Shoryuuken as a Feat Tree [Archive] - Wizards Community

Post/Author/DateTimePost
PrinceCurtis

03-02-07, 04:21 PM
These seem balanced to me, tell me what you think guys (and gals)

Uppercut
You knock an opponent upwards, dealing more damage and knocking them silly.
Prerequisite: Improved Unarmed Strike, Power Attack
Benefit: As a standard action, you make a single attack that deals one die above your normal unarmed strike (for instance a 1st level monk would deal 1d8) and dazes (DC 10 + 1/2 damage dealt) for one round. If you have more then one attack, this gains a +1 to hit per attack that would be in your full attack (if your a monk, use your flurry of blows).
Special: A 1st level monk may take this as thier bonus feat, even without Power Attack. This is a fighter bonus feat.

Rising Uppercut (Shoryuuken)
You put you body weight into the upward punch, using your full strength to knock them up and away.
Prerequisite: Improved Unarmed Strike, Power Attack, Uppercut
Benefit: As Uppercut plus; Make a Strength check (DC 15 + 2 for every size category the target is above your [-4 for every size category they are smaller]). For every 2 points past the DC rolled, you knock them back 5 ft (at a minimum of 5 ft.) and they fall prone, taking an addition 1d6 damage.The target is not dazed. For instance, Ryu has a strength of 15 (+2 modifier) and wants to use this on a ogre. He rolls a 17 (+2 for Strength mod), dealing his unarmed damage, knocking him10ft. and leaving him prone.
Special: A 2nd level monk may take this if the have Uppercut. This is a fighter bonus feat.

Rapid Uppercut (Shoryuu Reppa)
You've learned to chain together swift uppercuts.
Prerequisite: Improved Unarmed Strike, Power Attack, Uppercut, Rising Uppercut, Base attack bonus +6
Benefit: When making a full attack action, you make all your attacks do damage one step die category above your normal unarmed strike except your last (1d12 for a 8th level monk). Your last hit works as the Rising Uppercut, except as state in the following. Make a check (DC 15 + 2 for every size category the target is above your [-2 for every size category they are smaller]) before your attacks. If successful, each hit pushs the opponent 5 ft. with you following, except the last which is a successful Rising Uppercut (you still must hit the enemy). If you fail, you make another check with the same DC +5 to determine whether or not you launch the target with the last hit. You may only use this once every 1d4+1 rounds.
Special: A 6th level monk take if they have Rising Uppercut. This is a fighter bonus feat.

Mighty Uppercut (Shinryuuken)
You hit your opponent with three swift, precise, and devastating skyward blows.
Prerequisite: Improved Unarmed Strike, Power Attack, Uppercut, Rising Uppercut, Base attack bonus +12
Benefit: As a full round action, make three attacks. Your first and second attacks do two die categories damage above your normal unarmed damage (2d12 for a 17th level monk). If both hits are successful, your third hit is three die categories higher( 2d20 for a 17th level monk) , if not it's just two. If your third hit connects, you launch them into the air and the takes 2d6 (of falling damage while landing prone 10 ft. away. If only the second one hits, the target is stunned. You may only use this 1d4+1 rounds.
Special: You may not take the Fierce Uppercut feat if you take this, and vice-versa.

Fierce Uppercut (Shinryuuken)
You gather your elemental chi, then knock an opponent into the sky. You follow them with up with a blazing fire surrounding you and leaving a trail. Then, as the hang there helpless, you assault them with fists, knees, and elbows.
Prerequisite: Improved Unarmed Strike, Power Attack, Uppercut, Rising Uppercut, Stunning Fist, Fiery Fist, Base attack bonus +12
Benefit: As a full round action, make a Stunning Fist attempt (this uses one of you Stunning Fist). On a failed attempt, this attack deals unarmed damage two die categories higher (2d12 for a 17th level monk), then resolves as a Rising Uppercut. If successful, they still take the same damage and are stunned. Instead of knocked back, they're launched 10 ft. into the air. You follow doing 1d6 fire damage to them and you both stay in the air for one round. The next round you attack the target with your full attack or flurry of blows. They take 1d6 damage for each attack, regardless of whether or not they all hit. At the end of the attack the fall to the ground prone taking 1d6 damage and is on fire if they have anything flammable on them. Resolve fires as normal. If anything uses a none reach melee weapon or a natural weapon to attack the two of you in the air, they take 1d6 fire damage and catch on fire. The fire's brightness gives the user and the target concealment within 30 ft. and full beyond. You may only use this once every 1d4+1 rounds.
Special: You may not take Mighty Uppercut if you take this, and vice-versa.
Iarmeister

03-02-07, 07:09 PM
Woah. Wicked cool, mate!

I don't know how balanced it is, but i'm a SF fan, so it rocks hard in my book!

Now, what would the stats for Ryu be, as a sample character having some of these feats??
PrinceCurtis

03-03-07, 03:03 PM
I'm also thinking about doing hadouken, but i'm not sure as a feat or a class feature.
Iarmeister

03-03-07, 03:38 PM
Well, the PHBII and ToB already have you beat on the Hadoken...Ki Blast and Desert Wind maneuvers already exist.
Gagnrath

03-03-07, 07:32 PM
Just letting you know your ogre example is contradicting the rules as writen.the ogres check would be 17 not 15 because the ogre is large last time I checked.
FrostHammer

03-03-07, 07:47 PM
Doesn't PHBII have Fiery Rising fist?
Iarmeister

03-04-07, 03:37 AM
No fiery rising fist to speak of in the PHBII, only fiery fist.
nameneeded

03-04-07, 03:13 PM
Not sure how balaned it is but a recomendation would be to lose the d4+1 limit in favour of a static limit like 1 every 4 rounds.
Nova Fujit

03-04-07, 04:44 PM
one problem that I see is that as related to size it should be -/+4 based on size catagorys

that said uppercut is kinda silly being that your just wanting a better stunning fist...in a related comment it is also sort of a way to gimp out stunning fist to any class that wants it
Demetri_Knighthawk

03-05-07, 01:41 PM
I am having trouble with the last two, it seems to me that the final one with the flame damage is superior to the alternate choice, using the ryu/orge example again can you please display how the attack would go for each feat to examplify the effect?
PrinceCurtis

03-05-07, 08:43 PM
Darn libraarian turning off the printer before asking if i needed it! It's almost about to close... Anyway i'll rework the problems on my home computer tonight after Heros.

I'm well aware of Ki Blast, but it can't be charged and doesn't get any more powerful. Not to mention the stun of the dejin (sp?) Hadouken. For once, I can say it's my friend's fault for not being happy with Ki Blast (I'd also use Energy psion powers ans channeled Pyroburst)

If i'm not mistakened, Stunning Fist is available to every class

And the last is superior, thus the extra feats and what i hope is it harder to pull off. Also fire is a pretty common element and therefore has alot of think immune to it (naturally or magic item)