So its taken me a while to get around to posting the next part of this series here. So here we go.
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Section 3:
Skills & Feats
Skills
Well here are a few new
skills. These skills are exclusive only
for the Martial Warrior. Monks however
can take the skills as cross class skills.
I’ve also provided the Epic uses of these skills.
Hide Power (Wis )
You’ve learned how to hide your power level and various
other aspects of your self from others.
Check: A Hide
Power check is used to oppose a Sense power check, or to try and oppose some
one Scrying or even spells like detect alignment or spells that might detect
your level, class, and powers. This is a
simple skill vs. skill check. The higher
skill check wins. If the Hide skill
check succeeds then the person trying to learn about the character can not
garner anything about them including where they are at. If they fail then the person learns that not
only has the character been trying to hide themselves and they learn what it is
they wanted to. The skill can be used at
any time and maintained fairly easily, although powering up and using any
powers will instantly negate the characters ability to hide their power.
Retry: Once
you’re busted that’s that. You can’t
fool the same person twice either. Once
they know you are holding back, or are hiding your true powers then you can’t
do it again.
Special: Martial
Warriors get this as part of their class skills. Monks can select it as cross class skill.
Epic Hide Power (Wis )
This skill is unchanged in its use in Epic Levels.
Sense Power (Wis )
You can sense the power of those around you and even at
great distances.
Check: A Sense
Power skill check used when trying to determine an opponents power level if
they have one or to sense just how powerful an opponent is. This is often also used in conjunction with
the Instant Transmission power to teleport to a spot where a known person is or
where a strong power resides. Only
persons with the Hide Power skill can keep their power level hidden. Additionally those with spells and wards that
protect against detection, including hiding the person’s level and class, can
also be sensed if the character can make the skill check to do so. Two skill checks are made though. The first is to determine if they can sense
anything, this is opposed by either the targets Hide Power check, or the level
of the spell, plus the characters Wisdom modifier, +10. The below chart determines what the character
can sense after they make the second skill check. This skill can also be used in the place of a
Spot check to find a person who is hiding, or it can be used with it. You can also try to determine a persons
Battle Potential, take the characters level and divide it by 8 (round up); now
if the number is not a negative number add that many number of zeros to the end
of the characters power level. If the
number is a negative number or goes into the decimals it is ignored. If a character does not have a power level,
use the rules for determine a character’s base power level, if the character
can cast spells or use psionic powers they gain a +10 to their base power level
for every spell/psionic power level that they have access to. So if a Sorcerer has a Con of 12, and a
Wisdom of 16, they would have a base Power level of 56, they are level 20 and
can cast level 9 spells, their over all effective power level would be 146, and
would have a Battle Potential rating of 14,600.
Skill Roll
|
Description
|
10-14
|
You can sense something about the individual, but nothing
specific. If they’re near by like with
in 40ft of you, you can sense them, but nothing specific like their exact
location.
|
15-19
|
You can determine the characters primary class, and if
they have it their power up. You can
also sense people up to 1 mile away if you focus. Individual close by can not hide from you
either, but you narrow down the persons position to being with in 20ft of you
if they are hiding. If used with a
spot check this provides a +2 to the check.
|
20-24
|
You can determine the targets other classes as well as the
targets over all level. You can also
determine the characters power level if they have one. You can not however determine the levels at
which a spell caster can cast their spells, nor can you sense the power
points of a psychic character. Also
the bonus to finding hidden characters increases to a +4. Also you can narrow down a person’s
position to with in 10ft of you.
Additionally you can sense people up to 5 miles away from you.
|
25+
|
You can sense just about anything you want to from the
target. You can determine the highest
level of spells that a magic user can cast, you know how many power points
that a Psychic character has and the level of their powers. You can also determine the exact position
of anyone near you. Lastly you can
sense people up to 10 miles away from you.
(You can try and sense people even further out than this but the DC
increases by 5 for every additional 5 miles.)
|
Retry: You can
retry the skill check once every minute.
Once you have sensed an individuals power level and anything else about
them they can not hide their true powers from you again. You can try to get a better impression of the
person however.
Special: Martial
Warriors get this as part of their class skills. Monks can select it as cross class skill.
Epic Sense Power (Wis )
You can sense a person’s power level from incredible
distances, even from clear across the globe.
Skill Roll
|
Description
|
30-40
|
You can sense individuals up to 20 miles away. You can determine the true alignment of the
target as well.
|
41-50
|
You can sense individuals up to 40 miles away. You can determine what the targets ability
scores are.
|
51-60
|
You can sense individuals up to 80 miles away. You can determine if a target has any magic
items on them and how many.
|
61-70
|
You can sense individuals up to 160 miles away. You can determine what a targets AC is.
|
71-80
|
You can sense individuals up to 320 miles away. You can determine if a target has any
magical enchantments placed upon them, permanent or other wise.
|
81-90
|
You can sense individuals up to 640 miles away. You can determine if a target is from a
different plane and which plane it is.
|
91+
|
You can sense any individual on the planet if you so
desire, you can also sense beings in other planes at this point as well. You can determine anything about the target
desire, including what they had for breakfast.
|
Bluff
The martial warrior can use the bluff skill in conjunction
with their powers to a degree. They can
attempt to fool their opponents into moving or reacting in a way they want.
Check: A bluff
check like this is against an opponents sense power check, or even a sense
motive check for those with out the sense power skill. The bluff check is against the opponents
skill check. However those using the
sense motive check are at a -6 to their check.
Concentration
The martial warrior, much like a sorcerer or wizard, or a
cleric must make a concentration check when using the more “heftier” energy
attacks, ones that take a full round action to fire off.
Check: The DC for
these checks are 10+ the damage dealt if physical, or + the number of dice in
damage the attack does if a spell or power.
Feats
Here are
some new feats specifically for the martial warrior, and the Saiyan &
Namekkian races. Additionally, I’ve
provided Epic feats as well which will follow the normal feats.
Strong Ki [Ki]
Your ki is much stronger than normal.
Benefit: You gain
a +4 to your ki points.
Special: A
character may gain this feat multiple times.
Burn-Out [Ki]
You can sacrifice your health for more energy.
Benefit: You can
burn HP at a rate of 1 for 1 ki point.
This is a dangerous tactic to use as it can quickly kill a
character. HP loss in this way is
considered subdual damage and is regained normally. This HP loss will not kill the character
unless they use enough HP to drop them below their Constitution score or lower.
Saiyan Rage [Saiyan Only]
The Saiyans are known for their tempers, but yours is
unique.
Prerequisite:
Must be a Saiyan, or Half Saiyan.
Benefit: The
Saiyan can enter into a blinding furry like a barbarian. This Saiyan rage is only usable once a day
and is brought on by moments of intense anger, like seeing a friend hurt or
killed, or willingness to overcome a virtually unstoppable opponent. This feat can be used only once per day. It provides the Saiyan with a +4 to strength,
and constitution, +2 to Will saves, -2 to their AC, and an instant extra 5%
increase in the characters power level for use for a number of rounds equal to
the characters Charisma Modifier +1 (no lower than 1). (These points act as an instant power up, on
top of any powering up that the character has already done or will do. The bonus goes away after the time is
up. [Subtract 5% from the characters
power level if they have spent the energy, if not then return the character’s
power level back to normal.])
Special: Once the
rage has ended the Saiyan is not winded like how a barbarian is. The Saiyan can take no actions except
defending for 1 round as they regain their composure; however for that 1 round
and afterward until they can rest for an hour they are at a -4 to their AC. This can cancel out any bonuses for being on
the defensive, or on full defense.
Mystic Power [Namek Only]
You can focus your ki in such away that it allows you to
hyperextend your arms out to incredible lengths, allowing you to strike an
opponent at a range or to engage them in a grapple from a range. Additionally you can increase the bulk of
your size to an extent allowing you to become stronger, and too have strength
remain boosted for a longer period of time.
Prerequisite:
Must be a Namekkian.
Benefit: This feat allows a Namekkian to focus their
ki in such a way that they can hyper extend their arms out to incredible
lengths at impressive speeds as well.
The technically allows the Namekkian to make ranged unarmed strikes, or
they can even grapple, or grab something or someone from a distance. A roll to hit is still needed but is for a
ranged attack. Grappling is still normal
only you may grapple at a distance. If
grappling you can choose to entangle your foe.
Target gets to make a reflex save, (DC equal to the characters adjusted
base attack bonus, using the characters strength modifier rather than
dexterity. If they fail the check they
are entangled and can not defend themselves, (Loss of Dex to AC and all that
other good stuff.) If they succeed in
the save they not only escape being entangled, but the escape the ranged
grapple. The person must state at the
beginning of a ranged grapple if they are wanting to try and entangle the
person. Grappling at a range does not
provoke an attack of opportunity from the person your attacking, but does form
anyone else near by.
Limbs extend out and retract in 1
round, meaning that come the characters next turn their limbs are still
extended. Limbs automatically retract
after 1 round, entangled targets remain entangled, but they are up close to the
Namek now. Once entangled the target can
break free with a Strength check only, (DC equal to the Namekkian’s strength +6
if using both limbs, or +3 if using only 1 limb.) If the Namek is using only one limb to
entangle a target the can make only 1 attack per round on the entangled target
with that free arm. The Namekkian
however can only maintain their entanglement for a short time. It costs the Namek 2 ki per limb extended
(range is based upon the characters Speed +40), and each round you wish to
maintain a entanglement costs an additional 4 ki per limb used. (Also with the attack of opportunity for
entangling, it is only for the initial time that it is used against a
target. After that keeping a person
entangled does not continue to provoke attacks of opportunity. Also you can use an entangled person as a
shield. Damage to you is reduced a bit
in this way. While the target takes most
of the damage when used like this you still take some damage, damage is reduced
by half, with the target taking the higher number. Even if killed, the target can still be used
as a shield, unless their body becomes too shredded to be used as such.)
The character can also increase the
bulk of their muscle mass while they are still medium sized. Essentially when the Namek increases their
Strength with ki, the effects last longer than usual. Boosted Strength lasts 2 times longer than
normal; however this only deals with boosting ones strength, not any other
ability scores.
Special: You may
only make two attacks in a round when using you limbs like this. You can still make an energy attack with this
so long as it counts as a single action.
Point Blank Blast [Meta-Ki]
This feat is similar to the feat Point Blank Shot only this
one deals with energy waves.
Prerequisite:
Must have at least 1 level as a Martial Warrior, or be a Saiyan or a Namekkian.
Benefit: You can
fire off your energy attacks at a point blank range. This feat is different from the Point Blank
Shot feat in that rather than gaining a +1 to hit and damage with the attack,
instead the target is denied their Dexterity bonus for that attack. The attack is basically considered a surprise
attack. This feat can be used any number
of times in combat, but you must be with in melee combat to do this. This feat allows you to use your ranged
energy waves with out suffering from an attack of opportunity, but you must be
in melee combat to gain the benefits of this, other wise the rules are the
same. Anywhere else and you loose it.
Precise Blast [Meta-Ki]
This feat is exactly like the Precise Shot feat only again,
dealing with energy waves.
Prerequisite:
Must have at least 1 level as a Martial Warrior, or be a Saiyan or a
Namekkian. And you must have the Point
Blank Blast feat.
Benefit: You can
fire off an energy wave at an opponent that is engaged in melee with out
suffering the standard -4 to hit penalty.
However energy waves can not have the Area Effect in them, they must be
able to affect one target or one target at a time. For example with an energy wave that affects
multiple targets through the Rapid Fire Effect you can fire off those shots at
targets who are engaged in melee combat.
Blast on the Run [Meta-Ki]
This feat is exactly like the Shot on the Run feat only
dealing with energy waves.
Prerequisite:
Point Blank Blast, Dex 13+, Dodge, Mobility.
Benefit: When using multiple attacks with the
characters energy waves, the character can move both before and after the
attack, provided that their total distance moved is not greater than their
speed. This can only be done with energy
waves that count as a single action, rather than a full round action.
Combat Focus [General]
You are adapt at focusing your ki for your powers while
being attacked.
Benefit: Like
combat casting, you gain a +4 bonus to concentration checks made to fire off an
energy wave or to use any other ki powers while in combat, or on the defensive.
Hearty Appetite [Saiyan Only]
Eating isn’t just a good thing for you, you regain some
energy from eating food.
Prerequisite:
Must be Saiyan, or Half Saiyan, Constitution 13+.
Benefit: Eating food isn’t just good for you; you can
recover your energy as well. Problem is
that you need to eat your weight in food, luckily you don’t put on any weight,
all that food turns to energy as soon as your iron stomach gets it. Each time the character eats their weight in
food they regain a number of ki points equal to their Power Up, thus the
character has enough energy to Power Up once.
But the character can only do this sort of thing a number of times a day
equal to their base Constitution Modifier (no magical adjustments). After all there are only a certain number of
times a day when you can really gorge your self like that before you’re too
full to eat for the rest of the day. On
top of that it can get really spendy to eat massive amounts of food like
this. (A good meal will cost 5 silver
pieces, for a character to eat their weight take the cost of 1 meal and times
it by the characters weight for the cost in silver. Divide by 10 if you want to know the amount
in gold. A 185lb. character would have
to pay 925 silver pieces or 92 gold pieces and 5 silver.) These acts also can only be done once every 4
hours, after all you need time to digest the food.
Kaioken Attack [Meta-Ki]
Prerequisite: Must
have a Constitution of 16+, Power level 120+.
Benefit: At will
the character can give themselves a drastic boost in power, but at the
sacrifice of health. In order to use
this the character must pay 6 HP per Kaioken level. When done a single Kaioken gives the
character a +1 to Listen, Spot, and Search checks, +5 to Speed, and a +10 to
their Power level. Each Kaioken level
increases this amount proportionately.
So a Kaioken x2 would provide a +2 to Listen, Spot, and Search checks,
+10 to Speed, and a +20 to their Power level, but at the cost of an additional
6 HP for a total of 12 HP spent. With a
Kaioken x3 they would see a +3 to Listen, Spot, and Search checks, +15 to
Speed, and a +30 to their Power level, but at the cost of an additional 6 HP
for a total of 18 HP spent. This continues on up to a max of a Kaioken x20. Additionally The Kaioken level adds that many
extra rounds that the Character’s Boost Physical Power ability remains active with out spending more
ki.
Special: The
Kaioken attack remains active until the character powers down/rests, uses up
all of their ki, is rendered unconscious or killed, or voluntarily stops using
it. The Kaioken attack is a sort of
transformation with out actually physically transforming. The Kaioken attack can not be used while a
character is in a transformed state such as a Super Saiyan. They must be in their normal form. The limit that a character can go with the
Kaioken attack is directly proportionate to their characters level to a max of
20. The Kaioken does not change the
number of times the character can power up in a single day since it alters
their power up rating as well. Lastly as
a side effect, when the character’s aura becomes visible through powering up it
is a reddish color.
Namekkian Fusion [Meta-Ki]
Prerequisite:
Must be Namekkian, and at least be level 7, and have another Namek willing to
Fuse with you.
Benefit: The character can fuse with only 1 person per selection of
this feat. The Namekkian fusion is much
different than other forms of fusion in that it’s permanent. Additionally the fusion requires that the two
parties doing so must both be willing other wise it does not work. This
technique essentially kills one Namek so that another can become more
powerful. The Namek who has sacrificed
themselves to increase the power of the other can never be recovered even with
a Wish or Miracle spell. The Namek
absorbing the other one may add a number of points equal to the absorbed Nameks
Ability Modifiers. Here is an Example:
Piccolo is going to absorb Nail, another Namek who was badly injured and will
die but wishes to help Piccolo to destroy the monster that did this to
him. Piccolo allows nail to fuse with
him. Nail has the Following abilities:
STR: 15, DEX: 17, CON: 18, INT: 13, WIS :
14, CHA: 13. Piccolo gains a permanent
+2 to Strength, +3 to Dexterity, +4 to Constitution, +1 to Intelligence, +2 to
Wisdom, and a +1 to his Charisma. In
addition to these increases the characters Power Level Increases by 25% of the
absorbed persons Power Level. In
addition to all of this the character gains any knowledge skills that the other
person had at ½ their number of ranks, (so if they have Knowledge (Arcana) with
8 ranks in it, and you do not have it, then you gain the Skill with 4 ranks in
it.) If the Two have the same Knowledge
skills regardless of the number of ranks in either one then the character gains
a +2 synergy bonus to that skill or skills.
The character also gains knowledge of any memories that the absorbed
person had, such as information about the enemy or other things of pertinent
information only. Lastly both people
must be with in at least 1 level of each other.
This feat is technically gotten after the character has had some one
fuse with them. Also the characters
Level increases by +1. This is in
addition to the level adjustment for being a Namek. (Example: Piccolo is a level 10 character; he
has 8 levels of Martial Warrior +2 levels for being a Namek. After absorbing, Nail, his Level increases to
level 11. He still has only 8 levels as
a Martial Warrior, but now his level adjustment as a Namek has increased from
+2 to a +3.)
Special: This
feat may be select multiple times, each time dealing with a new Fusion. The Feat may only be selected once every 7
levels, including other level adjustments.
So once Piccolo’s over all level has increased to 14 or higher he may
select this feat a second time.
Additional Personal Technique [Ki]
You possess more than 1 personal energy wave attack.
Benefit: You can
make an additional personal energy wave attack using the rules for making a
custom energy wave. However this custom
energy wave uses d8’s for damage rather than d10s. This can be selected as a Bonus Feat. Also you may switch techniques if
desired. (For example, Vegeta’s custom energy
wave was his Gallic Gun, but he decided to come up with something simpler in,
which was Final Flash, which became his main stay custom technique over the
Gallic Gun. Essentially Vegeta sort of
swapped the power he puts into his Gallic Gun for the Final Flash.) This technique can have 1d3+1 effects in it,
but no more than that. If a normal
energy blast it makes use of the automatic effects that can be added in, which
are listed under the personal energy wave.
Normal: With out
this feat a Martial Warrior may only have 1 personal energy wave.
Special: This can
only be selected more than once, each time dealing with a new personal energy
wave. This can only be selected up to 4
times however.
Enhanced Energy Wave [Meta-Ki]
Your personal energy wave is more powerful than most others.
Prerequisite:
Must have a Constitution of 18+
Benefit: Your
personal energy wave is capable of doing more damage than the normal personal
energy waves of other fighters. Your
personal energy wave does an additional amount of damage equal to your
Constitution score. This does not alter
the ki cost for the energy wave.
Heavy Hitter [General]
You know who to hit a person harder than most other people.
Prerequisite:
Strength 14+, BAB +6, Improved Unarmed Strike
Benefit: When
fighting unarmed the character is able to hit targets much harder than they
normally should be able to. The character
gains a +1d4 to the damage of their unarmed attacks.
Normal: With out
this feat a person can only normally do 1d3 points of damage unarmed. Monks and martial warriors can do more than
this however.
Physical Training [Ki]
You spend most of your spare time
training your body to peak standards.
Prerequisite: Must have at east 1 level as either a Monk or as a Martial Warrior.
Benefit: You can sacrifice earned experience points to increase your physical attributes. This can only be done when experience is earned. Instead of earning experience for level advancement the character can set aside some experience to increase their physical abilities (Xp set aside in this manner should be tracked separately from normal Xp gained, as well as to what ability score it is focused on). The increase is at first easy for characters with low ability scores but things eventually start to become more and more difficult to increase. Below is a table out lining the costs for increasing an ability score. Find your characters current score and then look at what the next score is. The next score dictates how much experience to raise the ability by 1 point. Not all abilities may be increased in this fashion. There is also a limit to just how much an ability score may be increased in this fashion. This is based upon the characters race. Races that offer no bonuses for the desired ability score may only be increased by a maximum of 10 points (not including magical increases through magic items or tomes that provide an inherent bonus and level bonuses.) Races that provide a +1 bonus to an attribute may be increased by a Maximum of 20, for a +2 they have a max of 30, for a +3 they have a max of 40, and for a +4 they have a max of 50. This continues on if necessary, however anything that has above a +6 to any ability score may not select this feat. Remember though that the costs listed below are to raise an Ability score up by only 1 point. To raise a score by 2 points will cost double the listed amount.
Prerequisite: Must have at east 1 level as either a Monk or as a Martial Warrior.
Benefit: You can sacrifice earned experience points to increase your physical attributes. This can only be done when experience is earned. Instead of earning experience for level advancement the character can set aside some experience to increase their physical abilities (Xp set aside in this manner should be tracked separately from normal Xp gained, as well as to what ability score it is focused on). The increase is at first easy for characters with low ability scores but things eventually start to become more and more difficult to increase. Below is a table out lining the costs for increasing an ability score. Find your characters current score and then look at what the next score is. The next score dictates how much experience to raise the ability by 1 point. Not all abilities may be increased in this fashion. There is also a limit to just how much an ability score may be increased in this fashion. This is based upon the characters race. Races that offer no bonuses for the desired ability score may only be increased by a maximum of 10 points (not including magical increases through magic items or tomes that provide an inherent bonus and level bonuses.) Races that provide a +1 bonus to an attribute may be increased by a Maximum of 20, for a +2 they have a max of 30, for a +3 they have a max of 40, and for a +4 they have a max of 50. This continues on if necessary, however anything that has above a +6 to any ability score may not select this feat. Remember though that the costs listed below are to raise an Ability score up by only 1 point. To raise a score by 2 points will cost double the listed amount.
Ability Score
|
Strength XP
Cost
|
Dexterity XP
Cost
|
Constitution XP
Cost
|
1
|
100
|
100
|
100
|
2-3
|
100
|
100
|
100
|
4-5
|
200
|
200
|
200
|
6-7
|
300
|
300
|
300
|
8-9
|
600
|
600
|
600
|
10-11
|
900
|
850
|
800
|
12-13
|
1,200
|
1,100
|
1,000
|
14-15
|
1,500
|
1,350
|
1,200
|
16-17
|
1,800
|
1,600
|
1,400
|
18-19
|
2,100
|
1,850
|
1,600
|
20-21
|
2,700
|
2,350
|
2,000
|
22-23
|
3,300
|
2,850
|
2,400
|
24-25
|
3,900
|
3,350
|
2,800
|
26-27
|
4,500
|
3,850
|
3,200
|
28-29
|
5,100
|
4,350
|
3,600
|
30-31
|
6,300
|
5,350
|
4,400
|
32-33
|
7,500
|
6,350
|
5,200
|
34-35
|
8,700
|
7,350
|
6,000
|
36-37
|
9,900
|
8,350
|
6,800
|
38-39
|
11,100
|
9,350
|
7,600
|
40-41
|
13,500
|
11,350
|
9,200
|
42-43
|
15,900
|
13,350
|
10,800
|
44-45
|
18,300
|
15,350
|
12,400
|
46-47
|
20,700
|
17,350
|
14,000
|
48-49
|
23,100
|
19,350
|
15,600
|
50+
|
27,900
|
23,350
|
18,800
|
“ * ” The cost to increase these abilities
increases by 300/250/200 (respectively) at ability score 10-11, and doubles at
20-21, and continues as such every 10 points.
The xp costs listed are to increase the score from its current listing
on the side by 1 point. So if a
character has an Strength ability score of 18 and wishes to increase it by 1
point it will run them 2,100 xp points to do so. But if they want to increase it by 10 points
from 18 then it will run them 36,000xp to do so.
Special: Saiyans & Half Saiyans have no set limit to how high their Strength and Constitution can become by using this, Dexterity is subject to the rules above however.
Mystic Third Eye [Meta-Ki]
You are gifted with an above average amount of spiritual
awareness and enlightenment. Because of
this you now have a 3rd eye in the middle of your forehead.
Prerequisite: You
must be of Lawful alignment, have a Wisdom score of 18+, and have a power level
above 50.
Benefit: You are
able to perceive things in a much different way than most normal beings are
able to. You gain a +2 bonus to all
wisdom based skills. Additionally you gain
a +1 insight bonus to your AC due to your increased perceptions.
Special: Any race
with a penalty to Wisdom may not select this feat.
Meditative Focus [Meta-Ki]
There are times when you want to fire off a much more
powerful energy blast than you would otherwise normally be able to do. With time, the character can power up a
powerful attack capable of killing virtually anything in its path.
Prerequisite: You
must have a power level above 50, You must have a personal energy wave, or
secondary personal energy wave.
Benefit: Rather
than spending a round to power up, you can take a much longer time to power up
an attack, however instead of using energy from with in yourself you pull in
energy from around you to power up 1 personal energy wave of choice. For every
minute that is spent gathering energy you are able to gain an amount of energy
equal to your power up rating put directly into the energy blast; however this
does not count as an actual power up. A
character however can only do this for 5 minutes. Once completed, the character can fire their
energy blast normally at the start of the first round after the 5 minutes (or
less) has passed. The character however
can only do this twice a day since it puts a strain on their mind and body as
well as the area around them which can only give so much of itself.
Special: This
does not draw on the characters ki for the day, they may continue to power up
as normal.
Aura Armor[Ki]
The act of powering up helps to improve your AC.
Prerequisite: You
must have the class feature of Aura, and the ability to Power Up, you also must
have a power level above 100.
Benefit: When you
power up you gain an AC bonus dependent upon your power level. You gain a +1 to your AC for every 25 points
in your power level. The character’s
aura armor can be maintained indefinitely until the character relaxes/powers
down, or uses up all of their ki, or is killed/rendered unconscious. Activating this requires the character to
only power up once.
Aura Shield [Ki]
You are capable of blocking weapons with your bare hands.
Prerequisite: You
must have the Aura Armor Feat, and a power level above 100.
Benefit: You are
capable of intercepting attacks from weapons with your bare hands. Essentially the character acts as if they
have a small shield for each arm, even though they really don’t. This allows a character to physically block
bladed weapons with a finger, or an arm or leg.
(This can be very intimidating.)
In addition to the AC bonus provided by Aura Armor, the character gains
a +2 bonus to their AC so long as they have energy. The character’s aura shield can be maintained
indefinitely until the character relaxes/powers down, or uses up all of their
ki, or is killed/rendered unconscious.
Activating this requires the character to only power up once, and is
activated simultaneously with the Aura Armor.
Epic Feats
Improved Saiyan Rage [Epic]
Like Saiyan Rage only stronger.
Prerequisite: You
must have the Saiyan Rage Feat.
Benefit: The
Saiyan can rage twice per day rather than once per day. The effects of the rage last 2 rounds longer,
regardless of any penalties, and the character gains 30 + their level in ki
points while raging.
Improved Combat Focus [Epic]
This is the same as Improved Combat Casting. This can be selected as a Bonus Feat. (See page: 57 in the Epic Levels Handbook.)
Quick Recovery [Epic]
You regain your ki points much faster than normal.
Prerequisite:
Constitution 25+
Benefit: You
regain spent ki points much more quickly than normal. You regain your Wisdom score plus your
Constitution score in ki points per hour of rest/light activity. The character can still choose to sleep and
meditate to regain lost ki points which ever is faster.
Normal: Normally
a character must get 8 hours of sleep in order to regain all of their ki
points.
Super Kaioken Attack [Epic]
You are able to make use of the most powerful Kaioken attack
ever.
Prerequisite:
Kaioken Attack Feat, Constitution 25+, Power Level 250.
Benefit: The
character can now power up their Kaioken levels up to a Kaioken x50. Additionally the HP cost per Kaioken level is
dropped by 3 points. Additionally the
Super Kaioken attack can be used in a transformed state like the Super Saiyan
transformation. However when used in a
Transformed state the Kaioken attack provides only a temporary boost in
power. The boost only lasts for a 1d4+1
rounds. Once this time has expired the
character reverts back to their previous transformed state. The Kaioken attack can still be used before
transforming for better effect but it still drains away HP.
Normal: The
character can only go up to a Kaioken x20.
Special: This can
be used while a character is in their normal form or when transformed if they
have the ability to, like a Saiyan in their Super Saiyan form. However if they transform they can only use
the Kaioken attack for 1 minute, before they loose the power. After which they need to power it up again
and again.
Super Saiyan Normality [Epic]
You can remain in your Super Saiyan form indefinitely, even
when you’re asleep.
Prerequisite:
Must have at least 2 levels as a Super Saiyan.
Benefit: You
don’t have to worry about taking time to transform in combat, instead you are
automatically in your Super Saiyan form.
The form is semi permanent now.
You can remain in your Super Saiyan form under almost any
conditions. You only revert back to
normal when you expend all of your ki, or if forcibly rendered
unconscious. If this happens you can
transform again once you wake up. This
feat is only usable for Super Saiyan 1.
This can be selected as a Bonus Feat for Super Saiyans only.
Normal: Normally
a Saiyan drops out of their Super Saiyan form if they fall asleep, are rendered
unconscious, expend all of their energy, or the time limit of their
transformation runs out. This feat
negates all of these except for being rendered unconscious and expending all of
their energy.
Heightened Powers [Epic]
You can now put more energy into your ki waves.
Benefit: All of
your energy waves are capable of doing an additional 2d point’s of damage automatically. This includes the character’s personal energy
wave as well. This does not alter the ki
cost to the energy waves
Special: This
feat may be selected multiple times, each time increasing the bonus by 1d.
Greater Energy Wave [Epic]
Your personal energy wave is vastly more powerful than any
other personal energy waves.
Prerequisite:
Must have a Constitution of 23+, & Enhanced Energy Wave.
Benefit: Your
personal energy wave is capable of doing even more damage than before. Your personal energy wave is capable of doing
an amount of damage equal to your level, plus the benefits of the Enhanced
Energy Wave feat. This does not alter
the ki cost for the energy wave.
Special: This
feat plus the Enhanced Energy Wave feat may be applied to the Mountain Buster
technique of the Super Saiyans once it is gotten.
You and another person are able fuse together into a single
powerful being.
Prerequisite:
Must have 2 people with this feat, who’s levels must both be at least level 15
or higher. Characters must have at least
1 class in common. The characters over
all levels must be with in 3 levels of each other at any time. So if on character is at level 45 the other
character must be in between levels 45 and 48, but not over 48. Must have at least 5 ranks in the Perform
Skill. Must have a Power Level; the
Power Levels of both individuals must be with in 80 points of each other.
Benefit: This
feat allows 2 characters to fuse into 1 single being. This new being is a combination of the two. Their voices are merged giving the fusion
being the sound of both persons talking at once. Additionally their clothing, regardless of
what their wearing, turns into a black vest with yellow fringe around the
shoulders and collar, white, loose pants and lack shoes, with wrapping around
the shins, as well as a pair of wrist bands, and a sash around the waist. Women fusing together have a similar look but
are of course not bare chested like the male versions. The look in general has a very Arabian feel
to it, to an extent. So a women’s look
would reflect this. Ability Scores are
added together and then Divided by 2; Speed, Saving Throws and Base Attack
Bonus are added together. Not though
that even if the Fusion forms ability scores are lower than those of one of the
characters it does not effect any of the forms skill ranks (add all ranks
together for similar skills), nor the forms power level. HP is added together as well, but increase in
stats do not provide bonus HP, Skill points, or increase in Power Level.
The characters over all level is
equal to that of both individuals +1.
Power levels are also added together, that is only the characters base
power level, if the character can transform it is not a factor for this, and
yes the character can still transform while fused so long as both individuals
are capable of the same thing. For
example a Namek and a Saiyan fusing is possible, but the new being could not
transform into a Super Saiyan, but 2 Saiyans can transform into a Super Saiyan
and select the Super Saiyan prestige classes to supplement levels. The +1 in level allows the new form to gain 1
level in any class that the characters has or can have if they now meet the
requirements. For Example, Goten and
Trunks fuse to become Gotenks a level 46 character. The +1 to the characters level has yet to be
added in though. Goten and Trunks have
both seen Goku go Super Saiyan 3 and want to do this also. While their Power Level, while fused, is high
enough to meet the prerequisites, they only have the ability to go Super
Saiyan, as both have 3 levels in the class, however fused the two have a total
of 6 levels as a Super Saiyan, which means that while Fused they can trade off
that extra level they have for at least 1 level as a Super Saiyan 2. Their first battle allowed them to go up in
level. When the two defuse they both
gain a few levels on an individual basis.
(Experience points gained while fused is based upon the characters
levels as if they were not fused. XP is
only applied after the characters have returned to normal.) The two boys decide to increase their power
as Super Saiyans, allowing them to have a total of 5 levels as a Super Saiyan
now.
After training in the hyperbolic
time chamber, the two are now, while fused a Level 50 character and again not
including the +1 level. In total the
boys have 40 levels as a Martial Warrior, 10 Levels as a Super Saiyan. Again since the two may only have 5 levels as
a Super Saiyan the other 5 levels are considered to be levels as a Super Saiyan
2. So now at total of level 50 the
character now has their bonus level as a Super Saiyan 3. These rules apply to all prestige classes
that 2 characters would both have if their levels go up to only 5 or 10 in some
cases where there are no rules for epic advancement for the prestige
class. If fused, and their total number
of levels in that class exceeds those allowed, the Character as a fused being
may apply those extra levels into another prestige class, or character class so
long as the fused being meets the prerequisites, however they do not gain any
HP or skills from it nor do they gain an increase in power level from it, they
do not gain bonus feats, but may use the classes features.
Note though with prestige classes
that allow a character to transform, both characters must have the same class
in order to use it right off the bat, such as super Saiyan, extra levels can
not be put towards using the class, however the characters +1 bonus level can be
used for gaining 1 level in the prestige class. For example Goku and Vegeta both can go Super
Saiyan 1 & 2, but only Goku can go Super Saiyan 3. When fused, Goku and Vegeta’s levels merge,
the bonuses for Super Saiyan 3 do carry over and the actual transformation
ability into Super Saiyan 3 is not possible since Vegeta does not know how to
do it. With Goten and Trunks they spent
their +1 level for Fusion to go Super Saiyan 3.
Since Goku already has the SS3 ability and Vegeta doesn’t, they can’t
spend the +1 bonus level on SS3 so that in the Fusion form they can go
SS3. Feats that the two have in common
do not have stacked effects unless the feat allows for it, so if Goten and
Trunks both have the exact same feats, then they may not select others to
replace the extra feats.
Also not that with some prestige
classes that characters will only have 5 levels or do not offer epic levels,
these classes may offer bonus feats. In
some cases the characters may not have the same feats for each selection. All bonus feats for the both characters in
that class do carry over even though normally they will not have that many
bonus feats. Additionally if they have
extra levels to spend then any bonus feats that carry over count as the bonus
feats of the extra levels. Normal Feat
Selection though for level advancement however can still be done. The Fused beings knowledge is still that of
both characters as such they do not pick up any knew feats for being fused, or
to replace any unless they have extra levels which if they pick a class that
offers bonus feats they then do gain some feats while in the fused from. With skills, if the two have the same skills
then their Ranks are added together, if they have different skills from each
other then they still retain those skills at their normal ratings, be sure only
to add up the skills ranks. Any Powers
or Spells known are kept as well, and can be accessed by the fusion being
(powers are often hybrids of each person own powers, spells remain the same),
also they can create new powers/select new spells with the other person they
are fused with if they have the exact same ones.
The number of Spells per day for 2
beings fused together is based upon their fusion level for a normal amount of
spells per day. Spells known is equal to
both individuals. (If 2 characters have
the same class, such as having 10 levels each of Rogue, and they fuse, they do
not get double the features, instead if they were both a level 10 Rogue, and
they fuse, as the Fused being, they are now considered a Level 20 Rogue and can
have all the Features that come with being a level 20 Rogue, +1 level in a
class of choice.) In order to fuse
together in the first place requires a Perform Skill Check, DC15. If the skill check is made, then both
character fuse without error. However if
either one messes up while performing the fusion technique, (which is a series
of movements and actions that both characters must perform correctly in order
to fuse), then they still fuse but suffer some unusual consequences. One last
thing to keep in mind is alignment, this is a mute point for this form, and is
something of a hybrid of both people’s personalities. So the Fusion form of Goku & Vegeta would
be both Lawful Good and Chaotic Good.
Also with individuals capable of turning Super Saiyan, The Speed bonus
for Super Saiyan 1 & 2 is added together and divided by 2; Super Saiyans 3
& 4 simply have their speeds added together.
Roll Percentiles: 01-50% Fat Fusion: This form produces a form that is very fat. Speed is reduced by ½, running or even
fighting will cause the character to become fatigued afterward. Power level is also reduced by ½ and the
character is uncoordinated gaining a -6 to hit.
Additionally they are extremely hungry.
51-100% Skinny
Fusion: This form produces a person that is practically skin and bones. Constitution is reduced by ½, Power Level is
reduced by 3/4th, Speed reduced by ½, and character is easily hurt
and sickly, gaining a -6 on Fortitude Checks, and their Hit points are cut by ½
as well.
These little things can
make for some comical events, but are bad news when a Fusion is really
needed. Fusions last for 30 minutes and
can not be ended any sooner; only 2 people can fuse together, you can not have
double fusions, or 3+ people fusing into 1 being. Once fused, the fused beings name is an
amalgamy of both individual’s names, as well as any out standing
characteristics such as hair color. A
fusion can not be deactivated after it is done.
The person must wait 30 minutes.
After a fusion has worn off both people separate and can not fuse again
for 1 hour. Even if the person is killed
or some other wise rendered unconscious or immobilized they will remain fused
until 30 minutes are up. (Majin Buu
learned about this, after absorbing Gotenks, and after 30 minutes went by,
Majin Buu’s power dropped since the boys separated with in him.) Enacting the fusion dance and fusing is a
full round action. The action can only
be interrupted while the two are performing their mirrored actions; once those
are completed the characters fuse automatically regardless of anything else
around them. Attacks of opportunity can
be made if desired.
Special: Should
the 2 characters level ever become unbalanced, (not with in 1 level of each
other), or if their power levels become unbalanced then the two may not fuse
again until these things are brought into balance.
Supreme Energy Wave [Epic]
Your personal energy wave is beyond all others in power.
Prerequisite:
Must have a Constitution of 23+, & Greater Energy Wave.
Benefit: Your
personal energy wave is capable of doing even more damage than before. Your personal energy wave is capable of doing
an additional 100 points of damage plus the benefits of Enhanced Energy Wave
and Greater Energy Wave. This does not
alter the ki cost for the energy wave.
Special: This feat
plus the Enhanced Energy Wave & Greater Energy Wave feats may be applied to
the Mountain Buster technique of the Super Saiyans once it is gotten.
NOTE: With the
Enhanced Energy Wave, Greater Energy Wave, and Supreme Energy Wave, deflection
is still able to negate damage. The
bonus damage for these attacks is only applied if any dice damage is
inflicted. If none is inflicted then the
bonus damage is not applied.
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That is all for now, but don't worry there is still more to come on this.
Also be sure to check out one of my previous blog entries where I posted a list of discount codes for video games you can buy on Gaming Dragons for Steam (and 1 game for PS4).
Part 2 is here! Part 4 is here!
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