DBZ Warrior (3.5e Class)
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Making a DBZ Warrior
Abilities: Exactly like the Monk
Races: Any, Any humanoid
Hit Points: 1d10
Starting Gold: 2d6x5 Gp.
Starting Age: Complex
|Saving Throws||Special||Ki Pool||Unarmed Strike|| Flurry of Blows|
|1st||+1||+2||+2||+2||Z Unarmed Strike, Precognitive Defense, Movement Speed, Furry of Blows Ki Blast||8||1d8||-2/-2|
|2nd||+2||+3||+3||+3||Ki Power, Flight, Ki Sense||14||1d8||-1/-1|
|3rd||+3||+3||+3||+3||Ki Power Kaioken||22||1d8||+/0+0|
|4th||+4||+4||+4||+4||Ki Power, Ki Strike (Magic), Instant Transmission||34||1d10||+1/+1|
|5th||+5||+4||+4||+4||Ki Power, Lesser Focus||50||1d10||+2/+2|
|8th||+8/+3||+6||+6||+6||Ki Strike (Force)||110||1d12||+5/+5/+0|
|10th||+10/+5||+7||+7||+7||Focus, Super Saiyan||160||1d12||+7/+7/+2|
|11th||+11/+6/+1||+7||+7||+7||Ki Power Ki Strike (Adamantine)||196||1d12||+8/+8/+8/+3|
|12th||+12/+7/+2||+8||+8||+8||Ki Power Energy Barrier||242||3d6||+9/+9/+9/+4|
|20th||+20/+15/+10/+5||+12||+12||+12||Super Saiyan II , Ki Power, Ultimate Focus||970||3d10||+15/+15/+15/+10/+5|
Class Skills (4 + 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.
Z Unarmed Strike: As a honed Z Warrior they may add their wisdom modifier to their to hit while making unarmed attacks.
Precognitive Defense: (Ex): Whilst unarmored and unencumbered the DBZ Warrior may add his Wisdom to his defense as an insight bonus.
Flurry of Blows: At 1st level the DBZ Warrior gains the Flurry of blows ability as a monk.
Fast Movement: With fast movement starting at level one you gain a +10 to your movement speed (including flight speed). This buff increases +10 every 3 levels. As follows (1,4,7,10,13,16,19)
Kaio-ken: The DBZ Warrior depletes 15 Ki Points and in turn gets +6 to hit and +3 to damage with their unarmed strikes and Ki blasts. also they get a slight boost in speed and strength( Plus 4 to Co, Str, and Dex. In addition this form costs 5 points every two rounds maintained.
Instant Transmission: Using a move action the DBZ Warrior may instantly teleport to any target or person he has met before.
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.
Lesser Focus: You learn to better conserve your ki reserves by taking time to concentrate. You can make a Concentration (DC 25) check as a move action to reduce all of your ki costs on the following round by 1/4 (rounded up), until your next turn.
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.
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 Blast: the character can manifest a energy blast from their ki, striking any single opponent in medium range for 1d8+Wis modifier. Making an attack against AC. At every level after 1st, the damage increases +1d8. This power costs Ki points equal to 1/2 the characters level(round down), maxing out at 4 points at level 9.
Ki Power: 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. All Ki powers require a standard action to activate unless otherwise mentioned. Each Ki power has a base form of it then with each Ki power unlock you may go up a tier in your desired field of Ki power. All abilities that aren't stated otherwise will require a reflex save with DC of Player Level+Wisdom Score+10. The powers are as follow:
Kamehameha: 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 4 Ki points.
Bending Kamehameha: This form of Kamehameha is identical to the one before it, but now it may switch directions at will to hit concealed targets.
Kaio-Ken Kamehameha: Whilst in Kaio-Ken form you may use this attack at will without putting levels into it. It has a range of 40ft+ 5ft/1 level, that does damage equal to 2d6/level+Twice Wisdom Modifier. This ability costs 6 Ki points.
Instant Kamehameha: This ability allows you to wind up a wave without chanting those magical words before shooting it off.
Super Kamehameha: The Super Kamehamha is treated as a ray attack (with benefits of Bending Kamehameha) that has a range of 75ft+ 10ft/2 levels, that does damage equal to 3d6/level+twice their Wisdom Modifier. This power costs 14 Ki points. (Requires Level 8)
Electric Kamehameha: This is the ultimate form of the Kamehamha it has range of 250ft+ 50ft/3 levels, it does damage equaling 3d10/level+3 times their Wisdom Modifier. (Requires Level 12)
Galick Gun: In rapid succession the DBZ Warrior shoots 1 Galick Blast per level at his foe dealing 1d8/per level+Wisdom Modifier. This ability costs 2 Ki points
Galick Burst: The DBZ Warrior places his hands together shooting his Galick Blasts at an increased rate at 2 per level. It deals the same damage as the Galick Gun. This ability costs 4 Ki points
Galick Blazer: At once the DBZ Warrior unleashes a volley of Galick blasts at 3 per level all dealing 2d8+2 times their Wisdom Modifier. This ability costs 32 Ki points. (Requires Level 8)
Final Galick Cannon The ultimate form of the Galick Blast he cups his hands together, and lets loose a devastating round of Galick Blasts with 4 per level all dealing 2d10+4 times their Wisdom Modifier. This ability costs 120 Ki points. (Requires level 18)
Solar Flare: Enemies in a 30ft radius must make a fortitude check DC Level+Wisdom Total or be blinded for 1d6 rounds. This ability costs 8 Ki points.
Double Galick Cannon The DBZ Warrior rushes his opponent taking no attacks of opportunities and rolls a touch attack to place his hands against his foe's chest and blow two Galick Blasts into him dealing 2d6/level+Wisdom Modifier twice. This ability costs 20 Ki Points.
Final Flash: The DBZ Warrior clasps his hands together and pumps ki through them and makes a wave of damaging ki that radiates 60ft around him dealing 10d4/per level+Wisdom Score. This ability costs 95 Ki Points. (Requires Level 12)
Unsorted Abilities: (This is the only tree that doesn't need to be taken in order.)
Special Beam Cannon: The DBZ warrior fires a dark purple or red beam from his index finger, through the targets chest. This beam is a ranged touch attack. It deals damage equal to 1d8/level (max 20d8), with a critical multiplier of times 4. This ability costs 16 Ki points.
Death Beam The DBZ warrior briefly focuses energy and then fires it out in a line attack. The character may make a attack against all enemies within the line's area of effect. All enemies that are hit take damage equal to 5d6 plus 5 times the character's wisdom modifier, reflex save for half damage. This attacks critical threat range is 18-20 and has a x3 multiplier. This ability costs 36 Ki points. (Requires level 8)
Destructo Disk With this ability the DBZ warrior raises his hand in the air creating an orange disk of Ki from his palm outward, he then rolls against his enemies ac to see if it hits then rolls a 1d8 to see where it hits (8 his neck, 7 his left arm, 6 his torso, 5 his right arm, 4 his upper left thigh, 3 his upper right thigh, 2 his left ankle, 1 his right ankle). This deals (4d6/per level times half his wisdom modifier). On critical hits the enemy will have to roll a fortitude save against the disk DC equaling the DBZ warrior's Level+Wisdom Modifier+to hit of the disk, or have whatever body part the 1d8 land on be cut off. This move can not be altered by the effects of Improve Critical or any else of the sort. (Requires level 11) This ability costs 56 Ki Points.
Spirit Bomb: You create an enormous globe of ki energy by gathering all the latent energy around you. This attack deals 1d10 + Wis Modifier in a 10ft Radius. For every additional round that the Spirit Bomb is charged, it deals an additional 1d10 + wisdom modifier in damage (max 20d10+20xWis mod), and increases by 10 feet in radius (max 100ft). The DBZ Warrior cannot move while charging the spirit bomb. Creatures attacked can make a reflex save for half damage. If the radius is equal to or greater than the creatures movement speed, no save is allowed. Only affects creatures, not objects. This ability costs 550 Ki points. (Requires Level 20)
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.
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.
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 Wisdom modifier. All their Ki powers that deal direct damage are empowered (as the Empower Spell Metamagic Feat). He also gains Fast Healing equal to his Wisdom Modifier. This power costs 25 Ki points to engage and 10 per round to continue the form. Any person using this ability sheds light as if under a 5th level light spell, this effect can be negated at will. When in SSII form the benefits from SSI are included and increased to Wisdom 1 1/2. he gains his Wisdom modifier to his AC. This form costs 35 to engage and 15 per round to uphold. In addition since he has a new form his previous one is nearly a flick of the switch in his brain, making the Ki cost to be in SSI to be dropped to 1 ki point a round once SSII is unlocked.
Focus: You learn to better conserve you ki reserves by taking time to concentrate. You can make a Concentration (DC 30) check as a move action to reduce all of your ki costs on the following round by 1/3 (rounded up), until your next turn.
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 aKi Blast
Energy Barrier: (Lesser): Remaining perfectly still, the character surrounds himself in a dense sphere of Ki. If someone breaks the AC of the barrier, the barrier dissipates. The AC of the barrier is equal your AC plus your Wisdom, it's hardness is 0 and it has 1 hp. Spells cast at your sphere that require any saves to be rolled instead require a caster level check equal to 20+ The DBZ Warriors Wisdom. Cost: Class Level/each round Ki points.
Greater Focus: You learn to better conserve your ki reserves by taking time to concentrate. You can make a Concentration (DC 35) check as a move action to reduce all of your ki costs on the following round by 1/2 (rounded up), until your next turn.
Ultimate Focus: You learn to better conserve your ki reserves by taking time to concentrate. You can make a Concentration (DC 35) check as a move action to reduce all of your ki costs on the following until your next turn.
Epic DBZ Warrior
|Saving Throws||Special||Ki Pool||Unarmed Strike||Fast Movement|
|25th||+23/+18/+13/+8/+3||+14||+14||+14||Sudden Quicken, Ki Power, focus||1751||4d12||+70|
|30th||+25/+20/+15/+10/+5||+17||+17||+17||Super Saiyan III||2791||4d20||+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.
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.
Full power Super Saiyan: At 30th level, a Dbz warrior may fully realize his power as a super saiyan and becomes a full power super saiyan. She 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 immediately 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 +6 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 zero points to use. Anyone using this ability may shed light as a 9th level light spell if they so choose to. A character may use this for however long they desire and can come out of it without any negatives to their stats. However if they reach zero Hp then the character is immediately forced back into their normal state. Also if a character drops below 20% of their total Hp they must make a will or concentration save of 32 or higher in order to stay stay as a super saiyan I (from there refer to super saiyan I form). As the full power super saiyan is a ability of absolute control and focus of the super saiyan I ability it cannot be used when in low Hp conditions however the abilities of super saiyan 2 and 3 can still be used as they are not ability based on absolute mastery or control.
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.->.