I understand things are not set in stone yet. That's good. Doubly so, coupled with the fact that Valefort shared the rough draft before it went live. This allows us players to ask questions and maybe help QC to iron out some kinks BEFORE it goes live, which will save everyone much time with regards to delevels/RCR tokens and whatnot.Valefort wrote:Dust settled for the Orc PRC, here is what I'll try to do, it may change after testing but that will be the basis for the PRC :
Orc War Drummer
While Orcs have no bardic tradition nothing whips them into a frenzy more easily than War Drummers. Using everything from elaborate drums to hollow trees the War Drummers can often be found in large orcish war parties.
Requirements:
Race: Orc
Alignment: Any non-lawful, non-good.
Skills: Perfom 6 ranks
Base Attack Bonus: +5
Feats: Iron will, Skill Focus : Perform
Class Features:
Hit Die: d8
Base Attack Bonus: High
High Saves: Will
Weapon Proficiencies: None
Armor Proficiencies: None
Skill Points: 4 + Int Modifier.
Class Skills: Perform, Listen, Intimidate, Taunt, Survival, Tumble
Class Abilities:
Level 1: Battle rythm +1
Level 2:
Level 3: Inspire fear
Level 4: Orders to Charge
Level 5: Orc War March, Battle rythm +2
Battle rythm: A war drummer inspires his fellow Orcs into a frenzy (including himself), bolstering them against fear and improving their combat abilities. This gives a bonus to hit and damage. It starts at +1, and becomes +2 at 5th level. It does not stack with bard inspire courage or dread pirate inspire courage.
Inspire fear: Instead of encouraging his brethren an Orc War Drummer of 3rd level can choose to play ominous, demoralizing rythms. Enemies of the War Drummer must pass a save vs fear or suffer a -2 penalty to hit, damage and saves. DC is 15 + War drummer levels + perform ranks/3.
Orders to Charge: At 4th level a War Drummer is able to signal the charge in a particularly enthralling way. The nearby allies gain +30% movement speed, +1 dodge AC, as well as the benefits from Furious Charger and Powerful Charge. If the War Drummer has Barbarian or Frenzied Berserker levels his allies also gain strength bonuses equal to half the bonuses of the War Drummer rage or frenzy.
The bonuses last for 10 rounds, cooldown : 4 minutes.
Orc War March: At 5th level an Orcish War Drummer, through skill and habit, is able to inspire fear in his enemies while playing a Battle Rythm.
..Good show!
Now, to the questions/suggestions:
Race: Orc -Does this include Half-Orcs?
I definitely think it should.
Battle rythm: - What is the range for this ability?
- The description states that it bolsters against fear, yet there is nothing mechanically representing this. Is this intentional?
I suggest adding a bonus to saves matching the other bonuses (+1 at 1st, +2 at 5th).
Inspire fear: - What is the range for this ability?
- Are the perform ranks calculated into the DC as the total sum (after stat bonuses, gear, feats ect..) or just base skill points invested (33 at lvl.30) ?
Orders to Charge: - Does the movement bonus stack with Haste?
-Does it stack with Orc or barbarian fast movement and other non-haste speed bonuses such as monk speed?
-What is the range of the ability?
-Does it only affect allies within range when the ability is first activated (like Haste), or will it affect any ally as long as they are within the AoE while the ability is active (Like Paladin 'Aura of Courage') ?
-Do the STR bonuses from Rage and Frenzy stack when calculating the bonuses granted to allies?
-Do the STR bonuses granted to allies stack with existing STR bonuses they may already have (from gear or Bull's STR) ?
-Does the cooldown timer start when the ability is first activated, or after it expires?
I suggest replacing the Powerful Charge and Furious Charger feats with something better, like Dire Charge. This is because without Dire Charge, almost no one past the early levels uses Charge due to the one attack per round limitation. The only use for the feat in later levels is for the temporary speed boost, which this ability already provides