What its all about...

As a fan of table top Role Playing Games, and Video Games, not to mention anime I once had a web site that I devoted to creating conversions of the things I liked to a particular game system or another.

Well I'm back and its time to get back to posting and talking about the things I like with others.

Video Games: I will be trying to write reviews for games I play and may even work out conversions of games to table top RPG's for gamers to enjoy, or at least I will give a guiding hand rather than doing all the work myself. Unfortunately the only game system I own is an X-Box 360, and my computer which kind of limits what I can do. Unless some kind soul wants to buy me an X-Box One. :)

Table Top RPG's: I play a few different table top games along with my friends. Sometimes I will write about a game system I have read up on or tried out, and may write up a conversion for agame system. Game systems I typically play are - Hero System (Champions, Fantasy Hero); Star Wars (Fantasy Flight Version, Saga Edition); Savage Worlds, D&D (3.5 Edition, 5th Edition); Pathfinder, and possibly others in the future.

But I look forward to providing folks with some entertainment and to get some discussions going on things I may post (but please keep it civil).

Also please feel free to click on any ads that are on my blog here, doing so really helps me out.

Thursday, April 30, 2015

Dragon Ball Z Conversion - cerca 2003! - PART 5



Back with part 5 of my old Dragon Ball Z conversion.  This part deals with prestige classes.  After this will come the last two parts.

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Section 5: Prestige Classes

The Super Namek
            Even Namekkians have a legendary status.  The Super Namek is a being able to take the Nameks ability to heal, and stretch to literally new Heights.  The Super Namek has the uncanny ability to increase their physical size several fold depending on their level of power.  However to ascend to this level of power, a sacrifice is required.

Requirements
To qualify to become a Super Namek, a character must fulfill the following.
  • Have the Mystic Power Feat.
  • Must have at least 1 level as a Martial Warrior.
  • Must be Namekkian.
  • Must have a Power Level of at least 150.
  • Must have a Constitution of 14+.
  • Must have the Namekkian Fusion feat.

Game Rule Information
Hit Points: Super Nameks are pretty tough and gain 1d10 per level, including constitution modifiers.

Class Skills
The Super Namek’s class skills are as follows:  Concentration, Intimidation, Jump, Sense Motive, Tumble, Sense Power, Hide Power.
Skill Points at Each Level: 2 + Int. modifier.

Class Features
The following are features of the Super Namek.

Size Adjustment: With each new level of advancement the Namekkian is capable of increasing their physical size by 1 size class.  To increase their size it must be stated when the character is Powering Up how many size classes they will grow by.  At level 1 as a Super Namek, the Namek can only increase their size in terms of bulk.  Thus the medium sized Namek can become a large sized being.  These different size increases are listed below in order of advancement.  The character also gains a DR 2/-- regardless of their size, they also gain a +2 to Strength as well.   DR increases by 2 points for each size category above bulky.

Greater Bulk: The character can increase the bulk of their muscle mass much more than they could with the Mystic Power feat.  Essentially when the Namek increases their Strength with ki, the effects last longer than usual.  Boosted Strength lasts 3 times longer than normal, this does not affect any other boosted ability scores however.  This does is applied anytime the character boosts their strength including while they are in a different size.
  
Large: AC is at a -1 against targets smaller than them.  Their Strength & Constitution increases by 2 points. This size increase can be maintained for a number of minutes, equal to the characters Wisdom modifier +8.  After this the character must rest for 2 times that amount time.

Huge: AC is at a -2 against targets smaller than them.  Their Strength & Constitution increases by 4 points.  This size increase can be maintained for a number of minutes, equal to the characters Wisdom modifier +4.  After this the character must rest for 4 times that amount time.

Gargantuan: AC is at a -4 against targets smaller than them.  Their Strength & Constitution increases by 8 points.  This size increase can be maintained for a number of minutes, equal to the characters Wisdom modifier +2.  After this the character must rest for 6 times that amount time.

Colossal: AC is at a -8 against targets smaller than them.  Their Strength & Constitution increases by 12 points.  This size increase can be maintained for a number of minutes, equal to the characters Wisdom modifier +1.  After this the character must rest for 8 times that amount time.

Strength Bonus: At levels 2 and 4 the character gains a +2 to their strength.

Damage Reduction: At level 1 the character the character gains a degree of natural resistance to physical injury.  At level 1 the character gains a DR 1/+1.  At level 3 it increases to DR: 2/+1, and at level 5 to DR: 3/+1.  This stacks wit the DR from the Martial Warrior class and the Damage Reduction feat.  This is an extraordinary ability.

Energy Resistance: In relation to their Damage Reduction, the character gains a degree of resistance to different forms of energy.  These types of energy are divided into the following basic groups: Fire, Ice, Ki, Arcane, Psionic, Electrical, Acid, and Sonic.  (Specifics of each are described in either the layers handbook, or the DM’s hand book with the exception for Ki, Arcane, and Psionic energies which are described in this setting enhancement.)  The character has 10 points that they may distribute between any of these types of energy.  If the character already has this from the Martial Warrior class then add 1d4 points to the characters selections.  This is an extraordinary ability.

Ki: At each level of advancement the Super Nameks Power Level increases by 1d8 points plus the Constitution and Wisdom modifiers.

Note that with size increases once you’ve picked a size and power up to that size you can not increase your size beyond that until you can power up again.  You can however decrease your size at will as a free action, and you can as well increase your size back to the already decided upon size you wish to grow to.  Thus in the first round of combat you want to increase your size to huge.  After this you can decrease your size back to normal, or large, so long as the time limit does not expire for the initial chosen size.  Even if you grow to Huge size, but then back down to Large size your time limit is still for the Huge size.  The next time you power up you can increase their size class beyond huge if possible, but you can not decrease your size from an already previously chosen size.  So when powering up again you can decrease your size from huge to large so you can remain like that longer.  The ability score bonuses do stack.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Unarmed Attack Bonus
1
+0
+2
+0
+0
Bulky, DR: 1/+1, ER: 10 points/+1d4
+1
2
+1
+3
+0
+0
Large, +2 Strength
+2
3
+2
+3
+1
+1
Huge, DR: 2/+1, ER: +1d4
+2
4
+3
+4
+1
+1
Gargantuan, +4 Strength
+3
5
+3
+4
+1
+1
Colossal, DR: 3/+1, ER: +1d4
+4


The Spirit Warrior
            Not every one can focus ki in the ways that Monks, Martial Warriors, Red Avengers, and Weapon Masters can.  Some are trained in a specific way of properly channeling that energy to create some truly spectacular results.  The Spirit Warrior is just that person.  Unlike most warriors who need a weapon like a long sword or an ax to channel their ki into the Spirit Warrior only requires a specially crafted wooden weapon.  This weapon often resembles an actual weapon, but has no blade and is essentially a club or quarter staff.  In the hands of a Spirit Warrior this weapon is anything but an ordinary practice weapon.  The weapon can cut deeper than any mundane blade, or pierce the toughest of armor.  Those that have faced a Spirit Warrior are always astounded to find that their sharp weapons leave not so much as a scratch on the wooden weapon.  Those that live know never to underestimate these foes again.

Requirements
To qualify to become a Spirit Warrior, a character must fulfill the following.
  • Skills: Concentration 4 ranks, Craft (Woodworking) 6 ranks, Sense Motive 6 ranks.
  • Feats: Alertness, Iron Will, Weapon Focus in Club or Quarter Staff, or other wooden melee weapon.
  • Base Attack Bonus +4
  • Must own a wooden melee weapon of their personal making, or one that is off significant personal importance, like a family heirloom.  The wooden melee weapon must be masterwork quality, and can not be enchanted in any way, or it will loose all of its abilities, and the wielder will not be able to use their powers with it.

Game Rule Information
Hit Points: Spirit Warriors gain 1d6 per level, including constitution modifiers.

Class Skills
The Spirit Warrior class skills are as follows:  Balance, Bluff, Concentration, Intuit Direction, Jump, Listen, Sense Motive, Tumble, Sense Power.
Skill Points at Each Level: 4 + Int. modifier.

Class Features
The following are features of the Spirit Warrior.

Weapons & Armor:  The character is proficient in all Simple weapons, and light armor.  The character suffers no penalties to their powers when wearing armor.

Power Level:  The Spirit Warrior gets a Power Level.  This is determined by taking the Characters Constitution score and adding their Wisdom modifier to that, then multiplying it by 2.  At each new level the character gains 1d6 points to that amount.  This energy is used to fuel the Spirit Warriors abilities.  The character however does not have a Power Up ability, instead they draw on the energy as they need it for their abilities.  This ki however is all that the character has for the day.  They must rest like a Martial Warrior, Cleric, Mage, or Psychic before they can use their powers again.

(Note to determine the Spirit Warrior’s True Power Level take the characters other class levels and add them together, then divide them by 2, then take the characters Power Level and multiply it by this number.  Next divide those class levels again, but this time divide them by either 4 if they have levels as a Marital Warrior, Magic User, or Psychic or using one of the prestige classes in this section; divide them by 5 if they have levels in any other class.  With multiclasses add the numbers together.  Take this number and add a number of zero’s to the end of the characters Power Level as a Spirit Warrior.  A level 9 character, Monk 3/Fighter4/Spirit Warrior 2, and a Power Level of 37.

Focus Energy:  The Spirit Warrior can focus their new found power into a wooden weapon.  This weapon becomes as hard as steel and apart of the Spirit Warrior.  They can sense this weapon if dropped, and exactly how far way that is from them by making a Sense Power check (DC 15).  The weapon does an extra die of damage, based upon what it already does.  A quarterstaff does 1d6/1d6, for a Spirit Warrior it would do 2d6/2d6.  The weapon also glows with a blue, orange, red or black energy depending on the wielders personality.  This isn’t very extravagant however and appears as if the energy is a sort of mist flowing around the weapon.  The weapon, in or out of the characters hands is exceptionally strong, and has a hardness rating as if it were solid steel.  The weapon sheds light up to only 5ft.  The glow is a bit dull, and the wielder does not have to have the weapon glow if they desire not to, but it will glow when they start to use their other abilities.  The extra damage is only when the weapon is in the Spirit Warriors hands.

Release Energy:  The Spirit Warrior can unleash a ranged energy attack with their weapon.  This is often done by striking the ground in some fashion, a blade of energy instantly shoots forth racing toward the target.  The problem is that it can only be used against ground opponents.  The attack does 2d6 points of damage per 5 points of ki put into the attack, this is not governed by level, but by how much energy you can use.  Later you can choose to affect a group of enemies around you.  Again by striking the ground, lances of energy shoot out in every direction at the enemy near you and erupt out of the ground just underneath their targets.  All targets of these attacks can make a reflex save (DC 15 plus the characters level as a Spirit Warrior.)  Failure means they take full damage, if they make it they take half damage.  The initial type of use has a range of 80ft and homes in on the targets position.  The other sends lances out at any opponents with in 20 feet of the character.  All of these attacks are full round actions.

Shield:  By holding the wooden in front of them, the Spirit Warrior can create a protective field of energy completely around themselves.  Using this drains 5 points of ki from the character each time it is used.  The shield nullifies a number of dice in a magic spell, or power that does damage, this number is determined by the characters level as a Spirit Warrior +2.  thus at level 3 the Spirit Warrior can stop spells and attacks that have at least 5 dice of damage, any more will carry over to the person.  A fireball for example can be nullified by the use of this ability for the character and any one directly behind him.  After  shield has taken more damage then it can handle it will drop and a new one will need to be made.  The shield only protects a 5ft area, and the character must succeed in making a Reflex Save (DC dependent upon the spell or power).  If they fail the save they can not erect the Shield in time, but can make a standard reflex save if one is allowed.  Spells or Powers that do not allow for a Reflex save can be blocked by the shield only if the Spirit Warrior is aware of the attack, (in which case DC is 10 plus the casters level.)  Also noncorporial beings can not attack through this shield while it is in effect.  Shield remains in effect until the character takes an action, as such their entire time must be spent maintaining the shield.  Normal physical attacks can however penetrate the shield, only noncorporial beings like ghosts and such can not by-pass it while it is in effect.

Powered Weapon:  Eventually even the power of the weapon increases.  As the character advances the weapon gains an accumulative +1 enchantment to hit & damage.  The glowing of the weapon tends to be a bit brighter with each increase; increasing the level of light emitted by an additional 5ft.  Also the character can choose to divert the bonus to hit and damage to their AC.  While the bonus, or part of the bonus is diverted the weapons damage and to hit enchantment bonus are of course reduced.  Thus if you have a +4 to hit and damage while wielding the weapon, you can refocus part of that energy to defending your self by increasing your AC by 1 to 4 points.  So if I increased the characters AC by 2 points their weapons enchantment bonus would drop from a +4 to a +2.  This action must be declared at the start of combat.

Energy Whirlwind:  The Spirit Warrior can create a whirl wind of energy with a simple slash of their blade.  This is a ranged attack against a single target with a bit more devastating effects than the Released energy attack.  Simply by slashing their weapon in the air they can create an energy whirlwind.  This whirlwind is small, like a mini tornado, no bigger than the person.  It quickly flies in at the target, following them around as they move.  Once caught in the whirlwind, they remain there a 1d6 rounds taking 2d6 points of damage each round.  The target can try and make a reflex save to avoid the whirlwind each round.  The whirlwind will die out on its own if it does not hit anything, after 4 rounds.  Once a victim is caught in it they can not escape, the sucker kicks into hyper drive and can not be stopped unless the target is capable of using ki themselves and can raise a deflection, or has a spell of power that provides some sort of protection that ca be erected before the attack is used. It takes 10 points of ki to create this attack.

Final Strike: This is a single powerful attack that uses up all of the Spirit Warriors energy to finish off their opponent.  It must be stated before hand that the character will be using Final Strike to finish off an opponent.  The character makes a single attack at their highest base attack bonus, plus any other modifiers.  If the attack hits, the out come is that the character has plunged their wooden weapon into the body of their opponent.  They then release all of their energy at once as they plunge the weapon deeper in.  Each 5 points of ki spent in this attack increases the weapons damage by 1d10.  The effect is one of lightning erupting out of the body of the target flying up into the sky.  If it kills the target, nothing is left of them except for a statue of dust that crumbles the second it is moved.  Either way the character’s wooden weapon also crumbles to dust, and they must make another.  The last draw back to this is that the opponent must have lost at least half of their HP before this can even be used.  This can be determined by making a Sense Power check.  This check can be made once a round against the target you are intending on using the Final Strike against.

Destruction of the Wooden Weapon.
            This is nothing really bad.  Simply crafting a new one will solve your problems.  Upon completion of crafting the weapon, the Spirit Warrior must become used to the new weapon before the weapon regains all of the abilities the former one had, this takes about a week to do.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
+1
+1
+1
+1
Power Level, Focus Energy
2
+2
+1
+1
+1
Release Energy (Single Target), Powered Weapon (+1)
3
+3
+2
+2
+2
Shield
4
+4
+2
+2
+2
Powered Weapon (+2)
5
+5
+2
+2
+2
Release Energy (Group)
6
+6
+3
+3
+3
Powered Weapon (+3)
7
+7
+3
+3
+3
Energy Whirlwind
8
+8
+4
+4
+4
Powered Weapon (+4)
9
+9
+4
+4
+4
Final Strike
10
+10
+4
+4
+4
Powered Weapon (+5)


The Spiritual Healer
            The Spiritual Healer is a person who has learned to use their energy for healing.  Unfortunately this comes at a bit of a cost.  While the healer can bring a person back from the edge of death, they can not use their energy to defend themselves, nor can they use it to heal themselves.  These beings are often found amongst Monk orders and even amongst the Namek’s.

Requirements
To qualify to become a Spiritual Healer, a character must fulfill the following.
  • Skills: Concentration 4 ranks, Heal 6 ranks, Knowledge (Healing) 6 ranks, Profession (Healer) 6 ranks.
  • Can not have any levels as a Martial Warrior.  The ways of a healer clashes with the ways of the warrior.
  • Must be Lawful Good.  The power of a Spiritual Healer is born from a great desire to help people.

Game Rule Information
Hit Points: Spiritual Healer’s gain 1d6 per level, including constitution modifiers.

Class Skills
The Spiritual Healer’s class skills are as follows:  Concentration, Diplomacy, Heal, Knowledge (Healing), Profession, Sense Power.
Skill Points at Each Level: 4 + Int. modifier.

Class Features
The following are features of the Spiritual Healer.

Weapons & Armor:  The Spiritual Healer is not proficient in any weapons or armor.  Wearing armor will cause the character to loose the Speed AC bonus they gain while flying.

Power Level:  At level 1 as a Spiritual Healer, the character unlocks their ability to use ki to heal.  Initially this is not much, but they quickly gain more energy.  The character starts with a Power Level equal to their constitution score, plus charisma modifier, x2.  At each level as a Spiritual Healer, the characters power level increases by 1d8 points plus the characters Charisma Modifier.  The character has no power up and draws out only the amount of energy that they need each time.

Flight: At level 1 the Spiritual Healer gains the benefits of the Flight technique.

Healing Hands:  Upon touching a person the character can choose to heal that person.  The act of healing only restores damage to the person’s body.  It also restores energy to the person.  Healing however takes time to do, unlike a healing spell, but it is very effective.  Healing happens at a rate as such: 1 point of ki will restore 2 Hit Points, 2 ki points or Power Points, allows a spell caster to cast 1 extra spell per level of the healer, (spell level does not mater, number of spells that the mage can cast from this must be determined as they are being healed from what they can already cast as well as any restriction in the number of spell that can be cast of that level.)  In one round the character can use up to their Charisma in points of energy to heal a single target.  During that time they can take no other actions, and the person must remain still or inactive while they are being healed as well.  At each level the amount that can be restored increases by 2 points for Hit Points, 2 points of ki and power points, and no increase for spells.  So at level 2 for 1 point of ki the Spiritual Healer can restore 4 Hit points and so on.  The draw back is that they can not heal themselves at all with this ability.  Additionally for 5 ki points the Spiritual Healer can restore 1 point of temporary ability score damage, 10 ki points for permanent damage.

Awareness:  At level 4 the Spiritual Healer gains a degree of super natural awareness.  The Spiritual Healer may add their level as a Spiritual Healer to all Sense Power skill checks, and Scrying Checks (if they already have the skill).

Sense/Awaken Hidden Power:  At level 8 the Spiritual Healer gains the ability to sense if a person has latent or hidden powers.  This is dependent upon the characters primary class (highest level class).  First the Spiritual Healer must be touching the persons head, and must make a Sense Power Check, DC 25.  If they make the check then they can sense that the person has some hidden potential or power that can be unlocked.  If they fail the check then they can sense nothing in the person.  The check can only be made for a target only once in that persons life.  Meaning that while you can continue to make this sort of check on anyone you encounter, you can only do it once per person.  If they died and were reborn, or resurrected you could make the check again on the person as they aren’t necessarily the same.  All of this takes the equivalent of about a minute of concentration.  Once it has been determined that the person has hidden potential the character can as a free action unlock that potential.  For the person its like powering up in a way, they feel a sudden upsurge of energy from with in them as things with in them are unlocked.  Below are the Classes and what the effect of this to each of them is.
  • Barbarian: The barbarian’s rage is a bit more potent than most others.  The barbarian’s bonuses to Strength, and Constitution increase by 1 point while in a rage.
  • Bard: The bard’s music is much more powerful others.  The bard’s music gains a +1 bonus to its effects for Inspire Courage,  +2 for Countersong, +2 for Fascinated, +1 for Inspire Competence, +2 to the DC of Suggestion, one more person can be effected with Inspire Greatness.
  • Cleric: The cleric’s healing spells are more potent than normal.  For a cleric they can heal an additional 2 points of damage with any healing spell, with restoring lost ability points the cleric may restore 1 additional point.
  • Druid: The Druid is capable of attracting animal companions with 1 more hit die.  So as a level 1 druid the character could have an animal companion with 3 Hit Die rather than 2.  Or at level 3 with the Animal Friendship spell the Druid can attract a 7 hit die animal rather than 6.  Basically this effects the potency of the Animal Friendship spell.
  • Fighter: The fighter’s fighting skills increase.  The fighter can select 1 bonus feat from their list of bonus feats as a free selection.
  • Monk: The effects of the monks Stunning Attack are a bit more potent than others.  The effects last 2 rounds rather than 1, and the DC increases by 2 points for targets saving throws.
  • Paladin: The paladins Lay on Hands divine power is a bit more potent than that of others.  The character gains a +1 to their charisma modifier total before it is multiplied by the characters level.
  • Ranger: Rangers may select 1 more Favored enemy as if it were their first selection, this bonus also increases with the actual level 1 selection.  Thus at say level 15 the ranger can have 2 chosen enemies which they are at a +4 against, and then have the normal number of chosen enemies after that.
  • Rogue: The nimble rogue gains a +1 bonus to all of their class skills, so long as the skill has ranks in it.  If it does not then it misses out on this bonus even if the character puts skill points into it later.
  • Sorcerer: The sorcerer may know 1 additional spell for each level of spells that they have available to them.  This is for spells known only, not spells per day.
  • Wizard: The wizard is my learn 1 extra spell per day for each spell level available to them.
  • Psions: The psion has 1 more psychic power awakened with in them.  This power must be one of their discipline powers.  The power however must be with in the levels currently available to the Psion.  Psions also get 4 extra Power Points.
  • Psychic Warriors: The psychic warrior may select 1 additional power with in the levels available to them.  The psychic warrior also gets 2 extra power points.
  • Martial Warrior: The martial warrior gets some extra ki points added into their Power Level.  The martial warrior gets a random number of points depending on the roll of a 1d6.  On the roll of a 1 multiply the characters Constitution Modifier by 1.5.  On a 2 multiply it by 2.  On a 3 multiply it by 2.5.  On a 4 multiply it by 3.  On a 5 multiply it by 3.5.  And on the roll of a 6 multiply the modifier y 4.  This number is then added into the characters Power Level.
  • Prestige Classes: Prestige classes get nothing, only the classes above determine the bonuses awakened for the target.

Bring Back the Fallen:  If a character has died of unnatural causes, (namely from fighting or was murdered), and the body is intact, (at least 80% of the targets body must be intact, and they must have their head) the person can be brought back from the beyond.  The requirement is that it must have just happened, the Spiritual Healer has 5 minutes from the persons time of death in which they can bring them back.  The healer instead of using their ki, must sacrifice their own hit points to restore the targets body.  This is like using ki, but its sacrificing ones own life force to revive another.  The loss of HP is subdual, but can kill the Spiritual Healer if they are not careful.  The healer must sacrifice 5 Hit points per point of Constitution the target has.  The lower the targets Constitution the easier it is to bring them back.  Thus if a person has a Constitution of 14 it would take 70 Hit Points from the Spiritual Healer to revive that person.  The target suffers no level loss or anything as a result of this.  When the person is revived they are no longer bleeding and have 1/4th of their maximum hit points.  Lost limbs however can not be restored, and ability point damage taken prier to death is no longer in effect, its restored as well unless permanent.  This is gained at level 10.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
1
+0
+1
+1
+1
Power Level, Flight, Healing Hands
2
+1
+1
+1
+1
Healing Hands (+2)
3
+1
+2
+2
+2
Healing Hands (+4), Flight (+10 Speed)
4
+1
+2
+2
+2
Healing Hands (+6), Awareness
5
+2
+2
+2
+2
Healing Hands (+8), Flight (+10 Speed)
6
+2
+3
+3
+3
Healing Hands (+10)
7
+2
+3
+3
+3
Healing Hands (+12), Flight (+10 Speed)
8
+3
+4
+4
+4
Healing Hands (+14), Sense/Awaken Hidden Power
9
+3
+4
+4
+4
Healing Hands (+16), Flight (+10 Speed)
10
+3
+4
+4
+4
Healing Hands (+18), Bring Back the Fallen.


The Superior Warrior
            The superior warrior is a martial warrior above most others.  The person has become something of a super self.  The person is much stronger than other martial warriors and is often able to fight and perform on a much grander scale.

Requirements
To qualify to become a Superior Warrior, a character must fulfill the following.
  • Power Level: Must have a Power Level over 100.
  • Base Attack Bonus: +8
  • Feats: Improved Unarmed Strike, Expertise, Dodge, and Mobility
  • Must have at least 4 levels as a Martial Warrior.

Game Rule Information
Hit Points: Superior Warriors gain 1d10 per level, including constitution modifiers.

Class Skills
The Superior Warrior class skills are as follows:  Balance, Concentration, Intimidate, Intuit Direction, Jump, Tumble, Sense Power, Hide Power.
Skill Points at Each Level: 2 + Int. modifier.

Class Features
The following are features of the Superior Warrior.

Weapons & Armor:  The character gains no additional weapon proficiencies, or armor proficiencies.  Additionally the character gains a speed bonus each level like a Martial Warrior, this does provide a bonus to the characters AC, but no Armor may be worn.

Greater Unarmed Combat: The Superior Warrior’s ability to fight unarmed is even greater.  The characters gains +1d4 to their unarmed damage, this stacks with the Heavy Hitter feat.

Improved Dodge: The character gains a +1 dodge bonus to their AC while in combat, or they can choose to get a +2 bonus to their AC against a single target.

Improved Mobility: The character gains a +6 bonus rather than a +4 bonus to their AC when moving through a threatened area.

Indomitable Will: The character is not one to be kept down easily.  Regardless of how badly hurt the character is they may keep fighting, even when their HP is in the negatives.  (If their HP falls below their Constitution they still die.)  The character must make a Will Check each round (DC 20), to remain active.  They suffer no penalties for being badly injured should they make the check.  If they fail they fall to the ground and can not continue to fight.  The character also gains a bonus to resist mind controlling and/or altering spells & powers.  This bonus is equal to ½ the characters Superior Warrior level.

Breakthrough: The character can, as a Full round action, try to break through an opponents defenses with a single strike.  The character makes an attack roll at their highest attack bonus.  If they hit, during the next round only their opponent looses their Dexterity modifier to their AC.  After that their opponent regains their Dexterity modifier to their AC.  The Breakthrough attack may be used any number of times in a battle but no more than once against the same opponent.

Keep it Coming: The character may ignore an amount of damage of any type a day equal to the characters level as a Superior Warrior.  After this amount is expended the character takes damage normally.  Any damage reduction that the character has is applied before damage is subtracted from this amount.

Damage Reduction: Initially the character gains a DR 1/---, and every 3 levels the characters DR increases by 1.  This stacks with any other form of DR offered by a class, or natural DR. 

Energy Resistance: In relation to their Damage Reduction, the character gains a degree of resistance to different forms of energy.  These types of energy are divided into the following basic groups: Fire, Ice, Ki, Arcane, Psionic, Electrical, Acid, and Sonic.  (Specifics of each are described in either the layers handbook, or the DM’s hand book with the exception for Ki, Arcane, and Psionic energies which are described in this setting enhancement.)  At level 2 as a Superior Warrior the character gains 10 points to allocate to any of the listed types of energy above.  If they already have this feature then they gain 1d4+1 points to allocate, and an additional 1d4+1 points every 4 levels.  This is an extraordinary ability.

Hard and Fast: When making a Charge attack the character may move at double their normal speed, regardless of how close they are, but must have at least 10ft to start the charge.  The character makes the attack at a -4 to hit, but if they hit they then do 1d8 points of damage per 10ft of speed they were moving rather than 1d6.  Target may make a Reflex save for half damage, (if they have evasion then it’s for no damage, DC is equal to the attack roll to hit).  This attack requires an expenditure of 20 ki points to initiate.  The character must have an additional 10 feet behind the target to stop.  In total the character must have a total of 20ft open for the action, (the target is some where in between all of this.)  The attack can not be used twice against the same target in the same encounter.  The attack does not draw an attack of opportunity unless it fails to hit, in which case only the opponent targeted may immediately make an attack of opportunity against the character.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Unarmed Attack Bonus
Speed Bonus
1
+0
+1
+1
+1
Greater Unarmed Combat
+1
+1d6+4
2
+1
+1
+1
+1
DR: 1/--, ER: 10pts/1d4+1pts
+2
+1d6+4
3
+2
+2
+2
+2
Improved Dodge
+3
+1d6+4
4
+2
+2
+2
+2
Improved Mobility
+3
+1d6+4
5
+3
+3
+3
+3
DR: 2/--
+4/+1
+1d8+3
6
+4
+4
+4
+4
Indomitable Will, ER: 1d4+1pts
+5/+2
+1d8+3
7
+4
+4
+4
+4
Breakthrough
+6/+3
+1d8+3
8
+5
+4
+4
+4
DR: 3/--
+6/+3
+1d8+3
9
+6
+5
+5
+5
Hard and Fast
+7/+4/+1
+1d10+2
10
+6
+5
+5
+5
Keep it Coming, ER: 1d4+1pts
+8/+5/+2
+1d10+2


The Great Champion
            The great champion is a person who is driven to protect those around themselves, even those that they do not know, and in some cases they protect those who would harm others.  The great champion is a paladin amongst paladins.  They are heroes in every sense of the word.  They have few weaknesses except for their kind hearts.

Requirements
To qualify to become a Great Champion, a character must fulfill the following.
  • Levels: Must have a Power Level over 150, or have at least 11 levels as a Paladin.
  • Base Attack Bonus: +11
  • Alignment: Lawful Good only

Game Rule Information
Hit Points: Great Champion gains 1d10 per level, including constitution modifiers.

Class Skills
The Great Champion’s class skills are as follows:  Bluff, Concentration, Diplomacy, Intimidate, Jump, Sense Motive, Spot, Tumble, Sense Power
Skill Points at Each Level: 2 + Int. modifier.

Class Features
The following are features of the Great Champion.

Weapons & Armor:  The character gains no additional weapon proficiencies, or armor proficiencies.  If the Great Champion does not already have the ability to fight unarmed by being a monk, or martial warrior, then they are able to do so as if they had the Improved Unarmed Strike feat, however they only do 1d6 points of damage when fighting unarmed.  If the character can already fight unarmed they do not gain any bonus to the damage they can already do.  Additionally the character gains a speed bonus each level like a Martial Warrior, this does provide a bonus to the characters AC, but no Armor may be worn.  Lastly the Characters Base Attack Bonus must either be used with the characters normal attack bonus or, if they have it, their Unarmed Base Attack Bonus.

Control Energy: If the Great Warrior does not have a Power Level they now have one as if they were a Martial Warrior 4 levels lower, and continue to gain in power.

Rightful Cause: When ever the Great Champion takes up a cause they gain bonus equal to their Great Champion level to all actions taken while fighting for that cause.  The Great Champion may only take up 1 cause at a time, but can drop causes in favor of much nobler ones, or ones that hold greater purpose.

Defend the Weak: As a move equivalent reaction the Great Champion may move to intercept an attack aimed at another.  The Great Champion may attempt to deflect the incoming attack, or in some other way block it.  If the Great Champion does not already have the ability they then gain the Deflection ability as noted under the Martial Warrior Class.  The Great Champion can move up to double their speed to intercept the attack.  If the Great Champion has already moved for this round they then loose their movement action for the next round.  Lastly the Great Champion is at a +1 to their AC while defending someone.

Upholding Ideals: As a full round action the Great Champion may try to rouse others to fight or to fight harder, (the Great Champion is considered to be on Full Defense).  The Great Champion must make a Diplomacy check (DC15).  If they make the check they have inspired others to fight back or to continue fighting, and they gain a +1 morality bonus to their AC and Base Attack Bonus.  If targets are under the effects of a Fear spell or power, then the DC increases by a number of points equal to the spell/powers level or equivalent level.  If the DC is beaten then those who were effected by the Fear spell are no longer effected by it for a number of rounds equal to the characters Charisma Modifier + their level as a Great Champion, they gain no other bonuses however.

Bold Statement: As a free action the Great Champion may make bold statement or declaration of their intentions.  Great Champion must however follow through with this action however.  This can be something like vowing to slay an opponent, or pledging to defend a family for a certain time, or it could be something much simpler like winning a contest.  The character gains a bonus equal to their level as a Great Champion while doing anything to fulfill their proclamation, (this bonus is only added to any rolls made with a 1d20; it is not added into any damage done).  However, the Great Champion may only make such a statement only once per day.

Final Hope: This awesome ability allows the Great Champion to push on beyond their own injuries and pain to keep fighting.  When ever the Great Champion’s HP is reduced to at least 1/4th its maximum base amount, and when all other warriors are unable to fight, or continue to fight, the Great Champion reaches deep with in themselves for the strength to over come their foes.  The Great Champion gains a +2 to their attack & damage rolls.

Energy Resistance: The character gains a degree of resistance to different forms of energy.  These types of energy are divided into the following basic groups: Fire, Ice, Ki, Arcane, Psionic, Electrical, Acid, and Sonic.  (Specifics of each are described in either the layers handbook, or the DM’s hand book with the exception for Ki, Arcane, and Psionic energies which are described in this setting enhancement.)  At level 2 as a Great Champion the character gains 10 points to allocate to any of the listed types of energy above.  If they already have this feature then they gain 1d4+1 points to allocate, and an additional 1d4+1 points at level 4.  This is an extraordinary ability.


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Speed Bonus
1
+1
+2
+0
+0
Control Energy, Rightful Cause
+1d8+3
2
+2
+3
+0
+0
Defend the Weak
+1d8+3
3
+3
+3
+1
+1
Upholding Ideals
+1d10+2
4
+4
+4
+1
+1
Bold Statement
+1d10+2
5
+5
+4
+1
+1
Final Hope
+2d6+1


Part 4 is here!          Part 6 & 7 are here!