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Street Fighter II feats for D&D


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Lady_Satine
Title: Head of Lexian R&D
Joined: Oct 15 2005
Location: Metro area, Georgia
PostPosted: Oct 15 2005 01:29 pm Reply with quote Back to top

I apologize if this only interests a small group of "Sydlexics." I'm sure SF II is something familiar, but not so sure on the d20 system.


Dragon Extension (The Dragon Punch)
You have perfected the force of your body's natural arsenal to the point your blows strike with the force of a dragon's tail.
Requirements: Dex 13, Wis 13, Improved Unarmed Strike, Power Attack, Stunning Fist, Weapon Focus (Unarmed Strike), Ki strike class ability, BAB +4
Benefit: As a standard action, you make a single attack using either an unarmed strike or one of your primary natural weapons. If the opponent fails a Fort save (same DC as Stunning Fist) the force of this blow sends the opponent flying up in the air 5 feet for every 5 points of damage you inflict. Opponents sent upward travel as far as terrain allows, as well as suffering fall damage upon landing (1d6 damage per 10 feet fallen). If the opponent's "flight path" is interrupted by a ceiling or other similar overhead barrier, calculate damage as if the opponent had landed on the overhead barrier then calculate damage suffered from falling back to earth.
Use of this ability must be declared before the attack roll is made and is considered one use of the character's Stunning Fist limit.


Vacuum Whirlwind Attack (Ryu's hurricane kick super move)
You are a pinnacle of whirling potence.
Requirements: Dex 13, Int 13, Combat Expertise, Dodge, Improved Unarmed Strike, Mobility, Spring Attack, Whirlwind Attack, BAB +6.
Benefit: When you announce the use of Whirlwind Attack, you may instead
attack a single opponent as if you had chosen to perform a full attack. The result of your first attack roll is applied to each attack you will make. You may only do so if you use unarmed strikes or natural weaponry.
Example: Bruce, a human Monk 12 decides to use the Vacuum Whirlwind Attack on the local BBEG. He makes his attack roll, a 12. With this result, the monk performs a full attack modified by his die roll. This means that Bruce, using flurry of blows as well as adding an unarmed strike with another body part (as a full attack action) gets 5 attacks (at +19/+19/+19/+14/+19 respectively). After rolling damage, Bruce winds up with 69 damage dealt and a floored BBEG.


Ultimate Dragon Extension (Shin Shoryuken)
You are an unparalleled master of the Dragon Extension technique, able to follow your opponent blow after blow.
Requirements: Dex 13, Wis 13, Jump 10 ranks, Dragon Extension, Improved Unarmed Strike, Power Attack, Stunning Fist, Weapon Focus (Unarmed Strike), Ki strike class ability, BAB +4
Benefit: As Dragon Extension, but you may make a Jump check after the initial blow as if you were performing a high jump with a running start. Compare the height gained with the height your opponent is "launched". For every 5 feet
that you clear on your Jump check AND your opponent travels, you may make an additional attack with an unarmed strike or primary natural weapon against that opponent as long as you have attacks you have yet to make.
Special: If you intend to use two-weapon fighting and/or flurry of blows for the follow up attacks. You must declare this intent before you make your initial attack roll (since TWF penalizes attack rolls).
If the character also possesses Elemental Dragon Extension, the energy damage from his unarmed strike is applied to each of the subsequent attacks.
Example: Chalcha, a human Monk 9 (with 18 Strength, all necessary feats with the addition of Weapon Focus [unarmed strike] and Two-Weapon Fighting as well as the maximum allowed ranks in Jump) declares he wants to use the Ultimate
Dragon Extension technique against a Fomorian. The Fomorian fails its Fortitude save from Chalcha's successful attack and Chalcha rolls his damage for an unarmed strike. He winds up dealing 14 damage with an unarmed strike, sending the Fomorian flying 10 feet up in the air. Since nothing is able to intercept the Fomorian's ascent, Chalcha makes a Jump check to see how many follow-up strikes he can make. Regardless of his Jump check, Chalcha only has three extra attacks, two from flurry of blows and another from the offhand. Chalcha makes his Jump check and winds up with a 32, just enough to clear 16 feet (figuring in his natural reach of 8 feet). This would normally allow Chalcha to make use of all 3 attacks, however, the Fomorian only ascended 10 feet. Because of the giant's distance, Chalcha may only execute 2 extra attacks (that will come from his primary hand). Chalcha manages to inflict 19 points of damage on his two follow-ups, and the giant suffers an additional 3 points from falling to the ground.


Elemental Dragon Extension (Ken's flaming dragon punch, Fei Long's flaming dragon kick)
Further practice with the dragon extension technique has allowed you to tap into an even closer comparison to draconic combat, adding energy to your blows.
Requirements: Dex 13, Wis 13, Dragon Extension, Improved Unarmed Strike, Stunning Fist, Weapon Focus (Unarmed Strike), Ki strike class ability, Cha 13, BAB +8
Benefit: Choose an energy descriptor from fire, lightning, or cold. As Dragon Extension, but the Dragon Extension attack adds 2 points of damage of the chosen energy's type for every point of Charisma bonus you possess.


Thousand-Stroke Strike (E Honda's 100 Hand slap, Chun Li's Lightning Legs & Deejay's rapid rising punch thingie)
Your flurry is fast enough to react against others.
Requirements: Combat Reflexes, Improved Initiative, Flurry of Blows class ability, Monk level 5th
Benefit: Whenever an opponent provokes an AoO in a square you threaten, you may perform a full attack action but only to perform a flurry of blows.


Elemental Body Rush (M. Bison's flaming torpedo)
You can tap into your ki to unleash the power of the soul into your charge attacks.
Requirements: Str 13, Cha 13, Power Attack, Ki strike class ability, Tumble 4 ranks
Benefit: Choose an energy descriptor. Whenever you perform a charge attack and take at least a -2 penalty to hit with Power Attack, you add two points of damage from that type for every point of Charisma you have.
Special: You can take this feat multiple times, choosing a new energy type each time.


Ki Aura (Blanka's electricity)
You can tap into your ki as a passive weapon.
Requirements: Cha 13, Improved Grapple, Improved Unarmed Strike, Monk level 6th
Benefit: Choose any energy descriptor other than sonic. As a free action, you can create an energy aura around your body and any weapons you possess. Whenever an enemy strikes you in melee with an unarmed strike or natural weapon, that enemy receives damage from the chosen energy equal to twice your Charisma bonus. When this aura is active during a grapple, energy damage equal to double your Charisma bonus is dealt to the opponent at the beginning of every round the grapple is maintained.
A ki aura lasts a number of rounds equal to the character's highest base attack bonus.
Additional benefits of this feat are determined by the chosen energy as seen below:
Acid: Whenever grappling, an opponent must make a Fortitude save against the normal effects of being around a large body of acid (see Acid
Conditions in Wilderness, Weather, and the Environment).
Cold: You can freeze liquids by touch. Magical liquids can attempt a Fortitude save to resist being frozen. You gain a +3 bonus on attack rolls if the opponent is extremely wet. This aura cannot be activated in an area of severe heat (+110 degrees F) and is instantly dispelled on exposure.
Electricity: You gain a +3 bonus on attack rolls if the opponent is
extremely wet or wearing metal armor (or made out of metal, carrying a lot of metal, or the like).
Fire: You can ignite flammable objects by touch. Grappling with you causes the other participant to catch on fire unless they succeed on a Reflex save (see Catching on Fire in the DMG). This aura cannot be activated in water or evere cold (below 0 degrees F) and is instantly dispelled on exposure.
Special: You can take this feat multiple times, choosing a new energy type
each time.


Ki Aura Rush (Blanka's electrified charge)
You can tap into your ki aura to unleash greater power into your
charge attacks.
Requirements: Str 13, Cha 13, Elemental Body Rush, Improved Grapple, Improved Unarmed Strike, Ki Aura, Power Attack, Ki strike class ability, Tumble 6 ranks, Monk level 8th
Benefits: As long as you can access the same energy type with both the Elemental Body Rush and Ki Aura feats, you can gain extra benefits by combining them both. When charging with at least a -3 penalty to hit from Power Attack while your Ki Aura is active, you deal 3 points of energy damage per point of Charisma bonus on a successful attack roll. This energy damage supercedes, and does not stack with, the energy damage from Elemental Body Rush.


Soulforce Whirlwind Attack (Akuma's Hurricane kick from MvC2)
Your whirlwind attack deals extra energy damage
Requirements: Dex 13, Int 13, Cha 13, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack, BAB +6.
Benefit: Choose an energy descriptor from cold, electricity, or fire. When performing a Whirlwind Attack, you deal an additional amount of the chosen energy's damage equal to your Charisma modifier.


Flying Head Stomp (M.Bison's move of the same name)
Your attacks can come from unforseen methods.
Requirements: Jump 9 ranks, Tumble 9 ranks, Dodge, Improved Unarmed Strike, Mobility, Spring Attack, BAB +4
Benefit: As part of a move action, you may make a Jump (and possibly Tumble) check to enter your opponent's space. Your jump must clear enough height for you to reach your opponent's head (in most cases the check is made as if
performing a high jump). If you make the jump and land on your opponent's skull you can make a single melee attack with an unarmed strike or primary natural attack as if your opponent was denied its Dexterity bonus (if any) to Armor Class. You apply twice your Strength bonus to damage with this attack.
Further use of this ability against the same opponent no longer denies that opponent its Dex bonus to Armor Class.
Special: If you possess some method of flight, you do not need to make the normal Jump or possible Tumble checks. The combat modifier for attacking from higher ground applies with the melee attack allowed by this feat. Only creatures with a discernable anatomy can be affected with this feat.


Flying Head Pounder (M.Bison meets Mario)
You can use the momentum of damage from one head stomp attack against multiple opponents.
Requirements: Jump 9 ranks, Tumble 9 ranks, Dodge, Flying Head Stomp, Improved Unarmed Strike, Mobility, Spring Attack, BAB +4
Benefit: You may use the Flying Head Stomp feat in a chaining manuever. As
long as you can still move after making the Jump check to strike an initial opponent you can make additional Jump checks to strike the head of additional opponents.
Special: Attacks made in this manner in one round cannot exceed the number of attacks that you may make with a full attack action. You may not make two consecutive Head Stomp attacks against the same opponent in the same round.[/b]
Example: Luis, a 15th level Monk with 18 ranks in Jump and a base land speed of 85 feet attempts to use the Flying Head Stomp against an ogre warchief 25 feet away. He closes the distance between them (down to 60 feet left in his move action) and makes his Jump check, coming up with a result of 41, just enough to make a 10 foot vertical leap and land a blow to the warchief's skull (ogres are roughly 9-10 feet tall according to MMI; Luis is down to 50 feet of movement). Luis makes his successful attack roll using an unarmed strike and then notices one of the ogre's lieutenants of the same size nearby (15 feet away to the side). Since he is on top of the ogre warchief for the moment, Luis is considered at the same height as the ogre lieutenant, allowing him to attempt a long jump (at double DC due to not getting a 20 foot running start in that direction) to land a blow on the lieutenant's skull. Luis rolls his Jump check and winds up with a 36, allowing him to clear all 15 feet (the monk has only 35 possible feet of movement remaining) and send a roundhouse kick to the lieutenant's dome. After this attack, Luis attempts another Flying Head Stomp back against the warchief. Because Luis already used the Flying Head Stomp feat against the warchief this round, the warchief's Dex bonus to Armor Class applies to the "follow-up" stomp. Luis rolls his Jump check and winds up with a 31, enough to leap across and kick the no good ogre leader in the head again (leaving Luis with only 20 feet left in his move action). After this head strike, Luis can make no more attacks this round (his BAB grants him 3 attacks on a full attack action).


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