Red Star Defiant Level 8

Started by Valo56, April 03, 2016, 06:09:45 PM

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Valo56

I recall Talir (I think it was Talir?) mentioning that he was considering giving something interesting or somehow expand on what RSD's get at level 8 (considering all they get is a 5th brew right now, which while nice, seems very... bland). I thought I'd throw out some ideas.

-Two separate cooldowns on the fighter perk, giving them more versatility on their short term buffs/heals.

-Lesser restoration cast on use of the Heal ability.

-Access to more powerful brews specifically for level 8, but can only take one in addition to the 5 they would normally get. For instance:
>Magic Eater: The Red Star Defiant has mastered his ability to resist spells in such a manner that now it is more apt to say he eats it. He gains a Chaos Shield temporarily whenever he is the target of hostile magic, turning his foes magic against them. (Meant to be similar, thematically, to the Infuser perk's ability.)
>Bloody Brew: The Red Star Defiant has taken to imbibing the blood of sentient creatures and powerful beasts. More primal instincts awaken within him, and he now fights in a bloody fury. (Reasonably high vampiric regeneration, perhaps based on their CON modifier, is applied to the RSD's weapon.)

-Brew Mastery: Select a single brew which becomes a more powerful version of what it was - yet now carry a downside. Strength brews give more strength but saps dexterity and reflex. Regeneration increases significantly but you gain vulnerability to fire/acid, or have lowered CON. etc. A new "mastery" could be taken every reset, overriding the old one. Or just make it permanent.

(Not necessarily saying they should get all of these things. Just throwing out different, separate ideas.)

GrumbarGrumbler

One of the sorcerer perk lines has you roll from a chart and a variety of random effects, some good, some bad, some character ending.  How about something similar but thematically appropriate for a Red Star Defiant?    Abusing and denying magic may have some odd side effects...

Random_White_Guy

I think it'd be cool (if even system appropriate) to tag PCs with something similar to lycanthropy's bite system.

Mage Eater Pheremones!
Similar in concept to the brews tagging subdued mages with a scent marker.

Anyone who uses magic who is tagged by a level 8 RSD is flagged as infected and they have an increased chance of Mage Eaters summoning if they fail a roll.

Mechanically difficult to remove similar to how lycanthropy had to use the silverdust.
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Valo56

I think that the magic eater pheremones has some potential but not as an RSD perk. Magic Eaters are aberrants, right? It seems to me like that's not something RSD's would necessarily go for, not to the extent that it should be their level 8 perk. Somewhat uncommon items (perhaps spawned by some of the stronger magic eaters) that provide this effect on a temporary basis (perhaps as a drug which gives other boosts?) might be a good idea, though.

Apocryphal Misconceptions

Could be something chemical happens inside the stomach of the RSD due to the strange mixtures of self made brews, whenever magical potions are used.

For instance: drinking potions will give you completely random effects, mostly but not always beneficial.

I suggest this without any regard at all for the RSD background.

Valo56

If we're going down that route (I'm inclined to say the DM team will never let RSD's have access to potions in any way, and they shouldn't), then the only thing I think RSD's should get when they drink a potion is a fortitude save vs poison, DC 26, 2d6 CON primary and secondary, as well as whatever benefit the potion would otherwise have given. Drink up. :P

Cruzel

Three things that the RSD still lack in a major way is, but are too strong for permanent brew bonuses are:  

A) Damage Mitigation -  15% DI is okay. But without DM loot to give you more DI or DR, You're gonna have a bad time if anything actually targets you. Herbs + regen (especially after the regen/conbrew buffs) are nice. They help recover between fights quickly.  But during an actual encounter, you're just going to drop.    Need a  fighter_perk option for soak.



B) Concealment -  This is HUGE for surviving high end content. I'm not talking about tanking. I'm talking bout "" that happens on higher end quests and a lot of DM quests.  It doesn't need to be 50% concealment akin to imp invis, but concealment is HUGE for survival.  Need a fighter_perk option for this.



C) Haste/Bonus APR/Movespeed bonus to flee and/or catch targets  -  Give RSD at level five the bonus feat: "blinding speed".  This gives them a once/day fight or flight option to chase someone, fleet, or get the extra attack needed that may finish the fight in a short burst.



As far as the fighter_perks themselves go, I would suggest arranging them into categories that choose between either:

Healing/Mitigation
Purge/Dispel
Sharpen/Concealment

Each category of fighter_perk would have its own cooldown independant of the others. Some longer, some shorter. This basically gives a defensive/offensive choice to each _perk option, and prevents metagamish/lame situations where someone can go "hahaha I drank a blur, and made him sharpen. Now I can go invis and buff and there's nothing he can do!!!!"



 

Vagrant Savant

Although I think RSD is already really versatile in my experience so far (and potentially powerful for a non-app lifestyle choice), something extra for level 8, even if it was just a slightly reduced DC when using herbs in combat on yourself and/or others, to give 8 a little more flavor, wouldn't be misfounded -- self-serving as that might sound.

Some exclusive selection of brews or perk_skills at 8 (or higher) that have negative drawbacks would also be a pretty novel concept. The perk's mechanics have always reminded me a little of The Witcher in a way, especially now with the new Aberration Bane brew.

petey512

A big problem with the RSDs is that as soon as people figure out what they are, they metagame the inability for them to protect themselves mentally and spam the hold person spell. I would recommend that at level 8 they become immune to mind-effecting spells, or at least greatly resistant to it. There are some brews currently in place that can -help- resist these spells, but they're not reliable by any means. Kinda lame any low level cleric can basically kill an RSD regardless of level.

I'm sure this is actually going to be considered too OP so instead I would recommend a brew for it.

If that's still too OP I would recommend a brew for each of the alignment protections. A brew for protection from neutrality, a brew for protection from good, a brew for protection from evil, etc. etc.
 
"Proving concerned parents from the 80's wrong, just in time for them to be dead. "

Apocryphal Misconceptions

Quote from: RSD ability, level 8. Sudden Burst // Boiled Up EnergyOnce per day, the RSD is able to deplete himself of his extra energy. It allows him to displace himself quickly, though jerkily, around the battlefield.

Bonus: Haste (5), Displacement (5). Using this ability lowers dodge AC by 4 (negating the bonus from Haste) and lowers AB by 2 for the duration.



This answers the call for some more explosive defensive and escaping power, with a balanced boost to offensive performance.

Charnelist

My own cent to this:

Perk at level 8: /c fighter_perk clarity
Clarity effect on self, duration 1 turn
Overrides/seperate perk cooldown (Pick 1)
Cooldown 20 minutes.

This is useful for recovering from gank attempts, critical situations where you've been afflicted with uselessness for indeterminate periods of time (Curse you, fear effects!), etc. It isn't going to make you tougher. It's going to give you a chance to run for your life and not just automatically lose.

zDark Shadowz

Quote from: Charnelist;n656725My own cent to this:

Perk at level 8: /c fighter_perk clarity
Clarity effect on self, duration 1 turn
Overrides/seperate perk cooldown (Pick 1)
Cooldown 20 minutes.

This is useful for recovering from gank attempts, critical situations where you've been afflicted with uselessness for indeterminate periods of time (Curse you, fear effects!), etc. It isn't going to make you tougher. It's going to give you a chance to run for your life and not just automatically lose.

I met our good friend the Electric Eel this dark... heh... hehehe.... lucked out big time... In anycase, Clarity can cure effects as well as prevent them, even 3 or 4 rounds would be enough time.

In low level servers with even lower magic items, incapacitating spells kill anyone and everyone anyway. Might make it too OP if the duration is longer than a clarity potion.

Stranger

Being able to apply Clarity to oneself via a text command would make Red Star Defiants objectively superior to normal fighters.

I assure you that I've smashed more than one potion-drinking warrior with every enchantment under the sun. If they could have broken free once disabled...

Charnelist

Quote from: Stranger;n656741Being able to apply Clarity to oneself via a text command would make Red Star Defiants objectively superior to normal fighters.

I assure you that I've smashed more than one potion-drinking warrior with every enchantment under the sun. If they could have broken free once disabled...


It's my understanding that clarity will not remove paralysis, a la Hold Person, or Domination. Neither will it actually remove fear effects, according to the Wiki. Once afflicted with those in particular, you should be free to gank away.
It WILL protect against them, but in the case of a massively underwhelming duration, one would have to be a fool to think they can actually turn the tables. Text command or not.
Correct me if I'm wrong, all you clarity junkies.

Valo56

Quote from: Charnelist;n656752It's my understanding that clarity will not remove paralysis, a la Hold Person, or Domination. Neither will it actually remove fear effects, according to the Wiki. Once afflicted with those in particular, you should be free to gank away.
It WILL protect against them, but in the case of a massively underwhelming duration, one would have to be a fool to think they can actually turn the tables. Text command or not.
Correct me if I'm wrong, all you clarity junkies.
Clarity will remove any stun, dominate, charm, sleep, confusion or daze effect, as well as any mind-affecting effects.

Clarity is an extremely powerful spell and while it won't last through a quest, it will last more than long enough for the average fight.