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

    Finishing Move Descriptions

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

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    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.
    Last edited by Jormengand; 2014-06-30 at 01:37 PM.