The Absolute Dragonball The third installment of the Dragonball Books. The GT of the series... well hopefully not.
Forward Alright, this is the third book in the Dragonball Series, and this is the one where we go all out. This will be the final book in the series hopefully, and we'll cover as much as possible here. There were little things that I forgot in the other two books, and there was stuff that I could have done but didn't. This will include new Prestige Paths and regular Feats for each race. With this book I hope to finish what I started with The Complete Dragonball and finally make a DBZ system that works and doesn't have Frieza be a CR 3 creature.
Androids NATURAL WEAPON [ANDROID, SOUL] Prerequisites: Android, Bio-Android Benefit: You gain a Natural Weapon of your choice that deals 1d6 damage + 1d6 damage per 5 ranks in Unarmed Strike you have above 1. This becomes a Racial Weapon. ABSORB OTHER [ANDROID, KI] Prerequisites: Android, Bio-Android, Absorb Android Benefit: You may absorb any being. Doing so is a slow process and must be made as a grapple attempt. If you have a Tail Slap you can use this instead of the grapple attempt. Should you succeed, you drain 10 Reiatsu per point of Spellscore that you possess from the target this may go above your maxiumum . Should you drain them to 0 or less, they die and are absorbed into you. If you absorb someone with the normal human flaw, you gain 1 statistic point to place in one of your statistics per 100 such people you absorb. Should you absorb someone with a power level rating you gain their modifiers as a bonus to your statistics, and one quarter of their power level added to your own. You may attempt to absorb someone at once without draining their Reiatsu, but to do so requires them to be below 50% of their hit points and you must succeed a Grapple attempt (regardless of whether you have a Tail Slap or not.). Should you succeed, you absorb a target. While they are absorbed, they take your Strength Modifier in d8s crushing damage each round. Should they die from the damage, you gain the bonuses mentioned above as they are digested. A target is treated as pinned while being within you, and may attempt a grapple check each round to escape as normal. GENETIC TRANSFER [ANDROID, KI] Prerequisites: Android, Bio-Android Benefit: You may attempt to implant your DNA into a subject making them your willing slave. To do so you must first reduce their hit points to below 25%. You must then attempt to make a touch attack. Should you succeed, the target gains a will save to resist your effect that is Constitution Based. Should they fail, they become your ally regardless of their former allegiances. You may attempt this any number of times, but once someone makes a will save against your effect, they are immune to further attempts for 24 hours. Alternatively, you may attempt to infect a host. To do so requires the same as attempting to make them your willing slave, except that if you succeed and they fail the will save, you take complete control of the body and may use the target as your own body while you remain inert within the body. You add your ability modifiers as bonuses to their ability scores, and you add your power level to theirs. You have access to all feats that the target has, as well as any feat you have. You may end this effect at any time as a free action. If you, as the combined entity, are reduced to 25% of your hit points or less, the target gains a new will save to remove your presence each round. POWER SENSING [ANDROID, KI] Prerequisites: Android Benefit: You gain an internal scouter that cannot be destroyed and senses any power level accurately unless hidden, in which case you must make a Sense Motive check vs their Bluff check to sense their power level as per the Sense Motive and Bluff skills.. FIGHTING MULTIPLIER [ANDROID, KI] Prerequisites: Android, Generator or Absorber Benefit: You wear an earring that you can flick as a swift action to gain a modifier to all Base Skill rolls equal to your maximum held power divided by 250. (So if you could hold 1500 Power Level, you would get a 6 modifier to all Base Skills). This bonus lasts for 3 + Intelligence Modifier in rounds before they reset to normal and may be used once per day.
BIO-EMULATION [ANDROID, KI] Prerequsites: Android, Bio-Android Benefit: Choose one race under your Bio-Android feat. You gain the racial abilities of that race. If you have an unarmed strike progression you don't gain a better one from a racial feat. Take the best Ki Ability progression from the races emulated. Special: You may take this multiple times up to the number of races under your Bio-Android feat. Each time it is taken, you gain another race's racial traits. ADVANCED BIO-ANDROID [ANDROID, KI] Prerequisites: Android, Bio-Android Benefit: You may place another race under your Bio-Android feat. Special: You may take this multiple times to gain one more race each time.
Feats for the Dragonball Character POWERED FIGHTING [GENERAL, KI] Prerequisites: A Racial Feat, 750+ Power Level Benefit: You gain a bonus on all d20 rolls equal to your Power Level divided by 500 (Minimum +2, Maximum +10). Should your power level drop to one half normal or lower, your bonus is halved (Round up). Should your Power Level drop to one quarter or below, your bonus is divided by 4 (Round up). TRANSFORMATIONAL GENKI DAMA [GENERAL, KI] Prerequisites: Ki Infused Race, Transformational Feat (Super Saiyajin, Mystic Shin, Wonder Majin or Changeling Transformation), Powered Fighting, Genki Dama Benefit: If you charge a Genki Dama and transform while still holding the Genki Dama, you cannot keep the Genki Dama going as your heart is filled with an emotion beyond total peace and contentment. You instead absorb the Genki Dama into yourself increasing your power level by 1,000 per full round you charged. This increase is temporary, but results in an increase to your Powered Fighting feat. Also it grants you an aura that grants a bonus to Damage Reduction equal to the damage it would have dealt for 3 + Wisdom Modifier rounds. Special: Once the aura ends, you are exhausted till you either receive healing, or receive 8 hours of rest. SUPER MECHA [GENERAL, SPECIAL] Prerequisites: Superior Mecha Benefit: You gain 1 Mecha Option for your mecha. Special: You may take this multiple times. Each time you do you gain an additional Mecha Option SUPERIOR ARTIFACT CREATION [GENERAL, SKILL] Prerequisites: Advanced Artifact Creation Benefits: You gain 1 Artifact Point, you still cannot have more Artifact Points than your maximum of 5. Special: You may take this multiple times. Each time you do gain an additional Artifact Point GREATER HERO [GENERAL, SKILL] Prerequisites: True Hero Benefits: You gain an additional Contact of Medium or Minor level Special: You may take this feat multiple times. Each time you do you gain another contact. SUPERIOR HERO [GENERAL, SKILL] Prerequisites: True Hero, Greater Hero Benefit: You gain an additional Major Contact. Special: You may take this feat as many times as you take Greater Hero minus 1. Each time this is taken gain an additional Major Contact. SUPERHEROICS [GENERAL, SOUL] Prerequisites: Secret Identity Benefit: Your Superheroic Identity gains an additional +2 Reputation or your non-superheroic identity gains +1 reputation. Special: You may take this multiple times. Each time it is taken, your superheroic identity gains an additional +2 reputation or your non-superheroic identity gains +1 reputation. BONUS TIME [GENERAL, SOUL] Prerequisites: Time's Edge Benefit: You gain another use of Time's Edge per day, and the percentage that your duplicate has to have opposing allegiances to your own is reduced by 5%. Special: You may take this feat multiple times. Each time you do, increase the number of uses of Time's Edge you have per day by 1, and decrease the opposed allegiance percentage by 5% to a minimum of 0%.
UNITED ATTACKS [KI, SOUL] Prerequisites: Special Attack Benefit: You may combine your special attack with another person's. Combining your attack with another person's is a simple process. Just add the descriptors from the first to the second that the second is missing. The second person's attack does one and a half times damage. You may only do this with another person, or while fused with another person. DUO-DIMENSIONAL GENKI DAMA [KI, SOUL] Prerequisites: Genki Dama Benefit: You have the ability to gather energy from multiple universes if there is a portal to another universe open. Gathering this energy takes 50 Full Rounds (Or 40 if you have the Improved Genki Dama feat). ADVANCED EUGINETICS [GENERAL, SOUL] Prerequisites: Euginetics Benefit: You can create a clone with the memories of the victim in question. Raise the DC of the check by 10.
Ki Abilities Ki Boom: You may have your Ki blast detonate in a 20 foot burst somewhere within your Ki blast's range. You may take this multiple times to increase the blast radius by 10 feet. Combined Ki: You may combine two Ki Shapes together into one super attack. You gain both shapes at once (So if you combined a line and a boom, you would get a line and the boom at the end of the line.) The combinations have to make logical sense.
Prestige Paths Space Pirate You are a being that goes through the cosmos and decimates planets for either pleasure or profit. Prerequisites: Feats: Ki Infused Race or Ki Infused, Vacuum Barrier Skills: Intimidate 10+ Ranks Special: 1,000+ Power Level 1 – GRAPPLING WEBS [PRESTIGE] You can send out webs in a 30 foot cone. All within the Cone must resist a grapple attempt using your Spellscore Modifier instead of your Strength Modifier. You count as your size category for this grapple check, or Medium, whichever is greater. 2 – Bonus Feat 3 – MONSTEROUS TRANSFORMATION [PRESTIGE] You gain a Transformation as per the Changeling Feat. You gain 2 Bonus Points to this Transformation. 4 – Bonus Feat 5 – MONSTEROUS CAPTAIN [PRESTIGE] You gain a +10 bonus to your Leadership score and gain the Leadership feat as a bonus feat regardless of prerequisites. Also you may gain up to your Spellscore Modifier in Cohorts instead of just 1. You no longer lose Leadership Score for unusual cruelty, and gain +1 to your Leadership score per 10 ranks of intimidate you possess.
Android Apothetic You are a scientist that has gone a little batty in your old age. Whether it's to keep yourself alive, or to take over the world, you have gone beyond the realm of natural science and have access to technology that borders on the magical. Prerequisites: Feats: Craft Construct Skills: Knowledge (Physical Sciences) 6+ Ranks, Knowledge (Biology) 6+ Ranks, Craft (Electronic) 12+ Ranks Special: Cannot be an Android and take this class. 1 – PARTIAL CONSTRUCT TRAITS [PRESTIGE] You gain a +5 bonus on all Fortitude Saves unless the save allowed affects objects as well. You eat and drink one tenth the norm for your species. You gain only three-quarters of the healing gained through feats and abilities unless the healing affects objects. 2 – Bonus Feat 3 – IMPROVED CRAFT CONSTRUCT [PRESTIGE] The time it takes you to craft a construct is reduced to one day per 2 hit dice. You can create constructs with your level +2 and you gain a +5 to all Craft (Electronic) Checks to make Androids. 4 – Bonus Feat 5 – ANDROID APOTHISIS [PRESTIGE] You finally achieve your dream and become an Android yourself. You gain the Android feat as a bonus feat regardless of prerequisites.
Planet Conquerer You are a being that desires to conquer planets either to expand an empire or sell the planet off to the highest bidder. Prerequisites: Feats: Vacuum Barrier or Race that doesn't Breath, Leadership Skills: Diplomacy 10+ Ranks, Unarmed Strike 10+ Ranks, Defense 10+ Ranks Special: 1,500+ Power Level 1 – CONQUERING SPEECH [PRESTIGE] You try to conquer first by speech. Add +5 to your Diplomacy and Intimidate Checks to get people to surrender to you. 2 – Bonus Feat 3 – SUPER SPECIAL ATTACK [PRESTIGE] You gain a Special Attack that deals damage over a several mile area instead of normal. This is a unique special attack in that it effects a burst equal to your level x 1 mile. It is built from your Spellscore Modifier + 1 point per 2 levels instead of your Spellscore and cannot have any other areas attached to it. You must pay for each individual dice of damage added to the special attack. This attack costs 1,000 Power Level + it's normal cost. This counts as a special attack for building purposes and teaching purposes. 4 – Bonus Feat 5 – IMPROVED LEADERSHIP You no longer lose Leadership Score for killing your underlings, and can lead 10 times the norm for your Leadership Score. Also, at will, you can attempt to remove the Dazed or Staggered condition from one ally per level per attempt. Make either an Intimidate or Diplomacy check versus their Level + 10. Should you succeed, the condition ends and they may resume fighting as normal.
Changeling Transformation Master Prerequisites: Feats: Changeling, Transformation at least twice Skills: Concentration 10+ Ranks Special: Each feat in this tree counts as a Ki Feat. 1 – IMPROVED TRANSFORMATIONS [PRESTIGE] Your can transform faster than normal. Reduce the time it takes you to transform by one step (First Transformation is now an immediate action. Second is now Swift, third is now move, fourth is now Standard, etc) 2 – Bonus Feat 3 – POWERFUL TRANSFORMATION [PRESTIGE] Each of your transformations gains 2 points per tier of the transformation (IE 2 for tier 1, 4 for tier 2, etc). 4 – Bonus Feat 5 – EFFORTLESS TRANSFORMATIONS [PRESTIGE] If you chose Permanent transformations, you may reduce yourself to a lower form once per day for one minute per character level + constitution modifier. If you chose non permanent transformations, choose one of your transformations. You may remain in that form indefinitely. This can be any transformation up to one lower than the highest transformation you have achieved.
Immortal Prerequisites: Special: Must have wished for Immortality or had it granted by something or someone. You must meet this prerequisite after your game starts, not before. 1 and 2 – IMMORTALITY [PRESTIGE] You are immortal. You no longer age, and cannot be killed by most means. You can still be knocked unconscious, and extreme methods of death such as total discorporation or attacks that remove the soul can still kill you. This feat takes up the feat slot in the level you take this feat, and your next level's feat slot. 3 – FAST HEALING [PRESTIGE] You gain fast healing equal to twice the number of feats you have in this tree. 4 – Bonus Feat 5 – LIMB REGROWTH [PRESTIGE] Your fast healing can now regrow your limbs in 1d6+1 rounds. This includes your head. Special: You can take this prestige path more than 5 levels. Every even level in this prestige path grants you an additional bonus feat. Every odd level in this prestige path grants you an additional point of fast healing. Every fourth level in this prestige path (8th, 12th, 16th, etc) grants you an additional trained skill.
Geneticist You are someone that takes genes and splices them together to make new creatures that have never been seen before. You can also clone others, though sometimes the effects are less than optimal. Prerequisites: Feats: Skill Focus (Knowledge (Earth and Life Sciences)), Skill Focus (Craft (Chemical)) Skills: Knowledge (Earth and Life Sciences) 10+ Ranks, Craft (Chemical) 10+ Ranks 1 – CREATE CLONE [PRESTIGE] You can create a clone of someone by extracting genetic information from them and using that genetic information to make a copy of the creature in question. Extracting genetic material is a simple process of a Knowledge (Earth and Life Sciences) check with a DC equal to (15+Victim's Character Level+Victim's Constitution Modifier). If successful, you gain genetic material sufficient to make a clone. You can only get genetic material from a helpless subject. Once you have the genetic material you can create the clone. Creating the clone is a DC (15+Victim's Character Level) Craft (Chemical) Check. If you succeed, you create a perfect clone of the victim, though it's first allegiance is “Master”. If you fail the check by 1-4 you create an imperfect clone and the victim acts as though it has 1d4+3 negative levels permanently, though these negative levels can be overcome by experience. Failing by 5-10 or more creates a clone monster. A Clone monster acts as a clone, but has negative levels equal to 1d10+3 and is totally out of control attacking everything and anything. If you fail by 11 or more, you do not clone the victim, but your retain enough genetic material to try again. If you fail by 16 or more, you lose all genetic material and you fail to clone the victim. A clone has none of the memories of the victim, but can be taught just like any being can. This takes 1 Week per 2 Levels of the Victim. 2 – Bonus Feat 3 – GENETIC TAMPERING [PRESTIGE] You can tinker with a creature's genetic structure. Doing so difficult and requires a Craft (Chemical) check with a DC depending on what is attempted. You may do any of the following. This takes 1 day per 2 levels of the victim. – Add or remove a natural weapon (DC: 15+Victim's hit dice+Victim's Strength Modifier) – Rearrange their Statistics (DC 15+Number of Statistic Points to be moved). Must lower a statistic to raise another at the same rate. – Increase or Decrease a victim's size category (DC: 15+Victim's Hit dice+ Victim's Constitution Modifier) – Add a statistic Bonus without giving a statistic penalty (DC 25 + twice the added points + Victim's Hit dice) – Change the color of the victim's Skin, Hair, Eyes, Etc (DC 15) – Add an Extraordinary Feat as a Bonus Feat (DC 17+Victim's Level) – Add an Oldblood Feat regardless of prerequisites (DC 20+ Victim's Level) – Add a Heritage Feat after adding an Oldblood Feat (DC 20+Victim's Level) 4 – Bonus Feat 5 – EUGINETICS [PRESTIGE] You can create clones with Genetic Tamperings for a lower DC. When you create a clone, you can increase the DC to create the Clone by 5. For each increment of 5 you increase the DC, add one Genetic Tampering to the victim. If you choose to add a Statistic Bonus to the victim without a Statistic Penalty, you add a +4 to the intended statistic per increment of 5 you increase the Clone DC. Combine the timers used from “Create Clone” and “Genetic Tampering” to gain the time taken by Euginetics
Cultist You are a member of a cult that wishes to bring an ancient being back into the world. Whether that being is good or evil is a matter of discussion. Prerequisites: Skills: Knowledge (Religion) 12+ Ranks, Fortitude 12+ Ranks Allegiances: Must have one of your allegiances be for the Cult. 1 – EMPOWERED BY DIVINITY [PRESTIGE] You can gain a euphoric vision of your future from your ancient being. You can gain this vision as a free action on your turn. Gaining this vision grants you a bonus to Strength, Dexterity and Constitution equal to one third of your level (Rounded up). This bonus lasts for 3+ New Constitution Modifier rounds before you are fatigued for the remainder of combat. You may use this ability once per day per four levels you possess. 2 – Bonus Feat 3 – HOLD DIVINE PRESENCE [PRESTIGE] You can hold the essence of your divine patron within yourself. Doing so prompts a Knowledge (Religion) Check with a DC of 40. If you fail the check, you take 6d6 damage that cannot be reduced by any means. While you have a divine patron within you, you gain a +10 bonus to all statistics and your Power Level is tripled. A Divine Patron can choose to leave your body and head back to their domain as a free action, leaving you exhausted till you get a full day of bedrest. 4 – Bonus Feat 5 – RELEASE DIVINE PRESENCE [PRESTIGE] You can become a conduit for your divine patron to the world. As a Full Round action, while you are holding a divine presence, you can release it into the world. What happens next is generally up to the GM, but you must make a DC 40 Fortitude save or die from the expenditure of energy needed to bridge the gap between their realm and the realm you are on. Should you live, you gain your Euphoric Vision automatically regardless of how many times you have used it that day.
Legendary Warrior You are a warrior of legend attempting to keep a malevolent entity from entering the world. Prerequisites: Feats: Great Fortitude Skills: Knowledge (Religion) 10+ Ranks, Fortitude 10+ Ranks 1 – HOLD MALEVOLENT ENTITY [PRESTIGE] You can attempt to hold a malevolent entity in your body. Doing so requires a full round action and a touch attack versus the entity to be held. Should you succeed, you absorb the entity into yourself. Every night while you sleep you must make a DC 35 Fortitude Save (You may make this save even though you cannot make saves when you are unconscious). Should you fail the check, the malevolent entity is released onto the world. You may only hold one malevolent entity at one time, and trying to absorb a second one releases the first. 2 – Bonus Feat 3 – LEGENDARY STAMINA [PRESTIGE] You gain a +5 bonus to Fortitude Saves +2 per 4 levels you possess. This supersedes the bonuses of Great Fortitude. Also, the DC to hold a Malevolent entity is reduced to 33. 4 – Bonus Feat 5 – LEGENDARY HOLD [PRESTIGE] You may now hold a number of malevolent entities within your body as your spellscore modifier. Each extra entity held increases the Fortitude DC to resist releasing them by 2. Also, if you make a Fortitude save to hold an entity or entities, you do not have to make another save for one week.
Time Warrior You are a member of the time patrol, a group of people dedicated to use time travel to prevent the crimes of other time travellers. Prerequisites: Skills: Craft (Electronic) 10+ Ranks, Spellcraft 10+ Ranks, Knowledge (History) 10+ Ranks Special: Must have access to Time Travel technology or Magic. 1 – FUTURE KNOWLEDGE [PRESTIGE] You know history, and what is going to happen to a certain point. You gain a +10 bonus to all Knowledge (Current Events) checks. Also, once per day per 4 levels, you may activate future knowledge to grant yourself a +4 bonus to all Saving throws and the Defense skill for 3 + Intelligence Modifier in rounds. 2 – Bonus Feat 3 – FUTURE TECHNOLOGY [PRESTIGE] You have technology that is beyond the current age. Once per day you may pull out a piece of technology that mimics a Kido of sixth grade bracket or lower. This is a one use item that breaks upon use. It might be high tech, it doesn't make it durable. 4 – Bonus Feat 5 – TIME'S EDGE [PRESTIGE] You may pull a duplicate of yourself from another timeline once per day. The temporal duplicate has a 75% chance to have the same main allegiance as the Time Warrior and a 25% chance to have an opposing one. The duplicate stays for one scene or battle before going back to their own time.
Thought Shifter You are someone that has gained the ability to mimic the form of others, or what they expect. Prerequisites: Feats: Ki Telepathy or Hollow Growth Power (Telepathy) Skills: Disguise 10+ Ranks, Perform (Acting) 10+ Ranks 1 – READ MINDS [PRESTIGE] You can read minds as easily as you speak to them. When you wish to touch someone's mind, you must make opposing will saves. Should you win the opposed roll, you have access to their surface thoughts. A second opposed roll allows you to delve deeper than surface thoughts into the subconcious. 2 – Bonus Feat 3 – ASSUME FORM [PRESTIGE] You can assume the form of someone that the target expects to see. First you must succeed at reading the target's mind. Then you may activate this feat to transform into a being the victim expects to see. You gain a +5 bonus to Disguise checks and a +5 bonus to Perform (Acting) Checks to act in character. 4 – Bonus Feat 5 – GREATER THOUGHT SHIFTING [PRESTIGE] When attempting to read someone's mind, you can gain delve deeper with only one successful opposed will save. Also, when you assume a form that someone is expecting to see, you gain a +10 bonus to Disguise and Perform (Acting) to act in character. You can also make the terrain in a one mile area seem to be what the victim is expecting, and can effect one victim per point of spellscore modifier you possess.
Alien Battler You are the few, the proud, those that battle alien threats and know how to counter them. Be it invading Saiyajins or a Changeling that's gone crazy, you can battle with the best of them. Prerequisites: Feats: Ki Infused Race or Ki Infused, Special Attack, Extra Ki Skills: Relevant Attack Skill 12+ Ranks, Defense 12+ Ranks, Fortitude 12+ Ranks, Reflex 12+ Ranks, Will 12+ Ranks Special: 1,000+ Power Level 1 – KNOW THY ENEMY [PRESTIGE] When it comes to Xenobiology, you are tops in your class. Choose one Xenospecies (Any race other than your own). You cannot choose your own species. You gain a bonus to Attack, Damage, Bluff, Intimidate, Diplomacy and Survival checks against that race equal to your level divided by 2 (Round up). Every two levels in this prestige path you may pick another race. You gain the same bonus against that race with a -2 penalty for each time this is taken (-2 at the third feat in this tree, -4 at the fifth feat in this tree.) 2 – Bonus Feat 3 – KNOW YOURSELF [PRESTIGE] You know your own inner workings. If you would be reduced to -1 or lower hit points by an attack by a race you have Know Thy Enemy for, you may spend 2 Action Dice to make the attack have missed completely. 4 – Bonus Feat 5 – KNOW YOUR TERRAIN [PRESTIGE] When you have cover, you gain an bonus +2 to your Defense for each grade of cover you have. If you have concealment or total concealment, increase the miss chance by 20% and 10% respectively. Rough Terrain no longer hinders your movement as long as you are moving towards or away from a race you have Know Thy Enemy for. You may track your Know Thy Enemy races at full speed at no penalty either by normal tracking or by Reiraku Hunter. Special: You may take this prestige path for more than 5 levels. Every even level grants you a bonus feat and every odd level grants you another Know Thy Enemy race at a -2 penalty (Maximum -10 Penalty).
Kikoukenjutsu Swordsmaster You have studied at the Kikoukenjutu Sword School and have come out a master of melee combat. Prerequisites: Feats: Weapon Skill Focus (Any Sword, Including Zanpakutou or Zenshaba), Weapon Skill Specialization (Any Sword, Including Zanpakutou or Zenshaba) Skills: Weapon Attack 12+ Ranks, Defense 12+ Ranks 1 – FLASH [PRESTIGE] You may make a special Aid Another check with Flash Step to aid your Weapon Attack rolls. The DC is 20. If you beat the DC, add +2 to your next Weapon Attack roll +1 for every 5 you beat the DC by. 2 – Bonus Feat 3 – SWORD SLASH [PRESTIGE] If you can catch your opponent flatfooted, your first attack in a round is Empowered (Multiplied by 1.5) 4 – Bonus Feat 5 – KETCHITEN CAN BE CUT [PRESTIGE] When making an attack with a sword against an inanimate object, ignore hardness. When you attack someone with Damage Mitigation, ignore half that damage mitigation with sword strikes. When attacking someone with Damage Reduction, ignore the first 8 points of Damage Reduction with sword strikes. You must activate this feat as a free action costing 100 Power Level. The effects last for 3 + Wisdom Modifier in rounds.
Dragon Sorcerer You are one of those. Yes, those. Those beings that can work magic in a world that favors Ki or Reiatsu. Prerequisites: Skills: Spellcraft 8+ Ranks, Knowledge (Mystic Arts) 8+ Ranks 1 – MAGIC [PRESTIGE] You have the ability to use Magic, a system of power that rewrites reality to a target's will on a small scale. You may use small effects such as turning one inanimate object that is not being wielded into another, simulating other effects that don't have direct game effects and other effects as meted out by your GM. This is not an overwhelming control of magic, and cannot be used to deal damage in any way other than turning something into a weapon and using said weapon. Using Magic costs 20 Power Level per usage. 2 – Bonus Feat 3 – IMPROVED MAGIC [PRESTIGE] You have refined your control of magic and may now attempt to deal damage with Magic. You may deal 1d8 damage to a target for every 30 Power Level you expend. This is done as a ranged attack using your Ranged Shot skill. You may, at the cost of an extra 30 power level make the damage elemental in nature, but this reduces the damage dealt from d8's to d6's. 4 – Bonus Feat 5 – GREATER MAGIC [PRESTIGE] You have perfected your control of magic, and may use your Magic to mimic effects that already exist in the game. They cost as much Power Level as using the ability normally would cost, or 100 Power Level if there is no cost to the effect emulated. They last only as long as you maintain them paying the cost of the effect per minute. (So if you emulated Flame Blade, it would cost you 100 Power Level every minute to maintain it.)
Master Monk You've studied all your life. Been an aesthetic, but now it's time for you to go out into the world and defend the peace! Prerequisites: Feats: Weapon Focus (Unarmed), Weapon Specialization (Unarmed), Inner Strength Skills: Unarmed Strike 12+ Ranks, Defense 12+ Ranks, Knowledge (Theology) 12+ Ranks, Concentration 10+ Ranks Special: 1,000+ Power Level 1 – BOW OF SOLACE [PRESTIGE] You know that at the beginning of every fight, the fighters must show respect for each other, even if that respect is one sided. Before a battle begins, you may bow to your opponent. They must make a wisdom based Will Saving throw. Should they fail, they must also bow, granting you the first initiative in the battle regardless of your actual initiative. Should they refuse to bow to you, they take a -2 penalty to all attack rolls against you. 2 – Bonus Feat 3 – CHAKRA HEALING [PRESTIGE] You may activate your Heart Chakra to gain back hit points and Power Level. Once per day per four levels, you may make a Concentration check. You regain that much times two hit points, and that much times 50 Power Level. 4 – Bonus Feat 5 – STRIKE OF THE MASTER [PRESTIGE] You may make one attack at your highest base attack bonus. Should you succeed, any time within the next few rounds equal to your level, you may force the target to make a wisdom based Fortitude Save or fall unconscious at -1 hit points and stable. You must wait at least 2 rounds before activating the secondary effects of Strike of the Master.
Ki Shaper A Ki shaper is someone that can do miraculous things with Ki. Prerequisites: Feats: Ki infused Race or Ki Infused, Shape Ki Skills: Spellcraft 12+ Ranks, Concentration 12+ Ranks Special: At least 3 Ki Abilities 1 – BEND KI [PRESTIGE] You may bend any attack with a area into another area, as long as it takes up the same area (number of squares). For example, you may have a line go around a corner or have a Cone shape into a hemisphere instead of a cone. You must use this ability with a ki attack that has a shape. 2 – Bonus Feat 3 – ROUNDING ATTACKS [PRESTIGE] All your ki attacks have the Homing Ki ki ability applied to them at all times. If they would miss your target you may pay 20 Ki to have the attack fire again on your next turn. With this ability, you gain a +2 bonus on the subsequent attack rolls. You may pay for this ability each round till the ability hits, but gain the +2 bonus only once. If you already have the Homing Ki ki ability, you gain an additional +2 bonus on secondary attack rolls. 4 – Bonus Feat 5 – SUPERIOR BEND KI [PRESTIGE] You gain the ability to increase or decrease your ki attack sizes. You may, while using Bend Ki, make an attack up to 100% larger or 50% smaller than normal (Round up to the nearest 5ft). You may make them anywhere in between as well, as long as the total area isn't larger than 100% larger or 50% smaller than the base area. For example. You could turn a 60ft long, 5ft wide line into a 120ft long, 10ft wide line or into a 30ft long, 5ft wide line.
Ki Warden Ki Wardens are those that have taken the idea of making ki shields to the next level. They make wider shields to protect others. Prerequisites: Feats: Ki Infused Race or Ki Infused, Greater Ki Shield Skills: Spellcraft 9+ Ranks Special: At least 2 Ki Abilities, one of which must be Strong Ki Barrier. 1 – SUPERIOR KI SHIElD [PRESTIGE] You may use your Ki Shield to protect those adjacent to you. You also gain one additional use of Ki Shield per day. Each use of Superior Ki Shield comes off one of your uses of Ki Shield for the day unless you use Improved Ki Shield, in which case it comes off your timer for Improved Ki Shield. 2 – Bonus Feat 3 – SPHERICAL KI SHIELD [PRESTIGE] To use this ability you must set up your Improved Ki Shield and use this feat as a free action. Your ki shield covers a 10 foot by 10 foot by 10 foot cube of area instead of just you. It lasts one less round than normal. 4 – Bonus Feat 5 – ADVANCED KI SHIELD [PRESTIGE] You may now use your Ki Shield to protect those within 10 feet of you, and your Spherical Ki Shield now covers a 30 foot cube.
Kaioken Warrior You are someone that lives to be in Kaioken. Someone that fights while under it's effects effortlessly and with less damage to your systems than others. Prerequisites: Feats: Kaioken, Improved Kaioken 1 – GREATER KAIOKEN [PRESTIGE] You Kaioken's damage is reduced to 3d6 damage per Kaioken number called out. Also you gain the feat Improved Kaioken as a bonus feat. Improved Kaioken now reads that it reduces damage by 3d6. 2 – Bonus Feat 3 – KAIOKEN WARRIOR [PRESTIGE] When fighting in Kaioken, you may use your lowest level transformational ability. This lowers Kaioken's duration to 3 rounds. Once Kaioken ends in this way, so does your Transformational ability. If you had longer time on your Transformational ability left, that time is not used up. 4 – Bonus Feat 5 – ADVANCED KAIOKEN WARRIOR [PRESTIGE] Your Kaioken's damage is reduced to 2d6 damage per Kaioken number called out. Also you gain the feat Improved Kaioken as a bonus feat. Lastly, when you use Kaioken, you may use your second tier Transformational ability while within Kaioken. Your Kaioken lasts only 2 rounds if used in this fashion and once it ends, your transformation also ends. If you had a longer time on your transformational ability left, that time is not used up. Improved Kaioken now reads that it reduces damage by 2d6.
Ki Sensor Sensors are those that can sense things others can't. They could tell you exactly what someone is planning just from their stance. Prerequisites: Feats: Superior Reiatsu Sensing, I Can Feel The Other Side, Judge Opponent Skills: Concentration 10+ Ranks, Sense Motive 10+ Ranks 1 – ADVANCED REIATSU SENSING [PRESTIGE] You may now sense any power level regardless of power. If used in a purely dragonball game, this means that you gain a +5 bonus on sensing power levels. 2 – Bonus Feat 3 – SUPERIOR JUDGE OPPONENT You can sense more about your opponent than just their Skill Ranks and remaining HP. You can guess their approximate Defenses (Defense, Fortitude, Reflex and Will) and up to three feats that they have that would impact combat. As with Judge Opponent, the GM should endeavor to use descriptive speech about the opponent rather than just telling you outright what their ranks and feats are. 4 – Bonus Feat 5 – PERFECT JUDGE OPPONENT If your GM has a character sheet made up for the enemy you are fighting, you may take up to five minutes looking at it.. These five minutes need not be consecutive and you can come back to the sheet to reference it if need be at a later time in the game session.
Mecha Engineer You've spent a lot of time working with machines. Alot of time. So much so that you've built yourself a suit of mechanical armor to roam the world with and fight evil. Prerequisites: Feats: Skill Focus (Craft (Electronic)), Skill Focus (Craft (Mechanical) Skills: Craft (Electronic) 12+ Ranks, Craft (Mechanical) 12+ Ranks 1 – MECHA [PRESTIGE] You have a mecha suit that you can enter and fight crime in. While inside the Mecha you are treated as a Large creature (+8 to Strength, -2 Dex, +4 Constitution, +2 Natural Armor, -4 Hide and Move Silently, +4 Grapple, Bullrush and Trip), it increases your Damage Reduction by 5 grants you 100 temporary hit points and has 1 natural weapon of your choice. Also you can have two of the following Mecha Options on your mecha: Advanced Servos (+8 Dexterity), Advanced Hydrolics (+8 Strength), Advanced Construction (+8 Constitution), Up to three Ki Abilities, Advanced Armor (+8 Natural Armor Bonus), Advanced Reaction Systems (+4 Defense, Initiative and Reflex Saves). You may take the same Mecha Option more than once their effects stack. You can repair your mecha by making a Craft (Electronic) or Craft (Mechanical) check. The Mecha suit has that many temporary hit points restored in one hour's work. Entering and Exiting the Mecha takes approximately 1 minute. 2 – Bonus Feat and Bonus Mecha Ability 3 – ADVANCED MECHA [PRESTIGE] Your mecha enhances in power. You now get another Mecha ability, and the list expands to include the following options: Advanced Size (Gain 1 Size Category), Advanced Natural Weapons (Gain another Natural Weapon), Advanced Weaponry (Gain a ranged weapon of your choice from the Bleach d20 Classless Ranged Weapon Section that has damage less than 6d6), Advanced Fight Programs (+4 to Weapon Attack, Unarmed Strike and Ranged Shot), Mega Weapon (Add one size category to a weapon of your choice that is on your mecha.), Servo Multiplier (Once per day per two levels you may activate this. Multiply your Strength, Dexterity and Constitution by 1.5 for an entire encounter.) 4 – Bonus Feat and Bonus Mecha Ability 5 – SUPERIOR MECHA [PRESTIGE] You gain 2 Mecha abilities and your Mecha increases your Damage Reduction by 10. Also you can repair your mecha in half the time. Also you add the following Mecha options to your Mecha Options: Super Advanced Weaponry (You may add a ranged weapon to your Mecha that does more than 6d6 [BW] damage), Superior Body (Add 100 temporary hit points to your mecha)
Shadow Knight You are a member of a secretive Nameksei-jin order that learned how to steal life instead of granting it. Prerequisites: Feats: Namek, Reiatsu Healing, Melee Mastery (Axes) Skills: Treat Injury 10+ Ranks, Weapon Attack 10+ Ranks Special: Must come into possession of an Axe, Sacrifice Ki Ability 1 – IMPROVED SACRIFICE [PRESTIGE] When you use your Sacrifice ki ability, you add 7 damage per 1d6 damage you take. 2 – Bonus Feat 3 – AXE FLASH [PRESTIGE] If you attack a target who is flat-footed with your Axe, your first attack in the round is Empowered (damage is multiplied by 1.5). 4 – Bonus Feat 5 – REVERSE REIATSU HEALING [PRESTIGE] You may grant your attacks the Vampiric quality once per day per point of Spellscore modifier for 3 + Wisdom modifier rounds. Also, you may drain the life out of someone by touch, reversing the Reiatsu Healing that normally heals people. You may deal damage to an opponent up to your Charisma Modifier times Level per day. This damage is transferred to you as healing. It overcomes damage reduction.
Plasma Majin Members of an elite order of Majin, Plasma Majin specialize in special attacks and ranged Ki attacks. Prerequisites: Feats: Majin, Special Attack Skills: Concentration 10+ Ranks, Spellcraft 10+ Ranks Special: 1,000+ Power Level, Superior Ki Blast Ki Ability 1 – ADVANCED KI BLAST [PRESTIGE] Your ki blasts deal 2d6 [BW] damage by spending an additional 20 Power Level to fire them. (Making the base cost 50). 2 – Bonus Feat 3 – OUT OF THE FRYING PAN [PRESTIGE] When you deal damage with a Special Attack, the opponent takes one quarter of the damage on the next round. This stacks with Enduring. The extra damage cannot be negated by damage reduction or Damage mitigation, as it is one quarter of the damage they've already taken. 4 – Bonus Feat 5 – TECHNIQUE IMITATION [PRESTIGE] You can make a special Spellcraft check with a DC equal to (10+The points spent to make a technique). Should you succeed, you may use the technique one time. Should you succeed by 10 or more, you may add the technique under your Special Attack list with the caveat “Imitation” before the attack. You can add any attack under your technique list regardless of whether you could have build it or not. It is taken as the person who built it's attack is built.
Fused Warrior These warriors have mastered the Fusion technique to such an extent that they can go beyond the norm for the technique's limits. Prerequisites: Feats: Ki Infused Race or Ki Infused, Fusion Technique Skills: Perform (Dance) 10+ Ranks 1 – SUPERIOR FUSION [PRESTIGE] The Perform (Dance) DC to fuse for you and anyone you fuse with is reduced by 5 points to 35. Your fusion lasts for 6 + Constitution Modifier rounds before splitting. 2 – Bonus Feat 3 – A CUT ABOVE [PRESTIGE] While you are in your fusion, and if the dominant personality has a Transformation, you may activate the transformation one tier above the current maximum transformation level possessed by the dominant personality. If the dominant personality already possesses the highest level transformation of the race in question, you may push the multiplier of all transformations up by .5 4 – Bonus Feat 5 – ADVANCED FUSION [PRESTIGE] The Perform (Dance) DC to fuse for you and anyone you fuse with is reduced by an additional 5 to 30. Your fusion may last till the end of the encounter before splitting. If done this way you are fatigued for 30 minutes after the fusion ends.
Dragon Clan Nameksei-Jin Being of the Dragon Clan, you use mystical powers to your advantage, and excel at healing others. Prerequisites: Feats: Namek, Reiatsu Healing, Magic Skills: Spellcraft 10+ Ranks, Knowledge (Mystic Arts) 10+ Ranks Special: 18+ Spellscore 1 – IMPROVED MAGIC [PRESTIGE] You have refined your control of magic and may now attempt to deal damage with Magic. You may deal 1d8 damage to a target for every 30 Power Level you expend. This is done as a ranged attack using your Ranged Shot skill. You may, at the cost of an extra 30 power level make the damage elemental in nature, but this reduces the damage dealt from d8's to d6's. 2 – Bonus Feat 3 – IMPROVED REIATSU HEALING [PRESTIGE] When adding d6's of healing to your Reiatsu Healing, you spend 10 Power Level per 1d6 of healing added. These d6's of healing may be used to damage those with Undead traits. 4 – Bonus Feat 5 – MAGICAL HEALING [PRESTIGE] You may use your Improved Magic to channel Positive energy into a target healing them rather than harming them. You cannot make the damage elemental if you choose to use Improved Magic in this fashion.
Fighter A mutable prestige path, this class represents the layman. Someone that takes the fight to others. Prerequisites: Feats: Weapon Skill Focus (Any), Weapon Skill Specialization (Any) Skills: Any Attack Skill 6+ Ranks 1 – SUPERIOR WEAPON SKILL FOCUS [PRESTIGE] Your Weapon Skill Focus bonus is calculated using one third your level instead of one quarter. 2 – Bonus Feat 3 – SUPERIOR WEAPON SKILL SPECIALIZATION [PRESTIGE] Your Weapon Skill Specialization is calculated using one third your level instead of one quarter. 4 – Bonus Feat 5 – ULTIMATE WARRIOR [PRESTIGE] When making an attack using the skill you have Weapon Skill Focus and Weapon Skill Specialization with, any roll of 1-9 is considered a 10. You can no longer botch an attack on a roll of a natural 1. If your critical range is 10-20, you do not initiate a critical hit using this feature unless your natural roll is 10-20.
Elite Saiyajin You are an elite Saiyajin warrior. One of the few, the proud. Whether your a royal guardsman or a planet conquerer, you consider yourself above and beyond most other Saiyajins. You'd be right. Prerequisites: Feats: Saiyajiin, Trained off Tail Weakness, Controlled Oozaru Skills: Unarmed Strike 10+ Ranks, Ranged Shot 10+ Ranks Special: Ki Shot Ki Ability, Ki Barrier Ki Ability, 1 Other Ki Ability 1 – ELITE STAMINA [PRESTIGE] You gain a +5 bonus to Fortitude Saves +1 per four levels you possess. This overlaps and does not stack with Great Fortitude. Also, you can temporarily increase your Constitution by making a DC 25 Concentration check. Should you succeed the check, your Constitution increases by 8 for 3 + New Constitution Modifier in rounds. This results in you gaining 4 Hit Points per level for the duration of the transformation. These are lost first. 2 – Bonus Feat 3 – SAIYAJIN FURY [PRESTIGE] You may enter a state akin to Rage. While in this state, your Strength, Dexterity, Constitution and Spellscore increase by +6 each. This lasts for a number of rounds equal to your new Constitution score + 3. While in a Saiyajin Fury, you may not activate abilities that require Intelligence and lose any Intelligence bonuses you possess. 4 – Bonus Feat 5 – MOON BALL [PRESTIGE] You gain the technique required to create a ball of light that initiates the Oozaru transformation. You may teach this technique to others via the Teaching feat. The Moon Ball stays alight till the end of the encounter, and you may dismiss the Moon Ball at will. It takes a standard action to fire the moon ball and a move action to make it explode. Dismissing the moon ball is a swift action.
Godly Technique Creator You are one of the Shin, Gods of the universe. You are a crafter of fine techniques, who cares if they all have downsides. Prerequisites: Feats: Shin-jin, Special Attack, Teaching, Learning Skills: Spellcraft 10+ ranks, Knowledge (Mystic Arts) 10+ Ranks Special: 1,000+ Power Level 1 – IMPROVED TEACHING [PRESTIGE] You may teach godly techniques to your followers. It takes one year minus one week per level of the learner to teach a technique you've created. Also, when someone learns a technique from you, they gain a +2 bonus to one statistic of their choice. You may grant this secondary benefit multiple times, but only once per statistic. 2 – Bonus Feat 3 – IMPROVED LEARNING [PRESTIGE] When you teach a student, they gain an additional 10% experience. 4 – Bonus Feat 5 – CREATE GODLY TECHNIQUE [PRESTIGE] You may create a godly technique. It takes ten years to create a godly technique minus one year per character level (Minimum one year). When you create a Godly technique, you should consult your GM for appropriate massive effects. You must also have a massive drawback to the technique as to deter overuse.
Makaioshin You are one of the Makaioshin, Shin born evil. You have been banished to the demon realm for all eternity, but can get out of you wish through hard work and determination. Prerequisites: Feats: Shin-jin Special: Must have an Allegiance towards Evil, Power or Self. 1 – EVIL POWER [PRESTIGE] When calculating Power Level, this feat counts as a Ki Feat. You no longer age past maturity, and live in perpetuity in the Demon World. Also, once per day per four levels you may enter a state akin to a rage, though you do not lose your mind for doing so. You may activate this ability as a free action on your turn, and gain +4 to Strength and Constitution for 3 + New Constitution Modifier in rounds. Once this ends you are fatigued for the remainder of combat. 2 – Bonus Feat and a +2 bonus on all d20 rolls versus a Shin 3 – EVIL'S FORM [PRESTIGE] When calculating Power Level, this feat counts as a Ki Feat. You gain a Transformation as per the Changeling Transformation feat regardless of prerequisites. 4 – Bonus Feat and a +2 bonus on all d20 rolls versus a Shin 5 – EVIL'S LIGHT [PRESTIGE] When calculating Power Level, this feat counts as a Ki Feat. At will you may shift planes from the Demon realm to the real world and back again. This is done as a standard action. If you go from the demon realm to the real world, you are dazzled for 1d6+ 1 rounds after arrival. If you go from the real world to the demon world, you are blinded for 1d6+1 rounds.
Shin-Jin Hunter You are of the Shin race, but even they need to overcome evil in their lives. Shin-Jin hunters actively seek out evil and destroy it whenever they meet it. Prerequisites: Feats: Shin-Jin, Superior Eyesight, Weapon Skill Focus (Any), Reiraku Hunter Skills: Any Attack Skill 10+ Ranks, Defense 10+ Ranks, Spot 10+ Ranks Special: Must have dispatched an evil being of your level or greater, Good Allegiance 1 – SHIN-JIN HUNTING [PRESTIGE] You gain an additional +10 racial bonus to Spot Checks. You also gain your racial bonus to Spot checks to Survival checks to track another being. You also gain half this bonus to Sense Motive checks to track another person via Rieraku Hunter. 2 – Bonus Feat 3 – PRECISION [PRESTIGE] If you can catch an opponent flatfooted, flanked or otherwise denied their Dexterity or Intelligence bonus to defense, you may deal extra damage to them. You deal 1d8 extra damage per feat in this tree, and if you move more than 10 feet before making your attack roll, you gain a +1 to Defense and Reflex saves per feat in this tree. 4 – Bonus Feat 5 – SMITE EVIL [PRESTIGE] You may, once per day per four levels, smite someone with the Evil, Power or Self allegiance. To smite evil you declare you are using this ability before your attack roll. You gain a bonus on your attack roll equal to your Charisma Modifier and a bonus on damage rolls equal to your Level. If you smite someone without the above allegiances, your attempt for the day is wasted. You may spend 100 Power Level to turn the bonus damage from 1 per level to 1d6 per two levels.
Artifact Crafter There are those that craft objects. You create objects of legend. Objects that inspire stories for generations. Prerequisites: Feats: Skill Focus (Craft (Mechanical)), Skill Mastery (Craft (Mechanical)) Skills: Craft (Mechanical) 18+ Ranks Special: Must have built a weapon of Masterwork +1 quality or better 1 – ARTIFACT CREATION [PRESTIGE] You can craft artifacts. This is as simple as creating a weapon of Masterwork quality but you can add in any effect that Greater Magic could emulate. Placing an effect on an artifact costs you one Artifact Point. You gain one artifact point per feat you have in this tree. Placing a restriction on an artifact grants you one Artifact Point. Each Artifact Point that is on an Artifact increases the DC to create the artifact by 5 regardless of the drawbacks.. You cannot have more artifact points at one time than your number of feats in this tree. You can however have an artifact that costs less than 0 Artifact Points. Once you create an artifact it cannot be changed later. (Example of Artifact Creation: Supreme Kai wants to create a sword that enhances training. He creates the sword, The Z Sword with the effect that it grants whomever wields it a 30% experience boost while wielding it. He's low on Artifact Points so he puts on the restriction that it can only be wielded by someone worthy and that it weighs one ton. This grants him back one Artifact Point. Now, because this is a +3 weapon, the DC to create it, with it's 1 Artifact Point on it is 45) 2 – Bonus Feat 3 – GREATER ARTIFACT CREATION [PRESTIGE] You can create Masterwork and Armor of greater than +3. Each number above 3 increases the DC to create the item by 5. The maximum bonus you can put on a weapon now is +6. Also, you gain a +3 bonus on Craft (Mechanical) checks. This bonus stacks with Skill Focus. 4 – Bonus Feat 5 – ADVANCED ARTIFACT CREATION [PRESTIGE] You can create artifacts that break the mold. You can create an artifact that has an effect that is not in this game system. Consult your GM before building an artifact of this power. Each ability that grants you something beyond the game's ken costs you 2 Artifact Points instead of 1.
The Survivor You are one of those who never seem to die. You seem to scrape out of situations that would kill normal people by a hairs breath. Prerequisites: Feats: Uncanny Dodge, Improved Uncanny Dodge Skills: Flash Step 12+ Ranks, Tumble 12+ Ranks, Reflex Save 12+ Ranks Special: Must have survived an attack that would have normally killed you 1 – ADVANCED UNCANNY DODGE [PRESTIGE] You no longer lose your Dexterity or Intelligence bonus to Defense if you are helpless. In addition, someone needs to be 8 levels higher than you to get Sneak Attack to work. 2 – Bonus Feat 3 – EVASION [PRESTIGE] You gain the Flash Step Evasion Feat even if you don't meet the prerequisites. In addition, you may make Reflex Saving throws even if you are prone. If you do, you are automatically standing at the end of the Reflex Save. 4 – Bonus Feat 5 – IMPROVED EVASION [PRESTIGE] You gain the feat Improved Flash Step Evasion even if you don't meet the prerequisites. In addition you gain an additional 5/- Damage Reduction.
Power Saver There are those that are just good at using Ki. Some even have trained to the point where it takes less of a strain to form attacks. Prerequisites: Feats: Ki Conservation taken at least twice. Skills: Spellcraft 10+ Ranks, Knowledge (Mystic Arts) 10+ Ranks, Concentration 10+ Ranks 1 – SPECIAL CONSERVATION [PRESTIGE] Reduce the cost of all Special Attacks you possess by 5%. Also add 2 to the number of rounds you can charge an attack before you begin taking damage. 2 – Bonus Feat 3 – IMPROVED SPECIAL CONSERVATION [PRESTIGE] Reduce the cost of all Special Attacks you possess by 10%. This overlaps Special Conservation. Also add 2 to the number of rounds you can charge an attack before you begin taking damage. 4 – Bonus Feat 5 – SUPERIOR SPECIAL CONSERVATION [PRESTIGE] Reduce the cost of all Special Attacks you possess by 20%. This overlaps Improved Special Conservation. Also add 2 to the number of rounds you can charge an attack before you begin taking damage.
Time Breaker There are those that wish to unleash truly horrifying things upon the timestream. You are one of these Time Breakers. Beings who wish to change the past for your own selfish gain. Prerequisites: Skills: Craft (Electronic) 10+ Ranks, Spellcraft 10+ Ranks, Knowledge (History) 10+ Ranks Special: Must have access to Time Travel technology or Magic. 1 – TIME'S SEDUCTION [PRESTIGE] You gain the ability to turn those who wish to have power into your willing servents. You gain a +10 bonus on all Diplomacy checks to turn someone to your cause. You cannot use this ability on those that begin the encounter already Hostile. Also, you gain the ability to sense disturbances in time. You can tell if someone is a Time Traveller by just looking at them and making a Sense Motive check equal to either their Bluff Check or a DC of (15 + Traveller's Level + Traveller's Charisma Modifier). Should you succeed you can tell if they are time travellers or not. This gives you no other information. 2 – Bonus Feat 3 – THE ART OF MIND CONTROL [PRESTIGE] Once per day, you may attempt to take control of someone's mind. By making a touch attack against the target, you force them to make a Will saving throw which is Charisma based. Should they fail, they are fanatical to your cause for 24 hours. You may only have as many people under your mind control as you have charisma modifier. 4 – Bonus Feat 5 – THE SECRETS OF THE UNIVERSE [PRESTIGE] You may attempt, once per day, to make a Level check. If you are in the past, add your Intelligence Modifier to this roll. If you are in the present or future, add your Charisma modifier to the roll. Treat this as the Academic Knowledge feat for information gleaned.
Android Upgrader You are an android that desires more. Whether it's more power or something else is up to you. Prerequisites: Feats: Android, Generator or Absorber Android Skills: Craft (Electrical) 10+ Ranks Special: Must have made at least one upgrade to your own systems 1 – ANDROID RESILLIANCE [PRESTIGE] Gain 2 Ki Abilities. One of these Ki Abilities may be a feat from a Racial list other than Android. You do not have to meet racial prerequisites for this feat. This feat is activated as a move action and costs 110 Power Level to activate. You may use this feat for 3 + Constitution Modifier in rounds before it shuts off again. 2 – Bonus Feat or 2 Bonus Ki Abilities 3 – ANDROID REBUILD [PRESTIGE] By spending 8 hours per Ki Ability traded in, you may trade one Ki ability for another. You must still meet all prerequisites of the Ki Abilities you have. 4 – Bonus Feat or 2 Bonus Ki Abilities 5 – ANDROID RECALL [PRESTIGE] Gain 2 Ki Abilities. Once per day per point of Intelligence Modifier, you may trade out any 2 of your Ki Abilities for 3 Ki Abilities that you have had before using Android Rebuild.
Gang Leader Some people like power. You are one of these people with followers. Prerequisites: Feats: Leadership Skills: Intimidate 9+ Ranks Special: Must have a cohort. 1 – IMPROVED COHORT [PRESTIGE] You gain a second cohort. 2 – Bonus Feat 3 – DEMORALIZATION [PRESTIGE] You gain a bonus on Intimidate Checks equal to the number of feats you have in this tree. Also, when you use Intimidate to successfully soul crush a target, they are also demoralized for the same duration. 4 – Bonus Feat 5 – GANG OF TOUGHS [PRESTIGE] Your Leadership Score is considered higher based on your Intelligence Modifier. Double the number of people you can lead, and add half as many seventh level followers as sixth level followers you can have.
Fortune Teller You are a fortune teller, someone that can bring back the dead for a short amount of time, and gain the ability to see to far off places and times. Prerequisites: Feats: Magic Skills: Spellcraft 9+ Ranks, Knowledge (Mystic Arts) 8+ Ranks Special: Must obtain a pure crystal ball (Wealth DC 25) 1 – MINOR TELEKINESIS [PRESTIGE] You can move your Crystal Ball at a rate of 40 feet per round. You may not use your Crystal Ball as a weapon in this manner. Your telekinetic grip on your Ball is so powerful that you can even sit on it to fly around. 2 – Bonus Feat 3 – SEE EVERYTHING [PRESTIGE] You have the ability to view anything going on that you are aware of on the same plane of existence as you. To begin viewing you must say magic words over your Crystal Ball, and your Crystal Ball will show you what you want to see. Note that your Crystal Ball can be destroyed if you witness enough power being thrown around. This should only be done as Plot Kai. 4 – Bonus Feat 5 – BRING'EM BACK [PRESTIGE] You have the ability to bring someone back from the dead for one day. They are exactly as they were in life, except they return to the world of the dead 24 hours after being summoned. If for some reason their Power Level hits zero during the 24 hours, they return early to the realm that they came from. You may have as many people brought back as your Charisma Modifier.
Tournament Fighter You are a fighter that specializes in joining and winning tournaments. Prerequisites: Feats: Advanced Unarmed Strike, Combat Expertise, Improved Trip, Knockdown Skills: Any Attack Skill 8+ Ranks, Defense 8 Ranks, Reflex Save 8+ Ranks 1 - STYLISH FINISH [PRESTIGE] If you drop an opponent to zero hit points or below, but don't kill them, you may make a stylish finish, granting all allies within line of sight a +1 bonus on attack and damage rolls per feat in this tree for one hour per point of Charisma Modifier. 2 – Bonus Feat 3 – ADVANCED KNOCKDOWN [PRESTIGE] If you succeed in knocking someone down with the Knockdown feat, or succeed in Tripping a foe, you may make the attack a knockout shot by forgoing your attack of opportunity. A Knockout shot makes the target roll a fortitude save (Strength Based) or be knocked down for 1d6+1 rounds. Usually long enough to win a tournament match. 4 – Bonus Feat 5 – EXIT, STAGE LEFT [PRESTIGE] You know how to make a stylish exit. If you choose to lose a fight, you may do so with style and flair, granting all allies within line of sight your Stylish Finish bonus for one minute per point of Charisma modifier you have. Also, if you lose a fight and survive, you gain one quarter the experience total you would have gotten for winning.
World Champion You're tops in the game. World champion of the Martial Arts world. A such you can demand things of lower mortals and they obey you usually without question from your fame. Prerequisites: Feats: Advanced Unarmed Strike, Combat Expertise, Improved Trip, Knockdown, Exit, Stage Left Skills: Any Attack Skill 14+ Ranks, Defense 14 Ranks, Reflex Save 14+ Ranks Special: Must have won the World's Martial Arts Tournament, Charisma 20+, Should you ever lose the title of World Champion you still keep the bonuses granted by this prestige path. 1 – INSTANT RECOGNITION [PRESTIGE] For winning the World's Martial Arts Tournament, you gain fame from one side of the planet to the other. You gain a +15 bonus to your Reputation. If this bonus would place your Reputation to 25 or beyond, you gain the permanent status “World Fame”. With the World Fame modifier, you can no longer hide yourself from the masses and anyone can recognize you wherever you go. This is sometimes a good thing, as you can get into premieres of movies, parties and other such events. The downside is that all Disguise checks you make are made at a -5 penalty. 2 – Bonus Feat 3 – RICHES BEYOND BELIEF [PRESTIGE] As world champion, you gain monetary compensation for your championship. Your Wealth increases by +15. If this would push your wealth beyond +40, replace your Wealth Score with the words “At Need” At need is a special condition of Wealth that means that you basically can buy whatever you want whenever you want from fancy cars to a freakin hotel. With “At Need” as your Wealth you automatically pass all Wealth checks with a DC of 70 ($3,500,000,000) or less. 4 – Bonus Feat 5 – INFINITE POWER [PRESTIGE] Some people think power is Martial Strength, others think it's monetary wealth, but you know different. Power is the ability to get people to do as you say. As such you gain a +10 Bonus to Charisma when used to get someone to do as you are asking. This is a conditional bonus and does not apply at all times, only when you are using your Charisma or Charisma based skills to get your own way.
Superhero You're one of the few that enjoys running around in tight spandex suits and a cape. Enjoy. Prerequisites: Feats: Talented, Blooded, Seasoned Skills: Knowledge (Current Events) 7+ Ranks Special: Must have a costume (Wealth DC 10) 1 – SECRET IDENTITY [PRESTIGE] You have a secret identity to protect. When you take this feat, separate your Reputation into two parts. One part is your normal everyday identity, the other is your Superheroic identity. You may allocate any amount of your Reputation to either one, but the separation is permanent. The bonus for this prestige path for Reputation counts towards your Superheroic identity. If your normal identity is ever discovered, you may choose to lose this feat, gain a bonus feat in it's place and recombine your Reputation scores into one number. Also, you gain the ability Henshin. Henshin allows you to put on your costume as a move action. Where you do this is up to you. Lastly, you gain one minor contact as per the Squad 9 Investigator prestige feat “Contacts”. These last 2 abilities are not lost if you lose this feat. 2 – Bonus Feat and one additional contact of minor level. 3 – HEROIC POSE [PRESTIGE] Every superhero needs a heroic pose! You need to have some way to tell evildoers that you are serious, and this is the way to do it. When you first arrive at the scene of a crime, you may make a special Perform (Dance) check. The DC of the check is 10. If you succeed the check, you gain a +1 bonus to Attack, Damage, Defense, Reflex, Will and Fortitude. For every 5 by which you pass this check, increase your bonus by +1. Also, you gain one medium contact as per the Squad 9 Investigator prestige feat “Contacts”. 4 – Bonus Feat and one additional contact of medium or minor level. 5 – TRUE HERO [PRESTIGE] Once per day, you may spend three action dice to take a 20 on any one skill check. This does not count as a critical success, merely total up the check with a 20 as your roll and go from there. Also you gain one major contact as per the Squad 9 Investigator prestige feat “Contacts”.
Majin Mage You are of the Majin Mages. Those that can create monstrosities that are stronger than Gods! Prerequisites: Feats: Majin, Magic Skills: Spellcraft 10+ Ranks, Knowledge (Mystic Arts) 10+ Ranks, Concentration 10+ Ranks Special: Ki Barrier Ki Ability, Strong Ki Barrier Ki Ability, Must not have the Blooded feat. 1 – KI SHELL [PRESTIGE] You can put up a Ki Shell. This acts as a barrier against damage. When you first gain this feat, you may block 20 damage with the barrier. The barrier's effects go up by 10 points every 4 levels thereafter. A Ki Barrier is placed for 100 Power Level, and us up until the user drops the Shell, or the shell's damage is overcome. 2 – Bonus Feat 3 – PARAPAPAPA! [PRESTIGE] You gain the ability to perform the spell Parapapapa which changes the environment to one of your wishes. You can effect the following things when you use Parapapapa. Gravity (Maximum your level in Gravities), Climate (Must still be hospitable to lifeforms), Appearance, Lighting and Landmarks. The spell covers a 10ft cube per level of the Majin Mage. Once set, the effect remains until changed. Using Parapapapa is a full-round action that costs 130 Power Level. 4 – Bonus Feat 5 – CREATE MAJIN MONSTER [PRESTIGE] You create your very own Majin Monster or take control of an already made Majin Monster. A Majin Monster is built as a Majin of your level with up to your Charisma Modifier's worth of Genetic Tamperings. This Majin becomes your cohort, replacing any Cohort you might have had already, normally in a very violent manner. Remember, treating your Cohort like Garbage will eventually get under their skin, and will lead to them disobeying you.
Potara Master You are a warrior created of two lesser beings. You are a Potara Fusion. Prerequisites: Special: Must have been fused into one being by Potara Earrings. 1 – FUSED KNOWLEDGE [PRESTIGE] You gain extreme insight into what makes your nondominant half tick. You gain a bonus to all skills you share in common with the nondominant member of the Potara Fusion equal to their modifiers. Also you now have all skills that your nondominant personality had that the dominant personality didn't as trained skills. 2 – Bonus Feat 3 – EXTREME TRANSFORMATIONS [PRESTIGE] If you are of a race that possesses a racial transformation, you may push the bonuses granted by these transformations up by one half. Also, if you would be transformed into a form not your own by an effect, you may still act as yourself regardless of form (IE: If you were turned into candy, you could still fight with your full power, with statistics modified for your new size.) 4 – Bonus Feat 5 – ANTI-MAGIC SHELL [PRESTIGE] You may cloak yourself in a bubble of energy that negates the effects of supernatural abilities targeting you. This shell must be placed up as a move action on your turn, and lasts for 3 + Intelligence Modifier in rounds before it must be placed up again. It costs 200 Power Level to put up an Anti-Magic Shell. (IE: If you were absorbed by a Majin while you had your Anti-Magic shell up, you would negate the absorption, though you would have to find a way to escape by yourself.)
Royal Guard You are of the Saiyajins that guard the Royal Family. You are some of the strongest elites in the Saiyajin empire. Prerequisites: Feats: Saiyajin, Trained off Tail Weakness, Controlled Oozaru, Elite Stamina Skills: Unarmed Strike 11+ Ranks, Ranged Shot 11+ Ranks Special: Ki Shot Ki Ability, Ki Barrier Ki Ability, 1 Other Ki Ability, Each feat in this tree counts as a Ki Feat 1 – IMPROVED PRESENCE [PRESTIGE] You have the ability to deter attackers before they even attack. Designate a charge. You gain a +5 bonus on Soul Crushing checks, and anyone that you soul crush cannot attack your designated charge for 1d6+1 rounds. They can still defend themselves, they just cannot attack. Should you use this feat, you cannot Soul Crush for 2d6+3 rounds. 2 – Bonus Feat 3 – DOUBLE PRESENCE [PRESTIGE] You gain the ability to guard more than one person at a time. You may now use your Improved Presence ability to guard a number of charges equal to your Intelligence Modifier (Minimum 2) 4 – Bonus Feat 5 – STRENGTH FROM THE FAMILY [PRESTIGE] You gain the ability to defend your charges with a zeal that belies your strength. You must designate at least one charge to use this ability. If you are defending your charge, you gain a bonus to Strength, Dexterity and Constitution equal to your Charisma Modifier. This bonus lasts for as long as you are defending your charge. Also, if you are defending more than one charge, you gain a +2 bonus above your Charisma Modifier for each charge above the first.
Weighted Warrior You take great pride in training. You wear weighted training clothing to simulate high gravities and adverse conditions. Prerequisites: Feats: Heroic Attribute (Strength), Heroic Attribute (Dexterity), Heroic Attribute (Constitution) Skills: Concentration 6+ Ranks Special: Must wear a Full set of Weighted Training Clothing (Bleach d20 Classless book page 60) 1 – IMPROVED WEIGHTED TRAINING CLOTHING [PRESTIGE] The penalties to Attack and Defense for wearing Weighted Clothing decreases -1 per piece of Weighted Training Clothing worn. In addition, the Experience bonus increases by 2% per piece of Weighted Training Clothing worn (7% per piece worn instead of 5%). Lastly, the bonuses granted to Strength, Dexterity and Constitution granted by taking off Weighted Training Clothing in battle increases to +3 per piece removed. 2 – Bonus Feat 3 – IMPROVISED GRAVITY TRAINING [PRESTIGE] You can wear weighted training clothing so heavy it simulates 100x Gravity. You receive 1,000 experience each week you remain in the weighted training clothing. This clothing, however, is incredibly heavy and weighs you down. You take a -5 penalty to Swim checks to fly and Balance checks to balance on Air and liquids/fragile surfaces. Also, every day you sleep in this clothing you take a -2 penalty to all d20 rolls the next day. This penalty isn't cumulative per day, but after one month of wearing this version of Weighted Training Clothing the penalty per day increases to -8. 4 – Bonus Feat 5 – GREATER WEIGHTED CLOTHING [PRESTIGE] The penalties to Attack and Defense for wearing normal Weighted Training Clothing disappears. In addition, the Experience bonus increases by another 3% (To a total of 10%). Lastly, the bonus granted by taking off Weighted Training clothing in battle increases to +5 per piece removed.
Saiyajin Ravager You are a ravager, someone that exalts in using their power to destroy things particularly your Oozaru form. Prerequisites: Feats: Saiyajin Skills: Unarmed Strike 10+ Ranks Special: Cannot have Controlled Oozaru when you begin this prestige path. May take it later and keep the bonuses of this class. 1 – FEARSOME AURA [PRESTIGE] You gain an aura that inspires terror in your enemies. All enemies within 10 feet of you take a -2 penalty to Saving Throws on a failed Will save (Charisma Based). For each 5 they fail the Saving Throw increases the penalty by 2. This penalty lasts for a number of rounds equal to the number by which they failed the save +3. Pass or fail, someone effected by this aura is immune to the aura for 24 hours. You may suppress this aura as a free action. 2 – Bonus Feat 3 – DESTROY THE WORLD [PRESTIGE] When you are in your Oozaru form, you ignore the hardness of objects with a hardness less than your Strength Modifier. Also, while you're in your Oozaru form, you deal double damage to structures and unattended objects. Lastly, when you are in your Oozaru form, you deal an extra 1[BW] with your unarmed strikes. 4 – Bonus Feat 5 – SUPRISE OOZARU [PRESTIGE] You are a genetic anomaly. The gland that transforms you into an Oozaru is located at the base of your spine, and not at the tip of your tail. As such, unless your tail is removed with the Surgery feat or magically sealed, you can transform into Oozaru without your tail.
Namekian Grappler You are a Nameksei-jin that uses your Mystic Attack to it's greatest potential. Prerequisites: Feats: Namek, Mystic Attack, Improved Grapple Skills: Unarmed Strike 10+ Ranks Special: 18+ Strength 1 – GREATER MYSTIC ATTACK [PRESTIGE] Firstly, you gain the ability to grapple an opponent up to two size categories above yours. Secondly, you gain the ability to constrict an enemy on a successful Grapple check. You may only use this ability if you use Mystic Attack to make the Grapple Check. The damage dealt by each Grapple Check is equal to your Unarmed Strike damage. You also gain a bonus on Grapple Checks equal to the number of feats you have in this tree. 2 – Bonus Feat 3 – SUPERIOR MYSTIC ATTACK [PRESTIGE] Firstly, you may grapple an opponent up to three size categories above yours. Secondly, you gain the ability to force an opponent to make a Fortitude Save (Strength Based) or fall unconscious for 1d6+1 rounds. Thirdly, you gain an additional +3 bonus to grapple checks 4 – Bonus Feat 5 – ADVANCED MYSTIC ATTACK [PRESTIGE] Firstly, you may grapple an opponent up to four size categories above yours. Secondly, you deal an additional +1[BW] on constriction damage. Thirdly, you gain an additional +5 bonus to grapple checks. This overlaps the bonus from Superior Mystic Attack.
Nameksei-Jin Fusionist You are a Namek that specializes in Namekian Fusion Prerequisites: Feats: Namek, Namekian Fusion Skills: Concentration 10+ Ranks Special: 1,000+ Power Level, Constitution 20+ 1 – IMPROVED NAMEKIAN FUSION [PRESTIGE] In addition to the bonuses granted to you by a Namekian Fusion, you gain one bonus feat from the other person's list per four levels you have. You must meet all prerequisites for feats that you gain as bonus feats. Also, you gain the ability to split yourself from a Fusion at will freeing up your Fusion slot for later as a standard action. Should you split your fusion, you lose all benefits of the Fusion. 2 – Bonus Feat 3 – GREATER NAMEKIAN FUSION [PRESTIGE] You may now fuse with a second Nameksei-jin. This works like the Epic feat Multifusion. You may now qualify for the Super Namekian Feats at non-epic levels should you meet the other prerequisites. 4 – Bonus Feat 5 – LEGENDARY SUPER NAMEKIAN FUSION [PRESTIGE] You gain a +2 bonus to all statistics for each Namekian you are fused with. Also, when you split from a fusion, you may refuse with that being as an immediate action, provided they are willing. While your Fused with another Namekian, you gain fast healing equal to the number of Nameks you are fused with times the number of feats you have in this tree +1
Saiyajin Outcast You are a Saiyajin without anything to lose. You are an outcast among your people, and live on the fringes of society doing odd jobs and mercenary work to survive. Prerequisites: Feats: Saiyajin, Sneak Attack, No Tail Skills: Unarmed Strike 10+ Ranks 1 – INFAMY [PRESTIGE] You gain a +3 bonus to Reputation from this prestige path instead of +2. Also you gain Infamy among Saiyajins and Fame among other races that view the Saiyajin poorly. Also, you gain a bonus to your Intimidate rolls equal to your Reputation minus ten divided by 2 (Minimum +2) 2 – Bonus Feat 3 – BETTER SNEAK ATTACK [PRESTIGE] You gain the ability to make a Sneaking Power Attack. You may accept a penalty on all attack rolls you make in a round to add that bonus in d6's to damage. You cannot accept a greater penalty than half your level. Also you gain Sneak Attack as a bonus feat, unless you already have Sneak Attack twice, in which case you receive Crippling Strike as a bonus feat regardless of prerequisites. 4 – Bonus Feat 5 – ADVANCED NO TAIL [PRESTIGE] If you traded in any feats when you got the feat No Tail, you gain an additional bonus feat per feat you gained from No Tail. In addition, increase the bonus you gained from No Tail to +5 to Strength and Constitution.
Saiyajin Devastator A master at Saiyajin martial arts, a Saiyajin Devastator mixes Ki and martial prowess to bring their opponents to their graves. Prerequisites: Feats: Saiyajin Skills: Unarmed Strike 12+ Ranks, Fortitude, Reflex Will 12+ Ranks, Defense 12+ Ranks Special: 1,000+ Power Level, Ki Blast Ki Ability, Infuse Power Ki Ability 1 – SUPERIOR INFUSE POWER [PRESTIGE] You gain the Greater Infuse Power ki ability as a bonus. In addition, you can increase your unarmed strike by 2[BW] for an additional 30ki. Also, you have the ability to infuse your fists with elemental energies. Choose one element. When you infuse power, you may choose to expend 50 more Ki than normal. Should you do so, your unarmed strike damage becomes this element. This choice cannot be later changed. 2 – Bonus Feat 3 – SAIYA-DO [PRESTIGE] You gain the ability to turn hits into near misses. Once per encounter you may reroll a Defense roll or Saving Throw with a +4 bonus. Should you choose, this bonus stacks with the Combat Roll feat, but you use up both feats uses. Also you gain the ability to turn near misses into hits. You may, once per encounter, reroll an Unarmed Strike, Weapon Attack or Ranged Shot with a +4 bonus. 4 – Bonus Feat 5 – GREATER SAIYA-DO [PRESTIGE] You gain the ability to fight faster than normal, striking in the blink of an eye. By giving up all your attacks in a round, you may make a single attack roll at your highest base attack bonus. Should this attack roll succeeds, your opponent doesn't see the attack coming, and is caught flatfooted. Either way, this attack deals double damage, triple on a critical.
Android Juggernaut You are an android with an amazing amount of power within your generators. Or you are an android with amazing capacitors. Either way, you are a juggernaut against Ki. Prerequisites: Feats: Android, Generator or Absorber, Increased Capacity Skills: Unarmed Strike or Concentration 10+ Ranks Special: The ability to absorb or generate 500 Power Level 1 – IMPROVED GENERATION [PRESTIGE] When calculating the maximum amount of Power Level you can generate or absorb, increase the multiplier by the number of Ki abilities you have. 2 – Bonus Feat 3 – GREATER GENERATION [PRESTIGE] When calculating the maximum amount of Power Level you can generate or absorb, increase the multiplier by the number of Ki feats you have. 4 – Bonus Feat 5 – PERFECT GENERATION [PRESTIGE] You may take a standard action to double your currently held Power Level. This comes at a price however, as you take 1d6 damage per 500 extra power level you have over your maximum. This damage overcomes damage mitigation and damage reduction. If you are reduced to death by this effect you are disintegrated.
Changling Transformer You don't just change forms, you are forms. You perpetually change forms to improve both your abilities and your fighting prowess. Prerequisites: Feats: Changeling, Transformation at least twice, must have at least one natural weapon other than Tail Slap in each form. Skills: Concentration 12+ Ranks 1 – TRANSFORMATIONAL RESISTANCES [PRESTIGE] You are adept at transforming in strange ways. You gain a fortitude save against any effect that would stun you, and gain a +10 bonus to that saving throw. Also, you gain a 75% chance to make a critical hit one less stage of a critical (To a minimum of 1.5x). 2 – TRANSFORMATIONAL WEAPONS [PRESTIGE] You gain the strange ability to manifest Natural weapons from other forms in your base form. You may take a move action to make a concentration check with a DC of 25 + The number of the transformation that the natural weapon comes from. Should you make the check you manifest the Natural Weapon in the form you are in. 3 – TRANSFORMATIONAL STRENGTHENING [PRESTIGE] You have hardened your body against attack. You gain a permanent +4 bonus to Strength and Constitution. Also, you may spend a Standard Action to double this bonus for 3 + Intelligence modifier rounds. If you do so you are fatigued till the end of combat after it ends. 4 – TRANSFORMATIONAL HEALING [PRESTIGE] You gain fast healing equal to the number of feats you have in this tree. If you succeed a Concentration Check with a DC of 25 as a standard action, you can double this healing for 3 + Constitution Modifier in rounds. Also, whenever you transform, any missing limbs you might have had are regrown instantly. 5 – TRANSFORMATIONAL PERFECTION [PRESTIGE] You gain the ability to transform even faster than normal. Move the time it takes to use any feature in this tree down one step (Move Actions become Swift Actions, Standard Actions become Move Actions, ect.) Also, as a full round action, you can increase all the bonuses you gain from this tree by a factor of 3 for 1 round per three levels. Should you use this, you are exhausted till the end of combat after it's over.
Changeling Grappler Your tail has become so prehensile that you have the ability to grapple creatures with it. Prerequisites: Feats: Changeling, Improved Grapple Skills: Unarmed Strike 8+ Ranks 1 – IMPROVED GRAB [PRESTIGE] Should you hit with your Tail Slap attack, you may automatically begin a grapple attempt. This does not provoke an attack of opportunity. 2 – Bonus Feat 3 – CONSTRICT [PRESTIGE] You may deal your Tail Slap damage on a successful Grapple Check. 4 – Bonus Feat 5 – IMPROVED CONSTRICT [PRESTIGE] When you deal grapple damage, you may force the target to make a Fortitude Save (Strength Based). Should they fail the save, they fall unconscious for 1d6+1 rounds. If you take a full round action to deal this damage, you may increase the DC of the Fortitude Save by +4.
Savage Warrior Among the Saiyajin there are still those that don't respect the crown and fight anything that moves or challenges them. They live a primitive lifestyle hunting and gathering what they need instead of the more agrarian lifestyle that the rest of the Saiyajins have adopted. Prerequisites: Feats: Saiyajin Skills: Unarmed Strike 6+ Ranks, Survival 6+ Ranks Special: Must have hunted and killed a big game animal and used most of it's carcass for something productive 1 – SAVAGE MIGHT [PRESTIGE] When you attack a living being, you deal additional damage equal to your Charisma Modifier. Also you are considered large for all positive effects. 2 – Bonus Feat 3 – MIGHT OF THE OOZARU [PRESTIGE] Once per day you may fly into an Oozaru rage. Doing so grants you one half the bonuses of the Oozaru form in your normal form for 3 + Constitution Modifier rounds. After this rage ends you are fatigued till the end of combat. While in this rage, you cannot use skills that involve Intelligence or Charisma (Except Intimidate). 4 – Bonus Feat 5 – FORM OF THE OOZARU [PRESTIGE] You have learned to harness your inner beast. Once per day per point of Charisma modifier, you may enter a form that is a strange hybrid of Oozaru and normal Saiyajin. While in this form, you grow one size category, and gain half the bonuses of the Oozaru form as if you entered an Oozaru rage. While in the Form of the Oozaru, you may still make use of Intelligence and Charisma based skills. You gain a bonus on Intimidate Checks of +5 and gain Endurance and Diehard while in this form.
Super Saiyajin Exemplar Among Super Saiyajin you are a cut above, an exemplar to be looked up to and respected. Prerequisites: Feats: Saiyajin, Super Saiyajin, Heroic Attribute (Constitution) Skills: Unarmed Strike 12+ Ranks Special: 500+ Power Level 1 – EXAMPLE OF POWER [PRESTIGE] Sometimes you just have to show someone that you are more powerful then they are. Once per day per feat in this tree, you may declare that you are making an Example of your opponent. Your next unarmed attack ignores damage reduction and damage mitigation. Should you miss with this strike, the attempt is wasted for the day. 2 – Bonus Feat 3 – SUPER SAIYAJIN DEFENSES [PRESTIGE] You gain the ability to stand against the forces that would put you down. Once per day per feat in this tree, you may declare that you are using Super Saiyajin Defenses. Make a Parry Check with a DC equal to the opponent's attack roll + 5. Should you succeed, you parry the attack and end the opponent's attack action. They are flatfooted to the next attack you make. 4 – Bonus Feat 5 – SUPER SAIYAJIN PERFECTION [PRESTIGE] Once per day when taking damage that would reduce the Super Saiyajin Exemplar to -1/2 maximum hit points or lower, this ability activates. The Super Saiyajin Exemplar is able to remain conscious and survive any amount of damage, as well as become immune to ability damage, ability drain, daze, death effects, disease, negative level, poison, sleep and stunning effects, as well as any effect that causes the loss of a turn for 1 round. While the ability lasts, the exemplar's attacks ignore all hardness and damage reduction and do not automatically miss on a natural roll of 1. All Power Level costs of abilities and special attacks are reduced by 50%. At the end of the attacker's next turn, the Super Saiyajin Exemplar rolls a percentile die and adds his total character level. On a roll of 90 or more, the character is instantly returned to -9 hit points and stable. On a natural roll of 99 or 100, the ability lasts for an additional round. Percentile dice is rolled each round the ability lasts to determine if it will last a round longer, but the consequences of failure are eliminated after the first success.
Grand Chef Majin You are of the grand chefs. Those that use their magical abilities to help your allies survive better in combat. Prerequisites: Feats: Majin, Wonder Majin, Magic Skills: Concentration 12+ Ranks Special: 500+ Power Level 1 – COOKIN UP SOMETHING [PRESTIGE] You may, at your whim, go Wonder Majin and grant some or all of the bonuses to an ally within 30 feet instead of yourself. You do this as a free action when you activate Wonder Majin and it lasts for as long as your Wonder Majin lasts. This uses up one of your uses of Wonder Majin for the day. 2 – Bonus Feat 3 – BUFF THEM ALL [PRESTIGE] You may split your Wonder Majin bonus among allies within 30 feet, none of which can be more than 10 feet apart. Also, if you do this, double the bonus you gain from Wonder Majin for this effect alone. You cannot grant more than your normal bonuses to one ally (Meaning you have to split the bonus between allies when using this feat.) 4 – Bonus Feat 5 – BUFF BUFF BEAM [PRESTIGE] Instead of doubling the bonuses you gain from Wonder Majin for Buff them all, triple them. You can now buff any number of allies that are within 100 feet of you regardless of their distance apart. Also, you may use Magic to make the buffs last for one minute per your level instead of till the end of the encounter. You cannot grant more than your normal bonuses to one ally (Meaning you have to split the bonus between allies when using this feat.) If you use the Buff Buff beam, you are fatigued till the end of the encounter.
Majin Wrapper You know that to squeeze your enemies to death is the only way to be sure. You act like a python, securing your enemies and making them suffer. Prerequisites: Feats: Majin, Majin Regeneration, Majin Expansion Technique, Improved Grapple Skills: Unarmed Strike 12+ Ranks Special: 500+ Power Level 1 – SPEEDY GRAPPLE [PRESTIGE] Making a grapple check can be done as a swift action instead of an attack action. 2 – Bonus Feat 3 – SUPERIOR CONSTRICT [PRESTIGE] You may deal your unarmed damage each turn you have someone grappled. 4 – Bonus Feat 5 – SQUEEZE THEM DRY [PRESTIGE] You may use your Grapple checks to grapple more than one opponent. You may grapple as many opponents as you have Strength Modifier. Each opponent makes a separate Grapple check to escape your grapple, and each takes your damage individually.
Majin Splitter You know that sometimes two is better than one, and sometimes the attack of the millions of billions of itty bitty yous is even more potent. Prerequisites: Feats: Majin, Majin Regeneration, Improved Majin Regeneration, Majin Detach. Skills: Ranged Shot 12+ Ranks Special: At least 3 Ki Abilities 1 – IMPROVED MAJIN DETACH [PRESTIGE] Detaching your own limbs no longer causes you Constitution Damage. In addition, you may rip out chunks of your body and make them grow into whatever body part you wish them to be. 2 – Bonus Feat 3 – MAJIN SPLIT [PRESTIGE] You can have one of your pieces that you've detached, or that has been blown off you turn into an exact copy of you. Both you and the copy take 1d6+2 negative levels for as long as you remain separate, and you may rejoin as a standard action. 4 – Bonus Feat 5 – THE ATTACK OF THE MILLIONS OF BILLIONS OF ITTY BITTY BUUS [PRESTIGE] If you take an attack that would normally kill you, you may instead split yourself into hundreds of little versions of yourself. Each becomes it's own separate creature with your goals in mind. Each creature is three size categories smaller than you are and acts as if it's level were 1d10+4 levels below yours. You can control each of the creatures, and they all go on your initiative in the round. You may rejoin as a full-round action. Each creature has only 1 hit point, and for each one destroyed you lose one hit point upon rejoining. This loss is not permanent and you can he healed at a later time. You may only use this feat once per day.
Saiyajin Heir You are heir to great power. You are of the Saiyajin, at least in part. Prerequisites: Feats: Oldblood (Saiyajin), Saiyajin Heritage Skills: Any one attack skill 8+ Ranks, Any one saving throw 8+ Ranks 1 – IMPROVED SAIYAJIN HERITAGE [PRESTIGE] You gain one quarter the experience for losing a fight and surviving as normal. Should you die and come back, you gain experience as if you defeated an encounter of your own challenge rating. Also, regardless of your race, you are considered Ki Infused. 2 – Bonus Feat 3 – KI ABILITIES [PRESTIGE] Regardless of your race, you gain Ki Abilities at second level and every second level thereafter unless you gained them at first level. This applies retroactively. 4 – Bonus Feat 5 – NATURAL BORN SUPER SAIYAJIN [PRESTIGE] You gain the Natural Born Super Saiyajin feat even if you don't meet the prerequisites. Also, the prerequisites for all other Super Saiyajin levels change as follows: Reduce the Constitution prerequisite by 5, Reduce the Power Level Prerequisites by 500 Power Level, Super Saiyajin 3 becomes a non-epic feat.
Nameksei-Jin Heir The Namek people have blessed you with part of their genes. Prerequisites: Feats: Oldblood (Namek), Namekian Heritage Skills: Any one attack skill 8+ Ranks, Any one Saving throw 8+ Ranks 1 – IMPROVED NAMEKIAN HERITAGE [PRESTIGE] You age as a Shinigami, or as your base race, whichever is better. You no longer need to eat, and may trance for 4 hours a day to regain a full night's rest. 2 – Bonus Feat 3 – KI ABILITIES [PRESTIGE] Regardless of your race, you gain Ki Abilities at second level and ever third level thereafter unless you belong to a race that gets a better progression. This applies retroactively. 4 – Bonus Feat 5 – NATURALLY BORN SUPER NAMEKSEI-JIN [PRESTIGE] You gain the feat Super Namekian regardless of prerequisites. Also, Secondary Super Namekian loses it's Epic prerequisites.
Changeling Heir You were born of the mighty changelings. Though you are not one of them, you pride yourself on your heritage. Prerequisites: Feats: Oldblood (Changeling), Changeling Heritage Skills: Any one attack skill 8+ Ranks, Any one saving throw 8+ Ranks 1 – IMPROVED CHANGELING HERITAGE [PRESTIGE] You age at half the rate of a Shinigami unless your race ages slower. You gain the ability to grow a tail at will and gain a Tail Slap attack that deals 1d6 damage + 1d6 per 5 ranks of Unarmed Strike you have above 1. 2 – Bonus Feat 3 – KI ABILITIES [PRESTIGE] Regardless of your race, you gain Ki abilities at first level and ever two levels thereafter. This applies retroactively. 4 – Bonus Feat 5 – CHANGELING TRANSFORMATION MASTERY [PRESTIGE] When you gain a Changeling Transformation, you gain +2 points per tier of the Transformation. Also you gain one Changeling Transformation upon gaining this feat regardless of prerequisites.
Majin Heir Though reproduction among Majin is rare, you are a product of the Love Love beam. Prerequisites: Feats: Oldblood (Majin), Majin Heritage Skills: Any one attack skill 8+ Ranks, Any saving throw 8+ Ranks 1 – IMPROVED MAJIN HERITAGE [PRESTIGE] This feat counts as 2 Ki Feats. You can survive in a vaccuum and do not age. 2 – Bonus Feat 3 – KI ABILITIES [PRESTIGE] Regardless of race, you gain Ki abilities at first level and every 2 levels thereafter. This applies retroactively. 4 – Bonus Feat 5 – IMPROVED WONDER MAJIN [PRESTIGE] You gain Wonder Majin as a bonus feat regardless of prerequisites. Also, Supreme Wonder Majin loses it's Epic prerequisite, and all Wonder Majin forms lose 5 from their Constitution Prerequisites and 500 from their Power Level prerequisites.
Shin Heir You are a descendant of the gods themselves. You are an heir to the mighty shin. Prerequisites: Feats: Oldblood (Shin), Shin Heritage Skills: Any one attack skill 8+ Ranks, Any one saving throw 8+ Ranks 1 – IMPROVED SHIN HERITAGE [PRESTIGE] You age at a rate of one quarter that of a Shinigami, unless your race's aging is better. You can survive in a vacuum. This feat counts as a ki feat. 2 – Bonus Feat 3 – KI ABILITIES [PRESTIGE] Regardless of race, you gain Ki abilities at first level and every two levels thereafter. This counts retroactively. 4 – Bonus Feat 5 – IMPROVED MYSTIC SHIN [PRESTIGE] You gain Mystic Shin as a bonus feat regardless of prerequisites. All other Mystic Shin levels lose 5 from their Constitution prerequisite, and 500 from their Power Level prerequisites.
Ki Using Human Heir Though humans are a weak species, most other races agree that they are attractive. Prerequisites: Feats: Oldblood (Ki Using Human) Skills: Any one attack skill 8+ Ranks, Any one saving throw 8+ Ranks 1 – KI USING HUMAN HERITAGE [PRESTIGE] You gain a +2 bonus to Dexterity and Charisma and a +4 bonus to Sense Motive checks. 2 – Bonus Feat 3 – KI ABILITIES Regardless of race, you receive Ki Abilities at third level and every three levels there after unless your race has a better progression. 4 – Bonus Feat 5 – SUPER HUMAN [PRESTIGE] Once per day per level you may activate this feat. Multiply your Strength, Dexterity and Constitution by one and a half and multiply your Power Level by this same number. This state lasts till the end of the encounter.
Shadow Dragon You are one of the fearsome Shadow Dragons, beings that appear when the Dragonballs have been overused. There are only ever one Shadow Dragon per dragonball, seven appearing in all. Each wants nothing more than to destroy the faction of reality that they preside over. Prerequisites: Feats: Any Ki Infused Race or Ki Infused Skills: All Base Skills 18+ Ranks Special: 2,000+ Power Level, 5+ Ki Abilities, Must either replace an already existing Shadow Dragon, or be bound to a new set of Dragonballs. 1 – DRAGONBALL CONNECTION [PRESTIGE] You gain a connection to a Dragonball within a set of Dragonballs. Should you be killed you merely return to the Dragonball you are connected to and remain within that Dragonball until someone abuses the Dragonballs once again. You can however be replaced if the creator of the Dragonballs you are bound to decides to replace you. You may only gain a connection to one Dragonball, and that connection cannot be severed unless severed directly by the creator of the dragonballs.. You also remember the Wish that created you. Whether or not you wish to reveal that wish is up to you. You can only be replaced between summonings. 2 – Bonus Feat 3 – ELEMENTAL CONVERGENCE [PRESTIGE] You gain elemental power. Choose one element from the following list (Fire, Cold, Electricity, Acid, Water, Force or Psychic) All of your Special Attacks now deal the prescribed damage type. Also you gain a unique Special Ability of your own, chosen when you gain this feature and approved by your GM. (This can be anything you can imagine from being able to Superheat your body, to being able to deflect attacks using pure force. Your GM has final say however.) Thirdly, you preside over a fraction of reality be it the Trees, the ocean or perhaps even the continents themselves. You have an intrinsic connection to that particular fraction of reality and can sense your fraction at a range of 1 mile. Lastly while in your element you gain a +1 bonus to all d20 Rolls per feat you possess in this tree. You must choose your connection when you gain this feat, and it cannot be changed afterward. 4 – Bonus Feat 5 – ABSORB DRAGONBALL [PRESTIGE] You gain the ability to absorb the Dragonballs of other Shadow Dragons by either killing the other Shadow Dragons, or retrieving the balls from those that have. When you absorb a Dragonball, You gain a bonus to all your statistics equal to the Modifiers of the Dragon that held the ball before you, you add half that being's power level to your own and you gain their Special Attacks as your own, ignoring the Elemental Convergence restriction. You may only absorb the set of Dragonballs you are connected to.
Super Human You are one of those rare beings that has transcended mortality and human frailty. You are a Super Human. Prerequisites: Feats: Ki Using Human or Ki Infused Special: 500+ Power Level, 18+ Constitution 1 – SUPER HUMAN [PRESTIGE] Once per day per level you may activate this feat. Multiply your Strength, Dexterity and Constitution by one and a half and multiply your Power Level by this same number. This state lasts till the end of the encounter. 2 – Bonus Feat 3 – ADVANCED SUPER HUMAN [PRESTIGE] Special Prerequisites: 2,000 Power Level, 20+ Constitution You may, for one minute per day per level, push your Super Human into an Advanced state. While you are in this advanced state, multiply your Strength, Dexterity and Constitution by two. Multiply your Power Level by 2 when using this feat. 4 – Bonus Feat 5 – ULTRA HUMAN [PRESTIGE] Special Prerequisites: 3,000 Power Level, 25+ Constituion You may, for one round per level + Constitution Modifier per day, push your Advanced Super Human to a more advanced state. An Ultra state. Multiply your Strength, Dexterity, Constitution and Power Level by two and a half.
Living Android You are a generator that is alive. You have organic parts, making you more of a cyborg than an android. Prerequisites: Feats: Android, Generator (Alive), Any Oldblood Skills: Unarmed Strike 6+ Ranks 1 – LIVING POWER [PRESTIGE] You gain a power level. It is still not senseable by others unless you wish it to be. This power level is calculated in a special way. Multiply your current maximum held power level by 5. That is your power level. This power level is never depleted to 0, and always has at least 1 point in it. Should something increase your Power Level, it is increased by that amount. 2 – Bonus Feat 3 – REPRODUCTION [PRESTIGE] You have discovered that you have enough of your living tissue remaining to reproduce. You reproduce in the manner of your Oldblood species, and produce beings of your oldblood species when you do reproduce (See Reproduction Cycles later in this book.) 4 – Bonus Feat 5 – LIVING APOTHESIS [PRESTIGE] Besides being your Oldblood species for Feats and Prestige Paths, you gain the abilities of your Oldblood Race. This does not include a Ki Progression.
Android Warrior You are an android built purely for combat. Your specifications come off of great warriors. Prerequisites: Feats: Android, Generator (Non-Living), Incredible Defenses, Fighting Multiplier Skills: Flash Step 13+ Ranks Special: 17+ Dexterity and Intelligence 1 – WAR ZONE [PRESTIGE] Your non-living construction allows you to take more damage than the average android. You gain Light Fortification as a special ability on your body. Also you gain damage mitigation equal to the number of feats you have in this tree times three. 2 – Bonus Feat 3 – GREATER FIGHTING MULTIPLIER [PRESTIGE] Your fighting multiplier is applied per 150 power level you can store. In addition, this bonus lasts twice as long. You also gain Moderate Fortification as a special ability on your body. Your damage mitigation grows to be four times the number of feats in this tree. 4 – Bonus Feat 5 – FINAL UPGRADES [PRESTIGE] You gain 2 Ki Abilities. Also you gain Heavy Fortification as a special ability on your body. Your damage mitigation grows to be five times the number of feats in this tree. Lastly you gain a free Special Attack built as normal.
GM Section Reproduction Ki Using Humans: These beings reproduce just like regular humans. If you don't know how humans reproduce, you shouldn't be playing this, you're too young. Saiyajins: Saiyajins reproduce just like humans do, except that their longer lifespans (About 150 years), means that pregnancy lasts for one year instead of 9 months. Normally, Saiyajins don't have much to do with their offspring till they reach puberty and are picked up by their parents from the planet they were sent to conquer. A Saiyajin raised in other ways, such as among humans, can change this however. Nameksei-jin: These beings produce offspring asexually via eggs fired from the mouth to the distant corners of the world. Nameks don't have a great deal to do with their offspring, allowing them to grow swiftly. A child of a Nameksei-jin has all the memories of their parent and grows to adulthood within 3 years if a Warrior namek, or within 20 years if a Healer Namek. This distinction is made when the Egg is created and cannot be changed. The difference between a Healer and Warrior Namek is only the rate at which they grow to maturity. Bio-Android: Bio Androids reproduce via one of the ways their parent race reproduces. This is chosen by the BioAndroid when they are created and cannot be changed later. Shin: These beings are born of the tree that resides on the Shin planet. Each is born of a fruit that falls from the tree. They can engage in normal copulation, but this never produces a child. Absorber Android: These types of androids cannot naturally reproduce, but can build others of their species if they so choose. Generator Android: These types of androids generally cannot reproduce. The Living Android prestige path changes this however. Changeling: Changelings reproduce like humans except that to preserve the female's life, the male holds the child in a pouch on their stomach for the final three months of pregnancy. A changeling having a child with another race generally conforms to the other race's pregnancy formula. Majin: These strange beings reproduce by detatching a part of themselves that grows into a new majin after two Majins have gotten together and used the Love Love Beam to imbue a separate spirit upon the newly born Majin. Majins are born with all the knowledge they need for survival, but still need at least 18 years to grow to maturity. Apperances Saiyajin: Saiyajin generally have Black, Brown or Blue hair though other hair colors are possible. Their hair stands on end in strange and inhuman patterns. Each Saiyajin has a brown fuzzy tail that they can wrap around their waist to avoid detection. All pure blooded saiyajin have black pupil-less eyes. All Saiyajin take a -5 penalty to Disguise checks to appear human. Nameksei-Jin: Nameks are all green beings with long pointed ears and two antennae on their heads. They have areas on their body where their muscle mass shows through the skin, marking them as pink areas. All Nameksei-jin take a -10 penalty to Disguise Checks to appear human. Androids: All Androids can look as their creator makes them look. Generally they look human, but others have looked very non-human. It's really up to the creator. They can imbue a +10 to -10 bonus to disguise checks to appear human. Majin: These strange beings are made of pink gummy substances that stretch and ply with use. They look very non human and take a -10 penalty to look human unless they have the Majin Body Manipulation feat.
Changeling: These powerful beings all have the same basic base form. Short with pink or red coloration on their arms and legs. The central core is generally white. Their heads look as if they have helmets on, with horns coming from their heads, generally from the sides, but other patterns are possible. They take a -20 penalty to disguise themselves as humans. Ki Using Humans: They're human. They automatically pass as human unless they have the Third Eye Open feat in which case they take a -5 penalty to Disguise checks to appear purely human. Transformational Appearances Saiyajin Transformations Super Saiayin 1: Golden spikey hair and blue/green eyes. These features mark a Super Saiayjin 1. Also muscle mass increases a bit. Super Saiyajin 2: Even more Golden Spikey Hair and Blue/Green eyes. These features mark a Super Saiayin 2 (Beyond Super Saiyajin). Muscle Mass increases over that of Super Saiyajin 1. Super Saiyajin 3: Massive amounts of Spikey long hair that goes down to about the behind, Blue/Green eyes with black pupils and a large muscle mass increase are the hallmarks of a Super Saiyajin 3. True Super Saiyajin 4: Rigid spikey hair that is reduced from Super Saiyajin 3, blue/green eyes with black pupils and a leaner appearance over Super Saiyajin 3. These are the hallmarks of True Super Saiyajin 4. Oozaru: When you go oozaru, you become a 40 foot tall giant were-ape with brown fur. Golden Oozaru: Golden Oozaru are the same as Oozaru but with Golden fur. Super Saiyain 4: Super Saiyajin 4 are smaller than Golden Oozaru, but taller than a saiyajin's norm by about half a foot. They generally have yellow eyes rimmed in red and have red fur on their bodies. Their hair becomes long, but appears mostly as their normal form, which is whatever hair color they had before becoming Super Saiyain 4. Super Saiyajin 5: Similar to Super Saiyajin 4, the only difference is that the fur is silver instead of red. Super Saiyajin 6: Super Saiyajin 6 look like Super Saiayjin 3's with golden fur all over their body. Nameksei-jin Transformations Note: I don't go by Fanon Super Namekian transformations. These are from the home game I ran. Super Namekian: In this transformation, all the blood rushes to the surface of the Namek's skin, giving them a purple hue, as if they were permanently blushing. Secondary Super Namekian: This form is identical to Super Namekian except that there is a muscle mass increase. Tertiary Super Namekian: The same as Secondary Super Namekian, except that there is more muscle mass growth. Shin Transformations Mystic Shin: Shins do not change appearance for transforming. They remain the same throughout. The only difference than the normal Shin is the crackling electrical aura that permeates their transformations. Changeling Transformations: Changeling Transformations normally follow the following pattern First Transformation: Larger form than normal, larger horns, but otherwise unchanged.
Second Transformation: The second transformation is totally alien looking, with a large head and spikes growing from the Changeling's back and head. Third Transformation: The third transformation reduces the Changeling back to it's original size, and makes it have a sleek appearance, generally dominated by their white body coloration with accents in their pink, purple or red coloration. Fourth Transformation: The forth transformation of the Changeling makes them grow in size slightly, gain a crown of horns on their heads, and a samurai-esque mask on their face. Other Transformations: Have not been revealed yet... It's really up to the player for these. Majin Transformations Wonder Majin: Majin, like Shin, don't physically change when they transform. The only indicator that a Majin has become a Wonder Majin or better is the steam that escapes the Majin's holes. Human Transformations Super Human: The only indicator that a Human has transformed beyond increased muscle mass is the fact that their transformation makes the blood in their body rush to the mucas membranes of the body giving the skin around their eyes become red with pressure. In Advanced Super Human and Ultra Human the only change is a red electrical aura. Bio-Android Transformations Racially Emulated Transformations: Bio-Androids generally don't appear to have changed when they use a transformation. They gain all the visual cues, such as a Golden Aura if they go Super Saiyajin, or an electrical golden aura if they go Beyond Super Saiyajin, but otherwise they don't change unless they have been modeled after the race they are emulating, then follow the guide for that race. Absorbing Other Androids: When absorbing other androids, a Bio Android will undergo a drastic physical change per android absorbed. This should be mapped out by the player of the Bio-Android. Reincarnation Cycles: These stand as long as the party in question is not wished back or resurrected. Ki Using Humans, Saiyajin, Nameksei-jin, Bio-Androids and Changelings: All these races reincarnate as per whatever you have for normal reincarnation. Absorber and Non-Living Generator Androids: These beings cannot reincarnate, they can however be rebuilt at a later time with their memory cores intact provided their memory core is still around. Living Generator Androids: Living Generator androids reincarnate as Ki Using Humans. Majins: Majins reincarnate abnormally. When reincarnating a Majin, roll 1d6 and consult the following chart • Ki Using Human: 1 • Saiyajin: 2 • Changeling: 3 • Nameksei-jin: 4 • Shin: 5 • Majin: 6 Shin: Shin do not reincarnate. The retain their presence past death.
General Feel The general feel of Dragonball should be one of desperation. The heroes are generally totally outmatched by the villains, and it takes some sort of miracle to right things. Draw things out, put in new complications when the heroes cannot defeat the villains. Example: The Z Warriors couldn't touch Cell after a while. When he realized this he realized that he could beat any of them, he set up the tournament. During the tournament, he was having fun with Goku, so he destroyed the ring, drawing out the fight. Always allow an out for your players. For example, when the group realized that they couldn't beat Androids 17 and 18, they went to the Hyperbolic Time chamber for training. When Buu was nearly unstoppable, Gohan got the Mystic upgrade, Etc. Always allow your players to eventually eclipse the villains, unless you want a truly desperate feel to your game. This isn't saying that you should always level up your PCs above the Villains eventually. This is saying that there should be an out. The Genki Dama is one way that Dragonball Z has allowed the party to get out of particularlly sticky situations. It's allowed Goku the ability to defeat enemies more powerful than he. Always go for broke, and allow your players to do the same. If they come up with some sort of hair-brained scheme to defeat an enemy, let it go through and see if it works logically. If your party can come up with something that you haven't thought of, reward them for it. Give extra ad hoc experience for coming up with an awesome plan that actually works. (One example of a hair-brained scheme that actually worked, was Vegetto allowing himself to be absorbed by Super Buu. This shouldn't have worked, but the GM allowed it because he wanted to see where it was going.)
Credits Akira Toriyama: Writer and Illustrator of the Dragonball Manga Draxredd: This is the guy that created the original Classless Bleach d20 system Dionon: This is Me, I created all the content within this booklet that is not copyrighted already or wasn't created by someone else. Feel free to use it as you see fit, as long as I get credit for it. Jusditz and Jeroitz: Two people who have a talent for finding the loopholes in systems and have been invaluable in helping me root out the ones in this game system that even my discerning eye missed. They have also been invaluable in editing this project and correcting the many mistakes I made along the way. They've also contributed quite a bit to the project in terms of material including Jeroitz's kido system and the balancing efforts of Jusditz which have kept this project from completely getting out of control. Giants in the Playground and Gleemax community: For constantly inspiring me to create d20 stuff. Wikipedia and Dragonball Wiki contributors (GNU Free documentation license) The Hypertext D20 SRD (Open Gaming License) Peter Kisner for the classless d20 inspiration Google: For having a lot of Great Images
The Absolute Dragonball The Absolute Dragonball is the final book in my Dragonball series, and is to be used as a guide to Prestige Paths in the Dragonball universe. Features • 60 new Prestige Paths • Rules for Reincarnation for various races • Rules for Reproduction for various races The Absolute Dragonball is meant to be used with the Bleach D20 Classless system, the Complete Dragonball and the Essential Dragonball. LEAGALISE Almost all content within is the intellectual property of Brian Korot, AKA Dionon. It may be used by anyone that wishes, and may be changed to fit your campaign. If you are going to publish this in any format, or add to it, please be kind and give me credit, as I am going to be giving credit the Dragonball anime and Manga including mentions of Saiyajins, Nameks, Ki and anything else, are used with fair use from Akira Toriyama, Shoen Jump Comics and anyone else I am forgetting to give credit to. Wakare o doragonbōru