1. - Top - End - #9
    Banned
     
    Jormengand's Avatar

    Join Date
    Oct 2012
    Location
    In the Playground, duh.

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

    Skill Combo Descriptions

    Like other combos, skill combos have numerous pieces of information attached to them. Unlike other combos, skill combos are considered (Ex) abilities unless specified otherwise.

    Spoiler
    Show
    Silver Tongue $DA3
    Level: Disciple Apparent 3
    Effect: You make a diplomacy check each round, against one or more creatures. While you succeed (DC 10 + half the targets' highest hit dice + the targets' highest wisdom modifier + twice the number of creatures being affected after the first), these creatures are considered Fascinated until such a time as hostile action is taken against them, at which point they are immune to the effect for one minute, or until you fail (or do not make) a check, at which point they act as normal until you make the check again.

    If you are not in combat or immediately threatened, you can also make some sort of deal or suggestion each round. So long as it is vaguely reasonable, the target will comply with it. The more you beat the DC by, the more complex, dangerous or disadvantageous the suggestions that the targets might accept.

    You gain a +1 bonus on the skill check per 10 points of momentum.
    Finish: You replicate one or more of the following spell effects against a relevant number of the targets who were affected during the last round, with a DC equal to 13 plus your charisma modifier. You must pay the assigned momentum cost, but can increase the DC by 1 by paying a quarter of the cost again. The DC can be increased by up to 10 in this manner. Note that these effects are neither spells, nor spell-like abilities:

    Charm Person: 20 momentum
    Suggestion or Confusion: 60 momentum

    Silver Tongue is the name of this particular skill combo. $DA3 is shorthand telling you that this is a skill combo ($) usable by disciples apparent (DA) at 3rd combo level (3), making it easier to use control+f to find, for example, all second-level disciple apparent skill combos.

    The layout of skill combos is largely the same as that of other combos, and they have similar effects.




    Dance of Death $CT6
    Level: Champion Transcendent 6
    Effect: You make a Tumble or Perform (Dance) check each round. You move up to your movement speed, and make an attack - substituting your check result for the attack roll - against everyone who is ever threatened by you during your movement. You do not provoke attacks of opportunity yourself.

    If you are wielding a ranged weapon, you can only make a single attack each time, but you can attack anyone you could attack normally, at any point during your movement.

    You may apply combos to these attacks as normal, but you cannot perform specific finishing moves (you may still use your basic attack as a finishing move)

    You gain a +1 bonus on the skill check per 5 points of momentum.
    Finish: As a full-round action, you make a full attack. You may move up to your movement speed before making each attack, and do not provoke attacks of opportunity in this manner. Each time you hit with your attack, you may spend 50 momentum to kill the target. The target may take a reflex save (DC 16 + your dexterity or charisma modifier) to dodge out of the way and avoid death, though they still take full damage as your weapon strikes mere inches from a vital organ. Each target may only be affected once per Dance of Death.

    Dance of Life $DA3
    Level: Disciple Apparent 3
    Effect: You make a Tumble or Perform (Dance) check each round. The result of the check replaces your armour class and your Touch armour class, if it is higher than them (if you have AC 20 touch 12 and you roll 18, your touch AC becomes 18 and your AC stays at 20) until the end of the round. It also causes you to pass any reflex saves with a DC less than three quarters of the result of the check. Others must be rolled normally.

    You gain a +1 bonus on the skill check per 10 points of momentum.
    Finish: You cannot be hit by any attack which requires an attack roll, and pass all reflex saves, for one round per 30 momentum spent.

    Death mark $CT6
    Level: Champion Transcendent 6
    Effect: You make a spot, sense motive or relevant knowledge check against a target you can see, and to which you have line of effect to each round. The DC for this check is 10, plus the target's hit dice. Each time you succeed, you learn a single fact of your choice about such a creature that you might learn with such a check (Spot: he has a potion in his pocket; Sense Motive: he's about to stab the king; Knowledge: because he's a red half-dragon he can breathe a cone of fire). To do so, you must ask a relevant question (Such as "Where's the potion I know he has?" or "What's in his pocket?") but unless they can make a relevant check opposing your roll, you learn that peice of information.

    You gain a +1 bonus on the skill check per 5 points of momentum.
    Finish: You sneak attack the target, as the rogue ability of the same name, and make a Death Attack, as the assassin ability. If the target is immune, they still take half damage, but otherwise you need to be able to sneak attack them. You use a number of sneak attack dice equal to one tenth of your momentum. You must be using at least ten sneak attack dice to perform the Death Attack, and if you do, the DC of the effect is 16, plus either your intelligence or wisdom modifier, whichever is higher. If you succeed at the Death Attack, the target cannot be resurrected by anything short of True Ressurection, Miracle or Wish.

    You only make a single attack in this way, but it can be made as part of a full attack action.

    Golden Tongue $CT5
    Level: Champion Transcendent 5
    Effect: You make a diplomacy check each round, against one or more creatures. While you succeed (DC 10 + half the targets' highest hit dice + the targets' highest wisdom modifier + twice the number of creatures being affected after the first), these creatures are considered Fascinated and Helpless (Will 15 + your charisma modifier negates the Helpless condition, but not the Fascinated condition) until such a time as hostile action is taken against them, at which point they are immune to the effect for one minute, or until you fail (or do not make) a check, at which point they act as normal until you make the check again.

    If you are not in combat or immediately threatened, you can also make some sort of deal or suggestion each round. So long as it is vaguely reasonable, the target will comply with it. The more you beat the DC by, the more complex, dangerous or disadvantageous the suggestions that the targets might accept.

    You gain a +1 bonus on the skill check per 5 points of momentum.
    Finish: You replicate one or more of the following spell effects against a relevant number of the targets who were affected during the last round, with a DC equal to 15 plus your charisma modifier. You must pay the assigned momentum cost, but can increase the DC by 1 by paying a quarter of the cost again. The DC can be increased by up to 10 in this manner. Note that these effects are neither spells, nor spell-like abilities:

    Charm Person: 20 momentum
    Suggestion or Confusion: 60 momentum
    Charm Monster or Lesser Geas: 80 momentum
    Dominate Person, but you must communicate commands verbally, and can't see through the subject's eyes: 100 momentum.
    Quest: 120 momentum

    Immortal Focus $CT5, $GI6
    Level: Champion Transcendent 5, Guardian Immortal 6
    Effect: You make a Concentration or Autohypnosis check each round as a full-round action. For that round, you gain a quarter of your check result as a bonus to AC and your saving throws, and your full check result as hardness, DR/-, spell resistance and resistance to everything until your next turn.

    You gain a +1 bonus on the skill check per 5 points of momentum.
    Finish: You gain a bonus to AC and saving throws equal to a quarter of your momentum, and hardness, DR/-, spell resistance and resistance to everything for 3 rounds.

    Silver Tongue $DA3
    Level: Disciple Apparent 3
    Effect: You make a diplomacy check each round, against one or more creatures. While you succeed (DC 10 + half the targets' highest hit dice + the targets' highest wisdom modifier + twice the number of creatures being affected after the first), these creatures are considered Fascinated until such a time as hostile action is taken against them, at which point they are immune to the effect for one minute, or until you fail (or do not make) a check, at which point they act as normal until you make the check again.

    If you are not in combat or immediately threatened, you can also make some sort of deal or suggestion each round. So long as it is vaguely reasonable, the target will comply with it. The more you beat the DC by, the more complex, dangerous or disadvantageous the suggestions that the targets might accept.

    You gain a +1 bonus on the skill check per 10 points of momentum.
    Finish: You replicate one or more of the following spell effects against a relevant number of the targets who were affected during the last round, with a DC equal to 13 plus your charisma modifier. You must pay the assigned momentum cost, but can increase the DC by 1 by paying a quarter of the cost again. The DC can be increased by up to 10 in this manner. Note that these effects are neither spells, nor spell-like abilities:

    Charm Person: 20 momentum
    Suggestion or Confusion: 60 momentum

    Smoke and Mirrors $CT4
    Level: Champion Transcendant 4
    Effect: By making a sleight of hand check each round against all creatures you wish to convince (DC 10 + half the targets' highest hit dice + the targets' highest wisdom modifier + twice the number of creatures being affected after the first), you make an illusion appear. The illusion can be any size category up to colossal, may fly, may cast spells or powers, and may move up to 200 feet from your location. Will disbelief (DC 14 + your dexterity modifier) is allowed to save against the effect.
    Finish: You replicate one or more of the following spell effects, which are effective against the targets who were affected during the last round, with a DC equal to 14 plus your charisma modifier. You must pay the assigned momentum cost, but can increase the DC by 1 by paying a quarter of the cost again. The DC can be increased by up to 10 in this manner. Note that these effects are neither spells, nor spell-like abilities:

    Silent Image: 20 momentum
    Blur, Invisibility, Minor Image or Mirror Image: 40 momentum
    Displacement or Major Image: 60 momentum
    Hallucinatory Terrain, Illusory Wall or Greater Invisibility: 80 momentum
    Last edited by Jormengand; 2014-06-30 at 05:06 PM.