SangoProduction
2022-05-24, 05:17 PM
Rider effects are additional effects (or damage, I suppose), which can be applied to an attack - generally not additional actions. Although I suppose I should include free actions. But... eh.
There are Three categories: Special attack actions, which are exclusive to each other; The ones that proc on hit/on attack; and weapon enhancements, which need to be applied to the weapon before they can act. And then a fourth, which I'll just call "Other." Typically during a special attack.
I'm not going to include non-SoM spheres sourced effects, like Vital Strike or Stunning Fist. I am also avoiding overly specific effects like Palm Throw, which works exclusively for shuriken. That is just going to bog down the entire list.
Special Attack actions:
(Barrage) Blitz talents - Very weak. The main point is getting extra attacks. But the blitz talents are still...something. I mean, -5 to initiative isn't a horrible effect.
(Sniper) Snipe talents - The inverse of Barrage. You make a singular, low damage shot, with a generally really nice debuff
(Berserker) Brutal Strike - batters. Also deals +2*BAB on expending focus. That's not bad, given that it's rider damage that's marginally greater than the 1.75 / CL of cantrip Destruction sphere. Even though regaining focus is at minimum an extra swift action.
(Berserker) Exertion talents - Apply debuffs that persist while they are battered, meaning you can stack them, up until they finally burn their turn going full defensive. Relatively minor.
(Berserker) Heavy Swing - This exertion talent in particular staggers on hit, if they've already been battered, and if they fail a save, dazes them.
On-attack:
(Barroom) Jagged Edge / Shatter - 1d4 bleed / extra damage, breaking the weapon. Generally not worth mentioning.
(Boxing) Counter Punch / Counter talents - Delays your attack and doesn't generally add all too much. Most notable is Launching Uppercut, which effectively roots non-fliers in place. Which... yeah, not that much.
(Duelist) Blooded Strike - +1 bleed / 4 BAB. Doesn't... appear to stack with itself. So generally worthless.
(Duelist) Bleed talents - Anything from blinding to narrow, namless penalties, to a bit of extra bleed
(Equipment) Versatile Fighter - As a stance, gain a set of bonuses, including power attack and batter, dodge bonus, or free use of Heroic Resolve (ignore conditions for the combat)
(Fencing) Fatal Thrust / Skewer - Grants around +0.5 precision damage / BAB. Sneak attack restrictions. Skewer sets it closer to 1.5 / BAB, but grants a second exploit talent.
(Fencing) Pace Setter - Move target 5 feet in any direction, on sneak attack.
(Fencing) Exploit talents - a plethora of small, narrow, and short duration debuffs, with exception to Chest Strike granting sickened for 1d4 rounds.
(Lancer) Impale - Impales a creature, restricting movement, and force an additional concentration check to cast spells.
(Lancer) Pincushion Punishment - On applying at least 2 impales, they suffer -1 AC and attk per impaled weapon. They only need to spend a move action per attack action you use impaling them to negate that, but that's like an action burn rider effect.
(Lancer) Cruel Vibration - Max weapon damage. Which can be upwards of 10.5 expected damage for a medium Butchering Axe.
(Scout) Deadly Strike - +1/2 to 1 times BAB damage, when attack from stealth.
(Scout) Target weakness - Half damage converted to a damage type the target is weak to (if applicable), which is upwards of +25% more damage, if the creature is 1.5 times vulnerable to damage. Rather rarely useful.
Weapon Enhancements:
(Alchemy) Poisons - Most are 3-hit KO, and provide notable debuffs. Short duration without talent investment.
(Alchemy) Chemical Coating - Most formulae are better thrown than coated, without substantial investment.
Other
(Dual Wielding): Asynchronous Swing: Grants anywhere from 0 to 12 added damage for medium weapons (such as by grafting Split-Blade Sword's weapon die (2d6) onto say, an acupuncture needle (0) ). Theoretically, a heavily invested unarmed build could do slightly increased damage.
(Dual Wielding): Mercurial Flow: Full strength to off hand, and treated as a main hand for abilities similar to power attack
(Equipment): Thrown attacks count as melee attacks. Which gets real funky real quick.
(Unarmed spheres): Generally add things to your unarmed attacks. And progressing talent count for more damage. Worth at least pointing it out in general, without getting bogged down in the specifics.
If I missed any, or have left out important details, do let me know.
There are Three categories: Special attack actions, which are exclusive to each other; The ones that proc on hit/on attack; and weapon enhancements, which need to be applied to the weapon before they can act. And then a fourth, which I'll just call "Other." Typically during a special attack.
I'm not going to include non-SoM spheres sourced effects, like Vital Strike or Stunning Fist. I am also avoiding overly specific effects like Palm Throw, which works exclusively for shuriken. That is just going to bog down the entire list.
Special Attack actions:
(Barrage) Blitz talents - Very weak. The main point is getting extra attacks. But the blitz talents are still...something. I mean, -5 to initiative isn't a horrible effect.
(Sniper) Snipe talents - The inverse of Barrage. You make a singular, low damage shot, with a generally really nice debuff
(Berserker) Brutal Strike - batters. Also deals +2*BAB on expending focus. That's not bad, given that it's rider damage that's marginally greater than the 1.75 / CL of cantrip Destruction sphere. Even though regaining focus is at minimum an extra swift action.
(Berserker) Exertion talents - Apply debuffs that persist while they are battered, meaning you can stack them, up until they finally burn their turn going full defensive. Relatively minor.
(Berserker) Heavy Swing - This exertion talent in particular staggers on hit, if they've already been battered, and if they fail a save, dazes them.
On-attack:
(Barroom) Jagged Edge / Shatter - 1d4 bleed / extra damage, breaking the weapon. Generally not worth mentioning.
(Boxing) Counter Punch / Counter talents - Delays your attack and doesn't generally add all too much. Most notable is Launching Uppercut, which effectively roots non-fliers in place. Which... yeah, not that much.
(Duelist) Blooded Strike - +1 bleed / 4 BAB. Doesn't... appear to stack with itself. So generally worthless.
(Duelist) Bleed talents - Anything from blinding to narrow, namless penalties, to a bit of extra bleed
(Equipment) Versatile Fighter - As a stance, gain a set of bonuses, including power attack and batter, dodge bonus, or free use of Heroic Resolve (ignore conditions for the combat)
(Fencing) Fatal Thrust / Skewer - Grants around +0.5 precision damage / BAB. Sneak attack restrictions. Skewer sets it closer to 1.5 / BAB, but grants a second exploit talent.
(Fencing) Pace Setter - Move target 5 feet in any direction, on sneak attack.
(Fencing) Exploit talents - a plethora of small, narrow, and short duration debuffs, with exception to Chest Strike granting sickened for 1d4 rounds.
(Lancer) Impale - Impales a creature, restricting movement, and force an additional concentration check to cast spells.
(Lancer) Pincushion Punishment - On applying at least 2 impales, they suffer -1 AC and attk per impaled weapon. They only need to spend a move action per attack action you use impaling them to negate that, but that's like an action burn rider effect.
(Lancer) Cruel Vibration - Max weapon damage. Which can be upwards of 10.5 expected damage for a medium Butchering Axe.
(Scout) Deadly Strike - +1/2 to 1 times BAB damage, when attack from stealth.
(Scout) Target weakness - Half damage converted to a damage type the target is weak to (if applicable), which is upwards of +25% more damage, if the creature is 1.5 times vulnerable to damage. Rather rarely useful.
Weapon Enhancements:
(Alchemy) Poisons - Most are 3-hit KO, and provide notable debuffs. Short duration without talent investment.
(Alchemy) Chemical Coating - Most formulae are better thrown than coated, without substantial investment.
Other
(Dual Wielding): Asynchronous Swing: Grants anywhere from 0 to 12 added damage for medium weapons (such as by grafting Split-Blade Sword's weapon die (2d6) onto say, an acupuncture needle (0) ). Theoretically, a heavily invested unarmed build could do slightly increased damage.
(Dual Wielding): Mercurial Flow: Full strength to off hand, and treated as a main hand for abilities similar to power attack
(Equipment): Thrown attacks count as melee attacks. Which gets real funky real quick.
(Unarmed spheres): Generally add things to your unarmed attacks. And progressing talent count for more damage. Worth at least pointing it out in general, without getting bogged down in the specifics.
If I missed any, or have left out important details, do let me know.