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| Diplominator07-20-07, 09:09 PM | Alright, from the "musing on physics in D&D" thread comes this. See what you think. Combat Physicist “You are a learned man. You know, for example, that force equals mass times acceleration. But now I ask you this…what if it doesn’t?” -Sparyn Venekor, eminent combat physicist Combat is many things to many people. To some it is a way of life. To some it is a rush of fury, madly hewing their foes. To others, it is a holy imperative, a chance to smite down unbelievers. To others, it is a distasteful necessity, brought on by the failure of more civilized activities. But, to some, it is a mathematical process, an application of universal laws. Forces, velocities, accelerations-all can be calculated and used for advantage. Monks and swordsages are the most common adopters of this style of combat, and an opponent who knows exactly where to hit a foe or exactly where an opponent will land is a frightening thing indeed. But beyond them lies an even more powerful set of abilities, and they are the realm of the combat physicist. Through exhaustive study in libraries and experimentation, and careful observation in battle, a select few can not only use their knowledge of physical laws to their advantage, but actually break the laws for great effect in combat. Becoming a Combat Physicist: To learn to break the laws of nature, one must first know what the laws are. This knowledge can be hard to come by in places where learning institutions are scarce, and it is absolutely essential for advancement. Too, they must be reasonably skilled in combat. Practitioners of the Sublime Way often do well as combat physicists, and their skills grow as they advance in knowledge. Even those without knowledge of the Sublime Way usually learn something of it, as its mental discipline and martial abilities are so complementary to their abilities. In any case, martial prowess is a necessity, as without it little is gained. These facts, together, make combat physicists rare. Those who spend time in libraries are rarely great warriors, and those who are great warriors are loath to spend time away from training. Still, for a select few, the benefits of study overcome the downsides. Entry Requirements: BAB: +6 Skills: Concentration 13 ranks, Knowledge (Architecture and Engineering) 13 ranks, Knowledge (Arcana) 13 ranks Feats: Superior Expertise Maneuvers: One Setting Sun Stance Special: Must have a source of advanced scientific knowledge, such as a large library, a laboratory, or another combat physicist. Class Features: Base Attack Bonus: Medium Fortitude Save Bonus: Poor Reflex Save Bonus: Good Will Save Bonus: Good Maneuvers: At every even-numbered level, the combat physicist learns another maneuver from the Diamond Mind or Setting Sun discipline. You must meet a maneuver’s prerequisite to learn it. You add your full combat physicist level to determine your total iniator level and highest maneuver level known. At 3rd level, 6th level, and 9th level, the combat physicist gains another maneuver readied per day. Stances: At 5th level and again at 10th level, you gain another stance from the Diamond Mind or Setting Sun discipline. You must meet a stance’s prerequisite to learn it. AC Bonus (Ex): At first level, a combat physicist with levels in a class basing an armor class bonus on wisdom or charisma can instead base the bonus on intelligence. Combat Physicists without levels in such a class gain no benefit. For Every Action (Su): Normally, every force has an opposite. However, the combat physicist can modify this principle. At level 1, your own attacks land with more force than they should, and your opponent’s with less. Consequently, you gain a +1 insight bonus on attack and damage rolls, and damage reduction 1/-. At every odd-numbered level, the bonus and the damage reduction increase by 1. An Object At Rest (Sp): Normally, objects to not move without a reason. At level 2, a combat physicist learns to break this law. You gain a modified form of the telekinesis spell as a a spell-like ability, usable at will with your caster level equal to your hit dice.. You can only use the “sustained force” application of the spell, but there is cap to the limit of weight you can lift. The limit is still 25lbs./caster level, but it does not stop at 375 pounds. An Object in Motion (Su): At level 4, the combat physicist learns to break another law. Normally, objects in motion keep moving. You learn how to negate the motion of enemies, slowing them down and requiring more effort to move. As a swift action, you can forgo the benefits of any Diamond Mind stance to reduce the base speed of all enemies within 30 feet by your iniator level, with the penalty rounded down to the nearest 5 feet. For example, a combat physicist with an initiatior level of 17 would reduce speeds by 15 ft. Your can go back to the regular benefits of the stance as a swift action. Conservation of Momentum (Su): Normally, when two objects collide, momentum is conserved as they rebound. However, at level 6, the combat physicist can change this. As an immediate action, you can expend a readied Diamond Mind counter to negate an opponent’s damage bonus from strength and the power attack feat for a single attack. Do this after the attack has been confirmed as a hit, but before damage is resolved. Conservation of Mass (Su): Under normal circumstances, matter cannot be created or destroyed. At level 8, the combat physicist can grossly violate this prohibition. If you expend a prepared Diamond Mind strike, you can make a single attack as a standard action with devastating effects, as the blow actually destroys a portion of your foe. The attack does an extra 25 points of damage, has twice the usual critical threat range, and ignores hardness and damage reduction. It also easily slices through barriers, ignoring armor class bonuses from armor, shields, and natural armor. Enemies immune to disintegration are not affected. Cause and Effect (Su): At 10th level, the combat physicist learns his most powerful ability, the power to modify the laws of cause and effect themselves. This ability can be used in two ways, but only once per encounter. The first way creates effects without causes. If you expend a prepared Diamond Mind boost as a swift action, you can make twice as many attacks as usual until your next turn, as an opponent is affected by the attacks you make, as well as the ones you didn’t. For example, each attack in a full attack is resolved twice, each strike is resolved twice, each attack of opportunity is resolved twice. However, each extra attack has a -5 penalty to hit, as they represent less-advantageous alternate attacks that you ultimately chose not to deliver. The second way negates effects of a cause. You can, as an immediate action, expend a Diamond Mind counter to negate a swift, standard, move, or full-round action by any enemy within 100 feet. For example, if an enemy casts a spell as a standard action, you can negate the effects enemy’s action. Therefore, the spell is still expended (the cause), but its effects do not take place. ... So...what do you think? Here's a few thoughts of my own. 1. Yes, giving +5 attack and damage, plus DR5/-, is really good. But, I don't think it's too good, and given the moderate BAB, I don't think it's out of line. I balanced the class off of the Eternal Blade, another class you can't enter before level 11. I don't think it's too great. 2. Yes, Cause and Effect is really good. But, it's a capstone ability you can't get until level 20. There has to be something nice. 3. I'm not really happy with a couple of things. First, the name. If anyone else can come up with something better, I'm all ears. Second, I'm not really fond of Conservation of Momentum. A better mechanical effect, or something to replace it entirely would be nice. |
| Diplominator07-23-07, 07:02 PM | Dayumn. That boring? Really? |
| Tuhljin07-23-07, 08:54 PM | The boards don't always pick up on new PrCs right away. It may take a few bumps. Unfortunately, I can't give a lot of input as I don't have the book that gives rules for these martial stances and such, though I'll probably end up grabbing it sooner or later since it seems so popular. |
| Diplominator07-23-07, 11:42 PM | The boards don't always pick up on new PrCs right away. It may take a few bumps. Unfortunately, I can't give a lot of input as I don't have the book that gives rules for these martial stances and such, though I'll probably end up grabbing it sooner or later since it seems so popular. Get it. Seriously. Melee classes can be useful? Yes, please. |
| Eldritch_Lord07-24-07, 03:17 PM | In regards to the Conservation of Momentum ability, you might want to give him another two-use ability; let him move another creature up to [initiator level] feet as a swift/standard action, imparting momentum where none existed, or prevent enemies from moving adjacent to him, destroying existing momentum. In regards to the name, in medieval times scientists and alchemists were collectively known as philosophers; I don't know if "philosopher" reminds you too much of divination, existential debates, or psychiatrists, but "Martial Philosopher" does sound a bit better than "Combat Physicist" for a fantasy class, don't you think? Hope that helps. |