Heya!! I think missile barrage and dom could deserve a rework... Liked the idea of dom effect being only felt by hostile creatures, and increasing dmg of barrage, making it more useful at more areas... man, this will make devotees a pain!!! But if its the price we all must pay to increase its effectiveness, then Im sure all will agree with the change, giving an extra edge to the mages role at partys.
I have a suggestion for the lash of hatred quasiclass. The first idea would be when they hit immo status it would be helpful to either allow them to switch favored enemies some how or allow them to select a 1 or 2 extra upon attaining legendary status(regardless of control class).
The second idea is one I could not find the correct thread for so im gonna put it here. For rare whips or high level whips adding a few commonly unselected favored enemy feats to the whips could be good. And or changing the damage whips do from 1-2 to maybe 1-8 or 1-7 for lashers only.
I would like to suggest since now Criticals will be from all monsters since the update today; that Dirge of the Deathless ahve a slight upgrade in terms of duration. An acceptable increase would be 1 turn per 2 points of Charisma modifier.
Also a suggestion on Legendary Abilties that I will post in the other.
Akari The Love Vendor - 60 Theurge - Demigod x2 Nessus Narukami - 60 DD - Demigod Nessus Aki - 60 Rogue - Demigod Nessus Shinji-X - 60 Mage - Demigod Tia Trade
hi With the new hardcore rules chant of the warding cha / +20 soak isn't really that Strong especially when 2 of the caster And time have epic warding .soul mirror and lute of axeria imperial i suggest at it get a upgrade along the linens cha modifier /2 physical res % or add the defensive roll feat to take the top off the high chits or some kind of ac boost as caster bard don't have that great ac. ac cha modifier /2 maybe or all 3 ;D Lol or change it to a party buff defensive roll to all party members
Allso at epic levels dirge get change from a evocations spell to a enchantment spell as it is more like one spellwise and bard only get one other evocations spell with dc that is sound burst bard get allmost nothing out of epic evocation focus and dont have that many spell slot compared to other casters
Hello all. This sugestion is for turner clerics, since their offensive spells are useless cause a low DC (due to their low wis) and could be restricted just for turner clerics adding a CHA limitation. Turn undead continues with its usual effect but could have an 'epic' version which makes the turner able to turn and kill all turnable mobs in the area with no save, but using an elevate amount of the turn undead ability (like 10 turn undead or so per use, or 1 for each mob killed by this way). Thinking about the tiamat final map and massing ppl tendencies, this amount of killed mobs could be capped as a max of X (being 'X' whichever integer number blah blah blah). Thx all for the attention.
Post by cathedralmaster on Oct 8, 2007 23:19:26 GMT
Any chance shifter levels could be included in the barkskin caster levels for shifters with 5x demigod?
The orginal justifactions I heard for them not getting a good barkskin were always "Well, melees need GMW to be effective!" Well, with +15 weapons, that's no longer the case. In fact, no class seems as dependent on another as a shifter is for barkskin. It's not like UEF where you only need it in the lower layer of the hells, or bard song where you only need it to implode living colds. Shifters need barkskin everywhere, which means we need a druid in party. What other class needs another class in party to even play?
Additionally, with the increased amount of immunity gear and hence the decreasing need for druid's immutable force, those barkskins are getting harder and harder to come by.
Could the translocation aspect of the Gate spell have certain presets?
!gateset wyrm sets location point in wyrm !gateset bank sets location in bank
maybe even in certain areas of the world like the entrance to the deepbat tunnels or in the underwater ruined temple (start of ssithraks) or the desert entrances, places it takes a bit of travel and despawning of lower areas to get to. It's nothing earthshattering, but gives that spell a little bit more utility.
Allow bards to restrict possums from triggering on certain people. It really annoying when someone dies 5 times in a row within 30 seconds nonstop and the entire party is left without it.
The command should be something like !restrictpossums, sent in a tell to the target.
Whilst I can understand you feelings on this I have to say it isn't always easy for say a caster to stay on their feet once he/she is killed and having to rebuf once possums hits, I know with my Turner sometimes if I am taken down while turning and possums hits or I am rezzed I have had occasions where the Pit Fiend, Narz, Advespa, male then insta kd's me and I am dead again, not because of a bad build or because I am a poor player, siimply because when kd and flat footed I can do nothing except cry as the next crit takes me down again.
Sometimes I am amazed I don't fugue on occasions like that and am thankful for the possum keeping me in the game long enough to actually get away.
If you are going to consider that perhaps could it be done so you don't loose your buffs. I mean according to the message that comes up when possums kivcks in something takes your place in the beyond, meaning you don't actually die. Just a thought
I've been thinking: there really isnt any use for the cantrip spells atm and you dont get to cast a lot of them either. Could these cantrips perhaps be changed into a much more powerful spell once you reach level 41? DCs for these spells - if applicable - are like normal, but count as lvl 10 spell.
Acid splash - the caster conjures up a globe of acid that explodes on impact. the target suffers 1d4 per casterlevel/2 acid damage when the globe hits. each round after, the damage is halved, untill the acid has completely dissolved. everything that is hit by the splash must succeed in a reflex save or be covered in acid as well (half starting damage damage).
Cure minor wounds - mass heal is cast at the target and any dead ally within the area of effect will be resurected.
Daze - the target must make a will save or die.
Electric jolt - a violent jolt rips through the target's body, dealing 1d6 per casterlevel of electricity damage. This shock is so painful that it lowers the target's skills, saves, AB and AC by 3 for 10 rounds unless they succeed in a fortitude save, in which case the damage is also halved.
Flare - the air around the target suddenly becomes extremely hot, suffering 1d6 fire damage per casterlevel. if the recipient fails his reflex save, he is blinded for 1 turn as the air will burn his eyes.
Inflict minor wounds - this spell will cast harm on the target and greater restoration on the caster if the caster succeeds in a touch attack.
Light - when cast on an undead creature, the victim must make a fortitude save, or be utterly destroyed (ignores death immunity). when cast on the caster himself, all undead withing a large sphere around the caster must make a will save or be turned for 10 rounds. any other recipient will get an aura that lowers the skills, saves, AB and AC of every undead entering by 3.
Ray of frost - the recipient will suffer from 1d6 cold damage per casterlevel and must make a fortitude save or be slowed for 1 turn.
Resistance - the recipient gains +20 to all his saves for 10 rounds. if his saves arent improved in this matter, instead his next failed roll will succeed.
Virtue - grants the recipient 10 points of temporary hp per casterlevel.