Z-Warrior/Super Saiyan

The homebrew forum

Moderator: Moderators

Post Reply
zeruslord
Knight-Baron
Posts: 601
Joined: Fri Mar 07, 2008 7:54 pm

Z-Warrior/Super Saiyan

Post by zeruslord »

Crossposted from this thread becuase of unplanned major threadjack. I removed Flingable from 17 and added Power Slide at 8 and One Wish at 11. I need a new level 17 ability.

Super Saiyan
"The balls are inert"
While the monk "practices an entirely magical martial art that only works in areas where badgers can talk and winged horses can fly", they are restricted to melee combat. Super Saiyans practice an entirely magical martial that lets them shoot fire from their hands because they are just that buff.

Hit die: d12
BAB: +1
Saves: Good Fort
Skill Points: 4+Int

Proficiencies: All simple and martial weapons.

1: Laser hands, Crazy Laser, Fatal Strike, Armored in Life, Monk Fighting Style
2: Chargin' Mah Lazor, Abundant Leap
3: Deathly Stare
4: Monk Fighting Style
5: Power Explosions, Wall Smasher
6: Absurd Transformation I, Charged Lazor I
7: Fighting Style
8: OVER NINE THOUSAAAAAAAAAAAAND!
9: Foe Smasher, Wall Smasher
10: Master Fighting Style
11: Unexplained Flight, One Wish
12: Absurd Transformation II
13: Master Fighting Style
14: Wish Bonus, Mega Blast
15: Clothesline
16: Grand Master Fighting Style
17:
18: Supercharged Laser
19: Grand Master Fighting Style
20: Dragon Ball

Laser hands: As a result of advanced martial arts training or total BS, the Super Saiyan can shoot lasers from his hands as a standard action that provokes an attack of opportunity. A laser travels to short range and does 1d8 per two levels rounded up plus his Strength modifier, fire damage. A laser strikes its target with a ranged attack. Any Monk Fighting Style that would affect the Super Saiyan's slam attack may also affect his lasers.

Fighting Style (Su): At levels 1, 4, and 7, the Super Saiyan learns a Fighting Style. Each Fighting style requires
a Swift Action to activate, lasts one round, and is usable at will. Each Fighting Style must have a name (see
Naming Your Fighting Style below), and provides two bonuses from the Fighting Style Abilities:
• While Active, your Fighting Style provides a +4 Dodge Bonus to AC.
• While Active, your Fighting Style provides a +4 Dodge Bonus to Saving Throws.
• While Active, your Fighting Style forces any opponent struck by your slam attack to make a Fortitude Save (DC 10+ 1/2 your character level + your Wisdom Modifier) or become stunned for one round.
• While Active, your Fighting Style allows you to make an attack of opportunity against any opponent who attacks
you. This attack of opportunity must be a trip or disarm attempt.
• While Active, your Fighting Style provides you with concealment.
• While Active, your Fighting Style provides a +30’ Insight Bonus to your movement rate.
• While Active, your Fighting Style allows your slam attacks to ignore hardness and DR.
• While Active, your Fighting Style provides any bonuses it gives to your slam attack to any attack you make with any
weapon.
• While Active, your Fighting Style causes your slam attack to inflict piercing damage and to inflict 2 points of Constitution
damage.
• While Active, your Fighting Style causes your slam attack to inflict slashing damage and to reduce your opponent’s
movement rate by 10’ every time they suffer damage from it. This movement rate reduction can be healed like ability
damage (treating 5’ of movement as 1 point of ability damage).
• While Active, your Fighting Style allows you to move through occupied spaces as if they were unoccupied and you
provoke no attacks of opportunity for your movement.

Crazy Laser: By spending a swift action charging up, the Super Saiyan may add the effects of any Monk Fighting Style, Master Fighting Style or Grand Master Fighting Style he has that would alter his slam attack to a Laser Hands attack.

CHARGIN MAH LAZOR: By spending a standard action charging up, the Super Saiyan may cause his next laser hands attack to do double damage and apply his strength bonus to his attack roll.

Deathly Stare: As a swift action, the Super Saiyan may make a gaze attack against an opponent (DC 10 + CHA + 1/2 Character Level). If the enemy fails, they are staggered for one round.

Wall Smasher: The Super Saiyan's attacks deal full damage to objects and ignore hardness and DR of objects.

Power Explosions: As a full action, the Super Saiyan may deal damage equal to his Laser Hands ability to all other creatures within 15 ft. CHARGIN MAH LAZOR, but not Crazy Laser, may apply to this ability.

Absurd Transformation I: as a standard action, the Super Saiyan may power up into a new form. He gains a +4 Strength bonus and a +10 bonus to base speed. These bonuses last for one round per character level.

Charged Laser: Once per day, a Super Saiyan of sixth level or higher may activate a Fighting Style, apply any slam bonuses to his Laser Hands, and extend its duration to 1 round/level rather than 1 round. Activating this Fighting Style is still a Swift Action. Other Fighting Styles may be activated and Crazy Laser may be used during this period, though their duration is normally going to be only 1 round.

OVER NINE THOUSAAAAAAAAAAAAND!: As a swift action, the Super Saiyan may size up an opponent. He discovers if the opponent has BAB, AC, and HP higher, equal, or lower to his own.

Power Slide: If an 8th level Super Saiyan takes damage from an attack, he may allow herself to be flung backwards, thereby lessening the impact. He may make a Balance check with a DC equal to the damage inflicted and if she succeeds, he suffers only half damage. This is a skill check, not a Saving Throw, so abilities such as Evasion do not apply. He is moved away from the source of damage by 5’ for every 5 points of damage (or part there of) negated in this way. If there is not enough space for him to move, he suffers a d6 of damage for each square not moved. If he passes through an occupied square, the Super Saiyan would have to make a tumble check to avoid attacks of opportunity. If this ability is gained from another class, then the Super Saiyan may choose to increase or decrease the total distance moved by 50% (so a Power Slide that negated 12 points of damage can cause him to move 5’, 10’, or 15’ at her choice).

Foe Smasher: As a standard action, the Super Saiyan may make a special attack with his Laser Hands power that causes the target to be knocked prone. They are also hurled 5' for every 10 points of damage you deal. If they strike a wall, roll 1d6 for every 5' they are prevented from moving. If that is enough to destroy the wall, then it is destroyed and they continue to move. Otherwise, they take the damage.

Unexplained Flight: A level 11 Super Saiyan gains a flight speed of 90 ft.

One Wish: When he reaches level 11, a Super Saiyan has done something awesome and may make a single costless wish.

Absurd Transformation II: as a standard action, the Super Saiyan may power up into a new form. He gains a +8 Strength bonus and a +10 bonus to all speeds. These bonuses last for one round per character level.

Master Fighting Style (Su): At levels 10 and 13, the Monk learns a Master Fighting Style. Each MasterFighting style requires a Swift Action to activate, lasts one round, and is usable at will. Each Master FightingStyle must have a name (see Naming Your Fighting Style below), and provides two bonuses from the Master Fighting Style Abilities. When a Monk gains a new Master Fighting Style, he may replace one of his Fighting Styles with a different Fighting Style.
• While Active, your Master Fighting Style allows you to teleport yourself and everything you are physically carrying 60 feet in any direction as a free action usable once per round.
• While Active, your Master Fighting Style provides total concealment.
• While Active, your Master Fighting Style transforms your slam attacks into Force effects that inflict Force damage.
• While Active, your Master Fighting Style affects any creature struck with your slam attack with a banishment effect that transports it back to its home plane unless it succeeds at a Will save (DC 10 + 1/2 character level + Wisdom Modifier). Outsiders suffer a -4 penalty to their saving throw. A creature so banished, may not return to the plane it was banished from for a year.
• While Active, your Master Fighting Style forces any creature struck by your slam attack to make a Reflex Save (DC 10 + 1/2 character level + Wisdom Modifier) or be helpless for one round.
• While Active, your Master Fighting Style provides you the effect of an air walk spell, and gives you a +20’ Competence bonus to your speed.
• While Active, your Master Fighting Style affects any opponent you successfully trip or bulrush with the violent thrust version of telekinesis, with a caster level equal to your character level. There is no saving throw against this effect.
• While Active, your Master Fighting Style allows you to shoot fire out of your hands or mouth as a standard action. The fire can be shot out to medium range, requires a ranged touch attack, and inflicts 1d6 of fire damage per character level if it hits.
• While Active, your Master Fighting Style causes your slam attack to inflict vile damage.
• While Active, your Master Fighting Style forces every creature within 10 feet of you to make a Will save (DC 10 + 1/2 character level + Wisdom Modifier) or become panicked for one minute.
• While Active, your Master Fighting Style affects any target you strike with your slam attack with a targeted version greater dispelling with a caster level equal to your character level.
• While Active, your Master Fighting Style causes 5d6 of Sonic damage to everything within 30 feet of you when you inflict damage with your slam attack against any target. You are immune to Sonic damage while your Master Fighting Style is active.
• Instead of gaining a Master Fighting Style Ability, you may choose two regular Fighting Style Abilties.

Double Blasts: By spending a swift action, the Super Saiyan may make two Laser Hands attacks as a standard action for one round.

Wish Bonus: At fourteenth level, the Super Saiyan suffers no penalties from any resurrection spell and no longer suffers aging penalties.

Mega Blast: The Super Saiyan may deal his base Laser Hands damage to all creatures in a line of length double his speed as a full round action.

Clothesline: As a full round action, the Super Saiyan may move his base land speed in a straight line without provoking attacks of opportunity and make either a melee attack against each foe within 5' of his path or make a Laser Hands attack with any special modifiers against each foe in his path.

Grand Master Fighting Style (Su): At levels 16 and 19, the Monk learns a Grand Master Fighting Style. Each Grand Master Fighting style requires a Swift Action to activate, lasts one round, and is usable at will. Each Grand Master Fighting Style must have a name (see Naming Your Fighting Style below), and provides two bonuses from the Grand Master Fighting Style Abilities. When a Monk gains a new Grand Master Fighting Style, he may replace one of his Fighting Styles or Master Fighting Style with a different Style of the same type. Grand Master Fighting Style Abilities:
• While Active, your Grand Master Fighting Style makes you and everything you are carrying incorporeal, your slam attacks are incorporeal touch attacks.
• While Active, your Grand Master Fighting Style slows down time to the point where you can act twice each round, you do not gain an extra Swift Action during your extra actions.
• While Active, your Grand Master Fighting Style allows you to punch a hole through space and time, allowing you to open a travel version of gate with a slam attack.
• While Active, your Grand Master Fighting Style prevents all [Teleport] effects from entering or exiting within 1 mile of your location.
• While Active, your Grand Master Fighting Style causes your slam attacks to reduce the spell resistance of enemies by an equal amount to the damage the slam attack inflicts.
• While Active, your Grand Master Fighting Style forces every creature struck with your slam attack to make a Fortitude save (DC 10 + 1=2 character level + Wisdom Modifier) or die.
• While Active, your Grand Master Fighting Style affects any target you strike with your slam attack with a disintegrate effect, with a caster level equal to your character level (DC 10 + 1=2 character level + Wisdom Modifier).
• While Active, your Grand Master Fighting Style causes you to regenerate. You recover a number of points of nonlethal damage each round equal to your character level. Unarmed or Slam attacks inflict regular damage.



Supercharged Laser: Once per day, a Super Saiyan of eighteenth level or higher may activate a Fighting Style, Master Fighting Style, or Grand Master Fighting Style, apply any slam bonuses to his Laser Hands, and extend its duration to 1 round/level rather than 1 round. Activating this Fighting Style is still a Swift Action. Other Fighting Styles may be activated and Crazy Laser may be used during this period, though their duration is normally going to be only 1 round.

Dragon Ball: The Super Saiyan becomes an Outsider and gains the augmented subtype of his current type. He also gains Wish as a 1/day spell like ability.
User avatar
JonSetanta
King
Posts: 5525
Joined: Fri Mar 07, 2008 7:54 pm
Location: interbutts

Post by JonSetanta »

My scouter says the power level reading here is over 9000.

Flight is explained as manipulation of chi, naturally. They have a name for it like bukujutsu or something.
SunTzuWarmaster
Knight-Baron
Posts: 948
Joined: Fri Mar 07, 2008 7:54 pm

Post by SunTzuWarmaster »

Power Slide needs to be altered to knock people through walls.

Absurd Transformations taking a standard action is too much cost (A standard action for a Bulls Strength spell at level 6). Either make Chargin' Mah Laser a Move action or the Transformation a Move action (or swift). Are the #1 and #2 transformations stacking? Can you go straight to #2?
Shiritai
Knight-Baron
Posts: 560
Joined: Fri Mar 07, 2008 7:54 pm

Post by Shiritai »

So, since Laser hands is already affected by a Fighting Style, does Crazy Laser add an additional effect to that? The wording's a bit unclear to me.
name_here
Prince
Posts: 3346
Joined: Fri Mar 07, 2008 7:55 pm

Post by name_here »

it adds master monk styles and grandmaster monk styles, if i read this correctly.
DSMatticus wrote:It's not just that everything you say is stupid, but that they are Gordian knots of stupid that leave me completely bewildered as to where to even begin. After hearing you speak Alexander the Great would stab you and triumphantly declare the puzzle solved.
Post Reply