Quote Originally Posted by zegram 33 View Post
for the finishing move, what about haveing it scale based on either health percentage or some less fiddly method of that idea?

so for example:
100-80% health: 1d6 damage/class level
79-60% health: 1d8/class level
59-40% Health: 1d8/class level, enemy shaken for class level/2 rounds
39-20% health: 1d8/class level, enemy knocked prone for class level/2 rounds
19-0% health: death effect (could maybe even get away with death effect with no save at that health level)

make it a once per encounter ability, and your set.
possibly at higher levels allow an AOE version that scales down the dice by one step or something.

if the percentage is a bit fiddly, you could work it based on enemy hit dice in relation to your own but that seems even more so.

I was planning on just stealing the Finishing Move maneuver's mechanics. :V


3d6 if at full, 5d6 if less than full, and 10d6 if half or below.

+1d6 per other sentai using it with you (max +4d6), +2d6/sentai for less than full, and +4d6/sentai if at half or less.


11th level ability, for reference.