Talk:Partisan: Difference between revisions

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== paths ==
== paths ==
* '''Zealot'''
===Zealot:===
** higher damage path?
highest damage path, strength of their convictions
** can also mark and slide a foe once per round that is outside of his zone? (swift?)
{| class="ep-default" width="95%"
 
|-
* '''Inquisitor'''
| 1 || add WIS to all damage
** inflicts more status conditions / debuffs?
|-
** needs something that works against roles (without trivializing the role)
| 5 || swift action: attack an enemy within 20 feet, dealing damage and sliding them up to 4 squares; must end slide inside your zone.
 
|-
* '''Samaritan'''
| 10 || 25 ft, slide up to 5 squares
** better healer, splitting damage w/allies mechanic is more efficient/effective
|-
** faster regen
| 15 || 30 ft, slide up to 6 squares
 
|-
* '''Dissident'''
| 20 || two enemies with 30 ft., slide up to 6 squares
** toughest path
|-
** saving throw re-rolls
| 25 || two enemies within 35 ft., slide up to 7 squares
** gains 1 element that heals instead of harms
|-
*** limited set of available energy types, but changeable via quintessence
| 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.
|}

Revision as of 21:32, 21 August 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

reason bailiwick?

dogma bonus type?

change quiescence to conviction


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
    • In addition, any attack made against an marked foe (by the partisan) includes a slide
  • 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
  • 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

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

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

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

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.