Ok. The biggest flaw I can see in these is that they do nothing if you take the same class again. This is a pretty big thing, because the characters we have now, we have because we like them. No one in DDO rolled up a ranger because he wanted to reroll him into a melee wizard on down the road. Little surprised these were approved like this, but here are a couple suggestions:
Originally Posted by
Eladrin
Past Life: Berserker's Fury
You recall more about your past life as a barbarian. You have +2 to your Intimidate skill and can enter a barbarian rage once per rest. Activate this barbarian ability to enter a bloodthirsty frenzy, granting you a +4 bonus to Strength and Constitution, a +2 Morale bonus to Will saves, and a -2 penalty to AC. When the rage ends, however, you will lose the hit points granted to you by increased Constitution and become fatigued. Your rage will last for 30 seconds.
So... no benefit to a barbarian? How about gives you the rage once/rest. If you already have rage as a class feat, it gives your rage an additional +2 str/con.
Originally Posted by
Eladrin
Past Life: Bardic Dilettante
You recall more about your past life as a bard. You have +1 to all Charisma based skills and can Inspire Courage three times per rest. Activate this bard ability to rally your companions, giving them a +1 morale bonus to saves against fear effects and a +1 morale bonus on attack and weapon damage rolls before enhancements.
Again... no use for bards. If you have Inspire Courage as a class feat, it will give you +1 damage.
Originally Posted by
Eladrin
Past Life: Initiate of the Faith
You recall more about your past life as a cleric. You have +2 to your Heal skill, and can produce a Healing Word effect three times per rest. Positive energy is channeled to heal light wounds of your target or damage undead for 1d4 hit points plus an additional 1d4 per two caster levels. Undead who make a successful Will save reduce the damage by half.
This is at least... usable by clerics... but not useful. Maybe cure spells will give an additional +2 hit points when used?
Originally Posted by
Eladrin
Past Life: Acolyte of Divine Secrets
You recall more about your past life as a favored soul. You have +2 to your Diplomacy skill and can call down the wrath of your former deity, producing an Avenging Light effect five times per rest. Activate this favored soul ability to cause a searing orb of radiant light to smite your target, dealing 1d8 hit points of light damage plus an additional 1d8 per three caster levels. A successful Fortitude save reduces the damage by half.
These types of abilities are rarely useful in DDO. I would nuke it from orbit and start over. Unless you just see a ton of Dragonmarked Dwarves running around.
Originally Posted by
Eladrin
Past Life: Student of the Sword
You recall more about your past life as a fighter. You have +2 to your Intimidate skill and can remember your martial prowess three times per rest, increasing your base attack bonus to your level and granting +4 to hit.
Awesome for arcanes and rogues, almost useless for fighters, barbs and rangers. This one misses the mark in a bad way.
+2-3% attack speed boost per times taken.
Originally Posted by
Eladrin
Past Life: Disciple of the Fist
You recall more about your past life as a monk. You have +2 to your Concentration skill and can enter an evasive trance once per rest, granting the evasion feat for a short period of time.
Note: You must meet normal evasion requirements for this one. No medium or heavy armor, no heavy encumbrance.
Another one that is completely worthless if you keep the same class. How about adding, if you have evasion, this becomes a clickie of Improved Evasion. If you have Improved Evasion, this becomes a clickie of Superior Evasion.
Superior Evasion allows you to have a chance to evade incoming melee damage for a short time. The DC is equal to the amount of incoming damage before damage reduction. If the feat is taken twice, it's equal to the amount of incoming damage after damage reduction (giving 20th monks an effective +10 to this roll)
Originally Posted by
Eladrin
Past Life: Soldier of the Faith
You recall more about your past life as a paladin. You have +2 to your Heal skill, and can recall your bravery three times per rest, casting the Lionheart spell on yourself or an ally. Activate this paladin ability to imbue yourself or a single ally with great bravery, making them immune to fear.
Blah... Be better if it was a divine might clickie. +2 divine damage on melee attacks or upgrading your existing divine might by +1-2.
Originally Posted by
Eladrin
Past Life: Warrior of the Wild
You recall more about your past life as a ranger. You have +2 to your Spot skill and can produce a Ram's Might effect once per rest. Activate this ranger ability to cause your hands increase in size, granting a +2 size bonus to Strength and damage.
Again... useless if you take Ranger again. Such a horrible theme. Don't even know what to do with it, but I'd lean towards +2% increase to dual wielding or ranged attack speed.
Originally Posted by
Eladrin
Past Life: Sneak of Shadows
You recall more about your past life as a rogue. You have +1 to all skills and three times per rest you can skulk with the skill of your past life, gaining bonuses equal to your level to your hide and move silently skills, a +1 bonus to sneak attack damage for every two character levels, and a +1 bonus to hit with sneak attacks for every four levels..
This one is actually cool for rogues to take again... just not twice. I'd probably just have the second one count for 50% over. So +15 sneak attack damage clickie instead of +10.
Originally Posted by
Eladrin
Past Life: Arcane Prodigy
You recall more about your past life as a sorcerer. Your maximum spell points are increased by 10 at first level, and 5 spell points for each additional level and can produce random elemental damage spells ten times per rest.
Pretty Lame, and doesn't do a lot to entice Sorcerers to stay the faith. I would, instead, allow them to choose one of their level 1-3 spells to either use as a clickie 10/ a day in a future life... or let them keep an extra low level spell slot and use it off SP.
Originally Posted by
Eladrin
Past Life: Arcane Initiate
You recall more about your past life as a wizard. You have +2 to your Concentration skill and can cast the magic missile spell ten times per rest, creating a missile of magical energy that darts forth and unerringly strikes its target inflicting 1d4+1 force damage. For every 2 caster levels beyond first you gain an additional missile, maximum 10 missiles.
About as useless the sorcerer one without the passive SP bonus. The irony is that it doesn't even fit what wizards do best, versatility. It gives you a single spell. What about Past Life : Arcane Familiarity -- You recall more about your past life as a wizard giving you an almost intuitive feel for magic. You gain +10% spell casting speed.