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| Xeviat-DM01-22-06, 01:00 AM | As some of you know, I have been working on my setting here on these boards for some time now. Unearthed Arcana has helped me design my setting more and more now by helping me to finalize my races abilities and decide upon my varient rules. My world operates under an idea taken primarily from Japanese/Greek/Wiccan elementalism: The world is composed of 5 elements; Air, Earth, Fire, Water, and Void. These elements are also represented within a creature's makeup; creatures with high focus in air are quick in body and have keen senses; creatures strong in earth are incredibly durable and mentally grounded; creatures strong in fire are physically powerful and have great influence; creatures strong in water are well coordinated and quite intelligent. When I saw the "Whirling Frenzy" variant in Unearthed Arcana, I began thinking about expanding the options of my Barbarian. I started to think of the Barbarian not as a barbaric warrior, but as a chaotic, passionate warrior. In my setting, Barbarians will be called Berserkers; they will represent the warriors who lack formal training, but have a passion that lets them unleash the power latent in the elements within their body. Each berserker will choose an element at first level; this choice will affect the nature of a number of their abilities. Similarly to the totem variants from Unearthed Arcana, berserkers will not automatically gain fast movement, trap sense, uncanny dodge, or improved uncanny dodge. Those abilities, along with the "indomidable will" ability, will be determined by their choice of element. So, each element will determine the nature of the berserker's "rage", and also add 5 other abilities (at 1st, 2nd, 3rd, 5th, and 14th; the 14th ability will only work while in a rage). As for the nature of the "rage" abilities: Air will be "Whirling Frenzy" from UA, Earth will be "Defensive Stance" from the Dwarven Defender in the DMG, Fire will be "Burning Rage" (standard), and Water will be adapted from "Dervish Dance" from Complete Warrior. Last bit of background before I can get to the question: I will be using 8 ability scores in my games. All that matters right now is that the physicals are Strength (physical power: affects melee and thrown damage and the size of weapons one can wield), Dexterity (coordination: affects to hit), Constitution (toughness: affects HP and fort saves), and Agility (quickness: affects AC, Initiative, and Reflex saves). Str is tied to fire, dex is tied to water, con is tied to earth, and agi is tied to air, so those abilities definately have to be added to during the "rage". So, what I would like help with is determining abilities (preferably not bonus feats) to grant to each varient at those levels. It's okay if the original abilities are used a little (I can definately see air getting fast movement, trap sense, uncanny dodge, and improved uncanny dodge), but other ideas will also be appreciated. Just toss them out as they come to you. Thanks. |
| Tytalus01-22-06, 02:06 AM | That sounds interesting. A few ideas - yet I'm not sure how far you want to take the elemental thing. My main question, after reading your post, is: what's with Void? Seems like the most interesting of the elements. Is it just the absense of the other elements or actually a thing on it's own (which would actually be cooler)? Fire: fire shield. That's very magic and might not fit. However, some form of 'retributive strike' (i.e., an ability to damage foes damaging you) seems very fitting. Less magic versions might be along the lines of feats like Combat Reflexes or Karmic Strike [CW]. Earth: damage reduction, improved natural armor & toughness. Exsiting feats along those lines: Roll With It [Savage Species], Improved Natural Armor [various], Toghness and Improved Toughness [CW]. Water: something like Dodge seems appropriate ('be like the water'). Very neat would be a benefit along the lines of Elusive Target [CW]. If you are looking for non-rage things, maybe poision resistance, swim speed, swim in armor, etc. Not too sure here. Air: It seems you have good ideas already. Something like Mobility and eventually Spring Attack seem fitting. Minor benefits could include a bonus to jump etc. Void: any form of negation. This can be as trivial as an AC bonus, Improved Disarm, Improved Sunder, damage reduction, evasion, or the rogue's Defensive Roll special ability. |