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General Tabletop Discussion
*Pathfinder & Starfinder
Switching the Role of classes with minor tweaks?
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<blockquote data-quote="Nifft" data-source="post: 4945507" data-attributes="member: 6562"><p>Darn it... now I want to do exactly that.</p><p></p><p><strong>Supplemental Arcana</strong>: A Wizard chooses one of his secondary abilities -- Con, Dex, Wis or Cha -- to be his Supplemental Arcana (hereafter SupAr).</p><p></p><p><strong>Defender</strong>: Your powers which impose a penalty to attack rolls are modified to <u>not</u> impose that penalty when the target's attack includes you. You can Mark targets you hit or miss with an attack (no action); your Mark lasts until the end of your next turn. You can expend your implement mastery encounter power as an interrupt to gain damage resist (all) equal to your SupAr against enemies subject to your Mark until the end of your next turn. You gain a Fighter's HP and surges/day.</p><p></p><p>Why this might work: it's a boring Mark, but it stacks with other penalties, making you one of the most effective de-buffers in the game -- unless they attack you, that is. Unlike other Defenders, you have a lot of area and ranged attacks, so you're actually encouraged to stay far from your allies. Thus, you need a bunch more HP.</p><p></p><p></p><p><strong>Leader</strong>: Your close and area powers do not harm allies. You can expend your implement mastery encounter power as a free action to heal allies in the area of an at-will or encounter attack hp equal to your SupAr. You can expend a daily power as a free action to allow each ally in the area of an at-will or encounter attack to spend a healing surge, plus regain hp equal to your SupAr + 1d6 per 5 levels over 1st (so +1d6 at 6th level, max +5d6 at level 26+).</p><p></p><p>Why this might work: eating daily attack powers to fuel mass healing may be a boring use for them, but the "nova" healing is similar but opposite to the "nova" damage a regular Wizard pulls out with his daily attacks. All three "leader" features encourage taking, and conserving, big area attacks.</p><p></p><p></p><p><strong>Striker</strong>: You may spend a Minor action to add your SupAr to the damage of the next attack you make this turn. You can expend your implement mastery encounter power as a free action to add +1d10 damage to an at-will or encounter attack power that hits (11th level +2d10 damage, 21st level +3d10 damage). +1 healing surge.</p><p></p><p>Why this might work: consumes the same resource as the Controller's best daily powers, so encourages non-sustain dailies.</p><p></p><p></p><p>Balanced versions: replace Implement Mastery encounter powers entirely.</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 4945507, member: 6562"] Darn it... now I want to do exactly that. [b]Supplemental Arcana[/b]: A Wizard chooses one of his secondary abilities -- Con, Dex, Wis or Cha -- to be his Supplemental Arcana (hereafter SupAr). [b]Defender[/b]: Your powers which impose a penalty to attack rolls are modified to [u]not[/u] impose that penalty when the target's attack includes you. You can Mark targets you hit or miss with an attack (no action); your Mark lasts until the end of your next turn. You can expend your implement mastery encounter power as an interrupt to gain damage resist (all) equal to your SupAr against enemies subject to your Mark until the end of your next turn. You gain a Fighter's HP and surges/day. Why this might work: it's a boring Mark, but it stacks with other penalties, making you one of the most effective de-buffers in the game -- unless they attack you, that is. Unlike other Defenders, you have a lot of area and ranged attacks, so you're actually encouraged to stay far from your allies. Thus, you need a bunch more HP. [b]Leader[/b]: Your close and area powers do not harm allies. You can expend your implement mastery encounter power as a free action to heal allies in the area of an at-will or encounter attack hp equal to your SupAr. You can expend a daily power as a free action to allow each ally in the area of an at-will or encounter attack to spend a healing surge, plus regain hp equal to your SupAr + 1d6 per 5 levels over 1st (so +1d6 at 6th level, max +5d6 at level 26+). Why this might work: eating daily attack powers to fuel mass healing may be a boring use for them, but the "nova" healing is similar but opposite to the "nova" damage a regular Wizard pulls out with his daily attacks. All three "leader" features encourage taking, and conserving, big area attacks. [b]Striker[/b]: You may spend a Minor action to add your SupAr to the damage of the next attack you make this turn. You can expend your implement mastery encounter power as a free action to add +1d10 damage to an at-will or encounter attack power that hits (11th level +2d10 damage, 21st level +3d10 damage). +1 healing surge. Why this might work: consumes the same resource as the Controller's best daily powers, so encourages non-sustain dailies. Balanced versions: replace Implement Mastery encounter powers entirely. Cheers, -- N [/QUOTE]
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Switching the Role of classes with minor tweaks?
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