Name: Yajiro Kadokawa / Afro Kamen
Race: Human (Half-japanese, half-black, pure balls)/Overpowered of Grappling
Age: 35
Hair/Eye/Skin: Black Afro w/muttonchops/Red/Light Chocolate
Ht/Wt: 6'0"/280 lbs
Muscle Tone: ULTIMATE MUSCLE!!!
HP: 600
EP: 244
Style: -
HYPEOMETER: %
Money: 40 MB in bank, 5 MB on hand
Elan: 100/1000
Faith: Kord 1000/Afro Kamen 1000
Martial Arts: Wrestling 1000/Mahouken 1000
44 CP
20 CP
10 CP
100 SP
10 SP
10 SP
Score Modifier
STR 44 +17
DEX 20 +5
CON 20 +5
INT 15 +2
WIS 14 +2
CHA 20 +5
ECL 30 - Martial Artist 10, Dynamic Sorcerer 10, Spellfist 10
Experience: -
Alignment: Chaotic Good
Element: Earth
Chosen Element: Fire
Chosen Magic ability stat: Charisma
Chosen Magic School: Evocation
Theme Song: (chosen during character creation)
Languages Known: Polyglot
Affiliated Groups: Bounty Hunter’s Guild, Extreme Existence, Spellfist Organization
AC: 26 (43 if unarmed) Flat 21 (38 if unarmed) Touch 26 (43 if unarmed) (+4 AC against AoO) (+10 AC against Called Shot: Head)
BaB: 36/31/26/21/16/11/6
Grapple: 99 (+5 Neutral Stance)(+5 Flip/Bounce)
Trip: 19
Sunder: 19
Init: 17
Fort: 13
Ref: 17
Will: 21 (+10 vs psychospiritual invasion/takeovers)
DmR: 4
Original Story:
Is a martial artist 10/dynamic sorcerer 10/spellfist 10, who is a part-time college student by day and a masked wrestler by night. Taking some time off of college for a bit, he decides to join the Bounty Hunter's Guild to make a bit of money, perhaps make a few contacts, and eventually get a house with land of his own. At one point in time he had a happy family, but his wife disliked his freewheeling, loud, rude, obnoxious alter ego (The Greatest Heel Of All Time, The Invincible Badguy, Afro Kamen - "WICKED JUSTICE!")…and it didn't help that she was a freak for wrestling to begin with. Quite literally, he married a fan before he decided the route of his character, and she only liked "babyfaces," not heels.
So it was that she left with his two kids and, thanks to a horrifying turn of events, finds himself unable to claim ANY time with his kids since his wife is also the daughter of a powerful senator. Still, he finds the time to buy them gifts and talk to them over the Infranets.
Until the day he can own land and become a real "Man Amongst Men," rather then an apartment-renting second-class citizen, Afro Ka…I mean, Yajiro finds himself working hard towards the goal. Thusly he came to the Bounty Hunter's Guild…and thusly did he find himself accidentally placed with Unit 13!
Figuring this to be a mistake, he constantly claims thus…but will eagerly charge into the heat of battle to defend himself, his newfound friends and comrades and, above all, the chance to prove once and for all that even WITHOUT land, he is indeed a Man Amongst Men!
Overview (of the character):
Shortly after the events of Neo-Tokyo: Unit 13, Yajiro had amassed a number of noteworthy achievements, including the successful leadership and reorganization of the Mage Guild as well as K.H.S. Industries. Forming powerful ties with the Witch-Gunslinger organization and maintaining his Bounty Hunter’s Guild license and connections, Yajiro was approached (alongside the rest of the Unit 13) due to the strange powers he had demonstrated during the Brodia-Karma Conflict.
A rising force even now, Yajiro is currently traversing the known multiverse in order to broaden his horizons, test his strength, and growth in order to better understand his Overpowered nature.
Is currently an ECL 30 who can go Overpowered at will upon wearing his Champion Belt.
Items
Champion’s Belt
Mask of the Conqueror
Fists
Clothes
The Crapmobile
Potion x2
Antidote x2
Equipment
Champion's Belt (so long as he wears the belt, his body is considered an Overpowered-level entity. Works only for Afro Kamen, unlocking his Overpowered nature. ~Youses)
Mask of the Conqueror (a mask that, once donned, incites Berserk within any who dares attack the user. Handy for wrestling freaks and melee fighters. Also provides a nice +10 AC bonus towards called shots of the head. Works only with Afro Kamen. ~Youses)
“Fists” - AC+5, allows for magic spellcasting and blocking edged attacks, DmR 4
(special, flexible gauntlets of fine mithrilcloth. Gives +5 to attempts to “grapple” magical effects)
Favored Weapons
Unarmed Attacks
”Cross Style” Fighting Techniques
Favored Clothes
1) Jeans, jean shirt, jean jacket
2) Black button-up overshirt with black slacks and the awesomest ties EVAR
3) Afro Kamen mask, black cape with huge freaking collar, Afro Kamen tights
Major Personal Gear
Major:
The Crapmobile (a motorcycle that has been cobbled together by Yajiro's father, who owns a motorcycle shop). Despite its' name, it has gotten Yajiro around town ever since he was a teenager, and damn near never breaks down.
Minor:
Skills Score Modifier Misc Total
Concentration (Con) 10 5 10 25
Tumble (Dex) 5 5 10
Spot (Wis) 2 2 4
Sense Motive (Wis) 2 2 4
Search (Int) 2 2 4
Pick Pocket (Dex) 1 5 6
Perform: Vocal (Cha) 5 5 10
Diplomacy (Cha) 1 5 2 9
Intimidate (Cha) 5 2 7
Knowledge: Arcane (Int) 18 2 10 30
Knowledge:
Foreign Culture (Int) 1 2 3
Knowledge: Occult (Int) 1 2 3
Knowledge:
Religion (Int) 1 2 3
Knowledge:
Streetwise (Int) 1 2 3
Knowledge:
Medical (Int) 1 2 3
Profession: Professional
Wrestler (Int) 18 2 20
Research (Int) 3 2 5
Sleight of Hand (Dex) 1 5 6
Spot (Wis) 1 5 6
Balance (Dex) 5 5 10
Climb (Str) 1 17 18
Controlled Breathing
(Con) 1 5 6
Craft:
Wrestling Gear (Int) 1 2 3
Escape Artist (Dex) 10 5 15
Jump (Str) 5 17 40 62
Move Silently (Dex) 1 5 6
Spellcraft (Cha) 65 5 10 10 90
Unarmed Attack (to hit) 12 2 10 24
Unarmed Attack (dmg) 20 10 30
Special Ranged
Attack (to hit) 5
Melee Attack (to hit) 5
Melee Defense 5
Unarmed Defense 7 2 10 19
Favored Attack Strings
Declare favorite attack strings and combos
Attack Strings
Class/Race Notes
Human - Ability Score (Cha) +2
Human - Skill Rank +1 (+1 per level)
Human - Bonus Feat (Cunning)
Human - Powerful Presence
Level 1 - Bonus Feat (Ambidexterity)
Level 3 - Bonus Feat (Improved Unarmed Attack)
Level 4 - Bonus Ability Score +1
Level 6 - Bonus Feat (Combat Martial Arts)
Level 8 - Bonus Ability Score +1
Level 9 - Bonus Feat (Advanced Combat Martial Arts)
Level 12 - Bonus Feat (Brawl), Bonus Ability Score +1
Level 15 - Bonus Feat (Streetfighting)
Level 16 - Bonus Ability Score +1
Level 18 - Bonus Feat (Combat Casting)
Level 20 - Bonus Ability Score +1
Level 21 - Bonus Feat (Improved Critical - Unarmed)
Level 23 - Bonus Feat (Improved Grapple)
Level 24 - Bonus Ability Score +1
Level 26 - Bonus Feat (Legendary Wrestling)
Level 28 - Bonus Ability Score +1
Level 29 - Bonus Feat (Die Hard)
Simple Weapon Proficiency
Martial Weapon Proficiency
Blazing Fist - The very first attack learned by those who follow the Spellfist is the "Blazing Fist." Even if you are of an opposing elemental force, you MUST learn the ability to imbue your fist with flame. All that lives, and most that does not, have a spark of life within them, and the Blazing Fist is a special attack that draws that spark out and conjures it forth as a glorious punch of fire. Does 1d10 damage, adds Spellcraft to the attack roll, and the area of effect is the same amount as your Spellcraft. On the other hand, the Blazing Fist is one of the few flame-type attacks that can harm other Flame-based creatures (Fire Elementals, for instance, or Mephits). Completely ignores AC.
Note: if a person is of an opposing element or an element that does not work with Fire, then you must make a Will Save of DC20…on the other hand, the damage output will be doubled.
Note: if a person is of the Fire element, then they may "Take 20" anytime they wish.
Blazing Glory - The upgrade to Blazing Fist is the Blazing Glory. This not only wreathes the user in gloriously powerful flames, but also allows them to discharge it either in a line (one at a time) in any direction, but also to simply let it explode outward. Note: with the Line attack, they must punch or kick outward. With the Explosion, they have to physically tighten up their muscles, lean back and roar a ki shout.
Line: 2d10 to all within the line, up to 50 feet.
Explosion: Stuns all who hear the "Ki Shout" unless they pass a Will save of 15. Does 1d20 damage to all within an area of 50 feet around the user.
Elemental Fist - The upgrade to Blazing Fist is the ability to harness and control one's Ki energy, psychic energies, and spiritual energies to change the Flame based Element of Blazing Fist into a completely different Element. This has all the stats of Blazing Fist, and benefits as well.
Note: if a person is of an opposing element or an element that does not work with Fire at the time they took Blazing Fist (say, Ice or Water), and they switch Elemental Fist to an Element that is of their chosen start (so from Blazing Fist's Fire to Elemental Fist's Ice or Water), then damage output will be diluted (damage output halved). The nature of Spellfist isn't to become one with your element, but all elements…this is not a way of harmony, but of the clashing nature of elements to begin with.
Elemental Fury - The upgrade to Elemental Fist is the Elemental Fury. Has the same stats as Blazing Glory, but (much like Elemental Fist) allows it to be the Element of your choice and training.
Note: Same note as Elemental Fist.
Kicks Too+5 - at 5th level, the Spellfist begins to learn how to add kicks on at the end of their full-melee combat rolls (at lowest base attack bonus).
Mind - add your Int Modifier to your unarmed damage
Mind and Body - add your Int Modifier to your unarmed damage and attack roll
Mind, Body, and Soul - add your Int modifier and Spellcraft score to your unarmed damage and attack roll
Switcheroo - allows the spellcaster to switch, at any place with any special ability or spell, the "Int Modifier," "Wis Modifier," or "Cha Modifier" for one or the other.
Note: If an opponent does not figure this out, then they suffer -5 to their saving throws and defense rolls against said special ability or spell.
Massive Damage (Spell)+4 - Allows you to add a +2 at the end of any damage-dealing spell successfully landed on a target. +4 if it's a spell from your chosen school/expertise/element.
Massive Damage (Spellfist)+2 - Allows you to add a +2 at the end of any Blazing Fist/Blazing Glory, Elemental Fist/Elemental Fury, or straight-up Mahouken attack you perform. +4 if it's of an element that is opposite your chosen element.
Spellfist/Mahouken - The ability to add any spell you know to your fist…and put it directly through the opponent. This supreme attack allows the user to cast a spell THROUGH their unarmed melee attack, counting as a single action. The spell costs as much energy as if it were a normally cast spell, and can be delivered multiple times. The target must make either only one of the following: a save versus the spell or the attempt to defend the punch, but can-NOT stop both.
For example, Aloicius Dempsey is a Spellfist 5/Martial Artist 10/Dynamic Sorcerer 10. He goes for his special attack, Dempsey Roll, which allows him to land 1d20 hits on a single target. He rolls 13, and decides to cast Burning Hands with each hit (using the Spellfist ability/attack). SO he launches his attack, landing it…and begins to do the normal damage of his Dempsey Roll but also, with each unarmed hit connecting, slams a Burning Hands Spell into his opponent. You do the math. <3 13 x 9 energy points = 117 energy points lost, but he's done a TON of damage. Even more so against a ice-based character.
Further notation: he doesn't HAVE to use Burning Hands spell with each connecting hit, but for example sake I used that. In essence he could do 6 Cone of Frosts, 3 Burning Hands, and 4 Hypnosis spells. Whatever you want, just make sure to declare it and decide before hand.
Final ultimate notation is (considering that you're a martial artist/melee character with full feats and such): 1d6 + Str Mod + Spell per strike. For now: I'm requesting any of the co-GM's to correct this as they see fit, but remember that + Spell at the end of it.
Spell Attacks+2 - Special Attacks that incorporate a spell into it. Chosen from the appropriate table on the Martial Arts page. Unlike normal special attacks, Spell Attacks add Spellcraft to the damage, cost the same energy points as the spell it's connected to, and falls under the "Full Spell Round" rule (found under Keywords). GM has final say as to which spell + special attack can be made. Remember: a practitioner can have a special attack and a Spell Attack…the Spell Attack simply casts a spell at the same time as performing the attack, while the special attack is simply the special attack alone. Can only be done while Hand of God is activated.
Mega Spell Attacks+2 - Special Attacks that incorporate two spells into it. Chosen from the appropriate table on the Martial Arts page. Follows the same rules as Spell Attacks.
Secret Spell Attacks+2 - Special Attacks that incorporate three whole spells into it. Chosen from the appropriate table on the Martial Arts page. Follows the same rules as Spell Attacks.
Kick Spells - allows you to "kick" a spell at an opponent, lobbing the spell as a timed/detonating thrown weapon as well as a spell. Add thrown weapon skill to the attack roll, add spellcraft to the damage roll.
Secret Ability: Transference - Upon hitting 0 HP, the Spellfist immediately absorbs HP and EP from all targets who have attacked them in a single combat, receiving up to total amount of damage dealt.
The Spellfist can now utilize EP as if it’s HP.
For 1d4 days, each time the Spellfist casts a spell, they regain the same amount of HP.
This can only be done once per month.
Improved Initiative x2
Unarmed Attack Skill (To Hit) +2
Unarmed Defense Skill+2
Massive Damage (Unarmed Strikes) x2
Judge Opponent
Speed+1
Special Attack+1 (Burning Crusader)
Defense Combat Mastery+1
Special Attack+1 (The Facemelter)
+10 Character Points
Dynamic Sorcery+5
Special Attacks
Special Attack (Wicked Justice) 5d8 + Str Modifier + 8 Dex drained + 8 Int drained + can be designated as non-lethal damage
Abilities: Muscle-Powered, Stun, Drain Body (Dex), Drain Mind
Disabilities: Melee (2), Static (2), Uses Energy (2), Limited Shots (3)
Note: Needs at least 1 action to recuperate all shots back.
Special Attack (Burning Crusader) 2d8 + Str Modifier + (4 dmg/round + anyone who touches them burns) - lasts until after the next round
Abilities: Burning, Enduring, Muscle-Powered, Contagious (4) (Fort save DC30)
Disabilities: Melee (2), Uses Energy (2), Slow (1), Limited Shots (3)
Note: Contagion is a chunk of his own courageous soul. GM determines effects upon various targets, but ultimately he is taking his soul into his own hands and pounding someone with it, thus "infecting" them with his own awesomesauce.
Further Note: Needs at least 1 action to recuperate all shots back.
Special Attack (The Facemelter) 5d8 + enemy attack roll -1 (all within aura range) up to 10 feet.Abilities: Affects Incorporeal, Area Effect, Aura (2), Spreading, Trap (placed by a headbutt)
Disabilities: Inaccurate (1), Static (2), Short Range (1), Slow (1), Uses Energy (2), Limited Shots (3), Unique Disability (Trap can only be used if placed with a headbutt)
Note: Needs at least 1 action to recuperate all shots back.
Special Attack (Spit On Your Grave) No Damage (drains 8 Con, 8 Str, 8 Dex, 8 Cha, 8 Int, and 40 energy points to Afro himself until end of combat)
Abilities: Drain Body (Dex), Drain Body (Con), Drain Body (Str), Drain Mind, Drain Energy, Drain Soul, Vampiric (4), Unique Ability (can be used as a counter to a melee attack), Stun, Accurate, Affects Incorporeal
Disabilities: Melee (2), No Damage, Static (2), Uses Energy (2), Unique Disability (Upon Successful Grapple Only), Limited Shots (3)
Note: Needs at least 1 action to recuperate all shots back.
Spell Attacks
Duncan Hills (Get Me A Hotfuck of Coffee, Godommot Fronk! + Feeblemind)
Costs 36 energy points and it takes one action to charge, but upon charge and successful grapple you can immediately frankensteiner a target three times, forcing them to get up each time, doing a grand total of 2d20+24+Spellcraft damage to the target, stupify, paralyze, stun and blind for 1d6 rounds, as well as three chances to Feeblemind the target unless they make a will save DC30…all three times. Altogether they must make four will saves against DC30, or are simply jackfucked out of combat.
PUMP UP THE VOLUME! (Mass Hysteria + True Strike)
Costs 4 energy points to perform 1d10 unarmed attacks (use your standard unarmed attack damage, add +4+Spellcraft to the damage) against 1d10 enemies within range. Each attack is +20 to the attack roll.
Mega Spell Attacks
Da Greatest Evar ( BABE RUTH AIN'T GOT NOTHIN' ON ME! + Transformation + Clenched Fist) 150 ep
1/2 HP transferred to EP, adds +Cha mod to attack bonuses and direct damage, all until end of combat. Also, user enters into War Mode.
During War Mode - +4 to Str, Dex, and Con, +4 to AC, +5 to Fort Saves, proficency with all simple and martial weapons, BaB now equals ECL. Cannot cast magic or use magic items in this mode (passive bonuses still apply). This mode lasts for 1d4 rounds.
After War Mode - Clenched Fist lasts until end of combat. Clenched Fist stats are: attack once per round, users unarmed attack stats (and crit values), and can be dispelled via proper procedures. Those struck/grappled by the Fists must make a Fort save versus the spells DC or be stunned for one round.
God Head Guillotine (Shockwave Slasher + Delayed Blast Fireball + Explosive Runes) 70 ep
(6d10 force damage + 1d10 fire damage up to maximum caster level) can be delayed + 4d20 + Spellcraft damage in a line against all enemies in a line up to 50 feet
Note: upon exploding, the Delayed Blast Fireball and Explosive Runes count as a Doublespell, and all damage is x2 before the end damage)
Secret Spell Attacks
Ascension (Stealing God + Time Stop + Overwhelming Presence + Crushing Hand)
500 EP
Allows the user to, for this round, add their Spellcraft score to all rolls, abilities, ability modifiers (yes that stacks), and saving throws. HP and EP are multipled by Spellcraft score, and all damage done (Before end damage) is multiplied by Spellcraft score. Time is stopped for 1d4+1 rounds.
Once Time flows naturally again, all targets within a fifty meter radius falls under the Overwhelming Presence if they cannot make the D50+ECL Will Save. Once Time flows naturally again, Crushing Hand is summoned, following Pathfinder stats.
FUCK KILL DESTROY (Mass Hysteria + Clashing Rocks + Meteor Swarm + Wish)
1000 EP
Perform your unarmed attack once for 1d10 times against 1d10 enemies within range. Each time a strike successfully hits, they take unarmed damage + 20d6 + 8d6 damage.
When a successful strike occurs, both Clashing Rocks and Meteor Swarm smashes out from their back, affecting any targets within a fifty meter range. All threatened take 20d6 + 24d6 damage and must make the usual rolls for Clashing Rocks and Meteor Swarm.
After damage is calculated, user is able to make a single Wish as per the rules.
Spell List
Note: ALL spells gain a "+6" damage added to them.
Spells from Evocation/Transmutation or Earth-based gain a "+12" damage instead.
Level 0
Resistance
Daze
Flare
Level 1
Shield
Magic Weapon
Enlarge Person
True Strike
Summon Monster 1
Mage Armor
Level 2
Summon Swarm
Summon Monster II
Touch of Idiocy
Bear's Endurance
Bull's Strength
Cat's Grace
Fox's Cunning
Eagle's Splendor
Scorching Ray
Flaming Sphere
Shatter
Level 3
Summon Monster III
Heroism
Fireball
Lightning Bolt
Keen Edge
Fly
Haste
Magic Weapon, Greater
Slow
Level 4
Globe of Invulnerability
Stoneskin
Evard's Black Tentacles
Summon Monster IV
Fire Shield
Ice Storm
Shout
Wall of Fire
Wall of Ice
Enlarge Person, Mass
Reduce Person, Mass
Polymorph
Phantasmal Killer
Level 5
Summon Monster V
Teleport
Feeblemind
Mind Fog
Wall of Force
Telekinesis
Permamanency
Level 6
Chain Lightning
Casting Time: 1 action
Range: 150 feet
Components: V S M (A bit of fur; a piece of amber, glass, or a crystal rod; and three silver pins)Duration: Instantaneous
Classes: Sorcerer, Wizard
You create a bolt of lightning that arcs toward a target of your choice that you can see within range. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts. A target must make a Dexterity saving throw. The target takes 10d8 lightning damage on a failed save, or half as much damage on a successful one.
At Higher Levels: When you cast this spell using a spell slot of 7th level or higher, one additional bolt leaps from the first target to another target for each slot level above 6th.
[EMPOWERED CHAIN LIGHTNING: Range: 225 feet, 15d8 on a failed save, chains to targets within 60 feet, up to 11 targets altogether)
Level 7
Level 8
Level 9
Ride The Lightning
You may transform into lightning as a standard action and instantly travel in a straight line to a distance of up to 120 feet, rematerializing in the new location as a free action. This movement does not provoke attacks of opportunity. Creatures in this line take 10d6 points of electrical damage and are staggered for 1 round (a successful Reflex save halves the damage and negates the staggered condition, spell resistance applies). Objects in your path are damaged as well, with combustible objects being set ablaze and metals with low melting points melted. If your path is interrupted by a barrier or otherwise deflected, you materialize short of your final destination in the nearest open space; targets in the line to that point take damage as normal. You are immune to electricity while this spell lasts.
Binding Chain of Fate
You create a chain of force that whirls into a loop around a single creature of your choice, making a metallic rattling sound as it does so.
The chain creates an oscillating ring surrounding the target at a distance of 5 feet (so all squares adjacent to the target creature are within the chain).
If the creature succeeds on its saving throw, the chain fails to encircle it and dissipates harmlessly.
Otherwise, the chain surrounds the target, with the following effects: The target creature cannot leave the area defined by the chain.
Other creatures can enter or leave the area (although they must succeed on a DC 15 Escape Artist check or a DC 15 Tumble check to slip past the chain).
If the target was in midair (flying, levitating, and so on) when the chain took effect, the chain suspends the target in midair safely as if it had a solid floor on which to stand.
The chain prevents the target from changing form, including lycanthropic form changes, vampiric transformations, or polymorph or similar effects.
The chain acts as a dimensional anchor upon the target.
The chain deals 2d6 points of force damage per round to the target.
No magic functions within the chain, as if the chain defined the area of an antimagic field.
This means that the target cannot use any magic, and no magic from outside the chain affects the creature.
The chain cannot be dispelled, but it is automatically destroyed by disintegrate, Mordenkainen's disjunction, or a rod of cancellation.
Lash of Force
Evocation [Force]
Level: Sorcerer 9, Wizard 9,
Components: V, S,
Casting Time: 1 standard action
Range: 10 ft. or 30 ft.; see text
Effect or Area: One whip or 30-ft. line
Duration: 1 round/level or until exhausted
Saving Throw: None or Reflex partial
Spell Resistance: Yes
The air around you begins to thrash and churn with invisible forces.
This spell brings into being an invisible, whiplike tendril of force.
As an immediate action, you can command the lash to strike any creature within 10 feet of you.
The lash strikes automatically and deals 5d6 points of damage.
You must be able to see the target to be struck, but the lash otherwise ignores concealment.
As a force effect, it can even strike incorporeal or ethereal creatures.
At any point during the spell's duration, you can use a standard action to unleash a single 30-foot line of force that deals 15d6 points of damage and knocks prone any creatures in its area.
A successful Reflex save halves the damage and prevents the creature from being knocked prone.
This effect instantly ends the spell's duration.
Invoke Magic
(Lords of Madness)
Evocation
Level: Sorcerer 9, Wizard 9,
Components: V, S, M,
Casting Time: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You cause a flicker of magic to momentarily exist in a place where magic cannot normally function, such as within the area of an antimagic field, a dead magic area, or a null-magic plane.
This allows you the ability to cast a single spell of 4th level or lower, which then ends the spell's effect.
Casting invoke magic is a swift action, like casting a quickened spell.
You can perform only one swift action each round.
Normally, you cast invoke magic and then immediately follow it by casting another spell as a standard action.
Material Component: A diamond worth at least 1,000 gp.
Favored Spell List
Declare your most used spells here
Feats
Armor Proficiency (Light)
Streetfighting - once per round deal an extra 1d4 damage while doing light melee damage/unarmed damage
Legendary Wrestling (+10 to grapple checks)
Cunning - You gain 1 additional skill point per Hit Die. When you take this feat, you gain a number of skill points equal to your Hit Dice right away, and every time your Hit Dice increase in the future, you will gain an additional skill point as well.
Persuasive - You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Powerful Presence - Charisma is treated as 2 points higher for feat requisites. Also grants Persuasive as a free feat.
Improved Unarmed Strike - armed even when unarmed, does not provoke AoO from armed opponents while unarmed
Ambidexterity (level 1 free feat) - strike with both fists per action
Improved Grapple - grapples don’t provoke AoO, +2 to grapple (or CMD against grappling)
Combat Martial Arts - 1d4 + Str Modifier unarmed damage
Advanced Combat Martial Arts - Unarmed crit modifier is now x3
Die Hard - can still perform actions at -1 to -9 HP
Combat Casting - +4 Concentration checks while on the defensive or grappling/pinned
Improved Critical (unarmed) - Threat range is doubled
Empower Spell (Chain Lightning) - All numeric values of a particular spell is increased by half. This spell now deals half as much more damage or cures for half as much more, and targets half as many more targets.
Great Fortitude - Fort +2
Improved Brawl - attack roll+2, 1d8+Str Modifier
Steady Hand - allows user to attack while in motion. Penalties are reduced by 2 (to a minimum of 0) and weapons can be used alongside the Tumble Skill and may aim while moving.
Vital Strike - When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total.
Ambush Awareness - Take total defense when surprised
Rapid Assault (Tome of Battle: Nine Swords version) - in the first round, all user’s melee attacks deal an extra +1d6 damage
Superior Unarmed Strike - unarmed is now 2d20 at level 30 (can progress from there)
Snap Kick (adds one extra attack, all attacks at -2 to hit) - highest attack bonus, base unarmed damage + 1/2 Str Mod
Combat Reflexes - additional attacks of opportunity
Endurance - +4 bonus to a bunch of stuff, can sleep in medium or heavy armor without fatigue
Improved Grapple - You do not provoke a AoO upon starting a grapple/touch based attack, gain a +4 for all grapple checks
Power Attack - trade melee attack bonus for damage
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2.
You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Cleave - As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Great Cleave - As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
Deflect Arrows - Avoid one ranged attack per round
Snatch Arrows - When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn’t your turn) or kept for later use.
You must have at least one hand free (holding nothing) to use this feat.
Smiting Reversal - Three times per day after being targeted by the smite attack of an enemy, you can immediately make an attack of opportunity against the target. You gain a bonus on this attack roll equal to your Charisma bonus. If this attack of opportunity hits, you gain a bonus on the damage roll equal to your character level. This attack of opportunity ignores all damage reduction the creature possesses.
Spring Attack - Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Normal: You cannot move before and after an attack.
Spell Focus (Evocation) - Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Weapon Specialization (Unarmed) - +2 damage
Greater Weapon Specialization (Unarmed) - +2 damage
Improved Trip - user doesn’t provoke AoO during trip attempts. Trip attempts gain +2 CMB/CMD
Weapon Focus (Unarmed) - +1 to hit
Greater Weapon Focus (Unarmed) - +1 to hit
Shatter Defenses - Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.
Dazzling Display - While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Deadly Stroke - As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you deal double the normal damage and the target takes 1 point of Constitution bleed (see Conditions). The additional damage and bleed is not multiplied on a critical hit.
Toughness - +3 HP, +1 HP per HD beyond 3 (30 even)
Improved Counterspell - counters spell of same school
Parry Spell - reflects a counterspelled spell back to the caster
Hammer the Gap - does extra damage for consecutive successful melee hits.
1st hit - +0
2nd hit - +1
3rd hit - +3
4th hit - +6
5th hit - +10
6th hit - +15
7th hit - +21
8th hit - +28
9th hit - +37
10th hit - +47
Combat Patrol - As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal.
Run - user can run at five times the normal speed
Stunning Fist - Declare before attack roll , when target takes unarmed damage they must make a Fort save vs (DC 10 + 1/2 Character Rank + Wis Modifier) in addition to damage dealt. If they fail Fort save, they’re stunned for one round (losing DEX mod to AC, and all attackers gain +2 against them). Stunning Fist can be used once per round, up to once per day per four ranks.Dodge - takes up a standard action. User declares a target and gains +1 AC against them. Losing Dex bonus to AC also loses Dodge bonus.
Mobility - You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.
Brawl - attack roll +1, 1d6+Str Modifier
Lightning Reflexes - +2 Ref
Iron Will - +2 Will
Leap Attack - When user has higher initiative than target, they may make a leap attack. If successful, the damage dealt gains +2 bonus and 1/2 Jump Skill. If unsuccessful, user has -4 on their rolls for the next round.
Whirlwind Attack - user can give up their normal round to attack all adjacent targets in threat range at the user’s highest BAB.
Blind Fight - user doesn’t suffer penalties when fighting in low-light conditions, absolute darkness, or against invisible opponents while using melee weapons or unarmed.
Block Ranged Attacks - user gains the option to block ranged attacks.
Deflection - while using Block Defense, the user can deflect the attack away without causing harm to the blocking object. Some attacks cannot be deflected. Special Attacks can be deflected but the Block attempt suffers -2 per rank of Special Attack.
Reflection - if a successful Deflection, followed by a successful Attack, is performed then the original attack can be reflected back at the attacker. This reflected attack counts as a standard attack. Some attacks cannot be reflected.
Epic
Absolute Attack - automatically kills targets from melee who are at level 15 or less, no saving throw . Does not work against targets that are immune to critical attacks.
Skill Focus (Spellcraft) - +3/+6 (+6) to one skill.
Dispelling Parry - a single readied action to dispel any magic that targets you with touch, ray, or ranged touch. Only affects magic effects that are in your threatened area.
Dispelling Slash - a full round action dispelling attempt against a continouous magic effect. Use the attack roll to determine dispel percentages.
Epic Brutality - +2 damage with physical attacks
Earth Breaker - a standard action, striking the ground (instead of target) and doing damage to all in a 5 foot burst, hitting all targets. Can only be used once every 1d4 rounds.
World Breaker - same as Earth Breaker, but 10 feet.
God Breaker - same as Earth Breaker, but 20 feet.
Epic Prowess - +1 to hit
Epic Weapon Focus (Unarmed) - +1 to hit
Epic Weapon Specialization (Unarmed) - +4 to hit
Weapon Supremacy (Unarmed) - +1 to hit and +2 damage. +2 to CMB and CMD, weapon cannot be disarmed or sundered.
Warlord (Unarmed) - when making a full attack with your chosen weapon, you gain one additional attack at your highest base attack bonus. This does not stack with magical copying (like haste or speed).
Battle God (Unarmed) - +2 to AC and Ref, +4 to CMB and CMD, crit threat +1 (19-20, 18-20, etc), Blindsense out to reach of weapon, ignore objects hardness and material-based DMR, cannot be caught flat footed or flanked while armed
Improved Combat Reflexes - no limit to how many AoO’s you can make (only one attack per target per round)
Overwhelming Critical (unarmed) - adds extra damage to crit damage dealt. Crit Multipler: x1/x2 - 1d6, x3 - 2d6, x4 - 3d6, etc.
Devastating Critical - when confirming crit against a target, all targets in cleave threat also count as crit. Crit against one, crit against all.
Massive Critical (unarmed) - adds +1 to crit multiplier, adds +1d6 to Overwhelming Critical’s damage
Piercing Critical - reduces immunity to criticals. All targets with immunity to critical hits are now treated as “100%,” and lowers their critical immunity to 90%.
Improved Whirlwind Attack - can now do Whirlwind Attack as a standard action.
Weapon Aficionado (Unarmed) - +1 to hit and +1 damage. Counts as Fighter of 1/2 current ECL when determining fighter-based feats acquisition.
Epic Skill Focus (Spellcraft) - +12 to skill
Skill Mastery (Spellcraft) - when making your skill check, roll twice and take the better result
Skill Perfection (Spellcraft) - Treat one skill check per day as a natural 20.
Extreme Existence Interdimenisonal “Cross Agent” Training - grants user perfect synchronization with T.D.I.’s and similar tech. Is of masterful level of linguistics, writing, and history of target planet/dimension. Can pass as a common citizen if need be. Is registered with Extreme Existence or allied organizations and has been noted to be in the current dimension, legally active. Diplomatic interdimensional immunity should a political fiasco occur, to be dealt with by the X2 Committee.
Interdimensional Martial Arts (Grandmaster) - has trained in IDMA, and can apply appropriate combat skills to any type of creature, alive or dead, insubstantial or tangible, no matter their nature.
Overpowered Nature - there are those who are more real than real, far stronger than even the known heights of mortality. While bound by the immutable and unbreakable Absolute Laws of Reality (protecting weaker sentients from even being near them), they are allowed a certain amount of normal influence while operating within reality. While operating at less than Overpowered status, the user cannot be “completely” killed, are allowed to operate at a “normal” level while withholding the majority (up to 90%) of their true self outside of the current dimension. While they cannot utilize their Overpowered strength to affect mortals, mortals cannot completely affect them either. This code of conduct allows the Overpowered to continue their activities without pissing off the rest of existence.
(NOTE: what the Overpowered has access to is determined by the GM)
Attributes
Special Attack 2 (Wicked Justice)
Special Attack 2 (Spit On Your Grave)
Dynamic Sorcery x3
Energy Bonus x6 (120 points)
Energy Bonusx4
Damn Healthy!x10
Organizational Ties 2
Improved Brawl - +2 to hit with unarmed, unarmed is 1d8 + Str
Knockout Punch - first unarmed attack against a flat-footed target is treated as a critical hit
Improved Knockout Punch - same as KO punch, but the crit is x3.
Unknown Superhuman Power: BURNING GUTS!
(This kicks in when he is in "combat high," or trancing. Through the sheer power of his belief, he can never drop down below 1 hp, and can perform any number of moves/attacks without paying energy for them. Additionally, he can counter any attack with a grappling maneuver of his own. He cannot be hypnotised, suggestion spells do nothing, nor psychic takeover, all as if he was mindless. He gains a bonus against spells and attacks as well, gaining a +5 to his defense rolls. Altogether, BURNING GUTS! lasts until the end of combat or until he is destroyed (outside of HP) or knocked out.) - stacks with the BURNING GUTS! abilities of the Wrestling Table.
Attack Combat Mastery 6
Defense Combat Mastery 5
Combination Attack
Personal Gear
Sixth Sense
Speed+2 (1 purchased, one from Spellfist)
Dynamic Sorcery 7 (2 purchased, 5 from Dynamic Sorcerer)
Superstrength 3
Jump 2
Elasticity 2
Mind Shield 5
Regeneration 4
Refresh 5
Defects 20
Famous 3
Unique Defect 3 (Heel-ism: he's well known for being a wrestling badguy)
Combat Restriction 3 (must roll will save DC 30 versus weaker targets, DC 20 versus stronger targets. If he fails will save, then all damage turns to subdual and he forgets he's in a fight…and begins to use "wrestling techniques" as if he was in the ring).
Marked 3 (afro, man, afro)
Nemesis 3 (Action Joe, a fellow wrestler who has never beaten Afro in the ring…and hates his guts because of it with a burning passion)
(NOTE: Beaten during the Unit 13 saga)
Phobia 2 (fear of losing/fear of being defeated)
Significant Other 2 (his kids/his ex-wife)
(NOTE: wife died during the Conflict, his kids have enrolled in the Mage Academy)
Blind Fury 1 (If his 'fro is ever messed with)
Wrestling Moves List (current points: 1000)
Specials known:
Thundering Storm - enables the user to chain together locks, submission holds, and grapple-based attacks against any kind of target close enough to be hit by it, up to their base attack bonus. This affects prone, standing, or jumping targets, or targets who are already grappled.
Suplex - Upon successful grapple, grabs the opponent and bridges backwards to deliver an amazing blow to the head and/or back of the neck. 50 damage, ignores AC. 50 energy points.
Power Shoot - Can cover up to 15 feet as a free action, goes into an immediate grapple. Doesn't provoke attacks of opportunity (unless a co-target has the combined attack feat, any of 'em).
Minesweeper - After Shooting in, target can give up 50 points of energy and perform 1d20 rolling damage attacks to the target for 1d20 times. Must make a successful grapple check in order to perform this, and it must be higher than the target's grapple check.
Single Leg Takedown - from Power Shoot, grabs a leg and take 'em down! Puts the target into grappled, then prone status. A reflex roll of DC 30 can save the target from a serious put down.
Augment: Double Leg Takedown. Same exact stats as Single Leg, only double leg takes away their reflex save. User must pass a Dex DC30 check for it to work though.
Flip/Bounce - The incredibly strange ability for a Wrestler to simply flip and/or bounce off of ANYTHING and become airborne. Counts as a special movement, and takes up an action. Overhead attacks gain a +5 bonus to attack roll and grapple check.
Neutral Stance - Starter, natural stance. Improves grapple by +5.
Arm Bar/Legal Headlock - Upon successful grapple, can randomly get enemy into either the Arm Bar or Legal Headlock.
BURNING GUTS! - Takes up one action, and 1/5 of your current energy totals. By pumping oneself up, the user can become stronger for 1d6 rounds. The energy invested gets translated into HP (temp HP if it goes over), and the user gains 10 dmr/attack until BURNING GUTS! is done.
Flying Clothesline - leaping forwards up to 10 feet, the wrestler delivers a powerful clothesline attack for 2d6 damage plus knockdown (30%-75% chance depending on size of target). Can be canceled AFTER the damage is declared in order to switch to a grappling attack. 50 energy points, Jump DC30 check.
Cancel - Can, at any point in time, switch from one technique to another as a free action during attacks. Counts as a feint, and gives -2 to target attempting to counter or interrupt.
Supers known:
BURNING GUTS!! - must have BURNING GUTS! in order to get this. BURNING GUTS!! doubles the duration of BURNING GUTS!, and transforms it from 1d6 rounds to 1d12 rounds.
Tag Team - unlike the "combined attack" feats, Tag Team offers a whole plethora of bonuses for two or more (up to three) who acquire it. First and foremost, it allows the two to immediately "switch out" with one another on the chain of initiative. Secondly, it grants a +10 bonus to all attack rolls during ANY combined attacks or finishers. Thirdly, it allows them to immediately use "cover" as if they had the requisites for the feat while within a 20 foot radius of one another. Finally, any time damage is dealt and a call for a modifier of some sort is needed, the partner can give up an action in order to add their modifiers on TOP of their partner's. Last but certainly not least, should one partner take damage equal to 50% of their hp total, then the other partner can give up their round to absorb half of that damage (ensuring their partner never goes into system shock.) and, naturally, vice versa.
Note: Tag Team stacks with all other combined attack/combined finisher feats.
Sharpshooter - from Double Leg Takedown, hampers enemy ability to get up for 1d10 rounds. Devours their ability to jump (they, literally, lose the ability to jump and YOU absorb their jump score to your own as a temporary bonus), disables the ability to use special attacks or magic, stuns them once they DO get up for 1d6 rounds, disables the ability to guard completely (they, literally, lose the ability to use defense roll). 100 energy points (1/4 of your current energy pool if Super Cancelled)
Note: Can be Super Cancelled into from Raging Mount.
Super Cancel - allows the user to Super Cancel from one super into another. Follows the same rules as Cancel, but for Supers.
Note: If you do not have Cancel, you can still take Super Cancel…but you cannot Cancel into a Super Cancel, only from one Super to another. If you want to move from a normal move into a Super, or vice-versa, then you MUST have both Cancel and Super Cancel. Takes up one action to use.
Raging Mount - transforms both the Mount and Mount Tackle as free actions upon successful grapple.
Guillotine - from Single Leg Takedown. Hampers enemy movement, hampers their ability to jump, completely takes away their dex bonus, and can even stun them after they get up. Disables their ability to use weapons, spells, and/or special abilities for 1d6 rounds after successfully applied. Guillotine is a continuous action, costing the same amount for each action, and user must dice shoot (add grapple bonus to 1d20 roll) in order to ensure that the Guillotine remains on the target. 100 energy points (1/4 of your current energy pool if Super Cancelled)
Note: Can be Super Cancelled into from Raging Mount.
Rock Hard - while wrestling (starting a attack string while in a declared stance), the user can launch touch-based attacks while ignoring AC…nor does armor/spiked damage stop them from launching a grapple. They still take damage, but can continue with the grapple as if they were not stopped by sharp, pointy things.
Desperation Arts known:
BURNING GUTS!!!! - Upon hitting 10% of HP, the user's EP and HP totals are doubled. Must already have BURNING GUTS! before you can use this.
Ultimate Arts known:
Wrestle Anything
Crush 'Em. - 1000 energy points, and drops the user's HP to 1. Places target in immediate grapple status, and allows the user to perform one of any other grappling attack at x10 end damage. For the rest of the battle all grapples and grappling attacks are x2 end damage, and Gnosis is ignored in determining if the creature can be grappled or not.
BURNING GUTS!!! - Must have BURNING GUTS! ability activated to use this. Upon activating BURNING GUTS!, BURNING GUTS!!! also occurs. User must pass a fort save DC30 or suffer paralysis from ruptured, pissed-off veins. All damage totals are doubled for as long as Burning Guts! is active.
Secret Arts known:
BURNING GUTS!!!!! - You must have every single BURNING GUTS ability and at least one personalized BURNING GUTS ability. Upon gaining these, you can learn the ultimate BURNING GUTS ability: all BURNING GUTS abilities are doubled. Instead of 1d12, you can now determine the number of rounds by rolling 2d20. All grapple attacks are considered free actions upon achieving grapple. You can successfully grapple someone already prone and perform a grapple attack as a free action. All this is ONLY active while a BURNING GUTS ability is active.
Martial Arts (Mahouken 1000)
Specials known:
Hand of God - costs 50 energy points, allows the user to empower their arm with the "Hand of God" ability for roughly 1d4 rounds (10 minutes outside of combat). Improves their hand-to-hand ability by a +10 damage per fist, doubles the end damage of all spells and special abilities, and allows them to take a extra attack at the lowest base attack bonus if they go full physical defense.
Augment: Half your current energy points in order to instead make it last for 1d10 rounds (1 hour outside of combat), improves the h2h ability by a nice +20 damage per fist, doubles the end damage of all spells and special abilities, and doubles the users number of actions for as long as the Hand of God is invoked, the extra actions all burned at the lowest base attack bonus.
Note: Use of the Hand of God also drains your HP while it's in use, 1d10 per action, and after it's off it takes 1d4 rounds to recover. In the meantime, your character is unable to block, attack, cast spells or use abilities except to rest and recover.
Further note: If you gain the Ascension, Sore Loser super art, Incidental Stuff super art, BABE RUTH AIN'T GOT NOTHIN' ON ME! super art, or Trolls Trolling Trolls secret art in order to completely negate the HP penalty blonus and the Fatigue blonus.
Ball Buster/Cunthammer - 50 energy points. Counter, Interrupt, or "Chain Attack." Ding 'em in the dong, or punt 'em in the cunt with yer bootheel. Declare if it's a Counter, Interrupt, or a Chain Attack after announcing you're using this. 1d8 + Dex Modifier + Stun for 1d4 rounds.
DING!/DONG!
Drop-D Kick - DO A BARREL ROLL! Seriously, this is the freakin' Barrel Roll Drop Kick. Takes up two actions, deals 2d20 damage, and if you pay 50 energy points before hand you can knock them back for a total of 30 feet.
Augment: 200 energy points to send them flying 100 feet away and doubling the total damage done.
*Get Me A Hotfuck of Coffee, Godommot Fronk! - an instant grapple that allows one to frankensteiner the living hell out of one target. Takes up three actions to charge, costs 50 energy, and does 2d20+20 damage to a target as well as stupify, paralyze, stun and blind for 1d6 rounds.
Gentleman's Ace - sends enemy flying with an empowered dropkick that does 1d4 damage + horizontal knockback 50 feet, and upon uninterrupted landing they are immediately prone and take an additional 1d10 damage. Dudes only. Totally studly dropkick.
Victoria's Secret - sends enemy flying with an empowered dropkick that does 1d4 damage + horizontal knockback 50 feet, and upon uninterrupted landing they are immediately prone and take an additional 1d10 damage. Chicks only. Totally badassed dropkick.
To Learn Stuff - improves the user's ability to learn new abilities, spells, and special attacks. All practice rolls gain a +5 bonus.
Magic Everywhere - user gains this unique ability: whenever they regain HP through any means, it also increases their EP by the same amount.
*Feinting Uppercut - a special attack that allows the user to perform a feint attack, followed immediately by a real unarmed attack. Perform a feint maneuver, if it's successful you can immediately followup with an unarmed attack that does x2 damage. Target gains a -1 to defense roll, this counts as only one action, and costs 50 EP each time it's used.
*Hyperactive Skills - This can be taken multiple times. User gains +10 to one skill of their choosing as a "miscellaneous bonus." (Concentration)
Hypoallergenic - User gains special defense/resistance to "normal" diseases, illnesses, poisons, and viruses. In combat, user gains +5 versus poisons, though certain exotic or offworld poisons might not get the bonus.
*Mass Hysteria - 50 energy points to do a nasty-bad combination of attacks that creates multiple images of yourself. Perform your unarmed attack once for 1d10 times against 1d10 enemies within range.
*Hyperactive Skills - This can be taken multiple times. User gains +10 to one skill of their choosing as a "miscellaneous bonus." (Knowledge: Arcane)
*Hyperactive Skills - This can be taken multiple times. User gains +10 to one skill of their choosing as a "miscellaneous bonus." (Unarmed Defense)
*Hyperactive Skills - This can be taken multiple times. User gains +10 to one skill of their choosing as a "miscellaneous bonus." (Unarmed Attack - To Hit)
*Hyperactive Skills - This can be taken multiple times. User gains +10 to one skill of their choosing as a "miscellaneous bonus." (Unarmed Attack - Damage)
*Hyperactive Skills - This can be taken multiple times. User gains +10 to one skill of their choosing as a "miscellaneous bonus." (Spellcraft)
Supers known:
Sore Loser - upgrade that allows the user to give up an entire round to immediately counter any kind of special attack, special ability, or spell in order to copy it and perform it at the original caster immediately.
La Bamba Stance - improves all Spellcraft, Spellcasting, and Spell-based attack rolls by +10. Takes up one action to get into or out of La Bamba Stance.
*Shockwave Slasher - a powerful attack that sends a slashing, crescent-shaped wave of energy at all opponents in a line. Does 4d20+Spellcraft damage to all enemies caught by the attack (30 feet wide), and goes out in a line up to 100 feet away. Costs 500 energy points.
Precision - gives the user a +5 to their attack roll, and all Called Shots are given a +10 competency check.
Incidental Stuff - upgrade that allows the user to pretty much never sweat the small stuff. Augments all attacks and attack rolls by sacrificing EP to enhance them (+x, where x = EP sacrificed).
*Double Uppercut - 2d20 + knockback + prone + stun (1 round AFTER they get up) + Spellcraft damage. Costs 500 energy points, takes up two actions. Knock the opponent up and out with this sweet double-uppercut
*Once Hit, Twice Kicked - 25 energy points. A three-hit combo that can be used either as a chain attack (chains into ->), a counter, or an interrupt. Does 3d8+Spellcraft damage. Takes up one action.
Note: if used as a counter, costs 100 energy points. If used as an interrupt, costs 1/2 of your energy point total. If used as a chain, costs 25 energy points.
*Cheap Shot - an interrupt that can also stun for one round, but eats up the actions on your following round. Costs 100 energy points per use, takes up one action from your following round, and all rolls for Cheap Shot are performed at your lowest base attack bonus. Yes, you just kicked them in the nuts.
BABE RUTH AIN'T GOT NOTHIN' ON ME! - a full round declaration, and must be made at the beginning of the round. Allows the user to transfer 1/2 of their current HP directly into EP, and also allows them to add their <favored spellcraft ability mod> to any rolls and direct damage. Stacks with current declared ability mod. This lasts until end of combat, and can only be used once per combat.
Desperations known:
Cheating Death - Upon taking enough damage to be dropped to 0, you can instead stay at 1 HP and allow the remaining damage to be transferred to EP instead. No matter how much damage that is done within a single attack, the moment the Spellfist hits 0, they are instead placed at 1 and the rest of the damage is done to EP. If EP hits 0, then the rest of the attack is negated.
Note: If EP hits 0, once per game, then EP is immediately refreshed to total max and continues to take damage until all damage points are taken up.
Fuckin' Magnets - When taking damage from more than one source while at 15% or less of health, the Spellfist may give up half of their current EP in order to negate the damage.
Ultimate Arts known:
The Palm - 1000 energy points. Can only be used while Hand of God is activated. Hurls out a tremendous force of magical and ki energy shaped like your open-palmed hand directly at a line of enemies. Is a "chronological attack," and is considered "speed check 10" since it "stops time." Does (1000+ <favored spellcasting ability score> + Spellcraft score) x100 damage, plus it "disrupts" all spells within a 30 foot radius.
Rolling Ball of FUCK YOU! - Costs 1000 energy points. Does 1d10 neutral energy damage and gives the target Aura of FUCK YOU! Any and all within 35 foot range of that target becomes Berserk. Can be used to counter AND negate spells currently being charged or thrown. Gains a +10 to attack roll against spellcasters.
The Finger - 1000 energy points. Performs a controlled energy-beam blast attack that does damage to all within a line. Damage is set at (1000 x Spellcraft score), and completely drains whats' left of your energy. Ignores gnosis, AC, and completely destroys all forms of defense within a 100 foot radius of affected targets and caster.
GOOOOOOOOOOOOOOOAAAAAAAAAAAAAL!!!!! - Costs 1/2 of your current HP and EP. Allows you to "counter" spells thrown your way by "kicking" them back at the opponent, switching the target focus from the original intended target to the caster.
Secret Arts known:
Double Palm - Allows the user to perform two The Palms at the same time, increasing its' power since it becomes an immediate Doublespell. Damage is set at (1000+ <favored spellcasting ability score> x Spellcraft score) x100 damage, plus it "disrupts" all spells within a 60 foot radius. Can only be learned after learning The Palm, The Finger, Hand of God, Ascension, and Trolls Trolling Trolls.
Double Rolling Ball of FUCK YOU! - does 5d20 neutral energy damage to one target and grants them Aura of FUCK YOU! All targets within 100 feet of the target becomes Berserk.
Trolls Trolling Trolls - Allows the user to, once per game, perform something so incredibly psychotic and completely unreal that the GM will not be able to stop you. Knocks the character out for 10 in-game years.
Faith (Karn. 1000)
1 - the usual bonuses, save that Karn won't appear but rather his avatar.
10 - Weapons Encyclopedia, the ability to use any kind of armor despite your job's description.
50 - Knowledge is Power (the ability to learn any martial art, outside of the mentor system)
100 - Soldier's Feast (Take 20 upon witnessing a fighting style to understand it, the philosophies and abilities within it, and are unable to be surprised by any switching style - yes, magic as well)
200 - Murder of Crows (Giving up 100 ep, you can designate one special attack/base attack and apply the attack to all targets within the appropriate attack zone)
300 - Legacy (The innate ability to learn fighting styles, skills, and abilities faster. All practice rolls gain a +2, all synch rolls gain a +2, and the user gains the ability to copy once per day any special attack they witness and/or suffer as if they met the requirement for it)
500 - Mass of Madness (Giving up all of your current energy pool, you can designate one special attack/base attack and apply the attack to all targets within the combat area, up to 100 feet in radius. The attack is treated as a Double Crit attack. This can only be done once per day)
700 - Showdown (Designate one target at the end of combat. If the target survives until the end of the battle and is the last enemy target, then during the user's turn the user gains damage bonuses equal to HP lost during the battle. Add +20 to your attack roll/spellcasting roll, and +10 to all defense rolls against that target.)
1000 - Man on the Silver Mountain (User learns martial arts, spells, and abilities at twice the training points gain. Once HP is brought down to at least 0, the user can utilize EP as HP instead. Once per day the user may have access to one Secret Art and one Desperation Art of their chosen martial arts tables as if they met the requirements of a full-fledged master)
Faith (Afro Kamen 1000)
1 - Joining the family? Didja grab somebody in the middle of a fight? the ability to use Afro Kamen, his images and people in your specials, supers, and Finishing Moves.
10 - Grabbity Squeeze (Grapple+10, deals 1d20 damage upon successful grapple as a free action. By giving up a standard action, you can deal x+1d20 damage (x being the number of actions sacrificed per round))
50 - Grab The Cat (Grapple+10, grappling can deal lethal or nonlethal damage. When dealing Unarmed damage after grappling, damage dealt to HP is also dealt to EP)
100 - Banishing Flat (Grapple+10, all grapples can negate AC, ethereal defenses, and COMPLETELY dispels supernatural defensive effects)
200 - Pile Bunker (Grapple+10, while grappling can perform a Special Attack as a free action)
300 - Massive Massage (Grapple+10, all damage dealt to someone in Grappled status is doubled before crit)
500 - Halt And Squeeze (Grapple+10, allows for 1d4 counters per combat that immediately negate the action and replaces it with an immediate grapple attempt. If the target is grappled successfully, their combat round ends immediately and a new round begins)
700 - Grip Overlord (Grapple+10, forces the user to make a Fort save of DC50. If they succeed, summons a Void Elemental in their hand that follows their command.)
1000 - Pressure Zone (Grapple+10, creates a special field around the user that is always activated. User is never flat-footed or can be caught by surprise, even with interdimensional attacks. When the User is attacked in any way, shape, or form, the attacker is immediately countered by a grapple attempt. It doesn’t matter from where or how, the user will immediately appear before the attacker and force them into a Grapple check. If successful, the User can make an attempt to Crush the attacker if they’re of lesser or same Elan, obliterating them completely if they don’t make a DC100 Fort save. If successful, the User can immediately begin the combat round with all attacks set at Triple Crit if the target is of greater Elan.
If the User has failed the Grapple Check, they may attempt an immediate second Grapple Check with the target’s Grapple Score halved. If THIS succeeds, the above may occur. If THIS attempt fails, User is immediately Crushed out of existence.
Pressure Zone works even in nonexistence.)
Special Modifiers
Called Shots: +10 (Precision)
La Bomba Stance: +10 on Spellcasting rolls
Combat Casting: +4 Concentration checks while on the defensive or grappling/pinned
Massive Damage (Spell)+4 - Allows you to add a +2 at the end of any damage-dealing spell successfully landed on a target. +4 if it's a spell from your chosen school/expertise/element.
Massive Damage (Spellfist)+2 - Allows you to add a +2 at the end of any Blazing Fist/Blazing Glory, Elemental Fist/Elemental Fury, or straight-up Mahouken attack you perform. +4 if it's of an element that is opposite your chosen element.
Misc Notes
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