Difference between revisions of "User:The-Marksman/Sandbox5"

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{{author
 
{{author
 
|author_name=The-Marksman
 
|author_name=The-Marksman
|date_created=April 2019
+
|date_created=Started Summer 09
|status=In Progress
+
|status=Mostly complete, just want to<br/>add more invocations
|editing=
+
|editing=Please discuss changes before editing
|balance=Rogue
+
|balance=Wizard
}}
 
<noinclude>{{3.5e Class Semantic
 
|description=
 
 
}}
 
}}
 +
<div class="blank">
 +
[[Summary::Across the galaxy, tribes of Saiyan's have learned to harness the ki life forces that suffuses thier bodies and use it form themselves into a deadly weapon on their way to the Legendary Super Saiyan transformations.]]
 +
[[Length::20]]
 +
[[Minimum Level::1]]
 +
[[Base Attack Bonus Progression::Good]]
 +
[[Fortitude Save Progression::Good]]
 +
[[Reflex Save Progression::Good]]
 +
[[Will Save Progression::Good]]
 +
[[Class Ability::Monk-like Abilities, Psionic-like point pool, Invocations, Rage-like transformations]]
 +
[[Class Ability Progression::Full]]
  
==Footpad==
+
[[Allowed Alignments::Lawful Good]]
 +
[[Allowed Alignments::Lawful Neutral]]
 +
[[Allowed Alignments::Lawful Evil]]
 +
[[Allowed Alignments::Neutral Good]]
 +
[[Allowed Alignments::Neutral]]
 +
[[Allowed Alignments::Neutral Evil]]
 +
[[Allowed Alignments::Chaotic Good]]
 +
[[Allowed Alignments::Chaotic Neutral]]
 +
[[Allowed Alignments::Chaotic Evil]]
 +
</div>
  
X
+
==Saiyan Warrior==
 +
[[File:Saiyans.jpg|thumb|300 px|]]
 +
Across the galaxy are a Warrior race known as '''[[Saiyans_(3.5e_Race)|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 Warriors 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.
  
===Making a Footpad===
+
===Making a Saiyan Warrior===
  
'''Abilities:''' X
+
Saiyan Warriors have the following game statistics.
  
'''Characteristics:''' X
+
'''Abilities:''' Dexterity and Strength are very crucial to a Saiyan Warrior's fighting ability. Because Saiyan Warriors have no armor proficiencies, a Saiyan Warrior must rely on their Dexterity and Wisdom to completely fuel the Saiyan's AC, unless he has magical equipment. Also, because Saiyans are combat-oriented, a decent Constitution is more than helpful.
  
'''Races:''' X
+
'''Race:''' [[Saiyans_(3.5e_Race)|Saiyan]]. (Note, for other races see [[Ki_Warrior_(3.5e_Class)|Ki Warrior]]).
  
'''Alignment:''' X
+
'''Alignment:''' Any.
  
'''Starting Gold:''' 5d4 &times; 10 gp (125 gp).
+
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.
 
+
<br/><br/><br/>
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Moderate" or "As [[Rogue]]"
+
{| class="zebra d20"
 
 
{| class="zebra d20"  
 
 
|+
 
|+
<div>{{Anchor|Table: The Footpad}}</div>
+
<div>{{Anchor|Table: The Saiyan Warrior}}</div>
[[SRD:Hit Dice|Hit Die]]: d8
+
[[SRD:Hit Dice|Hit Die]]: d10
 
|-
 
|-
 
! rowspan="2" | Level
 
! rowspan="2" | Level
 
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
 
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
+
! colspan="3" | [[SRD:Saving Throw|Saving Throws]]
 
! rowspan="2" | Special
 
! rowspan="2" | Special
 +
! rowspan="2" | Ki Points<br/>Per Day
 +
! rowspan="2" | [[#Flurry of Blows|Flurry of Blows]]
 +
! rowspan="2" | Unarmed<br/>Damage
 +
! rowspan="2" | [[#AC Bonus|AC]]
 
! rowspan="2" | [[#Fast Movement|Speed<br/>Bonus]]
 
! rowspan="2" | [[#Fast Movement|Speed<br/>Bonus]]
|-
+
|-  
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
! [[SRD:Saving Throw#Fortitude|Fort]] || [[SRD:Saving Throw#Reflex|Ref]] || [[SRD:Saving Throw#Will|Will]]
 
|-  
 
|-  
|1st|| class="left" | +0 || +0 || +2 || +0
+
|1st|| class="left" | +1 || +2 || +2 || +2
| class="left" | [[#Weapon Finesse|Weapon Finesse]], [[#Trapfinding|Trapfinding]], [[#Track|Track]] || class="left" | +0 ft
+
| class="left" | [[#Monk-like Abilities|Monk-like Abilities]], [[#Ki Pool|Ki Pool]], [[#Unarmed Strike|Unarmed Strike]], [[#Combat Style|Combat Style]], [[#Ki Familiarity|Ki Familiarity]], || class="left"| 5||+1/+1||1d6||+0||+0 ft.
|- 
 
|2nd|| class="left" | +1 || +0 || +3 || +0  
 
| class="left" | [[#Evasion|Evasion]], [[#Battle Fortitude|Battle Fortitude]] +1 || class="left" | +0 ft
 
 
|-  
 
|-  
|3rd|| class="left" | +2 || +1 || +3 || +1
+
|2nd|| class="left" | +2 || +3 || +3 || +3
| class="left" | [[#Cunning Strike|Cunning Strike]], [[#Poison Use|Poison Use]], [[#Trap Sense|Trap Sense]] +1|| class="left" | +10 ft
+
| class="left" | [[#Ki Abilities|Least Ki Ability]], [[#Ki Volley|Ki Volley]], [[#Style Focus|Style Focus]]|| class="left" | 9||+2/+2||1d6||+0||+0 ft.
 
|-  
 
|-  
|4th|| class="left" | +3 || +1 || +4 || +1
+
|3rd|| class="left" | +3 || +3 || +3 || +3
| class="left" | [[#Uncanny Dodge|Uncanny Dodge]], [[#Great Leap|Great Leap]] || class="left" | +10 ft
+
| class="left" | [[#Ki Deflection|Ki Deflection]], [[#Uncanny Dodge|Uncanny Dodge]]|| class="left" | 15||+3/+3||1d8||+0||+0 ft.
 
|-  
 
|-  
|5th|| class="left" | +3 || +1 || +4 || +1
+
|4th||class="left" | +4 || +4 || +4 || +4
| class="left" | [[#Devious Strike|Devious Strike]] +1d6, [[#Swift Stalker|Swift Stalker]] || class="left" | +10 ft
+
| class="left" | [[#Awesome Blow|Awesome Blow]], [[#Ki Strike|''Ki'' Strike]] (Magic), Least Ki Ability|| class="left" | 23||+4/+4||1d8||+0||+10 ft.
 
|-  
 
|-  
|6th|| class="left" | +4 || +2 || +5 || +2
+
|5th||class="left" | +5 || +4 || +4 || +4
| class="left" | [[#Flawless Stride|Flawless Stride]], [[#Deft Hands|Deft Hands]] +2, Trap Sense +2|| class="left" | +20 ft
+
| class="left" | [[#Evasion|Evasion]], Style Focus || class="left" | 33||+5/+5||1d8||+1||+10 ft.
 
|-  
 
|-  
|7th|| class="left" | +5 || +2 || +5 || +2
+
|6th||class="left" | +6/+1 || +5 || +5 || +5
| class="left" | [[#Master Tracker|Master Tracker]], [[#Speed Climb|Speed Climb]] || class="left" | +20 ft  
+
| class="left" | [[#Super Saiyan|Super Saiyan]], [[#Ki Abilities|Lesser Ki Ability]], || class="left" | 45||+6/+6/+1||1d8||+1||+10 ft.
 
|-  
 
|-  
|8th|| class="left" | +6/+1 || +2 || +6 || +2
+
|7th||class="left" | +7/+2 || +5 || +5 || +5
| class="left" | [[#Camouflage|Camouflage]], [[#Improved Flanking|Improved Flanking]] || class="left" | +20 ft
+
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]],  Style Focus || class="left" | 59||+7/+7/+2 ||1d10||+1||+20 ft.
 
|-  
 
|-  
|9th|| class="left" | +6/+1 || +3 || +6 || +3
+
|8th||class="left" | +8/+3 || +6 || +6 || +6
| class="left" | [[#Improved Evasion|Improved Evasion]], Trap Sense +3 || class="left" | +30 ft
+
| class="left" | Lesser Ki Ability, Greater Flurry || class="left" | 71||+8/+8/+8/+3||1d10||+1||+20 ft.
 
|-  
 
|-  
|10th||class="left" | +7/+2 || +3 || +7 || +3
+
|9th||class="left" | +9/+4 || +6 || +6 || +6
| class="left" | [[#Skill Mastery|Skill Mastery]], Devious Strike +2d6 || class="left" | +30 ft
+
| class="left" | [[#Improved Evasion|Improved Evasion]], Style Focus || class="left" | 82||+9/+9/+9/+4||1d10||+1||+20 ft.
 
|-  
 
|-  
|11th||class="left" | +8/+3 || +3 || +7 || +3
+
|10th||class="left" | +10/+5 || +7 || +7 || +7
| class="left" | [[#Improved Poison Use|Improved Poison Use]], Battle Fortitude +2 || class="left" | +30 ft
+
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Good/Evil), [[#Ki Abilities|Greater Ki Ability]] || class="left" | 94||+10/+10/+10/+5||1d10||+2||+30 ft.
 
|-  
 
|-  
|12th||class="left" | +9/+4 || +4 || +8 || +4
+
|11th||class="left" | +11/+6/+1 || +7 || +7 || +7
| class="left" | [[#Lucky|Lucky]], Deft Hands +4, Trap Sense +4|| class="left" | +40 ft
+
| class="left" | [[#Super Saiyan 2|Super Saiyan 2]] || class="left" | 106||+11/+11/+11/+6/+1||2d6||+2||+30 ft.
 
|-  
 
|-  
|13th||class="left" | +9/+4 || +4 || +8 || +4
+
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8
| class="left" | [[#A Thousand Faces|A Thousand Faces]] || class="left" | +40 ft
+
| class="left" | Greater Ki Ability || class="left" | 126||+12/+12/+12/+7/+2||2d6||+2||+30 ft.
 
|-  
 
|-  
|14th||class="left" | +10/+5 || +4 || +9 || +4
+
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8
| class="left" | [[#Hide in Plain Sight|Hide in Plain Sight]], || class="left" | +40 ft
+
| class="left" |  Style Focus || class="left" | 147||+13/+13/+13/+8/+3||2d6||+2||+40 ft.
 
|-  
 
|-  
|15th||class="left" | +11/+6/+1 || +5 || +9 || +5
+
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9
| class="left" | Devious Strike +3d6, Trap Sense +5|| class="left" | +50 ft
+
| class="left" | Greater Ki Ability || class="left" | 170||+14/+14/+14/+9/+4||2d6||+2||+40 ft.
 
|-  
 
|-  
|16th||class="left" | +12/+7/+2 || +5 || +10 || +5
+
|15th||class="left" | +15/+10/+5 || +9 || +9 || +9
| class="left" | [[#Opportunist|Opportunist]] || class="left" | +50 ft
+
| class="left" | || class="left" | 195||+15/+15/+15/+10/+5||2d8||+3||+40 ft.
 
|-  
 
|-  
|17th||class="left" | +12/+7/+2 || +5 || +10 || +5
+
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10
| class="left" | [[#Free Movement|Free Movement]] || class="left" | +50 ft
+
| class="left" | [[#Ki Abilities|Master Ki Ability]], [[#Ki Strike|''Ki'' Strike]] (Adamantine)|| class="left" | 221||+16/+16/+16/+11/+6/+1 ||2d8||+3||+50 ft.
 
|-  
 
|-  
|18th||class="left" | +13/+8/+3 || +6 || +11 || +6
+
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +10
| class="left" | Deft Hands +6, Trap Sense +6|| class="left" | +60 ft
+
| class="left" | [[#Timeless Body|Timeless Body]], Style Focus || class="left" | 250||+17/+17/+17/+12/+7/+2||2d8||+3||+50 ft.
 
|-  
 
|-  
|19th||class="left" | +14/+9/+4 || +6 || +11 || +6
+
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11
| class="left" | Battle Fortitude +3 || class="left" | +60 ft
+
| class="left" | Master Ki Ability || class="left" | 280||+18/+18/+18/+13/+8/+3||2d8||+3||+50 ft.
 
|-  
 
|-  
|20th||class="left" | +15/+10/+5 || +6 || +12 || +6
+
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11
| class="left" | [[#Master of the Foot-clan|Master of the Foot-clan]], Devious Strike +4d6 || class="left" | +60 ft
+
| class="left" | [[#Super Saiyan 3|Super Saiyan 3]] || class="left" | 311||+19/+19/+19/+14/+9/+4||2d10||+3||+60 ft.
 +
|-
 +
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12
 +
| class="left" | [[#Perfect Self|Perfect Self]], Master Ki Ability || class="left" | 343||+20/+20/+20/+15/+10/+5||2d10||+4||+60 ft.
 +
|-
 +
| colspan="11" class="foot" |
 +
* The unarmed damage value shown is for Medium Saiyan Warriors. See >>[[User:The-Marksman/Saiyan_Warrior_Tables|here]]<< for Saiyan Warriors of other sizes.
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
 +
'''[[SRD:Class|Class]] Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 +
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]), [[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]), [[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]), [[SRD:Intimidate Skill|Intimidate]] ([[SRD:Charisma|Cha]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]),  [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]), [[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]) and [[SRD:Use Magic Device Skill|Use Magic Device]] ([[Charisma|Cha]]).
 
|}
 
|}
'''[[SRD:Class|Class]] Skills (8 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/>
 
[[SRD:Appraise Skill|Appraise]] ([[SRD:Intelligence|Int]]),
 
[[SRD:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]),
 
[[SRD:Bluff Skill|Bluff]] ([[SRD:Charisma|Cha]]),
 
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]),
 
[[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]),
 
[[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]),
 
[[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]),
 
[[SRD:Disguise Skill|Disguise]] ([[SRD:Charisma|Cha]]),
 
[[SRD:Escape Artist Skill|Escape Artist]] ([[SRD:Dexterity|Dex]]),
 
[[SRD:Gather Information Skill|Gather Information]] ([[SRD:Charisma|Cha]]),
 
[[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]),
 
[[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]),
 
[[SRD:Knowledge Skill|Knowledge]] (local) ([[SRD:Intelligence|Int]]),
 
[[SRD:Knowledge Skill|Knowledge]] (nature) ([[SRD:Intelligence|Int]]),
 
[[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]),
 
[[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]),
 
[[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]),
 
[[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]),
 
[[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]),
 
[[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]),
 
[[SRD:Sleight of Hand Skill|Sleight of Hand]] ([[SRD:Dexterity|Dex]]),
 
[[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]),
 
[[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]),
 
[[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]),
 
[[SRD:Tumble Skill|Tumble]] ([[SRD:Dexterity|Dex]]),
 
[[SRD:Use Magic Device Skill|Use Magic Device]] ([[SRD:Charisma|Cha]]),
 
[[SRD:Use Rope Skill|Use Rope]] ([[SRD:Dexterity|Dex]]).
 
  
 
====Class Features====
 
====Class Features====
  
All of the following are [[SRD:Class|class]] features of the Footpad.
+
All of the following are [[SRD:Class|class]] features of the Saiyan Warrior.
 +
 
 +
'''Weapon and Armor Proficiency:''' A Saiyan Warrior is proficient with unarmed strikes and proficient with [[SRD:Greatsword|greatsword]], katana, [[SRD:Longsword|longsword]], [[SRD:Nunchaku|nunchaku]], [[SRD:Quarterstaff|quarterstaff]], [[SRD:Sai|sai]] and [[SRD:Shuriken|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.
 +
 
 +
'''{{Anchor|Monk-like Abilities}}:''' The training of a Saiyan Warrior is much like that of a monk fighting with martial arts both unarmed and without armor. A Saiyan Warrior gains the unarmed damage, flurry of blows, land base speed, and Wisdom to AC as a [[SRD:Monk|monk]] of his Saiyan Warrior level. (See table 3-10: The Monk in the Player's Handbook.) A Saiyan Warrior's class levels stack with any monk levels for determining his unarmed damage, flurry of blows progression and unarmored speed bonus. A monk who becomes a Saiyan Warrior may continue advancing as a monk.
 +
 
 +
'''{{Anchor|Unarmed Strike}}:''' Saiyan Warriors are highly trained at fighting unarmed, giving them considerable advantages when doing so. At 1st level, a Saiyan Warrior gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus feat. A Saiyan Warrior's 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 Warrior's 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 Warrior's 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 >>[[User:The-Marksman/Saiyan_Warrior_Tables|here]]<<
 +
 
 +
'''{{Anchor|Ki Pool}}:''' A first-level Saiyan Warrior gets a ki pool of ki points. Most all of the Saiyan's 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 throughout the day. After a Saiyan Warrior has expended his ki pool, he must sleep for 8 hours, or use the ki charge ability to regain his ki 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 >>[[User:The-Marksman/Saiyan_Warrior_Tables|here]]<<. Bonus ki points are derived from his Wisdom bonus.
 +
 
 +
Everytime a Saiyan Warrior mentally prepares himself to fight or use ki abilities he manifests his ki visibly. He essentially prepares his ki pool for use and he becomes 'charged up'. While charged up, a bluish white energy flows from his feet up to above his head following a vague outline of his body, making numerous flame-like spikes of energy as it rises and connects above his head. This aura can be suppressed at will as a free action, even while the Saiyan Warrior is actually fighting and using his ki pool.  
  
'''Weapon and Armor Proficiency:''' Footpads are proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial]] weapons, and plus bolas, hand crossbows, kukris, spiked chains, and whips. Footpads are also proficient with all [[SRD:Armor Proficiency (Light)|light]] armors, but not with any [[SRD:Shield Proficiency|shields]].
+
'''{{Anchor|Ki Familiarity}}:''' At first level, a Saiyan Warrior is familiar with how the life energy called ki works and has the ability to create and control his own ki in his body. At first level, he can use his ki to make glowing orbs out of his ki. From very tiny orbs floating above the palm of his hand to larger orbs that are as wide as his chest. These orbs cannot be used to attack or damage any type of creature or object and because the light is artificial it does not harm creatures who have light sensitivities or who are harmed by light.  
  
'''{{Anchor|Weapon Finesse}}:''' At fist level a Footpad gains [[SRD:Weapon Finesse|Weapon Finesse]] as a bonus feat even if he doesn't meet the prerequisites. If he already has Weapon Finesse from another source he may instead select any feat for which he qualifies.
+
Smaller orbs which cost 1 ki point to create and shed shadowy illumination out to 10 feet. Larger orbs spanning the width of the Saiyan Warrior's torso cost 5 ki points to create and shed bright illumination out 15 feet, and shadowy illumination 15 feet. These orbs are always spherical in shape when generated and can be dispersed as a free action. A ki orb has no weight and can be easily moved around with 1 free hand. These orbs are the building blocks of the ki volley.
  
'''{{Anchor|Trapfinding}}:''' Footpads can use the Search skill to locate [[SRD:Traps|traps]] when the task has a Difficulty Class higher than 20. Finding a nonmagical traps has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create it. Footpads can use the Disable Device skill to [[SRD:Disarm|disarm]] magic traps. A magic trap generally has a DC of 25 + the level of the spell used to create it. a Footpad who beats a trap’s DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it (with his party) without disarming it.
+
'''{{Anchor|Combat Style}}:''' At first level, a Saiyan Warrior must choose a combat style to focus his training on. This combat focus choice is either Offense, Defense, or Ki Abilities. For choosing offense at first level a Saiyan Warrior automatically gains [[SRD:Power_Attack|Power Attack]] as a bonus feat. For choosing defense he gains [[SRD:Combat_Expertise|Combat Expertise]] and for choosing Ki at first level he gains [[SRD:Stunning_Fist|Stunning Fist]] as a bonus feat. A Saiyan Warrior need not meet any prerequisites for these feats. 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.
  
'''{{Anchor|Track}}:''' At fist level a Footpad gains [[SRD:Track|Track]] as a bonus feat even if he doesn't meet the prerequisites. If he already has Track from another source he may instead select any feat for which he qualifies.
+
'''{{Anchor|Style Focus}}:''' At various intervals in his career a Saiyan Warrior's superiority in combat shows more and more. At the intervals of 2nd, 5th, 7th, 9th, 13th, and 17th levels a Saiyan Warrior may choose a bonus feat or special ability from the lists below as appropriate for his Combat Style choice. The character must meet any of the prerequisites to 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.  
  
'''{{Anchor|Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level and higher, a Footpad can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion and [[#Improved Evasion|Improved Evasion]] can be used only if the Footpad is wearing light armor or no armor. A [[SRD:Helpless|helpless]] Footpad does not gain the benefit of evasion.
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:'''''Offense:''''' At each of the previously indicated levels above, the Saiyan Warrior may choose a bonus feat from the following list. Axiomatic Strike<sup>1</sup>, Blind-Fight, Brutal Strike<sup>3</sup>, Cleave, Clever Wrestling<sup>1</sup>, Combat Intuition<sup>2</sup>, Combat Reflexes, Combat Tactician<sup>3</sup>, Danger Sense<sup>2</sup>, Deft Opportunist<sup>2</sup>, Earths Embrace<sup>1</sup>, Eagle Claw Attack<sup>1</sup>, Expert Tactician<sup>2</sup>, Extra Stunning<sup>1</sup>, Fists of Iron<sup>1</sup>, Flying Kick<sup>1</sup>, Freezing the Lifeblood<sup>1</sup>, Great Cleave, Hold the Line<sup>1</sup>, Improved Bullrush, Improved Critical (Unarmed), Improved Grapple, Improved Initiative, Improved Overrun, Improved Sunder, Kiai Shout<sup>1</sup>, Greater Kiai Shout<sup>1</sup>, Leap Attack<sup>2</sup>, Prone Attack<sup>1</sup>, Power Critical (Unarmed)<sup>1</sup>, Roundabout Kick<sup>1</sup>, Snatch Arrows, Stunning Fist, Versatile Unarmed Strike<sup>3</sup>, Water Splitting Stone<sup>3</sup>, Weakening Touch<sup>1</sup>, Weapon Finesse, Weapon Focus (Unarmed), Weapon Specialization (Unarmed), Greater Weapon Focus (Unarmed), and Greater Weapon Specialization (Unarmed) or Zen Archery.
  
'''{{Anchor|Battle Fortitude}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 2nd level, a Footpad gains a +1 bonus on all initiative checks and on all Fortitutde saving throws. This bonus improves by an additional +1 at 11th and 19th levels (+2 at 11th level, +3 at 9th level).
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:'''''Defense:''''' At each of the previously indicated levels, the Saiyan Warrior may choose a bonus feat from the following list. Acrobatic Strike<sup>3</sup>, Bounding Assault<sup>3</sup>, Clever Wrestling<sup>1</sup>, Close-Quarters Fighting<sup>1</sup>, Combat Reflexes, Combat Tactician<sup>3</sup>, Cometary Collision<sup>3</sup>, Danger Sense<sup>2</sup>, Defensive Strike<sup>1</sup>, Defensive Sweep<sup>3</sup>, Defensive Throw<sup>1</sup>, Deft Opportunist<sup>2</sup>, Diehard, Dive for Cover<sup>2</sup>, Dodge, Eagle Claw Attack<sup>1</sup>, Endurance, Extra Stunning<sup>1</sup>, Faster Healing<sup>1</sup>, Hear the Unseen<sup>2</sup>, Improved Combat Expertise<sup>1</sup>, Improved Disarm, Improved Diversion<sup>2</sup>, Improved Feint, Improved Grapple, Improved Toughness<sup>1</sup>, Improved Trip, Karmic Strike<sup>1</sup>, Melee Evasion<sup>3</sup>, Mobility, Pain Touch<sup>1</sup>, Prone Attack<sup>1</sup>, Quick Reconnoiter<sup>2</sup>, Rapid Blitz<sup>3</sup>, Rapid Stunning<sup>1</sup>, Run, Snatch Arrows, Spring Attack, Toughness, Versatile Unarmed Strike<sup>3</sup>, Water Splitting Stone<sup>3</sup>, Weapon Finesse, Weakening Touch<sup>1</sup>, Whirlwind Attack and Zen Archery<sup>1</sup>.  
  
'''{{Anchor|Cunning Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Footpad is smart about when he choses to attack and how, always slipping in through an opponents guard by noticing openings and weakness in an opponents stance, posture, footing, over reaching for a swing, etc. Because of this, whenever a Footpad is using any light or one handed slashing or piercing weapon, a Footpad can add their Intelligence score to all of their attack rolls in addition to any normal strength bonus. This ability does not stack with any other ability that allows you to add alternate ability scores to attack rolls.
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:*<sup>1</sup> - Feat found in The Complete Warrior (page 94)
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:*<sup>2</sup> - Feat found in The Complete Adventurer (page 104)
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:*<sup>3</sup> - Feat found in The Players Handbook II (page 72)
  
'''{{Anchor|Poison Use}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level and higher, a Footpad never risks accidentally poisoning himself when applying poison to a weapon.
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:'''''Ki:''''' 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 available. A Saiyan Warrior may choose a previously unchosen Least ki ability at 2nd and 5th level, a Least or Lesser ki ability at 7th and 9th level, a Least, Lesser or Greater ki ability at 13th level, and any Least, Lesser, Greater or Master ki ability at 17th level. Once a Saiyan Warrior has chosen a new ki ability, this choice may never be altered.
  
'''{{Anchor|Trap Sense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Footpad gains an intuitive sense that alerts him to danger from [[SRD:Traps|traps]], giving him a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the Footpad reaches 6th level, to +3 when he reaches 9th level, to +4 when he reaches 12th level, to +5 at 15th, and to +6 at 18th level. Trap sense bonuses gained from multiple classes stack and this ability stacks with the bonus to Reflex saves from his Reactive Instinct ability.
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'''{{Anchor|Ki Abilities}}:''' At 2nd level, a Saiyan Warrior receives access to a repertoire of attacks and defensive abilities known as Ki Abilities that require him to focus the ki life energy that suffuses his body and soul. 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 [[SRD:Concentration Skill|Concentration]] check to successfully use the Ki Ability if he is hit by an attack while performing 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. A Saiyan Warrior's caster level with his Ki Abilities is equal to his Saiyan Warrior class level.  
  
'''{{Anchor|Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a Footpad can react to danger before his senses would normally allow him to do so. He retains her Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Footpad already has uncanny dodge from a different class he automatically gains Improved Uncanny Dodge instead.  
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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 he unlocks this ability at second level. When a Saiyan Warrior gains access to Lesser Ki Abilities at 6th level he may choose 1 ability from the Lesser category or 2 Least abilities. At 10th level when he gains access to Greater Ki Abilities he may choose 1 ability from the Greater category or 2 Lesser or Least abilities. When he gains Master Ki Abilities at 16th level, he may choose 1 Master Ki Ability or 2 from any previous category.
  
'''{{Anchor|Great Leap}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 5th level Footpad is adept at jumping over and around various obstacles, and always makes Jump checks as if he was running and had the Run feat, enabling him to make long jumps without a running start and granting him a +4 bonus on the jump (see the skill description, page 77 of the Players Handbook). a Footpad loses this bonus when wearing medium or heavy armor or carrying a heavy load.
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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 Warrior's 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 all available Ki Abilities can be found at the bottom of this page or on a separate page, >>[[3.5e_Saiyan_Warrior_Invocations|here]]<<.  
  
'''{{Anchor|Devious Strike}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 5th level, a Footpad gains the ability to strike precisely with any light or one-handed slashing or piercing weapon, gaining an extra 1d6 damage added to his normal damage roll. When making a Devious Strike, a Footpad cannot attack with any weapon in his other hand or use a shield. A Footpad’s Devious Strike only works against living creatures with discernible anatomies. However, this ability '''does''' work on creatures that are immune to critical hits. At 10th level and every 5 levels there after, the extra damage on a Devious Strike increases by an additional +1d6.  
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Ki Abilities are not spells and as such are not subject to spell resistance. Some Ki Abilities are subject to power resistance however, and such Ki Abilities will state they are subject to power resistance in their description. 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) and Ki Abilities work in the presence of an antimagic effect or even anti-psionic effects.
  
'''{{Anchor|Swift Stalker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 5th level, a Footpad can move at his normal speed while following tracks without taking the normal &minus;5 penalty. He only takes a &minus;10 (instead of the normal &minus;20) when moving at up to twice his normal speed while tracking. a Footpad can also move stealthily even at a quick pace. He no longer takes a &minus;5 penalty on Hide and Move Silently checks when moving at any speed up to his normal speed, and he takes only a &minus;10 (instead of the normal &minus;20) on Hide and Move Silently checks when running. (He still takes the normal &minus;20 on such checks when charging).
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'''{{Anchor|Ki Volley}}:''' When a Saiyan Warrior gains this ability at 2nd level, they have learned to fire the orbs of ki that they can create with their ki familiarity ability into a small fireball shaped projectiles. 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 volleys are ranged touch attacks dealing an amount of damage equal to his current raw unarmed strike damage, with a Reflex saving throw for half damage. They have a range of "medium" (100 ft + 10 ft /level). The DC for the save is 10 + ½ the Saiyan Warrior's class level + the Saiyan Warrior's Dexterity modifier.  
  
'''{{Anchor|Flawless Stride}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 6th level, a Footpad can move through any sort of terrain that slows movement (such as undergrowth, rubble, overgrown areas, natural thorns, briars and similar terrain) at her normal movement speed and without taking damage or suffering any other impairment. This ability also allows him to run and charge in situations where others cannot. He may charge, or run over difficult terrain that normally slows movement or allies or neutral characters blocking his path. This ability enables him to run down steep stairs, leap down from a balcony, and tumble over tables to get to his destination. Depending on the circumstances, he still may need to make appropriate checks (Jump and Tumble, in particular) to successfully move over the terrain. This ability does not let him move more quickly through terrains that are enchanted or have been magically manipulated to impede movement. a Footpad loses this ability when wearing heavy armor, or carrying a heavy load.
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Note: This damage cannot be increased by any temporary magic items or buffs that can be removed or wear off, but can be increased by any feat or permanent effect that the character will keep indefinitely that makes a permanent addition to his unarmed strike damage. This means should he lose that feat or permanent magical effect later (like say he has a magic buff that had permanent cast on it, and then later goes into an anti-magic field or becomes disjunctioned), then the addition to his Ki Volley damage would be removed as well.
  
'''{{Anchor|Deft Hands}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' a Footpad is amazingly good with his hands and excels at skills that require fine motor control. Starting at 6th level a Footpad gains a +2 bonus on Disable Device, Open Locks and Slight of Hand checks. This bonus increases by +2 every 6 levels there after to +4 at 12 level and +6 at 18th level.  
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'''{{Anchor|Ki Deflection}}:''' At 3rd level, a Saiyan Warrior's familiarity with ki allows them some subtle defenses against ranged ki and energy attacks. A Saiyan Warrior who makes a successful Reflex save against any ki or ranged energy attacks used on them (Arcane, Fire, Ice, Divine, Shadow, etc, but not acid) may choose to deflect or resist the attack instead of dodging it. A Saiyan Warrior who makes a successful Reflex save against any ranged energy attack may deflect the energy away from himself as though using the deflect arrows feat. A Saiyan Warrior may deflect as many energy attacks per round as his maximum number of attacks of opportunity per round and may only deflect ki volleys that he makes a successful Reflex save against. Doing this does not count as one of his attacks of opportunity for the round. Energy attacks may never be caught and kept like arrows in the snatch arrows feat.  
  
'''{{Anchor|Master Tracker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' a Footpad gains the Urban Tracking feat as a bonus feat at 4th level, allowing him to more readily use Gather Information to locate and track people within communities. This feat can be found on page 154 in Races of Destiny or page 56 of the Unearthed Arcana. Also starting at 4th level, a Footpad is so good at following tracks that he can even track someone that is under the influence of a "[[SRD:Pass_without_Trace|''Pass without Trace'']]" spell or similar effect, though he takes a &minus;10 on his Survival checks when doing so. A Footpad leaves absolutely no trail while traveling in natural surroundings and cannot be tracked. He may choose to leave a trail if so desired.
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When an opposing Saiyan Warrior has the [[Beam_Blast_(3.5e_Invocation)|Beam Blast]] ability and uses it to make a beam of energy instead of an orb, if the Saiyan Warrior makes a successful Reflex save he may either fire a return [[Beam_Blast_(3.5e_Invocation)|blast]] as an immediate action (this is called a beam battle), or coat his hands in his own ki energy in order to put both hands out and stop the beam in its tracks without exploding it. If this takes place before his turn, then he must spend his full turn this round resolving the beam battle. If he catches the attack after his turn this round, then the beam remains unresolved until the next round.  
  
'''{{Anchor|Speed Climb}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' a Footpad of 7th level or higher can scramble up or down walls and slopes with great speed. He can climb at his speed as a move action with no penalty; however, he must begin and end his move on a horizontal surface (such as the ground or a flat rooftop). If he does not end his movement on a horizontal surface, he falls, taking falling damage as appropriate for his distance above the ground. a Footpad only needs to have one hand free to use this ability. a Footpad loses this ability when wearing heavy armor or carrying a heavy load.
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To resolve a beam battle, each Saiyan Warrior must choose an amount of power points to spend during their respective turns in the same round as a full round action. The attacker for pushing his beam forward and the defending Saiyan Warrior on how much ki to shield his hands in order to resist the push. A Saiyan Warrior can choose to spend no more than a maximum of 1 ki point per Saiyan Warrior level on this check per round. Then at the end of the round the amounts they spent are compared for the results of the progress.  
  
'''{{Anchor|Camouflage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 8th level, a Footpad can use the hide skill in any sort of terrain, whether natural or not, even if the terrain doesn't grant cover or concealment. He loses this benefit when wearing medium or heavy armor.
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If both Saiyan Warriors use within 1 point of ki from each other, then nothing changes for that round, and points must be spent again next round. If the defending Saiyan Warrior uses 2 or more ki points than the attacker used, he can either deflect the beam in a straight line to the southwest or southeast behind himself and it strikes the next creature or object in its path as though that creature or object were the intended target, or the defender may push the beam back on the attacker. In this case the attacker cannot catch his own attack again and takes the 1/2 of the beam damage.  
  
''' {{Anchor|Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level a Footpad gains Improved Evasion. This ability works like [[#Evasion|evasion]], except that while the Footpad still takes no damage on a successful Reflex saving throw against attacks henceforth he henceforth takes only half damage on a failed save. A helpless Footpad does not gain the benefit of improved evasion.
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If the attacking Saiyan Warrior spends 2 or more points than the defender used, then the beam breaks through the defending Saiyan Warrior's defenses and hits the defending Saiyan Warrior for full damage. In either case, the Saiyan Warrior receiving the damage is not entitled to any Reflex saves to avoid any damage. These same rules apply to when 2 Saiyan Warriors both fire ki beams at each other in the same round.  
  
'''{{Anchor|Skill Mastery}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level The Footpad becomes so certain in the use of certain skills that he can use them reliably even under adverse conditions. Upon gaining this ability, he selects a number of skills equal to 3 + his Intelligence modifier. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. a Footpad may gain this ability multiple times from multiple classes, selecting additional skills for it to apply to each time.
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'''{{Anchor|Uncanny Dodge}} {{Ex}}:''' At 3rd level, a Saiyan Warrior retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Martial Artist already has Uncanny Dodge from a different class, he automatically gains Improved Uncanny Dodge (see [[#Improved Uncanny Dodge|below]]) instead.
  
'''{{Anchor|Improved Poison Use}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 11th level, a Footpad can apply poison to a weapon as a move action. (Normally, applying a poison is a standard action, like applying an oil.)
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'''{{Anchor|Awesome Blow}}''' At 4th level, a Saiyan Warrior gains the custom feat [[Awesome_Blow_(3.5e_Feat)|Awesome Blow]] as a bonus feat, even if he does not meet the prerequisites.
  
'''{{Anchor|Lucky}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Many Footpads live by the credo "Better lucky than good." Once per day, a Footpad of 12th level or higher may re-roll any failed attack roll, skill check, ability check, or saving throw. The character must take the result of the re-roll, even if it's worse than the original roll.
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'''{{Anchor|Ki Strike}}:''' At 4th level, a Saiyan Warrior gains the ki strike ability, as the monk's ability of the same name. (See Ki Strike, page 41 in the Player's 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 overcoming 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 overcoming damage reduction. If the Saiyan is evil, his unarmed strikes are considered evil for the purposes of overcoming damage reduction. If the Saiyan Warrior is neutral, he may have his choice of either one. At 18th level, the Saiyan Warrior's unarmed strikes are considered adamantine weapons for the purposes of overcoming damage reduction and bypassing any object's hardness, as a monk's ability of the same name.  
  
'''{{Anchor|A Thousand Faces}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 13th level, a Footpad gains the ability to change his appearance at will, as if using the ''[[SRD:Disguise Self|disguise self]]'' spell. This affects the Footpad’s body but not his possessions. It is not an illusory effect, but a minor physical alteration of the Footpad’s appearance, within the limits described for the spell.
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'''{{Anchor|Evasion}}:''' At 5th level and higher, a Saiyan Warrior can avoid even magical and unusual attacks with great agility. 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. If a Martial Artist already has Evasion from a different class, he automatically gains Improved Evasion (see [[#Improved Evasion|below]]) instead.
  
''' {{Anchor|Hide in Plain Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' While in any sort of terrain, whether natural or not, a Footpad of 14th level or higher may make use the Hide skill even while being observed.  
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'''{{Anchor|Super Saiyan}}:''' Upon reaching 6th level, a Saiyan Warrior has reached a breaking point in his training, and he is capable of ascending to a power known as Super Saiyan. Reaching 6th 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 6th 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/hopelessness), 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 than the brief moment in the round that they achieved it. If successful, the Saiyan does not need any further checks of any kind 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.  
  
'''{{Anchor|Opportunist}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Once per round a Footpad can make an attack of opportunity against an opponent who as just been struck for damage in melee by another character. This attack counts as the Footpads attack of opportunity for that round. Even a Footpad with the [[SRD:Combat Reflexes|Combat Reflexes]] feat cannot use this ability more than once per round.
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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 their own free will as a free action, but only on their turn. The Saiyan Warrior can also be overcome by intense emotion and voluntarily make the choice to not turn Super Saiyan, however, if they 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.
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When the Saiyan Warrior makes the transformation, his hair and eyebrows turn bright gold in color and his pupils and irises turn a bright almost glowing sea green. Their muscles bulge slightly, and their now golden hair stands more straight up than it did before. The Saiyan's ki aura turns into a radiant 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 slight wind. The Saiyan can voluntarily suppress this aura at any time as a free action, even when it's not their turn, though they still retain their golden hair, eyebrows, and green pupils regardless until they revert to their normal state, losing the bonuses granted by the transformation.  
  
'''{{Anchor|Free Movement}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' a Footpad is relentless in her pursuit and can slip out of grapples, bonds and even the effects of confining spells easily. Starting at 17th level, this ability duplicates the effects of a "[[SRD:Freedom_of_Movement|''Freedom of Movement'']]" spell at will.
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Although it is hard to achieve the power of a Super Saiyan, the rewards are well worth it. The Saiyan's strength, speed, and agility are increased. This increase gives a Super Saiyan +8 strength, +8 dexterity, and damage reduction 2/&minus;. (Note that these stat bonuses are considered a "enhancement" bonus for determining what it stacks with). A Saiyan Warrior immediately loses all stat and speed bonuses given from the Super Saiyan state once they revert to their normal form.
  
'''{{Anchor|Master of the Foot-clan}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''  A 20th-level Footpad's exploits have become so legendary that great numbers of footpads, thieves, rogues, and general scoundrels are willing to sign up as part of the Footpad's crew for no compensation other than a share of the loot. Treat this ability as the equivalent of the Leadership feat, except that only followers (and no cohorts) are gained.
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The Super Saiyan transformation takes its toll on the Saiyan's 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 12 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 the first hour and must pay an additional 5 points of ki at the beginning of each following hour. If a Saiyan Warrior ever reverts back to his natural state due to lack of ki points, he is left fatigued until he can gain 30 minutes of rest. A Saiyan Warrior who voluntarily reverts to his natural state before losing all ki points takes no penalty.
  
====Human Footpad Starting Package====
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For a table comparing the various Super Saiyan transformations, click >>[[#Table: The Saiyan Warrior Standard Super Saiyan Stats|here]]<<
  
'''Weapons:''' Longbow (1d8, crit 20/x3),  
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'''{{Anchor|Improved Uncanny Dodge}} {{Ex}}:''' At 7th level and higher, a Martial Artist can no longer be flanked, and opponents gain no benefit from doing so. This defense denies a rogue the ability to sneak attack the Martial Artist by flanking him, unless the attacker has at least four more rogue levels than the target has Martial Artist levels. If a character already has uncanny dodge (see [[#Uncanny Dodge|above]]) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.
  
'''Skill Selection:''' Pick a number of skills equal to 8 + [[Int]] modifier.
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'''{{Anchor|Improved Evasion}}:''' Gained at 9th level, this ability works like evasion, except that while the Saiyan Warrior still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, he henceforth takes only half damage on a failed save. A helpless Saiyan Warrior (such as one who is unconscious or paralyzed) does not gain the benefit of Improved Evasion.  
  
{| class="zebra d20"
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'''{{Anchor|Super Saiyan 2}}:''' Upon reaching 15th level, a Saiyan Warrior gains the ability to access the second power level of the Super Saiyan form. 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. 
|-
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! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
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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 Master's Guide). Any Saiyan Warrior with the [[Ki_Sense_(3.5e_Invocation)|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 [[SRD:Dazed|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 forth 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 another surface).
|- class=
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| class="left" | Climb || 2 || Str || &mdash;
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The second level of Super Saiyan looks the same as the first, with the exception that their golden hair is a little longer and is pushed a little more upright in its shape than from the first form. Exactly how it is different varies from Saiyan to Saiyan based on their hairstyle. 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 or grapples.
|- class=
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| class="left" | Disable Device || 4 || Dex || &mdash;
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Example of Super Saiyan 2:
|- class=
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| class="left" | Hide || 4 || Dex || &mdash;
+
While in the Super Saiyan 2 transformation, a Saiyan Warrior receives the following in place of their previous Super Saiyan bonuses: +8 strength, +8 dexterity, +40 land base speed, damage reduction 5/&minus; and energy resistance electricity 5. In addition, while transformed as a Super Saiyan 2 the Saiyan Warrior gains an additional 2 attacks of opportunity per round and does not provoke attacks of opportunity for moving through an opponent's threat area. However, he does still provoke an attack of opportunity for attempting to move into a square occupied by an opponent as normal. (Note: If the Saiyan Warrior has chosen [[Ki_Flying_(3.5e_Invocation)|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.
|- class=
+
 
| class="left" | Jump || 2 || Str || &mdash;
+
While it does have its benefits, the Super Saiyan 2 form takes its toll on the Saiyan's 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 the first hour. The Saiyan Warrior must pay an additional 10 ki points at the beginning of each following hour. 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 loses all stat, speed, and other granted abilities given from the Super Saiyan 2 form.
|- class=
+
 
| class="left" | Listen || 4 || Wis || &mdash;
+
'''{{Anchor|Timeless Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon attaining 17th level, a Saiyan Warrior 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 Saiyan Warrior still dies of old age when his time is up.
|- class=
+
 
| class="left" | Move Silently || 4 || Dex || &mdash;
+
'''{{Anchor|Super Saiyan 3}}:''' Upon reaching 19th level, a Saiyan Warrior 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 Saiyan's very low back area. The Saiyan's golden eyebrows completely disappear and the area where the Saiyan's eyebrows would normally be is 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.
|- class=
 
| class="left" | Open Locks || 4 || Dex || &mdash;
 
|- class=
 
| class="left" | Search || 4 || Int || &mdash;
 
|- class=
 
| class="left" | Spot || 4 || Wis || &mdash;
 
|- class=
 
| class="left" | Survival || 4 || Wis || &mdash;
 
|- class=
 
|}
 
  
'''Feat:''' Nimble Fingers
+
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 Master's Guide).
  
'''Bonus Feats:''' Point Blank Shot for Human.
+
Example of Super Saiyan 3:  
  
'''Gear:''' Studded Leather.
+
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 person's 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: +16 strength, +16 dexterity, +60 land base speed, damage reduction 10/&minus; and energy resistance, electricity 10 and a +8 bonus to intimidate checks. (Note: If the Saiyan has chosen [[Ki_Flying_(3.5e_Invocation)|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.  
  
'''Gold:''' 5d4 X 10.
+
While it does have its benefits, the Super Saiyan 3 form takes a harsh toll on the Saiyan's body, more so than the other forms, and takes 30 points from their ki pool per transformation they make a day, which powers the transformation for only 1 minute. After the minute is up, the Saiyan Warrior must pay an additional 5 ki points at the beginning of every round (before the initiative sequence) 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 length, position and color, his eyebrows and pupils go back to normal as well, and he becomes fatigued and immediately loses all stats, speed, and granted abilities given from the Super Saiyan 3 form.
  
 +
'''{{Anchor|Perfect Self}}''' At 20th level, a Saiyan Warrior becomes a magical creature. He is forevermore treated as an outsider (Shapechanger, Native) rather than as a humanoid for the purpose of spells and magical effects. Additionally, the Saiyan Warrior gains damage reduction 10/magic at all times, 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.
  
====Epic Footpad====
+
===Epic Saiyan Warriors===
  
 
{| class="zebra d20"
 
{| class="zebra d20"
 
|+ class="epic" |
 
|+ class="epic" |
<div>{{Anchor|Table: The Epic Footpad}}</div>
+
<div>{{Anchor|Table: The Epic Saiyan Warrior}}</div>
[[SRD:Hit Dice|Hit Die]]: d8
+
Hit Die: d10
 
|-  
 
|-  
! Level !! Special
+
! Level
 +
! AC<br/>Bonus
 +
! Unarmored<br/>Speed Bonus]
 +
! Ki<br/>Points
 +
! Special
 
|-  
 
|-  
| 21st || class="left" | [[#Epic Trap Sense|Epic Trap Sense]] +8, [[#Bonus Feat|Bonus Feat]]
+
|21st|| +4 || +70 ft. || 376 || class="left" | [[#Super Saiyan God|Super Saiyan God]], [[#Bonus Feat|Bonus Feat]]
 
|-  
 
|-  
| 22nd || class="left" |  
+
|22nd|| +4 || +70 ft. || 445 || class="left" | [[#God Ki Ability|God Ki Ability]]
 
|-  
 
|-  
| 23rd || class="left" | Bonus Feat
+
|23rd|| +4 || +70 ft. || 481 || class="left" | Bonus Feat
 
|-  
 
|-  
| 24th || class="left" | Deft Hands +8, Epic Trap Sense +10
+
|24th|| +4 || +80 ft. || 556 || class="left" | God Ki Ability
 
|-  
 
|-  
| 25th || class="left" | Bonus Feat
+
|25th|| +5 || +80 ft. || 595 || class="left" | [[#Super Saiyan God Super Saiyan|Super Saiyan God Super Saiyan]], Bonus Feat
 
|-  
 
|-  
| 26th || class="left" |  
+
|26th|| +5 || +80 ft. || 635 || class="left" | God Ki Ability
 
|-  
 
|-  
| 27th || class="left" | Epic Trap Sense +12, Bonus Feat
+
|27th|| +5 || +90 ft. || 676 || class="left" | Bonus Feat
 
|-  
 
|-  
| 28th || class="left" | [[#Eternal Freedom|Eternal Freedom]]
+
|28th|| +5 || +90 ft. || 718 || class="left" | [[#Greater God Ki Ability|Greater God Ki Ability]]
 
|-  
 
|-  
| 29th || class="left" | Bonus Feat
+
|29th|| +5 || +90 ft. || 761 || class="left" | Bonus Feat
 
|-  
 
|-  
| 30th || class="left" | Deft Hands +10, Epic Trap Sense +14
+
|30th|| +6 || +100 ft. || 805 || class="left" | Greater God Ki Ability
 
|- class="noalt"
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
| colspan="42" class="skill" |
8 + [[SRD:Intelligence|Int]] modifier skill points per level.
+
4 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.
 
|}
 
|}
  
'''{{Anchor|Epic Trap Sense}}: ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' The epic Footpad’s bonus on Trap Sense increases by +2 at every three levels higher than 18th.
+
'''{{Anchor|Super Saiyan God}}:''' At 21st level a Saiyan Warrior gains the ability to become a Super Saiyan God. To achieve this, a Saiyan Warrior must perform a ceremony with 5 other Saiyan Warriors. The group gathers in a circle holding hands and then all 6 produce their ki aura and then all 5 other Saiyans Warriors all grant their entire days ki pool points to the Saiyan Warrior. These bonus ki points are temporary points that are lost if not used 1 hour later. By completing this ceremony, the amount of pure life force within the Saiyan Warrior's body unlocks a new form and enables him to ascend into God-hood and he permanently gains half a Divine Rank, so his effective divine rank is 0.5 granting him some of the powers of divine beings. Note: Saiyan Warriors do not gain portfolios, the ability to grant spells or a divine domain. The only gain the benefits listed below.
 +
 
 +
As a divine entity the Saiyan Warrior's hit points increase to always grant him the maximum amount for his hit dice at all times even when not transformed. He gains a +1 Divine bonus to AC and also gains his Charisma bonus (if positive) as a deflection bonus on to AC. He no longer automatically fails any check on a natural roll of 1. He gains immunity to all Energy Drain, Ability Drain and Ability Damage. He has Energy Resistance 15/Cold and 15/Electric at all times. Hes immune to all natural and magical diseases, poisons, stunning, paralysis and instant death effects. He no longer ages and cannot die from natural causes. He no longer needs to eat, sleep or breath and can survive in the vacuum of space, though he does still need to meditate for 2 hours to regain ki pool points daily.
 +
 
 +
A Saiyan Warrior still spends his normal time looking like himself, but when he activates Super Saiyan God mode unlike other Super Saiyan transformations he does not have the normal golden hair, eyebrows or green/blue eyes. Instead he retains his normal base form appearance but slightly leaner than normal. His hair, eyebrows and pupils turn a dark magenta red and he has a small sky blue outline of ki.
 +
 
 +
In his transformed state the Super Saiyan God gains +30 Strength, +30 Dexterity, and +80 feet to both land and flight base speed. Damage reduction 15/&minus; fast healing 5, and energy resistance 20/Electricity (total) and a +6 bonus to intimidate checks. This form costs 50 points to enter and for the first minute of the transformation. The form costs an additional 20 points of ki for each minute thereafter. Other Saiyan Warriors with ki sense cannot sense the Super Saiyan God's ki at all while hes transformed.
 +
 
 +
Example: Super Saiyan God:  
 +
 
 +
'''{{Anchor|God Ki Ability}}:''' When a Saiyan Warrior gains a God Ki ability, he may either take 2 abilities from any of the previous Least, Lesser, Greater or Master Ki abilities, or may gain 1 new God Ki ability listed below.
 +
 
 +
Darkvision 120 feet
 +
 
 +
Spell Resistance 20
 +
 
 +
Immunity to Electricity
  
'''{{Anchor|Bonus Feats}}:''' The epic Footpad gains a bonus [[SRD:Feats|feat]] at 21st level and every other level there after. These feats are selected from the Footpad class feat list presented above. Alternatively your DM may also allow class appropriate epic feats as well.
+
Immunity to Cold
  
'''{{Anchor|Eternal Freedom}}: ([[SRD:Special Abilities Overview#Supernatural|Su]])''' A Footpad is so attuned with slipping out of grapples, bonds and even the effects of confining spells that starting at 26th level, she is always considered to be under the effects of an "''Eternal Freedom''" spell, except that it is always active. This spell, located on page 80 of the Epic Level Handbook grants permanent immunity to the following spells, effects and spell-like abilities: ''entangle, hold, imprisonment'', paralysis, petrification, ''sleep, slow'', stunning, ''temporal stasis'' and ''web''.
+
Immunity to Fire
  
===Campaign Information===
+
'''{{Anchor|Bonus Feat}}:''' At 21st level and every other level thereafter, a Saiyan Warrior gains any bonus feat that she meets the prerequisites for.
  
====Playing a Footpad====
+
'''{{Anchor|Super Saiyan God Super Saiyan}}:''' Upon reaching 25th level, a Saiyan Warrior has learned to control her God ki enough that she now gains the ability to utilize her Super Saiyan transformation and God ki together. By doing so a Saiyan Warrior activates his God ki and instantly transforms into a Super Saiyan right after all in the span of a moment. Doing so gives the newly transformed "Super Saiyan God Super Saiyan" the physical appearance they possessed as a Super Saiyan 1, but with a sky blue hair, eyebrows and bright blue eyes and sky blue ki.
  
'''Religion:''' X
+
In this form the Super Saiyan God Super Saiyan gains +40 Strength, +40 Dexterity, and +100 feet to both land and flight base speed. Damage reduction 15/&minus; fast healing 5, and energy resistance 20/Electricity (total) and a +6 bonus to intimidate checks. This form costs 60 points to enter and for the first minute of the transformation. The form costs an additional 30 points of ki for each minute thereafter. Other Saiyan Warriors with ki sense cannot sense the Super Saiyan God's ki at all while hes transformed.
  
'''Other Classes:''' X
+
Example: Super Saiyan God Super Saiyan:  
  
'''Role:''' X
+
'''{{Anchor|Greater God Ki Ability}}:''' When a Saiyan Warrior gains a Greater God Ki ability, he may either take 3 abilities from any of the previous Least, Lesser, Greater, Master Ki or God Ki abilities, or may gain 1 new Greater God Ki ability listed below.
  
'''Advancement:''' X
+
Damage Reduction 10/&minus; at all times
  
====Footpads in the World====
+
Spell Resistance equal to 5 + hit dice
  
{{quote|A Footpad is never taken by surprise, he always knows what to do when anything unexpected happens. |orig=Jay Peterson, Human Navy Admiral}}
+
Immunity to Disintegration
  
'''Adventures:''' X
+
Immunity to Mind Affecting Effects
  
'''Notables:''' X
+
Immunity to Transformations
  
'''Organizations:''' X
+
Immunity to Acid
  
'''NPC Reactions:''' X
+
==Campaign Information==
  
====Footpad Lore====
+
====Playing a Saiyan Warrior====
  
Characters with a lore skill or ranks in Knowledge (Local) can research Footpads to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
+
'''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 than a Warrior with a sword.
  
{| class="zebra d20"
+
'''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.
|+ Knowledge (Local)
 
! DC || class="left" | Result
 
|-
 
| 5 || class="left" | X
 
|-
 
| 10 || class="left" | X
 
|-
 
| 15 || class="left" | X
 
|-
 
| 20 || class="left" | Anyone making this level of success can learn about most any Footpad ability, and even stories about specific Footpads, how a Footpad is trained and even the current location of a specific Footpad provided she's not in hiding.
 
|}
 
  
====Footpads in the Game====
+
'''Religion:''' Saiyan Warriors 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. 
  
'''Sample Encounter:'''  
+
'''Races:''' Saiyans are the only race that can be Saiyan Warriors.
  
<onlyinclude>{{Stat Block 2
+
'''Other Classes:''' Saiyans get along best with combat-oriented classes, and sometimes wish to test members of those classes to see who is stronger.  
|summary=
 
|name=James Houlton |cr=14
 
|sex=Male |race=[[SRD:Humans (Race)|Human]] |clvl=[[Footpad_(3.5e_Class)|Footpad]] 14
 
|al=[[SRD:Lawful Neutral|LN]] |size=[[SRD:Medium|Medium]] |type=[[SRD:Humanoid Type|Humanoid]] ([[SRD:Human Subtype|Human]])
 
|init=+10 (4 dex, 4 class, 2 feat) |sens=[[Darkvision]] 60 ft, [[Scent]] and [[SRD:Blindsight_and_Blindsense|Blindsense]] 30 ft  |listen=+23 (+5 to pinpoint invisible creature) |spot=+23
 
|aura=Allies gain +4 bonus on saves VS traps and can have tracks hidden within 30 ft.
 
|lang=Common, Undercommon, Dwarven, Elven, Orc, Draconic
 
|ac=23 |touch=18 |flat=19
 
|acmods=+5 armor (+1 [[SRD:Chain Shirt|chain shirt]]), +4 [[SRD:Dexterity|dex]]
 
|othac= +4 ([[#Battle Intuition|Battle Intuition]])
 
|miss= [[#Improved Evasion|Improved Evasion]]
 
|hp=91 average or 140 maxed |hd=14d8 (63) |othhp=+28 from ({{Con}})
 
|immune=
 
|sr= |pr= |resist=
 
|fort=+6|ref=+13|will=+8 |othsav=[[#Trap Sense|Trap Sense]] +4
 
|weak=
 
|spd=70 ft. (6 squares) |climb=[[#Speed Climb|70 ft]] |fly= |swim= |othspd=
 
|melee1= +1 [[SRD:Rapier|rapier]] +9 1d6 + 2 (+1 (str), +1 (int), +1 (Magic) ) / 18-20 &times;2)
 
|ranged1= [[SRD:Hand Crossbow|hand crossbow]] +9 1d4 / 19-20 &times;2 30 ft. range
 
|space=5 ft. |reach=5 ft.
 
|bab=+10 |grp=+11
 
|atkop=
 
|sa=
 
|cg= +1 [[SRD:Rapier|Rapier]], [[SRD:Hand Crossbow|hand crossbow]], [[SRD:Chain Shirt|chain shirt]]
 
  
|slad=CL 14th The save DC is [[SRD:Intelligence|Intelligence]]-based
+
'''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.
|freq1=Always under effect
 
|slaAlways under effect='"[[SRD:Know Direction|''Know Direction'']]", "[[SRD:Status|''Status'']]", "[[SRD:Detect Snares and Pits|''Detect Snares and Pits'']]"
 
|freq2=At will
 
|slaAt will="[[SRD:Clairaudience/Clairvoyance|''Clairaudience/Clairvoyance'']]", "[[SRD:Freedom_of_Movement|''Freedom of Movement'']]"
 
|freq2=4/day Each
 
|sla4/day Each="[[SRD:Feather_Fall|''Feather Fall'']]", "[[SRD:Tree_Stride|''Tree Stride'']]", "[[SRD:Phase_Door|''Phase Door'']]"
 
  
|str=12 (+1) |dex=18 (+4) |con=14 (+2) |int=20 (+5) |wis=18 (+4) |cha=12 (+1)
+
'''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.
|sq=[[#Teamwork (Tactics)|Teamwork (Tactics)]], [[#Trapfinding|Trapfinding]], [[#Uncanny Dodge|Uncanny Dodge]], [[#Great Leap|Great Leap]], [[#Camouflage|Camouflage]], [[#Speed Climb|Speed Climb]], [[#Flawless Stride|Flawless Stride]], [[#Swift Stalker|Swift Stalker]], [[#Hide in Plain Sight|Hide in Plain Sight]], [[#Teamwork (Tactical Resistance)|Teamwork (Tactical Resistance)]]
 
  
|feats=[[SRD:Alertness|Alertness]], [[SRD:Endurance|Endurance]], [[SRD:Run|Run]], [[SRD:Track|Track]], [[SRD:Nimble Fingers| Nimble Fingers]] Agile Athlete<sup>1</sup>, Fleet of Foot<sup>2</sup>, Keen Eared Footpad<sup>3</sup>, Quick Reconnitor<sup>4</sup>, Steady Mountaineer<sup>5</sup><br/> 
+
====Saiyan Warriors in the World====
  
|skills=[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]) +9 (5r), [[SRD:Disable Device Skill|Disable Device]] ([[SRD:Intelligence|Int]]) +21 (10r), [[SRD:Hide Skill|Hide]] ([[SRD:Dexterity|Dex]]) +14 (10r), [[SRD:Jump Skill|Jump]] ([[SRD:Dexterity|Dex]]) +13 (5r), [[SRD:Move Silently Skill|Move Silently]] ([[SRD:Dexterity|Dex]]) +14 (10r), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]) +23 (10r), [[SRD:Open Lock Skill|Open Lock]] ([[SRD:Dexterity|Dex]]) +16 (10r), [[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]) +19 (10r), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]) +23 (10r), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]) +18 (10r),
+
{{quote|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 than 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. |orig=Vegeta, Saiyan Prince}}
  
|poss=[[SRD:Hat of Disguise|Hat of Disguise]], [[SRD:Goggles of Minute Seeing|Goggles of Minute Seeing]], [[SRD:Elixir of Vision|Elixir of Vision]], [[SRD:Potions|potion of]] [[SRD:Expeditious Retreat|''Expeditious Retreat'']], Backpack, [[SRD:Acid|acid (flask)]], [[SRD:Antitoxin|Antitoxin (vial)]], Bedroll, Belt Pouch, [[SRD:Caltrops|Caltrops]] &times;4, Crowbar, Flask, Flint and Steel, Grappling Hook X2, Hammer,  Ink Vial, Ink Pen X2, Parchment X10, Piton X10, Silk Rope 50ft, [[SRD:Smokestick|smokestick]] &times;5, Sunrod X2, [[SRD:Tanglefoot Bag|tanglefoot bag]], Tent, [[SRD:Thunderstone|Thunderstone]], Torch X5, Trail Rations (6 days), Waterskin, Whetstone. 274 gp
+
'''Daily Life:''' Saiyan Warriors spend most every waking moment of everyday 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 battlefield. A Saiyan Warrior is never happier than while in the midst of a life and death battle.  
  
|deity=Obad hai
+
'''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.
  
|san1='''[[#Trapfinding|Trapfinding]]:''' |sad1=James can detect traps with a DC over 20 as if he were a [[SRD:Rogue|Rogue]].
+
'''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.
|san2='''[[#Awareness|Awareness]]:''' |sad2= Whenever James passes within 5 feet of a secret or concealed door he is entitled to a search check to notice it as if he was actively looking for it. James gains a +5 bonus on such checks when wearing his goggles of minute seeing.
 
  
James can also make an active spot and listen check once each round as a free action instead of a move action.  
+
'''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.
  
If James beats the DC of a listen check by 5 or more he can determine the size, speed and direction of the source of the noise. If he beats the DC by 10 or more he can also determine the precise currrent position of the creature or object that made the sound. If he beats it by 15 or more he can determine the type of armor it wears and what it carries, if anything. If he beats it by 20 or more he can determine the creatures type and subtypes. This applies to both standard and opposed listen checks.
+
====Saiyan Warrior Lore====
|san3='''[[#Swift Stalker|Swift Stalker]]:''' |sad3= James doesnt take penalties on Hide and Move Silently checks when moving up to his normal speed, and only takes a -10 on such checks when running.
 
|san4='''[[#Shadowy Figure|Shadowy Figure]]:''' |sad4=James is always considered to be taking 10 on hide and move silently even while walking around normally, unless he wants to be seen or heard. The DM must make opposed spot and listen checks for any NPC's to be aware of the James' presence. While in any sort of terrain, whether natural or not, James may use the Hide skill even while being observed.
 
|san5='''[[#Flawless Stride|Flawless Stride]]:''' |sad5=James can move through any sort of terrain that slows movement (such as rubble, undergrowth, overgrown areas, natural thorns, briars and similar terrain) at his normal movement speed and without taking damage or suffering any other impairment. He may also run and charge over difficult terrain that normally slows movement or allies or neutral characters blocking his path. This ability enables him to run down steep stairs, leap down from a balcony and tumble over tables to get to his destination.
 
|san6='''[[#Skill Mastery|Skill Mastery]]:''' |sad6=James is so certain in the use of Listen, Spot, Hide, Move Silently, Search, Disable Device, Open Lock and  that he can use them reliably even under adverse conditions. When making a skill check with one of these skills, he may take 10 even if stress and distractions would normally prevent him from doing so. James may also take 10 on climb and jump checks because of his final feat.
 
  
}}</onlyinclude>
+
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.
  
<!--Rolled stats, Intelligence boost at 4th and 8th, Wisdom boost at 12th. >
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{| class="zebra d20"
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|+ Bardic Lore
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! DC || class="left" | Result
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|-  
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| 10 || class="left" | Saiyan Warriors are brutal martial arts warriors who use their own body and their own life force as a deadly weapon.
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|-
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| 15 || class="left" | Harnessing their own life force, Saiyan Warriors make devastating ki attacks that can explode on impact dealing massive damage, as well as enhance their speed, to even appear as though they were teleporting, produce blinding flashes of light, heal others and even fly.
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|-  
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| 20 || class="left" | A Saiyan's potential for power is tied to their emotions, and when distressed or made angry in stressful situations Saiyan Warriors can trigger transformations to various levels of power called Super Saiyan, each giving the Saiyan enhanced strength, speed and agility.
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|-
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| 30 || class="left" | Those which make this result can learn about specific Saiyan Warriors, their location, motives, lore about them, and recent activities.
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|}
  
<!--Treasure Per Character: 8,665g
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====Saiyan Warriors in the Game====
2320 - +1 Rapier
 
2250 - +1 Mithral Shirt
 
1800 - Hat of Disguise
 
1250 - Goggles of Minute Seeing
 
250  - Elixer of Vision
 
100  - Masterwork Thieves Tools
 
100  - Smoke Sticks X5
 
80  - Climbers Kit
 
50  - Potion of Expeditious Retreat
 
50  - Tanglefoot bag
 
50  - Anti-toxin vial
 
47  - Backpack 2, Bedroll 1sp, Belt Pouch 1, Crowbar 2, Flask 3 cp, Flint and Steel 1, Grappling Hook X2 2, Hammer 5sp,  Ink Vial 8, Ink Pen X2 2 sp, Parchment X10 2, Piton X10 1, Silk Rope 50ft 10, Sunrod X2 4, Tent 10, Torch X5 5sp Trail Rations (6 days) 3, Waterskin 1, Whetstone 2 cp
 
30  - Thunderstone
 
10  - Acid Flask
 
4    - Caltrops X4
 
  
T:8,361
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'''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 their ki and master the art of self-discipline.
-->
 
  
{{underbar|What the feats do|Agile Athlete: (Dex to Climb and Jump)<br/>Fleet of Foot: (Make one direction change during run or charge)<br/>Keen Eared Footpad: (Listen check reveals extra information about source of sound and +5 to pinpoint invisible creatures)<br/>Quick Reconnitor: (Make Spot and Listen checks each round as free action, +2 initiative)<br/>Steady Mountaineer: (Always take 10 on Climb and Jump)}}
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'''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 their village and taking their resources and money, killing anyone who opposes them. They give the adventurers directions to Toma's hideout and offer what small reward they can.
  
{{underbar|Feat Locations|<sup>1</sup>: Found in Races of Wild<br/><sup>2</sup>: Found in Complete Warrior<br/><sup>3</sup>: Found in Players Handbook II<br/><sup>4</sup>: Found in Complete Adventurer<br/><sup>5</sup>: Found in Races of Stone}}
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''EL 8:''
  
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'''Toma'''
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'''Medium Humanoid (Shapechanger)'''
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'''Hit Dice:''' 8d8 (36) + (16 con) = (80 hp max or 52 hp average)<br/>
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'''Initiative:''' 2<br/>
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'''Speed:''' 50 ft <br/>
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'''Armor Class:''' Normal 21 ( Armor +2, Wis +4, Dex +2, Natural +2, Monk +1), Touch 17, Flat Foot 19<br/>
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'''Base Attack / Grapple:''' + 8/ +10<br/>
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'''Full Attack:''' +10/+5  1d10 + 2  20 X2<br/>
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'''Space / Reach:''' 5 ft / 5 ft<br/>
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'''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_(3.5e_Invocation)|Intimidating Ki]], [[Ki_Barrage_(3.5e_Invocation)|Ki Barrage]], [[Ki_Shield_(3.5e_Invocation)|Ki Shield]], [[Solar_Flare_(3.5e_Invocation)|Solar Flare]], [[After_Image_(3.5e_Invocation)|After Image]], [[Explosive_Wave_(3.5e_Invocation)|Explosive Wave]], [[Ki_Flying_(3.5e_Invocation)|Ki Flying]]<br/> 
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'''Special Qualities:''' Tail, Tail Weakness, Zenkai Bonus, Oozaru Form, Lycanthorpic Empathy, Natural Armor
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'''Saves:''' Fort 7, Ref 8, Will 6<br/>
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'''Skills:''' Hide, Spot, Tumble 10 ranks, Jump 3 ranks<br/>
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'''Feats:''' Improved Unarmed Strike, Weapon Focus (Unarmed), Combat Reflexes, Point Blank Shot<br/>
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'''Abilities:'''  Str: 14, Dex 14, Con 12, Int 6, Wis 18, Cha 8<br/>
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'''CR:''' 8<br/>
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'''Treasure:'''  Bracers of Armor +2, Periapt of Wisdom +4, 100 gp<br/>
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'''Alignment:''' Neutral Evil<br/>
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{{3.5e Class Ability Effects |class=Saiyan Warrior |type=Invocation}}
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==Transformations Table==
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{| class="zebra d20"
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<div>{{Anchor|Table: The Saiyan Warrior Standard Super Saiyan Stats}}</div>
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|-
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! class="left" | Transformation<br/>Level || Earliest<br/>Unlocked || Transformation<br/>Point Cost || Upkeep Point<br/>Cost Per Minute || Transformation<br/>Bonuses
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|- class=
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| class="left" | [[#Super Saiyan|Super Saiyan]] || 11th || 10 || 5 || +8 Str, +8 Dex. +20 Base Speed, DR 2/&minus;
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|- class=
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| class="left" | [[Ascended_Super_Saiyan_(3.5e_Feat)|Ascended Super Saiyan]] || 12th || 15 || 8 || +10 Str, +10 Dex. +25 Base Speed DR 2/&minus;
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|- class=
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| class="left" | [[Ultra_Super_Saiyan_(3.5e_Feat)|Ultra Super Saiyan]] || 12th || 25 || 12/round || +14 Str, −6 Dex, 20 foot Base Speed DR 4/&minus;, powerful build
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|- class=
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| class="left" | [[Full_Power_Super_Saiyan_(3.5e_Feat)|Full-power Super Saiyan]] || 12th || 5 || 1 || +8 Str, +8 Dex, +20 Base Speed, DR 2/&minus; Remain Calm
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|- class=
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| class="left" | [[#Super Saiyan 2|Super Saiyan 2]] || 15th || 20 || 10 || +12 Str, +12 Dex, +40 Base Speed,<br/> Resist Electric 5, DR 5/&minus;
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|- class=
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| class="left" | [[#Super Saiyan 3|Super Saiyan 3]] || 19th || 30 || 5/round || +20 Str, +20 Dex, +60 Base Speed,<br/> Resist Electric 10, +4 Intimidate, DR 8/&minus;
 +
|- class=
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| class="left" | [[#Super Saiyan God|Super Saiyan God]] || 21st || 50 || 20 || +30 Str, +30 Dex, +80 Base Speed, <br/>DR 12/&minus;, 1/2 Divine Rank, hidden ki
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|- class=
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| class="left" | [[#Super Saiyan God Super Saiyan|Super Saiyan God Super Saiyan]] || 25th || 60 || 30 || +40 Str, +40 Dex, +100 Base Speed, DR 15/&minus;, hidden ki
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|}
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==Balance Issue==
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Trying to translate superhero-like abilities into a balanced system like D20 is not easy without either sacrificing balance in the game or accuracy to the source content. 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 you're playing an epic level campaign and feel these stats don't favor the series enough, then consider using the alternative bonuses >>[[User:The-Marksman/Saiyan_Warrior_Tables|here]]<< for the Super Saiyan transformations. For those wondering, rules for Saiyans as a race and rules for the Oozaru monkey form can be found [[Saiyans_(3.5e_Race)|here]]
  
 
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Latest revision as of 23:33, 15 August 2022

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Author: The-Marksman (talk)
Date Created: Started Summer 09
Status: Mostly complete, just want to
add more invocations
Editing: Please discuss changes before editing
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Across the galaxy, tribes of Saiyan's have learned to harness the ki life forces that suffuses thier bodies and use it form themselves into a deadly weapon on their way to the Legendary Super Saiyan transformations. 20 1 Good Good Good Good

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Saiyan Warrior[edit]

Saiyans.jpg

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 Warriors 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.

Making a Saiyan Warrior[edit]

Saiyan Warriors have the following game statistics.

Abilities: Dexterity and Strength are very crucial to a Saiyan Warrior's fighting ability. Because Saiyan Warriors have no armor proficiencies, a Saiyan Warrior must rely on their Dexterity and Wisdom to completely fuel the Saiyan's AC, unless he has magical equipment. Also, because Saiyans are combat-oriented, a decent Constitution is more than helpful.

Race: Saiyan. (Note, for other races see Ki Warrior).

Alignment: Any.

Starting Age: Complex.


Table: The Saiyan Warrior

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Ki Points
Per Day
Flurry of Blows Unarmed
Damage
AC Speed
Bonus
Fort Ref Will
1st +1 +2 +2 +2 Monk-like Abilities, Ki Pool, Unarmed Strike, Combat Style, Ki Familiarity, 5 +1/+1 1d6 +0 +0 ft.
2nd +2 +3 +3 +3 Least Ki Ability, Ki Volley, Style Focus 9 +2/+2 1d6 +0 +0 ft.
3rd +3 +3 +3 +3 Ki Deflection, Uncanny Dodge 15 +3/+3 1d8 +0 +0 ft.
4th +4 +4 +4 +4 Awesome Blow, Ki Strike (Magic), Least Ki Ability 23 +4/+4 1d8 +0 +10 ft.
5th +5 +4 +4 +4 Evasion, Style Focus 33 +5/+5 1d8 +1 +10 ft.
6th +6/+1 +5 +5 +5 Super Saiyan, Lesser Ki Ability, 45 +6/+6/+1 1d8 +1 +10 ft.
7th +7/+2 +5 +5 +5 Improved Uncanny Dodge, Style Focus 59 +7/+7/+2 1d10 +1 +20 ft.
8th +8/+3 +6 +6 +6 Lesser Ki Ability, Greater Flurry 71 +8/+8/+8/+3 1d10 +1 +20 ft.
9th +9/+4 +6 +6 +6 Improved Evasion, Style Focus 82 +9/+9/+9/+4 1d10 +1 +20 ft.
10th +10/+5 +7 +7 +7 Ki Strike (Good/Evil), Greater Ki Ability 94 +10/+10/+10/+5 1d10 +2 +30 ft.
11th +11/+6/+1 +7 +7 +7 Super Saiyan 2 106 +11/+11/+11/+6/+1 2d6 +2 +30 ft.
12th +12/+7/+2 +8 +8 +8 Greater Ki Ability 126 +12/+12/+12/+7/+2 2d6 +2 +30 ft.
13th +13/+8/+3 +8 +8 +8 Style Focus 147 +13/+13/+13/+8/+3 2d6 +2 +40 ft.
14th +14/+9/+4 +9 +9 +9 Greater Ki Ability 170 +14/+14/+14/+9/+4 2d6 +2 +40 ft.
15th +15/+10/+5 +9 +9 +9 195 +15/+15/+15/+10/+5 2d8 +3 +40 ft.
16th +16/+11/+6/+1 +10 +10 +10 Master Ki Ability, Ki Strike (Adamantine) 221 +16/+16/+16/+11/+6/+1 2d8 +3 +50 ft.
17th +17/+12/+7/+2 +10 +10 +10 Timeless Body, Style Focus 250 +17/+17/+17/+12/+7/+2 2d8 +3 +50 ft.
18th +18/+13/+8/+3 +11 +11 +11 Master Ki Ability 280 +18/+18/+18/+13/+8/+3 2d8 +3 +50 ft.
19th +19/+14/+9/+4 +11 +11 +11 Super Saiyan 3 311 +19/+19/+19/+14/+9/+4 2d10 +3 +60 ft.
20th +20/+15/+10/+5 +12 +12 +12 Perfect Self, Master Ki Ability 343 +20/+20/+20/+15/+10/+5 2d10 +4 +60 ft.
  • The unarmed damage value shown is for Medium Saiyan Warriors. See >>here<< for Saiyan Warriors of other sizes.

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Swim (Str), Tumble (Dex) and Use Magic Device (Cha).

Class Features[edit]

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.

Monk-like Abilities: The training of a Saiyan Warrior is much like that of a monk fighting with martial arts both unarmed and without armor. A Saiyan Warrior 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 Player's Handbook.) A Saiyan Warrior's class levels stack with any monk levels for determining his unarmed damage, flurry of blows progression and unarmored speed bonus. A monk who becomes a Saiyan Warrior may continue advancing as a monk.

Unarmed Strike: Saiyan Warriors are highly trained at fighting unarmed, giving them considerable advantages when doing so. At 1st level, a Saiyan Warrior gains Improved Unarmed Strike as a bonus feat. A Saiyan Warrior's 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 Warrior's 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 Warrior's 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 >>here<<

Ki Pool: A first-level Saiyan Warrior gets a ki pool of ki points. Most all of the Saiyan's 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 throughout the day. After a Saiyan Warrior has expended his ki pool, he must sleep for 8 hours, or use the ki charge ability to regain his ki 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<<. Bonus ki points are derived from his Wisdom bonus.

Everytime a Saiyan Warrior mentally prepares himself to fight or use ki abilities he manifests his ki visibly. He essentially prepares his ki pool for use and he becomes 'charged up'. While charged up, a bluish white energy flows from his feet up to above his head following a vague outline of his body, making numerous flame-like spikes of energy as it rises and connects above his head. This aura can be suppressed at will as a free action, even while the Saiyan Warrior is actually fighting and using his ki pool.

Ki Familiarity: At first level, a Saiyan Warrior is familiar with how the life energy called ki works and has the ability to create and control his own ki in his body. At first level, he can use his ki to make glowing orbs out of his ki. From very tiny orbs floating above the palm of his hand to larger orbs that are as wide as his chest. These orbs cannot be used to attack or damage any type of creature or object and because the light is artificial it does not harm creatures who have light sensitivities or who are harmed by light.

Smaller orbs which cost 1 ki point to create and shed shadowy illumination out to 10 feet. Larger orbs spanning the width of the Saiyan Warrior's torso cost 5 ki points to create and shed bright illumination out 15 feet, and shadowy illumination 15 feet. These orbs are always spherical in shape when generated and can be dispersed as a free action. A ki orb has no weight and can be easily moved around with 1 free hand. These orbs are the building blocks of the ki volley.

Combat Style: At first level, a Saiyan Warrior must choose a combat style to focus his training on. This combat focus choice is either Offense, Defense, or Ki Abilities. For choosing offense at first level a Saiyan Warrior automatically gains Power Attack as a bonus feat. For choosing defense he gains Combat Expertise and for choosing Ki at first level he gains Stunning Fist as a bonus feat. A Saiyan Warrior need not meet any prerequisites for these feats. 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.

Style Focus: At various intervals in his career a Saiyan Warrior's superiority in combat shows more and more. At the intervals of 2nd, 5th, 7th, 9th, 13th, and 17th levels a Saiyan Warrior may choose a bonus feat or special ability from the lists below as appropriate for his Combat Style choice. The character must meet any of the prerequisites to 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 each of the previously indicated levels above, the Saiyan Warrior may choose a bonus feat from the following list. Axiomatic Strike1, Blind-Fight, Brutal Strike3, Cleave, Clever Wrestling1, Combat Intuition2, Combat Reflexes, Combat Tactician3, Danger Sense2, Deft Opportunist2, Earths Embrace1, Eagle Claw Attack1, Expert Tactician2, Extra Stunning1, Fists of Iron1, Flying Kick1, Freezing the Lifeblood1, Great Cleave, Hold the Line1, Improved Bullrush, Improved Critical (Unarmed), Improved Grapple, Improved Initiative, Improved Overrun, Improved Sunder, Kiai Shout1, Greater Kiai Shout1, Leap Attack2, Prone Attack1, Power Critical (Unarmed)1, Roundabout Kick1, Snatch Arrows, Stunning Fist, Versatile Unarmed Strike3, Water Splitting Stone3, Weakening Touch1, Weapon Finesse, Weapon Focus (Unarmed), Weapon Specialization (Unarmed), Greater Weapon Focus (Unarmed), and Greater Weapon Specialization (Unarmed) or Zen Archery.
Defense: At each of the previously indicated levels, the Saiyan Warrior may choose a bonus feat from the following list. Acrobatic Strike3, Bounding Assault3, Clever Wrestling1, Close-Quarters Fighting1, Combat Reflexes, Combat Tactician3, Cometary Collision3, Danger Sense2, Defensive Strike1, Defensive Sweep3, Defensive Throw1, Deft Opportunist2, Diehard, Dive for Cover2, Dodge, Eagle Claw Attack1, Endurance, Extra Stunning1, Faster Healing1, Hear the Unseen2, Improved Combat Expertise1, Improved Disarm, Improved Diversion2, Improved Feint, Improved Grapple, Improved Toughness1, Improved Trip, Karmic Strike1, Melee Evasion3, Mobility, Pain Touch1, Prone Attack1, Quick Reconnoiter2, Rapid Blitz3, Rapid Stunning1, Run, Snatch Arrows, Spring Attack, Toughness, Versatile Unarmed Strike3, Water Splitting Stone3, Weapon Finesse, Weakening Touch1, Whirlwind Attack and Zen Archery1.
  • 1 - Feat found in The Complete Warrior (page 94)
  • 2 - Feat found in The Complete Adventurer (page 104)
  • 3 - Feat found in The Players Handbook II (page 72)
Ki: 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 available. A Saiyan Warrior may choose a previously unchosen Least ki ability at 2nd and 5th level, a Least or Lesser ki ability at 7th and 9th level, a Least, Lesser or Greater ki ability at 13th level, and any Least, Lesser, Greater or Master ki ability at 17th level. Once a Saiyan Warrior has chosen a new ki ability, this choice may never be altered.

Ki Abilities: At 2nd level, a Saiyan Warrior receives access to a repertoire of attacks and defensive abilities known as Ki Abilities that require him to focus the ki life energy that suffuses his body and soul. 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 performing 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. A Saiyan Warrior's caster level with his Ki Abilities is equal to his Saiyan Warrior class level.

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 he unlocks this ability at second level. When a Saiyan Warrior gains access to Lesser Ki Abilities at 6th level he may choose 1 ability from the Lesser category or 2 Least abilities. At 10th level when he gains access to Greater Ki Abilities he may choose 1 ability from the Greater category or 2 Lesser or Least abilities. When he gains Master Ki Abilities at 16th level, he may choose 1 Master Ki Ability or 2 from any previous category.

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 Warrior's 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 all available Ki Abilities can be found at the bottom of this page or on a separate page, >>here<<.

Ki Abilities are not spells and as such are not subject to spell resistance. Some Ki Abilities are subject to power resistance however, and such Ki Abilities will state they are subject to power resistance in their description. 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) and Ki Abilities work in the presence of an antimagic effect or even anti-psionic effects.

Ki Volley: When a Saiyan Warrior gains this ability at 2nd level, they have learned to fire the orbs of ki that they can create with their ki familiarity ability into a small fireball shaped projectiles. 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 volleys are ranged touch attacks dealing an amount of damage equal to his current raw unarmed strike damage, with a Reflex saving throw for half damage. They have a range of "medium" (100 ft + 10 ft /level). The DC for the save is 10 + ½ the Saiyan Warrior's class level + the Saiyan Warrior's Dexterity modifier.

Note: This damage cannot be increased by any temporary magic items or buffs that can be removed or wear off, but can be increased by any feat or permanent effect that the character will keep indefinitely that makes a permanent addition to his unarmed strike damage. This means should he lose that feat or permanent magical effect later (like say he has a magic buff that had permanent cast on it, and then later goes into an anti-magic field or becomes disjunctioned), then the addition to his Ki Volley damage would be removed as well.

Ki Deflection: At 3rd level, a Saiyan Warrior's familiarity with ki allows them some subtle defenses against ranged ki and energy attacks. A Saiyan Warrior who makes a successful Reflex save against any ki or ranged energy attacks used on them (Arcane, Fire, Ice, Divine, Shadow, etc, but not acid) may choose to deflect or resist the attack instead of dodging it. A Saiyan Warrior who makes a successful Reflex save against any ranged energy attack may deflect the energy away from himself as though using the deflect arrows feat. A Saiyan Warrior may deflect as many energy attacks per round as his maximum number of attacks of opportunity per round and may only deflect ki volleys that he makes a successful Reflex save against. Doing this does not count as one of his attacks of opportunity for the round. Energy attacks may never be caught and kept like arrows in the snatch arrows feat.

When an opposing Saiyan Warrior has the Beam Blast ability and uses it to make a beam of energy instead of an orb, if the Saiyan Warrior makes a successful Reflex save he may either fire a return blast as an immediate action (this is called a beam battle), or coat his hands in his own ki energy in order to put both hands out and stop the beam in its tracks without exploding it. If this takes place before his turn, then he must spend his full turn this round resolving the beam battle. If he catches the attack after his turn this round, 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 during their respective turns in the same round as a full round action. The attacker for pushing his beam forward and the defending Saiyan Warrior on how much ki to shield his hands in order to resist the push. A Saiyan Warrior can choose to spend no more than a maximum of 1 ki point per Saiyan Warrior level on this check per round. Then at the end of the round the amounts they spent are compared for the results of the progress.

If both Saiyan Warriors use within 1 point of ki from each other, then nothing changes for that round, and points must be spent again next round. If the defending Saiyan Warrior uses 2 or more ki points than the attacker used, he can either deflect the beam in a straight line to the southwest or southeast behind himself and it strikes the next creature or object in its path as though that creature or object were the intended target, or the defender may push the beam back on the attacker. In this case the attacker cannot catch his own attack again and takes the 1/2 of the beam damage.

If the attacking Saiyan Warrior spends 2 or more points than the defender used, then the beam breaks through the defending Saiyan Warrior's defenses and hits the defending Saiyan Warrior for full damage. In either case, the Saiyan Warrior receiving the damage is not entitled to any Reflex saves to avoid any damage. These same rules apply to when 2 Saiyan Warriors both fire ki beams at each other in the same round.

Uncanny Dodge (Ex): At 3rd level, a Saiyan Warrior retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a Martial Artist already has Uncanny Dodge from a different class, he automatically gains Improved Uncanny Dodge (see below) instead.

Awesome Blow At 4th level, a Saiyan Warrior gains the custom feat Awesome Blow as a bonus feat, even if he does not meet the prerequisites.

Ki Strike: At 4th level, a Saiyan Warrior gains the ki strike ability, as the monk's ability of the same name. (See Ki Strike, page 41 in the Player's 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 overcoming 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 overcoming damage reduction. If the Saiyan is evil, his unarmed strikes are considered evil for the purposes of overcoming damage reduction. If the Saiyan Warrior is neutral, he may have his choice of either one. At 18th level, the Saiyan Warrior's unarmed strikes are considered adamantine weapons for the purposes of overcoming damage reduction and bypassing any object's hardness, as a monk's ability of the same name.

Evasion: At 5th level and higher, a Saiyan Warrior can avoid even magical and unusual attacks with great agility. 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. If a Martial Artist already has Evasion from a different class, he automatically gains Improved Evasion (see below) instead.

Super Saiyan: Upon reaching 6th level, a Saiyan Warrior has reached a breaking point in his training, and he is capable of ascending to a power known as Super Saiyan. Reaching 6th 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 6th 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/hopelessness), 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 than the brief moment in the round that they achieved it. If successful, the Saiyan does not need any further checks of any kind 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 their own free will as a free action, but only on their turn. The Saiyan Warrior can also be overcome by intense emotion and voluntarily make the choice to not turn Super Saiyan, however, if they 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.

When the Saiyan Warrior makes the transformation, his hair and eyebrows turn bright gold in color and his pupils and irises turn a bright almost glowing sea green. Their muscles bulge slightly, and their now golden hair stands more straight up than it did before. The Saiyan's ki aura turns into a radiant 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 slight wind. The Saiyan can voluntarily suppress this aura at any time as a free action, even when it's not their turn, though they still retain their golden hair, eyebrows, 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 Saiyan's strength, speed, and agility are increased. This increase gives a Super Saiyan +8 strength, +8 dexterity, and damage reduction 2/−. (Note that these stat bonuses are considered a "enhancement" bonus for determining what it stacks with). 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 Saiyan's 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 12 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 the first hour and must pay an additional 5 points of ki at the beginning of each following hour. If a Saiyan Warrior ever reverts back to his natural state due to lack of ki points, he is left fatigued until he can gain 30 minutes of rest. A Saiyan Warrior who voluntarily reverts to his natural state before losing all ki points takes no penalty.

For a table comparing the various Super Saiyan transformations, click >>here<<

Improved Uncanny Dodge (Ex): At 7th level and higher, a Martial Artist can no longer be flanked, and opponents gain no benefit from doing so. This defense denies a rogue the ability to sneak attack the Martial Artist by flanking him, unless the attacker has at least four more rogue levels than the target has Martial Artist levels. If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank the character.

Improved Evasion: Gained at 9th level, this ability works like evasion, except that while the Saiyan Warrior still takes no damage on a successful Reflex saving throw against attacks such as a dragon's breath weapon or a fireball, he henceforth takes only half damage on a failed save. A helpless Saiyan Warrior (such as one who is unconscious or paralyzed) does not gain the benefit of Improved Evasion.

Super Saiyan 2: Upon reaching 15th level, a Saiyan Warrior gains the ability to access the second power level of the Super Saiyan form. 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 Master's 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 forth 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 another surface).

The second level of Super Saiyan looks the same as the first, with the exception that their golden hair is a little longer and is pushed a little more upright in its shape than from the first form. Exactly how it is different varies from Saiyan to Saiyan based on their hairstyle. 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 or grapples.

Example of Super Saiyan 2:

While in the Super Saiyan 2 transformation, a Saiyan Warrior receives the following in place of their previous Super Saiyan bonuses: +8 strength, +8 dexterity, +40 land base speed, damage reduction 5/− and energy resistance electricity 5. In addition, while transformed as a Super Saiyan 2 the Saiyan Warrior gains an additional 2 attacks of opportunity per round and does not provoke attacks of opportunity for moving through an opponent's threat area. However, he does still provoke an attack of opportunity for attempting to move into a square occupied by an opponent as normal. (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 Saiyan's 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 the first hour. The Saiyan Warrior must pay an additional 10 ki points at the beginning of each following hour. 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 loses all stat, speed, and other granted abilities given from the Super Saiyan 2 form.

Timeless Body (Ex): Upon attaining 17th level, a Saiyan Warrior 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 Saiyan Warrior still dies of old age when his time is up.

Super Saiyan 3: Upon reaching 19th level, a Saiyan Warrior 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 Saiyan's very low back area. The Saiyan's golden eyebrows completely disappear and the area where the Saiyan's eyebrows would normally be is 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 Master's Guide).

Example of Super Saiyan 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 person's 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: +16 strength, +16 dexterity, +60 land base speed, damage reduction 10/− and energy resistance, electricity 10 and a +8 bonus to intimidate checks. (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 a harsh toll on the Saiyan's body, more so than the other forms, and takes 30 points from their ki pool per transformation they make a day, which powers the transformation for only 1 minute. After the minute is up, the Saiyan Warrior must pay an additional 5 ki points at the beginning of every round (before the initiative sequence) 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 length, position and color, his eyebrows and pupils go back to normal as well, and he becomes fatigued and immediately loses all stats, speed, and granted abilities given from the Super Saiyan 3 form.

Perfect Self At 20th level, a Saiyan Warrior becomes a magical creature. He is forevermore treated as an outsider (Shapechanger, Native) rather than as a humanoid for the purpose of spells and magical effects. Additionally, the Saiyan Warrior gains damage reduction 10/magic at all times, 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.

Epic Saiyan Warriors[edit]

Table: The Epic Saiyan Warrior

Hit Die: d10

Level AC
Bonus
Unarmored
Speed Bonus]
Ki
Points
Special
21st +4 +70 ft. 376 Super Saiyan God, Bonus Feat
22nd +4 +70 ft. 445 God Ki Ability
23rd +4 +70 ft. 481 Bonus Feat
24th +4 +80 ft. 556 God Ki Ability
25th +5 +80 ft. 595 Super Saiyan God Super Saiyan, Bonus Feat
26th +5 +80 ft. 635 God Ki Ability
27th +5 +90 ft. 676 Bonus Feat
28th +5 +90 ft. 718 Greater God Ki Ability
29th +5 +90 ft. 761 Bonus Feat
30th +6 +100 ft. 805 Greater God Ki Ability

4 + Int modifier skill points per level.

Super Saiyan God: At 21st level a Saiyan Warrior gains the ability to become a Super Saiyan God. To achieve this, a Saiyan Warrior must perform a ceremony with 5 other Saiyan Warriors. The group gathers in a circle holding hands and then all 6 produce their ki aura and then all 5 other Saiyans Warriors all grant their entire days ki pool points to the Saiyan Warrior. These bonus ki points are temporary points that are lost if not used 1 hour later. By completing this ceremony, the amount of pure life force within the Saiyan Warrior's body unlocks a new form and enables him to ascend into God-hood and he permanently gains half a Divine Rank, so his effective divine rank is 0.5 granting him some of the powers of divine beings. Note: Saiyan Warriors do not gain portfolios, the ability to grant spells or a divine domain. The only gain the benefits listed below.

As a divine entity the Saiyan Warrior's hit points increase to always grant him the maximum amount for his hit dice at all times even when not transformed. He gains a +1 Divine bonus to AC and also gains his Charisma bonus (if positive) as a deflection bonus on to AC. He no longer automatically fails any check on a natural roll of 1. He gains immunity to all Energy Drain, Ability Drain and Ability Damage. He has Energy Resistance 15/Cold and 15/Electric at all times. Hes immune to all natural and magical diseases, poisons, stunning, paralysis and instant death effects. He no longer ages and cannot die from natural causes. He no longer needs to eat, sleep or breath and can survive in the vacuum of space, though he does still need to meditate for 2 hours to regain ki pool points daily.

A Saiyan Warrior still spends his normal time looking like himself, but when he activates Super Saiyan God mode unlike other Super Saiyan transformations he does not have the normal golden hair, eyebrows or green/blue eyes. Instead he retains his normal base form appearance but slightly leaner than normal. His hair, eyebrows and pupils turn a dark magenta red and he has a small sky blue outline of ki.

In his transformed state the Super Saiyan God gains +30 Strength, +30 Dexterity, and +80 feet to both land and flight base speed. Damage reduction 15/− fast healing 5, and energy resistance 20/Electricity (total) and a +6 bonus to intimidate checks. This form costs 50 points to enter and for the first minute of the transformation. The form costs an additional 20 points of ki for each minute thereafter. Other Saiyan Warriors with ki sense cannot sense the Super Saiyan God's ki at all while hes transformed.

Example: Super Saiyan God:

God Ki Ability: When a Saiyan Warrior gains a God Ki ability, he may either take 2 abilities from any of the previous Least, Lesser, Greater or Master Ki abilities, or may gain 1 new God Ki ability listed below.

Darkvision 120 feet

Spell Resistance 20

Immunity to Electricity

Immunity to Cold

Immunity to Fire

Bonus Feat: At 21st level and every other level thereafter, a Saiyan Warrior gains any bonus feat that she meets the prerequisites for.

Super Saiyan God Super Saiyan: Upon reaching 25th level, a Saiyan Warrior has learned to control her God ki enough that she now gains the ability to utilize her Super Saiyan transformation and God ki together. By doing so a Saiyan Warrior activates his God ki and instantly transforms into a Super Saiyan right after all in the span of a moment. Doing so gives the newly transformed "Super Saiyan God Super Saiyan" the physical appearance they possessed as a Super Saiyan 1, but with a sky blue hair, eyebrows and bright blue eyes and sky blue ki.

In this form the Super Saiyan God Super Saiyan gains +40 Strength, +40 Dexterity, and +100 feet to both land and flight base speed. Damage reduction 15/− fast healing 5, and energy resistance 20/Electricity (total) and a +6 bonus to intimidate checks. This form costs 60 points to enter and for the first minute of the transformation. The form costs an additional 30 points of ki for each minute thereafter. Other Saiyan Warriors with ki sense cannot sense the Super Saiyan God's ki at all while hes transformed.

Example: Super Saiyan God Super Saiyan:

Greater God Ki Ability: When a Saiyan Warrior gains a Greater God Ki ability, he may either take 3 abilities from any of the previous Least, Lesser, Greater, Master Ki or God Ki abilities, or may gain 1 new Greater God Ki ability listed below.

Damage Reduction 10/− at all times

Spell Resistance equal to 5 + hit dice

Immunity to Disintegration

Immunity to Mind Affecting Effects

Immunity to Transformations

Immunity to Acid

Campaign Information[edit]

Playing a Saiyan Warrior[edit]

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 than 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 Warriors 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[edit]

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 than 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.
—Vegeta, Saiyan Prince

Daily Life: Saiyan Warriors spend most every waking moment of everyday 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 battlefield. 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[edit]

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.

Bardic Lore
DC Result
10 Saiyan Warriors are brutal martial arts warriors who use their own body and their own life force as a deadly weapon.
15 Harnessing their own life force, Saiyan Warriors make devastating ki attacks that can explode on impact dealing massive damage, as well as enhance their speed, to even appear as though they were teleporting, produce blinding flashes of light, heal others and even fly.
20 A Saiyan's potential for power is tied to their emotions, and when distressed or made angry in stressful situations Saiyan Warriors can trigger transformations to various levels of power called Super Saiyan, each giving the Saiyan enhanced strength, speed and agility.
30 Those which make this result can learn about specific Saiyan Warriors, their location, motives, lore about them, and recent activities.

Saiyan Warriors in the Game[edit]

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 their 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 their village and taking their resources and money, killing anyone who opposes 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

Saiyan Warrior Invocations

Least Saiyan Warrior Invocations

Alternate Delivery: Learn to expel your beam attacks from your eyes or mouth instead of using your hand.

Bane of Balance: Knock a foe off-balance with your eldritch blast (or ki volley or wind bullet), uncentering him and imposing a −2 competence penalty to Balance and Tumble checks until the condition is cleared.

Energy Channel: You transfer an amount of of your available ki pool to another Saiyan Warrior or class with similar ki points

Four Witches: Grow two more arms to assist with attacking, defending and grappling

Healing Spirit: Use your ki to bolster the life force of others, but not yourself

Improved Ki Volley: Learn how to fire multiple ki volleys at a single target

Intimidating Ki: Your visible ki disturbs opponents that are near you, hindering their attacks.

Kaio-ken: Push your body beyond its limits graning enhanced strength, speed, agility sight and hearing

Ki Charging: Take ability point loss to replenish ki points

Ki Sense: You can detect the strength of life force in others especially when their ki is strong

Ki Shield: You create a protective 5 foot wide ki shield around yourself

Lesser Electrical Transmutation: Turn ½ of ki volley damage into electricity damage

Lesser Fire Transmuation: Turn ½ of ki volley damage into fire damage

Lesser Frost Transmutation: Turn ½ of ki volley damage into cold damage

Power Ball: Use your ki to create an artificial light source in the sky that functions much like a full moon.

Solar Flare: You create a quick but blinding flare of light to dazzle your opponent


Lesser Saiyan Warrior Invocations

Beam Blast: Your ki volley strengthens and you can channel your ki into a beam of destructive energy

Buff Lockdown: Stop enemies from benefiting from buff spells.

Energy Rings: Create solid rings of ki energy that can be used for ranged grapple/pin attempts.

Exploding Blast: Your basic invocating projectile becomes a fireball in all but name.

Flash Step: Using your ki, you enhance your speed to move faster than the eye can see.

Improved Alternate Delivery: Learn to expel your ki volley attacks from your chest instead of using your hand(s).

Improved Intimidating Ki: Your ki aura disturbs your opponents within 30 feet at all times

Ki Barrage: Ki Volley now works with Flurry of Blows ability for a flurry of ki volleys

Ki Enhancement: Use your ki points to gain an enhancement to either your physical strength or endurance

Ki Flying: You use the power of your ki to give yourself flight with a speed of 80 ft with good maneuverability.

Ki Supression: You suppress you ki energy so as to not be detected by other ki warriors.

Ki Transmutation: Turn all of ki volley damage into proficient element or ½ of beam blast damage into proficient element

Ki Wind: Use your ki to create a strong wind that can blow small creatures or projectiles away or lacerate an unaware enemy.

Multi-Form: Make multiple weaker copies of yourself that move at your direction.

Spirit Ball: Make a ki volley that can be redirected and change directions if it misses.

Thunder Shock Surprise: You transform your ki into 20,00 volts of electricity and shoot it at an opponent.

Tri Beam: You use your life force to channel your ki volley into a shockwave of destructive energy


Greater Saiyan Warrior Invocations

After Image: If an opponent misses you badly enough, you can take advantage of their distraction to move before they even realize you're gone.

Candy Beam: You fire a pink beam of energy that transforms a target into an empowered Goodberry.

Death Beam: You fire a thin beam of energy that might kill the target.

Destructo Disc: You create a buzzsaw of ki energy that slices through anything in its path

Eldritch Eruption: You cast earth power, except it has the properties of your basic invocating projectile.

Explosive Wave: Your ki explodes from you, pushing all opponents back 15 feet, and then potentially knocking them back even further.

Greater Alternative Delivery: Learn to expel your ki volley attacks from your Aura instead of using your hand(s) at any direction.

Greater Ki Transmutation: Turn all of beam blast damage into proficient element, and cause status effects when someone is hit by your elemental attacks

Improved Ki Charging: The user may now charge their ki pool without ability damage, or get more ki if ability damage is taken.

Improved Ki Flying: Increases your fly speed to 120 ft, with perfect maneuverability. Also gives you a 5X hustle speed as well.

Instant Transmission: Travel at the speed of light taking others with you, as greater teleport but more flexible

Ki Sight: Gain Blindsight and detect the presence of ki in others at a greater range and accuracy, even tell when someone is suppressing their full power.

Neo Tri Beam: You use your ki volley to channel your ki into a shockwave of destructive energy

Nova Chariot: A move that can counter beams and close distance.

Super Ghost Kamikaze Attack: Use your ki to create small sentient ghosts that act as directed and explode upon any physical contact.


Master Saiyan Warrior Invocations

Death Slash: You slash at all targets in a 180 degree.

Deathball: You create a dark purple or red orb of destruction

Dragon Fist: Create a dragon's head of ki energy around your fist and then attempt to use that ki to blast through the torso of an enemy potentially killing them.

Final Explosion: You sacrifice yourself, making the ultimate sacrifice to cause incalculable damage.

Fusion Dance: Two beings of the same size join bodies creating a new and unique creature more powerful than either base creature.

Ki Rings: Create strong solid rings of ki energy that can be used for ranged grapple/pin attempts.

Ki Sword: You create a sword made of Ki Energy which can be used to slice through enemies and objects with ease.

Master Alternate Delivery: Learn to expel your ki volley attacks from your Aura instead of using your hand(s) at any direction.

Master Beam Blast: Your ki volley strengthens and you can channel your ki into a even greater beam of destructive energy

Master Buff Lockdown: Stop enemies from benefiting from buff spells.

Master Explosive Wave: Your ki explodes from you, pushing all opponents back 20 feet, and then potentially knocking them back even further.

Master Ki Charging: Take ability point loss to replenish ki points

Master Ki Transmutation: You shroud yourself in in you element for ultimate fighting power

Scatter Shot: Fire multiple ki volleys, purposely missing the target until they are surrounded, then, make the ki volleys fire at the target simultaneously.

Spirit Bomb: You ask all life on the planet to help you power your attack

Warp Blast: Start charging your Beam Blast from afar and then teleport right infront of the target to deliver it to a flat footed opponent.



Transformations Table[edit]

Table: The Saiyan Warrior Standard Super Saiyan Stats

Transformation
Level
Earliest
Unlocked
Transformation
Point Cost
Upkeep Point
Cost Per Minute
Transformation
Bonuses
Super Saiyan 11th 10 5 +8 Str, +8 Dex. +20 Base Speed, DR 2/−
Ascended Super Saiyan 12th 15 8 +10 Str, +10 Dex. +25 Base Speed DR 2/−
Ultra Super Saiyan 12th 25 12/round +14 Str, −6 Dex, 20 foot Base Speed DR 4/−, powerful build
Full-power Super Saiyan 12th 5 1 +8 Str, +8 Dex, +20 Base Speed, DR 2/− Remain Calm
Super Saiyan 2 15th 20 10 +12 Str, +12 Dex, +40 Base Speed,
Resist Electric 5, DR 5/−
Super Saiyan 3 19th 30 5/round +20 Str, +20 Dex, +60 Base Speed,
Resist Electric 10, +4 Intimidate, DR 8/−
Super Saiyan God 21st 50 20 +30 Str, +30 Dex, +80 Base Speed,
DR 12/−, 1/2 Divine Rank, hidden ki
Super Saiyan God Super Saiyan 25th 60 30 +40 Str, +40 Dex, +100 Base Speed, DR 15/−, hidden ki

Balance Issue[edit]

Trying to translate superhero-like abilities into a balanced system like D20 is not easy without either sacrificing balance in the game or accuracy to the source content. 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 you're playing an epic level campaign and feel these stats don't favor the series enough, then consider using the alternative bonuses >>here<< for the Super Saiyan transformations. For those wondering, rules for Saiyans as a race and rules for the Oozaru monkey form can be found here


Marksman's Homebrews
^The-Marksmanv
Classes Battle Juggernaut, Bewitcher, Bounty Hunter, Cat Burglar, Divine Healer, Enchantress, Footpad, Grimslayer, Half-Nymph, Half-Rylvain, Hunter, Ki Warrior, Martial Artist, Noble, Platinum Dragoon, Radiant Champion, Rylvain, Saiyan Warrior, Scout, Socialite Deluxe, Spy, Undead Slayer, Undead Stalker, Warlord, Wolverine
Races Elven Nymph, Half-Drow, Elf, Half-Giant, Half-Nymph, Half-Rylvain, Half-Saiyan, Liantia, Moogle, Namekian, Ronso, Rylvain, Saiyans, Xanthian
Character Options Ascended Super Saiyan, Ascetic Juggernaut, Awesome Blow, Enhanced Ki Pool, Full Power Super Saiyan, Saiyan Elite, Tail Defense, Ultra Super Saiyan
Equipment Cloak of Bullshit, Cloak of Greater Bullshit, Cloak of Lesser Bullshit, Dragon Balls, Excalibur, Potion of Youth
Spells & Powers Condition, Eternal Charm Monster, Eternal Charm Person, Eternal Slumber, Reraise, Restore Youth, Steal Youth, Summon Wyvern
Invocations After Image, Alternate Delivery, Beam Blast, Candy Beam, Death Beam, Destructo Disc, Dragon Fist, Energy Channel, Energy Rings, Explosive Wave, Final Explosion, Flash Step, Four Witches, Fusion Dance, Greater Ki Transmutation, Healing Spirit, Improved Intimidating Ki, Improved Ki Charging, Improved Ki Flying, Improved Ki Volley, Instant Transmission, Intimidating Ki, Kaio-ken, Ki Barrage, Ki Charging, Ki Enhancement, Ki Flying, Ki Sense, Ki Shield, Ki Sight, Ki Supression, Ki Sword, Ki Transmutation, Ki Wind, Lesser Electrical Transmutation, Lesser Fire Transmuation, Lesser Frost Transmutation, Master Ki Transmutation, Multi-Form, Neo Tri Beam, Nova Chariot, Power Ball, Scatter Shot, Solar Flare, Spirit Ball, Spirit Bomb, Super Ghost Kamikaze Attack, Tri Beam, Warp Blast
Espers Bomb, Cactuar, Cait Sith, Chocobo Esper, Cockatrice, Esper, Goblin, Kirin, Mindflayer, Shiva, Siren, Sylph, Tonberry, Unicorn
Monsters Adamantoise, Ash Viper, Behemoth, Drake, Malboro V.2, Murder of Crows, Tangle Tree
Other Aralhal, Celesdra, Golbez System, James Houlton, Levels That Spells Are Obtained, Rydel Taerun, Shenron, Spirit Beast
Sandbox 1 / Box 2 / Box 3 / Box 4 / Box 5 / Box 6 / Box 7 / Box 8 / Box 9 / Organized table of published races with statistics / Talk page



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