Burning Justice
So, let us talk with our iron fists!HistoryMost Super Robot pilots don't actually focus on anything and rarely are trained *, trusting their sheer guts and HOT BLOOD to win battles. Yet in the middle of them kicking logic and reason to the curb and piercing the heavens, one can see a pattern between all of them. That is the Burning Justice discipline. Although it cannot be directly taught, it can certainly inspire a dedicated pupil, and most Burning Justice masters pass their teaching by directly performing them on their students until they get it.
For performing a Burning Justice maneuver, at least the mecha must know the maneuver, using its own level for determining effects. If both the pilot and the mecha know the maneuver, use the highest pilot level between them.
Unlike normal martial disciplines, Burning Justice maneuvers do not need to be recharged, but consume energy from the mecha equal to the Maneuver's level x 5 when used. Stances do not cost any energy to maintain, but their cost must be paid when the pilot switches to it.
*For the record, there are super robot pilots who have the patience to train and focus, turning them on the fiercest opponents you may find on the battlefield, as exemplified by Major Sanger Zonvolt, the Sword that Cleaves Evil.1st levelHead Beam: Strike– Fire lasers from your head.
Magic Zehpir Sword-just kidding!: Strike–Temporally summon weapon and perform an attack with it.
Throw Tomahawk: Boost- Throw melee weapons at your opponent.
Anger: Stance–Sacrifice defense for attack.
Coolness:Stance-Sacrifice attack for defense.
2nd levelTalk with your fists!: Boost–enemies struck by you can only perform melee attacks for 1 round.
Block: Boost–You turn yourself into a wall to block enemy line of sight and effect.
Rocket Punch: Strike–Throw your fist at your enemy.
Counter-Rocket Punch: Counter–block enemy attack at range.
3rd levelBury: Strike– Push back opponent, force it into surface it hits
In Fight: Stance–Increase your movement speed and damage with melee weapons.
Chest Blaster: Strike- Shoot massive beam from your chest that hits multiple enemies.
Burning Spirit: Strike- Glow so brightly nearby opponents get blinded.
4th levelMultiple Rocket Punch: Strike– Fire both your fists at the same time!
That won't work twice!: Counter– become immune to one kind of weapon.
Buster : Strike-ram while covered in energy!
5th levelOverwhelming Presence: Strike–Stun nearby opponents with your sheer badassery!
Headlong Assault: Strike-use weapon, become tougher!
Boomerang:Boost-Turn body part into a ranged weapons which instantly returns to your hand.
6th levelUnlimited Blades Work: Strike-Fill the battlefield with weapons.
Drill Rocket Punch: Strike– your fist becomes a drill, which punches through everything.
Way of the Sword: Stance–Focus on a single melee weapon.
7th levelColossal Strike-Strike-your weapon grows, and you deliver a single mighty attack with it.
Power Overwhelming: Strike– Release a mighty shockwave.
Swat: Strike–Easily throw opponents out of your way.
8th levelBerserker: stance– keep fighting beyond your limits.
Break the Unbreakable: Strike-Automatically hit your opponent.
9th level Supreme-One-Hit-Sure-Kill-Heaven-And-Earth-Slaying-Strike: Strike: Your ultimate attack.
Maneuver explanations:1st Level:Head BeamBurning Justice (Strike)
Level: Super Pilot 1
Initiation Action: Standard action
Range:400 feet plus 40 feet per Pilot Level
Target: One enemy
You fire energy beams from your eyes or some other part of your robot's head. Make a ranged attack. If it hits, the eyebeams deal 1d6 piercing damage per pilot level to the target plus your Str and Dex modifiers.
Magic Zephyr Sword-Just kiddingBurning Justice (Strike)
Level: Super Pilot 1
Initiation Action: Standard action
Range: As weapon
Target: As weapon
You summon one non-heavy non-volatile grade I weapon from the arsenal list and deliver a single blow with it. The summoning process is left to the player, and can vary from being dropped from orbit by an ally, conjured from lighting that appears out of nowhere, or even being pulled from the earth below. Regardless, it's something visually flashy that can easily catch peoples' attention. The weapon then vanishes at the end of the attack.
For every 3 pilot levels you have, you can summon a weapon of a Level higher, up to weapons lvl VII when you reach pilot level 18.
Throw TomahawkBurning Justice (Boost)
Level: Super Pilot 1
Initiation Action: Swift action
Range: Personal
Target: You
Duration: End of turn
After initiating this boost, you become able to throw melee weapons at a range of 10 foot per pilot level until the end of your turn. The weapons ricochet off of your opponents and instantly return to your hand. Otherwise, attacks made like this still count as melee attacks, and you may use your Str modifier for to-hit and damage bonus.
AngerBurning Justice (Stance)
Level: Super Pilot 1
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, you gain a bonus on all your damage rolls equal to your pilot level, but all attacks against you deal extra damage equal to half your pilot level, rounded up. Opponents are aware of this.
CoolnessBurning Justice (Stance)
Level: Super Pilot 1
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Stance
While in this stance, your DR increases by an amount equal to your pilot level, but all your attacks suffer a penalty on damage rolls equal to half your pilot level, rounded up. Opponents are aware of this.
2nd Level:Talk with your fistsBurning Justice (Boost)
Level: Super Pilot 2
Initiation Action: Swift action
Range: Personal
Target: You.
Duration: 1 round
After initiating this boost, enemies struck by your melee attacks must make a will save with DC 10+1/2 your HD+Your Str or Dex modifier (whichever is higher), or be forced to attack you with a melee weapon for 1 round. If unable to reach you they must spend their turn trying to get as close as possible.
BlockBurning Justice (Boost)
Level: Super Pilot 2
Initiation Action: Swift action
Range: Personal
Target: You.
Duration: 1 Round
After initiating this boost, you block line of sight and effect for all opponents, including the squares you fill and the squares you threaten, until the beginning of your next turn. You can still be targeted normally, but any behind you cannot. Your opponents are clearly aware of this boost's effects when you use it.
Counter Rocket PunchBurning Justice (Counter)
Level: Super Pilot 2
Initiation Action: Immediate action
Range: 20 feet+ 10 feet per pilot level
Target: One attack
You may initiate this maneuver whenever an enemy performs an attack within the range of this maneuver. If you do, make an attack roll at your highest attack bonus against your opponent's attack roll (or save DC if the effect doesn't have an attack roll and allows a save). If you succeed, then the opponent's attack is completely nullified as you heroically block it with your own attack.
Rocket PunchBurning Justice (Strike)
Level: Super Pilot 2
Initiation Action: Standard action
Range: 30 feet per pilot level
Target: One enemy
One of your fists detaches and is sent flying at high speed towards your target. Treat this as a melee attack, except you can strike at any enemy within range and line of sight/effect. The struck enemy takes damage as if hit by one of your in-built weapons (plus any special properties) or 2d8, whichever is higher.
3rd Level:BuryBurning Justice (Strike)
Level: Super Pilot 3
Initiation Action: Standard action
Range: As weapon
Target: As weapon
Duration: 1 round
Save: Reflex negates
When you initiate this maneuver, make a single attack with a weapon of your choice. If you hit, your opponent must make a Reflex save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) or be thrown away from you by 5 feet for every 5 points of damage it took, causing attacks of opportunity as usual.
If it strikes a surface, then it takes an extra 1d6 points of damage for every 5 feet it had left in its movement, and it must make another Reflex save with the same DC or be partially buried in the surface, having all its speeds reduced to 5 feet until the beginning of your next turn. .
In FightBurning Justice (Stance)
Level: Super Pilot 3
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Stance
While on this stance, you gain a bonus to your damage with melee weapons equal to half of your pilot level (full pilot level for Heavy melee weapons). In addition, all your movement speeds increase by 5 feet for every 5 pilot levels you have.
Chest BlasterBurning Justice (Strike)
Level: Super Pilot 3
Initiation Action: Standard action
Range: 10 feet plus 5 feet/pilot level Cone
Save: Reflex Half
When you initiate this maneuver, you shoot a powerful cone of energy from your chest. Creatures caught in the area take 1d6 points of damage per pilot level, plus the higher of your Str or Dex modifiers, unless they succeed on a Reflex save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers), in which case they take half damage instead.
Burning SpiritBurning Justice (Strike)
Level: Super Pilot 3
Initiation Action: Standard action
Range: 10 feet per pilot level radius, centered on you.
Target: Opponents within Radius
Duration: 1 round
Save: Will Negates
When you initiate this maneuver you start to glow brighter and brighter until you're a gleaming beacon of FIGHTING SPIRIT! Opponents inside the radius of this maneuver must make a Will save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) or be blinded for 1 round.
4th Level:Multiple Rocket PunchBurning Justice (Strike)
Level: Super Pilot 4
Initiation Action: Full-Round action
Range: 30 feet per pilot level
Target: Up to one enemy per fist fired.
As rocket punch, except you may perform iterative attacks gained from having a high Base Attack Bonus.
That won't work twice!Burning Justice (Counter)
Level: Super Pilot 4
Initiation Action: Immediate action
Range: Personal
Target: You.
Duration: 1 minute.
When initiating this counter, select one kind of weapon, a spell, a power, a maneuver, or a similar effect that you were struck by on the last round. You become fully immune to the chosen kind of attack for 1 minute.
BusterBurning Justice (Strike)
Level: Super Pilot 4
Initiation Action: Full-Round action
Range: As weapon
Target: As weapon.
Duration: instantaneous
Save: Reflex half
As you advance forwards, you're covered in an energy field that boosts your power! As part of this maneuver, move twice your speed in a straight line. Any opponents in your way must make a Reflex save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) or take 1d6 points of damage per pilot level, plus the higher of your Str or Dex modifiers, and then be moved 5 feet on a straight line on a direction of your choice for every 5 damage they took, causing attacks of opportunity as usual.
If they succeed on the reflex save, they take only half damage, are moved adjacent to your path on a square of your choice and don't cause attacks of opportunity.
5th Level:Overwhelming presenceBurning Justice (Strike)
Level: Super Pilot 5
Initiation Action: Standard action
Range: 5 feet per pilot level radius.
Target: Enemies inside radius
Duration: Instantaneous
Save: Will negates
When you initiate this maneuver, you stand menacingly and let your opponents understand that you aren't fooling around. Creatures within the radius of this maneuver must make a Will save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers)or be stunned for 1 round. Dazed if they're immune to stun.
Headlong AssaultBurning Justice (Strike)
Level: Super Pilot 5
Initiation Action: Standard action
Range: As weapon
Target: As weapon.
Duration: 1 round
When you initiate this maneuver, make an attack at your highest attack bonus. Regardless if it hits, you gain a bonus to your DR, Fort and Will saves equal to 5+1/2 your pilot level, rounded down, for the duration.
BoomerangBurning Justice (Boost)
Level: Super Pilot 5
Initiation Action: Swift action
Range: Personal
Target: You
Duration: 1 round
This boost works as Throw Tomahawk, but instead of throwing your melee weapons, you detach a part of your mecha's anatomy, turning it into a mighty thrown weapon that deals 1d6 points of damage per pilot level per attack.
In addition, whenever you strike an opponent with this boomerang you may choose for it not to ricochet back, and instead automatically entangle the opponent, reducing all of their speeds to 5 feet for 1 round.
6th Level:Unlimited Blades WorkBurning Justice (Strike)
Level: Super Pilot 6
Initiation Action: Full-Round action
Range: see text
Target: see text
Duration: 2 rounds
Save: Reflex half
You summon countless melee weapons from somewhere, filling the air around you and creating a deadly metal storm. This maneuver affects one 5 foot cube per pilot level. Each cube must be placed within a radius of 30 feet per pilot level. Creatures inside the cubes must make Reflex saves (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) or take 1d12 points of damage per two pilot levels when this maneuver is used and whenever they end their turn inside for the duration. Those attacks gain the Concussive, Disarming, Downfall, Rending or Pinning quality, your choice. If they succeed on the Reflex save, they take half damage and may move to an adjacent, non-affected area. The floating weapons last for 2 rounds.
Drill Rocket PunchBurning Justice (Boost)
Level: Super Pilot 6
Initiation Action: Standard action
Range: Infinite length line
Target: Enemies in line
As Rocket Punch, but this maneuver affects a line with width equal to your size and infinite length. The attack only stops when it hits a solid surface that is not a creature. Roll to hit as normal against every enemy caught in the line, but this attack ignores half the opponent's Natural Armor bonus to AC, Armor bonus to AC, and DR.
Way of the SwordBurning Justice (Stance)
Level: Super Pilot 6
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Stance
When you enter this Stance, select one of your melee weapons. That weapon gains a bonus on attack rolls equal to 1/4th pilot level, and a bonus on damage rolls equal to your pilot level. The weapon also ignores all miss chances, and is not subject to the automatic failure rules of natural 1's.
7th Level:Colossal StrikeBurning Justice (Strike)
Level: Super Pilot 7
Initiation Action: Standard action
Range: As weapon
Target: As weapon
When you initiate this maneuver, make a single touch attack using one weapon. This attack deals double damage and overcomes all DR.
Power OverwhelmingBurning Justice (Strike)
Level: Super Pilot 7
Initiation Action: Standard action
Range: 5 foot per pilot level radius centered on you
Target: All creatures within range
Save: Yes
When you initiate this maneuver , all other creatures and objects within the radius must make a Fort save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) or take 1d10 points of damage per pilot level, plus the higher of your Str or Dex modifiers, and then be pushed to the edge of the radius of this effect plus 5 feet away from you for every 5 damage they took, causing attacks of opportunity as normal. If they impact upon a surface or another creature, they stop, but neither takes additional damage.
If they succeed on the Fortitude save, they take only half damage and are not affected by the movement.
SwatBurning Justice (Strike)
Level: Super Pilot 7
Initiation Action: Swift action
Range: melee
Target: any number of creatures within melee range
Save: Reflex negates
You swat at nearby opponents, throwing them away from you. When you initiate this maneuver you may move any number of creatures currently adjacent to you to any space within a 20 foot radius per pilot level, plus they take damage equal to your Pilot level. This movement does not provoke attacks of opportunity. Opponents may attempt a Reflex save (DC 10+ 1/2 HD + the better of your Str and Dex modifiers) to negate the movement and half the damage.
8th Level:BerserkerBurning Justice (Stance)
Level: Super Pilot 8
Initiation Action: Free action even if it isn't your turn
Range: Personal
Target: You
Duration: Stance
This stance can be initiated as an free action at any time it would drop to 0 or below HP. When you enter it end any ill conditions affecting you with a duration other than instantaneous or permanent. While in this stance, your mecha continues working at 0 or fewer HP. If you're at 0 or less HP, you also add your full Pilot level to damage rolls. At the end of each of your turns, you must make a Will save with a DC of 20+ 1/10th your amount of negative HP, rounded down (for example, if your mecha was at -56 HP, the DC would be 25). If you fail, your mecha immediately ceases functioning. If your mecha somehow returns to positive HP, you automatically exit this stance.
Break the UnbreakableBurning Justice (Strike)
Level: Super Pilot 8
Initiation Action: Standard action
Range: As weapon
Target: One creature
When you initiate this maneuver you make single attack that automatically hits the target, ignoring all DR/hardness and any other effect that would reduce/prevent the damage dealt, such as the Guard Spirit, overriding even the Alert spirit. As you do not roll to determine if this attack hits, there is no chance of a critical hit.
You may also use this maneuver to destroy any area effect whitout HP adjacent to you with a volume equal to your mecha's own or smaller, such as a storm cloud, a magic barrier or similar.
9th Level:Supreme-One-Hit-Sure-Kill-Heaven-And-Earth-Slaying-StrikeBurning Justice (Strike)
Level: Super Pilot 9
Initiation Action: Full-Round action
Range: As weapon
Target: As weapon
Save: Yes (See text)
You perform a charge and end it by performing an extremely flashy attack with your favorite weapon. If it hits, this attack is an automatic critical hit, and the target must make a Fort save, a Reflex save, and a Will save, each with a DC of 10+ 1/2 HD + the better of your Str and Dex modifiers, or lose its next turn.