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Hello! First post here, and first time attempting to homebrew something in fact, but I've been thinking over this for a while and I want to put my thoughts down somewhere. Here is a Super Saiyan class based on Pathfinder's Kineticist, please tell me the problems you see with it and any other thoughts on it!

Intro: Super Saiyans are tough, Life Energy using fighters with a variety of tactics to approach a situation, however most choose to powerup for varying lengths of time to make huge explosive attacks, or become powerful martial combatants using their increasingly powerful Super Saiyan forms.

Alignment: Any, but most often some form of chaotic due to their general love of combat.

Starting wealth:1d6 × 10 gp (average 35 gp.) In addition, each character begins play with an outfit worth 10 gp or less.

HD: D10

Super Saiyans are proficient with all simple weapons and light armor, but not shields.

Class Skills: Acrobatics (Dex), Craft (Int), Heal (Wis), Intimidate (Cha), Perception (Wis), Profession (Wis), Stealth (Dex), and Use Magic Device (Cha).

Skill ranks per level: 2+int mod

Level/BAB /Fort/Ref/Will/Special
1 /1 /2 /2 /0 / Burn, Power Up, Energy Blast
2 /2 /3 /3 /0 /Utility Power
3 /3 /3 /3 /1 /SSJ 1
4 /4 /4 /4 /1 /Form Infusion
5 /5 /4 /4 /1 /Bonus Combat feat
6 /6-1 /5 /5 /2 /Utility Power
7 /7-2 /5 /5 /2 /Perfect SJJ
8 /8-3 /6 /6 /2 /Form Infusion
9 /9-4 /6 /6 /3 /Life Energy Proficiency
10 /10-5 /7 /7 /3 /Expanded Energy Blast, Bns Combat Feat
Utility Power
11 /11-6-1 /7 /7 /3 /SSJ 2
12 /12-7-2 /8 /8 /4 /Form Infusion
13 /13-8-3 /8 /8 /4 /Environmental Destruction
14 /14-9-4 /9 /9 /4 /Utility Power
15 /15-10-5 /9 /9 /5 /Bonus Combat feat, Perfect SSJ 2
16 /16-11-6-1/10 /10 /5 /Form Infusion
17 /17-12-7-2/10 /10 /5 /Expanded Form Infusion
18 /18-13-8-3/11 /11 /6 /Utility Power
19 /19-14-9-4/11 /11 /6 /Expanded Power Up
20 /20-15-10-5/12 /12 /6 /SSJ 3, Form Infusion

Burn:At 1st level, a Super Saiyan can overexert himself to channel more power than normal, pushing past the limit of what is safe for his body by accepting burn. For each point of burn he accepts, a super saiyan takes 1 point of nonlethal damage per character level. This damage can't be healed by any means other than getting a full night's rest, which removes all burn and associated nonlethal damage. Nonlethal damage from burn can't be reduced or redirected, and a super saiyan incapable of taking nonlethal damage can't accept burn. A super saiyan can't choose to accept burn if it would put her total number of points of burn higher than 10. A super saiyan who has accepted burn never benefits from abilities that allow her to ignore or alter the effects she receives from nonlethal damage.

Energy Blast:As a standard action, the super saiyan can unleash a energy blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn't have hands). All damage from an energy blast is treated as magic for the purpose of bypassing damage reduction, and unless changed by a form infusion does force damage. Energy blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The super saiyan is never considered to be wielding or gripping the energy blast , and she can't use Vital Strike feats with energy blasts. Even the weakest energy blast involves a sizable mass of energy, so energy blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms).Energy blasts are ranged attacks that deal an amount of damage equal to 1d6 + 1/2 the super saiyan's Constitution modifier, increasing by 1d6 for every 4 super saiyan levels. All energy blasts are spellike abilities, functioning as normal in antimagic zones and not applicable for the application of metamagic. A super saiyan can increase the damage dice of his energy blast by 2, (1d6 to 1d8) by increasing the burn cost of the blast by 1. This can be repeated up to a D12. This changes the total burn cost of the blast (normally zero), which means that it can be reduced by power up.

Power up:If he has both hands free (or all of his prehensile appendages free, for unusual super saiyans), a super saiyan can gather energy as a move action. Gathering power creates an extremely loud, visible display in a 20-foot radius centered on the super saiyan, as the energy or matter swirls around him. Gathering power in this way allows the super saiyan to reduce the total burn cost of a blast wild talent she uses in the same round by 1 point. The kineticist can instead gather power for 1 full round in order to reduce the total burn cost of a blast or utility talent used on her next turn by 2 points (to a minimum of 0 points). If she does so, she can also gather power as a move action during her next turn to reduce the burn cost by a total of 3 points. The super saiyan can continue doing this indefinitely. If the super saiyan takes damage during or after gathering power and before using the energy blast or utility talent it applies to, it fails, releasing all power gathered, and the super saiyan cannot power up for 1d4 rounds. Changing into a super saiyan form mid power up causes it to immediately fail.

Utility power: At 2nd level, and every 4 levels afterwords, a super saiyan gains a utility power. Some utility powers are restricted by level, but many can completely change a super saiyans style of play and role in the party. All utility powers are spell-like abilities, and function in antimagic zones, and not applicable for the application of metamagic. A list of the powers can be found at the end of the class.

Super Saiyan 1: The Super Saiyan ascends into a gold wreathed form, an aura of gold light begins burning around him as he comes into his true power-temporarily. If your race has hair, it is all (including body hair) immediately stiffened out and upward and is painted the same gold color as your aura. If not, some aspect of your race's being, whether it be nails or feathers or scales, matches this golden hue. Any race with eyes has their iris burn bright blue, if the race has no such thing, their entire eye burns blue, if they have no eyes, blue eye shaped markings appear somewhere on their body. His Strength and Dexterity scores increase by 4, while his charisma score increases by 2. He also gains DR/2 Adamantine. The number of damage dice of his energy blast while in this form are doubled (1d6 changes to 2d6, 3d8 changes to 6d8, etc.) Super Saiyan Form can be activated for 1 minute upon acquisition, increasing by 9 seconds per Super Saiyan Level. Entering into a super saiyan form is a swift action, and time spent in it must be spent in at least 9 second intervals.

Form Infusion: A super saiyan can change the application of his energy blast to fit a wide variety of circumstances, potentially exponentially increasing the burn cost. Only one form infusion can be applied at a time. A list of infusions can be found at the end of the class.

Bonus Combat Feat: A Super Saiyan can acquire a bonus combat feat he meets the prerequisites for at level 5, and at every 5 levels afterwards.

Perfect SSJ:At level 7, a super saiyan has perfected his first super saiyan form, and may stay in it indefinitely. He automatically leaves this form while unconscious, asleep, or otherwise mentally incapacitated. If forced to stay in this form for extreme amounts of time, apply the forced march rules.

Life Energy Proficiency: The super saiyan has become proficient at using his life energy in moderation, and subtracts 1 burn from the cost of all blasts and wild talents (minimum zero).

Expanded Energy Blast: You can now increase your energy blasts dice even more, following the same pattern as previously, maxing out at d18. Damage dice modification above d12 costs 5 burn per increase, rather than 1.

SSJ 2: You ascend into the second stage of your true power, as lightning begins flickering around your golden aura. Your golden features turn a lighter shade, and grow slightly longer (or larger, etc, as appropriate.) The stat bonuses from SSJ 1 double, as does the DR. The number of damage dice you have in your energy blast triples while in this form. Determine the amount of time you can stay in SSJ 2 with the formula provided by SSJ 1.

Environmental destruction: A super saiyans energy blasts hold incredible destructive power, at level 13, when an energy blast misses its target and hits a structure, it deals double the total damage after rolling and ignores hardness. If it hits the ground, (such as purposefully aiming an energy blast at the ground, which automatically hits (aiming directly under your feat causes you to take the full damage of your blast, but an angled blast could hit the ground) or missing an enemy while directly above said enemy) you create a crater with a depth equal to 1 tenth the damage rolled in feet, and 1 quarter the damage rolled in diameter. Subsequent blasts to the same area halve their effectiveness, every time. Any enemy standing on ground which becomes part of the crater must make a dc 18 reflex check or lose their feet, sliding to the center of the crater. Any distance not divisible by 5 ft increments is irrelevant.

Perfect SSJ 2: As perfect SSJ 1, applied to SSJ 2.

Expanded form infusion: You become able to apply two form infusions to a blast. These infusions must be able to sensibly combine, with gm having final say on which infusions can work together and which cannot.

Expanded Power up: Powerup becomes capable of reducing the burn cost of a blast by 2 with a move action, or 4 with a full round action.

SSJ 3: You come into your final form, the end all be all for super saiyans, power beyond measure at the cost of never achieving perfection with it. Your golden feature expands to unnatural length (size, etc. as appropriate for race), as you force more power into your body than was ever meant for it. The stat bonuses from SSJ 1 triple, as does the DR, and the number of damage dice for your blast triples. You can never spend longer than 1 minute per day in SSJ form.

Utility Talents:
Hasshuken: A technique using life energy to speed up your arms to the maximum. While the technique is active, you gain the unchained monk flurry of blows class feature (must use arms for unarmed strikes), as well as the benefits of the improved unarmed strike feat if you do not already posses said feat. If you do possess improved unarmed strike, you also deal increase your unarmed strikes damage dice by X amount of steps, where X is determined by half the number of damage dice your blast currently has, minimum 1. For example, a level 8, SJJ 1, super saiyan would have 6 damage dice on his blast, so his unarmed strikes damage is increased by 3 steps (following the size chart for unarmed strikes, and stacking with any other bonuses to size).
This talent costs 1 burn to activate, as a move action. Each additional round after activation costs 1 point of burn. (
Life Energy Proficiency makes this talent free to use, negating the 1 point burn cost every round.)

Flight: Must have 6 super saiyan levels to pick this talent. You gain an average manueverability flight speed equivalent to your land speed. You may accept a point of burn as a free action to either increase your manueverability to perfect, or double your flight speed. Both can be done at once for a total burn cost of 2.

Life Energy Swordsman rank 1: You gain proficiency with a single martial melee weapon. While holding this weapon, you may still gather power as normal, though if it is twohanded you are still unable to use energy blast, due to not having a free hand.

Life Energy Swordsman rank 2: Requirements: Life energy swordsman rank 1, 6 super saiyan levels. You may now use energy blast even if your weapon is two handed, and you may choose to make an energy blast strike-roll your energy blasts damage (after applying any modifiers from increasing its damage die, but without applying any form infusions) as normal, this can be done after powering up to alleviate the burn cost. Half the damage, then apply it to every sucessful melee hit you make that round with the weapon chosen in life energy swordsman rank 2. Using energy blast strike increases the total burn cost of your blast by the number of strikes you may make with a full attack action times 2, this can be alleviated by powering up sufficiently before activating the strike.

Life energy swordsman rank 3: Requirements: Life energy swordsman rank 2, 12 super saiyan levels.
When in any SJJ form, your weapon gains an additional step in damage die, according to the size chart. This stacks with any other bonuses to size. SSJ 2 and SJJ 3 increase the damage by an additional step each.

Aura Light: Requirements: An sjj form. When in an ssj form, your golden aura provides continuous light in a radius of 5 times your super saiyan level ft. This light penetrates magical darkness with a caster level of up to 4 levels above your super saiyan level.

Regeneration: Requirements: 8 Super Saiyan levels. When using this ability, you may harness your own bodies life energy to cause intense, instantaneous healing of one lost limb or natural attack. As this uses your bodies own life energy specifically, its cost not reduced by an means other than life energy proficiency. This talent requires the use of 5 burn.

Celestial Presence: Requirements: access to an sjj form. Your golden aura and majestic appearance while in a super saiyan form lends many to believe you are a celestial presence. You gain a bonus to bluff and disguise checks equal to your class level to appear to be a celestial being, whether than be a god or angel. Note, true celestial beings as well as fiendish ones will most likely not be affected by a simple similarity, as determined by your GM.

Armored Saiyan: Most super saiyans prefer light armor as a standard, thanks to their often highly mobile fighting style, but you for some reason have decided you need armor. You gain proficiency in either medium or heavy armor, and while in this armor bonuses from the armor focus feat tree are doubled.

Wolf fang fist 1: A martial arts style practiced by comrades of one of the first super saiyans, this martial style allows for swift movement and violent, animalistic attacks. While using this style, you gain a +10 bonus to your base land speed whenever you are unarmed.

Wolf fang fist 2: Requirements: Saiyan Level 6. When using the wolf fang fist style, you can rip into your foes as if you had claws, dealing slashing rather than bludgeoning damage with all unarmed attacks.

Destroyer: Requirements: Saiyan level 18. When determining the size of craters caused by energy blasts using the environmental destruction class feature, double the distance for depth and diameter.

And many more! Think of things that you've seen in dbz that might be easily transferred over to pathfinder.

Form Infusions:

Dodonpa: By focusing the energy blast into a direct ray from the tip of your finger, you increase its range by 30 feet, and increase your precision with the blast, gaining a plus two bonus on your ranged attack rolls with energy blasts. Burn increase: 2

Increased range: Increase the range of your energy blast by 60 feet. Burn increase: 2

Kamehameha/big bang/big attack: Requirements: Expanded energy blast This is it, your signature move, this determines who you are as a Super Saiyan. Is it a huge beam attack? Do you form a huge spear of energy above your head, then throw it? Make your choice. Mechanically however, applying this infusion allows you to increase the damage dice of your blast up to d20, following the rules of expanded energy blast. Burn cost: 20

Final Flash: You deal a quarter of your blasts damage in a circular area around you, blinding all those who take damage for 1d4 rounds. The diameter of the aoe equals your 1/4 class level times 15, minimum 15 feet.

Power Ball: By using this form infusion, you can condense all of the power of your blast into a semi-permanent ball form. Roll the damage for your blast after powering up as you wish. A ball forms based on the damage rolled, and you may continually use this ball to attack your enemies as a ranged attack with the same range as your normal blast. When the ball hits an enemy, it deals the rolled damage, then returns to you. Each time it does so, its damage is reduced by 1/4. You may dismiss the ball as a free action, and you can use it iteratively in a full attack action. This form infusion adds 5 burn to the original cost of the blast.

Renzoku Energy Dan: Your blast splits into numerous small, seeking missiles. It functions as Magic missile, with caster level determined by your saiyan levels, and the damage dice per missile replaced by the damage of your blast, divided by 5. You cannot increase the damage die of your blast when using this form infusion, though the number of dice are still increased by your level and ssj form. This form infusion costs 5 burn.

Genki Danma: Requirements: Super saiyan level 20. The spirit bomb. The end all be all for super saiyans, the fight ender, the 20 episode long yeller, the WHY WONT YOU DIE ALREADY button. Super Saiyans rarely use this attack not only because of its incredibly exhaustive gather time, but also its needlessly large amount of destructive capabilities, but when you have a mountain or something you wanna break, this is your form infusion. When applying this infusion to a blast, roll the blasts damage before making an attack roll, then multiply the end result by 10. This form infusion adds 100 points of burn, and when powering up in an attempt to survive the use of it, you attract the attention of any and all powerful beings everywhere, most of which will try to stop the random guy trying to blow up a large chunk of land. If some unfortunate soul gets hit by this form infusion head on, because he for some reason didnt walk up to the yelling guy and stab him enough times to get through his DR, 1/4 of the total blasts damage will still affect the landscape around him as if it had hit the ground, in accordance with the environmental destruction class feature.

And many more! DBZ has ALOT of moves if you look through all of the villians and heros, and while many wouldnt exactly switch over well to pathfinder, (body snatching, for one) loads will. Well, that ends my attempt to put a super saiyan into pathfinder, please give me your thoughts etc. on it. I feel like its a very super saiyany class, thats INCREDIBLY easy to shutdown, as the dbz ssjs would be if any of their enemies just decided to HIT them while they powered up. I haven't checked most of the math, but you could easily get disntegrate levels of damage by level 13ish im sure, you'd just have to power up... for a long time.