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View Full Version : [3.5] Unleash Your True Power! The Z Fighter (WIP, PEACH)



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 roundís 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, canít 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 ódarkness, 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

Dralnu
2011-07-07, 10:49 PM
New Feats

Blink Rush [Ki Combo]
Prerequisites: Must know the Knockback and Teleporting ki augments, ability to apply 3 or more augments to a single ki strike.
Benefit: Whenever you make a full attack, you can apply this ki combo to all of your unarmed strikes made as part of that full attack. Treat each such attack as if you had applied the Knockback and Teleporting ki augments to it. In addition, each time you push an opponent at least 5 feet with a Bull Rush attempt resulting from one of these attacks, you gain a cumulative +5 bonus on Strength checks made to Bull Rush that opponent, on damage rolls against that opponent, and on attack rolls against that opponent. This bonus on attack rolls may not increase your attack bonus to greater than your full normal attack bonus. These bonuses last until the end of your full attack.
Blink Rush costs 10 ki points to use and counts as three ki augments.


Final Strike [Ki Combo]
Prerequisites: Must know the Empowered strike augment and the Spirit Bomb ki blast augment, ability to apply 3 or more augments to a single ki strike.
Benefit: You can apply this ki combo to any of your unarmed strike attacks as a free action. As part of making that attack, you may spend any number of ki points (above and beyond those spent to apply the ki combo) and hit points (minimum 5). You cannot spend more hit points than you possess, and the hit point loss cannot be prevented, mitigated, or redirected in any way. The critical threat range of your attack roll increases by the amount of additional ki points you spent (after including multipliers such as Improved Critical or the keen weapon enchantment), and the attack deals additional 1 damage equal to the number of hit points you lost this way. Final Strike applies to only a single attack each time you use it.
Final Strike costs 10 ki points to use and counts as two ki augments.


Unstoppable Strike [Ki Combo]
Prerequisites: Must know the Crushing ki strike augment and the Homing ki blast augment, ability to apply 3 or more augments to a single ki strike.
Benefit: You can apply this ki combo to any of your unarmed strike attacks or ki blast attacks as a free action. That attack gains the benefits of both the Crushing and Homing augments, and also bypasses all resistances and immunities that target possesses. The attack ignores any regeneration the target may have and bypasses any other damage-preventing abilities or effects that target possesses (dealing damage normally). If the target has any temporary hit points, the damage dealt by an Unstoppable Strike ignores them, reducing the target's normal hit points instead of temporary hit points. Unstoppable Strike applies to only a single attack each time you use it.
Unstoppable Strike costs 6 ki points to use and counts as three ki augments.

Dralnu
2011-07-07, 10:50 PM
New Races

Saiyan Base Race
Description and Fluff: We all know this.
Abilities: +2 Con, -2 Cha; Saiyans are a hardy race, but aren't exactly known for being the most affable race.
Natural Ki: Saiyans begin with a bonus of 1 Ki that may be spent in addition to any limits imposed by any class they may take. This bonus increases to 2 bonus Ki at 6th level, and by one additional point every 6 levels thereafter.
Saiyan Repletion: Saiyans brought to the brink of death and revived will come back stronger than they were before the event that caused the experience. Any event that results in the saiyan being brought to -1 hp or lower still grants full XP as though the saiyan achieved a victorious result. If the saiyan manages to bring himself back from the brink under his own power and actually achieve victory, he receives double XP for the encounter.
Favored Class: Z Fighter. Saiyans manipulate Ki naturally, and as such most are trained to become Z Fighters from childhood.
Level Adjustment: +0

Dralnu
2011-07-07, 10:51 PM
Reserved for Invocation version.

K done reserving.

Vulaas
2011-07-07, 11:37 PM
Interesting take on the Monk. Only 2 really relevant stats makes it much more playable.

Also, the changelog made me laugh.

GeekGirl
2011-07-08, 03:46 PM
First, that was my favorite picture too :P. Second the change log is quite entertaining. Lastly, I would only worry its not enough Ki points. Its similar to the Ninja from complete adventurer They only get 5 powers to use (were you have 8) and roughly the same number of Ki points. Having played a Ninja a few times; you don't need the powers every round, but it seems you almost would be here. Even if its just and enhanced Ki strike. Hopefully play testing will prove me wrong.
Other than that it seems pretty fun.

Dralnu
2011-07-08, 08:18 PM
The ki points could be a problem. I did this so far:

- removed the AC penalty to Unleashed Fury
- increased the DR from Unleashed Fury
- removed the ki cost to unaugmented ki blasts
- added ki strikes

Now for some number crunching. Assuming you start with 18 CON and there's 4 encounters per day:

At level 5, you can fury every fight, plus you have two ki points left over for some ki blast augments or in case you need to make a Will save.

At level 10, you can improved fury every fight, plus two ki points left over for... Oh.

Okay, you may need a few more ki points. I don't like the idea of a Z Fighter immediately going into every fight with fury though. That shouldn't be how they do things. But then we go into balance issue territory.

Hmmmm. How about Ki Pool = CON + class level? Or each version of Unleashed Fury only costs 1 point?

Dralnu
2011-07-24, 02:53 PM
Just completed a huge overhaul of the class:

- removed evasion and improved evasion
- removed hearing the air
- completely redid the ki pool, now labeled ki surge, acts like a "rage bar"
- unleashed fury also redone
- added improved surge and surge mastery
- changed granted abilities around to be more streamlined

I've ditched the clunky ninja resource system for a "surge" system, similar to my Indigo Trickster class. Essentially, it's a "rage bar" from MMORPG's. Successful attacks give you rage, which in turn let you use your special abilities. I think this mechanic is a lot more fun than the traditional DnD resource systems. Instead of unloading all your best stuff at the beginning of a fight and then be stuck with lesser options if the fight drags on, you actually become BETTER as a fight continues. That's a lot more flavorful and cinematic, in my opinion.


What do you guys think?

eftexar
2011-07-24, 03:14 PM
This class is pretty sweet and for once isn't completely overpowered (I've seen too many people try and replicate the power instead of fluff).
And now I'm imagining Goku fighting orcs. That is just hilarious playing out in my mind.
The only concern I have is the surge mastery ability. I think that ability alone doubles the power of the class. I could see allowing the addition of an extra 1 or 2 abilities being allowed, but you could potentially (assuming you add enough abilities) apply 20 different effects to your ki strike and ki blast. Sure that would use all of your points, but you can regain them unlike in a standard system.

Dralnu
2011-07-24, 11:38 PM
Good point. I changed it so you can only add up to 3 augments per blast or strike.

For the record, assuming a level 20 z fighter has the entire TWF feat tree, Snap Kick feat, and is doing a flurry of blows, he can get up to 11 surge points in a full attack (11 attacks). So it would take at least 2 turns for him to max out.

Dralnu
2011-08-17, 05:30 PM
Added more augments, added Concentration as a class skill and have begun associating abilities to it. It can use more augments still, but now the class is actually playable from 1-20. Unsure of its power level. Hoping it's roughly on par with warblade but not higher.

RoyVG
2011-08-18, 06:02 AM
I like it. Taking away the MAD'ness of the Monk and combining it with the Barbarian is basically what a Z-fighter is. :smalltongue:

Not sure if it should have a small AC bonus like the monk has, but maybe that would be a little bit overkill because it is not depend on 3+ stats anymore.

Maybe limit the uses of Unbreakable Will, it's nice to have an infinite supply of Moment of Perfect Mind maneuvers readied, but still (although Warblades can have it readied every turn if he recovers it each turn.....) Maybe Con Mod per day (min 1)

However the capstone seems a little bit overpowered in my opinion. As long as he has one point of ki/surge, he can go on forever (unless his body is destroyed like with disintergrate I presume). And he always has 1 point at his disposal AND gets one for each succesful attack.

It does make for some nice roleplaying, having the spend all your energy to 'not die'. :smallbiggrin: but still, maybe increase it to 2 point each round or increase the cost every (couple of) round(s)

Overall, i like the calss, and i can't wait to see the Tome of Battle Variant

Doorhandle
2011-08-18, 06:06 AM
You spend 1 Ki-point to bypass damage Resistance, yet you need 3 just to do a stunning fist?

...Even factoring in Medusa style from pathfinder, that should probably be the other way round. Maybe 2 points for D.R passing?

Also, Deflection blast looks WAY too expensive for basically being deflect arrows but having to roll, even if it is an immediate action with no limit on use except Ki. Maybe at 4 points, and it can also deflect rays, thrown rocks and maybe even fireball and other projectile-like effects.

Also a dimension-door-like ability as a Ki-intensive free action would be good, just to be more D.B.Z

Despite the weirdness with ability Ki-cost costs, a very solid class.

Dralnu
2011-08-18, 05:06 PM
I like it. Taking away the MAD'ness of the Monk and combining it with the Barbarian is basically what a Z-fighter is. :smalltongue:

Glad you like it!


Not sure if it should have a small AC bonus like the monk has, but maybe that would be a little bit overkill because it is not depend on 3+ stats anymore.

The CON bonus from Unleashed Fury also increases his AC.


Maybe limit the uses of Unbreakable Will, it's nice to have an infinite supply of Moment of Perfect Mind maneuvers readied, but still (although Warblades can have it readied every turn if he recovers it each turn.....) Maybe Con Mod per day (min 1)

You're right. I increased the cost to 2 ki points and made it CON/day.


However the capstone seems a little bit overpowered in my opinion. As long as he has one point of ki/surge, he can go on forever (unless his body is destroyed like with disintergrate I presume). And he always has 1 point at his disposal AND gets one for each succesful attack.

I'll make the base cost 2 ki points with an additional cumulative cost of 2 every round after. So 2 the first round, 4 the next round, then 6, 8, 10... You can only hold 20 surge points at a time so there'd be a round limit, otherwise just stopping him from attacking with a debuff would do it.


Overall, i like the calss, and i can't wait to see the Tome of Battle Variant

Not sure how I'd do it yet. I'd balance it around Warblade, have to figure out what schools are appropriate, and how many class features would need to go. Full BAB and monk abilities would have to stay, and then anything else added would have to be balanced by lowering the amount of maneuvers..

I'm taking out the "always 1 surge point" thing too. Too ambiguous. It's strictly a combat thing again.


You spend 1 Ki-point to bypass damage Resistance, yet you need 3 just to do a stunning fist?

...Even factoring in Medusa style from pathfinder, that should probably be the other way round. Maybe 2 points for D.R passing?

I always figured that robbing an enemy of its turn and making it drop its weapons was pretty powerful. I'll increase the DR augment to 2.


Also, Deflection blast looks WAY too expensive for basically being deflect arrows but having to roll, even if it is an immediate action with no limit on use except Ki. Maybe at 4 points, and it can also deflect rays, thrown rocks and maybe even fireball and other projectile-like effects.

It can deflect anything that requires an attack roll, so it can deflect rays, thrown weapons, other ki blasts, but not a fireball. I lowered it to 4.


Also a dimension-door-like ability as a Ki-intensive free action would be good, just to be more D.B.Z

At this point I don't want to add any more class abilities because my original intention was for a rather simplistic table that follows an easy to read bonus feat, ki strike, ki blast cycle. Even adding Ki Fall recently made me miffed for aesthetic reasons. :smalltongue:

I need more augments though. Especially ki strike augments.

EDIT: Er, actually... A ki strike augment that lets you dimension door first. Woot!


Despite the weirdness with ability Ki-cost costs, a very solid class.

The ki costs are all guesses. I honestly have no idea if they're correct since I've never gotten a chance to playtest yet. I'm probably way off on a few of them.

Fizban
2011-08-18, 09:42 PM
I like it. Solid to start with, and with a little playtesting and refinement it should be a pretty great class. One thing I do notice: I think by that wording you can just punch the ground to gain ki points, if you don't want to hit a foe. And I'm totally okay with this, since it's a lot like spending actions to ready maneuvers, and punching a solid wall can get your adrenaline going just fine.

If you want more non-punchy abilites I think you could put them under Ki Surge, maybe with a Greater Ki Surge later on.

Dralnu
2011-08-18, 11:39 PM
I like it. Solid to start with, and with a little playtesting and refinement it should be a pretty great class. One thing I do notice: I think by that wording you can just punch the ground to gain ki points, if you don't want to hit a foe. And I'm totally okay with this, since it's a lot like spending actions to ready maneuvers, and punching a solid wall can get your adrenaline going just fine.

I want to make sure you can only get points when in combat to avoid any potential abuse.

The wording currently is:

Most of your class features require you to spend ki points. 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.

If that's too ambiguous I could try rewording it.


If you want more non-punchy abilites I think you could put them under Ki Surge, maybe with a Greater Ki Surge later on.

This is how Pathfinder Monk does it. It's a good idea. I'll end up doing something like that.

Doorhandle
2011-08-19, 12:11 AM
A ki strike augment that lets you dimension door first. Woot!



...That is acutally a really clever idea.

Dralnu
2011-08-20, 03:00 PM
Not having anything cool to do in the first round of combat sucks, so put in the out of combat ki pool again, this time equal to half your class level and refreshes every five minutes (surge points disappear after 5 minutes):

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.

Very wordy, not happy about that. Hope it works.


Added the teleport ki strike augment:

# 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.

Added quicken ki blast augment, now you can punch + blast or blast + blast:

# Quickened - Your ki blast is now a swift action. Costs 4 ki points.

Fizban, I took your suggestion and tossed Ki Fall and Uncanny Agiliy abilities into the "Ki Surge" ability like Pathfinder Monk does it. This left room on the table (which I like) so I could replace those levels with a different change:
Level 12 was way too late to start applying a second augment to blasts/strikes so I bumped it down to 6. You can add a third at 12 and a fourth at 18.

Basically I injected the whole class with buffs. And the table still looks clean and streamlined. I'm happy. :smallbiggrin:

Garryl
2011-08-20, 03:33 PM
By the way, in case you missed it on Brilliant Gameologists (http://brilliantgameologists.com/boards/index.php?topic=12410.msg432651#msg432651)...






Actually, a big thing I've always wanted to incorporate was a ki strike that teleports you beside a target that you've knocked back this round and immediately hit him with some bonus modifiers, possibly knocking him back again and repeating the process (like in the show). Not sure how to write it out mechanically though.


Challenge accepted! Feel free to adjust the numbers and add some sort of limitation or whatever you feel is appropriate. And the name of course, you can call it whatever like (as long as you don't call it late for dinner).

Blink Rush (Su): As a full-round action, make a full attack. With each attack that hits, you may make a free Bull Rush attempt without provoking attacks of opportunity or requiring an action, although you do not (and need not) move with your opponent. If you push your opponent at least 5 feet with your Bull Rush, you may immediately teleport to any space adjacent to the opponent you pushed before making your next attack, you gain a cumulative +5 bonus on Strength checks made to Bull Rush that opponent, on damage rolls against that opponent, and on attack rolls against that opponent. This bonus on attack rolls may not increase your attack bonus to greater than your full normal attack bonus. These bonuses last until the end of your full attack.

nonsi
2011-08-20, 04:10 PM
Nicely thought out, but there's one aspect that's blatantly missing: Transformation (Super Saiyan I/II/III).

Dralnu
2011-08-20, 04:36 PM
Ya sorry I only saw that today Garryl. Responded!


Nicely thought out, but there's one aspect that's blatantly missing: Transformation (Super Saiyan I/II/III).

I think I covered that already:


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, Damage Reduction, and a +2 morale bonus on Will saves. In addition, you manifest a fiery ki aura that envelops your body which glows like a torch, shedding bright light from you.

Just missing the hair shenanigans, but it's a Z Fighter, not necessarily a saiyan.

eftexar
2011-08-20, 04:58 PM
What about a supersaiyan prestige class (probably that could only be taken in epic levels but...)? That would be interesting.
Anyways I like how this turned out. It's a monk class that's cool (wait isn't that an oxymoron).

wiimanclassic
2011-08-20, 06:31 PM
What about a supersaiyan prestige class (probably that could only be taken in epic levels but...)? That would be interesting.
Anyways I like how this turned out. It's a monk class that's cool (wait isn't that an oxymoron).

A Super Saiyan is 50x stronger then a normal one. Do you really want that kind of cheese?

eftexar
2011-08-20, 06:34 PM
You don't have to get that ridiculous to capture the flavor of the idea. You can translate fluff without power. This class already did that well.

Dralnu
2011-08-20, 06:53 PM
Honestly, I don't know what I'd do differently for a super saiyan PrC. Only thing I could think of would be to rename Unleashed Fury into "Super Saiyan" and making the fluff more specific. If someone wants to do a full-out super saiyan PrC though I'd love to see it.

Dralnu
2011-08-23, 01:31 AM
Some excellent contributions from Garryl, ThisGuy01, and KellKheraptis. There's now Ki Combo feats, Saiyan as a playable race, and even more ki strike and blast augments, including the iconic solar flare and battling ki blast augments.

A suggested idea to pool together the ki strike and blast augments, along with other general abilities (such as the ki combo feats) into a "power pool" similar to PF Barbarian's rage powers (http://www.d20pfsrd.com/classes/core-classes/barbarian/rage-powers).

Thoughts?

eftexar
2011-08-23, 01:41 AM
Saiyans don't have an intelligence penalty? *laughing hysterically*
Anyways I really do like this class. Maybe I'll have to give a try at some point (next campaign).

edit-> I would leave the construction of the class as is and grant other stuff through feats. It's not unprecedented to create a point system through feats (the only one coming to my head though is faith points, which is a bad example for this situation).

nonsi
2011-08-23, 04:00 AM
Ok, here's a challenge: Saiyan tail :biggrin:

Dralnu
2011-08-23, 08:34 PM
Hmmm, doable.. Possibility of basing some stats on MM's lycanthropy template. Activation requires "lunar light," either the moon or similar spells. Size change to Huge. Maybe increased Strength outside of the size change, but might not be necessary. "Frenzy" state similar to Frenzied Berserker PrC, except it always attacks the nearest target including allies, not just after all the enemies are dead, also exhaustion after it wears off. Touching the tail makes the saiyan stunned/paralyzed so long as the tail is held.

With such a huge drawback, it would only need an LA +1 at most. You could even throw in -2 INT +2 STR on top of that.

wiimanclassic
2011-08-23, 08:55 PM
Hmmm, doable.. Possibility of basing some stats on MM's lycanthropy template. Activation requires "lunar light," either the moon or similar spells. Size change to Huge. Maybe increased Strength outside of the size change, but might not be necessary. "Frenzy" state similar to Frenzied Berserker PrC, except it always attacks the nearest target including allies, not just after all the enemies are dead, also exhaustion after it wears off. Touching the tail makes the saiyan stunned/paralyzed so long as the tail is held.

With such a huge drawback, it would only need an LA +1 at most. You could even throw in -2 INT +2 STR on top of that.

Don't forget the feat to be immune to the tail thing. They can learn to ignore that.

Prime32
2011-08-24, 08:29 AM
Oozaru also have breath weapons...

And I think you missed my post on BG about powering up creating difficult terrain around you/localised earthquake effects.

Dralnu
2011-08-24, 03:07 PM
Oozaru also have breath weapons...

And I think you missed my post on BG about powering up creating difficult terrain around you/localised earthquake effects.

Yeah, I'm not knowledgable enough in DBZ to do justice to a saiyan base race myself.

I saw the suggestion but thought it was for the possibility of a super saiyan PrC. I wouldn't tack that on Unleashed Fury, but possibly as a feat, maybe with an Intimidate effect added?

Dralnu
2011-09-06, 05:40 PM
KellKheraptis has created two PrC's for this class:
1) Super Saiyan (http://brilliantgameologists.com/boards/index.php?topic=12410.msg434423#msg434423), a PrC focused on improving Unleashed Fury
2) Mystic Blaster (http://brilliantgameologists.com/boards/index.php?topic=12410.msg434873#msg434873), a PrC focused on improving Ki Blasts

I also cleaned up the table a bit, renamed some stuff in the process (Improved / Superior Surges became Extra Augment). I added a couple new ki blast and strike augments. I'll be adding a new ki combo feat that lets you get an AOE intimidate check when you use unleashed fury and also incorporate the difficult terrain thing, or explosion, not sure yet.

Adlez Eluryh
2013-05-17, 03:15 PM
I was going over this, cause I'm hoping my DM will let me play as this class, and I noticed that it's really akin to DBZ Budakai 1. I feel this way because the only way to increase your stored Ki is by hitting your opponents, as opposed to every Budakai and Tenkaichi game afterwards where you can charge your ki to increase it.
I don't really know about making custom classes and balancing things out, so I want to ask, is there a way you could add an ability or something to allow for Ki charging?
Also, of all the DBZ classes I've sifted through, yours is definitely the best. All the others use Wisdom for the abilities like a monk, and I felt they should use constitution, so thank you~

LordErebus12
2013-05-30, 06:46 PM
I was going over this, cause I'm hoping my DM will let me play as this class, and I noticed that it's really akin to DBZ Budakai 1. I feel this way because the only way to increase your stored Ki is by hitting your opponents, as opposed to every Budakai and Tenkaichi game afterwards where you can charge your ki to increase it.
I don't really know about making custom classes and balancing things out, so I want to ask, is there a way you could add an ability or something to allow for Ki charging?
Also, of all the DBZ classes I've sifted through, yours is definitely the best. All the others use Wisdom for the abilities like a monk, and I felt they should use constitution, so thank you~

its still missing flight through Ki, though.

Manly Man
2013-06-01, 02:25 AM
its still missing flight through Ki, though.

Perhaps you could have it that at 10th level, when a Z Fighter has more than half of their ki points, they can fly (as the spell) for an indefinite period of time as a swift action, so long as their ki stays at half their class level or higher. They add their movement speed bonus to it whenever applicable, as well.

LordErebus12
2013-06-01, 03:07 AM
Perhaps you could have it that at 10th level, when a Z Fighter has more than half of their ki points, they can fly (as the spell) for an indefinite period of time as a swift action, so long as their ki stays at half their class level or higher. They add their movement speed bonus to it whenever applicable, as well.

all things considered, chaozu could master it and he was weak. perhaps concentration checks to stay aloft, either passively or when you take damage.

Manly Man
2013-06-02, 03:39 PM
Hmm. Then maybe around level 6? Wizards and Sorcerers get fly as a spell by level 5, so having a method of flight all their own which is far less limited than a regular spell should wait a level or two.

Southern Cross
2013-06-03, 05:19 AM
And if the tail is cut off, the Saiyan reverts to normal. oddly enough, the tail grew back in Dragonball, but not in Dragonball Z.

LordErebus12
2013-06-03, 05:22 AM
And if the tail is cut off, the Saiyan reverts to normal. oddly enough, the tail grew back in Dragonball, but not in Dragonball Z.

surgery... goku had the root removed.

Dralnu
2013-07-07, 05:37 PM
I was going over this, cause I'm hoping my DM will let me play as this class, and I noticed that it's really akin to DBZ Budakai 1. I feel this way because the only way to increase your stored Ki is by hitting your opponents, as opposed to every Budakai and Tenkaichi game afterwards where you can charge your ki to increase it.
I don't really know about making custom classes and balancing things out, so I want to ask, is there a way you could add an ability or something to allow for Ki charging?
Also, of all the DBZ classes I've sifted through, yours is definitely the best. All the others use Wisdom for the abilities like a monk, and I felt they should use constitution, so thank you~

Hey there! I'm glad you like the class and want to try it out! Sorry it took so long to get back to you, I didn't have this thread subscribed so I wasn't notified.

Yes, a ki charge sounds good. Perhaps a full round action, brings you up to your maximum ki limit, and gives you AC / saving throw bonus equal to half your level until the start of your next turn?


its still missing flight through Ki, though.

They get to fly indefinitely at level 10 already. How about a superior version of Levitate (any direction instead of just up/down) earlier on?

Lord Raziere
2013-07-08, 02:12 AM
awesome. now this is the class that is needed for a certain character of mine, who doesn't fit anywhere else. (the only real difference between him and a Z Fighter is that his powers are storm-themed) hope its refined and gets better.