Talk:Partisan: Difference between revisions

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== Theme ==
= Sample Build =
primary tank class
* secular, rather than religious
* agents for change, but (sometimes) within the constraints of the law or local government (community organizers?)
* have some goal or political agenda, usually grand in scope:
** e.g. end slavery, win the war against neighboring country, abolish all dancing (Footloose), eradicate a particular faith, weed out all spies from the empire, etc.
** should choose a goal at creation, but can change as time passes. It's less about achieving their goal, or even staying true to it, than it is about them ''having'' a goal.
** unlike paladins, they don't lose anything if they change goals, or completely change alignments -- instead, they lose their mojo if they're ever left without a goal to seek


reason bailiwick?
partisan build: trip/reposition build, scythe, samaritan path, offensive build


dogma bonus type?
Partisan feats
 
change quiescence to conviction
1st Endurance
 
3rd Diehard
 
5th Weapon Focus-Scythe
== zone ==
7th Weapon Specialization-Scythe
* stance, swift to activate, free to sustain
  9th Greater Weapon Focus - Scythe
* creates 5-foot aura around partisan, enemies in aura treat it as rough terrain and are marked by partisan until start of his next turn
11th Greater Weapon Specialization - Scythe
* enemies remain marked even if they leave the zone
13th Combat Reflexes
* can expand radius of aura 5 feet with 1 quintessence
15th Improved Combat Maneuvers
* can slide one marked foe each round as a free action
17th Skill Expert - Sleight of Hand
** In addition, any attack made against an marked foe (by the partisan) includes a slide
19th Skill Specialist - Sleight of Hand
* at higher levels, difficult terrain expands to other/all movement types
21st Epic Weapon Focus - Scythe
* while in stance, movement by the partisan is very limited (akin to CoH Stone tank's "rooted" and "mudpots" powers)
23rd Epic Weapon Specialization - Scythe
** at low levels, 5 feet of movement as move action (no 5-foot steps)
25th Weapon Supremacy - Scythe
** at higher levels, can be any movement type, ignores difficult terrain
27th Brute Strength
** at higher levels, can move as a swift instead of a move? (once per encounter?)
29th Skill Prodigy - Sleight of Hand
** maybe give them a power that lets them get into their "center of the fight" location early in the battle more cheaply?
31st Skill Virtuoso - Might, Heal
 
33rd Deflect Arrows
== stickiness ==
35th Survivor
* warded zone is hard to leave, and easy to get pulled back into.
* can split damage with allies in zone (before defenses are applied) to gain quintessence
* does '''not''' get free attacks against foes who ignore him. Must achieve stickiness through slides and splitting damage w/allies
 
== durability ==
* would like to keep partisan as different from fighter-based tank as possible. Should feel completely different.
* suggestions:
** high hit points / ac
"" fast healing
** partial / total negation of attacks some of the time
** share damage between allies
** maybe some status condition reduction ability (similar to fast healing?
** DR and ER should only come from external (non-class) sources (adamantine, shield, etc.)
 
* spend 1 quintessence to mitigate an attack (reduce/negate) (immediate action)
* spend 1 quintessence to reduce a status condition one step (free action)
 
== resources ==
Need to make sure that 1/3rd of resources are used up each combat... perhaps quintessence is more like Ki pool, limited by day, instead of accumulating each round?
* would allow resource to be separate from hit points, meaning that fast healing could be on all the time.
** maybe give a way to turbo-charge fast healing during combat, but costing quintessence?
* could give a way to gain quintessence as an action or by sacrificing some other thing
** share damage with an ally in the zone, to gain quintessence?
 
== paths ==
===Zealot:===
highest damage path, strength of their convictions
{| class="ep-default" width="95%"
|-
| 1 || add WIS to all damage
|-
| 5 || swift action: attack an enemy within 20 feet, dealing damage and sliding them up to 4 squares; must end slide inside your zone.
|-
| 10 || 25 ft, slide up to 5 squares
|-
| 15 || 30 ft, slide up to 6 squares
|-
| 20 || two enemies with 30 ft., slide up to 6 squares
|-
| 25 || two enemies within 35 ft., slide up to 7 squares
|-
| 30 || two enemies within 40 ft., slide up to 8 squares
|-
| 35 || two enemies you can see, slide up to 10 squares
|}
===Inquisitor===
more status conditions / debuffs - can affect roles; more concerned with how convicted other people are than themselves
{| class="ep-default" width="95%"
|-
| 1 || add WIS to Reflex saves (in addition to DEX)
|-
| 5 || swift action: make a maneuver offense check to inflict a -2 penalty on saving throws of one enemy in zone until start of your next turn. Works on roles.
|-
| 10 || up to two enemies in zone
|-
| 15 || -3 penalty
|-
| 20 || up to 3 enemies in zone
|-
| 25 || -4 penalty
|-
| 30 || up to 4 enemies in zone
|-
| 35 || all enemies in zone
|}
===Samaritan===
best healer; believes convictions can best be spread through goodwill and trust
{| class="ep-default" width="95%"
|-
| 1 || add WIS to fast healing
|-
| 5 || swift action: can reduce a status condition of one creature in zone (including self) by 1 step.
|-
| 10 ||
|-
| 15 || up to two creatures in zone
|-
| 20 ||
|-
| 25 || up to three creatures in zone
|-
| 30 ||
|-
| 35 || all creatures in zone
|}
===Dissident===
toughest path; believes convictions must be leveraged to change the status quo
{| class="ep-default" width="95%"
|-
| 1 || add WIS to AC (including FF and Touch)
|-
| 5 || choose one energy type (from fire, cold, electricity, acid, sonic, negative, and positive). As swift action, gain ER equal to Partisan level against that chosen energy type.
|-
| 10 || choose a second energy type; swift action activates ER for all selected energy types
|-
| 15 || choose a third energy type; swift action activates ER for all selected energy types
|-
| 20 || choose a fourth energy type; swift action activates ER for all selected energy types
|-
| 25 || choose a fifth energy type; swift action activates ER for all selected energy types
|-
| 30 || choose a sixth energy type; swift action activates ER for all selected energy types
|-
| 35 || swift action grants ER (partisan level)/- (all energy types except Primal) until start of next turn.
|}

Latest revision as of 05:10, 12 June 2022

Sample Build

partisan build: trip/reposition build, scythe, samaritan path, offensive build

Partisan feats

1st	Endurance
3rd	Diehard
5th	Weapon Focus-Scythe
7th	Weapon Specialization-Scythe
9th	Greater Weapon Focus - Scythe
11th	Greater Weapon Specialization - Scythe
13th	Combat Reflexes
15th	Improved Combat Maneuvers
17th	Skill Expert - Sleight of Hand
19th	Skill Specialist - Sleight of Hand
21st	Epic Weapon Focus - Scythe
23rd	Epic Weapon Specialization - Scythe
25th	Weapon Supremacy - Scythe
27th	Brute Strength
29th	Skill Prodigy - Sleight of Hand
31st	Skill Virtuoso - Might, Heal
33rd	Deflect Arrows
35th	Survivor