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General Tabletop Discussion
*Pathfinder & Starfinder
Abjurer, a ranged defender
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<blockquote data-quote="Nemesis Destiny" data-source="post: 5763239" data-attributes="member: 98255"><p>Yeah, something like that. I think if the obvious tactical choice is going to be to attack the abjurer (which is really what defenders want, after all), the abjurer must be able to negate, block, resist, or avoid taking the damage in the first place. Clearly, they need a decent defender AC, but also solid NADs, because a lot more ranged attacks go after those defences, especially at higher levels. To compensate, their AC probably shouldn't be top-notch. I think it's safe to assume a +4 or 5 from Int and cloth armour, so they need something like the swordmage warding to keep up on AC. A swordmage also gets leather, so giving Abjurers a +3 and no leather should be a good starting point, assuming they get some boost to the other defences in return. Or perhaps their warding is +2 all instead. Just tossing ideas here.</p><p></p><p>Things like Unarmoured Agility and/or Hafted Defence are going to be top picks for Abjurers, as is Staff Fighting, and Staff Expertise. Rod is also not a bad choice for them.</p><p></p><p>I think they would also be slotting things like Shield or the new Witch level 2 utility that works the same but is +2 to all defences.</p><p></p><p></p><p>Those are some excellent idea seeds. I shall have to put my thinking cap on and see if I can come up with some other good ideas. I particularly like the idea of a banishing abjurer being able to teleport foes. Lots of opportunity for powers that "remove from play" at higher levels - even for allies who are critical or dead.</p><p></p><p>Another idea for the Arcane Ward would be to have it function like an aura. I really like aura mechanics and it would be fun to do something with that.</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 5763239, member: 98255"] Yeah, something like that. I think if the obvious tactical choice is going to be to attack the abjurer (which is really what defenders want, after all), the abjurer must be able to negate, block, resist, or avoid taking the damage in the first place. Clearly, they need a decent defender AC, but also solid NADs, because a lot more ranged attacks go after those defences, especially at higher levels. To compensate, their AC probably shouldn't be top-notch. I think it's safe to assume a +4 or 5 from Int and cloth armour, so they need something like the swordmage warding to keep up on AC. A swordmage also gets leather, so giving Abjurers a +3 and no leather should be a good starting point, assuming they get some boost to the other defences in return. Or perhaps their warding is +2 all instead. Just tossing ideas here. Things like Unarmoured Agility and/or Hafted Defence are going to be top picks for Abjurers, as is Staff Fighting, and Staff Expertise. Rod is also not a bad choice for them. I think they would also be slotting things like Shield or the new Witch level 2 utility that works the same but is +2 to all defences. Those are some excellent idea seeds. I shall have to put my thinking cap on and see if I can come up with some other good ideas. I particularly like the idea of a banishing abjurer being able to teleport foes. Lots of opportunity for powers that "remove from play" at higher levels - even for allies who are critical or dead. Another idea for the Arcane Ward would be to have it function like an aura. I really like aura mechanics and it would be fun to do something with that. [/QUOTE]
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Abjurer, a ranged defender
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