Elves
2022-10-10, 11:28 PM
https://docs.google.com/document/d/1HujmfYlMImtmSAv0VvSYxPQ-2U8RGgzmjl6UG_fmFMw/edit?usp=sharing
Concept: The idea is to focus the class on ambushing from below the ground. Its strongest abilities (infinite mounted combat deflects and full attack with movement) are replaced by abilities more fitting to this particular class. Those should be part of a generic cavalry class, not a highly thematic one like this.
Gameplay: The gameplay loop is to ambush foes to trigger sand eruption, use dive to safety or normal movement to retreat, and repeat.
Ride-By-Attack lets you hit and run, repeatedly triggering sand eruption without exposing yourself.
Finally, the capstone adds full attack to Ride-By-Attack so you can loop full attack + sand eruption every turn.
Weaknesses: It's completely dependent on ground combat and particular terrain. It has an ability to partly mitigate each of these . Its answer to flight is the dust cloud ability, to stop flying opponents from potshotting it from above. And transmute stone to sand helps create the terrain you depend on.
Ability Pacing: Sting in tandem is an ability left over from ashworm dragoon, but it's introduced at the same level as dust cloud with the idea that you can use sting in tandem and then your mount can use dust cloud or Trample with its standard action, since it can't use its standard to sting.
The key ability, sand eruption, is put at 5th as a possible cut-off point.
Note that the capstone can't be replicated with a barbarian dip for pounce since mounted charges don't trigger pounce.
Concerns: Maybe dust cloud is redundant and can be cut, since against flying opponents you can just burrow underground and run away. But it synergizes beautifully with the mount (and eventually rider's) tremorsense, which makes them less affected by it than their enemies. And it just matches the feeling of a skirmisher who erupts from the ground to create chaos, then retreats.
Concept: The idea is to focus the class on ambushing from below the ground. Its strongest abilities (infinite mounted combat deflects and full attack with movement) are replaced by abilities more fitting to this particular class. Those should be part of a generic cavalry class, not a highly thematic one like this.
Gameplay: The gameplay loop is to ambush foes to trigger sand eruption, use dive to safety or normal movement to retreat, and repeat.
Ride-By-Attack lets you hit and run, repeatedly triggering sand eruption without exposing yourself.
Finally, the capstone adds full attack to Ride-By-Attack so you can loop full attack + sand eruption every turn.
Weaknesses: It's completely dependent on ground combat and particular terrain. It has an ability to partly mitigate each of these . Its answer to flight is the dust cloud ability, to stop flying opponents from potshotting it from above. And transmute stone to sand helps create the terrain you depend on.
Ability Pacing: Sting in tandem is an ability left over from ashworm dragoon, but it's introduced at the same level as dust cloud with the idea that you can use sting in tandem and then your mount can use dust cloud or Trample with its standard action, since it can't use its standard to sting.
The key ability, sand eruption, is put at 5th as a possible cut-off point.
Note that the capstone can't be replicated with a barbarian dip for pounce since mounted charges don't trigger pounce.
Concerns: Maybe dust cloud is redundant and can be cut, since against flying opponents you can just burrow underground and run away. But it synergizes beautifully with the mount (and eventually rider's) tremorsense, which makes them less affected by it than their enemies. And it just matches the feeling of a skirmisher who erupts from the ground to create chaos, then retreats.