Brawling Smash, a martial school based on the Super Smash Bros. games [PEACH] [Archive] - Wizards Community

Post/Author/DateTimePost
Garryl

03-23-08, 12:50 PM
This is the result of my attempt to have some fun and incorporate the Smash Bros. line of games into D&D. I hope this brings some enjoyment to the people reading it. None of this is at all tested, and is still partly incomplete, so any feedback is appreciated.
In depth descriptions of the maneuvers will be added as they are completed. The square brackets after the maneuver's description indicates which SSBB character the maneuver was inspired by.


Brawling Smash
Favored weapons: Unarmed strike, Improvised weapons, Longsword, Club, and Greatclub.
Skill: Jump



Level 1
Eternal Jab: (Strike) - Make consecutive melee attacks against a single target at a cumulative -2. Each hit deals 1/2 the previous, minimum 1 damage.
Mocking Stance: (Stance) - Deal +1d6 damage after each round where you neither move nor take damage.
Dash Attack: (Strike) - Deal +1d6 damage, attack may carry you past your opponent if you so choose.
Falling Leaf: (Stance) - Negate 1d6 falling damage for every 3 ranks in Jump.


Level 2
Prat Fall Response: (Counter) - If knocked prone, get up without provoking attacks of opportunity and get an immediate attack against an adjacent target.
Mach Tornado: (Strike) - Fly 20" (Clumsy), deal 1d6 damage to everyone adjacent to your path. [Meta Knight]
Pummeling Grasp: (Boost) - Constrict for 2d6 +1-1/2 times Str bonus on successful grapple checks until end of turn.

Level 3
Force Palm: (Strike) - Attack for weapon damage plus one half the damage taken since last turn. [Lucario]
Rollout: (Strike) - Make a bull rush attack at +5 against a target that is not adjacent. If successful, you don't move with him and he takes 1d6 damage per square moved, maximum 5d6. [Jigglypuff]
Air Dodge: (Counter) - Use a Jump check instead of AC against a single attack.

Level 4
Giant Punch: (Strike) - A single melee attack deals double damage and may knock the target back 10" (Fort DC 14+Str Negates). [Donkey Kong]
Psi Magnet: (Stance) - Restore health from elemental damage. For every two ranks in Jump, the first point of energy damage you take each round heals you rather than harming you. If you take more than this, the stance ends. (Supernatural) [Ness]
Dolphin Slash: (Strike) - Knock a foe vertically into the air. Make a Jump check with a DC of your target's AC and a single attack roll. If the Jump check is successful, your attack deals an extra 4d6 damage, and the target is knocked 30" airborne, possibly taking falling damage. Otherwise, resolve the attack as normal. [Marth]

Level 5
Fox Illusion: (Strike) - Dash forwards a distance equal to your movement speed without provoking attacks of opportunity. Enemies in your path take 5d6 damage and may be knocked prone. [Fox]
Great Spin: (Strike) - If you are at full health, make two melee attacks against each foe you threaten at +4. Otherwise, make a single melee attack against each foe your threaten at +2. [Link]
Double Team: (Counter) - Gain the benefits of the Deflect Arrows feat until your next turn, even if you don't have a hand available. [Lucario]

Level 6
Meteor Smash: (Strike) - Make a Jump check against your target's AC and a normal melee attack. If the Jump check is successful, the attack deals an additional 8d6 damage and knocks the target prone. If airborne, the target is also slammed to the ground, taking applicable falling damage. If the check fails, resolve the attack as normal.
Dark Choke: (Strike) - A successful melee touch attack deals 4d6 damage and knocks the target prone. [Ganondorf]

Level 7
Perfect Shield: (Counter) - Replace AC by an attack roll for a single attack. If successful, make an attack of opportunity against the attacker.
Vanishing Blast: (Strike) - Disappear in a burst of flame and smoke as a standard action. Enemies adjacent to you take 2d6 Fire damage and are dazzled for 1 minute (Reflex DC 17+Str for half damage and no dazzling), then you reappear up to 30" away. [Sheik]

Level 8
Shielding Stance: (Stance) - Prevent all damage taken each round to a maximum of your ranks in Jump. Take more than that and become dazed for 1 round and lose the benefits of this stance.
Shield Breaker: (Strike) - Deal +10d6 damage and reduce target's AC by 4 for 1 minute. [Marth]

Level 9
Final Smash: (Strike) - A powerful, unique attack that devastates the enemy. Most everyone has a different Final Smash. Final Smashes can be anything from a 75" cone of flame (100 points of damage, reflex half? [Mario]) to a 3 round transformation into a Colossal being [Bowser].
Garryl

03-23-08, 12:51 PM
Full descriptions of maneuvers coming soon...


Eternal Jab
Brawling Smash (Strike)
Level: 1
Prerequisite: --
Initiation Action: 1 standard action
Range: Melee attack
Area: --
Targets: One creature
Effect: --
Duration: --
Saving Throw: --
As part of this maneuver, make a single melee attack roll at your highest attack bonus. If successful, it deals normal damage and you may make another attack against the same target at a -2 penalty. You may continue making attacks at a cumulative -2 penalty until you miss. Each consecutive attack deals damage equal to half of the previous, rounded down, but to a minimum of 1.

Mocking Stance
Brawling Smash (Stance)
Level: 1
Prerequisite: --
Initiation Action: 1 swift action
Range: Personal
Area: --
Targets: You
Effect: --
Duration: Stance
Saving Throw: --
While in this stance, your melee attacks deal an extra 1d6 damage if you haven't taken any damage nor moved since the beginning of your last turn.

Dash Attack
Brawling Smash (Strike)
Level: 1
Prerequisite: --
Initiation Action: 1 standard action
Range: Melee attack
Area: --
Targets: One creature
Effect: --
Duration: --
Saving Throw: --
Make a single melee attack. If it hits, it deals an additional 1d6 points of damage and your target cannot take attacks of opportunity against you for moving past it. You may initiate this maneuver in the middle of a move action.

Falling Leaf
Brawling Smash (Stance)
Level: 1
Prerequisite: --
Initiation Action: 1 swift action
Range: Personal
Area: --
Targets: You
Effect: --
Duration: Stance
Saving Throw: --
While in this stance, you take reduced damage from falling. For every 3 ranks in the Jump skill, damage taken from falling is reduced by 1d6.