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{{author
 
{{author
 
|author_name=The-Marksman
 
|author_name=The-Marksman
|date_created=December 2017
+
|date_created=Summer 2020
 +
|adopter=
 +
|date_adopted=
 
|status=Complete
 
|status=Complete
|balance=Wizard
+
|editing=
 +
|balance=High
 
}}
 
}}
 
 
<div class="blank">
 
<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.]]
+
{{#set:Summary=The Shadow Hunter is
[[Length::20]]
+
|Length=10
[[Minimum Level::1]]
+
|Minimum Level=6
[[Base Attack Bonus Progression::Good]]
+
|Base Attack Bonus Progression=Moderate
[[Fortitude Save Progression::Good]]
+
|Fortitude Save Progression=Good
[[Reflex Save Progression::Good]]
+
|Reflex Save Progression=Good
[[Will Save Progression::Good]]
+
|Will Save Progression=Poor
[[Class Ability::Monk-like Abilities, Psionic-like point pool, Invocations, Rage-like transformations]]
+
}}
[[Class Ability Progression::Full]]
+
<!-- Delete any of the following alignments if they are not allowed in the class -->
 
+
{{#set:Allowed Alignments=Lawful Good}} {{#set:Allowed Alignments=Lawful Neutral}} {{#set:Allowed Alignments=Lawful Evil}} {{#set:Allowed Alignments=Neutral Good}} {{#set:Allowed Alignments=Neutral}} {{#set:Allowed Alignments=Neutral Evil}} {{#set:Allowed Alignments=Chaotic Good}} {{#set:Allowed Alignments=Chaotic Neutral}} {{#set:Allowed Alignments=Chaotic Evil}}
[[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>
 
</div>
  
==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===
+
==Shadow Hunter==
  
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.
+
===Becoming a Shadow Hunter===
  
'''Race:''' [[Super Kis_(3.5e_Race)|Super Ki]]
 
  
'''Alignment:''' Any.
+
{| class="dragon monstats" cellspacing="0" cellpadding="0"
 
+
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements
'''[[SRD:Race Descriptions#Starting Age|Starting Age]]:''' Complex.
+
|-
 +
! Alignment:
 +
| Any non-evil
 +
|-
 +
! Base Attack:
 +
| +4
 +
|-
 +
! Skills:
 +
| Hide 3 ranks, Move Silently 3 ranks
 +
|-
 +
! Special:
 +
| Must possess angel blood. This is represented through either having the Half-Celestial template, being an Aasimar or having any of the celestial bloodlines as described on pages 20 & 21 in the Unearthed Arcana.
 +
|}
  
 
{| class="zebra d20"
 
{| class="zebra d20"
|+
+
|+ <div>{{Anchor|Table: The Shadow Hunter}}</div>
<div>{{Anchor|Table: The Super Ki Warrior}}</div>
+
<p>Hit Die: d8</p>
[[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 Throws]]
+
! colspan="3" | [[SRD:Saving Throw|Saving Throw]]s
 
! rowspan="2" | Special
 
! rowspan="2" | Special
! rowspan="2" | Ki Points<br/>Per Day
+
! rowspan="2" | Minor<br/>Runes
! rowspan="2" | [[#Flurry of Blows|Flurry]]
+
! rowspan="2" | Moderate<br/>Runes
! rowspan="2" | Unarmed<br/>Damage
+
! rowspan="2" | Major<br/>Runes
! rowspan="2" | [[#AC Bonus|AC]]
+
|-
! 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" | +1 || +2 || +2 || +2
+
|1st|| | +1 || +2 || +2 || +0
| 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.
+
| class="left" | [[#Serif Blade|Serif Blade]]
|-
+
|0||0||0
|2nd|| class="left" | +2 || +3 || +3 || +3
 
| class="left" | [[#Ki Abilities|Least Ki Ability]], [[#Ki Volley|Ki Volley]], [[#Style Focus|Style Focus]]|| class="left" | 9||+2/+2||1d6||+0||+0 ft.
 
|-
 
|3rd|| class="left" | +3 || +3 || +3 || +3
 
| class="left" | [[#Ki Deflection|Ki Deflection]], [[#Uncanny Dodge|Uncanny Dodge]]|| class="left" | 15||+3/+3||1d6||+0||+10 ft.
 
|-
 
|4th||class="left" | +4 || +4 || +4 || +4
 
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Magic), Least Ki Ability|| class="left" | 23||+4/+4||1d8||+0||+10 ft.
 
|-
 
|5th||class="left" | +5 || +4 || +4 || +4
 
| class="left" | [[#Evasion|Evasion]], Style Focus || class="left" | 33||+5/+5||1d8||+1||+10 ft.
 
|-
 
|6th||class="left" | +6/+1 || +5 || +5 || +5
 
| class="left" | [[#Invocations|Lesser Ki Ability]], [[#Awesome Blow|Awesome Blow]]|| class="left" | 45||+6/+6/+1||1d8||+1||+20 ft.
 
|-
 
|7th||class="left" | +7/+2 || +5 || +5 || +5
 
| class="left" | [[#Improved Uncanny Dodge|Improved Uncanny Dodge]],  Style Focus || class="left" | 59||+7/+7/+2 ||1d8||+1||+20 ft.
 
|-
 
|8th||class="left" | +8/+3 || +6 || +6 || +6
 
| class="left" | Lesser Ki Ability, Greater Flurry || class="left" | 75||+8/+8/+8/+3||1d10||+1||+20 ft.
 
|-
 
|9th||class="left" | +9/+4 || +6 || +6 || +6
 
| class="left" | [[#Improved Evasion|Improved Evasion]], Style Focus || class="left" | 93||+9/+9/+9/+4||1d10||+1||+30 ft.
 
|-
 
|10th||class="left" | +10/+5 || +7 || +7 || +7
 
| class="left" | [[#Ki Strike|''Ki'' Strike]] (Good/Evil), [[#Invocations|Greater Ki Ability]] || class="left" | 113||+10/+10/+10/+5||1d10||+2||+30 ft.
 
|-
 
|11th||class="left" | +11/+6/+1 || +7 || +7 || +7
 
| class="left" | X|| class="left" | 135||+11/+11/+11/+6/+1||1d10||+2||+30 ft.
 
 
|-  
 
|-  
|12th||class="left" | +12/+7/+2 || +8 || +8 || +8
+
|2nd|| | +2 || +3 || +3 || +0
| class="left" | Greater Ki Ability || class="left" | 159||+12/+12/+12/+7/+2||2d6||+2||+40 ft.
+
| class="left" | [[#Runes|Runes]]
 +
|1||0||0
 
|-  
 
|-  
|13th||class="left" | +13/+8/+3 || +8 || +8 || +8
+
|3rd|| | +3 || +3 || +3|| +1
| class="left" | [[#Fusion Dance|Fusion Dance]], Style Focus || class="left" | 185||+13/+13/+13/+8/+3||2d6||+2||+40 ft.
+
| class="left" | Blank
 +
|2||0||0
 
|-  
 
|-  
|14th||class="left" | +14/+9/+4 || +9 || +9 || +9
+
|4th|| | +4 || +4 || +4|| +1
| class="left" | Greater Ki Ability || class="left" | 213||+14/+14/+14/+9/+4||2d6||+2||+40 ft.
+
| class="left" | Blank
 +
|3||1||0
 
|-  
 
|-  
|15th||class="left" | +15/+10/+5 || +9 || +9 || +9
+
|5th|| | +5 || +4 || +4|| +1
| class="left" | X || class="left" | 245||+15/+15/+15/+10/+5||2d6||+3||+50 ft.
+
| class="left" | Blank
 +
|3||2||0
 
|-  
 
|-  
|16th||class="left" | +16/+11/+6/+1 || +10 || +10 || +10
+
|6th|| | +6 || +5 || +5|| +2
| class="left" | [[#Invocations|Master Ki Ability]], [[#Ki Strike|''Ki'' Strike]] (Adamantine)|| class="left" | 275||+16/+16/+16/+11/+6/+1 ||2d8||+3||+50 ft.
+
| class="left" | Blank
 +
|4||3||1
 
|-  
 
|-  
|17th||class="left" | +17/+12/+7/+2 || +10 || +10 || +10
+
|7th|| | +7 || +5 || +5|| +2
| class="left" | [[#Timeless Body|Timeless Body]], Style Focus || class="left" | 309||+17/+17/+17/+12/+7/+2||2d8||+3||+50 ft.
+
| class="left" | Blank
 +
|5||3||2
 
|-  
 
|-  
|18th||class="left" | +18/+13/+8/+3 || +11 || +11 || +11
+
|8th|| | +8 || +6 || +6|| +2
| class="left" | Master Ki Ability || class="left" | 345||+18/+18/+18/+13/+8/+3||2d8||+3||+60 ft.
+
| class="left" | Blank
 +
|6||4||3
 
|-  
 
|-  
|19th||class="left" | +19/+14/+9/+4 || +11 || +11 || +11
+
|9th|| | +9 || +6 || +6|| +3
| class="left" | X || class="left" | 383||+19/+19/+19/+14/+9/+4||2d8||+3||+60 ft.
+
| class="left" | Blank
 +
|6||5||3
 
|-  
 
|-  
|20th||class="left" | +20/+15/+10/+5 || +12 || +12 || +12
+
|10th|| | +10 || +7 || +7|| +3
| class="left" | [[#Perfect Self|Perfect Self]], Master Ki Ability || class="left" | 425||+20/+20/+20/+15/+10/+5||2d10||+4||+60 ft.
+
| class="left" | Blank
|-
+
|7||6||4
| 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]]).
 
 
|}
 
|}
 +
'''Class Skills ([[Skill Points::4] + [[SRD:Intelligence|Int]] modifier per level).'''<br/>
 +
{{Property Link|Skill|SRD:Bluff Skill|Bluff}} ([[SRD:Charisma|Cha]]),
 +
{{Property Link|Skill|SRD:Climb Skill|Climb}} ([[SRD:Strength|Str]]),
 +
{{Property Link|Skill|SRD:Craft Skill|Craft}} ([[SRD:Intelligence|Int]]),
 +
{{Property Link|Skill|SRD:Hide Skill|Hide}} ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Intimidate Skill|Intimidate}} ([[SRD:Charisma|Cha]]),
 +
{{Property Link|Skill|SRD:Jump Skill|Jump}} ([[SRD:Strength|Str]]),
 +
{{Property Link|Skill|SRD:Knowledge Skill|Knowledge}} (Arcana) ([[SRD:Intelligence|Int]]),
 +
{{Property Link|Skill|SRD:Move Silently Skill|Move Silently}} ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Search Skill|Search}} ([[SRD:Intelligence|Int]]),
 +
{{Property Link|Skill|SRD:Tumble Skill|Tumble}} ([[SRD:Dexterity|Dex]]),
 +
{{Property Link|Skill|SRD:Use Magic Device Skill|Use Magic Device}} ([[SRD:Charisma|Cha]]).
  
 
====Class Features====
 
====Class Features====
  
All of the following are [[SRD:Class|class]] features of the Super Ki Warrior.
+
All of the following are class features of the Shadow Hunter.
 
 
'''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]].
 
 
 
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|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|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.
 
 
 
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 >>[[User:The-Marksman/Saiyan_Warrior_Tables|here]]<<
 
 
 
'''{{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.
 
 
 
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|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.
 
 
 
'''{{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|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 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.
 
 
 
'''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>.
 
 
 
'''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.
 
 
 
*<sup>1</sup> - Feat found in The Complete Warrior (page 94)
 
*<sup>2</sup> - Feat found in The Complete Adventurer (page 104)
 
*<sup>3</sup> - Feat found in The Players Handbook II (page 72)
 
 
 
'''{{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.
 
 
 
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, >>[[3.5e_Saiyan_Warrior_Invocations|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.
 
 
 
'''{{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|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_(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.
 
 
 
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|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|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|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.
 
 
 
'''{{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.
 
 
 
'''{{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.
 
 
 
'''{{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.
 
 
 
For a table comparing the various Super Super Ki transformations, click >>[[#Table: The Super Ki Warrior Standard Super Super Ki Stats|here]]<<
 
 
 
'''{{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]].
 
 
 
Examples:
 
 
 
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]
 
 
 
'''{{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 Super Ki Warriors===
 
 
 
{| class="zebra d20"
 
|+ class="epic" |
 
<div>{{Anchor|Table: The Epic Super Ki Warrior}}</div>
 
Hit Die: d10
 
|-
 
! Level
 
! AC<br/>Bonus
 
! Unarmored<br/>Speed Bonus]
 
! Ki<br/>Points
 
! Special
 
|-
 
|21st|| +4 || +70 ft. || 469 || class="left" | [[#Super Ki God|Super Ki God]], [[#Bonus Feat|Bonus Feat]]
 
|-
 
|22nd|| +4 || +70 ft. || 515 || class="left" | [[#God Ki Ability|God Ki Ability]]
 
|-
 
|23rd|| +4 || +70 ft. || 563 || class="left" | Bonus Feat
 
|-
 
|24th|| +4 || +80 ft. || 613 || class="left" | God Ki Ability
 
|-
 
|25th|| +5 || +80 ft. || 665 || class="left" | Bonus Feat
 
|-
 
|26th|| +5 || +80 ft. || 719 || class="left" | God Ki Ability
 
|-
 
|27th|| +5 || +90 ft. || 775 || class="left" | Bonus Feat
 
|-
 
|28th|| +5 || +90 ft. || 833 || class="left" | [[#Greater God Ki Ability|Greater God Ki Ability]]
 
|-
 
|29th|| +5 || +90 ft. || 893 || class="left" | Bonus Feat
 
|-
 
|30th|| +6 || +100 ft. || 955 || class="left" | Greater God Ki Ability
 
|- class="noalt"
 
| colspan="42" class="skill" |
 
4 + [[SRD:Intelligence|Int]] modifier [[SRD:Skill Points|skill points]] per level.
 
|}
 
 
 
'''{{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
 
 
 
Immunity to Acid
 
 
 
'''{{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|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/&minus; 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====
 
 
 
{{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}}
 
 
 
'''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"
 
|+ Bardic Lore
 
! DC || class="left" | Result
 
|-
 
| 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.
 
|-
 
| 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.
 
|-
 
| 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.
 
|-
 
| 30 || class="left" | 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)<br/>
 
'''Initiative:''' 2<br/>
 
'''Speed:''' 50 ft <br/>
 
'''Armor Class:''' Normal 21 ( Armor +2, Wis +4, Dex +2, Natural +2, Monk +1), Touch 17, Flat Foot 19<br/>
 
'''Base Attack / Grapple:''' + 8/ +10<br/>
 
'''Full Attack:''' +10/+5  1d10 + 2  20 X2<br/>
 
'''Space / Reach:''' 5 ft / 5 ft<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/> 
 
'''Special Qualities:''' Tail, Tail Weakness, Zenkai Bonus, Oozaru Form, Lycanthorpic Empathy, Natural Armor
 
'''Saves:''' Fort 7, Ref 8, Will 6<br/>
 
'''Skills:''' Hide, Spot, Tumble 10 ranks, Jump 3 ranks<br/>
 
'''Feats:''' Improved Unarmed Strike, Weapon Focus (Unarmed), Combat Reflexes, Point Blank Shot<br/>
 
'''Abilities:'''  Str: 14, Dex 14, Con 12, Int 6, Wis 18, Cha 8<br/>
 
'''CR:''' 8<br/>
 
'''Treasure:'''  Bracers of Armor +2, Periapt of Wisdom +4, 100 gp<br/>
 
'''Alignment:''' Neutral Evil<br/>
 
 
 
{{3.5e Class Ability Effects |class=Saiyan Warrior |type=Invocation}}
 
 
 
 
 
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'''Weapon and Armor Proficiencies:''' The Shadow Hunter is proficient with all simple and martial weapons as well as hand crossbow, lance, longbow, longsword, rapier, sap, shortbow, shortsword and whip. They  are also proficient with light and medium armors and with the buckler.

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Shadow Hunter

Becoming a Shadow Hunter

Entry Requirements
Alignment: Any non-evil
Base Attack: +4
Skills: Hide 3 ranks, Move Silently 3 ranks
Special: Must possess angel blood. This is represented through either having the Half-Celestial template, being an Aasimar or having any of the celestial bloodlines as described on pages 20 & 21 in the Unearthed Arcana.

Table: The Shadow Hunter

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Minor
Runes
Moderate
Runes
Major
Runes
Fort Ref Will
1st +1 +2 +2 +0 Serif Blade 0 0 0
2nd +2 +3 +3 +0 Runes 1 0 0
3rd +3 +3 +3 +1 Blank 2 0 0
4th +4 +4 +4 +1 Blank 3 1 0
5th +5 +4 +4 +1 Blank 3 2 0
6th +6 +5 +5 +2 Blank 4 3 1
7th +7 +5 +5 +2 Blank 5 3 2
8th +8 +6 +6 +2 Blank 6 4 3
9th +9 +6 +6 +3 Blank 6 5 3
10th +10 +7 +7 +3 Blank 7 6 4

Class Skills ([[Skill Points::4] + Int modifier per level).
Bluff (Cha), Climb (Str), Craft (Int), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Move Silently (Dex), Search (Int), Tumble (Dex), Use Magic Device (Cha).

Class Features

All of the following are class features of the Shadow Hunter.

Weapon and Armor Proficiencies: The Shadow Hunter is proficient with all simple and martial weapons as well as hand crossbow, lance, longbow, longsword, rapier, sap, shortbow, shortsword and whip. They are also proficient with light and medium armors and with the buckler.