Bear Totem Specialization

by Thul

Back to Ideas.

Thul2006-07-20 07:42:34
It's big, lengthy, imbalanced as hell, and probably indicative of my frustration with the tae'dae race. But if just one person likes it, my day is made.

Comment, question, suggest changes or call me a frigging loser moron.

CODE
9.3.1.5 THE BEAR SPECIALIZATION (Totems)

Brother Bear, one of the Nature Totems of Ackleberry, is available to some members of the commune, and required for the druids there. Bear grants skills and abilities the Great Spirit is famous for. Druids practicing under Bear are known to be far more physically active than those from other communes.

--------

You have gained the following abilities in Bear:
Bearpelt            The mantle of Bear endures all.
Claws               Weapons are only an option to followers of Bear.
Hibernate           Brother Bear knows the value of a good nap.
Bonding             Bond with your commune's totem poles.
Honeycomb           A ceremony to feed the stomach and the mind.
Brilliance          Tae's power was in his charm.
Squirrel            A ceremony to go unnoticed.
Grouphug            Cuddles!
Smack               Topple enemies with a forceful swing of your paw.
Raccoon             A ceremony to speed the fingers.
Slam                A bone-crunching throw.
Den                 Every bear has its home.
Spiritwall          Tae's creations rise to corner your prey.
Pindown             Hold downed opponents still.
Mountain            A ceremony to harness the power of stone.
Awakening           Rise from the cold winter of death.
Bearform            The true power of Bear is yours.

--------

AB BEAR BEARPELT
Syntax: BEAR BEARPELT
Power: 5 (Elder Honeysap)

Donning the mantle of the bear, your skin grows thick fur and tough hide. You become more resistant to blunt and cutting damage, and in addition, you grow larger by two sizes.

AB BEAR CLAWS
Syntax: BEAR CLAWS
Power: 2 (Elder Honeysap)

Brother Bear sees no need for weapons other than those Tae gave him. You may now SWING and JAB bare-handed, your attacks doing 50% cutting, 50% blunt damage. In addition, all attacks that you (not your demesne) perform will cause deep wounding.

(Note: the weapon statistics of each hand are relative to your Strength, Dexterity, and Bear skill, with Strength modifying damage, Dexterity modifying speed, and accuracy modified by the average of the two.)

AB BEAR HIBERNATE

When sleeping, you will regenerate mana and ego. Your willpower and endurance also regenerate at a higher degree.

AB BEAR BONDING
Syntax: TOTEM BOND
        TOTEM RELEASE
Power: 8 (Elder Honeysap)

You may bond with a totem pole for a year and a day. You may also release the bond to your totem before that time.

AB BEAR HONEYCOMB
Syntax: PAINT FACE HONEYCOMB
Tints Required: yellowtint 2

Honey is the favored food of Brother Bear, and with this ritual the nourishing taste is with you. Your hunger and willpower will gradually refill while you wear the mark of the honeycomb on your cheeks.

AB BEAR BRILLIANCE
Syntax: BEAR BRILLIANCE (number)

Tae might not have been the brightest Elder around, but he was known for occasional flashes of insight. You can emulate Bear's creator to an extent, and directly convert ego to mana.

AB BEAR SQUIRREL
Syntax: PAINT FACE SQUIRREL
Tints Required: 2 redtint

Brother Bear not only looks after all of Tae's creations, but Bollikin's as well, and shares their gifts. Painting the markings of the squirrel on your cheeks grants you the speed of the squirrel, locking your size at 4 until removed, superceding all other effects.

AB BEAR GROUPHUG
Syntax: BEAR GROUPHUG

Sometimes everyone just needs a little comfort. When used, you and all your allies in the room regenerate health, mana, willpower, and endurance. The effects are broken on an individual if they move or take an aggressive action, or on the entire group if you move or take an aggressive action. Also, if you are the only one left in the hug, the benefits end.

(Grouphug-related messages:

You spread your arms wide and, with a rumbling grunt of pleasure, clutch your friends close to you in a warm embrace.
You blink as (Bear-user) spreads his/her arms wide, and drags you into a hug. Though faintly embarrassing, the embrace brings with it a certain amount of comfort.)

AB BEAR SMACK
Bodypart: Any
Minimum Wound State: Target at 50% or less of maximum health.
Manuever: Swing, any weapon class

With Bear's might behind you, your blows can send even the hardiest warriors reeling. This blow knocks an opponent to the ground and stuns them briefly. If the target has enough deep wounds (totalled over his entire body,) he will suffer an ill effect from being beaten so badly.

(Note: Ailments include confusion, hallucinations, stupidity, broken chest, broken nose, and in severe circumstances, void.)

AB BEAR RACCOON
Syntax: PAINT FACE RACCOON
Tints Required: 2 Purpletint

Marking your eyes with the mask of Raccoon, you take on his cunning. Confusion and other mind-altering effects have a 50% chance to fail against you while you wear it.

AB BEAR SLAM
Syntax: BEAR SLAM (target)
        BEAR HEAVE (target) (direction)
Power: 3 (Elder Honeysap)

In a spectacular display of power, you can physically lift and throw someone, either onto the ground or into an adjacent area. Victims suffer knockdown, stun, and deep wounds across the entire body (and if heaved, are moved.) If thrown from the trees or the sky, the victim will receive increased damage in addition to possible broken bones or concussion. Damage is influenced by the size differential between you and the target. Failure to lift the target results in no damage.

AB BEAR DEN
Syntax: BEAR DEN
Power: 2 (Elder Honeysap)

So long as you are on the same plane as your Bonded Totem, you may return with nothing more than a fervent desire.

AB BEAR SPIRITWALL
Syntax: BEAR SPIRITWALL
Power: 2 (Elder Honeysap)

Calling on the spirits of every bear ever created, you block off escape from the room. Bear spirits appear at up to four exits chosen at random in the room, and will keep people from moving in or out until you decide to leave.

AB BEAR PINDOWN
Syntax: BEAR PINDOWN (target)

Bear is big, heavy, and not afraid to use those two traits when the opportunity presents. Pinning a downed opponent will cause them to be unable to move as if entangled. The attempt to writhe free is easier for larger combatants, and more difficult for smaller. If you are 6 or more sizes larger than your opponent, you begin to crush them, and they suffer periodic damage while pinned.

AB BEAR MOUNTAIN
Syntax: PAINT FACE MOUNTAIN
Tints Required: 2 Goldtint

Only stone and ore are more enduring than Bear, and sometimes, not even then. With the aspect of the mountain painted across your entire face, your body becomes incredibly resilient, giving you the chance to shrug off any damaging attack.

AB BEAR AWAKENING
Syntax: TOTEM MARK
        TOTEM ERASE
Power: 8 (Elder Honeysap, for MARK)

Bears survive the harsh, cold winters by slipping into the long slumber of hibernation, coming back to life in the spring. You, too, can return in this manner. After dying on the Prime or Ethereal planes, if your bonded totem bears the mark of the slumbering bear, your soul will be pulled back to it. You will regain a fresh body, though you will wake with incredible hunger and reduced statistics until you sate yourself.

AB BEAR BEARFORM
Syntax: BEARFORM
        BEARHUG (target)
Power: 7 (Elder Honeysap)
Damage Type: 50% Blunt, 50% Asphixiation (for BEARHUG)

The full power of Bear is bestowed upon you at your bonded totem, requiring the sacrifice of a pelt to complete. In addition to the benefits of BEARPELT, you gain a +1 weighted bonus to Strength, level 1 mana regeneration, level 1 resistance to cold, the ability to SLAM and HEAVE for 1 power, and the ability to BEARHUG for great damage.

In addition to doing normal and deep wounding, BEARHUG has a chance to break arms and ribs, and drains endurance. If BEARHUG reduces the target's endurance to zero, they die as their insides are turned into so much jelly before your crushing arms.


Edit History:
Round 1:
Power cost on AWAKENING MARK changed from 2 to 8. Power cost on CLAWS changed from 5 to 2, and it now carries offensive measures accidentally put on BEARPELT. REDEYES replaced by SQUIRREL. RACCOON changed to not be Lightning. BEARFORM edited to be potentially useful to druids. REND removed entirely. SMACK reworked, probably for the worse. Added DEN.
Ashteru2006-07-20 08:43:30
zomg, I love it. happy.gif

But a little few different wound affs. tongue.gif But else, I reallllly love it.

PS: I WANT BEAR TO COME OUT! :sob:
Arix2006-07-20 08:54:41
I love it, you friggin loser moron
Shorlen2006-07-20 09:24:23
Some of those skills are unfortunately not too well thought out. For instance, how does one attack Great Runes to your hands? Fighting barehanded makes little sense for a honeyguard, since they have entire skillsets based on their specializations. Do the hands count as one handed weapons? What about pureblades and axelords? You're not going to behead someone with your claws, that's just silly.

The Racoon facepaint is the same as Lightning, but with a bonus instead of a penalty. Lightning is level 1 eq bonus, level 1 balance penalty. Redeyes is a copy of Swiftstripes, but without the penalty. Swiftstripes is a level 1 balance bonus, and a level 1 eq penalty.

There are also way too many power skills. You also have a two power transmigrate there, if I understand it correctly. That's just absurd. Transmigrate is a 28 power trans skill for a reason.

+4 strength weight? That's honestly absurd, as any warrior can tell you. Remember that's in addition to +3 from flex and +1 for bear, for a total of +7 strength weight. Stagform is level 1 health regen, +1 dex weight, 2P instakill at 25% health, double movement speed, two skills at cheaper cost (parade and stagstomp). Your bearform is also useless for druids. There also seems to be very few other skills for druids.
Saran2006-07-20 09:31:52
I'm just wondering how the nil vines would work?

All druids can now use either cudgels or sickles to vine someone (or darkseed) but this skill set encourages them to go without...
Thul2006-07-20 09:36:46
QUOTE(Shorlen @ Jul 20 2006, 04:24 AM) 309473

Some of those skills are unfortunately not too well thought out. For instance, how does one attack Great Runes to your hands? Fighting barehanded makes little sense for a honeyguard, since they have entire skillsets based on their specializations. Do the hands count as one handed weapons? What about pureblades and axelords? You're not going to behead someone with your claws, that's just silly.

The Racoon facepaint is the same as Lightning, but with a bonus instead of a penalty. Lightning is level 1 eq bonus, level 1 balance penalty. Redeyes is a copy of Swiftstripes, but without the penalty. Swiftstripes is a level 1 balance bonus, and a level 1 eq penalty.

There are also way too many power skills. You also have a two power transmigrate there, if I understand it correctly. That's just absurd. Transmigrate is a 28 power trans skill for a reason.

+4 strength weight? That's honestly absurd, as any warrior can tell you. Remember that's in addition to +3 from flex and +1 for bear, for a total of +7 strength weight. Stagform is level 1 health regen, +1 dex weight, 2P instakill at 25% health, double movement speed, two skills at cheaper cost (parade and stagstomp). Your bearform is also useless for druids. There also seems to be very few other skills for druids.


Thank you so much. As great as the Wiki is, I had to guess what half of the Stag skills did.

Also... how is Transmigrate 28 power? Explain this one to me, because I have based most of this skillset off of a very poor understanding of Stag and a slightly better understanding of Crow.

Edit: Also... draw/sheathe aliases and reflexes are your friends.
Shorlen2006-07-20 10:41:52
QUOTE(Thul @ Jul 20 2006, 05:36 AM) 309476

Thank you so much. As great as the Wiki is, I had to guess what half of the Stag skills did.

Also... how is Transmigrate 28 power? Explain this one to me, because I have based most of this skillset off of a very poor understanding of Stag and a slightly better understanding of Crow.

Edit: Also... draw/sheathe aliases and reflexes are your friends.


Transmigrate is 8P for rebirth, 10P for deepbond, and when you die you lose all of your available power, so I guess it's more like 28P vs 12P or 18P vs 2P. Either way, a 2P transmigrate is just absurd.

Stag/crow are supposed to be primarily support skillsets with skills that help both a druid and a warrior. I'm not sure about the crow skills, but causing deepwounds is not support for a druid or a warrior. It's useful for a warrior's offense, but so is slashing. It's either better than a warrior's primary skillset and thus making the primary skillset less useful, or it's worse than the primarily skillset, and thus useless.

The smack skill is actually detrimental to a druid, who wants nothing more than to keep a foe in the trees. The skills that require you to be bigger than your opponent, I don't terribly like, personally, as you can't really control if they work or not against your foe, and it really penalizes some of the "core" druidic races, like furrikin and faeling. Ackleberry druids should be furrikin, and this is making several of their skills uselss if they are sad.gif

And also, bearpelt shouldn't be both offense and defense - one or the other. It should give resistance to deepwounds instead of causing them, I'd think... Maybe not cost power either - staghide doesn't.

Oh, and you forgot totemreturn, which is a core animal totem spec skill that all animal totem specs have. Completely worthless, but still there tongue.gif
Thul2006-07-20 11:23:03
QUOTE(Shorlen @ Jul 20 2006, 05:41 AM) 309480

Transmigrate is 8P for rebirth, 10P for deepbond, and when you die you lose all of your available power, so I guess it's more like 28P vs 12P or 18P vs 2P. Either way, a 2P transmigrate is just absurd.

Stag/crow are supposed to be primarily support skillsets with skills that help both a druid and a warrior. I'm not sure about the crow skills, but causing deepwounds is not support for a druid or a warrior. It's useful for a warrior's offense, but so is slashing. It's either better than a warrior's primary skillset and thus making the primary skillset less useful, or it's worse than the primarily skillset, and thus useless.

The smack skill is actually detrimental to a druid, who wants nothing more than to keep a foe in the trees. The skills that require you to be bigger than your opponent, I don't terribly like, personally, as you can't really control if they work or not against your foe, and it really penalizes some of the "core" druidic races, like furrikin and faeling. Ackleberry druids should be furrikin, and this is making several of their skills uselss if they are sad.gif

And also, bearpelt shouldn't be both offense and defense - one or the other. It should give resistance to deepwounds instead of causing them, I'd think... Maybe not cost power either - staghide doesn't.

Oh, and you forgot totemreturn, which is a core animal totem spec skill that all animal totem specs have. Completely worthless, but still there tongue.gif


I've been basing a lot of this (mechanics and power costs) from what I know about Crow... Dark Rebirth is relatively cheap, I'm guessing. Totembond and Nest required, sure, but those last for a couple of weeks, and after that there's no further power requirement... just gotta keep the nest stocked. Which is inconvenient more than anything else.

The idea behind the deep wounding skills was that a warrior could supplement his abilities with the occasional claw/swat/backhand effect, and a druid could dabble in physical damage, because... well, I dunno. I somehow imagined Bear druids being more prone to getting down and dirty rather than letting the forest do all the work.

Oh well. Not like any given skillset doesn't have stuff that's completely and utterly useless to its users. (Whee, Perch. Hey, Monkey called... he said he already does what you do, he's in the same tree, and he doesn't require specialization.)

As for screwing over low-size types... I'm fine with that. There's a mechanic in place that does just the opposite. It's called "writhe" and everybody can inflict it. If the powers that be hallucinate that this version of the tree would be a good idea, hopefully they'll edit for personal bitterness. I'm not even going to pretend I'm fair and unbiased here.

But... comments, criticisms, and (thank god) further information on existing skills taken into account, first round of revisions upcoming.
Shorlen2006-07-20 12:08:41
Large races get benefits as well, namely stun resistance and summon resistance. These are not trivial things, though most perfer writhe resistance over them.

Druids have no use for deepwounds. Stagform gives this nifty Gore physical attack, but it's worthless. Know why? What caster class is going to have the strength to back it up? Why bother with a balance skill when you have eq bonuses? It's just useless for us to ever use.

Perch gives resistance to being knocked out of trees, right? In addition to cling? Like from hexagrams and the like? Or so I thought.

Darkrebirth does cost 75 carrion though. I don't know how cheap that is. Still seems absurdly cheap for a transmigration skill, but I can't complain, given how absurdly powerful Sacrifice is if used properly.

I'd see Bear having such facepaints as one that reduces damage by a little, and one that increases damage by a little (both in the same facepaint slot, so you have to choose). A skill that prevents them from moving and from being moved until they release it (unless warriors have a similar skill, I don't know what STAND FIRM does). A skill that knocks all enemies or target prone (similar to bellow, a stag skill that stuns). I like the ability to break arms with BEARHUG, perhaps also making it reduce their endurance as you said. A skill that lets you take damage in place of someone else, like a mother bear warding her cubs.

Deepwounds, however, are a warrior thing. You don't put demesne effects in either for the same reason. They're a druid thing. You don't put fae summoning in there either - it just doesn't work.
Hazar2006-07-20 12:37:34
I really like this.

In particular, I like how gives advantages for being big, and generally plays around with size.
Shamarah2006-07-20 12:40:09
Any skillset with a transmigrate-like skill automatically sucks. Sorry, you fail.

Also, the facepaints are very overpowered.

QUOTE(Shorlen @ Jul 20 2006, 08:08 AM) 309484

Darkrebirth does cost 75 carrion though. I don't know how cheap that is. Still seems absurdly cheap for a transmigration skill, but I can't complain, given how absurdly powerful Sacrifice is if used properly.


Yes, but rebirth/transmig have no experience loss and are doable on your own, whereas sacrifice has an exp loss, requires a second participant, and requirse that second participant to die along with you.
Unknown2006-07-20 12:45:36
It's pretty darn cool from an RP point of view, but yeah, as others have pointed out, not very balanced.

Still, was fun to read. smile.gif
Thul2006-07-20 13:03:51
Going for concept over balance, because if you haven't guessed already, I have no frigging idea what I'm doing in that arena. Though feel free to elaborate on what precisely is blink.gif OMG IMBA so I can play with it some more.

For Shorlen's reference, 75 carrion is a quick run through Snow Valley (Six regular mammoths and the big one, plus about five eagles... assuming I'm filling the nest from scratch.) Not exactly demanding, honestly. If the obligatory death-rectifying skill here (and yes, it goes to Bear, because it just doesn't work with Lake... or Sun... or whatever Bear gets paired with) seems rife with cheese to you all, it's because DarkRebirth is embarrassingly cheap and all I know.
Genos2006-07-20 21:26:26
Just as a note the Trans skill should cost 10 power like Stagform and Crowform.

Also I'm about 90% positive Bear is with Lake.
Unknown2006-07-20 22:46:33
Acklleberry, or however its spelt, two spirits are Mother Lake and Brother Bear, btw.


Also, I do like this Specialization, its nice. Good job.
Sylphas2006-07-20 23:28:48
I've always found that stupid. Sun makes SO much more sense, and fits with Moon/Night much better. The only reasoning I can see is that it makes it easy to just grab undines and nixies and naiads or something for the special fae.
Shorlen2006-07-20 23:32:38
QUOTE(Thul @ Jul 20 2006, 09:03 AM) 309494
Going for concept over balance, because if you haven't guessed already, I have no frigging idea what I'm doing in that arena. Though feel free to elaborate on what precisely is blink.gif OMG IMBA so I can play with it some more.

For Shorlen's reference, 75 carrion is a quick run through Snow Valley (Six regular mammoths and the big one, plus about five eagles... assuming I'm filling the nest from scratch.) Not exactly demanding, honestly. If the obligatory death-rectifying skill here (and yes, it goes to Bear, because it just doesn't work with Lake... or Sun... or whatever Bear gets paired with) seems rife with cheese to you all, it's because DarkRebirth is embarrassingly cheap and all I know.

Well, darkrebirth is WAY too cheap for how powerful it is then, but whatever. Not going to get into that argument here tongue.gif

QUOTE(Sylphas @ Jul 20 2006, 07:28 PM) 309693

I've always found that stupid. Sun makes SO much more sense, and fits with Moon/Night much better. The only reasoning I can see is that it makes it easy to just grab undines and nixies and naiads or something for the special fae.

You mean, Kelpies? biggrin.gif

And Sun and Snake will be the spirits for the first commune formed outside the Basin, is my theory dry.gif
Genos2006-07-21 01:08:41
The commune shall be formed in the Skarch Desert which is -technically- outside of the Basin!
Shiri2006-07-21 02:32:01
QUOTE(Genos @ Jul 21 2006, 02:08 AM) 309771

The commune shall be formed in the Skarch Desert which is -technically- outside of the Basin!

Ah, then I'm sure we can call you unnatural and have wars against you!
Hazar2006-07-21 02:35:06
No, they'll be our wyrden allies. You get the Ackleberry. tongue.gif