This post is a wish list to address two specific issues, one being a particular feat which, IMO, could use a significant improvement considering it is a feat and such things are limited and so shouldn't feel useless. The other is a proposal for a new racial feat specifically related to half orc barbarians in the vein of making them more resilient than other barbarians, rewarding them for being barbarians and alleviating some of the financial strain of playing the role of a hulking two handed orc barbarian (because you take a of a lot of damage in that role which ultimately costs you a hell of a lot more money than a cleric or tank warrior - further limiting your ability to improve your equipment and reduce your damage intake).
I don't expect it to be put into action, it's more or less a brainstorming proposal to address two things, and in the later case add a little incentive and flavour to a certain under used archetype that ultimately should be rather more common given the history of sundren.
First of Second Wind. Second wind as a feat seems to have a noble intent addressing the heavy discrepancy suffered in the sheer cost of character maintenance between warriors and the arguably better melee option of clerics and favoured souls. The issue is it falls short. WAY short. It's current function allows you to heal 1d6 + 2 hit points every ten minutes three times per day (assuming you meet the minimum requisite of 15 con for it,the +modifier increases with con's modifier for those who do not know). That's literally not even enough to cover the damage of a single goblin hit and that ability costs you a whole feat assignment which is a pretty damned steep price.
I propose changing it to the following:
Second Wind
Your experience with energy recovery before and after combat combined with just overall superb conditioning allows you to recover from injury and get back into fighting shape in remarkably little time when compared to the normal person.
Prerequisite: 17+ Strength, 15+ con
Benefits: You gain fast healing 1 (allowing you to heal 1 hit point per round)
What this will do is decrease the strain on low level two handed fighter types, marginally help tank fighters (to be honest it'd be kind of a wasted feat on them seeing as they really don't take that much damage in the first place, but if someone out there wants to I don't see any reason to stop them). This feet will dramatically reduce the down time on such fighters over all, as through their lifespan barbarians, frenzied berzerkers, hell even weapon masters of the two handed variety suffer considerable damage from sacrificing a shield which costs them a considerable sum of coin in the long run. This would help mitigate that by ensuring a more speedy recovery from the forces warriors face in the day to day dealings.
Note that the Prerequisites were increased to put it out of reach of non-physical prioritized characters. This is intentional as an effort to keep it out of reach of clerics, favoured souls, and druids, who hardly need the help (and indeed can just heal themselves at low level and once they reach a high enough level persist spells that are even better than this effect). While it's conceivable a half-orc cleric could be built with stats to meet those levels I can't particularly see it being a very good one in the long run, he'd have inevitably been better off going an actual fighter route given the sacrifices he's made to so many cleric relevant stats to be that physical, or an actual pure cleric and foregone the feat altogether and probably still be more powerful in the long run.
It's hardly game breaking as 1 damage regeneration per round won't make a dent in the damage being thrown at you in the higher levels, serving primarily as a nice heal boost between combat hastening the "Hold on, I'm bandaging" wait time that inevitably comes up every time you bring a warrior anywhere, slowing everyone down.
Secondly. Half-orc racial feats are a little slim and while orcs and half orcs in the lore of the realms are supposed to be considerable bad asses that people fear more for the whole "Oh my god that freakishly strong beast man can snap my neck at a whim if measures aren't taken to prevent that." Additionally barbarians are thoroughly out classed by fighters feat selection (which is kind of sad considering how harsh and unforgiving being a fighter that isn't a DD is sometimes). This is literally a continuation on second wind, going so far as to require it. It's orc or half orc specific and fits rather well with the barbarian theme of "They might not be as skilled as fighters, but they're the strongest, toughest bastards you'll ever never want to fight."
Orcish Tenacity:
Your kind's ability to recover from losses, and staunch refusal to die is legendary. You've tapped into this ancestral strength and your body has benefited as a result. You can recover, like your people, from the gravest of damage in a staggeringly short amount of time.
Prerequisite: Orc Blood, Second Wind, Barbarian Damage Reduction 1/-
Benefit: Your fast healing effect from second wind increases to 2,allowing you to heal two points of damage a round.
Mechanically it's just a straight up upgrade to the new Second Wind and further helps orc and half orc barbarians stand out as a racial archetype. Whether it's a two handed orc destroyer or a barbarian tank half orc it adds a good bit of flavour to the character by granting them something unique that no one else can quite match.
Note the prerequisites are intentionally rather steep, this would require a minimum investment of seven barbarian levels as a half-orc (or an actual orc in the case of grey orcs and NPCs), which means it would only actually show up on a feat selection screen at 9th level, which is pretty damned far along all things considered, in just a few levels divine casters can literally exceed it anyway so it's hardly unprecedented or game breaking.
It's also pretty damned thematic - orcs and dwarves, orcs and elves, they've all been going at each other for millenia and they've all developed unique adaptations to it. Dwarves are straight up some of the toughest creatures represented in sundren and indeed Faerun as a whole, which suits them well, elves lend themselves exceptionally well to magic, while orcs focus on sheer attrition relying more on simply out producing, out competing, and out surviving opponents - and god help you if you engage them in a prolonged guerrilla war. Nothing mechanically has ever been really done for orcs to support their sheer ability to survive and thrive basically anywhere on the planet with only perhaps trolls being more widespread on the face of faerun. This addresses that theme by supplementing their most common racial class (and the one that is the reason for their racial success) with a unique ability - not unlike the damage reduction feats of the dwarves on sundren.
Anyway, that's what I got for now. Discuss? Thoughts?
(Edit: Spelling... Because holy cow.)
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