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MrSeth
2006-09-13, 04:58 AM
Saikyou-ryuu Warrior

Anyone can fight. It takes a real master to look good doing it. Thus is the founding philosophy of Saikyou-ryuu, which creates champions far less by technique, and far more by building up insane amounts of confidence in the student, so that they refuse to recognize their losses!

BASE REQUIREMENTS:
*Attack bonus +4
*8 ranks in Bluff, Perform (oratory) or (rant), and Jump.
*Base unarmed damage 1d6
*Any allignment except Lawful Good.

SAVES: Will good, Fort and Ref poor
ATTACK PROGRESSION: Best
SKILL POINTS: 4/level
CLASS SKILLS: Bluff, Perform (rant or oratory), Intimidate, Tumble, Balance, Concentrate, Jump.
HIT DIE: d10

Monk Abilities:
Saikyou-ryuu Warriors gain Flurry of Blows as a Monk at first level. Saikyou-ryuu levels stack with Monk levels to determine Flurry of Blows progression. Saikyou-ryuu Warriors also gain the unarmed damage of a Monk of half their class level.

Gadoken
At second level as a standard action, a Saikyou-ryuu Warrior can charge his fist with flaming violet energy. His next attack made becomes a 5-foot ranged attack that deals his base unarmed damage plus 1d4 points of fire damage. At third level the fire damage done by a Gadoken increases to 1d6, and at sixth level a Gadoken may be charged once per round as a free action. Charging a Gadoken provokes AoO's until 6th level.

Dankukyaku
At third level the Saikyou-ryuu Warrior gain the use of the Gale Kick. As a full round action, the Saikyou-ryuu Warrior makes three attack rolls using his Jump bonus in place of his attack bonus. He may target any one opponent within a 15 foot line to be the victim of his Dankukyaku; the first attack does damage equal to his base unarmed attack, the second to his base unarmed damage -2, and the third equal to his base damage -6. If none of the kicks connect, then the Saikyou-ryuu Warrior falls flat on his face one square behind his target. If at least one kick connects, then he lands directly in front of the target. The Dankukyaku provokes AoO's afterwards, regardless of it's success or failure.

Koryuken
At fourth level, Saikyou-ryuu Warriors gain a powerful flying uppercut. Three times a day as a standard action, they may use a Koryuken on any adjacent opponent. Treat this as an attack that deals standard unarmed damage plus twice the Saikyou-ryuu Warrior's strength bonus. In addition, the opponent must make a Reflex save with DC equal to 5+damage taken or fall prone. The Koryuken does provoke attacks of opportunity.

Dying? Scratch that, I'm invincible!
At fifth level, the Saikyou-ryuu Warrior becomes so obsessed with winning that death begins to loosen it's grip on him. Once per day, he automatically stabilizes when he drops below 0 hit points. This is always the first time he drops below 0. At ninth level, he gains an additional use of this ability per day. This is an extraordinary ability.

Autograph?
At sixth level, the Saikyou-ryuu Warrior is convinced of his utter fame, considering every enemy to be a closet fan of his. He may, as a standard action, throw an autograph to an opponent. This is a ranged touch attack that does not provoke AoO's. If it is successful, he must make a Perform (rant) or Perform (oratory) check, essentially espousing his understanding of his "fan's" worship of him, and bragging of his mighty strength. The opponent must then make a Will save with DC equal to the result of the Perform check or become confused for 1d4+1 rounds. Regardless of whether or not the Autograph works, the same opponent cannot be targeted more than once in a match. Autographs have a range of 30 feet.

Hissho Buraiken
At seventh level, once per day, the Saikyou-ryuu Warrior may surpass all his previous speed barriers for his Flurry of Blows. With a full attack action, he may make three additional attacks at his highest attack bonus with Flurry of Blows; however, all his attacks deal the normal unarmed attack damage -3. Performing the Hissho Buraiken provokes attacks of opportunity from opponents in adjacent squares that you are not targeting.

Otoko Michi
At ninth level, the Saikyou-ryuu Warrior masters the deepest secret of the Saikyou-ryuu school; the Otoko Michi. Once per week, the Saikyou-ryuu Warrior can use this ability. The Otoko Michi is a full-round action; he must declare that he is using this ability before he does so. He must succeed on a single attack, at his highest attack bonus, against an enemy. If he does, he deals his normal unarmed attack damage plus 10d6. However, the energies released by the Otoko Michi damage him greatly as well, leaving him with 1d4 HP (or his current total, if that is lower).

OYAJIIII~!
At tenth level, the Saikyou-ryuu Warrior has become the greatest pest of all; a diehard braggart that actually has some skill to back up his bluster. He masters the Gadoken, gaining the ability to apply the Gadoken to any unarmed attack without charging it. He also gains the ability to shrug off weaker blows, gaining DR2/---.


Amazing what you come up with at 3 AM, innit? Thanks to Rolaran for getting the idea of the Street Fighter PrC's up and rolling...

Oh, and naturally... PEACH? ^___^

Dhavaer
2006-09-13, 05:13 AM
Assuming this is a D&D Prestige Class and not a Modern Advanced Class, the requirements are too low. The BAB should be at least +4 and the skills should need at least 8 ranks.

MrSeth
2006-09-13, 01:11 PM
Fixed it.

Akiosama
2006-09-13, 01:48 PM
Are you required by the PrC to wear pink? ;)

MrSeth
2006-09-13, 06:37 PM
No, but DM's are encouraged to create "laundering mishaps" to create that effect... ;)

Akiosama
2006-09-13, 06:49 PM
Yeah, I'd say, the gi got washed with a pocket full of red non-colorfast gems... ;) [Nevermind the fact that gi do not have pockets. 8)]

Rolaran
2006-09-14, 12:16 AM
Wow, that is just awesome. Also, thanks for, um, thanking me.