Street Fighter (4e Class)

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Street Fighter[edit]

The answer lies... In the heart of battle!
Class Traits
Role: Striker.
Power Source: Martial and Psionic.
Key Abilities: Strength, Dexterity
Armor Proficiencies: Cloth
Weapon Proficiencies: Monk unarmed strike
Implements: Ki Focuses
Bonus to Defense: +1 Fortitude, +1 Reflex
Hit Points at 1st Level: 12 + Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier
Trained Skills: From the class skills list below, choose three trained skills at 1st level.
Class Skills: Acrobatics (Dex), Athletics (Str), Endurance (Con), Heal (Wis), Intimidate (Cha), Streetwise (Cha)
Build Options: See creating a street fighter.
Class Features: See creating a street fighter.

<!-Description->

Street Fighter Overview

Characteristics: You excel in one on one melee combat. You are not very durable, but a dead enemy can't hit back. You specialize in using your fists and agility to keep alive and deliver destruction to your enemies.
Religion: Religious worship varies from fighter to fighter. Some may pay only lip service to the gods as they feel their power comes from their own training. Some fighter's thinking may line up with the ideals of some gods, while others may define themselves by them. Good and unaligned street fighters may worship Bahamut, Kord, or Moradin, while evil street fighters may worship Bane, Gruumush, or Tiamat.
Races: Humans are the most common street fighter as their natural strive for perfection reflects the life of a street fighter. Races that emphasize strength such as dragonborn, goliaths, half-orcs, and minotaurs are also good candidates for street fighters. Agile races such as elves, githzerai, razorclaw shifters, and thri-keen are also excellent street fighters, trading striking power for mobility.

Creating a Street Fighter[edit]

In the heroic tier, you learn the basics of martial combat. It is here that you will build a foundation for the advanced techniques of paragon and epic tier.

A paragon street fighter is a force to be reckoned with. Your entire body is your weapon as you unleash lightning fast attacks that leave your enemies crippled before they know what hit them.

Mortal combat is not enough for some warriors. You are one of these people. You have turned your sights to the very gods themselves in hope of a worthy challenge, not allowing anything to distract you along the way.

When your street fighter reaches 21st level, he or she takes on an epic destiny. This epic destiny represents the grand finale of your adventuring career, and like your paragon path, it grants a set of related features and powers.

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Suggested Skills: <!-suggested trained skills->
Suggested At-Will Powers: <!-suggested two at will powers->
Suggested Encounter Power: <!-suggested encounter power->
Suggested Daily Power: <!-suggested daily power->
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Suggested Skills: <!-suggested trained skills->
Suggested At-Will Powers: <!-suggested two at will powers->
Suggested Encounter Power: <!-suggested encounter power->
Suggested Daily Power: <!-suggested daily power->

Street Fighter Class Features[edit]

Level 1: Intensifying Combo

Nothing gets your blood pumping more than the feeling of your fist or foot impacting your enemies and watching them reel from your blow. Adrenaline spurs you to greater power as each blow you land seems to feel more damaging than the last. When all is said and done, most enemies will only appear as a bloody pulp of their former selves.

Benefit: The more times you hit a target in a round, the more damage subsequent attacks will do. This damage lasts until the start of your next turn or until you miss the target or target another creature. For example, if you hit a target with 2 attacks, your third attack against the target before the start of your next turn will do an extra 1 damage. If you hit the target again for the fourth time before the start of your next turn, you will deal an extra 2 damage on your fifth attack if you hit.

Hits Extra Damage
2 1
4 2
6 3
8 4
10+ 5

Level 1: Fundamental Moves:

While each warrior may have their own personal style of fighting, the essential movements and techniques share a common foundation. As a street fighter, your fundamental moves are forever engraved into your memory, allowing you to make a flurry of strikes in the same time it takes a normal man to make just one. You are also aware of the ki or spiritual energy flowing through your body. You have learned to channel

Benefit: You gain the following powers.


Light Strike Street Fighter Class Feature
You quickly lash out, albeit with a relatively weak blow, catching your opponent off-guard.
At-Will Star.gif Martial, Weapon
Minor Action Melee weapon
Requirement: You must be wielding a monk unarmed strike.
Target: One creature
Attack: Strength +2 Vs. AC
Hit: half weapon damage



Medium Strike Street Fighter Class Feature
You deliver a solid blow to your enemy, just one of many more sure to come.
At-Will Star.gif Martial, Weapon
Minor Action Melee weapon
Requirement: You must be wielding a monk unarmed strike.
Target: One creature
Attack: Strength Vs. AC
Hit: 1[W] damage.



Heavy Strike Street Fighter Class Feature
While more easily dodged, your enemy will surely flinch if it connects.
At-Will Star.gif Martial, Weapon
Minor Action Melee weapon
Requirement: You must be wielding a monk unarmed strike.
Target: One creature
Attack: Strength -2 Vs. AC
Hit: 1[W] + Strength modifier damage.



Ki Blast Street Fighter Class Feature
You channel your ki into your palms and unleash it as a brilliant projectile.
At-Will Star.gif Psionic, Implement
Standard Action Ranged 10
Requirement: You must be wielding a monk unarmed strike.
Target: One creature
Attack: Strength Vs. Reflex
Hit: 1d10 + Strength modifier force damage.

Level 21: 2d10 + Strength modifier force damage.

Special: This power can be used as a ranged basic attack. You can also increase the damage by spending a minor action to channel more ki into your attack. For each minor action you spend, increase the damage done by this attack by your Strength modifier.


Level 1: Super Combo:

As a street fighter, your battles may only last a matter of seconds so each tick of the clock seems like an eternity. You have learned to unleash a momentary burst of flying fists and feet in an amazing display of technique, timing, power, and movement that pounds into your enemy like sledgehammers.

Benefit: You gain the super combo power.


Super Combo Street Fighter Class Feature
Your successful strike is just the beginning of a barrage of blows.
Encounter Star.gif Martial, Weapon
Immediate Reaction Melee weapon
Trigger: You hit an enemy with a melee attack
Requirement: You must be wielding a monk unarmed strike.
Target: The triggering enemy
Attack: Strength. Vs. AC, Repeat the attack until you miss or until you make two attacks. As soon as an attack misses, this power ends.
Hit: 1[W] damage.
Special: You can only use this power once per round. You can also only score one critical hit with this attack.


Level 1: Monk Unarmed Strike:

How many times have to struck your training partner or that target on a post? A thousand? A million? All you know is what would normally break a man's bone is trivial before your strengthened body. Your muscles, bones, and skin act more like iron and stone that causes grievous injuries to an enemy's armor and bone alike.

Benefit: When you make a weapon attack you can use the monk unarmed strike. This weapon is a +3 proficiency bonus, 1d8 damaging, off-hand weapon in the unarmed weapon group. You must have a hand free to use your monk unarmed strike, even if you're kicking, kneeing, elbowing, or head-butting a target. You monk unarmed strike can't be turned into a magic weapon, but it can benefit from a magic ki focus if you have one.

Level 1: Unarmored Defense:

A combination of your physical training and defensive techniques, you are most comfortable not in a suit of plate, but your regular clothes instead. You move unhindered, dodging, tumbling, deflecting, and flowing around your enemy's attacks with confidence.

Benefit: While you are wearing cloth armor or no armor and aren't using a shield, you gain a +2 bonus to AC.

Level 2: Ultra Combo:

You are more use to delivering pain than receiving it, so getting tossed around enrages you. This rage is not a weakness however, as your knowledge of ki manipulation allows you to channel that rage into an explosive display of what truly makes you a street fighter.

Benefit: You gain the ultra combo power.


Ultra Combo Street Fighter Class Feature
Revenge is a dish best served cold, with a few extra helpings.
Daily Star.gif Martial, Psionic, Weapon
Immediate Reaction Melee weapon
Trigger: You spend your second wind.
Target: One creature
Attack: Strength Vs. AC, Repeat the attack until you miss or until you make four attacks. As soon as an attack misses, this power ends.

Level 5: Five attacks.

Level 10: Six attacks.

Level 15: Seven attacks.

Level 20: Eight attacks.

Level 25: Nine attacks.

Level 30: Ten attacks.

Hit: 1[W] damage.
Special: You can only score one critical hit with this power.


Level 2: Utility Power:

Benefit: You gain one of the following powers of your choice.

Powers[edit]

A <!- Plural Class Name -> powers are called <!- power name -> and are <!- fluff text ->. A list can be found [[<!- Class Name -> Powers (4e Power List)]].



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