Talk:Partisan

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Revision as of 18:47, 23 August 2017 by Reese (talk | contribs) (→‎durability)
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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?
(Reese) zone moves with them, so this gets harder to visualize. also, I want them to become slightly more mobile at higher levels.
    • 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?
(Reese) that's a good idea.  I may add that in, though I think I'd prefer increments of 5% so a d20 can be used, instead of d100 (which I hate)
    • 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.