon damage. I know because Danny's anti-riser weapon was a club with +1 Negative damage. it's only negative energy spells that are reversed or ignored.

Mort

Negative Damage on weapon goes through Undeads. And yeah, that's why they aren't present on the perk list!

Wouldn't mind a Necromancy focus to help out Negative Energy spells.

Thomas_Not_very_wise

The Bio-Mancer

You study life, and have perfected the art of life itself, and the manipulation of positive energy.

ALL NEGATIVE ENERGY SPELLS NOW DO POSITIVE ENERGY DAMAGE

Drakill Tannan

Quote from: Mort;179862Negative Damage on weapon goes through Undeads. And yeah, that's why they aren't present on the perk list!

Wouldn't mind a Necromancy focus to help out Negative Energy spells.

And if the flame weapon damage were to be reduced in exchange for the empowerment of negative damage?

Say, 1d2 & 1d3 instead of 1d4 & 1d6? If negative energy damage is so unblockable, it might still be worth it.

TheMacPanther

Homeless

- Ability to rest anywhere within the ziggurat, ruins and docks.
- -2 persuade -2 bluff +1 Disease resist.
- (Possible) Flies animation for a time after you rest.

Pup

If you're worried about the mechanics of your Bard Song perk, don't take one.  The original Bard Song still works great.

If, however, you want your Bard Song to be more interesting and more appropriate to your char, then by all means enjoy the fine work Mort put into them for you.
"So what else is on your mind besides 100 proof women, 90 proof whisky, and 14 karat gold?"
"Amigo, you just wrote my epitaph."

"Maybe there's just one revolution.  The good guys against the bad guys.  The question is, who are the good guys?"

~The Professionals

Egon the Monkey

Quote from: Thomas_Not_very_wise;179865The Bio-Mancer

You study life, and have perfected the art of life itself, and the manipulation of positive energy.

ALL NEGATIVE ENERGY SPELLS NOW DO POSITIVE ENERGY DAMAGE
YES. Yes on so many levels. That would mean a necromancer who's willing to sacrifice the ability to buff up undead would be able to prep spells that would be useful against Riser Invasions. I'd have loved to have taken this on Ahmed. Positive energy is more powerful yes, but this only affects 2 spells, Ray and Burst. Since the cantrip Disrupt Undead doesn't exist (Necromancy, Ray, 1d6 Negative vs Undead) this would be great.


Alternatively, for a combat necromancer:

    Negative focus
- Change Flame Weapon/Dark Fire to Cold damage, Negative visual effect
- Change Bard Song Damage Bonus to negative damage
  - Change Summoning Theme to shadow
  - +2 Saving Throw vs. negative energy
- All necromancy spells apply a stacking  vulnerability to negative energy on hit.
-All negative spells heal the caster for X% of the damage inflicted.
or
-All Negative spells apply a short duration STR drain

The big trouble with necromantic spells is they are less strong than the alternatives for sheer offense. Neg Ray has a slightly higher max damage than Magic Missile, but has the same average damage output, lower minimum damage and a willsave for half. Negative Burst is weak, although pretty nasty at L8, when you start dealing 2 STR damage. Also, Polarization is a 100% protective measure.

I think that a Negative Focus should have a specific bonus that allows you to slip damage spells past that, so adding a vulnerability to negative that lasts for a few rounds and stacks would allow you to cut into that protection and reduce it to something like Insulation vs elements (whichg can be worn down). Or with vulnerability applied against an unprotected target, make negative spells more dangerous than Magic Missile, which they should be, as they get a save.

Drakill Tannan

The problem being, egon, that would make negative spells very powerfull for PvP, but worthless in PvM unless you saved them for the boss of the quest.

Wich is why i'd rather have it slow the PC/NPC down, it makes it a good support weapon, or if it is you who are killing the target, let's you run, reposition, then attack again.

Also, undead seems more fitting, because what i had in mind was making an arcane necromancer that didn't look like a watered down version of the cleric one.

putrid_plum

Necromancery spells are already extremely strong pvp and weak pve.  It would be cool to be able to use posative energy somehow, so those palemasters can take a thrashing on their weakness.

Egon the Monkey

Very true. They have a weakness to positive energy which is a joke. Because the only way to deal positive damage to a living target that I know of is.... A rare dagger with +1 Positive vs everything. Maybe have the Focus perk apply some form of AoE effect to negative spells?

lolmagics

Blood Siphon -

Your inflict wound spells will now cause an additional effect when a successful touch attack is made. The wounds created from this effect will now aid the caster and grant them temporary hitpoints equal to half of the damage caused. This effect will not stack but a stronger effect can override the prior temporary bonus. If used upon a creature that would normally be healed by this process, the caster will instead take damage from the effect. (Requires 5 cleric levels)

Perfectly Called Shot -

Your aim is sometimes so flawless that it would make the gods jealous. When using called shot show and a Longbow, Shortbow, or Crossbow, you're luck seems to shine through even further. When a successful called shot is made against the arms, your opponent must also resist a disarm check (second effect, DC = Attack Bonus). When made against the legs they must resist a tangle check (reflex, DC = Attack Bonus) or be stuck in place for one round.
(Requires Weapon focus in Longbow, Shortbow, or a Crossbow and Called Shot feat)