Talk:Partisan
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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
d10, same as fighter?
(Reese) I chose d12's because they're a regen-tank, so they need more HP's, and also because there's no other class with a d12 any more
- 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.
x times per round and only inside their zone? ie, they can move around without provoking as a swift, but only inside their zone?
- 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)
1d6 plus partisan level? this would allow us to add more d6 aka quarry pool if we decide its needed
- 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 10-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)
cannot move outside of zone without breaking stance?
- 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
miss chance? x times per day, miss chance = wisdom stat (not mod) plus partisan level?
- 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. |