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'''Recommended Ability Score Priority:''' Wisdom (most class abilities), Strength (offensive power), and Constitution (more hit points to feed their regeneration) are all equally important ability scores for Partisans. Dexterity is only useful if the partisan chooses to wear medium or light armor, and helps with reflex saves. Intelligence is only useful for additional skill points. Charisma is only useful for role-playing purposes, and to assist with social skills. | '''Recommended Ability Score Priority:''' Wisdom (most class abilities), Strength (offensive power), and Constitution (more hit points to feed their regeneration) are all equally important ability scores for Partisans. Dexterity is only useful if the partisan chooses to wear medium or light armor, and helps with reflex saves. Intelligence is only useful for additional skill points. Charisma is only useful for role-playing purposes, and to assist with social skills. | ||
===Table: | === Table: Partisan === | ||
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Revision as of 23:43, 21 August 2017
Description
Partisans are driven by the strength of their convictions. 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 are just as stubborn, often declaring themselves to be the center of any battle, and bringing the battle to them 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, unable to regroup.
Alignment: Any
Hit Die: d12
Starting Wealth: 250 gp
Natural Talent: At character creation, all characters get natural talent with their bailiwick skill, and one additional skill of their choice. Natural talent allows you to re-map a skill to use any ability score you wish, rather than the ability score it normally uses. You may not select a skill for natural talent that you cannot put ranks into (such as a bailiwick skill not available to your class). Natural talent skills never suffer an armor check penalty, even if the chosen ability modifier is STR or DEX.
Skill Ranks Per Level: 6 + Int modifier
Recommended Ability Score Priority: Wisdom (most class abilities), Strength (offensive power), and Constitution (more hit points to feed their regeneration) are all equally important ability scores for Partisans. Dexterity is only useful if the partisan chooses to wear medium or light armor, and helps with reflex saves. Intelligence is only useful for additional skill points. Charisma is only useful for role-playing purposes, and to assist with social skills.
Table: Partisan
Level | BAB | Fort | Refl | Will | Special |
---|---|---|---|---|---|
1st | +1 | 2 | 0 | 0 | Calling, Intractable Ground |
2nd | +2 | 3 | 0 | 0 | |
3rd | +3 | 3 | 1 | 1 | |
4th | +4 | 4 | 1 | 1 | |
5th | +5 | 4 | 1 | 1 | |
6th | +6/+1 | 5 | 2 | 2 | |
7th | +7/+2 | 5 | 2 | 2 | |
8th | +8/+3 | 6 | 2 | 2 | |
9th | +9/+4 | 6 | 3 | 3 | |
10th | +10/+5 | 7 | 3 | 3 | |
11th | +11/+6/+1 | 7 | 3 | 3 | |
12th | +12/+7/+2 | 8 | 4 | 4 | |
13th | +13/+8/+3 | 8 | 4 | 4 | |
14th | +14/+9/+4 | 9 | 4 | 4 | |
15th | +15/+10/+5 | 9 | 5 | 5 | |
16th | +16/+11/+6/+1 | 10 | 5 | 5 | |
17th | +17/+12/+7/+2 | 10 | 5 | 5 | |
18th | +18/+13/+8/+3 | 11 | 6 | 6 | |
19th | +19/+14/+9/+4 | 11 | 6 | 6 | |
20th | +20/+15/+10/+5 | 12 | 6 | 6 |
Class Abilities
Weapon and Armor Proficiency
A partisan is proficient with all simple and martial two-handed weapons. A partisan is proficient with light armor, medium armor, and heavy armor, but no shields.
Quiescence (Ex)
Beginning at 1st level, a cromlech gets access to a pool of points called Quiescence points. At the start of any encounter, immediately after initiative is rolled, the cromlech has 1 Quiescence point to spend. Additional Quiescence points can be gained through several class abilities, as described in the ability description.
Many of the cromlech's special abilities require the expenditure of Quiescence points to make use of them. Quiescence points are a representation of the cromlech's commitment and devotion to his faith and goals, and each time he spends Quiescence, he is putting his whole body and soul into that effort to ensure its success. The action required to spend a Quiescence point varies, depending on the ability for which it is used.
Outside of combat, a cromlech may never accumulate more than 1 point of Quiescence at a time, though there is no limit to the number of Quiescence points he may accumulate during combat. When combat ends, any unspent points of Quiescence remaining in excess of 1 are immediately lost.
Monolithic (Stance) (Su)
Beginning at 1st level, as a swift action, the cromlech can enter a Monolithic stance, granting the cromlech an aura of control which expands each round it is sustained. The Monolithic stance reduces the cromlech's speed to 5 feet while active, and 5-foot steps are not allowed. Sustaining the stance each round is a free action. If the cromlech wishes, he may end the stance as a swift action, restoring his speed to its normal value. The stance can be broken if the cromlech is knocked prone or suffers a status condition which reduces his available actions for the turn. See the rules for stances for full details.
When the stance is first entered, the radius of the aura is 5 feet, and the aura remains centered on the cromlech regardless of how he moves. Each full round the stance is sustained, at the start of the cromlech's turn, the radius of the aura expands by 5 additional feet. Furthermore, sustaining this ability generates 1 point of Quiescence, also at the start of the cromlech's turn.
Enemy creatures with normal land-based movement treat any squares inside the aura as rough terrain, requiring 10 feet of movement to move 5 feet, and disallowing 5-foot steps. Creatures which ignore rough terrain can also ignore this effect, as do creatures which fly, burrow, teleport or use other non-standard means of movement. The Monolithic aura's effects require only line of effect, not line of sight.
The cromlech may spend a point of Quiescence at any point during his turn, as a swift action, to expand the aura's radius an additional 5 feet. This may only be done once per round, but the effects are cumulative.
If the stance is ended or broken, the effects of the aura end immediately. Furthermore, if the cromlech chooses to restart the stance (with a new swift action), the aura's radius is reset to 5 feet. It does not retain the expanded area of effect of rounds spent sustaining a previous use of the stance, nor do Quiescence points spent to expand previous stances have any effect on the area of a new stance. Note also that no stance may ever be sustained for more than 1 minute at a time, as per the stance rules.
When combat ends, the radius of the Monolithic aura shrinks back to 5 feet, and may never be expanded beyond that except during a new combat. While the cromlech may sustain the stance outside of combat, he may not expand its radius, nor does the radius automatically expand. The cromlech's attunement to the earth remains strong at all times, but it is only the stresses of combat which allow him to push that attunement to greater heights.
Judgement I (Su)
Beginning at 1st level, as a standard action, the cromlech may spend 1 point of Quiescence and select an enemy who is inside his Monolithic aura and proclaim Judgement upon him. The cromlech rolls a to-hit roll against the selected enemy, and if he hits, deals 1d6 points of bludgeoning damage plus his Wisdom modifier. This damage increases by an additional d6 per two levels of cromlech after the first (e.g. 2d6 at 3rd, 3d6 at 5th, etc.). In addition, the cromlech may slide the target 1 square to any unoccupied space that is still within the cromlech's aura of Devotion. The slide effect occurs whether the attack hits or misses, and the target does not receive a saving throw against the slide effect (unless the slide moves the target into a hazardous space, in which case he gets a reflex save with a DC of 10 + half the cromlech's level + WIS modifier). See the rules for Forced Movement for details.
Judgement may be used as the first attack in a full-attack action, but all remaining attacks he makes may only be standard melee attacks.
Judgement II (Su)
Beginning at xth level, the cromlech's Judgement ability slides enemies 2 squares instead of 1, though the affected enemy may only be slid into an unoccupied square that is still within the cromlech's aura of Devotion. The target does not receive a saving throw against the slide effect (unless the slide moves the target into a hazardous space, in which case he gets a reflex save with a DC of 10 + half the cromlech's level + WIS modifier). See the rules for Forced Movement for details.
Judgement III (Su)
Beginning at xth level, the cromlech may target up to two different enemies with a single use of his Judgement ability. Both enemies must be inside the radius of the cromlech's aura of Devotion, and a separate to-hit roll is made for each enemy. The cromlech only rolls damage once and applies it to any enemy who was successfully hit. The cromlech may slide each enemy, hit or miss, per the standard rules for Judgement.
Judgement IV (Su)
Beginning at xth level, the cromlech's Judgement ability slides enemies 3 squares instead of 2, though the affected enemy may only be slid into an unoccupied square that is still within the cromlech's aura of Devotion. The target does not receive a saving throw against the slide effect (unless the slide moves the target into a hazardous space, in which case he gets a reflex save with a DC of 10 + half the cromlech's level + WIS modifier). See the rules for Forced Movement for details.
Judgement V (Su)
Beginning at xth level, the cromlech may target up to three different enemies with a single use of his Judgement ability. Both enemies must be inside the radius of the cromlech's aura of Devotion, and a separate to-hit roll is made for each enemy. The cromlech only rolls damage once and applies it to any enemy who was successfully hit. The cromlech may slide each enemy, hit or miss, per the standard rules for Judgement.
Contrition (Ex)
Beginning at xth level, the cromlech may make a free attack against any enemy in his aura of devotion which makes an attack that does not include him. This free attack is performed after the enemy's attack is resolved. In addition, the cromlech may slide the target 1 square, to any unoccupied space that is still within the cromlech's aura of Devotion. The slide effect occurs whether the attack hits or misses, and the target does not receive a saving throw against the slide effect (unless the slide moves the target into a hazardous space, in which case he gets a reflex save, DC 10 + half the cromlech's level + WIS modifier). See the rules for Forced Movement for details.
In the event the enemy's attack is a full attack action, the Contrition attack is resolved after the full attack action is completed. If the enemy's attack is an attack which includes movement, such as spring attack, the cromlech may only make a Contrition attack against that enemy if the end of the enemy's movement is still inside the cromlech's aura of devotion. In all cases, the enemy's attack is fully resolved before the Contrition attack is made.
Sympathetic Flagellation (Su)
Beginning at xth level, as a move action, the cromlech takes the wounds from one ally currently inside his aura of devotion onto himself. All hit point damage is removed from the ally and applied to the cromlech instead, including any [Non-Lethal Damage]]. This damage cannot be mitigated by DR or other damage-reducing abilities. This ability does not transfer any status conditions the ally may be suffering. The cromlech gains 1 point of Quiescence for doing this. This ability may only be used once per encounter, and only during combat.
Purity (Ex)
Beginning at xth level, as an immediate action, the cromlech may spend a Quiescence point to shrug off a status condition at the moment it is inflicted upon him. The cromlech may only use this ability if he has at least 1 Quiescence point available, and he must use the ability when the status condition is first applied to him. The cromlech may only use this ability on himself.
Catharsis (Su)
Beginning at xth level, as a move action, the cromlech may spend a Quiescence point to heal himself. The cromlech heals 1d6 plus Wisdom modifier points of damage, and an additional 1d6 points of damage per 2 levels above 1st (e.g. 2d6 at 3rd, 3d6 at 5th, etc.). The cromlech may only use this ability on himself.
Mortification (Ex)
Beginning at xth level, as a standard action, the cromlech may inflict 1d6 points of damage, plus 1d6 points of damage per two levels above 1st (e.g. 2d6 at 3rd, 3d6 at 5th, etc.) to himself and all enemies inside his Monolithic aura of control. The cromlech may not mitigate this damage with DR or other damage-reducing abilities, though enemies in the area of effect may do so, if possible. Affected enemies may make a Will save (DC 10 + half the cromlech's level + CON modifier) for half damage. The cromlech gains 1 point of Quiescence for doing this.
The cromlech may use this ability as the first attack of a full attack action, but all remaining attacks he makes may only be standard melee attacks.
Purgation (Ex)
Beginning at xth level, as long as the cromlech has at least 1 point of unspent Quiescence, he may add his Wisdom modifier to any damage rolls he makes. This ability requires no actions, and is always on as long as the cromlech has at least 1 point of unspent Quiescence available.
March (Ex)
Beginning at xth level, up to once per round, the cromlech may move 5 feet after successfully hitting to an enemy who was inside his aura of devotion. This extra movement does not break the cromlech's Devotion stance, but it does provoke attacks of opportunity, as normal, if the cromlech leaves a threatened square. The movement occurs after the attack is resolved, but is a free action. March may be triggered by any successful attack which requires a to-hit roll, including attacks of opportunity or even an 'aid another' action in combat. Attacks which do not require to-hit rolls, such as the cromlech's Mortification ability, may not be used to trigger this ability.
Beginning at xth level, the cromlech may use this ability twice per round. At xth level, he may use it up to three times per round. At xth level, he may use it up to four times per round. The cromlech must successfully strike an enemy once per use of this ability, meaning that to use it 4 times in a round would require that he successfully hit one or more enemies four separate times that round.
Stone Fortress (Ex)
Beginning at xth level, as a full-attack action, the cromlech can make himself as impregnable as a fortress of stone, gaining +1 AC per enemy inside his aura of devotion at the time Stone Fortress is declared. Stone Fortress provides an untyped bonus to AC, which applies to the cromlech's regular AC, touch AC and flat-footed AC. This bonus lasts until the beginning of the cromlech's next turn. Despite being untyped, the AC bonus from Defiance does not stack with the AC bonuses provided by combat expertise, defensive fighting or total defense. The cromlech gains 1 point of Quiescence for doing this.
Roots of the Earth (Ex)
Beginning at xth level, as long as the cromlech has at least 1 point of unspent Quiescence, he may reduce the distance of any forced movement, including that caused by combat maneuvers such as reposition, bull rush, drag, etc. by 1 square per unspent point of Quiescence. If the cromlech has at least 2 unspent points of Quiescence, he is also immune to the Prone condition. Roots of the Earth does not protect against any damage or status conditions (except possibly Prone) from the maneuvers or attacks which caused the forced movement.
Something (Ex)
Gain a bonus to perception checks to detect stealthed or invisible creatures who are inside your Monolithic aura of control equal to your Cromlech level. Target must be on the ground, no concealment penalties, etc. (At higher levels, can affect flying creatures in aura; can ignore cover penalties in aura)
Something Else (Ex)
Grab a creature in your aura and slide them to any other unoccupied square in your aura. Requires to-hit roll, if you hit, you also deal a little tiny bit of damage. Creature gets save or is knocked prone.
List of possible ability names
- Alloy
- Anchor
- Ash
- Ballast
- Battlement
- Bedrock
- Burden
- Cairn
- Compound
- Crenel
- Crest
- Entomb
- Foundation
- Granite
- Heart of the Mountain
- Igneous
- Interment
- Leaden
- Merlon
- Metamorphic
- Monolith
- Pillar
- Promontory
- Roots of the Mountain
- Sedimentary
- Seismic
- Slate
- Spire
- Standing Stone
- Stone Fortress
- Synthesis
- Tectonic
- Tower
- Tremor
- Unity
- Zenith
List of possible abilities
- Add damage inflicted against enemies when give them forced movement (1/square to start, then increases)
- Add healing granted to allies when give them forced movement (1/square to start, then increases)
- Add buffs to allies when give them forced movement (+5 feet move to end of round, +1 to-hit to end of round, +1 to saves until end of round)
- Add debuffs to enemies when give them forced move (-5 feet move to end of round, -1 to-hit to end of round, -1 to saves until end of round)
- Spend Quiescence to teleport as long as you can trace line of effect through earth/ground/rock
- if the cromlech succeeds on a save against a spell, spell-like ability, supernatural or exceptional ability, the cromlech suffers no ill effects other than damage from that ability, even if it would normally have a secondary effect (such as a lesser status condition) on a successful save.
- Spend a point of quiescence to shed a status condition
New Cromlech Feats
Strong Foundation
If you do not move at all (including 5-foot steps) in the first round of combat or during a surprise round, and you spend a point of quiescence as a swift action to increase the radius of your Monolithic stance's aura of control, the radius expands by 10 feet instead of 5. No movement is allowed until the start of your next turn, if you use this ability, even if an action point is spent. If your stance is not active during a surprise round in which you are not surprised, you may activate it and spend a point of quiescence to expand it using the same swift action, assuming you do not move during this round. This ability may never be used more than once per encounter (that is, you can't use it in the surprise round AND the first round, you may use it in one or the other).
Epic Cromlech
Table: Epic Cromlech
Level | BAB | Fort | Ref | Will | Special | |
---|---|---|---|---|---|---|
21st | +21/+16/+11/+6 | 13 | 7 | 7 | ||
22nd | +21/+16/+11/+6 | 13 | 7 | 7 | ||
23rd | +22/+17/+12/+7 | 14 | 8 | 8 | ||
24th | +22/+17/+12/+7 | 14 | 8 | 8 | ||
25th | +23/+18/+13/+8 | 15 | 9 | 9 | ||
26th | +23/+18/+13/+8 | 15 | 9 | 9 | ||
27th | +24/+19/+14/+9 | 16 | 10 | 10 | ||
28th | +24/+19/+14/+9 | 16 | 10 | 10 | ||
29th | +25/+20/+15/+10 | 17 | 11 | 11 | ||
30th | +25/+20/+15/+10 | 17 | 11 | 11 | ||
31st | +26/+21/+16/+11 | 18 | 12 | 12 | ||
32nd | +26/+21/+16/+11 | 18 | 12 | 12 | ||
33rd | +27/+22/+17/+12 | 19 | 13 | 13 | ||
34th | +27/+22/+17/+12 | 19 | 13 | 13 | ||
35th | +28/+23/+18/+13 | 20 | 14 | 14 | ||
36th | Apotheosis! |