Dralnu
2011-07-07, 10:47 PM
The Z Fighter
http://img43.imageshack.us/img43/2570/goku1r.png
"HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!!! !!!!!!!!!!!!!!" - Goku, a Z Fighter
Z Fighters are warriors that fight unarmed and unarmored, relying on powerful martial arts and their ability to channel their ki energies to defeat their opponents. They are unique in that, unlike most other warriors, prolonged fighting actually fuels their abilities rather than diminishing their power. In essence, they are a fusion of the monk and barbarian classes, resulting in a tanky fighter that can take a beating while dishing the damage back tenfold.
GAME RULE INFORMATION
Z Fighters have the following game statistics.
Abilities: Constitution is a Z Fighter's most important stat, as it increases the amount of times he can use his class abilities along with how hard they are to resist, as well as boosting his defenses. Strength is also important because it determines how often and how hard the Z Fighter hits with his unarmed strikes.
Alignment: Any
Hit Die: d12
Starting Gold: 5d4.
Class Skills
The Z Fighter's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each Level: 4 + Int modifier
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Unarmed Strike Damage | Speed Bonus
1st| +1 | +2 | +2 | +0 |Bonus Feat, AC Bonus, Unarmed Strike|1d6|+0 ft.
2nd| +2 | +3| +3 | +0 |Ki Surge, Flurry of Blows|1d6|+0 ft.
3rd| +3 | +3 | +3 | +1 |Ki Strike|1d6|+10 ft.
4th| +4 | +4 | +4 | +1 |Ki Blast, Unleashed Fury|1d8| +10 ft.
5th| +5 | +4 | +4| +1 |Bonus Feat|1d8|+10 ft.
6th| +6/+1 | +5 | +5 | +2 |Ki Strike, Extra Augment (Second)|1d8|+20 ft.
7th| +7/+2 | +5 | +5 | +2 |Ki Blast|1d8|+20 ft.
8th| +8/+3 | +6 | +6 | +2 |Bonus Feat, Unbreakable Will|1d10|+20 ft.
9th| +9/+4 | +6 | +6 | +3 |Ki Strike|1d10|+30 ft.
10th| +10/+5 | +7 | +7 | +3 |Ki Blast, Flight|1d10|+30 ft.
11th| +11/+6/+1 | +7 | +7 | +3 |Bonus Feat|1d10|+30 ft.
12th| +12/+7/+2 | +8 | +8 | +4 |Ki Strike, Extra Augment (Third)|2d6|+40 ft.
13th| +13/+8/+3 | +8 | +8 | +4 |Ki Blast|2d6|+40 ft.
14th| +14/+9/+4 | +9 | +9 | +4 |Bonus Feat|2d6|+40 ft.
15th| +15/+10/+5 | +9 | +9 | +5 |Ki Strike, Greater Flurry|2d6|+50 ft.
16th| +16/+11/+6/+1 | +10 | +10 | +5 |Ki Blast|2d8|+50 ft.
17th| +17/+12/+7/+2 | +10 | +10 | +5 |Bonus Feat|2d8|+50 ft.
18th| +18/+13/+8/+3 | +11 | +11 | +6 |Ki Strike, Extra Augment (Fourth)|2d8|+60 ft.
19th| +19/+14/+9/+4 | +11 | +11 | +6 |Ki Blast|2d8|+60 ft.
20th| +20/+15/+10/+5 | +12 | +12 | +6 |Bonus Feat, Fighting Spirit|2d10|+60 ft.[/table]
Weapon and Armor Proficiency: You are proficient with natural weapons and unarmed strikes. You are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, you lose your AC bonus, as well as your fast movement and flurry of blows abilities.
AC Bonus (Ex):
When unarmored and unencumbered, you add your Constitution bonus (if any) to your AC. These bonuses to AC apply even against touch attacks or when you're flat-footed. You lose these bonuses when you're immobilized or helpless, when wearing any armor, when carrying a shield, or when carrying a medium or heavy load.
Unarmed Strike:
At 1st level, you gain Improved Unarmed Strike as a bonus feat. Your attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that you may even make unarmed strikes with your hands full. You apply your full Strength bonus on damage rolls for all unarmed strikes, even off-hand attacks.
Your 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.
You also deal more damage with your unarmed strikes as a monk, as shown on Table: The Monk (http://www.d20srd.org/srd/classes/monk.htm#tableTheMonk).
Bonus Feat:
At 1st level, you get a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. You gain an additional bonus feat at 5th level and every three levels thereafter (8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats or ki combo feats (http://www.giantitp.com/forums/showpost.php?p=11371469&postcount=2). You must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. You cannot choose feats that specifically require levels in the fighter class unless you are a multiclass character with the requisite levels in the fighter class.
These bonus feats are in addition to the feats that a character of any class gains every three levels. You are not limited to fighter bonus feats or ki combo feats when choosing these other feats.
Ki Surge:
Most fighters get tired as a fight wears on. Not you. As a Z Fighter, the longer combat continues, the more powerful you become. The adrenaline of combat allows you to tap into your ki energy and perform mystical feats.
Most of your class features require you to spend ki points. Out of combat, you have a number of ki points equal to half your class level, which refreshes every five minutes. You acquire a ki point with each successful attack that you make in combat, which you can then use to fuel your class abilities. These points are stored until you expend them. The maximum number of surge points that you can store at a time is one per class level. Surge points disappear after five minutes.
Example: Goku is a level 6 z fighter and is fighting an orc. He is currently storing 4 surge points. He launches a flurry of blows against an orc. Three attacks hit, earning him 3 ki points, but he can only store up to 6 points at a time, so he only gains 2 to bring him to 6.
By spending one point of ki as an immediate action, you gain the effects of Feather Fall for a duration of 1 round per level or until you land. In addition, you can spend two points of ki as a swift action to gain an additional move action in the current round. Taking a full round’s worth of attacks and then using this ability to move away from your foe does provoke attacks of opportunity.
You gain additional powers that consume points from your ki pool as you gain levels.
Flurry of Blows (Ex):
When unarmored, you may strike with a flurry of blows at the expense of accuracy. When doing so, you may make one extra attack in a round at your highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity that you might make before your next action. When you reach 5th level, the penalty lessens to -1, and at 9th level it disappears. You must use a full attack action to strike with a flurry of blows.
Greater Flurry
When you reach 15th level, your flurry of blows ability improves. In addition to the standard single extra attack you get from flurry of blows, you get a second extra attack at your full base attack bonus.
Ki Strike (Su):
Beginning at 3rd level, your unarmed strikes are empowered with ki. Your unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
In addition, each time you acquire this ability, you select a ki strike augment from the list below. Augments modify your next attack, offering a diverse array of effects. Applying a ki strike augment is a free action unless otherwise noted in the description. You can apply only one augment to a single ki strike by spending one ki point, choosing from any of the augments that you know. The DC of a ki strike is 10 + half your class level + your Constitution modifier. You must use an augment before you roll your attack.
Ki Strike Augment List:
Crushing - Your unarmed attacks bypass hardness and DR until end of turn. Costs 2 ki points.
Disorienting - A successful strike forces the target to make a Will save or be staggered and confused for 1 round. This is a mind-affecting effect. Costs 4 ki points.
Empowered - Your unarmed attacks deal an extra +1 point of damage per half your character level until end of turn. Costs 1 ki point.
Ghost Touch - Your unarmed attacks gain the Ghost Touch (http://www.dandwiki.com/wiki/SRD:Ghost_Touch_%28Weapon_Enhancement%29) enhancement until end of turn. Costs 2 ki points.
Knockback - A successful strike bull rushes (http://www.d20srd.org/srd/combat/specialAttacks.htm#bullRush) the target, does not provoke an AoO, and you do not move from your square. Costs 1 ki point.
Molten Fist - Your unarmed attacks deal magma (http://brilliantgameologists.com/boards/index.php?topic=10068.msg389778#msg389778) damage instead of its normal damage type until end of turn. In addition, the layer of molten rock provides you momentary protection, preventing any damage you would suffer from hitting with your attack from abilities that damage the attacker or the attacker's weapon, such as a fire shield or a Babau's slime. Costs 3 ki points.
Stunning - As Stunning Fist (http://www.d20srd.org/srd/feats.htm#stunningFist), but DC is 10 + half your class level + your Con modifier. Costs 3 ki points.
Teleporting - You may teleport (as greater teleport) to your target before attacking. The maximum distance you may teleport is 10feet per level. Costs 3 ki points.
Ki Blast (Sp):
At 4th level, you learn to manifest your ki into energy blasts that you launch from your hands. As a standard action, you may fire a blast of pure energy at a target. The blast is resolved as a ranged attack with a range of 60 feet and deals 1d6 damage per half your class level (minimum 1). Ki blasts are weaponlike spells and are subject to spell resistance. They award you surge points for every individual hit.
In addition, each time you acquire this ability, you select a ki blast augment from the list below. Augments modify your ki blast, offering a diverse array of effects. You can apply only one augment to a single ki blast by spending ki, choosing from any of the augments that you know. The DC of a ki blast is 10 + half your class level + your Constitution modifier. You must use an augment before you roll your attack.
Ki Blast Augment List:
Deflection - Send your blast at an oncoming projectile attack (one that has a single target and requires an attack roll). Make an opposed Concentration check against the wielder's attack roll. If you win, the opponent's attack is negated. This is an immediate action. Costs 4 ki points.
Empowered - Add you CON modifier as bonus damage to your ki blast. You may only add this damage to a single projectile. Costs 1 ki point.
Explosive - Targets hit by your blast are knocked back as if bull rushed (http://www.d20srd.org/srd/combat/specialAttacks.htm#bullRush). Costs 1 ki point.
Homing - Your ki blast automatically hits as long as you have line of sight of the target. Costs 2 ki points.
Line - Change blast into a 60ft. line, Reflex save for half. This is a full-round action. Costs 2 ki points.
Maximized - Your ki blast damage rolls a maximized. Costs 3 ki points.
Personal Space - Change blast into a 30ft. radius burst centered around you, Reflex save for half. This is a full-round action. Costs 2 ki points.
Phasing - Targets hit by your blast must make a Will save or be dazed and sent to the Ethereal plane for 1 round (or sent to the associated plane if already on the Ethereal plane). Only the first hit has a chance to phase the target. Costs 3 ki points.
Scattershot - Resolve each d6 as an individual projectile attack. Each projectile can have a different target so long as each target is in range of you. Costs 2 ki points.
Sniping - Increase the range of your ki blast to 200ft. Costs 1 ki point.
Solar Blast - Change blast damage into radiant (http://brilliantgameologists.com/boards/index.php?topic=10068.msg389778#msg389778) damage. If you hit, the target must make a Reflex save or be set on fire. Only the first hit has a chance to set the target on fire. Costs 1 ki point.
Solar Flare - Change blast into a 30ft. radius burst centered around you, deals no damage, Reflex save or be blinded (http://www.d20srd.org/srd/conditionSummary.htm#blinded) for one round. Costs 2 ki points.
Spirit Bomb - Change blast into a 30ft. radius spread burst, Reflex save for half. Upon casting, you and allies within 300ft. of you may willingly sacrifice at least 5 hit points. For every 5 hit points sacrificed, the spirit bomb deals an additional 1d6 damage, has its radius and range increased by 5ft., and the Reflex save DC increased by 1. Costs 10 ki points.
Quickened - Your ki blast is now a swift action. Costs 4 ki points.
More to come!
Unleashed Fury (Ex):
At 4th level, you can tap into your ki energies to temporarily boost your physical abilities past your ordinary limits. Generally, Z Fighters first learn to harness this power while in a fit of rage, which gave rise to labeling it "fury." While in a fury, you temporarily gain a bonus to Strength and Constitution, along with Damage Reduction. In addition, you manifest a fiery ki aura that envelops your body which glows like a torch, shedding bright light from you.
You may enter a fury as a swift action by spending at least two ki points. Your bonus to Strength and Constitution, and your Damage Reduction (DR/-), is equal to half the number of ki points spent (rounded down), to a maximum of half your class level. Your fiery ki aura's light radius is equal to 10 feet per half the number of ki points spent, to a maximum of half your class level. You can also increase a currently occuring fury's bonuses as a swift action by spending the appropriate amount of ki points and same bonus cap.
The fury lasts for a number of rounds equal to 3 + your (newly improved) Constitution modifier. You may prematurely end your fury. At the end of the fury, you lose the fury modifiers and restrictions and become fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
Example: Goku is a level 8 z fighter with 16 Constitution. He currently has 6 ki points. On his turn as a swift action he enters a fury by spending his 6 points, granting him a +3 bonus to Strength and Constitution, DR 3/-, and emits a bright light from him with a radius of 30 feet. His fury will last 4 rounds. The following round, Goku gains 2 more ki points, and as a swift action he spends these points to raise his fury's bonuses to +4 bonus Strength and Constitution, DR 4/-, and a 40ft. radius light. His fury also lasts an additional round due to the raised Constitution.
Extra Augment:
At 6th level, your ability to manipulate your ki grows. You may add a second augment to your ki strike or blast, so long as you pay for the augment as normal. You may add a third augment at 12th level, and finally a fourth augment at 18th level.
Unbreakable Will (Ex):
Your iron will and unwavering focus allows you to resist attempts to subvert your will-power. Starting at 8th level, when you are required to roll a Will save, you may spend two points of ki to make a Concentration check instead of the Will save and use the result of that check instead to determine the save's success. You must use this ability before you roll your Will save. You may use this ability a number of times per day equal to your bonus Constitution modifier.
Flight (Su):
At 10th level, your mastery of your own ki lets you transcend gravity's clutches. You gain the ability to fly with perfect maneuverability at a speed equal to your land speed.
Fighting Spirit (Ex):
At 20th level, your willpower lets you scorn death itself. If you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can expend two points of ki to remain conscious and continue to act for 1 more round before dying. You can use this ability even if your hit point total is -10 or lower. If your body is somehow destroyed before your next action then you cannot act. You can continue to expend points of ki from round to round until you run out of uses. Each subsequent round requires that you spend an additional cumulative 2 points of ki. So in the first round you must spend 2 points, in the second round it increases to 4, then 6, then 8, 10, etc.
If you receive healing that leaves you with more than -10 hit points, you survive when you stop using this ability. Otherwise, you die.
SAMPLE ENCOUNTER
Goku CR 7
Male human z fighter 7
CG Medium humanoid
Init +7; Senses Listen +11, Spot +11
Languages Common, Celestial
-----------------------------------
AC 15, touch 15, flat-footed 12
(+3 Dex, +2 misc)
hp 59 (7 HD)
Fort +6, Ref +3, Will +3
-----------------------------------
Speed 50 ft. (10 squares)
Melee unarmed strike +8/+8 (1d8+1/x2)
Melee unarmed strike +5/+5/+5/+5 (1d8+1/x2)
Ranged ki blast +10 (3d6/x2)
Base Atk +7; Grp +8
Atk Options power attack, snap kick, two-weapon fighting, flurry of blows, ki strike, ki blast
SA extra movement, feather fall, unleashed fury
Combat Gear 1 vial of drow poison (unconscious DC 13), 1 vial of large scorpion venom (1d6 Str / 1d6 Str DC 18), 1 vials of giant wasp poison (1d6 Dex / 1d6 Dex DC 18)
Ki Strikes Known (CL 5th):
Least —darkness, eldritch dagger* +9, sickening blast +9 (DC 13)
* New invocation; see below
Ki Strikes Known (CL 5th):
-----------------------------------
Abilities Str 13, Dex 16, Con 14, Int 10, Wis 12, Cha 8 (elite array)
SQ trapfinding, deceive item, shadowsight, poison use, shadow pounce
Feats Power Attack, Improved Initiative, Weapon Finesse, Two-Weapon Fighting, Extra Ki Blast*, Snap Kick
*New feat; see below
Skills Balance +8, Concentration +12, Listen +11, Spot +11, Survival +6, Tumble +13
Possessions combat gear and scrolls plus +1 mithril breastplate, 115gp
-----------------------------------
AC Bonus (Ex) +3 bonus except with immobilized or helpless.
Ki Surge (Ex) 3 ki points outside (and beginning) combat. Each successful attack awards 1 ki point. Can store maximum 6 ki points. Can spend 1 ki point for feather fall and 2 ki points for an extra move action.
Flurry of Blows (Ex) Extra attack during a full attack, all attacks at -1.
Ki Strike (Su) Free action to augment the next unarmed strike (two maximum). Costs ki points.
Ki Blast (Su) Fire blast as a standard action, ranged touch attack 60 feet, deals 3d6 damage. Can be augmented at the cost of ki points (two maximum).
Unleashed Fury (Ex) Gain up to +3 CON, +3 STR, DR 3/-, and emit bright light at 30-foot radius for 5 rounds. Costs ki points.
Strategies and Tactics
Goku starts combat with 4 ki points.
Goku has a diverse array of attack options in combat. In general, however, one of his top priorities is to quickly get to his maximum Unleashed Fury, which grants him +4 STR, +4 CON, DR 4/-, and emit light in a 40-foot radius for 5 rounds. These buffs have already been added into the above statistics.
Otherwise, what he does depends on the situation, but these are a few tricks he has:
- explosive ki blast to bullrush a target away from an ally or provoke AoO's from allies
- solar flare when in proximity of multiple enemies
-
Design Notes:
I took the monk and slapped on the best stuff from the barbarian. That's basically it in a nutshell. It's clearly better than both of those two classes, but that's not necessarily a bad thing -- monk is constantly referred to as one of the worst classes in 3e and the barbarian is nothing but a bleak void after level 1. The only restricting thing is that the Z Fighter's AC is more pitiful than both of them and almost all its abilities are keyed off its Ki Pool, which is pretty tiny. Both of these are intentional, of course -- Z Fighters take a beating but can keep going thanks to Constitution being a primary stat and d12 hit dice (or at least that's the theory). And, as any Dragonball fan will tell you, no Z Fighter will go all out unless he really needs to, so mechanically I've enforced that by making the class have to manage their limited resources throughout the adventuring day.
Most of the abilities are lifted straight from the monk and barbarian. I pasted their descriptions from the SRD simply for convenience. Unarmed Strike, Flurry of Blows, Evasion, those are all obvious. Unleashed Fury is just a refluffed barbarian rage. The Ki Pool is the exact same as the ninja's except keyed to a different stat. The ability descriptions take up space but really it's nothing that you haven't seen before.
The Ki Blasts are pretty much there for flavor reasons at the moment. There's no reason to use it when you can just attack the target with your fists. It's an upgraded bow that you don't need to lug around. I should probably change it to make it more useful.
Ki Strikes are there to give the class some versatility. I wanted to do things like make the next attack a knockback so you can start kicking around targets like a pinball. It may be unnecessary and just overly complicate the class though. I may axe it and turn it into a copy of what the monks get so the class isn't boned when it needs to overcome DR and whatnot.
I'm not content with the names yet. I want to find a better name for the class and for most of its abilities. I wanted to call Unleashed Fury "Unlocked Ki" but I was using "Ki" waaaay too much at this point. Any help renaming would be appreciated. And balance help too, of course.
Hope you like it!
Credits:
Thank you, GeekGirl, for finding the picture!
I gained inspiration from Jarian's excellent The Ascetic (http://"http://www.giantitp.com/forums/showthread.php?t=193791#post10700651") homebrew and used some of her ideas, specifically Hearing the Air.
ThisGuy01:
- Ki Fall ability
- Ki Blast Augments: Spirit Bomb, Homing, and Battling
Garryl:
- Ki Combo Feats: Blink Rush, Final Strike, Unstoppable Strike
- Ki Blast Augments: Solar Blast, Phasing
- Ki Strike Augments: Disorienting, Molten Fist
KellKheraptis:
- Saiyan race
Changelog:
- no longer has weapon proficiency: spiked hair
- removed cumulative Wisdom penalty when leveling in the class
- changed Unleashed Fury activation time from 20 rounds to a free action
- removed magic/physical immunity when in a cloud of dust
- nerfed ki blast augment: annihilate planet
- Unleashed Fury no longer requires 300 rounds of combat before activation
- removed +20 Intimidate bonus and AOE save-or-stun when activating Unleashed Fury
- removed Yamcha
http://img43.imageshack.us/img43/2570/goku1r.png
"HAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA!!!!!! !!!!!!!!!!!!!!" - Goku, a Z Fighter
Z Fighters are warriors that fight unarmed and unarmored, relying on powerful martial arts and their ability to channel their ki energies to defeat their opponents. They are unique in that, unlike most other warriors, prolonged fighting actually fuels their abilities rather than diminishing their power. In essence, they are a fusion of the monk and barbarian classes, resulting in a tanky fighter that can take a beating while dishing the damage back tenfold.
GAME RULE INFORMATION
Z Fighters have the following game statistics.
Abilities: Constitution is a Z Fighter's most important stat, as it increases the amount of times he can use his class abilities along with how hard they are to resist, as well as boosting his defenses. Strength is also important because it determines how often and how hard the Z Fighter hits with his unarmed strikes.
Alignment: Any
Hit Die: d12
Starting Gold: 5d4.
Class Skills
The Z Fighter's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Tumble (Dex)
Skills Points at Each Level: 4 + Int modifier
{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special|Unarmed Strike Damage | Speed Bonus
1st| +1 | +2 | +2 | +0 |Bonus Feat, AC Bonus, Unarmed Strike|1d6|+0 ft.
2nd| +2 | +3| +3 | +0 |Ki Surge, Flurry of Blows|1d6|+0 ft.
3rd| +3 | +3 | +3 | +1 |Ki Strike|1d6|+10 ft.
4th| +4 | +4 | +4 | +1 |Ki Blast, Unleashed Fury|1d8| +10 ft.
5th| +5 | +4 | +4| +1 |Bonus Feat|1d8|+10 ft.
6th| +6/+1 | +5 | +5 | +2 |Ki Strike, Extra Augment (Second)|1d8|+20 ft.
7th| +7/+2 | +5 | +5 | +2 |Ki Blast|1d8|+20 ft.
8th| +8/+3 | +6 | +6 | +2 |Bonus Feat, Unbreakable Will|1d10|+20 ft.
9th| +9/+4 | +6 | +6 | +3 |Ki Strike|1d10|+30 ft.
10th| +10/+5 | +7 | +7 | +3 |Ki Blast, Flight|1d10|+30 ft.
11th| +11/+6/+1 | +7 | +7 | +3 |Bonus Feat|1d10|+30 ft.
12th| +12/+7/+2 | +8 | +8 | +4 |Ki Strike, Extra Augment (Third)|2d6|+40 ft.
13th| +13/+8/+3 | +8 | +8 | +4 |Ki Blast|2d6|+40 ft.
14th| +14/+9/+4 | +9 | +9 | +4 |Bonus Feat|2d6|+40 ft.
15th| +15/+10/+5 | +9 | +9 | +5 |Ki Strike, Greater Flurry|2d6|+50 ft.
16th| +16/+11/+6/+1 | +10 | +10 | +5 |Ki Blast|2d8|+50 ft.
17th| +17/+12/+7/+2 | +10 | +10 | +5 |Bonus Feat|2d8|+50 ft.
18th| +18/+13/+8/+3 | +11 | +11 | +6 |Ki Strike, Extra Augment (Fourth)|2d8|+60 ft.
19th| +19/+14/+9/+4 | +11 | +11 | +6 |Ki Blast|2d8|+60 ft.
20th| +20/+15/+10/+5 | +12 | +12 | +6 |Bonus Feat, Fighting Spirit|2d10|+60 ft.[/table]
Weapon and Armor Proficiency: You are proficient with natural weapons and unarmed strikes. You are not proficient with any armor or shields.
When wearing armor, using a shield, or carrying a medium or heavy load, you lose your AC bonus, as well as your fast movement and flurry of blows abilities.
AC Bonus (Ex):
When unarmored and unencumbered, you add your Constitution bonus (if any) to your AC. These bonuses to AC apply even against touch attacks or when you're flat-footed. You lose these bonuses when you're immobilized or helpless, when wearing any armor, when carrying a shield, or when carrying a medium or heavy load.
Unarmed Strike:
At 1st level, you gain Improved Unarmed Strike as a bonus feat. Your attacks may be with either fist interchangeably or even from elbows, knees, and feet. This means that you may even make unarmed strikes with your hands full. You apply your full Strength bonus on damage rolls for all unarmed strikes, even off-hand attacks.
Your 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.
You also deal more damage with your unarmed strikes as a monk, as shown on Table: The Monk (http://www.d20srd.org/srd/classes/monk.htm#tableTheMonk).
Bonus Feat:
At 1st level, you get a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. You gain an additional bonus feat at 5th level and every three levels thereafter (8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats or ki combo feats (http://www.giantitp.com/forums/showpost.php?p=11371469&postcount=2). You must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. You cannot choose feats that specifically require levels in the fighter class unless you are a multiclass character with the requisite levels in the fighter class.
These bonus feats are in addition to the feats that a character of any class gains every three levels. You are not limited to fighter bonus feats or ki combo feats when choosing these other feats.
Ki Surge:
Most fighters get tired as a fight wears on. Not you. As a Z Fighter, the longer combat continues, the more powerful you become. The adrenaline of combat allows you to tap into your ki energy and perform mystical feats.
Most of your class features require you to spend ki points. Out of combat, you have a number of ki points equal to half your class level, which refreshes every five minutes. You acquire a ki point with each successful attack that you make in combat, which you can then use to fuel your class abilities. These points are stored until you expend them. The maximum number of surge points that you can store at a time is one per class level. Surge points disappear after five minutes.
Example: Goku is a level 6 z fighter and is fighting an orc. He is currently storing 4 surge points. He launches a flurry of blows against an orc. Three attacks hit, earning him 3 ki points, but he can only store up to 6 points at a time, so he only gains 2 to bring him to 6.
By spending one point of ki as an immediate action, you gain the effects of Feather Fall for a duration of 1 round per level or until you land. In addition, you can spend two points of ki as a swift action to gain an additional move action in the current round. Taking a full round’s worth of attacks and then using this ability to move away from your foe does provoke attacks of opportunity.
You gain additional powers that consume points from your ki pool as you gain levels.
Flurry of Blows (Ex):
When unarmored, you may strike with a flurry of blows at the expense of accuracy. When doing so, you may make one extra attack in a round at your highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity that you might make before your next action. When you reach 5th level, the penalty lessens to -1, and at 9th level it disappears. You must use a full attack action to strike with a flurry of blows.
Greater Flurry
When you reach 15th level, your flurry of blows ability improves. In addition to the standard single extra attack you get from flurry of blows, you get a second extra attack at your full base attack bonus.
Ki Strike (Su):
Beginning at 3rd level, your unarmed strikes are empowered with ki. Your unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.
In addition, each time you acquire this ability, you select a ki strike augment from the list below. Augments modify your next attack, offering a diverse array of effects. Applying a ki strike augment is a free action unless otherwise noted in the description. You can apply only one augment to a single ki strike by spending one ki point, choosing from any of the augments that you know. The DC of a ki strike is 10 + half your class level + your Constitution modifier. You must use an augment before you roll your attack.
Ki Strike Augment List:
Crushing - Your unarmed attacks bypass hardness and DR until end of turn. Costs 2 ki points.
Disorienting - A successful strike forces the target to make a Will save or be staggered and confused for 1 round. This is a mind-affecting effect. Costs 4 ki points.
Empowered - Your unarmed attacks deal an extra +1 point of damage per half your character level until end of turn. Costs 1 ki point.
Ghost Touch - Your unarmed attacks gain the Ghost Touch (http://www.dandwiki.com/wiki/SRD:Ghost_Touch_%28Weapon_Enhancement%29) enhancement until end of turn. Costs 2 ki points.
Knockback - A successful strike bull rushes (http://www.d20srd.org/srd/combat/specialAttacks.htm#bullRush) the target, does not provoke an AoO, and you do not move from your square. Costs 1 ki point.
Molten Fist - Your unarmed attacks deal magma (http://brilliantgameologists.com/boards/index.php?topic=10068.msg389778#msg389778) damage instead of its normal damage type until end of turn. In addition, the layer of molten rock provides you momentary protection, preventing any damage you would suffer from hitting with your attack from abilities that damage the attacker or the attacker's weapon, such as a fire shield or a Babau's slime. Costs 3 ki points.
Stunning - As Stunning Fist (http://www.d20srd.org/srd/feats.htm#stunningFist), but DC is 10 + half your class level + your Con modifier. Costs 3 ki points.
Teleporting - You may teleport (as greater teleport) to your target before attacking. The maximum distance you may teleport is 10feet per level. Costs 3 ki points.
Ki Blast (Sp):
At 4th level, you learn to manifest your ki into energy blasts that you launch from your hands. As a standard action, you may fire a blast of pure energy at a target. The blast is resolved as a ranged attack with a range of 60 feet and deals 1d6 damage per half your class level (minimum 1). Ki blasts are weaponlike spells and are subject to spell resistance. They award you surge points for every individual hit.
In addition, each time you acquire this ability, you select a ki blast augment from the list below. Augments modify your ki blast, offering a diverse array of effects. You can apply only one augment to a single ki blast by spending ki, choosing from any of the augments that you know. The DC of a ki blast is 10 + half your class level + your Constitution modifier. You must use an augment before you roll your attack.
Ki Blast Augment List:
Deflection - Send your blast at an oncoming projectile attack (one that has a single target and requires an attack roll). Make an opposed Concentration check against the wielder's attack roll. If you win, the opponent's attack is negated. This is an immediate action. Costs 4 ki points.
Empowered - Add you CON modifier as bonus damage to your ki blast. You may only add this damage to a single projectile. Costs 1 ki point.
Explosive - Targets hit by your blast are knocked back as if bull rushed (http://www.d20srd.org/srd/combat/specialAttacks.htm#bullRush). Costs 1 ki point.
Homing - Your ki blast automatically hits as long as you have line of sight of the target. Costs 2 ki points.
Line - Change blast into a 60ft. line, Reflex save for half. This is a full-round action. Costs 2 ki points.
Maximized - Your ki blast damage rolls a maximized. Costs 3 ki points.
Personal Space - Change blast into a 30ft. radius burst centered around you, Reflex save for half. This is a full-round action. Costs 2 ki points.
Phasing - Targets hit by your blast must make a Will save or be dazed and sent to the Ethereal plane for 1 round (or sent to the associated plane if already on the Ethereal plane). Only the first hit has a chance to phase the target. Costs 3 ki points.
Scattershot - Resolve each d6 as an individual projectile attack. Each projectile can have a different target so long as each target is in range of you. Costs 2 ki points.
Sniping - Increase the range of your ki blast to 200ft. Costs 1 ki point.
Solar Blast - Change blast damage into radiant (http://brilliantgameologists.com/boards/index.php?topic=10068.msg389778#msg389778) damage. If you hit, the target must make a Reflex save or be set on fire. Only the first hit has a chance to set the target on fire. Costs 1 ki point.
Solar Flare - Change blast into a 30ft. radius burst centered around you, deals no damage, Reflex save or be blinded (http://www.d20srd.org/srd/conditionSummary.htm#blinded) for one round. Costs 2 ki points.
Spirit Bomb - Change blast into a 30ft. radius spread burst, Reflex save for half. Upon casting, you and allies within 300ft. of you may willingly sacrifice at least 5 hit points. For every 5 hit points sacrificed, the spirit bomb deals an additional 1d6 damage, has its radius and range increased by 5ft., and the Reflex save DC increased by 1. Costs 10 ki points.
Quickened - Your ki blast is now a swift action. Costs 4 ki points.
More to come!
Unleashed Fury (Ex):
At 4th level, you can tap into your ki energies to temporarily boost your physical abilities past your ordinary limits. Generally, Z Fighters first learn to harness this power while in a fit of rage, which gave rise to labeling it "fury." While in a fury, you temporarily gain a bonus to Strength and Constitution, along with Damage Reduction. In addition, you manifest a fiery ki aura that envelops your body which glows like a torch, shedding bright light from you.
You may enter a fury as a swift action by spending at least two ki points. Your bonus to Strength and Constitution, and your Damage Reduction (DR/-), is equal to half the number of ki points spent (rounded down), to a maximum of half your class level. Your fiery ki aura's light radius is equal to 10 feet per half the number of ki points spent, to a maximum of half your class level. You can also increase a currently occuring fury's bonuses as a swift action by spending the appropriate amount of ki points and same bonus cap.
The fury lasts for a number of rounds equal to 3 + your (newly improved) Constitution modifier. You may prematurely end your fury. At the end of the fury, you lose the fury modifiers and restrictions and become fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.
Example: Goku is a level 8 z fighter with 16 Constitution. He currently has 6 ki points. On his turn as a swift action he enters a fury by spending his 6 points, granting him a +3 bonus to Strength and Constitution, DR 3/-, and emits a bright light from him with a radius of 30 feet. His fury will last 4 rounds. The following round, Goku gains 2 more ki points, and as a swift action he spends these points to raise his fury's bonuses to +4 bonus Strength and Constitution, DR 4/-, and a 40ft. radius light. His fury also lasts an additional round due to the raised Constitution.
Extra Augment:
At 6th level, your ability to manipulate your ki grows. You may add a second augment to your ki strike or blast, so long as you pay for the augment as normal. You may add a third augment at 12th level, and finally a fourth augment at 18th level.
Unbreakable Will (Ex):
Your iron will and unwavering focus allows you to resist attempts to subvert your will-power. Starting at 8th level, when you are required to roll a Will save, you may spend two points of ki to make a Concentration check instead of the Will save and use the result of that check instead to determine the save's success. You must use this ability before you roll your Will save. You may use this ability a number of times per day equal to your bonus Constitution modifier.
Flight (Su):
At 10th level, your mastery of your own ki lets you transcend gravity's clutches. You gain the ability to fly with perfect maneuverability at a speed equal to your land speed.
Fighting Spirit (Ex):
At 20th level, your willpower lets you scorn death itself. If you are reduced to 0 or fewer hit points by an effect that otherwise leaves your body intact, you can expend two points of ki to remain conscious and continue to act for 1 more round before dying. You can use this ability even if your hit point total is -10 or lower. If your body is somehow destroyed before your next action then you cannot act. You can continue to expend points of ki from round to round until you run out of uses. Each subsequent round requires that you spend an additional cumulative 2 points of ki. So in the first round you must spend 2 points, in the second round it increases to 4, then 6, then 8, 10, etc.
If you receive healing that leaves you with more than -10 hit points, you survive when you stop using this ability. Otherwise, you die.
SAMPLE ENCOUNTER
Goku CR 7
Male human z fighter 7
CG Medium humanoid
Init +7; Senses Listen +11, Spot +11
Languages Common, Celestial
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AC 15, touch 15, flat-footed 12
(+3 Dex, +2 misc)
hp 59 (7 HD)
Fort +6, Ref +3, Will +3
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Speed 50 ft. (10 squares)
Melee unarmed strike +8/+8 (1d8+1/x2)
Melee unarmed strike +5/+5/+5/+5 (1d8+1/x2)
Ranged ki blast +10 (3d6/x2)
Base Atk +7; Grp +8
Atk Options power attack, snap kick, two-weapon fighting, flurry of blows, ki strike, ki blast
SA extra movement, feather fall, unleashed fury
Combat Gear 1 vial of drow poison (unconscious DC 13), 1 vial of large scorpion venom (1d6 Str / 1d6 Str DC 18), 1 vials of giant wasp poison (1d6 Dex / 1d6 Dex DC 18)
Ki Strikes Known (CL 5th):
Least —darkness, eldritch dagger* +9, sickening blast +9 (DC 13)
* New invocation; see below
Ki Strikes Known (CL 5th):
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Abilities Str 13, Dex 16, Con 14, Int 10, Wis 12, Cha 8 (elite array)
SQ trapfinding, deceive item, shadowsight, poison use, shadow pounce
Feats Power Attack, Improved Initiative, Weapon Finesse, Two-Weapon Fighting, Extra Ki Blast*, Snap Kick
*New feat; see below
Skills Balance +8, Concentration +12, Listen +11, Spot +11, Survival +6, Tumble +13
Possessions combat gear and scrolls plus +1 mithril breastplate, 115gp
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AC Bonus (Ex) +3 bonus except with immobilized or helpless.
Ki Surge (Ex) 3 ki points outside (and beginning) combat. Each successful attack awards 1 ki point. Can store maximum 6 ki points. Can spend 1 ki point for feather fall and 2 ki points for an extra move action.
Flurry of Blows (Ex) Extra attack during a full attack, all attacks at -1.
Ki Strike (Su) Free action to augment the next unarmed strike (two maximum). Costs ki points.
Ki Blast (Su) Fire blast as a standard action, ranged touch attack 60 feet, deals 3d6 damage. Can be augmented at the cost of ki points (two maximum).
Unleashed Fury (Ex) Gain up to +3 CON, +3 STR, DR 3/-, and emit bright light at 30-foot radius for 5 rounds. Costs ki points.
Strategies and Tactics
Goku starts combat with 4 ki points.
Goku has a diverse array of attack options in combat. In general, however, one of his top priorities is to quickly get to his maximum Unleashed Fury, which grants him +4 STR, +4 CON, DR 4/-, and emit light in a 40-foot radius for 5 rounds. These buffs have already been added into the above statistics.
Otherwise, what he does depends on the situation, but these are a few tricks he has:
- explosive ki blast to bullrush a target away from an ally or provoke AoO's from allies
- solar flare when in proximity of multiple enemies
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Design Notes:
I took the monk and slapped on the best stuff from the barbarian. That's basically it in a nutshell. It's clearly better than both of those two classes, but that's not necessarily a bad thing -- monk is constantly referred to as one of the worst classes in 3e and the barbarian is nothing but a bleak void after level 1. The only restricting thing is that the Z Fighter's AC is more pitiful than both of them and almost all its abilities are keyed off its Ki Pool, which is pretty tiny. Both of these are intentional, of course -- Z Fighters take a beating but can keep going thanks to Constitution being a primary stat and d12 hit dice (or at least that's the theory). And, as any Dragonball fan will tell you, no Z Fighter will go all out unless he really needs to, so mechanically I've enforced that by making the class have to manage their limited resources throughout the adventuring day.
Most of the abilities are lifted straight from the monk and barbarian. I pasted their descriptions from the SRD simply for convenience. Unarmed Strike, Flurry of Blows, Evasion, those are all obvious. Unleashed Fury is just a refluffed barbarian rage. The Ki Pool is the exact same as the ninja's except keyed to a different stat. The ability descriptions take up space but really it's nothing that you haven't seen before.
The Ki Blasts are pretty much there for flavor reasons at the moment. There's no reason to use it when you can just attack the target with your fists. It's an upgraded bow that you don't need to lug around. I should probably change it to make it more useful.
Ki Strikes are there to give the class some versatility. I wanted to do things like make the next attack a knockback so you can start kicking around targets like a pinball. It may be unnecessary and just overly complicate the class though. I may axe it and turn it into a copy of what the monks get so the class isn't boned when it needs to overcome DR and whatnot.
I'm not content with the names yet. I want to find a better name for the class and for most of its abilities. I wanted to call Unleashed Fury "Unlocked Ki" but I was using "Ki" waaaay too much at this point. Any help renaming would be appreciated. And balance help too, of course.
Hope you like it!
Credits:
Thank you, GeekGirl, for finding the picture!
I gained inspiration from Jarian's excellent The Ascetic (http://"http://www.giantitp.com/forums/showthread.php?t=193791#post10700651") homebrew and used some of her ideas, specifically Hearing the Air.
ThisGuy01:
- Ki Fall ability
- Ki Blast Augments: Spirit Bomb, Homing, and Battling
Garryl:
- Ki Combo Feats: Blink Rush, Final Strike, Unstoppable Strike
- Ki Blast Augments: Solar Blast, Phasing
- Ki Strike Augments: Disorienting, Molten Fist
KellKheraptis:
- Saiyan race
Changelog:
- no longer has weapon proficiency: spiked hair
- removed cumulative Wisdom penalty when leveling in the class
- changed Unleashed Fury activation time from 20 rounds to a free action
- removed magic/physical immunity when in a cloud of dust
- nerfed ki blast augment: annihilate planet
- Unleashed Fury no longer requires 300 rounds of combat before activation
- removed +20 Intimidate bonus and AOE save-or-stun when activating Unleashed Fury
- removed Yamcha