Perk Overhaul Tweaks

Started by sharkinajar, February 16, 2017, 07:21:37 AM

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sharkinajar

Shark's semiannual go-around at different suggestions to make those flavor perks have more attraction!

FIGHTER:

Brawler: swap level 5 ability for worn gauntlets get +1d4 bludgeoning. This is to up their damage a bit more, since they can already take specialization as a fighter.

Desert warrior: level 5 add +1 fire damage

Drill sgt: up level 5 bonuses to +2 instead of +1, increase master of drill to 3/day


Duelist: add +1 AB at level 8, or more parry

Lay sword: Level 1 add Protection from Alignment (2) 1/day

Pit fighter: for the active, up AC at  under 40% hp to +2 instead of +1

RSD: make SR passive instead of a brew

Self taught: lower penalties to -3 concentrate and discipline


ROGUE:

Scavenger: with the addition of treasure hunter, this perk pales in comparison for finds and amount of finds. Change it from every 30 mins or so to 10 mins, or up its likelyhood of triggering a lot.

Archaeologist: up retain charge % to 33%. With the nerf to UMD, the likelyhood of failing checks has increased, so a bit of a boost to the umd rogue perk would be quite helpful I think.


Athletic: change +2 reflex to +2 dex



SORCERER:

Carrion feaster: remove +2 str and the on-hit ghoil touch. Add level 8 - consume corpse 2/day, and up consume to 1/2 hp replenished. Perhaps also up animate tool to 3/day.

Contiver: move shield proficiency to level 5. Level 8 add 10% DI

Cultist: add level 1: magic fang (5) 1/day. Change bless at level 5 to GMF (2) 2/day

Dream eater: Double nightmare amounts per milestone. Either make sleep have 50% chance of going through PfE, or so that Nightnmare doesnt wake the target


Hydromancer: level 1 add +3 EFUSS swimming. Level 5: 25% cold immunity.

Infuser: level 1: 10% electrical immunity. Electric jolt self playertool 3/day

Lifestealer: level 5: ray of enfeeblement DC increased by +2. Level 8: increased by another +2

Maiden of Woe: up caster level of Negative Energy Ray to (5) to make it better than phagebeads

Mesmerizing: level 1 add spell focus enchantment. Level 8: change mass charm to mindfog

Ooze savant: level 5: 25% +acid immunity

Planar bound: level 5: +20 points to your summoning pool

Scion: up level 8 natural ac to +3 to be equivalent to a barkskin

Tribal shaman: level 5 or 8: add contagion 1/day, poison 1/day

Unpredictable: up chaos shield to level 5 from 3

Witchcraft: change level 5 bonus to lore instead of spellcraft, and add +2 vs spellsaves

Zealous Faith: level 1: let the MW bonus apply to others. Level 5: prayer (5) 1/day. Level 8: let the FW bonus apply to others. Also add GMW gives a +2 divine damage bonus.

BARBARIAN:

Just up all rage durations (except jungle hunter) to 12+con mod rounds

Twelve

Quote from: sharkinajar;n672562Shark's semiannual go-around at different suggestions to make those flavor perks have more attraction!



ROGUE:

Scavenger: with the addition of treasure hunter, this perk pales in comparison for finds and amount of finds. Change it from every 30 mins or so to 10 mins, or up its likelyhood of triggering a lot.

Archaeologist: up retain charge % to 33%. With the nerf to UMD, the likelyhood of failing checks has increased, so a bit of a boost to the umd rogue perk would be quite helpful I think.


Athletic: change +2 reflex to +2 dex




As a Rogue with Scavenger, I was crushed when I realized Treasure Hunter completely stomped this Perk.  I agree wholeheartedly with this.

As for Athletic, it is weak in comparison to the others and I think Sharkinajar has a fine suggestion.

 

sharkinajar

BARBARIAN (continued):

Arctic warrior: on-hit freeze dc upped to dc 12 + d4 + 1/2 level OR charisma mod, have rage increase str at 4 to +3 and to +4 at 8

Aspect of the bear: increase rage duration to 15 + con rounds, so you can bear for longer

Aspect of the wolf: increase rage duratiion to 15 + con rounds so your wolves last longer

Cursed: level 8 +1 AB


Desert nomad: longer rage

Gore Reaver: instead of having the "Special: Gain 1 vampiric regeneration for each base charisma modifier and +1 Regeneration for every two", add that into the ragecap instead. Level 1 rage +1 vamp regen, level 5 +2 vamp regen and +1 regen, level 8 +4 vamp regen and +2 regen.

Jungle Hunter: change back ab bonus to +2, lower duration to 5 + 1/2 level + wis turns

Mad berserker: make cha stat do more, such as increasing the rage damage to 1d6 at level 5 and 2d4 at level 8.

Punisher: add 1d4 bludgeoning to worn gauntlets. Lower rage ac penalty to -2.

Tribal guardian: fix armor bug ( +1 leathers or other armors give less bonus than mundane armor from the perk), change rage to +2 ab or +4 dex instead of +4 str, to better synergize with the armor bonus/theme.

sharkinajar

Currently playing and having talked to numerous players, I've come up with a few buffs to really help dream eaters (and those spellchange suggestions!) :

Nightmare does not do enough damage, especially since it causes the target to wake. Up the damage to 1d6/level instead (currently you can get negative energy ray to 7d6 by 9, so I think upping the damage to 1d6/level is unreasonable)

You don't have enough uses of nightmare, and the buffs expire way too soon. Double both the number of nightmares per day AND the duration of each boon. Also fix that sleep bug on the summon.

I think that after doing these changes, Dream Eater will be a lot more viable than it currently is.