Talk:Partisan: Difference between revisions
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** 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 | ** 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 | * reason bailiwick | ||
* d12 hit dice | |||
* 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. | |||
** at higher levels, resolve as charge action, but doesn't end turn. | |||
** at higher levels, resolve as PBAoE (a la shield charge from CoH) | |||
** at higher levels, larger PBAoE, and one target (charge target) is knocked prone if hit (in addition to damage). | |||
* scaling bonus to-hits (up to +6) | |||
* precision damage versus enemies in zone (scaling) | |||
* self heal, usable 3 + WIS/day, which heals self 1d8 per 2 Partisan levels, + WIS modifier | |||
** move action to use, but can use as swift action if at least 3 enemies in zone. | |||
* fast healing (equal to 3 + partisan level) | |||
* move action once per encounter(?), pull all enemies within 30 - 80 ft. (scaling) up to 2-5 squares (scaling) closer (regardless of reach). | |||
== zone == | == zone == | ||
* stance, swift to activate, free to sustain | * stance, swift to activate, free to sustain | ||
* creates 5-foot aura around partisan, enemies in aura treat it as | * creates 5-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. | |||
* can expand radius of aura 5 feet | * partisan can always attack any enemy in zone, regardless of reach | ||
* can | |||
* while in stance, movement by the partisan is very limited (akin to CoH Stone tank's "rooted" and "mudpots" powers) | * 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 | ** at low levels, 5 feet of movement only, or cannot expand aura radius | ||
** at higher levels | ** at higher levels, ignores difficult terrain during any 5-foot step | ||
** at higher levels, | ** 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 | |||
* does '''not''' get free attacks against foes who ignore him. Must achieve stickiness through slides and splitting damage w/allies | |||
== durability == | == durability == | ||
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** DR and ER should only come from external (non-class) sources (adamantine, shield, etc.) | ** 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 == | == paths == |
Revision as of 21:55, 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
- d12 hit dice
- 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.
- at higher levels, resolve as charge action, but doesn't end turn.
- at higher levels, resolve as PBAoE (a la shield charge from CoH)
- at higher levels, larger PBAoE, and one target (charge target) is knocked prone if hit (in addition to damage).
- scaling bonus to-hits (up to +6)
- precision damage versus enemies in zone (scaling)
- self heal, usable 3 + WIS/day, which heals self 1d8 per 2 Partisan levels, + WIS modifier
- move action to use, but can use as swift action if at least 3 enemies in zone.
- fast healing (equal to 3 + partisan level)
- move action once per encounter(?), pull all enemies within 30 - 80 ft. (scaling) up to 2-5 squares (scaling) closer (regardless of reach).
zone
- stance, swift to activate, free to sustain
- creates 5-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
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. |