Board Thread:Fun and Games/@comment-24295472-20160228024027/@comment-24295472-20170329214410

Brenchian School Special Fighting Poses - Strike a cool pose to gain different benefits! Once a pose has been used, it cannot be reused for 4 rounds after your initial pose. A pose can be ended early by performing another pose. Posing is a full-round action.

Heart - Increase your movement speed by 5 x your DEX modifier and gain +2 to reflex saves for 2 rounds.

Body - Gain damage resistance equal to 1d4 + your CON modifier for 2 rounds

Technique - If you can pay additional ki to increase the damage of an attack, you can increase the damage by one increment for free (you must still pay the cost for additional attack increases beyond a single extra die).

O Captain My Captain

Milky Cannon (10 ki) - Fire a large ball of ki from your hand. Deal 1d4 +1 damage to target instantaneously. You may fire an additional blast for every 2 levels past one at an additional cost of 5 ki each, up to a maximum of 5 Milky Cannons.

Full-Nelson - Grab an opponent from behind. You must succeed in a grapple check to hold your opponent in a Full-Nelson. Full-Nelson removes any risk of your allies’ attacks hitting you while holding your opponent, except attacks that penetrate enemies or hit from behind (i.e. Special Beam Cannon, critical hit Death Beam or Dirty Criminal). Does not protect you from area-of-effect attacks such as Angry Explosion.

Parmesan Shower (15 ki) - Fire repeated ki blasts at your enemy until you miss! You must succeed on a ranged touch attack to inflict damage to your opponent (2d6). For each roll after your third, take a -2 penalty to your to hit roll. Each additional blast after the first costs an additional 5 ki.

Exploding Wave (25 ki) - Create an explosion under your opponent’s feet, dealing 4d6 damage! Your opponent’s DEX bonus to their AC is ignored. Full-round action. For each level after 4, you may pay an additional 10 ki to increase this attack’s damage by another d6 (max: 10d6).

Self-Harm/Holstein Shock - Stab yourself! Why?! Who thought this was a good idea?! Recharge 1d8 + your level ki in exchange for dealing your own melee damage to yourself.

Body Change (70 ki) - Attempt a ranged touch attack on a target within 20 feet. If you succeed, they may attempt a will save (DC 10 + your level + your WIS). If they fail, you switch bodies. You have access to all the opponent’s racial techniques as well as your own bonus techniques, but none of their bonus techniques. If you are KO’d, you switch back, unconscious in your own body. The opponent switches back to their own body, conscious and with the HP they had in your body before the switch.

Brains And Brawn

(Insert Name Here) Eraser Gun (30 ki) - Fire a blast of ki from your mouth at your opponent, dealing 6d6 (plus an additional d6 every level after 6 for an additional cost of 10 ki per d6, max 9d6) to an opponent. You must succeed in a ranged touch attack. It’s powerful, but because the move compulses you to do a goofy pose before firing, takes a full round to actually use! Additionally, if an opponent fires an energy beam at you, you may attempt a reflex save to counter with this attack (at 1.5x the cost) and initiate a Beam Struggle.

Paralysis (20 ki) - Telekinetically grab one enemy within 10 feet and hold them in place. They may attempt a fortitude save (DC 10 + your level + your INT modifier) to escape on the turn you first capture them, as well as every one of their turns afterwards. You cannot move while paralyzing someone. You must spend 5 ki per turn to continue paralyzing someone.

(Insert Name Here) Mach Punch (15 ki) - Dash at your opponent and punch them in the face! Even if you have already moved this round, you may move up to half your full movement speed before executing the punch. Roll damage as a normal unarmed attack for your level, applying all applicable modifiers.

Psycho Javelin (40 ki) - Pick up the nearest spear-like object near you, sharpen it and hurl it like a javelin with your mind, inflicting 9d8 damage upon a successful to hit roll! For every level past 9, you may pay an additional 10 ki to increase the damage by another d8 (max:15 d8).

Time Freeze (30 ki per turn after initial activation) - Freeze time for a number of rounds equal to your CON modifier. If you use your entire duration of Time Freeze, you will be fatigued when it ends. Characters with Time Freeze, Time Skip, godly ki or those using both a transformation and Kaio-Ken simultaneously are immune to Time Freeze.

(Insert Name Here) Ultra Fighting Bomber (60 ki) - Charge for a turn before unleashing an immense explosion, inflicting 10d8 damage to everything unfortunate enough to be in a 20-foot radius of you. For every level after 10, you may pay an additional 10 ki to increase the damage by another d8 (max:15d8).

Red Oni, Blue Oni

Red Magma/Blue Hurricane (15 ki) - Cloak yourself in energy and rush down your opponent. You may move twice your normal move speed and, if you succeed in a melee attack on someone in your way, deal an additional +2 damage, with a -2 accuracy penalty.

Salza Blade/Thouser Blade (10 ki) - Form a blade of energy around your hand, adding 2d6 to all your melee rolls. In addition, you may attempt a reflex save (DC 10 + opponent’s level + their DEX modifier) against energy blast attacks that target you (and only you) to nullify them. If you have a Special Fighting Pose active and the opponent has less than 25% health, roll a 1d100. If you roll a 100, they are instantly cut in half. For every level past 2, you may pay an additional 10 ki to increase the damage by another d6 (max: 6d6), gain +1 on your reflex save to nullify attacks (max: +5) and gain +1 to the “bifurcate opponent check (max: +5). If you pay the full amount of ki possible for “Salza Blade,” you do not need a Special Fighting Pose active to be able cut an opponent in half, and may attempt the check against an opponent with 50% health or less instead.

Continuous Crasher Cannon (25 ki) - Dash away from an opponent at your full movement speed, firing energy blasts as you go, each dealing 3d6 damage. You may roll for one attack for every 10 feet you travel, but take a -2 to hit penalty on each attack. It’s not retreating, it’s advancing! To future victory! Continuous Crasher Cannon is a full round action.

Crusher Ball (30 ki) - Form a large ball of ki over your head and spike it at your opponent. Deals 5d8 damage. For every level after 5, you may pay an additional 10 ki to increase the damage by another d8 (max:10d8).

Space Mach Attack (10 for first extra attack, 5 for each subsequent strike) - Attack with a series of additional strikes equal to your 1 + DEX modifier when you roll a melee attack. These attacks hit instantaneously without a to hit roll. For each additional strike after your first extra attack, your opponent may attempt a reflex save to dodge it (DC 10 + your level + your DEX modifier - number of attacks they didn’t dodge yet).

Crusher Volcano - When you would use Crusher Ball, you may first throw out up to 6 weaker Crusher Balls for 2d6 each before firing a final, full-power Crusher Ball for 25 ki, the final ball dealing 4d8 damage instead. You must have enough ki for at least one extra Crusher Ball and the final, full-power Crusher Ball to use this move. Each weaker Crusher Ball costs 5 ki and the final one costs the usual 30 ki.