Talk:Partisan: Difference between revisions

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* '''stickiness''' does '''not''' get free attacks against foes who ignore him.  Must achieve stickiness through slides and splitting damage w/allies
* '''stickiness''' --- does '''not''' get free attacks against foes who ignore him.  Must achieve stickiness through slides and splitting damage w/allies


== durability ==
== durability ==

Revision as of 23:25, 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.