Partisan: Difference between revisions

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[[Category:Character Classes]]
[[Category:Character Classes]]
[[Category:Partisan]]
[[Category:Partisan]]
[[Image:Partisan.jpg|300px|right|Sturdy and inescapable]]
[[Image:Partisan-1.png|300px|right|Sturdy and inescapable]]
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Partisans are driven by the strength of their convictions, and the need to proselytize those convictions to anyone willing to listen.  They are soldiers for a specific cause, and derive power from the constancy and obduracy of their faith in that belief.  However, their beliefs are not necessarily religions (though they can be).  They are often secular in nature, whether it be a vendetta against slavers, a vision of justice for the lower classes, or a need to discover the most delicious food in all the lands.   
Partisans are driven by the strength of their convictions, and the need to proselytize those convictions to anyone willing to listen.  They are soldiers for a specific cause, and derive power from the constancy and obduracy of their faith in that belief.  However, their beliefs are not necessarily religions (though they can be).  They are often secular in nature, whether it be a vendetta against slavers, a vision of justice for the lower classes, or a need to discover the most delicious food in all the lands.   
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=== Fanaticism (Ex) ===
=== Fanaticism (Ex) ===
If partisan is your favored class, you may activate your [[#Introspection_.28Ex.29|Introspection]] class feature by spending an action point, in addition to the one time per encounter Introspection can normally be activated.  This use of your action point is instead of gaining any bonus actions or re-rolls the action point would normally grantIf you somehow gain access to more than one action point in an encounter, you can use this class feature with each action point, if you wish.
If Partisan is your favored class, you can use the [[#Introspection_.28Ex.29|Introspection]] class feature one additional time per day, activating it with an [[attack action]]. (Normally, Introspection can only be activated once per encounter and requires a [[move action]] to activate.  This lets you use it a second time in an encounter, but only once per day.) ''Fanaticism'' cannot be used more than one time per day, even with the use of action points.


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Latest revision as of 20:39, 13 August 2023

Sturdy and inescapable

Partisans are driven by the strength of their convictions, and the need to proselytize those convictions to anyone willing to listen. They are soldiers for a specific cause, and derive power from the constancy and obduracy of their faith in that belief. However, their beliefs are not necessarily religions (though they can be). They are often secular in nature, whether it be a vendetta against slavers, a vision of justice for the lower classes, or a need to discover the most delicious food in all the lands.

Curiously, unlike paladins, partisans can change their ambitions with little impact to their effectiveness. The important thing is that they believe in something strongly enough for it to drive them towards making things better, or, at least, different. Partisans are agents of change, a force of stubborn enthusiasm to change the world to match their own beliefs.

Role:

In combat, partisans typically declare themselves to be the center of the battle and bringing that battle to themselves by force of will. They are remarkably durable, perhaps the equals of fighters in that regard, and often provide significant defenses for nearby allies. Partisans excel at breaking up defensive formations, and keeping enemies bogged down, split up, and unable to regroup.

Alignment: Any

Hit Die: d12

Starting Wealth: 250 gp

Recommended Ability Score Priority:
  • Wisdom: primary; used by most class features.
  • Constitution: secondary; used by some class features, and useful to improve durability.
  • Strength: tertiary; used for melee to-hit and damage.
  • Dexterity: quaternary (optional); useful if wearing only medium or light armor.
  • Intelligence: low priority.
  • Charisma: low priority.
Base To-Hit:
Partisans gain a class feature at 1st level (see Dogma, below) that allows them to add their WIS modifier to all of their to-hit rolls.
  • Melee To-Hit: Base Attack Bonus (BAB) + Strength Modifier + Wisdom Modifier
  • Ranged To-Hit: Base Attack Bonus (BAB) + Dexterity Modifier + Wisdom Modifier
Base Weapon Damage:
A partisan's base weapon damage numbers are usually calculated normally. If the partisan chooses the Zealot as their Calling, they gain the ability to add their Wisdom modifier to the damage of all of their melee attacks at Partisan level 1.
  • Melee Damage: Base Weapon Damage + Strength Modifier + (may add Wisdom Modifier only if Zealot Calling is chosen)
  • Thrown Weapon Damage: Base Weapon Damage + Strength Modifier
  • Projectile Weapon Damage: Base Weapon Damage + (may add Strength Modifier only if the weapon has the Mighty quality)
Base Armor Class:
A partisan's base armor class is 11, and their armor class is usually calculated normally. Partisans may never gain proficiency with a shield, however, so they will want to seek other ways to gain a shield bonus (such as a Ring of Protection).
  • Armor Class: 11 + Armor bonus + Adjusted Dexterity Modifier + Racial Size Modifier (if any)
Maneuver Defense:
A partisan's maneuver defense is calculated normally. Note, however, that partisans cannot equip a shield without losing access to a lot of their class features. As a result, while a partisan can enhance their maneuver defense with a shield (if they first spend a feat to become proficient with a shield), it is not recommended.
  • Maneuver Defense: 10 + ½ Character Level (round down) + Strength Modifier + Dexterity Modifier + Size Modifier
Skills:
Partisans get 6 + Int modifier skill ranks per Partisan class level.
Your bailiwick skill is always considered a Natural Talent skill, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
You automatically gain skill ranks in your linked skill equal to the number of ranks you place in your Bailiwick skill. Remember that you can never place more skill ranks into a skill than your character level. Your Linked skill, as a Knowledge skill, is always mapped to your Intelligence modifier unless you choose it as your Natural Talent skill.
  • Natural Talent:
You may choose one skill (in addition to your Bailiwick skill) to be a Natural Talent at 1st level, which means you can choose which of your ability modifiers are mapped to it. Furthermore, Natural Talent skills never suffer from an Armor Check Penalty, even if you map them to Strength or Dexterity.
All characters receive an additional natural talent skill at character (not class) levels 11, 21, and 31. Additional natural talents may also be gained through Self-Improvement. Because natural talents are gained at particular character levels, dual-classed and multi-classed characters receive the same number of natural talent skills (and at the same levels) as a single-classed character.
  • Suggested Skills:
The following skills may be somewhat more applicable or useful to this class than others. This list is by no means intended to limit which skills you choose for your character. Unless a particular skill has a note stating that it is important for this class, your character will likely function just fine without any of these skills. If you have a vision for how your character should be, follow that, instead. These are just suggestions.
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Favored Class: Partisan

If the Partisan class is your Favored Class, you gain the following benefits at level 1. This is in addition to those benefits and class features listed for the Courageous Partisan (Levels 1 - 5) class tier table, below.

Level Full Attack BAB Fort Ref Will Base AC Favored Class Feature
1st Atk 2nd Atk 3rd Atk 4th Atk
Fav   +0   -5   -10   -15   +2   +2   +0   11 Fanaticism

Fanaticism (Ex)

If Partisan is your favored class, you can use the Introspection class feature one additional time per day, activating it with an attack action. (Normally, Introspection can only be activated once per encounter and requires a move action to activate. This lets you use it a second time in an encounter, but only once per day.) Fanaticism cannot be used more than one time per day, even with the use of action points.

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Courageous Partisan (Levels 1 - 5)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
1st   +1 (+1)   -4 (+1)   -9 (+1)   -14 (+1)   +2   +2   +0   11 Dogma, Calling, Decree I, Intractable Ground, Introspection
2nd   +2 (+1)   -3 (+1)   -8 (+1)   -13 (+1)   +3 (+1)   +3 (+1)   +0   11 Forceful Attacks I
3rd   +3 (+1)   -2 (+1)   -7 (+1)   -12 (+1)   +3   +3   +1 (+1)   11 Contentious Opening I
4th   +4 (+1)   -1 (+1)   -6 (+1)   -11 (+1)   +4 (+1)   +4 (+1)   +1   11 Polemic I
5th   +5 (+1)   +0 (+1)   -5 (+1)   -10 (+1)   +4   +4   +1   11 Concordance

Weapon and Armor Proficiency

A partisan is proficient with the Light Mace, and all simple and martial two-handed weapons. A partisan is proficient with light armor, medium armor, and heavy armor, but no shields.

While they can spend feats to gain access to exotic two-handed weapons, partisans can never gain proficiency with any light weapons, one-handed weapons, or the great whip, aside from the Light Mace listed above. They may also never gain proficiency with any shields.

Many of the partisan's abilities grant the equivalent of inclusive reach, sometimes a great deal of it, without the actual need for a weapon with reach. Players are encouraged to choose a weapon that they find cool or fun (and preferably both). The class features will take care of the rest.

Dogma (Ex)

At 1st level, the partisan may add their Wisdom modifier to all to-hit rolls they make, whether melee, melee touch, ranged, or ranged touch.

Calling (Courageous Tier)

As soon as a character gains their first character level of the Partisan class, they must choose a calling that defines how their beliefs guide and define them, and how they use those beliefs to influence others. The partisan must choose one of the following four callings, and once chosen, it cannot be changed except through the re-selection process.

  • Dissident — The dissident calling is for those partisans who are eager to change the status quo, by steadfast and inexorable force. Dissidents are the toughest of the partisan callings, favoring a stronger defense over a more offensive approach.
  • Inquisitor — Inquisitors are confident and certain in the strength of their own convictions. Therefore, they spend their time worrying about the strength of others' convictions. In combat, Inquisitors are gifted at wearing down their opponents' defenses.
  • Samaritan — Samaritans believe their ideas and beliefs are best spread through goodwill and philanthropy (or, if they're not good-aligned, through leverage and the selective exploitation of their opponent's secrets). In combat, a Samaritan excels at protecting their allies.
  • Zealot — Zealots draw their strength directly from their beliefs, and eagerly proselytize those beliefs to those who can be encouraged to listen. In combat, zealots are powerful and dangerous, dealing more damage than other partisan callings.

Decree I (Ex)

At 1st level, the partisan receives one of the following class features, depending on which Calling they chose:

  • Dissident — The dissident partisan gains an amount of Damage Resistance versus all physical damage types (DR x/–) equal to their WIS modifier. This ability is always on, and requires no actions.
  • Inquisitor — The inquisitor partisan adds their WIS modifier to their Reflex saving throws. This ability is always on, and requires no actions.
  • Samaritan — The samaritan partisan adds their WIS modifier to the healing provided by their Introspection class feature (see below). This ability is always on, and requires no actions.
  • Zealot — The zealot partisan adds their WIS modifier to the damage of all melee attacks they make. This ability is always on, and requires no actions.

Intractable Ground (Su)

Beginning at 1st level, during combat, the partisan gains the ability to declare themselves the center of the battle by activating their Intractable Ground aura. Intractable Ground requires a swift action to activate, but is sustained each round as a free action. If the partisan is knocked Prone or subjected to any condition which reduces their available actions in a round, the ability is disrupted and ends until the Partisan can re-activate it (with another swift action). If the partisan attempts to re-activate the ability while still suffering the effects of an action-reducing status condition, the ability immediately ends again. The partisan may also end Intractable Ground at any time as a free action. The ability automatically ends when combat ends. While Intractable Ground behaves like a stance, it is not one; the partisan may enter a stance while using Intractable Ground.

Once activated, Intractable Ground creates a 10-foot radius aura around the partisan. This radius may be expanded by five feet up to once per round as a free action at the end of any of the partisan's turns, if the partisan has only used 5-foot steps, or otherwise not moved during their turn (not including any forced movement). The minimum radius of the aura is ten feet, and the maximum radius is sixty feet.

While Intractable Ground is active, the partisan is treated as having inclusive reach out to the edges of the aura's radius, as long as they are wielding a weapon with which they are proficient. This applies to all attacks the partisan makes, including attacks of opportunity.

Quite a few of the partisan's class features can only affect enemies or allies within the radius of this aura, so it is always in the partisan's best interests to maintain and expand the aura as much as possible in each encounter.

Introspection (Ex)

Beginning at 1st level, the partisan can expend a move action to heal themselves up to once per encounter. This ability can only be used during combat (i.e. while an initiative order is in effect). If there are three or more enemies in the radius of the partisan's Intractable Ground aura, Introspection can be used as either an attack action or a swift action (instead of a move action).

When used, Introspection heals the partisan a number of hit points equal to 1d8 + the partisan's CON modifier, plus an additional 1d8 per two partisan class levels (rounding down), to a maximum of 18d8 + CON at 34th level and above.

Partisans may only use Introspection on themselves; it can never be used to heal other creatures. Introspection can never be used more than once per encounter, even with the use of action points, unless you have the Fanaticism class feature (which comes from having Partisan as your favored class).

Forceful Attacks I (Ex)

Beginning at 2nd level, once per round, after the partisan attacks and successfully hits an enemy creature, they may slide that enemy up to 1 square after the damage from the attack is resolved. This is forced movement, and is completely optional; the partisan may elect not to slide an enemy, if they prefer.

Note that this ability can be used with any one attack that the partisan makes that successfully hits, whether it is an attack performed during their turn, or an attack of opportunity. It can be a ranged or melee attack or even a combat maneuver, and it can be against any enemy creature, even if that enemy creature is outside of the range of their Intractable Ground aura.

Contentious Opening I (Ex)

At 3rd level, the partisan gains the ability to move quickly into battle without disrupting their ability to expand the radius of their Intractable Ground aura. Once per encounter as an immediate action, the partisan can Walk up to their normal Walk speed. This does not count as movement for purposes of (potentially) increasing the radius of their Intractable Ground aura. The partisan may also use this ability during their own turn, if they prefer, by expending a swift action instead of an immediate action.

Contentious Opening can never be used more than once per encounter, even with the use of action points.

Polemic I (Ex)

At 4th level, the partisan gains a +2 martial bonus to their Armor Class and Maneuver Defense. This bonus stacks with the defensive bonuses provided by all other iterations of the Polemic class feature (to a maximum of +11 Armor Class and Maneuver Defense if the partisan possesses all seven iterations of the Polemic class feature), but not with other martial bonuses from any other source.

Concordance (Su)

Beginning at 5th level, the partisan may, as an immediate action, declare that they are splitting the damage dealt to one of their allies who is within the radius of their Intractable Ground aura. The ally (the original target) takes half of the damage from the attack (round up), and the partisan takes the other half (round down).

In addition, the partisan can reduce the damage inflicted on themselves (but not their ally) by a number of points equal to the partisan's class level, regardless of what kind of damage was actually dealt to the ally (even if it was primal damage).

If the partisan uses Concordance on an ally to split the damage of an attack that included both the ally and the partisan (such as an area of effect attack like a fireball), the partisan can reduce the damage by their Partisan class level twice — once for the ally, and once for themselves. It pays to keep your friends close.

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Intrepid Partisan (Levels 6 - 10)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
6th   +6 (+1)   +1 (+1)   -4 (+1)   -9 (+1)   +5 (+1)   +5 (+1)   +2 (+1)   11 Dogma, Calling, Intractable Ground, Introspection, Decree II
7th   +7 (+1)   +2 (+1)   -3 (+1)   -8 (+1)   +5   +5   +2   11 Forceful Attacks II, A Very Particular Set of Skills
8th   +8 (+1)   +3 (+1)   -2 (+1)   -7 (+1)   +6 (+1)   +6 (+1)   +2   11 Contentious Opening II
9th   +9 (+1)   +4 (+1)   -1 (+1)   -6 (+1)   +6   +6   +3 (+1)   11 Polemic II
10th   +10 (+1)   +5 (+1)   +0 (+1)   -5 (+1)   +7 (+1)   +7 (+1)   +3   11 Rebuttal I

Weapon and Armor Proficiency

A partisan is proficient with the Light Mace, and all simple and martial two-handed weapons. A partisan is proficient with light armor, medium armor, and heavy armor, but no shields.

While they can spend feats to gain access to exotic two-handed weapons, partisans can never gain proficiency with any light weapons, one-handed weapons, or the great whip, aside from the Light Mace listed above. They may also never gain proficiency with any shields.

Many of the partisan's abilities grant the equivalent of inclusive reach, sometimes a great deal of it, without the actual need for a weapon with reach. Players are encouraged to choose a weapon that they find cool or fun (and preferably both). The class features will take care of the rest.

Dogma (Intrepid Tier)

If you do not already have the Dogma class feature, you gain it at 6th level. See Dogma for details on how this works.

Calling (Intrepid Tier)

If you do not already have the Calling class feature, you gain it at 6th level. See Calling for details on how this works.

If you do already have a Calling, you must continue to use the same Calling going forward. You may not change Callings just because you reached a new experience tier of Partisan. Callings can only be changed via the re-selection process.

Intractable Ground (Intrepid Tier)

If you do not already have the Intractable Ground class feature, you gain it at 6th level. See Intractable Ground for details on how this works.

Introspection (Intrepid Tier)

If you do not already have the Introspection class feature, you gain it at 6th level. See Introspection for details on how this works.

Decree II (Su)

At 6th level, the partisan receives one of the following class features, depending on which Calling they chose:

  • Dissident — As a swift action, the dissident partisan can grant themselves an amount of Energy Resistance versus all common energy types (ER x/Common (Acid,  Cold,  Fire,  Lightning,  Sonic)) equal to their Partisan class level until the start of their next turn.
  • Inquisitor — As a swift action, the inquisitor partisan can perform a Diplomacy check versus the Maneuver Defense of an enemy within the radius of their Intractable Ground aura. If successful, the enemy suffers a -2 penalty to all saving throws they make until the start of the partisan's next turn. This penalty increases by an additional -1 if the partisan has at least four tiers of the Partisan class (i.e. a -3 penalty if the inquisitor has at least 16 class levels of Partisan), and by an additional -1 if they have at least 6 tiers of the Partisan class (i.e. a -4 penalty if the character has at least 26 class levels of the Partisan). This is not considered a condition to which roles, such as Heavies and Tanks are partially or fully immune; it affects monsters with roles normally. (Of course, they might have partial or total immunity to things they are forced to save against, but they'll take a penalty on the save.) As a result, it stacks with any condition the target might already have, and therefore this penalty cannot be used to trigger synergies.
  • Samaritan — As a swift action, the samaritan partisan can select one allied creature within the radius of their Intractable Ground aura, and perform a Heal check versus a Challenging DC based on that ally's level. If successful, the partisan can reduce one status condition that is afflicting that ally by one step. That is, a strong condition becomes the moderate condition from the same array; a moderate condition becomes weak; and a weak condition is immediately removed.
  • Zealot — As a swift action, the zealot partisan may make a melee to-hit roll against a creature they can perceive, and to which they have line of sight and line of effect. The creature can be up to 30 feet (6 squares) away from the partisan, despite the fact that this is a melee attack. The partisan's weapon does not require a range or reach to make this attack; instead, the partisan projects their will through the weapon to attack the distant target. If the attack hits, the target suffers an amount of damage equal to the zealot's Partisan class level, and they may slide the target up to 10 feet (2 squares), plus 5 feet (1 square) per experience tier of the Partisan class they possess, to a maximum of 45 feet (9 squares) if they possess all seven tiers of the Partisan class (i.e. at least 31 class levels of Partisan).

Forceful Attacks II (Ex)

If you do not already have the Forceful Attacks I class feature, you gain it at 7th level. See Forceful Attacks I for details on how this works.

If you already have the Forceful Attacks I class features from a previous tier of the Partisan class, it improves at 7th level, instead. The partisan may choose exactly how it improves from one of the following two options:

  • The distance the partisan can slide an enemy they have successfully struck is increased by +1 square, - OR -
  • Forceful Attacks can be used one additional time per round, though it can still only be applied to an enemy that has been successfully hit with an attack.

Once the partisan chooses one of the above options, it cannot be changed, except through the re-selection process.

Note that Forceful Attacks can be used with any one attack that the partisan makes that successfully hits, whether it is an attack performed during their turn, or an attack of opportunity. It can be a ranged or melee attack or even a combat maneuver, and it can be against any enemy creature, even if that enemy creature is outside of the range of their Intractable Ground aura.

A Very Particular Set of Skills (Ex)

Beginning at 7th level, the partisan may select feats as though they were a fighter of the same number of class levels as their partisan class levels. They must still meet all other prerequisites of any feats they select.

In addition, the partisan gains one bonus feat.

Contentious Opening II (Ex)

If you do not already have the Contentious Opening I class feature, you gain it at 8th level. See Contentious Opening I for details on how this works.

If you already have the Contentious Opening I class feature from a previous tier of the Partisan class, it improves at 8th level, instead. The partisan may now use Contentious Opening even if they have not yet acted in an encounter, as long as at least one of their allies has already acted. If they use this ability before they would normally be able to act in the encounter, they remain flat-footed after using this ability, until their first turn occurs.

Contentious Opening can never be used more than once per encounter, even with the use of action points.

Polemic II (Ex)

At 9th level, the partisan gains a +1 martial bonus to their Armor Class and Maneuver Defense. This bonus stacks with the defensive bonuses provided by all other iterations of the Polemic class feature (to a maximum of +11 Armor Class and Maneuver Defense if the partisan possesses all seven iterations of the Polemic class feature), but not with other martial bonuses from any other source.

Rebuttal I (Ex)

At 10th level, as a move action, the partisan can activate Rebuttal on themselves. The next attack that deals damage to the partisan has its damage reduced by half before it is applied to the partisan's other defenses (such as DR or ER, if any). Any secondary effects caused by the attack, such as status conditions, are still resolved as normal; only the damage aspect of the attack is halved. This attack must occur before the start of the partisan's next turn, or the activation of the Rebuttal ability is wasted.

Rebuttal may only be activated a maximum of once per round, even with the use of action points.

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Heroic Partisan (Levels 11 - 15)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
11th   +11 (+1)   +6 (+1)   +1 (+1)   -4 (+1)   +7   +7   +3   11 Dogma, Calling, Intractable Ground, Introspection, Crushing Snub
12th   +12 (+1)   +7 (+1)   +2 (+1)   -3 (+1)   +8 (+1)   +8 (+1)   +4 (+1)   11 Forceful Attacks III
13th   +13 (+1)   +8 (+1)   +3 (+1)   -2 (+1)   +8   +8   +4   11 Contentious Opening III
14th   +14 (+1)   +9 (+1)   +4 (+1)   -1 (+1)   +9 (+1)   +9 (+1)   +4   11 Polemic III
15th   +15 (+1)   +10 (+1)   +5 (+1)   +0 (+1)   +9   +9   +5 (+1)   11 Thwart I

Weapon and Armor Proficiency

A partisan is proficient with the Light Mace, and all simple and martial two-handed weapons. A partisan is proficient with light armor, medium armor, and heavy armor, but no shields.

While they can spend feats to gain access to exotic two-handed weapons, partisans can never gain proficiency with any light weapons, one-handed weapons, or the great whip, aside from the Light Mace listed above. They may also never gain proficiency with any shields.

Many of the partisan's abilities grant the equivalent of inclusive reach, sometimes a great deal of it, without the actual need for a weapon with reach. Players are encouraged to choose a weapon that they find cool or fun (and preferably both). The class features will take care of the rest.

Dogma (Heroic Tier)

If you do not already have the Dogma class feature, you gain it at 11th level. See Dogma for details on how this works.

Calling (Heroic Tier)

If you do not already have the Calling class feature, you gain it at 11th level. See Calling for details on how this works.

If you do already have a Calling, you must continue to use the same Calling going forward. You may not change Callings just because you reached a new experience tier of Partisan. Callings can only be changed via the re-selection process.

Intractable Ground (Heroic Tier)

If you do not already have the Intractable Ground class feature, you gain it at 11th level. See Intractable Ground for details on how this works.

Introspection (Heroic Tier)

If you do not already have the Introspection class feature, you gain it at 11th level. See Introspection for details on how this works.

Crushing Snub (Ex)

At 11th level, if an enemy within the radius of the partisan's Intractable Ground aura has the Prone condition, the partisan may expend a swift action to make a Might check against that enemy. If the check equals or exceeds the target's Maneuver Defense, the target becomes Splayed, instead.

Forceful Attacks III (Ex)

If you do not already have the Forceful Attacks I class feature, you gain it at 12th level. See Forceful Attacks I for details on how this works.

If you already have the Forceful Attacks I class feature from a previous tier of the Partisan class, it improves at 12th level, instead. The partisan may choose exactly how it improves from one of the following two options:

  • The distance the partisan can slide an enemy they have successfully struck is increased by +1 square, - OR -
  • Forceful Attacks can be used one additional time per round, though it can still only be applied to an enemy that has been successfully hit with an attack.

Once the partisan chooses one of the above options, it cannot be changed, except through the re-selection process.

Note that Forceful Attacks can be used with any one attack that the partisan makes that successfully hits, whether it is an attack performed during their turn, or an attack of opportunity. It can be a ranged or melee attack or even a combat maneuver, and it can be against any enemy creature, even if that enemy creature is outside of the range of their Intractable Ground aura.

Contentious Opening III (Ex)

If you do not already have the Contentious Opening I class feature, you gain it at 13th level. See Contentious Opening I for details on how this works.

If you already have the Contentious Opening I class feature, but you do not have the Contentious Opening II class feature, you gain that at 13th level, instead. See Contentious Opening II for details on how this works.

If you already have both the Contentious Opening I and Contentious Opening II class features from previous tiers of the Partisan class, they improve at 13th level, instead. If you use Contentious Opening in the first round of a combat before you could normally act, you are not considered flat-footed afterwards, even though you have not yet had your first turn this encounter.

Contentious Opening can never be used more than once per encounter, even with the use of action points.

Polemic III (Ex)

At 14th level, the partisan gains a +2 martial bonus to their Armor Class and Maneuver Defense. This bonus stacks with the defensive bonuses provided by all other iterations of the Polemic class feature (to a maximum of +11 Armor Class and Maneuver Defense if the partisan possesses all seven iterations of the Polemic class feature), but not with other martial bonuses from any other source.

Thwart I (Su)

At 15th level, the partisan can expend a move action to activate Thwart. If they do so, the partisan chooses one enemy within the radius of their Intractable Ground aura. If the selected enemy attempts to leave the radius of the partisan's Intractable Ground aura before the start of the partisan's next turn, even as a result of forced movement, that enemy falls Prone. There is no saving throw against this effect.

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Undaunted Partisan (Levels 16 - 20)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
16th   +16 (+1)   +11 (+1)   +6 (+1)   +1 (+1)   +10 (+1)   +10 (+1)   +5   11 Dogma, Calling, Intractable Ground, Introspection, Decree III
17th   +17 (+1)   +12 (+1)   +7 (+1)   +2 (+1)   +10   +10   +5   11 Forceful Attacks IV, Bouying Praise
18th   +18 (+1)   +13 (+1)   +8 (+1)   +3 (+1)   +11 (+1)   +11 (+1)   +6 (+1)   11 Contentious Opening IV
19th   +19 (+1)   +14 (+1)   +9 (+1)   +4 (+1)   +11   +11   +6   11 Polemic IV
20th   +20 (+1)   +15 (+1)   +10 (+1)   +5 (+1)   +12 (+1)   +12 (+1)   +6   11 Rebuttal II

Weapon and Armor Proficiency

A partisan is proficient with the Light Mace, and all simple and martial two-handed weapons. A partisan is proficient with light armor, medium armor, and heavy armor, but no shields.

While they can spend feats to gain access to exotic two-handed weapons, partisans can never gain proficiency with any light weapons, one-handed weapons, or the great whip, aside from the Light Mace listed above. They may also never gain proficiency with any shields.

Many of the partisan's abilities grant the equivalent of inclusive reach, sometimes a great deal of it, without the actual need for a weapon with reach. Players are encouraged to choose a weapon that they find cool or fun (and preferably both). The class features will take care of the rest.

Dogma (Undaunted Tier)

If you do not already have the Dogma class feature, you gain it at 16th level. See Dogma for details on how this works.

Calling (Undaunted Tier)

If you do not already have the Calling class feature, you gain it at 16th level. See Calling for details on how this works.

If you do already have a Calling, you must continue to use the same Calling going forward. You may not change Callings just because you reached a new experience tier of Partisan. Callings can only be changed via the re-selection process.

Intractable Ground (Undaunted Tier)

If you do not already have the Intractable Ground class feature, you gain it at 16th level. See Intractable Ground for details on how this works.

Introspection (Undaunted Tier)

If you do not already have the Introspection class feature, you gain it at 16th level. See Introspection for details on how this works.

Decree III (Su)

At 16th level, the partisan receives one of the following class features, depending on which Calling they chose:

  • Dissident — Chooses one common energy damage type (common (Acid,  Cold,  Fire,  Lightning,  Sonic)). The dissident partisan is now immune to this type of damage. Once selected, the energy type cannot be changed, except through the re-selection process. This ability is always on, and requires no actions.
  • Inquisitor — Up to once per round, the inquisitor partisan may roll 2d20 for a single to-hit roll or combat maneuver check, and choose the best result.
  • Samaritan — Up to once per round, the samaritan partisan may roll 2d20 for a saving throw, and choose the best result.
  • Zealot — At the start of each of the zealot partisan's turns as a free action, each enemy within the radius of their Intractible Ground aura suffers an amount of Soul (energy, rare) damage equal to their the zealot's partisan class level. There is no saving throw against this effect, though an appropriate type of Energy Resistance (such as ER/Rare or ER/Soul) will allow affected enemies to mitigate the damage, if they possess such a thing.

Forceful Attacks IV (Ex)

If you do not already have the Forceful Attacks I class feature, you gain it at 17th level. See Forceful Attacks I for details on how this works.

If you already have the Forceful Attacks I class feature from a previous tier of the Partisan class, it improves at 17th level, instead. The partisan may choose exactly how it improves from one of the following two options:

  • The distance the partisan can slide an enemy they have successfully struck is increased by +1 square, - OR -
  • Forceful Attacks can be used one additional time per round, though it can still only be applied to an enemy that has been successfully hit with an attack.

Once the partisan chooses one of the above options, it cannot be changed, except through the re-selection process.

Note that Forceful Attacks can be used with any one attack that the partisan makes that successfully hits, whether it is an attack performed during their turn, or an attack of opportunity. It can be a ranged or melee attack or even a combat maneuver, and it can be against any enemy creature, even if that enemy creature is outside of the range of their Intractable Ground aura.

Bouying Praise (Ex)

Beginning at 17th level, if an ally within the radius of the partisan's Intractable Ground aura is suffering from one of Quelled, Prone, or Splayed, the partisan can expend a swift action to reduce this status condition by 1 step, from Splayed to Prone, or from Prone to Quelled. If the ally is only Quelled, this ability removes the status condition entirely. Using this class feature does not provoke attacks of opportunity on either the partisan or the ally they are assisting.

The partisan may target themselves with this ability, if they wish.

Contentious Opening IV (Ex)

If you do not already have the Contentious Opening I class feature, you gain it at 18th level. See Contentious Opening I for details on how this works.

If you already have the Contentious Opening I class feature, but you do not have the Contentious Opening II class feature, you gain that at 18th level, instead. See Contentious Opening II for details on how this works.

If you already have both the Contentious Opening I and Contentious Opening II class features, but you do not have the Contentious Opening III class feature, you gain that at 18th level, instead. See Contentious Opening III for details on how this works.

If you already have the Contentious Opening I, Contentious Opening II, and Contentious Opening III class features from previous tiers of the Partisan class, they improve at 18th level, instead. Once per encounter as an immediate action, the partisan can perform a Charge (following all of the normal rules for a charge). This does not count as movement for purposes of (potentially) increasing the radius of their Intractable Ground aura. The partisan may also use this ability during their own turn, if they prefer, by expending a swift action instead of an immediate action. The partisan may still elect to simply walk their normal Walk speed, instead of charging, if they prefer.

Contentious Opening can never be used more than once per encounter, even with the use of action points.

Polemic IV (Ex)

At 19th level, the partisan gains a +1 martial bonus to their Armor Class and Maneuver Defense. This bonus stacks with the defensive bonuses provided by all other iterations of the Polemic class feature (to a maximum of +11 Armor Class and Maneuver Defense if the partisan possesses all seven iterations of the Polemic class feature), but not with other martial bonuses from any other source.

Rebuttal II (Ex)

If you do not already have the Rebuttal I class feature, you gain it at 20th level. See Rebuttal I for details on how this works.

If you do already have the Rebuttal I class feature from a previous tier of the Partisan class, it improves at 20th level, instead. The partisan may now activate Rebuttal as either an attack action or a swift action (instead of a move action). Rebuttal may still only be used a maximum of once per round, even with the use of action points.

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Valorous Partisan (Levels 21 - 25)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
21st   +21 (+1)   +16 (+1)   +11 (+1)   +6 (+1)   +13 (+1)   +13 (+1)   +7 (+1)   11 Dogma, Calling, Intractable Ground, Introspection, Dismissive Rebuttal I
22nd   +21   +16   +11   +6   +13   +13   +7   11 Forceful Attacks V
23rd   +22 (+1)   +17 (+1)   +12 (+1)   +7 (+1)   +14 (+1)   +14 (+1)   +8 (+1)   11 Contentious Opening V
24th   +22   +17   +12   +7   +14   +14   +8   11 Polemic V
25th   +23 (+1)   +18 (+1)   +13 (+1)   +8 (+1)   +15 (+1)   +15 (+1)   +9 (+1)   11 Thwart II

Weapon and Armor Proficiency

A partisan is proficient with the Light Mace, and all simple and martial two-handed weapons. A partisan is proficient with light armor, medium armor, and heavy armor, but no shields.

While they can spend feats to gain access to exotic two-handed weapons, partisans can never gain proficiency with any light weapons, one-handed weapons, or the great whip, aside from the Light Mace listed above. They may also never gain proficiency with any shields.

Many of the partisan's abilities grant the equivalent of inclusive reach, sometimes a great deal of it, without the actual need for a weapon with reach. Players are encouraged to choose a weapon that they find cool or fun (and preferably both). The class features will take care of the rest.

Dogma (Valorous Tier)

If you do not already have the Dogma class feature, you gain it at 21st level. See Dogma for details on how this works.

Calling (Valorous Tier)

If you do not already have the Calling class feature, you gain it at 21st level. See Calling for details on how this works.

If you do already have a Calling, you must continue to use the same Calling going forward. You may not change Callings just because you reached a new experience tier of Partisan. Callings can only be changed via the re-selection process.

Intractable Ground (Valorous Tier)

If you do not already have the Intractable Ground class feature, you gain it at 21st level. See Intractable Ground for details on how this works.

Introspection (Valorous Tier)

If you do not already have the Introspection class feature, you gain it at 21st level. See Introspection for details on how this works.

Dismissive Rebuttal I (Su)

At 21st level, as a move action, the partisan can activate Dismissive Rebuttal upon themselves. The next attack that deals damage to the partisan has its damage completely negated, as long as it occurs before the start of the partisan's next turn. Any secondary effects caused by the attack, such as status conditions, are still resolved as normal; only the damage aspect of the attack is negated.

Dismissive Rebuttal may be activated in the same round as Rebuttal, if the partisan possess that class feature as well. If so, the partisan must decide which of the two abilities will activate first, and which second. Each ability is then applied to the first and second attacks that damage the partisan before the start of their next turn, respectively.

Dismissive Rebuttal may only be activated a maximum of once per encounter, even with the use of action points.

Forceful Attacks V (Ex)

If you do not already have the Forceful Attacks I class feature, you gain it at 22nd level. See Forceful Attacks I for details on how this works.

If you already have the Forceful Attacks I class features from a previous tier of the Partisan class, it improves at 22nd level, instead. The partisan may choose exactly how it improves from one of the following two options:

  • The distance the partisan can slide an enemy they have successfully struck is increased by +1 square, - OR -
  • Forceful Attacks can be used one additional time per round, though it can still only be applied to an enemy that has been successfully hit with an attack.

Once the partisan chooses one of the above options, it cannot be changed, except through the re-selection process.

Note that Forceful Attacks can be used with any one attack that the partisan makes that successfully hits, whether it is an attack performed during their turn, or an attack of opportunity. It can be a ranged or melee attack or even a combat maneuver, and it can be against any enemy creature, even if that enemy creature is outside of the range of their Intractable Ground aura.

Contentious Opening V (Ex)

If you do not already have the Contentious Opening I class feature, you gain it at 23rd level. See Contentious Opening I for details on how this works.

If you already have the Contentious Opening I class feature, but you do not have the Contentious Opening II class feature, you gain that at 23rd level, instead. See Contentious Opening II for details on how this works.

If you already have both the Contentious Opening I and Contentious Opening II class features, but you do not have the Contentious Opening III class feature, you gain that at 23rd level, instead. See Contentious Opening III for details on how this works.

If you already have Contentious Opening I through Contentious Opening III, but you do not have the Contentious Opening IV class feature, you gain that at 23rd level, instead. See Contentious Opening IV for details on how this works.

If you already have Contentious Opening I through Contentious Opening IV from previous tiers of the Partisan class, they improve at 23rd level, instead. If you use Contentious Opening to perform a charge attack, you may make a melee attack against all enemies adjacent to you when you reach the target of your charge, in addition to the attack against that target. You must roll to hit separately for each adjacent enemy. You must declare which enemy is the primary target of your charge, and you must still follow all of the normal rules for a charge.

Contentious Opening can never be used more than once per encounter, even with the use of action points.

Polemic V (Ex)

At 24th level, the partisan gains a +2 martial bonus to their Armor Class and Maneuver Defense. This bonus stacks with the defensive bonuses provided by all other iterations of the Polemic class feature (to a maximum of +11 Armor Class and Maneuver Defense if the partisan possesses all seven iterations of the Polemic class feature), but not with other martial bonuses from any other source.

Thwart II (Su)

If you do not already have the Thwart I class feature, you gain it at 25th level. See Thwart I for details on how this works.

If you do already have the Thwart I class feature from a previous tier of the Partisan class, it improves at 25th level, instead. The partisan may now activate Thwart as either an attack action or a swift action (instead of a move action).

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Mythic Partisan (Levels 26 - 30)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
26th   +23   +18   +13   +8   +15   +15   +9   11 Dogma, Calling, Intractable Ground, Introspection, Decree IV
27th   +24 (+1)   +19 (+1)   +14 (+1)   +9 (+1)   +16 (+1)   +16 (+1)   +10 (+1)   11 Forceful Attacks VI
28th   +24   +19   +14   +9   +16   +16   +10   11 Contentious Opening VI
29th   +25 (+1)   +20 (+1)   +15 (+1)   +10 (+1)   +17 (+1)   +17 (+1)   +11 (+1)   11 Polemic VI
30th   +25   +20   +15   +10   +17   +17   +11   11 Dramatic Appeal I

Weapon and Armor Proficiency

A partisan is proficient with the Light Mace, and all simple and martial two-handed weapons. A partisan is proficient with light armor, medium armor, and heavy armor, but no shields.

While they can spend feats to gain access to exotic two-handed weapons, partisans can never gain proficiency with any light weapons, one-handed weapons, or the great whip, aside from the Light Mace listed above. They may also never gain proficiency with any shields.

Many of the partisan's abilities grant the equivalent of inclusive reach, sometimes a great deal of it, without the actual need for a weapon with reach. Players are encouraged to choose a weapon that they find cool or fun (and preferably both). The class features will take care of the rest.

Dogma (Mythic Tier)

If you do not already have the Dogma class feature, you gain it at 26th level. See Dogma for details on how this works.

Calling (Mythic Tier)

If you do not already have the Calling class feature, you gain it at 26th level. See Calling for details on how this works.

If you do already have a Calling, you must continue to use the same Calling going forward. You may not change Callings just because you reached a new experience tier of Partisan. Callings can only be changed via the re-selection process.

Intractable Ground (Mythic Tier)

If you do not already have the Intractable Ground class feature, you gain it at 26th level. See Intractable Ground for details on how this works.

Introspection (Mythic Tier)

If you do not already have the Introspection class feature, you gain it at 26th level. See Introspection for details on how this works.

Decree IV (Su)

At 26th level, the partisan receives one of the following class features, depending on which Calling they chose:

  • Dissident — As an attack action or as a swift action, the dissident can grant all allies within the radius of their Intractable Ground aura (not including themselves) an amount of Energy Resistance (ER) and Damage Resistance (DR) versus all damage types (except Primal) equal to the partisan's wisdom modifier. This effect persists on each affected ally until the start of the dissident partisan's next turn, even if an ally leaves the radius of the Intractable Ground aura before then.
  • Inquisitor — Up to once per round as an attack action or as a swift action, the inquisitor partisan may select one enemy creature within the radius of their Intractable Ground aura who is afflicted with a weak or moderate status condition, and cause the severity of that condition to increase by one step. That is, a weak condition becomes the moderate condition in the same status array, while a moderate condition becomes the strong condition in the same status array. This class feature has no effect on creatures already suffering from a strong status condition. A creature affected by this ability may still remove the condition as though it were the weaker version of the condition, however. There is no saving throw against this effect.
  • Samaritan — Up to once per round, when the samaritan partisan hits an enemy creature with a melee attack, in addition to dealing their normal melee damage to that creature, they also heal a single ally who is within the radius of their Intractable Ground aura. The amount of healing provided is equal to the partisan's class level + their Wisdom modifier. This is instantaneous healing.
  • Zealot — The zealot partisan may expend a swift action to increase the inclusive reach of their weapon by 5 feet until the start of their next turn. Note that this ability does not increase the radius of their Intractable Ground aura; it just allows them to threaten and attack creatures further away.

Forceful Attacks VI (Ex)

If you do not already have the Forceful Attacks I class feature, you gain it at 27th level. See Forceful Attacks I for details on how this works.

If you already have the Forceful Attacks I class features from a previous tier of the Partisan class, it improves at 27th level, instead. The partisan may choose exactly how it improves from one of the following two options:

  • The distance the partisan can slide an enemy they have successfully struck is increased by +1 square, - OR -
  • Forceful Attacks can be used one additional time per round, though it can still only be applied to an enemy that has been successfully hit with an attack.

Once the partisan chooses one of the above options, it cannot be changed, except through the re-selection process.

Note that Forceful Attacks can be used with any one attack that the partisan makes that successfully hits, whether it is an attack performed during their turn, or an attack of opportunity. It can be a ranged or melee attack or even a combat maneuver, and it can be against any enemy creature, even if that enemy creature is outside of the range of their Intractable Ground aura.

Contentious Opening VI (Ex)

If you do not already have the Contentious Opening I class feature, you gain it at 28th level. See Contentious Opening I for details on how this works.

If you already have the Contentious Opening I class feature, but you do not have the Contentious Opening II class feature, you gain that at 28th level, instead. See Contentious Opening II for details on how this works.

If you already have both the Contentious Opening I and Contentious Opening II class features, but you do not have the Contentious Opening III class feature, you gain that at 28th level, instead. See Contentious Opening III for details on how this works.

If you already have Contentious Opening I through Contentious Opening III, but you do not have the Contentious Opening IV class feature, you gain that at 28th level, instead. See Contentious Opening IV for details on how this works.

If you already have Contentious Opening I through Contentious Opening IV, but you do not have the Contentious Opening V class feature, you gain that at 28th level, instead. See Contentious Opening V for details on how this works.

If you already have Contentious Opening I through Contentious Opening V from previous tiers of the Partisan class, they improve at 28th level, instead. If you use Contentious Opening to perform a charge attack, and you successfully hit the primary target of your charge, in addition to dealing normal damage, that target is also knocked Prone. You must still follow all of the normal rules for a charge.

Contentious Opening can never be used more than once per encounter, even with the use of action points.

Polemic VI (Ex)

At 29th level, the partisan gains a +1 martial bonus to their Armor Class and Maneuver Defense. This bonus stacks with the defensive bonuses provided by all other iterations of the Polemic class feature (to a maximum of +11 Armor Class and Maneuver Defense if the partisan possesses all seven iterations of the Polemic class feature), but not with other martial bonuses from any other source.

Dramatic Appeal I (Su)

At 30th level, once per encounter, the partisan can expend a standard action to make a Might check against each enemy they can perceive, rolling separately for each enemy creature they wish to target. If the check equals or exceeds that enemy's Maneuver Defense, the partisan may Pull that enemy up to 10 squares as forced movement.

Dramatic Appeal can never be used more than once per encounter, even with the use of action points.

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Legendary Partisan (Levels 31 - 35)

Level Full Attack BAB Saving Throws Base AC Class Features
1st Atk 2nd Atk 3rd Atk 4th Atk Fort Refl Will
31st   +26 (+1)   +21 (+1)   +16 (+1)   +11 (+1)   +18 (+1)   +18 (+1)   +12 (+1)   11 Dogma, Calling, Intractable Ground, Introspection, Dismissive Rebuttal II
32nd   +26   +21   +16   +11   +18   +18   +12   11 Forceful Attacks VII
33rd   +27 (+1)   +22 (+1)   +17 (+1)   +12 (+1)   +19 (+1)   +19 (+1)   +13 (+1)   11 Contentious Opening VII
34th   +27   +22   +17   +12   +19   +19   +13   11 Polemic VII
35th   +28 (+1)   +23 (+1)   +18 (+1)   +13 (+1)   +20 (+1)   +20 (+1)   +14 (+1)   11 Dramatic Appeal II

Weapon and Armor Proficiency

A partisan is proficient with the Light Mace, and all simple and martial two-handed weapons. A partisan is proficient with light armor, medium armor, and heavy armor, but no shields.

While they can spend feats to gain access to exotic two-handed weapons, partisans can never gain proficiency with any light weapons, one-handed weapons, or the great whip, aside from the Light Mace listed above. They may also never gain proficiency with any shields.

Many of the partisan's abilities grant the equivalent of inclusive reach, sometimes a great deal of it, without the actual need for a weapon with reach. Players are encouraged to choose a weapon that they find cool or fun (and preferably both). The class features will take care of the rest.

Dogma (Legendary Tier)

If you do not already have the Dogma class feature, you gain it at 31st level. See Dogma for details on how this works.

Calling (Legendary Tier)

If you do not already have the Calling class feature, you gain it at 31st level. See Calling for details on how this works.

If you do already have a Calling, you must continue to use the same Calling going forward. You may not change Callings just because you reached a new experience tier of Partisan. Callings can only be changed via the re-selection process.

Intractable Ground (Legendary Tier)

If you do not already have the Intractable Ground class feature, you gain it at 31st level. See Intractable Ground for details on how this works.

Introspection (Legendary Tier)

If you do not already have the Introspection class feature, you gain it at 31st level. See Introspection for details on how this works.

Dismissive Rebuttal II (Su)

If you do not already have the Dismissive Rebuttal I class feature, you gain it at 31st level. See Dismissive Rebuttal I for details on how this works.

If you do already have the Dismissive Rebuttal I class feature from a previous tier of the Partisan class, it improves at 31st level, instead. The partisan may now activate Dismissive Rebuttal as either an attack action or a swift action (instead of a move action). Dismissive Rebuttal may still only be used a maximum of once per encounter, even with the use of action points.

Forceful Attacks VII (Ex)

If you do not already have the Forceful Attacks I class feature, you gain it at 32nd level. See Forceful Attacks I for details on how this works.

If you already have the Forceful Attacks I class features from a previous tier of the Partisan class, it improves at 32nd level, instead. The partisan may choose exactly how it improves from one of the following two options:

  • The distance the partisan can slide an enemy they have successfully struck is increased by +1 square, - OR -
  • Forceful Attacks can be used one additional time per round, though it can still only be applied to an enemy that has been successfully hit with an attack.

Once the partisan chooses one of the above options, it cannot be changed, except through the re-selection process.

Note that Forceful Attacks can be used with any one attack that the partisan makes that successfully hits, whether it is an attack performed during their turn, or an attack of opportunity. It can be a ranged or melee attack or even a combat maneuver, and it can be against any enemy creature, even if that enemy creature is outside of the range of their Intractable Ground aura.

Contentious Opening VII (Ex)

If you do not already have the Contentious Opening I class feature, you gain it at 33rd level. See Contentious Opening I for details on how this works.

If you already have the Contentious Opening I class feature, but you do not have the Contentious Opening II class feature, you gain that at 33rd level, instead. See Contentious Opening II for details on how this works.

If you already have both the Contentious Opening I and Contentious Opening II class features, but you do not have the Contentious Opening III class feature, you gain that at 33rd level, instead. See Contentious Opening III for details on how this works.

If you already have Contentious Opening I through Contentious Opening III, but you do not have the Contentious Opening IV class feature, you gain that at 33rd level, instead. See Contentious Opening IV for details on how this works.

If you already have Contentious Opening I through Contentious Opening IV, but you do not have the Contentious Opening V class feature, you gain that at 33rd level, instead. See Contentious Opening V for details on how this works.

If you already have Contentious Opening I through Contentious Opening V, but you do not have the Contentious Opening VI class feature, you gain that at 33rd level, instead. See Contentious Opening V for details on how this works.

If you already have Contentious Opening I through Contentious Opening VI from previous tiers of the Partisan class, they improve at 33rd level, instead. If you use Contentious Opening to perform a charge attack, you may make a melee attack against all enemies within 10 feet of the target of your charge, in addition to the attack against that target. You must roll to hit separately for each enemy in the affected area. You must declare which enemy is the primary target of your charge, and you must still follow all of the normal rules for a charge.

Contentious Opening can never be used more than once per encounter, even with the use of action points.

Polemic VII (Ex)

At 34th level, the partisan gains a +2 martial bonus to their Armor Class and Maneuver Defense. This bonus stacks with the defensive bonuses provided by all other iterations of the Polemic class feature (to a maximum of +11 Armor Class and Maneuver Defense if the partisan possesses all seven iterations of the Polemic class feature), but not with other martial bonuses from any other source.

Dramatic Appeal II (Su)

If you do not already have the Dramatic Appeal I class feature, you gain it at 35th level. See Dramatic Appeal I for details on how this works.

If you do already have the Dramatic Appeal I class feature from a previous tier of the Partisan class, it improves at 35th level, instead. The partisan may now activate Dramatic Appeal as either an attack action or a swift action (instead of a standard action). Dramatic Appeal may still only be used a maximum of once per encounter, even with the use of action points.

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Apotheotic Partisan (Levels 36+)

Level Class Features
36+ Apotheosis!

Apotheosis!

Upon reaching level 36, and at every level above that, the character begins to gather their mantle of divinity around themselves. This can take many forms, but it is the first step to the ascension to godhood.

Reaching apotheosis is usually signified by a paradigm shift in the campaign. Traditional adventuring, such as fighting monsters and looting treasure, is largely beneath the dignity and power of such advanced creatures. Instead, they compete within the powers and intrigues of the Celestial Bureaucracy itself, gathering power, followers, allies, and potens machenvar to seize their places of power. Apotheotic creatures usually choose a theme around which their powers are centered, and use this theme as a common belief to gather their followers (or worshipers).

GMs are encouraged to completely break the rules, remove limitations and restrictions, and generally experiment with the extreme limits of power that this level of play offers. Characters are of a power level comparable to the most extreme super-heroes of comics and film, and can perform feats well beyond anything a mortal could ever dream. GMs are cautioned that games at this level can be very difficult to run, and presenting challenges for apotheotic characters can be a very daunting task. However, if you can pull it off, it's likely that your players will talk about how insane and awesome your campaign was for years after it ends.