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Change name to "Warlock". Goal for class is to make a simple to play caster character, akin to the brawler.


* Pariah (was Warlock)
====reduced number of pacts:====
** rewards for aggression, gets fragile if not aggressive
* pact of the ancestral relic (artifact)
** spell-casting scrappers (think COH's "blapper" hybrid)
:* '''bane:''' runic ray
** arcane-powered pact magic, movement and close attacks
::* complex and intelligent, aspects of a summoned monster (e.g. provides flanks, intercepts attacks)
** if move towards enemy and closest of all allies, can turn aoe into multi-ranged-touch attack
** add defenses for aggression, must acquire each round (e.g. blur/fast-healing/AC from movement, etc.)


has a way of taking good luck now, in exchange for bad luck later.  For example, the pariah may be able to roll 2d20 for any d20 roll he wishes, taking the best of the two results, any time! However, each time he does so, the GM gets to mark down 'bad karma', and use it against the pariah at a future time. This bad karma might manifest as the GM saying the pariah must roll 2d20 and take the worst of the two results.  (In general, the downside probably shouldn't be as powerful as the upside, since this is a class feature. Perhaps the player can use bad karma on d20 rolls of their own choosing, to try to burn off the bad karma before the GM can use it against him.)
* pact of the unfathomed well (hellesfont)
:* '''bane:''' lucid lance
::* highest damage, greatest area of effect -- POWER
 
* pact of the whispering void (outer madness)
:* '''bane:''' chaos blade
::* weird and twisty, unpredictable, varied damage types, penetrative and insidious
 
* pact of the invisible sun (fey/first world)
:* '''bane:''' umbral spear
::* deceptive, illusory, ghost touch, conditions and synergies
 
 
====general notes:====
* banes will somewhat auto-scale with character level (making them useful but not awesome for multi-classing), with upgrades to improve damage, add conditions, increase targets, make AOE, etc.
* rewards for aggression, gets fragile if not aggressive
* spell-casting scrappers (think COH's "blapper" hybrid)
* arcane-powered pact magic, movement and close attacks
* add defenses for aggression, must acquire each round (e.g. blur/fast-healing/AC from movement, etc.)
* may not wear armor, or wear shields
* only proficient with simple weapons


==terminology==
==terminology==
* '''pact''' - the source of power for the pariah, akin to a sorcerer's bloodline. Pariahs can only select abilities from their own pact.
* '''pact''' - the source of power for the pariah, akin to a sorcerer's bloodline. Pariahs can only select abilities from their own pact.
* '''binding''' - a pact's affinity which has been bound to the pariah, granting some utility ability (senses, movement, buff/debuff, skill enhancement, etc.).
* '''bane''' - primary offensive ability -- main kill-o-zap power
* '''chain''' - a pact affinity which can be employed offensively, like a combat spell.
* '''ward''' - a pact affinity which can be employed defensively (self only).
* '''ward''' - a pact affinity which can be employed defensively (self only).
* '''gift''' - a pact's affinity which has been bound to the pariah, granting some utility ability (senses, movement, buff/debuff, skill enhancement, etc.).
===high level tier abilities===
*tier 1:
:* intro to banes, wards, and gifts
*tier 2:
:* karma system
*tier 3:
:* action economy (e.g., second bane per round, activate ward without trigger)
*tier 4:
:*
*tier 5:
:* action economy
*tier 6:
:*


each blinding, chain, and ward can be upgraded as the pariah levels up, akin to a skill tree, making it more powerful. Alternatively, additional bindings, chains, or wards may be selected (though each would then need to be upgraded to improve its power).
*tier 7:
:* action economy


Think of each binding, chain, and ward as a single spell.  At top level, a pariah might have a maximum of 35 total (super-generalist), or could have as few as 4.  Each pact ability can be upgraded a maximum of 9 times (comparable to spell slot levels). Upgrades are granted as class features at character level-up.


some bindings, chains, and wards grant a synergy to other specific bindings, chains, and wards, to allow a generalist pariah (who has taken a broad array of bindings, chains, and wards) to remain competitive with a specialist (though obviously not competitive with that specialty)This is a catch-up mechanism, since a generalist will be weakened comparably to someone who multiclasses a lot; there needs to be something to keep their lower-ranked pact abilities useful, despite their comparatively low level.
each level, the pariah will be directed to choose a new Bane, Ward, or Gift, or upgrade an existing pact affinity they already know of the same type.  They can only do one or the other. (Some levels may grant additional benefits)
 
All Gifts, Banes, and wards improve (somewhat) with level, even if not upgraded.  This allows a generalist to remain somewhat competitive with a specialist, though a specialist will do much more with their smaller toolset.
 
Think of each Gift, Bane, and Ward as a single spellAt top level, a pariah might have a maximum of 35 total (super-generalist), or could have as few as 4 (super-specialist).  Each pact ability can be upgraded a maximum of 9 times (comparable to spell slot levels).
 
* Pact affinities are not memorized, but are instead granted by the pact's source.
* You can use each of your pact affinities no more than once per round, but there are no limits on how many times each can be cast per day. (like combat maneuvers).
* Pact affinities are much closer range; shocking grasp and burning hands are good templates.
* Using a pact affinity doesn't provoke from threatening enemies; no combat casting/concentration is necessary.


Probably grant 3 abilities at first level, but no upgrades possible (i.e. you can't take 1 and upgrade it twice; you have to take 3 different abilities).
Probably grant 3 abilities at first level, but no upgrades possible (i.e. you can't take 1 and upgrade it twice; you have to take 3 different abilities).


===chains===
In most cases, the upgrade trees for a given Bane, ward, or Gift, will be identical, or very similar, to other pact affinities of the same type.  Every Bane will have the ability to target more enemies (within a given radius of the first), inflict a status condition, bypass SR, be cast more quickly, etc.
 
===Banes===
offensive abilities; comparable to fireball, disintegrate, etc.  Need to be upgraded to be good (instead of using higher level spell slots, etc.).   
offensive abilities; comparable to fireball, disintegrate, etc.  Need to be upgraded to be good (instead of using higher level spell slots, etc.).   
* damage is based on caster level or character level, auto-scaling.
* ranged touch attack against a single enemy up to 10 feet away, but no saving throw
:* some Banes inflict a specific status condition, forced movement, or other debuff, but these grant a saving throw.
::* If target saves, half damage and no debuff.
* Banes can critically hit on a natural 20 (to threaten, must confirm). Deals double damage on confirmed crit.
* if the pariah possesses karma when casting the Bane, it gains the following:
:* affects one additional target, but that target cannot be more than 10 feet apart from any one other target.
:* auto-confirms critical threats
upgrades for Banes include:
* +2 to caster checks to bypass SR (bailiwick vs. maneuver defense)
:* ignores SR
* cast as move action
:* cast as swift action


upgrades for chains can include:
* improved crit range (19-20)
:* additional targets
 
:* status effects
* can target a second enemy, as long as that enemy is adjacent to the first target.
:* forced movement
:* second target can be up to 10 feet away from the first target.
:* areas of effect
:* second target can be up to 30 feet away from your first target.
:* harder saving throws
 
:* improved action economy
* castable against a target up to 20 feet away
:* castable against a target up to 30 feet away
 
some options:
* an adjacent ally can make one attack against you as a free action during their turn. You do not take the damage at this time.  Instead, you have until the end of your next turn to hit an enemy. If you hit the enemy, you can deal double the damage your ally applied to you.  If you fail to hit an enemy before the end of the round, you take the damage yourself.


===wards===
===wards===
upgrades for wards can include (wards are always self-only):
* wards require a swift action to cast
:* more defense granted
* wards have a triggering condition which must be met after they are cast, in order for them to provide any benefit
:* easier circumstances for activating (less movement, fewer threatening foes, fewer nearby allies, etc.)
* wards improve a single, narrowly defined defense, if triggered
:* secondary effects - bonus movement, alternate movement types, improved senses, etc.
:* defense auto-scales a little with level, but can be improved further with upgrades.
:* improved action economy
* wards only grant a benefit until the start of the pariah's next turn, whether triggered or not.
:* May be recast each turn, if desired, but must also be re-triggered each turn.
 
Available Wards:
 
swap these around:
* instead of AC, you inflict a penalty on enemies attacking you (or all allies some of the time, if you take a feat)
* instead of ER, you shunt some portion of energy damage onto a nearby ally (or enemy if you take a feat)
* instead of SR, you get a dispel magic you can use sometimes. (if you take a feat, you can dispel an entire AOE, instead of just the part that targets you)
* self heal, with a feat that lets you get temp hp's if it overheals. another feat might let you heal an ally instead of yourself.
* the ability to redistribute damage from one ally to another (or yourself and another ally); random amounts
* instead of status condition resistance, you can give a weak condition you gain to a bad guy (keeping it yourself also)
 
 
* AC
:* basic ward grants +1 AC, +1 additional per 3 pariah levels (drop fractions; max +12 at level 33).
:* upgrades:
::* You can cast this ward as part of same swift action as another ward you cast this round.  Casting this ward is effectively a free action, but only if you use a swift action to cast at least one other ward.
::* add half of this bonus to FF AC
:::* add all of this bonus to FF AC
::* add half of this bonus to Touch AC
:::* add all of this bonus to Touch AC
::* add +2 additional AC (brings max to +14 at level 34)
:::* +2 more AC (brings max to +16 at level 33)
::::* +2 more AC (brings max to +18 at level 33)
:::::* +2 more AC (brings max to +20 at level 33)
 
* ER
:* basic ward grants 5 ER to one energy type, non-changeable, +1 per 2 pariah levels (drop fractions; max +22 at level 34)
:* this ward can be taken more than once; each time it is taken, it applies to a different energy type.
:* upgrades:
::* You can cast this ward as part of same swift action as another ward you cast this round.  Casting this ward is effectively a free action, but only if you use a swift action to cast at least one other ward.
::* add +3 ER to chosen energy type (max 25)
:::* add +4 more (max 29)
::::* add +5 more (max 34)
:::::* add +6 more (max 40)
::::::* add +7 more (max 47)
:::::::* add +8 more (max 55)
::::::::* You are immune to damage of the selected energy type.
:::::::::* You may apply the ER from this ward against any damage that includes the chosen energy type, even if that attack deals other damage types, or normally requires additional ER types to resist.  However, this grants no resistance against any secondary effects of such an attack (such as status conditions, forced movement, etc.).
 
* SR
:* auto-scales, but can be upgraded into good SR. Can also upgrade action economy of turning it off.
 
* self-healing
:* starts as small self-heal if triggered; grows to 'recover half damage from x attacks taken this round' if triggered
 
* status condition resistance
:* starts as a saving throw bonus versus weak conditions, grows to immunity in a few selected conditions
 
*
 
*
 
*


* wards should really focus on single defenses, and not all pacts can improve all defenses (each pact leaves at least one hole in the pariah's defenses).  If someone wants to shore up all defenses, they are a generalist, and cannot become as tough as someone who specializes in one or two defenses.
*  


* wards might grant bonus to AC, DR, ER, AOO defense, saves, SR, forced movement, fast healing,
:* at the highest specializations (epic), could do things like absorption (healing) from one energy type, taking half damage from physical attacks, a self heal as a swift action, etc.


* wards will always require some activating condition. e.g.:
Wards will always require some activating condition.
:* displace at least 15 feet
* choose one of the following triggers when the ward is cast.  
:* be threatened by 3 or more enemies
:* displace at least 15 feet (10 feet with karma)
:* attack an enemy who isn't threatened by any ally
:* end a move (or charge) while at least 15 feet from any of your allies (10 feet with karma)
:* attack at least two enemies this round
:* be threatened by 3 or more enemies (2 enemies with karma)
:* etc.; once active, the ward lasts until the start of the pariah's next turn.
:* attack an enemy that is not threatened by any of your allies (unaffected by karma)
* Once the condition is met, the ward activates until the start of your next turn.
* If multiple wards are being cast this round, a different activating condition must be selected for each swift action being used to cast a ward. (note that wards upgraded to be cast as part of the same swift action as another ward casting use the same triggering condition as the main ward being cast).


===bindings===
===Gifts===
this is the 'everything else' category, and allows us to put some flavor into each pact.  This would be comparable to utility spells, either in-combat or out, but all themed to match the pact they are attributed to.
this is the 'everything else' category, and allows us to put some flavor into each pact.  This would be comparable to utility spells, either in-combat or out, but all themed to match the pact they are attributed to.


upgrades for bindings can include:
upgrades for Gifts can include:
:* additional targets
:* additional targets
:* better effects
:* better effects
:* improved action economy
:* improved action economy
some options:
* if a monster attacks you, you can swap places with it (limited to once per encounter? shorter distances?)
* if a monster attacks you, you can shift it 1 square such that it can still reach you (each time it attacks); breaks up flanks, etc.
* if a monster attacks you, you can inflict a de-taunt on them, preventing them from attacking an ally (other than yourself)
:* or becomes blind against the ally of their choosing (not themselves)


===Pacts===
===Pacts===
Each pariah gets his magic from a deal made with a more powerful entity or source of power. It should remain unclear what the entity or source gets out of the deal, but it should be clear that they get ''something''.
Each pariah gets his magic from a deal made with a more powerful entity or source of power. It should remain unclear what the entity or source gets out of the deal, but it should be clear that they get ''something''.
The most important thing to achieve with pact sources is to provide some class diversity among pariahs. The second most important thing is to create a sense of wondrous weirdness in the class and its magic.
Mechanically, pact sources differentiate themselves with the following:
* a specific class ability or two at various class levels, depending on the pact chosen.
* critical spell effects are different for each pact.
* one different way to generate karma, in addition to the normal methods.
We want to minimize how much work is involved in creating the class, but without just phoning it in. We'll have to design around 50 spells or so, though we can borrow heavily from existing spell lists, if we want.  In my opinion, this is an opportunity to create a champions-like spell system that is interesting and flexible.


* '''Pact of the Ancestral Relic'''
* '''Pact of the Ancestral Relic'''
:* drawing power from a poorly-understood artifact, an heirloom passed down in secret among your family.
:* drawing power from a poorly-understood artifact, an heirloom passed down in secret among your family.
:* '''''on crit:''''' clear a condition on self or ignore next condition
:* '''''on crit:''''' clear a condition on self or ignore next condition
:* '''''karma:''''' gain the [[bruised]], [[bleed]], or [[ruptured]] condition.
:* '''''karma:''''' You can acquire karma if you gain the [[bruised]], [[bleed]], or [[ruptured]] condition from an enemy during combat.


* '''Pact of the Aura Eater'''
* '''Pact of the Aura Eater'''
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:* you draw power from the Unterwelt, the shadowy recesses below the world, and some hidden power therein.
:* you draw power from the Unterwelt, the shadowy recesses below the world, and some hidden power therein.
:* '''''on crit:''''' gain blur until end of encounter
:* '''''on crit:''''' gain blur until end of encounter
:* '''''karma:''''' attack an enemy that is not aware of you (typically from stealth)
:* '''''karma:''''' You can acquire karma if you attack an enemy that is not aware of you (typically from stealth) during combat.


* '''Pact of the Masquerade'''
* '''Pact of the Masquerade'''
:* power from the heart of the First World (illusion, charm, and enchantment focused)
:* power from the heart of the First World (illusion, charm, and enchantment focused)
:* '''''on crit:''''' gain mirror image until dispelled
:* '''''on crit:''''' gain mirror image until dispelled
:* '''''karma:''''' deal damage to an enemy creature with the fey subtype
:* '''''karma:''''' You can acquire karma if you deal damage to an enemy creature with the fey subtype during combat.


* '''Pact of the Prince'''
* '''Pact of the Prince'''
:* the classic faustian pact with a devil. Maybe on purpose, maybe by accident.
:* the classic faustian pact with a devil. Maybe on purpose, maybe by accident.
:* '''''on crit:''''' target is [[rattled]] for one round
:* '''''on crit:''''' target is [[rattled]] for one round
:* '''''karma:''''' deal damage to an enemy creature with the demon subtype
:* '''''karma:''''' You can acquire karma if you deal damage to an enemy creature with the demon subtype during combat.


* '''Pact of the Unfathomed Well'''
* '''Pact of the Unfathomed Well'''
:* drawing primal magic from the source of all magic (sipping from a firehose) (mana, magic, power)
:* drawing primal magic from the source of all magic (sipping from a firehose) (mana, magic, power)
:* '''''on crit:''''' damage becomes primal / irresistible
:* '''''on crit:''''' damage becomes primal / irresistible
:* '''''karma:''''' take damage from an enemy's spell-like ability
:* '''''karma:''''' You can acquire karma if you take damage from an enemy's spell-like ability during combat.


* '''Pact of the Whispering Void'''
* '''Pact of the Whispering Void'''
:* that tentacled god seemed nice enough, and hey, free magic! (corruption, diversity)
:* that tentacled god seemed nice enough, and hey, free magic! (corruption, diversity)
:* '''''on crit:''''' inflict cloistered on target
:* '''''on crit:''''' inflict cloistered on target
:* '''''karma:''''' be the target of any combat maneuver, including grabs, swallowed, etc., by an enemy creature
:* '''''karma:''''' You can acquire karma if you are affected by any combat maneuver, including grabs, swallowed, etc., by an enemy creature during combat.


* '''Pact of the Willing Host'''
* '''Pact of the Willing Host'''
:* you open your body to be a vessel for one or more dangerous spirits, in exchange for power
:* you open your body to be a vessel for one or more dangerous spirits, in exchange for power
:* '''''on crit:''''' gain a bonus action
:* '''''on crit:''''' gain a bonus action
:* '''''karma:''''' be forced to move (by forced movement) by an enemy creature
:* '''''karma:''''' You can acquire karma if you are forced to move (by forced movement) by an enemy creature during combat.


* '''Pact of the Worldseed'''
* '''Pact of the Worldseed'''
:* drawing life magic from the Nascent Seed (life, nature, health)
:* drawing life magic from the Nascent Seed (life, nature, health)
:* '''''on crit:''''' self heal, or temp hit points
:* '''''on crit:''''' self heal, or temp hit points
:* '''''karma:''''' be [[quelled]], knocked [[prone]], or become [[splayed]] by an enemy creature. (Voluntary doesn't count.)
:* '''''karma:''''' You can acquire karma if you gain the [[quelled]], [[prone]], [[splayed]] condition from an enemy creature during combat. (Voluntary doesn't count.)
 
:::* '''''On Crit:''''' each pact grants special properties to attacks which critically strike an enemy.
:::* '''''Karma:''''' each pact grants one bonus way to gain karma.


=== Karma ===
=== Karma ===
* Pariahs can earn a point of karma from:
* Pariahs can earn karma from:
:* rolling a natural 1 on an attack roll or saving throw
:* rolling a natural 1 on an attack roll or saving throw during combat
:* delivering the killing blow to a non-minion enemy
:* delivering the killing blow to a non-minion enemy during combat
:* one additional way, based on their pact
:* one additional way, based on their pact


* Pariahs can only earn karma during combat, and can only ever have 1 point of karma at any time.
* Pariahs can only earn karma during combat, and they either have karma, or they do not.
:* They either have karma, or they do not.   
:* Karma doesn't accumulate and it isn't measured in points; it's a state (on/off)  
:* It is not spent; instead, possessing karma empowers their chains, wards, and bindings to greater heights.  
:* It is not spent; instead, possessing karma empowers their Banes, wards, and Gifts to greater heights.  
:* Karma is reset to zero at the end of the encounter.
:* Karma is reset to zero at the end of each encounter.


=== Spell System ===
* '''benefits of karma:'''  passive effects that occur when the pariah has karma
character class has a smaller set of spells which are unique to the class (maybe as few as 35?). Each spell scales with level, and offers a different flavor depending on the source of their pact magic.  Spells tend to be melee-oriented effects, akin to shocking grasp.  When we write these, they should be distinct based on each pact, and have enough flavor text to provide a weirdness and unpredictability to the magic.  Make magic great again.
:* auto-confirm all critical threats
 
:* all Banes (offensive spells) affect one additional enemy target
Spells are not memorized, but are instead granted by the pact's source. You can keep casting a spell until you fail to cast it (see failure, below).  Once a spell casting fails for a particular spell, you can't cast that spell again until after a full night's rest.
:* all wards (defensive self-buffs) are easier to trigger (-5 feet to distances)
 
pariahs don't have to make concentration checks, even when threatened.  In addition, spell resistance has a harder time resisting pariah's spells. Instead, each time a pariah casts a spell, he must roll 2d6 to see if he is favored by his pact source enough to cast it today. 
 
* on a 2 - 6, the spell fails, and he can no longer cast this spell until after a full night's rest.
* on a 7 - 9, the spell casts as normal
* on a 10 - 12, the spell casts as normal, and if the pariah wishes to spend a point of karma he can add a critical effect to the spell.
 
If a creature has spell resistance, the 2d6 result is reduced by 2, but the effects above are otherwise unchanged.
 
pariah can spend 1 karma to add +1 to a spell casting roll.


== ideas ==
== ideas ==
* power which lets them push an enemy (non-role) out of a fight for 1 round, and when it returns, it takes xx psychic damage (from going somewhere horrible)
* power which lets them push an enemy (non-role) out of a fight for 1 round, and when it returns, it takes xx psychic damage (from going somewhere horrible)
*
 
== Action Economy ==
* Banes are standard actions, and primary attack method
:* assumption is one per round
:* damage comes from multi-targeting, and scaling mechanism
* Wards are swift actions to activate, but will almost always require a move action to trigger
* Gifts are utilities, and are usually a standard action to activate
:* maybe upgrade to move, but would use up an upgrade?
:* since they break up the damage curve, they need to either be worthwhile to cast in combat, or castable before combat and last until the end of the next encounter.
:* in some cases, Gifts will lay a charge, since they will behave like a buff.

Latest revision as of 20:40, 29 July 2023

Change name to "Warlock". Goal for class is to make a simple to play caster character, akin to the brawler.

reduced number of pacts:

  • pact of the ancestral relic (artifact)
  • bane: runic ray
  • complex and intelligent, aspects of a summoned monster (e.g. provides flanks, intercepts attacks)
  • pact of the unfathomed well (hellesfont)
  • bane: lucid lance
  • highest damage, greatest area of effect -- POWER
  • pact of the whispering void (outer madness)
  • bane: chaos blade
  • weird and twisty, unpredictable, varied damage types, penetrative and insidious
  • pact of the invisible sun (fey/first world)
  • bane: umbral spear
  • deceptive, illusory, ghost touch, conditions and synergies


general notes:

  • banes will somewhat auto-scale with character level (making them useful but not awesome for multi-classing), with upgrades to improve damage, add conditions, increase targets, make AOE, etc.
  • rewards for aggression, gets fragile if not aggressive
  • spell-casting scrappers (think COH's "blapper" hybrid)
  • arcane-powered pact magic, movement and close attacks
  • add defenses for aggression, must acquire each round (e.g. blur/fast-healing/AC from movement, etc.)
  • may not wear armor, or wear shields
  • only proficient with simple weapons

terminology

  • pact - the source of power for the pariah, akin to a sorcerer's bloodline. Pariahs can only select abilities from their own pact.
  • bane - primary offensive ability -- main kill-o-zap power
  • ward - a pact affinity which can be employed defensively (self only).
  • gift - a pact's affinity which has been bound to the pariah, granting some utility ability (senses, movement, buff/debuff, skill enhancement, etc.).

high level tier abilities

  • tier 1:
  • intro to banes, wards, and gifts
  • tier 2:
  • karma system
  • tier 3:
  • action economy (e.g., second bane per round, activate ward without trigger)
  • tier 4:
  • tier 5:
  • action economy
  • tier 6:
  • tier 7:
  • action economy


each level, the pariah will be directed to choose a new Bane, Ward, or Gift, or upgrade an existing pact affinity they already know of the same type. They can only do one or the other. (Some levels may grant additional benefits)

All Gifts, Banes, and wards improve (somewhat) with level, even if not upgraded. This allows a generalist to remain somewhat competitive with a specialist, though a specialist will do much more with their smaller toolset.

Think of each Gift, Bane, and Ward as a single spell. At top level, a pariah might have a maximum of 35 total (super-generalist), or could have as few as 4 (super-specialist). Each pact ability can be upgraded a maximum of 9 times (comparable to spell slot levels).

  • Pact affinities are not memorized, but are instead granted by the pact's source.
  • You can use each of your pact affinities no more than once per round, but there are no limits on how many times each can be cast per day. (like combat maneuvers).
  • Pact affinities are much closer range; shocking grasp and burning hands are good templates.
  • Using a pact affinity doesn't provoke from threatening enemies; no combat casting/concentration is necessary.

Probably grant 3 abilities at first level, but no upgrades possible (i.e. you can't take 1 and upgrade it twice; you have to take 3 different abilities).

In most cases, the upgrade trees for a given Bane, ward, or Gift, will be identical, or very similar, to other pact affinities of the same type. Every Bane will have the ability to target more enemies (within a given radius of the first), inflict a status condition, bypass SR, be cast more quickly, etc.

Banes

offensive abilities; comparable to fireball, disintegrate, etc. Need to be upgraded to be good (instead of using higher level spell slots, etc.).

  • damage is based on caster level or character level, auto-scaling.
  • ranged touch attack against a single enemy up to 10 feet away, but no saving throw
  • some Banes inflict a specific status condition, forced movement, or other debuff, but these grant a saving throw.
  • If target saves, half damage and no debuff.
  • Banes can critically hit on a natural 20 (to threaten, must confirm). Deals double damage on confirmed crit.
  • if the pariah possesses karma when casting the Bane, it gains the following:
  • affects one additional target, but that target cannot be more than 10 feet apart from any one other target.
  • auto-confirms critical threats

upgrades for Banes include:

  • +2 to caster checks to bypass SR (bailiwick vs. maneuver defense)
  • ignores SR
  • cast as move action
  • cast as swift action
  • improved crit range (19-20)
  • can target a second enemy, as long as that enemy is adjacent to the first target.
  • second target can be up to 10 feet away from the first target.
  • second target can be up to 30 feet away from your first target.
  • castable against a target up to 20 feet away
  • castable against a target up to 30 feet away

some options:

  • an adjacent ally can make one attack against you as a free action during their turn. You do not take the damage at this time. Instead, you have until the end of your next turn to hit an enemy. If you hit the enemy, you can deal double the damage your ally applied to you. If you fail to hit an enemy before the end of the round, you take the damage yourself.

wards

  • wards require a swift action to cast
  • wards have a triggering condition which must be met after they are cast, in order for them to provide any benefit
  • wards improve a single, narrowly defined defense, if triggered
  • defense auto-scales a little with level, but can be improved further with upgrades.
  • wards only grant a benefit until the start of the pariah's next turn, whether triggered or not.
  • May be recast each turn, if desired, but must also be re-triggered each turn.

Available Wards:

swap these around:

  • instead of AC, you inflict a penalty on enemies attacking you (or all allies some of the time, if you take a feat)
  • instead of ER, you shunt some portion of energy damage onto a nearby ally (or enemy if you take a feat)
  • instead of SR, you get a dispel magic you can use sometimes. (if you take a feat, you can dispel an entire AOE, instead of just the part that targets you)
  • self heal, with a feat that lets you get temp hp's if it overheals. another feat might let you heal an ally instead of yourself.
  • the ability to redistribute damage from one ally to another (or yourself and another ally); random amounts
  • instead of status condition resistance, you can give a weak condition you gain to a bad guy (keeping it yourself also)


  • AC
  • basic ward grants +1 AC, +1 additional per 3 pariah levels (drop fractions; max +12 at level 33).
  • upgrades:
  • You can cast this ward as part of same swift action as another ward you cast this round. Casting this ward is effectively a free action, but only if you use a swift action to cast at least one other ward.
  • add half of this bonus to FF AC
  • add all of this bonus to FF AC
  • add half of this bonus to Touch AC
  • add all of this bonus to Touch AC
  • add +2 additional AC (brings max to +14 at level 34)
  • +2 more AC (brings max to +16 at level 33)
  • +2 more AC (brings max to +18 at level 33)
  • +2 more AC (brings max to +20 at level 33)
  • ER
  • basic ward grants 5 ER to one energy type, non-changeable, +1 per 2 pariah levels (drop fractions; max +22 at level 34)
  • this ward can be taken more than once; each time it is taken, it applies to a different energy type.
  • upgrades:
  • You can cast this ward as part of same swift action as another ward you cast this round. Casting this ward is effectively a free action, but only if you use a swift action to cast at least one other ward.
  • add +3 ER to chosen energy type (max 25)
  • add +4 more (max 29)
  • add +5 more (max 34)
  • add +6 more (max 40)
  • add +7 more (max 47)
  • add +8 more (max 55)
  • You are immune to damage of the selected energy type.
  • You may apply the ER from this ward against any damage that includes the chosen energy type, even if that attack deals other damage types, or normally requires additional ER types to resist. However, this grants no resistance against any secondary effects of such an attack (such as status conditions, forced movement, etc.).
  • SR
  • auto-scales, but can be upgraded into good SR. Can also upgrade action economy of turning it off.
  • self-healing
  • starts as small self-heal if triggered; grows to 'recover half damage from x attacks taken this round' if triggered
  • status condition resistance
  • starts as a saving throw bonus versus weak conditions, grows to immunity in a few selected conditions


Wards will always require some activating condition.

  • choose one of the following triggers when the ward is cast.
  • displace at least 15 feet (10 feet with karma)
  • end a move (or charge) while at least 15 feet from any of your allies (10 feet with karma)
  • be threatened by 3 or more enemies (2 enemies with karma)
  • attack an enemy that is not threatened by any of your allies (unaffected by karma)
  • Once the condition is met, the ward activates until the start of your next turn.
  • If multiple wards are being cast this round, a different activating condition must be selected for each swift action being used to cast a ward. (note that wards upgraded to be cast as part of the same swift action as another ward casting use the same triggering condition as the main ward being cast).

Gifts

this is the 'everything else' category, and allows us to put some flavor into each pact. This would be comparable to utility spells, either in-combat or out, but all themed to match the pact they are attributed to.

upgrades for Gifts can include:

  • additional targets
  • better effects
  • improved action economy


some options:

  • if a monster attacks you, you can swap places with it (limited to once per encounter? shorter distances?)
  • if a monster attacks you, you can shift it 1 square such that it can still reach you (each time it attacks); breaks up flanks, etc.
  • if a monster attacks you, you can inflict a de-taunt on them, preventing them from attacking an ally (other than yourself)
  • or becomes blind against the ally of their choosing (not themselves)

Pacts

Each pariah gets his magic from a deal made with a more powerful entity or source of power. It should remain unclear what the entity or source gets out of the deal, but it should be clear that they get something.

The most important thing to achieve with pact sources is to provide some class diversity among pariahs. The second most important thing is to create a sense of wondrous weirdness in the class and its magic.

Mechanically, pact sources differentiate themselves with the following:

  • a specific class ability or two at various class levels, depending on the pact chosen.
  • critical spell effects are different for each pact.
  • one different way to generate karma, in addition to the normal methods.

We want to minimize how much work is involved in creating the class, but without just phoning it in. We'll have to design around 50 spells or so, though we can borrow heavily from existing spell lists, if we want. In my opinion, this is an opportunity to create a champions-like spell system that is interesting and flexible.

  • Pact of the Ancestral Relic
  • drawing power from a poorly-understood artifact, an heirloom passed down in secret among your family.
  • on crit: clear a condition on self or ignore next condition
  • karma: You can acquire karma if you gain the bruised, bleed, or ruptured condition from an enemy during combat.
  • Pact of the Aura Eater
  • tapping into the fundaments that permeate the world (elemental)
  • on crit: inflict burned condition
  • karma: suffer environmental damage during combat
  • Pact of the Invisible Sun
  • you draw power from the Unterwelt, the shadowy recesses below the world, and some hidden power therein.
  • on crit: gain blur until end of encounter
  • karma: You can acquire karma if you attack an enemy that is not aware of you (typically from stealth) during combat.
  • Pact of the Masquerade
  • power from the heart of the First World (illusion, charm, and enchantment focused)
  • on crit: gain mirror image until dispelled
  • karma: You can acquire karma if you deal damage to an enemy creature with the fey subtype during combat.
  • Pact of the Prince
  • the classic faustian pact with a devil. Maybe on purpose, maybe by accident.
  • on crit: target is rattled for one round
  • karma: You can acquire karma if you deal damage to an enemy creature with the demon subtype during combat.
  • Pact of the Unfathomed Well
  • drawing primal magic from the source of all magic (sipping from a firehose) (mana, magic, power)
  • on crit: damage becomes primal / irresistible
  • karma: You can acquire karma if you take damage from an enemy's spell-like ability during combat.
  • Pact of the Whispering Void
  • that tentacled god seemed nice enough, and hey, free magic! (corruption, diversity)
  • on crit: inflict cloistered on target
  • karma: You can acquire karma if you are affected by any combat maneuver, including grabs, swallowed, etc., by an enemy creature during combat.
  • Pact of the Willing Host
  • you open your body to be a vessel for one or more dangerous spirits, in exchange for power
  • on crit: gain a bonus action
  • karma: You can acquire karma if you are forced to move (by forced movement) by an enemy creature during combat.
  • Pact of the Worldseed
  • drawing life magic from the Nascent Seed (life, nature, health)
  • on crit: self heal, or temp hit points
  • karma: You can acquire karma if you gain the quelled, prone, splayed condition from an enemy creature during combat. (Voluntary doesn't count.)

Karma

  • Pariahs can earn karma from:
  • rolling a natural 1 on an attack roll or saving throw during combat
  • delivering the killing blow to a non-minion enemy during combat
  • one additional way, based on their pact
  • Pariahs can only earn karma during combat, and they either have karma, or they do not.
  • Karma doesn't accumulate and it isn't measured in points; it's a state (on/off)
  • It is not spent; instead, possessing karma empowers their Banes, wards, and Gifts to greater heights.
  • Karma is reset to zero at the end of each encounter.
  • benefits of karma: passive effects that occur when the pariah has karma
  • auto-confirm all critical threats
  • all Banes (offensive spells) affect one additional enemy target
  • all wards (defensive self-buffs) are easier to trigger (-5 feet to distances)

ideas

  • power which lets them push an enemy (non-role) out of a fight for 1 round, and when it returns, it takes xx psychic damage (from going somewhere horrible)

Action Economy

  • Banes are standard actions, and primary attack method
  • assumption is one per round
  • damage comes from multi-targeting, and scaling mechanism
  • Wards are swift actions to activate, but will almost always require a move action to trigger
  • Gifts are utilities, and are usually a standard action to activate
  • maybe upgrade to move, but would use up an upgrade?
  • since they break up the damage curve, they need to either be worthwhile to cast in combat, or castable before combat and last until the end of the next encounter.
  • in some cases, Gifts will lay a charge, since they will behave like a buff.