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                               |  _ \               |  _ \
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                               | |  \ \             | |  \ \
                               | |  / /             | |  / /
                               | |_/ /        AND   | |_/ /
                               |____/ungeons        |____/ragons

                                          3rd Edition
                                            New Race
                                      ____            _
                                     / ___\          | |  
                                     \ \___          | | 
                                      \___ \     __  | |
                                     ____/ /aiya-\ \_/ /ins
                                     \____/       \___/      v2.0
          

Saiya-jins are a race that came from space, a mission given to them either when an adult or as 
a child, to destroy where they landed to make profits.  The Saiya-jins in D&D either forgot 
their mission, decide to go against it, or will go with it, but wanting to get their own
possessions from the place first.

This race of Saiya-jin is unlike the other races, being a race and a class in itself.


Alignment: Any (usually something evil or chaotic)
Religion/Diety: Any (usually none)
Languages: Common (can learn ONLY ONE other language)


Racial Traits:
 - Medium Size (height, weight, and age like Human)
 - Speed: 30 ft
 - 1 extra feat at 1st level
 - 1 extra skill point every other level
 - +3 Strength, +2 Dexterity, +2 Constitution, -3 Intellegence, -1 Wisdom, -3 Charisma
 - +2 on Fortitude Saving Throws and -2 on Will Saving Throws
 - Saiya-jins are affected by the cold and mind altering abilities moreso.  Cold and mind
altering spells do double damage (a succesful save reduces it to half of the normal damage (i.e.
if 12 damage is rolled, a failed save deals a Saiya-jin 24 damage, but a succesful save deals
6), or reduces saving throws versus that type are at a -4 penalty
 - In cold conditions, Saiya-jins are weaker than normal.  CT for ki abilities increases:
   CT 1 becomes 1 round, 1 round becomes 1 minute, 1 minute becomes 10 minutes, etc.
   Also, the flight ability can be used, but at only half effectivity.
 - In extreme cold, no ki abilities can be used, nor can flight.
 - Any form of warmth (Cold Weather Outfit, warmth spell or ring) negates cold conditions and
   halves the effect of extreme cold, but two forms of warmth negates extreme cold)

Class Features:
 - Weapon and Armor Proficiency:
     Saiya-jins start with no weapon or shield proficiencies and a light armor proficiency.
 - Uncanny Dodge
 - Evasion
 - Damage Reduction (-1 damage at level 7, -2 at level 11, -3 at level 15, and -4 at level 19)
 - Unarmed Strike (like Monk)
 - Ki Strike (unarmed only, like Monk)
 - Rogue Special Abilities (exception: Feat)
 - Choose one when creating: (these features are exactly like the classes, gained or upgraded 
at the same levels as listed)
     Barbarian Rage (like Barbarian)
     Stunning Attack, Deflect Arrows, Wholeness of Body (like Monk)
     Bonus Feats (1 extra feat every 2 levels [i.e. 2, 4, 6, 8, etc.]
     Sneak Attack
 - Saiya-jins may NOT multi-class
 - Saiya-jins Starting Skill Points: (4 + Int modifier) x 4
              Skill Points per Level: 4 + Int modifier
 - Base Attack Bonus is the same as a person of the Fighter class.
 - Hit Die: d12

A Saiya-jins Saving Throws are the same as a person of the Fighter class.

Skill List:
-Class---------------Cross-Class---------------Prohibited--------------
 Balance             Appraise              Alchemy
 Bluff               Craft                 Animal Empathy
 Climb               Disguise              Decipher Script
 Flight (new)        Escape Artist         Diplomacy
 Concentration       Gather Information    Disable Device
 Intimidate          Heal                  Forgery
 Intuit Direction    Hide                  Handle Animal 
 Jump                Open Lock             Innuendo 
 Listen              Perform               Knowledge (all) 
 Move Silently       Pick Pocket           Read Lips 
 Search              Profession            Scry 
 Tumble              Ride                  Speak Language 
                     Sense Motive          Spellcraft 
                     Spot                  Use Magic Device 
                     Swim
                     Use Rope
                     Wilderness Lore

-----------------------------------------------------------------------

Saiya-jins may only select feats from the General Feats List only.
Restricted Feats:
   Armor Proficiency, Heavy
   Exotic Weapon Proficiency
   Marital Weapon Proficiency


Starting Gold: 4d4 x 10


Flight (skill, trained) - 
Once per day, per level, the Saiya-jin may partake in the ability of flight.  It can last 30
minutes, per level, as long as the Saiya-jin has over half his hit points (starting from 0).
Flight can only reach an elevation of 150 feet per level, so flight is greatly limited.  Flight
speed equals four times their speed.
Flight only requires one rank.

Oozaru form -
This form, known as the giant ape form, can only be achieved if your Saiya-jin has a tail and 
if there is a full moon.
Oozaru Ability Score: Strength multiplied by 2, Constitution multiplied by 1.5 (rounded up),
Dexterity halved, Wisdom to 1, and Intellegence and Charisma to 0

The DM controls the Oozaru form unless 9% or less is rolled by the player.

Damage/Number of Attacks: Punch:       5d4 + Str Mod/2 Attacks (always 2, no bonuses to hit).
                          Eraser Beam: 1d20 per every other level/3 times every Oozaru form
Oozaru's Punch is not considered an Unarmed Attack and does not provoke attacks of opportunity.

Armor Class: 10 + Dex Mod (negative modifiers are ignored) + 4 (ignore size modifiers to AC) 


Super Saiya-jin Form:

Super Saiya-jin Level 1:
Only able to be achieved after the 6th level.  There must be a highly emotional moment, 
at the DM's descretion, before SSJ1 can be reached.

Ability Score Changes: Strength times 1.5, Dexterity times 1.5, Constitution times 1.5, 
Wisdom +4
Armor Class +2
Spells cast at a Super Saiya-jin of the 1st level are altered.  Spells under 2nd level are
negated, spells under 5th level are halved (if applicable), and all other spells act normally.

Super Saiya-jin Level 2:
Only able to be achieved after the 12th level.  There must be another highly emotional moment, 
at the DM's descretion, before SSJ2 can be reached.

Ability Score Changes: Strength times 1.5, Dexterity times 3, Constitution times 2, 
Wisdom +6
Armor Class +4
Spells cast at a Super Saiya-jin of the 2st level are altered more.  Spells under 5nd level 
are negated, spells under 8th level are halved (if applicable), and 9th level spells act 
normally.

Super Saiya-jin Level 3:
Only able to be achieved after the 18th level.  The greatest SSJ form obtainable.  
There must be a greatly emotional moment, at the DM's descretion, before SSJ3 can be reached.

Ability Score Changes: Strength times 3, Dexterity times 3.5, Constitution times 3, 
Wisdom +8
Armor Class +6
Spells cast at a Super Saiya-jin of the 3st level are greatly altered.  All spells under 9th
level are negated and 9th level spells are halved (if applicable).

Armor Class modifier from Dexterity in SSJ form do not count.

When first "going" SSJ of any level, 2 rounds are spent powering up.  Your AC is multiplied by
1.5 while powering up, and nothing can keep you from going into this form (unless you are killed
or knocked out).
After each level of SSJ has been reached, SSJ is almost instantaneous (like casting a spell 
with casting time of 1).
SSJ lasts for 5 rounds per experience level.


Ki Abilities:

Saiya-jin               Ability Level
  Level               1 - 2 - 3 - 4 - 5
   
    1                 -   -   -   -   -
    2                 -   -   -   -   -
    3                 1   -   -   -   -
    4                 2   -   -   -   -
    5                 2   1   -   -   -
    6                 2   1   1   -   -
    7                 2   2   1   -   -
    8                 3   2   1   -   -
    9                 3   2   2   1   -
   10                 3   3   2   1   -
   11                 4   3   2   1   -
   12                 5   3   2   1   -     
   13                 5   3   2   1   1     
   14                 5   4   2   1   1     
   15                 5   4   3   1   1     
   16                 6   4   3   1   1     
   17                 6   4   3   2   1     
   18                 6   5   3   2   1     
   19                 6   5   4   2   1     
   20                 6   5   4   3   2

If you go above level 20 in your campaigns, the ki ability levels stay the same after level 20.

Ability Limit:
Each Ki Ability has a limit, which starts when you can first use the ability.
(i.e When you are level 5, your level 1 ki abilities are considered at level 3, but level 2 ki
abilities are at level 1)
Ki Abilities are all known, but Saiya-jins must spend one hour of silent concentration to 
prepare abilities.  They may assign as many points as they have into any of the abilites as 
much as they want (i.e. a level 4 Saiya-jin could choose to put his two points into two 
different abilities, or both points into one, allowing him to use it twice that day)

Ki Ability List:
All Ki Abilities have a preparation (casting) time of 1 unless otherwise stated.
Also, saving throws versus ki abilities are all Fortitude Saving Throws unless otherwise 
stated.

Example:

Level #:
Ability Name - Description
               damage per level, or ability; ability limit

Level 1:
Crasher Ball - A ki-ball produced from the palm of the hand.
               1d4 + 1 damage per level; 6d4 + 6 damage.

Kiaiho - Invisible force attack shot from the palm.
         1d6 damage per level; 5d6 damage

Barrier - Ki-shield formed around body to protect from attacks.
          AC +2, Saving Throws +2

Dodonpa - A shot from one finger, exploding on impact.
          1d6 + 1 damage per level; 4d6+4 damage

Kamehameha - Charged in cupped hands, released when brought forward.
             1d8+1 damage per level; 4d8+4 damage
             Charge Time: 1 round

Yoikominminkin - Hypnosis technique.
                 Same as Sleep spell, except 1d4 HD per every four levels; 3d4 HD


Level 2:
Kienzan - Flat, disc of ki, cutting down targets easily.
          1d12 damage per level; 6d12 damage

Kikoho - Forming an "o" with your fingers, you fire a powerful blast through the "o".
         1d10 damage per level; 7d10 damage

Makosen - Gathering ki in both your arms, you fire a blast from each one.
          3d6 damage per level; 12d6 damage

Taiyoken - Putting your hands in front of your face, you fire a blinding flash.
           Like Blindness/Deafness spell except only the blind portion and in a 30 foot radius.

Burning Attack - A powerful energy blast shot from both hands when both are forward.
                 1d8 fire damage per level; 8d8


Level 3:
Bakurikimaha - A powerful ki blast fired from one arm with the other holding it.
               1d12 damage per level; 10d12 damage
               Charge Time: 1 round

Genocide Attack - A series of ki blasts fired into the air, which seek their targets.
                  1d8 damage per level, 1 target per level +1; 8d8 damage, 9 targets
                  Charge Time: 1 round

Kakusandan - Firing two blasts, they merge in the air and make a rain of ki blasts.
             1d8 damage per level, 10 feet by 10 feet per level; 6d8 damage, 60 feet by 60 feet

Renzoku Energy Dan - The ability to fire ki bolts like a machine gun.
                     4d6 damage per level; 16d6 damage. A reflex saving throw passed for each 
                     d6 rolled negates the roll (minimum of 1 damage must be dealt).

Sekikatsuba - The Saiya-jin spits upon one target who may turn to stone.
              Target must roll a Fortitude Saving Throw; pass, no effect; failure, petrified
              Charge Time: 1 round


Level 4:
Bakuhatsuha - A large explosion which decimates the target and his surrounding.
              4d10 damage per level, 10 feet wide by 20 feet long (the 10 foot base
              is perpendicular to the way the Saiya-jin is facing); 16d10 damage

Big Bang Attack - A huge ki bolt of incredible destructive power.
                  3d10 damage per level; 21d10

Genki Dama - A large ball of energy gained from all living things where the Saiya-jin resides.
             2d10 damage per round preparing, no move (disruptions require a DC check 
             (concentration applies) or the ability is ineffective); no limit
             Charge Time: 1 round/2d10 damage wanted

Makankosappo - A penetrating blast fired from two fingers, drilling through almost everything.
               1d20 damage per level, continues in straight line through all targets for 100  
               feet; 10d20 damage.
               Charge Time: 1 round

Shunkanido - The Saiya-jin concentrates on an area that he knows and teleports their.
             Same as the Teleport spell, except you cannot teleport to a location "viewed 
             once", a "description", or a "false destination".  Mishaps are considered as 
             Similar Areas, but without damage.
             Charge Time: 1 round


Level 5:
Akumaitokosen - A special energy wave designed to kill one's opponent.  It phases only those 
                with evil hearts.  It takes one round to charge.
                Any evil creature (alignment LE, NE, or CE) must roll a Will Saving Throw;
                pass, 50% of HP lost (no death from 50+ HP loss); failure, instant death
                Charge Time: 1 round

Hankokubikkurisho - Firing a ki blast forward, trapping a victim in a shocking field of energy.
                    1d8 damage per level, trapped for one round per every 3 levels (1 at 13, 2 
                    at 16, 3 at 19), 1d6 damage when trapped per level; 6d8 damage, trapped 3
                    rounds, 4d6 damage when trapped (each round)
                    Charge Time: 1 round

Kakusanyudokodan - Firing many ki bolts around the target, they all fire at the target.
                   4d6 damage per every 3 levels, no saving throw; 12d6 damage, no save
                   Creatures hit by this don't die from HP loss.
                   Charge Time: 1 round


E-mail comments or suggestions (or anything else) to chaos_dragon666@hotmail.com


Created and Copyright 2001 Harley Sorensen.
This character race/class is available for private use and not public distribution (unless allowed by me).



