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*Pathfinder & Starfinder
Ranged Defender: Doable?
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<blockquote data-quote="Tony Vargas" data-source="post: 5551888" data-attributes="member: 996"><p>It's a vague idea I toyed with in the past. Using the Essentials 'school' template, though, it was easy enough to bang out - about two hours.</p><p></p><p>Depends on the available spells. Beguiling Strands, for instance, would work really well for the Abjurer. But he'd definitely need a couple of new at-wills of the Abjuration school to round out his abilities. I was thinking of a possibility on my way to Encounters today... hmm...</p><p></p><p>Warding Force (Wizard at-will 1)</p><p>at-will * Arcane, Abjuration, Force, Zone</p><p>Standard Burst 1 w/in 10</p><p>Target: One enemy in Burst.</p><p>Attack: INT v FORT</p><p>Hit: 1d6+INT Force damage and the target is pushed two squares from the origin of the burst. </p><p>Effect: The Warding Force leaves a zone that lasts until the end of your next turn. Allies within the zone gain a +2 shield bonus to AC and REF.</p><p></p><p></p><p>Yep, it's low. But, it's automatic and not an action on the part of the Abjurer.</p><p></p><p>There's a certain amount of 'the abjurer and his ward are one.' It's a tad convoluted, though, I'm not entirely happy with it.</p><p></p><p>Same could be said of a pet.</p><p></p><p>Between the hps of the Ward and 'Eldritch Surges,' and his regular hps and surges, the Abjurer has at least the total hp absorbtion ability of a traditional defender.</p><p> </p><p>Yep, that's intentional. It's not particularly more 'broken' than a PC having access to regeneration, though.</p><p></p><p>Partially nullify(just the overlapping area), with a successful attack roll, yes. It's hell on encounter-power zones that can't be moved, but only mildly inconvenient to auras and moveable zones, since the creator can just move away and back to force another roll.</p><p></p><p></p><p>It definitely shouldn't feel like a regular defender. I have a number of misgivings about it. That it doesn't use marking, for instance, since that means it can double-up it's penalties with another defender's mark. Also, the math to get hps/surges + Ward+E.surges about right in a way that 'flows' is a little shakey - an Eldritch Surge or healing surge used as one, to restore the Ward, is a solid defender-level surge. A regular healing surge, if the Abjurer takes damage, himself, though, is decidely sub-par. The Abjurer does have a rediculous number of surges, though: 9 + CON bonus + INT bonus, for an INT-primary/CON-secondary class.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 5551888, member: 996"] It's a vague idea I toyed with in the past. Using the Essentials 'school' template, though, it was easy enough to bang out - about two hours. Depends on the available spells. Beguiling Strands, for instance, would work really well for the Abjurer. But he'd definitely need a couple of new at-wills of the Abjuration school to round out his abilities. I was thinking of a possibility on my way to Encounters today... hmm... Warding Force (Wizard at-will 1) at-will * Arcane, Abjuration, Force, Zone Standard Burst 1 w/in 10 Target: One enemy in Burst. Attack: INT v FORT Hit: 1d6+INT Force damage and the target is pushed two squares from the origin of the burst. Effect: The Warding Force leaves a zone that lasts until the end of your next turn. Allies within the zone gain a +2 shield bonus to AC and REF. Yep, it's low. But, it's automatic and not an action on the part of the Abjurer. There's a certain amount of 'the abjurer and his ward are one.' It's a tad convoluted, though, I'm not entirely happy with it. Same could be said of a pet. Between the hps of the Ward and 'Eldritch Surges,' and his regular hps and surges, the Abjurer has at least the total hp absorbtion ability of a traditional defender. Yep, that's intentional. It's not particularly more 'broken' than a PC having access to regeneration, though. Partially nullify(just the overlapping area), with a successful attack roll, yes. It's hell on encounter-power zones that can't be moved, but only mildly inconvenient to auras and moveable zones, since the creator can just move away and back to force another roll. It definitely shouldn't feel like a regular defender. I have a number of misgivings about it. That it doesn't use marking, for instance, since that means it can double-up it's penalties with another defender's mark. Also, the math to get hps/surges + Ward+E.surges about right in a way that 'flows' is a little shakey - an Eldritch Surge or healing surge used as one, to restore the Ward, is a solid defender-level surge. A regular healing surge, if the Abjurer takes damage, himself, though, is decidely sub-par. The Abjurer does have a rediculous number of surges, though: 9 + CON bonus + INT bonus, for an INT-primary/CON-secondary class. [/QUOTE]
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Ranged Defender: Doable?
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