[Anime Rocks] The Street Fighter [Archive] - Wizards Community

Post/Author/DateTimePost
Aaron Peori

07-02-03, 04:05 AM
EDIT: I can't believe I forgot to re-name that table...

One funny PrC and one (almost) serious PrC.

There might be some balance issues with this PrC, I haven't exactly had a chance to playtest it.

The Street Fighter


Kyle grinned and rubbed his jaw. Moving his fist away he spotted a dark red patch on one of his knuckles. Wow, he had really felt that. In fact, the crazy foriegner in his robes seemd to be amazed that Kyle was still standing. Oh well, his loss. This was Kyle's turf, his street and anyone who thought they could move in and claim they were the best was in for a big surprise.

"Okay, you little punk, that was impressive. Now let's see how you like my Pheonix Flame Fist!"


The Street Fighter is a warrior of the streets. he has often recieved little formal education in fighting and tends to pick up his vast power from a lot of rough and tumble combat experience. Despite this lack of training the street fighter has risen above a common street holigan. A street fighter has learned to tap into the mystic potential in all of us, our Chi and use it in short bursts of incredible power.

Street Fighter's battle for a number of reasons. Some do so to attain the perfect fighting move, the ultimate attack. Others undergo the harsh lifestyle of the street fight for revenge, love, and all the other usual motivations. The one thing that all street fighters love is the fight. They may deny it but the battle is in their blood. For this reason even the best of friends among them often have intense rivalries going on. Any meeting between two wandering street fighters is likely to result in a roiling brawl across the landscape.

The fastest way into this class is through the Fighter but players may want to pick up a few levels of Monk for the unarmed damage, unarmored AC and movement bonuses. A character can freely multiclass between a Monk and a Street Fighter without penalty.
Hit Die: D12

Requirements: To qualify to become a street fighter the character must fulfill each of the following conditions:
Base Attack Bonus: +4
Feats: Improved Unarmed Strike OR Weapon Focus (see below), Power Attack, Expertise

Class Skills
The street fighter's class skills (and the key ability for each) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Ride (Dex), Swim (Str) and Tumble (Dex).

Skill points at each level: 2 + Int modifier


The Street Fighter
BAB Fort Ref Will Powers
1 2 3 4
+1 +2 +0 +0 1 - - -
+2 +3 +0 +0 2 - - -
+3 +3 +1 +1 3 - - -
+4 +4 +1 +1 3 1 - -
+5 +4 +1 +1 3 2 - -
+6 +5 +2 +2 3 3 - -
+7 +5 +2 +2 3 3 1 -
+8 +6 +2 +2 3 3 2 -
+9 +6 +3 +3 3 3 3 -
+10 +7 +3 +3 3 3 3 1


Class Features
The following are all class features of the street fighter:

Chi Powers (Su): Street Fighters learn to manipulate and enhance their life force as part of their combat training. This power draws its strength from their very living breath or Chi. The powers gained from this study allow the character to exceed normal human limits. At first these powers are small in scope but they rapidly grow in strength and versatility.
Street fighter's gain Chi powers at a set rate as they progress in levels as pointed out in the chart above. In order to learn a Chi power the character must have a positive Constitution modifier equal to the level of the power to be learned (thus to learn a level 1 power the character must have a Con modifier of +1 while to learn a level 4 power the modifier must be +4). If the character's Con modifier drop below the minimum he loses access to powers of that level until his Con mod again raises to the required level. Note that this means constructs, undead or other creatures without a Con score can NOT learn these powers. They have no life force to manipulate. Street fighters may choose to learn a single power of a lower level in place of a higher level power slot.
To use a Chi power the character must expend small amount of his own life force. This manifests as subdual damage. Whenever a character uses a Chi Power he gains a certain number of points of subdual damage as pointed out below. This is normal subdual damage and recovers at the normal rate. If a power could operate over several rounds the character must pay the cost each round it is used.


Power Level Subdual Damage
1 1
2 3
3 6
4 10


Finally before a charater can use an ability he must use it with an attack form he is intimately familiar with. If the character has the Improved Unarmed Strike feat he may use an attack power in conjunction with any unarmed strike. If the character has the Weapon Focus feat he may use an attack power in conjunction with the weapon he has the Weapon Focus feat dedicated towards (and only that weapon). A character may aquire multiple Weapon Focus feats and/or the Improved Unarmed Strike feat to gain multiple options for the use of his powers. This limitation applies only to the attack power and not the movement powers.
Note that the power descriptions below are very generic. Players are encouraged to come up with cool or outlandish names for each of their powers. Half the fun of having a Green Dragon Arrow attack is yelling it dramatically as you confront the big bad evil dude. Also feel free to come up with any visual effects you want to.

Toughness (Ex): A Street Fighter may choose to gain the Toughness feat instead of a power of any level. As usual, the effects of the Toughness feat stack with itself.

Powers Level 1

Chi Strike (Su): The character's attack now does normal damage if it did not do so before. In addition it now gains the Magic property for the purposes of penetrating damage reduction. The power also grants the user an innate Enhancement Bonus to attack and damage of +1 for every two levels in this prestige class (round down, so +1 at level 2, +2 at level 4, +3 at level 6 etc). This is an attack power.

Flying Leap (Su): The character can now leap very far by enhancing his legs with Chi. As a move action the character can leap his normal Movement rate horizontally or half that far vertically (round down to nearest 5 ft). This is a movement power.

Chi Block (Su): The character can channel chi defensively to allow him to deflect blows that would normally do great damage without harm. During any attack action, or a total defense action the character gains a Defelection bonus to defense equal to his Street Fighter level. This is an attack power.

Knockout Blow (Su): The character is very adept at disabling opponents without killing them. The character must declare use of this ability before making an unarmed attack or weapon attack. In the case of an unarmed attack the character does double normal damage but the damage is subdual. Note that in the case of a Critical Hit the use of multipliers rule kicks in. In the case of a weapon attack the weapon does normal subdual damage but the character has no -4 on his attack roll. This is an attack power.

Power Burst (Su): The character unleashes a concussive blast of energy with his strike. This blast adds 5 ft to the characters reach and +1 to his damage when used. This is an attack power.

Power Dash (Su): Using this power the character gains an inhuman burst of speed by infusing his legs with Chi. The character adds 5 ft to his ground movement rate for every level of Street Fighter he possesses. This is a movement power.

Powers Level 2

Force Blast (Su): As a standard action the character can project their spirit from their body as a flash of pure concussive force. This
effect appears different for every user, some project a simple ball of psychokenetic force, others release a wave of sparkling energy that slides rapidly across the ground towards the target. The appearance of this effect has no effect on its mechanics. The character makes a standard attack roll against an opponent within 25 ft + 5 ft/2 levels of Street Fighter. The target takes standard damage for the characters unarmed strike or weapon attack (which ever he is using at the time). Using this power in a threatened square provokes an attack of opportunity. This is an attack power.

Repeating Blow (Su): Using this ability is a standard action. The character pumps up his striking limb with chi, infusing it with supernatrual speed for a brief period. The blow allows the character to cover a great deal of area but doesn't hit as many times as normal. Still, it is all but imposisble to avoid all the attacks and at leats some damage is almost always taken. The character can attack any opponent within his reach with this ability. This attack does standard damage for the attack used. The opponent caught in this attack gets a Reflex Save (DC = 10 + Dex mod + Street Fighter levels) for half damage. This is an attack power.

Power Throw (Su): The character gains an instinctive understanding of grappling and uses chi to greatly enhance his might for a brief period. As a standard action the character moves into grapple range and performs a touch attack. If successful the opponent takes standard damage for the character unarmed strike or melee weapon. The attacked character is also knocked prone by the attack. Using this ability does not provoke an attack of opportunity from the victim, but may if the character is moving through a threatened square. This is an attack power.

Rising Strike (Su): The character may use this ability as a standard action. When used this attack can only strike opponent in the same sqaure as the character, so the character often has to move into the opponent squer to initiate the attack. The character must make a standard attack roll to succeed on the strike. On a successful blow the charater scores extra damage as if he had made a critical hit. Note that this power does not activate the critical abilities of certain magic weapons (such a Shocking Burst or Vorpal) unless the hit is also a critical. A succesful crtical hit on the roll does nothing to improve damage. This is an attack power.

Build Power (Su): The character may perform this as a move action. Using this ability grants the characters next melee attack a bonus to hit and to damage of +1. The character may not perform any action but a move action between the build power and the attack and may only hold the "charge" for a number of rounds equal to his Street Fighter level. The character may use this ability multiple times in a row, the benefits stack. Note however that the benefit still wears off at the normal rate so the functional best benefit that can be gained is equal to the characters Street Fighter level. This is a movement power.

Elemental Strike (Su): The character draws out his chi and infuses it with elemental energy. Using this ability requires a standard action. When used the character adds bonus damage to a single close combat attack. This bonus damage is of a certain elemental type (Fire, Cold, Electricity, Sonic and Acid) and the type must be chosen when this ability is purchased. This bonus damage is 1d6 of the appropriate type and is not multiplied in on a critical hit. This is an attack power.

Dashing Strike (Su): As a standard action the character may move his full normal movement rate and perform a single close combat attack. The character can still use his movement action as normal the same round he uses this ability. Using a dashing Strike does not provoke an attack of opportunity even if you pass through several threatened squares. It can trigger a readied attack. This is an attack power.

Double Jump (Su): The character can now use his chi to create a temporary stability in mid-air, allowing him to leap again. At any point in a jump (including the appex) the character can choose to make another Jump check. This Jump check requires a second move action (so Jumping twice in the same round requires two move actions). Distance of the new jump is calculated from the character position at the point they wished to jump (consider the character to have had a running start). The character can even change direction in mid-leap if they wish (often this power is used to leap off of walls or similar parts of the landscape but that isn't neccesary). Using this power and Flying Leap at the same time requires the character to pay for each use seperately (so using two Flying Leaps in the same round costs 1 + 1 + 3 = 5 subdual damage). This is a movement power.

Water Walk (Su): To use this power the character must move at least ten ft this round. So long as the character moves ten ft and pays the cost the character can move on top of water (or other liquids such as ale, acid or lava) as if striding on solid ground. Note that this provides no protection from hazardous substances so the character will probably badly burn their feet. This is a movement power.

Powers Level 3

Combination (Su): The character can combine two lesser powers into a single attack. Each time this ability is selected take two Level 2 Attack Powers that the character ALREADY KNOWS. The character combines the effects of the two powers and applies them both at once. If one of the actions provokes an attack or opprunity and the other does not then the combined action provokes an attack of opportunity. Some general rules follow:

The Force Blast power turns any of the other effects into a ranged attack with a range of 25 ft + 5 ft/ 2 Street Fighter levels.

Repeating Blow basically turns any of the other effects into an area effect attack with an area of 5 ft. No attack roll is needed but a reflex Save allows the target to take half damage from the effect.

Power Throw turns any of the other effects into a melee touch attack. If the melee touch attack succeeds the other effects take place automatically.

Rising Strike allows for an automatic critical with the other powers. It also allows the character to target opponents up to 20 ft in the air if he could not do so before. If used with the Repeating Blow power the character must make an attack roll to do the critical but still hits for damage if he misses. The opponent still gets a save for half damage.

Elemental Strike adds the bonus elemental damage to any of the other effects.

Dashing Strike allows the charater to move up to his normal Movement rate without provoking an attack of opportunity before using the ability in question.

Combination is an Attack power.

Super (Ability) (Su): The character may select any one single level
one Power that he already knows. The benefits of this power increase as listed below.

The Force Blast now has a range of 100 ft + 10 ft/Street Fighter
level.

The Repeating Blow now can target all opponents within 5 ft of the character.

The Power Throw now allow the character to throw his opponent up to 5 ft per point of Strength Bonus of the user.

Rising Strike now increases the damage multiplier of the critical hit by one.

Elemental Strike now adds +2d6 damage when used.

Dashing Strike now allows the character to move his full movement rate and perform his full iterative attacks per round as a full round action.

Super (Ability) is an Attack power.

Levitate (Su): The character gains a Fly Speed equal to half his
normal movement rate, manverability is Perfect but the character can never rise higher than his Movement rate off the ground. This is a movement power.

Teleport (Su): As a standard action the charater can teleport (as if
casting a Dimension Door spell) up to 25 ft + 5 ft/2 levels of Street
Fighter. This is a movement power.

Powers Level 4

Superior Combination (Su): This power works as Combination (see above) but up to three seperate powers may be combined into one action. Alternatively the character may combine one Super (Ability) and one level 2 attack power. This is an attack power.

Flight (Su): The character must first know Levitate before he can
select this ability. Once selected the character gains a Fly Speed of twice his land movement rate with no ceiling on how high he can fly (except for the fact he gains no special ability to breath at high altitudes). This is a movement power.

Improved Teleport (Su): The character must first know the Teleport ability before he can select this one. Doing so allows the charater to teleport (as Dimension Door) up to 100 ft + 10 ft/Street Fighter level but the character can do this as a move action. This is a movement power.

Touch of Death (Su): The character can channel destructive energy through his touch, instantly slaying opponents with a blast of dark chi. To use this ability a character must make take a full round action and make a touch attack against a single foe. If succesful the opponent must make a Fort save (DC = 10 + Cha mod + Street Fighter level) or die instantly. This ability is a necromantic death effect. This is an attack power.

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Epsilon
Stirge

07-02-03, 11:58 AM
I like it alot, just one minor fix: the chart with the BAB, saves, and powers, says The Bishounen ;)

Looks very nice though, and you could have fooled me-it looks like a more serious PrC, good portrayal of the Street Fighters. Any chance on getting to see more powers? :D
Theocracity

07-02-03, 12:02 PM
I have to admit I'm leery of the D12 hit dice. Most of the rest of it looks good, though.
Darkest90

10-30-03, 10:09 PM
One heck of a thread ressurection! I was looking at this in the Prestige Class Compendium...

While this presents a good idea of street fighters, I would like more abilities that pertain to the streets. Like using a diplomacy or bluff check to backstab an enemy, or wall jumping, to even the power of drawing a crowd and gain moral bonuses.

Hmmm...
Aaron Peori

10-31-03, 12:28 AM
*points Darkest90 in direction of the nearest arcade*

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Epsilon
Darkest90

10-31-03, 11:10 AM
Oh... you meant it by the... arcade game called Street Fighter. Gotcha.

Aha... now I get it. Still, if you wanted it to be a realistic Street Fighter you may want to think about what I said. Still a cool Prestige Class though.
Super_Demolition_Christ

08-16-05, 07:15 PM
I have to admit I'm leery of the D12 hit dice. Most of the rest of it looks good, though.


I WOULD agree that a d8 or d10 would be better, if it wasnt for the fact that the moves deal subdual damage to the person. Some of the moves are high powered, but you need that Hp so you dont knock yourself out.
Norhg

08-16-05, 07:27 PM
I WOULD agree that a d8 or d10 would be better, if it wasnt for the fact that the moves deal subdual damage to the person. Some of the moves are high powered, but you need that Hp so you dont knock yourself out.

:eek:

*Turn Undead*

Begone vile fiend of a thread!

(d8 seems fitting to me...)
kirellagen

12-02-05, 09:03 PM
I would stick with D12.
scienceman47

12-02-05, 11:58 PM
3 things. Number one, you can limit the use of abilities better than subdual damage, which I believe is instantly healed with a cure spell. Cooldown times, in rounds, minutes or periods of rest are a good idea. A super meter equivalent could be inplemented, which fills with damage taken, number of hits, or amount of time spent focusing.

Number two, this may be an old thread, but sonic is not on par with the other attacks, it needs a seperate ability.

Number three, 360 grapplers dont have power tosses, they have power slams.

Sorry to be gripey.
Dionon

12-03-05, 01:29 AM
Hah, I'm loving this PrC. It's versital, and useful, yet limited at the same time. Though you might want to create a few more powers, and perhaps impliment something like what scienceman47 said about a supermeter. But do it slightly differently.

You could do it like if someone takes more than 3/4ths of their HP in damage they may release their highest level attack power once with no subdual cost. Also the attack power's disadvantages are negated for the attack unless the power allows a saving throw to avoid damage. In this case, the reflex DC is raised by the Streetfighter's Character level, not their Class level to determine the effect.. This comes at a price however as the streetfighter may not use this power again for 1d4+1 rounds, and is fatigued for the remainder of the encounter :D.
scienceman47

12-03-05, 02:28 AM
Also the magic of incarnum deals with channeling soul energy. Not quite ki but its similar, and bases itself off of CON also.
Senevri

03-26-06, 11:30 PM
Still, if you wanted it to be a realistic Street Fighter you may want to think about what I said. Still a cool Prestige Class though.
Realistic... D&D?

Ah well.

Looks solid. Nice flavor. I'm a bit leery of the Super Rising with a scythe and Power Attack... Especially if Superior Combination is used to mitigate the attack roll, through Power Throw, for an example.
Still, I guess we can allow an 11th level character to do 40-75 damage on a single blow, once a round while taking subdual. Not like it's the hulking hurler or anything.
...
I want to use it in a game, now.

<edit>
Oh, Fast Healing is nasty... or nice, with this. Spotted this one from the big PRC list, in case I just happened to cast "Animate Thread"...
Archmagi1976

03-26-06, 11:57 PM
I saw a monk do this once... He had a vest of cure light wounds that only went off (activation item) when he was about to pass out. After being in a bar fight for a few rounds my DM realized that he would always win. (A day of boxing and a lot of prize money later.) I would just be concerned adding some of these abilities with a monks natural abilities.

But this class has some serrious merrit.

Archmagi