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DeathMvp's Mixed Up Game
Feats added
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Elemental Summoner
Feats added
Spell Points System
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Equipment
Npc
No Power Heroes.
Angel
Beast
Colossus
Crow
Cyclops
Daredevil
DR. OCT
FireStar
Gambit
Ghost Rider
Green Goblin
Green Lantern
Guyver
Hob Goblin
Hulk
Human Tourch
Ice Man
Invisible Women
Immortal
Immortal Take 2
Jubilee
Lizard
Magneto
Martian Manhunter
MR. Fantastic
Mystery Men
Nameccians
Nightcrawler
Omega Red
Predator
Rogue
Sabretooth
Saiyans
Sentinel
Shadowcat
Spider-Man
Storm
Sunspot
Terminator
Thing
Transformers
Trollan
Vampires
Venom Costume
Wolverine
Wonder Woman
Zoanoid

Perfect Spell (wiz. Can pick as bonus)
Requirement: Spell craft 3 ranks+1 per level of spell
Benefit: You pick one spell you normally can cast. That spell now cost one less level to prepare or cast. Example a Fireball picked as this would only cost you a second level spell slot to prepare or cast but would still count as a 3rd level spell for everything else.
This feat can be taken multiple times but must be to different spells each time.
Special: With DM permission any 0 level spells you pick with this can be cast at will.  Some spells like cure and damage spell you may not want to alow.

Spell Fire Feats

Ki Feat

Street Fighter

From IronShadow1977  on the WOTC message bord

Punch Arts
Punch arts are special techniques developed by ancient martial art masters to enhance the striking power of practitioners. Those who develop strong hand attacks also develop martial techniques that take advantage of their superior punching power.

Dragon Punch
A leaping punch that travels vertically, striking flying or jumping opponents, and also effective against charging enemies.
Prerequisites
Base Attack Bonus: +2
Jump: 3 ranks
Balance: 3 ranks
Benefit: When an enemy attacks the character as a part of a jump, charge, or fly-by attack, the opponent provokes an attack of opportunity from the character in the form of this attack. The dragon punch deals normal unarmed damage. Vertical range of the dragon punch is 10ft. This increases by 5ft. every 3 levels of experience.
Note: A dragon punch need not be a punch. Though damage remains the same, the attack may be a kick, knee, elbow, etc.

Greater Dragon Punch
A dragon punch enhanced by ki to deal energy damage as well as unarmed damage.
Prerequisites
Base Attack Bonus: +4
Jump: 6 ranks
Balance: 6 ranks
Special: Must already possess the Dragon Punch feat.
Benefit: The characters pre-selected energy type is included in the damage. For example, Delarion has chosen lightning as his primary energy. A successful greater dragon punch deals standard unarmed damage according to his level + 1d6 lightning damage.

Charging Punch
Your ki propels you forward and simultaneously charges your fist with greater damaging power.
Prerequisites
Base Attack Bonus: +2
Balance: 3 ranks
Tumble: 3 ranks
Benefit: Charging punch delivers standard unarmed damage +1/per 2 levels. Use of a charging punch is always considered a charge attack. The +2 attack bonus and 2 AC penalty apply.
Note: A charging punch need not be a punch. A charging punch may be an elbow, shoulder, etc.

Greater Charging Punch
Your charging punch attack now deals energy damage in addition to normal unarmed damage.
Prerequisites
Base Attack Bonus: +4
Balance: 6 ranks
Tumble: 6 ranks
Benefit: The charging punch delivers an additional 1d6 damage according to the energy type previously selected.

Kick Arts
Kick arts, like punch arts, are martial techniques. Rather than focus on punches, kick arts emphasize the power of the leg and foot. Spinning kicks, aerial maneuvers, etc. are all trademarks of a master of this path.

Hurricane Kick
Harnessed ki allows the character to leap forwards, kicking multiple times.
Prerequisites
Base Attack Bonus: +2
Balance: 3 ranks
Jump: 3 ranks
Benefit: As a full round action, the character may leap forward, spinning in the air, and deliver a number of spinning kicks towards the same target equal to his total number of attacks +1. Each successful strike drives the victim back 5ft. While this does not provoke attacks of opportunity from the characters opponent, it does provoke attacks of opportunity against enemies adjacent to the character as he passes them. Successful attacks of opportunity cancel hurricane kick.

Greater Hurricane Kick
Your kick attacks are now charged with energy.
Prerequisites
Base Attack Bonus: +4
Balance: 6 ranks
Jump: 6 ranks
Benefit: The hurricane kick now deals an additional 1d6 damage of the previously selected energy type. This extra damage is not multiplied on critical hits.

Lightning Kick
Your ki focus allows you to deliver several powerful kicks in rapid succession.
Prerequisites
Base Attack Bonus: +3
Balance: 4 ranks
Tumble: 4 ranks
Benefit: As with the flurry of blows ability. As a full round action, you may strike an opponent a number of times equal to your total number of attacks +1. All attacks are at your highest base attack bonus, but all kicks suffer a 2 penalty to strike. You may not move while performing the lightning kick.

Charging Kick
Your ki propels you forward and simultaneously charges your foot with greater damaging power.
Prerequisites
Base Attack Bonus: +2
Balance: 4 ranks
Jump: 4 ranks
Benefit: Charging kick delivers standard unarmed damage +1/per 2 levels. Use of a charging kick is always considered a charge attack. The +2 attack bonus and 2 AC penalty for charges apply.
Note: A charging kick need not be a kick. Though damage remains unchanged, the attack may be a knee.

Greater Charging Kick
Your charging kick is now enhanced by ki to deal energy damage as well as unarmed damage.
Prerequisites
Base Attack Bonus: +6
Balance: 8 ranks
Jump: 8 ranks
Benefit: The characters pre-selected energy type is included in the damage. For example, Delarion has chosen fire as his primary energy. A successful greater charging kick deals standard unarmed damage according to his level + 1d6 fire damage. This energy damage is not multiplied on critical strikes.

Grappling Arts
Grappling arts take wrestlers and other close-combat fighters and make them even more dangerous. Special techniques developed to heighten reflexes, increase power, and inflict the maximum amount of pain possible all find their home here.

Ki Grappling
Your grappling skills are executed faster.
Prerequisites
Base Attack Bonus: +2
Balance: 3 ranks
Tumble: 3 ranks
Benefit: Attempting to grapple an opponent does not provoke an attack of opportunity. All grapple attempts also receive a +2 competence bonus.

Greater Ki Grappling
Your grappling skills are now charged with ki energy.
Prerequisites
Base Attack Bonus: +4
Balance: 6 ranks
Tumble: 6 ranks
Benefit: All successful locks and throws include an additional 1d6 damage of the previously selected energy. This extra damage is not multiplied on critical hits.

Charge Tackle
Your ki propels you forward, allowing you to grapple at the end of a charge.
Prerequisites
Base Attack Bonus: +6
Balance: 8 ranks
Tumble: 8 ranks
Benefit: The character may attempt a grapple at the end of a charge. The usual +2 bonus to strike and 2 penalty to AC apply.

Force Arts
Force arts focus on the manipulation of ambient energy, allowing skilled practitioners to project bolts of force and enhance their own techniques with force energy.

Ki Sphere
Harnessed ki is released in the shape of a sphere that deals energy damage to a single object.
Prerequisites
Base Attack Bonus: +3
Balance: 3 ranks
Concentration: 3 ranks
Benefit: As a standard action, the character may mold his ki into a ball of energy, which he thrusts from himself towards an opponent. The ki forceball deals 1d6/+1 per 2 levels damage to a single opponent. The range is 10ft., and increases by 5ft. every 2 levels of experience.
I Have made one change on this on my game in that after doing this you are stuned same as if the monk has stunned you.

Greater Ki Sphere
Harnessed ki is focused to a greater extent, and released to deal more damage than before.
Prerequisites
Base Attack Bonus: +6
Balance: 6 ranks
Concentration: 6 ranks
Special: Must already possess the Ki forceball feat.
Benefit: The characters ki forceball now deals 1d8/+1 per 2 levels, rather than 1d6.

Endurence Feat
The only changes to this is 
1) you get 2 more point per level to any powers that has a limit to the number of point you have. (Venom, Guyver, Invisable women, ect).
2) If the power has a limit of 1 hour per level it is now 2 hours per level.