Showing posts with label FAQ. Show all posts
Showing posts with label FAQ. Show all posts

Tuesday, 17 January 2012

FAQ: Power Sources


What are Power Sources?

            Each class draws on something, whether it is the strength of a deity, ambient magic or a well of experience. This is called their Power Source.


What does a Power Source do?

            Immediately? Nothing. Mechanics – wise, Power Sources come much later into character growth, usually affecting the choices around which Archetype and which Epic Destiny the character can choose.
            Thematically speaking, each Power Source gives a flavour to a group of classes by conforming to a common set of themes.


What are the Power Sources?

Arcane

            Arcane characters are unanimously magical. Their expertise lies in twisting the ambient magic of the world to fit their own ends. Classes that are Arcane include Wizards, Sorcerers, Bards and Artificers.
            Arcane characters are generally very good at a distance, and between the classes, they can provide, support, damage, healing and utility in equal measure. Arcane classes are also uniquely flexible; many of them have access to the Arcane spell list, and at least one method of manipulating their spells to suit their needs.
            The Arcane Power Source lacks any viable melee options, however, and have no ability to Tank.


Divine
            Divine characters subscribe to the will of the Gods. They are devoted to one or several causes, and wield their deific gifts to further the ends of their patron. Classes that are Divine include Cleric, Inquisitor and Paladin.
            All Divine characters embrace the theme of defence over offence. They incorporate some of the best healing capabilities with defensive unity that can be used up close and personal or at a distance. Equally, a single Divine class is a force to be reckoned with, as their God-given powers grant them many tools to fight one or more enemies alone.
            Despite their defensive flexibility and depth of the Divine spell list, Divine classes lack any dedicated ability to fight at range, even though some Inquisitors and Clerics can attempt to alleviate this problem.


Martial
            Martial characters draw on wells of experience and intense training. They do not have supernatural powers, but rely on themselves over everything else to see the day through. Classes that are Martial include Fighter, Ranger, Rogue and Warlord.
            Martial characters are easily the most well rounded of the Power Sources, combining offence, defence and utility in equal measure. They are generally have more Hit Points than other classes, and any one class can be tooled to cope with any situation.
            Martial characters also have the greatest flaw amongst the Power Sources; there is no spell list for Martial characters. This means that Martial characters cannot overcome more exotic foes without the aid of magical characters, and more eclectic powers of the other Power Sources remain far out of their reach.

Primal
            Primal characters worship Greater Spirits in the same manner that Divine characters worship Gods. They are not bound to the service of one patron, instead revelling in the entirety of the natural world. Classes that are Primal include Barbarian, Druid, Elementalist and Totemic.
            Primal classes contain many extremes in their lineup. Many of them, Barbarian in particular, can only do one role at a time, whereas many other classes can potentially fill several roles. Nevertheless, all Primal classes are powerful, and contain aspects and combinations of powers that are not present in other Power Sources.


Psionic
            Psionic characters use the mind to wield the power of the immortal soul. They are uniquely powerful, and make use of exotic power mechanics. Classes that are Psionic include Chronarch, Monk and Psion.
            Psionic classes follow a theme of spending. Each one has a resource, whether it be Seconds, Ki or Power Points, which they use to augment their spells and powers. As a result, Psionic characters can manipulate their functions to perform exceedingly well in and out of combat.
            Despite all of their power, Psionic classes are limited to how far they can push themselves. When their Psionic Resources run dry, they must use more mundane methods of combat, which in turn is generally less effective than other classes.


Shadow
            Shadow characters have a relationship with darkness as an entity. Although they have a potentially evil source, a Shadow character is no less inclined to do good or evil. Classes that belong to the Shadow Source include Doomguard, Faustian and Shadowdancer.
            Shadow classes run under the theme of the pact. Every one of them includes an aspect of their soul that has been given away, or turned into something more malefic. Their class powers allow them to cover the whole spectrum of party needs.
            Although a Faustian can aid a party, this Power Source has no dedicated healers amongst its ranks. In addition, many of the more exotic powers at the Shadow Source’s disposal require precise conditions, making them situational and inflexible.

[Kudos to a Google for th epictures. You all know the drill by now.]

Saturday, 17 December 2011

FAQ: Tanks


What do Tanks do?
     Tanks in Providence are specific classes that share a similar profile; they have high defences and health, they operate mainly in melee range, and they have a class feature that can inflict the Marked condition. They are used as a barrier between weaker character, like Wizards or Faustians. They also function as an anvil for some faster or more damaging classes to hit their enemies against.
    Tanks generally work well with other tanks, as no two Marking ability is identical to another, potentially allowing for some fantastic teamwork attacks that can punch a hole through many enemy lineups.
      There is one tanking class for each of the five different powersources.


Fighter
      Fighters are the tank for the Martial powersource. They are the masters of weapons, and benefit from the potential to cause significant damage, even while on the defensive. Their Marking class feature, Dominate the Field, Marks anything they attack, hit or miss. This ability works on all weapon attacks, so a Fighter can make use of ranged weapons such as crossbows or bows to take an early advantage.
      Their reaction engine is an opportunity attack, which triggers if the enemy shifts, or attacks something that isn't them. Even then, Fighters can learn to retaliate against enemies that hit them. Thus, no matter what an enemy will do, a Fighter can always punish them for it, often with fatal consequences.
      Fighters lack the power to successfully tank enemies at a range, however, as their reaction engine can only be used with melee weapons.


Paladin
     Paladins are the tank for the Divine powersource. They are consummate defenders with many unique powers, ranging from covering stances to devastating smites. They are the only class that can wear half plate and full plate armour at 1st level, and many choose to make the best use of this fact. Paladins can also be tooled to wear lighter armour and fight with the aim of damage in mind rather than defence, but even then they are capable protectors. To augment their protective role, Paladins can also learn spells from the Divine spell list, although not to the same extent as a Cleric.
      Their reaction engine is a single target Mark that  can be used at any range. Should the enemy stray from the Paladin, they are automatically blasted with holy radiance, causing significant damage. Although this allows the Paladin to tank at a range, they can only mark one target at a time.


Elementalist
      Elementalists are the tank for the Primal powersource. Elementalists are at home at range or in melee and possess the power to manifest elemental arms and armour with but a thought, taking forms such as molten plate armour and swords of flame. Elementalists also possess some of the best resistances in the game. They live between the realms of the Fighter and the Druid, but gain a steady growth of bonus feats and class features to compensate for their dual nature.
      Their reaction engine allows them to hit targets with melee strikes and damaging elemental spells. Combined with malleable armour, Elementalists are the most flexible of the tanking classes. They have a unique weakness, however; their Elemental Command class feature can only Mark targets if they hit their enemies with a weapon or spell. So, for all their strength, they are the only tank with the potential for failure in their duty.


Doomguard
      Doomguards are the tank for the Shadow powersource. Grim and spiteful, Doomguards are argueably the strangest of the tanking classes. Instead of the theme of protection, Doomguards attempt to cripple, break and destroy their enemies before their allies are harmed. They are melee specialists that can inflict negative conditions on creatures they strike. Doomguards are also immune to many, more exotic, powers that makes them extremely difficult to kill.
      Their reaction engine is similar to that of a Paladin, but has a far smaller range. If an enemy strikes one of the Doomguard's allies, the Doomguard's spirit inflicts just as much pain back to the target. Although their style is simple, effective and needlessly brutal, they are arguably the least flexible tanking class. Their Marking  power does not allow a margin of error.


Chronarch
      Chronarchs are the tank for the Psionic powersource. Instead of focusing on superb defences, special resistant powers or an overflowing Hit Point pool, Chronarchs reward planning, teamwork and timing to protect their allies. They are the masters of time, able to manipulate their immediate and past turns to change their current one. They are the most lightly armoured of the tanking classes, but by far the most maneuverable. 
      These tanks are unique, in that they have a total of four potential reaction engines, rather than one. This covers a Fighter-style retaliation, withering and poisoning, to repositioning of an enemies' front line. Chronarchs, like many tanking classes, cannot tank at range. In addition, their ability to alter time is extremely limited. Once they use their allotted powers, they must rely on more mundane methods  of  protecting their allies.


[Credits to Paizo, http://nunubeh.deviantart.com/, sinbot.linneberg.com, withfriendship.com, and Niklass Jansson for the pictures]