So since we're waiting on Zaer to get back for things to proceed, thought I'd post some rewrites for Attacks/Qualities for Methu, get general opinion.<br/><br/>Special Attack:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Original Aura of Inebriation</div><div class="spoiler_body"><strong>Aura of Inebriation (su) </strong><em>Methu has so entrenched and saturated himself with the euphoric high of indulgence that it permeates the very air around him. The best and worst features are pulled to the surface for those who are with or against him; enemies suffering from the debilitating confusion and allies enjoying the positive euphoria. </em><br/> - 60' Aura. Enemies: WIL DC = 10 + 1/2 HD + Charisma. Failure = Confusion for 1rd, where Methu is never considered the closest person. Pass = Immune to Aura of Inebriation for 4 rds. Allies: Gain the effects of Heroism, WIL Negates (Harmless). Mind-Affecting. </div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Aura of Inebriation 2.0</div><div class="spoiler_body"><strong>Aura of Inebriation (su)</strong> <em>Methu has so entrenched and saturated himself with the euphoric high of indulgenec that it permeates the very air around him. The best and worst features are pulled to the surface for those who are with or against him; enemies suffering from debilitating confusion and allies enjoying the positive euphoria. </em><br/> - 60' Aura. Enemies: WIL DC = 10 + 1/2 HD + CHA. Failure = Confusion for 1 rd, where Methu is never considered the closest person. Pass = Immune to Aura of Inebriation for 4 rds. Targets immune to Mind Affecting gain a +10 to the Saving Throw. Allies: Any Morale Bonus is increased by 50% (round up), and Allies immune to Mind Affecting can still be affected by Morale effects (as desired). In the absence of any other Morale bonuses, Allies gain the effect of Heroism, but with no boost from AoI. <br/> - Rationale: The Enemies part is still unlikely to ever be relevant for big bads that are immune; but the design is so that it affects lower level creatures that would still be immune. This ensures that tool is designed for dealing with crowds. The Allies part is made more potent; outside of Inspire Courage, there is no other source of Morale Bonuses higher than +4 (that I'm aware of), meaning this is, at most an additional +2 to Morale bonuses. Inspire Courage becomes ridiculous, but only because of the stacking benefits of Inspire Courage and what has been allowed in this game.<br/> - Potential Adjustments: Increasing the bonus for Enemies immune to Mind-Affecting? Adding ANOTHER bonus to the ST for Enemies immune to Poison (that would stack)? </div></div><br/><br/>Special Quality:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Original Connoisseur of Life</div><div class="spoiler_body"><strong>Connoisseur of Life (su)</strong> <em>Methu's expertise in draining the very life essence from his targets, whether it is blood, emotions, or their soul, allows him to improvise new and exciting ways. Spells and magic items can't keep Methu's hunger at bay, and can't keep him from his meal.</em><br/> - 60' Aura that removes any immunity to ability/energy drain that isn't inherent to a creature's Type. Any damage from ability/energy drain can not be healed within the aura. Methu can choose targets to be immune to this effect.  </div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Connoisseur of Life 2.0</div><div class="spoiler_body"><strong>Connoisseur of Life (su)</strong> <em>Methu's expertise in draining the very life essence from his targets, whether it is blood, emotions, or their soul, allows him to adapt and improvise new and exciting ways of getting his fill. Spells and magic items can't keep Methu's hunger at bay, or keep him from his meal. </em><br/> - 60' Aura that makes any damage from ability/energy drain unable to be healed within the aura. Also, any targets with immunity to Energy Drain (regardless of the source or method) still suffer the HP drain that comes from Negative Levels (enhanced by Life Drain) as normal damage, and Methu still gains those Temporary HP. Any target slain by Methu within the aura, regardless of the method, counts as being 'slain by Energy Drain' in regards to any other abilities. Methu can choose targets to be immune to any/all of these effects. <br/> - Rationale: Removing immunity to Energy Drain is too strong; this turns Energy Drain into just an extra bit of damage, which will help keep him on par with other melee characters. Last effect added mostly as fluff; will have no immediate combat benefit, but allows him to still utilize the 'kit' around eating souls. <br/> - Potential adjustments: Life Drain damage considered Vile if target is immune to Energy Drain; Adding a clause about applying Vampire or Wight to any type of creature; Making Vampires created by Methu into 'demonic' versions like him (not undead). </div></div><br/><br/>I was also playing around with making a Special Attack based around Spellthief (just the theft parts, not the actual spellcasting), but it seemed to be a lot of little effects, and unlikely to be very useful. I admit that going any sort of Bard casting is kind of 'meh' to me -- given that I've already got plenty of Enchantment spells. Inspire Courage is neat, but I'll never be as focused as War anyway, so it'll hardly come up -- plus Morale bonuses are pretty meh with Mind Blank being so accessible.