Z-Fighter (3.5e Class)

Z-Fighter
A Z-Fighter is a person who has mastered the use of an inner force known as Ki. They can harness this energy in order to manifest energy based powers similar to a Psion or a spell caster. They also use unarmed strike abilities as a monk.

Making a Z-Fighter
Abilities: Wisdom is very Important for the Z-Fighter, as most of its energy attacks are bases off of wisdom. Strength, Dexterity, and Constitution are all key to a Z-Fighter's success on the battlefield. Intelligence and Charisma are not really important.

Races: Any humanoid.

Alignment: Any Chaotic or Any Lawful.

Class Features
All of the following are class features of the Z-Fighter.

Weapon and Armor Proficiency: Z-Fighters are proficient with no weapon or armor, unless trained by another. However, weighted training clothes do not count as light armor for them; they are counted as regular clothing.

Focus: Z-Fighters add their Wisdom modifier rather than Dexterity modifier to range attacks that involves Ki cost.

AC Bonus (Ex): When unarmored and unencumbered, the Z-Fighter adds his Wisdom bonus (if any) to his AC. In addition, a Z-Fighter gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Z-Fighter levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level). These bonuses to AC apply even against touch attacks or when the Z-Fighter is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Unarmed strike: Z-Fighters are highly trained at fighting unarmed, giving them considerable advantages when doing so. At 1st level, a Z-Fighter gains Improved Unarmed Strike as a bonus feat. A Z-Fighter attacks may be with either fist interchangeably or even from elbows, knees or feet. This means that a Z-Fighter may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Z-Fighter striking unarmed. A Z-Fighter may thus apply his full Strength bonus on damage rolls for all of his unarmed strikes. Usually a Z-Fighter 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 Z-Fighter 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 Z-Fighter 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 Z-Fighters. A Small Z-Fighter deals less damage than the amount given on the table above with his unarmed attacks, while a Large Z-Fighter deals more damage, see the table below.

Flurry of blows: When unarmored, a Z-Fighter may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Z-Fighter. This penalty applies for 1 round, so it also affects attacks of opportunity the Z-Fighter might make before his next action. When a Z-Fighter reaches 5th level, the penalty lessens to -1, and at 9th level it disappears. A Z-Fighter must use a full attack action to strike with a flurry of blows. When using flurry of blows, a Z-Fighter may attack only with unarmed strikes.

Ki Pool: A first level Z-Fighter gets a Ki pool of Ki points. Most of the Z-Fighter Ki abilities and special abilities have a Ki point cost which is drawn from this pool. The pool goes up in total as the Z-Fighter gains levels, and can be used throughout the day. After a Z-Fighter has expended their Ki pool, they must sleep for 8 hours, or use the Ki charge ability to regain power points. A Z-Fighter 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 Z-Fighter gains bonus Ki points as found on the chart below, which is derived from their Wisdom bonus. When a Z-Fighter 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.

Ki Blast: the character can manifest an energy blast from their KI, striking any single opponent in medium range for 1d8. At every odd level after 1st, the damage increases +1d8, to a maximum of 5d8 at level 9. This power costs Ki points equal to 1/2 the characters level (round up), maxing out at 5 points at level 9.

Flight: At second level the Z-Fighters gain the ability to fly at a speed equal to double their land speed. Starting at poor maneuverability at level 2 moving to average maneuverability at level 10 and Good maneuverability at level 18.

KI Strike: At 4th level the Z-Fighter gains Ki Strike as a monk. Z-Fighters unarmed attacks are empowered with Ki. Their unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction. At 8th level, their unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness. At 12th level their unarmed attacks are treated as holy/evil weapons for the purpose of dealing damage to creatures with damage reduction.

Sudden Empower: At 6th level, Z-Fighter gains the sudden empower feat, even if he doesn't have the prerequisites for it.

Greater Flurry: When a Z-Fighter reaches 11th level, his flurry of blows ability improves. In addition to the standard single extra attack he gets from flurry of blows, he gets a second extra attack at his full base attack bonus.

Kaioken: Upon reaching 12th level, as a swift action a Z-Fighter channels his Ki energy to improve his combat abilities. The character can activate this technique as a swift action, and doing so will add a +2 bonus to strength, dexterity and constitution. This technique remains active until the character either runs out of Ki points or chooses to deactivate it as another swift action. This technique costs 10 Ki points per round and during the rest of the encounter, the character is fatigued. Any person using this ability sheds red light as if under a 1st level light spell, this effect can be negated at will.

Sudden Maximize: At 14th level, Z-Fighter gains the sudden maximize feat, even if he doesn't have the prerequisites for it.

Timeless Body (Ex): Upon attaining 18th level, a Z-Fighter no longer takes penalties to his ability scores for aging and cannot be magically aged. Any such penalties that he has already taken, however, remain in place. Bonuses still accrue, and the Z-Fighter still dies of old age when his time is up.

Super Saiyan: Upon reaching 20th level, a Z-Fighter has reached a breaking point in his training and he is capable of ascending to a power known as Super Saiyan. Reaching 20th level only gives the Z-Fighter 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 Z-Fighter 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 Z-Fighter 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 Z-Fighter 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 Z-Fighter 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 Z-Fighter can never lose the ability to turn Super Saiyan regardless of alignment shifts, or actions. As a swift action, the character may cross all physical boundaries and explode in an inner power. The character's hair sticks up vertically and glows bright blond, but this effect is merely visual. In addition, they receive a +4 bonus to their Strength, Dexterity and constitution and DR 5/ magic. This power costs 20 Ki points per round. Super Saiyan also stack with Bulk Up, giving the same Str bonus and no Dex penalty. Any person using this ability sheds light as if under a 5th level light spell, this effect can be negated at will.

Note: only characters with the saiyan race can transform into a super saiyan and not any other race.

Ki Ability (Sp): As a Z-Fighter, the character has learned to tap into the mysterious Ki energies flowing throughout their body. Learning to channel this power, they can manifest it in many forms, but only as their selection of Ki powers allows. Each Ki Ability has a Ki point cost that is to be deducted from the character's Ki Pool every time it is used. The Z-Fighter gain bonus Ki points per day according to the table below. All Ki powers require a standard action to activate unless otherwise mentioned. Ki Powers are subject to sudden metamagic feats. Treat caster level as class level for determining spell penetration, caster level checks, etc. At 3rd and 5th level, a Z-Fighter gains a Least Ki Ability. At 7th and 9th level he gains a Lesser Ki Ability. At 11th, 13th and 15th level he gains a Greater Ki Ability. At 17th and 19th level he gains a Master Ki Ability. The four grades of Ki abilities in order of their relative power, are Least, Lesser, Greater and Master, 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 Z-Fighter Wisdom modifier. As a Z-Fighter gains levels he learns new Ki abilities as summarized on the class table above.

= Ki powers and costs are as follows =

Least Ki Abilities
Solar Flare: The character brings his hands to his forehead and shines blinding light all around him. Solar Flare requires both hands free to use it. Anyone that can see is affected by Solar Flare (30ft radius around you). If someone fails the save they are blinded for 1d4 rounds, and dazed for 1d2 rounds. If a character affected by it knows that it's coming, or is told to cover their eyes, they get a reflex save too, with a +4 Insight bonus. Cost: 3 Ki points.

Wolf Fang Fist: The character may make an unarmed attack, and may add their wisdom modifier to attack and damage. Can only be used once per round, and not as part of a full attack. Cost: 3 Ki points.

Intimidating Ki: The Ki that surrounds a Z-Fighter when he is charged up, is more visible and has an almost fellable aura. When in melee all opponents within 10 feet must make a will save against a frightful aura or take a -2 to attack rolls, saving throws, skill checks and ability checks. This aura is around him anytime he wants it to be. It sheds dim illumination in 5 feet and can be activated or suppressed at any time as a free action. Producing the aura costs 1 Ki point. Cost: 1 Ki Point to activate after suppressing.

Ki Shield: For 2 Ki points per class level, a Z-Fighter can use his Ki energy to create a 5 foot wide clear field of energy around himself for 1 round as a swift action which grants him a cylindrical shield on all sides that absorbs 2 hit points per class level worth of magical or physical damage and lasts for 1 round. This shield cannot be used after a standard action or a double move action, nor can magical or energy attacks be made from within it. For 4 points per class level this ability can be used as an immediate action even when it's not the Z-Fighter turn. Cost: 2 or more, depends.

Ki Prowess: The Z-Fighter has learned how to manipulate the life force energy and therefor is undetectable by blindsense or Ki Sight ability at will, although others can still pinpoint its location by seeing him and hearing him. Cost: none.

Lesser Ki Abilities
Kamehameha Wave: Cupping his hands, the character fires a blue wave of energy at the target. Treat as a ray attack out to short range (25ft + 5ft/2 levels), that does damage equal to 1d6/level (max 10d6). Cost: 7 Ki points.

Power Lend: The character points his hand at a fellow friend, and lines of Ki power flow into him. For every 10 points you send, they gain a temporary +1 cumulative bonus to Strength and Dexterity, for a number of rounds equal to one quarter your class levels, after lending power the character is fatigue (Max bonus is equal to half your class level). Cost: 10 Ki Points or more depends on caster.

Special Beam Cannon: The character briefly focuses energy and then fires it out to a line attack in short range. As a full round action, the character may make an attack roll against all enemies within the line's range. All enemies that are hit take damage equal to 1d8 times the character's wisdom modifier. This attack critical on a roll of 18-20 and has an x3 critical multiplier. Cost: 10 Ki points.

Death Beam: The character fires a dark purple or dark red beam from his index finger, through the targets chest. This beam is a ranged touch attack, with a range of 40ft/level. It deals damage equal to 1d4/level, with a crit multiplier of times 4 (max 10d4). Cost: 12 Ki points.

Destructo Disc: The character throws a sharp disc of pure energy at the target. Make a ranged touch attack with a range of 150 ft. if it hits, the target takes 5d10 damage. This disc also has a vorpal property, and any critical hit with this attack requires the target to make fortitude save or be sliced in half, dead. This effect works on creatures not normally affected by critical hits, such as undead and constructs, but not on creatures with regeneration. Creatures with regeneration take an additional 3d10 damage, and the attack counts as lethal damage for them. Cost: 15 Ki points.

Improved Intimidating Ki: As Intimidating Ki except the penalty within 10 feet increases to -4, and as a free action on the Z-Fighter's turn, he can strengthen and focus the ever shifting and flowing light around him in a display that others find disturbing. When he focuses his aura in this manner he may make an immediate intimidate check to demoralize all opponents within 30 feet that can see him. While the Z-Fighter's Ki flame is about his body he gains a +2 circumstance bonus on all intimidate checks. Prerequisite: Intimidating Ki.

Ki Volley: As Ki Blast, but the character may make a full attack with a volley of Ki blasts. The character may fire one blast for every attack they would be granted in their full attack, and can interchange Ki blasts and unarmed attacks within the same full attack action. Cost: 5 for each Ki Blast fired.

Greater Ki Abilities
Instant Transmission: The character brings his index finger and middle finger to his forehead and, after a few seconds, disappears to hundreds of miles away. Instant Transmission is unique from other Ki powers, as it takes a successful concentration check to use. Concentration DC 25 (-10 if you've been there before, -5 if someone you know is there). If you fail the concentration check, but decide to teleport anyway, the player must roll on the Teleport table in the player's handbook to see how close you are to your desired location. There is no range limit or passenger limit for this power, but every passenger increases the Concentration DC by 1. This power is used as a Full Round Action. Cost: 10+1 for every passenger.

Bulk Up: The character uses their Ki to increase the power output of their muscles. When activated, the character receives a bonus equal 1/4 the character level to his strength modifier. As a result of this increased strength, however, the character becomes less dexterous, and takes a penalty to their Dexterity equal to the Str bonus. This power lasts until the character chooses to deactivate it or until they run out of Ki points. Cost: 5 Ki points per round.

Ki Sense: Upon taking this ability, the Z-Fighters control and awareness of the life energy around him has given his the ability to "feel" where things are around him. This grant the Z-Fighter Blindsight 60 ft., also the Z-Fighter can sense other Z-Fighters within 1 mile and pinpoint their Ki power round up to hundreds at all times. Cost: 2 Ki Points per round.

Ki Charge: When a Z-Fighter takes this ability he has learned to replenish his Ki. This can be accomplished in only one way which is very dangerous to him. When he begins charging he must sacrifice temporary ability loss of any combination to any physical stats he wishes, except that it can never result in a score lower than 8. When he takes this damage he must spend 1 round charging for every ability point that he took loss in. After every round he spends charging he gets 20 points of Ki for every point of Strength, Dexterity, or Constitution sacrificed. He may never use this power to exceed his actual Ki pool maximum. If he sacrificed any abilities points that would result in a total more than his maximum Ki pool, both the ability points and Ki points that would have exceeded his maximum are lost. All ability points are sacrificed on the first round he decides to charge. Charging can be interrupted by attacking the Z-Fighter. If the Z-Fighter is struck while charging they must make a concentration check DC = 10 + damage dealt. If the Z-Fighter fails his concentration check all ability points sacrificed are still lost, and the Ki that he would have gained at the end of the each round are lost as well. The lost ability points recover at a normal rate of 1 point per day.

Breakthrough: The character goes into a mind rage for one round making his full attack in this round stronger with its mind power, the Z-Fighter adds his Wisdom modifier to his attack rolls for one round and if he hits all the attacks he can shoot a mind blast on the target dealing damage equal to 3 times its wisdom modifier, the damage is sonic for purpose of resistance. The target is allowed a saving throw for half damage from the mind blast. Prerequisite: Wolf Fang Fist. Cost: 15 Ki Points.

Master Ki Abilities
Improved Instant Transmission: This Ability Works in the same way as Instant Transmission except that the character can cross planes with this ability and the base DC for crossing planes is 35. This power is used as a Standard Action now. Prerequisite: Instant Transmission. Cost: 20+1 for every passenger.

Self=Destruct: The character pulls all his energy inward, then releases it, in a last ditch effort to destroy his enemies, but killing himself. A large powerful burst (Radius 10ft/level), which deals damage equal to half your total Ki points. You take equal damage and die. Everyone caught in the area must make a reflex saving throw for half damage, if the character grapple someone while using this ability then the target has no saving throw at all. Cost: All of your Ki.

Greater Kamehameha Wave: This ability works as Kamehameha wave except that the maximum damage is 25d6 and the range is now 50ft + 10ft/2 levels. Prerequisite: Kamehameha Wave. Cost: 20 Ki Points.

Ki Barrage: As Ki Volley, but the character may make a full attack with a volley of Ki blasts while using flurry of blows ability. Prerequisite: Ki Volley. Cost: 5 Ki Points for each Ki Blast fired.

Spirit Bomb: The spirit bomb is one of the most powerful abilities that a Z-Fighter can use. To use the Spirit Bomb a Z-Fighter must be of a good alignment and in order to start a spirit bomb a Z-Fighter places both hands palm up into the air and he starts to gather energy from the rivers, the trees, the wind, the mountains, the oceans, the seas and the vast lands of the earth. The Z-Fighter then waits as all life on the planet gives the Z-Fighter a small piece of their life energy. Every round that the Z-Fighter spends waiting on the life energy the damage goes up in a summation progression, the first round is a 1d6 x the Z-Fighter Wisdom modifier damage spirit bomb and each following round adds 4d6 damage, The Z-Fighter can't wait more rounds then his wisdom modifier. The body of any creature killed by a spirit bomb disintegrates. The Z-Fighter must be in an outdoor area to use this ability, and have sufficient room to allow the energy to grow. On the first round the orb easily fits within the square that the Z-Fighter occupies. Every other following round the circumference of the orb increases to take up an additional 10 feet of space. So the orb is 15 feet wide at the second round, 25 feet wide at the third round etc. Any creature with an intelligence score of 8 or higher will perceive your attack as extremely threatening the longer your gathering energy. The spirit bomb is a ranged touch attack focused on one creature with high range 400 ft. + 40 ft. / level. A Z-Fighter hit while gathering the energy must make concentration checks, DC = 10 + damage dealt, or lose the energy and have to start the attack over again. No sudden feat is allowed to be added to the spirit bomb unless turning into to super saiyan after lunching it and there is no way to gather energy faster. The spirit bomb will not work on planes or planets that are devoid of life. This ability does not cost the Z-Fighter any Ki points because the Ki for the attack is being provided by the life forms of the planet, but the time it takes to the nature life force to regenerate is 30 days which means he can't use this ability more than once per 30 days on the same plane / planet.

Ex-Z-Fighter
A Z-Fighter who becomes neutral cannot gain new levels as a Z-Fighter but retains all Z-Fighter abilities.

Epic Z-Fighter
Sudden Quickened: At 22th level, Z-Fighter gains the sudden quickened feat, even if he doesn't have the prerequisites for it.

Bonus Feat: Armor Skin, Blinding Speed, Damage Reduction, Energy Resistance, Epic Prowess, Epic Speed, Epic Toughness, Exceptional Deflection, Fast Healing, Improved Combat Reflexes, Improved Ki Strike, Improved Spell Resistance, Improved Stunning Fist, Infinite Deflection, Keen Strike, Legendary Climber, Legendary Wrestler, Reflect Arrows, Righteous Strike, Self-Concealment, Shattering Strike, Vorpal Strike.

Super Saiyan 2: Upon reaching 25th level a Z-Fighter gains the ability to access the second power level of the Super Saiyan form. At any point after reaching 25th level, when the Z-Fighter 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 Z-Fighter simply makes a DC 25 will save. If successful, the Z-Fighter 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 Z-Fighter 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 Z-Fighter (see Strong Wind on page 95 of the Dungeon Masters Guide). Any Z-Fighter with the Ki sense ability who has the same or less hit dice than the transforming Z-Fighter 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 Z-Fighter that has seen a Super Saiyan 2 or higher transformation before gains a +10 bonus to this save.

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 than 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 Z-Fighter has little random arcs of electricity coursing around them. This electricity does not harm the Z-Fighter or his opponent, even if the opponent is using unarmed strikes.

While in the Super Saiyan 2 transformation a Z-Fighter receives the following in place of their previous Super Saiyan bonuses: +6 strength, +6 dexterity and +6 constitution, energy resistance electricity 10 and DR 5/ Epic. A Z-Fighter immediately loses all stat 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 Z-Fighter body and takes 40 points from their Ki pool per round. If the Z-Fighter does not have enough Ki points to pay the upkeep, the Z-Fighter 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.

Super Saiyan 3: Upon reaching 30th level a Z-Fighter gains the ability to access the third power level of the Super Saiyan 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 Z-Fighter's very low back area. The Z-Fighters golden eye brows completely disappear and the area where the Z-Fighters 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 Z-Fighter has random arcs of electricity coursing around them, this electricity does not harm the Z-Fighter 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 30 by just training and attempting to transform and make a DC 30 will save. There is no emotional component required for a Super Saiyan 3 transformation.

A Z-Fighter must take 3 full round actions doing nothing but focusing his energy and focusing on the transformation. While focusing the Z-Fighter is flat footed. During those 3 full round actions, a windstorm strength wind blows in all directions centered on and blowing away from the Z-Fighter for all 3 rounds that they focus their energy (see Windstorm on page 95 of the Dungeon Masters Guide). If a Z-Fighter is hit while trying to transform they must make a concentration check DC = 10 + 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 Z-Fighter is transformed into a Super Saiyan 3.

While in the Super Saiyan 3 transformation a Z-Fighter receives the following in place of any of their previous Super Saiyan bonuses: +8 strength, +8 dexterity and +8 constitution, +4 bonus to intimidate checks, energy resistance electricity 20 and DR 10/ epic. A Saiyan immediately loses all stat 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 Z-Fighters body more so than the other forms and takes 60 points from their Ki pool per round. If the Z-Fighter 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 and granted abilities given from the Super Saiyan 3 form.

Super Saiyan 4: Upon reaching 35th level a Z-Fighter gain the ability to access the fourth power level of the Super Saiyan form. The fourth level of Super Saiyan looks different then the three. Their golden hair is now shiny black. The Z-Fighters golden eye brows turn to shiny black eye brows, his eyes turn red, his body is covered with red fur and his tail turns red. Also like the second and third form, because of the amount of energy being channeled and focused a Z-Fighter has random arcs of electricity coursing around them. This electricity does not harm the Z-Fighter or his opponent, even if the opponent is using unarmed strikes. This form of Super Saiyan unlike the others can be obtained after reaching level 35, seeing the full moon while in Super Saiyan 3 which turns you into a golden Oozaru and then making a will save DC 40. There is no emotional component required for a Super Saiyan 4 transformation.

A Z-Fighter must take succeed its will save or he acts like a normal Oozaru with the Super Saiyan 3 bonuses, if failed he can try again after 10 minutes.

While in the Super Saiyan 4 transformation a Z-Fighter receives the following in place of any of their previous Super Saiyan bonuses: +10 strength, +10 dexterity and +10 constitution, +4 bonus to intimidate checks, Immunity to electricity, DR 15/ epic and Kamehameha Wave x10 which means his Kamehameha waves are enhanced but each costs triple the Ki cost. A Z-Fighter immediately loses all stat 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 4 form takes powerful toll on the Saiyans body more so than the other forms, and takes 80 points from their Ki pool per round. If the Z-Fighter does not have enough Ki points to pay the upkeep, the Z-Fighter 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, his fur disappears and he becomes fatigued and immediately and lose all stats and granted abilities given from the Super Saiyan 4 form.

Super Saiyan 5: Upon reaching 40th level a Z-Fighter gain the ability to access the most powerful power level of the Super Saiyan form. The fifth level of Super Saiyan looks a bit similar to the fourth. Their shiny black hair is now glowing white or dark (white for good and dark for evil). The Z-Fighters shiny black eye brows turn to glowing white/dark eye brows, his eyes turn white/dark, his body is covered with white/dark fur and his tail turns white/dark. Also like the second, third and fourth form because of the amount of energy being channeled and focused a Z-Fighter has random arcs of electricity coursing around them but in this form the electricity is white/dark instead of blue. This electricity does not harm the Z-Fighter but it does harm opponents, whenever the Z-Fighter or his opponent innate melee touch the electricity deals 1d6 divine/vile damage. This form of Super Saiyan unlike the others can be obtained after reaching level 40 and experiencing near death (-6 to -9 hit points), after getting healed the Z-Fighter must succeed a will save DC 50 to turn into Super Saiyan 5, if failed the whole process needs to happen again.

While in the Super Saiyan 5 transformation a Z-Fighter receives the following in place of any of their previous Super Saiyan bonuses: +14 strength, +14 dexterity and +14 constitution, +10 bonus to intimidate checks, Immunity to electricity, DR 20/ epic and Kamehameha Wave x10 which means his Kamehameha waves are enhanced but each costs triple the Ki cost. A Z-Fighter immediately loses all stat and other benefits or bonuses given from the Super Saiyan 5 state once they either revert to their normal form or transform into a different form.

While it does have its benefits the Super Saiyan 5 form takes deadly toll on the Saiyans body more so than the other forms, and takes 100 points from their Ki pool per round. If the Z-Fighter does not have enough Ki points to pay the upkeep, the Z-Fighter 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, his fur disappears and he becomes fatigued and immediately and lose all stats and granted abilities given from the Super Saiyan 5 form.

Epic Ki Abilities
Hellzone Grenade: To do a hellzone grenade, the Z-Fighter fires a number of Ki blasts equal to twice the amount of attacks that he's allowed by his base attack bonus. The Z-Fighter fires the Ki blasts all around his opponent with no intention of hitting the target until he has fired all of the Ki blasts he's allowed. The Ki balls stop and stay stationary at various locations around the target. At the Z-Fighters direction the Ki blasts all converge on the target simultaneously this attack is resolved as a ranged touch attack and denies the target their dexterity modifier to armor class unless the target has the Uncanny Dodge ability and each Ki blast deals 5d8 damage. The target is also not entitled to a reflex saving throw for half damage because the explosion is centered on them. Prerequisite: Ki Barrage. Cost: 5 Ki Points for each Ki Blast fired.

Super Kamehameha Wave: This ability works as Kamehameha wave except that the damage die is changed to d8 and the maximum damage is 40d8, the range is now 100ft. + 20ft./2 levels. Prerequisite: Greater Kamehameha Wave. Cost: 50 Ki Points.

Super Dragon Fist: This Ability works as Breakthrough except that there is also a damage bonus equal to the Z-fighter Wisdom modifier and the mind blast damage is 6 times the Z-fighter Wisdom modifier. Prerequisite: Breakthrough. Cost: 60 Ki Points.

Improved Ki Sense: This ability works as Ki Sense except that the 60 ft. blindsense is now always active and has no Ki cost per round and the ability to know what's the Ki pool by hundreds of another Z-Fighter in 1 mile range is now 10 mile range and you know his Ki pool by tens. Prerequisite: Ki Sense. Atomic Blast: The Z-Fighter shoots an amazingly rapid and deadly blast as a range touch attack that deals 2d4 per level if successful hit, with a critical range of 19-20, multiplayer of x3 and total range of 50ft. + 10ft./level. Cost: 70 Ki Points

Playing a Z-Fighter
Adventures: Because Z-Fighters 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 Z-Fighters who are evil and have corrupt hearts use their power to oppress and destroy. Characteristics: A Z-Fighter is excellent in combat. When in combat the Z-Fighters shun the use of manufactured weapons. Thanks to their training they put themselves under, a Z-Fighter (like a monk) can strike as hard as if they were armed, and faster then a Warrior with a sword.

Alignment: Z-Fighters are chaotic in nature because they are free spirited and resent restrictions.

Religion: Z-Fighter'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 Z-Fighters.

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

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

Advancement: Most Z-Fighters pursue this class to the exclusion of all others, tho this is not a requirement. Z-Fighters 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 Z-Fighter looking to be a hired killer could take levels in Assassin or Ninja.

Z-Fighters 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: Z-Fighters spend most every waking moment of every day training to become better, to test thier limits and go beyond them. Z-Fighters are constantly practicing thier battle techniques or putting them to use on the battle field.

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

NPC Reactions: At first people dont know what to think, flying and shooting balls of light points to a sorceror or psion, but thats not what a Z-Fighter is. If the Z-Fighter decides to keep his class a secret that only makes the players more confused.

Z-Fighter Lore
Characters with ranks in Knowledge(History) or Knowledge(Arcana) can research Z-Fighters to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Z-Fighter in the Game
Z-Fighters tend to fight the front lines, but back up when they run low on Ki.

Adaptation: Z-Fighters that no longer want to level in this class tend to take levels in Fighter or Warlock. As theyre are no specific prestige classes available for them.

{| class="zebra d20" Table: Z-Fighter Unarmed Damage by Size ! rowspan="2" | Level ! rowspan="2" | Fine ! rowspan="2" | Diminutive ! rowspan="2" | Tiny ! rowspan="2" | Small ! rowspan="2" | Medium ! rowspan="2" | Large ! rowspan="2" | Huge ! rowspan="2" | Gargantuan ! rowspan="2" | Colossal !
 * - class=""
 * 1st-3rd|| class="left" | 1 || 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6
 * - class=""
 * 4th-7th|| class="left" | 1d2 || 1d3 || 1d4 || 1d6 || 1d8 || 2d6 || 3d6 || 4d6 || 6d6
 * - class=""
 * 8th-11th|| class="left" | 1d3 || 1d4 || 1d6 || 1d8 || 1d10 || 2d8 || 3d8 || 4d8 || 6d8
 * - class=""
 * 12th-15th||class="left" | 1d4 || 1d6 || 1d8 || 1d10 || 2d6 || 3d6 || 4d6 || 6d6 || 8d6
 * - class=""
 * 16th-19th||class="left" | 1d6 || 1d8 || 1d10 || 2d6 || 2d8 || 3d8 ||4d8 || 6d8 || 8d8
 * - class=""
 * 20th||class="left" | 1d8 || 1d10 || 2d6 || 2d8 || 2d10 || 4d8 || 6d8 || 8d8 || 12d8