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    Jul 2006
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    Default Re: [Avatar d20 Project] Warrior Base Classes

    Here is the first of my ultimate styles, mean to be match the power of the average ToB class. Heavily inspired by this PrC by Rolaran.

    Ansatsuken (Ryu, Ken, and Akuma from Street Fighters)
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    Strong, Resilient, Contemplative Style
    A powerful fighting style that teaches fluid, devastating strike and kick combinations as well as the channeling of the fighter's ki in order to augment his physical abilities, or to release the ki in waves of energy to blast opponents. Because of the spiritual energies involved in the application of this style, those that study it and follow an evil path may bend to the murderous intent, one of two major branches of the Ansatsuken style.
    Style Weapons: None
    Skill Bonus: Concentration, Jump

    {table=head]Level|
    Special
    |
    Techniques Known

    1st|Bonus Feat: Weapon Focus (Unarmed Strike), Decisive Strike|
    1

    2nd|Bonus Feat: Power Attack|
    2

    3rd|Still Mind|
    3

    4th|DR 1/-, Dedicated Offense|
    3

    5th|Purity of Body, Intermediate Techniques|
    4

    6th|Bonus Feat: Stunning Fist|
    4

    7th|Uncanny Dodge|
    4

    8th|DR 2/-|
    5

    9th||
    5

    10th||
    5

    11th|Diamond Body|
    6

    12th|Bonus Feat: Fists of Iron, DR 3/-|
    6

    13th||
    6

    14th|Improved Uncanny Dodge, Advanced Techniques|
    7

    15th||
    7

    16th|DR 4/-|
    7

    17th||
    8

    18th|Bonus Feat: Fiery Fist|
    8

    19th||
    8

    20th|DR 5/-|
    9
    [/table]

    Ansatsuken Stances
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    Coursing Stance - You shift your weight towards your back leg and focus on the energy coursing within you, imbuing it with the strength and tenacity of your own spirit. While in the coursing stance, you may add your Wisdom modifier as a bonus to attack rolls with all techniques derived from the hadouken, and you may apply your Wisdom modifier to damage twice, instead of once. Further, the DCs of saving throws against any of your Ansatsuken techniques increases by 2.

    Ashura Senkuu – A difficult stance to master and thus seldom taught by most masters of Ansatsuken, the ashura senkuu involves standing on the ball of one foot while releasing your ki from the sole of that foot, sliding along the ground using your energy, and releasing your inner strength from the pores of your skin. While in the ashura senkuu stance, any opponent wishing to make an attack of opportunity against you must first make a Will save (DC= 10 + ½ class levels + Wis modifier), and if successful takes a -4 penalty to the attack roll.


    Ansatsuken Techniques

    Basic Techniques
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    Hadouken (Surging Fist)– The most basic and fundamental application of an Ansatsuken fighter’s ki, the hadouken is a ball of the fighter’s internal energy made manifest into his hands. You may execute a Hadouken at the same rate that you execute Decisive Strikes. A Hadouken is a ranged touch attack that deals damage equal to your Unarmed Strike (not Decisive Strike), except that it uses your Wisdom modifier to damage in place of your Strength modifier. The range for a hadouken is 30 ft. + 5 per class level. Executing a hadouken provokes attacks of opportunity, as normal for ranged attacks.

    Shoruyken (Rising Dragon Punch) – The signature technique of the Ansatsuken style, the dragon punch is a powerful uppercut punch that launches both the attacker and the target into the air, leaving both dangerously vulnerable to counterattack. When executing a decisive strike, you may declare it to be a dragon punch. If the attack is successful, target is launched 10 feet into the air and falls to the floor, taking 1d6 non-lethal damage from the fall and provoking attacks of opportunity. If a creature hit by a dragon punch fails a Reflex Save (12 + ½ class levels + Wis bonus), he lands prone in his square). However, after the attack has been made, you are vulnerable for a moment, provoking an AoO from any opponent that was not hit (including the targeted one, if the attack was unsuccessful). Executing a Dragon Punch ends a full attack, regardless of whether you had additional attacks left unused.

    Tatsumaki Senpuu Kyaku (Hurricane kick) – One of the primary techniques of Ansatsuken, this technique is the primary ability that the Ansatsuken uses against groups of opponents. When using a hurricane kick, you may attack each opponent you threaten with an unarmed strike as a standard action. However, when this is finished, you provoke an attack of opportunity from any opponent you did not manage to hit.

    Intermediate Techniques
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    Shakunetsu Hadouken (Fiery Surge Fist) - Your hadouken becomes imbued with the flame of your spirit, burning a hole into your opponents. When executing a Hadouken technique, you may take a swift action to imbue the blast with additional power, allowing it to deal an additional 1d6 fire damage per two class levels upon a successful hit (max 5d6). Further, anyone hit by a shakunetsu hadouken must make a Fortitude save (12 + ½ class levels + Wis bonus) or be dazed for one round. This does not apply to any other specializations of the Hadouken.

    Shinkuu Hadouken (Vacuum Surge Fist) – By investing more of your spiritual energy into your hadouken, you may achieve spectacular results. A Vacuum Wave Fist deals force damage as decisive strike in a line 30 ft. long + 5 ft. per class level, using your Wisdom score in place of your Strength score for damage. All creatures in the line must make a Reflex save (10 + ½ class levels + Wis modifier) for half damage. Executing a vacuum wave first is a standard action. After using this ability, you must wait 5 rounds before using any technique derived from the Hadouken. You must know the hadouken technique before learning the shinkuu hadouken.

    Shoryeppa (Bursting Dragon Punch) – Your fist burns with the fire of your inner strength, consuming the target of your dragon punch. When executing a shoruyken, you may move 5 ft. as part of the technique, targeting an opponent up 10 ft. from your original position. Also, your attack deals an additional 1d6 fire damage per two class levels upon a successful hit (max 5d6), and you may choose to have your opponent land 10 ft. away from you, instead of adjacent to you. You must know the shoryuken technique before learning the shoryeppa.

    Shippu Jinrai Kyaku (Flying Hurricane Kick) – When executing a hurricane kick, you may move up to one-half your base land speed (rounded up to the nearest 5 ft.) in a straight line as part of the technique, attacking every opponent adjacent to you along the way. Further, if there is an opponent in your path, you may push him back 5 ft. with every successful attack, gaining the opportunity to attack him again as you move. You still provoke attacks of opportunity when you are done moving. You must know the tatsumaki senpuu kyaku technique before learning the shippu jinrai kyaku.

    Advanced Techniques
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    Denjin Hadouken (Charged Surging Fist) – An advanced application of the simple wave fist, the denjin hadouken allows the ansatsuken to build his energy up to explosive levels before releasing it. A denjin hadouken requires a standard action to initiate, during which you build up energy. You may then either release the attack as a move action or continue to build up energy as a full-round action. A denjin hadouken may be charged for a total number of rounds equal to your Wisdom modifier.
    When released, the denjin hadouken is a ranged touch attack with a range of 60 ft. that deals damage as a Decisive Strike, using Wisdom instead of Strength for damage. For every full-round action spent charging the denjin hadouken, it deals an additional 2d8 force damage. Anyone hit by the denjin hadouken must make a Fortitude save (12 + ½ class levels + Wis modifier) or be stunned for one round per two rounds that the attack was charged (rounded up, minimum 1). The target may make a new Fortitude save at the beginning of each turn to negate the stunning. You must know the hadouken technique before learning the denji hadouken.

    Shinryuken (Hyper Dragon Punch) – A finishing move for shoryuken specialists, the shinryuken is deadly spiraling uppercut that devastates opponents in a column of fiery destruction. When executing a shoryuken, you may declare it a shinryuken, taking a full-round action to execute the attack. If the initial decisive strike of a shinryuken is successful, you may make two normal unarmed strikes against your opponent as part of the strike, and your opponent is considered flat-footed against them. You must know the shoryuken technique before learning the shinryuken.

    Shinkuu Tatsumaki Senpuu Kyaku (Whirling Hurricane Kick) – The intense spinning of your body during a hurricane kick creates sucking winds that draw people into your attack. By taking a full-round action to execute this technique, you force every creature within 10 feet of you to make a Reflex save (10 + ½ class levels + Wis modifier) or be drawn 5 ft. closer to you. After this is done, you execute 1d4+1 unarmed attacks against every creature within your reach. You provoke attacks of opportunity from any opponent you did not manage to hit. Once you have used this technique, you may not use it again for 10 rounds (1 minute). You must know the tatsumaki senpuu kyaku technique before learning the shinkuu tatsumaki senpuu kyaku.

    Shon Goku Satsu – An extremely dangerous technique, forbidden by most teachers of Ansatsuken, the Shon Goku Satsu amplifies the evil energy within a creature’s body, allowing its own personal demons to rip it to shreds. To use this technique, you must successfully initiate a grapple. Once you have established a hold, you may execute the Shon Goku Satsu as a swift action. This technique deals 5d6 damage to a good-aligned opponent, 8d6 damage to a neutral-aligned opponent, and 10d6 damage to an evil-aligned opponent. As well, the target must make a Fortitude save equal to the amount of damage taken, or die.
    However, the energy fills your body as well, and you must immediately make a Will save (DC 25) or suffer an alignment change. If you fail, you become one step closer to chaotic evil (from lawful or good to neutral, from neutral to chaotic or evil). After you have initiated the technique, you may choose to continue the grapple as normal.

    That last paragraph is subject to DM discretion.



    Ansatsuken Feats
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    Double Blast
    You learn to release your ki in lesser amounts in order to make quicker, less powerful hadouken blasts.
    Prerequisites: Concentration 6 ranks, BAB +6, Hadouken class ability.
    Benefits: You may launch hadouken techniques at your normal rate for unarmed strikes, and you may launch two by taking a singe standard action. When you do so, however, the blast deals damage equal to a normal unarmed strike, instead of a decisive strike.
    Special: You may choose to to take this feat in the place of any bonus feat you receive from the Ansatsuken style, though you must meet the prerequisites for it if you choose to do so.

    Ki Expulsion
    You put strong emphasis on the power of your dragon punch, and expand avoid making yourself vulnerable at its end, by burning anyone that would dare to offer reprisal.
    Prerequisites: BAB +9, Shoryeppa class feature
    Benefits: When executing any Ansatsuken technique derived from the shoryuken, your ki burns around you, consuming those standing too close. Treat this as a 5 ft radius cylinder 15 ft high, centered on you, dealing 3d6 fire damage to anyone caught inside and rendering prone them on a failed Reflex Save (12 + ½ class levels + Wis bonus). You still provokes an Attack of Opportunity afterwards if any opponent not rendered prone can attack. This damage stacks with fire damage from the Shoryeppa technique.
    Special: You may choose to to take this feat in the place of any bonus feat you receive from the Ansatsuken style, though you must meet the prerequisites for it if you choose to do so.

    Student of Goutetsu [Vile]
    You follow the original path of Ansatsuken intended by the style’s creator, Goutetsu. This branch of Ansatsuken is an assassination art known as “the murderous intent”, created to bring out the full power of the practitioner by using dark energies within his spirit to utterly destroy opposition without mercy or restraint. As you bring your power to bear, your ki manifests with dark energy and purple flames dance along your hands and feet.
    Prerequisites: Martial Artist (Ansatsuken) level 10, non-good alignment
    Benefits: All of your Ansatsuken techniques derived from the Hadouken deal an additional 1d4 untyped vile damage, and your unarmed strikes deal an additional 1 untyped vile damage.
    Special: You may choose to to take this feat in the place of any bonus feat you receive from the Ansatsuken style, though you must meet the prerequisites for it if you choose to do so.

    Student of Gouken [Exalted]
    You have chosen to stray from the lethal tendencies of the Ansatsuken style, seeking instead to use it for more peaceful methods. As such, your ki is directed to avoid permanent harm to your opponents, and your fiery attacks never result in immolation. When you release your energy, your ki shines with a pure blue light.
    Prerequisites: Martial Artist (Ansatsuken) level 10, non-evil alignment
    Benefits: You may choose to deal non-lethal damage with all of your Ansatsuken techniques derived from the Hadouken. In addition, your exceptional self-control allows you to lower the damage done by your unarmed strikes and fire-based techniques by as much as you wish, to a minimum of 1 point of damage. Fire damage done by your techniques is still considered lethal damage.
    Special: You may choose to to take this feat in the place of any bonus feat you receive from the Ansatsuken style, though you must meet the prerequisites for it if you choose to do so.

    Zanku Hadouken
    You emphasize on mobility more than most practitioners of your style, and you gain the ability to launch a hadouken even as you hurtle towards a foe.
    Prerequisites: Jump 9 ranks, Hadouken class ability
    Benefits: When charging, if you are at least are at least 5 feet above your opponent at any point during the charge, you may execute a hadouken at that point in lieu of making a melee attack at the end of the charge.
    Special: You may choose to to take this feat in the place of any bonus feat you receive from the Ansatsuken style, though you must meet the prerequisites for it if you choose to do so.
    Last edited by Eighth_Seraph; 2008-08-07 at 08:54 PM.
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