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imp_fireball
2009-09-22, 01:17 AM
The Martial Warrior

http://www.poptower.com/images/db/3118/420/300/dragon-ball-z.jpg
Martial Warriors, all of 'em.

Alignment

Any

Hit Die

d6.

The Martial Warrior's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Nature) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Martial Lore (Int), Listen (Wis), Bluff (Cha), Intimidate (Cha), Sense Motive (Wis), 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 Martial Warrior
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Flurry of Blows Attack Bonus|Unarmed Damage|AC Bonus|Maneuvers Known|Maneuvers Readied|Stances Known|Power Points/Day

1st|
+1|
+2|
+0|
+0|Flurry of Blows, Unarmed Strike|-2|1d6|+0|2|1|1|0

2nd|
+2|
+3|
+0|
+0|Bonus Feat|-2|1d6|+0|3|1|1|1

3rd|
+3|
+3|
+1|
+1|Class Ability|-2|1d6|+0|4|2|1|3

4th|
+4|
+4|
+1|
+1|Class Ability|-2|1d8|+0|5|2|1|5

5th|
+5|
+4|
+1|
+1|Bonus Feat|-1|1d8|+1|6|3|2|7

6th|
+6/+1|
+5|
+2|
+2|Greater Flurry|-1/-1|1d8|+1|7|3|2|11

7th|
+7/+2|
+5|
+2|
+2|Class Ability|-1/-1|1d8|+1|9|4|2|15

8th|
+8/+3|
+6|
+2|
+2|Advanced Counter Technique|-1/-1|1d8|+1|10|5|3|19

9th|
+9/+4|
+6|
+3|
+3|Bonus Feat|+0/+0|1d10|+1|12|5|3|23

10th|
+10/+5|
+7|
+3|
+3|Hard Strikes|+0/+0|1d10|+2|13|6|3|27

11th|
+11/+6/+1|
+7|
+3|
+3|Superior Flurry|+0/+0/+0|1d10|+2|15|7|4|35

12th|
+12/+7/+2|
+8|
+4|
+4|Bonus Feat|+0/+0/+0|1d10|+2|16|7|4|43

13th|
+13/+8/+3|
+8|
+4|
+4|Class Ability|+0/+0/+0|1d10|+2|18|8|4|51

14th|
+14/+9/+4|
+9|
+4|
+4|Class Ability|+0/+0/+0|2d6|+2|19|9|5|59

15th|
+15/+10/+5|
+9|
+5|
+5|Blinding Flurry|+0/+0/+0/+0|2d6|+3|21|9|5|67

16th|
+16/+11/+6/+1|
+10|
+5|
+5|Class Ability|+0/+0/+0/+0|2d6|+3|22|10|5|79

17th|
+17/+12/+7/+2|
+10|
+5|
+5|Class Ability|+0/+0/+0/+0|2d6|+3|24|11|6|91

18th|
+18/+13/+8/+3|
+11|
+6|
+6|Mach Flurry, Bonus Feat|+0/+0/+0/+0/+0|2d6|+3|25|11|6|103

19th|
+19/+14/+9/+4|
+11|
+6|
+6|Class Ability|+0/+0/+0/+0/+0|2d8|+3|27|12|6|115

20th|
+20/+15/+10/+5|
+12|
+6|
+6|Light Speed Flurry|+0/+0/+0/+0/+0/+0|2d8|+4|28|12|7|127[/table]
NOTE: The level of maneuver a Martial Warrior can initiate is determined in levels as the Warblade.

Proficiencies: The Martial Warrior is proficient with no weapons aside from his unarmed strikes. He is proficient with light and medium armor.

Maneuver Recovery Method

The martial warrior recovers maneuvers as a swift action while in total defense, or as a full action.

Explicit Maneuvers

Every warrior has a different list of maneuvers and as they grow in power, they may find that the number of maneuvers they may know exceeds their 'default list'. The default list is a small list of maneuvers that the GM assigns to each of the five disciplines - as a general rule, it shouldn't be more than about 4 for each discipline (alternatively, you could roll a d8 for each discipline to determine the path the warrior initially takes in life).

Once the maneuvers that a martial warrior knows exceeds this list, they must train new maneuvers or learn them from other martial warriors of the same discipline - using the rules for training and/or learning new maneuvers in Tome of Battle. When learning or training new maneuvers, they may 'fill slots' for maneuvers that they could potentially know, thus learning them instantly and not having to wait to gain a level before doing so - this feature is unique to the martial warrior.

No other discipline really exists beyond the five and any that do are considered 'universal'. In the fluff, the five disciplines are really just generalizations and not actually developed or consolidated by characters - thus, individual characters may end up giving them their own names for a discipline that covers a range of maneuvers, that in the mechanics would fall into a portion of one or more of the five disciplines.

The five disciplines are known as 'The Persisting Way', in reference to the persistence of Ki - which is confirmed to exist throughout the universe and possibly beyond (other planes).

AC Bonus (Ex)

Starting at 5th, and every 5th level thereafter, the martial warrior gains a +1 miscellaneous bonus to his AC. This bonus applies against touch attacks, but not when he is flatfooted. It also applies when wearing armor or when the martial warrior is encumbered. Unlike the monk however, the martial warrior does not add their wisdom bonus to AC.

Flurry of Blows (Ex)

At 1st level, the martial may make one additional attack when allowed a full attack. All additional attacks granted by a flurry must be unarmed and imposes a -2 penalty to all attacks, which decreases at higher levels in accordance to Table: The Martial Warrior. Also in accordance to the table, the number of attacks granted by flurry increases. Beyond 20th level, the martial warrior receives one additional attack in a flurry per level for each level beyond 20th.

Unarmed Strike

The Martial Warrior's unarmed strike works exactly like that of the monk, however it progresses in damage die more slowly, in accordance to Table: The Martial Warrior. Damage from an unarmed strike increases or lowers in accordance to size, just like the monk's does.

Disciplines

The Martial Warrior has knowledge of five disciplines at 1st level: Spirit Warrior, Body Being, Master Mind, Entropic Rage, and Light Seeker. These disciplines are generally reserved for the Martial Warrior that he may choose from.

Maneuvers Readied

Martial Warriors exercise martial arts throughout their entire lives in order to become what they are. Like the Warblade, they merely need to exercise 5 minutes to ready new maneuvers up to the limit imposed for their level in accordance with Table: The Martial Warrior.

Power Points

Some Maneuvers that the Martial Warrior uses are supernatural or spell like in nature. They can also be taxing each time they are used. Thus, a power point cost is imposed for each use of these maneuvers. Martial warriors have a number of power points in accordance with Table: The Martial Warrior and a bonus per level determined by their wisdom modifier. Recovering power points per day is as the Psychic Warrior, as is the method for determining bonus power points and power points determined at epic levels. Although he has no power points at first level, the Martial Warrior's wisdom modifier can still grant him bonus power points. Having power points does not in any way grant the Martial Warrior manifester levels or the ability to lose or gain psionic focus; a characteristic of manifesters.

Bonus Feat

At 2nd level, the Martial Warrior can select either uncanny dodge, improved sunder, improved grapple, mobility or improved toughness as a bonus feat, even if he does not meet the prerequisites for these feats. At 5th level, he may select improved initiative, endurance, two weapon fighting, improved grab, or improved uncanny dodge. At 9th level, he may select epic toughness, spring attack, perfect two weapon fighting, leap attack, or awesome blow. At 12th level he may receive DR 5/-, Improved Whirlwind, Fast Healing 2, Epic Endurance, or Improved Ki Strike. At 18th level he may receive DR 10/-, Fast Healing 5, Exceptional Deflection or Dire Charge. For every three levels beyond 18, the Martial Warrior may select any combat oriented feat (which includes 'special qualities' such as damage reduction and energy resistance if they are covered by a feat), epic or mundane, as a bonus feat, as long as they meet the prerequisites.

Hard Strikes (Ex)

At 10th level, the Martial Warrior's unarmed strikes count as adamantium weapons for the purposes of affecting damage reduction and/or hardness.

Advanced Counter Technique (Ex)

At 8th level, the Martial Warrior has the ability to turn what are normally standard actions into immediate actions for the purpose of countering an enemy's attack, be it a maneuver involving power points or a melee attack, or both. However, the countering Martial Warrior must make a Martial Lore Check versus the attacker's HD + Level of Maneuver + Wisdom Modifier. Failure indicates that they may not make a counter. If the counter is successful, then the attack is either turned aside (with neither parties affected) or if the attacker is of initiator level that is equal to or greater than the counter's initiator level, both parties must make opposed initiator level checks to determine who instead is affected - if the counter wins, they instead turn aside the attacker's attack rather than affecting the attacker with whatever they used as their counter.

Either party may expend 1d20 power points to raise their initiator level by one, which may be done as many times as either wishes during the post-counter pre-resolution phase. If the initial martial warrior whom made the counter chooses to spend power points during opposed initiator level checks, then he may affect the opponent with his maneuver that he chose to use as a counter instead of simply turning aside the attacker.

Hyper Counter Technique (Ex)

At 18th level, the Martial Warrior has the ability to turn what are normally full actions into immediate actions for the purpose of a counter; see 'advanced counter technique' ability description for rules.

Maneuver Compilation

Spirit Warrior

The Spirit Warrior discipline focuses on energy, both external and internal, whether by way of unleashing a kamehameha, or incinerating a foe with a mighty spirit bomb.

Focus Power (Su)
Spirit Warrior (Stance)
Level: Martial Warrior 1
Initiation Action: Swift
Range: N/A
Target: Self
Duration: As Normal for a Stance
Save: N/A

While in this stance, you double the number of bonus power points per day granted by your wisdom modifier. These additional power points are only available as long as you remain in this stance.

Kamehameha (Sp)
Spirit Warrior (Strike)
Level: Martial Warrior 2
Initiation Action: Standard or Longer (see text)
Range: 200ft. + 50 per class level line.
Target: 10ft. radius.
Duration: Immediate damage (see text)
Save: Reflex DC 10 + Class Level + Wis Modifier to half damage

Kamehameha deals class level multiplied by d6 fire/force damage and costs 3 power points. The area of this maneuver doubles and the damage is increased by 1.5 for every additional full round spent initiating the maneuver, during which the character may not take any other action, including five foot steps, however the power point cost also doubles per round beyond the initial standard action. The width of the attack's line of effect also doubles for every secondary full round spent initiating the maneuver (two full rounds minimum), which effectively transforms the attack into a line (with an explosion at its impact point). When spending longer than a standard action to initiate this maneuver, the character initiating it is treated as if casting a spell and must make concentration checks when damaged, but not for other things such as a distracting environment.

Ki Blast (Sp)
Spirit Warrior (Strike)
Level: Martial Warrior 1
Initiation Action: Swift
Range: Thrown, See Text
Target: Individual
Duration: Immediate
Save: See Text

You fire a burst of ki that deals your initiator level d8 bludgeoning/fire damage. At fifth level, the range increases beyond thrown to become 10*(your initiator level + wisdom modifier). You may also allow it to affect a 10ft. radius (reflex save DC = attack roll) or twice that (reflex save DC = 1/2 attack roll), or double that for 1/2 the save DC again, etc. Alternatively, you can remove the reduction to save DC for 2 power points, and then double that for each halving.

At 10th level, your ki blast deals force/bludgeoning/fire damage and can bypass hardness and material related DR such as DR/adamantine.

Fireball Fists (Sp)
Spirit Warrior (Boost)
Level: Martial Warrior 3
Initiation Action: Swift
Range: Personal
Target: Personal
Duration: Initiator Level *(1d4) rounds
Save: None

While unarmed, you gain reach equal to your Initiator level *10ft. Additionally, anything beyond your reach becomes a ranged attack, with your reach being the first increment. Ie. So if your reach was 30ft., then your maximum range would be 300ft.

Your attacks change as well, now dealing fire and bludgeoning damage. In order to attack in melee once more or initiate explicitly melee maneuvers, you must end this boost, which requires another swift action.

Baptism of Energy (Sp)
Spirit Warrior (Boost)
Level: Martial Warrior 4
Initiation Action: Swift
Range: Personal
Target: Personal
Duration: See Text
Save: None

As a swift action, you may initiate this boost to apply on all your energy dealing attacks this round, or combine it with a readied action to apply next round. In either case, the boost only lasts for that round.

This attack splits your energy damage in two so that you may allow it to affect twice as many targets. If the attack affects a radius, you may allow it to affect two radial areas, as long as it falls within the attack's stated range. If the attack affects a single target, you may allow it to affect two targets, making an attack roll for each, etc.

Finally, make an initiator level check. For every 10 over DC 10, you may split the energy damage again, allowing it to affect four targets, or eight targets, etc. Alternatively, you can add your initiator level to the amount of additional damage dealt to each target (same energy type).

Guided Tricky Ball (Sp)
Spirit Warrior (Strike)
Level: Martial Warrior 3
Initiation Action: Standard
Range: 100ft. * Initiator Level
Target: Individual
Duration: See Text
Save: None

You make one ranged attack at a +20 conditional modifier. At its base, the attack deals 1d8*initiator level fire/bludgeoning damage.

Even if it misses, you may convert the action into a full action to continue guiding the attack, allowing it to hit any opponent, while ignoring partial cover without re-expending the maneuver. No matter how many times the attack misses, you may continue guiding it for an amount of time equal to however many attacks you wish to make with it.

In either case, the maneuver is expended once the attack hits.

If you are damaged at any time during which are still in the process of guiding the attack, you must make a concentration check equal to 1/2 the damage suffered or automatically expend the maneuver without the attack hitting.

Scatter Shot (Sp)
Spirit Warrior (Strike)
Level: Martial Warrior 5
Initiation Action: Standard or Longer (see text)
Range: 150ft. + 30 per class level
Target: Choose 3
Duration: Immediate damage (see text)
Save: None

You rain death upon the enemy in the form of three arcing energy beams. Roll a ranged touch attack against three targets within line of sight and range (no line of effect needed). A hit deals WIS Modifier*d4d10 damage. This attack costs 20 power points. For every 10 PP spent, the damage of this attack doubles, however this also raises the level of the maneuver, which cannot be raised beyond the maximum level the character can initiate (the maximum level a martial warrior can initiate is determined by the rate at which he can initiate a new level of maneuvers, which can effectively exceed 9th level). If scatter shot exceeds a total of 100 damage, the damage can effectively be dispersed as a ranged touch attack against any number of targets you desire within range.

Since the attack arcs, it ignores partial cover.

Meditate
Spirit Warrior (Stance)
Level: Martial Warrior 1
Initiation Action: Swift
Range: N/A
Target: Self
Duration: As Normal for a Stance
Save: N/A

By drawing on the natural Ki surrounding them, a martial warrior can recover a number of power points per round equal to their class level. During this time, they may not move or take any other action beyond speech. If a martial warrior is forced to move or is distracted in some manner, they fall out of the stance and must again initiate it to receive its benefits.

Spirit Bomb (Sp)
Spirit Warrior (Strike)
Level: Martial Warrior 7
Initiation Action: See Text
Range: 300ft. + 100ft. per class level
Target: Individual takes damage
Duration: Immediate damage (see text)
Save: N/A

At a cost of 15 power points, this maneuver creates a ball of pure spirit/ki energy that draws on the life forces of its surroundings. What it draws on exactly is what the creator wills. The creator can target a number of creatures within a 100ft. area surrounding it equal to its class level (d4). Creatures targeted must make a will save (DC 10 + Class Level) or suffer 1d8 Constitution damage per round until they move outside of the area of effect or for as long as the creator wills. A life force can be anything 'living' that has hp, which includes vegetation and bacteria as well. The amount of hp drawn to fuel the spirit bomb is determined by the total hp of everything killed due to constitution loss (if for whatever reason, something might not have a constitution score, it instead suffers creator HD(d12) damage per round).

The spirit bomb always requires at least a full round action to initiate, during which the creator cannot take any action beyond speech. Every additional round doubles the power point cost. Once the creator decides that they have created a sufficient ball of energy, they may hurl it at a target in sight or line of effect as a ranged touch attack. The force/magic damage that the spirit bomb deals is always the amount of hp extracted to create it divided by 10.

Big Bang (Sp)
Spirit Warrior (Strike)
Level: Martial Warrior 4
Initiation Action: Standard
Range: 100ft. + 10ft. per class level
Target: 30ft. by 30ft. area
Duration: Immediate damage (see text)
Save: Reflex (DC 10 + Class Level + Dexterity Modifier) to half

By pressing his index fingers together and pointing at a desired target, the initiator may emit of a pulse of energy that deals Wisdom Modifier(d20) fire/force/bludgeoning damage. Big Bang costs 6 power points.

Body Being

The discipline of the Body Being centers around the forces that fuel the body and allow it to remain living and able to influence the world around it.

Kaoken (Su)
Body Being (Boost)
Level: Martial Warrior 5
Initiation Action: Move
Range: N/A
Target: Self
Duration: Class Level(d4) rounds

By calling upon the inner harmonies that allow Ki to persist within the universe, the initiator can augment their maneuvers that cost power points as the Empower Spell meta magic feat, except that saving throws are also affected. Kaoken costs 5d8 power points and can be doubled in augmentation at the cost of double the power points, or tripled at the cost of double the power points again (and so on...). Doing so does not change the amount of time it takes to initiate this maneuver.

Buku-jutsu (Su)
Body Being (Boost)
Level: Martial Warrior 2
Initiation Action: Swift
Range: N/A
Target: Self
Duration: As long as willed.
Save: N/A

This maneuver allows the initiator to fly at will as the fly spell. Although it costs no power points, the initiator can spend 2 to allow for perfect instead of good maneuverability for 2d10 minutes. This stance is special in that other stances can be made active simultaneously with this stance, and so this stance is more of an at-will ability than anything suiting an ordinary maneuver.

Fly speed is increased whenever the initiator receives a bonus to any other means of self-propelled travel (such as land movement and swimming, but not riding), by the given bonus for that mode of travel.

Finally, by spending a full round action and 30 - 1d4*wisdom modifier power points, you can increase your fly speed by multiplying with your initiator level. This method of travel is considered to have average maneuverability and cannot be augmented as the un-boosted version of buku justu.

Like Butterfly (Su)
Body Being (Boost)
Level: Martial Warrior 3
Initiation Action: Swift
Range: N/A
Target: Self
Duration: 1 round/level
Save: N/A

At a cost of 8 power points, your move speed (which includes all forms of speed such as swimming, tunneling, climbing and flight) increases by a multiple of 2*ECL + dexterity modifier or wisdom modifier (choose one).

Additionally, receive a conditional modifier to touch AC equal to initiator level. You may separate this conditional bonus among attack and AC at your option - ie. So if your IL is 8, then you can partition the +8 conditional bonus so that you receive a +3 to attacks and +5 to AC.

Full attacks also take a -20 penalty, due to the difficulty of focusing while drifting at such incredible speeds, however regular standard attacks can be 'set up' and thus take no penalty.

Finally, you may dimension door (Ex) as an immediate action up to 50*initiator level feet, or by sacrificing 20ft. of movement as a move equivalent action during your turn. Because the ability used in this way does not end your turn, you may attack, continue moving, or perform some other action immediately after using it. The means of using this ability is mundane in nature - you cannot pass through barriers as if by regular dimension door, and there is no shunting as you are more likely to smack into the outside of the barrier that would normally cause the shunting were you to accidentally travel inside of it (assuming it were solid matter completely filling a space). All other rules apply as regular dimension door.

Shoop da Whoop (Su)
Body Being (Strike)
Level: Martial Warrior 5
Initiation Action: Standard
Range: 20ft.*(initiator level) line
Target: Any
Duration: As long as willed (see text)
Save: N/A

You emit a breath weapon that deals fire/force damage equal to your constitution score multiplied by your ECL. The attack bypasses all hardness as well as material based DR such as DR/adamantine, but not energy resistance.

Fist of the Wolf (Su)
Body Being (Strike)
Level: Martial Warrior 2
Initiation Action: Standard
Range: Melee
Target: Individual
Duration: Immediate
Save: None

The visage of a mighty dire wolf envelops your form. Deal an additional 2d6 damage. Also grants a +4 bonus to intimidate checks for the next 1d4 minutes. If you opt to intimidate in the same round as you use this attack, you may intimidate as a swift action.

Body Split (Su)
Body Being (Boost)
Level: Martial Warrior 4
Initiation Action: Standard
Range: N/A
Target: Self
Duration: As long as willed (see text)
Save: N/A

At a cost of 8 power points, you divide yourself into a number of copies equal to however many you choose to make of yourself. Each copy has a number of HD equal to your total HD/number of copies you make of yourself. This also determines the BAB and initiator level of each copy. If all copies are destroyed (reduced to 0 hp) then the original body returns unconscious (non-lethal damage equal to hp).

Incapacitating a copy (whether by stunning, knocking it prone, etc., but not disarming) will render that copy permanently immobile and useless until all copies merge into the original once more. Body Split costs no power points, however the power points are divided amongst each copy and any spent PP subtracts from the total.

Stretch (Su)
Body Being (Boost)
Level: Martial Warrior 4
Initiation Action: Standard
Range: N/A
Target: Self
Duration: Class level d10 rounds
Save: N/A

At a cost of 4 power points, your height doubles, raising your size category in accordance with your new height. Or triples at a cost of double the power points, or quadruples at double again, up to a maximum of five times your original height before initiation.

Flurry-ous Opposition
Body Being (Stance)
Level: Martial Warrior 3
Initiation Action: Immediate
Range: N/A
Target: Self
Duration: As normal for a stance
Save: N/A

While in this stance, you gain a +8 circumstance bonus to AC against any attacks granted by a flurry of blows. You also act as if having improved uncanny dodge against these attacks. You may not move and make standard actions in the same round while in this stance, other than 5ft. steps.

Glancing Opposition
Body Being (Stance)
Level: Martial Warrior 3
Initiation Action: Immediate
Range: N/A
Target: Self
Duration: As normal for a stance
Save: N/A

While in this stance, you gain a +8 circumstance bonus to AC against attacks made with an off-hand or secondary weapon. You also act as if having improved uncanny dodge against these attacks. You may not move and make standard actions in the same round while in this stance, other than 5ft. steps.

Indomitable Opposition
Body Being (Stance)
Level: Martial Warrior 7
Initiation Action: Immediate
Range: N/A
Target: Self
Duration: As normal for a stance
Save: N/A

While in this stance, you gain a +8 circumstance bonus to AC against all melee attacks made in a full attack action. You also add your wisdom modifier to AC against these attacks, but do not act as if having improved uncanny dodge for purposes of avoiding them. You may not move and make standard actions in the same round while in this stance, other than 5ft. steps or readied actions made to move. You may also ready an action to avoid an attack - it can be the 'first attack' or a specific attack you think the enemy will use and your reflex save and touch AC double for the purpose of avoiding it.

Master Mind

The mind is a terrifyingly unique thing. In the hands of some, it means using it to coax Ki into performing what they will of it.

Special Beam Cannon (Sp)
Master Mind (Strike)
Level: Martial Warrior 4
Initiation Action: Full
Range: 200ft. + 50ft. per Class Level
Target: Individual
Duration: Immediate Damage (See Text)
Save: Reflex (DC Concentration Check) to half

Make a concentration check against the target's touch AC. If successful, the target must make a reflex save or suffer concentration skill modifier (d6) force/bludgeoning/electrical damage. Special Beam Cannon costs 4 power points.

Destructo Disc
Master Mind (Strike)
Level: Martial Warrior 3
Initiation Action: Full
Range: 50ft. x Class Level
Target: Any
Duration: As long as user wills or can concentrate for
Save: Reflex (touch attack is DC) half

The initiator must spend a full round concentrating. On the next round, they summon a disk of pure destructive energy. The disk has a flight of 1000ft. (Perfect) and can be controlled for as long as the user continues concentrating, up to a range as specified in the range limit text above. Once they have summoned the disc, the initiator cannot move when controlling it. The disc will no longer continue existing if the user ceases to control it. Anything the disc touches suffers 1d100 slashing damage. The disc is considered adamantine for purposes of bypassing DR and bypasses all object hardness.

Entropic Rage

For some, emotion can be wrought to reveal hidden power.

Outburst (Sp)
Entropic Rage (Counter/Strike*)
Level: Martial Warrior 5
Initiation Action: Swift
Range: 50ft. radius, centered on initiator.
Target: Any, except initiator.
Duration: Immediate damage (see text)
Save: N/A

At a cost of 20 power points, you emit a pulse of incredible energy that deals initiator HD(d8) damage to everything in the immediate vicinity surrounding you. If under the affects of the rage spell or raging (as barbarian rage), the power point cost for this maneuver is instead 10.

*NOTE: You may treat this attack as either a counter or strike. Initiating the maneuver is an immediate or swift action respectively.

Comet Charge (Su)
Entropic Rage (Strike)
Level: Martial Warrior 6
Initiation Action: Full
Range: Charge range
Target: Individual
Duration: Immediate damage (see text)
Save: N/A

When using this maneuver, which only applies upon declaring a charge, the charge distance is multiplied by d12 and ignores terrain. Additionally, you deal fire/bludgeoning damage in a slam equal to your HD(d12) as part of a single melee attack against your target. The charge also damages everything in a line towards your target. You must declare your target and declare that you are making a charge before rolling the d12 and using this maneuver. The cost of initiating this maneuver is 20 power points.

Light Seeker

The true light seeker is able to amplify the Ki surrounding them to monstrous levels.

Amplify (Su)
Light Seeker (Boost)
Level: Martial Warrior 9
Initiation Action: As amplified maneuver (simultaneous)
Range: N/A
Target: Maneuver in use
Duration: Maneuver's Duration
Save: N/A

Amplify can increase one portion of a given maneuver's effect, be it the area that it targets, its range, etc. Amplify costs 5d100 power points for x50 effects, 5d20 for tripling effects, and 5d10 for doubling effects. x50 effects regarding duration are instead made permanent.

Solar Flare (Su)
Light Seeker (Counter)
Level: Martial Warrior 3
Initiation Action: Immediate
Range: 10ft.*initiator level cone.
Target: Any
Duration: 1d4 minutes
Save: Reflex DC 10 + Maneuver Level + Initiator Wisdom Modifier

You emit blinding light from your eyes.

Causes blindness for 1d4 minutes. A successful save reduces this to 1d4 rounds.

Area is also lit up briefly in light (treat as daylight) beyond cone at double range, with low light blending into double the blind range beyond that.

Telepathy (Su)
Light Seeker (N/A)
Level: Martial Warrior 3
Initiation Action: Free
Range: Infinite
Target: Any
Duration: As long as target wills
Save: N/A

Telepathy can target anyone upon the same plane, assuming the target wills it. An unwilling target does not need to make a save to resist telepathic communication. Telepathy is similar to missive, except that both parties can send mental messages back and forth with no sentence limit. Telepathy does not allow the initiator to read the target's mind and what they read is only what the target wills.

The character may also make a bluff check to disguise their 'power level' (AKA ECL and challenge rating), which normally can be determined by way of a 'scouter' (common ones burst when facing CRs in excess of 10, the higher qualities burst in excess of 15 and 20). Telepathy can also be used to sense another character's power level. Sense motive is used to oppose attempts to disguise a character's power level, but can only be used when bluffing character is within line of sight. The same goes for the scouter.

A character disguising their power level can only make their ECL/CR lower rather than higher. Initiator level is lowered to accommodate the ECL the character is attempting to bluff about. Afterwards, the character must power up again to achieve their original initiator level, which requires at least 1 full round. For each round spent 'powering up', their initiator level 'increases' by 1d4 until it arrives to accommodate the character's true value. Note that a character's hp and class features do not lower when disguising their power level as their ECL is merely replaced by a 'fake' value. The only real change is initiator level - thus, the character may only initiate maneuvers and stances as a creature of that initiator level until they power up to their full initiator level once more.

Detect Power
Light Seeker (N/A)
Level: Martial Warrior 4
Initiation Action: 1d4 hours or Standard
Range: Infinite or 100ft. radius.
Target: Any
Duration: Immediate (if infinite) or 1 minute/level
Save: N/A

You reach out with your mind, attempting to feel the ki in the universe (the plane you reside upon). After 1d4 hours of focus, you will be able to discern the location of any individual power source within 100 miles of itself through the asking of a single question - however, you must first specify the range of power you are looking for in initiator levels. Ie. If you are searching for entities/creatures of initiator levels ranging from 5 - 10, and you detect an entity of initiator level 10 along with a number of other entities, you may request the location of the entity within 100 miles. The GM tells you where it lies. Alternatively, you can ask where any of the other power sources lie, however you are only granted one question. If you asked what the location of the 10th level power source was, you may not also ask about the 5th level power sources or 6th level power sources. The question must also narrow down to only one level (so you can't ask the GM to list off the locations of all the power sources you detected).

Alternatively, you may emit an aura of detect power as a standard action (100ft.; lasts 1 minute/level), immediately detecting everything within its range.

For either use of this maneuver, understanding the nature of what you detect, such as the use of a maneuver or the presence of great Ki requires a Martial Lore check.
-------

Improved Buku Justu (General)
Prerequisite: At least 5 martial maneuvers including Buku Justu

Initiating Buku Justsu is now a free action. Flying while augmented for greater speed may now be done with good maneuverability. Finally, you may make a constitution check of DC equal to the number of rounds you have been flying for + 10 in order to double your speed as a free action. By doubling the DC for this constitution check, your speed may double further (thus quadrupling the speed). Note that this ignores the usual rules for doubling a double.

Epic Maneuvers

In order to train epic maneuvers, a character must take the Epic Initiator feat.



Epic Initiator [Epic]
Prerequisite: Knowledge (Nature) or Knowledge (History) 24 ranks, Martial Lore 24 ranks

You may now train, ready and initiate epic maneuvers.


Training, initiating and readying epic maneuvers is different from regular maneuvers. Although stances and counters remain the same (minimum of swift and immediate action to initiate respectively), strikes and boosts always require at least a full round action which cannot be mitigated by effects such as haste or factors.

Note that because epic maneuvers use seeds as epic spell casting does, initiation will usually take longer without the use of factors to shorten them.

For convenience, the player should lay out some space for an 'epic maneuver pool' on their character sheet. The number of epic maneuvers you may ready is equal to your initiator level divided by 10.

Change Readied Epic Maneuver

Re-readying epic maneuvers requires a martial lore check equal to the check it took to train the maneuver in the first place. If you wish to re-ready multiple epic maneuvers, then you only have to roll the a martial lore check for the highest DC maneuver and ignore the other ones - if your power level is satisfactory to ready the most powerful epic maneuver from the group, then it is assumed you can ready the other ones too. Re-readying epic maneuvers requires 1d20 - wisdom modifier rounds. Adaptive Style cannot shorten this period.

Epic Maneuver Development

Training epic maneuvers are just like inventing epic spells, however the XP cost is 1/12 of the gp cost.

Although it doesn't really cost any GP to train epic maneuvers, the cost will be taken into consideration for the purpose of calculating XP needed. Thus, the imaginary GP cost is 9000 * the final Martial Lore DC for training the maneuver.

The application of factors remains the same as for epic spell development, while seeds relate to disciplines accordingly:

{table]Seed| Base Martial Lore DC
Spirit Warrior|
Slay| 25
Energy| 19
Destroy| 29
Body Being|
Transform| 25
Fortify| 20
Heal| 30
Transport| 25
Energy| 19
Master Mind|
Foresee| 17
Reveal| 19
Conceal| 17
Dispel| 19
Ward| 14
Compel| 19
Delude| 14
Entropic Rage|
Reflect| 23
Energy| 19
Transform| 25
Afflict| 20
Light Seeker|
Banish| 27
Contact| 23
Life| 55
Summon| 14
Universal|
Conjure| 21
Animate| 25
Animate Dead| 23
Armor| 14[/table]

Power Point Cost

Epic Maneuvers don't usually have a power point cost and if they do, it's rare.

Development Time

Training an epic maneuver takes one day for each 50,000 imaginary gp in resources required to train the maneuver, rounded up to whole days.

Determining Discipline

When combining two or more seeds to develop an epic maneuver, the discipline of the finished maneuver is decided by the initiator from among the seeds that make up the epic maneuver.

Determining Maneuver Type

When determining whether a maneuver is a boost, stance, strike or counter when it appears to cover multiple types - choose one. Note that your choice affects whether or not the target is personal and/or if the initiation period is a minimum of a full, swift or immediate action - the only thing that can change this latter affect is a feat or supernatural item of some sort.

Boost - Target is always personal. Initiation is always a minimum of a full action.

Stance - Target is always personal. Initiation is always a minimum of a swift action.

Strike - Target can be any. Initiation is always a minimum of a full action.

Counter - Target can be any. Initiation is always a minimum of an immediate action. Any longer would require a readied action and the use of a feat or some other feature (such as time stop or a microcosm generating item to allow the initiation of a counter that might take a full minute).

Saving Throws

Even if more than one seed has an associated saving throw, the final spell will have only a single saving throw. If two or more seeds have the same kind of saving throw (Fortitude, Reflex, or Will), then obviously that will be used for the maneuverís saving throw. If the seeds have different kinds of saving throws, simply choose the saving throw that seems most appropriate for the final maneuver.

Factors

Factors remain the same in terms of type, as listed under 'Developing Epic Spells' in the SRD.

{table]Additional Factor| Martial Lore DC Modifier
Prescience|
Reduce Training Time by 1/2*| +20
Transformation|
Increase HD Beyond Original HD by 1| +20
The above, but apply increased initiator/manifester/caster/invoker/etc. level| +30
Double HD| +300 (if <= 15 initial HD), +40/HD beyond 15 initial HD
The above, but apply increased initiator/manifester/caster/invoker/etc. level| +450 (if <= 15 initial ECL), +60/ECL beyond 15 initial ECL
Apply (Ex) or (Su) ability to creature| +10
For each HD above 15 HD| +2
Apply (Sp) ability to creature| +15
[/table]
* For the purpose of calculating the new training time, ignore the DC modifier for this factor when calculating the final Martial Lore DC.

{table]Mitigating Factor| Martial Lore DC Modifier
Feat Based Prerequisite to Initiate| -1/feat
Maneuver Based Prerequisite to Initiate| -1/3 maneuvers (round up)
Trained Maneuver Based Prerequisite to Initiate| -1/trained maneuver
Template Based Prerequisite to Initiate| -3/template
Racial Based Prerequisite to Initiate| -5
Take 1 negative level every 1d4 rounds until affect ends (only applicable if duration is ten rounds or longer)| -10
Take 1 negative level immediately| -12
[/table]

Ad Hoc

If nothing is covered by seeds or factors listed in the SRD for creating spells (or it is covered by seeds but not the appropriate factors), or the above table of additional factors, then the martial lore DC for creating epic maneuvers should be determined by the GM.

Sample Epic Maneuvers

Super Saiyan 1st Level
Entropic Rage (Boost)
Level: Martial Warrior Epic
Prerequisites: At least 7 maneuvers, 3 of which must be developed via training, Must be Saiyan, Must be Crazy Awesome or Insane or Darn Pissed
Initiation Action: Full Action
Range: N/A
Target: Self
Duration: See Text
Save: N/A

Develop
Martial Lore DC: 1505
To Develop: 13,545,000 imaginary gp; Swift Action; 1,128,750 XP. Seed: Transform (DC 25). Factor: Reduce Initiation Time (+10 DC), Double HD and Initiator levels (+450 DC), 269 HD beyond 15 HD (+538 DC), Reduce to Swift Action/roughly four tenths of a second (+472 DC), supernatural ability (+10 DC) . Mitigating factor: Prerequisites (-9 DC; note that role played prerequisites are at GM discretion and don't actually mitigate)

You acquire the Level 1 Super Saiyan template.

Power Renewal


Races

Later.

--------

As you can see, the class isn't finished and it could use some more maneuvers to fill up the disciplines, canon or made up to fit within the universe. :smallsmile:

imp_fireball
2010-02-16, 08:18 AM
Bump, since nobody gave this any attention.

Melayl
2010-02-18, 05:31 PM
Well, I'll give it a shot...

As far as capturing the "feel" of DBZ, I'd have to say you did a great job. I'm not sure if the power level fits in standard D&D, though. It's kindof like a gestalt monk/warblade/psion.

A question: Why the random power point cost for some of the abilities?

imp_fireball
2010-02-18, 06:21 PM
A question: Why the random power point cost for some of the abilities?

Because some of them are, and should be, blatantly overpowered. I thought there should be a reason why the fighters tend to engage in fist fights some of the time, rather than blasting away at all times - because they can run out of power points.

I don't think I included the ability to augment some of the maneuvers with higher PP costs in the standard rule (will later; some of them already have 'super augmentation', like spirit bomb and amplify, which corresponds to the show), as is the case with powers - obviously these maneuvers are special since they work like both powers and maneuvers.

If you want to work with the fluff, you could call them 'ki/chi points' instead, although the ninja comparatively depends on very few ki points.

Melayl
2010-02-18, 09:37 PM
I can understand that they should run out of points. I was just wondering why you didn't make it a fixed, high cost instead of a cost that could range from 5 to 500 points. It was that randomness that puzzled me. Unless you're not wanting them to know if they'd run out of juice using a particular ability.

As for fluff, it really doesn't matter, though I'd probably go with Spirit points. :smallsmile:

imp_fireball
2010-02-19, 05:17 AM
I can understand that they should run out of points. I was just wondering why you didn't make it a fixed, high cost instead of a cost that could range from 5 to 500 points. It was that randomness that puzzled me. Unless you're not wanting them to know if they'd run out of juice using a particular ability.

It was the only way I could think of to balance out the fact that characters in DBZ might unleash uber powered stuff without breaking a sweat but at other times they might randomly cry "That attack took a lot of my energy outta me/I don't think my body can take it!".

Maybe a feat could reduce the randomness and allow for more control over PP spent.

DracoDei
2010-02-20, 07:18 AM
My gut reaction is that this isn't actually all that powerful. The base damage on Kamehameha is equal to an uncapped Fireball, and powering it up would prove... difficult. If the party is played with anything like the directness of the characters in the anime then you can change "difficult" to "impossible". Of course, I am really low on sleep, so I could be completely off-base with this.

Human Paragon 3
2010-02-20, 11:19 AM
Just gestalt Tome of Battle with Psionics. That's what you really want.

imp_fireball
2010-02-21, 05:27 AM
Alright, epic stuff is up.

Also added ki blast.

Bed time now. :smallsigh: