| Reksew_Trebla |
Ragechemist:
Rage Mutagen can no longer lower Intelligence below 1. Furthermore, whenever a ragechemist uses rage mutagen, they gain the effects of the spell blood rage, except that it’s duration is the same as the mutagen.
Lumbering Rage can no longer lower Dexterity below 1. Furthermore, if lumbering rage is active, then the blood rage effect increases the morale bonus to Constitution by +2 as well as the bonus to Strength, to a max bonus of +10.
Brute Vigilante:
Brute Form no longer runs the risk of attacking allies or bystanders by default. However, the brute must now make a will save (DC = 20 + 1/2 his vigilante level) every missed attack, or run the risk of hurting an ally or bystander with an accidental blow. If he fails this save, and there is another creature adjacent to the enemy, and within reach (or range if the attack was a ranged attack) of the brute, he must roll a separate attack roll with all the same modifiers against them. If the accidental blow misses again, no further chances of hitting an adjacent creature can occur for that attack. If there is more than one target available that could be hit with the accidental blow, randomly determine which is the target of the attack. The brute can only make one accidental blow per round. Any further missed attacks will not run the risk of being an accidental blow.
I tried to keep the spirit of Brute Vigilante, by allowing the brute to be so forceful/angry, that he doesn’t even think about the other people nearby that he could accidentally hit. I also added the spell blood rage to the Ragechemist, because it fits thematically. It makes sense that the Alchemist should get bonuses with that heightened rage, after all. This helps to balance the issues of the Intelligence (and possibly later, Dexterity) penalties.
With Brute Vigilante however, I didn’t feel like it needed a buff, since it already gets a free enlarge person that can stack with it (doesn’t say it functions as ep, nor is it magical, and it is magical size increases that don’t stack).
| avr |
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The brute vigilante has d8 HD, one good save and light armor prof. (& needs to spend a vigilante talent just to use that armour.) When large AC drops another point; no class ability to increase AC. No spell casting ability. It's weak on defence on top of everything else is what I'm saying.
A significant amount of DR might fit and help, and since they're otherwise looking at about a 90% chance of failing will saves vs. accidental blow giving them a good will save seems fair to me.
Or you could accept that it was created for a NPC in some adventure and just let it lie.
| Reksew_Trebla |
The following should be added to the Brute Vigilante stuff above:
A Brute Vigilante has a good Will save (in addition to the good Fortitude save).
Brute Form gains DR/- equal to 1/2 vigilante level (minimum 1) while in his vigilante identity. Furthermore, a brute gains 1 temporary hit point per vigilante level when he transforms to his vigilante identity. These temporary hit points are lost when the brute transforms back to his social identity.
Now he has the effects of having d10 HD, and gains an amount of DR equal to 1/2 level. I would have made it DR/- level, but that would make their DR as strong as a Kaiju’s at level 20, which is way too much.
Is this enough? If it isn’t, I’ll fix it when I get up tomorrow. I really shouldn’t be trying to do this while I’m tired.
| avr |
Seems reasonable; that's the level of DR an invulnerable rager barbarian gets. The temp HP will be better than a d10 HD since they can be replenished more easily, but worse than a d12 IMO. This makes for something like a barbarian but with worse AC and accuracy & potentially just as high damage. And more skills.