Difference between revisions of "User:The-Marksman/Sandbox4"

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{{author
 
{{author
 
|author_name=The-Marksman
 
|author_name=The-Marksman
|date_created=October 2017
+
|date_created=December 2017  
|status=In Progress
+
|status=Complete
|editing=
+
|balance=Wizard
|balance=Fighter
 
}}
 
<noinclude>{{3.5e Class Semantic
 
|description=A military trained Scout who has advanced knowledge of teamwork tactics, finding tracks, trails and navigating to and from almost any location like a shadow.
 
 
}}
 
}}
  
==Scout==
+
<div class="blank">
 +
[[Summary::Across the galaxy, some warriors have learned to harness the ki life forces that suffuses thier bodies and use it form themselves into a deadly weapon.]]
 +
[[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]]
 +
 
 +
[[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>
  
A Scout is a reconnaissance specialist trained in an elite branch of the military who's job it is to obtain, distribute, and share vital combat and battlefield information on the enemy and on combat circumstances and environmental conditions. 
+
==Super Ki Warrior==
  
===Making a Scout===
+
Across the galaxy are warriors 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 Super Ki Warriors are masters of the martial arts and hence are only hindered by the use of manufactured weapons and armors. A Super Ki Warrior's ki life force infuses them with many super natural abilities.
  
'''Abilities:''' As where a Scout's job is to look and listen from a distance Wisdom&minus;which is tied to the Listen and Spot skills&minus;is the most important ability for the Scout. Wisdom is also responsible for allowing the Scout to use her Survival skill to track someone. Wisdom also determines how often she can use the useful spell-like abilities that she gains every 4 levels. Dexterity is next most important because a Scout is also responsible for using Disable Device and Open Locks when needed and also for the ranged attack rolls which most Scouts prefer.
+
===Making a Super Ki Warrior===
  
'''Characteristics:''' When information about the enemy is needed, the military call in a Scout. She gathers information by mounted or on foot reconnaissance patrols to track and report enemy movement and activities. The job of a Scout is to operate as one of the first personnel in an area, provide forward reconnaissance and spotting for the military, and to navigate any necessary terrain, unnoticed, to find and relay key information about the enemy to commanders and leaders in the field. A Scout is also highly trained in battle field tactics, warfare and the intricacies of battle.
+
Super Ki Warriors have the following game statistics.
  
'''Races:''' Humans make exceptional Scout's because of their diverse nature allows them to learn more skills than other equally experienced Scouts. Elves and Half-Elves  are the most common Scouts because of their ability to see in limited light and naturally keen senses. Dwarves and Halflings make respectable Scouts, Dwarves especially so in subterranean environments and Halflings because of their natural coordination. Due to their larger size and lower intelligence, Half-Orcs don't often find themselves suited to the job of a Scout.
+
'''Abilities:''' Dexterity and Strength are very crucial to a Super Ki Warrior's fighting abilities. Because Super Ki Warriors have no armor proficiencies, a Super Ki Warrior must rely on their Dexterity and Wisdom to completely fuel the Super Ki's AC, unless he has magical equipment. Also, because Super Ki Warriors are combat-oriented, decent Strength and Constitution are more than helpful.
  
'''Alignment:''' Because of the military environment in which they are trained, Scouts tend to be almost exclusively lawful, however some people can complete the training as a Neutral alignment, but these people are generally viewed as mavericks or even difficult to work with. A Chaotic Scout is all but unheard of.
+
'''Race:''' [[Super Kis_(3.5e_Race)|Super Ki]]
  
'''Starting Gold:''' 5d4 times 10 gp (125 gp).
+
'''Alignment:''' Any.
  
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' "Complex" or "As [[Wizard]]"
+
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.
  
{| class="zebra d20"  
+
{| class="zebra d20"
 
|+
 
|+
<div>{{Anchor|Table: The Scout}}</div>
+
<div>{{Anchor|Table: The Super Ki 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]]
 +
! 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" | [[#Teamwork (Tactics)|Teamwork (Tactics)]], [[#Awareness|Awareness]], [[#Natural Compass|Natural Compass]], [[#Tough Tracker|Tough Tracker]], [[#Trapfinding|Trapfinding]]|| class="left" | +0 ft
+
| class="left" | [[#Monk-like Abilities|Monk-like Abilities]], [[#Unarmed Strike|Unarmed Strike]], [[#Combat Style|Combat Style]], [[#Ki Familiarity|Ki Familiarity]], [[#Ki Pool|Ki Pool]], || class="left"| 5||+1/+1||1d6||+0||+0 ft.
|- 
 
|2nd|| class="left" | +1 || +0 || +3 || +0
 
| class="left" | [[#Evasion|Evasion]], [[#Darkvision|Darkvision]], [[#Camouflage|Camouflage]]|| class="left" | +0 ft
 
 
|-  
 
|-  
|3rd|| class="left" | +2 || +1 || +3 || +1
+
|2nd|| class="left" | +2 || +3 || +3 || +3
| class="left" | [[#Teamwork (Skills)|Teamwork (Skills)]], [[#Battle Intuition|Battle Intuition]], [[#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" | [[#Feather Fall|''Feather Fall'']], [[#Master Tracker|Master Tracker]], [[#Uncanny Dodge|Uncanny Dodge]]|| class="left" | +10 ft
+
| class="left" | [[#Ki Deflection|Ki Deflection]], [[#Uncanny Dodge|Uncanny Dodge]]|| class="left" | 15||+3/+3||1d6||+0||+10 ft.
 
|-  
 
|-  
|5th|| class="left" | +3 || +1 || +4 || +1
+
|4th||class="left" | +4 || +4 || +4 || +4
| class="left" | [[#Teamwork (Abilities)|Teamwork (Abilities)]], [[#Pit Finder|Pit Finder]], [[#Great Leap|Great Leap]]|| class="left" | +10 ft
+
| class="left" | [[#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" | [[#Scent|Scent]], [[#Attentiveness|Attentiveness]] +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" | [[#Teamwork (Flanking)|Teamwork (Flanking)]], [[#Flawless Stride|Flawless Stride]], [[#Speed Climb|Speed Climb]] || class="left" | +20 ft  
+
| class="left" | [[#Invocations|Lesser Ki Ability]], [[#Awesome Blow|Awesome Blow]]|| class="left" | 45||+6/+6/+1||1d8||+1||+20 ft.
 
|-  
 
|-  
|8th|| class="left" | +6/+1 || +2 || +6 || +2
+
|7th||class="left" | +7/+2 || +5 || +5 || +5
| class="left" | [[#Tree Stride|''Tree Stride'']], [[#Improved Evasion|Improved Evasion]], [[#Swift Stalker|Swift Stalker]] || class="left" | +20 ft
+
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]], Style Focus || class="left" | 59||+7/+7/+2 ||1d8||+1||+20 ft.
 
|-  
 
|-  
|9th|| class="left" | +6/+1 || +3 || +6 || +3
+
|8th||class="left" | +8/+3 || +6 || +6 || +6
| class="left" | [[#Teamwork (Resistance)|Teamwork (Resistance)]], [[#Hide in Plain Sight|Hide in Plain Sight]], Trap Sense +3 || class="left" | +30 ft
+
| class="left" | Lesser Ki Ability, Greater Flurry || class="left" | 75||+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" | [[#Free Movement|Free Movement]], [[#Skill Mastery|Skill Mastery]]|| class="left" | +30 ft
+
| class="left" | [[#Improved Evasion|Improved Evasion]], Style Focus || class="left" | 93||+9/+9/+9/+4||1d10||+1||+30 ft.
 
|-  
 
|-  
|11th||class="left" | +8/+3 || +3 || +7 || +3
+
|10th||class="left" | +10/+5 || +7 || +7 || +7
| class="left" | [[#Blindsense|Blind Sense]] || class="left" | +30 ft
+
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Good/Evil), [[#Invocations|Greater Ki Ability]] || class="left" | 113||+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" | [[#Phase Door|''Phase Door'']], Attentiveness +4, Trap Sense +4|| class="left" | +40 ft
+
| class="left" | X|| class="left" | 135||+11/+11/+11/+6/+1||1d10||+2||+30 ft.
 
|-  
 
|-  
|13th||class="left" | +9/+4 || +4 || +8 || +4
+
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8
| class="left" | [[#Shadowy Figure|Shadowy Figure]]|| class="left" | +40 ft
+
| class="left" | Greater Ki Ability || class="left" | 159||+12/+12/+12/+7/+2||2d6||+2||+40 ft.
 
|-  
 
|-  
|14th||class="left" | +10/+5 || +4 || +9 || +4
+
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8
| class="left" | [[#Teamwork (Tactical Resistance)|Teamwork (Tactical Resistance)]] || class="left" | +40 ft
+
| class="left" | [[#Fusion Dance|Fusion Dance]], Style Focus || class="left" | 185||+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" | [[#True Vision|True Vision]], Trap Sense +5|| class="left" | +50 ft
+
| class="left" | Greater Ki Ability || class="left" | 213||+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" | [[#Ethereal Jaunt|''Ethereal Jaunt'']] || class="left" | +50 ft
+
| class="left" | X || class="left" | 245||+15/+15/+15/+10/+5||2d6||+3||+50 ft.
 
|-  
 
|-  
|17th||class="left" | +12/+7/+2 || +5 || +10 || +5
+
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10
| class="left" | [[#Blindsight|Blindsight]]|| class="left" | +50 ft
+
| class="left" | [[#Invocations|Master Ki Ability]], [[#Ki Strike|''Ki'' Strike]] (Adamantine)|| class="left" | 275||+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" | Attentiveness +6, Trap Sense +6|| class="left" | +60 ft
+
| class="left" | [[#Timeless Body|Timeless Body]], Style Focus || class="left" | 309||+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" | [[#Teamwork (Tactical Genius)|Teamwork (Tactical Genius)]] || class="left" | +60 ft
+
| class="left" | Master Ki Ability || class="left" | 345||+18/+18/+18/+13/+8/+3||2d8||+3||+60 ft.
 
|-  
 
|-  
|20th||class="left" | +15/+10/+5 || +6 || +12 || +6
+
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11
| class="left" | [[#Pathfinder|Pathfinder]], [[#Word of Recall|''Word of Recall'']]|| class="left" | +60 ft
+
| class="left" | X || class="left" | 383||+19/+19/+19/+14/+9/+4||2d8||+3||+60 ft.
 +
|-
 +
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12
 +
| class="left" | [[#Perfect Self|Perfect Self]], Master Ki Ability || class="left" | 425||+20/+20/+20/+15/+10/+5||2d10||+4||+60 ft.
 +
|-
 +
| colspan="11" class="foot" |
 +
* The unarmed damage value shown is for Medium Super Ki Warriors. See >>[[User:The-Marksman/Super Ki_Warrior_Tables|here]]<< for Super Ki 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:Balance Skill|Balance]] ([[SRD:Dexterity|Dex]]),
 
[[SRD:Climb Skill|Climb]] ([[SRD:Strength|Str]]),
 
[[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]),
 
[[SRD:Decipher Script Skill|Decipher Script]] ([[SRD:Intelligence|Int]]),
 
[[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]] (dungeoneering) ([[SRD:Intelligence|Int]]),
 
[[SRD:Knowledge Skill|Knowledge]] (geography) ([[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:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]),
 
[[SRD:Search Skill|Search]] ([[SRD:Intelligence|Int]]),
 
[[SRD:Sense Motive Skill|Sense Motive]] ([[SRD:Wisdom|Wis]]),
 
[[SRD:Speak Language Skill|Speak Language]] (N/A),
 
[[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 Scout.
+
All of the following are [[SRD:Class|class]] features of the Super Ki Warrior.
 
 
'''Weapon and Armor Proficiency:''' Scouts are proficient with all [[SRD:Simple Weapon Proficiency|simple weapons]], plus bolas, hand crossbow, kukri, rapier, sap, shortbow, short sword spiked chain and whip. Scouts are proficient with [[SRD:Armor Proficiency (Light)|light armor]], but not with [[SRD:Shield Proficiency|shields]].
 
 
 
'''{{Anchor|Teamwork (Tactics)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):'''Beginning at first level a Scout can direct, instruct and motivate her allies (including herself) with tactical strategies bolstering them and improving their combat abilities. To be affected an ally must be able to either hear the Scout speak or watch her give other non verbal cues through coded jestures, body language or the like. The effect lasts for the round that the Scout speaks, and for 5 rounds there after. An affected ally receives a +1 morale bonus on attack and damage rolls. At 5th level and every 5 Scout levels there after this bonus increases by 1 (+2 at 5th level, +3 at 10th level, +4 at 15 level and +5 at 20th level).
 
 
 
'''{{Anchor|Awareness}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Scout is trained at the military academy to have keen senses and to be aware at all times and to keep a close eye on her allies and team mates. A Scout gains [[SRD:Alertness|Alertness]] as a bonus feat. Starting at second level, she gains a bonus on all Listen and Spot checks equal to 1/2 her class level (rounded down) at all times. A Scout gains an additional +10 circumstance bonus to see and hear her allies. A Scouts senses are so honed that she is always considered to be aware of the location and status (as with the "[[SRD:Status|''Status'']]" spell) of all allies within 100 feet, even if they are not within sight.
 
 
 
'''{{Anchor|Natural Compass}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A scout has an unique connection with nature and her surroundings. A Scout is always aware of which direction is north at all times. This ability duplicates the effects of a "[[SRD:Know_Direction|''Know Direction'']]" spell, except that it is always active.
 
 
 
'''{{Anchor|Tough Tracker}}: (R1)'''  A Scout must go through and endure some of the most intense physical training in her military academy and is the most highly trained tracker in her field. Starting at first level, a Scout gains [[SRD:Endurance|Endurance]], [[SRD:Run_(Feat)|Run]] and [[SRD:Track|Track]] as a bonus feats.
 
 
 
'''{{Anchor|Trapfinding}}:''' Scouts 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. Scouts 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 Scout 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 her party) without disarming it.
 
 
 
'''{{Anchor|Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 2nd level and higher, a Scout can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion and [[#Improved Evasion|Improved Evasion]] can be used only if the Scout is wearing light armor or no armor. A [[SRD:Helpless|helpless]] Scout does not gain the benefit of evasion.
 
 
 
'''{{Anchor|Darkvision}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Scouts training has her spend days at a time locked in a dark room with minimal or no traces of light. That and long exposure to night time reconnaissance and subterranean enviorments enables her to develop Darkvision out to 60 feet. If the Scout already has Darkvision the range increases +30 feet.
 
 
 
'''{{Anchor|Camouflage}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Beginning at 2nd level, a Scout can use the hide skill in any sort of terrain, whether natural or not, even if the terrain doesn't grant cover or concealment. She loses this benefit when wearing medium or heavy armor. 
 
 
 
'''{{Anchor|Teamwork (Skills)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level or higher, a Scout can use her training to help advise her allies (either verbally or through body language, gestures or the like) to improve the skills of those around her. All allies within 30 feet of the Scout gain a bonus on all Balance, Climb, Escape Artist, Hide, Jump, Listen, Move Silently and Spot checks. This bonus is equal to one half of the Scouts class level. Allies must be able to see or hear the Scout to gain this bonus.
 
 
 
'''{{Anchor|Battle Intuition}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 3rd level, a Scout gains a +1 bonus on all initiative checks and on all of her AC's. This bonus improves by an additional +1 every 3 levels there after (+2 at 6th level, +3 at 9th level and so on). A Scout loses this bonus when wearing medium or heavy armor or carrying a heavy load.
 
 
 
'''{{Anchor|Trap Sense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 3rd level, a Scout gains an intuitive sense that alerts her to danger from [[SRD:Traps|traps]], giving her 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 Scout reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
 
 
 
Trap sense bonuses gained from multiple classes stack.
 
 
 
'''{{Anchor|Feather Fall}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' Beginning at 4th level, and then every 4 levels there afer a Scout gains the ability to cast a spell like ability beginning with "[[SRD:Feather_Fall|''Feather Fall'']]" a number of times per day equal to her Wisdom modifier (minimum of once per day). This effect has a caster level equal to her Scout class level.
 
 
 
'''{{Anchor|Master Tracker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Scout gains the Urban Tracking feat as a bonus feat at 4th level, allowing her 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 Unearth Arcana.
 
 
 
Also starting at 4th level, a Scout is so good at following tracks that she can even track someone that is under the influence of a "[[SRD:Pass_without_Trace|''Pass without Trace'']]" spell or similar effect, though she takes a &minus;10 on her Survival checks when doing so. A Scout leaves absolutely no trail while traveling in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
 
  
'''{{Anchor|Uncanny Dodge}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 4th level, a Scout can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized. If a Scout already has uncanny dodge from a different class she automatically gains Improved Uncanny Dodge instead.  
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'''Weapon and Armor Proficiency:''' A Super Ki 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]].
  
'''{{Anchor|Teamwork (Abilities)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 5th level a Scout can convey some of her bonuses from her class abilities, specifically her Master Tracking and Trap Sense features to her allies. All allies within 30 feet of the Scout who can see or hear the Scout can benefit from her full Trap Sense bonus (even if they already have this feature from another class). Also, the Scout can assist 1 ally per class level within 30 feet with covering up their tracks in natural surroundings as per the Master Tracker class feature.
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Super Ki Warriors are not proficient with any armors or shields-in fact, many of the Super Ki Warriors abilities require unfettered movement. When wearing armor, using a shield or carrying a medium or heavy load, a Super Ki Warrior loses his AC bonus as well as his fast movement and flurry of blows abilities.
  
'''{{Anchor|Pit Finder}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 5th level a Scout is such an expert that finding traps that finding certain hazards is just second nature to her. This ability duplicates the effects of a "[[SRD:Detect_Snares_and_Pits|''Detect Snares and Pits'']]" spell, except that it is always active.
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'''{{Anchor|Monk-like Abilities}}:''' The training of a Super Ki Warrior is much like that of a monk fighting with martial arts both unarmed and without armor. A Super Ki Warrior gains the unarmed damage, flurry of blows, land base speed, and Wisdom to AC as a [[SRD:Monk|monk]] of his Super Ki Warrior level. (See table 3-10: The Monk in the Player's Handbook.) A Super Ki 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 Super Ki Warrior may continue advancing as a monk.
  
'''{{Anchor|Great Leap}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A 5th level Scout is adept at jumping over and around various obstacles, and always makes Jump checks as if she was running and had the Run feat, enabling her to make long jumps without a running start and granting a +4 bonus on the jump (see the skill description, page 77 of the Players Handbook). A Scout loses this bonus when wearing medium or heavy armor or carrying a heavy load.
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'''{{Anchor|Unarmed Strike}}:''' Super Ki Warriors are highly trained at fighting unarmed, giving them considerable advantages when doing so. At 1st level, a Super Ki Warrior gains [[SRD:Improved Unarmed Strike|Improved Unarmed Strike]] as a bonus feat. A Super Ki Warrior's attacks may be with either fist interchangeably or even from elbows, knees, or feet. This means that a Super Ki Warrior may even make unarmed strikes with his hands full; there is no such thing as an off-hand attack for a Super Ki Warrior striking unarmed. A Super Ki Warrior may thus apply his full Strength bonus on damage rolls for all of his unarmed strikes.
  
'''{{Anchor|Scent}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Scout of 6th level gains the [[SRD:Scent|Scent]] ability as described on page 314 of the ''Monster Manual''.
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Usually, a Super Ki 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 Super Ki 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).
  
'''{{Anchor|Attentiveness}}:''' A Scout is trained to always be highly alert, especially when looking for or dealing with Tracks or Traps. A Scout gains a +2 Bonus on all Disable Device, Search and Survival checks. This bonus increases to +4 at 12th level and +6 at 18th level.
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A Super Ki 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 Super Ki Warriors. A Small Super Ki Warrior deals less damage than the amount given on the table above with his unarmed attacks, while a Large Super Ki Warrior deals more damage; see >>[[User:The-Marksman/Saiyan_Warrior_Tables|here]]<<
  
'''{{Anchor|Teamwork (Flanking)}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 9th level a Scout that strikes an opponent in combat can create an opening for her allies. A 7th level Scout is considered to be flanking an opponent even when using a ranged weapon within 30 feet. If a Scout is flanking with an ally (whether in melee or with a ranged weapon) both the Scout and her ally each gain a +4 bonus on attack rolls and confirmation rolls for critical hits.
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'''{{Anchor|Ki Pool}}:''' A first-level Super Ki Warrior gets a ki pool of ki points. Most all of the Warrior'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 Super Ki gains levels, and can be used throughout the day. After a Super Ki Warrior has expended his ki pool, he must sleep for 8 hours, or use the ki charge ability to regain his ki points. A Super Ki 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 Super Ki 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.
  
In addition, any time a Scout strikes an opponent with an attack of opportunity, all allies gain a +2 bonus on attack rolls against that target until the end of the following round.
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Everytime a Super Ki 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 Super Ki Warrior is actually fighting and using his ki pool.  
  
'''{{Anchor|Flawless Stride}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 7th level, a Scout 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 her to run and charge in situations where others cannot. She may charge, or run over difficult terrain that normally slows movement or allies or neutral characters blocking her path. This ability enables her to run down steep stairs, leap down from a balcony, and tumble over tables to get to her destination. Depending on the circumstances, she still may need to make appropriate checks (Jump and Tumble, in particular) to successfully move over the terrain. This ability does not let her move more quickly through terrains that are enchanted or have been magically manipulated to impede movement. A Scout loses this ability when wearing heavy armor, or carrying a heavy load.
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'''{{Anchor|Ki Familiarity}}:''' At first level, a Super Ki 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|Speed Climb}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Scout of 7th level or higher can scramble up or down walls and slopes with great speed. She can climb at her speed as a move action with no penalty; however, she must begin and end her move on a horizontal surface (such as the ground or a flat rooftop). If she does not end her movement on a horizontal surface, she falls, taking falling damage as appropriate for her distance above the ground. A Scout only needs to have one hand free to use this ability. A Scout loses this ability when wearing heavy armor or carrying a heavy load.
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Smaller orbs which cost 1 ki point to create and shed shadowy illumination out to 10 feet. Larger orbs spanning the width of the Super Ki 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|Tree Stride}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 8th level a Scout gains the ability to cast "[[SRD:Tree_Stride|''Tree Stride'']]" a number of times per day equal to her Wisdom modifier (minimum of once per day). This effect has a caster level equal to her Scout class level.
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'''{{Anchor|Combat Style}}:''' At first level, a Super Ki 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 Super Ki 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 Super Ki 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|Improved Evasion}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 8th level a Scout gains Improved Evasion. This ability works like [[#Evasion|evasion]], except that while the Scout still takes no damage on a successful Reflex saving throw against attacks henceforth she henceforth takes only half damage on a failed save. A helpless Scout does not gain the benefit of improved evasion.
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'''{{Anchor|Style Focus}}:''' At various intervals in his career a Super Ki Warrior's superiority in combat shows more and more. At the intervals of 2nd, 5th, 7th, 9th, 13th, and 17th levels a Super Ki 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 Super Ki selected Offense, Defense, or Ki Abilities as his focus.  
  
'''{{Anchor|Swift Stalker}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 8th level, a Scout can move at her normal speed while following tracks without taking the normal &minus;5 penalty. She only takes a &minus;10 (instead of the normal &minus;20) when moving at up to twice her normal speed while tracking. A Scout can also move stealthily even at a quick pace. She no longer takes a &minus;5 penalty on Hide and Move Silently checks when moving at any speed up to her normal speed, and she takes only a &minus;10 (instead of the normal &minus;20) on Hide and Move Silently checks when running. (She still takes the normal &minus;20 on such checks when charging).
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'''Offense:''' At each of the previously indicated levels above, the Super Ki 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|Teamwork (Resistance)}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' When a Scout of 9th level makes a speech, oratory or gives words of encouragement to her allies. All allies that can hear the Scout speak gain a bonus 20 temporary hit points, damage reduction 5/- and a bonus on all saving throws equal to her base will save (+3 at 9th level, +4 at 12th level and so on). This effect lasts for the round that the Scout speaks and for 5 rounds there after. This ability cannot be used at the same time as Teamwork (Tactics), a Scout can use this ability but doing so would cause the tactics bonus to stop the moment the bonuses for Resistance became active and vice-versa.
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'''Defense:''' At each of the previously indicated levels, the Super Ki 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|Hide in Plain Sight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' While in any sort of terrain, whether natural or not, a Scout of 9th level or higher may make use the Hide skill even while being observed.  
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'''Ki:''' Super Ki 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 Super Ki 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 Super Ki Warrior has chosen a new ki ability, this choice may never be altered.
  
'''{{Anchor|Free Movement}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' A Scout is relentless in her pursuit and can slip out of grapples, bonds and even the effects of confining spells easily. Starting at 10th level, this ability duplicates the effects of a "[[SRD:Freedom_of_Movement|''Freedom of Movement'']]" spell, except that it is always active.
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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|Skill Mastery}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 10th level The Scout becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions. Upon gaining this ability, she selects a number of skills equal to 3 + her Intelligence modifier. When making a skill check with one of these skills, she may take 10 even if stress and distractions would normally prevent her from doing so. A Scout may gain this ability multiple times from multiple classes, selecting additional skills for it to apply to each time.
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'''{{Anchor|Ki Abilities}}:''' At 2nd level, a Super Ki 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 Super Ki 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 Super Ki 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 Super Ki Warrior can choose to use a Ki Ability defensively, by making a successful Concentration check to avoid provoking attacks of opportunity. A Super Ki Warrior's caster level with his Ki Abilities is equal to his Super Ki Warrior class level.  
  
'''{{Anchor|Blindsense}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Starting at 11th level, a Scout gains the Blindsense ability. Using nonvisual senses, such as acute smell or hearing. The Scout does not need to make Spot or Listen checks to pinpoint the location of a creature within 30 ft, provided that she has line of effect to that creature. Any opponent the Scout cannot see still has total concealment (50% miss chance) against a Scout, and a Scout still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a Scout. A Scout is still denied her Dexterity bonus to Armor Class against attacks from creatures she cannot see.  
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The four grades of Ki Abilities, in order of their relative power, are Least, Lesser, Greater, and Master. A Super Ki 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 Super Ki 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|Phase Door}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 12th level a Scout gains the ability to cast "[[SRD:Phase_Door|''Phase Door'']]" a number of times per day equal to her Wisdom modifier (minimum of once per day). This effect has a caster level equal to her Scout class level.
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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 Super Ki Warrior's Wisdom modifier. As a Super Ki 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|Shadowy Figure}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 13th level the Scout is always considered to be taking 10 on hide and move silently even while walking around normally, unless the Scout wants to be seen or heard. The DM must make opposed spot and listen checks for any NPC's to be aware of the Scouts presence.
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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 Super Ki 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|Teamwork (Tactical Resistance)}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' After 14th level a Scout who uses her Teamwork (Tactics) ability also grants her allies the bonus on all saving throws and the 20 temporary hit points of her Teamwork (Resistance) feature, but not the damage reduction. A 14th level Scout who uses this ability grants all allies who can see or hear her the normal +3 bonus on attack and damage rolls of her Teamwork (Tactics) feature, and the normal +5 bonus on all saves and 20 temporary hit points of her Teamwork (Resistance) feature.  
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'''{{Anchor|Ki Volley}}:''' When a Super Ki 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 Super Ki 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 unarmed strike damage, with a Reflex saving throw for half damage. The DC for the save is 10 + ½ the Super Ki Warrior's class level + the Super Ki Warrior's Dexterity modifier.  
  
'''{{Anchor|True Vision}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' The majority of everything a Scout does requires having accurate information about what she sees. Starting at 15th level a Scout is considered to be under the effects of a "[[SRD:True_Seeing|''True Seeing'']]" spell at all times, with a caster level equal to her Scout class level.
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'''{{Anchor|Ki Deflection}}:''' At 3rd level, a Super Ki Warrior's familiarity with ki allows them some subtle defenses against ranged ki and energy attacks. A Super Ki 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 Super Ki 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 Super Ki 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|Ethereal Jaunt}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 16th level a Scout gains the ability to cast "[[SRD:Ethereal_Jaunt|''Ethereal Jaunt'']]" a number of times per day equal to her Wisdom modifier (minimum of once per day). This effect has a caster level equal to her Scout class level.
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When an opposing Super Ki 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 Super Ki Warrior makes a successful Reflex save he may coat his hands in his ki energy in order to put both hands out and stop the beam in its tracks without exploding it. If a Super Ki Warrior does this 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 Super Ki Warrior must choose an amount of power points to spend during their respective turns in the same round. The attacker for pushing his beam forward and the defending Super Ki Warrior on how much ki to shield his hands in order to resist the push. A Super Ki Warrior can choose to spend no more than a maximum of 1 ki point per Super Ki Warrior level on this check. Then at the end of the round the amounts they spent are compared for the results of the progress.
  
'''{{Anchor|Blindsight}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' At 17th level, a Scout gains Blindsight. Using nonvisual senses, such as sensitivity to vibrations, keen smell and acute hearing, a Scout maneuvers and fights as well as a sighted creature. Invisibility, darkness, and most kinds of concealment are irrelevant, though the Scout must have line of effect to a creature or object to discern that creature or object. The Scout usually does not need to make Spot or Listen checks to notice creatures within 30 feet and this ability negates displacement and blur effects.
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If both Super Ki 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 Super Ki 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 Super Ki Warrior spends 2 or more points than the defender used, then the beam breaks through the defending Super Ki Warrior's defenses and hits the defending Super Ki Warrior for full damage. In either case, the Super Ki Warrior receiving the damage is not entitled to any Reflex saves to avoid any damage. These same rules apply to when 2 Super Ki Warriors both fire ki beams at each other in the same round. This is called a beam battle.
  
'''{{Anchor|Teamwork (Tactical Genius)}} ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' At 19th level a Scout who uses her Teamwork (Tactics) ability also gains the complete benefit of her Teamwork (Resistance) feature, including the damage reduction. A Scout's Tactical Genius ability also grants all allies a +5 dodge bonus to AC. Therefore a 19th level Scout using Tactical Genius ability grants allies who can either see or hear her a +4 bonus on attack and damage rolls, a +6 bonus on all saves, 20 temporary hit points, damage reduction 5/- and a +5 dodge bonus to AC for 5 rounds.
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'''{{Anchor|Uncanny Dodge}} {{Ex}}:''' At 3rd level, a Super Ki 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|Pathfinder}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' By 20th level, a Scout is an experienced expert at finding her way into or out of anything and has a "sixth sense" when it comes to knowing which way to go to find what she needs. Starting at 20th level a Scout is able to produce an effect identical to a "[[SRD:Find_the_Path|''Find the Path'']]" spell at will as a free action.
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'''{{Anchor|Ki Strike}}:''' At 4th level, a Super Ki 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 Super Ki Warrior reaches 8th level, the Super Ki Warrior's unarmed strikes can be treated as chaotic for the purposes of overcoming damage reduction if the Super Ki is chaotic. Then, at 13th level, the Super Ki Warrior's fists are also treated as either good or evil based on his alignment. If the Super Ki is good, then his unarmed strikes are considered good for the purposes of overcoming damage reduction. If the Super Ki is evil, his unarmed strikes are considered evil for the purposes of overcoming damage reduction. If the Super Ki Warrior is neutral, he may have his choice of either one. At 18th level, the Super Ki 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|Word of Recall}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' At 20th level a Scout gains the ability to cast "[[SRD:Word_of_Recall|''Word of Recall'']]" a number of times per day equal to her Wisdom modifier (minimum of once per day). This effect has a caster level equal to her Scout class level.
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'''{{Anchor|Evasion}}:''' At 5th level and higher, a Super Ki 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 Super Ki Warrior is wearing light armor or no armor. A helpless Super Ki 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.
  
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'''{{Anchor|Awesome Blow}}''' At 6th level, a Super Ki Warrior gains the custom feat [[Awesome_Blow_(3.5e_Feat)|Awesome Blow]] as a bonus feat, even if he does not meet the prerequsites.
  
====Human Scout Starting Package====
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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.
  
'''Weapons:''' Longbow (1d8, crit 20/x3),
+
'''{{Anchor|Improved Evasion}}:''' Gained at 9th level, this ability works like evasion, except that while the Super Ki 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 Super Ki Warrior (such as one who is unconscious or paralyzed) does not gain the benefit of Improved Evasion.
  
'''Skill Selection:''' Pick a number of skills equal to 8 + [[Int]] modifier.
+
For a table comparing the various Super Super Ki transformations, click >>[[#Table: The Super Ki Warrior Standard Super Super Ki Stats|here]]<<
 
 
{| class="zebra d20"
 
|-
 
! class="left" | Skill || Ranks || Ability || Armor<br/>Check<br/>Penalty
 
|- class=
 
| class="left" | Climb || 2 || Str || &mdash;
 
|- class=
 
| class="left" | Disable Device || 4 || Dex || &mdash;
 
|- class=
 
| class="left" | Hide || 4 || Dex || &mdash;
 
|- class=
 
| class="left" | Jump || 2 || Str || &mdash;
 
|- class=
 
| class="left" | Listen || 4 || Wis || &mdash;
 
|- class=
 
| class="left" | Move Silently || 4 || Dex || &mdash;
 
|- 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
+
'''{{Anchor|Fusion Dance}}:''' At 13th level, the Super Ki Warrior learns a spell-like ability called the Fusion Dance. They may cast the spell a number of times per day equal to their charisma modifier. A Super Ki may cast the Fusion Dance spell without preparing it ahead of time the way a wizard or cleric must prepare their spells. To learn or cast the Fusion Dance spell, a Super Ki Warrior must have a charisma modifier equal to at least 10 + the spell level (minimum of 12 charisma). A Super Ki Warrior with less than a 12 charisma may not learn the Fusion Dance. Each participant spends 1 of their daily uses when fusing, therefore each person participating in a Fusion Dance must have at least 1 use of the ability left for the current day or the spell simply fizzles. See a full description of the spell [[Fusion_Dance_(3.5e_Spell)|here]].
  
'''Bonus Feats:''' Point Blank Shot for Human.
+
Examples:  
  
'''Gear:''' Studded Leather.
+
Technique: [https://www.youtube.com/watch?v=97oPnj94PpI 1] [https://www.youtube.com/watch?v=tqI1Qpnobbg 2], Failure: [http://www.youtube.com/watch?v=4yV0U2jx0gk 1] [https://www.youtube.com/watch?v=bcsWR7lwvhM 2], Correctly 1: [https://www.youtube.com/watch?v=R0uQor_juqE 1] [https://www.youtube.com/watch?v=zDmxZt8zc8A 2], Correctly 2: [https://www.youtube.com/watch?v=GXdYgCiX-Bc 1] [http://www.youtube.com/watch?v=YcrocgMBBDI 2]
  
'''Gold:''' 5d4 X 10.
+
'''{{Anchor|Timeless Body}} ([[SRD:Special Abilities Overview#Extraordinary|Ex]]):''' Upon attaining 17th level, a Super Ki 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 Super Ki Warrior still dies of old age when his time is up.
  
 +
'''{{Anchor|Perfect Self}}''' At 20th level, a Super Ki Warrior becomes a magical creature. He is forevermore treated as an outsider (Shapechanger) rather than as a humanoid for the purpose of spells and magical effects. Additionally, the Super Ki Warrior gains damage reduction 10/magic, which allows him to ignore the first 10 points of damage from any attack made by a nonmagical weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. Unlike other outsiders, the Super Ki Warrior can still be brought back from the dead as if he were a member of his previous creature type.
  
====Epic Scout====
+
===Epic Super Ki Warriors===
  
 
{| class="zebra d20"
 
{| class="zebra d20"
 
|+ class="epic" |
 
|+ class="epic" |
<div>{{Anchor|Table: The Epic Scout}}</div>
+
<div>{{Anchor|Table: The Epic Super Ki 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. || 469 || class="left" | [[#Super Ki God|Super Ki God]], [[#Bonus Feat|Bonus Feat]]
 
|-  
 
|-  
| 22nd || class="left" | [[#Teamwork (Tactical Superiority)|Teamwork (Tactical Superiority)]]
+
|22nd|| +4 || +70 ft. || 515 || class="left" | [[#God Ki Ability|God Ki Ability]]
 
|-  
 
|-  
| 23rd || class="left" | Bonus Feat
+
|23rd|| +4 || +70 ft. || 563 || class="left" | Bonus Feat
 
|-  
 
|-  
| 24th || class="left" | Attentiveness +8, Epic Trap Sense +10
+
|24th|| +4 || +80 ft. || 613 || class="left" | God Ki Ability
 
|-  
 
|-  
| 25th || class="left" | Bonus Feat
+
|25th|| +5 || +80 ft. || 665 || class="left" | Bonus Feat
 
|-  
 
|-  
| 26th || class="left" | [[#Gate|''Gate'']]
+
|26th|| +5 || +80 ft. || 719 || class="left" | God Ki Ability
 
|-  
 
|-  
| 27th || class="left" | Epic Trap Sense +12, Bonus Feat
+
|27th|| +5 || +90 ft. || 775 || class="left" | Bonus Feat
 
|-  
 
|-  
| 28th || class="left" | [[#Eternal Freedom|Eternal Freedom]]
+
|28th|| +5 || +90 ft. || 833 || class="left" | [[#Greater God Ki Ability|Greater God Ki Ability]]
 
|-  
 
|-  
| 29th || class="left" | Bonus Feat
+
|29th|| +5 || +90 ft. || 893 || class="left" | Bonus Feat
 
|-  
 
|-  
| 30th || class="left" | Attentiveness +10, Epic Trap Sense +14
+
|30th|| +6 || +100 ft. || 955 || 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 Scout’s bonus on Trap Sense increases by +2 at every three levels higher than 18th.
+
'''{{Anchor|Super Ki God}}:''' At 21st level a Super Ki Warrior gains the ability to become a Super Super Ki God. To achieve this, a Super Ki Warrior must perform a ceremony with 5 other Super Ki Warriors. The group gathers in a circle holding hands and then all 6 produce their ki aura and then all 5 other Super Kis Warriors all grant their entire days ki pool points to the Super Ki 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 Super Ki 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: Super Ki 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 Super Ki 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 Super Ki Warrior still spends his normal time looking like himself, but when he activates Super Super Ki God mode unlike other Super Super Ki 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 Super Ki God gains +30 Strength, +30 Dexterity, and +80 feet to both land and flight base speed. Damage reduction 15/&minus; 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 there after. Other Super Ki Warriors with ki sense cannot sense the Super Super Ki God's ki at all while hes transformed.
 +
 
 +
Example: Super Super Ki God: [https://www.youtube.com/watch?v=O6MzKxe-bYI 1]
 +
 
 +
'''{{Anchor|God Ki Ability}}:''' When a Super Ki 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
  
'''{{Anchor|Bonus Feats}}:''' The epic Scout gains a bonus [[SRD:Feats|feat]] at 21st level and every other level there after. These feats are selected from the Scout class feat list presented above. Alternatively your DM may also allow class appropriate epic feats as well.
+
Immunity to Acid
  
'''{{Anchor|Teamwork (Tactical Superiority)}}: ([[SRD:Special Abilities Overview#Supernatural|Su]]):''' When a Scout uses her Tactical Genius ability her bonus she grants all allies within 100 feet who can see or hear her a number of temporary hit points equal to 20 + twice her number of epic levels and a bonus on Attack and Damage Rolls, a Dodge bonus to AC and a bonus on all saves equal to 5 + her number of epic levels. This effect lasts for the round that the Scout uses it and for 10 rounds there after.
+
'''{{Anchor|Bonus Feat}}:''' At 21st level and every other level there after, a Super Ki Warrior gains any bonus feat that she meets the prerequisites for.
  
'''{{Anchor|Gate}} ([[SRD:Special Abilities Overview#Spell-Like|Sp]]):''' The scope of the problems that an epic Scout deals with involves having to move ahead to other planes to scout out the surroundings. A 26th level Scout gains the ability to cast "[[SRD:Gate|''Gate'']]" a number of times per day equal to her Wisdom modifier (minimum of once per day) with a couple of exceptions.  
+
'''{{Anchor|Greater God Ki Ability}}:''' When a Super Ki 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.
  
Firstly, the Scout may only cast this spell using the first "Planar Travel" effect for making an inter-dimensional doorway, a Scout cannot use this ability to summon other creatures. Since the Scout does not have the ability to use the summoning effect, the Scout does not pay the experience point cost for this spell.  Secondly, the Gate stays open for the appropriate number of rounds, but does not require the Scout's focus, concentration or even the Scout's presence to function. This effect has a caster level equal to her Scout class level.
+
Damage Reduction 10/&minus; at all times
  
'''{{Anchor|Eternal Freedom}}: ([[SRD:Special Abilities Overview#Supernatural|Su]])''' A Scout 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''.
+
Spell Resistance equal to 5 + hit dice
  
 +
Immunity to Disintegration
  
===Campaign Information===
+
Immunity to Mind Affecting Effects
  
====Playing a Scout====
+
Immunity to Transformations
  
'''Religion:''' Scouts have diverse and personal views on religion, and no one particular religion stands out from any other as being common for the class. However it is common for Scouts to pay homage to deities of nature as much of her job finds her travelling through the wilderness and she feels at home in such locations. She does not see nature in the way a Druid or a Ranger does, being something to be revered or protected. Rather she see terrain over which she must do her job. Although most Scouts do enjoy the beauty of nature, she does not draw power from it the way these other classes do. 
+
==Campaign Information==
  
'''Other Classes:''' Scouts gets along well with most all classes. Her beliefs and job does not directly conflict with any given class and she enjoys both doing reconnaissance for a slow, loud group of adventurers, ensuring that each area they venture to is safe and also she enjoys even more subtle quieter groups where others are as naturally nimble and quiet as she is. She also enjoys most parities who are willing to heed her tactical advice in combat and the feeling of being able to help lead them to victory.
+
====Playing a Super Ki Warrior====
  
'''Role:''' A Scout plays multiple roles in a party. Primarily like her job description, with her fast movement speed and bonuses on navigating terrain a Scout does reconnaissance ahead of the group to check for dangers and often volunteers for first watch at night to secure the perimeter before going to bed. Her stealth and trapfinding abilities make her the natural choice for entering and searching dangerous areas. Assisting as a back-up melee combatant or ranged expert in battle she likes to find a place from which she can both give an ally her enhanced flanking bonus and view the battle field to use that information to provide tactical information for her allies to give them an advantage.
+
'''Adventures:''' Because Super Ki 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 Super Kis who are evil and have corrupt hearts use their power to oppress and destroy.
 +
Characteristics: A Super Ki Warrior is excellent in combat. When in combat the Super Ki Warriors shun the use of manufactured weapons. Thanks to their training they put themselves under, a Super Ki Warrior (like a monk) can strike as hard as if they were armed, and faster then a Warrior with a sword.
  
'''Advancement:''' Scout's who choose to take levels in other classes than Scout would most likely do so to either gain more combat abilities like with Order of the Bow Initiate<sup>2</sup> Dark Hunter<sup>2</sup> or Darkwood Stalker<sup>2</sup>. Alternatively she might take a more focused section of her profession to enhance. Such as enhancing her trapfinding with Dungeon Delver<sup>1</sup> or enhancing her tracking skill by use of Bloodhound<sup>1</sup> or Justicar<sup>2</sup>. Enhancing her infiltration ability by use of Spy Master<sup>1</sup> or even her agility with use of Thief Acrobat<sup>1</sup> or Exemplar<sup>1</sup>.
+
'''Alignment:''' Super Ki 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.
  
<sup>1</sup>: Found in Complete Adventurer
+
'''Religion:''' Super Ki Warrior's tend to worship deities that promote or have at least some associated with the domains of war, battle, strength, and/or chaos, also any deities that have anything to do with the promotion of self betterment or enlightenment would be popular choices among Super Ki Warriors. Super Ki Warriors of good alignments are drawn towards deities such as Heironeous and Pelor, neutral Super Ki Warriors often like either Kord or Fharlanghn, and evil Super Ki Warriors usually choose deities such as Gruumsh or Hextor.
<br/><sup>2</sup>: Found in Complete Warrior
 
  
====Scouts in the World====
+
'''Background:''' All Super Ki Warriors are Super Kis, and hence all have the tie with one another. In places where Super Ki tribes are abound they are more competitive on a group basis and stick to their tribes and are loyal to those tribes, as where Super Kis 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 Super Kis when it comes down to the last gun being fired so to speak. 
  
{{quote|A Scout is never taken by surprise, he always knows what to do when anything unexpected happens. |orig=Jay Peterson, Human Navy Admiral}}
+
'''Races:''' Super Kis are the only race that can be Super Ki Warriors.
  
'''Adventures:''' Most Scouts find themselves as adventurers as part of the military organization that trained them, whether serving as a reconnaissance specialist for a larger military force, or even posted at a tower or fort to watch for enemy movements. Most PC Scouts have since left behind their position within the military for whatever personal reason that leads them to become adventurers, as where others while still an active member of the military are assigned to the adventuring group as a scout or guide because the adventurers goals align with the kingdoms goals which leads to a longer mutually beneficial relationship.  
+
'''Other Classes:''' Super Kis get along best with combat oriented classes, and sometimes wish to test members of those classes to see who is stronger.  
  
'''Notables:''' One of the most notable Scouts in history is James Houlton, a Human Scout from a large kingdom that was reassigned from his post in the kingdom to an adventuring group who was helping repel an invasion of devils. At the height of the battle James lead the adventurers through the devil's portal and scouted ahead of the adventurers to gather the information on the devil leader's location and defenses which allowed the adventurers to find an opening to get access to and eventually confront and kill the devil leader. This caused a the devils to become disorganized which led to their eventual downfall.
+
'''Combat:''' Super Ki Warriors are primarily melee damage dealing combatants that use ki abilities to augment their abilities while they fight. Super Ki Warriors will often begin battles by throwing ki volleys until the opponent closes into range and then rely on their advance martial arts training to dispatch foes at close range.
  
'''Organizations:''' While Scouts don't have a specific organization of their own, a vast majority of all Scouts receive military training at the start of their career and serve as reconnaissance specialist and outriders for the organization or kingdom that trained them.
+
'''Advancement:''' Most Super Ki Warriors pursue this class to the exclusion of all others, though this is not a requirement. Super Ki Warriors who do branch off to another profession or career would likely seek out ones that enhance some aspect of their training, be it their martial arts training, their ki manipulation or maybe a specific branch off, such as a Super Ki Warrior looking to be a hired killer could take levels in Assassin or Ninja.  
  
'''NPC Reactions:''' Most NPCs view Scouts as a member of the local military, even if the she is not currently still with the military. Such NPCs tend to view the Scout fondly and with some level of cordial respect. Especially even more so if she is still active member of the local military that is tasked with protecting them.
+
====Super Ki Warriors in the World====
  
====Scout Lore====
+
{{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 then Kakarott. At times I thought I was losing my mind. Why couldn't I obtain what Kakarott had obtained?! It didn’t make any sense. It was infuriating… and it was my fury that kept me alive. |orig=Vegeta, Super Ki Prince}}
  
Characters with a lore skill or ranks in Knowledge (History) can research Scouts to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
+
'''Daily Life:''' Super Ki Warriors spend most every waking moment of every day training to become better, to test their limits and go beyond them. Super Ki Warriors are constantly practicing their battle techniques or putting them to use on the battle field. A Super Ki Warrior is never happier than while in the midst of a life and death battle.
 +
 
 +
'''Notables:''' One Super Ki 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 Super Kis of all time.
 +
 
 +
'''Organizations:''' Super Ki Warriors that band together generally do so in no more than groups of 5 (squadron) to 10 (group). These Super Ki 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 Super Ki Warrior as they would any other character in the game. Most NPC's find the Super Ki Warriors hair and tail to be bizarre but otherwise see them as humans, and react to them accordingly. NPC's that see a Super Ki Warrior transforming, or transformed into a Super Saiyan are generally fearful of, and intimidated by the Super Ki Warrior. Such NPC's may even flee a transformed Super Ki Warrior even if doing so may cause a commotion.
 +
 
 +
====Super Ki Warrior Lore====
 +
 
 +
Characters with abilities such as Bardic Lore, or with ranks in Knowledge (Outer space), or Knowledge (Universe) or similar knowledge skills can research Super Ki Warriors to learn more about them.  When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
  
 
{| class="zebra d20"
 
{| class="zebra d20"
|+ Knowledge (Local)
+
|+ Bardic Lore
 
! DC || class="left" | Result
 
! DC || class="left" | Result
 
|-  
 
|-  
| 5 || class="left" | Scout's are reconnaissance specialists that move ahead at blazing speeds in front of a military to get information for battles and wars. Scouts are also experts at find traps and following the tracks and trails of enemies.
+
| 10 || class="left" | Super Ki Warriors are brutal martial arts warriors who use their own body and their own life force as a deadly weapon.
 
|-  
 
|-  
| 10 || class="left" | Scout's are also master tacticians trained in battle tactics and wars and use this to guide their companions to tactical advantages in battles. Scouts also learn a small selection of spells they can cast to facilitate their job.
+
| 15 || class="left" | Harnessing their own life force, Super Ki 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.
 
|-  
 
|-  
| 15 || class="left" | Scouts also are masters at traversing difficult terrain and can even follow trails and sneak around quickly with ease. Scouts can even see in almost pitch blackness and smell enemies coming.
+
| 20 || class="left" | A Super Kis potential for power is tied to their emotions, and when distressed or made angry in stressful situations Super Ki Warriors can trigger  transformations to various levels of power called Super Super Ki, each giving the Super Ki enhanced strength, speed and agility.  
 
|-  
 
|-  
| 20 || class="left" | Anyone making this level of success can learn about most any Scout ability, and even stories about specific Scouts, how a Scout is trained and even the current location of a specific Scout provided she's not in hiding.
+
| 30 || class="left" | Those which make this result can learn about specific Super Ki Warriors, their location, motives, lore about them, and recent activities.
 
|}
 
|}
  
====Scouts in the Game====
+
====Super Ki Warriors in the Game====
  
 +
'''Adaptation:''' The techniques taught by the Super Ki Warrior class could be a tree of monk martial arts and could be taught at monasteries where large groups of Super Ki Warriors all train together to learn to use their ki and master the art of self discipline.
  
'''Sample Encounter:'''  
+
'''Sample Encounter:''' The adventures are asked to go and stop Toma, a Super Ki 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 14:''  
+
''EL 8:''  
  
'''James Houlton'''
+
'''Toma'''
  
'''Medium Humanoid (Human)'''
+
'''Medium Humanoid (Shapechanger)'''
 
   
 
   
'''Hit Dice:''' 14d6 (49) + ( con) = ( hp max or hp average)<br/>
+
'''Hit Dice:''' 8d8 (36) + (16 con) = (80 hp max or 52 hp average)<br/>
'''Initiative:''' 10 (4 dex, 4 class, 2 feat)<br/>
+
'''Initiative:''' 2<br/>
'''Speed:''' 70 ft <br/>
+
'''Speed:''' 50 ft <br/>
'''Armor Class:''' Normal 24 (Armor +4, Dex +4, Class +4, Magic +2), Touch 20, Flat Foot 24 <br/>  
+
'''Armor Class:''' Normal 21 ( Armor +2, Wis +4, Dex +2, Natural +2, Monk +1), Touch 17, Flat Foot 19<br/>  
'''Base Attack / Grapple:''' +10 / +11<br/>
+
'''Base Attack / Grapple:''' + 8/ +10<br/>
'''Full Attack:''' Great Bow<sup>1</sup> +  1d10 + (+1 {str}, +2 {Magic}), 20 X3 <br/>
+
'''Full Attack:''' +10/+5 1d10 + 2 20 X2<br/>
 
'''Space / Reach:''' 5 ft / 5 ft<br/>
 
'''Space / Reach:''' 5 ft / 5 ft<br/>
'''Special Qualities:''' Teamwork (Tactics), Natural Compass, Trapfinding, Evasion, Darkvision 60 ft, Camouflage, Teamwork (Skills), Battle Intuition +4, Trapsense +4, Spell-like abilities ''Feather Fall, Tree Stride, Phase Door'', Master Tracker, Uncanny Dodge, Teamwork (Abilities), Pit Finder, Great Leap, Scent, Attentiveness +4, Teamwork (Flanking), Flawless Stride, Speed Climb, Improved Evasion, Swift Stalker, Teamwork (Resistance), Hide in Plain Sight, Free Movement, Skill Mastery (Disable Device, Hide, Listen, Move Silently, Open Locks, Spot), Blind Sense, Shadowy Figure, Teamwork (Tactical Resistance)<br/>   
+
'''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/>   
'''Saves:''' Fort 6, Ref 13, Will 8<br/>
+
'''Special Qualities:''' Tail, Tail Weakness, Zenkai Bonus, Oozaru Form, Lycanthorpic Empathy, Natural Armor
'''Skills:''' Balance 14, Climb 19 Disable Device 27, Gather Information 10, Hide 26, Jump 24, Listen 30 (40 allies), Move Silently 26, Open Locks 23, Search 25, Spot 30 (40 allies), Survival 25, Tumble 19, Sense Motive 19, Decipher Script 11, Use Magic Device 6, Knowledge (Nature) 10, Knowledge (Dungeoneering) 10<br/>  
+
'''Saves:''' Fort 7, Ref 8, Will 6<br/>
'''Feats:''' Alertness, Endurance, Run, Track, Nimble Fingers, Agile Athlete<sup>4</sup>, Fleet of Foot<sup>2</sup>, Keen Eared Scout<sup>3</sup>, Quick Reconnitor<sup>1</sup>, Steady Mountaineer<sup>5</sup><br/>
+
'''Skills:''' Hide, Spot, Tumble 10 ranks, Jump 3 ranks<br/>  
'''Abilities:'''  Str: 12, Dex 18, Con 14, Int 20, Wis 18, Cha 11<br/>
+
'''Feats:''' Improved Unarmed Strike, Weapon Focus (Unarmed), Combat Reflexes, Point Blank Shot<br/>
'''CR:''' 12<br/>
+
'''Abilities:'''  Str: 14, Dex 14, Con 12, Int 6, Wis 18, Cha 8<br/>
'''Treasure:'''  +2 Mithral Shirt of Shadows and Silent moves, +2 Greatbow of Seeking,  Ring of Sustenance, Ring of Jumping, Periapt of Wisdom +2, Gloves of Dexterity +2, Boots of the Winterlands, Hat of Disguise, Chime of Opening, Wand of Cure Light Wounds X5, Backpack, Acid Flask, Anti-toxin vial, Bedroll, Belt Pouch, Caltrop X4, Climbers Kit, Crowbar, Disguise Kit, Flask, Flint and Steel, Grappling Hook X2, Hammer,  Ink Vial, Ink Pen X2, Masterwork Thieves Tools, Parchment X10, Piton X10, Silk Rope 50ft, Smokestick X5, Sunrod X2, Tanglefoot bag, Tent, Torch X5, Trail Rations (6 days), Waterskin, Whetstone. 553 gp<br/>  
+
'''CR:''' 8<br/>
'''Alignment:''' Lawful Neutral<br/>
+
'''Treasure:'''  Bracers of Armor +2, Periapt of Wisdom +4, 100 gp<br/>  
 +
'''Alignment:''' Neutral Evil<br/>
  
{{underbar|What the feats do|Agile Athlete: (Dex to Climb and Jump)<br/>Quick Reconnitor: (Make Spot and Listen checks each round as free action, +2 initiative)<br/>Fleet of Foot: (Make one direction change during run or charge)<br/>Keen Eared Scout: (Listen check reveals extra information about source of sound and +5 to pinpoint invisible creatures)<br/>Steady Mountaineer: (Always take 10 on Climb and Jump)}}
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{{3.5e Class Ability Effects |class=Saiyan Warrior |type=Invocation}}
 
 
{{underbar|Feat Locations|<sup>1</sup>: Found in Complete Adventurer<br/><sup>2</sup>: Found in Complete Warrior<br/><sup>3</sup>: Found in Players Handbook II<br/><sup>4</sup>: Found in Races of Wild<br/><sup>5</sup>: Found in Races of Stone}}
 
  
  
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Revision as of 03:54, 22 December 2017

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Across the galaxy, some warriors have learned to harness the ki life forces that suffuses thier bodies and use it form themselves into a deadly weapon. 20 1 Good Good Good Good

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Super Ki Warrior

Across the galaxy are warriors 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 Super Ki Warriors are masters of the martial arts and hence are only hindered by the use of manufactured weapons and armors. A Super Ki Warrior's ki life force infuses them with many super natural abilities.

Making a Super Ki Warrior

Super Ki Warriors have the following game statistics.

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

Race: Super Ki

Alignment: Any.

Starting Age: Complex.

Table: The Super Ki Warrior

Hit Die: d10

Level Base
Attack Bonus
Saving Throws Special Ki Points
Per Day
Flurry Unarmed
Damage
AC Speed
Bonus
Fort Ref Will
1st +1 +2 +2 +2 Monk-like Abilities, Unarmed Strike, Combat Style, Ki Familiarity, Ki Pool, 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 1d6 +0 +10 ft.
4th +4 +4 +4 +4 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 Lesser Ki Ability, Awesome Blow 45 +6/+6/+1 1d8 +1 +20 ft.
7th +7/+2 +5 +5 +5 Improved Uncanny Dodge, Style Focus 59 +7/+7/+2 1d8 +1 +20 ft.
8th +8/+3 +6 +6 +6 Lesser Ki Ability, Greater Flurry 75 +8/+8/+8/+3 1d10 +1 +20 ft.
9th +9/+4 +6 +6 +6 Improved Evasion, Style Focus 93 +9/+9/+9/+4 1d10 +1 +30 ft.
10th +10/+5 +7 +7 +7 Ki Strike (Good/Evil), Greater Ki Ability 113 +10/+10/+10/+5 1d10 +2 +30 ft.
11th +11/+6/+1 +7 +7 +7 X 135 +11/+11/+11/+6/+1 1d10 +2 +30 ft.
12th +12/+7/+2 +8 +8 +8 Greater Ki Ability 159 +12/+12/+12/+7/+2 2d6 +2 +40 ft.
13th +13/+8/+3 +8 +8 +8 Fusion Dance, Style Focus 185 +13/+13/+13/+8/+3 2d6 +2 +40 ft.
14th +14/+9/+4 +9 +9 +9 Greater Ki Ability 213 +14/+14/+14/+9/+4 2d6 +2 +40 ft.
15th +15/+10/+5 +9 +9 +9 X 245 +15/+15/+15/+10/+5 2d6 +3 +50 ft.
16th +16/+11/+6/+1 +10 +10 +10 Master Ki Ability, Ki Strike (Adamantine) 275 +16/+16/+16/+11/+6/+1 2d8 +3 +50 ft.
17th +17/+12/+7/+2 +10 +10 +10 Timeless Body, Style Focus 309 +17/+17/+17/+12/+7/+2 2d8 +3 +50 ft.
18th +18/+13/+8/+3 +11 +11 +11 Master Ki Ability 345 +18/+18/+18/+13/+8/+3 2d8 +3 +60 ft.
19th +19/+14/+9/+4 +11 +11 +11 X 383 +19/+19/+19/+14/+9/+4 2d8 +3 +60 ft.
20th +20/+15/+10/+5 +12 +12 +12 Perfect Self, Master Ki Ability 425 +20/+20/+20/+15/+10/+5 2d10 +4 +60 ft.
  • The unarmed damage value shown is for Medium Super Ki Warriors. See >>here<< for Super Ki 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

All of the following are class features of the Super Ki Warrior.

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

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

Monk-like Abilities: The training of a Super Ki Warrior is much like that of a monk fighting with martial arts both unarmed and without armor. A Super Ki Warrior gains the unarmed damage, flurry of blows, land base speed, and Wisdom to AC as a monk of his Super Ki Warrior level. (See table 3-10: The Monk in the Player's Handbook.) A Super Ki 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 Super Ki Warrior may continue advancing as a monk.

Unarmed Strike: Super Ki Warriors are highly trained at fighting unarmed, giving them considerable advantages when doing so. At 1st level, a Super Ki Warrior gains Improved Unarmed Strike as a bonus feat. A Super Ki Warrior's attacks may be with either fist interchangeably or even from elbows, knees, or feet. This means that a Super Ki Warrior may even make unarmed strikes with his hands full; there is no such thing as an off-hand attack for a Super Ki Warrior striking unarmed. A Super Ki Warrior may thus apply his full Strength bonus on damage rolls for all of his unarmed strikes.

Usually, a Super Ki 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 Super Ki 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 Super Ki 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 Super Ki Warriors. A Small Super Ki Warrior deals less damage than the amount given on the table above with his unarmed attacks, while a Large Super Ki Warrior deals more damage; see >>here<<

Ki Pool: A first-level Super Ki Warrior gets a ki pool of ki points. Most all of the Warrior'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 Super Ki gains levels, and can be used throughout the day. After a Super Ki Warrior has expended his ki pool, he must sleep for 8 hours, or use the ki charge ability to regain his ki points. A Super Ki 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 Super Ki Warrior gains bonus ki points as found on the chart >>here<<. Bonus ki points are derived from his Wisdom bonus.

Everytime a Super Ki 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 Super Ki Warrior is actually fighting and using his ki pool.

Ki Familiarity: At first level, a Super Ki 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 Super Ki 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 Super Ki 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 Super Ki 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 Super Ki 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 Super Ki Warrior's superiority in combat shows more and more. At the intervals of 2nd, 5th, 7th, 9th, 13th, and 17th levels a Super Ki 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 Super Ki selected Offense, Defense, or Ki Abilities as his focus.

Offense: At each of the previously indicated levels above, the Super Ki 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 Super Ki 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.

Ki: Super Ki 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 Super Ki 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 Super Ki Warrior has chosen a new ki ability, this choice may never be altered.

  • 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 Abilities: At 2nd level, a Super Ki 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 Super Ki 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 Super Ki 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 Super Ki Warrior can choose to use a Ki Ability defensively, by making a successful Concentration check to avoid provoking attacks of opportunity. A Super Ki Warrior's caster level with his Ki Abilities is equal to his Super Ki Warrior class level.

The four grades of Ki Abilities, in order of their relative power, are Least, Lesser, Greater, and Master. A Super Ki 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 Super Ki 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 Super Ki Warrior's Wisdom modifier. As a Super Ki 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 Super Ki 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 Super Ki 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 Super Ki 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 unarmed strike damage, with a Reflex saving throw for half damage. The DC for the save is 10 + ½ the Super Ki Warrior's class level + the Super Ki Warrior's Dexterity modifier.

Ki Deflection: At 3rd level, a Super Ki Warrior's familiarity with ki allows them some subtle defenses against ranged ki and energy attacks. A Super Ki 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 Super Ki 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 Super Ki 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 Super Ki Warrior has the Beam Blast ability and uses it to make a beam of energy instead of an orb, if the Super Ki Warrior makes a successful Reflex save he may coat his hands in his ki energy in order to put both hands out and stop the beam in its tracks without exploding it. If a Super Ki Warrior does this 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 Super Ki Warrior must choose an amount of power points to spend during their respective turns in the same round. The attacker for pushing his beam forward and the defending Super Ki Warrior on how much ki to shield his hands in order to resist the push. A Super Ki Warrior can choose to spend no more than a maximum of 1 ki point per Super Ki Warrior level on this check. Then at the end of the round the amounts they spent are compared for the results of the progress.

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

Uncanny Dodge (Ex): At 3rd level, a Super Ki 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.

Ki Strike: At 4th level, a Super Ki 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 Super Ki Warrior reaches 8th level, the Super Ki Warrior's unarmed strikes can be treated as chaotic for the purposes of overcoming damage reduction if the Super Ki is chaotic. Then, at 13th level, the Super Ki Warrior's fists are also treated as either good or evil based on his alignment. If the Super Ki is good, then his unarmed strikes are considered good for the purposes of overcoming damage reduction. If the Super Ki is evil, his unarmed strikes are considered evil for the purposes of overcoming damage reduction. If the Super Ki Warrior is neutral, he may have his choice of either one. At 18th level, the Super Ki 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 Super Ki 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 Super Ki Warrior is wearing light armor or no armor. A helpless Super Ki 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.

Awesome Blow At 6th level, a Super Ki Warrior gains the custom feat Awesome Blow as a bonus feat, even if he does not meet the prerequsites.

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 Super Ki 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 Super Ki Warrior (such as one who is unconscious or paralyzed) does not gain the benefit of Improved Evasion.

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

Fusion Dance: At 13th level, the Super Ki Warrior learns a spell-like ability called the Fusion Dance. They may cast the spell a number of times per day equal to their charisma modifier. A Super Ki may cast the Fusion Dance spell without preparing it ahead of time the way a wizard or cleric must prepare their spells. To learn or cast the Fusion Dance spell, a Super Ki Warrior must have a charisma modifier equal to at least 10 + the spell level (minimum of 12 charisma). A Super Ki Warrior with less than a 12 charisma may not learn the Fusion Dance. Each participant spends 1 of their daily uses when fusing, therefore each person participating in a Fusion Dance must have at least 1 use of the ability left for the current day or the spell simply fizzles. See a full description of the spell here.

Examples:

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

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

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

Epic Super Ki Warriors

Table: The Epic Super Ki Warrior

Hit Die: d10

Level AC
Bonus
Unarmored
Speed Bonus]
Ki
Points
Special
21st +4 +70 ft. 469 Super Ki God, Bonus Feat
22nd +4 +70 ft. 515 God Ki Ability
23rd +4 +70 ft. 563 Bonus Feat
24th +4 +80 ft. 613 God Ki Ability
25th +5 +80 ft. 665 Bonus Feat
26th +5 +80 ft. 719 God Ki Ability
27th +5 +90 ft. 775 Bonus Feat
28th +5 +90 ft. 833 Greater God Ki Ability
29th +5 +90 ft. 893 Bonus Feat
30th +6 +100 ft. 955 Greater God Ki Ability

4 + Int modifier skill points per level.

Super Ki God: At 21st level a Super Ki Warrior gains the ability to become a Super Super Ki God. To achieve this, a Super Ki Warrior must perform a ceremony with 5 other Super Ki Warriors. The group gathers in a circle holding hands and then all 6 produce their ki aura and then all 5 other Super Kis Warriors all grant their entire days ki pool points to the Super Ki 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 Super Ki 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: Super Ki 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 Super Ki 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 Super Ki Warrior still spends his normal time looking like himself, but when he activates Super Super Ki God mode unlike other Super Super Ki 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 Super Ki God gains +30 Strength, +30 Dexterity, and +80 feet to both land and flight base speed. Damage reduction 15/− 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 there after. Other Super Ki Warriors with ki sense cannot sense the Super Super Ki God's ki at all while hes transformed.

Example: Super Super Ki God: 1

God Ki Ability: When a Super Ki 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

Immunity to Acid

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

Greater God Ki Ability: When a Super Ki 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

Campaign Information

Playing a Super Ki Warrior

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

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

Background: All Super Ki Warriors are Super Kis, and hence all have the tie with one another. In places where Super Ki tribes are abound they are more competitive on a group basis and stick to their tribes and are loyal to those tribes, as where Super Kis 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 Super Kis when it comes down to the last gun being fired so to speak.

Races: Super Kis are the only race that can be Super Ki Warriors.

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

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

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

Super Ki Warriors in the World

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

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

Notables: One Super Ki 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 Super Kis of all time.

Organizations: Super Ki Warriors that band together generally do so in no more than groups of 5 (squadron) to 10 (group). These Super Ki 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 Super Ki Warrior as they would any other character in the game. Most NPC's find the Super Ki Warriors hair and tail to be bizarre but otherwise see them as humans, and react to them accordingly. NPC's that see a Super Ki Warrior transforming, or transformed into a Super Saiyan are generally fearful of, and intimidated by the Super Ki Warrior. Such NPC's may even flee a transformed Super Ki Warrior even if doing so may cause a commotion.

Super Ki Warrior Lore

Characters with abilities such as Bardic Lore, or with ranks in Knowledge (Outer space), or Knowledge (Universe) or similar knowledge skills can research Super Ki 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 Super Ki 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, Super Ki 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 Super Kis potential for power is tied to their emotions, and when distressed or made angry in stressful situations Super Ki Warriors can trigger transformations to various levels of power called Super Super Ki, each giving the Super Ki enhanced strength, speed and agility.
30 Those which make this result can learn about specific Super Ki Warriors, their location, motives, lore about them, and recent activities.

Super Ki Warriors in the Game

Adaptation: The techniques taught by the Super Ki Warrior class could be a tree of monk martial arts and could be taught at monasteries where large groups of Super Ki 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 Super Ki 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.




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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