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    Default Re: Momentum: A martial class project (WIP;PEACH)

    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:

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    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.
    Last edited by Jormengand; 2014-06-30 at 03:39 PM.