noretoc
First Post
One of my players wanted to play a streetwise brawler. We looked at the monk, and it didn't fit. We also looked at the prestige class, but it didn't seem to work right, so we came up with this core class. Can I have some opinons? Two powerful?
Hit Dice: D12
Skill Points: 3 + Int Mod (x4 at first level)
Skill List:
Bluff (Cha)
Climb (STR)
Escape Artist (Dex)
Gather Information (Cha)
Intimidate (Cha)
Jump (STR)
Knowledge [Local] (Int)
Listen (Wis)
Sense Motive (Wis)
Spot (Wis)
Weapon and Armor Proficiency: None
Bonus Feats: Alertness, Blind Fight, Cleave, Deflect Arrow, Diehard, Dodge, Endurance, Great Fortitude, Greater Weapons Focus (unarmed), Improved Bull Rush, Improved Grapple, Iron Will, Lightning Reflexes, Mobility, Power Attack, Reckless Offense, Run, Stand Still, Toughness, Weapon Focus, Improved Toughness, Clever Wrestler, Close Quarters Fighting, and Force of Will
Street Fighter BaB Fort Ref Will Special
1 +0 2 0 0 Flurry Of Blows(-2), Imp Unarm Strike (1d8), DR 1/-
2 +1 3 0 0 Get them down
3 +2 3 1 1 Feat ,
4 +3 4 1 1 Unarmed Strike (1d10), Ability (Con +1)
5 +3 4 1 1 DR 2/-, Uncanny Dodge
6 +4 5 2 2 Flurry of Blows (-1), Kick ‘em when their down +1d6
7 +5 5 2 2 Ferocious Flurry (+2), Feat
8 +6 6 2 2 Unarmed Strike (1 d12)
9 +6 6 3 3 Flurry of Blows (0), DR 3/-, Ability Increase (Con +1)
10 +7 7 3 3 Improved Uncanny Dodge
11 +8 7 3 3 Feat, Kick ‘em when their down +2d6
12 +9 8 4 4 Unarmed Strike (2d8), Heavy Fist
13 +9 8 4 4 DR 4/-
14 +10 9 4 4 Ferocious Flurry (+4)Ability Increase (Con +1)
15 +11 9 5 5 Feat
16 +12 10 5 5 Kick ‘em when their down +3d6
17 +12 10 5 5 DR 5/-
18 +13 11 6 6
19 +14 11 6 6 Ability Increase (Con +1), Feat
20 +15 12 6 6
Unarmed Strike – Your unarmed attacks do extra damage, and are considered weapons for determining weather or not you threaten an area. They are also considered Natural or normal weapons in regard to spells or other abilities that affect weapons.
Knock them Down – As a standard action you may make a melee attack against an opponent and if successful make an immediate trip attack against them with a +4 bonus. If they fall prone, you may take an additional attack immediately, as per the Improved Trip Feat. If your trip fails, they may not attempt to trip you in return.
Uncanny Dodge I - As Barbarian Ability
Improved Uncanny Dodge – As Barbarian Ability
Kick Them When They’re Down – You Deal An extra 1d6 damage to prone opponents this damage increases by 1d6 at level 6, 11 and 16
Ferocious Flurry: When using Flurry of Blows, the street fighter receives a +1 bonus to unarmed damage. This bonus increases to +2 at level 14, Does not stack with the bonus from Weapon Specialization
Heavy Fist - Your Unarmed Attacks Deal Triple Damage on a critical hit
Flurry of Blows - At first level you can create a combo of moves gaining more attacks at
A penalty to all attacks until your next turn. This penalty is -2 at first lessening to -1 at 5th level and no penalty at 10th level
Ability Increase – The street fighter gains an inherent bonus to his constitution at level 4 and every five levels thereafter
Hit Dice: D12
Skill Points: 3 + Int Mod (x4 at first level)
Skill List:
Bluff (Cha)
Climb (STR)
Escape Artist (Dex)
Gather Information (Cha)
Intimidate (Cha)
Jump (STR)
Knowledge [Local] (Int)
Listen (Wis)
Sense Motive (Wis)
Spot (Wis)
Weapon and Armor Proficiency: None
Bonus Feats: Alertness, Blind Fight, Cleave, Deflect Arrow, Diehard, Dodge, Endurance, Great Fortitude, Greater Weapons Focus (unarmed), Improved Bull Rush, Improved Grapple, Iron Will, Lightning Reflexes, Mobility, Power Attack, Reckless Offense, Run, Stand Still, Toughness, Weapon Focus, Improved Toughness, Clever Wrestler, Close Quarters Fighting, and Force of Will
Street Fighter BaB Fort Ref Will Special
1 +0 2 0 0 Flurry Of Blows(-2), Imp Unarm Strike (1d8), DR 1/-
2 +1 3 0 0 Get them down
3 +2 3 1 1 Feat ,
4 +3 4 1 1 Unarmed Strike (1d10), Ability (Con +1)
5 +3 4 1 1 DR 2/-, Uncanny Dodge
6 +4 5 2 2 Flurry of Blows (-1), Kick ‘em when their down +1d6
7 +5 5 2 2 Ferocious Flurry (+2), Feat
8 +6 6 2 2 Unarmed Strike (1 d12)
9 +6 6 3 3 Flurry of Blows (0), DR 3/-, Ability Increase (Con +1)
10 +7 7 3 3 Improved Uncanny Dodge
11 +8 7 3 3 Feat, Kick ‘em when their down +2d6
12 +9 8 4 4 Unarmed Strike (2d8), Heavy Fist
13 +9 8 4 4 DR 4/-
14 +10 9 4 4 Ferocious Flurry (+4)Ability Increase (Con +1)
15 +11 9 5 5 Feat
16 +12 10 5 5 Kick ‘em when their down +3d6
17 +12 10 5 5 DR 5/-
18 +13 11 6 6
19 +14 11 6 6 Ability Increase (Con +1), Feat
20 +15 12 6 6
Unarmed Strike – Your unarmed attacks do extra damage, and are considered weapons for determining weather or not you threaten an area. They are also considered Natural or normal weapons in regard to spells or other abilities that affect weapons.
Knock them Down – As a standard action you may make a melee attack against an opponent and if successful make an immediate trip attack against them with a +4 bonus. If they fall prone, you may take an additional attack immediately, as per the Improved Trip Feat. If your trip fails, they may not attempt to trip you in return.
Uncanny Dodge I - As Barbarian Ability
Improved Uncanny Dodge – As Barbarian Ability
Kick Them When They’re Down – You Deal An extra 1d6 damage to prone opponents this damage increases by 1d6 at level 6, 11 and 16
Ferocious Flurry: When using Flurry of Blows, the street fighter receives a +1 bonus to unarmed damage. This bonus increases to +2 at level 14, Does not stack with the bonus from Weapon Specialization
Heavy Fist - Your Unarmed Attacks Deal Triple Damage on a critical hit
Flurry of Blows - At first level you can create a combo of moves gaining more attacks at
A penalty to all attacks until your next turn. This penalty is -2 at first lessening to -1 at 5th level and no penalty at 10th level
Ability Increase – The street fighter gains an inherent bonus to his constitution at level 4 and every five levels thereafter