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.

Friday, May 1, 2015

Dragon Ball Z Conversion - cerca 2003! - PART 6 & 7


Alright folks I figured why put off on posting more stuff from my 2003 conversion and just finished putting up the rest right now.

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Section 6: Epic Levels
            Below are the various epic classes and prestige classes available.
  

Epic Martial Warrior
            The epic martial warrior is a being who has attained a level of skill and power few mortal beings can compare with.  They are a blur of motion, capable of moving at speeds that would cause a monk to loose their lunch over.  They can run across water with out falling in, they can fly rings around the planet with out getting tired.  In combat they are just as deadly as ever.  Their ki waves can punch holes through mountains, level cities, and some are even able to decimate entire countries.

            The epic martial warrior has just as many options open as the epic monk does.  Feats like Damage Reduction vastly improve on the epic martial warrior’s already formidable damage reduction.  Other feats only serve to improve on their capabilities.

            Ability Scores are still what they should be with a strong emphasis on the characters Strength, Dexterity, Constitution and Wisdom, much like the epic monk.

Hit Points: d8
Skill Points at Each Additional Level: 4 + Int. Modifier.

Unarmed Strike: As an Epic Martial Warrior the characters unarmed fighting skills begin to progress.  While a monks unarmed damage does not increase at all, the martial warrior gets something better.  Every 10 levels as an epic martial warrior, (starting right at level 21), the character’s unarmed damage dice increases by 1.  So at level 21 the characters attacks will do 2d6 points of damag.  At level 30 their unarmed attacks will increase to 3d6.  I’m sure you get the point of this.  This continues up to a maximum of 6d6 damage.

Speed Bonus: The characters speed still increases as they continue to gain levels.  The character gains only 2d8 points to their speed at each level.  The character’s speed intern improves upon the characters AC bonus.  However the rules still apply that the character can not wear any armor or else they will loose their increased speed and AC bonus do to the hindering armor.

Speed Score
AC Bonus

Speed Score
AC Bonus

Speed Score
AC Bonus

Speed Score
AC Bonus

Speed Score
AC Bonus
230
+12

330
+17

430
+22

530
+27

630
+32
240
+13

340
+18

440
+23

540
+28

640
+33
250
+13

350
+18

450
+23

550
+28

650
+33
260
+14

360
+19

460
+24

560
+29

660
+34
270
+14

370
+19

470
+24

570
+29

670
+34
280
+15

380
+20

480
+25

580
+30

680
+35
290
+15

390
+20

490
+25

590
+30

690
+35
300
+16

400
+21

500
+26

600
+31

700
+36
310
+16

410
+21

510
+26

610
+31

710
+37
320
+17

420
+22

520
+27

620
+32

720
+37

Damage Reduction: This also continues to increase as well.  At every 4 levels the epic martial warriors Damage Reduction increases by 1 point.  The Damage Reduction Feat also serves to increase this further.  Once DR has reached 10 it gains a +1 modifier to it.  This increases every 10 intervals.

Energy Resistance: This continues to increase also.  At every 4 levels like Damage Reduction the character gains 1d4 points to use.

Bonus Feat: The character gains a bonus feat every 5 levels.  This feat can be selected from the old list or from these epic feats:  Armor Skin, Blinding Speed, Damage Reduction, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Speed, Exceptional Deflection, Great Constitution, Great Dexterity, Great Strength, Great Wisdom, Improved Combat Focus, Improved Combat Reflexes, Improved Whirlwind Attack, Infinite Deflection, Legendary Wrestler, Penetrate Damage Reduction, Reflect Arrows, and Superior Initiative.

Level
Special
Speed Bonus
21
Unarmed Strike (3d6)
+2d8
22

+2d8
23

+2d8
24
DR: 5/--, ER: +1d4
+2d8
25
Bonus Feat
+2d8
26

+2d8
27

+2d8
28
DR: 6/--, ER: +1d4
+2d8
29

+2d8
30
Unarmed Strike (4d6), Bonus Feat
+2d8


Super Saiyan 1
The Super Saiyan is the ultimate warrior amongst the Saiyan people, and often even amongst most others.  Super Saiyans have what some consider boundless energy.  When they power up; the land shakes and the heavens part.  These tales are all some what true, but like most legends, even the power of the Super Saiyan can be thrown out of proportion.  Truth is that while Super Saiyans are quit powerful, even they have limitations and drawbacks.

            It’s said that only those pure of heart can become Super Saiyans.  In a race of warriors, pure hearted individuals are often hard to find.  Rather it’s only to those who are either pure of heart, or purpose can ascend to being Super Saiyans.  Super Saiyans are often driven by their baser emotions upon their initial transformation, but beyond that they gain control.  However while there are many levels to the Super Saiyan, there are stages even beyond this.  The transformation slightly increases the characters muscle mass, their hair sticks straight up at odd positions and is a slightly glowing yellow, the characters eyes also turn a very unsettling green (unsettling mainly to those who would do you harm), lastly the Saiyans aura, when Powering Up is yellow as well.

Requirements
To qualify to become a Super Saiyan, a character must fulfill the following.
  • The character must be a Saiyan or Half Saiyan.
  • Must be a Martial Warrior or have levels in it, and have a Power Level of at least 400.
  • Skills: Concentration 20 ranks.
  • Feats: Saiyan Rage
  • The character must be within a Saiyan Rage first before their initial transformation.  It’s something of a catalyst or part of a trigger for the transformation.  After this the character can transform at will.
  • This prestige class can be selected before level 21 so long as the requirements are met.

Game Rule Information
Hit Points: Super Saiyan1’s are pretty tough and gain 1d10 per level, including constitution modifiers.

Class Skills
The Super Saiyans class skills are as follows:  Balance, 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 Saiyan.

Transformation: The transformation into a Super Saiyan is an event to shake the heavens.  When a Super Saiyan is born many different events happen around the Saiyan and all those there.  The ground shakes, the clouds begin to swirl around above them and lightning touches down in the distance and dances through the clouds.  It is awe inspiring and very intimidating.  Those witnessing the initial transformation must all make a Will save (DC 30).  Those that fail the save are over come with enough fear that they can hardly move.  Those that make the save, still can take no direct actions against the Saiyan, but can do anything else they desire, like getting the hell out of there, although it won’t matter.
Once transformed the Saiyan gets some boosts initially, plus some added ones as they gain in power. 

After the initial transformation the character must make a Will check (DC 20) in order to transform.  Other wise when in combat or any other situations the character and not transformed the characters stats, including power level, and bonuses to damage all remain as if the character were not a Super Saiyan.  This transformation can only be maintained for a number of minutes equal to the characters level plus their Constitution modifier in minutes.  Additionally the character gains 1d8 points of Ki per level for their normal form plus any modifiers for Constitution and Wisdom.  The Super Saiyan form increases the characters over all power level by 25%.  (Here is the formula for finding out how much of an increase the character gets: take their Normal form’s power level, subtract 25%, then add that number to the character’s normal power level.  So if the character has a power level of 360, you subtract 25% from it getting “90”, you then add this number to the character power level increasing the 360 by 90 points, the character’s power level as a Super Saiyan is 450.

The character’s speed does increase, however the speed bonus gained is only applied to the Super Saiyan Form, so if the character gains +2d6 to their speed, then it is only used while in the Super Saiyan form, it is not used when the character is in their normal form.

When transformed the character gains the following additional bonuses: +2 to Strength, +2d6 to Speed each level, +2 Natural AC Bonus, DR 2/+1 (DR for Super Saiyan stacks with any other form of DR.  The bonuses for Super Saiyan DR’s however do not stack, you use the better DR.)  The characters unarmed attacks are automatically considered to be made with a +1 enchantment, although they do not actually gain a bonus to hit or damage.  (This is similar to the monk’s ki strike.)  This is all in addition to the 25% increase in the character’s power level when transformed.  The natural AC bonus stacks with other Super Saiyan AC bonuses.  The bonus is only gained while in the Super Saiyan form.  Lastly the character is able to lift objects as if they are 1 size category larger than they are.

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 1 as a Super Saiyan the character gains an additional +1d4+4 points to spend on their Energy Resistances, or 10 points if they do not have the feature yet.  This amount increases by 1d4 +2 points at level 5.  This is an extraordinary ability.

Bonus Damage: The Super Saiyan form provides an increase in damage to any energy blasts done.  The character gains a +1d at levels 1, 3 and 5.  This only applies to ki powers and not unarmed attacks.  The bonus is only usable in the Super Saiyan Form.  The character does not have to use the damage bonus if they do not wish to.  The bonus does not change the ki cost of any energy blasts.  This bonus damage stacks with all other Super Saiyan forms bonus damage.

Bonus Feats: The character may select bonus feats from the list of Bonus feats for Super Saiyans, this list is below.  The character gains a bonus feat at levels 2 and 4.

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Unarmed Attack Bonus
1
+0
+2
+2
+0
S.S. 1 Transformation, Bonus Damage (+1d)
+1
2
+1
+3
+3
+0
Bonus Feat
+2
3
+2
+3
+3
+1
Bonus Damage (+2d)
+2
4
+3
+4
+4
+1
Bonus Feat
+3
5
+3
+4
+4
+1
Bonus Damage (+3d)
+4
*Note that the BAB & Saving throws listed are only used if attained while the character is under level 21.  As soon as the character becomes an Epic levels character use the rules for BAB and Saving throws listed.


Super Saiyan 2
            There is a level beyond that of the Super Saiyan, its known as a Super Saiyan 2.  This transformation requires the Saiyan to be pushed to the edge again.  This transformation increases the Saiyans Strength and Power Level substantially.

Requirements
To qualify to become a Super Saiyan, a character must fulfill the following.
  • The character must have all 5 levels as a Super Saiyan
  • Must have a Power Level of at least 600 as a Super Saiyan.


Game Rule Information
Hit Points: Super Saiyan 2’s are pretty tough and gain 1d10 per level, including constitution modifiers.

Class Skills
The Super Saiyans class skills are as follows:  Balance, 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 Saiyan 2.

Transformation: The initial transformation of a Super Saiyan 2 is not nearly as flashy as that of the Super Saiyan 1.  The ground still shakes, only electricity crackles over the characters body.  The characters muscle mass increases a bit more drastically than before.  Their hair stand up much more straighter and appears to be a bit longer.  The characters features also seem to stand out more; muscles for example have more definition.  Additionally the character gains 1d8 points of Ki per level for their normal form plus any modifiers for Constitution and Wisdom, this is in addition to the Ki bonus points per level while in the Super Saiyan form. The length of time a Saiyan can remain in the Super Saiyan 2 form is equal to that of being a normal Super Saiyan.  Transforming is a Will check, DC 30.

The Super Saiyan 2 form increases the character’s Super Saiyan power level by 15%.  (Here is the formula for finding out how much of an increase the character gets: take their Normal form’s power level, subtract 25% for the Super Saiyan, then add that number to the character’s normal power level. Then Subtract 15% from this amount and add it to the character’s power level.  So if the character has a power level of 400, you subtract 25% from it getting “100”, you then add this number to the character power level increasing the 400 by 100 points, the character’s power level as a Super Saiyan is 500.  You then subtract 15% from the 500 power level of the Super Saiyan Form getting “75”.  You then add this to the character’s power level increasing the 500 to 575 for being Super Saiyan 2.

The character’s speed does increase, however the speed bonus gained is only applied to the Super Saiyan Form, so if the character gains +2d6 to their speed, then it is only used while in the Super Saiyan form, it is not used when the character is in their normal form.

When transformed the character gains the following additional bonuses, which are added on top of the bonuses for Super Saiyan 1: +4 to Strength, +2d8 to Speed each level, +2 Natural AC Bonus, DR 3/+2 (DR for Super Saiyan 2 stacks with any other forms of DR.  The bonuses for Super Saiyan DR’s however do not stack, you use the better DR.)  The characters unarmed attacks are automatically considered to be made with a +2 enchantment, although they do not actually gain a bonus to hit or damage.  This is used in place of the Super Saiyan 1 +1 equivalent enchantment.  (This is similar to the monk’s ki strike.)  This is all in addition to the 15% increase in the character’s Super Saiyan 1 power level when transformed into a Super Saiyan 2.  The natural AC bonus stacks with other Super Saiyan AC bonuses.  The bonus is only gained while in the Super Saiyan form.  Lastly the character is able to lift objects as if they are 2 size categories larger than they are.

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 1 as a Super Saiyan 2 the character gains an additional +1d4+6 points to spend on their Energy Resistances.  This amount increases by 1d4 +4 points at level 5.  This is an extraordinary ability.

Bonus Damage: The Super Saiyan 2 form provides an increase in damage to any energy blasts done.  The character gains a +1d at levels 2, and 4.  This only applies to ki powers and not unarmed attacks.  The bonus is only usable in the Super Saiyan Form.  The character does not have to use the damage bonus if they do not wish to.  The bonus does not change the ki cost of any energy blasts.  This bonus damage stacks with all other Super Saiyan forms bonus damage.

Bonus Feats: The character may select bonus feats from the list of Bonus feats for Super Saiyans, this list is below.  The character gains a bonus feat at levels 3 and 5.

Level
Special
1
Super Saiyan 2 Transformation
2
Bonus Damage (+1d)
3
Bonus Feat
4
Bonus Damage (+2d)
5
Bonus Feat


Super Saiyan 3
            The power of the Super Saiyan 3 is far beyond that of any other super Saiyan form…yet.  The power of the Super Saiyan 3 form offers a much more substantial transformation than the previous forms.  This form is a level of power on say…epic proportions.

Requirements
To qualify to become a Super Saiyan 3, a character must fulfill the following.
  • The character must have all 5 levels as both a Super Saiyan 1 and 2.
  • Must have a Power Level of at least 800 as a Super Saiyan 2.

Game Rule Information
Hit Points: Super Saiyan 3’s are very tough and gain 1d12 per level, including constitution modifiers.

Class Skills
The Super Saiyans class skills are as follows:  Balance, 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 Saiyan 3.

Transformation: The initial transformation of a Super Saiyan 3 is far more fantastic than the other transformations.  When the character transforms they are engulfed in a brilliant globe of flickering energy.  While there they undergo a real transformation.  Their hair grows out to well over 5 times the normal length.  Often hanging down nearly to the ground.  The characters facial features take on a more neanderthalic look.  Their eye brows loose all their hair or appear to and they increase in size thus the neanderthal look.  The Saiyan’s muscle mass also triples in size.  The Saiyan hardly resembles how they once looked.  Even those who can’t sense power levels or ki or anything like that can sense the sheer power of the Super Saiyan 3.  Additionally the character gains 1d8 points of Ki per level as normal, this is in addition to the Ki bonus points per level while in the Super Saiyan form.  A down side to this form is that it can only be maintained for a number of rounds rather than minutes as with the Super Saiyan 1 & 2 forms.  The form can only be maintained for the characters level in minutes + their Constitution modifier.  Transforming requires a Will check DC 40.

The Super Saiyan 3 form increases the character’s Super Saiyan 2 power level by 15%.  (Here is the formula for finding out how much of an increase the character gets: take their Normal form’s power level, subtract 25% for the Super Saiyan, then add that number to the character’s normal power level. Then Subtract 15% from this amount for the Super Saiyan 2 and add it to the character’s power level.   Then do this again for the Super Saiyan 3.  So if the character has a power level of 460, you subtract 25% from it getting “115”, you then add this number to the character power level increasing the 460 by 115 points, the character’s power level as a Super Saiyan is 575.  You then subtract 15% from the 575 power level of the Super Saiyan Form getting “86” (86.25, rounded down).  You then add this to the character’s power level increasing the 575 to 661 for being Super Saiyan 2.  Then for Super Saiyan 3 you subtract 15% from 661 for Super Saiyan 2 getting “99” (99.15, rounded down).  You then add this to the character’s power level increasing the 661 to 760 for being in the Super Saiyan 3 form.

The character’s speed does increase, however the speed bonus gained is only applied to the Super Saiyan Form, so if the character gains +2d6 to their speed, then it is only used while in the Super Saiyan form, it is not used when the character is in their normal form.

When transformed the character gains the following additional bonuses, which are added on top of the bonuses for Super Saiyan 1 & 2: +6 to Strength, +2d10 to Speed each level, +2 Natural AC Bonus, DR 4/+3 (DR for Super Saiyan 3 stacks with any other forms of DR.  The bonuses for Super Saiyan DR’s however do not stack, you use the better DR.)  The characters unarmed attacks are automatically considered to be made with a +3 enchantment, although they do not actually gain a bonus to hit or damage.  This is used in place of the Super Saiyan 2 +2 equivalent enchantment.  (This is similar to the monk’s ki strike.)  This is all in addition to the 15% increase in the character’s Super Saiyan 2 power level when transformed into a Super Saiyan 3.  The natural AC bonus stacks with other Super Saiyan AC bonuses.  The bonus is only gained while in the Super Saiyan form.  Lastly the character is able to lift objects as if they are 3 size categories larger than they are.

Special Enhancements: As the character progresses as a Super Saiyan 3 they may select one of the below every 5 levels.
  • Upsurge: Once per week you can draw out any dormant energy with in your body to increase your Strength.  You may add your level as a Super Saiyan (all Super Saiyan levels) to your strength for only 1 round.  Selecting this multiple times allows the character to use this ability more than once per week.
  • Mountain Buster: You are capable of firing off a powerful energy wave technique often referred to as the Mountain Buster.  Although you can give the technique any name you desire.  The technique is even more powerful than the custom energy blast.  The number of dice in the attack is like that of the characters custom energy wave, only with d12’s.  Energy costs are the same as that of a like sized custom energy blast.  This attack is automatically an area effecting attack and can not have any other effects on it except for the bending effect (initially effects a 20ft area).  On the down side it takes you a bit more time to gather the energy needed to fire off this blast.  While normally a character can gather all of their energy in 1 round for, say a Kamehameha, it will take the 2 rounds to gather enough energy to fire off a mountain buster.  This is a one time selection.
  • Power Crush: The power of your personal energy wave and mountain buster is vastly superior to anything else.  While in the Super Saiyan 3 form, these 2 powers gain a x2 to all dice damage dealt with the attacks, (does not include bonus dice).  This does not alter the ki cost for either attack.  This is a one time selection.
  • Damage Bonus: When firing off an energy wave, you gain an additional die of damage, not counted in the ki attacks cost to fire though.

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 1 as a Super Saiyan 3 the character gains an additional +1d4+6 points to spend on their Energy Resistances.  This amount increases by 1d4 +4 points at level 5 & 10.  This is an extraordinary ability.

Bonus Feats: The character may select 1 bonus every 4 levels of advancement.  The character may select bonus feats from the list of Bonus feats for Super Saiyans, this list is below.

Level
Special
1

2

3

4
Bonus Feat
5
Special Enhancement
6

7

8
Bonus Feat
9

10
Special Enhancement


Super Saiyan 4
            As if the power of a Super Saiyan 3 were enough.  There is yet a final level of power far beyond that of the powerful Super Saiyan 3.  However unlike the limits of the Super Saiyan 3, this form is far superior, and can be held indefinitely.

Requirements
To qualify to become a Super Saiyan 4, a character must fulfill the following.
  • The character must have all 5 levels as both a Super Saiyan 1 and 2.  The Saiyan does not have to have any levels as a Super Saiyan 3 however, but it helps.
  • The Saiyan must have their tail, and must be able to assume the Oozaru form.
  • Must have a Power Level of at least 1,000 as a Super Saiyan 2.

Game Rule Information
Hit Points: Super Saiyan 4’s are very tough and gain 1d12 per level, including constitution modifiers.

Class Skills
The Super Saiyans class skills are as follows:  Balance, 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 Saiyan 4.


Transformation: The initial transformation of a Super Saiyan 4 is unlike any of the other Transformations.  First the Saiyan must be in one of the Super Saiyan forms, and in their Oozaru form.  This is known as the Super Oozaru.  Like all other transformations, this requires the Saiyan to be pushed that last bit over the edge.  The character will float up into the air and their body will begin to glow.  The Super Oozaru will then appear to begin to shrink back into the characters normal form, even though they still have their tail.  However when the dust clears and the character stops glowing, their hair for one is longer than usual, falling down to about shoulder length or a bit longer, and sticking out in wild directions.  The Saiyans body is covered in a brown fur, except in curtain area’s like the hands, face, feet, and chest, like an ape.  The most notable change is the eyes.  The Saiyans eyes become red rimmed, and their eyes turn Gold (if Lawful good, or Chaotic good) or Blue (if Neutral good or Lawful Neutral, or True Neutral).  The form, unlike any of the others, can be held indefinitely, and transforming into a Super Saiyan 4 requires a Will check, DC 50.  After the initial transformation the Saiyan can no longer assume the Oozaru form, instead they can turn instantly right into Super Saiyan 4.  In which case the Saiyan’s body glows  brightly and then suddenly they are in Super Saiyan 4 form.  Cutting off a Saiyans tail at this point is useless, they can or will instantly regrow it for a mere 20 ki points.  The character also gains 1d8 points added to their Power Level with each level of advancement as a Super Saiyan 4 on top of the transformed state bonuses.

The Super Saiyan 4 form increases the character’s Super Saiyan 2 or 3 power level by 25%.  By now you should have the hang of what needs to be done regarding this.  The increase is done to either the Super Saiyan 2’s power level, or the Super Saiyan 3’s power level depending on whether or not the character wishes to attain the Super Saiyan 3 form.

The character’s speed does increase, however the speed bonus gained is only applied to the Super Saiyan Form, so if the character gains +2d6 to their speed, then it is only used while in the Super Saiyan form, it is not used when the character is in their normal form.

When transformed the character gains the following additional bonuses, which are added on top of the bonuses for Super Saiyan 1, 2, & 3 if they have it: +8 to Strength, +2d12 to Speed each level, +2 Natural AC Bonus, DR 5/+4 (DR for Super Saiyan 4 stacks with any other forms of DR.  The bonuses for Super Saiyan DR’s however do not stack, you use the better DR.)  The characters unarmed attacks are automatically considered to be made with a +4 enchantment, although they do not actually gain a bonus to hit or damage.  This is used in place of the Super Saiyan 2 or 3’s +2/+3 equivalent enchantment.  (This is similar to the monk’s ki strike.)  This is all in addition to the 15% increase in the character’s Super Saiyan 2 power level when transformed into a Super Saiyan 3.  The natural AC bonus stacks with other Super Saiyan AC bonuses.  The bonus is only gained while in the Super Saiyan form.  Lastly the character is able to lift objects as if they are 4 size categories larger than they are.

Special Enhancements: As the character progresses as a Super Saiyan 3 they may select one of the below every 5 levels.
  • Upsurge: Once per week you can draw out any dormant energy with in your body to increase your Strength.  You may add your level as a Super Saiyan (all Super Saiyan levels) to your strength for only 1 round.  Selecting this multiple times allows the character to use this ability more than once per week.
  • Mountain Buster: You are capable of firing off a powerful energy wave technique often referred to as the Mountain Buster.  Although you can give the technique any name you desire.  The technique is even more powerful than the custom energy blast.  The number of dice in the attack is like that of the characters custom energy wave, only with d12’s.  Energy costs are the same as that of a like sized custom energy blast.  This attack is automatically an area effecting attack and can not have any other effects on it except for the bending effect (initially effects a 20ft area).  On the down side it takes you a bit more time to gather the energy needed to fire off this blast.  While normally a character can gather all of their energy in 1 round for, say a Kamehameha, it will take the 2 rounds to gather enough energy to fire off a mountain buster.  This is a one time selection.
  • Power Crush: The power of your personal energy wave and mountain buster is vastly superior to anything else.  While in the Super Saiyan 4 form, these 2 powers gain a x2 to all dice damage dealt with the attacks, (does not include bonus dice).  This does not alter the ki cost for either attack.  This is a one time selection.
  • Damage Bonus: When firing off an energy wave, you gain an additional die of damage, not counted in the ki attacks cost to fire though.
  • Greater Damage Bonus: Your Mountain buster and Personal energy wave gain a +10 to damage each time this is selected.

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 1 as a Super Saiyan 4 the character gains an additional +1d4+6 points to spend on their Energy Resistances.  This amount increases by 1d4 +4 points at level 5 & 10.  This is an extraordinary ability.

Bonus Feats: The character may select 1 bonus feat every 4 levels of advancement.  The character may select bonus feats from the list of Bonus feats for Super Saiyans, this list is below.

Level
Special
1

2

3

4
Bonus Feat
5
Special Enhancement
6

7

8
Bonus Feat
9

10
Special Enhancement


Advanced Super Saiyan
            The Advanced Super Saiyan is something of a half way point between Super Saiyan 1 and Super Saiyan 2.  This is also referred to as an imperfect Super Saiyan 2.  This transformation allows the Super Saiyan to vastly increase their muscle mass but at the cost of their speed.

Requirements
To qualify to become an Advanced Super Saiyan, a character must fulfill the following.
  • Levels: Must have at least 2 levels as a Super Saiyan.

Game Rule Information
Hit Points:  Advanced Super Saiyan’s gains 1d8 per level, including constitution modifiers.

Class Skills
The Advanced Super Saiyan’s class skills are as follows:  Balance, 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 Advanced Super Saiyan.

Weapons & Armor:  The character gains no additional weapon proficiencies, or armor proficiencies.

Transformation Enhancement: When transformed the character gains the following additional bonuses only to their Super Saiyan 1 form: +2 to Strength, +5% increase to the character’s Super Saiyan 1 power level only.  The character also gains 1d8 + their Constitution and Wisdom modifiers in ki each level to their base power level.  The character’s speed does not increase at all nor do they gain an AC bonus.

Strength Boost: While in the Super Saiyan 1 form (only) the character has the ability to vastly increase their strength, however this comes at a sacrifice in speed.  By sacrificing 10 points from their speed they can increase their strength by 2 points.  Speed however can not be reduced lower than 100 however.  It does not cost the character any energy to do this.  Also the loss in speed does affect the characters AC. This is gained at level 2.  The boost in strength has no limit on how long it lasts.

Bonus Feats: The character may select bonus feats from the list of Bonus feats for Super Saiyans, this list is below.  The character gains a bonus feat at levels 3, 4and 5.

Level
Special
1
Super Saiyan 1  Transformation Enhancement
2
Strength Boost
3
Bonus Feat
4
Bonus Feat
5
Bonus Feat


Super Saiyan Bonus Feats
Normal Feats: Bonus feats can be selected from any Ki feats, or Meta-Ki feats. All others must be selected form this list: Ambidexterity, Blind-Fight, Combat Reflexes, Expertise (Improved Disarm, Improved Trip, Whirlwind attack), Improved Initiative, Deflect Arrows, Stunning Fist, Point Blank Shot (Far Shot, Precise Shot, Rapid Shot, Shot on the Run), Power Attack (Cleave, Sunder, Great Cleave), Weapon Finesse. Additionally the following feats can be selected as well: Blindsight, Circle Kick, Close-Quarters Fighting, Death Blow, Dirty Fighting, Eagle Claw Attack, Extra Stunning Attacks, Eyes in the Back of Your Head, Feign Weakness, Fists of Iron, Lightning Fists, Snatch Arrows.

Epic Feats Bonus feats can include any of the epic feats out lined above.  All others are selected from this list: Armor Skin, Blinding Speed, Damage Reduction, Epic Dodge, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reflexes, Epic Speed, Exceptional Deflection, Great Constitution, Great Dexterity, Great Strength, Great Wisdom, Improved Combat Focus, Improved Combat Reflexes, Improved Whirlwind Attack, Infinite Deflection, Legendary Wrestler, Mobile Defense, Penetrate Damage Reduction, Reflect Arrows, and Superior Initiative.

Rules of the Super Saiyan
1.  Transforming is a full round action.
2.  All rules for multiclassing, including epic levels advancement apply when dealing with the characters HP, Skills, and Base Attack bonus/Unarmed Attack Bonus.  Beyond these rules and/or restrictions the character continues to advance.  (Since I do not own the Epic Levels hand book I do not know if for curtain HP advancement continues beyond level 20, as well as Saving throws and such.  To this end I’ve still added the information regardless, just in case it does.)
3.  The Super Saiyan 3, and Super Saiyan 4 prestige classes are primarily Epic levels classes.  The degree of added power is obvious in them.
4.  Out of the transformed state, the character can not make use of the Power level bonus points, Strength bonuses and Speed bonuses.  These apply only when the character transforms.  Aside from these there are normal bonuses for the character while they are in their normal form, even though they are normal they are still considered Super Saiyans.  These normal form bonuses are essentially the characters normal level advancement enhancements like +1d8 to their Power Level, Base Attack Bonuses and Unarmed Attack Bonuses, as well as Saving throws are all retained in the characters normal form and do not apply to only being in the Super Saiyan form.  Hit Points are included as well although the character does not gain additional Hit Points for being a Super Saiyan.
5.  The Saiyan can be knocked out of their Super mode in one of 4 ways.  First if the character is rendered unconscious or killed, they will revert back to normal.  Second way is if their HP is reduced down to 1/10th of their maximum amount.  If this is done they can not assume the Super Saiyan form until their HP improves.  The third way is for them to voluntarily do so.  And the final way to expend all of their energy.
6.  There is no ki, or HP cost to turn Super Saiyan, it is a force of will that does it.  This requires a Will check (DC 10-25).  Transforming is a move equivalent action.  Characters may not take 10 or 20 with these checks, but can try them once per round until the character transforms.
7.  The damage increase affects all of the Super Saiyans attacks, except for their normal melee attacks, those remain constant.
8. All rolls for Speed increases are made only once at each new level.  Half of the bonus goes to the characters normal form and the rest is gained while in the Super Saiyan form.
9. All of the super Saiyan forms play off of each other, as such bonuses and class features are not gained in the same way as other prestige classes.
10. When a Saiyan assumes their Oozaru from they can do so while they are a Super Saiyan.  Originally the Super Saiyan transformation could only be maintained while in the Oozaru form, this has since changed.  All of the Benefits for being a Super Saiyan stack with the bonuses for the Oozaru form.  However the form becomes unusable once the character has ascend to the level of a Super Saiyan 4, in fact they have to be in the Super Oozaru form in order to transform into the Super Saiyan 4 form initially.
11: The Energy Resistances are generally only usable in the Super Saiyan forms.  However ½ of the amount for the Super Saiyan form is used for when the character is in their normal form.


The Epic Spirit Warrior
            The Spirit Warrior has evolved beyond the abilities of most other beings.  With their mundane weapon they can slaughter armies, destroy demons, open portals, and even shake the heavens.

            As an epic spirit warrior you should focus both on offensive and defensive abilities when it comes to improvement, although this can be adjusted for areas where the epic spirit warrior is lacking.  Ability scores that should be boosted are mainly Constitution, Dexterity, and Strength.  Wisdom is important also for ki purposes.

Hit Points: Epic Spirit Warriors gain 1d6 per level, including constitution modifiers.
Skill Points at Each Level: 4 + Int. modifier.

Power Level:  At each level the character gains 1d6 points to their power level.

Focus Energy:  This ability does not increase for the epic spirit warrior.

Release Energy:  This ability does not increase for the epic spirit warrior.

Shield:  The amount of damage absorbed by the shield is normal for the first 10 levels as a spirit warrior, but as an epic spirit warrior the amount increases every other level.  So with 10 levels as a spirit warrior a character could block up to 12d of damage.  But if they have 12 levels as a spirit warrior, making them epic, then they could only block 13d of damage.

Powered Weapon:  The bonus continues to increase into the epic levels.  The bonus increase by +1 every other level.  So at level 12 (as a epic spiritual warrior) the bonus would increase to a +6, at level 14 it would increase to a +7 and so on.

Energy Whirlwind:  At every 7th level the damage of the energy whirlwind increases by 1d6.  So at level 14 its damage increases to 3d6 points per round, and at level 21 it increase to 4d6 points per round.  Its duration does not change however.

Final Strike:  This devastating ability is unchanged as well.

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 11 as an Epic Spirit Warrior the character gains 20 points to spend on their Energy Resistances.  This amount increases by 1d4 +1 points at level 15 & 20.  This is an extraordinary ability.

Level
Special
11

12
Powered Weapon (+6)
13

14
Powered Weapon (+7), Energy Whirlwind (+1d6)
15

16
Powered Weapon (+8)
17

18
Powered Weapon (+9)
19

20
Powered Weapon (+10)


The Epic Spiritual Healer
            The Epic Spiritual Healer is a being who’s power to heal and mend flesh is now at such heights that not even death can death is not an issue for them to deal with.  Their touch can resort life even to the most decayed of flesh, so long as the spirit is willing.  But the spiritual healer is now more than just a healer, they are a living bane to the undead, and evil can not stand to be in their presence.

            While the Epic Spiritual Healer is incredibly skilled in healing, more so than even a Cleric in some cases, they do have a significant failing, they are not adapt at fighting.  When selecting epic feats look for ways of increasing the Epic Spiritual Healers fighting skills, and/or defensive skills.  Feats like Damage Reduction, Armor Skin, and Fast Healing can allow the Epic Spiritual healer to wade out into combat and heal injured friends with out fear of being harmed all the time, and if they are they can survive the attack.

            Ability scores that are important to an Epic Spiritual healer is Charisma, and Dexterity for their ki points and AC.  Constitution is important for HP.  Everything else can take a second to Charisma and Dexterity though.

Hit Points: Spiritual Healers gain 1d6 per level, including constitution modifiers.
Skill Points at Each Level: 4 + Int. modifier.

Power Level:  The characters power level continues to increase every level by 1d8 + the characters Charisma modifier.

Flight: The Epic Spiritual Healer’s speed while flying still increases by 10 points every other level.

Healing Hands:  The amount restored through the use of this power continues to increase each level.  The power can also now be used to restore lost limbs; this is done at a rate of 15 ki points per inch and can take several days to complete depending on how much ki the healer has at their disposal.

Awareness:  This is unchanged in its use.
Sense/Awaken Hidden Power:  This is unchanged in its use.

Bring Back the Fallen:  This power is also some what unchanged, but the length of time needed before a person can not be revived increases by 5 minutes every 5 levels beyond level 10.

Level
Special
11
Healing Hands (+20)
12
Healing Hands (+22)
13
Healing Hands (+24)
14
Healing Hands (+26)
15
Healing Hands (+28), Bring Back the Fallen (10 minutes)
16
Healing Hands (+30)
17
Healing Hands (+32)
18
Healing Hands (+34)
19
Healing Hands (+36)
20
Healing Hands (+38) , Bring Back the Fallen (15 minutes)


The Epic Superior Warrior
            The Epic Superior Warrior is still a notch above most other Martial Warriors, even the Epic ones.  Advancing an Epic Superior Warrior is like advancing an Epic Martial Warrior.

Hit Points: Superior Warriors gain 1d10 per level, including constitution modifiers.
Skill Points at Each Level: 2 + Int. modifier.

Greater Unarmed Combat: The 1d4 bonus in damage increases every 10 levels as an Epic Superior Warrior with a max of +5d4 possible.

Improved Dodge: This is unchanged.

Improved Mobility: This is unchanged.

Indomitable Will: This is unchanged.

Breakthrough: At every 7 levels the Epic Superior Warrior may make 1 additional attack against the target of their breakthrough attack, these attacks are apart of the Epic Superior Warriors normal number of attacks.  So at level 14 as an Epic Superior Warrior, the character may make their first attack as their Break through attack, then they can follow it up with 1 additional attack.  The number of attacks that the character can make in the round however can not exceed their normal number of actions in the round.

Keep it Coming: Once the character has become an Epic Superior Warrior they can only apply ½ of their levels in Epic advancement as a Superior Warrior to the total.

Damage Reduction: After level 12 as a Superior Warrior, DR gains a +1, and gains 1 point every 4 levels.

Energy Resistance: The character continues to gain 1d4+1 points at level 12, 16, and 20.

Bonus Feats: At every 3 levels the Epic Superior Warrior gains a Bonus feat.  This feat is selected from the same list as the Epic Martial Warrior.

Level
Special
11

12
DR: 4/+1
13
Bonus Feat
14
Breakthrough
15

16
DR: 5/+1, Bonus Feat
17

18

19
Bonus Feat
20
DR: 6/+1, Greater Unarmed Combat


The Guardian
A Guardian is a unique being who's task is to look over and protect the planet, or an area of a planet.  Usually at any given time there is only one Guardian who, when they become to old, will pass on the mantel of Guardian to one who is worthy of it.  A guardian is allowed to protect people form harm and destruction, but they will not interfere in the course of history.  In game terms the Guardian sometimes looked upon as a Deity of some sort.  Usually most people are unaware that he/she exists.  Although Guardians have vast power at their disposal they are not fighters.  They stand over mankind and pay head to the passage of history.  In the games there should be only one Guardian and he/she shouldn't be a PC character.  Namekkians make for the best Guardians since they can create the magical dragon balls. 

If a player is allowed to play a Guardian remember that they are rather powerful even at low levels and the player should come up with one heck of a good story as to why the Guardian is wandering around with a group of adventurers.  Is the current Guardian forcing them to reach a certain level of power first, or are they on a quest of some sort to prove them selves worthy of being a Guardian?  With these cases then the Current Guardian has pasted on some of their power to this individual but will and can reclaim it should that person fail in their task or they die.
Hit Die: 1d4


Requirements
To qualify to become a Guardian, a character must fulfill all the following criteria.

  • Alignment: Must be of Good alignment.
  • Level: Must have a power level of at least 190, or must have be able to cast level 7 clerical spells.
  • Skills: 11 ranks in Concentration, Diplomacy, and Sense Motive.
  • Wisdom: 20+
  • Must be accepted by a Former Guardian as their successor.

Class Skills
A Guardian’s class skills are: Concentration, Bluff, Diplomacy, Heal, Knowledge (Arcana, History, & Religion), Scrying, Sense Motive, & Spell Craft, Sense Power.
Skill points at each level: 4 + Int. modifier.

Class Features
All of the following class features are of the Guardians prestige class.

Weapons and Armor: Guardians does not gain any proficiency in any weapons and armor.

Divine Defense: This is a special AC bonus for the Guardian.  This bonus can only be used so long as the Guardian does not wear armor.  If the character does wear armor they can not use this bonus at all, the armor will have to be removed first.

Steward: At level 1 as a Guardian you are able to choose a select few people to become your stewards.  These individuals must be of good alignment.  You may only pick 1d4+1 people to be your stewards.  While they are your steward the individual is able to gain ranks in the Sense Power skill from any class, additionally the character may add their total level x2 to their sense power checks.  Additionally the character is able to communicate telepathically with anyone they desire, range is not a factor, but they can only use their telepathy for communication purposes.

Divine Power: The Guardian has powers that most normal beings can not fathom or comprehend.  A Guardians aging process is slowed to 1/4th the normal, effectively quadrupling a persons normal length of life.  Additionally if they can not use ki, they gain a Power Level equal to a Martial Warrior of the same character level only 4 levels lower.  With this power the Guardian may choose to use it to either fire off energy waves or other techniques, or they instead may cast divine spells fueled by their ki powers.  Casting a Spell requires the expenditure of 10 points of ki, plus the spells level.  This is in addition to any spells that a Guardian may already be able to cast, as such those spells have no ki cost to use.  However unlike a Martial Warrior, a Guardian does not have a normal Power Up ability to accompany their Power Level, instead they can draw on as much energy at once as they desire.  The Guardian is also capable of telepathic communication, range is not a factor, but it is only good for communication purposes.

Create Lookout: The Guardian has the ability to create a Lookout for them selves.  This takes 7 days to build a small lookout that is has a 40ft diameter area.  For every level of Guardian that the character has they can increase this area by 20 additional feet.  The lookout includes a small home for the Guardian to live.  This is a spell like ability that can only be used once a level.  As the area of the lookout increases so does the Guardians home in relation to everything else.  Luckily should a battle occur on the Lookout, after the battle is over the Guardian can repair the damage done by spending 20 ki per every 10ft of damage they wish to restore.  Once the lookout is created it will float in the area at an altitude of 8 miles above the surface of the ground.  The Lookout can not move however and is grounded to that point.  The lookout however can have towers, villages, and cities built below it, or it can be created over them.

Divine Knowledge: The character may add their level as a guardian to any Knowledge Check made.  This is similar to the Bardic Knowledge ability for Bards.

Divine Awareness: While atop of their Lookout, the Guardian may attempt to sense and see with in their minds eye what is happening in the world around them.  They may add their total character level to their Sense Power Checks, x2.  The can also sense things happening as if they were there watching.

Create Object: The Guardian has the ability to use their ki to alter the structure of the molecules in the air around them to create very real objects.  Objects tend to be very ordinary things like jars or chairs.  Take the cost of the object and divide it by 2.  This number is the cost in ki needed to create the object. The character just needs to make a concentration check equal to the ki cost. Weapons and armor can be created, but they are ordinary normal items only.  No complex items like cross bows, or anything with a moving part can be made however.  At level 6 the Guardian can create Masterwork items, weapons & armor.  The ki cost increases by 10 points and the DC for the skill check increases by 5.  At level 8 the Guardian can create magical items worth less than 2,400 gold.  The ki cost increases by 20 points and the DC for the skill check increases by 10. At level 10 the Guardian can create magical items worth less than 4,400 gold.  The ki cost increases by 30 points and the DC for the skill check increases by 15.  The ki cost increase and skill check DC increase do not compound.

Create Mystic Rooms: This unusual power allows the Guardian to create special magical rooms that have unique abilities.  The Guardian can create up to 5 rooms in total.  At level 4, when this power is gained, the Guardian can create 4 rooms.  However the Guardian can only create 1 room a month.  The room must be created on their Lookout.  Here are the choices of rooms that can be created.
  • Pendulum Room: This room allows up 4 people to view the past and present in a dream like state.  In the real world the users are left standing just in front of a large pendulum with a circular area with some runes in front of it.  In truth any events that take place will only happen within their mind.  The person can fight and even die while in their dream like state.  However should the person die they will awaken back in the real world with a vivid memory of what had happened.  The person will only remain in this dream like state for 1 minute in the real world, but that minute can actually seem like several hours in the dream.  The room is used to make those using it aware of not only their strengths, but their weaknesses too.  It also allows them to get to know their enemy.  However those that have used the pendulum room can not use it again for 2 days.  The characters gain no experience when using this room.

  • Food Room: Goku's dream-come true.  This is a room in the lookout that has an unlimited supply of food.  It is possible that a person can totally empty the room of food, but after 24 hours it will be replenished.  The food is nothing overly special and some of it may even need to be cooked.  The room will generate up to 2d12 cure critical wound potions a day, each can restore up to 4d8+4 HP.  But the potions loose their potency and become normal water after 3 hours of being taken away from the room.  The room contains enough food to feed up to 20 people easily, this is 3 meals each.

  • Gravity Room: This unusual room is a training room that controls gravitational forces.  The room is circular and has a pedestal in the center of the room.  The pedestal has a one button on it and 3 sets of numbers, (sort of looks like this: [1][2][3]o). It also has an indentation of a left hand and a right hand on it.  The user places either hand into an indentation, and then they can turn the numbers to a desired setting.  However you can not turn the dials to numbers higher than you can withstand.  The dials will not turn until you place 1 hand in the indentation.  After a setting is selected the user simply pushes the button on it and the gravity room comes to life.  Also the Guardian can turn on the room from outside and increase the gravity to the point where the one inside can not move.  This training room is almost a torture devise for people.  This room is used to increase a persons physical abilities and speed to their apex.  Below is a list of different races and the maximum gravity they can with stand.

Average P.C. Races
Maximum Gravity
Monstrous Races
Maximum Gravity
Monstrous Races
Maximum Gravity
Humans
6 (10)
Aberrations
4*
Magical Beasts
6*
Elves
6
Animals
2*
Oozes
2**
Dwarves
6
Beasts
4*
Plants
2
Halflings
4
Celestials
8*
Shapechangers
6*
Gnomes
4
Constructs
10
Undead
6^
Half Orcs
8
Dragons
15*
Vermin
4*
Saiyans
N/A
Elementals
6
Demons
10*
Namekkians
20
Fey
6


Half Celestials
7*
Fiends
8*


Half Fiends
7*
Giants
12


Half Dragons
15*
Humanoid Type
6*


            *: Dependent upon Size of the creature.  If Small sized subtract 2, if Tiny sized subtract 4.  If bigger than medium sized increase the amount by 2 per size class.
                **: Oozes are not effected by gravity in the same way other beings are.  Oozes take half damage from gravity beyond what they can withstand, they can still move at their full speed.
                ^: Undead are even more unusual.  Intelligent undead like Vampires and Lich’s are treated like any other being with gravity, but with unintelligent undead like Skeletons, and Zombies they can only with stand half of the listed amount.
                (10): This represents exceptional humans who are a cut above most others.  Human Martial Warriors may train up to 10 gravities while any other person is restricted to 6 gravities.

            Getting use to gravity requires a Strength Check with a DC equal to the current number of gravity +15.  This check is made per hour of training in a day, for 1 week.  If the check is made then the character is unhurt, but on their next check the DC increase by 1.  Each time the person fails the check they take 1d6 points of damage per gravity they are training under until they get use to it.  A fortitude save may be made for half damage, the DC being Equal to the characters failed Strength check.  At the end of a week of training under the gravity the character then makes 1 final Strength check, DC 15 + number of gravities training under.  If the check is made then the character may increase the gravity, they also gain a permanent +1 to strength, +1d6 ki to the persons power level, and +1d4+2 to their Speed, but only every 2 gravities for that race.  The character can only train up to their maximum gravity, anything beyond this is beyond what their bodies can handle, and they automatically take 1d6 points of damage per 2 gravities above their maximum, Their Strength and Speed are reduced by 2 points and 5 points respectively per 1 gravity over their limit.  This rule is mainly used if the safety features are ever disabled.  Humans and all other beings can only increase their gravities at a rate of 1 gravity per week.  With Saiyans they may only increase their gravities at a rate of 10 per week at a max.  Nameks may increase their gravities at a rate of 5 per week.  Dragons and Half Dragons may increase their gravities at a rate of 3 per week, +1 per size class above medium of the Dragon and Half Dragon’s true form.  The Gravity room is circular, and makes up a 20ft area usually, but can be bigger.

  • Hyperbolic Time Chamber: This room is unique above all others.  This chamber allows a person to get a years worth of training in just a day.  The room’s conditions initially resemble that of the lookouts main house, but after walking further into the room the person will quickly come to the true nature of the room.  The room in truth stretches on for an eternity.  The only thing there is a small house.  The house has 4 beds, a food pantry like that of the food room, only it has enough food for a year in their.  The pantries supplies do not regenerate until the persons leave or all of the food has been eaten.  The room is over whelming since it is in fact an alternate dimension of sorts.  Some people can only with stand being in there for only a month.  Every month that goes by the character must make a Will save DC 15 to try and keep from being overwhelmed by the room.  If the character is in there with another person then decrease the DC to only 10 as moral support tends to help.  But note that you can only remain in the room for 2 days of real world time.  After 2 days of being in the room the door back to the real world will disappear until someone on the other side opens that door, or the person trapped can power up a 500 ki attack to blast a hole where the door should be which will create a portal of sorts allowing the person to return to the real world.  Also the person will age in the room.  The void does have a floor to stand on and you can make out a horizon of sorts.  The void is white in general color and the house has to huge hour glasses standing next to the main part of the house.  The nature of the void constantly changes.  One minute it will seem normal then the gravity increases, then suddenly the temperature drops and glaciers instantly appear, then the next minute its all gone and replaced by a blazing inferno.  A person training alone in this room gains XP at a rate of 100 per week spent in the room.  Up to 2 people may train together at once in the room, anyone else must either go solo or have a partner of their own.  With 2 people training together double the XP earned for each person.  Additionally the random changes of the room also impact the severity of the training.  These changes shift occur at random, often 3 or 4 times in a single day while a person is training in the void.  These things provide a bonus to the total XP earned for the week.  Roll percentiles: 01-25: Inferno, characters are fighting and training in sweltering heat, characters take 1d6 points of heat damage per minute spent training. +20% to total XP earned for the week.  26-50: Arctic, characters are fighting in a fridged setting where its easy to become frozen in place if you stand still for too long, characters take 1d6 points of cold damage per minute of training.  +15% to the total XP earned for the week.  51-75: Storm, characters are fighting in a massive lightning storm, characters take 1d6 points of electrical damage per minute of training.  +10% to the total XP earned for the week.  76-100: Normal, the room returns to normal or stays normal for a while.  Leaving the void and returning to the house will automatically reset the void until someone steps out into it.  The House is always visible in the void, and seems to always be fairly close by if the character goes out and far away from it.

  • Guardians Keep/Nexus of the 7 winds:  This is an immense room that is located in the actual floating section of the lookout.  This room is guarded by a huge door with a unique lock that can only be opened after focusing 50 ki into it.  Once the door is opened it will take that person to a dimension with in the lookout where the spirits of the former Guardians that inhabited the lookout dwell.  (The former Guardian’s Spirits are all True Neutral, and may or may not help out a fellow Guardian, unless they are able to state a strong enough case to them.  Treat them all as Epic Ghosts, none are evil however, but they don’t like being disturbed.)   Located at the center of the place is a spigot of sorts that provides access to the 7 winds of the world.  However to get to it one must first either convince the former Guardians of your need, or defeat the Guardians, but keep in mind that they can not be killed, they are actually phantoms, shadows of their former selves that attack and often times kill those that are foolish enough to enter into their domain.  They however can still feel and may take pity on those that have entered their domain so long as their cause is just.

Pass Power: This is an ability of a Guardian to hand down their powers to the next candidate.  In some rare cases the Guardian my no longer be able to physically do so, in which case either a their steward can pass on the power, or when one worthy of it comes along and enters the home of the Guardian they will then be confronted by the Spirit of the Guardian, (or former Guardians), and they will determine if the person is worthy of the title of Guardian.  If the person is worthy then they will gain the powers of the Guardian, and the older Guardian will pass on and join the spirits of the former Guardians before him/her.

Sense/Awaken Hidden Power:  The Guardian 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 Guardian must be touching the persons head, and must make a Sense Power Check, DC 10 + the targets level.  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 it’s 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 Counter-song, +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 by 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

Teleportation: The Guardian has the ability to teleport to other dimensions.  This includes the land of the dead, other planes of existence, and the realm where Deities dwell.  (There is also the other world dimension we are familiar with from DBZ.)  The Guardian can also teleport to any place on the planet that they have been to in the past or is with in their ability to sense or scry.  The Guardian may only do this twice a day.  Once to the point, and once back to the Lookout.  It takes no energy to do so, and the Guardian may have a number of people equal to their Wisdom Modifier teleported with them.

Resistances: The Guardian also has a vast number of divine resistances.  These resistances are as follows:
  • Spell Resistance: Gained at level 1 as a Guardian.  The character gains Spell Resistance equal to their Wisdom score plus double their level as a Guardian.
  • Energy Resistance: Gained at level 2 as a Guardian.  The character Automatically begins with a resistance of 5 against all types of energy (Fire/Heat, Ice/Cold, Electricity, Sonic, Acid, Ki, Arcane, & Psionic.  Each 4 levels there after the character gains 10 points to distribute between all of these as they desire.

Level
Special
Divine AC Bonus
1
Divine Power, Create Lookout
+4
2
Divine Knowledge
+5
3
Divine Awareness
+5
4
Create Mystic Rooms, Create Object
+6
5
Pass Power
+6
6
Create Object
+7
7
Teleportation
+7
8
Create Object
+8
9
Sense/Awaken Hidden Power
+8
10
Create Object
+9


Section 7: Magic Items
            This is something that I left out of the original version of this.  Here are some magic items that work with Ki based powers.  Additional information on how to craft these items is also presented.  Only a few weapons listed are legendary artifacts.

Senzu Beans
            Senzu beans are unusual little beans that have remarkable powers of healing and restoration.  Different size beans often have different strengths.  Beans come in 1 of 3 different sizes: small, medium and large.
  • Small Beans: Small beans will restore 1/3rd of a person’s natural Hit Points.  Additionally they will restore 1d2 ability score points, and allow a person to either power up once, cast 1 spell of any level, or they regain 1d10+2 power points.  It takes 2 of these beans to cure any normal diseases, and 4 to cure any magical ones.  It takes 8 beans to counter act all nonpermanent level losses, and 12 beans to restore 1d2 levels of permanent level loss.
  • Medium Beans: Medium beans will restore ½ of a person’s natural Hit Points.  Additionally they will restore 1d4 ability score points, and allow a person to either power up 3 times, cast 6 spells of any level, or they regain 1d10+8 power points.  It takes 1 of these beans to cure any normal diseases, and 2 to cure any magical ones.  It takes 4 beans to counter act all nonpermanent level losses, and 8 beans to restore 1d2 levels of permanent level loss.
  • Large Beans: Large beans will restore 3/4th of a person’s natural Hit Points.  Additionally they will restore 1d6 ability score points, and allow a person to either power up 5 times, cast 6 spells of any level, or they regain 1d10+14 power points.  It takes 1 of these beans to cure any diseases including any magical ones.  It takes 2 beans to counter act all nonpermanent level losses, and 4 beans to restore 1d2 levels of permanent level loss.
Regardless of how many beans are eaten, a single bean will keep a normal person full for 1d4+1 days.  (With Saiyans it will keep them full for about a day, may be less depending on how active they are.)  Lastly if a person is missing a limb they can grow it back by eating a senzu bean of any size, but gain no other effects of it (regrow’s at a rate of 1inch per hour).  A single bush of these will fill a small bag or pouch. These bags often have a variety of different sizes, but none are ever really the same size.  (A normal sized bag of these is a 4inch by 6 inch bag that fits in a person’s hand.  With bags of Senzu beans; beans pulled from the bag are generally of random size unless the GM prefers to do something else: Roll a 1d6: 1-2 is a large bean, 3-4 is a small bean, 5-6 is a medium bean.  A normal bag generally will have 2d10+5 beans in it.  It takes a cleric 1d4 months to grow a single bush of Senzu beans.  Some clerics may have more than one bush that they tend to, but these things are rare and are not handed out lightly.  The cleric often brews several different potions which they use to water the plant.  When the beans turn green they are ready to be harvested.
Caster Level: 13+; Prerequisites: Brew Potion, Knowledge (Agriculture, Nature or Herbalism) 10 ranks, Heal, Restoration, Regeneration, Cure Critical Wounds, Heroes’ Feast; Market Price: 900 gold pieces per bean in the bag.  A complete bag will cost: 22,500 gold pieces.  The cost to create is based upon the potions brewed, 1 per month.

Ki Sword
            The ki sword is a sword with no blade; instead its blade is made by a wielder who focuses their ki into the weapon.  The weapon is similar to that of a Brilliant Energy weapon to some degree, but the blade of this weapon appears much more solid, and glows much more brightly.  No normal person can wield this weapon however, only a person who can power up is able to use this weapon.  The wielder of this weapon must focus their ki into it to get a blade, however the ki cost to create the blade is not as significant as firing off an energy blast.  For every 2 points of ki in the weapon, its damage increases.  2 ki points will do 1d6 points of damage, 4 ki points will do 1d8 points of damage, 6 ki points will do 1d10 points of damage, 8 ki points will do 2d6 points of damage, and lastly 10 ki points will have the weapon doing 2d8 points of damage.  Ki spent in this way will keep the blade active for 2 minutes.   Additionally the wielder may add any effects to the weapon that they desire, but they are only good for a single strike.  The blades color is generally yellow and shines light filling a 20ft area regardless of the damage type.  The weapons damage type however also determines the blades look and size: 1d6=short sword, 1d8=long sword, 1d10=bastard sword, 2d6=Great Sword, 2d8=Moon Blade.
Even if dropped the sword can be picked up again and no ki focused into it is wasted.  Activating the blade is a move equivalent action
Caster Level: 10+, Prerequisites: Craft magical Arms and Armor, Fabricate, Flame Blade, Gaseous Form, Continual Light, “Instill Energy”;  Market Price: 15,600


Artifacts
Below are some magical artifacts.

Z-Sword (Major Artifact)
            The legendary Z sword is a sentient blade of incredible power.  Centuries ago a powerful martial warrior/mage had their body and spirit trapped with in the sword.  Their essence transformed the blade into an instrument of good, but it could only be wielded by a chosen few.  This bastard sword appears at first to be just that, an ordinary very well cared for bastard sword, with a silvery blade, gold hand guard, and red leather bound hilt.  The weapon however is very unusual in that its weight increases vastly if a person is not worthy of wielding it.  Generally speaking, anyone who does not have a power level of 500 or higher can not wield the sword.
INT: 24, WIS: 23, CHA: 11
EGO: 55
Communication: Speech & Telepathy (can read all languages as well as read magic.)
Languages: Common, Elven, Dwarven, Saiyan, Namekkian, Draconic, Celestial
Alignment: Neutral Good, may only be wielded by good aligned people.
4 Primary Abilities & 2 Extra ordinary powers
Primary Abilities: Improved Initiative, Sunder, Detect Evil, Detect Magic
Extraordinary Powers: Bulls Strength (1/day), Haste (1/day); (Both Spells casted as if by a level 20 magic user)
Purpose: Destroy Evil, and protect/train its wielder.
Enchantments: 1d10+13 to hit and damage; Defending, Keen.
Materials: Forged from Mithral, and Adamantine.
Personality Quirks: The swords personality is something akin to Yoda’s.  It has a quirky sense of humor and is looks to improve its wielders skills, often offering helpful advice.  The sword can be a harsh task master at times when it comes to training; it always wants to push its wielder to their boundaries and beyond to make them stronger.  Additionally the sword will not allow a person to wield it who’s Power Level, or Equivalent Power Level is not equal to 500 or higher.  If a person’s Power Level is not this high they can not even lift the sword, (has a weight of 10 tons if the person’s Power Level is not up to par.  The weight can increase even more if the person is able to lift 10 tons normally.  If a person transforms to have a power level at 500+ then they can wield the sword, even out of their transformed state.)
Special Qualities: If a Martial Warrior of good alignment gets a hold of the sword, it will begin to train them, if they have the spare time to do so, or when they do.  The training always takes place in solitude and takes only a day to perform.  The wielder is forced to go all out in their training, expending all of their energy over the course of the day, as they wield the sword.  Even if they would other wise not be proficient in wielding the weapon, they will be proficient in this weapon by the time the training is over.  The wielders Power Level increases by 2d10+10% by the time training is done.  This is a permanent 1 time only bonus.  Unlike most other artifacts though, the sword can be broken.  If the sword is ever broken (a near impossible feat requiring a check to beat a DC of 60), then the spirit of the Kai trapped with in it is freed and immediately returns to his corporeal form.  At which point the Old Kai may decide to use his powers to aid the one who freed him.  (See Old Kai for details.)

Nyoibo (Minor Artifact)
            Also known as the “Power Pole”, the Nyoibo is an unusual quarter staff that, once it is in the hands of its wielder instantly adjusts its size to fit the wielder.  The Nyoibo initially appears to be a red painted; perfectly straight 2-3ft long club.  Once the club is held it then turns into a staff.  The only difference with this staff is that its length can be adjusted.  Similar to a Staff of Size Alteration, the Nyoibo is much more powerful.  The wielder of the pole can upon verbal command (a free action) increase the length of the pole to any length possible, or desired.  A person could effectively use this to strike at a person from a distance and have the pole retract after hitting.  Additionally the pole could be planted into the ground and used to extend up into the air, carrying a person with it.  If broken or damaged the pole is also capable of repairing itself, but does so over the course of 1d4 weeks during which it can not be wielded.  Even though the pole is made out of wood it has the hardness rating and HP of 1 inch thick adamantine.  The weapon does 1d6/1d6, with a +4 enchantment to hit and damage.  Nyoibo can also only be wielded properly by good aligned persons who know the commands for increasing its length.  The pole can keep its length increased for a number of minutes equal to its wielders level, or until returned to a normal length.  The length to which it can extend is immeasurable, there are no known limits to how far the Nyoibo can extend.

Kai Earrings (Potara Earings) (Major Artifact)

            These artifacts appear to be nothing more than a simple set of earrings.  If both are worn by 1 person then nothing happens, however if one is worn on one persons right ear, and the other worn on another persons left ear, both people will suddenly be drawn into each other and in a flash of light the two will fuse to form a single individual.  These earrings provide 2 people with the Fusion Technique as out lined below, however the people do not have to meat any prerequisites.  Any unique powers that they may have, such as a Saiyan’s ability to turn Super Saiyan, must be shared however in order to use.  (Both Goku and Vegeta fused into Veggeto, but could only transform into a Super Saiyan 2 since only Goku could go Super Saiyan 3.)  The Fusion is permanent unless under certain other circumstances interpose on this.  A Miracle spell can accomplish this but it is a very difficult thing to do.  Other effects may be able to separate the two but it is not likely to happen.  If a person is some how separated back into 2 people they must remove the earrings and put them back on again to re-fuse.  The earrings appear to be colored orbs with a clip that attaches them to the ear.  After fusing the earrings can be removed, but both people remain fused, and the earrings can be given to some one else to use.  A person already fused by using the earrings can not use them again to fuse with yet another person.  The fused form is an amalgamy of both individual’s looks and voices but is not like that of the Fusion Technique.  Clothing is fused, (armor is removed and lying around near the person if any is worn), and bears a resemblance to what both individuals would wear including color.  The earrings will fuse two individuals of opposite sexes (the new beings sex is based on who is higher level. If a woman and a man fuse, and the woman is of a higher level than the man then the sex of the new being is female.  Physically she may have some of the same physical traits as the man such as hair color, and eye color, but over all the body will be that of a woman.)  Age is also a factor of appearance.  If one person is old, and the other young, then the new form will be that of an older person.  The earrings will not fuse 2 different species who do not share common traits.  (Humans, Nameks, Saiyans, Elves, Half Elves, and the like can all fuse with each other, but they can not fuse with monsters like goblins and orcs, [even half orcs], or certain other races like gnomes, halflings, and dwarves.  However dwarves, gnomes and halflings can fuse with each other.)  While rare the earrings are also easy to destroy, (have a hardness of 10, and only 10 hit points each.)  Kai’s are able to create these items easily.


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