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*Pathfinder & Starfinder
Abjurer, a ranged defender
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<blockquote data-quote="Quickleaf" data-source="post: 5763186" data-attributes="member: 20323"><p>So the idea is that the arcane wards act as a "buffer zone" to soak up damage, but past a certain point the abjurer quickly gets into a life-threatening situation. Right?</p><p></p><p>Enemies are faced with two options: either focus fire on the warded ally to break the ward (dealing damage to the abjurer), or go straight for the abjurer - kill him and all the wards end.</p><p></p><p>Which probably means the abjurer is going to need some protective magic of his own - some kind of a blocking/negation aura.</p><p></p><p>What might make the abjurer tactically interesting is the option to choose between weakly warding several allies or strongly warding one ally. This could tie in to a punishment mechanic like so...</p><p></p><p></p><p><span style="font-size: 15px"><span style="color: DarkOrange"><strong> Arcane Ward</strong></span></span></p><p><strong>Standard Action, Close Burst 10</strong></p><p></p><p>Choose either a group ward or an individual ward.</p><p></p><p><strong>Group Ward:</strong> Several allies gain resist X (or X temporary hit points). Once per <u>round</u>, you may take an opportunity ranged basic attack against an enemy that attacks someone in the ward. Whenever a ward falls, the abjurer takes 1/3 X damage.</p><p></p><p><strong>Individual Ward:</strong> One ally gains resist 3X (or 3X temporary hit points). You may take opportunity ranged basic attacks against any enemies that attack the warded individual. If the ward fails, the abjurer takes X damage.</p><p></p><p><strong>Sustain (minor):</strong> A group ward or an individual ward persists.</p><p></p><p></p><p>Hmm, I'm not convinced resist (or temporary hit points) is the way to go.</p><p> I'm wondering if this abjurer concept could be the artificer equivalent for a defender. The artificer allows allies to share healing surges - that's one of their key unique features as a leader. Maybe the abjurer could allow allies to share damage or defenses through the form of arcane wards. Just an idea.</p><p></p><p></p><p>Though I personally prefer e-classes, I think builds could focus on different aspects of abjuration: protection, negation, blocking, banishing, etc.</p><p></p><p>For example, a "banishing abjurer" build might add a rider to his arcane wards so that an enemy who did insufficient damage (or an enemy hit by the abjurer's opportunity ranged basic attack) would be teleported. Likewise the "banishing abjurer" could be protected by an aura which teleports one enemy away per round.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 5763186, member: 20323"] So the idea is that the arcane wards act as a "buffer zone" to soak up damage, but past a certain point the abjurer quickly gets into a life-threatening situation. Right? Enemies are faced with two options: either focus fire on the warded ally to break the ward (dealing damage to the abjurer), or go straight for the abjurer - kill him and all the wards end. Which probably means the abjurer is going to need some protective magic of his own - some kind of a blocking/negation aura. What might make the abjurer tactically interesting is the option to choose between weakly warding several allies or strongly warding one ally. This could tie in to a punishment mechanic like so... [SIZE="4"][COLOR="DarkOrange"][b] Arcane Ward[/b][/COLOR][/SIZE] [B]Standard Action, Close Burst 10[/B] Choose either a group ward or an individual ward. [B]Group Ward:[/B] Several allies gain resist X (or X temporary hit points). Once per [U]round[/U], you may take an opportunity ranged basic attack against an enemy that attacks someone in the ward. Whenever a ward falls, the abjurer takes 1/3 X damage. [B]Individual Ward:[/B] One ally gains resist 3X (or 3X temporary hit points). You may take opportunity ranged basic attacks against any enemies that attack the warded individual. If the ward fails, the abjurer takes X damage. [B]Sustain (minor):[/B] A group ward or an individual ward persists. Hmm, I'm not convinced resist (or temporary hit points) is the way to go. I'm wondering if this abjurer concept could be the artificer equivalent for a defender. The artificer allows allies to share healing surges - that's one of their key unique features as a leader. Maybe the abjurer could allow allies to share damage or defenses through the form of arcane wards. Just an idea. Though I personally prefer e-classes, I think builds could focus on different aspects of abjuration: protection, negation, blocking, banishing, etc. For example, a "banishing abjurer" build might add a rider to his arcane wards so that an enemy who did insufficient damage (or an enemy hit by the abjurer's opportunity ranged basic attack) would be teleported. Likewise the "banishing abjurer" could be protected by an aura which teleports one enemy away per round. [/QUOTE]
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Abjurer, a ranged defender
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