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


* d12 hit dice
  Partisan feats
 
* WIS, STR, and CON are primary stats -- most class features derived from WIS, but high STR and CON will make them better tanks.
1st Endurance
 
3rd Diehard
* all simple, martial weapons, all light, medium, and heavy armors. Does not get shield proficiency (but can take it, if they want)
5th Weapon Focus-Scythe
 
7th Weapon Specialization-Scythe
* no currency necessary (was Conviction)
9th Greater Weapon Focus - Scythe
 
  11th Greater Weapon Specialization - Scythe
== common features==
13th Combat Reflexes
* every attack includes a slide 1 (scales up to slide 4); need not end slide in zone, though probably want to.
15th Improved Combat Maneuvers
* immediate/swift to take a move action; does not count as movement for purposes of expanding aura this round.
17th Skill Expert - Sleight of Hand
** at higher levels, resolve as charge action, but doesn't end turn.
19th Skill Specialist - Sleight of Hand
** at higher levels, resolve as PBAoE (a la shield charge from CoH)
21st Epic Weapon Focus - Scythe
** at higher levels, larger PBAoE, and one target (charge target) is knocked prone if hit (in addition to damage).
23rd Epic Weapon Specialization - Scythe
* scaling bonus to-hits (up to +6)
25th Weapon Supremacy - Scythe
* precision damage versus enemies in zone (scaling)
27th Brute Strength
* self heal, usable 3 + WIS/day, which heals self 1d8 per 2 Partisan levels, + WIS modifier
29th Skill Prodigy - Sleight of Hand
** move action to use, but can use as swift action if at least 3 enemies in zone.
31st Skill Virtuoso - Might, Heal
* fast healing (equal to 3 + partisan level)
33rd Deflect Arrows
* move action once per encounter(?), pull all enemies within 30 - 80 ft. (scaling) up to 2-5 squares (scaling) closer (regardless of reach).
35th Survivor
 
== zone ==
* stance, swift to activate, free to sustain
* creates 10-foot aura around partisan, enemies in aura treat it as difficult terrain (all move types except teleport)
* can expand radius of aura by 5 feet if they move no more than 5 feet during their turn.
* partisan can always attack any enemy in zone, regardless of reach
* while in stance, movement by the partisan is very limited (akin to CoH Stone tank's "rooted" and "mudpots" powers)
** at low levels, 5 feet of movement only, or cannot expand aura radius
** at higher levels, ignores difficult terrain during any 5-foot step
** at higher levels, increases to 10, 15 and 20 feet. Never goes over 20 feet.
* allies in zone who are knocked [[Prone]] (incl. voluntary) are instead [[Quelled]]
* swift action: slide an enemy in zone 2-5 (scaling) squares; do not need to end in zone
* as an immediate action, can split damage with an ally in the zone, taking half themselves.
** get scaling DR to resist this damage (but not normal damage directed at them)
* spend a swift action to make a [[Prone]] enemy become [[Splayed]] instead.
 
 
* '''stickiness''' --- 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.)
 
== resources ==
* self heal is quite limited, and should be used up after around 3 fights (adjust quantity and quality to make this so)
* may also want to add some limits to other powers, if we feel it is necessary... like fast healing (10 rounds per day, free to activate)?
 
 
== 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