Arathorn
2014-07-03, 06:14 PM
One of my players wants to play as a homebrewed Saiyan race with a homebrewed "Saiyan Warrior" class, As in the characters from Dragon Ball Z. He also wants to take a homebrewed vampire template, all of which he has altered in order to avoid level adjustment. Unfortunately, I'm a new DM, and I really don't have the skills to figure out whether or not a Saiyan Vampire with no LA would be unbalanced. Would these be overpowered by themselves, how would they interact together, and if so what can we do to fix them? To be clear, all of these are altered by him.
Saiyan:
+2 Constitution, +2 Dexterity, -2 Intelligence, +2 Wisdom, -4 Charisma
Medium
Base Land Speed: 30
Low Light Vision
Tail: Saiyans have a fully prehensile tail which grants them +4 racial bonus on balance, climb and tumble checks. A Saiyan's tail can be removed by anyone with a slashing weapon making an attack roll against the tail. Saiyans may wear the tail around their waist for an additional +10 bonus to AC against attack rolls made on their tails. Saiyans who loses their tail immediately loses their racial skill bonuses, their Oozaru alternate form ability, and take a -4 on balance, climb, move silently, swim and tumble checks for that day. The penalty is reduced by 1 at the end of each following day. Tails can be restored by regenerate, limited wish, wish or miracle spells, or they can regrow naturally. (1d20 - HD - Fort mod days). Any Saiyan whose tail is successfully grappled (DC 10 + Dex/Wis mod) and by enemy who succeeds a Strength check (DC 10 + Will + ½ Saiyan HD) will be stunned for 1 turn.
Oozaru Form: Saiyans who see intense moonlight transform into an oozaru (giant ape). Once transformed, they lose the ability to control themselves (unless they have the Saiyan Elite feat) and go on a complete rampage until the source is out of sight or destroyed.
Moonball (Saiyan Elites Only): Saiyan Elites have the ability to create a ball of energy that emulates a moon, allowing them to create a source of light or allowing them to transform into a giant ape. To create the ball, the saiyan must use ki energy, making the ball last for 1d4 rounds per 5 ki used. The light generated is considered dim for purposes of vision. Unfortunately, the Moonball is nowhere near as powerful as moonlight, and as such the saiyan only gains half the advantages and disadvantages of being in Oozaru form. After using the Moonball, you may not use it for 1d4 days.
Oozaru Empathy: Saiyans may communicate with any Saiyan or Oozaru when in either form.
Ki Flight: Saiyans have the ability to fly at their Base Land Speed at average maneuverability.
Natural Ki Users: Saiyans have inherent Ki pools equal to 2 * HD. This stacks with any Ki Pool of any class.
Strange Creature: Because Saiyans have tails, many “normal” beings find them odd. Because of this, Saiyans have -2 on Charisma rolls with them. Though some beings (shapechangers, shifters, druids, magical beasts, etc) take a liking to them and Saiyans get +2 on Charisma rolls with them.
Alien Physiology: A Saiyans physiology is very different from humanoids of this planet. because of this, normal healing from potions or spells only have half the normal effect. Though a benefit of the physiology is that they heal automatically while inert and automatically stabilize. They also gain immunity to mundane poisons, diseases, and venoms. Anyone attempting to treat a Saiyan’s wounds while they are unconscious there is a higher chance for them to cause more damage than harm. Saiyans must eat twice as much as a normal human. If they eat only as much as a normal human, then they suffer a -2 to Will and Fortitude. If they do not eat for the day, they suffer -4 instead. They gain the Endurance feat for free, but keep the hunger no matter what feat is taken.
Zenkai: Saiyans have an insane bloodlust and search for battle at any chance they can. Because of this, they tend to fight those who are stronger than them. Should the odds in battle be stacked against a Saiyan, and the Saiyan be below ¼ health and the enemy above ½ health (from the health at the start of the battle) then the Saiyan gets 1 HP healed per round and +1 on all rolls made against the target enemy.
Saiyan Warrior
Base Attack Bonus
1:1
2:2
3:3
4:4
5:5
6:6/1
7:7/2
8:8/3
9:9/4
10:10/5
11:11/6/1
12:12/7/2
13:13/8/3
14:14/9/4
15:15/10/5
16:16/11/6/1
17:17/12/7/2
18:18/13/8/3
19:19/14/9/4
20:20/15/10/5
Save Bonuses (Fort, Ref, Will)
1: 2 2 0
2: 3 3 0
3: 3 3 1
4: 4 4 1
5: 4 4 1
6: 5 5 2
7: 5 5 2
8: 6 6 2
9: 6 6 3
10: 7 7 3
11: 7 7 3
12: 8 8 4
13: 8 8 4
14: 9 9 4
15: 9 9 5
16: 10 10 5
17: 10 10 5
18: 11 11 6
19: 11 11 6
20: 12 12 6
Special
1:Monk-like, Ki Familiarity, Ki Pool, Combat Style, Ki Breathing, Ki Meditation, Bonus Feat, Ki Flight, Super Saiyan, Improved Unarmed Strike
2:Least Ki Ability, Style Focus, Ki Volley
3:Ki Deflection, Evasion
4:Least Ki Ability, Ki Strike(magic)
5:Style Focus, Uncanny Dodge, Improved Ki Breathing, Bonus Feat
6:Lesser Ki Ability, Combat Reflexes
7:Style Focus, Awesome Blow
8:Lesser Ki Ability
9:Improved Evasion, Style Focus
10:Greater Ki Ability, Ki Strike(good/evil),
Greater Ki Breathing, Bonus Feat
11:Style Focus
12:Greater Ki Ability
13:Greater Flurry, Style Focus
14:Greater Ki Ability
15:Master Ki Breathing, Bonus Feat
16:Master Ki Ability, Ki Strike(adamantine)
17:Timeless Body, Style Focus
18:Master Ki Ability
19:Style Focus
20:Master Ki Ability, Perfect Self, Bonus Feat
Flurry
1:1/1
2:2/2
3:3/3
4:4/4
5:5/5
6:6/6/1
7:7/7/2
8:8/8/3
9:9/9/4
10:10/10/5
11:11/11/6/1
12:12/12/7/2
13:13/13/13/8/3
14:14/14/14/9/4
15:15/15/15/10/5
16:16/16/16/11/6/1
17:17/17/17/12/6/2
18:18/18/18/13/7/3
19:19/19/19/14/8/4
20:20/20/20/15/0/5
Unarmed
1:d6
4:d8
8:d10
12:2d6
16:2d8
20:2d10
AC Bonus
5:+1
10:+2
15:+3
20:+4
Base Speed Bonus (ft/round):
3:10
6:20
9:30
12:40
15:50
18:60
Skills(2 + Int mod) x4 at first level
Special Feat Descriptions:
Monk Like: Saiyan Warriors have abilities similar to monks, in that they have improved unarmed strikes, flurry strikes, and Wis mods may be used in place of Dex mods.
Ki Pool: Saiyan Warriors have a ki pool equal to (1 + Will OR Fortitude) * Class Level. Ki is used for many Ki attacks and may be added to boost the chance to hit or damage, though the decision must be made before the attack, so the damage bonus may be wasted. For every 2 Ki used, a Saiyan warrior gains +1 on their roll and/or +1 to damage, up to ½ their Class Level. Ki is regenerated after 8 hours of sleep.
Ki Meditation: A Saiyan Warrior may meditate in order to regain Ki. In normal form, there is no concentration check in order to maintain meditation, though if the Saiyan Warrior is in a transformed form then they must pass a Will save or Concentration check, whichever is highest, of DC (20 - ½ Class Level) for every ten minutes spent meditating. For every successful check in a row, the DC is decreased by 1 until it reaches 1, in which case the Saiyan Warrior has full control of their body and may retain meditation as if normal. For every ten minutes spent meditating, the Saiyan Warrior gains 1d4 + Class Level of Ki to a maximum of 15 Ki per ten minutes. A Saiyan Warrior may meditate rather than sleep. If a Saiyan Warrior meditates instead of sleeping, then they gain 1d4 per Class Level of temporary Ki above their maximum Ki amount. The user of Ki Meditation may also choose to heal hitpoints instead of regenerating Ki, and may do so while using some of the meditation for healing and some for healing after the roll.
Ki Familiarity: Saiyan Warriors have a long history with Ki, and therefore have a deep understanding of how Ki operates. With this, Saiyan Warriors are able to manifest their Ki in physical forms. They are able to create balls of Ki that generate immense light. To generate such light, they must spend Ki (radius * 4) per hour. At level 5, the cost is halved and Saiyan Warriors are able to create more than one, but all after the first are at full cost. At level 10, this ability is free, and all after the first are at half cost. Saiyan Warriors are also able to create what looks like flame, but is in fact Ki energy, around their body. Doing so adds +1 per Ki point used (To a maximum of Class Level) to Intimidate checks. At level 5, the cost is halved. At level 10, the act is ¼ cost.
Combat Style: At first level, a Saiyan Warrior must decide which style they will focus on: Offense, Defense, Ki
Offense: At 2nd level the Saiyan Warrior may choose Weapon Focus (Unarmed) or Stunning Fist, at 5th level Deft Opportunist or Combat reflexes, at 7th level Roundabout Kick or Improved Initiative, at 9th level Improved Critical (Unarmed) or Improved Sunder, at 13th level Flying Kick1 or Freezing the Lifeblood, at 17th level Eagle Claw Attack or Weakening Touch
Defense: At 2nd level the Saiyan Warrior may choose Dodge or Improved Grapple, at 5th level Close Quarters Fighting or Endurance, at 7th level Mobility or Improved Trip, at 9th level Diehard or Dive for Cover, at 13th level Acrobatic Strike or Prone Attack, and at 17th level Improved Toughness or Defensive Throw
Ki: May choose a previously unchosen Least ki ability at 2nd and 5th, Least or Lesser at 7th and 9th, Least, Lesser or Greater at 11th and 13th, and Least, Lesser, Greater or Master at 17th and 19th.
Ki Breathing: Saiyan Warriors may breath underwater, using 2 Ki per hour. Saiyan Warriors may also allow one other person to breath underwater, using 4 Ki per hour, with contact.
Improved Ki Breathing: Saiyan Warriors may breath underwater for free. They may also allow one other to breath underwater for 4 Ki per hour, without contact.
Greater Ki Breathing: Saiyan Warriors may Breath underwater for free, and May allow others to breath underwater for 2 Ki per hour. The number of people they may allow to breath is equal to their Class Level. Should they attempt to attempt to use this on more, then the Saiyan Warrior must succeed a Will save DC (15 - ½ Class Level) for each.
Ki Flight: Saiyan Warriors gain the ability to fly 1.5 * Base Land Speed per round, with poor maneuverability. Should the Saiyan Warrior already poses flight, they may fly 1.5 * Base Flight Speed with maneuverability one level above the base.
Ki Volley: A Saiyan Warrior may create a Ki Volley for an attack. Costs 4 Ki, dealing 2 damage. The roll to attack uses the Base Attack bonus and Dex mod for a ranged touch attack.
Ki Abilities: At certain levels, a Saiyan Warrior may choose a Ki ability of certain levels:
Least Saiyan Warrior Invocations
Energy Channel: You transfer an amount of of your available ki pool to another Saiyan Warrior or class with similar ki points.
Healing Spirit: Use your Ki to bolster the life force of others, but not yourself. Heals 1 HP per 2 Ki used.
Ki Barrage: Learn how to fire multiple ki volleys at a single target. May create as many Ki Volleys as you could punches in a flurry. Ranged Touch Attack using Flurry bonus..
Ki Shield: You create a protective 5 foot wide ki shield in front of yourself. Costs 5 Ki per round, and requires concentration.
Sense Ki: You can detect the strength of Ki force in others.
Solar Flare: You create a quick but blinding flare of light to dazzle your opponent. Costs 5 Ki.
Lesser Saiyan Warrior Invocations
After Image: If an opponent misses you badly enough, you can take advantage of their distraction to move before they even realize you’re gone after gaining an attack of opportunity. Free. May travel 5 ft per Class Level, up to Base Land Speed.
Destructo Disc: You create a buzzsaw of ki energy that slices through anything in its path, dealing 1d6 per 4 Class Levels and able to strike ½ per Class Level of enemies, rounded up. Costs 2 Ki per enemy targetted. Ranged Touch Attack per enemy. A failed touch does not stop the combo.
Explosive Wave: Your Ki explodes from you, pushing all opponents nearby back 15 feet. Deals 1 Damage per Class Level, and costs 25 Ki. Reflex save for half damage.
Ki Beam: You can channel your Ki into a beam of destructive energy. Deals 2d6, may strike many enemies in a row, costs 15 Ki to start and 15 Ki for each additional 1d6, and may only use 15 Ki per Class Level. After used, cannot be used for 1d4 rounds. Stuns you for 1d4 - 1 rounds. Reflex save for half damage for each enemy in the line. Full Round Action.
Ki Supression: You suppress your Ki energy so as to not be detected by other Ki users. Free. For 5 Ki per minute you may suppress your Ki from those using Sense Life.
Greater Saiyan Warrior Invocations
Flash Step: Using your ki, you teleport yourself between spaces for a short distance. Costs 10 Ki per 100 ft, to a maximum distance of 50 * Class Level. May take your Class Level of people with you. Small count as half a person, large count as twice, and so on in that pattern.
Improved Ki Volley: Your Ki volleys become more intense, and you may now strike with two more volleys than normal, and every volley deals ¼ Class Level as extra damage.
Improved Intimidating Ki: Your Ki aura disturbs your opponents within 30 feet at all times.
Improved Ki Barrage: Your Ki barrage is very much improved. You may now create two more volleys, and you may now use Ki beams for barrages, but they deal half damage and you instantly pass out for 2d4 rounds, and no Ki Beam may be used for the rest of the day.
Improved Ki Sense: Doubles the distance of Ki Sense, and allows you to see those who are suppressing their Ki.
Ki Charging: Take ability point loss to replenish ki points. 5 Ki per ability loss, minimum of 8 ability score. May only use physical ability scores. 1 minute/class level.
Ki Enhancement: Use your ki points to gain an enhancement to either your physical strength or endurance. 5 Ki per ability enhancement, up to ½ Class Level of enhancement. 1 minute/class level.
Ki Sight: Your awareness of Ki and the life energy all around you allows you to "feel" where things are around you. Ki cost is (radius increment(60) + hour) * 5. Also grants Darkvision of 30 ft.
Scatter Shot: Fire multiple ki volleys purposely missing the target until they are surrounded, then using ki control make the ki volleys fire at the target simultaneously. Same cost as Ki Barrage plus 1 each. Must succeed a Bluff check. If succeeds, uses 10(plus size modifier) for the DC, otherwise uses Touch AC.
Master Saiyan Warrior Invocations
Final Explosion: You sacrifice yourself, making the ultimate sacrifice to cause incalculable damage. Deals Ki of damage to yourself and enemy. Successful Fortitude or Will save DC equal to 1/10 the damage dealt, rounded up, leaves the you at 1 HP and causes you to go unconscious. Does not destroy inorganic material, but leaves a radius of 1 mile of plants completely destroyed.
Improved Ki Flying: Decision, may be taken twice. Choose two: Increase flight speed by a magnitude of 1.5, improve maneuverability by one level, Ki Flight uses no Ki.
Instant Transmission: Travel instantaneously to any place, taking ½ Class Level of people with you. Costs 50 Ki, plus 10 for every other person. Small count as half a person, large count as twice, and so on in that pattern. For extraplanar travel multiply the cost by 5.
Spirit Bomb: You ask all life on the planet to help you power your attack. Roll a Charisma check, multiply by ½ Will, multiplied by 15. Takes 4 rounds to focus, each round rolling and provoking Attacks of Oppotunity. Use the second lowest roll for damage. Criticals of both kind do nothing special. This is extremely strenuous, leaving the planet with little energy to do anything but live, and leaving the user with no Ki remaining. This may not be done for 1d4 weeks each time by ANY person. This is not seen as an attack on nature, and nature will tend to like the user more if they use it for good and hate them more if they use it for evil (gains charisma bonus or reduction for nature based on history. every good deed done with Spirit Bomb gains +2 on rolls for nature, and evil deeds done will give -2 on rolls for nature. ALL nature gains knowledge of these acts unless unconscious or away from the planet).
Ki Deflection: A Saiyan Warrior who succeeds a Reflex save against a Ki Volley may deflect all damage. DC (10 + ½ Attacker Level). A failed save still halves the damage.
Evasion: Any area attack that naturally grants a Reflex save for half damage instead grants a Reflex save for no damage.
Ki Strike: At 4th level a Saiyan Warrior gains the ki strike ability as the monks ability of the same name. The only difference between the two is that when a Saiyan Warrior reaches 8th level the Saiyan Warrior's unarmed strikes can be treated as chaotic for the purposes of overcoming damage reduction if the Saiyan is chaotic. Then at 13th level the Saiyan Warrior's fists are also treated as either good or evil based on his alignment. If the Saiyan is good, then his unarmed strikes are considered good for the purposes of overcoming damage reduction. If the Saiyan is evil his unarmed strikes are considered evil for the purposes of overcoming damage reduction. If the Saiyan Warrior is neutral he may have his choice of either one. At 18th level the Saiyan Warriors unarmed strikes are considered adamantine weapons for the purposes of overcoming damage reduction, and bypass any objects hardness, as a monks ability of the same name.
Uncanny Dodge: Saiyan Warriors are unable to be flanked or caught off guard, and as such can not fall victim to a Flat-Footed Attack unless unconscious.
Awesome Blow: Saiyan Warriors may take -5 on a roll to attack in order to make an automatic critical strike. Awesome Blows and critical strikes also now knock the victim 15 ft back and onto the ground. The knockback only takes effect at the end of the attack. If an awesome blow gets a critical roll, then nothing more than an Awesome Blow occurs.
Improved Evasion: As Evasion, except that even a failed evade grants half damage.
Super Saiyan: A Saiyan who is also a Saiyan warrior has a chance to transform into a Super Saiyan. The first transformation is not self induced, but rather is caused by a dire situation. such situation must be life or death for the Saiyan or for his team members. It is usually the former, and in a situation where they are close to death after facing an enemy. This cannot be consciously caused by the Saiyan, such as purposefully striking themselves during combat in order to bring themselves near death. The first transformation is traumatic and the Saiyan must succeed a Fortitude save of DC (20 - ½ Class Level) the first round. If the first transformation fails, the Saiyan may attempt to transform the next round with the same DC but with a cummulative -2 for every attempt (such as level 12, fifth attempt, DC is 4. 20 - 6 - 10). After a successful transformation, the Saiyan may willingly transform between Saiyan and Super Saiyan. The cost for each Level of Super Saiyan is as follows:
Level
Ki to initiate
Ki cost per minute
Abilities Granted
Super Saiyan
20
10
+2 Str, +2 Con, +4 Dex/Wis. +20 Base Speed
Ascended Super Saiyan
10
0
+2 Str, +2 Con, +4 Dex/Wis +20 Base Speed
Super Saiyan 2
30
10
+6 Str, +4, +6 Dex/Wis, +40 Base Speed, Resist Electric 5
Super Saiyan 3
45
15
+8 Str, +6, +12 Dex/Wis, +40 Base Speed, Resist Electric 5
Super Saiyan 4
60
30
+12 Str, +8 Con, +14 Dex/Wis, +50 Base Speed, DR 5/-
A Saiyan may obtain each level at any time, but the DC for each level is far greater. Ascended Super Saiyan, however, is obtained by staying in Super Saiyan form for 4 days. To first become a Full Power Super Saiyan, they must first have Ascended Super Saiyan, and must pass a Fortitude save of DC (30 - ½ Class Level - number of attempts * 2). If they save is failed, it may not be attempted for 1d4 days. To obtain Super Saiyan 2 they must pass a Fortitude save of DC (40 - ½ Class Level - number of attempts * 2). If failed, it may not be attempted for 2d4 days (Does not need Full Power Saiyan). To obtain Super Saiyan 3 they must pass a Fortitude save of DC (50 - ½ Class Level - number of attempts * 2). If a critical success is rolled on any of these attempts (other than Super Saiyan) but does not pass the DC, then it still fails but the DC for that level is permanently reduced by 10. To obtain Super Saiyan 4, they must be placed in yet another position of dire need and must already have access to Super Saiyan 3. To remain a Super Saiyan 4 the first time they transform they must pass a Fortitude save DC (70 - ½ Class Level - Number of Attempts * 2). The DM may lower the DC if they feel that the situation is dire enough to justify the reduction. If the Saiyan fails the first transformation, they retain knowledge of the next level and may try again later. After a Saiyan reaches Super Saiyan level, they gain knowledge of the next level, and so on. Though, a Super Saiyan 3 does not gain knowledge of Super Saiyan 4 and thinks that Super Saiyan 3 is the final level.
Greater Flurry: A Saiyan Warrior may attack one more time in a flurry attack.
Fusion Dance: Saiyan Warriors are able to perform a Fusion Dance in order to combine with another creature of similar size. Upon fusing, one creature is standing where the two were. This new creature retains the class abilities of the two. They use the highest Fortitude, Will, and Reflex, BAB, speed of the two classes plus half of the lower. As for ability scores, the new creature takes the highest score plus the modifier of the lowest to a minimum of the highest.To determine who gains control, if only one knows Fusion Dance then they automatically gain control. If there is a debate of who gets control, then both take a Will save to determine. Either one may give control to the other, as long as they both know Fusion Dance. The HP of the creature is both amounts of HD but rolled with one level higher than the highest HD of the two. A Saiyan Warrior can use this technique up to their Charisma modifier of times, to a minimum of 1.
Timeless Body: Saiyan Warriors who are capable of reaching such a level no longer ages and cannot take ability score damage from aging. However, Saiyan warriors will still die of old age, unless they are Saiyan in which case they live for eternity.
Perfect Self: Upon reaching such an amazing height in strength, Saiyan warriors gain the subtype of Outsider. Additionally, they gain DR 10/magic. They only difference between a Saiyan Warrior of this level and a normal Outsider is that a Saiyan Warrior may be resurrected.
Vampire
Vampires appear just as they did in life, although their features are often hardened and feral, with the predatory look of wolves, and pale skin.
Like liches, they often embrace finery and decadence and may assume the guise of nobility.
Vampires speak any languages they knew in life.
Creating a Vampire
“Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).
A vampire uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Speed: Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).
Armor Class: The base creature’s natural armor bonus improves by ½ HD.
Attack: A vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A vampire armed with a weapon uses its slam or a weapon, as it desires.
Full Attack: A vampire fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.
Damage: Vampires have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the vampire’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
Size
Damage
Fine
1
Diminutive
1d2
Tiny
1d3
Small
1d4
Medium
1d6
Large
1d8
Huge
2d6
Gargantuan
2d8
Colossal
4d6
Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 10 * HD feet, and may only control two people at a time.
Thrall: A vampire may create a Thrall by sacrificing two uses of Dominate per day permanently(or until the Thrall is dismissed). The roll to enthrall is the same as to Dominate, except that the Thrall is given one chance to resist (when being enthralled) and no saves afterwards. Thralls may be commanded to sacrifice themselves for the commanding Vampire. They do not get a Telepathic Link with their master.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days.
If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD, if the Vampire who is draining so chooses. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain ¼ HD negative levels, rounded up. For each negative level bestowed, the vampire gains half the damage as temporary hit points. A vampire can use its energy drain ability once per round.
Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.
Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
Damage Reduction (Su): A vampire has damage reduction (½ HD)/silver and holy. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A vampire heals ¼ HD, rounded up, points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 * HD hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of ¼ hit points per round.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Resistances (Ex): A vampire has resistance to cold ½ HD and electricity ½ Hd.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): A vampire has +(2 + ½ HD) turn resistance.
Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.
Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.
Vampire Weaknesses: Vampire Spawn are unable to remain in direct sunlight for extended periods of time. If they remain in sunlight for more than an hour they fall unconscious. Should a Spawn be submerged in running water, they lose one third of their maximum health each round, and they lose the ability of Fast Healing. Normal Vampires do not fall unconscious in sunlight, nor do they take damage from being submerged in running water. All Vampires, Spawn and normal, do not have their Fast Healing, Energy Drain, Domination, and Alternate Form in sunlight or running water.
Environment: Any, usually same as base creature.
Organization: Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5 vampire spawn)
Challenge Rating: Same as the base + 2.
Treasure: Double standard.
Alignment: Commonly evil, any.
Advancement: By character class.
Level Adjustment: Same as the base creature.
Vampire Spawn: They gain half the benefits of Vampires, and lose the ability to create Spawn or Vampires.
Saiyan:
+2 Constitution, +2 Dexterity, -2 Intelligence, +2 Wisdom, -4 Charisma
Medium
Base Land Speed: 30
Low Light Vision
Tail: Saiyans have a fully prehensile tail which grants them +4 racial bonus on balance, climb and tumble checks. A Saiyan's tail can be removed by anyone with a slashing weapon making an attack roll against the tail. Saiyans may wear the tail around their waist for an additional +10 bonus to AC against attack rolls made on their tails. Saiyans who loses their tail immediately loses their racial skill bonuses, their Oozaru alternate form ability, and take a -4 on balance, climb, move silently, swim and tumble checks for that day. The penalty is reduced by 1 at the end of each following day. Tails can be restored by regenerate, limited wish, wish or miracle spells, or they can regrow naturally. (1d20 - HD - Fort mod days). Any Saiyan whose tail is successfully grappled (DC 10 + Dex/Wis mod) and by enemy who succeeds a Strength check (DC 10 + Will + ½ Saiyan HD) will be stunned for 1 turn.
Oozaru Form: Saiyans who see intense moonlight transform into an oozaru (giant ape). Once transformed, they lose the ability to control themselves (unless they have the Saiyan Elite feat) and go on a complete rampage until the source is out of sight or destroyed.
Moonball (Saiyan Elites Only): Saiyan Elites have the ability to create a ball of energy that emulates a moon, allowing them to create a source of light or allowing them to transform into a giant ape. To create the ball, the saiyan must use ki energy, making the ball last for 1d4 rounds per 5 ki used. The light generated is considered dim for purposes of vision. Unfortunately, the Moonball is nowhere near as powerful as moonlight, and as such the saiyan only gains half the advantages and disadvantages of being in Oozaru form. After using the Moonball, you may not use it for 1d4 days.
Oozaru Empathy: Saiyans may communicate with any Saiyan or Oozaru when in either form.
Ki Flight: Saiyans have the ability to fly at their Base Land Speed at average maneuverability.
Natural Ki Users: Saiyans have inherent Ki pools equal to 2 * HD. This stacks with any Ki Pool of any class.
Strange Creature: Because Saiyans have tails, many “normal” beings find them odd. Because of this, Saiyans have -2 on Charisma rolls with them. Though some beings (shapechangers, shifters, druids, magical beasts, etc) take a liking to them and Saiyans get +2 on Charisma rolls with them.
Alien Physiology: A Saiyans physiology is very different from humanoids of this planet. because of this, normal healing from potions or spells only have half the normal effect. Though a benefit of the physiology is that they heal automatically while inert and automatically stabilize. They also gain immunity to mundane poisons, diseases, and venoms. Anyone attempting to treat a Saiyan’s wounds while they are unconscious there is a higher chance for them to cause more damage than harm. Saiyans must eat twice as much as a normal human. If they eat only as much as a normal human, then they suffer a -2 to Will and Fortitude. If they do not eat for the day, they suffer -4 instead. They gain the Endurance feat for free, but keep the hunger no matter what feat is taken.
Zenkai: Saiyans have an insane bloodlust and search for battle at any chance they can. Because of this, they tend to fight those who are stronger than them. Should the odds in battle be stacked against a Saiyan, and the Saiyan be below ¼ health and the enemy above ½ health (from the health at the start of the battle) then the Saiyan gets 1 HP healed per round and +1 on all rolls made against the target enemy.
Saiyan Warrior
Base Attack Bonus
1:1
2:2
3:3
4:4
5:5
6:6/1
7:7/2
8:8/3
9:9/4
10:10/5
11:11/6/1
12:12/7/2
13:13/8/3
14:14/9/4
15:15/10/5
16:16/11/6/1
17:17/12/7/2
18:18/13/8/3
19:19/14/9/4
20:20/15/10/5
Save Bonuses (Fort, Ref, Will)
1: 2 2 0
2: 3 3 0
3: 3 3 1
4: 4 4 1
5: 4 4 1
6: 5 5 2
7: 5 5 2
8: 6 6 2
9: 6 6 3
10: 7 7 3
11: 7 7 3
12: 8 8 4
13: 8 8 4
14: 9 9 4
15: 9 9 5
16: 10 10 5
17: 10 10 5
18: 11 11 6
19: 11 11 6
20: 12 12 6
Special
1:Monk-like, Ki Familiarity, Ki Pool, Combat Style, Ki Breathing, Ki Meditation, Bonus Feat, Ki Flight, Super Saiyan, Improved Unarmed Strike
2:Least Ki Ability, Style Focus, Ki Volley
3:Ki Deflection, Evasion
4:Least Ki Ability, Ki Strike(magic)
5:Style Focus, Uncanny Dodge, Improved Ki Breathing, Bonus Feat
6:Lesser Ki Ability, Combat Reflexes
7:Style Focus, Awesome Blow
8:Lesser Ki Ability
9:Improved Evasion, Style Focus
10:Greater Ki Ability, Ki Strike(good/evil),
Greater Ki Breathing, Bonus Feat
11:Style Focus
12:Greater Ki Ability
13:Greater Flurry, Style Focus
14:Greater Ki Ability
15:Master Ki Breathing, Bonus Feat
16:Master Ki Ability, Ki Strike(adamantine)
17:Timeless Body, Style Focus
18:Master Ki Ability
19:Style Focus
20:Master Ki Ability, Perfect Self, Bonus Feat
Flurry
1:1/1
2:2/2
3:3/3
4:4/4
5:5/5
6:6/6/1
7:7/7/2
8:8/8/3
9:9/9/4
10:10/10/5
11:11/11/6/1
12:12/12/7/2
13:13/13/13/8/3
14:14/14/14/9/4
15:15/15/15/10/5
16:16/16/16/11/6/1
17:17/17/17/12/6/2
18:18/18/18/13/7/3
19:19/19/19/14/8/4
20:20/20/20/15/0/5
Unarmed
1:d6
4:d8
8:d10
12:2d6
16:2d8
20:2d10
AC Bonus
5:+1
10:+2
15:+3
20:+4
Base Speed Bonus (ft/round):
3:10
6:20
9:30
12:40
15:50
18:60
Skills(2 + Int mod) x4 at first level
Special Feat Descriptions:
Monk Like: Saiyan Warriors have abilities similar to monks, in that they have improved unarmed strikes, flurry strikes, and Wis mods may be used in place of Dex mods.
Ki Pool: Saiyan Warriors have a ki pool equal to (1 + Will OR Fortitude) * Class Level. Ki is used for many Ki attacks and may be added to boost the chance to hit or damage, though the decision must be made before the attack, so the damage bonus may be wasted. For every 2 Ki used, a Saiyan warrior gains +1 on their roll and/or +1 to damage, up to ½ their Class Level. Ki is regenerated after 8 hours of sleep.
Ki Meditation: A Saiyan Warrior may meditate in order to regain Ki. In normal form, there is no concentration check in order to maintain meditation, though if the Saiyan Warrior is in a transformed form then they must pass a Will save or Concentration check, whichever is highest, of DC (20 - ½ Class Level) for every ten minutes spent meditating. For every successful check in a row, the DC is decreased by 1 until it reaches 1, in which case the Saiyan Warrior has full control of their body and may retain meditation as if normal. For every ten minutes spent meditating, the Saiyan Warrior gains 1d4 + Class Level of Ki to a maximum of 15 Ki per ten minutes. A Saiyan Warrior may meditate rather than sleep. If a Saiyan Warrior meditates instead of sleeping, then they gain 1d4 per Class Level of temporary Ki above their maximum Ki amount. The user of Ki Meditation may also choose to heal hitpoints instead of regenerating Ki, and may do so while using some of the meditation for healing and some for healing after the roll.
Ki Familiarity: Saiyan Warriors have a long history with Ki, and therefore have a deep understanding of how Ki operates. With this, Saiyan Warriors are able to manifest their Ki in physical forms. They are able to create balls of Ki that generate immense light. To generate such light, they must spend Ki (radius * 4) per hour. At level 5, the cost is halved and Saiyan Warriors are able to create more than one, but all after the first are at full cost. At level 10, this ability is free, and all after the first are at half cost. Saiyan Warriors are also able to create what looks like flame, but is in fact Ki energy, around their body. Doing so adds +1 per Ki point used (To a maximum of Class Level) to Intimidate checks. At level 5, the cost is halved. At level 10, the act is ¼ cost.
Combat Style: At first level, a Saiyan Warrior must decide which style they will focus on: Offense, Defense, Ki
Offense: At 2nd level the Saiyan Warrior may choose Weapon Focus (Unarmed) or Stunning Fist, at 5th level Deft Opportunist or Combat reflexes, at 7th level Roundabout Kick or Improved Initiative, at 9th level Improved Critical (Unarmed) or Improved Sunder, at 13th level Flying Kick1 or Freezing the Lifeblood, at 17th level Eagle Claw Attack or Weakening Touch
Defense: At 2nd level the Saiyan Warrior may choose Dodge or Improved Grapple, at 5th level Close Quarters Fighting or Endurance, at 7th level Mobility or Improved Trip, at 9th level Diehard or Dive for Cover, at 13th level Acrobatic Strike or Prone Attack, and at 17th level Improved Toughness or Defensive Throw
Ki: May choose a previously unchosen Least ki ability at 2nd and 5th, Least or Lesser at 7th and 9th, Least, Lesser or Greater at 11th and 13th, and Least, Lesser, Greater or Master at 17th and 19th.
Ki Breathing: Saiyan Warriors may breath underwater, using 2 Ki per hour. Saiyan Warriors may also allow one other person to breath underwater, using 4 Ki per hour, with contact.
Improved Ki Breathing: Saiyan Warriors may breath underwater for free. They may also allow one other to breath underwater for 4 Ki per hour, without contact.
Greater Ki Breathing: Saiyan Warriors may Breath underwater for free, and May allow others to breath underwater for 2 Ki per hour. The number of people they may allow to breath is equal to their Class Level. Should they attempt to attempt to use this on more, then the Saiyan Warrior must succeed a Will save DC (15 - ½ Class Level) for each.
Ki Flight: Saiyan Warriors gain the ability to fly 1.5 * Base Land Speed per round, with poor maneuverability. Should the Saiyan Warrior already poses flight, they may fly 1.5 * Base Flight Speed with maneuverability one level above the base.
Ki Volley: A Saiyan Warrior may create a Ki Volley for an attack. Costs 4 Ki, dealing 2 damage. The roll to attack uses the Base Attack bonus and Dex mod for a ranged touch attack.
Ki Abilities: At certain levels, a Saiyan Warrior may choose a Ki ability of certain levels:
Least Saiyan Warrior Invocations
Energy Channel: You transfer an amount of of your available ki pool to another Saiyan Warrior or class with similar ki points.
Healing Spirit: Use your Ki to bolster the life force of others, but not yourself. Heals 1 HP per 2 Ki used.
Ki Barrage: Learn how to fire multiple ki volleys at a single target. May create as many Ki Volleys as you could punches in a flurry. Ranged Touch Attack using Flurry bonus..
Ki Shield: You create a protective 5 foot wide ki shield in front of yourself. Costs 5 Ki per round, and requires concentration.
Sense Ki: You can detect the strength of Ki force in others.
Solar Flare: You create a quick but blinding flare of light to dazzle your opponent. Costs 5 Ki.
Lesser Saiyan Warrior Invocations
After Image: If an opponent misses you badly enough, you can take advantage of their distraction to move before they even realize you’re gone after gaining an attack of opportunity. Free. May travel 5 ft per Class Level, up to Base Land Speed.
Destructo Disc: You create a buzzsaw of ki energy that slices through anything in its path, dealing 1d6 per 4 Class Levels and able to strike ½ per Class Level of enemies, rounded up. Costs 2 Ki per enemy targetted. Ranged Touch Attack per enemy. A failed touch does not stop the combo.
Explosive Wave: Your Ki explodes from you, pushing all opponents nearby back 15 feet. Deals 1 Damage per Class Level, and costs 25 Ki. Reflex save for half damage.
Ki Beam: You can channel your Ki into a beam of destructive energy. Deals 2d6, may strike many enemies in a row, costs 15 Ki to start and 15 Ki for each additional 1d6, and may only use 15 Ki per Class Level. After used, cannot be used for 1d4 rounds. Stuns you for 1d4 - 1 rounds. Reflex save for half damage for each enemy in the line. Full Round Action.
Ki Supression: You suppress your Ki energy so as to not be detected by other Ki users. Free. For 5 Ki per minute you may suppress your Ki from those using Sense Life.
Greater Saiyan Warrior Invocations
Flash Step: Using your ki, you teleport yourself between spaces for a short distance. Costs 10 Ki per 100 ft, to a maximum distance of 50 * Class Level. May take your Class Level of people with you. Small count as half a person, large count as twice, and so on in that pattern.
Improved Ki Volley: Your Ki volleys become more intense, and you may now strike with two more volleys than normal, and every volley deals ¼ Class Level as extra damage.
Improved Intimidating Ki: Your Ki aura disturbs your opponents within 30 feet at all times.
Improved Ki Barrage: Your Ki barrage is very much improved. You may now create two more volleys, and you may now use Ki beams for barrages, but they deal half damage and you instantly pass out for 2d4 rounds, and no Ki Beam may be used for the rest of the day.
Improved Ki Sense: Doubles the distance of Ki Sense, and allows you to see those who are suppressing their Ki.
Ki Charging: Take ability point loss to replenish ki points. 5 Ki per ability loss, minimum of 8 ability score. May only use physical ability scores. 1 minute/class level.
Ki Enhancement: Use your ki points to gain an enhancement to either your physical strength or endurance. 5 Ki per ability enhancement, up to ½ Class Level of enhancement. 1 minute/class level.
Ki Sight: Your awareness of Ki and the life energy all around you allows you to "feel" where things are around you. Ki cost is (radius increment(60) + hour) * 5. Also grants Darkvision of 30 ft.
Scatter Shot: Fire multiple ki volleys purposely missing the target until they are surrounded, then using ki control make the ki volleys fire at the target simultaneously. Same cost as Ki Barrage plus 1 each. Must succeed a Bluff check. If succeeds, uses 10(plus size modifier) for the DC, otherwise uses Touch AC.
Master Saiyan Warrior Invocations
Final Explosion: You sacrifice yourself, making the ultimate sacrifice to cause incalculable damage. Deals Ki of damage to yourself and enemy. Successful Fortitude or Will save DC equal to 1/10 the damage dealt, rounded up, leaves the you at 1 HP and causes you to go unconscious. Does not destroy inorganic material, but leaves a radius of 1 mile of plants completely destroyed.
Improved Ki Flying: Decision, may be taken twice. Choose two: Increase flight speed by a magnitude of 1.5, improve maneuverability by one level, Ki Flight uses no Ki.
Instant Transmission: Travel instantaneously to any place, taking ½ Class Level of people with you. Costs 50 Ki, plus 10 for every other person. Small count as half a person, large count as twice, and so on in that pattern. For extraplanar travel multiply the cost by 5.
Spirit Bomb: You ask all life on the planet to help you power your attack. Roll a Charisma check, multiply by ½ Will, multiplied by 15. Takes 4 rounds to focus, each round rolling and provoking Attacks of Oppotunity. Use the second lowest roll for damage. Criticals of both kind do nothing special. This is extremely strenuous, leaving the planet with little energy to do anything but live, and leaving the user with no Ki remaining. This may not be done for 1d4 weeks each time by ANY person. This is not seen as an attack on nature, and nature will tend to like the user more if they use it for good and hate them more if they use it for evil (gains charisma bonus or reduction for nature based on history. every good deed done with Spirit Bomb gains +2 on rolls for nature, and evil deeds done will give -2 on rolls for nature. ALL nature gains knowledge of these acts unless unconscious or away from the planet).
Ki Deflection: A Saiyan Warrior who succeeds a Reflex save against a Ki Volley may deflect all damage. DC (10 + ½ Attacker Level). A failed save still halves the damage.
Evasion: Any area attack that naturally grants a Reflex save for half damage instead grants a Reflex save for no damage.
Ki Strike: At 4th level a Saiyan Warrior gains the ki strike ability as the monks ability of the same name. The only difference between the two is that when a Saiyan Warrior reaches 8th level the Saiyan Warrior's unarmed strikes can be treated as chaotic for the purposes of overcoming damage reduction if the Saiyan is chaotic. Then at 13th level the Saiyan Warrior's fists are also treated as either good or evil based on his alignment. If the Saiyan is good, then his unarmed strikes are considered good for the purposes of overcoming damage reduction. If the Saiyan is evil his unarmed strikes are considered evil for the purposes of overcoming damage reduction. If the Saiyan Warrior is neutral he may have his choice of either one. At 18th level the Saiyan Warriors unarmed strikes are considered adamantine weapons for the purposes of overcoming damage reduction, and bypass any objects hardness, as a monks ability of the same name.
Uncanny Dodge: Saiyan Warriors are unable to be flanked or caught off guard, and as such can not fall victim to a Flat-Footed Attack unless unconscious.
Awesome Blow: Saiyan Warriors may take -5 on a roll to attack in order to make an automatic critical strike. Awesome Blows and critical strikes also now knock the victim 15 ft back and onto the ground. The knockback only takes effect at the end of the attack. If an awesome blow gets a critical roll, then nothing more than an Awesome Blow occurs.
Improved Evasion: As Evasion, except that even a failed evade grants half damage.
Super Saiyan: A Saiyan who is also a Saiyan warrior has a chance to transform into a Super Saiyan. The first transformation is not self induced, but rather is caused by a dire situation. such situation must be life or death for the Saiyan or for his team members. It is usually the former, and in a situation where they are close to death after facing an enemy. This cannot be consciously caused by the Saiyan, such as purposefully striking themselves during combat in order to bring themselves near death. The first transformation is traumatic and the Saiyan must succeed a Fortitude save of DC (20 - ½ Class Level) the first round. If the first transformation fails, the Saiyan may attempt to transform the next round with the same DC but with a cummulative -2 for every attempt (such as level 12, fifth attempt, DC is 4. 20 - 6 - 10). After a successful transformation, the Saiyan may willingly transform between Saiyan and Super Saiyan. The cost for each Level of Super Saiyan is as follows:
Level
Ki to initiate
Ki cost per minute
Abilities Granted
Super Saiyan
20
10
+2 Str, +2 Con, +4 Dex/Wis. +20 Base Speed
Ascended Super Saiyan
10
0
+2 Str, +2 Con, +4 Dex/Wis +20 Base Speed
Super Saiyan 2
30
10
+6 Str, +4, +6 Dex/Wis, +40 Base Speed, Resist Electric 5
Super Saiyan 3
45
15
+8 Str, +6, +12 Dex/Wis, +40 Base Speed, Resist Electric 5
Super Saiyan 4
60
30
+12 Str, +8 Con, +14 Dex/Wis, +50 Base Speed, DR 5/-
A Saiyan may obtain each level at any time, but the DC for each level is far greater. Ascended Super Saiyan, however, is obtained by staying in Super Saiyan form for 4 days. To first become a Full Power Super Saiyan, they must first have Ascended Super Saiyan, and must pass a Fortitude save of DC (30 - ½ Class Level - number of attempts * 2). If they save is failed, it may not be attempted for 1d4 days. To obtain Super Saiyan 2 they must pass a Fortitude save of DC (40 - ½ Class Level - number of attempts * 2). If failed, it may not be attempted for 2d4 days (Does not need Full Power Saiyan). To obtain Super Saiyan 3 they must pass a Fortitude save of DC (50 - ½ Class Level - number of attempts * 2). If a critical success is rolled on any of these attempts (other than Super Saiyan) but does not pass the DC, then it still fails but the DC for that level is permanently reduced by 10. To obtain Super Saiyan 4, they must be placed in yet another position of dire need and must already have access to Super Saiyan 3. To remain a Super Saiyan 4 the first time they transform they must pass a Fortitude save DC (70 - ½ Class Level - Number of Attempts * 2). The DM may lower the DC if they feel that the situation is dire enough to justify the reduction. If the Saiyan fails the first transformation, they retain knowledge of the next level and may try again later. After a Saiyan reaches Super Saiyan level, they gain knowledge of the next level, and so on. Though, a Super Saiyan 3 does not gain knowledge of Super Saiyan 4 and thinks that Super Saiyan 3 is the final level.
Greater Flurry: A Saiyan Warrior may attack one more time in a flurry attack.
Fusion Dance: Saiyan Warriors are able to perform a Fusion Dance in order to combine with another creature of similar size. Upon fusing, one creature is standing where the two were. This new creature retains the class abilities of the two. They use the highest Fortitude, Will, and Reflex, BAB, speed of the two classes plus half of the lower. As for ability scores, the new creature takes the highest score plus the modifier of the lowest to a minimum of the highest.To determine who gains control, if only one knows Fusion Dance then they automatically gain control. If there is a debate of who gets control, then both take a Will save to determine. Either one may give control to the other, as long as they both know Fusion Dance. The HP of the creature is both amounts of HD but rolled with one level higher than the highest HD of the two. A Saiyan Warrior can use this technique up to their Charisma modifier of times, to a minimum of 1.
Timeless Body: Saiyan Warriors who are capable of reaching such a level no longer ages and cannot take ability score damage from aging. However, Saiyan warriors will still die of old age, unless they are Saiyan in which case they live for eternity.
Perfect Self: Upon reaching such an amazing height in strength, Saiyan warriors gain the subtype of Outsider. Additionally, they gain DR 10/magic. They only difference between a Saiyan Warrior of this level and a normal Outsider is that a Saiyan Warrior may be resurrected.
Vampire
Vampires appear just as they did in life, although their features are often hardened and feral, with the predatory look of wolves, and pale skin.
Like liches, they often embrace finery and decadence and may assume the guise of nobility.
Vampires speak any languages they knew in life.
Creating a Vampire
“Vampire” is an acquired template that can be added to any humanoid or monstrous humanoid creature (referred to hereafter as the base creature).
A vampire uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to undead (augmented humanoid or monstrous humanoid). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase all current and future Hit Dice to d12s.
Speed: Same as the base creature. If the base creature has a swim speed, the vampire retains the ability to swim and is not vulnerable to immersion in running water (see below).
Armor Class: The base creature’s natural armor bonus improves by ½ HD.
Attack: A vampire retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the vampire retains this ability. A creature with natural weapons retains those natural weapons. A vampire fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A vampire armed with a weapon uses its slam or a weapon, as it desires.
Full Attack: A vampire fighting without weapons uses either its slam attack (see above) or its natural weapons (if it has any). If armed with a weapon, it usually uses the weapon as its primary attack along with a slam or other natural weapon as a natural secondary attack.
Damage: Vampires have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the vampire’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
Size
Damage
Fine
1
Diminutive
1d2
Tiny
1d3
Small
1d4
Medium
1d6
Large
1d8
Huge
2d6
Gargantuan
2d8
Colossal
4d6
Special Attacks: A vampire retains all the special attacks of the base creature and gains those described below. Saves have a DC of 10 + 1/2 vampire’s HD + vampire’s Cha modifier unless noted otherwise.
Blood Drain (Ex): A vampire can suck blood from a living victim with its fangs by making a successful grapple check. If it pins the foe, it drains blood, dealing 1d4 points of Constitution drain each round the pin is maintained. On each such successful attack, the vampire gains 5 temporary hit points.
Children of the Night (Su): Vampires command the lesser creatures of the world and once per day can call forth 1d6+1 rat swarms, 1d4+1 bat swarms, or a pack of 2d6 wolves as a standard action. (If the base creature is not terrestrial, this power might summon other creatures of similar power.) These creatures arrive in 2d6 rounds and serve the vampire for up to 1 hour.
Dominate (Su): A vampire can crush an opponent’s will just by looking onto his or her eyes. This is similar to a gaze attack, except that the vampire must use a standard action, and those merely looking at it are not affected. Anyone the vampire targets must succeed on a Will save or fall instantly under the vampire’s influence as though by a dominate person spell (caster level 12th). The ability has a range of 10 * HD feet, and may only control two people at a time.
Thrall: A vampire may create a Thrall by sacrificing two uses of Dominate per day permanently(or until the Thrall is dismissed). The roll to enthrall is the same as to Dominate, except that the Thrall is given one chance to resist (when being enthralled) and no saves afterwards. Thralls may be commanded to sacrifice themselves for the commanding Vampire. They do not get a Telepathic Link with their master.
Create Spawn (Su): A humanoid or monstrous humanoid slain by a vampire’s energy drain rises as a vampire spawn (see the Vampire Spawn entry) 1d4 days.
If the vampire instead drains the victim’s Constitution to 0 or lower, the victim returns as a spawn if it had 4 or less HD and as a vampire if it had 5 or more HD, if the Vampire who is draining so chooses. In either case, the new vampire or spawn is under the command of the vampire that created it and remains enslaved until its master’s destruction. At any given time a vampire may have enslaved spawn totaling no more than twice its own Hit Dice; any spawn it creates that would exceed this limit are created as free-willed vampires or vampire spawn. A vampire that is enslaved may create and enslave spawn of its own, so a master vampire can control a number of lesser vampires in this fashion. A vampire may voluntarily free an enslaved spawn in order to enslave a new spawn, but once freed, a vampire or vampire spawn cannot be enslaved again.
Energy Drain (Su): Living creatures hit by a vampire’s slam attack (or any other natural weapon the vampire might possess) gain ¼ HD negative levels, rounded up. For each negative level bestowed, the vampire gains half the damage as temporary hit points. A vampire can use its energy drain ability once per round.
Special Qualities: A vampire retains all the special qualities of the base creature and gains those described below.
Alternate Form (Su): A vampire can assume the shape of a bat, dire bat, wolf, or dire wolf as a standard action. While in its alternate form, the vampire loses its natural slam attack and dominate ability, but it gains the natural weapons and extraordinary special attacks of its new form. It can remain in that form until it assumes another or until the next sunrise. (If the base creature is not terrestrial, this power might allow other forms.)
Damage Reduction (Su): A vampire has damage reduction (½ HD)/silver and holy. A vampire’s natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.
Fast Healing (Ex): A vampire heals ¼ HD, rounded up, points of damage each round so long as it has at least 1 hit point. If reduced to 0 hit points in combat, it automatically assumes gaseous form and attempts to escape. It must reach its coffin home within 2 * HD hours or be utterly destroyed. (It can travel up to nine miles in 2 hours.) Any additional damage dealt to a vampire forced into gaseous form has no effect. Once at rest, a vampire is helpless. It regains 1 hit point after 1 hour, then is no longer helpless and resumes healing at the rate of ¼ hit points per round.
Gaseous Form (Su): As a standard action, a vampire can assume gaseous form at will as the spell (caster level 5th), but it can remain gaseous indefinitely and has a fly speed of 20 feet with perfect maneuverability.
Resistances (Ex): A vampire has resistance to cold ½ HD and electricity ½ Hd.
Spider Climb (Ex): A vampire can climb sheer surfaces as though with a spider climb spell.
Turn Resistance (Ex): A vampire has +(2 + ½ HD) turn resistance.
Abilities: Increase from the base creature as follows: Str +6, Dex +4, Int +2, Wis +2, Cha +4. As an undead creature, a vampire has no Constitution score.
Skills: Vampires have a +8 racial bonus on Bluff, Hide, Listen, Move Silently, Search, Sense Motive, and Spot checks. Otherwise same as the base creature.
Feats: Vampires gain Alertness, Combat Reflexes, Dodge, Improved Initiative, and Lightning Reflexes, assuming the base creature meets the prerequisites and doesn’t already have these feats.
Vampire Weaknesses: Vampire Spawn are unable to remain in direct sunlight for extended periods of time. If they remain in sunlight for more than an hour they fall unconscious. Should a Spawn be submerged in running water, they lose one third of their maximum health each round, and they lose the ability of Fast Healing. Normal Vampires do not fall unconscious in sunlight, nor do they take damage from being submerged in running water. All Vampires, Spawn and normal, do not have their Fast Healing, Energy Drain, Domination, and Alternate Form in sunlight or running water.
Environment: Any, usually same as base creature.
Organization: Solitary, pair, gang (3–5), or troupe (1–2 plus 2–5 vampire spawn)
Challenge Rating: Same as the base + 2.
Treasure: Double standard.
Alignment: Commonly evil, any.
Advancement: By character class.
Level Adjustment: Same as the base creature.
Vampire Spawn: They gain half the benefits of Vampires, and lose the ability to create Spawn or Vampires.