Breakdancer

Role: Combining knowledge of composition with knowledge of the dance, breakdancers are agile combatants who, unlike other composers, can be found in the frontlines of most fights.

Alignment: Any. The dance is for all and knows no morality!

Hit Die: d8

Starting Wealth: 3d6 × 10 gp (average 105 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills: The breakdancer’s class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str).

Skill Ranks Per Level: 4 + Int modifier.

Table: The Breakdancer
Level Base Attack Bonus Fort Save Ref Save Will Save Special Scores Melodies per Score Drops Composer Level
1st +0 +2 +2 +0 Composition, conduct composition, dance move, rhythm 2 1 1
2nd +1 +3 +3 +0 Dance move 2 1 1
3rd +2 +3 +3 +1 2 2 2
4th +3 +4 +4 +1 Dance move 2 2 3
5th +3 +4 +4 +1 Drop – standard 3 2 1 3
6th +4 +5 +5 +2 Dance move 3 2 1 4
7th +5 +5 +5 +2 Drop – move 3 2 2 5
8th +6/+1 +6 +6 +2 Dance move 3 2 2 6
9th +6/+1 +6 +6 +3 3 3 2 6
10th +7/+2 +7 +7 +3 Dance move 3 3 2 7
11th +8/+3 +7 +7 +3 4 3 3 8
12th +9/+4 +8 +8 +4 Dance move 4 3 3 9
13th +9/+4 +8 +8 +4 Drop – move or swift 4 3 3 9
14th +10/+5 +9 +9 +4 Dance move 4 3 3 10
15th +11/+6/+1 +9 +9 +5 4 4 4 11
16th +12/+7/+2 +10 +10 +5 Dance move 4 4 4 12
17th +12/+7/+2 +10 +10 +5 5 4 4 12
18th +13/+8/+3 +11 +11 +6 Dance move 5 4 4 13
19th +14/+9/+4 +11 +11 +6 5 4 5 14
20th +15/+10/+5 +12 +12 +6 Dance move 5 4 5 15

Class Features

Weapon Proficiency

Breakdancers are proficient with all simple weapons, all light martial weapons, the whip, and the meteor hammer.

Armor Proficiency

Breakdancers are proficient with light armor, but not with shields. A breakdancer wearing medium armor, heavy armor, or wielding a shield cannot gain rhythm.

Scores

A breakdancer’s primary source of power stems from a deep specialization in music that less-focused practitioners, such as bards, use as only one tool in a varied toolbox.

A score is a piece of music containing an intro, an outro, and a number of melodies. Intros, outros, and melodies are drawn from the breakdancer’s composition book. A breakdancer begins play with two scores, plus additional scores equal to his Intelligence modifier / 3, rounded down, minimum 0. Each score must contain a single intro, a single outro, and a single melody. At 3rd level and every six levels thereafter, a breakdancer’s mastery over music allows him to prepare scores with an additional melody, to a maximum of four melodies per score at 15th level. At 5th level and every six levels thereafter, a breakdancer receives an additional score, for a total of five scores at 17th level.

A breakdancer’s composer level is equal to 3/4 his breakdancer class level, minimum 1, and is shown on Table: The Breakdancer.

To prepare or use a score, a breakdancer must have an Intelligence score equal to at least 12 + the number of melodies in the score. The Difficulty Class (DC) for a saving throw against a breakdancer’s score is 10 + 1/2 the breakdancer’s class level + the breakdancer’s Intelligence modifier.

Composition A breakdancer must get 8 hours of sleep and study his composition book for 1 hour in order to change his scores. A breakdancer does not need to study his composition book each day to refresh his daily uses of the conduct composition class feature (see below). Rather, in order to refresh his daily uses of the conduct composition class feature, a breakdancer need only get 8 hours of sleep each night. In essence, a breakdancer need not study his composition book at all if he is happy with his current score selection. Further, if separated from his composition book, a breakdancer can continue to use the scores he has already prepared until he is reunited with it.

A breakdancer begins play with a composition book containing 1 intro, 1 outro, and his choice of an additional intro or outro. His composition book also begins play with melodies equal to 1 + his Intelligence modifier, minimum 1. At each new breakdancer level, a breakdancer gains one intro or outro for which he meets all of the prerequisites, as well as one melody for which he meets all of the prerequisites.

At any time, a breakdancer may copy intros, outros, and melodies, known collectively as “compositions”, found in other composition books to his own. Given the highly complex nature of what a breakdancer works with, special inks and paper are required. The special paper is, luckily, identical to that found in wizard spellbooks, thus allowing a breakdancer to buy a spellbook and scrawl “composition book” on the front cover. Further, any magic items designed to record wizard spells can record compositions without a problem. The ink cost to record a composition is equal to 100 gp times the effective minimum level of what is being recorded. For example, a melody that requires 4 ranks in a skill effectively requires a minimum level of 4th and costs 400 gp to record, while an intro that requires the Improved Initiative feat effectively requires a minimum level of 1st and costs 100 gp to record. Compositions take up a number of pages equal to the effective minimum level of the composition.

Specialty stores are known to carry compositions in convenient folios. Given the high cost of copying these compositions to a primary composition book after purchase, many experienced composers are known to have a small library of compositions and musical theory on their person. The market price of these folios is 150 gp times the effective minimum level of the composition. A folio of effective minimum level 10 or lower weighs 1 pound, while a folio of effective minimum level 11 and above weighs 2 pounds.

Conduct Composition At 1st level, a breakdancer has learned how to conduct his scores in such a way that he unleashes the magic inherent in the beat. Each individual score can be conducted for a number of rounds per day equal to a breakdancer’s ranks in the Perform (conducting) skill + his Intelligence modifier. Starting to conduct a score is a standard action that provokes attacks of opportunity, but it can be maintained each round as a free action. When a breakdancer starts to conduct a score, the intro effect chosen for that score triggers immediately, while all melody effects start immediately and persist for as long as the score is performed.

A breakdancer can end a performance in one of two ways. First, he can simply stop conducting as a free action, however, ending a performance in this manner does not trigger the score’s outro effect. Secondly, he can end the performance with a proper flourish as a standard action that provokes attacks of opportunity. If he ends a score in this manner, the score’s outro effect triggers. If a breakdancer stops conducting a score as a free action, he cannot start conducting another score that round. Conducting a score cannot be disrupted, but it ends immediately if the breakdancer is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A breakdancer cannot have more than one score in effect at one time.

All scores that a breakdancer conducts rely on audible components unless otherwise noted.

Dance Moves As a breakdancer gains experience, he picks up a number of dance moves that allow him to express the rhythm he feels within his bones. A breakdancer begins play with one dance move. He gains an additional dance move for every two levels of breakdancer he attains. A breakdancer cannot select an individual dance move more than once.

Dance moves with a listed “minimum rhythm” require that the breakdancer have at least that much rhythm in order to perform the dance move.

Dance moves with a listed “rhythm cost” require that the breakdancer expend that much rhythm in order to perform the dance move.

The Difficulty Class (DC) for a saving throw against a breakdancer’s dance move is 10 + 1/2 the breakdancer’s class level + the breakdancer’s Dexterity modifier.

Rhythm (Ex)

Breakdancers are uniquely tuned to the rhythm of music, and prolonged exposure to a good beat tends to result in some fairly impressive moves. At the beginning of the breakdancer’s turn, he gains or loses rhythm based on the situation.

  • If the breakdancer is conducting a score, he gains 1 rhythm.
  • If the breakdancer is not conducting a score, but is within the area of effect of a score or bardic performance, his rhythm remains unchanged.
  • If the breakdancer is neither conducting a score, nor within the area of effect of a score or bardic performance, he loses 1 rhythm.

The maximum amount of rhythm a breakdancer can have at any one time is equal to his Dexterity modifier, minimum 1.

Drop

At 5th level, a breakdancer has learned how to rapidly change rhythm and beat through the use of drops. A drop is a special kind of score that contains an intro, but has no melodies or outro. Unlike a standard score, a drop cannot be used with the conduct composition class feature. If he is already conducting a score, a breakdancer can choose to perform a drop as a standard action. Using a drop suppresses the conducted score’s intro for 1 round, but replaces it with the drop’s intro effect for that round. The drop’s intro effect triggers as though the score were newly conducted. Time continues to pass for the suppressed intro, so if it has a finite duration or builds over time, it will continue to consume its duration or become more powerful, respectively.

Using a drop expends 2 rounds of duration from the score that is currently being conducted, but also generates 1 rhythm. A drop cannot be used if the score that is currently being conducted does not have at least 2 rounds of duration remaining for the day. At 7th level, a breakdancer may use a drop as a move action. At 13th level, a breakdancer may use a drop as his choice of a move action or a swift action. A breakdancer can only use one drop per round. When a breakdancer studies his composition book to prepare his scores, he also prepares his drops. A breakdancer gains his first drop at 5th level and gains an additional drop at 7th level and every four levels beyond 7th, to a maximum of 5 drops at 19th level.

Breakdancer Dance Moves

Atomic Drop (Su)

Requires: Drop class feature
Minimum Rhythm: 3
Many breakdancers enjoy dropping it like it’s hot! Whenever the breakdancer performs a drop, he may deal 1d6 points of fire damage to a single creature within 30 feet. A successful Reflex save negates.

Beatdown [stance] (Su)

Requires: Breakdancer 12
Minimum Rhythm: 2
Duration: see text
The breakdancer begins to follow his own beat rather than the beat of the music as a swift action. As a result, he cannot gain rhythm? however, whenever he would gain rhythm, he deals sonic damage equal to half his breakdancer class level, rounded down, to a single creature within 30 feet instead. There is no saving throw. If the breakdancer’s rhythm is ever equal to 0, this dance move ends immediately.

As temporary rhythm is distinct from rhythm, a breakdancer still gains temporary rhythm in the usual manner and does not convert it into sonic damage as detailed above.

A breakdancer can only be in one stance at a time. Using a stance dance move ends any other stance dance move currently in effect on the breakdancer, if any.

Beatmixing (Su)

Requires: Breakdancer 6
Minimum Rhythm: 2
Rhythm Cost: 2
Duration: see text
As a move action, the breakdancer selects a melody that takes up a single melody slot and can be taken multiple times that is part of the score he is currently conducting. For the duration of that score’s performance, he treats that melody as though it were taken an additional time, to a maximum of taken a number of times equal to the number of melody slots in that score. This dance move can only be applied to a score once.

Breather (Su)

Requires: Breakdancer 8
Rhythm Cost: 2
Duration: instantaneous
As a move action, the breakdancer heals himself for points of damage equal to his rhythm +2.

Chained Performance (Ex)

Requires: Breakdancer 14
Rhythm Cost: 2
Duration: instantaneous
Once per round as a free action, the breakdancer may whip himself into a frenzy. He can make two swift actions this round, but only if both swift actions are used to perform dance moves.

Counterpoint (Su)

Requires: Breakdancer 6
Rhythm Cost: 2
Duration: 1 round/level
As a standard action, the breakdancer produces a single duplicate of himself, as the mirror image spell, with a caster level equal to the breakdancer’s composer level. As this duplicate is the product of rapid movement and not of illusion magic, spells such as true seeing do not bypass the protection granted by this dance move, for there is no illusion to pierce.

Starting at 13th level, this dance move is performed as a swift action instead.

Dancer’s Vitality (Su)

Requires: Breakdancer 20
Minimum Rhythm: 0
Whenever the breakdancer gains rhythm, he gains the benefits of the haste spell for 1 round, with a caster level equal to the breakdancer’s composer level.

Double Time (Su)

Requires: Breakdancer 6
Rhythm Cost: 2
As a swift action, the breakdancer pushes himself to move quicker, granting himself the benefits of the haste spell for 1 round, with a caster level equal to the breakdancer’s composer level.

Dramatic Pose (Ex)

Requires: Drop class feature
Rhythm Cost: 1
Duration: see text
As a swift action, the breakdancer strikes a dramatic pose, increasing the Difficulty Class of any saving throws called for by the next drop he performs this round by +1.

Electric Boogaloo (Su)

Requires: Breakdancer 8, drop class feature
Minimum Rhythm: 3
A great many breakdancers enjoy making the shift from one beat to another so jarring that the change is positively electric! Whenever the breakdancer performs a drop, he may deal 1d6 points of electricity damage to a single creature within 30 feet. A successful Reflex save negates.

Electrifying Footwork (Su)

Requires: Breakdancer 12
Minimum Rhythm: 0
Creatures that hit the breakdancer in melee take electricity damage equal to the breakdancer’s rhythm.

False Step (Ex)

Requires: Breakdancer 4
Minimum Rhythm: 2
When a breakdancer really starts to get into the groove, it’s hard to see where he’s going. The breakdancer gains a +1 dodge bonus to AC.

Fancy Footwork [stance] (Ex)

Minimum Rhythm: 1
Duration: see text
The breakdancer falls back onto some fancy footwork that is half dancing and half boxing as a swift action. Whenever the breakdancer has the option to make an attack of opportunity, he may expend 1 rhythm to make an attack of opportunity without that attack of opportunity counting against the number of attacks of opportunity he can make each round. If the breakdancer’s rhythm is ever equal to 0, this dance move ends immediately.

A breakdancer can only be in one stance at a time. Using a stance dance move ends any other stance dance move currently in effect on the breakdancer, if any.

Flailing (Ex)

Requires: Breakdancer 8
Minimum Rhythm: 2
Some breakdancers get downright reckless when they get into the rhythm! Whenever the breakdancer successfully hits and deals damage with an attack of opportunity, all other creatures within 5 feet of the creature struck, excluding the breakdancer, take 1d3 points of damage. The type of this damage corresponds to the weapon used to make the attack of opportunity.

Flare (Ex)

Requires: Breakdancer 8
Rhythm Cost: 2
Duration: instantaneous
As a standard action, the breakdancer makes one unarmed melee attack against each opponent within reach. He must make a separate attack roll against each opponent. The breakdancer is treated as though he has the Improved Unarmed Strike feat for the purpose of this dance move, and this dance move adds his Dexterity modifier to damage rather than the ability score modifier he normally applies to unarmed damage. When using this dance move, the breakdancer also forfeits any bonus or extra attacks granted by other feats, spells, or abilities.

Flashy Footwork (Ex)

Minimum Rhythm: 2
Creatures adjacent to the breakdancer at the end of one of his move actions are dazzled for 1 round with a Fortitude save to negate.

Grab and Sweep (Ex)

Requires: Breakdancer 4
Minimum Rhythm: 1
Rhythm Cost: 1
Duration: instantaneous
As a swift action, the breakdancer performs the reposition combat maneuver. This does not provoke attacks of opportunity.

Greased Lightning (Su)

Requires: Breakdancer 20, rolling thunder
Minimum Rhythm: 2
All attacks made against the breakdancer have a 20% miss chance.

Headspin (Ex)

Requires: Breakdancer 4
Minimum Rhythm: 1
Rhythm Cost: 1
Duration: instantaneous
As a swift action, the breakdancer performs the disarm combat maneuver. This does not provoke attacks of opportunity.

Headspin Savant (Ex)

Requires: Breakdancer 20, sextuple headspin
Creatures tripped by the sextuple headspin dance move are staggered for 1 round with no saving throws allowed.

In the Groove (Ex)

Minimum Rhythm: 2
When a breakdancer gets going, he gets going! The breakdancer’s base land speed increases by +10 feet.

In Tune (Ex)

Requires: Breakdancer 10
Minimum Rhythm: 2
Whenever the breakdancer makes a Reflex saving throw, he may expend 2 rhythm to instead roll twice and take the better result. He must choose whether to use this ability before rolling.

In the Zone (Ex)

Requires: Breakdancer 10
Minimum Rhythm: 2
Whenever the breakdancer makes a Will saving throw, he may expend 2 rhythm to instead roll twice and take the better result. He must choose whether to use this ability before rolling.

Invigorating Beat (Ex)

Requires: Breakdancer 12
Minimum Rhythm: 2
The breakdancer has fast healing equal to half the rhythm he possesses, rounded down.

Inviting Footwork (Ex)

Minimum Rhythm: 3
The breakdancer’s footwork lulls his foes into thinking they know where he’ll be next, granting him a +2 dodge bonus to AC against attacks of opportunity.

Kip-up (Ex)

Requires: Breakdancer 4
Minimum Rhythm: 2
Duration: instantaneous
As a swift action, the breakdancer pushes back against the ground and leaps up to a standing position from a prone position. If he uses this dance move while occupying a square a foe threatens, the breakdancer must succeed an Acrobatics skill check (DC equal to the foe’s CMD + 5) or provoke an attack of opportunity.

Light-footed (Su)

Requires: Breakdancer 12
Rhythm Cost: 2
Duration: 1 round/level
A breakdancer in motion tends to stay in motion. As a standard action, the breakdancer gains the ability to walk on the surface of liquids as the water walk spell with a caster level equal to the breakdancer’s composer level.

Like the Wind (Su)

Requires: Breakdancer 4
Minimum Rhythm: 3
Attacks of opportunity made against the breakdancer have a 20% miss chance.

Limber Up [stance] (Ex)

Minimum Rhythm: 1
Duration: see text
As a swift action, the breakdancer limbers up. He gains a +2 enhancement bonus to CMB. This bonus increases by +1 for every six breakdancer levels he possesses. If the breakdancer’s rhythm is ever equal to 0, this dance move ends immediately.

A breakdancer can only be in one stance at a time. Using a stance dance move ends any other stance dance move currently in effect on the breakdancer, if any.

Master Beatmixing

Requires: Breakdancer 12, beatmixing
Duration: see text
The beatmixing dance move can now be applied to a score twice.

Moonwalk [stance] (Ex)

Requires: Breakdancer 6
Minimum Rhythm: 2
Duration: see text
As a swift action, the breakdancer begins to moonwalk. If moving at half speed, he does not provoke attacks of opportunity when moving through a square threatened by a foe. If the breakdancer’s rhythm is ever less than 2, this dance move ends immediately.

A breakdancer can only be in one stance at a time. Using a stance dance move ends any other stance dance move currently in effect on the breakdancer, if any.

Nip-up

Requires: Kipup
When performing the kip-up dance move, the breakdancer gains a circumstance bonus equal to his current rhythm to his Acrobatics check made to avoid an attack of opportunity.

One Step Ahead (Ex)

Requires: Breakdancer 8
Minimum Rhythm: 2
When everyone moves to the beat, they’re easy to avoid. The breakdancer gains a +1 insight bonus to saving throws.

Pelvic Thrust (Su)

Requires: Breakdancer 6
Rhythm Cost: See text
Duration: instantaneous
As a standard action that provokes attacks of opportunity, the breakdancer performs a pelvic thrust in the general direction of a single creature within 30 feet. He expends any amount of rhythm, max half his breakdancer class level, rounded down, as part of performing the thrust. The subject takes 1d8 bludgeoning damage per point of rhythm expended in this manner with a Fortitude save for half damage.

Power Dropping (Su)

Requires: Breakdancer 20, any one of atomic drop, electric boogaloo, screeching shift
The atomic drop, electric boogaloo, and screeching shift dance moves now deal 2d6 damage of their respective types.

Powerful Footfalls (Ex)

Requires: Breakdancer 4
Rhythm Cost: 2
Duration: 1 round
When the breakdancer really gets going, his movements get wilder and wilder, until even the slightest of frames is a deadly weight. As a swift action, the breakdancer gains a +2 insight bonus CMB for the purpose of the bull rush, overrun, and reposition combat maneuvers.

Power Move (Ex)

Minimum Rhythm: 2
Rhythm Cost: 1
Duration: instantaneous
As a swift action, the breakdancer makes a single attack action. This attack must be made with a light weapon, a natural weapon, or while unarmed.

Power Style [stance] (Ex)

Requires: Breakdancer 20, any two stance dance moves
Minimum Rhythm: 3
Rhythm Cost: 2
Duration: See text
The breakdancer combines physical strength with stylistic grace as a swift action, increasing his reach by +5 feet. In addition, the first time the breakdancer makes an attack of opportunity each round, he attacks twice. This only counts as one attack of opportunity for the purpose of determining how many times the breakdancer can make an attack of opportunity each round. If the breakdancer’s rhythm is ever equal to 0, this dance move ends immediately.

A breakdancer can only be in one stance at a time. Using a stance dance move ends any other stance dance move currently in effect on the breakdancer, if any.

Rapid Execution (Ex)

Requires: Breakdancer 14
Rhythm Cost: 2
Duration: instantaneous
When making an attack of opportunity, the breakdancer may simultaneously perform two combat maneuvers with that attack of opportunity. Both combat maneuvers are resolved separately.

Rhythmic Footfalls (Ex)

Requires: Breakdancer 4
Rhythm Cost: 2
Duration: 1 round
With proper timing, a sweep of the leg can topple a dragon. As a swift action, the breakdancer gains a +2 insight bonus to trip combat maneuver checks.

Rolling Thunder (Su)

Requires: Breakdancer 10, like the wind
Minimum Rhythm: 3
Touch attacks made against the breakdancer have a 20% miss chance.

Screeching Shift (Su)

Requires: Breakdancer 12, drop class feature
Experienced beatmixers like to push the envelope, though to the uninitiated, such pushing sounds like raw noise. Painful noise. Whenever the breakdancer performs a drop, he may deal 1d6 points of sonic damage to a single creature within 30 feet. A successful Reflex save negates.

Sextuple Headspin (Ex)

Requires: Breakdancer 16
Minimum Rhythm: 3
Rhythm Cost: 3
Duration: instantaneous
As a full-round action, the breakdancer executes a sextuple headspin, moving up to his base land speed and making an unarmed melee attack at his highest base attack bonus against each creature within reach along the path taken. He must make a separate attack roll against each opponent. The breakdancer is treated as though he has the Improved Unarmed Strike feat for the purpose of this dance move, and this dance move adds his Dexterity modifier to damage rather than the ability score modifier he normally applies to unarmed damage.

Whenever the breakdancer hits and deals damage to a creature with this dance move, he may perform a trip combat maneuver against that creature as a free action. If a trip combat maneuver made in this fashion is unsuccessful, the dance move ends immediately and the breakdancer falls prone in his current square. (This is known as the sextuple faceplant.) When using this dance move, the breakdancer also forfeits any bonus or extra attacks granted by other feats, spells, or abilities, save the option to trip as detailed above.

Shimmy [stance] (Ex)

Requires: Breakdancer 12
Minimum Rhythm: 1
Duration: see text
The breakdancer gets into the groove as a swift action. If he does not lose rhythm at the beginning of his turn, the breakdancer gains 1 temporary rhythm point.

Temporary rhythm points may be spent on dance moves, but do not count toward the minimum rhythm required to be able to use a dance move in the first place. This temporary rhythm point lasts until the beginning of his next turn. If the breakdancer’s rhythm is ever equal to 0, this dance move ends immediately.

A breakdancer can only be in one stance at a time. Using a stance dance move ends any other stance dance move currently in effect on the breakdancer, if any.

Spin-up (Ex)

Requires: Headspin, kip-up
If the breakdancer does not provoke attacks of opportunity when he performs the kip-up dance move, then all foes in squares he threatens provoke an attack of opportunity from the breakdancer. The kip-up dance move now has a rhythm cost of 1.

Stanceaholic (Ex)

Requires: Breakdancer 20, any three stance dance moves
Minimum Rhythm: 3
The breakdancer can maintain two stances at one time. If his rhythm falls below the minimum amount necessary to enable this dance move, the newer of the two stances ends immediately. While maintaining two stances, the minimum rhythm of all nonstance dance moves the breakdancer knows increases by +3.

Style Boy [stance] (Ex)

Minimum Rhythm: 2
Duration: see text
As a swift action, the breakdancer falls back on flow and technical execution rather than raw power. The maximum Dexterity bonus of his armor and shield, if any, is increased by an amount equal to his rhythm, to a maximum of double that equipment’s normal maximum dexterity bonus. This stance has no effect on the maximum Dexterity bonus of heavy armor or tower shields. If the breakdancer’s rhythm is ever equal to 0, this dance move ends immediately.

A breakdancer can only be in one stance at a time. Using a stance dance move ends any other stance dance move currently in effect on the breakdancer, if any.

Suicide [stance] (Ex)

Minimum Rhythm: 2
Duration: see text
As a swift action, the breakdancer prepares to perform a suicide move. Whenever he is attacked, the breakdancer may perform the suicide move as a free action, gaining a +4 dodge bonus to AC against that attack. After the attack is resolved, the breakdancer falls prone and this dance move ends immediately. If the breakdancer’s rhythm is ever equal to 0, this dance move ends immediately.

A breakdancer can only be in one stance at a time. Using a stance dance move ends any other stance dance move currently in effect on the breakdancer, if any.

Swaggering Kick (Ex)

Requires: Breakdancer 8
Rhythm Cost: 2
Duration: instantaneous
As an attack action, the breakdancer kicks at a single creature. Make an unarmed attack. If this attack hits and deals damage, the subject is staggered for 1 round with a Fortitude save to negate. The breakdancer is treated as though he has the Improved Unarmed Strike feat for the purpose of this dance move, and this dance move adds his Dexterity modifier to damage rather than the ability score modifier he normally applies to unarmed damage.

Swipe (Ex)

Requires: Breakdancer 4
Minimum Rhythm: 1
Rhythm Cost: 1
Duration: instantaneous
As a swift action, the breakdancer performs the trip combat maneuver. This does not provoke attacks of opportunity.

Terrified Jitterbug (Ex)

Requires: Breakdancer 12
Minimum Rhythm: 2
Duration: see text
If the breakdancer is frightened at the beginning of his turn, he may expend 2 rhythm. If he does, he may act as though he is shaken, not frightened, until the end of his turn.

Thunderous Footfalls (Su)

Rhythm Cost: 1
Duration: 1 round/2 levels
As a swift action, the breakdancer invests a small measure of sonic energy in his limbs. The DC to cast spells defensively increases by +2 for all enemies that are within his threatened area. This increase to casting spells defensively applies even if the breakdancer is not are aware of the enemy’s location.

Whirling Moves (Ex)

Requires: Breakdancer 20
Minimum Rhythm: 2
The breakdancer has a morale bonus to damage rolls equal to half his rhythm, rounded down.

Wide Dropping (Su)

Requires: Breakdancer 20, any one of atomic drop, electric boogaloo, screeching shift
The atomic drop, electric boogaloo, and screeching shift dance moves are now 10ft. radius bursts centered on the target creature.

Wildfire (Su)

Requires: Breakdancer 10
Rhythm Cost: 2
Duration: 2 rounds
As a swift action, the breakdancer reaches for the primal pulse of the beat. Weapons the breakdancer wields, including unarmed attacks, deal an additional 1d4 points of fire damage on a successful hit. Additionally, creatures dealt fire damage in this manner catch fire as the rules for alchemist’s fire with a Reflex save to negate.

Wild Gyrations (Su)

Requires: Breakdancer 8
Rhythm Cost: 2
Duration: 1 round/level
As a swift action, the breakdancer goes into a wild dancing frenzy, granting himself a 30ft. fly speed with clumsy maneuverability. If the breakdancer does not perform a dance move each round, this dance move ends immediately at the end of his turn.

With the Beat [stance] (Ex)

Requires: Breakdancer 6
Minimum Rhythm: 2
Rhythm Cost: 1
Duration: see text
As a standard action, the breakdancer becomes one with the beat. At the beginning of his turn, the breakdancer gains temporary hit points equal to his rhythm. These temporary hit points last for 1 round. If the breakdancer’s rhythm is ever equal to 0, this dance move ends immediately.

A breakdancer can only be in one stance at a time. Using a stance dance move ends any other stance dance move currently in effect on the breakdancer, if any.

Favored Class Bonuses

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have breakdancers as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

  • Aasimar Whenever the breakdancer performs a drop, he gains fast healing equal to half the number of times he has selected this favored class bonus, rounded down, minimum 1, for 1 round.
  • Drow Creatures affected by the breakdancer’s drops take a 1 penalty to Fortitude saves for 1 round in addition to the drop’s other effects. A DC 10 + the number of times this favored class bonus has been selected Fortitude save negates. Once this favored class bonus has been selected 5 times, the breakdancer may choose whether or not to attempt to penalize each creature affected by his drops. Once this favored class bonus has been selected 10 times, creatures that fail their Fortitude saves against this effect are also fatigued for 1 round.
  • Dwarf The breakdancer has DR 1/piercing for every two rhythm he possesses, to a maximum of DR X/piercing, where X is one third the number of times he has taken this favored class bonus, rounded down.
  • Elf Add +1/6 of a dance move.
  • Gnome Every 3 times this favored class bonus is selected, choose a standard score or a drop score. The breakdancer treats his composer level as though it were +1 higher for the purpose of determining the effects of that score. This bonus does not stack.
  • Half-elf Add +1/6 of a dance move.
  • Halfling Every 3 times this favored class bonus is selected, the breakdancer may perform a drop once per day without consuming duration from the currently-conducted score. He must choose to use this ability before performing the drop.
  • Half-orc Every 3 times this favored class bonus is selected, the breakdancer may increase the duration of effect of a drop to 2 rounds. He must choose to use this ability before performing the drop, and the effects of this extended drop end immediately if he performs another drop.
  • Hobgoblin Every 3 times this favored class bonus is selected, the breakdancer may increase the duration of effect of a drop to 2 rounds. He must choose to use this ability before performing the drop, and the effects of this extended drop end immediately if he performs another drop.
  • Human Add +1/5 to the breakdancer’s maximum rhythm.
  • Kitsune The breakdancer may expend 1 rhythm to cast any 0th-level illusion spell as a spell-like ability, using his breakdancer level as his caster level. This ability may be used a number of times per day equal to the number of times this favored class bonus has been selected. In addition, once this favored class bonus has been selected 10 times, the breakdancer selects a 1st-level illusion spell. The breakdancer may expend 3 rhythm to cast the selected 1st-level illusion spell as a spell-like ability once per day, using his breakdancer level as his caster level.
  • Kobold Add +1/6 of a dance move.
  • Orc Every 3 times this favored class bonus is selected, the breakdancer may perform a drop once per day without consuming duration from the currently-conducted score. He must choose to use this ability before performing the drop.
  • Puddling Creatures affected by the breakdancer’s drops are dazzled for 1 round in addition to the drop’s other effects. A DC 10 + the number of times this favored class bonus has been selected Fortitude save negates. Once this favored class bonus has been selected 5 times, the breakdancer may choose whether or not to attempt to dazzle each creature affected by his drops. Once this favored class bonus has been selected 10 times, creatures that fail their Fortitude save against the dazzle effect take 1d4 points of damage. This damage is maximized against oozes and creatures with light sensitivity.
  • Tiefling Whenever the breakdancer performs a drop, he may deal damage equal to half the number of times he has selected this favored class bonus, rounded down, minimum 1, to a single creature within 30 feet. A DC 10 + the number of times this favored class bonus has been selected Fortitude save negates.
  • Vanara Every 3 times this favored class bonus is selected, choose a standard score or a drop score. The breakdancer treats his composer level as though it were +1 higher for the purpose of determining the effects of that score. This bonus does not stack.
  • Vishkanya Creatures affected by the breakdancer’s drops take a 1 penalty to Fortitude saves for 1 round in addition to the drop’s other effects. A DC 10 + the number of times this favored class bonus has been selected Fortitude save negates. Once this favored class bonus has been selected 5 times, the breakdancer may choose whether or not to attempt to penalize each creature affected by his drops. Once this favored class bonus has been selected 10 times, creatures that fail their Fortitude saves against this effect are also fatigued for 1 round.

Breakdancer Composition Summary

Intro

  • Accelerando – Increases base land speed of those within 30 feet by +5 feet per round.
  • Anthem of the Dutiful Knight – Req. Composer level 6th, Spell Focus (conjuration). Ethereal knight readies an action to attack those who attack the conductor.
  • Blaring Note – Intro deafens all creatures within 30 feet with a Fortitude save to negate. Starting at 5th level, deals sonic damage with no saving throw.
  • Bow to Your Partner – Req. Composer level 5th, Spell Focus (illusion). All allies within 30 feet gain an illusory double, as the mirror image spell.
  • Cacophonic Crescendo – All other creatures within 30 feet of the conductor take 1d3 sonic damage each round, increasing by 1d3 each subsequent round to a maximum of 1d3 for every two composer levels. Starting at 10th level, rate of increase doubles. Fort negates.
  • Cadenza – Req. Leadership. A single ally within 30 feet of the conductor gains double benefit from melodies for 1 round, but no other creatures are affected by the melodies for that round. A harmonicist score with this intro has one fewer melody slots than normal.
  • I’ve Got Rhythm – Req. Composer level 5th. The conductor gains 1 temporary rhythm which lasts for 1 round.
  • Klangfarbenmelodie – Req. Composer level 5th, Spellcraft 5 ranks. The conductor can change instrumentation as a standard action, making creatures who rendered themselves immune to melodies vulnerable again.
  • Last March of the Stone Giants – Req. Composer level 4th, Knowledge (history) 6 ranks. All allies within 30 feet gain DR 2/for 1 round. This DR increases by +1 for every two composer levels beyond 6th.
  • Now is the Time of Hammer! – Req. Composer level 6th. Conductor conjures a greatclub with an enhancement bonus equal to 1/3 his composer level. Hammer attacks are a force effect. This intro cannot be added to a drop score.
  • Powerful Note – All melodies with a radius of effect have that radius doubled for 1 round.
  • Relaxing Exposition – Req. Composer level 6th. All allies within 30 feet gain fast healing 2 for 1 round. This fast healing increases by +1 for every two composer levels beyond 6th.
  • Say it Loud! – The range and radius of effect of the score’s outro is doubled.
  • Staccato – Weapons wielded by allies within 30 feet are keen for 1 round.
  • The Bellowing Skald – Conductor gains 1 bellowing charge + 1 for every six composer levels. May expend 1 bellowing charge as a swift action to grant all allies within 30 feet the ability to double a single morale bonus for 1 round.

Outro

  • Almsgiver – Conductor receives a bonus to Perform checks to earn a living equal to the remaining duration of the score. Consumes all remaining duration of score.
  • Dissonant Coda – Req. Composer level 3rd. A single foe within 30 feet takes 1d6 points of sonic damage for each round the score was conducted, maximum 1d6 / 2 composer levels. Starting at 10th level, this increases to 2d6 points of sonic damage per round conducted. Fortitude halves.
  • Flaming Invective – Weapons wielded by allies within 30 feet deal an additional point of fire damage for every two composer levels the conductor possesses for 1 round.
  • Momentary Depression – Req. Composer level 4th, Acrobatics 5 ranks. All foes within 30 feet are affected by the slow spell for 1 round.Will negates.
  • Momentary Elation – Req. Composer level 4th, Acrobatics 5 ranks. All allies within 30 feet are affected by the haste spell for 1 round.
  • Pick it Up! – The conductor may make an additional move action on his next turn.
  • Rejuvenating Coda – Req. Composer level 3rd. A single ally within 30 feet is healed for 1d6 points of damage for each round the score was conducted, maximum 1d6 / 2 composer levels. Starting at 10th level, this increases to 2d6 points of damage per round conducted.
  • Say it Proud! – Req. Composer level 2nd, Intimidate 3 ranks. All allies within 30 feet stand up from prone as a free action and receive a +4 dodge bonus to AC against attacks of opportunity made in response to this.
  • Shuffling Coda – Req. Composer level 6th. A single foe within 30 feet provokes attacks of opportunity.Will negates.
  • Thrumming Note – Req. Composer level 10th, Acrobatics 10 ranks. Blast of sound trips creatures in a 30-foot radius.
  • Trailing Coda – Req. Composer level 3rd. A score with this outro does not expend a round of daily duration the round it is triggered.
  • Triumphant Shout – Req. Composer level 7th. All allies within 30 feet are immune to fear for 2 rounds, plus an additional round for every three composer levels beyond 7th.

Intro/Outro

  • Energico – Req. Composer level 7th. If used as an intro, the conductor begins conducting as a move action. If used as an outro, the conductor ceases conducting as a move action and may begin conducting another score this round.
  • Piercing Scream – Req. Composer level 10th. When triggered, the conductor confuses creatures in a 20-foot cone for 1 round with a Will save to negate.

Melody

  • Anthem of the Superior – Req. Composer level 4th or drow. Creatures who strike the conductor in melee are shaken for 1 round.Will negates.
  • Blazing Glory – Req. Composer level 5th. Conductor’s weapons deal an additional 1d3 fire damage. This melody can be taken multiple times.
  • Booming Theme – Req. Composer level 8th, Spell Focus (evocation). Once per round, an ally within 30 feet can shout, dealing 2d4 sonic damage and demoralizing in a 10foot burst. Fortitude halves damage and negates demoralization. This melody takes up two melody slots when added to a score.
  • Buffering Blare – Creatures within 30 feet of the conductor gain a +1 insight bonus to saving throws made against sonic spells and bardic performances. This melody can be taken multiple times.
  • Can’t Touch This! – Req. Acrobatics 4 ranks. Conductor gains a dodge bonus to AC against creatures he hits in melee.
  • Capriccio – Req. Composer level 4th. Allies within 30 feet gain a +1 bonus to class level for the purpose of determining the effects of bardic performances. This melody can be taken multiple times.
  • Clarion Call – Req. Knowledge (history) 4 ranks. Allies within 30 feet gain a +1 bonus to saving throws against mindaffecting abilities. This melody can be taken multiple times.
  • Clarity of the Song – Req. Composer level 10th, Improved Initiative, Spell Focus (divination). Allies within 30 feet cannot be flanked unless all are flanked. This melody takes up two melody slots when added to a score.
  • Crackling Tension – Req. Composer level 5th, Spell Focus (evocation). Allies within 30 feet deal 1 electricity damage and 1 sonic damage to creatures that strike them in melee. This melody can be taken multiple times.
  • Cumulative Backlash – Composer level 4th, Spell Focus (evocation). Choose acid, cold, electricity, fire, or sonic. Creatures within 30 feet that take 5 or more damage of the chosen type from a single source take a 1 penalty to AC for 1 round.
  • Deceptive Cadence – The DC of the score’s outro increases by +1.
  • Defiant Anthem – Allies within 30 feet have a +2 bonus to saving throws against fear effects. This melody can be taken multiple times.
  • Drumroll – All allies within 30 feet have a +2 bonus to Strength for the purpose of carrying capacity. This melody can be taken multiple times.
  • Empowering Tune – Req. Composer level 3rd, Knowledge (arcana) 3 ranks. Choose acid, cold, electricity, fire, or sonic. Allies within 30 feet who deal damage of the chosen type deal an additional point of damage. This melody can be taken multiple times.
  • Etude – Req. Spell Focus (enchantment). All other bards and composers within 30 feet get a +1 bonus to the DC of their scores and bardic performances.
  • Focused Dissonance – Weapons wielded by allies within 30 feet deal an additional point of sonic damage. This melody may be taken multiple times.
  • Gracioso – Req. Perform (any) 3 ranks. The conductor gains a +1 morale bonus to Dexterity. This melody can be taken multiple times.
  • I Will Be Heard! – Req. Composer level 5th. The conductor becomes immune to the deafened condition and ignores areas of magical or supernatural silence or sound dampening. This melody takes up two melody slots when added to a score.
  • Inspire Accuracy – All allies within 30 feet have a +1 competence bonus to attack rolls. This melody can be taken multiple times.
  • Inspire Might – All allies within 30 feet have a +1 competence bonus to damage rolls. This melody can be taken multiple times.
  • Inspire Tactics – Choose bull rush, disarm, grapple, reposition, steal, or trip. All allies within 30 feet have a +1 enhancement bonus to combat maneuver checks made to perform the chosen combat maneuver. This melody can be taken multiple times.
  • Interlude – Req. Composer level 10th. The conductor can suppress a melody for a time in order to make it more powerful later.
  • Internalized Ferocity – Req. Any one of Composer level 4th, orc, halforc. The conductor gains a +2 morale bonus to damage rolls. This melody can be taken multiple times.
  • Internalized Harmony – The conductor gains a +1 deflection bonus to AC. This melody can be taken multiple times.
  • Internalized Invigoration – Req. Composer level 10th, Heal 4 ranks. The conductor gains fast healing 2 that stacks with other forms of fast healing. This melody can be taken multiple times.
  • Internalized Vorpality – Req. Composer level 8th, Improved Critical. Weapons the conductor wields that are subject to a critical threat range multiplier receive a +1 bonus to their critical threat range. This melody takes up two melody slots when added to a score.
  • Interposing Notation – Req. Composer level 5th, Spell Focus (conjuration). Conjured musical notes grant allies within 30 feet concealment against mundane ranged attacks.
  • Invigorating Melody – All allies within 30 feet gain fast healing 1. This melody can be taken multiple times.
  • Knightly Chant – All allies within 30 feet gain DR 1/-. This melody can be taken multiple times.
  • Marching Cadence – All allies within 30 feet gain a +10-foot bonus to their base land speed. This melody can be taken twice.
  • Ode to the Barkeep – Req. Composer level 4th or dwarf. When inside a tavern, expensive alcohol is treated as potions of cure light wounds with a caster level equal to the HD of the owner of that tavern.
  • Resilient Measure – Choose a school of magic. All allies within 30 feet have a +1 insight bonus to saving throws made against spells of the chosen school. This melody can be taken multiple times.
  • Roar of the Meek – Req. Composer level 9th. Each round, allies within 30 feet are entitled to a new saving throw against fear effects. If successful, +2 morale bonus to damage for 1 round and fear effect ends. This melody takes up two melody slots when added to a score.
  • Rumbling Tones – Req. Composer level 6th, Intimidate 3 ranks. A 10-foot radius centered on the conductor becomes difficult terrain, but settles back down as the conductor moves.
  • Sea Shanty – All allies within 30 feet have a +2 competence bonus to Profession and Craft checks. This melody can be taken multiple times.
  • Snarling Chant – Req. Composer level 4th or hobgoblin. All allies who begin a charge within 30 feet get a +2 morale bonus to damage. This melody can be taken multiple times.
  • Sonic Boom – Whenever the conductor hits a creature in melee, that creature is deafened for 1d4 rounds. Fort negates.
  • Steady Beat -All allies within 30 feet have a +1 morale bonus to CMD. This melody can be taken multiple times.
  • The Earth’s Bounty – Food within 30 feet is retroactively cooked with superior skill and has foodborne pathogens and toxins removed.
  • The Jokester – Req. Composer level 4th or gnome. All attacks made against creatures within 30 feet have a 10% miss chance. If missed in melee, attacker takes 1d6 points of fire damage. This melody can be taken multiple times.
  • Under the Big Top – All allies within 30 feet have a +2 competence bonus to Acrobatics and Perform skill checks. This melody can be taken multiple times.

More from Interjection Games!

The Master of Forms Expanded - The Wood Element

Vendor: Interjection Games
Type: Book
Price: 1.75

The Wood element, for when describing a fight with the undead simply has to violate somebody else's intellectual property.

What is Momentum?

Momentum is effectively a combo point system typically used in rogue-like characters on MMORPGs, but with increased granularity. Working on a scale from 0-4, some momentum techniques, known as builders, grant 1 point of momentum when used, and others expend between 1 and 4 momentum as part of their activation cost. Managing this momentum pool becomes a game of moving the needle, allowing players to make plans that matter in the round-to-round, which is a far sight better than full attacking the nearest goblin every round.

What is the Wood element?

The Wood element is a new core element for the Master of Forms base class. That is to say it is available to all Masters of Forms without the need to take a restrictive archetype or feat chain. With the Earth element already focusing very heavily on defense and survivability, the Wood element focuses on growth and regrowth.

How Wood Works

Tactically plant up to one copy of each of three floral allies: the buried wildthorn (damage), the shieldroot (defense), and the tilling broadleaf (disruption)

Manage the growth of your floral allies, increasing their power as they rapidly mature.

Accelerate their growth by mulching your enemies, mimicking the power of your floral allies, or even sacrificially maxing out their growth for one round of floral chaos before they wither and die.

Product Features

15 new techniques, comprising the Wood element

The Sow the Seeds ability, given to all practitioners of Wood and detailing the powers of each floral ally in a full-page spread for each of the three plants

2 new feats: Miracle Grower and Vengeful gardener

Ethermagic Expanded - The Etherknight

Vendor: Interjection Games
Type: Book
Price: 8.49

This is it! The etherknight - an unholy mashup of Interjection Games' technique-spamming momentum system and critically-acclaimed ethermagic - is our final big class release for 1st edition.

Situated to play out like an "alien paladin with sword lasers", the etherknight's ethermagic selection has all of its direct damage capability removed and replaced with alteration (self-buff), voidmeld (weapon buff), and the healing package first shown off with the etherfuser archetype in Strange Magic 1. The aforementioned sword laser techniques form the offensive core of the class.

Product Features

  • The etherknight base class
  • A reprint of all relevant alteration manifestations, and a selection of new ones
  • A reprint of all relevant voidmeld manifestations
  • A selection of new and classic feats
  • Over 50 etherknight techniques, including a mutable finisher in which you combine multiple sword lasers to make a BIG sword laser
The Assassin - The Sanguinity Hot Technique Tree

Vendor: Interjection Games
Type: Book
Price: 1.75

Learn to manipulate the very blood of your enemies with the sanguinity tree for the Assassin base class! Assassins spend one of their two "hot"- or aggressive - tree specialization slots to take sanguinity, which itself is focused on bleeding enemies out and repurposing their blood to generate temporary hit points and heal allies. This makes sanguinity the assassin's go-to choice when sneaking and skulking just won't do and a heavy battlefield presence with equally-heavy sustainability is the way to go.

Many of the sanguinity tree's nastier tricks- such as area-of-effect ability bleed- and all of its sustainability effects make use of the blood pool, which replenishes itself as the assassin deals bleed damage to various targets. This forces an assassin to play the long game of bleed damage while simultaneously awarding the assassin with the means to stay alive long enough for that bleed to end any encounter that isn't stuffed to the gills with opposing healers.

The sanguinity tree combines well with the following technique trees:

The fabrication cold tree grants the assassin tactical flexibility, and its ability to enhance sustainability with a plethora of tiny stimpacks segues nicely into the sanguinity tree's gameplan.

The execution hot tree contains several bleeds, and since bleeds already existed in the assassin's repertoire, the sanguinity tree was built to assume that you'll either specialize in the other tree that'll help fill the blood pool, or that you'll spend your very few flexible technique choices on out-of-tree bleed effects.

The magehunting hot tree helps you shut down enemy healers so your bleed effects stick, while the sustainability of sanguinity makes it so you're a persistent thorn in the side of anyone with any spells to their name.

Product Features

The sanguinity hot tree for the assassin base class, detailing 15 new techniques and the blood pool autogrant ability

Three new feats for those who wish to specialize in this new tree

Ultimate Onmyodo - Onmyodo Magic Items

Vendor: Interjection Games
Type: Book
Price: 1.50

Expand your resident spirit speaker with a collection of brand new magic items!

Following Interjection Games' design traditions, Onmyodo Magic Items features heavily modular/tactical options, such as the following:

Blessed Chochin - Pick haiku, petitions, or talismans, and then increase the effective range of abilities from the chosen onmyodic magic system by placing this magical lantern in a choke point or other strategic position. If your target is within both double the ability's normal range and 15 feet of the chochin, then your target is in range of the ability. This also applies to areas of effect. Reach out and hurt somebody.

Thread of the Gods - Talismans act like spontaneous spellcasting for onmyodo classes. By sacrificing this flexibility and "preparing" a portion of your talismans like a wizard, you add one of ten bonus effects to each of your prepared talismans. These effects include talismans that move on their own, the ability to generate a single lightning bolt over the course of the talisman's duration, or the spontaneous generation of Jurojin's famous healing plums.

Trickster's Tail - Turn anyone into a spellcaster with this kitsune-tail belt that holds the knowledge and ability to cast a single 1st-level enchantment or illusion spell.

Ward Token - Combine up to three of the nine variants of this item into a single ring, and activate one variant's effects each time you do something particularly onmyodic.

The Triggerman - Momentum-Based Gunslinging

Vendor: Interjection Games
Type: Book
Price: 5.99

Momentum Classes

  • The Master of Forms (momentum monk) - Endzeitgeist top 10 of 2015 nominee
  • The Assassin (momentum rogue) - Endzeitgeist #6 of 2016!
  • The Triggerman (momentum gunslinger)

What is Momentum?

Momentum is a system that hearkens back to the combo point engines that you find in various video games. In its simplest form, you execute various techniques to build focus, which can then be spent on other techniques. Unlike the rather binary nature of the- admittedly simplistic- video game combo point engines, momentum has techniques with variable points costs, a point cost of 0, alternate versions that cost more, and fixed cost techniques ranging from -1 to -4. This makes each of your actions a choice. Do you build up for another round, sacrifice power from a separate pool to build up faster this combat, or let loose with a big- but not huge- effect right now?

The end goal of momentum is to give the martial classes that use it a heaping dose of freedom, choice, and agency in their turn-to-turn minutiae. Who cares if a class is competitive if all it does is make a full attack each round? We are gamers, and being able to do cool stuff is half the draw of a class.

Momentum and Moxie: The Triggerman's Special Mechanic

All of Interjection Games' momentum classes take the core momentum engine and do something unique with it. For the triggerman, whenever you spend 2 or more focus on a single technique, you generate moxie points, which themselves are a currency that can let you weave small effects in between your momentum builders and finishers. Some moxie techniques grant a passive bonus based on the number of moxie points you're holding, while others simply add energy damage to an attack, increase the reach of that one shot that really matters, or assist with a skill check.

Moreover, the triggerman's guns build momentum, not the triggerman himself, allowing him to build up points for multiple finishers simply by swapping out guns frequently. Other class features allow for easily pumping a point of focus into a gun with no focus, thus making the triggerman more about cranking out -1s "mini-finishers" than any other momentum class in the series so far. As a result of the necessary waiting baked into the momentum engine this time around, the triggerman's -2 techniques are generally a heavy power spike over the -1s, and the moxie engine further pushes patience for more power.

Product Features

The triggerman base class

4 technique trees with 20 techniques each: dragoon, gun fu, marksmanship, and munitions

Technique tree specialization bakes build variety right into the class; no archetypes!

2 feats for each technique tree, and a smattering of tree-agnostic feats

Favored class bonuses for over 20 races

Generic favored class bonuses! Not on the race list? Don't like your race's bonus? Take one of these instead.

scroll to top