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View Full Version : D&D 3.x Class Momentum: A martial class project (WIP;PEACH)



Jormengand
2014-06-11, 11:48 AM
This is my vague attempt to create a class who actually feels like a T3 martial character (ToB has always felt a bit like spellcasters-with-swords to me) while not necessarily being non-magical.

It's a work in progress, at the moment. Stuff is being added bit by bit. Feel free to contribute suggestions.


The Disciple Apparent
http://fc09.deviantart.net/fs31/i/2008/195/b/9/Fire_Masamune_by_MattTheSamurai.jpg
"Fire Masamune" by MattTheSamurai
"Well done, oh great supplicant, divine champion of the god of war, you have used magic with such skill that you can now swing a sword. Now watch me swing a sword with such skill that I can use magic."
Jonah Cyrus, human disciple apparent.

Some people train in magic; others in swordplay. Some are lucky - these are the Sorcerers, innately magical, they need no training to wield their powers. Others, such as Clerics and Druids, draw their magic from a higher power, and need no training. Often, such people turn to the art of war, such as the Eldritch Knights and Abjurant Champions. Then, are those who combine their magic with their fighting, such as the Duskblades, Magi and Inquisitors.

Then, there are the Disciples Apparent, who wield their blades with such power and such conviction that they become magical with their strikes. No study of millenia, no inner strength, no divine might can fuel their incredible power. Only the skill and conviction of their strikes and the monumental power behind them can cause these effects.

Role: Disciples apparent are combatants at heart, and in the second instance they use their skills to do a variety of different things, allowing them to emulate the stealth of a rogue or the skill of a craftsman. While they do not learn to make use of magical, psionic or similar effects, they can wield their weapons with such aptitude, or do whatever else they might be trained in with such skill, that it seems almost as though they are producing a magical effect in so doing.

Because disciples apparent cannot wear most armour while they use their abilities, they must instead find other means of defending themselves, and are more suitable for dealing damage than acting as a shield for the spellcasters.

Alignment: Disciples apparent can be any alignment. Lawful disciples apparent are perhaps more common than their chaotic counterparts, for the same reason that monks are Lawful - the required level of discipline to attain such skill with a blade as is required to be a disciple apparent is, on the surface, quite high. However, chaotic disciples apparent have their own ways around this - their own fury can lead to such effects being produced anyway.

Lawful Good disciples apparent generally act the role of the paladin, but have less of a reputation for being "Stuck-up," vindictive, and preachy. Instead, they usually act as the "Champion of the common man," standing in the front lines in combat.

Neutral Good disciples apparent act similarly to Lawful Good ones, though they often feel less compelled to stand on the front lines and champion their cause, instead fighting wherever they would be placed best.

Chaotic Good disciples apparent are often renegades and mavericks, and are prepared to use underhand tactics - many of them use their stealth skills to aid the cause of good.

Lawful Neutral disciples apparent are sometimes town guards in particularly important locations. Otherwise, they usually use their skills to protect people in whatever way they can.

True Neutral disciples apparent have a range of motivations, but many are content to learn their skills in peace until they find a cause worth fighting for.

Chaotic Neutral disciples apparent are next in line for the widest variety of reasons to take up arms, from protecting innocents from oppressive regimes to the sheer hell of it.

Lawful Evil disciples apparent might believe that they are enforcing a "Natural Order" which puts them above other warriors, but many just seek it as a legitimate means to their own ends.

Neutral Evil disciples apparent almost exclusively take up the path of the disciple apparent to gain power for their own purposes, though many believe that they do so in service to a higher cause.

Chaotic Evil disciples apparent are almost non-existent, but where they do exist it is because they seek the power offered to them by these abilities.

Hit Die: d8

Starting Gold: 4d6*10 gold pieces (average 140 gp)

Class Skills:
All skills except for Disable Device (Int), Forgery (Int), Open Lock (Dex), Psicraft (Int), Spellcraft (Int), Truespeak (Int), Use Magic Device (Cha) and Use Psionic Device are class skills of the disciple apparent.
Skill Points at 1st Level: (6 + Int modifier) × 4
Skill Points at Each Additional Level: 6 + Int modifier


The Disciple Apparent
LevelBABFortRefWillSpecial
Finishing Moves Known
Maximum Momentum
Maximum Combo/Finish level
1st+1+1+1+1Combos, Finishing Moves, Discipline of War
1
21
1
2nd+2+1+1+1Inertia
1
24
1
3rd+3+2+2+2
1
29
2
4th+4+2+2+2
1
36
2
5th+5+3+3+3Clear Skies Initiate
2
45
2
6th+6/+1+3+3+3
2
56
2
7th+7/+2+3+3+3
2
69
3
8th+8/+3+4+4+4
2
84
3
9th+9/+4+4+4+4
3
101
3
10th+10/+5+5+5+5Turning the Tides
3
120
3
11th----Legacy Continued
3
141
4
12th----
3
164
4
13th----
4
189
4
14th----
4
216
4
15th----
4
245
5
16th----
4
276
5
17th----
5
309
5
18th----
5
344
5
19th----
5
381
6
20th----
5
420
6


Class Features
All of the following are class features of the disciple apparent.

Weapon and Armour Proficiency
A disciple apparent is proficient with all simple and martial weapons and light armour, but no type of shield. Medium or heavy armour inhibits the disciple apparent's movement, which prevents him from using his combos and finishing moves.

Combos and Finishing Moves (Su)

The disciple apparent is skilled in fighting using powerful combo attacks, causing him to gain momentum with that combo up to the maximum given on Table: The Disciple Apparent. Attacks of Opportunity, as well as other ways to make attacks when it's not your turn, cannot be combo attacks.

Using a combo attack requires that the disciple apparent be using a melee weapon, and makes the disciple apparent's momentum with that combo attack increase by the amount of damage dealt, up to the maximum. Bonus damage from sneak attacks, precise strike, and similar class features is not added, but bonus damage from power attack, enhancement bonuses, critical hits and a bard's Inspire Competence counts - in general, damage dealt increases your momentum if it can be achieved without multi-classing. This causes the combo to be slightly more powerful, but also allows for a finishing move.

Finishing moves cause the disciple apparent to lose all momentum with a single combo attack of the disciple apparent's choosing, but have a special effect which is given in the description of the combos - the finishing moves themselves are just a way to release the momentum, and their own effects are limited. A basic attack may be used as a finishing move, but you do not have to use it as one - it may simply be an attack.

Some combos, known as skill combos, instead rely on you making multiple skill checks of the relevant type to use them. You build up momentum by making the relevant check, as given in the combo's description, and instead of executing a finishing move, you use the finish effect as a standard action. Each time you make such a skill check, you gain momentum equal to the result of the check, even if you fail. Unlike other combos, you lose all momentum in skill combos if you divert your attention away from the task at hand for more than a minute.

The disciple apparent knows a number of combos equal to his class level plus one, and a number of finishing moves given on Table: The Disciple Apparent. These must be of no more than the maximum level given on Table: The Disciple Apparent - as such, sixth-level finishing moves do not exist. The disciple apparent draws these combos and finishing moves from the disciple apparent combo list and the disciple apparent finishing move list.

When the disciple apparent is no longer in combat, he gains maximum momentum for all of his combos, but he loses all momentum when he enters combat. However, some combos cannot be used out of combat, and thus the disciple apparent does not have, and cannot gain, any momentum for that combo when he is out of combat.

Combo-users have a cursory knowledge of all combos and finishing moves pertaining to their role, and may therefore practice for an hour after waking up to gain an understanding of how the combo is achieved or the finishing move is performed. This allows him to swap a single combo or finishing move for another of an appropriate level, meaning that he can only have combos and finishing moves that he could have gained by leveling up. For example, a fifth level disciple apparent may not have more than three second-level combos or more than one second-level finishing move, but might decide he wants two different first-level finishing moves.

Discipline of War
The disciple apparent is trained in a similar way to many other, more usual classes, and so treats himself as having levels of fighter equal to his disciple apparent, paragon militant, veteran superior and guardian immortal levels, of rogue equal to his disciple apparent and champion transcendent levels, and of monk equal to his devotee ascendant and veteran superior levels, whenever they are called for as a pre-requisite.

Inertia (Ex)

From second level, the Disciple Apparent gains a single point of Inertia every time he makes a successful attack with a melee weapon (unless he is a Clear Skies Initiate, in which case he can use a ranged weapon) or makes a successful skill check. However, he can only gain, and use, Inertia while in combat. He may have a total number of points of Inertia equal to his level at any one time. He may spend a single point of Inertia to do one of the following:

Add 1 to his attack roll, skill check or saving throw, even after he's already made it.
Add 1 to his AC (including touch and flat-footed AC) for the purposes of a single attack made against him.

Alternatively, he may spend three points of Inertia to do one of the following.

Re-roll a single attack roll, skill check or saving throw, even after he's already made it.
Force an opponent to re-roll a single attack roll they just made.
Increase his movement speed by 10 feet when he moves.

In any case, use of Inertia does not take an action, and is done as part of, or in response to, the action to which it pertains - choosing whether or not to use Inertia takes no more time than choosing who to attack. However, a die can only be re-rolled through use of Inertia.

Veterans Superior have other ways of using Inertia.

Clear Skies Initiate

At fifth level, the disciple apparent watches his foes take to the skies, and learns to destroy them even so. He no longer requires a melee weapon for his combos, meaning that he can use both throwing and projectile weapons. He still can't use rays or other spell effects - he must use either a weapon or an unarmed strike.

Turning the Tides

From tenth level, disciples apparent can draw momentum from the attacks of their foes. Whenever the disciple apparent takes damage, he adds half that much momentum to the momentum pool of any combo he knows, even if that damage would not normally cause a gain in momentum.

Legacy Continued

As Frank and K so wisely said, Some Base Classes are Short. The disciple apparent cannot gain levels after tenth, but its class features, including combos, finishing moves and momentum/inertia limit, continue beyond this point, the reason for this being that certain prestige classes advance all of the disciple apparent's class features, but use their own class features and combo and finishing move lists in addition to those of the disciple apparent, and have their own save bonuses. Any prestige class which advances your combos will also advance your remaining class features.

PLAYING A DISCIPLE APPARENT
Disciples apparent rely on their combat prowess, including their combos and finishing moves, to function, and combat is their home ground. That said, their skills allow them to function well outside of combat.
Combat: Momentum is everything. A disciple apparent always needs to be seven steps ahead of the action - if he's killing some red dragon cultists who have just summoned their master, it's a good bet that he shouldn't use fire attacks even if the cultists themselves don't resist fire, so that he can use a finishing move that will affect the dragon.
Advancement: Disciples apparent who use two-handed weapons (including bows) can become paragons militant, who focus on damaging attacks. Those who wish to use armour and shields must first become guardians immortal, who focus on protecting themselves and their allies in battle. Between those extremes are the veterans superior, who use two weapons and take Inertia to its limit. Champions transcendent are not specialised for any of these styles, and instead use their skills for extra effect.

Finally, those who are either veterans superior or both paragons militant and guardians immortal can become knights exemplar, who carry two-handed weapons in one hand, leaving the other free for anything up to a tower shield, or another weapon.
Resources: Apart from the numerous prestige classes, there is little outside support for a disciple apparent. That said, they can draw upon all manner of skills from numerous sources, and there is never an end to the number of different weapons they can wield.

DISCIPLES APPARENT IN THE WORLD
The disciple's attack is like roaring fire. It begins with a spark and ends in a blaze of flame.
- High alchemist Khazek.

Disciples apparent fulfill the same roles in the world as one might expect from a fighter, ranger, rogue or paladin, depending on what exactly they actually do. Their existence in the world is practically anything that one might expect from anyone who does not cast spells, as they are not forced into a specific archetypal role as many others are.
Daily Life: Disciples apparent similarly lack any predestined ways of life, but they usually follow what you might expect from their race and the class they are emulating.
Notables: Jonah Cyrus leads part of the imperial army in the city of Ijzerpoort. He is nominally a sergeant, but in reality those far above his station gladly follow his commands. He wields a massive bow, and is an inspirational leader.

Jonah Cyrus, 5th-level Disciple Apparent
Hit dice5d10+5 (30 hp)
Initiative+6
Speed30 ft (6 squares)
Armour Class17 (+2 Dex, +5 Chain shirt +1) Touch 12 Flat-footed 15
Base Attack/Grapple+5/+7
Attack+1 Longbow (Mighty 2) +8 (1d8+3/x3)
Full Attack+1 Longbow (Mighty 2) +8 (1d8+3/x3)
Space/Reach5/5
Special AttacksBlinding Blade, Lesser Glacial Blade, Inferno Blade, Restoring Blade, Pinning Strike, Smash Sudden Charge, Inertia
Special QualitiesClear Skies Initiate
SavesFort +4 Ref +5 Will +5
AbilitiesSTR 14 DEX 15 CON 12 INT 10 WIS 11 CHA 13
FeatsImproved Initiative, Point Blank Shot, Iron Will
SkillsHeal +8 Hide +10 Knowledge (Local) +8, Listen +8, Move Silently +10, Spot +8
Challenge Rating5
AlignmentLawful Neutral

Organisations: There are no generic disciple apparent organisations, but all of the prestige classes' organisations maintain a body of disciples apparent, in training to join their ranks.
NPC Reaction
Disciples Apparent are received much the same way as a duskblade or fighter might be, and Devotees Ascendant (See ACF) much the same as monks. There is nothing particularly novel or special about a warrior who uses magic in his attacks.

DISCIPLES APPARENT IN THE GAME
Disciples Apparent and Devotees Ascendant put their fully-mundane equivalents, the fighter and the monk, to shame after a few levels, though they may be at a slight disadvantage at very low levels. What this means is that they can perform in and out of combat well, removing the need for Tome of Battle classes, whose maneuvers are irritatingly similar for spells. The end result is that classes which use normal spells can co-exist with Disciples Apparent without feeling that everyone is doing the same thing.

Due to the momentum mechanic, Disciples Apparent prefer longer battles, meaning that they will generally reduce the number of encounters where casters end the battle with a single spell each.
Adaptation: There is nothing inherently odd about being able to use magic with martial attacks. Certainly, some settings will be less appropriate for such a warrior, but for those where one might be used, there should be little difficulty in doing so.
Encounters: Encounters with Disciples Apparent will largely depend on their alignment, and consequent goals - see the "Alignment" section - and will generally be without conflict if such goals are unopposed to the party's.


Alternate class feature: The Devotee Ascendant.

Devotees ascendant are proficient with club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, sling and unarmed strike.

Devotees ascendant are not proficient with any armor or shields.

When wearing armor, using a shield, or carrying a medium or heavy load, a devotee ascendant loses her AC bonus, as well as her fast movement and flurry of blows abilities.

Devotees ascendant gain the Flurry of Blows and Unarmed Strike class features of the monk, but never gain the Clear Skies Initiate class feature.

They also add their wisdom modifier to AC, but cannot use combos while wearing any armour whatsoever. Consequently, they cannot take the Armoured Combat superiority, nor can they take levels in Guardian Immortal or Knight Exemplar.

Devotees ascendant have the same saving throw bonuses as monks. They also have d12 hit dice, unlike monks.

Because their fists are treated as manufactured and as natural weapons, they can use the veteran superior's Twin Terrors class feature normally. They can use combos on any attacks gained from Flurry of Blows as though they had the requisite Recurring Combo class feature.

Jormengand
2014-06-11, 11:49 AM
The Paragon Militant
http://th02.deviantart.net/fs71/PRE/i/2013/061/a/2/girl_with_greatsword_by_penett-d5wq7xi.jpg

"Girl with Greatsword" by Penett

LevelBABFortRefWillSpecial
Combos/Finishing Moves
1st+1+2+2+0Moment of Opportunity
+1 level of existing combo class
2nd+2+3+3+0Momentous assault I
+1 level of existing combo class
3rd+3+3+3+1Clear Skies Master
+1 level of existing combo class
4th+4+4+4+1Momentous assault II
+1 level of existing combo class
5th+5+4+4+1Inertial Strike
+1 level of existing combo class
6th+6+5+5+2Momentous assault III
+1 level of existing combo class
7th+7+5+5+2Moment of Freedom
+1 level of existing combo class
8th+8+6+6+2Momentous assault IV
+1 level of existing combo class
9th+9+6+6+3Irresistible Force
+1 level of existing combo class
10th+10+7+7+3Momentous assault V
+1 level of existing combo class

Prerequisite: Must be able to execute 3rd-level finishing moves
Alignment: Any
Hit Die: 1d8

Class Skills:
All skills except for Disable Device (Int), Forgery (Int), Open Lock (Dex), Psicraft (Int), Spellcraft (Int), Truespeak (Int), Use Magic Device (Cha) and Use Psionic Device are class skills of the paragon militant.
Skill Points at Each Level: 6 + Int modifier

Moment of Opportunity

Paragons militant can apply combos or finishing moves as attacks of opportunity, even though this cannot normally be done.

Momentous Assault I (Su)

From second level, so long as the paragon militant is in combat, he may sacrifice any number of points of momentum to increase the damage of a single attack by the same number. This is counted as precision damage, and also does not cause momentum gain for obvious reasons. This does not take an action and the paragon militant makes his decision after he makes the attack roll.

If the paragon militant already has momentous assault from another source, he gains the next level of it.

Clear Skies Master (Ex)

Paragons Militant ignore concealment, even total concealment, with ranged attacks. They may also add their dexterity modifier or strength modifier, whichever is higher, to their ranged attack damage. They may not combine this ability with the strength rating ability of composite bows.

Momentous Assault II (Su)

From fourth level, the paragon militant can cause ability damage with his attacks. To do so, he must spend 20 points of momentum in the same way as he would to cause normal damage. He may choose an ability score to deal damage to, or split the damage up between multiple ability scores.

Inertial Strike (Ex)

From fifth level, if damage dealt by a paragon militant's attacks, combos and finishing moves would be decreased due to resistances, damage reduction, hardness or so forth, it is reduced by half that amount.

Example: Hallethor the Unrelenting is a paragon militant, and deals 39 bludgeoning damage to a zombie with DR 5/slashing. Normally his damage would be decreased by 5, to 34. It is instead reduced by 2, to 37.

If Hallethor deals 45 fire damage to a red dragon (who is immune to fire), or to a creature with fire resistance 50, his damage would normally be reduced by 45 to 0. It is instead reduced by 22 to 23.

Hallethor later sets a trap which deals fire damage. If the dragon walks into the trap, it takes no damage.

Momentous Assault III (Su)

From sixth level, a paragon militant may cause ability drain instead of normal ability damage with his momentous assaults, but it costs 30 points of momentum instead of 20.

Moment of Freedom (Su)

From seventh level, the paragon militant may spend 50 momentum to take a move action or another action entailing movement as though under the effect of a Freedom of Movement spell, and also to move through physical or magical barriers without harm. If he ends this movement in a wall or other location in which he cannot stand, he is shunted to the nearest open space and takes 1d6 damage for every 10 feet moved in this way.

Momentous Assault IV (Su)

From eighth level, the paragon militant's momentous assaults can be used to cause negative levels. This costs 50 momentum per negative level the paragon militant wishes to inflict.

Irresistible Force (Ex)

From ninth level, the paragon militant's inertial strike doubles in power, so his attacks' damage can no longer be reduced at all.

Momentous Assault V (Su)

At tenth level, the paragon militant requires only half the normal amount of momentum to use his abilities from Momentous Assault II, III and IV, and does double damage with Momentous Assault I.

Jormengand
2014-06-11, 11:50 AM
The Guardian Immortal
LevelBABFortRefWillSpecial
Combos/Finishing Moves
1st+1+2+0+2Armoured Combat
+1 level of existing combo class
2nd+2+3+0+3Momentous defence I
+1 level of existing combo class
3rd+3+3+1+3Bulwark of Hope
+1 level of existing combo class
4th+4+4+1+4Momentous defence II
+1 level of existing combo class
5th+5+4+1+4Guardian of the Lost
+1 level of existing combo class
6th+6+5+2+5Momentous defence III
+1 level of existing combo class
7th+7+5+2+5Moment of Freedom
+1 level of existing combo class
8th+8+6+2+6Momentous defence IV
+1 level of existing combo class
9th+9+6+3+6Immovable Object
+1 level of existing combo class
10th+10+7+3+7Momentous defence V
+1 level of existing combo class

Prerequisite: Must be able to execute third-level finishing moves.
Alignment: Any
Hit Die: 1d12

Class Skills:
All skills except for Disable Device (Int), Forgery (Int), Open Lock (Dex), Psicraft (Int), Spellcraft (Int), Truespeak (Int), Use Magic Device (Cha) and Use Psionic Device are class skills of the guardian immortal.
Skill Points at Each Level: 6 + Int modifier

Weapon and Armour Proficiency
The Guardian Immortal gains proficiency in light and medium armour and all shields (except tower shields).

Armoured Combat

Guardians Immortal can use combos and finishing moves while wearing light or medium armour, or using shields (Except tower shields).

Momentous Defence I (Su)

From second level, so long as the guardian immortal is in combat, he may sacrifice any number of points of momentum to reduce the damage of a single attack made against him by the same number. This does not take an action and the guardian immortal makes his decision when his opponent deals damage.

If the guardian immortal already has momentous defence from another source, he gains the next level of it.

Bulwark of Hope

From third level, a guardian immortal may choose to apply the effects of his Momentous Defence abilities to an ally within 10 feet per level, instead of himself.

Momentous Defence II (Su)

From fourth level, the guardian immortal can prevent ability damage with his attacks. To do so, he must spend 20 points of momentum in the same way as he would to prevent normal damage.

Guardian of the Lost (Su)

If the guardian immortal is in combat, from fifth level his allies within 50 feet cannot die while he survives. He himself does not benefit from this effect.

If two allied guardians immortal with this class feature approach within 50 feet of each other, only one can protect the other at a time. This choice must be made when they first approach each other, and cannot be changed for the rest of the encounter.

Momentous Defence III (Su)

At sixth level, the guardian immortal can prevent spell effects from affecting her with her momentous defence. To do this, she must pay a total momentum equal to 20 times the spell's level. Psionic powers, as well as spell-like or psi-like abilities, can be prevented in the same manner.

Moment of Freedom (Su)

From seventh level, the guardian immortal may spend 50 momentum to take a move action or another action entailing movement as though under the effect of a Freedom of Movement spell, and also to move through physical or magical barriers without harm. If she ends this movement in a wall or other location in which she cannot stand, she is shunted to the nearest open space and takes 1d6 damage for every 10 feet moved in this way.

Momentous Defence IV

At eighth level, the guardian immortal may pay 200 momentum to ignore all effects of a spell, power, or any other ability, class feature, attack or action, for its duration. For example, she may ignore a grapple attempt, or the use of another class feature. She may only do so if she is directly affected by the ability (so she could not ignore another guardian immortal's Momentous Defence, because that only affects the other guardian immortal, nor can she ignore a barbarian's rage even if it causes her to take more damage), and only as pertains to her (unless she uses her bulwark of hope ability, in which case she affects another target as normal, causing them to ignore such an ability).

Immovable Object

At ninth level, the guardian immortal gains DR 20/- and resistance to everything 20.

Momentous Defence V (Su)

At tenth level, the guardian immortal requires only half the normal amount of momentum to use her abilities from Momentous Defence II, III and IV, and prevents double damage with Momentous Defence I.

Jormengand
2014-06-11, 11:51 AM
The Veteran Superior
http://th09.deviantart.net/fs70/PRE/i/2012/317/7/e/keeper_of_the_spirit_by_setzuo-d58rtvy.png
Keeper of the Spirit by setzuo.
LevelBABFortRefWillSpecial
Combos/Finishing Moves
1st+1+2+2+2Twin Terrors
+1 level of existing Combo class
2nd+2+3+3+31st Superiority
+1 level of existing Combo class
3rd+3+3+3+3Escalation
+1 level of existing Combo class
4th+4+4+4+42nd Superiority
+1 level of existing Combo class
5th+5+4+4+4Inertia Storm
+1 level of existing Combo class
6th+6+5+5+53rd Superiority
+1 level of existing Combo class
7th+7+5+5+5Moment of Freedom
+1 level of existing Combo class
8th+8+6+6+64th Superiority
+1 level of existing Combo class
9th+9+6+6+6Inconceivable Event
+1 level of existing Combo class
10th+10+7+7+75th Superiority
+1 level of existing Combo class

Prerequisite: Must be able to execute third-level finishing moves.
Alignment: Any
Hit Die: 1d10

Class Skills:
All skills except for Disable Device (Int), Forgery (Int), Open Lock (Dex), Psicraft (Int), Spellcraft (Int), Truespeak (Int), Use Magic Device (Cha) and Use Psionic Device are class skills of the veteran superior.
Skill Points at Each Level: 6 + Int modifier

Twin Terrors

Veterans Superior may apply their base attack bonus progression to both of their weapons (Thus making a full attack as though they were wielding only the main-hand weapon, then a full attack as though they were wielding only the off-hand weapon as a full-round action, or a single attack with each as a standard action or part of a charge), and never take a penalty for fighting with two weapons. As such, they may re-train the now-useless feats containing the words "Two weapon fighting," but they are still considered to have these feats for the purposes of qualifying for other feats (whether or not they ever had these feats).

Superiority

The Veteran Superior learns either a new way of using Inertia, or a new passive ability, at first level and every second level thereafter. They are chosen from the following list:

Minimum level 1st:
Moment of Opportunity (Ex): Like paragons militant, you can apply combos or finishing moves as attacks of opportunity, even though this cannot normally be done.
Armoured Combat: Like guardians immortal, you can use combos and finishing moves while wearing light or medium armour, or using shields (Except tower shields).
Inertial smash (Ex): You can spend a point of Inertia when you attack to deal 2 extra damage.

Minimum level 3rd:
Critical Mass (Ex): You can spend 5 points of Inertia to increase your critical multiplier by 1 for the duration of an attack. You may only do this once per attack, but may do so after confirming the critical hit.
Dynamic Entry (Su): You may spend 4 Inertia to resolve your attack action as a full attack action when you charge.

Minimum level 5th:
Turning Moment (Ex): You can spend 5 points of Inertia when you attack to make that single attack (not the entire action) against everyone a certain distance from you, to which you have reach (for example, if you have short swords you will attack 5 feet away, if you have a halberd you will attack 10 feet away, and if you have a spiked chain you can choose either but not both).
Moment in Time (Su): You can spend 5 points of Inertia to take an extra move action on your turn. This can let you move and take a five-foot step in the same turn.

Minimum level 7th:
Energy transfer: You gain a point of Inertia when you are hit with an attack, whatever weapon is used, or a hostile spell, power or spell-like, psi-like or other ability.
Perpetual Motion (Ex): You may spend five points of Inertia to make an extra attack as part of a full attack or Dynamic Entry. The attack is made at your highest Base Attack bonus.

Minimum level 9th:
Chain Reaction (Ex): You may spend fifteen points of Inertia when you make an attack to make an extra attack each time you hit with that attack. However, you take a -5 penalty for each attack you make after the first, so your seventh attack would be at a -30 penalty.
Event Horizon (Su): You become adept at predicting future events, so much so that you intrinsically know whether or not you need to! You may spend twenty points of Inertia to "Turn back time" to the start of your previous turn.

You may even do this in reaction to an event that causes your death, even if you have no way of knowing about it - in reality, you have simply predicted the events of this round, but in mechanical terms the world reverts to how it was at the beginning of your last round, though you lose 20 Inertia in the process (and therefore must have had 20 Inertia at that time). No-one save you, not even your allies, are aware that the events of that round took place at all.

Escalation

From third level, veterans superior gain two points of Inertia instead of one when they hit a foe successfully. They also gain an extra maximum point of Inertia per veteran superior level.

Inertia Storm

From fifth level, veterans superior gain one point of Inertia, plus one for each level beyond fifth, per round they are in combat.

Moment of Freedom (Su)

From seventh level, the veteran superior may spend 50 momentum to take a move action or another action entailing movement as though under the effect of a Freedom of Movement spell, and also to move through physical or magical barriers without harm. If they end this movement in a wall or other location in which they cannot stand, they are shunted to the nearest open space and takes 1d6 damage for every 10 feet moved in this way.

Inconceivable Event (Su)

When a veteran superior of ninth level dies, it's often not a good story for the one to kill them. When a creature kills the veteran superior, at the veteran superior's option the creature may take damage equal to that veteran superior's total current Momentum, and negative levels equal to half of that veteran superior's current Inertia.

Jormengand
2014-06-11, 11:52 AM
Reserved for the Champion Transcendent.

Jormengand
2014-06-11, 11:53 AM
The Knight Exemplar

Only those who are truly worthy can rise to the lofty ranks of the Knights Exemplar. These are powerful momentum-users who can channel their momentum directly into their strikes or use it to defend themselves and their allies.


The Knight Exemplar
LevelBABFortRefWillSpecial
Combos/Finishing Moves
1st+1+2+0+2Armoured Assault, Tireless Strike
+1 level of existing Combo class
2nd+2+3+0+3Momentous Defence
+1 level of existing Combo class
3rd+3+3+1+3Momentous Assault
+1 level of existing Combo class
4th+4+4+1+4Moment of Calm
+1 level of existing Combo class
5th+5+4+1+4Zero Moment
+1 level of existing Combo class

Prerequisite: Must be proficient in medium armour and shields and be capable of using them during combos.
Prerequisite: Must be able to execute finishing moves during attacks of opportunity.
Prerequisite: Must be capable of performing fifth-level combos.
Alignment: Any
Hit Die: 1d10

Class Skills:
All skills except for Disable Device (Int), Forgery (Int), Open Lock (Dex), Psicraft (Int), Spellcraft (Int), Truespeak (Int), Use Magic Device (Cha) and Use Psionic Device are class skills of the knight exemplar.
Skill Points at Each Level: 6 + Int modifier

Weapon and Armour Proficiency
The Knight Exemplar is proficient in all armour and shields, including tower shields.

Armoured Assault
The knight exemplar, unlike other momentum-using classes, can still perform combos and execute finishing moves while using any kind of armour or shield, even a tower shield.

Tireless Strike
The knight exemplar can wield a two-handed weapon one-handed, but only with his main hand (ambidextrous knights exemplar can still only wield one weapon in this manner at a time). This does not stack with effects such as monkey's grip, nor can he wield a bastard sword or dwarven waraxe one-handed if they are too large, even if he is proficient with them, and he certainly cannot ever wield a bow in one hand

Any melee weapon he wields in his main hand is treated as being wielded as a two-handed weapon, meaning that if it is not light it gains extra benefits from a high strength bonus and from feats such as power attack.

He may replace feats such as Monkey's Grip, Improved Monkey's Grip, and Exotic Weapon Proficiency (Bastard Sword and Dwarven Waraxe) with other feats for which he would have qualified at the time, but if he wishes to do this he must do so immediately when he gains the level. He is still considered to have these feats for the purposes of prerequisites, even if he never had them in the first place.

Momentous Defence
From second level, the knight exemplar may use his momentum to defend himself when he is struck. If he would take damage, he may choose to lose one point of momentum per point of damage to negate the damage, or part of the damage. He may lose momentum of any combo available to him.

No action is needed to do this, but the choice is made as the damage is taken. Any amount of momentum may be sacrificed to prevent an equivalent amount of damage. This ability does not work outside of combat, but the knight exemplar takes half damage out of combat.

If the knight exemplar already has momentous defence from another source, he gains the next level of it, as the relevant guardian immortal ability.

Momentous Assault

From third level, so long as the knight exemplar is in combat, he may sacrifice any number of points of momentum to increase the damage of a single attack by the same number. This is counted as precision damage, and also does not cause momentum gain for obvious reasons. This does not take an action and the knight exemplar makes his decision when he makes the attack roll.

If the knight exemplar already has momentous assault from another source, he gains the next level of it, as the relevant paragon militant ability.

Moment of Calm

Once per round from fourth level, the knight exemplar may take a swift action even if he has no swift action to use. To do this, he must give up 25 momentum. He may also take a five foot step once per round even if he has already moved, including another five foot step. This also costs him 25 momentum.

Zero Moment

The knight exemplar may, at fifth level, cause a zero moment once per encounter. The zero moment does not take an action but instead causes anything, action or otherwise, to use no momentum - he can choose to spend an amount of momentum equal to or less than the maximum momentum (usually 420) for any finishing move, and may use any of his other abilities (With the exception of a Momentous Assault costing more than 420 momentum) without actually spending momentum on it.

Jormengand
2014-06-11, 11:54 AM
Combo Descriptions

Each combo has numerous different pieces of information attached to it, which combine to give the description. Take this combo as an example:

Replenishing Blade !DA1
Level: Disciple Apparent 1
Use in Peace: No.
Effect: Your attacks heal you for an amount equal to half the damage you deal, plus one tenth of your momentum.
Finish: You heal for an amount equal to the momentum spent.

Replenishing Blade is the name of this particular combo. !DA1 is shorthand telling you that this is a combo (!) usable by disciples apparent (DA) at 1st combo level (1), making it easier to use control+f to find, for example, all first-level disciple apparent combos.

Level is simply the level of the combo and which classes can use it at that level. Use in peace determines whether you can use the combo outside of combat. Effect determines the effect when you actually hit an enemy with an attack of such a combo, besides gaining Momentum - note that any mention of the amount of Momentum you have only refers to Momentum from that combo, and before extra Momentum is added for making the attack. Finish determines the additional effect if you spend momentum during a finishing move.

Blinding Blade !DA1
Level: Disciple Apparent 1
Use in Peace: Yes.
Effect: Your attacks cause your opponent to take a penalty on their next attack roll this round equal to a quarter of the damage you dealt. This does not stack, but instead each hit affects the next attack roll made by the opponent in the same round.
Finish: The struck creature's attacks or spells requiring a target other than himself, as well as all spot, balance, sleight of hand checks or other skill checks which require vision, have a percentage chance of failure equal to the momentum spent for one round. If more than 100 momentum is spent, the remaining momentum causes a chance of failure in the next round, and so forth for subsequent rounds if over 200 is spent.

Burning Shield !GI4
Level: Guardian Immortal 4
Use In Peace: No.
Effect: Your shield is set alight, and can be used to bash your opponent (if you are using a tower shield, it is considered to have a d8 damage die). It also deals fire damage equal to one quarter of your momentum. However, the shield's real power comes when you are attacked - the attacker must take a reflex save (DC 14 + your constitution modifier) or take this fire damage as well.
Effect: Your shield's fire instead becomes a massive orb which covers your entire body. It does fire damage equal to the momentum spent to anyone who attacks you in the next five rounds.

Cobra Strike !DA3
Level: Disciple Apparent 3
Use in Peace: No.
Effect: Your attacks heal you and all allies within 50 feet for an amount equal to half the damage you deal, plus one tenth of your momentum.
Finish: You, and all allies within 50 feet, heal for an amount equal to the momentum spent.

Cyclone Blade !DA3
Level: Disciple Apparent 3
Use in Peace: No.
Effect: When you attack, you create severe winds around you. The winds extend 5 feet per 15 points of momentum you have. Your allies are not immune to the wind effects, but you are.
Finish: The winds become a windstorm for one round, then dissipate.

Dispelling Blade !DA3
Level: Disciple Apparent 3
Use in Peace: Yes.
Effect: Your damage roll, plus one tenth of your momentum, is used as a dispel check to dispel a single spell, power, or spell- or psi-like ability of your choice affecting the target, as per the spell dispel magic.
Finish: For every 100 momentum you spend, the target cannot use its spells, powers, or spell-like, psi-like or supernatural abilities for 1 round. They do not lose spell slots, power points or momentum.

Glacial Blade, Lesser !DA1
Level: Disciple Apparent 1
Use in Peace: Yes.
Effect: Your attacks do a quarter cold damage and the other three quarters the normal damage type. All cold damage from this effect is lethal, even if you use an unarmed strike or a whip (which also still deals cold damage to armoured targets) or if you deliberately do nonlethal damage with your attack.
Finish: The finishing move does normal damage, plus an amount of cold damage equal to three quarters of the momentum spent.

Glacial Blade !DA2
Level: Disciple Apparent 2
Use in Peace: Yes.
Effect: Your attacks do half cold damage and the other half the normal damage type. All cold damage from this effect is lethal, even if you use an unarmed strike or a whip (which also still deals cold damage to armoured targets) or if you deliberately do nonlethal damage with your attack. You also do cold damage equal to one tenth of your momentum. The target also takes a penalty to movement speed equal to one quarter of the damage dealt (to the nearest five foot increment) until the end of their next turn.
Finish: The finishing move does normal damage, plus an amount of cold damage equal to three quarters of the momentum spent. Foes within 5 feet of the target also take this effect, but can take a reflex save for half damage (DC 12 plus your strength modifier). They also take a penalty to movement speed equal to one quarter of the damage dealt (to the nearest five foot increment) until the end of their next turn.

Glacial Blade, Greater !DA3
Level: Disciple Apparent 3
Use in Peace: Yes.
Effect: Your attacks do cold damage equal to the attack's base damage, but only half damage of the weapon’s normal damage type. All cold damage from this effect is lethal, even if you use an unarmed strike or a whip (which also still deals cold damage to armoured targets) or if you deliberately do nonlethal damage with your attack. You also do cold damage equal to one fifth of your momentum. The target also takes a penalty to movement speed equal to one third of the damage dealt (to the nearest five foot increment) until the end of their next turn.
Finish: The finishing move does normal damage, plus an amount of cold damage equal to the momentum spent. Foes within 10 feet of the target also take this effect, but can take a reflex save for half damage (DC 13 plus your strength modifier). They also take a penalty to movement speed equal to one third of the damage dealt (to the nearest five foot increment) until the end of their next turn.

Glacial Blade, Major !PM4 !VS4
Level: Paragon Militant 4, Veteran Superior 4
Use in Peace: Yes.
Effect: Your attacks do cold damage equal to the attack's base damage. All cold damage from this effect is lethal, even if you use an unarmed strike or a whip (which also still deals cold damage to armoured targets) or if you deliberately do nonlethal damage with your attack. You also do cold damage equal to one half of your momentum. The target also takes a penalty to movement speed equal to one third of the damage dealt (to the nearest five foot increment) until the end of their next turn.
Finish: The finishing move does normal damage, plus an amount of cold damage equal to the momentum spent, times one and a quarter. Foes within 15 feet of the target also take this effect, but can take a reflex save for half damage (DC 14 plus your strength modifier). They also take a penalty to movement speed equal to one third of the damage dealt (to the nearest five foot increment) until the end of their next turn.

Glacial Blade, Superior !PM5 !VS5 !KE5
Level: Paragon Militant 5, Veteran Superior 5, Knight Exemplar 5
Use in Peace: Yes.
Effect: Your attacks do cold damage equal to one and a half times the attack's base damage. All cold damage from this effect is lethal, even if you use an unarmed strike or a whip (which also still deals cold damage to armoured targets) or if you deliberately do nonlethal damage with your attack. You also do cold damage equal to three quarters of your momentum. The target also takes a penalty to movement speed equal to one third of the damage dealt (to the nearest five foot increment) until the end of their next turn.
Finish: The finishing move does normal damage, plus an amount of cold damage equal to one and a half times the momentum spent. Foes within 20 feet of the target also take this effect, but can take a reflex save for half damage (DC 15 plus your strength modifier). They also take a penalty to movement speed equal to one third of the damage dealt (to the nearest five foot increment) until the end of their next turn.

Glacial Blade, Superlative !PM6 !VS6 !KE6
Level: Paragon Militant 6, Veteran Superior 6, Knight Exemplar 6
Use in Peace: Yes.
Effect: Your attacks do cold damage equal to three times the attack's base damage. All cold damage from this effect is lethal, even if you use an unarmed strike or a whip (which also still deals cold damage to armoured targets) or if you deliberately do nonlethal damage with your attack. You also do cold damage equal to your momentum. The target also takes a penalty to movement speed equal to one third of the damage dealt (to the nearest five foot increment) until the end of their next turn.
Finish: The finishing move does normal damage, plus an amount of cold damage equal to twice the momentum spent. Foes within 25 feet of the target also take this effect, but can take a reflex save for half damage (DC 16 plus your strength modifier). They also take a penalty to movement speed equal to one third of the damage dealt (to the nearest five foot increment) until the end of their next turn.

Hurricane Smash !VS5
Level: Veteran Superior 5
Use in Peace: No.
Effect: When you attack, you create a hurricane around you. The winds extend 5 feet per 25 points of momentum you have. Your allies are not immune to the wind effects, but you are.
Finish: The winds become a tornado for one round, then dissipate.

Inferno Blade, Lesser !DA1
Level: Disciple Apparent 1
Use in Peace: Yes.
Effect: Your attacks do half fire damage and the other half the normal damage type. All fire damage from this effect is lethal, even if you use an unarmed strike or a whip (which also still deals fire damage to armoured targets) or if you deliberately do nonlethal damage with your attack. You also do fire damage equal to one tenth of your momentum.
Finish: The finishing move does normal damage, plus an amount of fire damage equal to the momentum spent.

Inferno Blade !DA2
Level: Disciple Apparent 2
Use in Peace: Yes.
Effect: Your attacks do fire damage equal to the attack's base damage, but only half the amount of damage of the normal damage type. All fire damage from this effect is lethal, even if you use an unarmed strike or a whip (which also still deals fire damage to armoured targets) or if you deliberately do nonlethal damage with your attack. You also do fire damage equal to one fifth of your momentum.
Finish: The finishing move does normal damage, plus an amount of fire damage equal to the momentum spent. Foes within 5 feet of the target also take this effect, but can take a reflex save for half damage (DC 12 plus your strength modifier).

Inferno Blade, Greater !DA3
Level: Disciple Apparent 3
Use in Peace: Yes.
Effect: Your attacks do fire damage equal to the attack's base damage. All fire damage from this effect is lethal, even if you use an unarmed strike or a whip (which also still deals fire damage to armoured targets) or if you deliberately do nonlethal damage with your attack. You also do fire damage equal to one half of your momentum.
Finish: The finishing move does normal damage, plus an amount of fire damage equal to the momentum spent, times one and a quarter. Foes within 10 feet of the target also take this effect, but can take a reflex save for half damage (DC 13 plus your strength modifier).

Inferno Blade, Major !PM4 !VS4
Level: Paragon Militant 4, Veteran Superior 4
Use in Peace: Yes.
Effect: Your attacks do fire damage equal to one and a half times the attack's base damage. All fire damage from this effect is lethal, even if you use an unarmed strike or a whip (which also still deals fire damage to armoured targets) or if you deliberately do nonlethal damage with your attack. You also do fire damage equal to three quarters of your momentum.
Finish: The finishing move does normal damage, plus an amount of fire damage equal to one and a half times the momentum spent. Foes within 15 feet of the target also take this effect, but can take a reflex save for half damage (DC 14 plus your strength modifier).

Inferno Blade, Superior !PM5 !VS5 !KE5
Level: Paragon Militant 5, Veteran Superior 5, Knight Exemplar 5
Use in Peace: Yes.
Effect: Your attacks do fire damage equal to two times the attack's base damage. All fire damage from this effect is lethal, even if you use an unarmed strike or a whip (which also still deals fire damage to armoured targets) or if you deliberately do nonlethal damage with your attack. You also do fire damage equal to your momentum.
Finish: The finishing move does normal damage, plus an amount of fire damage equal to twice the momentum spent. Foes within 20 feet of the target also take this effect, but can take a reflex save for half damage (DC 15 plus your strength modifier).

Inferno Blade, Superlative !PM6 !VS6 !KE6
Level: Paragon Militant 6, Veteran Superior 6, Knight Exemplar 6
Use in Peace: Yes.
Effect: Your attacks do fire damage equal to three times the attack's base damage. All fire damage from this effect is lethal, even if you use an unarmed strike or a whip (which also still deals fire damage to armoured targets) or if you deliberately do nonlethal damage with your attack. You also do fire damage equal to one and a half times your momentum.
Finish: The finishing move does normal damage, plus an amount of fire damage equal to three times the momentum spent. Foes within 25 feet of the target also take this effect, but can take a reflex save for half damage (DC 16 plus your strength modifier).

Lightning Blade, Lesser !DA1
Level: Disciple Apparent 1
Use in Peace: Yes.
Effect: Your attacks do a quarter electrical damage and the other three quarters the normal damage type. All electrical damage from this effect is lethal, even if you use an unarmed strike or a whip (which also still deals electrical damage to armoured targets) or if you deliberately do nonlethal damage with your attack. The target also takes a penalty on attack rolls and skill checks equal to one tenth of the damage dealt.
Finish: The finishing move does normal damage, plus an amount of electrical damage equal to three quarters of the momentum spent. The target also takes a penalty on attack rolls and skill checks equal to one tenth of the damage dealt.

Lightning Blade !DA2
Level: Disciple Apparent 2
Use in Peace: Yes.
Effect: Your attacks do half electrical damage and the other half the normal damage type. All electrical damage from this effect is lethal, even if you use an unarmed strike or a whip (which also still deals electrical damage to armoured targets) or if you deliberately do nonlethal damage with your attack. You also do electrical damage equal to one tenth of your momentum. The target also takes a penalty on attack rolls and skill checks equal to one fifth of the damage dealt.
Finish: The finishing move does normal damage, plus an amount of electrical damage equal to three quarters of the momentum spent. Foes within 5 feet of the target also take this effect, but can take a reflex save for half damage (DC 12 plus your strength modifier). They also take a penalty on attack rolls and skill checks equal to one fifth of the damage dealt.

Lightning Blade, Greater !DA3
Level: Disciple Apparent 3
Use in Peace: Yes.
Effect: Your attacks do electrical damage equal to the attack's base damage, but only half damage of the weapon’s normal damage type. All electrical damage from this effect is lethal, even if you use an unarmed strike or a whip (which also still deals electrical damage to armoured targets) or if you deliberately do nonlethal damage with your attack. You also do electrical damage equal to one fifth of your momentum. The target also takes a penalty on attack rolls and skill checks equal to one quarter of the damage dealt.
Finish: The finishing move does normal damage, plus an amount of electrical damage equal to the momentum spent. Foes within 10 feet of the target also take this effect, but can take a reflex save for half damage (DC 13 plus your strength modifier). They also take a penalty on attack rolls and skill checks equal to one quarter of the damage dealt.

Lightning Blade, Major !PM4 !VS4
Level: Paragon Militant 4, Veteran Superior 4
Use in Peace: Yes.
Effect: Your attacks do electrical damage equal to the attack's base damage. All electrical damage from this effect is lethal, even if you use an unarmed strike or a whip (which also still deals electrical damage to armoured targets) or if you deliberately do nonlethal damage with your attack. You also do electrical damage equal to one half of your momentum. The target also takes a penalty on attack rolls and skill checks equal to one third of the damage dealt.
Finish: The finishing move does normal damage, plus an amount of electrical damage equal to the momentum spent, times one and a quarter. Foes within 15 feet of the target also take this effect, but can take a reflex save for half damage (DC 14 plus your strength modifier). They also take a penalty on attack rolls and skill checks equal to one third of the damage dealt.

Lightning Blade, Superior !PM5 !VS5 !KE5
Level: Paragon Militant 5, Veteran Superior 5, Knight Exemplar 5
Use in Peace: Yes.
Effect: Your attacks do electrical damage equal to one and a half times the attack's base damage. All electrical damage from this effect is lethal, even if you use an unarmed strike or a whip (which also still deals electrical damage to armoured targets) or if you deliberately do nonlethal damage with your attack. You also do electrical damage equal to three quarters of your momentum. The target also takes a penalty on attack rolls and skill checks equal to one third of the damage dealt.
Finish: The finishing move does normal damage, plus an amount of electrical damage equal to one and a half times the momentum spent. Foes within 20 feet of the target also take this effect, but can take a reflex save for half damage (DC 15 plus your strength modifier). They also take a penalty on attack rolls and skill checks equal to one third of the damage dealt.

Lightning Blade, Superlative !PM6 !VS6 !KE6
Level: Paragon Militant 6, Veteran Superior 6, Knight Exemplar 6
Use in Peace: Yes.
Effect: Your attacks do electrical damage equal to three times the attack's base damage. All electrical damage from this effect is lethal, even if you use an unarmed strike or a whip (which also still deals electrical damage to armoured targets) or if you deliberately do nonlethal damage with your attack. You also do electrical damage equal to your momentum. The target also takes a penalty on attack rolls and skill checks equal to one third of the damage dealt.
Finish: The finishing move does normal damage, plus an amount of electrical damage equal to twice the momentum spent. Foes within 25 feet of the target also take this effect, but can take a reflex save for half damage (DC 16 plus your strength modifier). They also take a penalty on attack rolls and skill checks equal to one third of the damage dealt.

Pinning Strike !DA2
Level: Disciple Apparent 2
Use in Peace: Yes.
Effect: Your attacks cause people to become grappled and pinned. If you hit, the amount of damage you deal is taken in place of the grapple check - no separate touch attack is required. If you succeed, the opponent is treated as grappled during that round, even though no-one is either grappling them. You gain a +1 bonus to the grapple check for every 10 points of momentum you have.
Finish: You make an attack as above, and both grapple and pin the opponent for a number of rounds equal to a fiftieth of the momentum spent if you pass the roll.

Radiance !DA3
Level: Disciple Apparent 3
Use in Peace: Yes.
Effect: Each time you attack, light blasts from your weapon and your body. The opponent struck must take a reflex save (DC equal to the damage dealt + 1/10 your momentum) or be blinded by the attack for one round.
Finish: An explosion of light whirls out from your location, causing enemies to be blinded for three rounds as long as you spent at least 50 momentum, and disorientated such that any action they take has a percentage chance of failure equal to one quarter of the momentum spent (maximum 100%). If they fail an action in this way, they fall prone in their own square. Attempts to fall prone in their own square are therefore unaffected. A reflex save (DC 13 + your constitution modifier) negates the disorientation, and reduces the blindness to one round.

Replenishing Blade !DA1
Level: Disciple Apparent 1
Use in Peace: No.
Effect: Your attacks heal you for an amount equal to half the damage you deal, plus one tenth of your momentum.
Finish: You heal for an amount equal to the momentum spent.

Restoring Blade !DA2
Level: Disciple Apparent 2
Use in Peace: No.
Effect: Your attacks heal you and a single ally within 50 feet for an amount equal to half the damage you deal, plus one tenth of your momentum.
Finish: You, and an ally within 50 feet, heal for an amount equal to the momentum spent.

Sky-walk !DA3
level: Disciple Apparent 3
Use in Peace: Yes.
Effect: While you have momentum with Sky-walk, you can walk on thin air as though there were something solid there. This costs 5 momentum for each 5 feet of horizontal movement, which also allows you to take 5 feet of vertical movement at the same time.
Finish: Unlike most combos, you cannot make a finishing attack with Sky-walk.

Thorns !GI4
Level: Guardian Immortal 4
Use in Peace: No.
Effect: When you are attacked or targeted with a spell, if you have momentum with Thorns, you can deal damage equal to one fifth of your momentum to the attacker.
Finish: You create a thorny area in a 30 foot radius around the target. You and your allies can move through the thorns unharmed, but enemies who do so take damage equal to one tenth of the spent momentum for each thorny square they enter, and treat the area as difficult terrain. The thorny area becomes safe 5 rounds later.

Tornado Slash !VS6
Level: Veteran Superior 6
Use in Peace: No.
Effect: When you attack, you create a tornado around you. The winds extend 5 feet per 30 points of momentum you have. Your allies are not immune to the wind effects, but you are.
Finish: The winds rise to a speed of around 500 miles per hour. Those trapped in the tornado must take a fortitude save (DC 16, plus the veteran superior's dexterity modifier) or be crushed; otherwise, they take 15d6 damage. Either way, they are launched 3d6*5 feet upwards and 10d6*5 feet in a random horizontal direction.

Typhoon Strike !VS4
Level: Veteran Superior 4
Use in Peace: No.
Effect: When you attack, you create a windstorm around you. The winds extend 5 feet per 20 points of momentum you have. Your allies are not immune to the wind effects, but you are.
Finish: The winds become a hurricane for one round, then dissipate.

Whirlwind Slash !DA2
Level: Disciple Apparent 2
Use in Peace: No.
Effect: When you attack, you create strong winds around you. The winds extend 5 feet per 10 points of momentum you have. Your allies are not immune to the wind effects, but you are.
Finish: The winds become severe for one round, then dissipate.

Jormengand
2014-06-11, 11:55 AM
Finishing Move Descriptions

Like a combo, a finishing move has multiple different features. Take this finishing move as an example:

Force Fangs ?PM4
Level: Paragon Militant 4
Effect: You launch two fangs of force, each dealing 1d4+1 damage to a target within 50 feet. The fangs both hit automatically. Both fangs apply the finish effect of the combo as normal.
Cooldown: 3 rounds.

Force Fangs is the name of this particular finishing move. ?PM4 is shorthand telling you that this is a finishing move (?) usable by paragons militant (PM) at 4th finishing move level (4), making it easier to use control+f to find, for example, all fourth-level paragon militant finishing moves.

Level is simply the level of the finishing move and which classes can use it at that level. Effect determines the effect when you use that finishing move - some finishing moves do not take normal attack actions to use, which will be shown in the description.

Cooldown is what restricts you from repeatedly using finishing moves - once you have used a finishing move, you must wait for the duration of the cooldown before using the same finishing move again.

Abrupt Strike ?DA3
Level: Disciple Apparent 3
Effect: As an immediate action during your turn, you kick an enemy. You are considered proficient in your unarmed strike and do not provoke attacks of opportunity.
Cooldown: 2 rounds.

Blade Shield ?GI5
Level: Guardian Immortal 5
Effect: A whirling mass of blades forms in a 10 foot radius around you, bringing death to those who would fight you. Anyone within 10 feet of you at the end of each of your turns, or who moves through the blades on their turn (although this can be avoided by anything that would avoid an attack of opportunity), or who is moved past by the blades, is struck by the blades. They take 2d6 damage, plus damage equal to twice your constitution modifier, and the finish effect of the combo you used.

The blades shatter after 3 rounds or 5 hits.
Cooldown: 5 minutes.

Bladestorm Stride ?VS5
Level: Veteran Superior 5
Effect: As a full-round action, you make a full attack action with a few exceptions. For each attack you could make, you move up to your movement value, ignoring foes in your path, and attack each enemy you move through at the relevant base attack bonus.

If you are armed with a ranged weapon, you instead make the move and attack a single opponent in range each time.
Cooldown: 5 minutes.

Cautious Strike ?DA1
Level: Disciple Apparent 1
Effect: You make an attack, and also gain a +2 dodge bonus to AC until the end of the turn (even if the attack doesn't hit).
Cooldown: 2 rounds.

Devastating Strike ?DA3
Level: Disciple Apparent 3
Effect: You make an attack, which not only hits but both threatens and confirms a critical hit without needing to roll.
Cooldown: 3 rounds.

Force Fangs ?PM4
Level: Paragon Militant 4
Effect: You launch two fangs of force, each dealing 1d4+1 damage to a target within 50 feet. The fangs both hit automatically. Both fangs apply the finish effect of the combo as normal.
Cooldown: 3 rounds.

Golden Cannon ?PM5
Level: Paragon Militant 5
Effect: As a full-round action, you jump 15 feet into the air, and create a beam of golden light which is a cylinder 100 feet long with a radius of 30 feet (meaning that a portion of the beam is below ground). Creatures hit by the beam take 10d6 damage, plus five times the paragon militant's strength modifier. This is untyped damage and is not subject to any resistances. It damages all creatures in the area, but nothing else. Any form of obstruction, physical or magical, fails against such an attack, save for the power of an anti-magic field which still requires a caster level check of DC 10, plus the user's total levels in combo-using classes, just to protect the area actually encompassed by the field.
Cooldown: 5 minutes.

Judgement Blade ?KE5
Level: Knight Exemplar 5
Effect: As a full-round action, you call upon the reserves of might within your perfect self to bring down a great weapon of holy light, blinding evil or perfect radiance. In any case, a giant sword (Slashing), maul (Bludgeoning) or lance (Piercing) descends from the heavens. You choose which weapon falls, but it must be one dealing some type of damage that you might have dealt with one of your wielded weapons.

In any case, the weapon descends from 1000 feet in the sky, above a location of your choosing within 200 feet. The weapon has a radius of 30 feet, and strikes everything within the 1000 ft tall, 30 ft radius cylinder. Flying creatures may take a reflex save (DC 15 + your strength modifier), otherwise they are dragged down to the ground with the weapon. Creatures on the ground must take the same save or fall prone.

Regardless of the results of the reflex save, creatures struck by the weapon take 10d6 damage, plus five times the user's strength modifier, and also the effect of the combo used. Inanimate objects except for constructs, undead and other creatures are immune; the weapon passes through them.

Incorporeal and ethereal creatures are still struck by the holy blade, and it passes through protection, magical or no, with impunity. Even an anti-magic field requires that its caster take a caster level check against a DC of 10 + the number of levels in combo classes possessed by the user to stop the weapon's might, and even if this is done only the sections actually covered by the field are protected from the weapon.

The weapon, once finished, disappears into the ground. It may hit subterranean creatures in so doing, but in most cases the destruction is over.
Cooldown: Five minutes.

Light Spear ?VS4 ?PM4
Level: Veteran Superior 4, Paragon Militant 4
Effect: As a full-round action, you spin around so fast that your spin carries you upwards. You attack all enemies adjacent to you, move up five feet, attack all adjacent enemies again, move up another five feet and attack all adjacent enemies once more before landing. This movement does not provoke attacks of opportunity. Each attack can release a different combo, but each combo's finish effect only applies to a single attack.

If you have a ranged weapon, you instead stand where you are and make a ranged attack against all enemies you have a line of effect to.

In any case, all attacks are made at your highest base attack bonus.
Cooldown: 6 rounds.

Resolute Smite ?GI4
Level: Guardian Immortal 4
Effect: As an immediate action during your turn, you bash an opponent with your shield (If you have access to this ability and are using a tower shield, it is considered to have a d8 damage die). You are always considered proficient with the shield, and do not provoke attacks of opportunity with it.
Cooldown: 3 rounds

Shining Spear ?VS5 ?PM5
Level: Veteran Superior 5, Paragon Militant 5
Effect: As a full-round action, you spin around so fast that your spin carries you upwards. You attack all enemies adjacent to you, move up five feet, attack all adjacent enemies again, move up another five feet and attack all adjacent enemies once more before landing. This movement does not provoke attacks of opportunity.

Unlike Light Spear, a single combo can be used to apply to as many of these attacks as you wish.

If you have a ranged weapon, you instead stand where you are and make a ranged attack against all enemies you have a line of effect to.

In any case, all attacks are made at your highest base attack bonus.
Cooldown: 6 rounds.

Smash ?DA1
Level: Disciple Apparent 1
Effect: You make an attack dealing double damage.
Cooldown: 3 rounds.

Stand United ?KE5 ?GI5
Level: Knight Exemplar 5, Guardian Immortal 5
Effect: You, and up to 6 allies within 50 feet, make attacks. All such attacks apply the finishing move's finish effect.
Cooldown: 5 minutes.

Sudden Charge ?DA2
Level: Disciple Apparent 2
Effect: You Charge, even though that would normally be a full-round action. You can't use Sudden Charge in lieu of the attack you would normally make as part of a charge. If you are wielding a ranged weapon, you Withdraw and then make your attack normally.
Cooldown: 3 rounds.

True Shot ?DA2
Level: Disciple Apparent 2
Effect: You make an attack which hits regardless of the result of the roll. You still roll to threaten and confirm a critical hit.
Cooldown: 3 rounds.

Jormengand
2014-06-11, 11:56 AM
Skill Combo Descriptions

Like other combos, skill combos have numerous pieces of information attached to them. Unlike other combos, skill combos are considered (Ex) abilities unless specified otherwise.

Silver Tongue $DA3
Level: Disciple Apparent 3
Effect: You make a diplomacy check each round, against one or more creatures. While you succeed (DC 10 + half the targets' highest hit dice + the targets' highest wisdom modifier + twice the number of creatures being affected after the first), these creatures are considered Fascinated until such a time as hostile action is taken against them, at which point they are immune to the effect for one minute, or until you fail (or do not make) a check, at which point they act as normal until you make the check again.

If you are not in combat or immediately threatened, you can also make some sort of deal or suggestion each round. So long as it is vaguely reasonable, the target will comply with it. The more you beat the DC by, the more complex, dangerous or disadvantageous the suggestions that the targets might accept.

You gain a +1 bonus on the skill check per 10 points of momentum.
Finish: You replicate one or more of the following spell effects against a relevant number of the targets who were affected during the last round, with a DC equal to 13 plus your charisma modifier. You must pay the assigned momentum cost, but can increase the DC by 1 by paying a quarter of the cost again. The DC can be increased by up to 10 in this manner. Note that these effects are neither spells, nor spell-like abilities:

Charm Person: 20 momentum
Suggestion or Confusion: 60 momentum

Silver Tongue is the name of this particular skill combo. $DA3 is shorthand telling you that this is a skill combo ($) usable by disciples apparent (DA) at 3rd combo level (3), making it easier to use control+f to find, for example, all second-level disciple apparent skill combos.

The layout of skill combos is largely the same as that of other combos, and they have similar effects.



Dance of Death $CT6
Level: Champion Transcendent 6
Effect: You make a Tumble or Perform (Dance) check each round. You move up to your movement speed, and make an attack - substituting your check result for the attack roll - against everyone who is ever threatened by you during your movement. You do not provoke attacks of opportunity yourself.

If you are wielding a ranged weapon, you can only make a single attack each time, but you can attack anyone you could attack normally, at any point during your movement.

You may apply combos to these attacks as normal, but you cannot perform specific finishing moves (you may still use your basic attack as a finishing move)

You gain a +1 bonus on the skill check per 5 points of momentum.
Finish: As a full-round action, you make a full attack. You may move up to your movement speed before making each attack, and do not provoke attacks of opportunity in this manner. Each time you hit with your attack, you may spend 50 momentum to kill the target. The target may take a reflex save (DC 16 + your dexterity or charisma modifier) to dodge out of the way and avoid death, though they still take full damage as your weapon strikes mere inches from a vital organ. Each target may only be affected once per Dance of Death.

Dance of Life $DA3
Level: Disciple Apparent 3
Effect: You make a Tumble or Perform (Dance) check each round. The result of the check replaces your armour class and your Touch armour class, if it is higher than them (if you have AC 20 touch 12 and you roll 18, your touch AC becomes 18 and your AC stays at 20) until the end of the round. It also causes you to pass any reflex saves with a DC less than three quarters of the result of the check. Others must be rolled normally.

You gain a +1 bonus on the skill check per 10 points of momentum.
Finish: You cannot be hit by any attack which requires an attack roll, and pass all reflex saves, for one round per 30 momentum spent.

Death mark $CT6
Level: Champion Transcendent 6
Effect: You make a spot, sense motive or relevant knowledge check against a target you can see, and to which you have line of effect to each round. The DC for this check is 10, plus the target's hit dice. Each time you succeed, you learn a single fact of your choice about such a creature that you might learn with such a check (Spot: he has a potion in his pocket; Sense Motive: he's about to stab the king; Knowledge: because he's a red half-dragon he can breathe a cone of fire). To do so, you must ask a relevant question (Such as "Where's the potion I know he has?" or "What's in his pocket?") but unless they can make a relevant check opposing your roll, you learn that peice of information.

You gain a +1 bonus on the skill check per 5 points of momentum.
Finish: You sneak attack the target, as the rogue ability of the same name, and make a Death Attack, as the assassin ability. If the target is immune, they still take half damage, but otherwise you need to be able to sneak attack them. You use a number of sneak attack dice equal to one tenth of your momentum. You must be using at least ten sneak attack dice to perform the Death Attack, and if you do, the DC of the effect is 16, plus either your intelligence or wisdom modifier, whichever is higher. If you succeed at the Death Attack, the target cannot be resurrected by anything short of True Ressurection, Miracle or Wish.

You only make a single attack in this way, but it can be made as part of a full attack action.

Golden Tongue $CT5
Level: Champion Transcendent 5
Effect: You make a diplomacy check each round, against one or more creatures. While you succeed (DC 10 + half the targets' highest hit dice + the targets' highest wisdom modifier + twice the number of creatures being affected after the first), these creatures are considered Fascinated and Helpless (Will 15 + your charisma modifier negates the Helpless condition, but not the Fascinated condition) until such a time as hostile action is taken against them, at which point they are immune to the effect for one minute, or until you fail (or do not make) a check, at which point they act as normal until you make the check again.

If you are not in combat or immediately threatened, you can also make some sort of deal or suggestion each round. So long as it is vaguely reasonable, the target will comply with it. The more you beat the DC by, the more complex, dangerous or disadvantageous the suggestions that the targets might accept.

You gain a +1 bonus on the skill check per 5 points of momentum.
Finish: You replicate one or more of the following spell effects against a relevant number of the targets who were affected during the last round, with a DC equal to 15 plus your charisma modifier. You must pay the assigned momentum cost, but can increase the DC by 1 by paying a quarter of the cost again. The DC can be increased by up to 10 in this manner. Note that these effects are neither spells, nor spell-like abilities:

Charm Person: 20 momentum
Suggestion or Confusion: 60 momentum
Charm Monster or Lesser Geas: 80 momentum
Dominate Person, but you must communicate commands verbally, and can't see through the subject's eyes: 100 momentum.
Quest: 120 momentum

Immortal Focus $CT5, $GI6
Level: Champion Transcendent 5, Guardian Immortal 6
Effect: You make a Concentration or Autohypnosis check each round as a full-round action. For that round, you gain a quarter of your check result as a bonus to AC and your saving throws, and your full check result as hardness, DR/-, spell resistance and resistance to everything until your next turn.

You gain a +1 bonus on the skill check per 5 points of momentum.
Finish: You gain a bonus to AC and saving throws equal to a quarter of your momentum, and hardness, DR/-, spell resistance and resistance to everything for 3 rounds.

Silver Tongue $DA3
Level: Disciple Apparent 3
Effect: You make a diplomacy check each round, against one or more creatures. While you succeed (DC 10 + half the targets' highest hit dice + the targets' highest wisdom modifier + twice the number of creatures being affected after the first), these creatures are considered Fascinated until such a time as hostile action is taken against them, at which point they are immune to the effect for one minute, or until you fail (or do not make) a check, at which point they act as normal until you make the check again.

If you are not in combat or immediately threatened, you can also make some sort of deal or suggestion each round. So long as it is vaguely reasonable, the target will comply with it. The more you beat the DC by, the more complex, dangerous or disadvantageous the suggestions that the targets might accept.

You gain a +1 bonus on the skill check per 10 points of momentum.
Finish: You replicate one or more of the following spell effects against a relevant number of the targets who were affected during the last round, with a DC equal to 13 plus your charisma modifier. You must pay the assigned momentum cost, but can increase the DC by 1 by paying a quarter of the cost again. The DC can be increased by up to 10 in this manner. Note that these effects are neither spells, nor spell-like abilities:

Charm Person: 20 momentum
Suggestion or Confusion: 60 momentum

Smoke and Mirrors $CT4
Level: Champion Transcendant 4
Effect: By making a sleight of hand check each round against all creatures you wish to convince (DC 10 + half the targets' highest hit dice + the targets' highest wisdom modifier + twice the number of creatures being affected after the first), you make an illusion appear. The illusion can be any size category up to colossal, may fly, may cast spells or powers, and may move up to 200 feet from your location. Will disbelief (DC 14 + your dexterity modifier) is allowed to save against the effect.
Finish: You replicate one or more of the following spell effects, which are effective against the targets who were affected during the last round, with a DC equal to 14 plus your charisma modifier. You must pay the assigned momentum cost, but can increase the DC by 1 by paying a quarter of the cost again. The DC can be increased by up to 10 in this manner. Note that these effects are neither spells, nor spell-like abilities:

Silent Image: 20 momentum
Blur, Invisibility, Minor Image or Mirror Image: 40 momentum
Displacement or Major Image: 60 momentum
Hallucinatory Terrain, Illusory Wall or Greater Invisibility: 80 momentum

Jormengand
2014-06-11, 11:57 AM
Changes:

25/6/14: Added wind speed combos.
30/6/14: Made changes suggested my PersonMan. Changed Sudden Charge so you can't charge during your charge.

Overneath
2014-06-23, 07:19 PM
First off, the initial portrait is reminiscent of Scathach, so points there.

On the whole, it works fairly well as a system chassis. I think the ability to apply combos to ranged attacks comes a little late, however (perhaps there should be separate categories for melee combos and ranged combos?). I'm also concerned about the massive numbers being thrown about, but I'll trust your balance judgment. Especially since, when you look at the base abilities, it's nothing overtly broken. I very much like the idea of tying momentum to individual actions instead of adding to a general score for each one - it encourages a more tactical style but also makes you very versatile if you swap between combos multiple times in the same battle.

The most lacking feature here is the options, but since this is a WIP that's easily forgiven. If you're looking for ability suggestions, I might have an idea; looking at the base combat actions (aid another, trip), status effects (frightened, sickened), and skills, and trying to tie a combo or finish to each one. That alone should be a few dozen. Also there is a plethora of effects in various weapon or armor enhancements just waiting to be tapped. Don't be afraid to steal mechanical inspiration from your competitor (Tome of Battle), either. The systems are different enough that even just tearing a page straight from the book can play very differently between a DA and a Warblade.

At any rate, my reaction to this can be summed up with: bookmarked, forwarded, and in the process of playtesting. I'll see what I can do about presenting more concrete combo outlines at some point.

Jormengand
2014-06-25, 08:08 AM
Added a few wind-based combos, and some of the things such as trip and aid another will happen too. Thanks for the feedback - the trouble I found with basing it on conditions, though, was that fatigued-ness doesn't really scale - either you are, or you're not. Momentum doesn't come into it.

In any case, things are always being updated, so yeah. Check back often!

PersonMan
2014-06-30, 11:19 AM
Alrighty, you asked to use this in a game and since it isn't some old, dusty work I might as well post my thoughts here rather than only giving a stripped-down response there.

Combos / Finishing Moves:

It took me a few reads to understand Finishing Moves. I think a bit of rewording or an example would help here. Something like 'Every Combo, when used with a Finishing Move, has its own special effect in addition to the Finishing Move's own effect, listed in the description' to clarify that a Finishing Move is it's own special thing, that can be combined with a Combo. This might just be my tiredness showing, though.

You may want to add some sort of incentive to not just spam one or two combos, otherwise I can see one using a single combo or two all the time, except for a few niche cases. Move in, Blinding Blade until injured, then Replenishing Blade until no longer injured or damage is reduced, Blinding Blade some more, fight looks to be almost over, Finishing Move Replenishing Blade.

Regarding the X elemental damage Combos, I'd group them together, perhaps putting each chain of 3+ Combos into a spoiler or just all of them in one spoiler. Since they all do the same thing, it might be worth it to just make a single generic Combo that says "pick one energy type; you can pick multiple types but they are each their own Combo" or similar.

Inertia

There's a problem in the Inertia description. It ends with


Veterans Superior have other ways of using momentum

which looks to be an incomplete sentence bearing an artifact of an ability renaming.

There also seems to be no loss of Inertia outside of combat or in any other situation, nor is there a clause about 'in combat' or similar. So one could just farm Inertia out of combat by doing something like making a DC 5 jump over and over again, then walk into a fight spamming rerolls. You may also want to limit the use per round, to avoid something like

'On my turn, I Power Attack for full and attack. *rolls* Oh, I don't like that. I use an Inertia to reroll. *rolls* Oh, that one's bad as well. Another Inertia. *rolls* Ooof, this one's worse. Another one. *rolls* Ah, a 17. That's good!'

Followed by a turn of "nope, too high, reroll that attack roll". At mid-high levels, one can easily do something like this and still have 3+ Inertia for the next few turns.

It also combos with Finishing Moves like Smash very well.

'I Power Attack for full, using Smash, rolling 5 attack rolls because I have 9 Inertia so why not'.

(Also, Finishing Moves have the issue of not actually requiring Momentum, so there's no reason to not open with one every fight. Unless that's meant to be like that?)

---

All in all, I say it's a good system, suffering from a few issues due to incompletion, but a lot of the issues are things solved by editing and a few new clauses.

Jormengand
2014-06-30, 01:34 PM
Alrighty, you asked to use this in a game and since it isn't some old, dusty work I might as well post my thoughts here rather than only giving a stripped-down response there.

Combos / Finishing Moves:

It took me a few reads to understand Finishing Moves. I think a bit of rewording or an example would help here. Something like 'Every Combo, when used with a Finishing Move, has its own special effect in addition to the Finishing Move's own effect, listed in the description' to clarify that a Finishing Move is it's own special thing, that can be combined with a Combo. This might just be my tiredness showing, though.

Well, I would have thought that was obvious, given that "Finishing moves... have a special effect which is given in the description of the combos."


You may want to add some sort of incentive to not just spam one or two combos, otherwise I can see one using a single combo or two all the time, except for a few niche cases. Move in, Blinding Blade until injured, then Replenishing Blade until no longer injured or damage is reduced, Blinding Blade some more, fight looks to be almost over, Finishing Move Replenishing Blade.

"You may want to add some sort of incentive to not just spam one or two spells, otherwise I can see one using a single spell or two all the time, except for a few niche cases."

Doesn't happen, does it? Yes, you are going to spend quite a while using the same combos, but you only have one per level anyway (so at level 1, you only can use one combo), but all of them have their uses, and conjuring a lolhuge hurricane is not exactly niche, nor is whacking someone with a burning longsword.


Regarding the X elemental damage Combos, I'd group them together, perhaps putting each chain of 3+ Combos into a spoiler or just all of them in one spoiler. Since they all do the same thing, it might be worth it to just make a single generic Combo that says "pick one energy type; you can pick multiple types but they are each their own Combo" or similar.

Have another look.

"The finishing move does normal damage, plus an amount of cold damage equal to three quarters of the momentum spent. Foes within 5 feet of the target also take this effect, but can take a reflex save for half damage (DC 12 plus your strength modifier). They also take a penalty to movement speed equal to one quarter of the damage dealt (to the nearest five foot increment) until the end of their next turn."

"The finishing move does normal damage, plus an amount of fire damage equal to the momentum spent. Foes within 5 feet of the target also take this effect, but can take a reflex save for half damage (DC 12 plus your strength modifier)."

"The finishing move does normal damage, plus an amount of electrical damage equal to three quarters of the momentum spent. Foes within 5 feet of the target also take this effect, but can take a reflex save for half damage (DC 12 plus your strength modifier). They also take a penalty on attack rolls and skill checks equal to one fifth of the damage dealt."



Inertia

There's a problem in the Inertia description. It ends with



which looks to be an incomplete sentence bearing an artifact of an ability renaming.

That's just me mixing up momentum and inertia, and forgetting the full stop. I fixed it now.


There also seems to be no loss of Inertia outside of combat or in any other situation, nor is there a clause about 'in combat' or similar. So one could just farm Inertia out of combat by doing something like making a DC 5 jump over and over again, then walk into a fight spamming rerolls. You may also want to limit the use per round, to avoid something like

'On my turn, I Power Attack for full and attack. *rolls* Oh, I don't like that. I use an Inertia to reroll. *rolls* Oh, that one's bad as well. Another Inertia. *rolls* Ooof, this one's worse. Another one. *rolls* Ah, a 17. That's good!'

Followed by a turn of "nope, too high, reroll that attack roll". At mid-high levels, one can easily do something like this and still have 3+ Inertia for the next few turns.

It also combos with Finishing Moves like Smash very well.

'I Power Attack for full, using Smash, rolling 5 attack rolls because I have 9 Inertia so why not'.

Yeah, you're only meant to be able to gain and use inertia in combat. Fixed that.


(Also, Finishing Moves have the issue of not actually requiring Momentum, so there's no reason to not open with one every fight. Unless that's meant to be like that?)
--- You could, but a lot of them (such as Force Fangs) are pretty much useless if you're not using them for the combos, and the others... yeah, you're meant to be able to use them to initiate.


All in all, I say it's a good system, suffering from a few issues due to incompletion, but a lot of the issues are things solved by editing and a few new clauses. Yeah, momentum is complicated enough that a lot of the things that I took for granted aren't actually stated anywhere...

Guard
2014-06-30, 01:42 PM
Why does this have a non-standard saving throw progression? It seems to make more sense to just give them all full or pick one or two. I'd say fort/ref, they're warriors after all. Some of them will probably be bult like graceful warriors, so there's the reflex, but they're warriors all the same.

Having a bad will sucks, but it also kind of makes sense here. I'm really not getting the 'mystic' vibe from the fluff.

Another thing, that probably displays my lack of depth when it comes to knowledge of this thing: You mentioned in the other thread that this had Multiple Ability score Dependancy, how is this the case? I only see it requireing strength for to-hit and damage(especially damage), dex for AC, and con for hit-points.

What am I missing here?

Edit: Also, the 'Pinning Strike' move needs a lot of clarification. How long does the grapple last? Do you need to roll touch attack to start it? (i'm guessing no from the text here, but it's not explicit, which it needs to be when writing rules.) If they're grappling, they should be able to take all the normal grappling actions; they need something to roll against for this.

Jormengand
2014-06-30, 03:45 PM
Why does this have a non-standard saving throw progression? It seems to make more sense to just give them all full or pick one or two. I'd say fort/ref, they're warriors after all. Some of them will probably be bult like graceful warriors, so there's the reflex, but they're warriors all the same.

Having a bad will sucks, but it also kind of makes sense here. I'm really not getting the 'mystic' vibe from the fluff.

Will doesn't necessarily imply that you're mystical, only that you have strong willpower. The medium save progressions are to keep the DA requiring all sorts of different stats, as well as making it "Balanced" in a sense.


Another thing, that probably displays my lack of depth when it comes to knowledge of this thing: You mentioned in the other thread that this had Multiple Ability score Dependancy, how is this the case? I only see it requireing strength for to-hit and damage(especially damage), dex for AC, and con for hit-points.

What am I missing here?

Strength for damage and possibly attack, dexterity for AC, reflex and possibly attack, constitution for hit points and fortitude, intelligence for skill points, wisdom for will saves, and everything for skills and your save DCs.


Edit: Also, the 'Pinning Strike' move needs a lot of clarification. How long does the grapple last? Do you need to roll touch attack to start it? (i'm guessing no from the text here, but it's not explicit, which it needs to be when writing rules.) If they're grappling, they should be able to take all the normal grappling actions; they need something to roll against for this.

Uhm... it's pretty self-explanatory. If you hit, your damage roll is used in place of the grapple check, and if you succeed on the grapple check, your opponent is considered grappled (gaining the grappling (http://www.d20srd.org/srd/conditionSummary.htm#grappling) condition) during that round (id est, for a duration of one round), even though no-one is actually grappling them. Therefore, they can't use the Attack your Opponent action, because you don't have an opponent, nor can you perform any action which requires an opposed grapple check, because there's no-one to make the grapple check against.

You can still take the Activate a Magic Item, Cast a Spell, or Retrieve a Spell Component actions.

Basically, it's a SoL spell, only you get your AC save and your grapple save against it. :smalltongue:

PersonMan
2014-07-01, 02:50 PM
"You may want to add some sort of incentive to not just spam one or two spells, otherwise I can see one using a single spell or two all the time, except for a few niche cases."

Doesn't happen, does it? Yes, you are going to spend quite a while using the same combos, but you only have one per level anyway (so at level 1, you only can use one combo), but all of them have their uses, and conjuring a lolhuge hurricane is not exactly niche, nor is whacking someone with a burning longsword.

It doesn't happen in general because of the following:

-spells are limited per day
-prepared casters automatically lose some of their versatility edge by preparing one spell over and over again

But, if I were reviewing a spell-using class, I'd probably mention it if there was an obvious go-to spell or 2 spells that would be spammed. Unless it's a bread-and-butter attack thing (See: Eldritch Blast).


Have another look.

"The finishing move does normal damage, plus an amount of cold damage equal to three quarters of the momentum spent. Foes within 5 feet of the target also take this effect, but can take a reflex save for half damage (DC 12 plus your strength modifier). They also take a penalty to movement speed equal to one quarter of the damage dealt (to the nearest five foot increment) until the end of their next turn."

"The finishing move does normal damage, plus an amount of fire damage equal to the momentum spent. Foes within 5 feet of the target also take this effect, but can take a reflex save for half damage (DC 12 plus your strength modifier)."

"The finishing move does normal damage, plus an amount of electrical damage equal to three quarters of the momentum spent. Foes within 5 feet of the target also take this effect, but can take a reflex save for half damage (DC 12 plus your strength modifier). They also take a penalty on attack rolls and skill checks equal to one fifth of the damage dealt."

Oops. My bad there.