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Glacialis's random journal
The random thoughts, ideas, and stuff that come to mind and a way to kick some people upside the head....
There was a reason for putting in the S. Fighter 3.5 in here....I needed as reference for this:

Street Fighter, 4.0

Description: This toughened and foolhardy warriors are at home in the urban jungle. With just there bare hands or a random beer bottle, they've been know to drop even veteran Warlords in one shot!

Role: Striker. Who cares about defense? You'll just plow right through enemies anyways, sometimes literally. And the ones you don't? Kick 'em away or get the hell away!

Armor: Cloth, Leather
Weapons: Club, Dagger, Quarterstaff
Defenses: +1 Fort, +1 Will

HP: 12 + CON
Per Level: 5
Healing Surges: 6 + CON Modifier

Skills: Streetwise. Add three: Acrobatics, Athletics, Bluff, endurance, Heal, Insight, Stealth, Thievery
Features: Bare Handed, Improvised, Street Style, Jump Start

Features:
Bare Handed: Street Fighters are good with there hands. If fact, unarmed attacks deal 1d8 instead of 1d4. Gauntlets can be used to "enchant" there unarmed strikes as well.

Improvised: S. Fighters are masters of picking up items and smashing them into people. Improvised weapons have a damage die equal to the S. Fighter's Bare Handed damage die. Improvised weapons are still as fragile as normal, however.

Street Style: As the streets are varied, so to are the S. Fighters. Some try to match the land to there strategy, others the opponent. Choose one:
Parkour - You gain a bonus to AC equal to your WIS modifier whenever you move more then one square a turn.
Bully - You may mark any opponent you attack, successful or not. That opponent gets a -2 AC against your attacks, but a +2 to there attacks against you.

Jump Start - At the start of an encounter, you get a Combat Advantage against anyone who has not yet acted in that encounter. Enemies that Delay also grant you Combat Advantage (until they act in the round).

Street Fighter Powers -

Lv. 1 At Will
Sidestep Strike - You land a mighty blow, then sidestep before the counterattack! - At Will, Martial, Standard, Melee, Target: One Creature, Special: Shift 1 square after the attack, Attack: Strength vs. AC, Damage 1[W] + Strength Modifier, Increase to 2[W] + Strength Modifier at 21st level

Kick Around - Why run around, when you can push around? - At Will, Martial, Standard, Melee, Target: One Creature, Attack: Strength vs. AC, Damage: 1[W] + Strength Modifier, Special: Slide the target 1 square, Increase Damage to 2[W] + Strength Modifier at 21st level.

Quiet Fire, No Desire - You wind up and let loose, delivering a stunning backhand to the face. - At Will, Martial, Melee, Requirement: You must be unarmed, Target, One Creature, Attack: Strength vs. Fort, Damage: 1/2[W], Special: Daze an opponent struck by this till the end of there next turn, Increase damage to 1[W] for Open Fire, No Desire at level 21.

Pull Your Punches - Hey, so the punch was pulled. Doesn't mean I didn't hit you. - At Will, Martial, Melee, Target: One Creature, Attack: Strength +2 vs. AC, Damage: 1[W], Increase damage to 2[W] at the 21st Level

Lv. 1 Encounter
(working....this is hard....)






User Comments: [1] [add]
Liberi Glacialis
Community Member
avatar
commentCommented on: Tue Dec 09, 2008 @ 07:18pm
We shall not go quietly...


Oh, and not to forget for this. Paragon Paths: Ground Pounder (Bully + 11), Rooftop Runner (Parkour + 11), Wall Crawler (off beat Hybrid)


....into that gentle night. Clan Otori!


User Comments: [1] [add]
 
 
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