Talk:Partisan: Difference between revisions

From Epic Path
Jump to navigation Jump to search
No edit summary
 
(22 intermediate revisions by 4 users not shown)
Line 1: Line 1:
== 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
  d10, same as fighter?
 
(Reese) I chose d12's because they're a regen-tank, so they need more HP's, and also because there's no other class with a d12 any more
 
* WIS, STR, and CON are primary stats -- most class features derived from WIS, but high STR and CON will make them better tanks.
 
* all simple, martial weapons, all light, medium, and heavy armors.  Does not get shield proficiency (but can take it, if they want)
 
* no currency necessary (was Conviction)
 
== common features==
* every attack includes a slide 1 (scales up to slide 4); need not end slide in zone, though probably want to.
* immediate/swift to take a move action; does not count as movement for purposes of expanding aura this round.
   
   
x times per round and only inside their zone? ie, they can move around without provoking as a swift, but only inside their zone?
  1st Endurance
 
3rd Diehard
** at higher levels, resolve as charge action, but doesn't end turn.
5th Weapon Focus-Scythe
** at higher levels, resolve as PBAoE (a la shield charge from CoH)
7th Weapon Specialization-Scythe
** at higher levels, larger PBAoE, and one target (charge target) is knocked prone if hit (in addition to damage).
  9th Greater Weapon Focus - Scythe
* scaling bonus to-hits (up to +6)
11th Greater Weapon Specialization - Scythe
* precision damage versus enemies in zone (scaling)
  13th Combat Reflexes
* self heal, usable 3 + WIS/day, which heals self 1d8 per 2 Partisan levels, + WIS modifier
  15th Improved Combat Maneuvers
** move action to use, but can use as swift action if at least 3 enemies in zone.
  17th Skill Expert - Sleight of Hand
* fast healing (equal to 3 + partisan level)
  19th Skill Specialist - Sleight of Hand
 
21st Epic Weapon Focus - Scythe
  1d6 plus partisan level?  this would allow us to add more d6 aka quarry pool if we decide its needed
23rd Epic Weapon Specialization - Scythe
 
25th Weapon Supremacy - Scythe
* move action once per encounter(?), pull all enemies within 30 - 80 ft. (scaling) up to 2-5 squares (scaling) closer (regardless of reach).
27th Brute Strength
 
29th Skill Prodigy - Sleight of Hand
== zone ==
31st Skill Virtuoso - Might, Heal
* stance, swift to activate, free to sustain
33rd Deflect Arrows
* creates 10-foot aura around partisan, enemies in aura treat it as difficult terrain (all move types except teleport)
35th Survivor
* 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)
 
  cannot move outside of zone without breaking stance?
 
  (Reese) zone moves with them, so this gets harder to visualize. also, I want them to become slightly more mobile at higher levels.
 
** 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
 
  miss chance? x times per day, miss chance = wisdom stat (not mod) plus partisan level?
 
** 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