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NeoSeraphi
2012-01-10, 01:48 AM
The Super Saiyan

http://i273.photobucket.com/albums/jj223/inventor2x/ss1-1.jpg
"You...what...what are you?" "Don't you know? I am a Saiyan, raised on Earth, who came here to defeat you! I am the light in the darkness, the hope of the universe! I am...a Super Saiyan!" - Frieza and Super Saiyan Goku, Dragonball Z

Prerequisites: In order to become a Super Saiyan, you must meet the following prerequisites:

Feats: Improved Unarmed Strike, Deflect Arrows, Stunning Fist, Power Attack
BAB: +4
Special: Evasion class feature

HD: d12
Class Skills: The Super Saiyan's class skills are Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Escape Artist, Hide, Intimidate, Jump, Knowledge (Ass Kicking), Listen, Move Silently, Spot, Survival, and Swim.
Skill Points: 4 + Int per level

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|Unarmed Damage

1st|+1|+2|+0|+2|Ki Blast, Weightless Warrior|1d10

2nd|+2|+3|+0|+3|Flight|1d10

3rd|+3|+3|+1|+3|Martial Skill +3|2d8

4th|+4|+4|+1|+4|Rush Attack|2d8

5th|+5|+4|+1|+4|Super Saiyan|3d8

6th|+6|+5|+2|+5|Martial Skill +6, Fists of the Kai|3d8

7th|+7|+5|+2|+5|Smash Attack|4d8

8th|+8|+6|+2|+6|Charged Blast|4d8

9th|+9|+6|+3|+6|Martial Skill +9|6d8

10th|+10|+7|+3|+7|Angry Kamehameha|6d8
[/table]

Class Features: The following are the class features of the Super Saiyan class:

Weapon and Armor Proficiency: A Super Saiyan gains proficiency with his unarmed strikes, if he is not already proficient with them.

Unarmed Strike: A Super Saiyan's fists deal more damage than the average person's, as shown on the table above. The damage listed is for a Medium Super Saiyan. If the Super Saiyan has higher damage than the listed source (such as from monk levels or the Superior Unarmed Strike feat) use that value instead. The super saiyan's unarmed damage does not progress or mesh in any way with any items, feats, or spells that advance a monk's unarmed strike, nor does a monk gain any special damage bonus from taking levels of Super Saiyan.

Also, add the super saiyan's class levels to the number of daily uses of Stunning Fist the super saiyan gets. (In addition to using 1/4 of his class levels to determine the normal amount granted by the feat)

Ki Blast (Su): A Super Saiyan is a wielder of powerful energy attacks that use his life force. He gains the ability to fire a blast of energy from his palm. As a move action, a super saiyan may fire an orb of force energy at a target within 60 feet. This requires a ranged touch attack to hit, and deals force damage equal to the super saiyan's unarmed strike damage, but does not receive any bonus damage from his Strength score. A ki blast threatens a critical on a natural 20 and deals double damage if it is confirmed.

Weightless Warrior: A Super Saiyan can only access his powers when he is as light as a feather, and able to move and flex at any angle. A super saiyan loses every single one of his class features while he is wearing any kind of armor, carrying any kind of shield, or carrying a medium or heavy load.

Flight (Su): A Super Saiyan's basic grasp of ki manipulation grants him a flight speed equal to twice his land speed with perfect maneuverability, from 2nd level and onward.

Martial Skill (Ex): A Super Saiyan is a skilled warrior, able to deflect and parry incoming blows with ease. Beginning at 3rd level, so long as the Super Saiyan carries nothing in either hand, he receives a +3 shield bonus to his AC. This bonus increases to +6 at 6th level, and +9 at 9th level. This bonus is lost when the Super Saiyan is flat-footed or when he is unconscious or helpless. A Super Saiyan who is unable to see his opponent (due to poor visual conditions, blindness, invisibility, etc) does not get the benefit of Martial Skill.

Rush Attack (Ex): A Super Saiyan is able to launch forward and put the pressure on his opponent with a barrage of fast punches and kicks. Starting at 4th level, the Super Saiyan gains the Pounce ability with his unarmed strikes only. At the end of a charge, the Super Saiyan is able to deliver a full attack with his unarmed strikes.

Super Saiyan (Su): Starting at 5th level, a super saiyan may channel all his anger and hatred into righteous fury, and grant himself unbelievable power. A super saiyan may, once per day as a full-round action, gather all his ki together and unleash it all at once. He receives a +8 bonus to his Strength, Dexterity and Constitution scores. The critical threat range of his unarmed strikes doubles (this does not stack with Improved Critical or other such abilities) and the critical multiplier of his unarmed strikes increases by 1. The shield bonus to his AC from Martial Skill doubles.

While a Super Saiyan is transformed, he may not make any skill checks, other than Autohypnosis, Balance, Climb, Escape Artist, Intimidate, Jump, Listen, Ride, Sense Motive, Spot, and Swim. He may not cast spells, manifest psionic powers, activate magic items that require a command word, spell trigger or spell completion, or perform any action that requires serious concentration. He may not use the Combat Expertise feat, nor any metamagic or item creation feats.

A Super Saiyan's transformation lasts for 5 rounds, after which, he becomes exhausted. A super saiyan may not transform while he is fatigued or exhausted.

Fists of the Kai (Ex): Beginning at 6th level, a super saiyan treats his unarmed strikes as if they were two-handed weapons whenever that would be beneficial to him (such as for Disarm checks and the Power Attack feat). He adds 1 1/2 times his Strength modifier to all damage rolls with his unarmed strikes, instead of his Strength modifier.

Smash Attack (Ex): Beginning at 7th level, a super saiyan can deliver a single deadly strike that shatters bones. As a full-round action, a super saiyan may make a single unarmed strike at his highest attack bonus. If he hits, the attack automatically threatens and confirms a critical hit, and if the super saiyan used the Stunning Fist feat (or a feat that has Stunning Fist as a prerequisite), the DC for the saving throw to resist its effect is increased by +4. If the super saiyan hits and deals at least 10 points of damage with his unarmed strike, his opponent is pushed back 10 feet.

Charged Blast (Su): Starting at 8th level, a super saiyan can build up a large burst of ki and fire it at his enemy. As a standard action, a super saiyan may fire a charged blast at his enemy. He takes a -2 penalty to his ranged touch attack roll due to the slower-moving blast, but if it hits and deals damage, the creature affected must make a Fortitude save (DC equal to the super saiyan's Stunning Fist DC) or be stunned for one round. Using a charged blast consumes one of the Super Saiyan's daily uses of the Stunning Fist feat. A super saiyan who uses a charged blast may not fire a regular ki blast in the same round.

Angry Kamehameha (Su): The power of a Super Saiyan...it is unmatched. A legendary warrior without peer! Starting at 10th level, while the super saiyan is transformed by the Super Saiyan class feature, he may use the Angry Kamehameha. He may only use this class feature once per transformation. As a full-round action that does not provoke an attack of opportunity, a Super Saiyan fires a deadly line of force energy. This deals 10d10 force damage to all creatures in a 120' line, with a Reflex save for half damage (DC 10+1/2 the Super Saiyan's character level +his Wisdom modifier)

Seerow
2012-01-10, 01:57 AM
Weightless Warrior: Really, what? Wearing ridiculous amounts of weight, or training in high gravity is a big recurring thing in DBZ. How much sense does it make to negate all class features from that?



Also, why make Monk the obvious entry, but not allow stacking/progression of unarmed damage? Seems kind of backwards that having martial arts skill doesn't actually make the super saiyan any better.


Also, Smash Attack should also make a bull rush that is treated as if you rolled a natural 20 on the bull rush attempt, knocking the target back a ways. That finishing melee attack they use always knocks the opponent back a long ways.


Finally, Super Saiyan seems really harshly limited. 5 rounds once per day? Might make sense from balance perspective since it's +8 to all physical stats, but the transformation lasts much longer than that in the show (to the point where they have it as always on during Cell). Even in the fight against Freiza when Goku first transforms, it lasts for I think it was 10 minutes in cannon (even if it was like 6 hours worth of episodes)

NeoSeraphi
2012-01-10, 02:02 AM
Weightless Warrior: Really, what? Wearing ridiculous amounts of weight, or training in high gravity is a big recurring thing in DBZ. How much sense does it make to negate all class features from that?


The assumption here is that you can only reach your full potential when you have taken all of that off. Training in it is fine, but the power of the class comes from when you're serious (weights are off)



Also, why make Monk the obvious entry, but not allow stacking/progression of unarmed damage? Seems kind of backwards that having martial arts skill doesn't actually make the super saiyan any better.


Because that just makes it confusing. I have a really high unarmed damage progression in this class, it exceeds the monk's really quickly.



Also, Smash Attack should also make a bull rush that is treated as if you rolled a natural 20 on the bull rush attempt, knocking the target back a ways. That finishing melee attack they use always knocks the opponent back a long ways.


Good idea, though even if you roll a natural 20, you won't always make the opposed check (you can't auto-succeed opposed checks). I think I'll just make it auto-knock back 10 feet.



Finally, Super Saiyan seems really harshly limited. 5 rounds once per day? Might make sense from balance perspective since it's +8 to all physical stats, but the transformation lasts much longer than that in the show (to the point where they have it as always on during Cell). Even in the fight against Freiza when Goku first transforms, it lasts for I think it was 10 minutes in cannon (even if it was like 6 hours worth of episodes)

It's as you said. Increasing the duration or making more uses of it per day would be way too unbalancing.

Xynphos
2012-01-10, 02:07 AM
Also, why make Monk the obvious entry, but not allow stacking/progression of unarmed damage? Seems kind of backwards that having martial arts skill doesn't actually make the super saiyan any better.




I personally think that going into the class as an unarmed swordsage seems very appropriate, given stances, maneuvers, and all that jazz.

NeoSeraphi
2012-01-10, 02:11 AM
I personally think that going into the class as an unarmed swordsage seems very appropriate, given stances, maneuvers, and all that jazz.

But it's not the obvious entry, given that a swordsage doesn't get Stunning Fist or Deflect Arrows as bonus feats, and you don't gain Evasion until 9th level.

A single-classed swordsage would be able to enter the class at 13th level at the earliest, given the +8 BAB prerequisite of Stunning Fist and the fact that you have to wait til 12th level before you get a feat slot to spend on it after you qualify.

Xynphos
2012-01-10, 02:23 AM
True, Monk is the obvious choice.

*Contemplates witty comeback*

*None comes*

... very well, Monk it is.

NeoSeraphi
2012-01-10, 02:28 AM
True, Monk is the obvious choice.

*Contemplates witty comeback*

*None comes*

... very well, Monk it is.

Technically speaking, you can dip monk and then go with swordsage. The build would look like this: Monk 2/Swordsage 4/Super Saiyan X. It would be the same entry level as monk 6. It's just up to you whether swordsage 4 or monk 3-6 is better.

Xynphos
2012-01-10, 02:38 AM
monk 6/ super sayain X would work better for the extra furry of blows hit, and base land/fly speed, and extra stunning fist/ki blasts.

So most definitely monk :smallsmile: