Barbarian: Thrasher 2.0

After getting more and more agitated with the setup and explanation of the Thrasher ability, i decided to rewrite the ability into a much simpler format that will actually assist both player and DM during combat, instead of confusing everyone and slowing combat down.

Now the Thrasher ability focuses on what it is: Improvised Weapon Proficiency, with a pretty badass damage that doubled to the items used as weapons, including disabled enemy bodies.

I also replaced the fun but useless table for item damage with a Improvised Weapon Damage Table based purely on the item’s weight and the ever so useful list of examples of items and their weight category. This way the Barbarian can directly measure his lifting capacity (heavy load) to see what he could use as a weapon and the damage it would do.

The Base Classes PDF has been updated.


Heal Skill update

For all who have 5 skill ranks in the Heal skill i now added a +2 synergy bonus on all cure wound spells, and +2 on your Wisdom score for purpose of determining the amount of HP that can be healed with the Lay on Hands ability.

Skill Descriptions PDF have been updated.

Rogue: Redirect Trap

To continue the Rogues chain of specialist abilities concerning traps, i added 2 abilities at level 11; Redirect Trap and at 17; Improved Redirect Trap.

Redirect Trap allows the Rogue to Set of a Trap or have an ally set of a trap for them and then redirect the target of the trap. This means that technically a Rogue could benefit from installed traps within a room by springing them and redirecting the effect onto an enemy within range. The range is set to within 30 feet of the Rogue.

Improved Redirect Trap allows the Rogue to redirect a trap even when they are triggered by accident, even if triggered by an ally within range. At this point a Rogue practically wields traps as wands.

Base Classes PDF has been updated.

Shadow Dancer Update

I have now changed the Shadow Dancer’s Sneak Attack from the practically useless Sneak Attack of 1d6 per 4 levels, into the same devision as the Assassin. This upgrade makes the Shadow Dancer slightly more competent in battle.

A second change is that Shadow Jump ability which is slightly too powerful at the lowest level, but not at higher levels. To compensate an extra challenge is added for the player when using Shadow Jump. The Shadow Dancer must now succeed a Hide roll opposed by spot checks of the opponents. If the Shadow Dancer fails the hide check a move action is wasted and the Shadow Jump has failed. While completely conceiled Shadow Dancers will have no problem Shadow Jumping, and at level 3 the Shadow Dancer will more easily be able to use Shadow Jump in combat because of the Hide in Plain Sight ability. Magical Invisibility and Magical Darkness also subverts the required hide check for Shadow Jump.

The Base Classes PDF has been updated.