DBZ Warrior (3.5e Class)
From D&D Wiki
- 1 DBZ warrior/Z-fighter
- 1.1 Making a DBZ Warrior
- 1.2 Campaign Information
A DBZ Warrior is a person who has mastered the use of an inner force known as Ki. They can harness this energy in order to manifest energy based powers similar to a Psion or a spell caster however they also use unarmed strike abilities as a monk. They will always get stronger as they train and have the potential of pushing limits that would defy even gods and deities.
EDIT!!!!: Sorry, I had to edit this page, I am an avid DB, DBZ and (yes, even GT) DBGT fan, I altered Ki from being a magic weapon to a force weapon, although ultimately it's an energy weapon that is positive or negative depending on alignment, it would depend on the character. BECAUSE! (and this is why it isn't magic) Ki is not magic, it is pure (fighting) energy, Dragon Ball makes that definitive distinction constantly, Goku even says Ki is not magic, it's a spiritual, life energy inherent in every living person made up of Genki, Yuki and Shoki (or Energy, Courage and Mind), Ki is NOT magic and would NOT be stopped in an anti-magic field, so classifying it AS magic is a serious misconception that I HAD to alter, lest others wish to use this class. Otherwise, good work, looks awesome.
Making a DBZ Warrior
Abilities:Wisdom is very Important for the DBZ Warrior, as most of its energy attacks are bases off of wisdom. Strength, Dexterity, and Constitution are all key to a DBZ Warrior's success on the battlefield. Intelligence and Charisma are not really important.
Races: Any, Any humanoid
Starting Gold: 2d6x5 Gp.
Starting Age: Complex
|Saving Throws||Special||Ki Pool||Unarmed Strike||Fast Movement|
|1st||+1||+0||+2||+0||Unarmed Strike, Precognitive Defense, Focus, Ki Blast||8||1d6||+0|
|3rd||+3||+1||+3||+1||Lesser Ki Power, Flurry Of Blows||22||1d6||+10|
|4th||+4||+1||+4||+1||Ki Strike (Force)||34||1d8||+10|
|5th||+5||+1||+4||+1||Lesser Ki Power, Focus||50||1d8||+10|
|6th||+6/+1||+2||+5||+2||Sudden Empower, Solar Flare||68||1d8||+20|
|7th||+7/+2||+2||+5||+2||Greater Ki Power||88||1d8||+20|
|8th||+8/+3||+2||+6||+2||Ki Strike (Adamantine)||110||1d10||+20|
|9th||+9/+4||+3||+6||+3||Lesser Ki Power||134||1d10||+30|
|11th||+11/+6/+1||+3||+7||+3||Lesser Ki Power||196||1d10||+30|
|16th||+16/+11/+6/+1||+5||+10||+5||Greater Ki Power||526||2d8||+50|
|19th||+19/+14/+9/+4||+6||+11||+6||Greater Ki Power||844||2d8||+50|
|20th||+20/+15/+10/+5||+6||+12||+6||Super Saiyan, Focus||970||2d10||+60|
Class Skills (2 + Int modifier per level, ×4 at 1st level)
Weapon and Armor Proficiency: DBZ Warriors are proficient with no weapon or armor, unless trained by another. However, weighted training clothes do not count as light armor for them, they are counted as regular clothing. Although a Dbz warrior can train in heavy armor they suffer a ki power failure chance as that of the arcane spell failure chance for any otherwise spell using class.
Focus: Every 5th level starting at 1. (1,5,10,15,etc). Choose either your ki blast or your unarmed strike. You gain an accumulative +1 to hit when attacking.
Precognitive Defense (Ex): a DBZ Warrior adds there wisdom modifier to there AC. and while the DBZ Warrior is unarmored and unencumbered gains an AC bonus as that of a monk
Flight:: At second level the DBZ Warriors gain the ability to fly at a speed equal to double their land speed. starting at average maneuverability at level 2 moving to good maneuverability at level 7 and perfect maneuverability plus immunity to being knocked prone at level 10
Flurry of Blows:: At 3rd level the DBZ Warrior gains the Flurry of blows ability as a monk. When unarmored they may strike with a flurry of blows at the expense of accuracy. When doing so, they may make one extra attack in a round at her highest base attack bonus, but this attack takes a –2 penalty, as does each other attack made that round.
KI Strike:: At 4th level the DBZ Warrior gains Ki Strike as a monk. A DBZ Warriors unarmed attacks are empowered with Ki. Their unarmed attacks are treated as force weapons for the purpose of dealing damage to creatures with damage reduction. At 8th level, Their unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.
Sudden Empower:: At 6th level, a dbz warrior gains the Sudden Empower feat, even if he doesn't have the prerequisites for it. Any power affected by this ability increases its point cost by times 2, it doesnt stack with the super saiyan ability.
Greater Flurry: At 11th level, the DBZ Warrior flurry of blows ability improves. In addition to the standard single extra attack he gets from flurry of blows, he gets a second extra attack at his full base attack bonus.
Ki Power (Ex): As a DBZ warrior, the character has learned to tap into the mysterious ki energies flowing throughout their body. Learning to channel this power, they can manifest it in many forms, but only as their selection of ki powers allows. Each Ki power has a ki point cost that is to be deducted from the character's Ki Pool every time it is used. The numbers on the table are fixed, the DBZ Warrior does not gain bonus Ki points per day as a Psion or any other Psionic manifesting class would for a high key ability score. All Ki powers require a standard action to activate unlees otherwise mentioned. Ki Powers are subject to sudden metamagic feats. Treat caster level as class level for determining spell penetration, caster level checks, etc. At 3rd and 5th level, a dbz warrior gains a Lesser Ki Power earlier then normal. At 7th level he gains a Greater Ki Power. When a dbz warrior learns a power early, he gains nothing when he arrives at the normal level to gain that power. Some powers can't be learned unless you choose them. (Keep in mind of the technical failure chance as that of an arcane spell failure on your armor and other items) Ki powers and costs are as follows:
Ki Blast: the character can manifest a energy blast from their ki, striking any single opponent in medium range for 1d8+Wis modifier. Making a touch attack against AC. At every odd level after 1st, the damage increases +1d8, to a maximum of 5d8 at level 9. This power costs Ki points equal to 1/2 the characters level(round up), maxing out at 5 points at level 9.
Kaioken (Lesser): The character channels their Ki energy to improve their unarmed combat abilities. The character can activate this technique as a swift action, and doing so will add a +1 bonus to their unarmed attack rolls and damage rolls. this technique remains active until the character either runs out of Ki points or chooses to deactivate it as another swift action. This technique costs 1 Ki point per round.Any person using this ability sheds light as if under a 1st level light spell, this effect can be negated at will.
Bulk Up (Lesser): The character uses their Ki to increase the power output of their muscles. When activated, the character receives a bonus equal to double their Wisdom Modifier to their strength. As a result of this increased strength, however, the character becomes less dexterous, and takes a penalty to their Dexterity equal to half the Str bonus. This power lasts until the character chooses to deactivate it or until they run out of Ki points. This power costs 1 Ki point per round.
Ki Sense: Upon taking this ability, the character is granted awareness of the life energy around him has given his the ability to "feel" where things are around him. This grant the character Blindsight 60 ft., also the character can sense others within 1 mile and pinpoint their Ki power round up to hundreds at all times.
Ki Prowess: The DBZ-Warrior has learned how to manipulate the life force energy and therefor is undetectable by blindsense or Ki Sight ability at will, although others can still pinpoint its location by seeing him and hearing him. Cost: none.
Ki Flurry (Lesser): As Ki Blast, but the character may make a full attack with a volley of Ki blasts. The character may fire one blast for every attack they would be granted in their full attack, and can interchange Ki blasts and Unarmed attacks within the same full attack action. Cost: Same as Ki Blast
Wolf Fang Fist (Lesser): The character may make an unarmed attack, and may add their wisdom modifier to attack and damage. Can only be used once per round, and not as part of a full attack. Cost: 3 Ki points.
Energy Barrier (Lesser): Remaining perfectly still, the character surrounds himself in a dense feild of Ki. You form a sphere of Ki around yourself, plus the adjacent squares around you if you wish, protecting yourself and possibly others. You must remain perfectly still while using this power, which gives you and everyone inside a Deflection bonus to Ac equal to your class level. People inside can cast Area spells and other spells that dont use projectiles, however, if someone leaves the barrier, or if someone breaks the Ac of the barrier, the barrier disipates. The Ac of the barrier equals your modified Ac, it's hardness is 0 and it has 1 hp. Spells cast on you that arnt ranged touch attacks, instead require a Fort Save from the barrier equal to the reflex save. The barrier's Fort Save is half the character's modified Ac. Cost: Class Level/each round Ki points.
Solar Flare (Lesser): The character brings his hands to his forehead and shines blinding light all around him. Solar Flare can be used as a swift action, but you still need both hands free to use it. Anyone that can see is affected by Solar Flare. (30ft radius around you, Fort Dc 10+dbz warrior level+Wisdom modifier).If someone fails the save they are blinded for 1d10 rounds, and dazed for 1d4 rounds. If a character affected by it knows that its coming, or is told to cover theyre eyes, they get a reflex save too, with a +4 Insight bonus. Cost: 3 Ki points (1 Point in direct sunlight).
Power Lend (Lesser): The character points his hand at a fellow dbz warrior, and lines of ki power flow into him. This power is used to give someone else your ki points (namely another dbz warrior). You can "send" your Ki to another person that you can see, and they gain any Ki you spend. This power can be used on people without Dbz Warrior levels, but it works differently. For every 10 points you send, they gain a temporary +1 cumulative bonus to Strength and Dexterity (maximum +8), for a number of minutes equal to half your class levels (Max bonus is equal to your class level). Cost: 0 points (Besides the Ki you send).
Kamehameha (Greater): Cupping his hands, the character fires a blue wave of energy at the target. Treat as a ray attack out to short range (25ft + 5ft/2 levels), that does damage equal to 1d6/level+twice their Wisdom Modifier. This power costs 7 Ki points.
Special Beam Cannon (Greater): The character briefly focuses energy and then fires it out to a line attack in short range. As a full round action, the character may make an attack roll against all enemies within the line's range. All enemies that are hit take damage equal to 5 times the character's wisdom modifier. This attack criticals on a roll of 18-20 and has a x3 critical multiplier. This power costs 15 Ki points.
Death Beam (Greater): The character fires a dark purple or dark red beam from his index finger, through the targets chest. This beam is a ranged touch attack, with a range of 40ft/level. It deals damage equal to 1d4/level+2 times your wisdom modifier, with a crit multiplier of times 4 (max 10d4). Cost: 12 Ki points.
Final Flash (Greater): The character fires a yellow beam of pure energy at a target, and if it hits, it explodes in a 20ft radius, dealing damage to all those in its radius. The character makes a ranged touch attack against a target within medium range, and if it hits, the target takes 3d6 damage, and everyone in the blast radius takes 7d6 damage (including the target). This power costs 10 Ki points.
Destructo Disc (Greater): The character throws a sharp disc of pure energy at the target. Make a ranged touch attack with a range of 150 ft. if it hits, the target takes 5d10 damage. This disc also has a vorpal property, and any critical hit with this attack requires the target to make a fortitude save (DC 10+1/2 class level+Wis Modifier) or be sliced in half, dead. This effect works on creatures not normally affected by critical hits, such as undead and constructs, but not on creatures with regeneration. Creatures with regeneration take an additional 3d10 damage, and the attack counts as lethal damage for them. Cost: 15 Ki points.
Atomic Blast: (Greater): The character shoots an amazingly rapid and deadly blast as a range touch attack that deals 2d4/level+twice their Wisdom Modifier. if successful hit, with a critical range of 19-20, multiplayer of x3 and total range of 50ft. + 10ft./level. Cost: 15 Ki Points
Instant Transmission (Greater): The character brings his index finger and middle finger to his forehead and, after a few seconds, disappears to hundreds of miles away. Instant Transmission is unique from other ki powers, as it takes a successfull concentration check to use. Concentration DC 25 (-10 if you've been there before, -5 if someone you know is there). If you fail the concentration check, but decide to teleport anyway, the player must roll on the Teleport table in the players handbook to see how close you are to your desired location. There is no range limit or passenger limit for this power, but every passenger increases the Concentration DC by 1. This power is used as a Full Round Action. Cost: 10+1 for every passenger.
Self Destruct (Greater): About to die, the character pulls all his energy inward, then releases it, in a last ditch effort to destroy his enemies, but possibly killing himself. A large powerfull burst (Radius 10ft/level), which deals damage equal to your ki points(rounded down to the nearest tenth) divided by 15. You take equal damage. Normally you would die from using this power, but you are entitled to a Fort Save (DC 15+Your level+Your Wisdom modifier). If you succeed on the save, you lie prone at 0 hit points, but your wounded, loosing 1 hp a round until someone heals you (Heal DC 28). Cost: All of your Ki.
Super Saiyan: As a swift action, the character may cross all physical boundaries and explode in an inner power. The character's hair sticks up vertically and glows bright blond, but this effect is merely visual. While in super saiyan form, the character gains a bonus to attack and damage rolls equal to their unmodified wisdom modifier. In addition, they receive a +4 bonus to their Strength and Dexterity, and all their Ki powers that deal direct damage are empowered (as the Empower Spell Metamagic Feat). This power costs 4 Ki points per round, but can only be used once per day, the character is fatigued for 1d6 rounds. Follow the same rules as Kao Ken for duration and ending the effect. This effect does stack with Kao Ken, while having both of them active. It does also stack with Bulk Up, giving a net Str bonus equal to 3 x Wis modifier and no Dex penalty. Any person using this ability sheds light as if under a 5th level light spell, this effect can be negated at will.
Epic DBZ Warrior
|Saving Throws||Special||Ki Pool||Unarmed Strike||Fast Movement|
|21st||+21/+16/+11/+6/+1||+7||+12||+7||Epic Ki Power||1106||3d4||+60|
|25th||+23/+18/+13/+8/+3||+9||+14||+9||Sudden Quicken, Epic Ki Power, focus||1751||3d6||+70|
|29th||+25/+20/+15/+10/+5||+11||+16||+11||Epic Ki Power||2563||3d6||+80|
|30th||+25/+20/+15/+10/+5||+11||+17||+11||Super Saiyan II, focus||2791||3d8||+80|
Epic Class Features
Epic Ki Power: A Dbz warrior gains a new ki power at 21st, 25th, and 29th level from the Epic Ki Powers list shown below.
Improved Ki Sense: This ability works as Ki Sense except that the 60 ft. blindsense is now always active and the ability to know what's the Ki pool by hundreds of another in 1 mile range is now 10 mile range and you know his Ki pool by tens. Prerequisite: Ki Sense.
Hellzone Grenade: (Epic): To do a hellzone grenade, the character fires a number of Ki blasts equal to twice the amount of attacks that he's allowed by his base attack bonus. The character fires the Ki blasts all around his opponent with no intention of hitting the target until he has fired all of the Ki blasts he's allowed. The Ki balls stop and stay stationary at various locations around the target. At the user's direction the Ki blasts all converge on the target simultaneously this attack is resolved as a ranged touch attack and denies the target their dexterity modifier to armor class unless the target has the Uncanny Dodge ability and each Ki blast deals 5d8 damage. The target is also not entitled to a reflex saving throw for half damage because the explosion is centered on them. Cost: 5 Ki Points for each Ki Blast fired.
Super Kamehameha (Epic): Barely cupping his hands together, the character fires a massive blue wave of energy at the target. Treat as a medium range ray attack (100ft + 10ft/level), that does damage equal to 1d8/level+3 times their Wisdom Modifier (max 25d8). This power costs 22 Ki points to use.
Spirit Bomb (Epic): The Dbz warrior raises his hands in the air and gathers energy from the world around him, and from within him. This Ki Power takes 10 rounds to use, during which the character is considered helpless (The character can stop focusing on the attack to become flat-footed instantly when attacked, but this cancels the Spirit Bomb and spends half the ki the power normally uses). On the 10th round, the character hurls the ball to its maxmium distance where it explodes. (Long range line 40ft wide, 400ft + 40ft/level, then a large burst 20ft/level), it deals 1d8/level+5 times their wisdom mod (max 30d8). The Spirit Bomb deals half damage to objects. If it hits an object it cant break through it explodes on impact. Creatures of huge or smaller size are pushed to the end of the range. Gargantuan and larger creatures are to big to be pushed back, causing it to explode there. This power costs 40 Ki points to use.
Fusion Dance (Epic): The Dbz warrior performs a dance with another willing individual, which fuses their essences together. The dbz warrior has to teach the other person the dance, which takes 10 minutes and a perform (Dance) check DC of 25 by both people. The two must be the same size and Ecl. The dbz warrior fuses with the other person, both have to make another Perform (Dance) check, DC 15, and the dance takes a full round. Both participants must be in adjacent squares to eachother. Once fused, the dbz warrior gains HD equal to half the HD of the other participant, and is considered to have half the class levels of the other participant, also, any Ki Power the new form uses that deals damage does an additional (half the class levels of the other participant) damage. The Dbz warrior cant fuse with more then one person. The form is always a new one, but its always the dbz warrior's race. The fusion can be undone as a swift action, and the other participant is always exhausted after, and the dbz warrior is fatigued. If the new form is killed or knocked unconcious, then the fusion ends. If the new form dies then both individuals die, if not, then take the damage done to the new form and split it in half, then divide it between the both participants. If one participant would die from the damage then put him at zero hit points and exhausted. This dance can only be done by two living creatures. The fusion costs 30 Ki points, and uses 5 ki points each round, and can only last for (Both participants Constitution scores, not modifiers, added together) minutes. When fused, both characters play the new one. This can be done through role play, or one can attempt a diplomacy check on the other to make a descision, theres a -6 penalty. "Conversations" between the two characters take no time in game.
Super Explosive Wave (Epic): The character screams, blasting his Ki all around him. The Wave is a burst (Radius 100ft+10ft/level), which deals 1d6 damage+2 times wisdom modifier to all within the area (Max 20d6). Costs: 32 Ki points.
Missile Barrage (Epic): The character sends out dozens of missiles that hit several targets. You fire a number of missiles equal to twice your class levels, which deal 1d4 damage each. You can strike multiple targets that are in your line of sight, as long as they are within 30ft of eachother. The range is 100ft+10ft/level. The targets get one Reflex Save for half damage from all the missiles targeted at them (DC 10+1/2 Class Levels+Wisdom modifier+the number of missiles fired at the target). Cost: 36 Ki points.
Sudden Quicken: At 25th level, a dbz warrior gains Sudden Quicken, as the feat. This can be applied to a Ki Power, as normal, however the cost of that power increases by times 3.
Super Saiyan II: At 30th level, a Dbz warrior ascends to higher level of power, beyond that of a super saiyan. His muscles flex and lightning arcs around his body from his sheer power. He can only use this ability while using the super saiyan ability, its affects stack (Along with bulk up and etc). The character can enter this form immediatly upon using the super saiyan ability or any time while using it as a swift action. When in this form, the character gains an additional bonus to hit and damage equal to his unmodified wisdom modifier, a +8 to Strength and Dexterity, and all Ki powers the character uses are considered maximized (and empowered from the super saiyan ability). The character can use this ability any time, but is still fatigued after. This ability costs an additional 16pts to use (Counting in the points from Super saiyan). This ability follows the same duration rules as kaioken, and anyone using this ability sheds light as a 9th level light spell.
It is very rare for a dbz warrior to rise past level 30, but if a dbz warrior decides not to become a deity, then chances are they will attain powers beyond, if they live long enough.
|Saving Throws||Special||Ki Pool||Unarmed Strike||Fast Movement|
|33rd||+27/+22/+17/+12/+7/+2||+13||+18||+13||Major Ki Power||3505||3d8||+90|
|37th||+29/+24/+19/+14/+9/+4||+15||+20||+15||Major Ki Power||3905||3d10||+100|
|40th||+30/+25/+20/+15/+10/+5||+16||+22||+16||Super Saiyan III, focus||4205||4d6||+110|
|43rd||+32/+27/+22/+17/+12/+7/+2||+18||+23||+18||Major Ki Power||4505||4d6||+110|
|47th||+34/+29/+24/+19/+14/+9/+4||+20||+25||+20||Major Ki Power||4905||4d8||+120|
|50th||+35/+30/+25/+20/+15/+10/+5||+21||+27||+21||Super Saiyan IV, focus||5205||4d10||+130|
Major Ki Powers: Level 31 and above Dbz Warriors gain Major Ki Powers. These Powers deal force damage as normal, but also deal epic damage for the purpose of bypassing damage reduction.
- Solar Kamehameha: The Dbz Warrior must know "Super Kamehameha" before learning this power. The Character cups his hands and fires an earth shattering wave. This Ki Power deals 1d8/level plus 5 times their wisdom modifier. It has no maximum. Treat as a long ranged Line (100ft+50ft/level). This power costs 55 pts to use.
- Major Ki Wave: The character fires a wave from his hand, mouth or eyes. This Ki Power deals 1d6/level plus 4 times their wisdom modifier (Max 45d6). Treat as a long ranged ray attack (100ft+50ft/level). This power costs 50pts to use.
- Greater Explosive Wave: The character's body bursts with explosive energy, damaging nearby enemies. The Wave is a burst (Radius 100ft+10ft/level), which deals 1d6 damage+4 times wisdom modifier to all within the area. There is no maximum. Costs: 70 Ki points.
- Final Shine Attack: The character fires a wave of green energy from his hand, which explodes on impact. This Ki Power deals 1d6/level plus 4 times their wisdom modifier to all those in the blast radius (100ft+10ft/level). Treat as a ranged ray attack (100ft+10ft/level). It has no maximum damage. This power costs 60pts to use.
- 10x Kamehameha: This power is the strongest ki power available. The character must know "Solar Kamehameha" before learning this power, and must be at least level 47. This power deals 1d6/level plus 5 times their wisdom modifier, then multiplied by ten. Treat as a ranged line (100ft+50ft/level). This power cannot be empowered or maximized by super saiyan abilities, or suddenly quickened by the class ability. This power costs 120pts to use, plus an additional point cost equal to the amount of damage. It is known as the god slayer by deities, and knowing this power means gaining several high level enemies. This ki power can only be used once a day.
- Greater Missile Barrage: The character fires dozens of missiles from his hands to damage multiple enemies. You fire a number of missiles equal to 3 times your class levels, which deal 1d4 damage each. You can strike multiple targets that are in your line of sight, as long as they are within 30ft of eachother. The range is 100ft+50ft/level. The targets get one Reflex Save for half damage from all the missiles targeted at them (DC 15+1/2 Class Levels+Wisdom modifier+the number of missiles fired at the target). Cost: 85 Ki points.
Super Saiyan III: At 40th level, a Dbz Warrior goes even further beyond the realm of power, to a Super Saiyan III. He gains a +14 to Str and Dex (In total with super saiyan 1 and 2). Along with a total bonus to hit and damage equal to 3 times his wisdom modifer (Counting in Super Saiyan 1 and 2). All of his ki powers are maximized and empowered, because of super saiyan 1 and 2, instead of empowered, the damage is doubled. This ability costs 36 ki points a round (52pts because of super saiyan 1 and 2). While in Super Saiyan III, the character may move his full flight speed as a free action, a number of times per day equal to half his level a day. He may not use a move action when he does this his turn. When in Super Saiyan III he also gains a "Flurry of Blows" ability of a monk with the greater flurry ability. This ability generates light as a 20th level light spell.
Super Saiyan IV: At 50th level, a Dbz Warrior gains the ultimate power, a power that deities fear. His Str and Dex increase by a total of +24 and his Con increases by +8. His ki powers are considered to be affected by the "Explosive Spell" feat, and anyone hit by them are pushed back to the end of the range. The sheer power he generates, causes fluctuations around him. Everyone within 10ft/level feel as tho they and their equipment weigh twice as much. This power costs 108pts a round (160pts a round in total). This ability generates light as a 40th level light spell.
Human DBZ Warrior Starting Package
Armor: Dbz warrior have no need for armor.
Weapons: Some Dbz warriors carry staffs, swords, or quarterstaffs, but this is rare.
Skill Selection: Pick a number of skills equal to 2 + Int modifier.
Feat: Improved Disarm.
Bonus Feats: Combat Expertise.
Gear: Backpack with waterskin, bedroll, one day's trail rations, sack, flint and steel, traveler's clothes.
Gold: 2d6x5 gp.
Playing a DBZ warrior
|This section is not complete, and needs to be finished. Edit this Page|
Religion: Any. Dbz warriors tend to honor gods of strength or brawling.
Other Classes: Appreciates a fellow fighter and is curious by nature to see true depths of power.
Combat: Front man In combat,But if Heath Gets low, They revert back towards the middle line for ki recharging .
Advancement: Dbz warriors dont have much to advance in, usually staying in this class into epic levels.
DBZ Warriors in the World
From Most DBZ Warriors Hail From Earth, Rare ones from other planets/planes.
|“||"Release it Gohan! Release Everything! Remember all the pain he's caused...the people he's hurt...NOW MAKE THAT YOUR POWER!!"||”|
|—Goku's spirit (Talking to his son fighting Cell), Saiyan Dbz warrior|
How they Fit in the World Dbz warriors tend to be outcasts. They enjoy training their powers to their full extent, making their training areas deadly to be in. Not to mention how powerfull they become, while it's not impossible to fight on par with a dbz warrior, they can terrify commoners with their power.
Daily Life: Besides traveling, or cleaning if they have a home, a dbz warrior is always training. They use their spare time to destroy target dummies, and when they arnt doing that theyre hunting their favorite fish, which usually dragon eel.
Notables: Goku The Super Saiyan, Goku lives in isolation with his wife and two sons. He's saved the world many times, but he rarely boasts about it.
Piccollo The Namekian, Piccollo is an outcast on earth. Their was a time when he wanted to rule the earth, but now he lives in isolation as well, honing his skills for when the next threat appears.
Organizations: The only real organization that exists doesnt really have a name, it's a close knit group of friends that, over time, have saved the world a dozen times from different threats.
NPC Reactions: At first people dont know what to think, flying and shooting balls of light points to a sorceror or psion, but thats not what a Dbz warrior is. If the dbz warrior decides to keep his class a secret that only makes the players more confused.
DBZ Warrior Lore
|This section is not complete, and needs to be finished. Edit this Page|
Characters with ranks in Knowledge(History) or Knowledge(Arcana) can research Dbz Warriors to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|5||A Dbz warrior usually lives in isolation.|
|10||Dbz warriors are monks who can use Ki differently.|
|15||Dbz warriors can fly and shoot energy from their hands.|
|20||Dbz warriors can attain higher levels of power, but using them drains their power. Which makes them vulnerable after.|
Dbz Warriors in the Game
Dbz warriors tend to fight the front lines, but back up when they run low on Ki.
Adaptation: Dbz warriors that no longer want to level in this class tend to take levels in Fighter or Warlock. As theyre are no specific prestige classes available for them.
Sample Encounter: Jeffrey Alverez is a bandit on his own, robbing coaches by blasting the wheels with Ki and attacking the passengers. He's not too powerful, but he tends to rob people just by intimidating them.
EL : <-Encounter scenario and character info on sample NPC including stat block. The CR of the NPC is typically the same as the EL for the encounter.->.