Talk:Partisan: Difference between revisions

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* Partisan (was Cromlech) character class = primary tank class, as alternative to fighter
== Theme ==
** doesn't move much, brings things to him; forced movement and movement reduction powers
primary tank class
** stance-based, lots of forced movement, gets tougher the longer they stay in the same square
* secular, rather than religious
::* When in stance, they create a warded zone around them
* agents for change, but (sometimes) within the constraints of the law or local government (community organizers?)
::* Enemies in the zone are considered marked 
* have some goal or political agenda, usually grand in scope:
::* The zone gets bigger every round 
** 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.
::* Marked enemies can be pulled as a swift action
** 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.
::* the warded zone starts as a 3x3, but the warden does not have to be in the center of it.
** 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
::* feats make the warded zone bigger, and higher level wardens have larger zones
 
::* warden pulls can knock things prone, applied staggered, shaken, etc
== zone ==
::* wardens can make terrain difficult for enemies only
* stance, swift to activate, free to sustain
::* get bonuses against prone foes
* 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
** Possible paths: zealot (lawful), inquisitor (evil), sainted (good), agitator (chaotic)
* enemies remain marked even if they leave the zone
* can expand radius of aura 5 feet with 1 quintessence
* can slide one marked foe each round as a free action, can slide additional foes for swift/move/standard actions
** swift - one foe
** move - two foes
** standard - all marked foes
* at higher levels, difficult terrain expands to other/all movement types
* 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 as move action (no 5-foot steps)
** at higher levels, can be any movement type, ignores difficult terrain
** at higher levels, can move as a swift instead of a move? (once per encounter?)
** maybe give them a power that lets them get into their "center of the fight" location early in the battle more cheaply?
 
== stickiness ==
* 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
 
== 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'''
** higher damage path?
** can also mark and slide a foe once per round that is outside of his zone? (swift?)
 
* '''Inquisitor'''
** inflicts more status conditions / debuffs?
** needs something that works against roles (without trivializing the role)
 
* '''Samaritan'''
** better healer, splitting damage w/allies mechanic is more efficient/effective
** faster regen
 
* '''Dissident'''
** toughest path
** saving throw re-rolls
** gains 1 element that heals instead of harms
*** limited set of available energy types, but changeable via quintessence

Revision as of 16:04, 25 April 2017

Theme

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

zone

  • stance, swift to activate, free to sustain
  • 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
  • enemies remain marked even if they leave the zone
  • can expand radius of aura 5 feet with 1 quintessence
  • can slide one marked foe each round as a free action, can slide additional foes for swift/move/standard actions
    • swift - one foe
    • move - two foes
    • standard - all marked foes
  • at higher levels, difficult terrain expands to other/all movement types
  • 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 as move action (no 5-foot steps)
    • at higher levels, can be any movement type, ignores difficult terrain
    • at higher levels, can move as a swift instead of a move? (once per encounter?)
    • maybe give them a power that lets them get into their "center of the fight" location early in the battle more cheaply?

stickiness

  • 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

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
    • higher damage path?
    • can also mark and slide a foe once per round that is outside of his zone? (swift?)
  • Inquisitor
    • inflicts more status conditions / debuffs?
    • needs something that works against roles (without trivializing the role)
  • Samaritan
    • better healer, splitting damage w/allies mechanic is more efficient/effective
    • faster regen
  • Dissident
    • toughest path
    • saving throw re-rolls
    • gains 1 element that heals instead of harms
      • limited set of available energy types, but changeable via quintessence