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Street Fighter
Adventures:
Characteristics:
Alignment:
Religion:
Background:
Races:
Any race is a potential Street Fighter, as long as the character concept can justify the rough-and-tumble urban background and lifestyle of a Street Fighter.
Other Classes:
Role:
Level Advancement Chart
Level Base Attack Saves
1 +1 +2
2 +2 +3
3 +3 +3
4 +4 +4
5 +5 +4
6 +6/+1 +5
7 +7/+2 +5
8 +8/+3 +6
9 +9/+4 +6
10 +10/+5 +7
11 +11/+6/+1 +7
12 +12/+7/+2 +8
13 +13/+8/+3 +8
14 +14/+9/+4 +9
15 +15/+10/+5 +9
16 +16/+11/+6/+1 +10
17 +17/+12/+7/+2 +10
18 +18/+13/+8/+3 +11
19 +19/+14/+9/+4 +11
20 +20/+15/+10/+5 +12
GAME RULE INFORMATION
Street Fighters have the following game statistics.
Abilities:
Alignment:
While any alignment is technically possible for a Street Fighter, Good alignments are not as common as Neutral and Chaotic, and Lawful alignments are very rare indeed.
Hit Dice:
d10
Class Skills
The Street Fighter's class skills (and the key ability for each skill) are Balance [DEX], Climb [STR], Craft (any) [INT], Escape Artist [DEX], Gather Information [CHA], Hide [DEX], Jump [STR], Intimidate [CHA], Knowledge (local) [INT], Knowledge (tactics) [INT], Listen [WIS], Move Silently [DEX], Profession [WIS], Search [INT], Sense Motive [WIS], Spot [WIS], Swim [STR], Tumble [DEX], and Use Rope [DEX].
Skill Points at 1st Level:
( 4 + INT mod ) x 4
Skill Points at Each Additional Level:
4 + INT mod
Class Features
All of the following are class features of the Street Fighter.
Weapon and Armor Proficiency:
Street Fighters are proficient with all simple weapons, spiked chains, crossbows (hand, light, heavy), light martial weapons, light armor, bucklers, and light shields.
AC Bonus:
A Street Fighter receives a +1 bonus to AC at first level, and another +1 to AC at every level evenly divisible by five. These modifiers apply only when unencumbered and only when wearing light armor or unarmored. They apply against touch attacks and when flat-footed, but otherwise not when Dexterity modifiers would not apply.
Flurry of Blows:
When unarmored, a Street Fighter may make more attacks in a full-round attack action at the expense of accuracy. The Street Fighter gains one additional attack at his normal Base Attack bonus. At first level, all attacks receive a -2 attack penalty when Flurry of Blows is used, including attacks of opportunity. At fifth level, the penalty drops to -1. At ninth level, the penalty disappears entirely. At eleventh level, another attack at the Street Fighter's full Base Attack bonus may be made when the Flurry of Blows ability is used, for a total of two additional attacks at full Base Attack bonus.
When using Flurry of Blows, a Street Fighter may only attack with unarmed strikes, gauntlets, spiked gauntlets, or punch daggers.
Improved Unarmed Fighting:
As an automatic bonus feat at first level, a Street Fighter gains Improved Unarmed Strike. The ability to choose between lethal and nonlethal damage thus gained also applies to grappling for the Street Fighter.
A Street Fighter's unarmed strikes also deal more damage than usual. At first level, they deal 1D4 damage, and that damage increases by 1D4 at every Street Fighter level evenly divisible by 4.
Bonus Feats:
At first level, a Street Fighter may select either Improved Grapple or Stunning Fist as a bonus feat. At second level, he may select either Combat Reflexes or Deflect Arrows as a bonus feat. At sixth level, he may selected either Improved Disarm or Improved Trip as a bonus feat. A Street Fighter need not possess the normally necessary requirements for these feats.
Evasion:
At second level, Street Fighters gain the ability to to avoid even magical and unusual attacks with surprising agility. If he makes a successful Reflex save against an attack that normally deals half damage on a successful save (such as a dragon breath weapon or the Fireball or Lightning spell), he takes no damage at all. The same restrictions apply to Evasion as to a Street Fighter's AC Bonus class feature.
Initiative Bonus:
Street Fighters gain a +2 bonus to Initiative rolls at third level.
Endurance:
Street Fighters gain Endurance as a bonus feat at fourth level.
Fast Running:
Street Fighters gain Run as a bonus feat at fourth level.
Alertness:
Street Fighters gain Alertness as a bonus feat at fifth level.
Fast Healing:
At every level evenly divisible by six, starting with sixth level, a Street Fighter heals at twice his previous rate. Thus, at sixth level he heals at twice the normal rate, at twelfth level at four times the normal rate, and at eighteenth level at eight times the normal rate.
Damage Resistance:
At seventh level, a Street Fighter gains damage resistance equal to his Constitution bonus against bludgeoning attacks. At tenth level, that damage resistance also applies to slashing attacks. At thirteenth level, it applies to piercing attacks as well. At sixteenth level, it applies to all forms of damage.
Penetrating Strike:
Street Fighters' unarmed strikes are treated as magic weapons for determining damage resistance by their targets at eighth level.
Improved Evasion:
At ninth level, Street Fighters gain the Improved Evasion ability. In addition to the effects of Evasion, the Street Fighter now takes only half damage even when he fails his Reflex save. The same restrictions apply to Improved Evasion as to Evasion.
Lethal Strike:
At fifteenth level, a Street Fighter gains the ability to administer an instantly lethal strike once per week. Intent to use this ability must be announced before the attack roll is made, and a missed strike uses up this ability for the week. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected by a Street Fighter's Lethal Strike. This ability can be used when applying damage from a grapple attack as well as with a normal unarmed strike.