Clarified, and updated stances and effects to allow for the use of at-will attacks, rather than only basic attacks. Needs playtesting.
Ballistics is a science. Angle, velocity, force—all these can be calculated and refined for the perfect shot. Medicine is likewise a science. Arteries, ligaments, organs—damage to these in varying intensities cause readily-measured negative consequences to the injured party. Similarly the kinetics of motion, the materials science of armor and weapon, even the nascent study of psychology and sociology all can lend understanding to the complex system that is a battle.
As a polyhistor you are versed in an expansive list of sciences, each with a focus on its relation to warfare and combat. Using your diverse knowledge and keen intellect you can compose at a moment’s notice the ideal method of attack for any situation. Admittedly, doing so can be mentally taxing, so you may need to pause and regain your poise in order to track all the factors at play in a battle. Likewise, sometimes an immediate attack is not optimal. Better perhaps to observe a foe’s patterns, and to let them leave an opening you can exploit to crush them.
Prerequisites Martial Scientist theme, or Intelligence 15+ and trained in Heal, Insight, and History.
Elementary Stances (11th level): You have learned five elementary stances that cover nearly every combat technique known to man (see below). At the start of your turn as a free action you can switch to any of these stances. You can have any one elementary stance and up to one stance from another source active at a time.
Until your first turn in combat, you are not assumed to be in any elementary stance.
Martial Pool (11th level): Instead of gaining an encounter attack power from this paragon path, you start each encounter with three martial dice (1d6 each), which you can expend for various effects based on which elementary stance you are in.
If you spend a standard action to either use total defense or to spend your second wind, you add three additional martial dice to your pool—as long as an enemy is actively engaged in combat within 10 squares of you. You can have a maximum of ten dice in your martial pool at any time, and whenever you take a short rest, your total resets to three.
Precision Action (11th level): When you spend an action point on your turn, you gain the use of the Precision ability for your martial dice until the end of that turn.
Decipher Technique (Daily) – Polyhistor Utility 12 Standard Action.
You can read your enemy like a book. Their style is transparent, even if your victory is still uncertain.
: Choose an enemy in sight that either you have hit, or that has hit you. The GM will write you a private note informing you of its defenses, traits, and powers. Until your next extended rest, the GM is required to warn you if you are about to set off one of the target’s triggered abilities.
Additionally, add two martial dice to your pool.
Combat Transcendence (16th level): After each short or extended rest, your pool of martial dice resets to five dice instead of three. Your pool can now hold a maximum of twelve dice, instead of ten.
Masterstroke (Daily) – Polyhistor Attack 20 Standard Action.
You combine all your knowledge of combat for one spectacular display.
: You gain seven temporary martial dice which last until the start of your next turn, and which do not count toward your pool’s limit. Until the start of your next turn, you can use your dice for abilities from any stance. Make an attack with an at-will power.
Martial Dice Abilities.
You can expend your martial dice for the following four options regardless of which stance you are in:
- Additional Attack. (1 die) Once on your turn while attacking with an at-will power, you may make another at-will attack, which cannot affect the same target(s). You may stow and draw weapons between the attacks.
- Area Attack. (2 dice) When you make an attack with a single-target ranged or melee at-will power on your turn, you may target every enemy in a Burst 1 area instead (for melee attacks, this would be a Close Burst 1, for ranged attacks, this would be an Area Burst 1 within the normal range).
- Two Area Attacks. (5 dice) By combining the above two options, you can make two area attacks on your turn with a single standard action, but only if you don’t target the same foe(s) with both attacks. You could use a melee burst followed by a ranged burst, for example.
- Expanded Stratagem. (1+N dice) If you have the Martial Scientist theme, you may use an extra Martial Scientist power during this encounter. The first time you make use of this option during an encounter, it costs two dice. Each time after that, the price increases by one die.
You can use Precision only after spending an action point on your turn.
- Precision. (X dice) After making an attack roll, you may expend any number of martial dice and roll them, adding their total result to your attack roll. You must decide how many to use before the DM informs you whether or not you hit.
You may change your stance at the start of each turn as a free action. During masterstroke, you can mix and match abilities from any stance.
- Warding Strike. (1 die) As an immediate reaction, you can make a melee basic attack against an enemy that enters your reach. If you are wielding a ranged weapon, you may instead make a ranged basic attack against an enemy that enters a space within 5 squares of you, but only if they have no cover or concealment.
- Damage. (X dice) When rolling damage for an at-will attack, you may expend any number of dice and roll them, adding their total to the damage dealt. If you are using a two-handed weapon or dual-wielding, gain an additional +1 damage per die.
- Forced Movement. (1 die) When you hit with an at-will melee attack, you may push, pull, or slide the target 2 squares. If you are using a ranged at-will attack, you may only push.
- Grab. (1 or 0 dice) When you hit an adjacent enemy with an at-will melee attack, you may grab that enemy. If at least one of your hands is free, you do not need to expend a die to grab them.
- Minor Affliction. (1 die) When you hit an enemy you are currently grabbing with an at-will melee attack, you may deafen or slow them until the end of your next turn, knock them prone, or disarm them of one weapon or object they hold.
- Major Affliction. (2 dice) This works just like the above ability, but choose from the following conditions instead: blinded, dazed, immobilized, or weakened. The condition lasts until the end of your next turn.
- Guard. (X dice) When an enemy hits you or an adjacent ally, you may attempt to block the attack as an immediate interrupt. You may expend and roll any number of dice, adding them to the target’s defenses against that attack. If you are wielding a shield and the attack targets AC or Reflex, add an extra +2 to the rolled total.
- Evade. (1 die) When an enemy ends its movement such that you are within its melee reach, you may move your speed as an immediate reaction.
- Skirmish. (1 die) Once during your turn after making an attack, you may move your speed. GM Note You may combine this with the Additional Attack option to move between your two attacks, all as part of the same standard action. If you combine Skirmish with the Area Attack option for a melee attack, you may make that attack against each enemy you move adjacent to during this movement.