Several path ideas

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Urch
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Location: Mordor

Several path ideas

Post by Urch » Mon Dec 29, 2014 5:43 am

Once again, I have more path ideas, should they take your fancy.

Path of the Pugilist:
Fighter path

= Loses access to fighter weapon enhancement bonuses. (still keeps armour bonuses)

= Gains improved unarmed strike at level 2

= Gains flurry of blows at level 2

= Gains an undroppable pair of gloves on character creation that gains attack bonus every 5 levels equivalent to fighter enhancement bonus. It also gains 1d2 bludgeoning damage every 5 levels to simulate monk unarmed damage (since I am aware that monk unarmed fighting is a hardcoded area).

Path of the Pavise
Fighter path

= Loses access to fighter weapon enhancement bonuses, except ranged weapons. (still keeps armour bonuses)

= Loses shield proficiency.

= Gains dirty fighting feat at level 2.

= Can deploy a Pavise infinite number of times (it acts like a fixture. It can be created from that widget gained from game start.). This pavise makes the player immobile, and gives shield AC of a certain value, scaled by level, that is better than regular shields (you guys are better at deciding this than I). Ranged weapons are usable with this.

Path of the Elemental Warrior
Barbarian path
(This path is for those that want to emulate some kind of worship with elemental deities, or for those that live in harsh climates, like the Uthgar, and wish a mechanical boon for such)

= Upon creation, the player has to choose an element damage type. electrical, fire, acid, and cold.

= Gain basic damage immunity to the chosen element scaled by level. Also gains damage vulnerability to the opposite element. E.g. electrical - acid, fire - cold

= Regular barbarian rage is replaced by a special rage. Upon raging, the barbarian gains a damage bonus equal to the element type, and damage resistance equivalent to the damage type. As well as that, the barbarian gains a unique bonus associated with the four elements. This only lasts for as long as the rage lasts.
E.g. Electrical gains immunity to stun. acid gains immunity to knockdown and poison, cold gains immunity to paralysis, fire gains immunity to uhhh, something else.

Path of the Plaguebringer
Fighter/Ranger/Barbarian/Monk/Rogue
Non-good only
(This path is a mechanical boon for those that follow disease based deities, like Talona or Yutrus, or generally foul creatures like goblins.)

= Gains immunity to disease and poison. As well as that, gains the Use Poison feat.

= Is forbidden from taking levels in druid. (to prevent blighter druids)

= May plague an area once per day. This is similar to the druid's -balance ability, except it does the opposite; new poison and disease based spawns are introduced into the area, the area becomes unbalanced (or expanding or what have you), and plants cease to produce nuts/berries/fruit for a while.

Path of the Mirror Mage
Bard path

= loses bard song. (and subsequently curse song).

= Gains an ability, once per day, to replicate an enemy, usable from that widget gained on start. Upon succeeding a ranged touch attack, the creature's stats are stored. When the widget is used upon the player, a henchmen replica is created, using the stats of the creature stored. Only one creature can be stored at a time.

= Using replicate upon a player character needs a skill check, or saving throw in order to succeed.

Path of the Soul Eater
Barbarian path (I couldn't think of a better class)
Evil alignments only
Orog, Gnoll, kobold and goblin only

= HitDice changed from d12 to d8 (if that is possible).

= Loses barbarian rage.

= Upon succeeding a ranged touch attack (from an undroppable wand), the target is drained 1 strength, dexterity and constitution if they fail a saving throw vs will, modified by the soul eater's constitution modifier. Subsequently, the soul eater gains 1 strength, dexterity and constitution. This is temporary and lasts for a number of rounds equal to the soul eater's class level and is usable at will.

= Upon reaching level 12, the drain is increased to 2.

= If a target dies under this effect, then a wight is created in it's place as a henchman for the soul eater. Only one wight is active and if another target dies under the effect, a new wight is created. This wight becomes more effective with levels in barbarian.

= Upon reaching epic levels, the drain becomes a temporary level drain. The soul eater still gains stats.

Path of the Grenadier
Wizard path

= HitDice changed to d8

= Loses familiar

= Gains light armour and medium armour proficiency and simple weapon proficiency

= Epic spells and epic spell focuses are banned

= Spellcasting is disabled (The spell book is still there, however any spell the wizard tries to cast is automatically disabled). Instead, the grenadier can create a grenade of a spell that has been memorised. This is usable a number of times per day. The grenadier can still learn new spells from scrolls.

= (I have no idea what would happen if you turn a spell like bulls strength, or shapechange into a grenade. I'm sure it'd be interesting though).

Path of the Flagellant
barbarian path
non lawful only
Must be within the allowed alignments of a chosen deity

= Loses barbarian rage

= Gains fighter weapon enhancement progression with light and heavy flails, and whips, based on barbarian levels.

= Gains a modified form of dirty fighting feat. When active, the flagellant spends it's attacks per round to enter of a frenzied state of self flagellation. Each round, the flagellant takes magical damage (1d4 every 5 barbarian levels), but also gains various bonuses. These bonuses take the form of immunity to mind effecting spells, immunity to stun, knockdown, ability drain, attack bonuses, saving throw bonuses etc.

= Allies near the flagellant gain the bonuses as well for however long the flagellant has dirty fighting activated.

Path of the Loremaster
Bard path

= HitDice is changed to d8

= Bard song is replaced. Instead of usual bard song effects, the loremaster grants a bonus to skills based upon the loremaster's lore skill. Every 5 points in lore adds +2 to skills. This includes lore from equipment and spells. E.g. If the loremaster has 37 lore, and uses bard song, allies in the area gain 14 to all skills. Curse song does the opposite to enemies.

= Gains scribe scroll for free.

Path of the Drunken Master
Barbarian path

= loses barbarian rage

= Stat bonus from getting drunk is changed. Constitution is gained in the same manner as Strength. As well as that, +1 dodge AC is gained for every tick.

= Gains evasion at level 3

Path of the Dirge Singer
Bard path
Non good only
(I know, this has probably been suggested a lot, and several times by myself in the past, but here is another take on it)

= Bard song is replaced. Instead it controls any undead in range, with no saving throw, as if under the effect of control undead spell.

= The bard can summon 1 zombie or skeleton per level. This increases to 2 zombies or skeletons with spell focus necromancy, and 3 zombies or skeletons at greater spell focus necromancy. Whether it's a skeleton or a zombie is completely random. These summons are different from normal summons however for when they are summoned, they are considered as regular hostile creatures. The caster must use their bard song to control them (hence, singing to them).
These undead grow stronger with levels in bard.

= Curse song is granted upon level 2 and functions the same.

Path of the Hive Master
Bard Path
(Inspired by that goblin boss near Cordor)

= HD increased to d8

= Loses spellcasting

= Loses bard song. Instead, when bard song is used, a beetle is summoned. This beetle has the same HD as the hive master, and acts like a henchman. At level 15, a second beetle is summoned. At level 21 a third beetle is summoned.
As well as that, premonition is casted upon the caster. This is to simulate the caster becoming covered with a thick layer of insects. His/her hive so to speak.

= Loses curse song. Instead, it creates a swarm of insects at the position where the hivemaster used curse song, graphically akin to the spell [urlhttp://nwn.wikia.com/wiki/Creeping_doom]creeping doom[/url]. The hivemaster and his/her summons are immune to this, and anyone within that swarm is damaged 1d6+1/level slashing damage for every round they remain within the cloud. It lasts 1 round/level. It also creates 50% arcane spell failure for anyone within, due to the thickness of the swarm.

= Gains the ability to dominate vermin once per day with no saving throw. Extra uses are gained every 5 levels. This becomes usable at will upon reaching level 21.

= Gains immunity to poison and disease
For only $1 a day you can sponsor someone with chronic altitis.

Another day, another Doug.

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