Today is the final day of Martial Action Week, a week devoted to, of all things, martial action, in honor of our latest book A Necromancer’s Grimoire: The Book of Martial Action, which…well…you can probably guess what it’s about.
But what does “martial action” mean, you ask? Well, obviously you haven’t been around for the rest of the week. You should probably check out these other articles to get an idea, or, better yet, grab a copy of the book for only $4.99. The short answer, though, is that it makes playing a fighter, barbarian, rogue, ranger, or other “martial” character more interesting and dynamic by giving them more options in combat (martial techniques), and introduces a little more strategy by giving them a pool of martial action points, which are the resource required to use martial techniques. The results are pretty fun. But it does beg a slightly tricky question:
With martial action being a “jock’s club” mechanic devoted to fighters and their ilk, what could we possibly do for it in Obscure Arcana, which is all about the dedicated caster? Well, there are several answers to that, and the spells you’ll find below can be used in a variety of ways by a variety of different types of characters, but my goal is to provide some spells that the resident spellcaster can cast on the barbarian or fighter (or whatever) who specializes in martial action points, and so “blend magic and steel” the way that all those books from the ‘80s go on about, but which we so rarely see in the game. Of course, that doesn’t mean that a magus or an eldritch knight who was so inclined couldn’t use them for his own benefit.
Acrobatic Assistance
You fill the target with reserves of energy, allowing him to perform great feats of acrobatics. The target gains 15 temporary martial action points. These temporary martial action points can be spent like normal martial action points, and do not count towards the maximum number of martial action points he can have in his martial action pool (if he has one), but they only last for the spell’s duration, or until spent. When the spell ends, any of these temporary martial action points that have not yet been spent are lost.
Additionally, for the spell’s duration, the target gains the ability to convert his martial prowess into the ability to perform superhuman acrobatic stunts. As a swift action, the target can spend any number of martial action points, up to a maximum amount equal to 1/2 his base attack bonus (rounded down, minimum 1). If he does, he gains an enhancement bonus on all Acrobatics checks equal to five times the number of points spent in this way. This bonus lasts until the beginning of the target’s next turn.
Finally, for the spell’s duration, the target can use his newfound acrobatic abilities to dodge the attacks of his foes. As an immediate action, the target can spend 5 martial action points. If he does, he gains a +4 dodge bonus to AC until the beginning of his next turn.
Martial Strength
You fill the target with reserves of energy, allowing him to perform great feats of strength. The target gains 10 temporary martial action points. These temporary martial action points can be spent like normal martial action points, and do not count towards the maximum number of martial action points he can have in his martial action pool (if he has one), but they only last for the spell’s duration, or until spent. When the spell ends, any of these temporary martial action points that have not yet been spent are lost.
Additionally, for the spell’s duration, the target gains the ability to convert his martial prowess into brute force and raw power. As a swift action, he can spend any number of martial action points (to a maximum of 10 martial action points per round). If he does, he gains an enhancement bonus to his Strength score equal to the number of points spent in this way. This bonus lasts until the beginning of the target’s next turn.
Siegfried's Martial Surge
You revitalize the target’s body and mind, rejuvenating tired muscles and refocusing his concentration, enabling him to better continue the fight. The target regains a number of martial action points equal to the maximum number that he can have in his martial action pool at any one time (this does not allow him to have more martial action points than the maximum number allowed by his martial action pool). If the target does not have a martial action pool, the spell has no effect.
Warrior's Growth
With this spell, you cause the target to grow to mammoth proportions. The target increases to Huge size, gaining a +16 size bonus to Strength, a +8 size bonus to Constitution, a +2 size bonus to CMB and CMD, and increasing his natural armor by +5. The target also suffers a -4 size penalty to Dexterity, a -2 size penalty to attack rolls and AC, a -4 size penalty on Fly checks, and a -8 size penalty on Stealth checks. Finally, the target’s space increases to 15 feet, and his natural reach increases to 15 feet. This spell does not change the target’s speed.
All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see the Pathfinder Roleplaying Game Core Rulebook for more information on weapons of non-standard size). Other magical properties are not affected by this spell. Any item enlarged by warrior’s growth that leaves the target’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown and projectile weapons deal their normal damage. Magical properties of enlarged items are not increased by this spell.
This transformation is strenuous, however, and requires effort and concentration on the part of the target in order to maintain. Each round, the target must spend 5 martial action points to maintain the spell’s effect, or the spell immediately ends.