Saiyan Warrior (3.5e Class)

Making a Saiyan Warrior
Across the galaxy are a Warrior race known as Saiyans, who have learned to harness the life energy called ki, and forge it into a deadly weapon enhancer, using their own bodies as the weapon. These Saiyan Warrior's are masters of the martial arts and hence are only hindered by the use of manufactured weapons and armors. A Saiyan Warrior's ki infuses them with many abilities and anger and pain unlock the legendary Super Saiyan transformations that grants them phenomenal strength and agility.

Game Rule Information
Saiyan Warriors have the following game statistics.

Abilities
Dexterity and strength are very crucial to a Saiyan Warrior's fighting abilities. Because Saiyan Warriors have no armor or weapon proficiencies a Saiyan Warrior must rely on their dexterity and wisdom to completely fuel the Saiyans AC, unless he has magical equipment. Also because Saiyans are combat oriented decent strength and constitution are more then helpful.

Race: Saiyan

Alignment: Any.

Starting Age: Complex.

Class Features
All of the following are class features of the Saiyan Warrior.

Weapon and Armor Proficiency: A Saiyan Warrior is proficient with unarmed strikes and proficient with greatsword, katana, longsword, nunchaku, quarterstaff, sai and shuriken.

Saiyan Warriors are not proficient with any armors or shields-in fact, many of the Saiyan Warriors abilities require unfettered movement. When wearing armor, using a shield or carrying a medium or heavy load, a Saiyan Warrior loses his AC bonus as well as his fast movement and flurry of blows abilities.

Because of this fact a Saiyan also gains the unarmed damage, flurry of blows land base speed, and Wisdom to AC as a monk of his Saiyan Warrior level. (See table 3-10: The Monk in the Players handbook) All levels in monk before or after Saiyan Warrior stack with any monk levels when determining bonuses for any of these abilities.

At 1st level, a Saiyan Warrior gains Improved Unarmed Strike as a bonus feat. A Saiyan Warriors attacks may be with either fist interchangeably or even from elbows, knees or feet. this means that a Saiyan Warrior may even make unarmed strikes with his hands full. there is no such thing as an off-hand attack for a Saiyan Warrior striking unarmed. A Saiyan Warrior may thus apply his full Strength bonus on damage rolls for all of his unarmed strikes.

Usually a Saiyan Warriors unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A Saiyan Warriors unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons (such as magic fang and magic weapon spells).

A Saiyan Warrior also deals more damage with his unarmed strikes than a normal person would, as shown on the table above. The unarmed damage on the table above is for Medium Saiyan Warriors. A Small Saiyan Warrior deals less damage than the amount given on the table above with his unarmed attacks, while a Large Saiyan Warrior deals more damage; see the link above.

Most all of the Saiyans ki abilities and special abilities have a ki point cost which is drawn from this pool. The pool goes up in total as the Saiyan gains levels, and can be used through out the day. After a Saiyan Warrior has expended their ki pool, they must sleep for 8 hours, or use the ki charge ability to regain power points. A Saiyan Warrior who has levels in other classes with a point system (i.e. Psionic power points, or variant Wizard with mana points), a ninja with a ki pool, etc, must always keep these two pools separate. A Saiyan Warrior gains bonus ki points as found on the chart here, which is derived from their Wisdom bonus. When a Saiyan Warrior mentally prepares themselves to fight or use ki abilities they essentially prepare their ki pool for use become 'charged up'. While charged up a bluish white energy flows from their feet up to their head in numerous flame-like spikes of energy and connect above the Saiyan Warrior. This can be suppressed at will.

At first level, a Saiyan Warrior gets the ability to manifest his ki visibly. A Saiyan Warrior of first level or higher can make glowing orbs of his ki from very tiny orbs floating between his nearly closed hands, or he can make a large orb that is as wide as his chest. These orbs cannot be used to attack or damage any type of creature or object and radiate artificial light in a 5 foot radius for smaller orbs which cost 1 ki point to create and a 20 foot radius of illumination for chest broadness radius orbs which cost 5 ki points. These orbs are always spherical in shape when generated and are the building blocks of the ki volley.

This combat focus is either Offense, Defense, or Ki Abilities. this choice is the deciding factor in which benefits are available when the levels for style focus come to them. Once chosen, this choice may never be altered.

At the intervals of 2nd, 5th, 7th, 9th, 13th and 17th a Saiyan Warrior may choose a bonus feat from the lists below or special ability if appropriate. The character need not qualify for the feat as normal in order to take it. The list of feats and abilities available depends on whether at first level the Saiyan selected Offense, Defense, or Ki Abilities as his focus.

Offense: At 2nd level the Saiyan Warrior may choose Weapon Focus (Unarmed) or Stunning Fist, at 5th level Deft Opportunist2 or Combat reflexes, at 7th level Roundabout Kick1 or Improved Initiative, at 9th level Improved Critical (Unarmed) or Improved Sunder, at 13th level Flying Kick1 or Freezing the Lifeblood1, at 17th level Eagle Claw Attack1 or Weakening Touch1

Defense: At 2nd level the Saiyan Warrior may choose Dodge or Improved Grapple, at 5th level Close Quarters Fighting1 or Endurance, at 7th level Mobility or Improved Trip, at 9th level Diehard or Dive for Cover2, at 13th level Acrobatic Strike3 or Prone Attack1, and at 17th level Improved Toughness1 or Defensive Throw1

Ki: May choose a previously unchosen Least ki ability at 2nd and 5th, Least or Lesser at 7th and 9th, Least, Lesser or Greater at 13th, and Least, Lesser, Greater or Master at 17th.


 * 1 - Feat found in The Complete Warrior (page 94)
 * 2 - Feat found in The Complete Adventurer (page 104)
 * 3 - Players Handbook II (page 72)

A Saiyan Warrior can use any ki ability that he knows at will with the following qualifications. All ki abilities act as invocations; so using any of these abilities is a standard action that provokes an attack of opportunity unless otherwise noted. Such ki abilities can be disrupted, just as a spell can be ruined during casting. A Saiyan Warrior is entitled to a concentration check to successfully use the ki ability if he is hit by an attack while preforming the move, just as a spellcaster would be. A Saiyan Warrior can choose to use a ki ability defensively, by making a successful concentration check to avoid provoking attacks of opportunity. Some Saiyan Warrior ki abilities are subject to power resistance and such ki abilities will state they are subject to power resistance in their description.

The four grades of ki abilities in order of their relative power, are Least, Lesser, Greater and Master. A Saiyan Warrior begins with knowledge of one ability, which must be of the lowest grade (Least) when they unlock this ability at second level. A Saiyan Warriors caster level with his ki abilities is equal to his Saiyan Warrior level. Each grade of ki ability has its own "power level" which replaces the spell level modifier for the save DC of the ability. These bonuses are +3 for least, +5 for lesser, +7 for greater, and +9 for master. The save DC for a ki ability (if it allows a save) is 10 + power level of the ki ability + the Saiyan Warriors Wisdom modifier. As a Saiyan Warrior gains levels he learns new ki abilities as summarized on the class table above, and a list and complete description of the available ki abilities can be found here.

Since ki abilities are invocations, and not magical spells, a Saiyan Warrior cannot take metamagic feats. He can, however, benefit from the Ability Focus feat (see page 303 of the Monster Manual), as well as from feats that emulate metamagic effects for spell-like abilities, such as Quicken Spell-Like Ability and Empower Spell-Like Ability (see pages 303 and 304 of the Monster Manual).

Saiyan Warriors that choose ki ability as their Combat Style at 1st level can choose from a new ki ability no higher than his current maximum grade of ki ability. Once a Saiyan Warrior has chosen a new ki ability, this choice may never be altered.

Shooting this ki volley takes 2 ki points per shot. A Saiyan Warrior may only fire 1 ki volley per round as a standard action. These ki volley's are ranged touch attacks dealing 1d6 damage, with reflex saving throws for half damage. The DC for the save is 10 + 1/2 the Saiyan Warrior's class level + the Saiyan Warrior's wisdom modifier.

A Saiyan Warrior who makes a successful reflex save against a ki attack used on them may choose to deflect or resist the attack instead of dodging it. A Saiyan Warrior who makes a successful reflex save against a ki volley may deflect the ki volley away from himself as though using the deflect arrows feat. A Saiyan Warrior may deflect as may ki volleys per round as he has attacks of opportunity per round and may only deflect ki volleys that he makes a successful reflex save against. Ki volleys cannot be caught.

When an opposing Saiyan Warrior has the Improved Ki Volley ability and uses it to make a beam of energy instead, a Saiyan Warrior who makes a successful reflex save may coat thier own hands in their ki energy in order to put both hands out and stop the beam in its tracks without exploding it. If a Saiyan Warrior does this before his turn, then he must spend his turn resolving the beam battle, if it is done after his turn then the beam remains unresolved until the next round. To resolve a beam battle each Saiyan Warrior must choose an amount of power points to spend for the round, the attacker for pushing his beam forward and the defending Saiyan Warrior on how much ki to shield his hands in to resist the push. A Saiyan can spend no more than a maximum of 1 ki point per Saiyan Warrior level on this check.

If both Saiyan Warriors use within 1 point of ki from each other then nothing changes for that round, but if the defending Saiyan Warrior uses 2 or more ki points he can reflect the beam back on the attacker. If the attacking Saiyan Warrior spends 2 or more points then the beam breaks through the Saiyan Warriors defenses and hits the defending Saiyan Warrior. In either case the Saiyan Warrior receiving the damage is not entitled to a reflex saving throw for half damage. These same rules apply to when 2 Saiyan Warriors both fire ki beams at each other in the same round. This is called a beam battle.

If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save (such as a red dragon's fiery breath or a fireball), he instead takes no damage. Evasion can be used only if the Saiyan Warrior is wearing light armor or no armor. A helpless Saiyan Warrior (such as one who is unconscious or paralyzed), does not gain the benefit of evasion.

(See Ki Strike, page 41 in the Players Handbook). The only difference between the two is that when a Saiyan Warrior reaches 8th level the Saiyan Warrior's unarmed strikes can be treated as chaotic for the purposes of over coming damage reduction if the Saiyan is chaotic. Then at 13th level the Saiyan Warrior's fists are also treated as either good or evil based on his alignment. If the Saiyan is good, then his unarmed strikes are considered good for the purposes of over coming damage reduction. If the Saiyan is evil his unarmed strikes are considered evil for the purposes of over coming damage reduction. If the Saiyan Warrior is neutral he may have his choice of either one. At 18th level the Saiyan Warriors unarmed strikes are considered adamantine weapons for the purposes of overcoming damage reduction, and by pass any objects hardness, as a monks ability of the same name.

 At 7th level a Saiyan Warrior gains the custom feat Awesome Blow as a bonus feat, even if they do not meet the prerequsites.

A helpless Saiyan Warrior (such as one who is unconscious or paralyzed) does not gain the benefit of improved evasion.

Reaching 10th level only gives the Saiyan Warrior the chance to try to transform into a Super Saiyan, it is not an automatic achievement. All of the Super Saiyan transformations happen for their first time in response to a need, not a desire. At any point after reaching 10th level, the first transformation to Super Saiyan occurs involuntarily at the DM's discretion. When the Saiyan Warrior has reached his natural limits and is 'overcome' with intense emotions (usually anger/frustration/helplessness) he must make a will save DC 20 in order to turn into a Super Saiyan for the first time. Once a Saiyan has turned Super Saiyan the Saiyan Warrior must then make an immediate fortitude check DC 20 to sustain the form longer then the brief moment in the round that they achieved it. If successful the Saiyan does not need any further fortitude checks to sustain the form ever again. If they fail the fortitude check they must start from the beginning again no sooner than 1 round later, but the DC for both saves goes down by 2 for each time tried unsuccessfully. (Note The saves are only required on the first transformation, and once it has been made a Saiyan can become a Super Saiyan at any time of free will as a free action, but only on their turn). The Saiyan Warrior can be overcome by intense emotion and voluntarily make the choice to not turn Super Saiyan. If they so choose to do so, a Saiyan must wait at least 24 hours to try again at which time they must meet the requirements again. A Saiyan Warrior can never lose the ability to turn Super Saiyan regardless of alignment shifts, or actions.

Examples:

Super Saiyan 1: 1 2 3

When the Saiyan Warrior makes the transformation his hair and eye brows turn bright gold in color and his pupils and iris turn a bright almost glowing sea green. Their muscles bulge slightly and their now golden hair stands more straight up then it did before. The Saiyan radiates a golden light of power that constantly flows up from their feet like an opaque flame making their hair and clothes wave lightly almost like it were in a wind. The Saiyan can voluntarily suppress this light at any time as a free action even when its not their turn, tho they still retain their golden hair, eye brows and green pupils regardless until they revert to their normal state, losing the bonuses granted by the transformation.

Although it is hard to achieve the power of a Super Saiyan the rewards are well worth it. The Saiyans strength, speed and agility are increased. this increase gives a Super Saiyan +8 strength, +8 dexterity and +20 base speed bonus. (Note these stat bonuses are considered a "super natural" bonus for determining what it stacks with. Also if a Saiyan Warrior has chosen ki flying as a special ability or does so later, its fly speed is also increased by 20 while in the Super Saiyan form). A Saiyan Warrior immediately loses all stat, and speed bonuses given from the Super Saiyan state once they revert to their normal form.

The Super Saiyan transformation takes its toll on the Saiyans body. A Saiyan Warrior that does not have at least a +1 constitution modifier may not obtain any of the Super Saiyan transformations until they have a raw 14 or higher constitution. At the beginning of the transformation the Saiyan Warrior must pay 10 points of ki which sustains the Super Saiyan transformation for 1 minute, and must pay an additional 5 points of ki at the beginning of each following minute. If a Saiyan Warrior ever reverts back to his natural state due to lack of ki points he is left fatigued. A Saiyan Warrior who voluntarily reverts to his natural state before losing all ki points, takes no penalty.

They may cast the spell a number of times per day equal to their charisma modifier. A Saiyan may cast the Fusion Dance spell without preparing it ahead of time the way a wizard or cleric must prepare their spells. To learn or cast the Fusion Dance spell, a Saiyan Warrior must have a charisma modifier equal to at least 10 + the spell level. (minimum of 12 charisma). A Saiyan Warrior with less than a 12 charisma may not learn the Fusion Dance. Each participant spends 1 of their daily uses when fusing, therefore each person participating in a Fusion Dance must have at least 1 use of the ability left for the current day or the spell simply fizzles. See a full description of the spell here.

Examples:

Technique: 1 2, Failure: 1 2, Correctly 1: 1 2, Correctly 2: 1 2

At any point after reaching 15th level, when the Saiyan Warrior is overcome by intense emotion the first transformation to Super Saiyan 2 occurs involuntarily at the DM's discretion in response to a need, not a desire and the Saiyan Warrior simply makes a DC 22 fortitude save. If successful, the Saiyan Warrior transforms into a Super Saiyan 2. If they fail this save, and they are still overcome with emotion the next round, they may try again.

To transform into a Super Saiyan 2 for the first time, a Saiyan Warrior must take 1 full round action doing nothing but focusing his energy and focusing on the transformation. During the full round action, a strong wind blows in all directions centered on and blowing away from the Saiyan Warrior (see Strong Wind on page 95 of the Dungeon Masters Guide). Any Saiyan Warrior with the ki sense ability who has the same or less hit dice than the transforming Saiyan Warrior within 1 mile must make a DC 28 will save or be dazed for the duration of the transformation by the power being generated. Any Saiyan Warrior that has seen a Super Saiyan 2 or higher transformation before gains a +10 bonus to this save. Upon transforming into a Super Saiyan 2, a shock wave of power is sent fowarth from the Saiyan involuntarily this shockwave deals 2d4 points force damage to anything within 5 feet, and 1d4 damage to anything within 10 feet. The force is so tremendous that ground made of rock or stone may or may not break, crack or even rupture (DM's discretion based on condition of stone, rock or other surface).

The second level of Super Saiyan looks the same as the first with the exception of their golden hair is a little longer and its shape is a little different then the first form. Exactly how it is different varies from Saiyan to Saiyan based on their hair style. Also while in the Super Saiyan 2 form, because of the amount of energy being channeled and focused a Saiyan has little random arcs of electricity coursing around them. this electricity does not harm the Saiyan Warrior or his opponent, even if the opponent is using unarmed strikes.

Example: Super Saiyan 2: 1, 2

While in the Super Saiyan 2 transformation a Saiyan Warrior receives the following in place of their previous Super Saiyan bonuses: +12 strength, +12 dexterity, +40 land base speed, and energy resistance, electricity 5. (Note: If the Saiyan Warrior has chosen ki flying as a special ability its fly speed is also increased by 40 while in the Super Saiyan 2 form) A Saiyan immediately loses all stat, speed and other benefits or bonuses given from the Super Saiyan 2 state once they either revert to their normal form or transform into a different form.

While it does have its benefits the Super Saiyan 2 form takes its toll on the Saiyans body. and takes an immediate 20 points from their ki pool per transformation they make a day. which sustains the Super Saiyan 2 transformation for 1 minute. The Saiyan Warrior must pay an additional 10 ki points at the beginning of each following minute. If the Saiyan Warrior does not have enough ki points to pay the upkeep, the Saiyan Warrior involuntarily reverts back to his normal state, his hair slumps back down to its normal position. and color. his eyebrows and pupils go back to normal as well and he becomes fatigued, immediately and lose all stat, speed other granted abilities given from the Super Saiyan 2 form.

The third level of Super Saiyan looks similar to the first two but slightly different. Their golden hair is now extremely long reaching all the way down to the Saiyan's very low back area. The Saiyans golden eye brows completely disappear and the area where the Saiyans eye brows would normally be are contorted into a very serious or angered look. Also like the second form, because of the amount of energy being channeled and focused a Saiyan Warrior has random arcs of electricity coursing around them. this electricity does not harm the Saiyan or his opponent, even if the opponent is using unarmed strikes. This form of Super Saiyan unlike the others can be obtained at any point after reaching level 19 by just training and attempting to transform and make a DC 25 fortitude save. There is no emotional component required for a Super Saiyan 3 transformation.

A Saiyan Warrior must take 3 full round actions doing nothing but focusing his energy and focusing on the transformation. While focusing the Saiyan Warrior is flat footed. During those 3 full round actions, a windstorm strength wind blows in all directions centered on and blowing away from the Saiyan Warrior for all 3 rounds that they focus their energy (see Windstorm on page 95 of the Dungeon Masters Guide).

Examples: Super Saiyan 3: 3

If a Saiyan Warrior is hit while trying to transform they must make a concentration check DC = damage dealt, or lose their focus and the transformation fails. They remain in the state they started in, and must start from the beginning again to transform. After 3 full round actions spent transforming, beginning on the first persons action in the fourth round the wind is stopped and the Saiyan Warrior is transformed into a Super Saiyan 3. While in the Super Saiyan 3 transformation a Saiyan Warrior receives the following in place of any of their previous Super Saiyan bonuses: +20 strength, +20 dexterity, +60 land base speed, +4 bonus to intimidate checks and energy resistance, electricity 10. (Note: If the Saiyan has chosen ki flying as a special ability his fly speed is also increased by 60 while in the Super Saiyan 3 form) A Saiyan immediately loses all stat, speed and other benefits or bonuses given from the Super Saiyan 3 state once they either revert to their normal form or transform into a different form.

While it does have its benefits the Super Saiyan 3 form takes harsh toll on the Saiyans body more so then the other forms, and takes 30 points from their ki pool per transformation they make a day which powers the transformation for only 2 rounds. After the 2 rounds are up, the Saiyan Warrior must pay an additional 5 ki points at the beginning of every turn while transformed. If the Saiyan Warrior does not have enough ki points to pay the upkeep, the Saiyan Warrior involuntarily reverts back to his normal state, his hair slumps back down to its normal position. and color. his eyebrows and pupils go back to normal as well and he becomes fatigued and immediately and lose all stats, speed and granted abilities given from the Super Saiyan 3 form.

 At 20th level, a Saiyan Warrior becomes a magical creature. He is forevermore treated as an outsider (Shapechanger) rather than as a humanoid for the purpose of spells and magical effects. Additionally, the Saiyan Warrior gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the Saiyan Warrior can still be brought back from the dead as if he were a member of his previous creature type.

Playing a Saiyan Warrior
Adventures: Because Saiyan Warriors are so focused on perfecting their ki, many adventure purely to become stronger. Others that are very good at heart will sometimes step up as champions for those who cannot fight. But Saiyans who are evil and have corrupt hearts use their power to oppress and destroy. Characteristics: A Saiyan Warrior is excellent in combat. When in combat the Saiyan Warriors shun the use of manufactured weapons. Thanks to their training they put themselves under, a Saiyan Warrior (like a monk) can strike as hard as if they were armed, and faster then a Warrior with a sword.

Alignment: Saiyan Warriors are chaotic in nature because they are free spirited and resent restrictions. They usually live on the outskirts of towns and try to avoid contact with authority figures and usually have very little use for any kinds of laws or regulations.

Religion: Saiyan Warrior's tend to worship deities that promote or have at least some associated with the domains of war, battle, strength, and/or chaos, also any deities that have anything to do with the promotion of self betterment or enlightenment would be popular choices among Saiyan Warriors. Saiyan Warriors of good alignments are drawn towards deities such as Heironeous and Pelor, neutral Saiyan Warriors often like either Kord or Fharlanghn, and evil Saiyan Warriors usually choose deities such as Gruumsh or Hextor.

Background: All Saiyan Warriors are Saiyans, and hence all have the tie with one another. In places where Saiyan tribes are abound they are more competitive on a group basis and stick to their tribes and are loyal to those tribes, as where Saiyans who live in places where there are no, or little tribes tend to be competitive with one another on a person to person basis, but usually feel compelled to aid and protect other Saiyans when it comes down to the last gun being fired so to speak.

Races: Saiyans are the only race that can be Saiyan Warriors.

Other Classes: Saiyans get along best with combat oriented classes, and sometimes wish to test members of those classes to see who is stronger.

Combat: Saiyan Warriors are primarily melee damage dealing combatants that use ki abilities to augment thier abilities while they fight. Saiyan Warriors will often begin battles by throwing ki volleys until the opponent closes into range and then rely on thier advance martial arts training to dispatch foes at close range.

Advancement: Most Saiyan Warriors pursue this class to the exclusion of all others, tho this is not a requirement. Saiyan Warriors who do branch off to another profession or career would likely seek out ones that enhance some aspect of their training, be it thier martial arts training, their ki manipulation or maybe a specific branch off, such as a Saiyan Warrior looking to be a hired killer could take levels in Assassin or Ninja.

Saiyan Warriors in the World
"I wasn’t sure how long I could sustain the effort without breaking in two. It seemed like the only thing holding my body together was my one desire, to be better then Kakarott. At times I thought I was losing my mind. Why couldn't I obtain what Kakarott had obtained?! It didn’t make any sense. It was infuriating… and it was my fury that kept me alive."

Daily Life: Saiyan Warriors spend most every waking moment of every day training to become better, to test their limits and go beyond them. Saiyan Warriors are constantly practicing their battle techniques or putting them to use on the battle field. A Saiyan Warrior is never happier than while in the midst of a life and death battle.

Notables: One Saiyan child named Kakarott was sent to earth from planet Vegeta where he was meant to take over the planet, but while still a baby he fell into a canyon and hit his head giving him amnesia. He was renamed Goku by the old man who raised him, and trained him in martial arts. Goku grew up to become a champion of good and defender of the innocent. Goku also went down as the most accomplished Super Saiyans of all time.

Organizations: Saiyan Warriors that band together generally do so in no more than groups of 5 (squadron) to 10 (group). These Saiyan Warriors are always loyal and protective of one another, but are also very competitive with each other at the same time.

NPC Reactions: NPC will react to a base form Saiyan Warrior as they would any other character in the game. Most NPC's find the Saiyan Warriors hair and tail to be bizarre but otherwise see them as humans, and react to them accordingly. NPC's that see a Saiyan Warrior transforming, or transformed into a Super Saiyan are generally fearful of, and intimidated by the Saiyan Warrior. Such NPC's may even flee a transformed Saiyan Warrior even if doing so may cause a commotion.

Saiyan Warrior Lore
Characters with abilities such as Bardic Lore, or with ranks in Knowledge (Outerspace), or Knowledge (Universe) or similar knowledge skills can research Saiyan Warriors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Saiyan Warriors in the Game
Adaptation: The techniques taught by the Saiyan Warrior class could be a tree of monk martial arts and could be taught at monasteries where large groups of Saiyan Warriors all train together to learn to use thier ki and master the art of self discipline.

Sample Encounter: The adventures are asked to go and stop Toma, a Saiyan Warrior who is the leader of a group of local bandits who has been terrorizing thier village and taking thier resources and money, killing anyone who opposses them. They give the adventurers directions to Toma's hideout and offer what small reward they can.

EL 8:

Toma

Medium Humanoid (Shapechanger) Hit Dice: 8d8 (36) + (16 con) = (80 hp max or 52 hp average) Initiative: 2 Speed: 50 ft Armor Class: Normal 21 ( Armor +2, Wis +4, Dex +2, Natural +2, Monk +1), Touch 17, Flat Foot 19 Base Attack / Grapple: + 8/ +10 Full Attack: +10/+5 1d10 + 2  20 X2 Space / Reach: 5 ft / 5 ft Special Abilities: Monk-like Abilities, Unarmed Strike, Combat Style: Ki, Ki Familiarity, Ki Pool (93 points), Ki Volley, Ki Deflection, Evasion, Ki Strike (Magic), Uncanny Dodge, Intimidating Ki, Ki Barrage, Ki Shield, Solar Flare, After Image, Explosive Wave, Ki Flying Special Qualities: Tail, Tail Weakness, Zenkai Bonus, Oozaru Form, Lycanthorpic Empathy, Natural Armor Saves: Fort 7, Ref 8, Will 6 Skills: Hide, Spot, Tumble 10 ranks, Jump 3 ranks Feats: Improved Unarmed Strike, Weapon Focus (Unarmed), Combat Reflexes, Point Blank Shot Abilities: Str: 14, Dex 14, Con 12, Int 6, Wis 18, Cha 8 CR: 8 Treasure: Bracers of Armor +2, Periapt of Wisdom +4, 100 gp Alignment: Neutral Evil

Balance Issue
Trying to translate superhero-like abilities into a balanced system like D20 is not easy without either sacrificing balance or accuracy. The base abilities above for the Super Saiyan transformations attempt to lean more in the favor of accuracy to the series than in just balance. If you like this class, but would like a more balanced version of Super Saiyans that more readily fits into the D20 SRD content, or if your playing an epic level campaign and feel these stats dont favor the series enough, then consider using the alternative bonuses here for the Super Saiyan transformations.