So I've made a list of all of the XR subraces and I'm looking for any reasonably ideas on them. I have some suggestions and the ones I am thinking of changing are marked in yellow. If any of you have other races that should be changed please post them.
No XR race will ever be "any race" due to balance constraints/race purpose (guess they learned the "kolyarut lesson" ).
I think phoelarch racial purpose is 'caster bfm with rdd CC' more than 'bfm tank', that might not be a top tier build nowadays but all those XRs has been designed long ago looking at some forum builds that were deemed playable (insert random pun at bg-splashed armored palemasters or -RIP- staff monks).
Kaortis have to unequip and reequip their armor to get the no spell failure feature. Every time they join a server. The ability is useless in legendary levels anyway, because it is much better to use robes with ev and premo.
Some possible alternatives to this ability, that fit with Kaorti generally, and a "sturdy mage" type subrace:
Critical hit damage reduction Damage immunity percentage Damage reduction
Post by drunkenboastor on Jul 17, 2018 20:51:36 GMT
Half-Efreeti needs a buff? Flesh to Stone immunity is a pretty powerful buff.
Ak~Chazar Rakshasa should be given Heavy Armor Proficiency instead of Cleave. Splashing two Blackguard levels for saves is a very poor choice for any spell caster. A Sorcerer Pale Master with Blackguard splash would be unplayable because of limited spell choices at 9th level.
Tulani needs to have either it's +2 to charisma or it's +2 to wisdom swapped to intelligence. In fact it would be best to make it so the subrace is +6 dex, +2 con, and +6 int. The extra intelligence would make sense to have extra skill points to take advantage of able learner feat, otherwise it is a poor choice to make an elf fighter instead of some other race.
Neraphim has nice abilities for a strength assassin with a rogue splash, an upgrade to Half-Molydeus. The strength helps mortal strike dc, the intelligence helps the high skill point needs of rogue skills, and the constitution helps with the low assassin hit dice. But feats need fixing from the current improved power attack and improved expertise. A change in bonus feats/skills/abilities to enable taking assassin at 2nd so can splash Blackguard for saves, or give easy path to LSA parry or discipline so can take a save feat at 1st level.
I discussed Favored of Gruumsh with an expert monk builder, and he mentioned that there are 2 problems with the race at present: The feats and the Ability scores
First, ability scores. Staff Monks are meant to be all-out damagers, so lets change these numbers to reflect that. Big STR and CON bonuses, no DEX bonus, no WIS bonus, INT to offset H-Orc, CHA penalty. If this is moved to an "any" race (shouldn't need it), remove the INT bonus and CHA penalty.
If +8 (+10 after horc) is too much, +6 is acceptable, but remove the CHA pen.
One other thing: This gets +14 total with a +8. But that's on a race that starts at -2 instead of 0. Something to keep in mind when suggesting other ability spreads (and when updating other HOrc races).
As for feats...all of the epic feats this race gets now are on the monk bonus feat list. This is bad, thus fixing the feats is actually more important than fixing the stat line, so lets go.
Here's my proposal for replacement feats: OC/DC: QStaff WS: QStaff Divine Might Alertness
These feats help promote Harper and Paladin/BG as splashes, while not completely removing Fighter as an option.
Finally, at least remove the conceal boost - that has the potential allow someone to make a very broken STR monk at present. See if funky would put EWS on the table in exchange for this becoming a penalty and also applying to EV (stacking with boots/cloak/staff). If he's willing, replace DM and Alertness with that.
Honestly, I wish EWS was an option, but I think Funky is afraid that StaffMasters will get it, more than he is for build diversity. Heck, monks are actually somewhat feat-tight in pre-epic levels, so taking Fighter levels helps there (and at least some would, even if they already got EWS, in order to be able to fit Disarm feats in, for example). As for StaffMasters getting Weapon Spec...they're extremely feat-tight, and even with +2 INT on Horc (+0 after race), they'd have trouble getting enough AB, since they still need OC/DC in epics, and would now have to fit LWS and PWS in Paragons to really benefit. Many SM builds only get 95ish AB at 60 as it is, due to the "pre-epic fighter AB" bonus being inside the +20 cap. This race leaves them extremely feat-tight, and also effectively has no INT bonus even after the change to ability scores, meaning SMs will have to sac some STR for the needed INT, which is bad.
There is one other thing: Raj says "rip staff monks". He's right. Without the 2H bonus, they're dead. I'm not sure what to do about StaffMasters getting it as well, but I don't think that's as broken as people thought. If I had some old logs, I could probably prove it to not be broken, at least not any more than Barbarians getting it was. Monks need the full bonus. If you want to keep SMs from getting it, make it so that QStaffs get a 20% bonus by default (with megadamage weapons available, SMs need something, at least), which is then doubled for monks able to use QStaff as a monk weapon.
If giving QStaffs back their damage boost for monks isn't feasible, then scrap the above and just replace EWF+Armor Skin with WS/EWS in a different 2H weapon, swap the weapon focus to the same weapon, and move the DEX bonus to INT. That'll make this a solid str-based monk race. Again, I think the extra conceal may be broken, but you could roll with it. And if that's the case, I question whether the 2H bonus is a good idea to keep in general.
Couple ideas for Tanarukk to replace the weapon buff: 1. permanent immunity to berserker effects 2. upon entering rage they receive Clarity or LMB at CL = barbarian lvl including LLs (just like the Cania cape, but working) 3. Terrifying Rage has +2 DC (stacking or nor with the Abo helm) / increased radius / -1 penalties (stacking or not with the vestige cape)
Yeah, looks like u can cs anythin non crit imm. - Big Crit