Obherak

Bage's page

114 posts. Alias of Fire Drake.


Race

Fort 19, Ref 17, Will 9

Gender

Male Half-Saiyan | hp 303/354, burn 2 | Init 8, Per 26 | AC 24, T 24, FF 18 |

About Bage

Artwork

Character Concept:
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Notes on Character and Creation
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Use Gestalt for a Kineticist/Unchained Monk character.
Max hp.
Renamed Aasimar to saiyan, but otherwise used aasimar with the following alternate racial traits: heritage-angel, deathless spirit, immortal spark, and scion of humanity.
Renamed Pride of the Diamond Empire to Pride of the Saiyan Race.
Scouter (Wondrous Item: Eyes) - Lenses of Situational Sight, but with only a green lense. Does not have a time limit before losing its magical properties.

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Background
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Bage thought that he was a just another human. Average. Perhaps even boringly so. As a child, he loved to run about with his friends imagining fake battles based on all their favorite tv shows, Dragon Ball Z included. Like the others, he dreamed of becoming one of the heroes when he became older. And as all children, he had to grow up.

After finishing high school and heading out into the job world, Bage quickly lost his childish edge as he faced the reality and limits called 'life'. He became another member of society, another 'average joe'.

It was just another day when it all changed. Bage was simply walking across the street when a race fishtailed around the corner. As the car slammed into him, he just he at least wouldn't have an average death.

So he was surprised when he started to wake. Am I not dead yet?

A voice suddenly resounded, fading in and out. "Please...not too late...survive!...the Seal...destroy ...can't die!"

As the voice died out, Bage felt a warmth embrace him. Time seemed to melt away, as a strange, yet familiar, smell began to almost entice him to somehow far, far away. The smell of woods and games. Of sticks and swords. Of lightsabers and super saiyans.

It was the smell of youth, something Bage had almost completely forgotten about. Yet it came back to him like it was yesterday. The drive to play. To be. To create. The desire to be anything he wanted. Where had this passion gone to? What had driven his childhood from him before? The feeling that anything could be accomplished, that he could be the one to accomplish it. When had he stopped believing in that?

His questions went unanswered as his senses began to return to him. Sitting up, Bage looked around to see an old forest surrounding him. The kind of forest that begged for adventure. And-

Wait. What is this? What is THIS!? Bage was no longer Bage. Well, he was, his body was just...different. He had bulging muscles and...a saiyan suit? Yes, he was wearing a saiyan suit.

"If this is a prank... Ah, forget it. Best. Prank. Ever!"

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Personality
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While Bage would have described himself rather boring, with a rather 'normal' personality, his sudden change has affected more than just his body. All his childish, inner, wish-making dreams have burst forth, and Bage is ready to go forth and have some awesome adventures. And shoot a kamehameha or two.

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Description
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Picture Here

Unlike his perviously average human build, Bage is now a rather built looking saiyan. Somehow. Bage now has long, dark-blue, saiyan-like hair...so, permenent bedhead? A light-weight set of saiyan clothing, not too thick, but flexible. Has a TP etched into it for some reason. Huh. The getup even came with a scouter. Pretty cool.

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Secret Concept
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Bage now has the body of a half-saiyan with all the dreams and wishes of his childhood at the forefront of his mind. Adventure ahead. Unbeknowst to him, this body was originally the body of Time Patroller from Universe 7. Such accident within the time-space jump has now merged with Bage. No one knows what this might entail.

Added Extra plot hook for usage at DM's discretion.

Stat Block:
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Bage
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Male Half-Saiyan Kineticist/Unchained Monk Level 20
Age 22; Skin White
LG Medium humanoid (human, saiyan)
Init +9; Senses Dark Vision, Perception +26

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Defense
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AC 24*, touch 24, flat-footed 18 (+5 Monk AC, +1 Dodge, +3 Wis, +5 Dex)
HP 354 DR 10/chaotic
Fort +19, Ref +17, Will +9
+2 against enchantment spells and effect
*+4 if triggering AoO from movement.

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Offense
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Speed 90 ft.
Melee Flurry of Strikes +28/+28/+28/+23/+18/+13 (2d10+7/19-20)

Special Options
Jabbing Style - +2d6 for 2 hits, +4d6 for 3+; move 5ft.
Kinetic Blast - See Wild Talent Section.
Kinetic Fist - +3d6 to Flurry of blows.
Medusa's Wrath - 2 more strikes at highest bab if target is dazed, flat-footed, paralyzed, staggered, stunned, or unconscious.
Power Attack - -5 attack for +10 damage.
Spring Attack - Move 10ft to max and make single attack.
Stunning Fist - Fort DC 23, 25/day, fail (choose 1): stun 1 round, fatigued, sickened 1 min, staggered or paralyzed 1d6+1 rounds, or permenantly blind or deafen the target.

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Statistics
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Str 25 (+7), Dex 20 (+5), Con 24 (+7), Int 10 (+0), Wis 16 (+3), Cha 12 (+1)
Base Atk +20/+15/+10/+5; CMB +27; CMD 51

Traits
Enlightened Warrior - Gain Monk levels while Neutral.
Pride of Saiyan Race - If successful will save causes lesser effect, you are unaffected.

Feats
Blind-Fight - Can reroll miss chance percentile when you miss because of concealment; invisible opponents get no advantage against you; no acro check to move full speed while invisible.
Combat Reflexes - Make AoO's up to your Dex mod.
Dodge - +1 AC
Elemental Knowledge - Add class skills from all expanded elements, and gain +1 for all class skills associated with your chosen elements.
Improved Critical (Unarmed Strike) - Double threat range.
Improved Initiative - +4 to Init.
Improved Unarmed Strike - Do not provoke AoO from unarmed strikes, and they deal lethal or nonlethal at will.
Intimidating Prowess - Add Str to Initmidate on top of Cha.
Jabbing Style, Jabbing Dancer, Jabbing Master - +2d6 to final attack if two unarmed attacks hit, +4d6 if three or more hit; can move 5ft around target each time a blow hits.
Medusa's Wrath - When using full-attack against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe, make 2 extra unarmed strikes at highest bab.
Mobility - +4 AC if movement provokes AoO
Power Attack - -5 attack for +10 damage.
Spring Attack - As a full-round action, move 10ft up to max and make a single attack during the movement with no AoO triggered.
Step Up - Move with opponent if they make a five foot step.
Stunning Fist - Fort DC 23, 25/day, fail: stun 1 round.
Weapon Focus (Unarmed Strike) - +1 attack.

Skills (80 ranks - 4/lv class)
Acrobatics +15 (7 ranks, 3 class, 5 Dex)
Climb +11 (1 rank, 3 class, 7 Str)
Diplomacy +4 (3 ranks, 1 Cha)
Fly +29 (20 ranks, 3 class, 1 Elemental Knowledge, 5 Dex)
Initimidate +31 (20 ranks, 3 class, 1 Cha, 7 Str)
Perception +26 (20 ranks, 3 class, 3 Wis)
Sense Motive +13 (7 ranks, 3 class, 3 Wis)
Stealth +9 (1 rank, 3 class, 5 Dex)
Swim +11 (1 rank, 3 class, 7 Str)

Favored Class Bonuses
Kineticist - Human (Scion of Humanity) - +1/6 Extra Wild Talent Feat - x6
Kineticist - Human (Scion of Humanity) - +1 hp - x14

Languages
Common

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Possessions
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Inventory
Saiyan clothing, Scouter

Inventory Weight and Load

Wealth

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Special Abilities
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AC Bonus - Add Wis+5 to AC if not wearing armor and unencumbered.

Burn (Ex) - Accepting a burn deals 20 nonlethal damage that can't be reduced or redirected. Can accept up to 6 burn per round, to a max total burn of 10.

Elemental Overflow (Ex) - You glow a golden sheen whenever you accept burn. While shining, you gain a bonus on attack rolls with kinetic blasts equal to your burn up to +6 and twice that bonus on damage rolls with kinetic blasts.

At 3 points of burn, +2 to two physical ability scores of your choice. Chance to ignore the effects of a critcal hit or sneak attack equal to your burn times 5%.

At 5 points of burn, +4 to a physical ability score and +2 to the other two.

At 7 points of burn, +6 to a physical ability score, +4 to another, and +2 to the last one.

Can stop the visual effect by concentrating for a full round, but loses all benefits as well. Immediately resumes when more burn is accepted.

Fast Movement - +60 to base movement.

Flurry of Blows - Full-Round Action to make two extra attacks with highest bab.

Gather Power and Supercharge (Su) - Gather power as a move action to reduce the burn of a wild talent by 2 points, a full round action to reduce one on the next turn by 3 points, or a full round action and your move action on the next turn to reduce it by 5 points.

Doing so creates a loud, visble display in a 20ft radius of you. If you take damage before releasing, succeed a concentration check (using Con mod) of DC (10 + the damage + SL of wild talent) or lose the energy and accept burn points equal to amount it would have reduced.

Improved Evasion - No damage on a successful Ref save, half on a fail.

Internal Buffer (Su) - As a full-round action, accept 1 burn to add 1 point to your Internal Buffer, up to a max of 3 points. Once the kineticist adds points to her buffer, they remain indefinitely until she spends them.

When she would otherwise accept burn, a kineticist can spend 1 point from her buffer to avoid accepting 1 point of burn. She cannot spend more than 1 point from her buffer in this way for a single wild talent. Points spent from the internal buffer don’t activate elemental overflow or add to its effects. Similarly, this buffer can be used to exceed the limit on the number of points of burn the kineticist can accept in a single turn.

Metakinesis (Su) - Add power to kinetic blasts:
Empower - 1 Burn - All variable numbers are increased by half. (ie. 2d6+1 becomes 3d6+1)
Maximize - 1 Burn - All variable numbers are maxed.
Quicken - 3 Burn - Swift Action, instead of standard.
Copy - 4 Burn - Creates a second, identical kinetic blast.

Metakinetic Master (Su) - Maximize -1 burn.

Omnikinesis (Su) - 1 burn to use any blast wild talent; 1 burn as a standard to change a wild talent to another of the same category for 24 hours; elemental requirements are ignored with this ability.

Perfect Self - Treated as an outsider for spells and magical effects; DR 10/chaotic; can still be revived; perfect calm state to restore 1 ki point per 10 minutes.

Purity of Body - Immune to diseases.

Still Mind - +2 on saves against enchantment spells

Stunning Fist - Gain Stunning Fist as a bonus feat, and choose any one condition to inflict instead of the usual: stun 1 round, fatigued, sickened 1 min, staggered or paralyzed 1d6+1 rounds, or permenantly blind or deafen the target.

Timeless Body (Ex) - No penalities to ability scores for aging, and no magically aging; still dies of old age.

Tongue of the Sun and Moon (Ex) - Can understand and speak with any living creature.

Unarmed Strike - Unarmed strikes deal 2d10 damage.

Ki and Style Strikes:
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Ki
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Ki Pool - 13/day

If pool has 1 remaining, unarmed strikes are treated as magic weapons, cold iron, silver, lawful, and adamantine.

Ki Powers
Diamond Mind - 1 point - Remove Fear at 20th CL as swift; spend 2 to use when frightened or panicked.

Diamond Soul - 2 points - Gain SR 30 for 20 rounds as a swift.

Flurry - 1 point - Extra attack on flurry of blows as swift.

Insightful Wisdom - 2 points - Allow ally to reroll an attack or saving throw.

Ki Guardian - Varies - Spend as many points as chosen allies to roll a saving throw for them; failing any causes your character to autofail theirs as well.

Ki Volley - 2 points - When spell or SLA fails to penetrate SR from diamond soul, send the spell back to its caster.

One Touch - At least 1 remaining - Standard to make an unarmed strike as a touch attack; add 10 to damage; spend 1 point to double bonus damage.

Quivering Palm - 4 points - Standard action to make an attack; if attack deals damage, it is successful. As a free action, will the target to die once within 20 days to force a Fort DC 23 or it dies.

Sudden Speed - 1 point - +30 base speed for 1 min as a swift.

Wholeness of Body - 2 points - Heal 1d8+20 as a standard action.

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Style Strikes
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When using Flurry of Blows, designate up to two attacks as any style strike you know before rolling attack.

Flying Kick - Move up to 60ft, using blows during the movement freely, and ending the movement with a kick against an adjacent foe.

Knockback Kick - Kick, making a free combat maneuver with current bab if it hits. If maneuver is successful, foe is knocked back 10 ft + 10 ft per every 5 extra it succeeds, up to 60 ft total.

Shattering Punch - Punch, bypassing any DR or hardness possessed by target.

Spin Kick - Kick at flat-footed AC; unusable against creatures that cannot be caught flat-footed.

Wild Talents:
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Elements
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-Take a standard action unless otherwise noted.
-DC's are 17 + talent's spell level

Elemental Focus
Fire
Class Skills - Escape Artist, Knowledge (Nature)
Basic Manipulation - Basic Pyrokinesis - Use flare, light, or spark at will, all producing normal heat; can use only one at a time.
Simple Blast - Fire Blast
Defense - Searing Flesh

Air - Expanded at 7th
Class Skills - Fly, Knowledge (Nature)
Basic Manipulation - Basic Aerokinesis - +2 on saves against heat, breat weapons, cloud vapors, and gases
Simple Blast - Electirc Blast

Aether - Expanded at 15th
Class Skills - Knowledge (Engineering), Sleight of Hand
Basic Manipulation - Basic Telekinesis - Mage Hand with weight limit of 40 pounds at 30 ft per round speed, hold liquids with an aether made cup, and move magical objects; can replicate the open/close cantrip.
Simple Blast - Telekinetic Blast

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Kinetic Blasts
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Simple Blast Talents
Standard action to shoot one up to 30 ft. All considered magic for DR. Full damage to swarms. Readied blasts can counterspell any spell of equal or lower level.

Physical - ranged - 10d6+17 - No SR applied to attack
Energy - ranged touch - 10d6+3

Electric Blast - Element: air; SL -; Blast Type: energy; Damage: electricity

Fire Blast - Element: fire; SL -; Blast Type: energy; Damage: fire

Telekinetic Blast - Element: aether; SL -; Blast Type: physical; Damage: bludgeoning, piercing, or slashing

Throw an item of up to 80 lbs at target; hit deals damage to both target and item.

Composite Blast Talents
Deal more damage than simple, but use burn. Composite burn costs are reduced by 1 (already figured in shown costs).

Physical - ranged - 20d6+17 - No SR applied to attack
Energy - ranged touch - 20d6+3

Aetheric Boost - Element: aether; SL -; Burn 1; Blast Type: same as simple energy blast

Infuse a simple energy blast with aether for additional +1 dam/die to the blast.

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Defense Wild Talents
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Searing Flesh - Element(s) fire; Burn 0

Natural and unarmed attacks against you cause 5 fire damage to attacker. Grappled creatures take 10 fire damage at the end of each turn.

Increase damage by 5 for 1 burn up to 7 times until your burn is removed. Accepting burn for fire wild talents causes damage from this talent to double for 1 round.

Dismiss or restore as an immediate action.

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Utility Wild Talents
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Aerial Adaptation - Element: air; Type: utility (Sp); SL 1; Burn 0

You are immune to altitude sickness, and gain an amount of electricity resistance equal to twice your current amount of burn.

Elemental Grip - Element: universal; Type: utility (Sp); SL 3; Burn 0
Saving Throw Will negates; Spell Resistance yes

You use your element to halt a creature associated with your element, as hold monster except it requires concentration to maintain, and it works only on creatures with a subtype matching one of your elements (for example, a pyrokineticist could use it on creatures of the fire subtype). At any time, you can accept 1 point of burn to remove the need to concentrate.

Expanded Defense
Element(s) universal; Type utility (Su); Level 4; Burn ?

Choose an element you selected with expanded element. You gain that element’s defense wild talent. You can take this wild talent multiple times, choosing a different element each time.

Fire’s Fury
Element(s) fire; Type utility (Su); Level 1; Burn ?

When using fire blasts or composite blasts that include fire, add your elemental overflow bonus to the damage dealt. If the kinetic blast normally adds double your elemental overflow bonus to damage, these effects stack.

From the Ashes
Element(s) fire; Type utility (Sp); Level 9; Burn 2

When you are about to fall unconscious or die from hit point damage, as an immediate action you can burst into flames that leave behind only ash, which cannot be appreciably affected by most attacks or effects, though a disintegrate spell or similar magic can annihilate it. At the start of your next turn, unless the ash has been completely destroyed, you arise in the square where the most ash is located, having taken the damage from the triggering effect but having also healed 5 points of damage per kineticist level you possess.

Foxfire
Element(s) fire or wood; Type utility (Sp); Level 2; Burn 0
Prerequisites fire blast or positive blast
Saving Throw none; Spell Resistance yes

You surround a creature with glowing flames that outline it, as per faerie fire. If you use foxfire with positive energy, the flames don’t give off heat. If you use it with fire, the flames still aren’t hot enough to deal damage immediately, but the illuminated creature counts as being under the effects of severe heat and must succeed at a Fortitude save against nonlethal damage after 10 minutes. A creature can extinguish the foxfire automatically as a full-round action.

Heat Wave
Element(s) fire; Type utility (Sp); Level 3; Burn 1
Prerequisite(s) heat adaptation, searing flesh

You create an aura of shimmering heat that distorts the area around you. Until the next time your burn is removed, you can begin or end the heat aura as a swift action. The temperature in the area 30 feet around you rises by 5° F per kineticist level you possess, to a maximum modified temperature of 120° F. If this brings the temperature to at least 90° F, all attacks made by creatures within 5 feet of you suffer a 20% miss chance due to concealment. You are immune to these effects, as are those immune to fire or benefiting from endure elements.

Ride the Blast
Element(s) universal; Type utility (Sp); Level 6; Burn 0

You can use this wild talent as part of activating a kinetic blast other than telekinetic blast. You transform yourself into your element or energy and send yourself along with your kinetic blast. You appear at the end of the blast’s path, adjacent to the blast’s target (or final target, for form infusions like chain) or at the center of the burst or spread for form infusions like explosion. This ability doesn’t work with form infusions that involve melee attacks (such as kinetic blade) or that use a cone shape (such as spray).

Spell Deflection
Element(s) aether; Type utility (Sp); Level 7; Burn 0

You weave strands of aether around yourself in order to deflect targeted magic back at the caster. Until the beginning of your next turn, every time you are targeted by a spell that could be affected by spell turning, roll 1d10?1 and determine the effects of the spell as if you had spell turning with that many spell levels remaining. You can accept 1 point of burn to increase the duration to 10 minutes per kineticist level you possess, but in that case, it deflects only 10 spell levels in total (still rolled 1d10?1 at a time) before ending early.

Telekinetic Deflection
Element(s) aether; Type utility (Sp); Level 8; Burn 0

You can deflect your foes’ attacks, as the spell deflection with a duration of 1 round. You can accept 1 point of burn to increase the duration to 1 round per kineticist level you possess.

Wings of Air
Element(s) air; Type utility (Sp); Level 3; Burn 0
Prerequisite(s) air cushion or air’s leap the air bends to your will, allowing you to soar to great heights.

You are constantly under the effects of fly. If this effect is dispelled, you can call it forth again as a standard action.

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Infusion Wild Talents
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Can add one substance infusion and one form infusion to a blast talent, simple or composite. Each can only affect Associated Blasts.

Reduce the total burn cost that infusions add to a single blast by 5.

Chain - Element: air; Type: form; SL 5; Burn 3
Associated Blasts - Electric Blast

If it hits, attempt another ranged touch attack against a target within 30 ft of first target dealing 1d6 less. Continue until you run out of dice, fail to deal damage, or miss. Cannot hit the same target twice.

Dazzling Infusion - Element: fire or wood; Type: substance; SL 1; Burn 1; Saving Throw: Will - Negates
Associated Blasts - Fire Blast

If it hits, foe makes a Will save or is dazzled for 1 minute. Reduce damage by half to increase DC by 2.

Detonation - Element: fire; Type: form; SL 4; Burn 3; Saving Throw: Reflex - Half Damage
Associated Blasts - Fire Blast

Flames explode outward from your body, dealing your blast damage to all creatures and objects within a 20foot radius.

Explosion - Element: fire; Type: form; SL 7; Burn 4; Saving Throw: Reflex - Half Damage
Associated Blasts - Fire Blast

Create an explosion of fire within 120 feet of you with a radius of 5, 10, 15, or 20 ft. All creatures and objects within the explosion take your blast’s damage.

Extended Range - Element: universal; Type: form; SL 1; Burn 1
Associated Blasts - any

Increase range of attack to 120 ft.

Flurry of Blasts - Element: universal; Type: form; SL 3; Burn 2
Associated Blasts - any

Shoot five blasts as if at first level at targets within a 15 ft radius circle up to 120 ft away from you. Any blast that hits a target that has already been hit adds 1d6 damage.

Physical - 1d6+8 or 2d6+8
Energy - 1d6+3 or 2d6+3
+1d6 if hit already by this talent this turn.

Focused Blast - Element: universal; Type: form; SL 2; Burn 2
Associated Blasts - any

+1 to attack and CL to overcome SR. Increase burn by 2 to increase bonus to attack by 1, up to +5 to attack for 10 burn. Reduce damage by half to reduce burn by half.

Kinetic Fist - Element: universal; Type: form; SL 1; Burn 1
Associated Blasts - any

Use as part of an attack action, charge action, or full-attack action to add damage to all natural and unarmed attacks until the beginning of your next turn.
+3d6 for a simple blast (fire or electric damage)
+6d6 for a composite blast (using extra burn)

Half Saiyan (16 RP):
Standard Racial Traits
? Ability Score Racial Traits (0 RP): Half-saiyans gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.
? Type (0 RP): Half-Saiyans are humanoids with the human and saiyan subtypes.
? Size (0 RP): Half-Saiyans are Medium creatures and thus receive no bonuses or penalties due to their size.
? Speed (0 RP): Half-Saiyans have a base speed of 30 feet.
? Languages (0 RP): Half-Saiyans begin play speaking Common and Saiyan.

Feat and Skill Racial Traits
? Toughness (2 RP): Half-Saiyans receive Toughness as a bonus feat.

Offense Racial Traits
? Ferocity (4 RP): If the hit points of a half-saiyan fall below 0 but she is not yet dead, she can continue to fight. If she does, she is staggered, and loses 1 hit point each round. She still dies when her hit points reach a negative amount equal to her Constitution score.

Senses Racial Traits
? Blindsense (4 RP): Using nonvisual senses such as acute smell or hearing, half-saiyans notice things they cannot see. Half-Saiyans usually do not need to make Perception checks to pinpoint the location of a creature within 30 feet, provided they have line of effect to that creature. A creature that the half-saiyan cannot see still has total concealment against her, and the half-saiyan still has the normal miss chance when attacking creatures that have concealment. Visibility still affects the movement of half-saiyans. Half-saiyans are still denied their Dexterity bonus to AC against attacks from creatures they cannot see.

Magical Racial Traits
? Oozaru (4 RP): Half-Saiyans change forms whenever they see the light of a full moon or similar illusion-based spell if they have their tail fully grown. Upon seeing the full moon, Half-Saiyans change into a Primate, Ape (Dire) and must then make a Will saving throw with a DC of 20 or become confused until they return to their normal form. A half-saiyan who retains control can exit this form by concentrating for a full-round. If the half-saiyan becomes unconscious or loses its tail, she returns to her normal form. This ability acts as the Beast Shape III spell with a caster level equal to the half-saiyan’s character level, including changes to ability scores.

Other Racial Traits
? Saiyan Blood: Half-Saiyans count as both saiyans and humans for any effect related to race.
? Prehensile Tail (2 RP): Half-Saiyans have a long, flexible tail that can be used to carry objects. They cannot wield weapons with their tails, but they can retrieve small, stowed objects carried on their persons as a swift action. Should her tail be cut off, it takes one year to regrow.
? Sensitive Tail (-2RP): A half-saiyan’s tail is her weakness that can be exploited. She must make a Fort saving throw with a DC of 20 or be stunned at the start of her turn if her tail is being grappled.
? Zenkai (2 RP): Whenever a combat encounter ends, if a half-saiyan used her ferocity racial trait during combat, she gains twice the experience points received from the fight. A half-saiyan must be able to rest and recover to full health before receiving this benefit again.

Alternate Racial Traits
? Skilled (4 RP): Some half-saiyans are born without the senses of true-born saiyans and instead have the quicker learning skills from their human heritage. Half-Saiyans gain an additional skill rank at 1st level and one additional skill rank whenever they gain a level. This trait replaces blindsense.

Background Racial Traits
? Bottomless Pit (Racial: Saiyan): Your hunger is rarely sated, but when it is, you find your concentration is better than normal.
Benefit: Once per day, whenever you eat an extra day’s share of food, add a +1 trait bonus to your next d20 roll.

? Emotionally Driven (Racial: Half-Saiyan): Your emotions are constantly enhanced from your mixed heritage, and your temper shortened as well.
Benefit: You may use your rage ability for 3 additional rounds per day.

? Pride of the Saiyan Race (Racial: Saiyan): You take pride in your heritage of the proud saiyan warriors and scoff at others’ attempts to frighten you.
Benefit: If you succeed at a Will saving throw against a fear effect that would cause a lesser effect on a successful save, you are instead unaffected.

? Tailed Combat (Racial: Saiyan): You have been trained to fight while protecting your tail, making it more difficult for others to exploit your weakness.
Benefit: +2 trait bonus to CMD against combat maneuvers that target your tail.

Super Saiyan States:
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Super Saiyan
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Activate: Use the class feature Gather Power as a Full-Round Action.

Benefits
+5 temp hp/HD
+10 to melee attack and damage rolls
+10 to wild talent attack and damage rolls
+10 to DC's of wild talents
+5 to AC
+5/- DR
+2 Temp Max Burn
+2 Temp Ki Points
+30 to all Movement types
Body sheds golden light equivalent to torch
Hair becomes a golden color