Talk:Partisan

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Revision as of 18:46, 13 November 2020 by Tbolling (talk | contribs)
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partisan build: trip/reposition build, scythe, samaritan path, offensive build

Alternative Ideas

These ideas can be used in the event that playtesting identifies issues with the playability of the partisan.

Static Zone

  • Instead of Intractable Ground always moving with the partisan, the zone becomes something the partisan must "plant". This would mean it is no longer an aura, though I guess it could still be a stance?
  • Partisan could move around within the zone, but if they leave the zone, it resets to its base size (10 feet).
  • Any round in which the partisan does not leave the zone, it grows 5 feet.
  • When the zone grows, the partisan may also move it up to 5 feet in any direction.

Aggressive Healing

  • Instead of fast healing, and a separate self-heal, partisan could get a healing pool that builds each round, which they could use at any time. This would be dice-based instead of a flat number.
  • We could, if the class still feels too weak, cause any over-healing to create bonus hit points, akin to the barbarian's, which would stack with temp hit points (if any).

Less Bonus Damage

  • If the partisan's damage proves to be too high, we could tie their bonus damage to how hurt they are. The more hurt, the more damage they deal. (I'm not sure this really fits with the theme of the class, however.)


Observation:  Partisan write up states: Intractable Ground (Su, Stance) - Once activated, Intractable Ground creates a 10-foot radius aura around the partisan. This radius may be expanded at the end of any of the partisan's turn, if the partisan has moved no more than 5 feet during their turn (not including any forced movement).
 *how far out does the radius extend on a given turn?  
 *does it require the use of some type of action to extend the radius?
 *what is the maximum extent of the aura?


good feedback, clarified in page