Saiyan Warrior

Role: Varies with discipline (DPS/Utility/Tank)

Alignment: Any.

Hit Die: d10.

Starting Wealth: 5d6 x 10 gp (average 175 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

Class Skills

The underdog’s class skills are Climb (Str), Craft (Int), Intimidate (Cha), Knowledge (local) (Int), Knowledge (history) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str).

Skill Ranks Per Level: 2 + Int modifier.

Level Base Attack Bonus Fort Save Ref Save Will Save Ki Points Special
1st +1 +2 +0 +0 5 Ki, Born to Fight, Charge Ki, Ki Attacks
2nd +2 +3 +0 +0 9 Ki Flight (15ft)
3rd +3 +3 +1 +1 15 Uncanny Dodge
4th +4 +4 +1 +1 23 Ki Specialization (Initiate)
5th +5 +4 +1 +1 33 Improved Uncanny Dodge, Ki Flight (30ft)
6th +6/+1 +5 +2 +2 45 Martial Arts Master
7th +7/+2 +5 +2 +2 59 Charge Ki (Improved)
8th +8/+3 +6 +2 +2 71 Ki Flight (45ft), Ki Specialization (Novice)
9th +9/+4 +6 +3 +3 82 Get Back Up
10th +10/+5 +7 +3 +3 94 Ready for Action
11th +11/+6/+6 +7 +3 +3 106 Ki Flight (90ft)
12th +12/+7/+7 +8 +4 +4 126 Ki Specialization (Adept)
13th +13/+8/+8 +8 +4 +4 147 Charge Ki (Greater)
14th +14/+9/+9 +9 +4 +4 170 Ki Flight (105ft)
15th +15/+10/+10 +9 +5 +5 195 First into the Fray
16th +16/+11/+11/+11 +10 +5 +5 221 Ki Specialization (Expert)
17th +17/+12/+12/+12 +10 +5 +5 250 Ki Flight (120ft)
18th +18/+13/+13/+13 +11 +6 +6 280 Not the Type to Quit
19th +19/+14/+14/+14 +11 +6 +6 311 Instinctive Action
20th +20/+15/+15/+15 +12 +6 +6 343 Ki Flight (150ft), Ki Specialization (Master)

Class Features: Saiyan Warrior

All of the following are class features of the Saiyan Warrior

Ki (Ex)

Ki is a tangible energy inside every living being, with its major focus being in the center of the body. By drawing it out, an individual is able to manipulate it and use it outside the body. Saiyan Warriors specialize in this process, utilizing Ki in a variety of ways to enhance their physical abilities.

The amount of Ki that a Saiyan Warrior has access to is shown in Table: Ki Points

Born to Fight

The discipline of Saiyan Warrior is one that can be divided among a few lines, and even those begin to blur and tear at the edges once proper scrutiny is employed. Saiyan Warriors are those who have a connection to Ki, the mechanism by which they are able to amplify their bodily strengths in order to level the playing field with those who prefer to extol the virtues of magecraft or technology in combat.

Upon character creation a Saiyan Warrior must select a discipline, representing the way their body naturally channels the power of Ki. The disciplines are as follows;

Primal Warrior

Primal Warriors are those that are able to channel Ki through their ancestry, magnifying the brutal and unrefined nature of their great ape ancestry and making it material. They have the power to transform into giant apes, raw fury given physical form. They are able to do so by channeling their Ki into an aura of strange radiation, inducing an immediate and uncontrollable transformation. The giant ape’s rampage is always brief, but invariably devastating.

Divine Warrior

Divine Warriors are those that channel their Ki in accordance to their destiny. Their relationship with their power is far less destructive than their contemporaries, instead channeling their Ki in order to overwhelm their opponents with speed and technique. Divine Warriors are not able to control when they first transform, instead their transformation will come to them when it is destined to. Upon their transformation they will be cloaked in a bright and fiery aura, their hair taking on a magenta glow and their overall appearance seeming to make them appear in their youthful prime.

Golden Warrior

Golden Warriors are those that channel their Ki for power alone. The use of Ki always takes a toll on the bodies of the user, but the Golden Warrior takes that to its extreme. When transformed the Golden Warrior is enshrouded in a golden aura, their hair taking on a similar color. Their transformation is one born of rage, the desire to grow in strength so great that they are willing to do any harm to themselves or others they must in order to reach greater heights. They must be pushed beyond their limits in a moment of emotional turmoil in order to ascend into this new level of power for the first time.

After selecting a discipline, each Saiyan Warrior goes on a greatly divergent path, every Saiyan Warrior having to hone their abilities in their own way. Each of the individual paths’ abilities will be expounded upon in their own section, and the remainder of this section will be dedicated to abilities that all Saiyan Warriors share.

Charge Ki (Ex)

A Saiyan Warrior is able to gather Ki through methods other than resting and hearty meals, though they remain the preferred methods. As a Full-Round Action that provokes Attacks of Opportunity, the Saiyan Warrior may replenish their Ki through an incredibly conspicuous ritual consisting of drawing upon their inner reserves of fortitude and screaming.

The Saiyan Warrior regains a number of Ki points equal to their class level whenever they charge their Ki in this way.

Improved – At 7th level the Saiyan Warrior may use this ability as a Move Action.

Greater – At 15th level the Saiyan Warrior may use this ability as a Swift Action.

Ki Attacks (Ex)

Ki can be channeled in any number of destructive ways, the experimentation of which has been a cornerstone of Saiyan Warrior culture for as long as written record persists.

The DC of Ki attacks is determined by the subclass chosen by the Saiyan Warrior.

Ki attacks are performed in the place of a typical attack at the cost of Ki.

Ki can be offensively channeled into attacks in the following ways;

Beam 

The Saiyan Warrior may launch a beam of energy at their target, dealing 3d6 damage. The damage of this attack increases by 1d6 per level. The beam is initially 60ft in length, and increases by 5ft per level. This ability costs a number of Ki points equal to the Saiyan Warrior’s level. This attack requires a Reflex Save from enemies to avoid damage.

Cone

The Saiyan Warrior may launch a cone of energy at their targets, dealing 3d6 damage. The damage of this attack increases by 1d6 per level. The cone is initially 30ft in length, and increases by 5ft for every two additional levels the Saiyan Warrior attains. This ability costs a number of Ki points equal to the Saiyan Warrior’s level. This attack requires a Reflex Save from enemies to avoid damage.

Volley

The Saiyan Warrior may launch a volley of Ki blasts at their target, each blast dealing 1d6 damage. This attack begins firing 1 blast at first level, and can fire an additional blast for every two additional levels the Saiyan Warrior attains. The range of this attack is 25ft at first level, plus an additional 5ft for every two levels the Saiyan Warrior attains. This technique costs 1 Ki per volley fired. This attack requires an attack roll against the enemies Touch AC for each volley fired, all individual blasts using the same attack roll to hit.

Bomb

The Saiyan Warrior may channel their Ki into an explosive sphere that can be lobbed at their enemies. The bomb deals 4d6 damage in a 10ft radius, centered on a point within 50ft of the Saiyan Warrior. The damage of the bomb increases by 2d6 for every four additional levels the Saiyan Warrior attains, the radius also increases by 5ft for every four additional levels attained, and the range of the bomb increases by 5ft per for every additional attained. This ability costs a number of Ki points equal to the Saiyan Warrior’s level. This attack requires a Reflex Save from enemies to avoid damage.

Explosion

The Saiyan Warrior may exude their Ki from their bodies in an explosive emanation. The explosion deals 5d6 damage in a 15ft sphere centered on the Saiyan Warrior. The damage increases by 1d6 per level, and the area of effect increases by 5ft for every two additional levels attained. This technique costs an amount of Ki equal to double the Saiyan Warrior’s level. This attack requires a Reflex Save from enemies to avoid damage.

Melee

The Saiyan Warrior can use Ki to enhance their melee strikes. These Ki projections are activated the moment attack is made, prior to the roll to hit, and costs 2 Ki per use. The Ki projections deal an additional 1d6 damage on hit, plus an additional 1d6 damage per five levels that the Saiyan Warrior has attained.

Ki Flight (Ex)

Flight is a relatively basic technique in the grand scheme of Ki esoterica, however it proves to be difficult to master for even the greatest Saiyan Warriors.

Beginning at 2nd level, Saiyan Warriors gain the ability to fly so long as their current number of Ki points are greater than their character level. This flight begins at a speed of 15ft, and increases by an additional 15ft for every three levels the Saiyan Warrior has attained beyond their second level.

Upon reaching 20th level the speed of Ki Flight becomes 150ft.

Uncanny Dodge (Ex)

At 3rd level, a Saiyan Warrior gains the ability to react to danger before their senses would normally allow them to do so. They cannot be caught flat-footed, nor do they lose their Dex bonus to AC if the attacker is invisible. They still lose their Dexterity bonus to armor class if immobilized. A Saiyan Warrior with this ability can still lose their Dexterity bonus to armor class if an opponent successfully uses the feint action against them.

If a Saiyan Warrior already has uncanny dodge from a different class, they automatically gain improved uncanny dodge (see below) instead.

Ki Specialization (Ex)

At 4th level, the Saiyan Warrior selects a type of Ki attack to specialize in. Their specialization grants the following benefits at the 4th, 8th, 12th, 16th, and 20th levels:

Beam

Initiate

The Saiyan Warrior may use their own beam attacks to counter opposing beams. When in the area of effect of a beam or line, the Saiyan Warrior may, as an Immediate Action, fire their own beam to stop the opposing attack halfway. To do this they must spend all associated costs with firing a beam attack. To determine the winner of the clash, roll damage for both, and compare the results. If the Saiyan Warrior’s damage is greater than the opposing attack, then they win the clash and their beam deals damage normally within its area, and they avoid damage from the enemy attack. If the enemy attack is greater in damage, then the Saiyan Warrior takes damage equal to the original damage of the enemy attack, minus the damage that their beam attack would have dealt.

Novice

The Saiyan Warrior may cause their beam attacks to cause explosions on impact. By spending an additional amount of Ki equal to half their class level, they may cause their beam to additionally deal damage in a 15ft radius centered on where it impacts something. One explosion can be triggered for every 5ft square the beam occupies. The radius of this explosion increases by 5ft for every four levels the Saiyan Warrior has attained.

Adept

The Saiyan Warrior may use their beam attacks to avoid incoming dangers. As an Immediate Action when the Saiyan Warrior is going to take damage, they may use a beam attack to avoid it. The beam begins in the square that the Saiyan Warrior currently occupies, and sends the user in a direction of their choosing, a distance equal to the length of their beam attack. When using the beam attack in this way, they still spend all associated costs with using the beam. If the Saiyan Warrior impacts a surface before traveling the full length of the beam, the surface takes 1d6 damage per 5ft increment they have yet to travel, and if the surface is destroyed, the Saiyan Warrior continues moving as they did before impacting it, the total distance they can travel being reduced by the amount of damage required to destroy the obstruction. This ability can also be used as a Move Action without the need for danger.

Expert

The Saiyan Warrior may now curve their beam attacks. When using a beam they may deviate the path of the beam by 5ft for every 10ft it travels forward. Enemies struck by the Saiyan Warrior’s beam attacks after the beam deviates by at least 5ft are denied their dexterity bonus to their Reflex Save.

Master

There comes a time in all battles where several smaller beams will simply not do. The Saiyan Warrior may choose to, as a Full-Round action, fire a massively empowered beam. By paying triple the Ki cost for their beam attack, they may fire a beam that is 50ft in width, and 1500ft in length. This beam deals five times as much damage as the Saiyan Warrior’s beam would normally deal. The beam persists until the beginning of the Saiyan Warriors next turn, where they may choose to continue firing it (paying all associated costs again) or cease their attack. Enemies take damage if they start their turn in the beam.

Cone

Initiate

When it comes to putting enemies in the ground, putting them on the ground is a nice start. By expending +50% the Ki cost when making a cone attack, the Saiyan Warrior may knock prone any targets which fail their saving throw.

Novice

While strategy is important, there is a time and place for damage being put above all else. Instead of making multiple cone attacks, the Saiyan Warrior may make a single cone attack that is massively empowered. The dice of each cone attack used in this single attack are summed together, and the damage of the attack is increased by an amount equal to the number of cone attacks used multiplied by the total number of dice. The Saiyan Warrior must expend Ki for each cone attack used in the final cone attack.

Adept

The Saiyan Warrior is an old friend of Unrelenting Force, and has yet to encounter the fabled Immovable Object. When damaging targets with a cone, on a failed save the targets are pushed to the end of the cone’s area of effect.

Expert

To wipe away the enemy with a single blast is good, to wipe away any recourse for them to defend themselves can be even better. When making a cone attack, the Saiyan Warrior may expend double the amount of Ki normally required, and the resulting cone destroys all mundane equipment worn or held by targets within the cone.

Master

If a warrior puts everything they have into an attack, then surely it is too big to fail. By spending a full round charging a cone attack at its standard Ki cost, at the beginning of the Saiyan Warrior’s next turn they may unleash a cone attack that inflicts five times the damage, is five times the length, and allows no saving throw.

Volley

Initiate

Creativity is said to be the most vital part of combat, and the Saiyan Warrior can not be said to be lacking in creativity. Instead of launching a volley of blasts at an enemy, the Saiyan warrior may instead allow the blasts to orbit them, granting a +1 deflection bonus to AC per orbiting blast. Each time the Saiyan Warrior is attacked, a blast is destroyed, removing the AC bonus granted. The Saiyan Warrior may decide as an Immediate or Free action to launch any number of blasts at an enemy within range.

Novice

If a Saiyan Warrior has a favorite attack, it is usually the first thought to come to their mind to attempt to mitigate the weaknesses of it, or at the very least, the second or third. When striking a target with multiple blasts from a volley, the Saiyan Warrior may instead treat the blasts as if they were from one source of damage rather than however many blasts were involved in the attack.

Adept

While raw damage is often the most attractive option for a Saiyan Warrior, a more tactical touch often yields positive results as well. Whenever dealing damage with a blast, the Saiyan Warrior may instead push the target 5ft in any direction of their choice.

Expert

The volley can be a double-edged blade many times, though leveraging its disadvantages is the job of an expert, after all. The Saiyan Warrior may cause each blast in a volley to create a 10ft radius sphere of smoke on impact. Multiple blasts striking the same target create a larger sphere, adding an additional 10ft to the radius of the sphere for each additional blast that impacts the same target. This smoke lasts a single round.

Master

There are some times that ensuring the death of an adversary is more important than anything else, and that situation happens extremely frequently to a Saiyan Warrior. As a Full-Round Action, the Saiyan Warrior may spend the remainder of their Ki firing volleys. All of these volleys are guaranteed to hit, however once begun the Saiyan Warrior cannot stop this attack prematurely.

Bomb

Initiate

At the intersection of mobility, positioning, and crowd control, explosions stand unchallenged. The Saiyan Warrior may convert all damage dealt by bomb attacks into knockback equivalent to double the damage that would have been dealt by the bomb. Targets are knocked back in the direction of the Saiyan Warrior’s choosing.

Novice

While raw power is often the deciding factor in combat, mind games are rather potent in their own right. When making a bomb attack, the Saiyan Warrior may increase the damage dealt by the bomb by +50% in exchange for delaying the detonation of the bomb by a single round, the explosion ensuing at the start of the Saiyan Warriors next turn.

Adept

Attacks that can defeat a man are common, attacks that can defeat the lands themselves are less common. When making a bomb attack, the Saiyan Warrior may expend +50% more Ki in order to leave the terrain within the affected area of the bomb as difficult terrain. The Saiyan Warrior may expend +100% more Ki in order to destroy all affected mundane terrain.

Expert

Collateral damage is a complicated subject to broach in theory, however in the heat of combat it becomes significantly less complicated. As a Full-Round action the Saiyan Warrior may create a bomb at its maximum size and launch it at its intended target. This bomb deals double the typical damage for a bomb attack. The bomb travels to its destination, dealing damage to each creature and object it hits along the way. For every creature or object the bomb impacts along the way, the total damage of the bomb is reduced by 2d6 and the total radius of the bomb is reduced by 5ft.

Master

The power of one oftentimes can barely suffice, the power of many is enough to move any obstacle. The Saiyan Warrior may, in place of expending their own Ki to make a bomb attack, gather energy from the environment around them. For each round that is spent gathering energy, the damage of the bomb increases by an amount equal to the base damage of a bomb attack. Additionally, the Saiyan Warrior or any allies with a comparable Ki pool may donate Ki to the bomb, increasing the damage by 1d6 per Ki point donated. It is a standard action to donate Ki to the bomb. When charged to the liking of the Saiyan Warrior they may do one of two things; They may make an attack using the bomb against a creature in range, or they may absorb the energy of the bomb and use it to empower themselves for the next 10 rounds. If they choose to empower themselves they gain a pool of energy equal to 1 point for every d6 of damage the bomb would have dealt. This energy may be used to grant a bonus to any rolls made by the Saiyan Warrior at a rate of +1 per point of energy per roll, or may be used to empower the damage of other attacks made by the Saiyan Warrior, at a rate of +1d6 base damage per point spent. All unspent points are lost whenever the 10 rounds have elapsed.

Explosion

Initiate

Quick thinking is often the only thing that keeps the Saiyan Warrior alive, so not many are picky in terms of how their survival instinct decides to respond to problems. The Saiyan Warrior may create an explosion as an immediate action. If this is done in response to an attack, the damage of the attack is reduced by an amount equal to the damage of the explosion (minimum zero).

Novice

Manipulating the aspects of your technique is among the first tricks a Saiyan Warrior learns, however it is often the most useful. The Saiyan Warrior may manipulate their explosions in one of two ways; They may either halve the radius of their explosion in order to double their damage output, or halve their damage output in order to double the radius of their explosion.

Adept

The force of a proper explosion is something finely crafted through the generations of Saiyan Warriors, as is the craft of surviving getting hit by one. Whenever a creature fails their save against the explosion of a Saiyan Warrior, they are moved in a straight line to the nearest square at the edge of the explosion’s radius.

Expert

When under threat from a number of assailants, the Saiyan Warrior is most likely to fall back on what they know. As a Full-Round Action the Saiyan Warrior may cause an explosion as an emanation that lasts one round. For each attack negated and each time damage is dealt, the Saiyan Warrior must pay the cost for the explosion once again, in addition to the cost of initially creating the emanation, which is equal to the standard cost of the explosion.

Master

When a Saiyan Warrior is in a battle they cannot win, they are not likely to give up easily. The Saiyan Warrior may choose to charge a final explosion. They may spend all of their actions each turn using Charge Ki ability. For every point of Ki that they charge with these actions, the resulting explosion’s damage increases by 5d6, and its radius increases by 5ft. There is no save for this ability, and the Saiyan Warrior takes the damage dealt by this ability as well.

Melee

Initiate

The ability to enhance one’s physical makeup with Ki changed martial arts forever, and it isn’t difficult to see why. The Saiyan Warrior gains a +1 deflection bonus to AC for one round for each time they enhance their melee attacks with Ki.

Novice

Reckless abandon is the name of the game when it comes to Ki enhancement. In place of making numerous attacks on their turn, the Saiyan Warrior may make a single attack at their highest base attack bonus. This attack deals damage equal to the normal melee attack, and deals damage equal to the standard amount from melee Ki projections, multiplied by the number of Ki points sacrificed for the attack, divided by two.

Adept

While Ki offered a number of ways to further inflict damage upon one’s enemies, more importantly though it offers many ways to avoid that same damage. By expending 5 Ki as an immediate action, the Saiyan Warrior may use their Attack of Opportunity to negate one incoming attack.

Expert

A master of melee amplification knows first and foremost that combat rarely comes down to a straight contest of strengths, and a more intelligent approach to violence is often appropriate. When their melee strikes are enhanced with Ki, the Saiyan Warrior ignores Hardness for objects and Damage Reduction for creatures, and deals triple knockback to creatures and objects alike.

Master

Any moment you spend not attacking your opponent is a moment they can capitalize on. Whenever making a melee attack that is enhanced with Ki, if the attack successfully hits the enemy, the Saiyan warrior may make an additional attack at the same base attack bonus as a nonaction.

Improved Uncanny Dodge (Ex)

At 5th level and higher, a Saiyan Warrior can no longer be flanked. This defense denies a rogue the ability to sneak attack the Saiyan Warrior by flanking them, unless the attacker has at least four more rogue levels than the target has Saiyan Warrior levels.

If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.

Martial Arts Master (Ex)

It is one thing to be an impressive manipulator of the innate energies of Ki, it is another entirely to use it in battle. That requires true skill

At 6th level, a Saiyan Warrior may use his class level to qualify for feats with a fighter level prerequisite when those feats are applied to unarmed strikes or weapons with the monk special quality.

Get Back Up (Ex)

Surrender is never an option for the Saiyan Warrior.

At 9th level, the Saiyan Warrior doubles the threshold at which their negative hit points must exceed for them to be slain.

Ready for Action (Ex)

The Saiyan Warrior is a master of disrupting their opponent’s rhythm, and claiming the advantage for themselves.

At 10th level, the Saiyan Warrior gains an additional Immediate Action, and a corresponding additional Swift Action.

First into the Fray (Ex)

The Saiyan Warrior is almost always the one to start the fight, but they are invariably the one to end it as well.

At 15th level, the Saiyan Warrior gains a bonus to their Initiative rolls equal to their character level.

Not the Type to Quit (Ex)

Injury, Death, and Fear… they mean nothing to a veteran Saiyan Warrior, because they have a job to finish.

At 18th level, the Saiyan Warrior doubles the threshold at which their negative hit points must exceed for them to be slain. This bonus stacks with the bonus granted by Get Back Up, quadrupling the threshold.

Instinctive Action (Ex)

The Saiyan Warrior’s ability to react and disrupt combat is second to none.

At 19th level, the Saiyan Warrior gains two additional Immediate Actions, and two corresponding additional Swift Actions. This benefit is in addition to the one granted by the Ready for Action, to a total of three additional Immediate and Swift Actions.

Primal Warrior

Class Features: Primal Warrior

All of the following are class features of the Primal Warrior

Great Ape (Ex)

The Great Ape, the embodiment of the primal might of the Saiyan Warrior, the ability to take this form has long been considered a trump card of sorts. The only downside to the form is the complete mindless nature of the beast the warrior must become to harness its might.

At 1st level, the Primal Warrior may create a Power Ball as a Full-Round Action. This power ball mimics the light given off by a Full Moon, which triggers the transformation into a Great Ape. The Power Ball requires an amount of Ki equal to the Primal Warrior’s character level. The Power Ball can be positioned in any square the Primal Warrior can see within 60ft. The Power Ball lasts 1d10 rounds. The Primal Warrior remains transformed into a Great Ape so long as they can see the light of the Power Ball.

The transformation into a Great Ape grants a number of benefits;

The Great Ape is a Huge creature. While transformed the Primal Warrior gains the following benefits due to their size. The Primal Warrior gains a +8 size bonus to Strength, a +4 to Constitution, and a +5 to their natural armor. They also take a –4 size penalty to Dexterity. 

This size change also gives the Primal warrior a –2 size penalty to AC and on attack rolls, a +2 bonus on combat maneuver checks and to CMD, a 10-foot reach, a –4 penalty on Fly checks, and a –8 penalty on Stealth checks. 

The Primal Warrior gains a number of additional hit points equal to their charisma modifier multiplied by their number of hit dice while transformed.

The Primal Warrior may add their charisma modifier in addition to their constitution modifier on any rolls that include it while transformed.

All attacks made by the Primal Warrior while transformed deal damage in a 10ft radius around the intended target of the attack. The area of effect may not be manipulated in any way, it is out of the control of the Primal Warrior.

After the transformation into a Great Ape ends, the Primal Warrior is fatigued.

Golden Great Ape (Ex)

The Primal Warrior grows ever closer to exploiting the true depths of the power that lurks within their blood. As their power and ferocity grow, as does their control over it.

At 7th level, the Primal Warrior gains the ability to transform into a Golden Great Ape whenever they would normally transform into a Great Ape. This form is substantially more powerful, and easier to control in comparison to its standard counterpart. In turn, the Primal Warrior must expend double the amount of Ki to transform into a Golden Great Ape using a Power Ball.

The transformation into a Golden Great Ape grants a number of benefits;

The Great Ape is a Gargantuan creature. While transformed the Primal Warrior gains the following benefits due to their size. The Primal Warrior gains a +12 size bonus to Strength, a +6 to Constitution, and a +10 to their natural armor. They also take a –4 size penalty to Dexterity. 

This size change also gives the Primal warrior a –4 size penalty to AC and on attack rolls, a +4 bonus on combat maneuver checks and to CMD, a 15-foot reach, a –6 penalty on Fly checks, and a –12 penalty on Stealth checks. 

The Primal Warrior gains DR/- equal to their charisma modifier.

The Primal Warrior gains a number of additional hit points equal to their charisma modifier multiplied by their number of hit dice while transformed.

The Primal Warrior may add their charisma modifier in addition to their constitution modifier on any rolls that include it while transformed.

All attacks made by the Primal Warrior while transformed deal damage in a 10ft cube, and at least one square of the cube must overlap with the intended target of the attack. The remaining area of effect is in the control of the Primal Warrior.

Ancestral Form (Ex)

The Primal Warrior achieves their ultimate form, the form that embodies the strength of their ancestors and allows them to wield it with deadly efficacy.

At 13th level, the Primal Warrior gains the ability to undergo a final bloodline transformation. By expending a number of Ki points equal to four times their character level as a Full-Round Action, they may transform into their Ancestral Form, gaining a variety of benefits;

The Primal Warrior gains a +16 size bonus to Strength, a +8 to Constitution, and a +16 to their natural armor.

The Primal Warrior gains fast healing equal to their charisma modifier.

The Primal Warrior gains a number of additional hit points equal to their charisma modifier multiplied by their number of hit dice while transformed.

The Primal Warrior may add their charisma modifier in addition to their constitution modifier on any rolls that include it while transformed.

While transformed a single source of hit point damage cannot deal more damage to the Primal Warrior than double their number of hit dice. 

Multiple attacks or spells from the same creature count as different sources of hitpoint damage, each individual hit may only deal up to the maximum outlined.

This reduction is applied to the damage taken before Damage Reduction, Resistance, or Vulnerability is applied.

The Ancestral Form requires a number of Ki points every round to maintain, spent at the beginning of the Primal Warrior’s turn. This number of Ki points required is equal to the Primal Warrior’s class level.

Primal Paragon (Ex)

The Primal Warrior has become one with their ancestry, allowing the primal energies of their bloodline to ascend them to levels of power lost to history.

At 20th level, the Saiyan Warrior no longer needs to pay the Ki upkeep costs for their Primal transformations. They must still pay the costs for the initial transformation, but the Ki cost of maintaining the transformation is treated as zero.

Divine Warrior

Class Features: Divine Warrior

All of the following are class features of the Divine Warrior

Divine Form (Ex)

The Divine Warrior knows of the massive potential of Ki, but they are aware of something even greater. Ki is made for mortal bodies, and has mortal limitations. God Ki is something else altogether.

At 1st level, the Divine Warrior gains access to their Divine Form, however they may undergo the transformation until they reach the time that they are destined to do so. The transformation requires that the Divine Warrior expends an amount of Ki equal to their class level as a Swift Action.

Transforming into their Divine Form grants a variety of benefits;

All movement speeds of the Divine Warrior are doubled.

All attacks made by the Divine Warrior cause an equivalent amount of knockback to the amount of damage they deal with the attack, rounded down to the nearest 5ft increment.

The Divine Warrior gains an additional number of Attacks of Opportunity equal to their wisdom modifier.

The Divine Warrior gains a deflection bonus to their AC equal to their wisdom modifier.

The Divine Warrior may withdraw as a Swift Action.

The Divine Warrior may add their wisdom modifier in addition to their dexterity modifier on any rolls that include it while transformed.

The Divine Form requires a number of Ki points every round to maintain, spent at the beginning of the Divine Warrior’s turn. This number of Ki points required is equal to half of the Divine Warrior’s class level.

Ascendant Divine Form (Ex)

The Divine Warrior has honed their God Ki to a fine edge, most evident in that the magenta of the raw God Ki has been refined to a brilliant bright blue, and in their newfound mastery they have found an even greater echelon of power

At 10th level, the Divine Warrior gains access to their Ascendant Divine Form,and may transform at any time as a Swift Action. The transformation requires that the Divine Warrior expends an amount of Ki equal to twice their class level.

Transforming into their Ascendant Divine Form grants a variety of benefits;

All successful attacks made by the Divine Warrior Stagger their target for one round. On a successful critical hit, the target is instead Stunned

The Divine Warrior’s melee reach is increased by a number of 5ft increments equal to their wisdom modifier.

The Divine Warrior gains a bonus equal to twice their wisdom modifier on all combat maneuver checks, as well as their CMD.

The Divine Warrior may add their wisdom modifier in addition to their dexterity modifier on any rolls that include it while transformed.

The Ascendant Divine Form requires a number of Ki points every round to maintain, spent at the beginning of the Divine Warrior’s turn. This number of Ki points required is equal to the Divine Warrior’s class level.

Divine Paragon (Ex)

The Saiyan Warrior has become one with divinity, allowing the divine energies bound to them by fate to ascend them to the realm of the gods themselves.

At 20th level, the Saiyan Warrior no longer needs to pay the Ki upkeep costs for their Divine transformations. They must still pay the costs for the initial transformation, but the Ki cost of maintaining the transformation is treated as zero.

 

Golden Warrior

Class Features: Golden Warrior

All of the following are class features of the Golden Warrior

Super Saiyan (Ex)

The Saiyan Warrior is a master of disrupting their opponent’s rhythm, and claiming the advantage for themselves.

At 1st level, the Golden Warrior gains access to their Super Saiyan Form. The Golden Warrior must undergo a moment of emotional catharsis in order to unlock the ability to transform for the first time, and afterwards they may transform at any time as a Move Action. The transformation requires that the Golden Warrior expends an amount of Ki equal to their class level.

Transforming into their Super Saiyan Form grants a variety of benefits;

When dealing damage with a Ki attack, the Golden Warrior deals additional damage for every die rolled equal to their intelligence modifier.

The Golden Warrior may add their intelligence modifier in addition to their strength modifier on any rolls that include it while transformed.

The Super Saiyan Form requires a number of Ki points every round to maintain, spent at the beginning of the Golden Warrior’s turn. This number of Ki points required is equal to half of the Golden Warrior’s class level. 

Ascendant Super Saiyan (Ex)

The Golden Warrior is a master of disrupting their opponent’s rhythm, and claiming the advantage for themselves.

At 10th level, the Golden Warrior gains access to their Ascendant Super Saiyan Form. The Golden Warrior must undergo a moment of emotional catharsis in order to unlock the ability to transform for the first time, and afterwards they may transform at any time as a Standard Action. The transformation requires that the Golden Warrior expends an amount of Ki equal to twice their class level.

Transforming into their Ascendant Super Saiyan Form grants a variety of benefits;

When dealing damage with a Ki attack, the Golden Warrior deals additional damage for every die rolled equal to their intelligence modifier.

All damage dice for Ki attacks made while transformed are maximized.

Whenever making a d20 roll, the Golden Warrior may roll two d20’s and choose either roll as the result.

The Golden Warrior may add their intelligence modifier in addition to their strength modifier on any rolls that include it while transformed.

The Ascendant Super Saiyan Form requires a number of Ki points every round to maintain, spent at the beginning of the Golden Warrior’s turn. This number of Ki points required is equal to the Golden Warrior’s class level. 

Ultimate Super Saiyan (Ex)

The Golden Warrior is a master of disrupting their opponent’s rhythm, and claiming the advantage for themselves.

At 17th level, the Golden Warrior gains access to their Ultimate Super Saiyan Form, and may transform at any time as a Full-Round Action. The transformation requires that the Golden Warrior expends an amount of Ki equal to twice their class level.

Transforming into their Ultimate Super Saiyan Form grants a variety of benefits;

When dealing damage with a Ki attack, the Golden Warrior deals additional damage for every die rolled equal to their intelligence modifier.

All damage dice for Ki attacks made while transformed are maximized.

All successful attacks made while transformed are considered critical hits.

Whenever making a d20 roll, the Golden Warrior may roll three d20’s and choose any of the resulting rolls as the result.

The Golden Warrior may add their intelligence modifier in addition to their strength modifier on any rolls that include it while transformed.

The Ultimate Super Saiyan Form requires a number of Ki points every round to maintain, spent at the beginning of the Golden Warrior’s turn. This number of Ki points required is equal to the Golden Warrior’s class level. Additionally, the Golden Warrior must expend a number of hit points equal to their class level.

Golden Paragon (Ex)

The Saiyan Warrior has become one with power itself, allowing the golden energy to suffuse them, surround them, and empower them to achieve levels of power impossible to comprehend.

At 20th level, the Saiyan Warrior no longer needs to pay the Ki upkeep costs for their Golden transformations. They must still pay the costs for the initial transformation, but the Ki cost of maintaining the transformation is treated as zero.

 

Epic Saiyan Warrior

Level Base Attack Bonus Saves Bonus Ki Points Special
21st +21/+16/+16/+16 +1 376 Endless Ambition
22nd +22/+17/+17/+17 +2 445 Unrelenting
23rd +23/+18/+18/+18 +3 481 Ki Mastery
24th +24/+19/+19/+19 +4 556 Never Give Up
25th +25/+20/+20/+20 +5 595 Ki Paragon
26th +26/+21/+21/+21/+21 +6 635 Full Force
27th +27/+22/+22/+22/+22 +7 676 Ki Ascension
28th +28/+23/+23/+23/+23 +8 718 Immovable Object
29th +29/+24/+24/+24/+24 +9 761 Unstoppable Force
30th +30/+25/+25/+25/+25 +10 805 Ultra Instinct

Class Features: Epic Saiyan Warrior

All of the following are class features of the Epic Saiyan Warrior

Endless Ambition (Ex)

A lifetime of warfare has made the Saiyan Warrior among the deadliest beings in all of creation, and they still continue to seek more powerful opponents.

At 21st level, the Saiyan Warrior gains a bonus to all rolls against opponents equal to the difference between their hit dice, so long as the opponent’s hit dice are greater than the hit dice of the Saiyan Warrior.

If using the Immortal’s Handbook divinity rules, the Saiyan Warrior gains an additional bonus using the comparison of Divine Rank.

Unrelenting (Ex)

The Saiyan Warrior doesn’t let their opponent breathe easy for a single moment.

At 22nd level, the Saiyan Warrior gains another additional Immediate Action, and another corresponding additional Swift Action. This benefit is in addition to the one granted by the Ready for Action, to a total of four additional Immediate and Swift Actions.

Ki Mastery (Ex)

The Saiyan Warrior has pushed their proficiency with Ki to a new level.

At 23rd level, the Saiyan Warrior may select one Ki specialization they do not already have, and gain all features for that specialization.

Never Give Up (Ex)

Overcoming the insurmountable is often an impossible task, but a necessary one.

At 24th level, the Saiyan Warrior doubles the threshold at which their negative hit points must exceed for them to be slain. This bonus stacks with the bonus granted by Get Back Up and Not the Type to Quit, octupling the threshold.

Ki Paragon (Ex)

The Saiyan Warrior has elevated the manipulation of Ki to an art form.

At 25th level, the Saiyan Warrior may select one Ki specialization they do not already have, and gain all features for that specialization.

Full Force (Ex)

The Saiyan Warrior pushes their body to its limit in order to achieve the impossible.

At 26th level, the Saiyan Warrior may increase the die size of any damage dice they roll by two steps

Ki Ascension (Ex)

The Saiyan Warrior has become one with Ki.

At 27th level, the Saiyan Warrior may select one Ki specialization they do not already have, and gain all features for that specialization.

Immovable Object (Ex)

The Saiyan Warrior can not be stopped.

At 28th level, the threshold at which the Saiyan Warrior’s negative hit points must exceed for them to be slain is multiplied by ten, not stacking with any previous class features.

Unstoppable Force (Ex)

The Saiyan Warrior will not be stopped.

At 29th level, the Saiyan Warrior may increase the die size of any damage dice they roll by three steps. This bonus stacks with the one granted by Full Force, to a total of 5 steps of improvement.

Ultra Instinct (Ex)

The Saiyan Warrior is all they will ever need.

At 30th level, the Saiyan Warrior may expend a Ki point to gain an additional Immediate or Swift Action.

 

 

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