Combo Maker (3.5e Prestige Class)

Combo Maker
"C-C-C-Combo!!!"

Combo Makers are generally underhanded street fighters who like to hit people repeatedly. By seeking out the power of the Combo Meter, they manage to benefit more than usual from their violent habits.

Becoming a Combo Maker
Combo Makers are a primarily short-ranged class, hitting away with mundane attacks before releasing something out of the ordinary. They usually benefit from a high Charisma or Wisdom modifier.

Class Features
All of the following are class features of the Combo Maker.

Whenever you hit an opponent with a manufactured weapon, natural weapon, or unarmed attack from 50' or less, you gain a Combo Point. Every minute, you lose a Combo Point. Whenever you miss with an attack, you lose two Combo Points.

' (Sp):''' Choose two effects from the following list when you become a level 1 Combo Maker. You can spend a Combo Point to use one of the attack actions you get from your BAB to make a 50' ranged touch attack. It does the two effects you selected if it hits.


 * Fire: 1d6 points of Fire damage per character level.


 * Electricity: 1d6 points of Electricity damage per character level.


 * Force: 1d4 points of Force damage per character level.


 * Cold: 1d4 points of Cold damage per character level, and all of the target's movement speeds are reduced by 10' for 1 round.


 * Acid: 1d4 points of Acid damage per character level, and the target must make a Fortitude save (DC 10 + half Character level + Charisma or Wisdom modifier) at the beginning of its next turn or take 1d4 points of Acid damage per character level.


 * Sonic: 1d4 points of Sonic damage per character level, and the target is knocked backwards 1d4 &times; 5 feet.


 * Poison: 1d6 points of Intelligence and Dexterity damage. Wizard-level


 * Skull: 1d4 points of Negative energy damage per character level.


 * Heart: 1d4 points of Positive energy damage per character level.

 (Ex): Whenever you hit an opponent with a manufactured weapon, natural weapon, or unarmed attack, they are lifted 1d6 feet into the air. If you hit the same target multiple times during the same action (such as during a full attack action), the lifting is cumulative, so fall damage becomes possible.

' (Sp):''' Choose one effect type from the Energy Bolts list when you become a level 2 Combo Maker. You can spend four Combo Points to take a standard action to blast all other creatures within 25' (Reflex save DC = 10 + half Character level + Charisma or Wisdom modifier for reduced effect). The Energy Explosion does things based on the chosen effect and the effects you chose for Energy Bolts.


 * Fire: 1d6 points of Fire damage per character level. Half damage on a successful save.


 * Electricity: Targeted greater dispel magic using your character level as the caster level. 1 point of Electricity damage per character level instead on a successful save.


 * Force: 1d4 points of Force damage per character level. Half damage on a successful save.


 * Cold: 1d4 points of Cold damage per character level, and all of the target's movement speeds are reduced by 10' for 1 round. No damage, but full speed reduction on a successful save.


 * Acid: -5 penalty to normal and flat-footed AC for 1d6 rounds. Lasts only 1 round on a successful save.


 * Sonic: Deafened for 1d6 rounds. Lasts only 1 round on a successful save.


 * Poison: 1d6 points of Strength and Charisma damage. Half damage on a successful save. Wizard-level


 * Skull: 1d4 points of Negative energy damage per character level. Half damage on a successful save.


 * Heart: 1d4 points of Positive energy damage per character level. Half damage on a successful save.

 (Ex): As a full attack action, you may make an attack against a target within 50'. If it hits, you may repeat this process at a cumulative -2 penalty.

' (Sp):''' Choose one effect type that you already chose for Energy Bolts or Energy Explosion when you become a level 4 Combo Maker. You can spend two Combo Points to take a move action to generate an effect based on the chosen effect type.


 * Fire: Make a normal move. Anything you passed within 5' of during that move takes 2 points of Fire damage per character level.


 * Electricity: Teleport 5' per character level.


 * Force: Move as though your highest move speed was a Perfect Flight and Burrow speed.


 * Cold: Make a normal move. Anything you passed within 5' of during that move takes 1 point of Cold damage per character level and has its movement speed reduced by 5' for one round.


 * Acid: Teleport to any surface of a fluid within 10' per character level that takes up at least as much space as you.


 * Sonic: Fly 15' per character level in a straight line.


 * Poison: Teleport adjacent to an opponent within 10' per character level.


 * Skull: Swap locations with a willing undead creature within 5' per character level.


 * Heart: Swap locations with a willing living creature within 5' per character level.

 (Ex): Whenever you knock an opponent unconscious with a critical hit, your Combo Points increase to maximum.

 (Ex): At level 5, you may take a full-round action to jump 30' laterally and 10' vertically. You may take two attack actions at full BAB at any time during this jump.

' (Sp):''' At level 6, you gain the ability to perform Kamehamehas. This has the same effects as your Energy Explosion, but it costs 8 combo points and affects all creatures in a Medium (100' +10'/character level) line that is 25' wide.