The Veteran Superior
Keeper of the Spirit by setzuo.
Prerequisite: Must be able to execute third-level finishing moves.
Level BAB Fort Ref Will Special Combos/Finishing Moves 1st +1 +2 +2 +2 Twin Terrors +1 level of existing Combo class 2nd +2 +3 +3 +3 1st Superiority +1 level of existing Combo class 3rd +3 +3 +3 +3 Escalation +1 level of existing Combo class 4th +4 +4 +4 +4 2nd Superiority +1 level of existing Combo class 5th +5 +4 +4 +4 Inertia Storm +1 level of existing Combo class 6th +6 +5 +5 +5 3rd Superiority +1 level of existing Combo class 7th +7 +5 +5 +5 Moment of Freedom +1 level of existing Combo class 8th +8 +6 +6 +6 4th Superiority +1 level of existing Combo class 9th +9 +6 +6 +6 Inconceivable Event +1 level of existing Combo class 10th +10 +7 +7 +7 5th Superiority +1 level of existing Combo class
Hit Die: 1d10
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
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).
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.
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.
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.