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NEW FEATS

The following chapter details a selection of new feats appropriate to a Dragonball setting.
Monstrous Feats
Oozaru Mastery
Powerful Tail
Super Saiya-jinn
Heritage
Unbridled Rage

Prerequisites
Wis 13, saiya-jinn or
half-saiya-jinn, base
attack bonus +15
Saiya-jinn or
half-saiya-jinn, base
attack bonus +10
Half-saiya-jinn,
super saiya-jinn parent
Half-saiya-jinn

Benefit
Control Oozaru form
Act normally when tail is grappled
Ignore trauma requirement for
super saiya-jinn prestige class
Gain powerful rage 1/day at
DMs discretion

OOZARU MASTERY (MONSTROUS)


Youre smarter than the average ape.
Prerequisite: Wis 13, saiya-jinn or half-saiya-jinn, base attack bonus +15.
Benefit: When you transform into an Oozaru, you can make a Will save (or Control Shape
check, at the DMs discretion) to maintain control of your behavior while so transformed. This
save has a DC equal to 13 + 1/2 your HD.
Normal: Saiya-jinns have no control over their behavior while in Oozaru form.

POWERFUL TAIL (MONSTROUS)


Opponents seeking to capitalize on the tail weakness of your race are in for a nasty surprise.
Prerequisite: Saiya-jinn, base attack bonus +10.
Benefit: You suffer no ill effects from having your tail grappled. Having your tail sundered still
renders you unable to transform into an Oozaru.
Normal: Saiya-jinns are rendered helpless when their tails are grappled.

SUPER SAIYA-JINN HERITAGE (MONSTROUS)


The blood of a super saiya-jinn flows through your veins, making it natural for you to transform
as well with sufficient training.
Prerequisite: Half-saiya-jinn, super saiya-jinn parent.
Benefit: You can apply for the super saiya-jinn prestige class without meeting the special
trauma requirement. This feat can only be taken at 1st level.

UNBRIDLED RAGE (MONSTROUS)


The saiya-jinn blood in your veins sustains you in dire circumstances.
Prerequisite: Half-saiya-jinn.
Benefit: Once per day, at a time designated as sufficiently traumatic by the DM, you gain a
+8 bonus to your Strength score and a -2 penalty to Armor Class. During this fit of rage, which
lasts for a number of rounds equal to your Constitution modifier, you are entirely focused on
whatever caused you to become angry, taking appropriate steps to eliminate the threat.

NEW MONSTERS
This chapter details some of the most iconic races in the Dragonball series for use as allies,
adversaries, and interesting player character choices.

HUMAN VARIANTS
The world of Dragonball introduces two new subraces of human; the Awakened and the Eternal
Child. Tienshenhan and Chaiotzu, two of the series most enduring characters, are members of
these subraces.
Awakened
The awakened are humans that have gone through a mystical ritual that permanently opens their
third eye, unlocking a wellspring of hidden power. However, their insight into the mysteries of the
supernatural renders them somewhat inept at dealing with the mundane world.
Awakened humans share all the racial traits of humans except as follows;
+2 Wis, -2 Cha.

Naturally Psionic; Awakened humans gain 1 bonus power point at 1st level. This benefit
does not grant them the ability to manifest powers unless they gain that ability through
another source, such as levels in a psionic class.
Awakened humans do not receive extra skill points at 1st level.

Favored Class: Psychic Warrior.

Eternal Child
A mysterious race, the eternal children are naturally gifted in the psionic arts.
Eternal children share all racial traits of humans except as follows;
+2 Wis, -2 Int.

Small; As a Small creature, an eternal child gains a +1 size bonus to Armor Class, a +1 size
bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons
than Medium creatures use, and his lifting and carrying limits are three-quarters of those of
a Medium character.
Naturally Psionic; Eternal children gain 3 bonus power point at 1st level. This benefit does
not grant them the ability to manifest powers unless they gain that ability through another
source, such as levels in a psionic class.
Psi-like abilities; 3/dayfar hand, force screen, mindlink.

Favored Class: Psion.

NAMEKE-JINN
NAMEKE-JINN RACIAL TRAITS
+2 Dexterity, +2 Constitution, +4 Wisdom; nameke-jinns are agile, tough, and wise.

Outsider with native subtype


Medium size
Base land speed 30 feet.
Low-light vision.
+2 racial bonus on Listen, Search, and Spot checks. A nameke-jinn who merely passes
within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if
he were actively looking for it.
Naturally Psionic; Nameke-jinn gain 3 bonus power points at 1st level. This benefit does
not grant them the ability to manifest powers unless they gain that ability through another
source, such as levels in a psionic class.
Enlarge (Ps): Once per day, a nameke-jinn can manifest expansion, as the power.
Alternatively, the nameke-jinn can internalize the size increase, gaining the ability to

extend any one limb out to a reach of 10 feet once per round. Regardless of the version
chosen, this ability only lasts 10 rounds per day.
Nameke-jinn Fission (Ps): Once per week, a nameke-jinn of 11th level or higher can
manifest fission, as the power; this is the method by which nameke-jinns reproduce. The
fission is permanent once completed.
Nameke-jinn Fusion (Ps): Once per week, a nameke-jinn of 13th level or higher can
manifest fusion, as the power. A nameke-jinn can only fuse in this manner with another
nameke-jinn, and the fusion is permanent once completed.
Regeneration 5 (Ex); Electricity and sonic deal normal damage to a nameke-jinn. If a
nameke-jinn loses a limb or body part, the lost portion regrows in 3d6 minutes. The
creature can reattach the severed member instantly by holding it to the stump.
Favored class: Psychic Warrior.
Level Adjustment: +3.

SAIYA-JINN
This humanoid stands head and shoulders above the average human, with a solidly muscular
build. Its face is framed by wild, dark-colored hair and a monkey-like tail wraps around its waist.
Saiya-jinns are a race of barbaric soldiers that live for the thrill of battle.
A saiya-jinn stands about six-and-a-half feet tall and weighs around 250 lb. Their hair, which is
almost always worn long and free, ranges in color from rusty to black, and the eyes are typically a
dark brown. All saiya-jinns have a simian tail, which is usually covered with brown fur. A primitive
race, saiya-jinns in their natural environment dress in tanned leather and hide.

Saiya-jinn, Normal Form


Medium Outsider (Native)
Hit Dice: 6d8+18 (48 hp)
Initiative: +2
Speed: 40 ft. (8 squares)
Armor Class: 22 (+2 Dex, +7 natural, +3 studded leather), touch 12, flat-footed 20
Base Attack/Grapple: +6/+14
Attack: +1 unarmed strike +11 melee (1d10+5)
Full Attack: +1 unarmed strikes +11/+6 melee (1d10+5)
Space/Reach: 5 ft./5 ft.
Special Attacks: Oozaru form
Special Qualities: Darkvision 60 ft., powerful build, saiya-jinn pride, tail weakness, warrior race
Saves: Fort +7, Ref +6, Will +6
Abilities: Str 18, Dex 15, Con 16, Int 8, Wis 14, Cha 9
Skills: Appraise +8, Balance +4, Climb +13, Intimidate +8, Jump +19, Sense Motive +11, Survival
+11, Tumble +13
Feats: Improved Natural Attack (unarmed strike), Improved Unarmed Strike R, Leap Attack, Power
Attack, Superior Unarmed StrikeR
Environment: Any (Plane of Vegeta)
Organization: Solitary, band (3-7), or camp (30 or more)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +4
Saiya-jinn, Oozaru Form
Huge Outsider (Native)

Hit Dice: 6d8+42 (72 hp)


Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 23 (-2 size, +0 Dex, +12 natural, +3 studded leather), touch 8, flat-footed 23
Base Attack/Grapple: +6/+31
Attack: +1 unarmed strike +17 melee (3d8+13) or breath weapon (3d6 force)
Full Attack: +1 unarmed strikes +17/+12 melee (3d8+13) or breath weapon (3d6 force)
Space/Reach: 15 ft./15 ft.
Special Attacks: Oozaru form
Special Qualities: Darkvision 60 ft., powerful build, saiya-jinn pride, tail weakness, warrior race
Saves: Fort +11, Ref +4, Will +6
Abilities: Str 34, Dex 11, Con 24, Int 8, Wis 14, Cha 9
Skills: Appraise +8, Balance +2, Climb +21, Intimidate +8, Jump +27, Sense Motive +11, Survival
+11, Tumble +11
Feats: Improved Natural Attack (unarmed strike), Improved Unarmed Strike R, Leap Attack, Power
Attack, Superior Unarmed StrikeR
Environment: Any (Plane of Vegeta)
Organization: Solitary, band (3-7), or camp (30 or more)
Challenge Rating: 5
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +4
COMBAT
Saiya-jinns leap into combat to gain the full benefits of the Leap Attack feat. Naturally strong,
even in their weakest form, these born warriors are also capable of some amazing defensive
maneuvers, particularly the ability to naturally heal when the odds are against them.
Of course, saiya-jinns really come into their own when they transform into their Oozaru form.
Nearly mindless juggernauts of destruction, these beasts can lay waste to entire landscapes in a
frighteningly short amount of time.
Oozaru Form (Ex): When saiya-jinns stare at the light of the full moon, they begin a horrific
change, resulting in a destructive new creature known as the Oozaru. While in this form (which
lasts as long as exposure to the source remains), the saiya-jinn assumes Huge size, gaining a
+16 size bonus to Strength, -4 size penalty to Dexterity, +8 size bonus to Constitution, +5 natural
armor bonus to AC, +8 size bonus to grapple checks, -2 size penalty to AC and attacks, and -8
size penalty on Hide checks.
While in Oozaru form, a saiya-jinn gains a breath weapon, a 30-foot line of force that deals 1d6
damage per 2 HD of the saiya-jinn. A Reflex save (DC 15) halves this damage. This ability may
only be used once every 1d4 rounds of combat. The save DC is Wisdom-based.
In Oozaru form, a saiya-jinn becomes consumed with bloodlust, and cannot think rationally.
Their behavior is determined on the following table each round.
d%

Behavior

1.10 Beat chest and roar.


11.20 Attack nearest inanimate object (may include buildings), mistaking it for an opponent.
21.50 Act normally.
51-80 Attack nearest creature with unarmed strikes.
90-100 Fire breath weapon (reroll if currently expended).
Powerful Build (Ex): The physical stature of saiya-jinns let them function in many ways as if
they were one size category larger. Whenever saiya-jinns are subject to a size modifier or special
size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip
attempts), they are treated as one size larger if doing so is advantageous to them. They are also
considered to be one size larger when determining whether a creatures special attacks based on
size (such as improved grab or swallow whole) can affect them. They can use weapons designed
for a creature one size larger without penalty (hence, they deal unarmed damage as if a monk of
one size category larger). However, their space and reach remain those of a creature of their
actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells
that change the subjects size category.

Saiya-jinn Pride (Ex): Saiya-jinn are proud and tenacious warriors. When saiya-jinns drop
between -1 and -9 hit points, they are treated as disabled rather than dying. At -10 hit points, they
immediately die as normal. Furthermore, saiya-jinns in this deaths door range gain fast healing
1 until they are restored to at least 1 hit point. If a saiya-jinn has some means to extend this
negative hit point range, the fast healing applies during this time as well.
Furthermore, saiya-jinns always gain XP for any encounter in which they enters combat, win or
lose, so long as they survive the encounter.
Tail Weakness (Ex): Saiya-jinn have extremely sensitive tails. If an opponent manages to
grapple a saiya-jinn by its tail, it is automatically rendered helpless until the tail is released. Also,
a saiya-jinn that has its tail removed (for the purpose of sundering, a saiya-jinns tail has a
hardness of 2 with 10 hit points in normal form and 30 hit points in Oozaru form) cannot transform
into an Oozaru until the tail is replaced with regeneration or a similar effect.
Warrior Race (Ex): Saiya-jinn are natural warriors, and their own bodies are more powerful
than most weapons and armor. Saiya-jinns treat their unarmed strikes as both natural and
manufactured weapons for the purpose of spells and effects that enhance or improve either type
of weapon.
Additionally, saiya-jinns gain a +1 insight bonus to Armor Class for every five character levels
they attain. The insight bonus stacks with the class bonus provided by monk levels.
Finally, saiya-jinns take only half the aging penalty to their Strength, Dexterity, and Constitution
score that a character of another race would take; although they mature mentally at about the
same rate as a human, they retain their youth and vigor for much longer.
The saiya-jinn presented here had the following ability scores before racial adjustments; Str 13,
Dex 11, Con 12, Int 8, Wis 10, Cha 9.
SAIYA-JINN ELITE
While even the weakest saiya-jinn is a deadly opponent, saiya-jinn elites are nearly
unstoppable in battle. These terrifying warriors are sent across planar boundaries by their
fiendish employers for a single purpose: to conquer entire worlds in the name of Hell.
Saiya-jinn Elite, 13th-Level Monk
Medium Outsider (Native)
Hit Dice: 6d8+13d8+76 (165 hp)
Initiative: +7
Speed: 80 ft. (16 squares)
Armor Class: 41 (+7 Dex, +7 natural, +3 Wis, +2 insight, +4 monk, +8 armor), touch 26, flatfooted 34
Base Attack/Grapple: +15/+25
Attack: +1 unarmed strike +23 melee (6d8+7)
Full Attack: Flurry of +1 unarmed strikes +23/+23/+23/+18 melee (6d8+7)
Space/Reach: 5 ft./5 ft.
Special Attacks: Ki strike (magic and lawful), Oozaru form
Special Qualities: Abundant step, darkvision 60 ft., diamond body, evasion, improved evasion,
powerful build, purity of body, saiya-jinn pride, slow fall 60 ft., still mind, tail weakness, warrior
race, wholeness of body, SR 23
Saves: Fort +16, Ref +19, Will +15
Abilities: Str 22, Dex 24, Con 18, Int 8, Wis 16, Cha 10
Skills: Appraise +8, Balance +9, Climb +31, Intimidate +25, Jump +53, Sense Motive +28,
Survival +11, Tumble +18
Feats: Deflect Arrows, Improved Natural Attack (unarmed strike), Improved Trip, Improved
Unarmed StrikeR, Leap Attack, Oozaru Mastery, Power Attack, Powerful Tail, Ring the Golden
Bell, Stunning Fist, Superior Unarmed StrikeR, Weapon Focus (unarmed strike)
Environment: Any (Plane of Vegeta)
Organization: Solitary, band (3-7), or camp (30 or more)
Challenge Rating: 18
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +4

Possessions: Boots of speed, monks belt, +8 vest of armor, +6 gloves of Dexterity, 3 potions of
cure serious wounds, artificial moonlight (1 sphere)
Saiya-jinn Elite, Oozaru Form
Huge Outsider (Native)
Hit Dice: 6d8+13d8+152 (241 hp)
Initiative: +5
Speed: 80 ft. (16 squares)
Armor Class: 42 (-2 size, +5 Dex, +12 natural, +3 Wis, +2 insight, +4 monk, +8 armor), touch 22,
flat-footed 35
Base Attack/Grapple: +15/+41
Attack: +1 unarmed strike +29 melee (12d8+15) or breath weapon (9d6 force)
Full Attack: Flurry of +1 unarmed strikes +29/+29/+29/+24 melee (12d8+15) or breath weapon
(9d6 force)
Space/Reach: 15 ft./15 ft.
Special Attacks: Ki strike (magic and lawful), Oozaru form
Special Qualities: Abundant step, darkvision 60 ft., diamond body, evasion, improved evasion,
powerful build, purity of body, saiya-jinn pride, slow fall 60 ft., still mind, tail weakness, warrior
race, wholeness of body, SR 23
Saves: Fort +20, Ref +17, Will +15
Abilities: Str 36, Dex 20, Con 26, Int 8, Wis 16, Cha 10
Skills: Appraise +8, Balance +7, Climb +39, Intimidate +25, Jump +61, Sense Motive +28,
Survival +11, Tumble +16
Feats: Deflect Arrows, Improved Natural Attack (unarmed strike), Improved Trip, Improved
Unarmed StrikeR, Leap Attack, Oozaru Mastery, Power Attack, Powerful Tail, Ring the Golden
Bell, Stunning Fist, Superior Unarmed StrikeR, Weapon Focus (unarmed strike)
Environment: Any (Plane of Vegeta)
Organization: Solitary, band (3-7), or camp (30 or more)
Challenge Rating: 18
Treasure: Standard
Alignment: Usually neutral evil
Advancement: By character class
Level Adjustment: +4
Possessions: Boots of speed, monks belt, +8 vest of armor, +6 gloves of Dexterity, 3 potions of
cure serious wounds, artificial moonlight (1 sphere)
COMBAT
Oozaru Form (Ex): A saiya-jinn elite that makes a Will save (DC 22) maintains control of his
behavior during an Oozaru transformation. The Reflex save for half damage against a saiya-jinn
elite Oozarus breath weapon has a DC of 22.
The saiya-jinn elite presented here had the following ability scores before racial adjustments;
Str 15, Dex 13, Con 14, Int 8, Wis 12, Cha 10.
SAIYA-JINN SOCIETY
Militant in the extreme, saiya-jinns judge everything and everyone based on combat prowess.
Weak or inferior opponents are unworthy of notice at best and cattle to be slaughtered at worst.
In addition to strength and endurance, saiya-jinn culture extols the virtue of a warriors pride, and
any saiya-jinn worth his salt would rather die honorably in battle than surrender.
The saiya-jinns once shared their world with a technologically superior but physically weaker
race known as the Tsufuru-jinn. The two races coexisted uneasily for many generations before
the saiya-jinn finally attacked one fateful, moonlit night, nearly driving the Tsufuru-jinn to extinction
and forcing them to flee their home plane.
Soon after, the saiya-jinns encountered a new breed of visitors; the devils of the Nine Hells,
who made them a lucrative offer. If the saiya-jinns would serve as shock troops in the Blood War,
in addition to conquering other Material Planes so that their diabolical employers could sell them
to the highest bidder, the devils promised access to technology beyond the saiya-jinns wildest
dreams. So far, both sides have kept up their end of the bargain, but saiya-jinns are not known

for their loyalty or adherence to tradition, so the pact between the warrior race of Vegeta and the
tyrants of Baator remains dubious at best.
Saiya-jinn have no true deity as a race, but most believe in the Legendary Super Saiya-jinn, a
warrior of such incredible power that he could level worlds in the blink of an eye. The few saiyajinn clerics in existence gain spells through belief in this mythical figure, which also grants access
to the Destruction, Strength, and War domains. His favored weapon is an unarmed strike; hence,
clerics of the Legendary Super Saiya-jinn with the War domain gain Improved Unarmed Strike
and Weapon Focus (unarmed strike) as bonus feats.
SAIYA-JINNS AS CHARACTERS
Saiya-jinn characters possess the following racial traits.
+4 Str, +4 Dex, +4 Con, +4 Wis; saiya-jinn are natural warriors. They are strong, fast,
tough, and possessed of an innate combat sense.
Outsider with native subtype.

Medium-size.
Base land speed 40 feet.
+7 natural armor bonus.
Saiya-jinns gain darkvision out to 60 feet.
Oozaru form; see above.
Powerful build; see above.
Saiya-jinn pride; see above.
Warrior race; see above.
Improved Unarmed Strike and Superior Unarmed Strike as racial bonus feats.
Favored class: Monk.
Level Adjustment: +4.

HALF-SAIYA-JINN
Although far rarer than half-elves or half-orcs, saiya-jinns sometimes copulate with humans,
usually the strongest they can find, producing offspring that combine uncanny adaptability with
phenomenal power.
Half-saiya-jinn are slighter in build than their saiya-jinn forebearers, but possess the same tails,
and usually have the same hair and eye color as their human parents.
Half-saiya-jinn characters possess the following traits.
+4 Str, +2 Dex, +4 Con, +2 Wis; half-saiya-jinn inherit the natural combat prowess of the
saiya-jinns, although to a lesser degree.
Outsider with native subtype.

Medium-size.
Base land speed 30 feet.
+5 natural armor bonus.
Half-saiya-jinns gain darkvision out to 60 feet.
Hybrid Prodigy (Ex): For the purpose of qualifying for saiya-jinn-related feats and prestige
classes, the half-saiya-jinn must only meet 1/2 the base attack bonus requirement of a
normal saiya-jinn. The adaptability of the human blood in a half-saiya-jinns veins allows
it to learn new fighting techniques at a phenomenal rate.
Oozaru form; as saiya-jinn.
Saiya-jinn pride; a half-saiya-jinn gains XP for every encounter, win or lose, but does not
gain the ability to take any special actions when reduced to -1 hit points or lower, and
does not gain fast healing at this stage.
Warrior race; Half-saiya-jinn weapons are considered natural and manufactured weapons
for the purpose of spells and abilities that enhance them, and they gain a +1 insight
bonus to AC for every five character levels they attain. Half-saiya-jinns age normally.
Improved Unarmed Strike and Superior Unarmed Strike as racial bonus feats.

Favored class: Any.


Level Adjustment: +3.

NEW PRESTIGE CLASS: SUPER SAIYA-JINN


The sleeper has awakened.
According to legend, there existed a saiya-jinn in a millennia gone by with such incredible power
that he could tear worlds asunder with the sheer magnitude of his rage. Ultimately, this killing
machine destroyed himself with his own radical strength, but his legacy serves as an example to
which every saiya-jinn warrior aspires. As it turns out, the legend is true, and somewhere, a
saiya-jinn is destined to become the next Super Saiya-jinn.
The moment leading up to a super saiya-jinns transformation is always traumatic, wrought with
the pain of loss. As the heart of a powerful saiya-jinn breaks, so does a metaphorical dam
somewhere deep within, and the power that bursts forth transforms him into a thing of legend.
A transformed super saiya-jinn appears much as he did before he entered his rage, but his hair
raises into a crown of flames, and his eyes are a piercing jade that seems to stare into the soul.

CLASS REQUIREMENTS
To qualify to become a super saiya-jinn, a character must fulfill all of the following criteria.
Race: Saiya-jinn or half-saiya-jinn
Base Attack Bonus: +21.
Feats: Endurance, Diehard.
Special: The character must have suffered an emotional setback sufficiently traumatic to push
him past his limits and provoke him into his first super saiya-jinn rage. Effectively, the aspiring
super saiya-jinn must have sufficient XP to level into this class just as the incident occurs.

CLASS STATISTICS
Hit Dice: d12.
Skills: 4 + Int modifier. The super saiya-jinns class skills are Appraise, Balance, Climb,
Intimidate, Jump, Sense Motive, Survival, and Tumble.
THE SUPER SAIYA-JINN (SPECIAL ABILITIES BY LEVEL)
1st Super saiya-jinn transformation, fast movement +10 ft.
2nd Voluntary transformation
3rd Kiai Shout
4th Bulky transformation
5th Super saiya-jinn transformation (level 2), fast movement +20 ft
6th Greater Kiai Shout
7th Destructive transformation
8th Blinding speed
9th Unstoppable transformation
10th Super saiya-jinn transformation (level 3), fast movement +30 ft.

CLASS FEATURES
All of the following are class features of the super saiya-jinn prestige class.
Super Saiya-jinn Transformation (Ex): Whenever a saiya-jinns hit points fall below a number
equal to 5 multiplied by his Hit Dice, he gains a +10 bonus to his Strength score, a +4 bonus on
all saves, and damage reduction of 10/ (or his existing damage reduction of the same kind
improves by 10). He also takes a -2 penalty to AC as his rage partially blinds his judgment.
There is no limit to the number of times per day this ability can be used. A super saiya-jinn
transformation has all the same limitations on actions as a barbarians rage (see the barbarian

class feature in the Players Handbook). A super saiya-jinn cannot voluntarily end his
transformation, although he automatically drops out of it while unconscious, helpless, or if his hit
points rise above the threshold indicated above for any reason.
At 5th level, the bonus to a super saiya-jinns Strength score increases to +15, his bonus to
saves increases to +5, his damage reduction increases to 15/, and he also gains a +10 bonus to
his Dexterity score while transformed.
At 10th level, the bonus to a super saiya-jinns Strength score increases to +20, his bonus to
saves increases to +6, his damage reduction increases to 20/, the bonus to his Dexterity score
increases to +15, and he also gains a +10 bonus to his Wisdom score while transformed.
Fast Movement (Ex): A super saiya-jinns base speed increases by 10 feet. At 5th level, his
base speed increases by 20 feet, and at 10th level his base speed increases by 30 feet.
Voluntary Transformation (Ex): Beginning at 2nd level, a super saiya-jinn can voluntarily
initiate his transformation a number of times per day equal to his Wisdom modifier as a full-round
action that does not provoke attacks of opportunity. Unlike the standard version, this
transformation only lasts a number of rounds equal to 3 + his (newly modified at 10th level)
Wisdom modifier.
Kiai Shout: At 3rd level, a super saiya-jinn gains Kiai Shout as a bonus feat, even if he does
not normally meet the prerequisites. While transforming, the super saiya-jinn may opt to initiate a
kiai shout (or greater kiai shout, if he has the ability) as a swift action.
Bulky Transformation (Ex): At 4th level, a super saiya-jinn learns how to bulk up his muscles
at the expense of his agility. During a super saiya-jinn transformation, the super saiya-jinn can
decrease his speed by multiples of 10 (to a minimum of 20 feet). For every 10 feet sacrificed, he
gains a +4 bonus to his Constitution score. Also, for every 10 feet of speed sacrificed, the super
saiya-jinn suffers a -2 penalty to Reflex saves.
Greater Kiai Shout: At 6th level, a super saiya-jinn gains Greater Kiai Shout as a bonus feat,
even if he does not normally meet the prerequisites.
Destructive Transformation (Ex): Beginning at 7th level, a super saiya-jinn ignores the
hardness of any objects he strikes while transformed.
Blinding Speed (Ex): While transformed, a super saiya-jinn of 8th level or higher can act as if
subjected to a haste spell for up to 5 rounds per day. This ability does not stack with the Blinding
Speed epic feat, or the benefits of the actual haste spell.
Unstoppable Transformation (Ex): At 9th level, a super saiya-jinns transformation can no
longer be ended by receiving healing that would bring him past his normal damage threshold.
While this has no effect on a voluntary transformation, a super saiya-jinn that has entered an
involuntary transformation remains transformed until the end of combat. Furthermore, a super
saiya-jinn of this level no longer becomes exhausted at the end of a transformation.

NEW MAGIC ITEMS


NEW SPECIFIC WEAPON DESCRIPTIONS
Dragon Pole: Upon command, this +1 quarterstaff extends to a reach of 10 feet for a single
attack. The dragon pole can be extended in this manner once per round.
Faint transmutation; CL 5th; Craft Wondrous Item, stretch weapon; Price 22,000 gp.

NEW WONDROUS ITEMS


Artificial Moonlight: This handheld sphere, when thrown skyward, explodes one round later,
creating a 200-foot-square ball of light in the sky that duplicates the effects of a full moon. All
creatures that transform under the light of the full moon (such as saiya-jinns and lycanthropes)
are affected as if the false moon was real. This effect lasts for 14 hours.
Moderate illusion; CL 7th; Craft Wondrous Item, hallucinatory terrain; Price 700 gp.
Nimbus Cloud: Upon being called, this cloud-like chariot arrives at the destination of its
summoner in 1 round and serves the caller as a faithful mount for up to 10 minutes per day or
until dismissed. The nimbus cloud flies at 10 miles per minute, although its passengers feel none
of the effects of this swift movement. The cloud can carry up to 3 Medium or smaller creatures,

or 1 Large creature and 2 Medium or smaller creatures. If still aloft at the end of its duration, the
cloud floats downward 60 feet per round for 1d6 rounds before dissipating.
Strong conjuration; CL 15th; Craft Wondrous Item, cloud chariot; Price 216,000 gp.
Scouters: These devices, which are worn over the ear and one eye (taking up the same item
slot as goggles), are used to gauge the approximate fighting capability of an opponent. They
function as the detect evil spell, without regard to alignment. Characters with the ability to control
ki are automatically treated as clerics when detected by the scouters.
Faint divination; CL 1st; Craft Wondrous Item, detect evil; Price 2,000 gp.
Sensu Beans: Upon being ingested, these beans immediately heal the imbiber of 110 hit
points, and immediately end any and all of the following adverse conditions affecting the target;
ability damage, blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued,
feebleminded, insanity, nauseated, sickened, stunned, and poisoned.
Moderate conjuration; CL 11th; Craft Wondrous Item, heal; Price 3,300 gp

NEW ARTIFACTS
Dragonballs: There is a legend of a great and powerful dragon that sleeps at the center of the
world. The only way to summon this dragon is to bring together seven magical orbs known as
dragonballs. Upon being awakened from its centuries-long slumber, the Holy Dragon will grant
any one wish, as the spell. After granting the wish, the dragon vanishes, and the balls scatter to
the far corners of the world, lying dormant (and indistinguishable from ordinary boulders) for one
year afterward.

IMPORTANT DRAGONBALL NPCS


This chapter contains statistics for most of the primary heroes and villains of Dragonball and
Dragonball Z, with alternate statistics for the following sagas.
PICCOLO SAGA
The final Tenkachi Bukokai in the Dragonball series, where Goku and Piccolo had their climatic
battle in the final round.
MATCHUPS
1st Round:
2nd Round
Final Round

ChiChi VS Goku
Tienshenhan VS Yamcha
????? VS Krillin
Kame VS Piccolo
Goku VS Tienshenhan
Krillin VS Piccolo OR ????? VS Piccolo
Goku VS Piccolo OR ????? VS Goku

ChiChi, Piccolo Saga


Female Human Barbarian 14
Medium Humanoid (Human)
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Challenge Rating: 14

Alignment: Neutral Good


Possessions:
Kame, Piccolo Saga
Nameke-jinn Cleric 13
Medium Outsider (Native)
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Challenge Rating: 16
Alignment: Lawful Good
Possessions:
Krillin, Piccolo Saga
Male Human Ki Master 14
Medium Humanoid (Human)
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Challenge Rating: 14
Alignment: Lawful Good
Possessions:
Piccolo, Piccolo Saga
Nameke-jinn Warlock 6/Ki Master 7
Medium Outsider (Native)
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:

Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Challenge Rating: 16
Alignment: Chaotic Evil
Possessions:
Son Goku, Piccolo Saga
Male Saiya-jinn Ki Master 12
Medium Outsider (Native)
Hit Dice: 6d8+12d8+90 (171 hp)
Initiative: +5
Speed: 80 ft. (16 squares)
Armor Class: 33 (+5 Dex, +6 Wis, +7 natural, +3 class, +2 insight), touch 26, flat-footed 28
Base Attack/Grapple: +15/+25
Attack: Unarmed strike +22 melee (4d8+6) or ki powers
Full Attack: Flurry of unarmed strikes +22/+22/+22 melee (4d8+6) or ki powers
Space/Reach: 5 ft./5 ft.
Special Attacks: Greater flurry of blows, ki power (15 ki points per day), ki strike (magic, good),
powerful build, unarmed strike
Special Qualities: Darkvision 60 ft., saiya-jinn pride, warrior race
Saves: Fort +18, Ref +18, Will +19 (+21 if ki pool isnt empty)
Abilities: Str 22, Dex 20, Con 20, Int 12, Wis 23, Cha 16
Skills: Balance +28, Climb +27, Concentration +26, Diplomacy +26, Jump +28, Sense Motive
+27, Tumble +22
Feats: Expanded Ki Pool (+3 ki points), Force Ki Blast, Improved Unarmed Strike, Kamehameha,
Ki Blast, Ki Jaunt, Ki Sense, Leap Attack, Power Attack, Ranged Ki Blast, Ring The Golden Bell,
Stunning Fist, Superior Unarmed Strike, Taiyoken, Weapon Focus (unarmed strike)
Challenge Rating: 16
Alignment: Lawful Good
Possessions: Dragon pole, monks belt, nimbus cloud, 3 sensu beans
Tienshenhan, Piccolo Saga
Male Awakened Human Ki Master 13/Psychic Warrior 2
Medium Humanoid (Human)
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Challenge Rating: 15
Alignment: Lawful Neutral
Possessions:

Yamcha, Piccolo Saga


Male Human Battle Dancer 1/Ki Master 13
Medium Humanoid (Human)
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Challenge Rating: 14
Alignment: Chaotic Good
Possessions:
ARRIVAL OF RADITZ
The beginning of Dragonball Z; specifically, the battle in which Goku and Piccolo fought Gokus
older brother Raditz and learned of the saiya-jinn threat.
Kame, Arrival of Raditz: Nameke-jinn Cleric 15 (CR 18)
Krillin, Arrival of Raditz: Male Human Ki Master 15 (CR 15)
Piccolo, Arrival of Raditz: Nameke-jinn Warlock 7/Ki Master 8 (CR 18)
Raditz, Arrival of Raditz: (CR 20)
Son Goku, Arrival of Raditz: Male Saiya-jinn Ki Master 14 (CR 18)
VEGETA SAGA
The battle against the saiya-jinn elites Vegeta and Nappa that takes place one year after the
arrival of Raditz.
Chaiotzu, Vegeta Saga: (CR 17)
Kame, Vegeta Saga: Nameke-jinn Cleric 16 (CR 19)
Krillin, Vegeta Saga: Male Human Ki Master 18 (CR 18)
Nappa, Vegeta Saga: (CR 20)
Piccolo, Vegeta Saga: Nameke-jinn Warlock 8/Ki Master 8 (CR 19)
Son Gohan, Vegeta Saga: Male Half-Saiya-jinn Barbarian 2/Ki Master 8 (CR 13)
Son Goku, Vegeta Saga: Male Saiya-jinn Ki Master 18 (CR 22)
Tienshenhan, Vegeta Saga: Male Awakened Human Ki Master 16/Psychic Warrior 2 (CR 18)
Vegeta, Vegeta Saga: (CR 22)
Yamcha, Piccolo Saga: Male Human Ki Master 18 (CR 18)
GINYU SAGA
The desperate battle against Friezas Ginyu Force on the plane of Namek.
Captain Ginyu, Ginyu Saga: (CR 23)
Dende, Ginyu Saga: Nameke-jinn Cleric 11 (CR 14)
Burter, Ginyu Saga: (CR 22)
Guldoh, Ginyu Saga: (CR 22)
Jeice, Ginyu Saga: (CR 22)
Krillin, Ginyu Saga: Male Human Ki Master 20 (CR 20)
Nail, Ginyu Saga:
Recoome, Ginyu Saga: (CR 22)
Son Gohan, Ginyu Saga: Male Half-Saiya-jinn Barbarian 2/Ki Master 15 (CR 20)

Son Goku, Ginyu Saga: Male Saiya-jinn Ki Master 20 (CR 24)


Vegeta, Ginyu Saga: (CR 22)
FRIEZA SAGA
The climatic battle with Frieza, which results in Gokus first transformation into a super saiya-jinn
and the destruction of the plane of Namek.
Frieza, Frieza Saga: (CR 24)
Kame, Frieza Saga: Nameke-jinn Cleric 20 (CR 23)
Piccolo, Frieza Saga: Nameke-jinn Warlock 10/Ki Master 10 (CR 23)
Son Goku, Frieza Saga: Male Saiya-jinn Ki Master 20/Super Saiya-jinn 1 (CR 25)
ALTERNATE FUTURE
The terrible future that would have been if Trunks had not gone back in time to ensure that Goku
was alive to confront the android menace. In this reality, the Prime Material Plane has fallen into
chaos as two (possibly more) deadly androids wage an endless war of destruction and terror on
its inhabitants.
TRUNKS SAGA
The battle in which Trunks first appears, destroys Frieza and his father, and warns the others of
the dark future that awaits them.
Frieza, Trunks Saga: (CR 26)
Future Trunks, Trunks Saga: (CR 27)
Son Goku, Trunks Saga: Male Saiya-jinn Ki Master 20/Super Saiya-jinn 3 (CR 27)
ANDROIDS SAGA
The initial battles with Dr. Geros androids that takes place three years after the events of the
Trunks Saga.
Android #16: (CR 27)
Android #17: (CR 27)
Android #18: (CR 27)
Android #19: (CR 26)
Android #20: (CR 26)
Kame, Frieza Saga: Nameke-jinn Cleric 23 (CR 26)
Krillin, Androids Saga: Male Human Ki Master 25 (CR 25)
Piccolo, Androids Saga: Nameke-jinn Warlock 11/Ki Master 12 (CR 26)
Son Gohan, Androids Saga: Male Half-Saiya-jinn Barbarian 2/Ki Master 20 (CR 25)
Tienshenhan, Androids Saga: Male Awakened Human Ki Master 23/Psychic Warrior 2 (CR
25)
Vegeta, Androids Saga: (CR 27)
Yamcha, Androids Saga: Male Human Ki Master 24 (CR 24)
IMPERFECT CELL SAGA
The appearance of Cell, the rejoining of Piccolo and Kami into one being, and the absorption of
Android #17.
Imperfect Cell, Imperfect Cell Saga: (CR 27)
Piccolo, Imperfect Cell Saga: Male Nameke-jinn Warlock 12/Ki Master 12 (CR 27)
PERFECT CELL SAGA
The battle between the now ascended Trunks and Vegeta against Cell in his second form, which
ends with Imperfect Cell absorbing Android #18 and assuming his ultimate form, Perfect Cell.
Future Trunks, Perfect Cell Saga: (CR 28)
Imperfect Cell, Pefect Cell Saga: (CR 28)
Son Gohan, Perfect Cell Saga: Male Half-Saiya-jinn Barbarian 2/Ki Master 20/Super Saiyajinn 3 (CR 28)
Son Goku, Perfect Cell Saga: Male Saiya-jinn Ki Master 20/Super Saiya-jinn 4 (CR 28)
Vegeta, Perfect Cell Saga: (CR 28)

CELL GAMES SAGA


The battle between the Z Warriors and Perfect Cell, which results in the death of Android #16 and
Gohans ascension to the second level of super saiya-jinn.
Perfect Cell, Cell Games Saga: (CR 30)
Piccolo, Cell Games Saga: Nameke-jinn Warlock 12/Ki Master 13 (CR 28)
Son Gohan, Cell Games Saga: Male Half-Saiya-jinn Barbarian 2/Ki Master 20/Super Saiyajinn 5 (CR 30)
HEAVENS TOURNAMENT SAGA
The Annouchi Budokai, an otherworldly tournament in which the spirits of Goku and Pikkon battle
in the final round. Presumably, it was during this climatic battle that Goku ascended to the
second level of super saiya-jinn.
Son Goku, Heavens Tournament Saga: Male Super Saiya-jinn Ki Master 20/Super Saiya-jinn
6 (CR 30)
BABADI SAGA
The Tenkachi Budokai that takes place seven years after the destruction of Perfect Cell, resulting
in the revelation of a plot to revive the sinister Majin Buu. In this saga, the Z Warriors face off
against the henchman of the wizard Babadi, who uses the energy from their battles to fuel Majin
Buus awakening.
Dabura, Babadi Saga: (CR 30)
Majin Buu, Babadi Saga: (CR 33)
Son Goku, Babadi Saga: Male Saiya-jinn Ki Master 20/Super Saiya-jinn 10 (CR 34)
FUSION SAGA
After suffering a traumatic defeat at the hands of Majin Buu, the Z Warriors regroup to train
Trunks and Goten in the art of Fusion in hopes of creating a more powerful warrior known as
Gotenks. In the meantime, Majin Buu assumes the form of Super Buu. The saga continues with
a skirmish between a Kaiou-awakened Gohan and Super Buu, the battle between Vegeto and
Super Buu, and the final battle between Goku and Kid Buu.
Kid Buu, Fusion Saga: (CR 35)
Super Buu, Fusion Saga: (CR 34)
Vegeto, Fusion Saga: (CR 35)
MOVIES
The following characters appeared only in the Dragonball Z movies.
Broly, The Legendary Super Saiya-jinn: Male Paragon Saiya-jinn Barbarian 5/Super Saiyajinn 4(CR 30)
Son Gohan Feat Progression
Racial: Improved Unarmed Strike, Superior Unarmed Strike
Ki Master 1: Ki Sense
Ki Master 2: Ki Blast
Ki Master 4: Ranged Ki Blast
Ki Master 6: Kamehameha
Ki Master 8: Ki Jaunt
Ki Master 10:
Ki Master 12:
Ki Master 14:
Ki Master 16: Ki Shield
Ki Master 18:
Ki Master 20:

Son Goku Feat Progression


Racial: Improved Unarmed Strike, Superior Unarmed Strike
1st: Power Attack
3rd: Weapon Focus (unarmed strike)
Ki Master 1: Ki Sense
6th: Leap Attack
Ki Master 2: Ki Blast
Ki Master 4: Ranged Ki Blast
9th: Stunning Fist
Ki Master 6: Kamehameha
12th: Ring The Golden Bell
Ki Master 8: Taiyoken
Ki Master 10: Force Ki Blast
15th: Expanded Ki Pool (+3 ki points)
Ki Master 12: Ki Jaunt
18th: Expanded Ki Pool (+6 ki points)
Ki Master 14: Ki Flight
Ki Master 16: Kaiou-Ken
21st: Recharge Ki
Ki Master 18: Spirit Bomb
24th: Epic Spirit Bomb
Ki Master 20: Improved Ki Sense
27th: Shunken Idaou
30th: Flyby Attack
33rd: Expanded Ki Pool (+9 points)
Character Name
Character Gender, Race, Class, Level
Character Size and Type
Hit Dice:
Initiative:
Speed:
Armor Class:
Base Attack/Grapple:
Attack:
Full Attack:
Space/Reach:
Special Attacks:
Special Qualities:
Saves: Fort +, Ref +, Will +
Abilities: Str , Dex , Con , Int , Wis , Cha
Skills:
Feats:
Challenge Rating:
Alignment:
Possessions:

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