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squishycube
2006-04-06, 07:45 AM
DISCLAIMER:
I am not sure wether I posted this class here before, but I couldn't find it so I repost it now.
This class I made a while back and I remember I wanted to playtest it before posting. That playtesting didn't happen and I got tired of waiting.

This class is meant as a spoof of the anime series 'Dragonball', but I did try to make it seriously playable.

This class uses psionics. You need the expanded psionics handbook to be able to use this class.

This class has its own power list, but I don't have it digitally. The class gets lots of blasting powers and a few buffs.

For easy reading, this class is also available as an Open Office document (http://www.quibuscms.net/The%20Z-Fighter.odt) (70 KB), an RTF document (http://www.quibuscms.net/The%20Z-Fighter.rtf) (1632 KB ???) and as a M$ Word document (http://www.quibuscms.net/The%20Z-Fighter.doc) (117 KB, Saved with Open Office)

The Z-Fighter

http://www.quibuscms.net/z-fighter.jpg
Image is (c) someone else, I have no idea.
As no other the Z-Fighters have managed to combine lethal unarmed fighting with at least as deadly manifesting. Later in their lives, Z-Fighters master the art of falling without hitting the ground and eventually they are buzzing with psionic energy, mashing their enemies to pulp with hands that seem to be made of steel and powers that come out of nowhere.
Alignment: Any, although they tend to be neutral on at least one of the axis
Hit Die: d10

Class Skills:
The Z-Fighter’s class skills (and the key ability for each skill) are
Autohypnosis (Wis), Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Knowledge (Psionics) (Int), Listen (Wis), Move Silently (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).

Skill Points at 1st Level
(4 + Int modifier) ×4.

Skill Points at Each Additional Level
4 + Int modifier.

Table: The Z-Fighter{table]

LvlBase Attack BonusFort SaveRef SaveWill SaveSpecialPower Points/DayPowers KnownFlurry of Blows Attack BonusPower Level KnownUnarmed Dmg2Speed Bonus



1st+0+2+2+0Bonus Feat, Flurry of Blows, Unarmed Strike011-2/-21st1d6+0 ft.



2nd+1+3+3+0AC Bonus, Groovy Hair12-1/-11st1d6+0 ft.



3rd+2+3+3+1-33+0/+01st1d6+10 ft.



4th+3+4+4+1Evasion54+1/+12nd1d8+10 ft.



5th+3+4+4+1Signature Power (Increased ML)75+1/+12nd1d8+10 ft.



6th+4+5+5+2Flying 116+2/+22nd1d8+20 ft.



7th+5+5+5+2Ki Strike (Psionic)157+3/+33rd1d8+20 ft.



8th+6/+1+6+6+2+2-198+5/+5/+03rd1d10+20 ft.



9th+6/+1+6+6+3Improved Evasion239+5/+5/+03rd1d10+30 ft.



10th+7/+2+7+7+3Signature Power (Metapsionic 1)2710+6/+6/+14th1d10+30 ft.



11th+8/+3+7+7+3Greater Flurry3511+7/+7/+7/+24th1d10+30 ft.



12th+9/+4+8+8+4Ki Strike (Aligned)4312+8/+8/+8/+34th2d6+40 ft.



13th+9/+4+8+8+4-5113+8/+8/+8/+35th2d6+40 ft.



14th+10/+5+9+9+4Abundant Step 1/day5914+9/+9/+9/+45th2d6+40 ft.



15th+11/+6/+1+9+9+5-6715+10/+10/+10/+5/+05th2d6+50 ft.



16th+12/+7/+2+10+10+5-7916+11/+11/+11/+6/+16th2d8+50 ft.



17th+12/+7/+2+10+10+5Ki Strike (Adamantine)9117+11/+11/+11/+6/+16th2d8+50 ft.



18th+13/+8/+3+11+11+6Abundant Step 2/day10318+12/+12/+12/+7/+26th2d8+60 ft.



19th+14/+9/+4+11+11+6-11519+13/+13/+13/+8/+36th2d8+60 ft.



20th+15/+10/+5+12+12+6Perfect Z, Signature Power (Metapsionic 2)12720+14/+14/+14/+9/+46th2d10+60 ft.

[/table]1.The Z-Fighter gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Charisma score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power.
2.The damage shown is for Medium Z-Fighters. See Table: Small or Large Z-Fighter Unarmed Damage for Small or Large Z-Fighters.


Table: Small or Large Z-Fighter Unarmed Damage{table]

LevelDamage (Small Z-Fighter)Damage (Large Z-Fighter)



1st-3rd1d41d8



4th-7th1d62d6



8th-11th1d82d8



12th-15th1d103d6



16th-19th2d63d8



20th2d84d8

[/table]


Table: Aligned Strike{table]

Kistrikealignment


Z-Fighter’s AlignmentGoodEvilLawfulChaotic



Lawful GoodYesNoYesNo



Lawful NeutralYesYesYesNo



Lawful EvilNoYesYesNo



Neutral GoodYesNoYesYes



NeutralYesYesYesYes



Neutral EvilNoYesYesYes



Chaotic GoodYesNoNoYes



Chaotic NeutralYesYesNoYes



Chaotic EvilNoYesNoYes

[/table]

Class Features
All the following are class features of the Z-Fighter.

Weapon and Armor Proficiency
Z-Fighters are not proficient with any weapons, any armor, or shields.

Power Points/Day
A Z-Fighter’s ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Z-Fighter. In addition, he receives bonus power points per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level Z-Fighter gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points.

Powers Known
A Z-Fighter begins play knowing one Z-Fighter power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.

Choose the powers known from the Z-Fighter power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a Z-Fighter to learn powers from the lists of other classes.) A Z-Fighter can manifest any power that has a power point cost equal to or lower than his manifester level.

The total number of powers a Z-Fighter can manifest in a day is limited only by his daily power points.

A Z-Fighter simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against Z-Fighter powers is 10 + the power’s level + the Z-Fighter’s Charisma modifier.

Highest Power Level Known
A Z-Fighter begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.

To learn or manifest a power, a Z-Fighter must have a Charisma score of at least 10 + the power’s level

Z-Fighter Manifesting
The way a Z-Fighter manifests powers is slightly different to normal manifesters. To manifest a power a Z-Fighter must expend his Psionic Focus. A Z-Fighter's manifester level is equal to half his class level.

Bonus Feat
At first level a Z-Fighter gets either Improved Feint or Improved Taunt as a bonus feat, even if he does not meet the prerequisites for those feats.
This bonus feat is in addition to the feats that a character of any class gains every three levels.

Flurry of Blows (Ex)
When unarmored, a Z-Fighter may strike with a flurry of blows at the expense of accuracy. When doing so, he may make one extra attack in a round at his highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. The resulting modified base attack bonuses are shown in the Flurry of Blows Attack Bonus column on Table: The Z-Fighter. This penalty applies for 1 round, so it also affects attacks of opportunity the Z-Fighter might make before his next action. When a Z-Fighter reaches 8th level, the penalty lessens to -1. A Z-Fighter must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a Z-Fighter may attack only with unarmed strikes. The Z-Fighter can’t use any weapon as a part of a flurry of blows.

Greater Flurry
When a Z-Fighter reaches 11th level, his flurry of blows ability improves. In addition to the standard single extra attack he gets from flurry of blows, he gets a second extra attack at his highest attack bonus.

Unarmed Strike
At 1st level, a Z-Fighter gains Improved Unarmed Strike as a bonus feat. A Z-Fighter’s attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that a Z-Fighter may even make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a Z-Fighter striking unarmed. A Z-Fighter may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
Usually a Z-Fighter’s unarmed strikes deal lethal damage, but he can choose to deal nonlethal damage instead with no penalty on his attack roll. He has the same choice to deal lethal or nonlethal damage while grappling.

A Z-Fighter’s unarmed strike is treated both as a manufactured weapon and a natural weapon for the purpose of spells and effects that enhance or improve either manufactured weapons or natural weapons.

A Z-Fighter also deals more damage with his unarmed strikes than a normal person would, as shown on Table: The Z-Fighter. The unarmed damage on Table: The Z-Fighter is for Medium Z-Fighters. A Small Z-Fighter deals less damage than the amount given there with his unarmed attacks, while a Large Z-Fighter deals more damage; see Table: Small or Large Z-Fighter Unarmed Damage.

AC Bonus (Ex)
Upon attaining second level, when unarmored and unencumbered, the Z-Fighter adds his Charisma bonus (if any) to his AC. In addition, a Z-Fighter gains a +1 bonus to AC at 5th level. This bonus increases by 1 for every five Z-Fighter levels thereafter (+2 at 10th, +3 at 15th, and +4 at 20th level).

These bonuses to AC apply even against touch attacks or when the Z-Fighter is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.

Groovy Hair (Ex)
At second level, and every three levels thereafter the Z-Fighter gets a new hairdo to fit his newly acquired powers. Whenever the Z-Fighter performs a feat of strength or power his hair color changes as well. For example, a Z-Fighter who normally has black hair, might have that changed to blond when he reaches second level. All changes are at the DM's discretion.

Fast Movement (Ex)
At 3rd level, a Z-Fighter gains an enhancement bonus to his land speed as well as his fly speed, as shown on Table: The Z-Fighter. This benefit applies only when he is wearing no armor and not carrying more than a light load.

Evasion (Ex)
At 4th level or higher if a Z-Fighters makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a Z-Fighter is wearing light armor or no armor. A helpless Z-Fighter does not gain the benefit of evasion.

Signature Power
Upon attaining 5th level, a Z-Fighter picks a signature power. The Z-fighter can manifest his signature power with increased potential. When the Z-Fighter manifests his signature power, he is treated as if his manifester level is one higher than it actually is for the purpose of determining the effects of the power. The Z-Fighters signature power must be a power that deals direct hit point damage, such as the Energy powers. Once chosen, the signature power can only be changed by training with the new power for 24 hours.

At 10th level the Z-Fighters signature power becomes more powerful. From now on, the Z-Fighter gets ten power points worth of augmenting for free. The Z-Fighter can use these extra power points how he sees fit, he can use them all at once to augment one manifesting of his signature power, or he could use them one at a time to augment several manifestings.
These power points are not added to the Z-Fighter’s pool of power points. These power points cannot be used for anything but augmenting the signature power of the Z-Fighter. If they are not used upon manifesting, they are lost. These power points cannot be stored in any way.

At 15th level, the signature power increases in strength again. He gets one of the following metapsionic feats as a bonus feat: Burrowing Power, Delay Power, Empower Power, Enlarge Power, Extend Power or Split Psionic Ray. The Z-Fighter does not have to pay the extra power points that normally have to be paid to use a metapsionic feat, but the effect can only be applied to his signature power.

Upon attaining 20th level, the Z-Fighter’s signature power becomes more powerful for the last time. He gets another metapsionic feat as a bonus feat. The metapsionic feats he can choose are: Maximize Power, Opportunity Power, Quicken Power, Twin Power or Widen Power. This ability functions the same as the 15th level Signature Power ability.

Flying (Su)
At sixth level, the Z-Fighter gains the ability to fly. As a free action, the Z-Fighter can pay 2 power points to activate this ability for 1 minute per Z-Fighter level. While maintaining psionic focus the Z-Fighter gains a fly speed equal to his base speed (including Z-Fighter bonus speed) at perfect maneuverability. When the duration of the ability ends and the Z-Fighter is still aloft, the power is automatically activated again.
The ability ends when the Z-Fighter expends his psionic focus or when he has not enough power points left to pay for another use. When the ability ends, the Z-Fighter hovers for one round. While hovering, the Z-Fighter can move downwards at his normal speed or move horizontally at half his speed.
To sum it up, to be able to fly a Z-Fighter must:
- maintain psionic focus
- pay 2 powerpoints for every 1 minute per level spent in flight

Ki Strike (Su)
At 7th level, a Z-Fighter’s unarmed attacks are empowered with Ki. His unarmed attacks are treated as psionic weapons for the purpose of dealing damage to creatures with damage reduction. Ki strike improves with the character’s Z-Fighter level. At 12th level, his unarmed attacks are also treated as aligned weapons for the purpose of dealing damage to creatures with damage reduction. A Z-Fighter chooses what alignment his attacks will get. Once this choice is made, it cannot be reversed. See the table Aligned Strike for information about what alignment can be chosen by what Z-Fighters. At 17th level, his unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

Improved Evasion (Ex)
At 9th level, a Z-Fighter’s evasion ability improves. He still takes no damage on a successful Reflex saving throw against attacks, but henceforth he takes only half damage on a failed save. A helpless Z-Fighter does not gain the benefit of improved evasion.

Abundant Step (Su)
At 14th level or higher, a Z-Fighter can slip psionically between spaces, as if using the power psionic dimension door, once per day. His manifester level for this effect is one-half his Z-Fighter level (rounded down). At 18th the Z-Fighter can use this ability one extra time a day.

Perfect Z
At 20th level doesn’t need to be psionically focused to maintain flight and flying does not cost any power points.

Ex-Z-Fighters
Any Z-Fighter who takes levels in a base class that grants AC bonuses from an ability score, such as the Monk irrevocably loses his AC Bonus class feature, thereby losing his charisma bonus to AC and all other AC bonuses granted by that class feature.


New Combat Action

Taunt
Taunting is a standard action. To taunt, make a Bluff check opposed by a Sense Motive check by your target. The target may add his base attack bonus to this Sense Motive check. If your Bluff check result exceeds your target’s Sense Motive check result, the target will do anything within its power to attack you for his whole next turn.
When taunting in this way against a nonhumanoid you take a -4 penalty. Against a creature of animal Intelligence (1 or 2), you take a -8 penalty. Against a nonintelligent creature, it’s impossible.

Taunting in combat does not provoke attacks of opportunity.

Taunting as a Move Action
With the Improved Taunt feat, you can attempt a taunt as a move action instead of as a standard action.

New Feat

Improved Taunt [General]
Prerequisites
Int 13, Combat Expertise.
Benefit
You can make a Bluff check to taunt in combat as a move action.
Normal
Taunting in combat is a standard action.
Special
A fighter may select Improved Taunt as one of his fighter bonus feats.

Corestimah
2006-04-06, 08:07 AM
There was a post almost EXACTLY like this, but I don't remember where.

Jothki
2006-04-06, 12:25 PM
There was a post almost EXACTLY like this, but I don't remember where.

Then he probably did post it a while ago.

Everyman
2006-04-06, 01:20 PM
I remember seeing this during the summer.

The more I look at this class, the more overpowered it seems to me. It has all the base abilities of a monk (BAB, Saves, Skills, Speed), better HD and Unarmed Strike, and a bunch of psionic abilities...and flight!

I would recommend toning this down a lot. I'd probably cut the powers known by half and give the class a d8 HD. Then it would be about right, in my opinion.

Freeman333
2006-04-06, 02:52 PM
On the one hand, this class does seem a bit overpowered when compared to other hand-to-hand melee base classes. On the other hand, WOOO! DBZ ROCKS! WOOOOOOOOO!

Ahem. Yes. Well. In some ways, it almost seems appropriate for a Dragon Ball based class to be overpowered--after all, the whole point behind the Z-Fighters was that they were the most powerful fighters on the planet (or in the galaxy, or the universe, or any universe, depending on what part of the series we're at...sigh...). I'd had an idea at one point of making Z-Fighter an epic-level class that advanced monks once they got higher than 20th level, when these sorts of powers are more appropriate.

But that's not what we're talking about here. To look at Z-Fighters as an actually playable base class, we have to balance them against classes that possess the qualities we want Z-Fighters to have. Mainly this would seem to be monk and psychic warrior. So, take away the powers that monks get at higher levels and replace them with psionic powers of equivalent potency. I don't have a Psionic Handbook in front of me, so I can't get into detail, but it seems like the only way to make this class truly balanced would be to take that approach, or a similar one.

Even so, I'd love to play this class as it is in a campaign--perhaps a campaign in which this was the only class one could choose, with various character customizations giving variety rather than varied character classes. Of course, I guess I could always just go play the Dragon Ball Z RPG if that's what I want...

Jothki
2006-04-06, 03:24 PM
Ahem. *Yes. *Well. *In some ways, it almost seems appropriate for a Dragon Ball based class to be overpowered--after all, the whole point behind the Z-Fighters was that they were the most powerful fighters on the planet (or in the galaxy, or the universe, or any universe, depending on what part of the series we're at...sigh...). *I'd had an idea at one point of making Z-Fighter an epic-level class that advanced monks once they got higher than 20th level, when these sorts of powers are more appropriate.

Yeah, an epic-level class would make much more sense, at least for the kinds of stuff you are giving the class. If you want to get an idea of what kinds of powers a non-epic version would have, you'd be better off looking at (non-Z) Dragonball.

Starbuck_II
2006-04-06, 03:25 PM
This class has potencial:

Cons:
- No AC bonus till level 2.
- No armor or weapons.
- Limited in PP like a psi-warr.
- Can't manifest every round: must spend a full round action to regain Focus at low levels. (As normal for refocusing). Later you could lower it to a more action with feat Psychic Mediatation, but that will take a while.

Pros:
- Better HD than a Monk and a Psi-warr
- Signature Move ability
- Flight (with requirement of focus)
- Can manifest and fight

Now I can review it:
Personally, I think it should be lower damage that monk overall levels: 1d4 and slowly go to 2d8 for meduim.
The Z-Fighter can always use his powers to make his blows deal more.



Signature Power
Upon attaining 5th level, a Z-Fighter picks a signature power. The Z-fighter can manifest his signature power with increased potential. When the Z-Fighter manifests his signature power, he is treated as if his manifester level is one higher than it actually is for the purpose of determining the effects of the power. The Z-Fighters signature power must be a power that deals direct hit point damage, such as the Energy powers. Once chosen, the signature power can only be changed by training with the new power for 24 hours.

Why must it deal damage?
Not all the Fighters did damage with signature power.

If you remember from Dragon Ball the Devilman used Slay Living that affects anyone who wasn't exalted (Goku was exalted as a kid), because he uses the evil or naughtiness in your heart. As an exalted Kid he didn't feel a thing.
Turtle Hermit would have died in a second. ;D

I don't see the abuse in non-damage powers.

Also Groovy hair comes too soon. Goku had Black hair till I'd say 10th level (or epic depending on your interpretation of Challenges).
But I know this is supposed to be silly. ;)

I only find a 1 thing overpowered:
1. normal monk damage + casting (reduces on damage step would fix that).

Why d10 hps?

Freeman333
2006-04-06, 04:42 PM
Yeah, a class that gave people the powers from Dragon Ball, rather than Dragon Ball Z, would be more appropriate for non-epic campaigns. Let's see...powers manifesting in Dragon Ball include Goku's enormous strength (though that's really more of a racial benefit--but Roshi, Kurrurin and Tienshen were all humans and also displayed superhuman strength in the pages of Dragon Ball, so perhaps there's an argument there) and endurance, the ability to catch bullets (like an improved Snatch Arrows feat), super-speed, Yamcha's Wolf Fang Fist, Goku's Rock/Scissors/Paper attack, super-leaping, and, of course, Roshi's Kamehameha Burst. Powers displayed later in the series include levitation, telekinesis, clairvoyance, regeneration (though, again, this was a racial ability of Piccolo's), bodily modification (Tienshen's multiple arms attack, and later his ability to split into multiple forms), blinding flashes of light ("Solar FLARE!"), and gradually more powerful evocations of ki energy as an attack--the Dodurrun beam, Piccolo's energy-eyes and energy-breath attacks, and even Roshi's Moon Buster attack might count in this category.

So, most of these are pretty easy to evoke with existing D&D abilities, particularly psionic ones. The problem is, how to balance all these abilities with the already-existing monk's abilities? Reduce the class's skill points, for starters; none of the Z-Fighers ever showed much propensity for anything other than fighting (Goku was married and had kids before he ever even learned to drive, and couldn't count higher than ten when he was fifteen years old...). Perhaps some sort of restriction on activities similar to a wizard's studies--Z-Fighters must spend at least an hour every day, after resting all night, practicing their martial arts or they lose their manifestation powers for that day.

Perhaps some sort of odd restriction evoking the weighted training clothes Goku & Co. trained in. Z-Fighters lose their abilities if they carry less than a medium load for at least half of their waking hours. Perhaps, like Goku, their caloric intake requirements are increased--Z-Fighters must consume three times as much food per day as a regular character or begin taking starvation damage.

There are other ways to balance the Z-Fighter's advantages; perhaps limiting the kinds of feats they can take, or strict bushido-style codes of honor and behavior (though this is ranging pretty far afield from the comic, where the characters behaved in pretty much whatever fashion they wanted and never suffered much of a penalty for it).

In any case, the powers could be doled out in pretty much the same order they were given in the comic; enhanced speed and movement around 3-4th level, powerful damaging attacks around 7-8th, Kamehameha around 10th, Dimension Door movement around 12th, more powerful Kamehameha around 15th, Levitation around 18th, and Flight at 20th. Beyond that you could get into the Dragon Ball Z powers (including the ability to change one's hair color, or fuse with other characters into more powerful entities).

Goumindong
2006-04-06, 05:51 PM
It is perfectly balanced if you make them generate their own psi energy by concentrating for 1 minute/10 power points, and having them loose those point at the end of any fight/scene/whatever.

Just like the series.

edit: You could tie the hair color changing into this power up as well.

hyenahyena
2006-04-06, 06:23 PM
man, making a dragon ball (not dbz) sort of class, with feats like 'wolf fang fist' would hilarious. The prerequisite to any class skill would be to yell it out before you attempt it.


Wolf fang fist!
Prereqs: bab 5, unarmed strike, mobility(?).

You yell "WOLF FANG FIST" like a jerk and leap forward to deliver a punch just like a real wolf would! This attack covers up to 15 feet to strike an opponent. Moving through threatened space of enemies does not provoke any attacks of opportunity on you.
When arriving at your opponent, they're so completely amazed that you just yelled out your attack and jumped at them, that they are now considered flat footed, and may not add their dex bonus to their AC.
If the attack connects, they must roll will save or be stunned by how awesome you really are.

Starbuck_II
2006-04-06, 06:35 PM
Perhaps some sort of odd restriction evoking the weighted training clothes Goku & Co. trained in.

*Z-Fighters lose their abilities if they carry less than a medium load for at least half of their waking hours. *Perhaps, like Goku, their caloric intake requirements are increased--Z-Fighters must consume three times as much food per day as a regular character or begin taking starvation damage. *

Not all the Z Fighters ate that much. Pic didn't (but I think Nameks are Plant people).
Weght Training was to increase strength not required to have it.

Goku's appetite was from Race I think. Remember: Goku learned Kamehamaeha at a low age/level. Level 6 I'd say.

squishycube
2006-04-07, 05:38 AM
Thanks for all the replies, I'll try to respond to all of them.

General:
I have spent quite some time toning the class down, it was a lot worse :-). If you insist the class is overpowered, I'll tone it down some more.

Tarkhan:
The monk gets all saves good, the Z gets two. I might drop Ref too to balance it out.
I've been considering dropping skill points to 2/level.
I wanted to give this class a little more toe-to-toe feel and therefor I upped HD. I could drop this for balance.
Speed could be lessened too, although I think this is more a flavour thing then anything else. (Prove me wrong please! What use is all that speed?)

Obviously I wont take away his psionic powers ;).
He does only have half manifester level, which means he can only start manifesting at second level. (I have to fix the entry of the 1st level power points.) It also means that the powers he can manifest will never be very impressive for his level.
And as he also has to expend his psy focus to manifest, he will probably manifest just one power per combat (A full-round Concentration check at DC 20 to regain psy focus, that's quite high!)
Finally, the whole psyfocus means he can't fly AND manifest, which would be the main use for flight. (He is pure hand to hand: no ranged proficiency.)
I realise the uses of flying outside of combat, but he only gets it at level 6, which is the same level where the wizard gets acces to Fly. He does get it a bit cheaper. (2 pp/per minute/level insted of 5. I could up this to 4.)

Starbuck_II:
The signature power must be a damaging power because that limits the abusive potential of the class feature, it gives a clear oversight of what powers the Z can use, wich I think is good., Also I think most DBZ signature powers were damaging powers, so it fits well enough for me.

d10 HD, see my comment in Tarkhan's section
Monk damage + manifesting:
I really think it isn't too bad, I think the true power of the monk lies in the combination of all its class features, not just the unarmed damage. The Z loses a lot of the monk features, or gets them later.
All it really does is give him a choice wether he'll blast or punch... Ok, maybe its a bit more powerful then that and I'll look into it when I overhaul the class.

Freeman333:
Your idea of balancing the class out are good I tihink, but I did do that to some extent.
The Z doesn't get any of the 'mental' monk special abilities. He also doesn't get Stunning Fist and he gets less uses of Abundant Step, het gets Evasion later, etc. etc. (Put the monk table next to the Z table for a complete comparison.)

The fact that all DBZ character had such diverse powers is the main reason I gave the Z manifesting abilities:
There are also a lot of Powers, which should reflect that diversity very well.

Goumindong:
That's a good final resort balancing measure I think. If I don't manage to tone the class' power down enough I'll certainly consider this.

Chris the Pontifex
2006-04-08, 11:44 AM
sqc: poster5 / master of tables10


It is perfectly balanced if you make them generate their own psi energy by concentrating for 1 minute/10 power points, and having them loose those point at the end of any fight/scene/whatever.

Just like the series.

edit: You could tie the hair color changing into this power up as well.

I'd say that should be 1episode / 10 pp at the least

ninja_kitsune
2006-04-08, 11:52 AM
Well, one of my friends made a DBZ class that he called the "Ki Fighter." Its really balanced and amazingly cool, though I doubt I could get his designs to show you.

bosssmiley
2006-04-08, 01:53 PM
Do you hear that sound Squishycube? You've made the desginers of D&D cry with your Z-Fighter prestige class.

Bad cube! Very naughty! No pineapple chunks for you. >:(

Orion-the-G
2006-04-09, 04:58 PM
From looking it over there's just no way this class is balanced...it's just so full of stuff!

From what I've seen DBZ fighters don't look right represented as a class anyway. They're epic level fighters/monks/etc. with a weird ability that lets them use epic level spells without having to use normal magic.