Something Really Silly. Just Saiyan, [Race & Class]

SAYIAN CUSTOM CLASSES The hairy Saiyan race was magically bred from a cross of men, were-apes, and giant apes long ago by unknown arcanists. They proved a formidable race, and Sayians once held the entirety of the Saru region in their hairy fingers. Such was their power that primitive man worshiped them as gods and served them as slaves. Yet from this height, the Sayian people fell to abyssal lows. Some taint in the Sayian bloodline caused them to slowly degenerate into Insidious Pride. Had they been wiser and less warlike the Sayians might have slipped into obscurity peacefully. Instead they were violently overthrown by the Zaharans, who seized power from their former masters and formed their own dark empire. Most of the Sayian race was slaughtered in the Zaharan uprising. Of the few that survived, most fled to the outlying  jungles, where they continued their devolution to the primitive apemen of today. But here and there, a few Sayians were captured and enslaved by their former servants. These hapless Sayians were bred with each other to form a pool of laborers and soldiers. The Zaharans soon discovered that the degeneration of the Sayian bloodline was ubiquitous. The brood of even the most cunning Sayian warriors was frequently dim-witted and often weak. In order to maintain their Sayian stock, the Zaharan arcanists began to crossbreed their Sayians with fresh bloodlines of humans, generally prisoners of war. The resulting hybrids would, for a generation or two, regain some of the vigor and cunning of the Sayians of old. Centuries of such efforts led to an array of different Sayian bloodlines, ranging from creatures that were almost human to monstrosities resembling the ancient Sayians. These breeding programs were eventually abandoned in favor of the superior races of beastmen that fought in the Empyrean War – orcs, bugbears, ogres, and similar humanoids. Most civilized lands remember Sayians as stories to frighten children, and look on apemen with contempt as brutes. Only in dusky Kemesh, untouched by the Empyrean War, are Sayian slaves of the old stock still kept in any number. There it is a mark of opulence and power to be able to maintain a Sayian of good bloodline, and to field them as pitfighters in the gladiatorial games.

 

Sayian character classes are created using the Sayian racial category and experience points.

 

Requirements, class category values, hit points per level after 9th, and experience point progressions are modified as noted below.

 

REQUIREMENTS All Sayian classes require a minimum Strength, Dexterity, and Constitution of 9 or better.

 

CLASS CATEGORY VALUES Fighting: The build points allocated to the class’s Fighting Value may be increased by 1 or 2 points by the Sayian Value (see below). Use the effective values to find the class’s fighting abilities, up to a maximum of 4 points.

Divine: Sayians may not have a Divine Value higher than 2, unless they have a Sayian Value of 4.

Arcane: Sayians may not have an Arcane Value higher than 3, unless they have a Sayian Value of 4.

 

Saiyan

Value

Saiyan

EXP Cost

4

Saiyan 4

2300

3

Saiyan 3

1250

2

Saiyan 2

1000

1

Saiyan 1

400

0

Saiyan 0

200


 

Sayian:

Sayian 0: At Sayian 0, the character appears largely human, but his skin is hairy, his muscle is toned, and he has a short ape like prehensile tail. At Sayian 0, the class will have the following custom powers:

» Kicks and Fists: The character gains a Punch/Punch/ Kick attack. The punchdeal 1d2-1 damage each, while the kick deals 1d4-1 damage.  

» Scaly Hide: The character’s base unarmored AC is 1 instead of 0.   

» Flying: The character gains a flying movement rate of 5' per turn. The character may hover in place for  12 rounds (2 minutes).


Sayian 1: At Sayian 1, the character’s skin develops into a light, hairy hide, and the forehead becomes enlarged slightly. He has a short ape like prehensile tail, and the knuckles are boney and thick. At Sayian 1, the class will have the following custom powers:

» Kicks and Fists: The character gains a Punch/Punch/ Kick attack. The punch deal 1d3-1 damage each, while the kick deals 1d6-1 damage..

» Pride: The character suffers a -1 penalty to the reactions, loyalty, and morale of humans and demi-humans. The character gets a +1 bonus to the reactions, loyalty, and morale of apemen.

» Hairy Hide: The character’s base unarmored AC is 1 instead of 0. The character has a base movement rate of only 120.

» Flying: The character gains a flying movement rate of 10' per turn. The character may hover in place for  24 rounds (4 minutes).

 

Sayian 2: At Sayian 2, the character is a full-blooded Saiyan. He stands 5' to 6' tall, and much like a were-animal aquires traits of his animal the Saiyan resembles an ape. His knuckles are boney and hard enough to break stone without injury. His skin has developed into a thick hairy hide. At Sayian 2, the class will have the following custom powers:

»Kicks and Fists: The character gains a Punch/Punch/ Kick attack. The punch deal 1d3-1 damage each, while the kick deals 1d8-1 damage.

» Pride: The character suffers a -1 penalty to the reactions, loyalty, and morale of humans and demi-humans. The character gets a +1 bonus to the reactions, loyalty, and morale of apemen.

» Hairy Hide: The character’s base unarmored AC is 1 instead of 0. The character has a base movement rate of only 120.

» Superior Fighting: The class’s Fighting Value is effectively increased by 1 for all purposes.

» Flying: The character gains a flying movement rate of 15' per turn. The character may hover in place for  36 rounds (6 minutes). .


Sayian 3: At Sayian 3, the character begins to resemble an ancient Sayian warrior, a greater sayain. He is massive, standing 6' to 7' tall. His eyes glow with a slight green glint, and his hands and feets are massive able to crush stone and bend metal. His tail becomes thicker and he can control it more letting him do small tasks. At Sayian 3, the class will have the following custom powers:

» Kicks and Fists: The character gains a Punch/Punch/ Kick attack. The punchdeal 1d4-1 damage each, while the kick deals 1d8-1 damage.

» Pride: The character suffers a -2 penalty to the reactions, loyalty, and morale of humans and demi-humans. The character gets a +2 bonus to the reactions, loyalty, and morale of apemen.

» Hairy Hide: The character’s base unarmored AC is 2 instead of 0. The character has a base movement rate of only 120.

» Superior Fighting: The class’s Fighting Value is effectively increased by 1 for all purposes.

» Flying: The character gains a flying movement rate of 20' per turn. The character may hover in place for  48 rounds (8 minutes). ..

 

Sayian 4: At Sayian 4, the character is a throwback to the great Sayians of old. He stands 7' to 8' tall, with glowing green eyes. His head is large, with prominent and protruding fangs. At Sayian 4, the class will have the following seven custom powers:

» Full Release: Allows their power to increase substantially after recovering from near fatal injuries. When knocked unconscious in a lethal fight but not slain a Sayian will increase his hitpoints by 1 to a maximum of what the character could normally obtain.

»Kicks and Fists: The character gains a Punch/Punch/ Kick attack. The punch deal 1d4-1 damage each, while the kick deals 1d10-1 damage..

»Pride: The character suffers a -2 penalty to the reactions, loyalty, and morale of humans and demi-humans. The character gets a +2 bonus to the reactions, loyalty, and morale of apemen.

» Hairy Hide: The character’s base unarmored AC is 2 instead of 0. The character has a base movement rate of only 120.

» Superior Fighting: The class’s Fighting Value is effectively increased by 2 for all purposes.

» Flying: The character gains a flying movement rate of 40' per turn. The character may hover in place for  1 Turn.


 

Lycanthrope Heritage: If the character sees the full moon, or something that mimics it such as a spell or artifact, he loses contro and becomes a Great Ape, until his tail has been cut (AC 15 HP 2*Character HD), or the sun rises. In the form he is treated as a full Sayian (or if already one increase his fighting ability as if he had an addional build point in fighting and increased damage by 2), increase his Strength as if under Giant's Strength and gains three uses of a breath attack that deals 1d6 per HD damage in a line. He appears as if he grows 20% in size and hair grows all over his body. He attackes anyone in sight and any reactions checks are at -6,  spells to charm or calm him are made at a +6.

A Sayian’s Kicks and Fists damage will be modified by the character’s STR adjustment and damage bonus. However, Sayians cannot use their fangs and claws while wielding weapons, using shields, or wearing armor heavier than chain mail.


EXPERIENCE POINT PROGRESSION AFTER 8TH LEVEL Unlike the experience point progression for human and demihuman classes, the experience points progression required to advance in Sayian classes always continues to double, even after 8th level.


Saiyan Warrior:

HD 1: 500 EXP

Fighter 1: 800 EXP (2 Trade offs)

Thief 1: 200 EXP

Mage 1: 625

Saiyan 2: 1000

Total: 3125

Initial power at first level

Trade two for 3, 5, and 7.

Trade one for 3 and 11

Trade one for 5 and 9


 

Saiyan Warrior

EXP

Level

Hit Dice

Title

Ability

Damage Bonus

Ki Points

0

1

1d6

Saiyan Scraper

Power Up

+1

2

3125

2

2d6

Saiyan Fist Fighter

 

+1

4

6250

3

3d6

Saiyan Boxer

Kaio Ken

+2

6

12,500

4

4d6

Saiyan Ki Adept

 

+2

8

25,000

5

5d6

Saiyan Apprentice

Perfect Kaio Ken

+2

10

50,000

6

6d6

Saiyan Martial Artist

 

+3

12

100,000

7

7d6

Saiyan Champion

Super Saiyan

+3

14

200,000

8

9d6

Saiyan Grand Champion

 

+3

16

400,000

9

9d6+2

Saiyan Warrior

Perfect Super Saiyan

+4

18

800,000

10

9d6+4

Saiyan Legend

 

+4

20

1,600,000

11

9d8+6

Saiyan God

Legendary Super Saiyan

+4

22


 

Power Up: The character can go into focus once per day per level of experience. While in focus, the character gains a +1 bonus to all attack throws, saving throws, and initiative rolls, + ⅓ bonus to Damage, and +3 bonus feet of movement to all forms of movement. A meditative focus lasts for 1 turn (10 minutes).


 

Kaio Ken: The character can use multiple uses of Power Up at the same time. He can use up tothree uses of Power Up when using Kaio Ken. The character gains a better control of his Power up ability and can use it for free if he spends a round powering up. Taking damage or failing a save interrupts this ability.  Using Kaio Ken is stressful on the body and the character is exhausted after its use suffering a penalty equal to 1+ ½ the bonus granted (rounded up) by powering up to attack throws, saving throws, and initiative rolls.

 

Perfect Kaio Ken: The character can use multiple uses of Power Up at the same time. He can use up to five uses of Power Up when using Perfect Kaio Ken. The character gains a better control of his Power up ability and can use it for free if he spends a round powering up. Taking damage or failing a save interrupts this ability. Using Perfect Kaio Ken is stressful on the body and the character is exhausted after its use suffering a penalty equal to 2+ ½ the bonus granted (rounded up) by powering up to attack throws, saving throws, and initiative rolls.

 

Super Saiyan: The character can use multiple uses of Power Up at the same time. He can use up to seven uses of Power Up when using Super Saiyan. The character gains a better control of his Kaio Ken ability and can use it for free and without penalty if he spends a round powering up. Taking damage or failing a save interrupts this ability. Using Super Saiyan is stressful on the body and the character is exhausted after its use suffering a penalty equal to 3+ ½ the bonus granted (rounded up) by powering up to attack throws, saving throws, and initiative rolls.

 

Perfect Super Saiyan: The character can use multiple uses of Power Up at the same time. He can use up to nine uses of Power Up when using Perfect Super Saiyan. The character gains a better control of his Kaio Ken ability and can use it for free and without penalty if he spends a round powering up. Taking damage or failing a save interrupts this ability. Using Perfect Super Saiyan is stressful on the body and the character is exhausted after its use suffering a penalty equal to 4+ ½ the bonus granted (rounded up) by powering up to attack throws, saving throws, and initiative rolls.


Legendary Super Saiyan: The character can use multiple uses of Power Up at the same time. He can use up to all his uses of Power Up when using Legendary Super Saiyan. The character gains a better control of his Super Saiyan ability and can use it for free and without penalty if he spends a round powering up. Taking damage or failing a save interrupts this ability. Using Super Saiyan is stressful on the body and the character is exhausted after its use suffering a penalty equal to 5+ ½ the bonus granted (rounded up) by powering up to attack throws, saving throws, and initiative rolls

 

KI: The Saiyans have a form of magic only known to them that they initially know. They use this magic from a mix of natural power and marital arts.

 

A Saiyan warrior can spend Ki points as a free action to:

 

Reduce damage taken by 1 per point spent min 0
Increase armor by 1 per 3 points spent from ranged attacks

Attack with a Ki blast that deals 1d2 points of energy damage per 3 points of KI spent. Ranged attack required, no range penalty, max distance 10 feet per level.

Increase flying speed by 10 feet per 5 points spent for an hour


If you are honestly thinking of using this class then replace what I have of the KI and look at the magus class in the download section of the site and work with half the points or something like that. It would be a better version of what the Z fighters can do with their Ki then what I have down now. I only honestly added it so I could have KI blasts. 

 

What do people think? It was just a stupid idea I've been kicking around since I made my first post on the forum and didn't know any better. It was a lot easier to reskin and tinker with the Thrassian than coming up with something else all together so thank you Alex.