Rolaran
2006-09-11, 01:45 AM
A new prestige class, based on Street Fighter.
Ansatsuken
The mysterious Ansatsuken fighters use a of blend of martial arts and mystical power. Their techniques are designed to subdue an opponent, but can be used lethally as well.
Hit Die: d8.
REQUIREMENTS
Alignment: Any.
BAB: +3.
Skills: Knowledge (arcana) 8 ranks.
Feats: Improved Unarmed Strike, Stunning Fist.
Special: Must train under another Ansatsuken for at least one month.
Class Skills
The Ansatsuken's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Sense Motive (Wis) and Tumble (Dex).
Skill Points per Level: 4 + Int modifier.
Ansatsuken
Level BAB Fort Ref Will Special
1st +0 +2 +2 +2 Hadouken 5/day
2nd +1 +3 +3 +3 Shoryuken 3/day
3rd +2 +3 +3 +3 Tatsumaki Senpuukyaku 3/day
4th +3 +4 +4 +4 Shakunetsu Hadouken 3/day, Hadouken 7/day
5th +3 +4 +4 +4 Shoryureppa 2/day, Shoryuken 4/day
6th +4 +5 +5 +5 Kuuchuu Senpuukyaku 2/day, Tatsumaki Senpuukyaku 4/day
7th +5 +5 +5 +5 Shinkuu Hadouken 1/day, Shakunetsu Hadouken 5/day, Hadouken 9/day
8th +6 +6 +6 +6 Shinryuken 1/day, Shoryureppa 3/day, Shoryuken 5/day
9th +6 +6 +6 +6 Shinkuu Senpuukyaku 1/day, Kuuchuu Senpuukyaku 3/day, Tatsumaki Senpuukyaku 5/day
10th +7 +7 +7 +7 Shun Goku Satsu 1/week
Weapon and Armor Proficiency: Ansatsukens gain no proficiency with any weapon or armor.
Monk Abilities: An Ansatsuken’s class levels stack with his monk levels for the purpose of determining his unarmed damage and bonuses to Armor Class and unarmored speed. His class levels do not apply to other monk abilities such as flurry of blows, slow fall, and so on.
Hadouken: There are three types of Hadouken:
--Regular Hadouken: The Ansatsuken may, as a standard action on his turn, launch a "Hadouken" projectile at an enemy. This can travel up to 25 feet, and if the Ansatsuken succeeds on a ranged touch attack, deals damage to its target as if he had made one unarmed melee attack at full bonus. However, launching a Hadouken provokes attacks of opportunity.
--Shakunetsu Hadouken (Staggering Hadouken): Same as Regular, except that if the Hadouken hits, the target is dazed for 1 round.
--Shinkuu Hadouken (Beam Hadouken): Same as Regular, except that the attack is a 25-foot line that affects all creatures in the squares it hits.
Shoryuken (Dragon Punch): There are three types of Shoryuken:
--Regular Shoryuken: The Ansatsuken may, as a standard action, unleash a "Shoryuken" uppercut. This attack hits one opponent as an ordinary unarmed damage melee attack using the full bonus, and if successful, deals normal damage and slams the opponent a short distance into the air, knocking it prone. However, after the attack has been made, the Ansukatsen is vulnerable for a moment, provoking an AoO from any opponent that was not hit (including the targeted one, if the attack was unsuccessful).
--Shoryureppa (Fiery Shoryuken): Same as Regular, but the Ansatsuken's fist becomes engulfed in flames, dealing 3d6 fire damage in addition to the regular damage.
--Shinryuken (Hyper Shoryuken): The Ansatsuken's power create a column of flame around his body. Treat as a 5 ft radius cylinder 10 ft high, centered on the Ansatsuken, dealing 3d6 fire damage to anyone caught inside and rendering them prone. The Ansukatsen still provokes an AoO afterwards if any opponent not rendered prone can attack.
Tatsumaki Senpuukyaku (Hurricane Kick): There are three types of Tatsumaki Senpuukyaku:
--Regular Tatsumaki Senpuukyaku: The Ansatsuken may, as a standard action, deliver a "Hurricane Kick" roundhouse. The Ansatsuken attempts one hit on every opponent within 5 feet as an ordinary unarmed damage melee attack using the full bonus. However, when this is finished, he provokes an AoO from any opponent he did not manage to hit.
--Kuuchuu Senpuukyaku(Flying Hurricane Kick): Same as Regular, except that the Ansatsuken may move up to 10 feet in any direction before landing. He must have a clear path (though prone enemies and difficult ground conditions do not hamper this) and the destination space must be clear. Also, any opponents that are within 5 feet of the Ansatsuken's new location are attacked in the same way as opponents next to the Ansatsuken at the beginning of the move. The Ansatsuken still provokes an AoO when he is done moving.
--Shinkuu Senpuukyaku(Whirling Hurricane Kick): Same as Regular, except that any opponent hit by the first attack takes damage as if hit 1d4 times, and any opponent not hit must roll again, with a hit meaning that it is hit once as usual.
Shun Goku Satsu: This is an extremely dangerous technique, forbidden by most teachers of Ansatsuken. The Ansatsuken must declare an attempt to use the Shun Goku Satsu, then initiate a grapple attempt (which provokes an AoO as normal.) If the grapple is successfully made, the Ansatsuken amplifies the evil energy within his opponent's body. This causes 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 the Ansatsuken's body as well, and he must immediately make a Will save (DC 25) or suffer an alignment change. He must become one step closer to chaotic evil (from lawful or good to neutral, from neutral to chaotic or evil). In addition, if he failed the save by 5 or more, he must move an additional step for every 5 points he failed the save by.
Multiclass Note: A Monk who becomes an Ansatsuken may continue advancing as a Monk.
Ansatsuken
The mysterious Ansatsuken fighters use a of blend of martial arts and mystical power. Their techniques are designed to subdue an opponent, but can be used lethally as well.
Hit Die: d8.
REQUIREMENTS
Alignment: Any.
BAB: +3.
Skills: Knowledge (arcana) 8 ranks.
Feats: Improved Unarmed Strike, Stunning Fist.
Special: Must train under another Ansatsuken for at least one month.
Class Skills
The Ansatsuken's class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Sense Motive (Wis) and Tumble (Dex).
Skill Points per Level: 4 + Int modifier.
Ansatsuken
Level BAB Fort Ref Will Special
1st +0 +2 +2 +2 Hadouken 5/day
2nd +1 +3 +3 +3 Shoryuken 3/day
3rd +2 +3 +3 +3 Tatsumaki Senpuukyaku 3/day
4th +3 +4 +4 +4 Shakunetsu Hadouken 3/day, Hadouken 7/day
5th +3 +4 +4 +4 Shoryureppa 2/day, Shoryuken 4/day
6th +4 +5 +5 +5 Kuuchuu Senpuukyaku 2/day, Tatsumaki Senpuukyaku 4/day
7th +5 +5 +5 +5 Shinkuu Hadouken 1/day, Shakunetsu Hadouken 5/day, Hadouken 9/day
8th +6 +6 +6 +6 Shinryuken 1/day, Shoryureppa 3/day, Shoryuken 5/day
9th +6 +6 +6 +6 Shinkuu Senpuukyaku 1/day, Kuuchuu Senpuukyaku 3/day, Tatsumaki Senpuukyaku 5/day
10th +7 +7 +7 +7 Shun Goku Satsu 1/week
Weapon and Armor Proficiency: Ansatsukens gain no proficiency with any weapon or armor.
Monk Abilities: An Ansatsuken’s class levels stack with his monk levels for the purpose of determining his unarmed damage and bonuses to Armor Class and unarmored speed. His class levels do not apply to other monk abilities such as flurry of blows, slow fall, and so on.
Hadouken: There are three types of Hadouken:
--Regular Hadouken: The Ansatsuken may, as a standard action on his turn, launch a "Hadouken" projectile at an enemy. This can travel up to 25 feet, and if the Ansatsuken succeeds on a ranged touch attack, deals damage to its target as if he had made one unarmed melee attack at full bonus. However, launching a Hadouken provokes attacks of opportunity.
--Shakunetsu Hadouken (Staggering Hadouken): Same as Regular, except that if the Hadouken hits, the target is dazed for 1 round.
--Shinkuu Hadouken (Beam Hadouken): Same as Regular, except that the attack is a 25-foot line that affects all creatures in the squares it hits.
Shoryuken (Dragon Punch): There are three types of Shoryuken:
--Regular Shoryuken: The Ansatsuken may, as a standard action, unleash a "Shoryuken" uppercut. This attack hits one opponent as an ordinary unarmed damage melee attack using the full bonus, and if successful, deals normal damage and slams the opponent a short distance into the air, knocking it prone. However, after the attack has been made, the Ansukatsen is vulnerable for a moment, provoking an AoO from any opponent that was not hit (including the targeted one, if the attack was unsuccessful).
--Shoryureppa (Fiery Shoryuken): Same as Regular, but the Ansatsuken's fist becomes engulfed in flames, dealing 3d6 fire damage in addition to the regular damage.
--Shinryuken (Hyper Shoryuken): The Ansatsuken's power create a column of flame around his body. Treat as a 5 ft radius cylinder 10 ft high, centered on the Ansatsuken, dealing 3d6 fire damage to anyone caught inside and rendering them prone. The Ansukatsen still provokes an AoO afterwards if any opponent not rendered prone can attack.
Tatsumaki Senpuukyaku (Hurricane Kick): There are three types of Tatsumaki Senpuukyaku:
--Regular Tatsumaki Senpuukyaku: The Ansatsuken may, as a standard action, deliver a "Hurricane Kick" roundhouse. The Ansatsuken attempts one hit on every opponent within 5 feet as an ordinary unarmed damage melee attack using the full bonus. However, when this is finished, he provokes an AoO from any opponent he did not manage to hit.
--Kuuchuu Senpuukyaku(Flying Hurricane Kick): Same as Regular, except that the Ansatsuken may move up to 10 feet in any direction before landing. He must have a clear path (though prone enemies and difficult ground conditions do not hamper this) and the destination space must be clear. Also, any opponents that are within 5 feet of the Ansatsuken's new location are attacked in the same way as opponents next to the Ansatsuken at the beginning of the move. The Ansatsuken still provokes an AoO when he is done moving.
--Shinkuu Senpuukyaku(Whirling Hurricane Kick): Same as Regular, except that any opponent hit by the first attack takes damage as if hit 1d4 times, and any opponent not hit must roll again, with a hit meaning that it is hit once as usual.
Shun Goku Satsu: This is an extremely dangerous technique, forbidden by most teachers of Ansatsuken. The Ansatsuken must declare an attempt to use the Shun Goku Satsu, then initiate a grapple attempt (which provokes an AoO as normal.) If the grapple is successfully made, the Ansatsuken amplifies the evil energy within his opponent's body. This causes 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 the Ansatsuken's body as well, and he must immediately make a Will save (DC 25) or suffer an alignment change. He must become one step closer to chaotic evil (from lawful or good to neutral, from neutral to chaotic or evil). In addition, if he failed the save by 5 or more, he must move an additional step for every 5 points he failed the save by.
Multiclass Note: A Monk who becomes an Ansatsuken may continue advancing as a Monk.