Lacking/Missing Feat descriptions

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Cortex
Posts: 3553
Joined: Tue Mar 24, 2015 10:12 pm

Lacking/Missing Feat descriptions

Post by Cortex »

Here are feats that need an update or a change to be clearer and more objective. Others feats and spells you think need a change are encouraged to be posted.

Guard(Current): This feat allows you to protect a single nearby player character from attacks from other creatures.
Guard(Changed): This feat allows you to protect a single player character from NPC attacks and single target spells (summons not withstanding). The protected character must be within close proximity of the guardian.

Pray(current): Pray to whichever god you worship to receive all sorts of fancy aid!
Pray(changed): Pray and receive divine aid at the cost of piety (and XP if you are in combat). The effects and piety cost change according to missing health and negative effects on the character:

•If a large portion of health is missing, it will heal the character for 10*CL.
•If there are negative effects on the player character, it will remove them up to a limit.
•If a large portion of health is missing and the character has negative effects, it will remove negative effects and decrease the healing done by 100 per effect removed.
•If the character has no negative effects and has full or near full health, it will instead grant small temporary random ability boosts.

(Pray does not remove death penalties).

Barbarian Rage(current): Vanilla description.
Barbarian Rage(changed): The barbarian may rage and gain bonuses scaling with barbarian levels, as well as 50% of barbarian levels HP as temporary health and a 50% movement bonus speed for 3 rounds. This ability has an one turn cooldown starting after barbarian rage ends, lasts 2d4+ CON modifier rounds and has unlimited uses.

Bonuses of the same type do not stack:
Barbarian Level 1: +1 Attack Bonus, +1 one-handed melee damage bonus, +3 two-handed melee damage bonus, +1 Will Save.
Barbarian Level 4: 5% Physical Immunity, +2 one-handed melee damage bonus, +4 two-handed melee damage bonus, +2 Will Save.
Barbarian Level 8: +3 one-handed melee damage bonus, +6 two-handed melee damage bonus, +3 Will Save.
Barbarian Level 12: +2 Attack Bonus, +4 one-handed melee damage bonus, +7 two-handed melee damage bonus, +4 Will Save.
Barbarian Level 16: 10% Physical Immunity, +6 one-handed melee damage bonus, +9 two-handed melee damage bonus, +5 Will Save.
Barbarian Level 20: +7 one-handed melee damage bonus, +11 two-handed melee damage bonus, +6 Will Save.
Barbarian level 24: +9 one-handed melee damage bonus, +13 two-handed melee damage bonus, +7 Will Save.
Barbarian Level 28: +12 one-handed melee damage bonus, +16 two-handed melee damage bonus, +8 Will Save.

Given vanilla rage is unchanged, I assume the others are not either, so here:

Thundering Rage: The barbarian gains an extra attack per round during rage, stacking with haste effects. Any weapon the barbarian wields while in a rage does an additional 2d6 points of damage on a critical hit. There is a 25% chance for a creature hit by one of the barbarian's weapons to be deafened for 3 rounds.

Mighty Rage: The barbarian's rage now removes crowd control effects and debuffs, and extends rage duration by 1 turn.

Terrifying Rage: The barbarian gains an aura of terror during rage, the DC is (Intimidate/5)+(Hit Dice/2)+(Base CON Modifier)+5, and is treateed as a saving throw vs fear. Player characters that fail the save are stunned for half a round and receive -1 AB and -5% spell failure per 7 barbarian levels for 1d3+CON modifier rounds. NPCs are instead stunned for 3 rounds and the debuff lasts three times longer.

Champion of Torm renamed to Divine Champion, description of the class and class related feats changed accordingly:
PRC: Divine Champions are mighty warriors who dedicate themselves to a deity's cause, fighting, protecting and performing holy acts in the name of their patron deity.

Lay on hands prequisite: paladin 1, divine champion 1.
Sacred Defense: Prequisite: Divine Champion 2
Sacred defense adds a +1 bonus to all saving throws for every 2 levels of Divine Champion.
Smite Evil Prequisite: paladin 2, divine champion 3
Divine Wrath: Prequisite: Divine Champion 5
Epic Divine Champion: Guided by their god, the Divine Champion ascended through the ranks of holy warriors to become a symbol of their deity's might.

Knight related abilities and description changed, the descriptions on their wiki pages are really good, they would just need tweaking to add duration, cooldown and type: http://wiki.arelith.com/(Purple_Dragon)_Knight

Knight PRC description changed to fit the new ability effects.
:)
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