hieronymous
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Post by hieronymous on Aug 1, 2016 16:02:33 GMT -5
It's time for another bloated thread of suggestions, this time for making race and class selection more flavorful and dynamic! I'll get right to it. Wouldn't it be fucking cool if high investment in Rogue got you more looting potential? YES. IT WOULD. Anyway, these spun out from that thought. Here's a list of innate bonuses I think would make your class and race selections SUPER NEAT.
Racial Bonuses: Dwarf: +1 innate Mining and Gold Find corruptions (seems obvious) and +1 Craft Weapon/Armor/Appraise. +1 Discipline. +2 Taunt! Have you ever heard a dwarf cuss?? Blood-curdling. Gnome: +1 innate Forage and Mining corruptions (attuned to the earth). and +1 uhhh Set Trap/Disable Trap/Spellcraft/Open Lock/Use Magic Device/Appraise? Mechanical stuff. Isn't that one of their things? Doesn't matter too much I guess. Elf: +1 innate Forage and Experience corruptions, or perhaps Forage and Regeneration. +1 to Heal and Spellcraft; or Heal and Lore if Lore did anything. Human: +1 innate Experience corruption, and nothing else because everyone picks Human anyway.. so thicc.. so Quick to Master.. Human Master Race.. And I guess +1 Appraise. Half-Elf: +1 innate Forage, Experience, Gold, and Treasure corruptions (diligent, inquisitive, best traits of their parents and because lol half-elf nobody picks them anyway). +2 Appraise and Perform. Half-Orc: +1 innate Mining and Experience (strong; lust for battle); +4 Intimidate, +2 Taunt, +1 Discipline. Halfling: +1 innate Gold and Treasure find (sticky fingers), or perhaps Gold and Forage (sticky fingers, pastoral; and keeps racial innate +Treasure unique to the poor Half Elf).
Class Bonuses: Oh, the minutia! Here is where my train of thought derailed, crashed into a small town, and burst into flames. Read your eyes out.
- Fighter: +1 Mining per 10 Fighter levels (disciplined, good work ethic). +1 Craft Weapon/Armor per 5 Fighter levels (drilled in equipment maintenance). +1 Parry per 2 Fighter levels. +1 Discipline & Taunt per 4 Fighter levels. +1 Deflection AC per 5 Fighter levels, with an additional spike of +1 per 10th Fighter level, and a FURTHER +3 spike at 40th level. A level 40 Fighter will attain +15 Deflection AC, making it not strictly necessary to do all sorts of combinations of Pale Master or RDD or Rogue or whatnot to have a hardy, durable fighting man, and it makes a fighter's Helm, Cloak, Ring, and Belt slots more versatile. +1 AB and weapon damage per 7 Fighter levels, with extra bonuses at certain specific investment points? +5% physical immunity at 20, 30, and 40? +1 Crossbow AB and Damage per 4 Fighter levels. You're the Arcane Archer of Crossbows, woo.
I know you were talking about wanting solid pure-class bonuses, and that guilds/covenants are yet to come; you probably have more creative ideas in mind that, but just some thoughts.
- Barbarian: +1 Discipline per 6 Barbarian levels. +1 Taunt and Intimidate per 4 Barbarian levels. Taking the bare minimum Barbarian for your Rage Ruby or Terrifying Rage is nice, but purer-class barbarians are scarier. +1 Forage per 10 Barbarian levels. (survivalist) 5% immunity to Cold, Lightning, Fire, Divine, Positive, Negative, Sonic, Acid, and Magic damage per 15 or 20 Barbarian levels. (deep scorn for magic, and used to surviving in the elements.) Extra during Mighty Rage? It's not very useful once you've capped your stat bonuses with items, and that's not TOO hard to do via forging. +1 melee Damage 6 Barbarian levels. Or some special awesome bonuses during Rage. Thundering Rage could add Lightning and/or Sonic damage to your melee attacks, with a sexy visual like Call Lightning on activate. Chance to regain daily Rage charges when inflicting OR suffering a critical hit. Cast a shout like from the Rage Ruby whenever you enter Barbarian Rage. Gain the Thresh and Berserker ring-skills at Barbarian level 20 or 25. That shit's your domain, you beautiful high level barbarian!
- Rogue: +1 Appraise, Hide, and Move Silently per 5 Rogue levels. +1 Treasure/Gold corruption per 9 or 10 Rogue levels, further +1 at level 30 and 40. +1 AC Corruption per 8 Rogue levels? Rogue's Bag of Tricks - gains use/day powers as you level, like Grease, Invisibility, Choking Powder, Mass Blindness/Deafness (flash powder), Darkness... dunno. More numerous and effective powers with higher levels. Say, gains 1 power per 5 rogue levels, starting with Invisibility or Grease. Replaces when you rest at the new Bag of Tricks level. Some skill item based on Pick Pocket to target a monster and generate loot for yourself. lol target a player with it and they suffer penalties to their gold/treasure find (and then they follow you to a PVP area and murder you)
- Cleric: Water Domain: Innate level 1 Cold Mastery. Fire Domain: Innate level 1 Fire Mastery. Air Domain: Innate level 1 Lightning (or Thunder - you should add Sonic damage spells to Lightning Mastery and rename it Thunder Mastery; even if it only really affects like Sound Burst and Horizikaul's Boom) Evil Domain: Innate level 1 Energy Mastery. Death Domain: Innate level 1 Energy Mastery. Evil and Death for super Inflict Wound, Negative Burst, Negative Ray, and Circle of Doom! Combo with Palemaster for a super negative energy caster cleric! Good Domain: Innate level 1 Holy mastery. Make these Mastery bonuses not work if you have Sorcerer, Wizard, or Druid levels, might be too easy and cheesy to splash these in for free mage damage.
- Red Dragon Disciple: +1 Gold Find at 1st level. +1 Fire Mastery at 10th, +1 further at 20th RDD. 20 sorcerer/20 RDD for max meteors and fireballs! Add RDD levels to the scaling of the Dragon Knight summon. 10% Cold Vulnerability.
- Ranger: +1 Discipline per 5 Ranger levels. +1 Parry per 2 Ranger levels. +1 Forage per 8 or 10 Ranger levels. Make the Blade Thirst spell last longer. Add Keen, scaling enchantment, or something like bonus magic damage so it's not just a weak, shit-duration Greater Magic Weapon that only works on bladed weapons. Intervals of +Natural AC, like the proposed +Deflection AC for fighters. Evasion, Uncanny Dodge? Is that possible? This is for Druids, too - make the Camouflage spells add Concealment against attacks.
- Druid: +1 Forage per 5 or 6 Druid levels. +1 Mining per 12 or 15 Druid levels (capable but reluctant of using their earth attunement in this way) +1 Thorns corruption per 5 Druid levels.
- Blackguard: Brew poisons on the go, without needing Brew Potion feat. Whenever poisons are implemented. +1 Taunt, Discipline, and Intimidate per 4 Blackguard levels. +1 Parry per 2 Blackguard levels. +1 Vampirism corruption at Blackguard 5. +1 Soul Reaping corruption at 10th. Enhance BG's Bull's Strength buff to give more offensive benefits than just the eventually obsolete STR bonus. Enhance BG's Inflict Wounds. More damage, AOE, or healing utility. Change the BG's Contagion power into an Acid Sheath-like self buff, that also applies acid damage to your attacks. Blackguard's Thorns corruptions also inflict bonus Negative Damage on attackers. +1 innate Thorns per 5 BG levels.
- Purple Dragon Knight: +1 AC Corruption at 3rd and 5th. +1 Gold at 2nd and 4th. Longer duration and maybe some boosts and extra uses/day on the PDK's special powers. Heroic Shield is nice, unlimited/day, and gives a friend +4 (dodge?) AC, but has 1 round cooldown and lasts 1 round so you have to spam precisely to maintain and it's kind of annoying. +1 Parry, Discipline, Heal, and Craft Armor/Weapon per PDK level.
- Harper Scout: +1 AC & Forage corruptions at 1st Harper Scout. +1 AC & Gold at 3rd. +1 AC & Treasure at 5th. Alter/improve its spells and potions. +1 Perform, Heal, Spellcraft, Set Trap, Hide, Listen, Spot, and Move Silently per Harper Scout level.
- Shadow Dancer: Modify the Shadow Evade special to gain heightened defensive utility and longer duration, especially with increased SD levels. Enhanced AC, concealment; negative damage? Make Shadow Daze...not stupid. Could advance into something like the Psionic Mass Concussion illithid power with more SD levels (go test it if unfamiliar, it's potent and sexy. AOE blast of bludgeoning damage, wisdom drain, and knockdown. Nice looking and sounding, too.)
Was going to suggest enhancements to the Shadow summon, but summoner scaling is pretty neat right now, even with the default summons. I think the Shadow Fiend has elemental immunities on top of concealment and whatnot.
Some kind of Shuriken special?
- Dwarven Defender: +1 Discipline per 4 DD levels. +1 Parry per 2 DD levels. +1 Craft Weapon/Armor per 5 DD levels. Just recycling some of the Fighter's bonuses. Do something sexy with Defensive Stance, like an AOE dwarven battle taunt that inflicts magic or sonic or something - smart party lets the DD move up first, activate, draw fire. Could penalize enemies with Doom or Slow or something to control the battlefield a bit. Or just make Defensive Stance more effective. Regen, knockdown/damage immunities, stuff. +1 Crossbow AB and Damage per 4 DD levels. Crossbows are dwarfy. Now you can play a tanky archer. Whatever.
- Pale Master: 10% Bludgeoning/Fire Vulnerability and 25% Divine/Positive Vulnerability at 10th Palemaster. Put these zombies in their place. +1 Energy Mastery at 10th and 20th PM. +1 Cold Mastery at 15th PM. Make the Palemaster's bone arm touches more useful? Give them rods of negative ray a couple times a day for healing their undead, and pew-pewing enemies? Death Armor? Add Palemaster to the scaling of all Necromancy summon spells, and to Mummy Dust.
- Assassin: Brew poisons on the go. +1 Forage (knows where to look to find poison components) +Soul Reaping? AC? Acid/Cold/Negative damage? and +Crossbow AB and damage?? Crossbows are flavorful for assassins, yes???
Okay I don't have solid ideas for the Assassin besides poisons-on-the-go, but it needs some band-aids and cooler tricks. I feel like one of the greatest uses of this class is for avoiding XP penalties. Death Attack is kind of fucked by default - it only has chance to paralyze if the target is totally unaware of ANY enemy presence. So Assassin needs to sneak up before anyone else has engaged or been spotted by the foe; else, Death Attack is just a pretentious sneak attack. So. Unless your party is a well-oiled machine, or you're playing solo, your poor Assassin may not get to see their signature move in action often. Oh and you get to cast Invisibility, Improved Invisibility, Ghostly Visage, and Darkness 1/day, which are useful, but I don't know, this class is a little humdrum for its name.
- Champion of Torm: +1 Discipline per 4 COT levels. +1 Parry per 2 COT levels. +1 Craft Armor/Weapon per 5 COT levels. Bonus reciprocal Divine damage on your Thorns Corruptions. +1 innate Thorns per 5 COT levels. Divine Wrath - longer duration, more than 1/day
- Paladin: +1 Discipline/Heal per 5 Paladin levels. +1 Parry per 3 Paladin levels. Summon Mount - summons nothing currently. Make it summon a Lantern Archon, like Lesser Planar Binding, scaling on your Paladin levels. Perhaps make it summon nothing until level 10 though, the Lantern Archon is actually quite potent. Remove Disease - pretty much useless. Make it also bestow 1 regeneration/5 Paladin levels for 1 round/paladin level, and act as a Lesser Restoration. At Paladin level 10, upgrade to Restoration. At Paladin level 20, Greater Restoration. Smite Evil - needs more uses/day, or some form of recharge.
SMITE CHANGES: Make Smite Evil/Good work on all targets, but at reduced effectiveness against non-evil/good targets, respectively.
- Casters in general: +5% Spell Damage/Healing per 10 Lore. Sorry to casters who understandably skipped Courteous Magocracy at 1st level. Synergy with bards - Bardic Knowledge suddenly makes your few Sound Bursts, Ice Storms and heals more effective. And the countless legions of Clerics who took Knowledge Domain can now buff their spell power with Legend Lore and Identify. Neat! Spell Focuses add 5% spell damage in that school, and add +1 caster level to summons from that school, with an extra +5% spell damage / +1 summon caster level at Epic Spell Focus.
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