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  1. #1
    Community Member Requiro's Avatar
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    Lightbulb Racial improvements

    Update 35 give us some racial improvements. And with new racial TR, and free (well, at least free-ish) some AP point in Racial tree, this is a good move from Devs.

    However, there are still useless abilities, that even for free are not attractive. I try look at every race, and find the most useless, but core abilities, that require some work. I assume that all improvements from U35 will go live. So this is my list of what else should be update:

    Some explanation:
    Drow - Core ability SR is useless later in game. % base in better in Epic
    Dwarf - Core ability - more HP is meaningless. % base in better in Epic.
    Elf - Grace is outdate because of Tempest and DWS, Fey is to costly, and Entangle spell is useless
    Gnome - IMO don't need any improvements
    Halfling - Some abilities are too week, some too short duration, and some obsolete.
    Half-Elf - Most Dilettante paths are useless. I try bring more balance between them (that was the hardest work on this post)
    Half-Orc - IMO don’t need more improvements then already in U35
    Human - Yes, it is good race, but with improvements from U35 and (I hope so) mine, 2 abilities need lower AP cost
    Warforged - Good improvements in U35, but same as Human need some more balance.

    So here is my proposal:

    Drow:

    • Core 1: +15% Racial SR
    • Core 3: +15% Racial SR (+30% Total)
    • Core 5: +15% Racial SR (+45% Total)

    Dwarf

    • Core 1: +2% HP
    • Core 3: +2% HP (+4% Total)
    • Core 5: +2% HP (+6% Total)

    Elf

    • Tier 1: Child of nature: Barkskin spell instead of Entangle (rise cost to 2 AP)
    • Tier 3: Fey Sight 1AP cost
    • Tier 4: Grace: Your weapon also gain Vorpal ability.

    Gnome: Nothing

    Halfling

    • Core 5: +2 to all Saving Throwns
    • Tier 1: Bold 3rd rank give immunity
    • Tier 2: Heroic Companion: Last for 30 second + 5 second per character level
    • Tier 4: Master Thrower: +1 Racial bonus instead of Competence

    Half-Elf

    Class Dilettante feat Improved D, Tier1 Improved D, Tier2 Special Ability, Tier2 Improved D, Tier4 Special Ability, Tier4
    Artificer
    • Proficiency with all crossbows
    • Artificer Knowledge: Scrolls
    • Wands, Scrolls and Items: 1 level
    • SP: +10 SP
    • Wands, Scrolls and Items: 2 level
    • SP: +30 SP (+40 Total)
    • Wands, Scrolls and Items: 5 level
    • SP: +30 SP (+70 Total)
    • Augment Summoning feat
    • Wands, Scrolls and Items: 7 level
    • SP: +30 SP (+100 Total)

    • Rune Arm Use feat
    Barbarian
    • Damage Reduction 1/-
    • HP: +10 HP
    • Damage Reduction 2/-
    • HP: +10 HP (+20 Total)
    • Damage Reduction 3/-
    • HP: +10 HP (+30 Total)
    • HP: +1%
    • Uncanny Dodge feat
    • Damage Reduction 4/-
    • HP: +10 HP (+40 Total)

    • HP: +1% (+2% total)
    • Improved Uncanny Dodge feat
    Bard
    • Bard songs count: 3
    • Wands and Scrolls: 1 level
    • SP: +10 SP
    • UMD: +1
    • Fascinate feat
    • Bard songs count: 4
    • Wands and Scrolls: 3 level
    • SP: +20 SP (+30 Total)
    • Bard songs count: 5
    • Wands and Scrolls: 6 level
    • SP: +20 SP (+50 Total)
    • Inspire Courage feat
    • Bard songs count: 6
    • Wands and Scrolls: 10 level
    • SP: +30 SP (+80 Total)
    • UMD: +1 (+2 total)

    • Inspire Competence feat
    Cleric
    • Wands and Scrolls: 1 level
    • SP: +30 SP
    • Heal: +1
    • Wands and Scrolls: 3 level
    • SP: +30 SP (+60 Total)
    • Heal: +1 (+2 Total)
    • Wands and Scrolls: 6 level
    • SP: +30 SP (+90 Total)
    • Heal: +1 (+3 Total)
    • Positive Spell Power: +20
    • USP: +5
    • Wands and Scrolls: 10 level
    • SP: +30 SP (+120 Total)
    • Heal: +1 (+4 Total)

    • Positive Spell Power: +20 (+40 Total)
    • USP: +5 (+10 Total)
    • Cure Light Wounds SL-a
    Druid
    • Wands and Scrolls: 1 level
    • SP: +30 SP
    • Heal: +1
    • Wands and Scrolls: 3 level
    • SP: +30 SP (+60 Total)
    • Heal: +1 (+2 Total)
    • Wands and Scrolls: 6 level
    • SP: +30 SP (+90 Total)
    • Heal: +1 (+3 Total)
    • Lesser Vigor SL-a
    • USP: +5
    • Wands and Scrolls: 10 level
    • SP: +30 SP (+120 Total)
    • Heal: +1 (+4 Total)

    • Lesser Restoration SL-a
    • USP: +5 (+10 Total)
    Favored Soul
    • Wands and Scrolls: 1 level
    • SP: +40 SP
    • Heal: +1
    • Wands and Scrolls: 3 level
    • SP: +40 SP (+80 Total)
    • Intimidate: +1
    • Wands and Scrolls: 6 level
    • SP: +40 SP (+120 Total)
    • +10 Light and alignment SP
    • USP: +5
    • Wands and Scrolls: 10 level
    • SP: +40 SP (+160 Total)
    • To all saves: +1

    • Cure Light Wounds SL-a
    • USP: +10 (+15 Total)
    Fighter
    • Proficiency with all martial melee
    • Bonus feat on level 10 from Fighter list
    • Bonus feat on level 20 from Fighter list
    • +1 to hit and dmg
    • +1 to hit and dmg (+2 total)
    • +1 to hit and dmg (+3 total)
    • +2 AC
    • +2 PRR
    • +2 Max. Dex bonus
    • +1 to hit and dmg (+4 total)

    • +2 AC (+4 Total)
    • +2 PRR (+4 Total)
    • +2 DC’s of Tactical abilities
    Monk
    • Proficiency with all monk weapons
    • +AC based on Wisdom modifier (max.3)
    • +1 to Concentration skill
    • +AC based on Wisdom modifier (max.4)
    • +1 dodge
    • +AC based on Wisdom modifier (max.5)
    • +1 to all saving thrown
    • Fast Movement feat (5%)
    • +10 Healing Amplification
    • Still Mind feat
    • +AC based on Wisdom modifier (max.6)
    • +0.5W to unarmed attack

    • Fast Movement feat (10%)
    • +10 Healing Amplification (+20 total)
    • Purity of Body feat
    Paladin
    • Proficiency with all shields
    • +saves based on Charisma modifier (max.3)
    • Wands and Scrolls: 1 level
    • SP: +10 SP
    • +saves based on Charisma modifier (max.4)
    • Wands and Scrolls: 2 level
    • SP: +10 SP (+20 Total)
    • +saves based on Charisma modifier (max.5)
    • Wands and Scrolls: 3 level
    • SP: +10 SP (+30 Total)
    • Lesser Divine Health feat
    • Virtue SL-a
    • +saves based on Charisma modifier (max.6)
    • Wands and Scrolls: 4 level
    • SP: +10 SP (+40 Total)

    • Lesser Courage feat
    • Protection from Evil Sl-a
    Ranger
    • Proficiency with all ranged martial and Scimitar
    • Lesser Bow Strength (max.3)
    • Wands and Scrolls: 1 level
    • SP: +10 SP
    • Lesser Bow Strength (max.5)
    • Wands and Scrolls: 2 level
    • SP: +10 SP (+20 Total)
    • You threat scimitar as a Light weapon
    • Lesser Bow Strength (max.7)
    • Wands and Scrolls: 3 level
    • SP: +10 SP (+30 Total)
    • Diehard feat
    • Conjure Arrows feat
    • +3 Ranged and Melee Power
    • Lesser Bow Strength (max.10)
    • Wands and Scrolls: 4 level
    • SP: +10 SP (+40 Total)
    • Favored Enemy feat

    • Tempest feat (+10% off hand weapon)
    • +3 Ranged and Melee Power (+6 total)
    Rogue
    • +1 to hit and dmg with Sneak Attack (SA)
    • +1 to Hide and Move Silently skills
    • 5% faster moving while Sneaking
    • +1 to hit with SA (+2 total)
    • +1d6 SA (1 + 1d6 total)
    • +1 to Hide and Move Silently skills (+2 total)
    • 5% faster moving (10% total)
    • +1 to hit with SA (+3 total)
    • +1d6 SA (1 + 2d6 total)
    • +1 to Hide and Move Silently skills (+3 total)
    • 5% faster moving(15% total)
    • Sly Flourish feat
    • +1 to hit with SA (+4 total)
    • +1d6 SA (1 + 3d6 total)
    • +1 to all skills

    • Tanglefoot feat
    • Sneak Attack deal 1d4 poison damage
    Sorcerer
    • Wands and Scrolls: 1 level
    • SP: +40 SP
    • 1% discount on Spells cost
    • Wands and Scrolls: 3 level
    • SP: +40 SP (+80 total)
    • 1% discount (2% total)
    • Wands and Scrolls: 6 level
    • SP: +40 SP (+120 total)
    • 1% discount (3% total)
    • +5 USP
    • +5 Fire, Acid, Water, Electric and Sonic SP
    • Wands and Scrolls: 10 level
    • SP: +40 SP (+160 total)
    • 1% discount (4% total)

    • +5 USP (+10 total)
    • +5 Fire, Acid, Cold, Electric and Sonic SP (+10 total)
    Warlock
    • Wands and Scrolls: 1 level
    • SP: +10 SP
    • Toggle: 1 Force damage with weapon and spells unlimited
    • Wands and Scrolls: 3 level
    • SP: +20 SP (+30 total)
    • Toggle: 1d2 Force damage
    • Wands and Scrolls: 6 level
    • SP: +20 SP (+50 total)
    • Toggle: 1d4 Force damage
    • +5 USP
    • +15% Racial Fortification
    • Wands and Scrolls: 10 level
    • SP: +30 SP (+80 total)
    • Toggle: 1d6 Force damage

    • +5 USP (+10 total)
    • Lesser Feigned Health feat (25% of you Charisma score Temp HP)
    Wizard
    • Wands and Scrolls: 1 level
    • SP: +30 SP
    • Bonus feat on level 15 from Wizard list
    • Wands and Scrolls: 3 level
    • SP: +30 SP (+60 total)
    • +1 Spellcraft skill
    • Wands and Scrolls: 6 level
    • SP: +30 SP (+90 total)
    • -1 SP cost on Enlarge metamagic feat
    • +5 USP
    • +5 Force and Negative SP
    • Wands and Scrolls: 10 level
    • SP: +30 SP (+120 total)
    • -1 SP cost on Maximize metamagic feat

    • +5 USP (+10 total)
    • +5 Force and Negative SP (+10 Total)


    Half-Orc: Nothing more

    Human:

    • Tier 2: Sniper from Fighting Style: 1 AP per rank
    • Tier 3: Heroism: 1 AP cost

    Warforged:

    • Construct Toughness (All Tiers): 1 AP cost per rank
    • Tier 4: Warforged Resolve: 2 minutes cooldown instead of 3

    So what do you think?

    --------------EDIT---------------

    Add summary for Half-Elf Dilettante big changes /improvements

    Artificer: Augments Summoning feat and Rune Arm Use feat
    Barbarian: 2% HP, +40 HP, Improved Uncanny Dodge feat
    Bard: UMD +2, Fascinate, Inspire Courage and Competence Songs
    Cleric: CLW SL-a, +40 Positive SP

    Druid: Lesser Vigor and Lesser Restoration SL-a
    Favored Soul: +1 to all saves, CLW SL-a, +10 Light and Alignment SP
    Fighter: Bonus feats on level 10 and 20 (fighter list), 4 PRR, +4 to hit and damage
    Monk: Fast movement 10%, +1 to all saves, +0,5[W] Unarmed, some other minor bonuses

    Paladin: Proficiency with all shields, Virtue SL-a, Protection from Evil SL-a
    Ranger: Scimitar love, Favored Enemy feat, +6 RP and MP
    Rogue: 15% faster moving while sneaking, +1 to all skills
    Sorcerer: +10 Elemental SP, 4% discount on spell cost

    Warlock: 1d6 Force damage on each spell and weapon unlimited, +15% fortification, Lesser Feigned Health
    Wizard: Bonus feat on level 15 (wizard list), +10 Force and Negative SP, -1SP cost on Enlarge and Maximize metamagic feat
    Last edited by Requiro; 03-10-2017 at 05:50 AM.
    -------------------------------------------------------------
    Quote Originally Posted by stoerm View Post
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  2. #2
    Community Member
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    nice suggestions

  3. #3
    Community Member Blastyswa's Avatar
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    Drow would be a good upgrade.
    Dwarf good.
    Elf I wouldn't change the cost up in AP, barkskin still isn't that great, the others are fine.
    Halfling I suggested changes in a different thread, would prefer mine but to each their own.
    Half-elf seems ok I suppose.
    Human good, warforged good.
    Dazling of Cannith

  4. #4
    Build Constructionist unbongwah's Avatar
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    I liked the suggestion that someone had in another thread: each race should have its own Action Boost(s) in their racial cores. Maybe two choices per race while humans & half-elves get their current six: e.g. halflings get to pick either Sprint or Haste, elves get Spellpower or RP/MP, etc. Each rank in the core unlocks the next tier of the boost; e.g., 10% Haste boost for the first one, 20% for the 2nd, 30% for the third. [Or whatever the progression is for the class boosts.] For humans/HEs, rather than the third rank they get to pick a secondary action boost; i.e., the price of versatility is less minmaxing. Since class and racial boosts no longer stack, this wouldn't be OP but would allow people to tweak their favorite races; either doubling up on their favorite action boost (race+class) or adding a boost they couldn't otherwise acquire (e.g., halfling barb with Haste Boost).
    Semi-retired Build Engineer. Everything was better back in our day. Get off my lawn.

  5. #5
    Community Member Requiro's Avatar
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    Thanks guys for feedback
    For the Half Elf, I know that is not quite easy to read. So I add “big” changes/improvements and updated OP

    Dilettante by class:

    Artificer: Augments Summoning feat and Rune Arm Use feat
    Barbarian: 2% HP, +40 HP, Improved Uncanny Dodge feat
    Bard: UMD +2, Fascinate, Inspire Courage and Competence Songs
    Cleric: CLW SL-a, +40 Positive SP

    Druid: Lesser Vigor and Lesser Restoration SL-a
    Favored Soul: +1 to all saves, CLW SL-a, +10 Light and Alignment SP
    Fighter: Bonus feats on level 10 and 20 (fighter list), 4 PRR, +4 to hit and damage
    Monk: Fast movement 10%, +1 to all saves, +0,5[W] Unarmed, some other minor bonuses

    Paladin: Proficiency with all shields, Virtue SL-a, Protection from Evil SL-a
    Ranger: Scimitar love, Favored Enemy feat, +6 RP and MP
    Rogue: 15% faster moving while sneaking, +1 to all skills
    Sorcerer: +10 Elemental SP, 4% discount on spell cost

    Warlock: 1d6 Force damage on each spell and weapon unlimited, +15% fortification, Lesser Feigned Health
    Wizard: Bonus feat on level 15 (wizard list), +10 Force and Negative SP, -1SP cost on Enlarge and Maximize metamagic feat
    -------------------------------------------------------------
    Quote Originally Posted by stoerm View Post
    Player remembers. Player never forgets.
    I'm not native speaker

  6. #6
    Community Member azrael4h's Avatar
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    I still think that some of the Dragonmarks should have either just been SLAs with a longerish cool down, or have an enhancement which regens uses. For the most part, this isn't needed, but for Halflings' Healing Mark, and Half-Elves Storm Mark, it would add options to the builds. Most of the others aren't really necessary to have regenning uses, though the elven Displacement mark certainly would benefit. But without it, the Halfling and Half-Elves' marks are basically wasted feats.
    Anyone who disagrees is a Terrorist...

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  7. #7
    Community Member Smokewolf's Avatar
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    Rune Arm Use feat I'd lower this down 2-3 tiers as otherwise it would never be used due to the expense involved.

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